A Different Missile System for Full Thrust
Instead of purchasing missiles singularly, you purchase a launch system and
ammunition.
Launcher, Mass: 4 Points: 15 10 Standard Missiles, Mass: 1 Points: 20 10 ECM
Missiles, Mass: 1 Points: 20
A launcher can launch salvos of up to 5 missiles per turn. The salvo moves as
a single unit and can be composed of standard missiles, ECM missiles, or a mix
of the two. The salvo moves 18" per turn after all ships and fighters have
moved. They have an endurance of 3 turns. If they are within 6" of a ship at
the end of their move, they may attack it. Each missile attacks (and is
affected by shields) as a 1 die beam battery and is then removed from play.
Anti-missile fire procedure:
Before the missiles attack, roll 2 dice for each PDAF or ADAF system on the
target. Roll 2 dice for any ADAF system within 12" of the target that wishes
to assist. Systems engaging fighters this turn do not roll. ADAF systems used
to defend other ships may not be used to defend their own ship in the same
turn.
Optionally, any unallocated C batteries on the target ship may be used to
engage missiles as well. Each C-batt used in this manner contributes
one
die. This requires allocation of a fire-con, but a single fire-con
required, but a single fire-con
Treat the results of these rolls as beam battery dice (1-3: 0, 4-5: 1,
6:
2). This total is the number of missiles eliminated from the attacking
missiles. ECM missiles are removed before any others. Each ADAF may only be
used to defend one ship per turn. Once the missiles destroyed by ADAF and PDAF
systems are removed, the remaining ones make their attack.
If a missile salvo ends its movement within 12" of an ADAF system and is not
attacking, it may be attacked as outlined above.
Example: A ship with two PDAF systems comes under attack from two 5 missile
salvos. Each salvo has 4 regular missiles and 1 ECM missile in it.. The ship
rolls four dice, getting a 5,2,1, and 6. This destroys 3 missiles.
Two ECM missiles and a regular missile are removed, leaving 7 missiles to
attack. The attacker rolls 7 dice and reads them as standard beam battery
dice.
Ray
A Different Missile System for Full Thrust
(Ignore the previous one, I hit the send key accidentally.)
Instead of purchasing missiles singularly, you purchase a launch system and
ammunition.
Launcher, Mass: 4 Points: 15 10 Standard Missiles, Mass: 1 Points: 20 10 ECM
Missiles, Mass: 1 Points: 20
A launcher can launch salvos of up to 5 missiles per turn. The salvo moves as
a single unit and can be composed of standard missiles, ECM missiles, or a mix
of the two. The salvo moves 18" per turn after all ships and fighters have
moved. They have an endurance of 3 turns. If they are within 6" of a ship at
the end of their move, they may attack it. Each missile attacks (and is
affected by shields) as a 1 die beam battery and is then removed from play.
Anti-missile fire procedure:
Before the missiles attack, roll 2 dice for each PDAF or ADAF system on the
target. Roll 2 dice for any ADAF system within 12" of the target that wishes
to assist. Systems engaging fighters this turn do not roll. ADAF systems used
to defend other ships may not be used to defend their own ship in the same
turn.
Optionally, any unallocated C batteries on the target ship may be used to
engage missiles as well. Each C-batt used in this manner contributes
one
die. This requires allocation of a single fire-con. Only one fire-con
is needed, regardless of the number of C batteries or the number of salvos
attacking
Treat the results of these rolls as beam battery dice (1-3: 0, 4-5: 1,
6:
2). This total is the number of missiles eliminated from the attacking
missiles. ECM missiles are removed before any others. Each ADAF may only be
used to defend one ship per turn. Once the missiles destroyed by ADAF and PDAF
systems are removed, the remaining ones make their attack.
If a missile salvo ends its movement within 12" of an ADAF system and is not
attacking, it may be attacked as outlined above.
Example: A ship with two PDAF systems comes under attack from two 5 missile
salvos. Each salvo has 4 regular missiles and 1 ECM missile in it.. The ship
rolls four dice, getting a 5,2,1, and 6. This destroys 3 missiles.
Two ECM missiles and a regular missile are removed, leaving 7 missiles to
attack. The attacker rolls 7 dice and reads them as standard beam battery
dice.
IMO, I would let the missiles ignore screens, as per submunition packs, this
would make up for the possibility of the entire salvo being wiped out.
(w) Brendan.Robertson @ employment.gov.au (h) Denian @ Shepparton.net.au
'Neath Southern Skies The Oceanic Union lives!
> -----Original Message-----
Each
> missile attacks (and is affected by shields) as a 1 die beam battery
Earl, try the following modifications, it should give a more balanced outcome
& is simplified down to core rules.
(w) Brendan.Robertson @ employment.gov.au (h) Denian @ Shepparton.net.au
'Neath Southern Skies The Oceanic Union lives!
> -----Original Message----- <modified>
> Std missiles attack as a 1 die submunition pack. ECM missiles roll
Message text written by INTERNET:FTGZG-L@bolton.ac.uk
> A launcher can launch salvos of up to 5 missiles per turn. The salvo
> Std missiles attack as a 1 die submunition pack. ECM missiles roll
When you say subtract shields do you mean:
1) The entire ECM portion of a salvo rolls a single die. +1 is added to
this roll for every ECM missile past the first. The result is read as beam
battery attack and is affected by shields just like a beam battery. A natural
1 misses.
or
2) The entire ECM portion of a salvo rolls a single die, with the following
modifiers
+1 for every ECM missile past the first.
-1 for every active shield on the target.
The result is read as beam battery attack (1-3: 0 pts., 4-5: 1 pt. 6: 2
pts.). A natural 1 misses.
Ray
Read it as per 2. below, but apply against the ECM table from _More
Thrust_, pg 3.
(w) Brendan.Robertson @ employment.gov.au (h) Denian @ Shepparton.net.au
'Neath Southern Skies The Oceanic Union lives!
> -----Original Message-----
Message text written by INTERNET:FTGZG-L@bolton.ac.uk
> Read it as per 2. below, but apply against the ECM table from _More
Ahhhhhh.
I see the confusion now. Those are EMP missiles in More Thurst. I was trying
to do ECM missiles like in the Harrington books. The basic idea is some of
your missiles are not carrying warheads but rather Electronic CounnterMeasures
to spoof the targets point defense system and improve the chances of the salvo
scoring hits.
That's why I stated ECM missiles are removed first. They're supposed to take
hits that would have destroyed a warhead carrying missile.
Reviewing my original message, I forgot to make them cheaper than standard
missiles (otherwise, there's no point to them), say half the price of standard
missiles.
Ray