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A Different Missile System for Full Thrust

From: "Earl R. Forsythe II" <combatwombat@c...>
Date: Fri, 8 Aug 1997 13:59:28 -0400
Subject: A Different Missile System for Full Thrust

A Different Missile System for Full Thrust

Instead of purchasing missiles singularly, you purchase a launch system
and
ammunition.

Launcher, Mass: 4 Points: 15
10 Standard Missiles, Mass: 1 Points: 20
10 ECM Missiles, Mass: 1 Points: 20

A launcher can launch salvos of  up to 5 missiles per turn.  The salvo
moves as a single unit and can be composed of standard missiles, ECM
missiles, or a mix of the two.	The salvo moves 18" per turn after all
ships and fighters have moved.	They have an endurance of 3 turns.  If
they
are within 6" of a ship at the end of their move, they may attack it. 
Each
missile attacks (and is affected by shields) as a 1 die beam battery and
is
then removed from play.

Anti-missile fire procedure:
Before the missiles attack, roll 2 dice for each PDAF or ADAF system on
the
target.  Roll 2 dice for any ADAF system within 12" of the target that
wishes to assist.  Systems engaging fighters this turn do not roll. 
ADAF
systems used to defend other ships may not be used to defend their own
ship
in the same turn.

Optionally, any unallocated C batteries on the target ship may be used
to
engage missiles as well.  Each C-batt used in this manner contributes
one
die.  This requires allocation of a fire-con, but a single fire-con
required, but a single fire-con 

Treat the results of these rolls as beam battery dice (1-3: 0, 4-5: 1,
6:
2).  This total is the number of missiles eliminated from the attacking
missiles.  ECM missiles are removed before any others.	Each ADAF may
only
be used to defend one ship per turn.  Once the missiles destroyed by
ADAF
and PDAF systems are removed, the remaining ones make their attack.

If a missile salvo ends its movement within 12" of an ADAF system and is
not attacking, it may be attacked as outlined above.

Example: A ship with two PDAF systems comes under attack from two 5
missile
salvos.  Each salvo has 4 regular missiles and 1 ECM missile in it.. 
The
ship rolls four dice, getting a 5,2,1, and 6.  This destroys 3 missiles.

Two ECM missiles and a regular missile are removed, leaving 7 missiles
to
attack.  The attacker rolls 7 dice and reads them as standard beam
battery
dice.

Ray

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