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Needle damage mechanics plus background

From: Glenn M Wilson <triphibious@j...>
Date: Wed, 07 Mar 2001 22:07:09 EST
Subject: Needle damage mechanics plus background

Okay I have my basic FT2 (no FB, remember) Needle-Mouth Killer-Fish
(translated from Nekton) ship at mass 22 each (two of them) each packing
5 standard Needle Guns.  Yes it's a real Nekton FT/2nd design ship. They
attack a Rep-Com (Republic of Commerce) BC [standard 40 mass, three fire
cons] and score the following hits.

NMKF targets Drives and one Firecon - gets two hits on Drives - now
according to page 18 the drives are inoperable (question - unless
repaired?) - and one on firecon (inoperable until repaired.)

NMKF targets other two firecons - hits 1 of two on second - inoperable
until repaired - and gets truly wild results and hits all three on third
firecon.  The third hit is wasted it appears since there is no benefit. 
If each hit required a separate roll to repair then there would be
purpose in mounting more then three Needle beams per firecon otherwise
they should be mounted in pairs per firecon max.

This came up when I was playing with FT/2nd rules and designing Nekton
Ships.	(The original "What's a 'capital' ship?" guys... er amphibians.)
and working the extreme edge of Needle Beam possibilities I ended up
with
9 Needle Beam ship at 36 mass.	Going to a 32 mass ship with only '8'
Needle Beams and two firecons means you will almost assuredly  waste
hits
under the present hit mechanism.  In the FB/MT rules I understand you do
(or at least per Pat's Player Aid) you do one box damage on 1 five and 2
boxes plus kill the target system - until repaired.

If you score a hit on a drive normally, it is halved.  assuming there is
no successful repair role, a second hit on a following turn puts it
entirely out of action.  A third is ignored.

I suggest on the ship form when a hit is scored, put a slashed line in
pencil and erase the line when the system is repaired (already done, i
assume).  In the few games I have played, the standard crews could
attempt a repair of one system each turn (IIRC, roll a	six?) without
penalizing other aspects of ship operations.  I suggest multiple hits
with needle beams be noted by the icon for the system and require
multiple 'repairs' to be fixed.  This would make putting two Needle
Beams
on a escort firecon a possibly more punishing hit then the current
system
that equates two plus shots as equal to a single hit.  Drives still
would
be affected as currently (1 = halve, 2= out until repaired) but the
effects of multiple NB hits (and hits from multiple NB's) would be
cumulative.  Yes, i doubt anybody but the Nektons and IF plan to use
more
then one Needle Beam per ship and only the Nektons, I suspect, would
have
ships armed with 3 (mass 12,) or 4 (mass 16)  needle beams on
specialized
escort sized ships; much less the 5 (mass 20,) 6 (mass 24,) 7 (mass 28,)
8 (mass 32,) or even 9 (mass 36) on the specialized ships integral to
'normal forces' of ships of equal mass.

Example: a force/flotilla/squadron of 4 mass 32 ships might include the
'normal' ones (Nektons like Beams, the larger the better) equipped with
5
'A' class beams and 1 'C' Class beam PLUS the appropriate needle beam
specialist ship (8 Needle Beams) as per doctrine.  Nektons don't use
missiles much and Pulse Torpedoes are a (spit) Ralnai thing so it's
pretty much beams.  

Fighters (and carriers) are unusual in my Starguard conversion to DS2/FT
- only the Federation's Starguard use them much.  And by that I mean one
CVL is a lot in a medium sized scenario and the big boys (CV) only show
up in times of out and out war.  Rep Com's too cheap (Okay there *is*
one
in my sketched out force,) Fabia thinks the system is too bourgeois for
true socialists,  and the hive mind Dreenoi thinks 'more is better'
(hence the large number of 'C' Beams on the standard cruiser models,) 
and the Ralnai like their "Power over Others" too much to let a group of
individual fighter pilots win glory that belongs to a noble TF commander
on his glorious SDN with escorting cruisers.  And the Starguard can't
get
too many CV's because the funding is decided by the Federation Senate
(And Rep-Com, as a member,  keeps that reduced as much as possible.)  

In FT terms the Ralnai use Pulse Torpedoes and Beams predominately with
an unusual mounting of submunitions on almost all their ships (at least
one,) The Dreenoi Beams and standard range missiles (one per ship at
most,) The Rep-Com use Missiles (ER and SR) and some Pulse Torpedoes
with
a beam or two, Fabia mostly class 'B' [and 'A' on Capital ships/HC] plus
Pulse torpedoes as secondary weapons, And the Nektons use Beams (what's
a
class 'C'?  Oh, anti-boarding guns!) and their specialist Needle Beam
ships.	The planet the campaign runs around is pretty much stripped of
usable spaceships because of the schism/war between the two rebellious
provinces and the original planetary government - the People's Holy
Republic [classic Christian Communists.]

Gracias, Glenn/Triphibious (American Mongrel)
You don't have to be French to be a 'frog', or even human!
Nektons - Real Marines! (Die, Ralnai, Die!)
Starguard, Dirtside 2,	Ratner's Space Marines, Stellar Conflicts
and Uprisings, and Full Thrust/2nd.  Resistance is everything!

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