LRDFC and PDS modes (was: Re: anti fighter missiles)
From: "Izenberg, Noam" <Noam.Izenberg@j...>
Date: Fri, 5 Nov 1999 15:27:05 -0500
Subject: LRDFC and PDS modes (was: Re: anti fighter missiles)
With the increase in Fighter and fighter defense discussion, and in
particular after reading Jeff Lyon's comments on antifighter use of
submunitions (wigh I think I like), I'm going to re-raise the concept
Long
Range Defense Fire Control.
>From the Skunkworks (http://members.xoom.com/gzg_l/ni/Skunkworks.htm)
Long Range Defense FireCon (LRDFC) - Cost/Mass as ADFC. Allows higher
level
batteries to be used in anti-missile/anti-fighter roles the same way as
Class 1 batts can. Each size battery larger than class 1 requires a
normal
firecon in addition to the LRDFC to be used in this mode (class 2 batts
require LRDFC + 1 firecon, class 3 require LRDFC + 2 firecons. Firecons
and
weapons used with LRDFC cannot be used in normal modes that turn.
Effective
range bands are half normal, and, due to fighter maneuverability and
slow
weapon bearing, higher class batteries can only target fighters in the
outer
range bands: i.e. class 2 beams can target fighters at range 6"-12",
class 3
at ranges 12"-18", etc. Each die rolled is as for the class 1-as-PDS
rule.
Other weapon types can be used in anti-fighter/missile mode if an extra
firecon is dedicated to them. Range bands are halved and damage dice are
the
same as above.
Other anti-fighter adaptations:
Scenario specific PDS reprogramming. Assume PDS can be set 3 different
ways
between scenarios.
- The basic PDS is "multirole".
- "Anitmissile" mode converts the PDS into something morelike Jeff's
vision
of the antifiighter submunition. PSB is that the PDS gets set to "fast
wide
dispersion" raking the firezone with shots designed to maximize SM
attrition. Effect is as Nathan Pttigrew's "Missile Defense System". Vs.
missiles: 1-3: no effect, 4: 1 missile destroyed, 5: 2 destroyed, 6: 3
detroyed + reroll. Vs. Fighters, same as Class-1 as-PDS.
- "Antifighter" mode is the converse - it reduces rate of fire, but
increases targeting precision to combat dodging and weaving fighters.Vs.
fighters: 1-3: no effect, 4: 1 fighter hit, 5: 2 hit, 6: 3 hit + reroll.
Vs.
missiles, same as Class-1 as-PDS.
- vs. MT missiles, both antifighter and antimissile mode act as class
1-as-PDS
Given that these three modes would be inherent in any PDS system, you'd
have
to adjust NPV upward (+1 or 2) if, say, your antifighter-mode PDS are
going
against all fighters, and downward (-1 or 2) if you got caught in
antifighter mode when facing an SM armed opponent.