More Guns

Post/Author/DateTimePost
#1

custom_gamer

May 13, 2008 21:44:52
What, other than the rules stops you from putting more weapons or defense systems into a starship? How could one reasonably increase the amount of weapons or Defense systems in a starship? Could you perhaps remove cargo space to make room or is it more complicated? I am asking about an ultralight ship and I would like a way to do this within the parameters of the rules. Any Ideas? I was thinking that for every _____ lbs of cargo space removed you can add one weapon or Defense system. Another question I have is, why can't you increase the number of Hit Dice for a gargantuan Ship more than ten, within reason?
#2

lonewolf_the_hunter

May 14, 2008 5:15:22
When it comes to adding more guns to a ship I have a couple of house rules: Rule 1 the double weapon template it add one of the following and adjust the Purchase DC by the listed amount: Improved Rate of Fire: Semi auto PDC+2, Full auto PDC+3, +1 Attack PDC+2, Improve Critical threat range 1 step PDC+3, add 3 dice to the weapon's Damage PDC+3. For balance sake, while double weapons can be fire-linked or placed in batteries, they must be placed into batteries or fire linked groups of the same type (Meaning you can't take a full auto double Rail cannon and place it in with a +3 dice Rail Cannon.) also the bonus for fire linking is based on the base weapon's damage. the improved critical threat and +1 Attack bonus stack with the bonuses for being in a battery but not with each other (Two +1 Double Needle Drivers in a battery would have a total bonus of +2 not +3 for example, ans a pair of improved Crit Dual Neutron guns fire linked together would still only be Crit 19-20). This template only applies to cannon type weapons

And as for Batteries I track how many slots they take up based on ship size: Medium-Weight; 1 slot for the first 2 weapons in the battery +1 for every additional weapon.
Heavy: 1 slot for the first 3 weapons in the battery +1 for each additional weapon.
Super-Heavy; 1 slot for first 4 weapons, 2 slots for a five weapon battery.
#3

doomsought

May 14, 2008 18:51:00
Start with a simplified mass system: give a formula by frame for cylinder, sphere and box. then armor by surface area: sphere, cylinder, box, then add thickness and its addition to Hardness bonus.

Then a mass system for weapons with a size system as well, given in internal and external dimensions for 3 models.

then engines with a simple by mass and engine size for speed.
A secondary engine type gives maneuverability.

Hit dice is based of frame type and mass.
Do prices by materials and then get it onto a PDF.
#4

azisien

May 14, 2008 22:18:51
You talk about it like it's an afternoon sitting on a hammock sipping an iced tea (or beer, or lemonade, whatever your preference)....

Craaaazy!
#5

backstabbist

May 15, 2008 0:42:48
I remember CyberDave spending weeks in thick discussion over the core relationships when he was drafting his system.

One I recall was the Additional Armor / Armor Thickness discussion that spurred the HitDice x Hull Material Hardness Modifier line of reasoning.

Folks like AussieGamer & CyberDave have put insane amounts of time & thought (& discussion & consensus) into their systems.



Before you change Ultralight Armament,
you need to look at the bigger picture of what core concepts are at odds with logic, and how will applying logic to one part change the big picture.