Pender Lumkiss wrote:Markus Berger wrote:Works for me...
Will Markus have time to add the weapon to his Hoverbike? I want to put that Ace Combat Edge to good use.
What weapon are you wanting to add to the hover bike?
Side note for the vehicular laser weapons:
The TW ones would be 20 shots and take 10 ppe to reload. (Similiar to the p-beam)
The non-TW laser weapons would be unusable without at least a powerarmor power source which the vehicle does not have.
The rules for Vehicular lasers follow ioncannons.
ION CANNONS Like their handheld cousins, these energy weapons are capable of phenomenal damage output, though over shorter ranges than laser systems. The spread effect of the handheld varieties expands to area effect attacks. As well, they lose one die of damage at Medium Range, and two dice at Long. Vehicular ion weapons have no payload limits, drawing directly from the vehicle or armor power source. Cyborgs, having their own power plants, can hand carry an ion cannon, but a super-strong juicer has no practical means of powering such a weapon without power armor.
Ahhh... Okay, yes, this makes sense.
So, we're pretty much back to Railguns, and/or TW weapons.
I had missed the P-Beam entirely as a reference point, so thanks for that. And then I read the Stealth System entry again, and realized I was looking at the wrong bit--we don't have enough Mod Slots for it, at all. (It's equal to the Size of the vehicle, so 6 slots for the ZR.
)
So at that point, our best option is probably the Moar Dakka route, to take advantage of Cantrell's skill. I've got a few options below, including two for folks that wanted something other than Big Guns on our new vehicle.
MOAR DAKKA wrote:
1: Dual-Linked Medium Railguns: 100/200/400, 3d10+6, AP 14, RoF: 3, +1 to Hit
2: Quad-Linked Mini Railguns: 75/150/300, 2d8+8, AP 6, RoF: 4, +2 to hit
3: Dual-Linked Light Railguns: 100/200/400, 2d10+6, AP 10, RoF: 3, +1 to hit
Dual-Linked Mini-Missiles: 100/200/400, 5d6+2, AP 6, RoF: 1, +1 to hit
4: Dual--Linked Mini Railguns: 75/150/300, 2d8+4, AP 6, RoF: 4, +1 to hit
Dual-Linked Medium Missiles: 200/400/800, 8d6+2, AP 15, RoF: 1, +1 to hit
5: Dual-Linked, Forward Mounted Heavy Railguns: 100/200/400, 4d10+6, AP 18, RoF: 3, +1 to Hit
Dual-Linked Mini-Missiles: 100/200/400, 5d6+2, AP 6, RoF: 1, +1 to hit
6: Smooth Ride: Luxury Features, Handling +3
7: Hard Target: Deflector Screens (-2 Shooting for non-laser weapons), Speed x2 (+10 Acc/+20 Top Speed)
8: Pender's Headache: Boosters, Shields (60-point ablative force-field; Pender would need to decide how much PPE it costs to regenerate the shields; given that it can regenerate up to 6/rd, my gut would say 1 PPE per, at the driver's discretion--so once shields are gone, we have to find someplace to hole up on a Ley Line)
W/re: #5, Fixed-mount weapons are essentially harder to use in a Chase scene--you have to get a high ranking card, as well as have Advantage over your opponent. Still, if you absolutely, positively have to shove a gun up Godzilla's kiester, this is the one you want. Unfortunately, we were one Mod Slot shy of being able to stick Quad-Linked, Forward-Mounted Heavies on there....
In addition, my thinking is that the missiles (on options that include launchers) could also be TW-converted, saving the need for fresh ammo. Even at 10 PPE per loadout, that's a bargain. Cantrell's less likely to need to fire the missiles--Libertas has +2 with a TW weapon, anyway, and missiles only need a 4 to hit.
Pender, if the above all would be acceptable to you, could you maybe add a poll option to the thread? Eliminate any options you think are unreasonable.