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