shadowcat1313 Posted January 10, 2005 Report Share Posted January 10, 2005 was tinkering with some stuff from the Babylon 5 Wars books, and tried converting the Neutron Laser 80 Neutron Laser: Multipower, 280-point reserve, (280 Active Points); Custom Modifier (Real Weapon; -1/4); all slots OIF Immobile (-1 1/2), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4) 8u 1) Piercing Mode: RKA 7d6+1, Armor Piercing (+1/2), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (275 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Beam (-1/4) 8u 2) Raking Mode: RKA 6d6, Armor Piercing (+1/2), Area Of Effect Nonselective (80" Line; +3/4), MegaScale (1" = 100 km; +3/4) (270 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4) 7u 3) Sustained Mode: RKA 5d6+1, Armor Piercing (+1/2), Continuous (+1), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (280 Active Points); OIF Immobile (-1 1/2), Custom Modifier (must cool down for 1 turn after used in sustained mode, cannot fire sustained for more than 3 turns in a row; -1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4) Powers Cost: 103 just an idea, any comments? Quote Link to comment Share on other sites More sharing options...
Tim Posted January 12, 2005 Report Share Posted January 12, 2005 Re: Babylon 5 Weapons Conversion experiment I have not done more than just skim some of the Bab5 wars stuff. A little over the top in power don't you think? Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted January 12, 2005 Author Report Share Posted January 12, 2005 Re: Babylon 5 Weapons Conversion experiment not really, I figure I went really conservative on it, I cant seem to find anywhere that it gives a range scale. I also didnt give it invisible power effects to sight, finguring a neutron weapon probably isnt visible in the normal spectrum Quote Link to comment Share on other sites More sharing options...
Aroooo Posted January 13, 2005 Report Share Posted January 13, 2005 Re: Babylon 5 Weapons Conversion experiment While I don't have any of the B5Wars stuff, I don't think its over the top. Look at some of the ship work I've done. This is pretty well in line with that work. I'm working on the Minbari cruisers, and they are tough. So tough, I might have to readjust the armor across the ship board. But I digress - and derail thread I like the custom modifier on the sustained mode. But does the AE:Line need non-selective? Aroooo Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted January 13, 2005 Author Report Share Posted January 13, 2005 Re: Babylon 5 Weapons Conversion experiment correct me if I am wrong on this, my assumption on this being the AE line non selective means that its going to at least try and cut through anything in that path. or I have I configured this wrong? the B5 Wars stuff is interesting, I have took some wild ass guesses on somethings that arent covered ranges are in hexes, but I cant find where it gives any scale for how big a hex is Quote Link to comment Share on other sites More sharing options...
Aroooo Posted January 13, 2005 Report Share Posted January 13, 2005 Re: Babylon 5 Weapons Conversion experiment correct me if I am wrong on this, my assumption on this being the AE line non selective means that its going to at least try and cut through anything in that path. or I have I configured this wrong? the B5 Wars stuff is interesting, I have took some wild ass guesses on somethings that arent covered ranges are in hexes, but I cant find where it gives any scale for how big a hex is That's just it, I can't remember either. I tought AE:Line hit anything/everything. Adding Selective meant you could hit just what you wanted (at DCV 3 hex) and, and Non-Selective meant you made an attack roll vs. each target in the line/area as if you were attacking them indivitually (with normal OCV/DCV mods, not targeting the DCV 3 hex). Aroooo Quote Link to comment Share on other sites More sharing options...
Old Man Posted January 13, 2005 Report Share Posted January 13, 2005 Re: Babylon 5 Weapons Conversion experiment That's correct, making it non selective doesn't match what you are trying to do. Just leave it at AOE Line. Quote Link to comment Share on other sites More sharing options...
Guest Champsguy Posted January 14, 2005 Report Share Posted January 14, 2005 Re: Babylon 5 Weapons Conversion experiment With Selective, you have to hit their DCV. Quote Link to comment Share on other sites More sharing options...
