[FT] Testing Houserules (old and new)

4 posts ยท Jun 6 2000 to Jun 8 2000

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.

From: Laserlight <laserlight@q...>

Date: Tue, 6 Jun 2000 20:47:08 -0400

Subject: Re: [FT] Testing Houserules (old and new)

> Someday, perhaps later this summer, I hope to GM a couple (or

Quibbles: stealth hull section, "fighters bust" rather than "fighters must".
"raking" fire--I think of that as "bow rake or stern rake" but I
think you're thinking of the Traveler distinction between Beam
laser and Pulse laser--the former does less damage but is more
likely to hit.

The systems I would most like to playtest in PBeMs include:
> Stealth Hull

> LRDFC

> I'd also like to test New Israel ship designs (commanded by

ok

From: Izenberg, Noam <Noam.Izenberg@j...>

Date: Wed, 7 Jun 2000 09:22:13 -0400

Subject: Re: [FT] Testing Houserules (old and new)

From: "Laserlight" <laserlight@quixnet.net>

> Quibbles:

Typos, typos

> "raking" fire--I think of that as "bow rake or stern rake" but I

I suppose. I haven't played Traveler, so wouldn't know for sure.

> Evasive Maneuvers-

That's another way of looking at it. Perhaps I'll try it both ways. Mine
first though :-)

From: Donald Hosford <hosford.donald@a...>

Date: Thu, 08 Jun 2000 01:56:33 -0400

Subject: Re: [FT] Testing Houserules (old and new)

FYI, a "Beam Laser" is a laser weapon that puts out a continuous beam.
(ie:
it tracks it's target and does damage by keeping the beam steadily on the
target.) A "Pulse Laser" makes one or more brief, but rapid, shots at it's
target. (ie: most of the fighter vs fighter battles seen on scifi
shows/movies...)

The beam version will do much more damage than the pulse version on a
successful hit. In the Traveller RPG, they make a distinction in ship laser
weapons.

Donald Hosford

> "Izenberg, Noam" wrote:

> From: "Laserlight" <laserlight@quixnet.net>
Mine
> first though :-)