IX_Legion wrote:Yeah, and in regular Brikwars you roll skill vs use to see if you hit, but the range limits are still in effect. Accuracy doesn't degrade at long range using this system, but there you go.
True, but in regular Brikwars there needs to be an incentive to close distances for glorious CQC Ultraviolence instead of blasting away at things with huge ass cannons.
BrikSpace rolls are set up so that smaller weapons are more likely to hit anything, but might not overcome somethings armor.
IX_Legion wrote:Ah, sorry, misread the rule there. That's actually pretty good for a kinetic kill slug that is mounted with a drive and launched at relatively low velocity initially.
And I really wasn't saying anything about the Burst/Flak cannons, my comment was directed toward the railgun rules which I misread.
Yeah, I just wanted to clarify what's what.
Edit: Looking at various weapon stats and how out of whack they are with each other, here's my revised table:
Laser WeaponsSmall - Cost: 2 Cp, Damage Rating: 1d6
Medium - Cost: 4 Cp, Damage Rating: 2d6+2
Large - Cost: 8, Damage Rating: 3d6
Rockets/TorpedoesSmall - Cost: 3 Cp, Damage Rating: 1d6+1d4
Medium - Cost: 6 Cp, Damage Rating: 3d6-2
Large - Cost: 12, Damage Rating: 1d10+2d6
Flak Cannons (Burst special - Any ship within 3" radius of the target must roll a d6, on a +4 they also take damage)
Small: 4CP, Damage: 1d6+2 (<8") | 1d4 (+8")
Medium: 6CP, Damage: 3d6 (<8") | 1d6+2 (+8")
Large: 12CP, Damage: 4d6+2 (<8")| 2d6+1 (+8")
Railguns (Slow Starting special - Ineffective closer then 2")
Small: 4CP, Damage: 1d4 (2-6") | 1d6+2 (+6")
Medium: 6CP, Damage: 1d6+2 (2-6") | 3d6 (+6")
Large: 12CP, Damage: 2d6+1 (2-6") | 4d6+2 (+6")