FMA Thrust 0.5

3 posts ยท Jun 5 2003 to Jun 5 2003

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Thu, 5 Jun 2003 11:30:01 +1000

Subject: FMA Thrust 0.5

How about this for mechanics. Minimal changes.
***

Quality Die: 2 x (Turning ability + 1/2 thrust) ???

Firepower Die: (Points Cost of Direct Fire Weapons / 40)
Each damage type (Beam, Pulsetorp/Railgun) is a separate weapon system.
1: d4 2: d6 3: d8 4: d10 5: d12

Impact Die: Beams: d8
Pulsetorps/Railguns: d10
Salvo Missiles/Plasmabolts: d12

Range Die

0-6":   d4
7-12":  d6
13-18": d8
19-24": d10
25-36": d12

Screen Die

None: None Level 1: d6 Level 2: d8 Vapour Shroud: d8

Terrain:
Dust Cloud:     +1 shift to Screen Die
Blocking Cover: +2 shift to Screen Die

Combat Method:
Q + FP vs Range + Screen
Highest roll wins; determine hits based on higher of Range or Screen die type.
Roll Impact vs Hull

Missile Guidance Die: (Points Cost of Ordinance Weapons / 20)
1: d4 2: d6 3: d8 4: d10 5: d12

ECM Die: (Mass of PDS / 3) or (Mass of Scatterpacks expended)
1: d4 2: d6 3: d8 4: d10 5: d12

Combat Method:
Q + FP vs ECM
otherwise as per direct fire.

Hull Blocks: [ (Hull+Armour) / 20 ]
1: d4 2: d6 3: d8 4: d10 5: d12

Wounded: 1 hull block of damage Killed: 2 hull blocks of damage Damage causes
a permanent die shift downwards on the hull die; if hull die becomes 0, ship
is destroyed.

***

Example battleship "Nasr ed Din"
Mass 120, MD4, beams 30 mass, SMLs 14 mass/42 pts, pds 5 mass, Hull 37
mass,
Screen-2.
QD = d8 Hull = d6 Screen = d8 ECM = d6 Beam FP = d8 Ordinance FP = d6

From: Laserlight <laserlight@q...>

Date: Wed, 4 Jun 2003 23:39:59 -0400

Subject: Re: FMA Thrust 0.5

Brendan said:
> Quality Die: 2 x (Turning ability + 1/2 thrust) ???

Well, the simple way to do it is "2xThrust= die type" but that shortchanges
the KV's advanced drive, so I had to split turning from
total thrust.  I made it 1/2 thrust because turn-1 is more important
(IMHO) than thrust-1

> Firepower Die: (Points Cost of Direct Fire Weapons / 40)

Ah, good idea.

> Range Die

that last one is a 12" instead of the 6" of all the others. I'd be
happier with 30-36 = d12+1 (or d14, if you're afflicted with a mania
for bizarre dice).

> Combat Method:

screen really should be an upshift to range, though, shouldn't it? Or better,
a downshift to the Beam impact roll.

And this way you don't have to go through the add, subtract, divide to
determine damage, which is good. Good input.

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Thu, 5 Jun 2003 13:59:50 +1000

Subject: RE: FMA Thrust 0.5

On Thursday, June 05, 2003 1:40 PM, Laserlight
[SMTP:laserlight@quixnet.net]
wrote:
> Brendan said:

Can't think of a different mechanism at the moment.

> > Firepower Die: (Points Cost of Direct Fire Weapons / 40)

For most FT weapons, there's no real difference between 30 and 36 max range;
if the weapons out of range, it's out of range.

> > Combat Method:

I thought using the Cover die from DSII is a better representation of screens.
Screens don't change the number of die rolled due to range, so it's best to
keep the factors separate, and they're very helpful at short ranges (bigger
die type than the range die). Cuts down on doubling up of an advantage.