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Re: [DS] House Rules: ZADS

From: "A J Martin" <AJMartin@o...>
Date: Sat, 29 Nov 2003 10:36:01 +1300
Subject: Re: [DS] House Rules: ZADS

Brian wrote:
> ZADFC in Anti-Missile mode:
>
> This is where I'm a bit stuck.  How do you combine the modification of
ADS
die quality for numbers of missiles engaged AND the adjustment for range
if
you're using multiple range bands, and how does multiple mounts affect
this?
Thoughts?

I came up with an alternative design sequence for ZAD/ADS and different
method of applying ZAD/ADS against Aerospace which seems to get around
this
problem. Perhap it might be helpful?

Other Weapons for Area Defense Systems
======================================
To use another direct fire weapon system (other than RFAC/2, HVC/3 and
HVC/4
equivalents), mount your chosen twin weapons in a turret, and work out
the
cost for the twin weapons. Multiply the cost by ten and that is the
price of
the system in points.

The range of the system is equal to long range of the individual weapon
systems. To make this system consistent with the current ADS, the DSII
basic
ADS/ZAD should only have range of 24" (RFAC/2 max. range), and the DSII
enhanced ADS/ZAD should only have a range of 32" (HVC/3 max. range).

The ADS quality die is based on the size of the weapon: size 1 to size 5
is
D4 to D12 respectively. Draw damage chits equal to size class of weapon.
Even though *two* weapon systems are fitted, only *one* set of damage
chits
are drawn. Damage validities as per existing ADS damage validities, i.e.
all
chits count.

If you want, you can use a single weapon instead. Just install it in a
turret, and multiply the points cost by 10. But, only *red* chits are
valid.
If you want *all* chits valid, multiply the points cost by 20 instead of
10.

Or you can install quad weapons. Just install them in a turret, and
multiply
the points cost by 5. *All* chits will be valid.

You could install three weapons in turret, multiply by 5, but you will
only
get *red* and *yellow* chits valid.

Zone Area Defence against Aerospace units
=========================================
If the projected aerospace element's flight path goes through a Zone
Area
Defence (ZAD) envelope of fire, roll for the nerve of the aerospace
element's pilot as usual. Failure means that the pilot has lost his
nerve
and failed to complete the attack run. If the flight path will go
through
two or more ZAD envelopes of fire, make multiple bravery rolls. The
reasoning behind this, is that the more defences the aerospace unit has
to
go through, the higher the likelihood that this pilot won't be coming
back
alive!

These rolls are made after the path of the aerospace unit has been
declared,
but before the aerospace unit comes on the table. Those elements failing
their bravery check lose their activation this turn. They claim to their
commander that they have some minor malfunction which should clear up in
a
while and they return to orbiting the battlefield in a more safer place.

Andrew J Martin
ICQ: 26227169
http://www.rebol.it/Valley/
http://valley.orcon.net.nz/
http://Valley.150m.com/
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