Presenting the first in my "White Star Ship Modifications" series of posts:
Plasma Cannons
Plasma cannons fire bursts of ionized gas. Upon a successful hit, the target takes 2d6 points of damage. If the initial damage is not completely negated by the target's shields, the plasma will continue to damage the target, bypassing the target's shields completely and doing an additional 1d6 damage per round directly to the target's hit points for the next 2 rounds.
- Range:
128 - Cost: ???
- Is the damage - particularly the part that bypasses shields - too much? The final supplement will contain a few different starship modifications that will help to heal starship HP during battle, if that makes any difference.
The range is the same as standard laser cannons. Does that seem like a good range?It was suggested that I drop the range a bit, to reflect the fact that the wepoan fires bursts of gas as opposed to laser.- How much should these cost?
I've made an update to the entry, based on an excellent suggestion and the desire to make the rules a little more clear.
ReplyDeletePlasma Cannons
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Plasma cannons fire bursts of ionized gas. Upon a successful hit, the target takes 2d6 points of damage. If the initial damage is not completely negated by the target's shields, the plasma will continue to damage the target. The target takes an additional 1d6 damage per round that bypasses the target's shields for the next two rounds.
Range: 8
Cost: ???