Hello fellow thrusters:
I just saw a.AVI clip of a LotGH space battle (WOW!!!! I HAVE GOT TO SEE THIS
SERIES!!!). I noticed that one of the favorite weapons of the
anime genre (next to lasers and mega-death weapons) are swarms of guided
(or unguided?) missiles. The missile rules in FT don't seem to fulfill this
description (nither do the submunition packs). So, doing a little fiddiling
with the fighter rules I came up with:
THE ANIME-STYLE MISSLE SWARM!!!!
Created by Mark A. Siefert
Missile Swarm Mass: 4 Points Cost: 10 Symbol: A circle with six arrows or dots
inside.
Like fighters, missile swarms come in groups of six. They are a single shot
weapons that travels 18 inches in any direction per turn during the
fighter/missile phase and launched during the missile phase. They have
an endurance of two turns before they run out of fuel (not like fighter that
have an endurance of three "attacks"). When they come within 6 inches of a
ship, there is a chance that some (or even all) of the missiles could
intercept the target ship. *DAF systems can destroy incoming missile in the
same manner as fighter. Missile swarms can take damage as "normal" fighter
groups. After defense fire is resolved, the attacker roll D6 equal to the
number
of missiles left in the swarm. On a roll of 1-3 the missile misses or
are somehow ineffective, on a roll of 4-6 the missle causes 5 points of
damage. Screens do not effect the missiles swarms.
Of course, these rules are subject to change. I want some ideas and or
criticism before I come up with a final draft.
What do you think, sirs?
Later,
Hmmmm. This could be useful for those of us interested in the "Honor
Harrington" universe. For those who don't know, the battle
in that series consist of _hundreds_ of missiles flying back and
forth. The *DAF is much more effective, so the battles tend to go to the first
fleet to get unlucky (and take a few hits) first.
Well, maybe I shouldn't have said it that way--that sounds like
there isn't any tactics involved.
Anyway, what usually happens is that a fleet's *DAFs start out knocking down
everything (or the missiles get fooled by ECM). Laws of probability eventually
come through, though, and with each missile strike, and thus damage, the
fleet's outbound firepower drops and the *DAF's get less effective...which
lets more missiles through, which drops the capabilities...etc.
Anyway, it looks like we have a first step toward simulating some of this. I'd
be coming up with some ideas, but the motivation is low when I don't have
anybody to play against right now. I know, I know...as soon as I get some
minis
ready I'm going to go on a local demo-game tour.
Out here.
-monty
> At 11:31 PM 8/9/96 +0000, you wrote:
> Of course, these rules are subject to change. I want some ideas
Oh well--I hate it when somebody beats me to the punch. Here's
my proposal for anime missiles...
ASM Racks and Magazines
ASM Racks take up 4 mass and have a cost of 10. Each Rack launches
salvoes of anti-starcraft missiles. An ASM Rack holds four salvoes. An
ASM Rack can launch up to two salvoes per turn during the firing phase. If the
firing ship is using two fire control systems to fire on two separate targets,
the ASM rack may fire one salvo on each of the two targets, if the owner
wishes. ASM salvoes move and attack as missiles in MT, except they get a 3
point turn at mid-movement. However, each salvo does 1d6 of damage,
bypassing shields. *DAF fired on salvoes reduce the damage salvoes do by
rolling 1d6 each and reducing the salvo's damage by that amount. If any salvo
is reduced by six or more points of damage it is taken out of play
immediately. Otherwise, ADAF reduction fire is recorded until the salvo's die
is rolled (at the point of its declared attack.)
ASM salvoes can be targeted on fighters as well--if they hit,
each point of damage kills one fighter. Fighters may fire on enemy ASM salvoes
whenever they are within 6" and within the forward arc of the fighters. The
fighters roll as if they were attacking enemy fighters; each "fighter" killed
is a one point reduction to the salvo. ASM racks may launch salvoes at any
target within a 360 degree arc of the ship they are mounted on. However, ASM
racks are mounted facing either Forward, Port or Starboard. The difference is
the starting facing of the ASM salvo, either directly ahead or 90 degrees to
left or right as appropriate. Magazines take up 2 mass and have a cost of 5.
Each Magazine holds four salvoes for use with ASM racks. Each Magazine can
load either two salvoes onto a single ASM rack in one turn or one salvo onto
each of two ASM racks. Magazines reload ASM racks after the firing phase and
may do so on the same turn an ASM rack has fired. This does not increase the
number of firings the ASM rack may conduct in one turn. A Magazine may hold
four "rounds" of submunitions fire. Submunitions, however, being externally
mounted may not be reloaded in game. Magazines may hold submunitions for the
purposes of reloading submunitions racks outside of combat. Magazines may hold
any combination of ASM salvoes and submunitions rounds. Merchant ships may
purchase Magazines (but not ASM racks) for the purposes of providing reloads
to military vessels.
James
Date sent: 12-AUG-1996 08:37:12
> Hello fellow thrusters:
> I just saw a .AVI clip of a LotGH space battle (WOW!!!! I HAVE
I always thought that this is exactly what submunition packs are.
What we've been using is more a "launcher" system with these stats: Mass: 3
Cost:12 Range:36" Automatically strike targetted ship, roll 1d6 for amount of
damage to
target. -1 to roll for every 12" range band past the first 12".
after all missile strikes are rolled for, target ship may roll 1d6
for every PDAF/ADAF in anti-missile mode, subtracting the number
rolled from the amount striking. Subtract a -1 from every damage roll
for any ECM coverage on target ship.(multiple ECM has no effect)