From: Beth Fulton <beth.fulton@m...>
Date: Mon, 17 Apr 2000 14:53:43 +1000
Subject: Underwater Rules - DS (long)
G'day, Here's the DS version... Beth > [quoted text omitted] DIRTSIDE SUGGESTIONS With regard to smaller scale encounters, (thinking here of vessel scale more than numbers involved), DS/SG are the more sensible option. The following is some suggested ideas (modifications) for underwater duels. Detection Range: Electronic sensors will continue to have long ranges only if they are acoustic, every other form of radiant energy is absorbed very quickly by water. However to expedite measures, assume sensor suites in marine vessels (including amphibious vehicles) have at least some sonar capabilities. For ease of play the following sensor ranges (based on Fire control rating) are proposed Superior = 60" Enhanced = 40" Basic = 20" None = 4" if in clear water, 1" if in turbid water. Anything outside of the detection range is considered hidden (often just being in the water is enough to make you hidden, so the usual rules of needing to be in cover need not apply if just at distance from each other, but it'd help), however as soon as its detected by one unit then all units on that side know its position. As in land warfare it isn't possible to go back to completely hidden once found (pesky AIs...), but it is possible to make it harder to be hit by going to silent running (i.e. being semi-hidden). To go quiet you must move less than half of you BMF, do not use any kind of weaponry or sensors and then pass a reaction test based on the following: CIRCUMSTANCES THREAT LEVEL Boat, amphibious walker in shallow +2 Boat, amphibious walker in deep +1 All else except non-amphibious +2 walkers or wheeled vehicles* *Non amphibious walkers and wheeled vehicles stay found once they've been picked up once. Until successfully detected again, or until you expose yourself through the use of active sensors or fire you get an additional D6 target dice, this is in addition to any you may have already got for soft cover etc. Weapons: These changes may make the action seem cramped and are only suggestions, it may also just be easier to say Infantry, APSW, RFAC and HVC ranges = normal/4, HKP - normal/3, MDC and DFFG = normal/2 and missiles are unaffected. SYSTEM CLOSE MED LONG HEL 30" (if clear open ocean waters) 10" (if coastal waters) 5" (if turbid estuarine waters) RFAC/1 2" 3" 4" RFAC/2 3" 4" 5" HVC/3 4" 6" 8" HVC/4 5" 8" 11" HVC/5 6" 10" 14" HKP/3 5" 10" 15" HKP/4 8" 13" 18" HKP/5 11" 16" 21" MDC/1 4" 8" 12" MDC/2 6" 10" 14" MDC/3 12" 18" 24" MDC/4 15" 21" 27" MDC/5 18" 24" 30" DFFG/1 2" 4" 6" DFFG/2 3" 6" 9" DFFG/3 4" 8" 12" DFFG/4 5" 10" 15" DFFG/5 6" 12" 18" SLAM* 12" 24" 36" GMS/L* 36" GMS/H* 48" IAVR* 4" APSW 4" Militia 1" Line 2" PA 3" *Assumed to be modified designs suitable for use underwater. Mobility and terrain effects: It is assumed here that all battles are undertaken in good to mild weather if in shallow, surface weather means little if at depth. However, large internal waves (waves or currents along depths where there are sudden changes in water density, temperature, chemical make-up) can be quite a hazard. CFEs can only act as normal for 8 turns (in DS), before it must surface to 'breath'. Movement is slightly modified compared to land: Unsuited Inf - BMF: 2 EASY = With strong current NORMAL = Flats, below wave breaking zone POOR = Kelp forests, reefs, rough, mountainous, DIFFICULT = In wave zone or turbulence, against strong current IMPASSABLE = Deep water (vertically), very strong currents, high turbulence, frigid waters Power Armour/ Cav/Scooters - BMF: 6/8/6 EASY = With strong current NORMAL = Flats, below wave breaking zone POOR = Kelp forests, reefs, rough, mountainous, wave zone or turbulence, against strong current DIFFICULT = Deep water (vertically) if PA, very strong currents if Cav, frigid waters if PA IMPASSABLE = High turbulence, frigid waters if not PA, deep water (vertically) if not PA or if remain with mount (marine fauna may usually descend at 'normal') Amphibious Low/High-Mobility Wheeled - BMF: 4/6 EASY = Pebble flats NORMAL = Sandflats POOR = Mudflats, wave zone, against strong current DIFFICULT = Low story kelp bed (like scrub on land), high turbulence or rough if high mobility IMPASSABLE = High turbulence or rough if low mobility, deep water, kelp forest, reefs, mountainous, Slow/Fast tracked - BMF: 6/9 EASY = Pebble flats NORMAL = Sandflats POOR = Mudflats, wave zone, against strong current, low story kelp bed (like scrub on land), high turbulence, rough DIFFICULT = Kelp forest, reefs, mountainous IMPASSABLE = Deep water Slow/Fast GEV - BMF: 12/15 EASY = Above water's surface IMPASSABLE = All else GRAV - BMF: 15 EASY = Flats, NORMAL = Wave zone, against strong current, low story kelp bed (like scrub on land), rough POOR = High turbulence, reefs, DIFFICULT = Mountainous, deep water IMPASSABLE = Kelp forest Slow/Fast/Attack Boats - BMF: 8/12/15 EASY = Flats NORMAL = Low story kelp bed (like scrub on land), rough POOR = Wave zone (if amphibious), against strong current, high turbulence, reefs, DIFFICULT = Kelp forest, mountainous, deep water IMPASSABLE = Wave zone or shallows if not amphibious Walkers (non-amphibious) - BMF: 10 EASY = With strong current NORMAL = Flats, below wave breaking zone POOR = Kelp forests, reefs, rough, mountainous, wave zone or turbulence, against strong current DIFFICULT = Very strong currents, high turbulence IMPASSABLE = Deep water (vertically) Walkers (amphibious - have thrusters to allow 'swimming') - BMF: 10 EASY = Flats, with strong current NORMAL = Wave zone, deep water (vertically), against strong current, turbulence POOR = Kelp forests, reefs, rough, mountainous, very strong currents DIFFICULT = High turbulence IMPASSABLE = None (assuming pressurised for abyssal depths, if not then some depths would be a barrier) Many more vessel types will gain the VTOL 'pop-up' ability, these would include GRAV, boats (subsurface ones), Infantry, Cavalry, Scooters and PA and amphibious walkers. Scooters: Scooters are size 1 vehicles, but they are an exception to the 'riverine' armour rule and may carry armour of class 1. Explosive effects: If a hit is scored by any type of missile or explosive artillery system or if any vehicle is destroyed by a boom counter (regardless of the weapon type that caused it) then every element (whether of the same or different unit, friend or enemy) within 3" must roll a D6 on a 6 they too have been hit (the shock wave from the explosion has had a knock on effect). For every hit pull 2 chits, all specials (except firer's systems down) DO count against vehicles. Close Assaults: All unsuited (i.e. non-PA) infantry have an addition +1 to their threat levels. DFO: Depth charges are assumed to be a type of the deadfall ordinance, in this case DFO's may be delivered by surface vessels not just aerospace vehicles. For a surface vessel to drop DFO they move as normal and must place the fire marker at some point along that path. However do not forget that anything (including surface ships) caught within 3" will roll to see if they take damage, so be careful where you drop it... Smoke (well ink really): Well smoke itself would be useless you could use 'ink' instead with no change to the rules as they stand. Wildlife: There are MANY possibilities here, but just to kick the ball off, here are a few ideas. Casualties in the water can breed their own threat via large aquatic predators. A number of explosions would chase them off (so they're less likely to hang around if there's lots of 'missiles' flying), though tonnes of dead or stunned fauna floating around may well be an obscuration issue in itself. However, if vehicles and squads are being removed be direct fire than there may well be large predators and scavengers attracted to the site. Things that would threaten vehicles would have to be very large, so they could be any size (but I wouldn't give them armour beyond 1 or 2 regardless of size) and I'd let them pull 5 chits (it needn't even be due to teeth etc, just getting hit by a whale's fluke could cause big damage to many vehicles). Smaller (more earth-sized) predators could threaten unsuited infantry, cavalry or scooters. I'd give them a BMF of 8-10, they must be in contact to attack and they pull 3 chits if an individual, 4 if in a pack. For all of these only numbered chits would count, all colours vs unsuited infantry, red only against vehicles and PA. Swarms of stinging wildlife (like jellyfish on earth) could also be a threat if encountered in swarms. These would move with the currents and if they end on the same spot as a unit then they will smother it. Vehicles and PA don't take damage, but they are hampered and must spend an activation doing nothing but moving slowly to clear their hulls. Unsuited infantry suffer an attack, the jellyfish pull 2 chits and all colours count.