In message <20020101.151950.10207.0.triphibious@juno.com>
> Glenn M Wilson <triphibious@juno.com> wrote:
> On Mon, 31 Dec 2001 11:40:37 -0800 (PST) John Atkinson
A possible 'upgrade' to this for Post-FB ships is:
1 'converged sheaf' burst per firecon dedicated to ortillary usage. Number of
Chits dependent on how many beam dice in each 'converged
sheaf' (applies for beams, stingers, and pulsars) - 1 chit per dice
seems about right - we would need to determine how many chits for
non-beam weapon systems.
Possibly vary chit validities dependent upon atmosphere density/opacity
(denser, more opaque atmospheres give more protection):
Say (against all targets): Atmosphere Chit Validity (exposed) (dug in) Example
Vacuum All x2 All Moon
Thin All Red + Yellow Mars
Normal Red + Yellow Red Earth
Thick Red Yellow Very Thick Yellow Ineffective Venus!
> Planetary Bombardment Monitors -
Leave this as it is
> * Fire availability :
One idea I've considered, allow a number of choices for orbit, as follows:
Extremely Low: skimming the upper atmosphere, may be close enough to provide
precision ground support? At this level, the ship may not orbit at all, but
could 'hover' using main drive to counter the planets gravity. Attacks are as
for Low orbit, but no deviation is rolled.
Low: within 12mu of planet surface - rules above apply
Medium: 12-24mu from planet surface
reduce chits by 1 per beam, Planetary Bombardment System (Ortillary) is
reduced to 2 chits
Deviation rolls are d4/d10
Beaten Zones are unaltered
High: 24mu-36mu (includes geostationary on Earth)
reduce beam chits by 2 per beam Ortillary is reduced to 1 chit
Deviation rolls are d4/d12
Beaten Zones are unaltered Can hang over battlefield indefinitely (if orbit
geostationary)
Another idea is to give certain FT weapons specialised
capabilities/restrictions when used against planets:
Salvo Missiles are not designed to penetrate atmospheres, but can load
Planetary Bombardment Missiles - these are equivalent to HARs
HEF, MAK, biochem or nuclear warheads are optional, and use the DS2 rules
Similarly for MT missiles
Needle Beams can target individual units, treat as a HEL-3 with Basic
firecon that can target anything in play that is not covered from above?
Pulse Torps are treated as a Beam-3, but are less effected
Alien Weapons
K-Guns - inflict 2 chits per class, at all orbital ranges, increased
deviation for higher orbit still applies No NUKE counter is placed.
Stingers - as beams
Pod Launchers - 'Hammer Pods' are treated as Ortillary, except that a
BIOCHEM marker is left instead of a NUKE marker
Pulsars - as beams
Plasma Bolts - the energetic plasma is two diffuse to penetrate deeply
into even a thin atmosphere, OTOH, using the 'standard' scale of 1mu = 1000km,
a plasma bolt can envelope an entire planet, especially one small enough not
to have an atmosphere.
So if one is used against a vacuum planet, EVERYTHING draws 3 chits per class
of plasma bolt, all chits being valid!
> Sorry but I don't type well and my arthritis is being mildly cranky so
> Charles Taylor wrote:
> One idea I've considered, allow a number of choices for orbit, as
As the ship skips off the atmosphere, won't the friction create enough
interference to deteriorate the accuracy of it's FireCon? Just a
thought -
in the end it's PSB to preclude FT ships from becoming too powerful in DS2
(Which may be more realistic, but a lot less fun for Gropos).
In message <F22VYAtjfh8M6sPBZFC0002297b@hotmail.com>
> "Brian Bilderback" <bbilderback@hotmail.com> wrote:
> Charles Taylor wrote:
> interference to deteriorate the accuracy of it's FireCon? Just a
Very probably, another possibility is that a ship that low is within
range of long-range fire from the surface :-)
Bearing in mind, all this assumes that one side has space superiority,
an interesting idea would be to run a synchronised FT/DS scenario, where
the ships providing orbital fire may need to reserve some of their firecons
for use against hostile forces, and may even be forced to leave orbit.
Hmm.. how about an asymmetric scenario, say a planetary invasion - one
side has more ships, but only a limited number of ground troops in play,
plus some reinforcements if the drop-ships get down safely, while the
other side has fewer ships (they lost a few slowing the invaders down), but
lots more ground troops, and easier lines of supply (initially)
Of course, both sides want the planet (or the bit being fought over)
reasonably intact :-)
> Charles Taylor wrote:
> Very probably, another possibility is that a ship that low is within
Possible. Although I'm thinking the same interference would hinder fire AT the
ship. Maybe there should be a graduated table for Space, Interface, and
Atmosphere, which determines what units can and can't hit each other...
> Bearing in mind, all this assumes that one side has space superiority,
Which reminds me a lot of a sourcebook I have for the Renegade Legion
Universe, Operation Distant Fire, which has scenarios for Aerospace (I
forget the RenLeg gaming system name/possibly applicable to FT), Small
unit actions (Legionnaire to SG?), and larger unit actions (Centurion to
DS2?) -
could make for an interesting generic campaign.
> Brian Bilderback wrote:
> Which reminds me a lot of a sourcebook I have for the Renegade Legion
RL universe scope and game:
Legionaire: RPG
In message <F53EhKAUOniOOyG1Wkl00003f60@hotmail.com>
> "Brian Bilderback" <bbilderback@hotmail.com> wrote:
> Charles Taylor wrote:
Of couse, if the planet has _no_ atmosphere, this becomes a moot point.
> [quoted text omitted]
[snip]
> Brian B2
In message <cffe00fe4a.Charles@nerik.monkslode.fsnet.co.uk>
> Charles Taylor <nerik@monkslode.fsnet.co.uk> wrote:
[snip]
A possible extra effect of atmosphere density occurs to me...
> Say (against all targets):
Add: Atmosphere Deviation Dice Vacuum Shift Down 2 Thin Shift Down 1 Normal As
in DS2 Thick Shift Up 1 Very Thick Shift Up 2
The die shift only applies to the larger dice, and is an open shift (if larger
dice shifted beyond 12, apply further shift to shift smaller dice down. If a
d4 is shifted down, it becomes zero.
> [quoted text omitted]
[snip]
> One idea I've considered, allow a number of choices for orbit, as
Change this to: deviation roll is d6/d6.
Based on further comments I might cut this one out, unless the planet
has no atmosphere :-)
> Low: within 12mu of planet surface - rules above apply
Of cause, with an MT Planetary Bombardment Missile, you can attack from
beyond high orbit ;-)
Also, Planetary Bombardment Missiles _always_ use d6/d8 deviation rolls,
regardless of range (enhanced and superior PBMs may exist, which would have
reduced deviation).
> Needle Beams can target individual units, treat as a HEL-3 with Basic
Oh, and you just don't want to even think about using a SMNC or
Wave Gun for orbital fire support :-)
[snip]
Charles Taylor wrote:
> > >Very probably, another possibility is that a ship that low is
Oh, of course. Maybe the table can be modified foe atmospheric types as
well.
2B^2