MT Attaching Fusion and Plasma Factors ewan@xxxxxx (24 Sep 2020 11:51 UTC)
Re: [TML] MT Attaching Fusion and Plasma Factors Rupert Boleyn (24 Sep 2020 13:56 UTC)
Re: [TML] MT Attaching Fusion and Plasma Factors Thomas RUX (24 Sep 2020 14:12 UTC)
RE: [TML] MT Attaching Fusion and Plasma Factors ewan@xxxxxx (24 Sep 2020 19:33 UTC)
RE: [TML] MT Attaching Fusion and Plasma Factors Thomas RUX (24 Sep 2020 22:29 UTC)
Re: [TML] MT Attaching Fusion and Plasma Factors Rupert Boleyn (25 Sep 2020 00:45 UTC)
Re: [TML] MT Attaching Fusion and Plasma Factors Thomas RUX (25 Sep 2020 02:31 UTC)
RE: [TML] MT Attaching Fusion and Plasma Factors ewan@xxxxxx (26 Sep 2020 13:58 UTC)
Re: [TML] MT Attaching Fusion and Plasma Factors Rupert Boleyn (26 Sep 2020 16:17 UTC)
Re: [TML] MT Attaching Fusion and Plasma Factors Postmark (28 Sep 2020 12:11 UTC)

Re: [TML] MT Attaching Fusion and Plasma Factors Rupert Boleyn 26 Sep 2020 16:17 UTC


On 27Sep2020 0158, xxxxxx@quibell.org.uk wrote:
> Hi Guys,
>
> It's a long time since I checked out Highguard, and it's right there (thanks), so it's just another bit of errata to add to the list in MT :)
>
> So would the best place for the errata be in the beam table on page 99?
>
> I.e.
>
> Page 99, Table 4 Beams (correction): The Beam Table should include Energy Weapons and the table does not indicate this. In the title replace the word "Beams" with "Beams: includes Lasers and Energy Weapons"
>
> Also checking the tables out in High Guard the Fusion Guns matched the correction in the errata (as you might expect) and the plasma gun is copied correctly. So this just means that plasma guns are only really any use @ TL10, 11 and 12 until Beam Lasers take over again @ TL13 or Fusion @ TL12, and thinking about it Fusion guns are just a progression of Plasma Guns anyway.
>
> Anyway this has helped me with thinking about war ship design, so thanks guys.
Remember that energy weapons get +2 DM to penetration, so as long as
their rating isn't too much less than a beam lasers they'll burn through
sand better. Beam lasers are better anti-missile weapons, have better
range, and tend to crit more though. Also they're cheaper and take less
power (and for raw damage pulse lasers win and are cheaper again). I'm
not really sure what really use energy weapons have, and I've seen
houserules that gave them the same damage bonus as pulse lasers get (as
well as the penetration bonus they normally get), and I don't think such
a rule breaks anything.

--
Rupert Boleyn <xxxxxx@gmail.com>