From: Izenberg, Noam <Noam.Izenberg@j...>
Date: Tue, 6 Jun 2000 17:21:50 -0400
Subject: [FT] Testing Houserules (old and new)
Someday, perhaps later this summer, I hope to GM a couple (or more, depending on time and ambition) PBeM's to test some house rules I have on the New Israel Skunkworks page. I prematurely posted a request for people interested in playing these games some time ago and got good response. I'll not post a real request again until I know I'm ready. For those who _might_ be interested, I'd like to know which rules people would most like to test or see tested (and possibly in what combinations). Most PBeMs will likely use Cinematic movement. The systems/tech/etc I'd like to play with are detailed on the Skunkworks page: http://members.xoom.com/gzg_l/ni/Skunkworks.htm The systems I would most like to playtest in PBeMs include: Stealth Hull Raking Fire Spread Focused Fire Heavy Needle Beam Nannite Torpedo Meson Flechette Weak Arcs Damage Shield Redlined Engines Evasive Maneuvers Afterburners Schroedinger's Hammer Overdive Corkscrew Fighter Breakoff/Feint Fighter Starburst Attack Lower priority stuff includes: Stealth System Nannite Missile LRDFC Short-range Jump Stealth 2 Fighter I'd also like to test New Israel ship designs (commanded by people other than myself), so some scenarios I hope to set up will feature these ships in particular. I'd like to test each concept/system somewhat independently before combining many, to see how each one holds up for balance, though I would like to combine some/many eventually. Most items listed above have been posted to the list at least once before (and some similar or identical concepts have been thought of by others besides me). The new ones I haven't seen on the list yet include: Weak Arcs - Larger caliber beams or other wepons may buy additional arcs with reduced firepower for less mass. For example, a Class 4 beam costs 8 mass+2 per additional arc (so a 3-arc class 4 costs 12 mass/36 points). Under this rule, one could buy additional arcs that could only fire as Class 3, and cost 1 mass. So a Forward Arc class 4 beam could fire FP and FS, but only as class 3, and cost 10 mass/30 points. This could fit PSB for spinal mounts or optimum fire arcs. Other examples: 1) A class 3 F-arc that can fire as class 2 beams in FS and FP for a total cost of 5 mass/15 points. 2) (gonzo example) A Class 6 spinal mount that fires as class 3 on any side arc or a class 4 out the Aft (32+1+1+1+1+2 =40 mass, 120 points). Damage Shield - Generic damage absorption shield. Mass is 2% ship mass per shield point (1 mass per point minimum), cost is 3 points per Mass. Each shield point has its own box on the SSD + 1 box for the generator. When damage is taken from any source over one turn, it is applied to the damage shield first, until the shield has absorbed as many points as it has boxes. Each box that absorbs damage rolls a threshold at the current level, and burns out if it fails (i.e. that box cannot absorb damage on subsequent turns until/unless repaired). If the Shield is overwhelmed (damge received is greater than number of functioning shield boxes), then the generator also takes a threshold check. When a normal threshold due to damage is called for, each shield box _and_ the generator take another threshold roll. Corkscrew - Like a Roll, but more severe. Cost is 3 thrust. Roll 1 die at end of turn to determine final roll status of ship: Odd, ship is rolled, even, ship is "upright". A Corkscrew allows Port and Starboard facing weapons to fire in _either_ Port or Starboard arcs. To-hit rolls for _all_ weapons on 'Corking ship receive -1. SM's etc. get -1 or -2 to # missiles that lock on. 'Corking ships may accelerate and decelerate without penalty, but if the ship turns, it takes 1 hull damage per point of turn due to stress.