Prev: Stargrunt ?s (Mike) Next: Re: APC additions

Re: APC additions

From: "Joe A. Troche" <trochej@s...>
Date: Sat, 2 Nov 1996 02:36:14 -0500
Subject: Re: APC additions

At 08:05 AM 10/31/96 -0600, you wrote:
>Hello:
>	Thanks to the suggestions of one of you of there FTGZG-L Land 
>(I'm sorry, but your name escapes me at the momment.), I have made some

>additions to my Albative Particle Caster Rules:
>
>	APC RULES ADDITIONS:
>	====================
>
>	The particle cloud projected by an APC also is capable of
>effecting fighters, missiles, and railgun rounds:
>
>	Fighters:  Fighters sqaudrons within 3 inches of the side of a 
>ship with an activated APC must take 1 take 1d6 worth of losses. 
Fighter 
>attacks are affected by APC the same way they are affected by screens.
>
>	Missiles:  Missiles that try to attack the side of a ship an 
>activaited APC must roll 1d6 and on a roll of 4,5 or 6 the missile is 
>detroyed.	
>
>	Railguns:  A rail run attack on the side of a ship with an 
>activated APC most roll a 1d6 for each railgun fired and on a roll of 5

>or 6 the attack is canceled.
>

The ablative particle caster should not significantly affect railgun
projectiles or missiles unless the cloud it produces is incredibly thick
(not unlike my skull).	

This is from my home page.  I was thinking of creating different sizes
of
this defensive system but haven't put "pencil to paper" yet.  One
standard
chaff pack would not effectively protect a capital class ship.	  

Chaff Pack  ("New Weapon"): 
Mass: 1 
Cost: 1 

The Chaff Pack is a one shot defensive weapon that does NO damage to
potential targets. Instead it confuses the guidance systems of incoming
missiles. A ship fires a Chaff Pack in the turn it is being attacked by
missiles and on a roll of 5 the missile
heads for the chaff instead of the ship. The missile should be moved
another
6" forward to simulate it passing by the target ship.  If the missile
has
not run out of fuel it can aquire another target and if possible attack
it
the next turn. On a roll of 6 the missile heads for the chaff and
detonates,
doing no damage to the target ship. Only one Chaff Pack can be fired per
turn, i.e. firing two chaff packs will not significantly increase the
effect
of chaff. The chaff fired affects all missles attacking the target ship
that
turn.  However, a defensive die roll must be made for each incoming
missile.

I hate missiles almost as much as Mark hates Kra'Vak Railguns ;) 

Prev: Stargrunt ?s (Mike) Next: Re: APC additions