I had an idea for a missile, but I'm not sure it's actually feasible.
It's a missile with a multi-round life cycle: let's call it the nuke
it would be a non targeted area denial missile
round 1: you fire it straight from your ship (use the 4 forward template)
round 2 - n: the missile is moving forward 4 F in each round (first because no pilot at all
), until you activate it in your action phase using up your action and it detonates in the combat phase as the last fighting party with an area attack in range one, each ship in range (both sides) has to roll his defense against the damage roll (same damage roll for the attacker, but the defenders roll and count separately )
round n+1: the explosion shock wave travels outward, reduced damage roll at range 2 same rules as above.
the interesting part due to it's multi-round procedure, the defending parties not only have the chance to roll in defense but also have at least 1 turn to get the hell out of the way. Ok, I admit balancing this would be a nightmare and I didn't even suggest numbers for the initial and the diminished roll because I honestly don't know what would work. ![]()
as further balancing options/variations one could:
- add another turn between activation and detonation (aka giving everyone an extra move to react)
- remove the second damage round or add a 3rd at range 3 in the round after
- provide another effect like a ion bomb or some other interference effect
- vary the per round speed of that thing
- you could add some stats to shoot that thing out the sky (with just a small explosion on destruction)
My basic reasoning behind this, is to create a weapon which is relatively slow to which a player may react actively by evading instead of just ducking and hoping for a good roll.
as or point costs, probably not cheap, nukes aren't for free ...
close only counts in horseshoes, hand grenades, and tactical nuclear warheads
Edited by Asgo