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RE: [FT] Updated MT Missiles question

From: "Bell, Brian K (Contractor)" <Brian.Bell@d...>
Date: Thu, 14 Mar 2002 08:44:37 -0500
Subject: RE: [FT] Updated MT Missiles question

Has this had any success? It would seem too vulnerable. If it still uses
the
FB rules for anti-missile fire, one missile dies very quickly. Also,
moving
it to after fighter movement allows every fighter group in range to pick
it
off. Even if it moves in secondary movement, fighters get secondary
movement
to pick it off. Part of the intention of fighter secondary movement was
to
be able to pick up missiles. With the change, they do not need to spend
the
endurance to do so. Also, in MT the missiles were 1.5x as fast as
fighters
(except fast fighters), in this version they are only 0.75x as fast as
fighters.

Here is the version I like:
1) Moves upto 36" (fighter style movement, but limited rotation).
1a) In vector give it a thrust of 12, 1 rotation (to any facing), and no
pushes. It starts on the course and with the velocity of the ship firing
it.
It moves like a ship, but movement is not written in advance. Record
only
end velocity and heading for the MT missile.
2) Allowed upto a 2pt rotation before it moves in each launch ordinance
phase (fractional rotations allowed), but not during movement.
2a) In vector ignore this restriction.
3) Limited life of 6 game turns.
4) Launched/moves in the Launch Ordanence phase.
5) Only killed by PDS/Fighter Fire on a roll of 6+. Each missile must be
targeted seperatly by PDS/Fighter Groups trying to shoot them down.
6) Damage as per MT. Range is 6" (optional 3 or 4" in vector).
7) Each MT missile that causes damage is treated as a PDS attack against
all
other MT missiles that are attacking the same ship this turn due to
fratricide. (This is to reduce swarm attacks with MT missiles.)
8) MT Missiles always are fired out of the Forward arc.

---
Brian Bell
bbell1@insight.rr.com 
ICQ: 12848051
AIM: Rlyehable
YIM: Rlyehable
Cygnus X1.info
http://www.cygnusx1.info/
---

-----Original Message-----
From: Alan and Carmel Brain [mailto:aebrain@webone.com.au]
Sent: Thursday, March 14, 2002 04:29
To: gzg-l@csua.berkeley.edu
Subject: Re: [FT] Updated MT Missiles question

-- The following may not be the one in the archives, it's taken from
the playtest list. (NB This does NOT make it official, it's just one
proposal and the FT3 MTM may be completely different)

Here's my preferred variant.

MT missiles cost 2 mass, 6 pts as individual launchers.
They cost 1 mass, 3 pts if fired from an SML.

They come in 4 varieties, which must be specified before the game a la
Phalon Pulsar.
Long Lance - 5 Endurance 1D6 warhead
Normal - 3 Endurance, 2D6 warhead
Misericorde - 1 Endurance, 3D6 warhead
EMP - 1 Endurance, EMP warhead.

Each MTM moves like a fighter, before fighters do, with speed 18". After
ship
movement, but before fighter secondary movement, they may burn an extra
endurance
(if they have it) to move another 6". They home in on the closest target
within 6", like SMs
 do. They are fired at as if they are a SM with 1 missile in it.

EMP Warhead - does 1pt always, and a threshold on a 2+, but subtract
screens
from
die roll, so will do a threshold on a target with 2 screens on a 4+. Add
thresholds from
EMP missiles together in the usual way - so 3 thresholds is one at 4+,
not 3
at 6+, and
if the target's damaged so the next threshold is 5+ not 6+, it would be
one
at 3+.

Halve the homing distance to 3" and secondary movement to 3" if playing


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