New systems - toying around

2 posts ยท May 21 1999 to May 21 1999

From: Tom McCarthy <tmcarth@f...>

Date: Fri, 21 May 1999 16:01:48 -0400

Subject: New systems - toying around

I'm toying around with a BFG->FTFB conversion.  What do you think of the
following?

Armoured hull (level - 1) - This functions like an FTFB screen but
without the possibility of loss due to a threshold check. MASS 3 or 5% of the
ship's MASS, which ever is greater. Points 4xMASS

Extra armoured hull - This functions like an FTFB screen but without the
possibility of loss due to a threshold check. It is also purchased per arc.
MASS 1 or 1% of the ship's MASS, which ever is greater. Points 4xMASS

Energy shields - These are a top row of boxes, like FTFB armour, but
they regenerate each turn unless lost to threshold checks. They also block
teleport attacks (see below, maybe).  MASS 3 per box/diamond,  points 4x
MASS.

Torpedo Chamber - This is a very large chamber full of very weak, very
stupid torpedoes. It has a potentially unlimited load of torpedoes. A torpedo
wave has a strength (normally starting at 6). The torpedoes move
forward 24" each turn and attack any ship they come in contact/close
proximity to. Roll a D6 for each point of torpedo strength (ignoring energy
shields, but not screens or armoured hull). Hits do the appropriate damage.
Reduce the strength of the torpedo wave by the number of hits and let the
remainder continue. PDS reduces the wave strength by 1 on a 4 or 5, 2 on a 6.
To reload, the firer must make a crew quality test (usually 7 or less or 8 or
less on 2D6). If successful, the torpedoes are reloaded. If doubles, no more
reload tests are possible. MASS 1 per point of torpedo strength, points 3x
MASS.

Launch Bay - A big bay with a potentially unlimited number of small
fighter squadrons. As a torpedo chamber above, a crew quality test reloads the
bays and doubles prevents further tests. The ship may maneouvre while
launching. MASS 4, Points 3xMASS

Bomber squadron - For Launch Bay.  3 FTFB Attack Fighters, 1 CE
Fighter squadron - For Launch Bay. 3 FTFB Interceptors, 1 CE
Assault boat squadron - For Launch Bay.  3 Boarding craft.  make hit and
run, like teleport attack, see below.

Teleport Boarding Attack - Only available to ships of MASS 100 or
greater. May only attack ships with no screens or Energy shields active. Hit
and run
attack: Roll 1D6+2.  If equals or exceeds threshold number of next
check, ship takes a threshold check.

Lance - Ignores all armoured hull or screens.  Rolls one die at all
range bands, 1 damage on 4, 5, 2 with reroll on 6. Points is 3xMASS.

Lance Class 1 is range 12", MASS 2 + 1 MASS/ 2 (or fewer) arcs.
Lance Class 2 is range 24", MASS 3 + 1 MASS/ arc, +2/3arcs.
Lance Class 3 is range 36", MASS 5 + 1 MASS/ arc.
Lance Class 4 is range 48", MASS 7 + 2 MASS/ arc, +3/2 arcs.

Gothic Nova Cannon - Uses GW hardware (21/2" radius blast template, 1"
diameter hole in middle). Nominate a target point and guess a range between
24" and 120". Place the template that distance toward the target point. Ships
touched by the template take D6 damage split between the armour and hull.
Ships touched by the hole take 3D6 damage split between the hull and armour.
MASS 6, 30 points.

Let me know what you think, though I won't be replying until Monday or
Tuesday.

From: Thomas Anderson <thomas.anderson@u...>

Date: Fri, 21 May 1999 21:59:18 +0100 (BST)

Subject: Re: New systems - toying around

> On Fri, 21 May 1999, Tom McCarthy wrote:

> I'm toying around with a BFG->FTFB conversion. What do you think of

i've had a few thoughts (well, two, anyway) on bfg2ft myself, so here goes.

> Armoured hull (level - 1) - This functions like an FTFB screen but

sounds alright. i don't know about a minimum mass, though - we can just
round up to 1 for small ships. the problem is, how does it affect
non-beam
weapons? maybe we should use the kra'vak armour rules. was there ever an
official unoffical ft2.5 version of those?

> Extra armoured hull - This functions like an FTFB screen but without

i can't quite get my head round this for some reason, but it sounds ok.

> Energy shields - These are a top row of boxes, like FTFB armour, but

sounds fine. hmph - we map bfg shields to ft armour, and bfg armour to
ft shields. just goes to show that gw has everything backwards.

> Torpedo Chamber - This is a very large chamber full of very weak, very
A
> torpedo wave has a strength (normally starting at 6). The torpedoes

i'm not altogether happy with introducing a new system - your
suggestions so far are essentially renamings or slight modifications of
existing systems, which is good.

i think that bfg torpedoes can be mapped to modified ft SMs. it's not
quite exact - the torps don't keep on heading into space until they hit
something - but it avoids needing a new system. basically, they would be
SMs which could only fire in the front arc. alternatively, they could only
fire dead ahead, but would lock on to and attack the closest thing within 6 mu
of the centreline of the firing ship.

i appreciate that the persistence of torpedoes is one of their main
features - it adds tactical complexity. thus, i'm not entirely happy
with my suggestion.

thus, as an alternative, make torpedoes essentially torpedo fighters with no
pilots. they keep on heading at full speed in one direction, after ships have
moved (in the missile move phase?) until they run up against a ship (ie get
within 6 mu) at which point they attack it. you'd have to make them smaller
and cheaper to compensate, or allow one bay (ie hangar) to fire unlimited
times. this isquite similar to what you suggest, really..

i'm not sure about crew quality. just taking the rules from bfg, as you have
done, is probably simplest.

> Launch Bay - A big bay with a potentially unlimited number of small

i don't see why ordinary ft hangars couldn't be used. perhaps with unlimited
fighters, though. in that case, fighters would need to be made weaker.

> Bomber squadron - For Launch Bay. 3 FTFB Attack Fighters, 1 CE

CE? i hope you're not suggesting bomber squadrons include an escort
cruiser :-). i don't see why we should use smaller squadrons. why not
just stay with 6 per group? otherwise it messes up morale rules, etc.

> Assault boat squadron - For Launch Bay. 3 Boarding craft. make hit

i would do assault boats like ordinary fighters, but when they attack, rather
than doing damage, the score is a number of boarding factors which try to
board the target ship. several squadrons can gang up on one ship at once. i
don't remember the scale for boarding factors, so if this provides
too few, attack as torpedo fighters. boarding shuttles would be one-shot
anyway.

> Teleport Boarding Attack - Only available to ships of MASS 100 or

i dislike the arbitrary limit. how about saying one attack per firecon
dedicated to the attack? justify it as that firecon controlling the
simultaneous teleport of the attack squads. or have a dedicated teleporter
system which only bigger ships will bother taking.

> May only attack ships with no screens or Energy shields active.

agreed.

> Hit and run

personally, i'd handle it as a boarding attempt. it would be nice to see those
rules finally get used! also, you don't mention a range.

> Lance - Ignores all armoured hull or screens. Rolls one die at all

i suggest using pulse torpedoes for lances, with heavier lances having
extended range bands (ie bump them all up by 6 mu each per level, with a
stretched short range band).

> Gothic Nova Cannon - Uses GW hardware (21/2" radius blast template, 1"

i'd say gothic nova cannon -> ft nova cannon. it's not the same, but it
should add even more pulling power in the quest to suck in the munchkins
:-). alternatively, use the ft wave gun.

tom