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Re: Quality in FT III

From: "laserlight@q..." <laserlight@quixnet.net>
Date: Fri, 24 Jun 2005 15:59:21 -0400
Subject: Re: Quality in FT III

From: Roger Books
>attack dice based on weapons, defense die based on range & stealth.
>FC dice based on quality & sensors.

Okay, since you insist:

		 Completely Unofficial FMA Fleet
Ships have size ratings (ranging from 1 to 6, or thereabouts) which
control
their equipment capacity and their signature.

Firing is QD plus FP, and you can have multiple weapons firing.  If one
die
beats the defender's defense dice, you get a minor hit; if two or more
beat, you get a major hit. This should give the effect of extra shots
bracketing the target, making it more likely to get a good hit--you
don't
get multiple hits.

Alternatively, you can fire QD+FP for each weapon individually – that
gives
you a chance of multiple hits.

Defense dice against direct-fire weapons are Range die (based on 6mu
range
bands) and Signature.  Against missiles, defense dice are based on the
target's ECM and PDS.

Hits need to roll to penetrate armor. I'd prefer to have damage knock
out
systems directly, rather than by marking off hull boxes and causing
threshold checks.  "Two hits get through.  The first one reduces your
thrust by one; the second knocks out a weapon."

First pass at ship design:
Ship (and weapons) come in size classes 1-5 (can be extended to 6 ,7,
higher). Capacity = 20 * Size
Drive Mass = Drive Level * Size
Armor Mass = Armor Level * (1+Size)
	Armor is a fixed number that the Impact die has to beat, since
that's
faster than an opposed roll.  Need to have a max limit on armor, maybe
size+1?

Weapon Mass = Weapon Class * 2 (if fixed, call it 2 arc) or * 3 (if
turreted, call it 5 arc).  Maybe have a “maximum weapon size per ship
size”
... maybe not.

Additional systems are PDS and ECM, which will be relatively small for
mass
(let's call them 1mass/level) but probably fairly expensive for points
(N *
mass^2 or such). You'd also spend more points to increase the Impact of
your weapons--the Mass is just to increase the FP.

Examples:
	Destroyer 
Size 1 = 20 capacity
Main Drive 6 = 6 * 1 = 6
Armor 2 = 2 * (1+1) = 4
PDS 2 = 2
ECM 1 = 1
Weapon 1 turret = 1 * 3 = 3
Weapon 2 Fixed = 2 * 2 = 4

	Dreadnought
Size 5 = 100 cap
Main Drive 2 = 2 * 5 = 10
Armor 7 = 7 * (1+5) = 42
PDS 2 = 2
ECM 2 = 2
2x Weapon 4 turret = 2x (4 * 3) = 24
2x Weapon 5 Fixed = 2x (5 * 2) = 20

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