[GZG] a peek from FT3 on fighters/ordnance (was: Re: FT:XD changes, part 1)
From: Indy <indy.kochte@g...>
Date: Tue, 4 May 2010 12:11:27 -0400
Subject: [GZG] a peek from FT3 on fighters/ordnance (was: Re: FT:XD changes, part 1)
_______________________________________________
Gzg-l mailing list
Gzg-l@mail.csua.berkeley.edu
http://mail.csua.berkeley.edu:8080/mailman/listinfo/gzg-lGreetings,
everyone,
I'm going to orbit drop in on the fighter conversation as it is evolving
here and weigh in with some input from the FT3 working group on
fighters/anti-fighter/anti-ordnance stuff (I also changed the subject
line
to help the FT3 working group better track any feedback). You may or may
not
like it, you may or may not agree with the mechanics or the balancing.
It is
change from FT/FB*, and it *is* playtest. It's not written in stone. We
welcome knee-jerk reaction verbal input, but much more importantly,
actual
on-table feedback, to this. We have run these rules over the past couple
years at the GZG ECCs with reasonably favorable input.
The current version of the FT3 playtest rules has the following advanced
component:
*Advanced Component: Small Target Dice* (where 'small targets' include
fighters, missiles, plasma bolts, etc).
"Small Target" (ST) dice are d6s rolled against small targets from a
variety
of sources. ST Dice: 1 hit on a 5-6
*ST Die Sources:*
*PDS:* 3xST Dice vs Any small target *group* within 6 MU. PDS may fire
against ships as per FT, doing 1 pt damage on a roll of 6.
*ADS *(ex-ADFC) : 3xST Dice vs Any small target *group* within 12 MU.
ADS
may fire against ships as per PDS.
*Ship Main Weapons*: require a dedicated firecon. 1x ST Die vs Any small
target *group* at 1/2 the range of the weapon (e.g, C1 beams have the
same
range as PDS, C2s have the same range as ADS, pulse torps can reach out
to
15 MU, etc)
[note: yes, Virginia, this means you can fire on small targets with both
ship main weapons and PDS/ADS batteries]
*CIDS* (Close-In Defense System) : Currently alpha test material. Last
ditch
defense for a ship under attack. Roll 1d6 per level of CIDS (max level
of 3)
against *every* small target attacking a CIDS-armed vessel. Die roll =<
CIDS
level = hit. CIDS have *not* been priced out, but we are working with
mass
costs of 5/10/15% or 5/10/20% per CIDS level. CIDS cannot be used in
anti-ship fire mode, nor can it be used against small targets not
engaging
the mounting ship.
*****
It is important, then, to also understand that the turn sequence has
been
tweaked. If you were to use the above small target die rules, you should
use
the new turn sequence outlined here:
1) write orders
2) small target movement (fighters and ordnance already on the table)
3) ship movement
4) launch phase (any fighters launched do not move away from launching
platform; see next step)
5) fighter movement (allows fighters just launched to react to ordnance
movement)
6) ship direct fire (this includes small target firing outlined above)
7) fighter/ordnance attack (surviving fighters/ordnance, that is ;-) )
8) damage control
9) end turn, congratulate comrades on excellent firing passes or curse
opponents for outwitting your carefully planned maneuver
If you want to chew on these, get out some minis and dice and put in
some
actual on-table time with your group(s), feedback would be very welcome.
Thanks,
Mk