HewhoisMatt Posted January 15, 2005 Report Share Posted January 15, 2005 Re: Babylon 5 Weapons Conversion experiment I know it is a small thing but i would think it would not get the real weapon disadvantage. Quote Link to comment Share on other sites More sharing options...
Aroooo Posted January 15, 2005 Report Share Posted January 15, 2005 Re: Babylon 5 Weapons Conversion experiment I know it is a small thing but i would think it would not get the real weapon disadvantage. Out of curiosity, why not? They have to be crewed. They have to maintained, repaired, etc. All my ship builds use Real Weapon as a limitation. Aroooo Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted January 16, 2005 Author Report Share Posted January 16, 2005 Re: Babylon 5 Weapons Conversion experiment more weapons conversions 32 Conbat Laser: RKA 4d6, MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (135 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Beam (-1/4), Real Weapon (-1/4) 27 Fusion Cannon: RKA 2 1/2d6, MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (80 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4), Reduced By Range (-1/4) 54 Heavy Laser Cannon: RKA 8d6, MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (270 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Custom Modifier (-4 OCV when firing at fighter size or smaller targets; -1/2), Increased Endurance Cost (x2 END; -1/2), Beam (-1/4) [Notes: Raking or Sustained Modes] 50 Heavy Plasma Cannon: RKA 6d6+1, Armor Piercing (+1/2), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (237 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Custom Modifier (-4 OCV vs fighter size or smaller targets; -1/2), Reduced By Range (-1/4), Real Weapon (-1/4) 33 Medium Plasma Cannon: RKA 4 1/2d6, Armor Piercing (+1/2), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (157 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Custom Modifier (-4 OCV vs fighter size or smaller targets; -1/2), Reduced By Range (-1/4), Real Weapon (-1/4) 82 Mega Plasma Cannon: RKA 12d6, Armor Piercing (+1/2), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (450 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Custom Modifier (-4 OCV to hit fighter size or smaller targets; -1/2), Increased Endurance Cost (x2 END; -1/2), Real Weapon (-1/4), Reduced By Range (-1/4), Beam (-1/4) 57 Narn Energy Mine: RKA 6 1/2d6, Area Of Effect Nonselective (One Hex; +1/4), No Range Modifier (+1/2), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (300 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Target hit directly takes standard damage, anything else hit in hex takes half; -1), Activation Roll 14- (reliability issues; -1/2), Extra Time (Full Phase, -1/2), Real Weapon (-1/4), Custom Modifier (2" Minimum Range; -1/4), Can Be Missile Deflected (-1/4) 55 Plasma Accelerator: RKA 7d6, Armor Piercing (+1/2), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (236 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Custom Modifier (-4 OCV to hit fighter size or smaller targets; -1/2), Real Weapon (-1/4), Reduced By Range (-1/4) [Notes: Can Fire in a full phase for 3.5D6 Damage Can Fire as a standard attack for 2.5D6 Damage] 48 Plasma Stream: (Total: 221 Active Cost, 48 Real Cost) RKA 4d6+1, Armor Piercing (+1/2), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (146 Active Points); OIF Immobile (-1 1/2), Extra Time (Full Phase, -1/2), Custom Modifier (-4 OCV vs fighter size or smaller targets; -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Real Weapon (-1/4), Reduced By Range (-1/4) (Real Cost: 32) plus Drain PD 2d6, Ranged (+1/2), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (75 Active Points); OIF Immobile (-1 1/2), Linked (RKA; -1/2), Extra Time (Full Phase, -1/2), Custom Modifier (-4 OCV vs fighter size or smaller targets; -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Real Weapon (-1/4) (Real Cost: 16) [Notes: Can Fire for two turns in a row, than must cool for one turn] 22 Twin Array: RKA 2d6, Autofire (3 shots; +1/4), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (67 Active Points); OIF Immobile (-1 1/2), Real Weapon (-1/4), Beam (-1/4) Powers Cost: 460 Quote Link to comment Share on other sites More sharing options...
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