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Re: PenAid SMs

From: Ground Zero Games <jon@g...>
Date: Wed, 10 Nov 1999 19:00:38 +0000
Subject: Re: PenAid SMs

>I know I was not clear on this, but I envisioned my version of one
missile in
>the salvo being a jammer like this.
>If the salvo is on target you roll a die for how many missiles are on
> If you roll a six you roll again until you roll a 1-5, this roll is
how many
>missiles are on target.  The missiles that are on target are then
>by the jammer, which is assumed to have better seakers or more drive
>it takes such that if any missiles in the salvo are on target it will
be able
>to get in position to protect them.  The protection is as stated rolls
>four are treated as a miss by the PDS.  If your PDS rolls a six and
then a
>four you only get 2 kills on the inbounds not 3.

An interesting idea, but what about saying that rather than rerolling 6s
until you get a 5 or less, that if you roll a 6 then you LOSE the jammer
missile - the other five missiles are on target, but without the
of the jammer.

Jon (GZG)
>Oliver Dewey Upshaw III
>"Ms. Wolversham, you are authorized to return fire!"
>David Weber   The Short Victorious War
>In a message dated 11/8/99 2:28:34 PM Eastern Standard Time,
> writes:
> The second one had one missile in each SM salvo carry a PenAid pack
> (which only aids the missiles in its own salvo). Its efficiency varies
> a bit depending on how you determine the number of armed missiles on
> target, but it sounded as if the consensus was that the salvo hits
> 1D6-1 missiles. This breaks even if the target defends against the
> salvo with 3 PDS; if more, it gets better than a normal SM salvo, if
> less it gets worse (but then the target tends to be in trouble
> I *think* it would be OK at the standard SM cost, but it may need a
> slight cost increase (to 4x or 5x Mass of the salvo).
> Later,
> Oerjan Ohlson
> >>

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