From: Bif Smith <bif@b...>
Date: Thu, 15 Feb 2001 14:39:47 -0000
Subject: Another idea to pass jugdement on (or is it to just shoot ot bits) that
Another idea to pass jugdement on (or is it to just shoot ot bits) that I posted to beth for the WDA, that I thoght I might share for all is- the Heavy Broadside Missiles Uses FT missiles from a internal launcher (just like smls), with the launcher giving more flexability in drive settings for the missiles drive. Mass=2 (for 1 arc) +1 per arc (max=3 arc/4mass) Cost=x3 mass Missiles=FT missiles, 2D6 DP (O.O. said for the mass used 4D6 would be OK, but leave as 2D6 for now) Range=variable (see later) Ammo=MT missiles, 2 mass per missile. Works just like sml`s, with a missile marker placed at the target point, with a variable radius to target, depending on drive setting (see later). The range is decided on launching, and can be set at one of 3 settings. Endurance setting=3 turns endurance, 24 MU per turn, 6 MU targeting range Normal setting=2 turns endurance, 36 MU per turn, 5 MU targeting range Sprint setting=1 turn endurance, 48 MU for 1 turn, 4 MU targeting range So, on sprint setting, a missile could hit a target at upto 52 MU (eep), on normal, hit upto 77 MU, and endurance upto 78 MU. On endurance, you are exchanging range for the ability to follow a enemies movements. These missiles DO NOT target the nearest enemy ship (unlike sml`s), unless the enemy ship(s) are protected by ECM (of some kind), which can confuse the limited sensors on board the missile, in which case it will attack the nearest ship. Requires a firecon for launching per target (eg, 6 missiles at one ship=1 firecon, 3 missiles at 2 ships=2 firecons), but firecon can be used afterwards as normal for other weapons (except sml`s, except if using AFHAWKs for pds). I did think of other missiles for use in this launcher, and list some of the more sucessful ideas below(abr. name in brackets)- AM Missiles(AMM)- Warhead replaced by Anti-Matter, does double DP, double cost, with a threshold check on a magazine with a AM missile detonating any remaining AM missiles, causing full dammage to carring ship (ouch), needle beams have same effect. Mass=2, Cost=12 X-Ray Bomb Pumped Laser Warhead(XLW)-Detonates a nuclear warhead, that instead of dammaging a ship through the explosion, it fires a hedgehog pattern of x-ray laser beams at it`s target. The missile will only attack a target within it`s engaugement range (6-4 MU, dependent on drive settings), but fires a lot of lasers through it`s fore arc (the fore arc is automatically rotated before firing to be from the missile`s placement marker to the targetted ship). It will hit any ship within this arc with 1D6 beams, upto 6 MU distance, except the targeted ship, which is hit by 2D6 beams. Each beam does 1D6-3 DP (1-3, no dammage, 4=1 DP, 5=2 DP, 6=3 DP+reroll), and ignores normal screens/sheilds. Due to the radiation emmited by the warhead it`s self, it is anounced to the enemy which missile(s) are XLW fitted (to allow the enemy to focus his pds on potentially the most leathal missiles). Mass=2 Cost=24 ECM Missiles (ECMM)-Replaces the normal warhead with a ECM jammer package, designed to blind the sensors of the targetted ship`s PDS systems, allowing more missiles to get through to the target. The ship targetted by the ECMM can only "see" the ECMM until destroyed, and must destroy the ECMM before it (or any ship ADFCon linked to it, or intercepting fighter screen) can target any remaining missile(s). Multipul ECMM`s can be launched at 1 target, and all ECMM`s are allowed to/must be destroyed before any other targets/missile(s) can be intercepted by PDS. In a game, the target, with 10 PDS, is targetted by 4 missiles, 2x normal nukes +2x ECMMs. The player can "see" all 4 missiles, but must intercept the ECMMs before he can intercept the nukes. He must decide how many PDS to allocate to each missile before rolling, and if the ECMMs are not destroyed, is unable to intercept the nukes. He puts 4x PDS to each ECMM, and 1x PDS to each nuke, and hopes it works. The range at which the ECMMs affect a ship is the same engaugement range as normal missiles for the drive setting (psb-to reflect the different power settings avalible to power the ecm systems). Mass=2, Cost=14 Multi Stage Missiles (MSM)-A multi stage missile, with 3 drive pods that can be used in any combination (sprint-endurance-normal, or sprint-sprint-sprint etc), and can attack a target at any point of it`s flight, with a engaugement range dependent on the drive setting for the stage being used at the time. The settings being used must be decided on launching and wrote down, just to prevent anybody changing their mind. May carry any warhead. Mass=4 Cost= Cost of warhead+10. Note-These missiles have been tested, but used in a HH style game, with both opponents having large ships, with heavy missile salvos, and a lot of PDS. They are not too overpowered against normal FT ships,except the MSM,which because of it`s range (upto a range of 144 MU in 3 turns!!!) is LEATHAL!!! <and my favorite, when used with AMMs and ECMMs<G>>