From: Roger Burton West <roger@f...>
Date: Tue, 26 Feb 2002 11:54:23 +0000
Subject: [FT] Alert status
OK, this isn't as great an effect as SFB's weapon status rules, because we don't have multi-turn-arming weapons, but anyway. Alert status may be used as a scenario-balancing tool, or in a campaign game. H2: White (Dockside) No systems are available. Armour absorbs damage normally; damage to hull is tripled (representing lack of power to redundant systems and lack of damage control). Transition to Green state is not normally possible on the tactical scale. However, in an emergency it may be attempted; assume that all systems (other than core systems) are damaged, and roll to repair them with available damage control parties as normal. As soon as one system is repaired, the ship is considered in Green status for purposes of hull damage. H2: Green (Standard Running) Non-weapon systems are available normally; weapons are not available. Hull damage is doubled. Transition to Yellow-One status takes one turn. H2: Yellow One (Standby Alert) / Yellow Two (General Quarters) Non-weapon systems are available normally; PDS (and other weapons in point-defence mode) may fire only on a separate roll of 4-6 (roll once per ship per turn), and other weapons are not available. Transition to Red status takes one turn. H2: Red (Battle Alert) The ship is fully functional, as represented in the standard game.