Prev: RE: [OT] Paranoia (not the game...) Next: Re: [SG] Resin rant. was Finally got my 1st SGII Platoon

Re: GZG DS2 ADS: Noah's ADS Expansions

From: Noah Doyle <nvdoyle@m...>
Date: Thu, 3 Sep 1998 20:01:33 -0500
Subject: Re: GZG DS2 ADS: Noah's ADS Expansions

Andrew Martin responds

Noah Doyle <nvdoyle@midlink.com> wrote:
>Found My DS2 ADS stuff, finally - here's a cleaned-up version.
<SNIP!>
>A few notes are necessary here.  Standard GMS's are only good against
>ground targets and VTOLs in Low mode.
    I allow that VTOLs are valid targets in high mode and in range,
because
they can fire at ground targets in range.

XXX Well, that's not a bad idea - I'm concerned about the feasability of

it, but that's a personal vision bit.  I think that letting standard
GMS's 
target both ground & air vehicles (except Low VTOLS) makes them a little

too powerful, XXX

>To shoot at aircraft/VTOLs in High,
>it must be an ADS/GMS.  LAD is still considered manpack missiles, and
its
>function has not changed.  The only changes in everything else are in
the
>stats of the ADSs and the damage function.  I have limited ADS weapons
to
>class 1 & 2 based on the necessity to target the weapon very rapidly - 
this
>is better achieved with a light weapon.  This is a highly accurate 
anti-air
>system, not a gigantic flak gun.  Even with an HEL, you would still
have a
>significant aperture/mirror/whatever to move around.  I decided to have
>capacity requirements be directly related to weapon size, as opposed to
>system quality.  Software over hardware.
    My variant is based on the capacity requirements of twin weapons in
a
turret, which is what the DSII ADS seems to be based on.

XXX Hmmmm.  Hadn't thought of that - the size comes out right.	But I
see a 
lot of single-weapon ADS systems in real life - then again, it may not
mean 
anything.  I was thinking that it was 1 weapon attached to a really big 
fire control system (radar, ladar, whatever). XXX

>As there were only 2 sizes, I
>decided to drop one of the original 3; the 20-pointer went, as I really

had
>a hard time seeing a class 4 vehicle chock-full-o-ADS.
    German Gepard. Twin 30/35 mm cannon AA defence vehicle. Leopard
chassis
is about size 4, in my opinion.

XXX This one is really a judgement call.  I rate modern MBTs at Size 3 -

usually with a size 3 gun.  But I've got a lot of vehicle models to
cover & 
I want them all on the same relative scale.  The Flakpanzer Gepard
(what's 
'Gepard' translate as, anyway?), I rate at size 3 - only a Heavy ADS 
system.  I was abstracting the multiple barrels, I guess.  This may
require 
more thought.  The Gepard is possibly the coolest-looking AAA unit
today. 
 XXX

>It's a personal
>decision.  YMMV.  GMS attacks on aircraft are resolved as normal GMS
>attacks.  Put ECM on your aircraft.  Think seriously about PDSs as
well.
    I agree! One could even go to the extent of placing ADS on aircraft!

XXX Yuck.  All the better to shoot you down with, my dear. XXX

> The whole thing is designed to give the ability to create a really
nasty
>Air Defence Environment.  Anti-Air lasers tend to make high flight a
thing
>of the past.
    Though you could have slow flying aerospace craft and ground attack
aerospace craft variants using terrain to hide behind! See my DSII site
for
more.

XXX I was thinking about having a Low mode for aerospacecraft, but it
would 
come with some penalties.  XXX

<SNIP!>
>*If a VTOL/aerospace craft  suffers a target systems down check, you
might
>want to give the player a chance to get the systems back up as normal -
if
>you're feeling generous.  It could limp back to base, to appear later
in a
>campaign, or something.  It's still a mission kill.  Usually, though,
it's
>a crash.
    I think you're wrong here. A Target Systems Down and Firer Systems
Down
chit result just means the vehicle with the chit can't perform any
combat
actions, until the crew fix the problem or a Engineer vehicle can fix
it.
While a VTOL/Aerospace Craft is unlikely to have Engineer
VTOLs/Aerospace
Craft, the crew can still push reset buttons, invert the aerospace craft
or
shake the VTOL to free jammed weaponry, remove the safety catch from the
weapon's release button, or realise they've pushed the wrong button!
    Just let the crew of that craft perform a repair check instead of a
combat action as per the standard rules. Assume aerospace craft are
flying
over their own lines while doing this. VTOLs should move to cover, then
try
to fix the problem.

XXX See, kids, this is what happens when you post at 0-bloody-100 hours.

 They can still move, you're right.  For Aerospacecraft, it would 
definately be an abort.  XXX

>... Mobility hit?  Crash.
    I would let the VTOL/Aerospace craft land immobilised at the point
of
weapons impact. If the VTOL/Aerospace craft came from a humane (caring)
force, they will have to rescue the crew. Or you could capture the crew,

and
interrogate them! While you're trying to do that, the crew can
frantically
try to restart engines, etc. and fly away, or maybe they decide to leap
out
and hoof it back to their own lines?
    Just use the standard rules for immobilized vehicles in DSII. This
avoids having to remember too much!

XXX VTOL - I'd make a guality check versus a pretty high number - 5 or
6. 
 If they make it, they land OK.  Aerospcecraft - unless there is a strip
on 
the board, it's a crater.  Bailed pilots, OTOH, might be a good reason
for 
a Search And Rescue mission.  Throw out a counter to represent the 
pilot(s), and a few dummies - neither side knows which is which, and
have 
at it.	XXX

Andrew Martin
Shared email: Al.Bri@xtra.co.nz
Web Site: http://members.xoom.com/AndrewMartin/
Blind See-Saw Site: http://members.xoom.com/AndrewMartin/SEE-SAW/
Dirtside II Site: http://members.xoom.com/AndrewMartin/DSII/
Dirtside II FAQ: http://members.xoom.com/AndrewMartin/DSII/FAQ/
GZG E-Mail FAQ:
http://members.xoom.com/AndrewMartin/DSII/FAQ/Ettiquette.html
FUDGE GM Site: http://members.xoom.com/AndrewMartin/FUDGE/

XXX Noah XXX

Prev: RE: [OT] Paranoia (not the game...) Next: Re: [SG] Resin rant. was Finally got my 1st SGII Platoon