Re: Variant PDAF/ADAF Rules
From: Mike Miserendino <phddms1@c...>
Date: Tue, 19 Nov 1996 15:09:18 -0500
Subject: Re: Variant PDAF/ADAF Rules
Mk wrote:
>>What kind of critical-hit rules have folks put into their games?
>
>Errrrr...FT doesn't have critical hits?? Well, maybe I'm mistaken, but
>I was under the impression that Threshold Checks equated to critical
>hits.
I think some folks might be used to using critical hits such as the
kabloohy
principle where there's something like a 1 in 10 chance of vaporizing
the
ship on a critical hit roll. Games like Traveller and Star Strike used
such
critical hit tables. I prefer the use of the threshold roll in FT so
big
ships don't go kabloohy from a single shot without first taking some
major
hull damage.
I presented some rule mods a while back that adjusted damage as follows:
*FTL Hit: Roll 1D6. On a 6 the ship is destroyed from the energy
release of
the FTL drive. I gave a description of something like a micro-black
hole
generator losing its containment field allowing the micro-black hole to
run
amok.
*Fuel Tankage Hit: (optional system) Roll 1D6. 1-3 the tanks are
reduced to
half of their current quantity; 4,5 the tanks shatter emptying all fuel;
6
the tanks explode damaging the ship with one 1D6 of damage.
*Magazine Hit: (optional system for HE missiles) Roll 1D6 for each
missile
in magazine and record as damage.
NOTE: The HE missile went something like this:
TYPE: HE Missile Launcher
MASS: 10
COST: 18
DAMAGE: 1D6
RANGE: Same as Nuke
DESC: Missile magazine resembles a lego brick(block with six circles) on
ship diagram. Each circle represents one missile. As missiles are
fired,
the circles are filled.
My specs for the above might be a bit different than what I posted
earlier -
did this from memory. :)
I used a hybrid critical hit for one of my games at last weekend's
PentaCon.
For the Dark Star scenario, any hit on an Earth force ship's FTL drive
or
Improbability drive resulted in the following rolls:
1. Roll 1D12 to determine course change and rotate ship to new facing
using
12 as the ship's line straight ahead.
2. Roll 1D6 to determine how many inches to move the ship along its new
course.
This resulted in some hilarious and unexpected ship movement. I'll post
my
PentaCon results soon.
Mike Miserendino