From: Beth Fulton <beth.fulton@m...>
Date: Fri, 05 Nov 1999 11:31:10 +1000
Subject: [FT] MT missile control
G'day again, More from Derek: This grew out of a battle I had with Nik recently using the sensor and ECM rules we are using in our local campaign, Nik was using an all cloaking fleet, part of which were 5 frigates which carried 6 MT missiles (and little else). The frigates launched their 30 missiles and next turn immediately cloaked handing control of the missiles to a scout way beyond my weapons range. That's where Nik's plan became unstruck the scout had standard sensors and a maximum active sensor range of 54" (based on the range given in FULL THRUST), my fleet was beyond that so Nik's scout could not guide in the missiles (OOPS!!). After I finished laughing and picked myself up off the floor we tossed around a few ideas and came up with this. What happens to a missile when there is not a firecon in active sensor range? For whatever reason if there isn't a working firecontrol system within active sensor range of the target ship(s) during the 'More Thrust' missile phase then the missiles loses guidance. The missiles revert to an autonomous back up guidance mode similar to that used by salvo missiles.The missile(s) will travel in the same direction as the previous turn for 18 inches (the movement allowance of a missile), they will continue along this course until they have expended all their CEF, at which time they harmlessly self destruct. The first time the missile passes within 6 inches of a enemy ship or 'boogie' it will immediately attempt to attack, roll a D6, on a roll of 1 or 2 the missile failed to acquire the target and is removed from play. If the roll is 3 or more the missile attacks the target as normal. Derek