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 arent 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