Sandcasters [My version]

12 posts ยท Sep 22 1999 to Sep 24 1999

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

Date: Wed, 22 Sep 1999 16:57:10 -0700

Subject: Sandcasters [My version]

Sandcasters

Sandcasters are poor man's shields. Dischargers are mounted along the surface
of the hull, and release an abrasive, reflective substance, commonly known as
"sand." Sand interferes with targeting more than it actually diffuses incoming
fire, though it does reflect and refract as well. While in use, treat the ship
as if it had Level 1 Screens. This effect is not cumulative (i.e. two sets of
'casters do not produce Level 2 Screens). Sand dischargers have a finite
supply, so captains must conserve their supply till the need is great. A
complete set of sandcasters has only
two (three?) uses before they require re-supply.

MASS: 1 (or 3% of ship MASS) POINT COST: MASS x 3

NOTES: I couldn't figure out how to add a screening ability for escorted
vessels and still keep it balanced. If anyone out there has any ideas... These
are cheap and light enough that even escorts should be able to mount one, and
freighters can definitely pack two.

From: Ryan Gill <rmgill@m...>

Date: Wed, 22 Sep 1999 20:41:37 -0400 (EDT)

Subject: Re: Sandcasters [My version]

> On Wed, 22 Sep 1999, Sean Bayan Schoonmaker wrote:

> I couldn't figure out how to add a screening ability for

Id rather see them used as a smallish template that is placed on the table.
One would get x number of templates for each load fired. say three or for. If
they were an oblong shape of say 3 inches by one inch they would represent the
"smoke screen" they are meant to emulate. Occludes LOS, reduces effectiveness
of weapons, etc. It stays on board for 3 turns. When a ship deploys it, the
player chooses a velociy vector for the clouds, it will have that velocity
component for its duration.

Thus 3x 3"x1" templates (roundish) could be laid end to end depending on

how the deploying vessel was moving.

ie DD is escorting three merchies. The DD (using vector movement) lays a

screen along a diagonal line from one rear aspect to the other (abaft port to
abaft stbd) 9 inches long. This would protect the merchies and require the
persuing vessels to maneuver to avoid the cloud or slow to pass through
harmlessly. Obviously this would work better against slower

craft.

This would fill the bill, keep it simple and just like asteroids in mechanical
form.

Ships that pass through it at greater than 5 velocity diff would take 1 pt of
damage for every point. (its sufficeintly dense to represent many
micrometeorite fragments striking en-masse)

It would make things more tactically interesting and would represent a hard
object on the table. Red force would have to maneurver to get a better shot on
the protected vessels. It also closely emulates the DDs of WWII laying a large
smoke screen to protect larger high value vessels.

From: John Crimmins <johncrim@v...>

Date: Wed, 22 Sep 1999 23:22:24 -0400

Subject: Re: Sandcasters [My version]

Well, since all the other kids seem to be doing it....

MY version of Sandcasters. Orginally meant as a Sa'Vasku weapon, and
tentatively dubbed "The Crudcaster", but what the hey!

One shot weapon, when fired it covers three adjascent fire arcs. No beam fire
(inculding needles) through these arcs is possible, in either
direction.  Any fighter or SML attack through these arcs -- again, in
either direction -- is hit with the eqivalent of 2 PDS shots.  Plasma
torps and FB Missiles are unaffected, just like Nova and Wave guns.

Only the firing ship is protected by the sand -- it disperses too
rapidly to remain on the board or to provide cover for other ships.

From: Tim Jones <Tim.Jones@S...>

Date: Thu, 23 Sep 1999 10:36:10 +0100

Subject: RE: Sandcasters [My version]

Tom McCarthy came up with ink rules for the Silent Death Nightbrood game.
These were blobs of ink with vector movement if you stayed in them then you
got their protection.

In play testing they worked well, not too powerful. The nightbrood ships
didn't have conventional shields IIRC.

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

Date: Thu, 23 Sep 1999 08:44:50 -0400

Subject: Re: Sandcasters [My version]

[quoted original message omitted]

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

Date: Thu, 23 Sep 1999 08:46:09 -0400

Subject: Re: Sandcasters [My version]

John's Crudcaster looks like a nice little weapon and by limiting it to
protecting the 'casting ship' only, it doesn't stretch the bounds of realism
too much...

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

Date: Thu, 23 Sep 1999 07:53:01 -0700

Subject: Re: Sandcasters [My version]

> MY version of Sandcasters. Orginally meant as a Sa'Vasku weapon, and

Why are Missiles uneffected if SMLs are?

From: Ryan Gill <rmgill@m...>

Date: Thu, 23 Sep 1999 15:03:43 -0400 (EDT)

Subject: Re: Sandcasters [My version]

> On Thu, 23 Sep 1999, Tom McCarthy wrote:

> You can simplify this quite a bit by saying the model or base of the

How do you balance base sizes? Not every ship has the same base....

> Now, how about the 'wall of water' rear arc area effect weapon (a la

ooh, do a 6 thrust burn through that to catch a fleeing merchant.

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

Date: Thu, 23 Sep 1999 15:15:44 -0400

Subject: Re: Sandcasters [My version]

> You can simplify this quite a bit by saying the model or base of the

Well, you don't. The bigger ships get a bonus because of their size; the
sandcaster they buy is more effective on them. That said, I only have 3 base
sizes and only one is significantly larger than the other two.

From: John Crimmins <johncrim@v...>

Date: Thu, 23 Sep 1999 18:13:25 -0400

Subject: Re: Sandcasters [My version]

> At 07:53 AM 9/23/99 -0700, you wrote:

My impression has always been that SLM Missiles need to actually *hit* their
target, while MT Missiles just have to get relatively close and then detonate.
The cloud of crud wouldn't be large enough to keep the missile
from getting close enough to go boom!  -- and would provide some extra
material for the blast wave to hit the ship with in the bargain.

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

Date: Fri, 24 Sep 1999 07:40:25 -0700

Subject: Re: Sandcasters [My version]

> Thus 3x 3"x1" templates (roundish) could be laid end to end depending

I'dsay that if you're going to use the templates, keep them round: 3" dia.

> Ships that pass through it at greater than 5 velocity diff would take

I have some difficulty with the idea that a ship mounted weapon could generate
sufficient particle density to do this.

> It would make things more tactically interesting and would represent a

I like the idea of blocking terrain, but I think that a ship mounted weapon
that generates it would have to be priced and massed outside the realm of
escorts.

From: Ryan Gill <rmgill@m...>

Date: Fri, 24 Sep 1999 15:17:50 -0400 (EDT)

Subject: Re: Sandcasters [My version]

> On Fri, 24 Sep 1999, Sean Bayan Schoonmaker wrote:

> I'dsay that if you're going to use the templates, keep them round: 3"
dia.

The original idea was for a smoke screen.

> I have some difficulty with the idea that a ship mounted weapon could

Anything that is big and wide would be hell for a ship to run into at
velocity. Perhaps a higher number is needed. Some of the star wars concepts
was to use bb's fired from a rocket into the path of missiles. Enough of those
hit and no more guidance package or war head.

> I like the idea of blocking terrain, but I think that a ship mounted

its not meant as terrain, but hard smoke. It dissipates after 3+ turns.
It is exactly akin to the use of smoke by escorts (you should see the kind of
smokescreens they laid down) and the chaff dropped by bombers during WWII.