Originally posted by Employee 2-4601:
Sigg, any comments about my weapon types?
I'd go along with some of it, but how to handle armour in LBB2 still remains my biggest bugbear.
I still like the idea of variable damage in ship to ship combat - my players like to roll damage dice, fixed damage is too wargamist for them.
Here ara a couple of thoughts I've had.
Plasma and fusion guns - why not adapt what's written in Mercenary, and have plasma A guns etc. with increasing TL making them lighter and rapid pulse (I would still make energy weapons close range only).
Use the deckplans of the Kinunir, Gazelle, and SDB to determine some of the extra weapon sizes.
The drop capsule launcher for the Kinunir appears to be 2t + 1t per launch tube + 0.5t per extra drop pod.
The particle accelerator is described as a turret rather than barbette - I still think a barbette could be a way to mount extra weapons on military ships above the hardpoint limitation.
The missile "bay" on the Kinunir is supposed to be two triple turrets, but with a magazine and reloading hoists.
So how about if the Kinunir can fire all eighteen of its ready missiles in one go (each triple turret has nine ready missiles) and can then reload for next turn.
The magazine is about twenty tons and the "turret" areas are about six tons each.
So that's sixteen tons per "bay".
The barbettes on the Gazelle are not five tons in size, they are only the size of a 1t turret, which is why I suggested that the barbette tonnage is actually used to reinforce the hull to allow more weapons to be carried.
The SDB has two 16t missile magazines - these could be employed the same way as I've suggested for the Kinunir.
Thus a missile bay becomes a triple launcher, firing nine missiles per turn, plus a magazine, for a total of sixteen tons.
It costs one hardpoint for the launch tubes...