Prev: Re: Beam Weapons Next: RE: FT III alternative rules

FT III alternative rules

From: Jim Bell & Christine Hartig <jnbell@i...>
Date: Sat, 30 Nov 1996 01:43:15 -0500
Subject: FT III alternative rules

Okay this is not likely to meet with any great approval but here goes
anyway.

This is a completely different method of resolving weapons fire within
the FT system.
Basic the weapon masses and points cost remain the same. Multiple arc
weapons mass cost is computed using:
	basic mass + ((additional arcs * mass) / 2) truncated
	i.e.  2 arc C, mass = 1 + 0
	      3 arc C, mass = 1 + 1

All weapons use a roll one die to hit and one die to determine damage.
AA Battries never blow up as a result of firing. Fighters, Missiles,
PDAF and ADAF use the same rules with no modifications. Armour costs
remain the same but but mass is also required in most cases.

Armour and Shield restrictions.
Ship Mass	Max Shield	Mass cost per Armour Level
 < 9		0 level 	no armour
 < 21		1 level 	0 mass (max 1 level) ships of this class
drop purchased
				thrust rating by 2 (max thrust 6 for pts
cost of 8)
 < 37		2 level 	1 mass (max 2 levels)
 < 101		3 level 	2 mass
 > 100		3 level 	2 + (1 for each additional 50 mass of 
ship) mass

Weapons fire resolution uses 

Weapon		Range (roll D10 number indicates % chance to hit)
		6    12    18	 24    30    36    42	 48    54    60 
  66
C		70   60    60	 50    40    20
B		60   60    50	 50    40    30    20	 10
A		50   50    50	 50    50    40    30	 20    10
AA		30   40    50	 50    50    50    50	 40    30    20 
  10
Pulse Torp	70   60    50	 40    30    20    10
Rail Gun	80   70    60	 50    40    30    20	 10
C batteries used as PDAF are -30%/-40% to hit and remove a single
fighter/missile.
Ship Mass	to Hit Modifier 	Ship Thrust	to Hit Modifier
 < 11		-20%			 8		    -10%
 < 21		-10%

Weapon		Damage Table (D10 rolled)
		-5  -4	-3  -2	-1   0	 1   2	 3   4	 5   6	 7   8	
9   10
C		 0   0	 0   0	 0   0	 1   1	 1   1	 1   1	 1   1	
2    2
B		 0   0	 0   1	 1   1	 1   1	 1   2	 2   2	 2   2	
3    3
A		 1   1	 1   1	 2   2	 2   2	 2   3	 3   3	 3   3	
4    4
AA		 1   1	 2   2	 2   2	 2   3	 3   3	 3   4	 4   4	
5    5
Pulse Torp	 0   0	 0   0	 0   0	 1   2	 2   3	 3   4	 4   5	
5   
6
Rail Gun	 0   0	 0   0	 0   0	  rail gun class     rail gun
class x 2

Shield and Armour -2 per level

Modifications for Stations
Any station has one fewer damage track and one more damage control party
than a ship of equivalent mass.  Stations normally have 2 properties,
one there large and two there stationary. For these reasons they are
vary stable gun platforms. This stable platform results in two
significant benefits for the weapons fitted. All weapons receive +10% to
hit in all valid range bands. They may also fire at range against
fighters (-20%) and missiles (-30%) from the basic to hit table, if you
hit one fighter or missile is destroyed.  These changes should remove
the achilles heal for the stations.

No play testing of the rules has been done yet.  I know they aren’t as
simple as the original rules but I was trying to cover three areas.
1)  Addition of Tech levels  (increase/decrease % hit or change damage
tracks)
2)  Weapons classes
3)  Ship classes 

With these changes a Courier might be able to run a blockade.

Comments (or do I just burn)
Later Jim Bell

Prev: Re: Beam Weapons Next: RE: FT III alternative rules