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Castro
Kell Hounds
Sergeant
Sergeant


Joined: 01-May-2018 08:00
Posts: 84

PostPosted: 30-Oct-2024 14:17    Post subject: delete Reply to topic Reply with quote

whoops had to fix mech - check new and delete this

[Last edited by Castro on 31-Oct-2024 10:28; edited 1 time in total]
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Ruger
Lyran Alliance
Hauptmann General
Hauptmann General


Joined: 04-Feb-2002 00:00
Posts: 2080

PostPosted: 31-Oct-2024 07:51    Post subject: Krueger 3 Reply to topic Reply with quote

TBH, I’m not a fan of the plasma cannon. Sure, it has good range for a plasma weapon, but it only does heat, not actual physical damage to its target.

I would actually, in this case, go mixed tech, take a single plasma rifle ILO two plasma cannons, and dump all the tonnage devoted to ammo and CASE II for the cannons in your current design into ammo for the rifle in this modified designs (plasma rifles don’t need CASE systems as they and their ammo don’t explode. Can’t remember for certain about plasma cannons and their ammo).

That’s gives you a hefty ammo reserve for those extended missions, keeps the plasma component of the design and means you can do actual damage with all weapons. Does run a tad hot though, as all but you MiPL’s have a 15 hex range.
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Castro
Kell Hounds
Sergeant
Sergeant


Joined: 01-May-2018 08:00
Posts: 84

PostPosted: 31-Oct-2024 10:30    Post subject: Krueger 3 Reply to topic Reply with quote

Actually - had to ask a friend to help me fix this - cause fun fact there isn't a lot of clan energy weapons that aren't either pulse (original variant), or ER (Variant 2 lol). I really didn't want to put ammo and I found a way to fix it!

I posted the newer design though - definitely comment on that what you think - as well as the fluff.
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