Hi,
The range is already 1/2 laser range, not 1/3, and part of the explanation of how they work (i.e. quantum entanglement keeping the particle bolt coherent) requires that they be shorter range than lasers.
With regard to increasing the damage on the crit tables, I'm concerned about turning this into an arms race between the blaster and the flamer as to which is more deadly.
In general:
Blasters should definitely have a shorter range than Lasers, as they shoot real particles. But on the other hand they should be more deadly for the same reason (and for game balance as well, as otherwise the Laser is vastly superior).
But comparing Laser to Blaster with current rules:Burst bonus: Blasters +5 more than Laser equivalent
Hits: Blaster Critical +3 more concussion than equivalent Laser Critical
RI: Mini: Laser 2.5x more / Pistol: Laser 2x more / Assault: Laser 3x more / Hunting: no Blaster yet / Support: no Laser yet
Weapon Cell: both 1 (if Nicholas agrees)
Flamers to Blaster:Burst bonus: Blasters +5 more than Flamer equivalent
Hits: Plasma Critical +0/+1 bleeding and -10/-15 more penalty and +1 Hit more than Blaster Critical
RI: Flamer 2x more
Weapon Cell: Flamer 2, Blaster 1
I really believe that with this comparison there are 2 results:
If Flamers exist in a game, Blaster always loses.
If only Laser and Blaster exist, Blaster loses as minimal increase in damage is offset by shorter range.
Therefore my suggestions:
- Increase Blaster range at least for Assault Blasters
- Increase Blaster damage - make it that compared to the flamer the weapon with higher range makes less damage.
- Increase Burst Bonus of Blaster further or decrease Burst Bonus for Laser/Flamer.
Otherwise I think the Blaster really does not make sense (as the other weapons are superior) and could be substituted by a statement: "If you want a Blaster, take the Flamer and call it Blaster".
And to simplify things: I suggest also for the Flamer to have only one type of cartridge, combining energy and ammunition.
BR
Juergen