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Some FT rules ideas(Longish)

From: Thomas Heaney <Thomas@k...>
Date: Tue, 20 Jan 1998 23:24:35 +0000
Subject: Some FT rules ideas(Longish)


Here are some ideas I have rolling about in my head at the moment, for a
solo FT campaign I'm(slowly) working on.

ECM should have some effect on missiles, torpedoes submunitions, sensors
etc.

Sensors - in addition to the chart on p6 of MT.

die roll
4	   The detecting player may measure the on table range to
	   the target if he wants, (for the rest of the game?).
5	   Needle weapons may be fired at target.

Mabey use the DSII/SGII system of opposed die rolls for sensor lock on.
ie sensor vs ECM(missile attacks also?).
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Anti radiation missile.

May only fire at active sensor or ecm systems.	Armed with any warhead.
May loiter if target system switches off.  May also switch target?
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FTL fighters.

I'm sure that this has cropped up before on the list.  Can anyone give
me any ideas.  I was thinking of only allowing heavy fighters to have
FTL, and then mabey only a 2 or 3 LY range before refueling.
----------

Transport fighters.

Move 8"
Attacks fighters with -1 modifier.
Any fighters or *DAF have a +1 modifier when attacking this type.
May not attack ships.
May carry 1/2 mp of cargo(25Cargo Spaces).
2 points each.
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Fighter sized mines.

Basically a stationary fighter group.
May be of any fighter type(except fast or long ranged:) ).
Group of mines may be cleared by fighters,*DAF and C btty as per normal.
May be purchased in groups of less than 6.
May also be cleared by the following - 

Submunition pack     - Close range only.  Destroys d6-2 mines.
Needle beam	     - Treat target system knocked out as a mine  
		       destroyed.
Nova cannon/Wave gun - All mines destroyed.:)
Missile 	     - each DP counts as 1 mine destroyed.
EMP/Needle missile   - Each system knocked out equals one mine
		       destroyed.
Possibly small size compensates for lack of mobility when under attack?
Any thoughts on points.
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Critical hit armour

As used on modern warships.  Each individual system which fails a
threshold test and has critical hit armour may re roll its threshold
die.  If it fails again the system is destroyed as per usual.  Not
available for engines shields, DCP or firecons.  Each layer of critical
hit armour costs 1/2 the systems mass and points cost, fractions rounded
up. 
----------
Confidence and/or reaction test as per DSII/SGII

Any thoughts?

Also, has anyone tried plotting the movement of ships and fleets on
paper before they move on to the table, with a sheet of A4 paper
representing an area about 10-20 times the size of a gaming table.
Probably more use to a campaign game than a one off or scenario.

Regards.
-- 
Thomas Heaney


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