Re: weapon Add-ons
In reply to #4073 weapon add-ons by Brandon Cope
>Some Ideas...
And some questions about your ideas.....8+)
>
>Laser targeting sight: +2 to-hit at medium range or less (longer if combined
>with a telescopic scope), and halves any snap-shot penalties; Cr250, 0.25 kg
>
>Heads Up Display: +2 to-hit when combined with LTS; is usually projected
>onto helmet visor display (Cr 500).
Is this an _additional_ +2? If not, why should I pay twice as much for
no additional advantage?
>Holographic HUD: +3 to-hit when combined with LTS; Cr 1000
Same question.
>Laser Sensors: detects any lasers fired at wearer on a 3+; reduces the
>bonus of laser targeting systems by one-half if in powered armor, -1
>otherwise;
>if in powered armor, it actually helps the target dodge laser weapons (-1
>to-hit);
Presumably, this reduces the bonus if you hold on target w/o firing...yes?
Otherwise, in a firefight I would fire as soon as I have a good target, which
might be half a second after target aquisition. Is a half second enough
warning for someone in non-powered armor to move, given the delays of nerve
impulse propagation speed and the need to analyze incoming data, etc?
I can see the bonus reduction for powered armor because you could set an
automatic circuit to jump, (although that could be bad in certain
situations...) when it registers enemy laser sights. However, if you are
relying on the operator to take action, you have the same problem of delay
while the wearer analyzes the data and decides on which direction to move.
Paul Baughman
- ----------
Captain Sir Michael Talmoth, UPP: BA5A8B
"You see me now a veteran,
Of a thousand psychic wars,
I've been living on the edge so long,
Where the winds of Limbo roar.
- -- BOC