[GZG] Revised Salvo Missiles Update
From: J L Hilal <jlhilal@y...>
Date: Mon, 19 Jun 2006 15:27:09 -0700 (PDT)
Subject: [GZG] Revised Salvo Missiles Update
Ok, so with the feedback from Laserlight, here's an updated proposal:
REVISED MISSILE RULES PROPOSAL
Same Goals as before :)
Definitions:
A Salvo is all of the missiles from a single launcher.
A Volley is all of the salvos of a single type from a single ship
directed at
a single target.
We represent a Volley with a SM marker with the number of missiles on
the
marker represents the number of SALVOES in the Volley, and the die
represents
the number of missiles in the last Salvo.
Using Salvo Missiles
Standard salvo missiles have a either 4 or 6 Endurance Factors (subject
to
testing). Each EF allows the SMs to travel 6MU. This represents their
powered
attack envelope. They also have a terminal attack range of decreasing
effectiveness. They are targeted against a specific target
ship/station/facility/installation, not an area of space.
1) After ships have moved, any ship that has loaded SM launchers or
Racks may
launch SMs at targets. One FCS must be used to for each SM target.
(Advanced
Option: FCS used to launch SMs may not be used against a different
target
during the Direct Fire Phase, only the same target as the SMs.)
2) Place volley markers for launch. Each launch platform places one
volley
marker for each target representing all of the salvoes fired at that
target by
that launch platform. E.g. Ship A fires 3 salvoes at Target B and 1
salvo at
Target C. Place a single 3-salvo Volley counter against Target B and a
single
1-salvo Volley against Target C.
If the SMs expend all of their EF and have not reached their target,
place
the Volley counter at the end of its powerd flight along a straight line
from
the launch platform to the Target. If the Target is within range of the
SMs by
expending EF, then place the Volley counter directly against the target
along a
straight line from the launch platform to the Target. For each
unexpended EF
that the SMs retain they may either (launching player's choice): adjust
the
direction from which the missiles attack by up to 30 degrees OR receive
1
"terminal attack point" for evasive maneuvers against PD fire. E.g. if
the SMs
have 2 EF left upon reaching their target, then the Volley can either
a) adjust the direction of the attack by 60 degrees
b) receive 2 Terminal Attck Points
or
c) adjust the direction of attack by 30 degrees and receive 1 Terminal
Attack
Point
3) Perform anti-missile and point defense fire as normal. Note that in
some
cases the direction of the attack will affect which PD or other weapon
systems
can bear on a particular Volley. All PD and anti missile fire is
alloted
against Volleys, not individual salvoes, so the amount of overkill may
be
reduced compared to FB1 rules.
For each "Terminal Attack Point" that the Volley has, the
effectiveness of PD
and ant-missile fire is reduced. For weapons that score their PD/AM
rolls as
beam dice, treat the number of TA Points as the level of screens that
the
Volley has. For weapons that score their PD/AM rolls as straight die
scores,
reduce the score by a number of points equal to the number of TA Points
that
the Volley has. For weapons that roll to-hit for their PD/AM rolls,
increase
the score required to-hit by 1 for each TA point.
4) When it comes time for the Volley to attack their target, roll one
die for
each missile remaining in the Volley. This roll represets a combination
of the
missile's guidance quality and all of the non-PD/AM tricks that the
target does
to try and spoof, decoy, distract, or mislead the missile into
generating a
miss. For Volleys attacking within their Endurance Range, each missile
successfully attacks the target on a score of 2+. For Volleys attacking
outside their Endurance Range, add +1 to the To-Hit number for each full
MU
between the target and the Volley. E.g. missiles in a volley placed at
the
limit of its Endurance Range measures 0.5MU to its target will have to
roll a
2+ To-Hit, while one measuring 2.5MU to the target will need to roll a
4+ to
successfully attack the target.
7) For each missile that hits, roll and apply damage as per FB1.
STEALTH, ECM, AND FCS
So far, the description has assumed that the target and missiles all
have
Standard ECM, Stealth, and FCS (missile guidance) as described in my
post of:
http://lists.firedrake.org/gzg/200509/msg00077.html
However, this SM proposal is perfectly capable of being used with
differing
levels of Stealth, ECM, and Guidance as follows:
* For each level of Stealth Hull and/or ECM the target has above
Standard
(Level 3), increase the missile's to-hit target number by 1 (more
difficult to
hit).
* For each level of Stealth Hull and/or ECM the target has below
Standard
(Level 3), decrease the missile's to-hit target number by 1 (easier to
hit).
* For each level of Guidance the SMs have above Standard (Level 3),
decrease
the missile's to-hit target number by 2 (easier to hit).
* For each level of Guidance the SMs have below Standard (Level 3),
increase
the missile's to-hit target number by 2 (more difficult to hit).
* For each enemy ship within 1MU of the target and/or 1MU of the
missile's
flight path with an active ECM system equal to or greater in Quality to
the
missile's Guidance, increase the To-Hit target number by 1 (more
difficult to
hit).
EXTENDED RANGE MISSILES
The following rules REPLACE the rules for ER-SMs from FB1.
SMs are available with longer ranges than the Standard missiles
described
above. These missiles have a smaller warhead in excahage for their
longer
range.
* Extended Range SMs (ER-SM)can move 9MU per EF expended, but do 1d3
damage
when they hit.
* Long Range SMs (LR-SM) can move 12MU per EF expended, but do only 1
point of
damage when they hit.
SMs are also available with larger warheads in exchange for shorter
range.
* Heavy Warhead SMs (Hvy-SM) can move 4MU per EF expended, but do 2d6
damage.
* Extra Heavy Warhead SMs (XHvy-SMs) move 3MU per EF and do 3d6 damage.
Each of these types of missiles takes up the same amount of magazine
space as
standard SMs.
J
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