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[FT] Houserules for bringing MT missiles into FB

From: Beth Fulton <beth.fulton@m...>
Date: Fri, 05 Mar 1999 09:29:35 +1000
Subject: [FT] Houserules for bringing MT missiles into FB

G'day,

Here's what Derek's come up with to (kinda) bring MT missiles into line
with the FB. He hasn't added any new kinds of missiles or anything like
that, basically he's only fiddled with the way they move. They seem to
work
quite well (at least so far).

Once again (and hopefully the last time for today as my supervisor has
now
walked in on me sending these email twice!) I hope you enjoy. And as
always
comment away.

Cheers

Beth

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Missiles

The following is a set of rules to upgrade the 'More Thrust' missiles
found
in the More Thrust supplement on page 2.

Missiles are small-unmanned spacecraft carrying some kind of warhead
(usually nuclear), they move on the board in the same way as fighters.

Launching missiles.

Missiles are launched and then moved during the same phase as salvo
missiles are launched (phase 4) but before salvo missile fire is carried
out, players alternate launching Missiles from any missile armed ship.
The
player who lost the initiative goes first, play alternates by ship.
Counters, miniatures or whatever is used to represent the missiles are
placed in front of the ship to indicate the launch.

One ship may launch any number of missiles, subject only to the number
of
missiles the ship is carrying.

Moving missiles.

After all missile launches have been completed, all missiles (including
the
missiles already in play as well as those newly launched) are moved.  

Missiles are moved exactly in the same way as fighters, with players
alternating moving missiles with the side who lost the initiative going
first.

Each time a missile moves it uses it uses one 'combat endurance factor'
(CEF, exactly the same thing as fighters use).

Missiles also may make a secondary move in the Allocate missile and
fighter
attacks phase by expending a further CEF.

Attacking (or defending against) missiles.

PDS can target and attack missiles the same as salvo missiles and
fighters,
but because missiles are single items (unlike salvo missiles and
fighters
that come in groups) a PDS can only ever kill a maximum of one missile
per
turn.

Class 1-beam batteries and screening fighter groups can also engage
attacking missiles, for each battery a score of 5 or 6 will kill the
missile. For each fighter in the group roll a D6, if a 5 or 6 is scored
on
any of the dice rolled the missile is destroyed.

Fighters can also intercept missiles in the same way they can intercept
salvo missiles, roll a D6 for each fighter in the intercepting group,
the
missile is destroyed on a roll of 5 or 6 with any successful fighters
having to roll against the resulting explosion. A roll of 6 on a D6 and
the
fighter is caught in the blast and destroyed.

Optional rule; if desired, players can use salvo missiles as a long
range
missile defence. After all missiles have been launched and moved and the
players have moved on to launching and placing salvo missiles, salvoes
may
if desired by the owning play be used to attack missiles. Place the
salvo
at or within the salvo missiles' attack range and during the point
defence
fire phase (phase 7) salvo missiles can attack the nearest missile still
within it's attack range.

To resolve this attack roll D6 1 for the number of missiles on target,
if
the final score is less than one then there are no missiles on target
and
it's a clean miss. If there are missiles on target roll a D6 and add the
number of missiles to the score rolled, if the final result is 6 or
greater
then the target missile is destroyed.

Missile attacks.

A missile can attack any target within 6 MU (3MU if employing optional
rules while using 'vector movement') move the missile up to the target
to
indicate the attack (Phase 6. Allocate missile and fighter attacks).

After the missile has survived all defensive fire it attacks the target,
roll 2D6 for damage applying half (rounded up) to armour (if any) and
the
reminder to the hull, screens have no effect on missiles.

Please note that unlike a fighter a missile does not need to expend CEF
to
attack a target.

Missile Types.	 (sorry this table is going to mess-up in the conversion
from word doc to email txt file)

Type			Mass Cost	Move allowance	Endurance      
Warhead
'Normal' missile	2	6	18			       
3		      2D6 damage. Half to armour, half to
hull. ignore screens

EMP missile		2	6	18			       
3			Enhanced electro-magnetic pulse on
detonation. Roll D6 on detonation and subtract one for each screen,
final
score gives the following results.
1 - 2: No effect.
3 - 4: Roll for every
system on target ship, as if for threshold roll; systems are knocked out
on
rolls of 5 or 6.
5  6: Roll as for threshold, but systems are knocked out
on a roll of 4, 5 or 6.

Needle Missile	2	6	18				3	
	       Like the needle beam, this type of missile can
seek and destroy one specific system on the target ship. The missile's
owner picks it's target system and rolls a D6; a score of 1-3 misses the
target system but does D6 worth of normal damage, on a score of 4-6, the
missile finds it's target and knocks out that specific system IN
ADDITION
to doing D6 of normal damage.



------------------------------------------------------------------------
----
------------------------------------------------------------------------
----
Elizabeth Fulton
c/o CSIRO Division of Marine Research
GPO Box 1538
HOBART 
TASMANIA 7001
AUSTRALIA
Phone (03) 6232 5018 International +61 3 6232 5018
Fax (03) 6232 5199 International +61 3 6232 5199

email: beth.fulton@marine.csiro.au


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