Prev: Re: [OFFICIAL] Merry Christmas etc..... Next: Re: RE-Ship types names

Re: [SG] Vehicle design

From: Jaime Tiampo <fugu@s...>
Date: Sat, 23 Dec 2000 11:57:31 -0800
Subject: Re: [SG] Vehicle design

Andrew Martin wrote:

> There's no capacity points cost, in other words, ECM doesn't take up
> significant ammounts of space. In my rules I have DF equipment take up
> space, based on WW2 and modern experience with specialised vehicles.
There's
> some more rules on my site, like Navigation warfare that you might be
> interested in.

I'm not talking ECM, but EW equipment. I'll check out your page. Nothing
like more information :)

Jaime
From - Wed Jan 03 11:04:35 2001
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Date: Sat, 23 Dec 2000 12:18:17 -0800
From: Sean Bayan Schoonmaker <s_schoon@pacbell.net>
Subject: Re: Holiday wish and a question about an FT weapon that
isn't....
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>Has anyone ever thought about a crew-killer weapon (invent the PSB of
your
>choice - radiation weapon, whatever)? One that zaps crew units in an
attempt
>to render a ship derilict rather than one that destroys the ship? I'd
>imagine one would have been tried before... was there some reason such
a
>system was deemed not viable?

Someone did come up with an idea for crew killers but it's something 
that's VERY difficult to balance - I'd almost say prohibitively so - 
because some ships only have one crew factor. Eliminate that, and 
you've got a "free" 60+ point value ship in one shot.

Schoon
From - Wed Jan 03 11:04:44 2001
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Date: Sat, 23 Dec 2000 12:29:06 -0800
From: Mark Reindl <mreindl@pacbell.net>
Subject: Re: Holiday wish and a question about an FT weapon that
isn't....
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Unless you want to apply it only to repair crews (which only does you
any good 
if
you're playing with repair rules :).  Assume that there will be enough
crew lef
t
to fight the ship in battle.

Mark

Sean Bayan Schoonmaker wrote:

> >Has anyone ever thought about a crew-killer weapon (invent the PSB of
your
> >choice - radiation weapon, whatever)? One that zaps crew units in an
attempt
> >to render a ship derilict rather than one that destroys the ship? I'd
> >imagine one would have been tried before... was there some reason
such a
> >system was deemed not viable?
>
> Someone did come up with an idea for crew killers but it's something
> that's VERY difficult to balance - I'd almost say prohibitively so -
> because some ships only have one crew factor. Eliminate that, and
> you've got a "free" 60+ point value ship in one shot.
>
> Schoon
From - Wed Jan 03 11:04:36 2001
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Date: Sat, 23 Dec 2000 13:59:59 -0800 (PST)
From: John Leary <john_t_leary@yahoo.com>
Subject: Re: Selling Miniatures; Hey KR!!!
To: gzg-l@csua.berkeley.edu
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> From: dwarf_warrior@juno.com
> To: 10mm-Miniatures@egroups.com, 2mm@egroups.com,
> 6mm-Miniatures@egroups.com
> Cc: <snip>
> Subject: a thought on Selling Miniatures (to me
> anyway)

> *Pictures*
> 
> /Pictures/
> 
> _Pictures_

Geo-Hex has just put up a bunch of new
pix.   Phalon and UNSC mostly...

Hey KR, I cannot access the Sa'Vasku page!

Bye for now,
John L.
From - Wed Jan 03 11:04:36 2001
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Date: Sat, 23 Dec 2000 14:55:04 -0800
From: Jaime Tiampo <fugu@spikyfishthing.com>
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To: gzg-l@csua.berkeley.edu
Subject: Re: Holiday wish and a question about an FT weapon that
isn't....
References:
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Sean Bayan Schoonmaker wrote:
> 
> >Has anyone ever thought about a crew-killer weapon (invent the PSB of
your
> >choice - radiation weapon, whatever)? One that zaps crew units in an
attempt
> >to render a ship derilict rather than one that destroys the ship? I'd
> >imagine one would have been tried before... was there some reason
such a
> >system was deemed not viable?
> 
> Someone did come up with an idea for crew killers but it's something
> that's VERY difficult to balance - I'd almost say prohibitively so -
> because some ships only have one crew factor. Eliminate that, and
> you've got a "free" 60+ point value ship in one shot.
> 
> Schoon

I came up with an crew killing weapon for the Sa'Vasku as a type of pod
armement. 

Summery:

1 mass 3 energy
Kills one crew unit during end phase on a 4+

Crew kills unit like a repair, 6+ for one crew unit put into it and +1
for every other unit up to 3 units.

Attacks are simultaneous.

Optional rule, first turn the pod has to burn it's way through the hull
(causeing 1 damage to hull) then runs amuk in the ship. While hte pod is
on the hull it can be removed like a leach pod.

Jaime
From - Wed Jan 03 11:04:37 2001
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From: "bif smith" <bif@bifsmith.fsnet.co.uk>
To: "full thrust" <gzg-l@csua.berkeley.edu>
Subject: FT-Fighter acceleration?
Date: Sat, 23 Dec 2000 22:59:17 -0000
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A quick question? If a ship accelerates at 1 thrust, and covers 1 MU in
1
turn, and 1 thrust equals 1G, for a fighter to be able to go from a
standing
start to a standing stop and cover 48 MU (a fast fighter using secondary
movement), would it`s acceleration be 96G`s? (or am I missing
something?).

Also, a SML missile has a mass of aprox. 600 kg (standard missile, not
ER),
a warhead of 1D6, and a thrust high enough to cover 24 MU (working from
memory here), whereas a FT missile masses 2000 kg (roughly x6 the mass)
for
a warhead only twice the damage, and a thrust only capable of moving it
18
MU in a turn (but with 3 turns endurance instead of 1). You have double
the
payload (warhead), x3 endurance, but only 3/4 the range? I can see a
quick &
easy way to make MT missiles better here?

BIF
"yorkshire born,yorkshire bred,
strong in arms, thick in head"

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