FMA Thrust 0.5
From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Thu, 5 Jun 2003 11:30:01 +1000
Subject: FMA Thrust 0.5
How about this for mechanics. Minimal changes.
***
Quality Die: 2 x (Turning ability + 1/2 thrust) ???
Firepower Die: (Points Cost of Direct Fire Weapons / 40)
Each damage type (Beam, Pulsetorp/Railgun) is a separate weapon system.
1: d4
2: d6
3: d8
4: d10
5: d12
Impact Die:
Beams: d8
Pulsetorps/Railguns: d10
Salvo Missiles/Plasmabolts: d12
Range Die
0-6": d4
7-12": d6
13-18": d8
19-24": d10
25-36": d12
Screen Die
None: None
Level 1: d6
Level 2: d8
Vapour Shroud: d8
Terrain:
Dust Cloud: +1 shift to Screen Die
Blocking Cover: +2 shift to Screen Die
Combat Method:
Q + FP vs Range + Screen
Highest roll wins; determine hits based on higher of Range or Screen die
type.
Roll Impact vs Hull
Missile Guidance Die: (Points Cost of Ordinance Weapons / 20)
1: d4
2: d6
3: d8
4: d10
5: d12
ECM Die: (Mass of PDS / 3) or (Mass of Scatterpacks expended)
1: d4
2: d6
3: d8
4: d10
5: d12
Combat Method:
Q + FP vs ECM
otherwise as per direct fire.
Hull Blocks: [ (Hull+Armour) / 20 ]
1: d4
2: d6
3: d8
4: d10
5: d12
Wounded: 1 hull block of damage
Killed: 2 hull blocks of damage
Damage causes a permanent die shift downwards on the hull die; if hull
die
becomes 0, ship is destroyed.
***
Example battleship "Nasr ed Din"
Mass 120, MD4, beams 30 mass, SMLs 14 mass/42 pts, pds 5 mass, Hull 37
mass,
Screen-2.
QD = d8
Hull = d6
Screen = d8
ECM = d6
Beam FP = d8
Ordinance FP = d6
Brendan
'Neath Southern Skies - 37°47'S 144°56'E
http://home.pacific.net.au/~southernskies/