[FT] Testing Houserules (old and new)
From: "Izenberg, Noam" <Noam.Izenberg@j...>
Date: Tue, 6 Jun 2000 17:21:50 -0400
Subject: [FT] Testing Houserules (old and new)
Someday, perhaps later this summer, I hope to GM a couple (or more,
depending on time and ambition) PBeM's to test some house rules I have
on
the New Israel Skunkworks page. I prematurely posted a request for
people
interested in playing these games some time ago and got good response.
I'll
not post a real request again until I know I'm ready. For those who
_might_
be interested, I'd like to know which rules people would most like to
test
or see tested (and possibly in what combinations). Most PBeMs will
likely
use Cinematic movement.
The systems/tech/etc I'd like to play with are detailed on the
Skunkworks
page:
http://members.xoom.com/gzg_l/ni/Skunkworks.htm
The systems I would most like to playtest in PBeMs include:
Stealth Hull
Raking Fire
Spread
Focused Fire
Heavy Needle Beam
Nannite Torpedo
Meson Flechette
Weak Arcs
Damage Shield
Redlined Engines
Evasive Maneuvers
Afterburners
Schroedinger's Hammer Overdive
Corkscrew
Fighter Breakoff/Feint
Fighter Starburst Attack
Lower priority stuff includes:
Stealth System
Nannite Missile
LRDFC
Short-range Jump
Stealth 2 Fighter
I'd also like to test New Israel ship designs (commanded by people other
than myself), so some scenarios I hope to set up will feature these
ships in
particular.
I'd like to test each concept/system somewhat independently before
combining
many, to see how each one holds up for balance, though I would like to
combine some/many eventually.
Most items listed above have been posted to the list at least once
before
(and some similar or identical concepts have been thought of by others
besides me). The new ones I haven't seen on the list yet include:
Weak Arcs - Larger caliber beams or other wepons may buy additional arcs
with reduced firepower for less mass. For example, a Class 4 beam costs
8
mass+2 per additional arc (so a 3-arc class 4 costs 12 mass/36 points).
Under this rule, one could buy additional arcs that could only fire as
Class
3, and cost 1 mass. So a Forward Arc class 4 beam could fire FP and FS,
but
only as class 3, and cost 10 mass/30 points. This could fit PSB for
spinal
mounts or optimum fire arcs. Other examples: 1) A class 3 F-arc that can
fire as class 2 beams in FS and FP for a total cost of 5 mass/15
points. 2)
(gonzo example) A Class 6 spinal mount that fires as class 3 on any side
arc
or a class 4 out the Aft (32+1+1+1+1+2 =40 mass, 120 points).
Damage Shield - Generic damage absorption shield. Mass is 2% ship mass
per
shield point (1 mass per point minimum), cost is 3 points per Mass. Each
shield point has its own box on the SSD + 1 box for the generator. When
damage is taken from any source over one turn, it is applied to the
damage
shield first, until the shield has absorbed as many points as it has
boxes.
Each box that absorbs damage rolls a threshold at the current level, and
burns out if it fails (i.e. that box cannot absorb damage on subsequent
turns until/unless repaired). If the Shield is overwhelmed (damge
received
is greater than number of functioning shield boxes), then the generator
also
takes a threshold check. When a normal threshold due to damage is called
for, each shield box _and_ the generator take another threshold roll.
Corkscrew - Like a Roll, but more severe. Cost is 3 thrust. Roll 1 die
at
end of turn to determine final roll status of ship: Odd, ship is rolled,
even, ship is "upright". A Corkscrew allows Port and Starboard facing
weapons to fire in _either_ Port or Starboard arcs. To-hit rolls for
_all_
weapons on 'Corking ship receive -1. SM's etc. get -1 or -2 to #
missiles
that lock on. 'Corking ships may accelerate and decelerate without
penalty,
but if the ship turns, it takes 1 hull damage per point of turn due to
stress.
Noam