Missile Ideas

1 posts ยท Apr 2 1997

From: Darryl Hills <dhills@w...>

Date: Wed, 2 Apr 1997 01:28:08 -0500

Subject: Missile Ideas

HI, Just a few thoughts on missiles. MISSILES A missile armed ship can fire
one missile per turn per firecon. This firecon can direct no other fire on
that turn. All missiles have Basic AI package (d6), this may be upgraded. Cost
(per missile): Level[TAB]Cost[TAB]Die
Roll[PARA]Basic[TAB]0[TAB]d6[PARA]Enhanced[TAB]6[TAB]d6+1[PARA]Superior[
TAB]12[TAB]d6+2
A missile must roll it's AI die against the target ships Electronics die. If
the missiles' roll is greater than the target ships die roll the missile hits.
ADAF's/PDAF's
Ships with PDAF or ADAF can shoot at any missiles or fighters in range,
whether they are the target of the attack or not. PDAF's can fire at any
target within 6", ADAF's can fire at any target within 12". ADAF
Range[TAB]Dice Rolled[PARA]>6, <=12[TAB]2d6[PARA]<=6[TAB]1d6
Under this system C batteries are not used as anti fighter/missile
weapons. NEW SYSTEMS Ship Electronics This is the ships ability to block
incoming missiles by jamming their AI. All ships come with a Basic (d6)
package. This is a system that is integral to the ship and represents the
electronics installed on board. It cannot directly be destroyed, but will
decrease by minus 1 on the die roll for each row of damage taken ie basic is a
d6 roll, if the ship had
taken one Threshold test then the roll would be at -1.  This represents
the degrading of the system has the ship takes damage. Electronics can be
upgraded. This adds no additional mass to the ship but does add to the ship
cost. Passive Electronics[TAB]Cost[TAB]Die
Roll[PARA]Basic[TAB]0[TAB]d6[PARA]Enhanced[TAB]12[TAB]d6+1[PARA]Superior
[TAB]24[TAB]d6+2