Prev: Re: Low-tech Comms (was: Re: SG Great War) Next: RE: Re: POLITICIANS AND OTHERS IN GAMING

RE: Re: [FT] Weapon Mechanisms

From: "laserlight@q..." <laserlight@quixnet.net>
Date: Wed, 5 Jun 2002 10:19:57 -0400
Subject: RE: Re: [FT] Weapon Mechanisms

>What makes this dificult in FT, is every weapon has a different to-hit
proceedure.

Not quite correct.  Every FT weapon except missiles has a two step
procedure:
a) measure the range, which determines the "to-hit" either as a required
score or as number of dice
b) roll a "to-hit"

  Therefore you can simulate stealth, evasive maneuvers etc as simply
increasing the effective range--eg "for each Thrust point committed to
Evasive Maneuvers, add 1" effective range per 6" actual range" or
something like that.  Example: a MD6 DD escorting a MD2 BB has 4 thrust
it's not doing anything with, so it performs evasive maneuvers.  An
enemy SDN at 23" real distance fires.  Range to the DD is 23 + 4"(1 per
evasive maneuver point) x 3 (6", 12", 18" real range) = 35 effective.  
  Fiddle with the exact figures to suit yourself, of course.  You may
decide on 1MD = +1"/12", 2MD = +1"/6", 3MD=+1"/4", 4MD=+1"/3" and so
forth, or some other scheme.

--------------------------------------------------------------------
mail2web - Check your email from the web at


Prev: Re: Low-tech Comms (was: Re: SG Great War) Next: RE: Re: POLITICIANS AND OTHERS IN GAMING