FFS modifications

Point.defense.rules.txt

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HIWG DOC	: 142.17
DATE	: 26. SEP. 95
TITLE	: POINT DEFENSE RULES FOR BRILLIANT LANCES
BY	: ROGER MYHRE


INTRODUCTION

WHY POINT DEFENSE
A few weeks ago (at the writing moment) there was a discussion about
missiles on the TML. The main problem was to agree on how a starship
should be able to defend against a swarm of missiles. Whether they
was det-laser or the kinetic kill (KKM) sort. The rules as they stand
today makes any ship vulnerable against a swarm of missiles.
 
I then decided that a good set of rules was in need for point defense
(PD) weaponry. Actually I had that thought long before this
discussion unfolded. The seed was planted by a guy called Ted Baltz,
which designed a laser turret capable of firing more than 2400 shots
in 30 minutes.

BASIC ASSUMPTIONS

The rules I will present below is set into the BL environment. You
should familiarize yourself with those rules before you read any
further. There is nowhere in the rules that disallows multiple focal
arrays per mount. neither is there any rules against unmanned mounts.
Although there isn't any rules full automatic weapon systems like a
CIWS phalanx, there is neither any rules against designing one. The
problem is to design rules that are simple and uses what FF&S already
got.


DESIGNING POINT DEFENSE MOUNTS

MINIMUM REQUIREMENTS

The minimum requirements for a PD mount are: Capable of ignoring at
least one difficulty level increment. Designed with a flight
computer. No maximum number of focal arrays.

MOUNT TYPE

It can be of any type, but most useful would be the barbette or
turret configuration, as a bay sized weapon would be clearly an
overkill. Except on TL 9-10.

FOCAL ARRAYS

The only limits on the focal arrays is that they have to fit into the
limited surface area of the mount. An optimum number is 7 on a laser
turret. Then each  FA got a diameter of 1,2 meters. If you like me
design the lasers optimized for a specific range, a TL 13 x-ray laser
which are not grav focused, with a short range of 10 hexes will have
a diameter of 55 centimeters.

CREW

Crew for the mount is optional. A manned PD system got a few more
options in the game play as described below.

COMPUTER

A PD turret must have a turret to be able to attack several targets
in a round. And it is also required, when a PD system is expected to
act independently, and not necessarily smart.

MAXIMUM TARGET NUMBER

A PD mount may attack more than one target a round. The maximum number
of targets are calculated like this:

MT=[(FAx+DM)/CM]/10
MT=Maximum Targets
FAx=Number of Focal Arrays
DM=Difficulty Modifier
CM=Computer Multiplier

Round to the closest whole number.


HOW TO USE IN GAME

HOW TO ASSIGN TARGETS

The PD system will automatically attack any enemy missiles that has
been detected. Starting with the closest target hex. It is assumed
that sensor operator on the bridge (or elsewhere) provides the PD
mount with the target information. All detected missiles in that
target hex are being engaged before a new target hex that are further
away is picked. The targets are engaged whether or not the starship
that has the mount are the target or not.

The maximum number of targets allowed to engage are calculated as
mentioned above. Engaging this number of targets has no penalties. If
there is half this number or less targets the difficulty is decreased
with one level. If there is a operator in the mount, there is
possible to override both target priority, and number engaged. The
maximum with an operator is twice the normal amount, but then the
difficult is increased with one.

TASK RESOLUTION

When all the targets has been designated. The die is rolled for
resolve hits against the missiles. The asset of a PD is its
difficulty modifier times 3. If the PD is crewed use the crew skill
level if the crew interfere with the operation in any way, or if the
crew asset is higher than the PD mount asset.

Any hit against a missile is counted as a kill. I see no reason that
a missile is armored to withstand a hit of 1/6-17. Either way the hit
will likely be at the missile front, where the sensor cluster is
situated, and thus the missile will be blind, and probably deaf (the
laser comm antenna burnt out as well).

CHANGING TARGET PRIORITY

If the mount is crewed the target priority may be changed, but this
will interfere with the rule of expanding the limited target number.
If the operator decided to fire against other targets that the PD
system would have chosen, the operator is preoccupied with
programming the computer this turn. Even other ships and fighters may
be targeted.


OPTIONAL SENSOR RULE FOR BRILLIANT LANCES

As the rules in Battle Rider, there should be a bogey in the hex
until there has been confirmed that there is no more possible targets
in a hex. This will allow smaller ships to hide behind larger ships,
and missile swarms to survive longer. The whole idea is to give the
uncertainty of how many the enemy is before you engage. And it does
also give the missiles a chance to hide in numbers.


SAMPLE POINT DEFENSE TURRETS

TL   Mj     FA      MW    Mcr     Wt    Short       Medium   
13   48   .55*7  229.79   1.37   67.18  10:1/6-17   20:1/4-12
14   48   .55*7  199.16   0.91   42.84  10:1/6-17   20:1/4-12
15   48   .55*7  175.75   0.57   31.65  10:1/6-17   20:1/4-12
16   48   .55*7  125.25   0.48   24.86  10:1/6-17   20:1/4-12

TL   Long      Extreme    DM   Targets
13   40:1/3-9  80:1/2-6    5      4
14   40:1/3-9  80:1/2-6    5      5
15   40:1/3-9  80:1/2-6    5      6
16   40:1/3-9  80:1/2-6    5      8

These turrets are using X-ray beams which are non-grav focused. All of
them has works stations for operators.


FAMEOUS LAST WORDS

These rules has been limitly tested and thus not seen the real battle
test for sure. I would appreciate any comments and thoughts on the
matter. And I'll update the document properly as bug reports keeps
coming in.

©Roger Myhre	1995