Re: Space tactics
From: jatkins6@i... (John Atkinson)
Date: Wed, 19 Aug 1998 06:36:01 -0500 (CDT)
Subject: Re: Space tactics
You wrote:
>If you can't do it without a house rule, show me the SPECIFIC house
rule,
OK,
House Rule Jump Points:
Jump engines do not work within the gravity well of a star, defining
gravity well steep enoug to interfere (for simplicity's sake) as the
outer orbit slot, whether it's occupied by a planet or not. This is
necessary for any sort of sensible universe, otherwise you can FTL
right into planetary orbit.
House rule for collisions:
(velocity of both objects added) squared, times (mass of both objects
added). Under this, a ball bearing can destroy a super-dreadnought
moving at 200. Shields have no effect.
House Rule sensor nets:
Most well defended planets will have a ring of sensor nets sufficient
to pick up the signature of an operating jump engine.
New System:
Ball bearing launcher: Simillar to scatter pack, usually fitted to
sattelites. Mass 1. Fires ball bearings in a 1" diameter pattern
which moves at a speed of 24. May be ignored as micrometeors by any
ship moving less than 50" per turn. Any ship is used to being hit by
micrometeors. The catch is eventually you start going way too fast and
the kinetic energy involved gets too difficult to deal with. When a
ship moving 50" or more hits 'em, is impacted by 2d10 ball bearings,
each doing damage as per collision above.
Happy?
John M. Atkinson