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Re: [FT,DSII] From MT Re: Ortillery

From: Charles Taylor <nerik@m...>
Date: Tue, 29 Jan 2002 23:54:11 GMT
Subject: Re: [FT,DSII] From MT Re: Ortillery

In message <cffe00fe4a.Charles@nerik.monkslode.fsnet.co.uk>
	  Charles Taylor <nerik@monkslode.fsnet.co.uk> wrote:

[snip]
A possible extra effect of atmosphere density occurs to me...
> 
> Say (against all targets):
> Atmosphere	Chit Validity (exposed) (dug in)	Example
> Vacuum		All x2			All		Moon
> Thin		All			Red + Yellow	Mars
> Normal		Red + Yellow		Red		Earth
> Thick 	Red			Yellow
> Very Thick	Yellow			Ineffective	Venus!

Add:
Atmosphere	Deviation Dice
Vacuum	Shift Down 2
Thin	Shift Down 1
Normal	As in DS2
Thick	Shift Up 1
Very Thick	Shift Up 2

The die shift only applies to the larger dice, and is an open shift (if
larger dice shifted beyond 12, apply further shift to shift smaller dice
down. If a d4 is shifted down, it becomes zero.
> 
[snip]
> 
> One idea I've considered, allow a number of choices for orbit, as
> follows:
> 
> Extremely Low: skimming the upper atmosphere, may be close enough to
> provide precision ground support?
> At this level, the ship may not orbit at all, but could 'hover' using
> main drive to counter the planets gravity.
> Attacks are as for Low orbit, but no deviation is rolled.
Change this to: deviation roll is d6/d6.

Based on further comments I might cut this one out, unless the planet
has no atmosphere :-)
> 
> Low: within 12mu of planet surface - rules above apply
> 
> Medium: 12-24mu from planet surface
> reduce chits by 1 per beam,
> Planetary Bombardment System (Ortillary) is reduced to 2 chits
> Deviation rolls are d4/d10
Hmm.. change this to d6/d10
> Beaten Zones are unaltered
> 
> High: 24mu-36mu (includes geostationary on Earth)
> reduce beam chits by 2 per beam
> Ortillary is reduced to 1 chit
> Deviation rolls are d4/d12
and change this to d6/d12
> Beaten Zones are unaltered
> Can hang over battlefield indefinitely (if orbit geostationary)
> 
> Another idea is to give certain FT weapons specialised
> capabilities/restrictions when used against planets:
> 
> Salvo Missiles are not designed to penetrate atmospheres, but can load
> Planetary Bombardment Missiles - these are equivalent to HARs
> HEF, MAK, biochem or nuclear warheads are optional, and use the DS2
> rules
> 
> Similarly for MT missiles

Of cause, with an MT Planetary Bombardment Missile, you can attack from
beyond high orbit ;-)

Also, Planetary Bombardment Missiles _always_ use d6/d8 deviation rolls,
regardless of range (enhanced and superior PBMs may exist, which would
have reduced deviation).
> 
> Needle Beams can target individual units, treat as a HEL-3 with Basic
> firecon that can target anything in play that is not covered from
above?
> 
> Pulse Torps are treated as a Beam-3, but are less effected
...by atmosphere - chit validity is All for all atmospheres (Red +
Yellow vs. dug in).
> 
> Alien Weapons
> K-Guns - inflict 2 chits per class, at all orbital ranges, increased
> deviation for higher orbit still applies
Chit validity is Red + Yellow (or Red vs. dug in)
> No NUKE counter is placed.
> 
> Stingers - as beams
> Pod Launchers - 'Hammer Pods' are treated as Ortillary, except that a
> BIOCHEM marker is left instead of a NUKE marker
> 
> Pulsars - as beams
> Plasma Bolts - the energetic plasma is too diffuse to penetrate deeply
					 ^^^ D'oh!
> into even a thin atmosphere, OTOH, using the 'standard' scale of 1mu =
> 1000km, a plasma bolt can envelope an entire planet, especially one
> small enough not to have an atmosphere.
> 
> So if one is used against a vacuum planet, EVERYTHING draws 3 chits
per
> class of plasma bolt, all chits being valid!
>
Oh, and you just don't want to even think about using a SMNC or
Wave Gun for orbital fire support :-)

[snip]

Charles

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