Modular Missile Rules
From: Eric Fialkowski <ericski@m...>
Date: Sun, 5 Jan 1997 19:12:17 -0500
Subject: Modular Missile Rules
MODULAR MISSILE RULES
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I like drones in Star Fleet Battles(tm). I like the multitude of options
available.
I also like missiles in Full Thrust. So here are my rules to make a
multitude of different missile types in Full Thrust.
RULES:
There are a few components that make up a missile.
* Drives
* Fuel
* Guidance/Targetting
* Warhead(most important of all)
To build a missile you just need to select the items from the
appropriate
section and add them up to get a missile.
NOTE 1: You can only have one drive and one targetting system. Warheads
and
fuel tankage can be duplicated. For warheads, just calculate dammage
from
all warheads as one big attack, ie if 2 "normal" warheads are on a
missile,
the damage done is 4d6. For fuel tankage, just add the capacity of all
up
and calculate range accordingly
NOTE 2: Any fractional points/mass is rounded "up"
NOTE 3: Maximum mass for a missile is 5. *DAF versus mass 3 and 4
missiles
get a +1 bonus, mass 5 CANNOT be damaged by *DAF (they're too stinking
big). Missiles with a mass of 4 or 5 CAN be targetted with beam weapons
but
are treated as if they have level 3 shields for mass 4 level 2 for mass
5.
Warheads
Type Mass Cost Notes
Normal .5 1.5 See More Thrust
EMP .5 1.5 See More Thrust
Needle .5 1.5 See More Thrust
FTL .5 5 Used to make 1 FTL jump for two purposes:
1. REALLY long range missiles
2. Possible jump mis-hap damage
Decoy .5 12.5 Used for deception as in Full Thrust
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Drives
Type Mass Cost Efficiency Notes
Normal .5 1.5 3/.5 Uses rules in More Thrust
Fast 1 4.5 1/.5 Moves 24"/turn
Agile 1 4.5 2/.5 Can execute 2pnt turn at first of
move,
then 2pnts at mid point of move
Fast-Agile 1.5 10 1/.5 Combine the two above
Efficiency is in turns per tonnage of fuel
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Fuel Tankage
Type Mass Cost Notes
Normal .5 1.5 Can have multiple tanks
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Guidance
Type Mass Cost Notes
Normal .5 1.5 Uses Rules from More Thrust
None 0 0 Requires either preprogrammed flight path
or use of firecon to guide into position
During move roll 1d6
Semi-Sentient 1 4 1-3 Move Normally
4-5 Move as ship
6 Move after all ships
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+ Eric Fialkowski +
+ http://netnow.micron.net/~ericski +
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