This came up during the discussion re: battle-dress. Fusion guns (and other energy weapons) seem to come up short when compared with armor piercing projectiles; A heavy tank's main fusion gun isn't effective v. battle dress, but a 30cm 4bl auto-cannon with AP ammo has a good chance to kill it.
So, much as I hate "home rules", I'm adding an armor-piercing rule for energy weapons, IMTU. I'd like to make energy weapons more effective without totally altering the game balance, so please post some feedback on this:
Armor penetration for energy weapons:
Fusion guns, and pulse lasers get 1pt of armor-piercing per damage die, after adjustments for range and scale.
Plasma guns and beam lasers get 1pt of armor-piercing per 2 damage dice, after adjustments for range and scale.
I'm doing it this way so that personal weapons have their armor-piercing reduced against vehicular targets, otherwise the personal fusion guns would be over-powered. Armor-piercing is also reduced at half- and quarter- damage ranges, to reflect the rapid dispersal of energy weapons.
For example, under this rule, the FGMP-15 gets 4pts of AP v. a vehicle within its full-damage range. Yes, this makes the FGMP-15 more effective against grav tanks. (Groan!) Bear with me. The heavy tank's fusion gun gets 9pts of AP v. battle dress!
I'm hoping that this will "equalize" high-energy weapons with armor-piercing projectiles, and also balance out some of the issues between personal & vehicle scale energy weapons. (as well as starhip scale; I haven't looked at that yet.) But if anyone can see any game-breaking effects of this rule, please post them here so I can correct this, or scrap the whole idea if I ought to.
many thanks,
DGv2.0
So, much as I hate "home rules", I'm adding an armor-piercing rule for energy weapons, IMTU. I'd like to make energy weapons more effective without totally altering the game balance, so please post some feedback on this:
Armor penetration for energy weapons:
Fusion guns, and pulse lasers get 1pt of armor-piercing per damage die, after adjustments for range and scale.
Plasma guns and beam lasers get 1pt of armor-piercing per 2 damage dice, after adjustments for range and scale.
I'm doing it this way so that personal weapons have their armor-piercing reduced against vehicular targets, otherwise the personal fusion guns would be over-powered. Armor-piercing is also reduced at half- and quarter- damage ranges, to reflect the rapid dispersal of energy weapons.
For example, under this rule, the FGMP-15 gets 4pts of AP v. a vehicle within its full-damage range. Yes, this makes the FGMP-15 more effective against grav tanks. (Groan!) Bear with me. The heavy tank's fusion gun gets 9pts of AP v. battle dress!
I'm hoping that this will "equalize" high-energy weapons with armor-piercing projectiles, and also balance out some of the issues between personal & vehicle scale energy weapons. (as well as starhip scale; I haven't looked at that yet.) But if anyone can see any game-breaking effects of this rule, please post them here so I can correct this, or scrap the whole idea if I ought to.
many thanks,
DGv2.0