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Re: A Stealth Primer (and [FT-AAR] a NAC/NI AAR - "Wargames")

From: "Stop the car?? This is a car chase! I went through considerable trouble to set this up." <KOCHTE@s...>
Date: Mon, 25 Jan 1999 12:50:02 -0500 (EST)
Subject: Re: A Stealth Primer (and [FT-AAR] a NAC/NI AAR - "Wargames")


>Izenberg, Noam wrote:
>
>> 1)	   Stealth Hull - comes in 2 levels and makes a ship harder to
hit.
>> Mass is same as partial and full streamlining., cost 50% more
(3/mass).
>> Stealth level 1 reduces enemy  range bands by 1/4.  Stealth level 2
>> (Super Stealth) reduces range bands by 1/3. Includes vs. Fighter ,
SML,
>> and PDS (i.e. fighters bust be within 5" or 4" to attack, SMLs must
be
>> within 5 "or  4" to acquire target,	PDS anti-ship at 5" or 4").
>
>OK, here's where I run into trouble.  See, I use the 3" radius. 
>Otherwise SMLs are just too easy to hit with.	Hell, with a 3" it's
>still pretty easy.  

Note: you use Vector; we were using Cinematic.

>> symbol: Black Hexagon next to damage track for each level. Stealth 1
>> ships cannot have Super strength hulls, Steath 2 ships cannot have
>> Strong or Super hulls.
>>	   PSB: Special hull construction and materials, sacrificing
hull
>> integrity for reduced sensor profile.
>
>I'd make it even more severe as far as hull strength goes.  One step
>more.

Hey, now I wouldn't mind that.	;-) ;-) ;-)  (just kidding, Noam!)

Mk
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Only the bravest try where eagles and angels dare to fly
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