Re: Melding Beam Weapons and Guns
They still use the same Armoury skill, though. Frankly, that's a bigger stretch for me.
Doug, you're mr. Ballistics. What do you think of melding the two skills? |
Re: Melding Beam Weapons and Guns
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Re: Melding Beam Weapons and Guns
A laser designation isn't the same as a laser carbine. You never have to worry about the charge level of the capacitor in your laser pointer. Don't have to think about refraction from water particles/fog/exotic material. If you press the trigger and it doesn't fire you don't perform a degauss on the charger on your laser sight.
That said there are similarities and there are differences. Defaulting to a beam weapon is -4 to your guns skill. If they're the same weapon then they're most likely a different TL upwards of -2 to your guns skill, they have an unfamiliar action -2 familiarity, and they're completely recoilless, a further -2 reaction. So you can take the default off of the skill or if you really feel their the same weapon the rules can give you -6 or more off the Guns skill. |
Re: Melding Beam Weapons and Guns
When you're at comparably close quarters and your opponents are shooting back, I really don't see a functional difference. Its about quickly lining up your beams, predicting your foes, and staying out of the line of fire.
When you're on the range or playing marksman, the changes become a lot more important, as the physical differences between the guns start to matter. When you're gun has a mechanical problem and you need to fix it, they're completely different. so its this weird continuum. |
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Re: Melding Beam Weapons and Guns
I just changed the defaults to/from Beams (Pistol) and Guns (Pistol) to -2. I did the same for rifles. Likewise between Beams (Pistol) and Beams (Rifle), because if it's -2 between Guns (Pistol) and Guns (Rifle) why would beam weapons be -4?
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