Sandcasters and masking screens and one shot PDS

2 posts ยท Sep 21 1999 to Sep 22 1999

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Tue, 21 Sep 1999 12:16:44 -0400

Subject: Sandcasters and masking screens and one shot PDS

Cheap freighter and small ship defenses. Or for those on a budget.

One shot PDS: Same effect as a conventional PDS. No idea what the symbol
should be. As the name indicates, when the one shot PDS is fired, it is used
up. (Perhaps DPDS for Disposable PDS). Mass: 0.5 Cost: 1

Sandcaster: A sandcaster is a defensive weapon used to accelerate cannisters
of particulate matter (sand) out into space where the cannister explodes and
the sand fills a 3" radius. Any direct fire weapon forced to draw LoS through
a sand caster area of effect is reduced in effectiveness as if it had fired
from 1 RB further out. The sand either deflects the particle stream or
disperses it, and does the same types of things with lasers or other energy
beams or energy torpedos. It also acts to interfere with the targetting of SMs
by reducing their die roll versus the target by 1. Multiple sandcaster areas
that overlap are additive, though the limit of effectiveness is two RB or a
two point modifier on SM dice. I have no idea what the symbol should be
(suggestion: maybe a small circle or hexagon (so you can show arcs around it)
with an upward facing triangular sand spray...). The range of cast sand is 9".
The sand lasts 1 turn, then it has dispersed too much to be effective.
Generally, it has no effect on ships that fly through it, but fighters might
want to avoid it. For a fighter squadron that flies through a
sand pattern, roll a d6, on a 6 one fighter is destroyed/disabled.
Mass:
3-arc   2
6-arc 3
Cost:
3-arc 4
6-arc 6

Masking Screen:
A masking screen is a defence employable by non-manouvring ships. A
masking screen puts out a screen of particles (in the source system, it was
water vapour, but it could be sand). It is a one shot weapon. It puts out a
cloud around the launching ship (3" in diameter, so it can shelter other
ships) which interferes with incoming weapons. It adds 2 RB to any direct fire
weapons targetted on ships inside the thick cloud. It reduces any SML die
rolls by 3. It can only be used by
non-manoevring ships by virtue of its method of employment. It is
triggered after orders are written, but before movement is executed (after
missile launch). The Masking screen cloud (use cotton batten if
you want - works for smokescreens in infantry games!) is placed around
the target ship. When the drift is applied (in vector), the cloud drifts. If
the ship then manoevres outside the cloud by manouvres
plotted, it is no longer protected - the cloud does not move with it.
The cloud now moves with the same velocity and vector for the next two turns
after the first (for a total life of three turns) and protects any ship inside
of it. Then the cloud has dissipated enough to be ineffective. In cinematic
movement, the cloud can be considered to be moving in the direction of the
launching ship when it fired the cloud at a movement rate equal to its speed
that round. For a fighter squadron that flies through a masking screen, roll a
d6, on a 6 one fighter is destroyed (mostly just disabled by the mass of sand
particulates). The symbol should be a square box filled with fuzz (speckles)
and either a track of smaller boxes below or one of these larger boxes for
each masking screen. Mass: Some% of hull mass Cost: Some cost per mass

(I'm not sure what some fair values would be).

These represent cheap defensive options for small ships and
freighters - heck, even some larger ships might wish to so equip
themselves.

Both of these masking type systems should bugger up fire control and
search sensors (not sure how to represent that - depends on your
sensor rules). At the least, any ship firing from inside one suffers the same
penalties as one firing into one. So it is a good defence, but sucks your
offense away.

Are there rules for decoys in FT or FB?

From: Sean Bayan Schoonmaker <schoon@a...>

Date: Tue, 21 Sep 1999 20:10:55 -0700

Subject: Re: Sandcasters and masking screens and one shot PDS

> One shot PDS:

I'd like to find a way to keep out of the fractional accounting. Perhaps make
it two shots with 1 MASS and 2 POINT COST.

> Sandcaster:
[snip]
> Mass:

I'd keep this simple and just do the all-arc version. Also, I think I
like the other mechanic better:

<<Just treat the sand as creating a dust cloud effect, which is already well
defined under the rules (gives +1 Screens). If we want to make it like
Smoke
Launchers - then just say that it works like ADFC in that the target or
launching platform must be within 6" of the ship using the Sand Caster.>>

> Masking Screen:
[snip]
> Mass:

I think that you could combine these into one system. A ship sand caster which
acts like the masking screen but has added sand benefits. The% of hull mass is
right on, however.