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Modular Missile Rules

From: Eric Fialkowski <ericski@m...>
Date: Sun, 5 Jan 1997 19:12:17 -0500
Subject: Modular Missile Rules

			   MODULAR MISSILE RULES
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---

I like drones in Star Fleet Battles(tm). I like the multitude of options
available.
I also like missiles in Full Thrust. So here are my rules to make a
multitude of different missile types in Full Thrust.

RULES:

There are a few components that make up a missile.

   * Drives
   * Fuel
   * Guidance/Targetting
   * Warhead(most important of all)

To build a missile you just need to select the items from the
appropriate
section and add them up to get a missile.

NOTE 1: You can only have one drive and one targetting system. Warheads
and
fuel tankage can be duplicated. For warheads, just calculate dammage
from
all warheads as one big attack, ie if 2 "normal" warheads are on a
missile,
the damage done is 4d6. For fuel tankage, just add the capacity of all
up
and calculate range accordingly

NOTE 2: Any fractional points/mass is rounded "up"

NOTE 3: Maximum mass for a missile is 5. *DAF versus mass 3 and 4
missiles
get a +1 bonus, mass 5 CANNOT be damaged by *DAF (they're too stinking
big). Missiles with a mass of 4 or 5 CAN be targetted with beam weapons
but
are treated as if they have level 3 shields for mass 4 level 2 for mass
5.

		  Warheads
	 Type  Mass  Cost   Notes
	 Normal .5   1.5    See More Thrust
	 EMP	.5   1.5    See More Thrust
	 Needle .5   1.5    See More Thrust
	 FTL	.5   5	    Used to make 1 FTL jump for two purposes:
			      1. REALLY long range missiles
			       2. Possible jump mis-hap damage
	 Decoy	.5  12.5    Used for deception as in Full Thrust

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---
			  Drives
   Type      Mass  Cost  Efficiency	   Notes
   Normal     .5   1.5	 3/.5	    Uses rules in More Thrust
   Fast       1    4.5	 1/.5	    Moves 24"/turn
   Agile      1    4.5	 2/.5	    Can execute 2pnt turn at first of
move,
				  then 2pnts at mid point of move
   Fast-Agile 1.5  10	 1/.5	    Combine the two above

		 Efficiency is in turns per tonnage of fuel

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---
				Fuel Tankage
		   Type  Mass Cost Notes
		  Normal .5   1.5  Can have multiple tanks

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---
				  Guidance
	  Type	   Mass Cost Notes
     Normal	   .5	1.5  Uses Rules from More Thrust
     None	   0	0    Requires either preprogrammed flight path
			     or use of firecon to guide into position
			     During move roll 1d6
     Semi-Sentient 1	4    1-3 Move Normally
			     4-5 Move as ship
			     6 Move after all ships

		 +++++++++++++++
    +------------+	       +----------------+
   +		 Eric Fialkowski	       +
  +    http://netnow.micron.net/~ericski      +
 +					     +
+----------------+	       +------------+
		 +++++++++++++++

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