Re: [FT] Weapon of the Week - AM-SM
From: "Oerjan Ohlson" <oerjan.ohlson@t...>
Date: Fri, 9 Feb 2001 07:01:07 +0100
Subject: Re: [FT] Weapon of the Week - AM-SM
Charles Taylor wrote:
>> C'mon Charles, you're not usually this careless! :-) If all PDS fire
>> they'll remove on average 7/6 = 1.167 d6, so on average only
>>0.833d56 gets through to each ( = 2.92 pts each, 5.83 in total).
> ^^
>
|
>Well, at least I'm being consistently careless :-( I think it was
late|
>when I did this, and it was a rush job. OTOH, where _did_ that d56
>come from? :-)
Just checking to see if you're awake ;-)
[snip]
>Ok, so it looks like we go back to 1 AM-SM is MASS 3, and is equal to
>1 shot of a PBL-2. In which case I propose that, for simplicity, there
>are _no_ extended range versions.
No problem.
>Ok, thanks, I figured if I missed anything (and I did), you'd spot it!
<g>
>Another question - although IIRC no one has mentioned it yet, what
>happents if a ship looses a SML-Magazine to a threshold when there
>are _Antimatter_ SMs in it? The chance of an 'accident' is rather
>higher than for normal SMs? :-)
According to various SF novels and games, particularly Weber's novels
and Starfire, the ship should go BOOM if a magazine holding anti-matter
missiles is hit. Certain Starfire players who also are atomic and
nuclear phycisists have voiced objections to that description though -
according to them an accidental explosion is vastly more likely to go
"fizzzllleee" than "BOOM" :-/ Spoilsports, I call them... <G>
'Course, Starfire magazines can jettison missiles in a jiffy if the
hits start getting too close. Full Thrust game turns are usually
considerably longer than Starfire game turns, so it's not unreasonable
to say that "if a magazine holding AM-SM fails a threshold check (or
equivalent), the AM-SM are automatically jettisoned (ie., cannot be
repaired even if your normal house rules allow repairing missiles).
Later,
Oerjan Ohlson
oerjan.ohlson@telia.com
"Life is like a sewer.
What you get out of it, depends on what you put into it."