Omega Weapons Revision
Omega Weapons in Battlelords of the 23rd century always niggled at me as being a bit wrong. I just rolled with it and continued because they are pretty damned fun. Recently I’ve been writing more material for BL and reading the in-game explanations of how the technology works. Omega weapons fire a flux shield at the target. When it strikes targets the energy transfers through armor’s hard exterior, without damaging it, and can only be stopped by absorption liners. They go on to say that on large things like buildings and tanks omega weapons do damage the hull. So they break their own internal consistency. It ignores hull except on big things. Mechanized Battle Armor is a big thing, and so are Gemini druids, but it ignores those Thresholds and hits absorption. When we flip it, flux shields can stop hard things like bullets and reflex missiles hitting them without concussion damage penetrating the shield which strongly implies that they would also be stopped if rammed against hard things without shock waves getting through. It’s also stated that they are the cutting edge of weapons technology but there are Tech Level 4 (same as many firearms) Omega weapons.
Now what can one do about this?
The Magnetic Disruptor halves damage of Omega and Pulse attacks. Flux shields counter them point for point. However, there is no dedicated defense against Omega attacks.
Technology Option 1
Dedicated Omega defense technology as armor option. Provides decent Threshold against Omega attacks similar to Kinetic Energy Shield (can make the Kinetic Energy Shield work against Omega).
Technology Option 2
Flux shields can be damaged by many attack types. Without a projection unit backing up the Omega pulse they are vulnerable to counter-attacks (inflict double damage). CIWS type systems can shoot down Omega attacks with any attack type that affects flux shields. The CIWS inflicts double-damage on the omega pulse, if it hits, and if the damage equals or exceeds the damage the pulse would have inflicted it is nullified.
Rules change option 1
To make Omega weapons consistent across all scales we redefine them as “flux shields launched as magnetically contained projectiles that inflict kinetic concussion damage”. We reduce the THR from the damage. This amount is halved and applied to the AI of the armor or vehicle struck represented as the buckling & twisting of armor as described in the existing rules. The remainder of the damage still strikes the absorption as normal. Same is applied to all concussion damage such as grenades and Omegatons.
Rules change option 2
This is the minimal change that I prefer. It only alters omega weapons against spaceships.
- Buildings – omega has to exceed THR and damages AI
- Flux – omega inflicts damage normally, one for one
- Spaceships – hull is immune to omega while engine is running
- Vehicles – omega has to exceed THR and damages AI only