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Re: [FT] Simple cloaking system proposal

From: "Grant A. Ladue" <ladue@c...>
Date: Tue, 29 Jun 2004 10:58:13 -0400 (EDT)
Subject: Re: [FT] Simple cloaking system proposal


   Hmm, interesting.  Basically, it's a "super" shield that you can't
fire 
 through.  Initially I'd be concerned that it would make it too easy for
these
 ships to maneuver under the cloak into a perfect firing position and
then
 drop the cloak and whack the opponent.  A cloak+wave motion gun combo
would be
 devastating.  Some possibilities:

	Make the cloak *very* energy intensive.  The cloaked ship can
only use
	half it's current thrust when cloaked.

	Allow missiles/salvo missiles/amt's to attack it normally. 
Apply the
	-3 to the die roll to see how many missiles go in from each
salvo.	
	Subtract one "range band" from the AMT's that attack.  Cut any
heavy 
	missile damage in half.  These would all represent the
explosions being
	nearby to the ship, but not actually *on* it (as well as the
damping
	effect of the cloak).

  grant

> 
> Hi all,
> 
> I have another FT device for you all to mull over and pronounce
judgment 
> upon, if you would be so kind.
> 
> I wanted a cloaking/stealth system that was plain and simple to use, 
> without hidden movement (most of the games I take part in are around 
> 4-6000pts a side, hidden movement cloaking system can drag things out
a 
> bit in games of this size unfortunately).
> 
> So I got to thinking how I could have a simple "cloaking" system. The 
> revised fighter rules which were posted here a few months back gave me

> an idea with the "introduction"  DRMs, so here goes:
> 
> (Partial?) Stealth/Cloaking system.
> 
> Mass: 5% of vessel mass (?)
> Cost: 4 x mass used (?)
> The system does not provide a full cloak, the vessel can still be 
> tracked by other vessels but not with any real accuracy. The systems 
> current state (active or deactivated, A or D for short) is noted in
its 
> orders each turn. Any change in status takes effect at the start of 
> vessel movement (see also thresholds).
> 
> Effects on cloaked vessel.
> When activated the vessel is moved as normal but a counter or other 
> marker is used to denote that it is "cloaked".
> A cloaked vessel may not fire any weapons (including PDS), launch 
> ordinance or fighters.
> Screens on the cloaked vessel remain active when the vessel is
cloaked.
> 
> Effects upon incoming fire.
> When fired on by direct fire weapons all dice suffer a -3 DRM. Any
hits 
> inflicted cause damage as normal.
> Beam re-rolls: The -3 DRM means only re rolls, no hits, are inflicted
by 
> any 6's on the first roll. If the cloaked vessel has screens then
these 
> DO effect any re-rolls from the initial batch of dice rolled. Any re 
> rolls from the re rolls penetrate the screens as normal.
> 
> Effects vs Ordinance weapons.
> PBL's operate as normal. The vessel may be cloaked but if it runs into
a 
> vast plasma explosion then the cloak won't be of much help.
> AMT's, may be used as normal except they cannot make the 6mu burn to 
> close on a cloaked vessel. They can still make their burn if an 
> uncloaked vessel is within range as normal. A cloaked vessel caught in

> the blast radius of an AMT will suffer damage as normal.
> Salvo missiles/Heavy missiles: Not quite sure here...tempted to say
they 
> cannot attack a cloaked vessel and leave it at that, however I am open

> to suggestions on this one.
> 
> Fighters:
> Fighters may attack cloaked vessels, the -3DRM applies. Torpedo
bombers 
> cannot fire their torps on a cloaked target, however they can, like 
> other fighters, escort the cloaked vessel and wait for it to
uncloak....
> 
> 
> Threshold effects on cloak.
> If the cloaking system is thresholded then it fails with immediate
effect.
> 
> Other notes:
> Also unsure on interaction with needle beams. Tempted to say cannot be

> fired upon a cloaked vessel. Once again open to ideas here!
> 
> Feed back is welcome, especially in regard to mass and cost of the
system.
> 
> Regards,
> 
> Matt Tope
> 
> 
> 

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