From: djwj <djwj@e...>
Date: Wed, 7 Apr 1999 10:49:05 -0600
Subject: Re: [SG, DS] Bugs and [FT] Full thrust Dirtside conversion
When I'm translating anything from one system to another, I will ignore the PSB for a moment and concentrate on the effect of the weapons and how I would accomplish that in the first place. As far as STT the horde of bugs are assault troops, not much more than that. Take line infantry, maybe line calvary (those are fast buggers) and make them all assault teams. As far as the large armored bugs, the ones that burrowed up from under the poor grunt's position, those are AFVs with DFFGs (Why did the bugs have AFVs and the humans not?). As far as the underground placement, they use the hidden unit rules (a flipped letter marker coresponding to the tank unit in question). The brain bug is a class 2 command center with an armor value of 0 The large plasma throwing anti-ship bugs would follow modular tank rules (it takes 100 DSII capacity to mount a single class 1 battery*) and have little else, but we really didn't see them in combat with the grunts so we don't really know what they carried. -- the rest was meant as a footnote but it got out of control. It's nice info to know though------ *DSII to FT conversion (I did this to figure out how much it took to mount a mobile planetary defence battery, and to figure out how many beam cannons there were to be salvaged from a single 'c' battery off a downed scoutship. The scary thing is that heavy rocket artillery fits the damage profile and mass requirements for submunition packs.) Logic follows: 8 capacity (DSII) holds 1 class 1 vehicle. 4 cargo (FT) holds 1 class 1 vehicle. 4 cargo = 8 capacity Reduce to the lowest common denominator: 1 cargo = 2 capacity. 1 mass (FT) = 50 cargo So by the math this means: 1 mass = 100 capacity. I used HEL to represent beam batteries as they were the only weapons that had the range to be used in starship combat, this meant that a 'c' battery consists of either: 49 class 1 lasers -Total Weapon Class: 49, chits of damage After normal Validities: 25 24 class 2 lasers -T.W.C. 48, A.V 24 16 class 3 lasers- TWC 48, AV 24 12 class 4 lasers- TWC 48, AV 24 9 class 5 lasers- TWC 45, AV 22.5 At an average damage of 1.56 poins of damage for 1 chit ( see DSII "FMA enhancement" thread, digest #215 for details on the math.) that means that a class 1 battery does 37.44, or simply 37 points of damage per hit (a very lucky shot in DSII damage can still do twice the average damage). This number is useful if you think that you have enough firepower to knock out an interface lander on the ground** (Dual DFFG/5's at close range are your best bet, anything less than a triple mount of MDC/5s at close range won't do enough damage to abalate the single hit that Interface landers have.) You can also use this to fire that grounded interface capable troopship at DSII targets (Unwanted Vision:a grounded troopship or even a battleship Vs. a heavy modular cybertank. <shudder> Be afraid, Be very afraid...) With the fleetbook abolishing the ship classes, orbital bombardment from non dedicated monitors needs to be re-figured. Maybe someone can use this bit of trivia to re-engineer beam battery fire on ground targets. I'd suggest a conversion relative to the normal artillery fire (A class 6 weapon doing 3 chits over a radius) instead of picking upwards of 16 targets on the ground, per class of battery. Of course this brings us back to the concept of giant bugs shooting at ships in orbit, and those ships returning fire **AA is still effective against landers due to the fact that Interface landers in the air are more fragile than ones on the ground. In the air the relatively fragile wing structures and large open thruster ports are vulnerable to damage and necessary to keep the lander from crashing, and its occoupants from developing deceleration trauma resulting from massive kenetic energy poisioning