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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


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