From: Izenberg, Noam <Noam.Izenberg@j...>
Date: Fri, 5 Nov 1999 15:27:05 -0500
Subject: LRDFC and PDS modes (was: Re: anti fighter missiles)
With the increase in Fighter and fighter defense discussion, and in particular after reading Jeff Lyon's comments on antifighter use of submunitions (wigh I think I like), I'm going to re-raise the concept Long Range Defense Fire Control. > From the Skunkworks (http://members.xoom.com/gzg_l/ni/Skunkworks.htm) Long Range Defense FireCon (LRDFC) - Cost/Mass as ADFC. Allows higher level batteries to be used in anti-missile/anti-fighter roles the same way as Class 1 batts can. Each size battery larger than class 1 requires a normal firecon in addition to the LRDFC to be used in this mode (class 2 batts require LRDFC + 1 firecon, class 3 require LRDFC + 2 firecons. Firecons and weapons used with LRDFC cannot be used in normal modes that turn. Effective range bands are half normal, and, due to fighter maneuverability and slow weapon bearing, higher class batteries can only target fighters in the outer range bands: i.e. class 2 beams can target fighters at range 6"-12", class 3 at ranges 12"-18", etc. Each die rolled is as for the class 1-as-PDS rule. Other weapon types can be used in anti-fighter/missile mode if an extra firecon is dedicated to them. Range bands are halved and damage dice are the same as above. Other anti-fighter adaptations: Scenario specific PDS reprogramming. Assume PDS can be set 3 different ways between scenarios. - The basic PDS is "multirole". - "Anitmissile" mode converts the PDS into something morelike Jeff's vision of the antifiighter submunition. PSB is that the PDS gets set to "fast wide dispersion" raking the firezone with shots designed to maximize SM attrition. Effect is as Nathan Pttigrew's "Missile Defense System". Vs. missiles: 1-3: no effect, 4: 1 missile destroyed, 5: 2 destroyed, 6: 3 detroyed + reroll. Vs. Fighters, same as Class-1 as-PDS. - "Antifighter" mode is the converse - it reduces rate of fire, but increases targeting precision to combat dodging and weaving fighters.Vs. fighters: 1-3: no effect, 4: 1 fighter hit, 5: 2 hit, 6: 3 hit + reroll. Vs. missiles, same as Class-1 as-PDS. - vs. MT missiles, both antifighter and antimissile mode act as class 1-as-PDS Given that these three modes would be inherent in any PDS system, you'd have to adjust NPV upward (+1 or 2) if, say, your antifighter-mode PDS are going against all fighters, and downward (-1 or 2) if you got caught in antifighter mode when facing an SM armed opponent.