FFS modifications

BB missiles

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From: John ---------- <------@qrc.com>
Subject: BB missiles
Date: Mon, 8 Jul 1996 14:13:53 -0400 (EDT)

>Calculate the damage for CV of 1, even if they wouldn't hit.  I use
>a DM on the damage table to account for CV effects.  Guy and
>Bertil's rulles have bbs do the 22 damage for CV1, right?  I thought
>for higher CVs their table got really nasty...
>I don't have Guy's rules handy, what is the damage for CV of one,
>regardless of the lack of a hit?
>The missile will have a Damage DM based on CV on top of this to
>cover this.  We can make it whatever gets the damage results vs. a
>trial target into sync with what we want.

Here's Guy&Bertil's table with my own BB missiles added in.

Kinetic Damage Table

Impact Speed    Damage by Warhead Type
(G-turns)       KE              KE(HE)          Cannister       SFF 	BBs

 1              1-1020          1-1280          1-34            1-68	1-3
 2              1-1560          1-1960          1-51            1-102	1-5
 3              1-2000          1-2500          1-65            1-131	1-7
 4              1-2360          1-2980          1-78            1-155	1-8
 5              1-2700          1-3380          1-89            1-178	1-9
 6              1-3000          1-3780          1-100           1-19	1-10
 8              1-3560          1-4300          1-118           1-236	1-12
10              1-4080          1-5180          1-135           1-270	1-14
15              1-5200          1-6560          1-172           1-344	1-17
20              1-6200          1-7980          1-205           1-408	1-20
30              1-7800          1-9940          1-262           1-522	1-26

	Their cannister missile uses 10g shot while mine uses 1g shot.  
So, I divided their damage figures by 10 for my missile.  As you can see, 
I dont even get a USD of 1 until a CV of 20.  The only way the missile 
does real damage to larger targets is through multiple hits.

	Using the above figures and the rule of one hit per 14m of hull 
length, I produced the following USD table.

Size(Td)	#Hits	CV1	CV5	CV10	CV15	CV20	CV30	
100		1	0	0	0	0	1	1
1000		2	0	0	1	1	2	2
5000		3	0	1	2	2	3	3
10000		4	0	2	2	2	3	3
50000		8	1	2	3	4	5	6
100000		10	1	3	4	5	6	7
500000		16	2	4	6	7	8	9


Sample Missile USD#1:
Dam: Target Size Class - 8		DamDM: -CV/10

I know the DamDM doesn't affect USD, but for purposes of comparison, 
let's pretend it does.
Size	 CV1	 CV5	 CV10	 CV15	 CV20	 CV30 
7	0	0	0	0	1	2
8	0	0	1	1	2	3
9	1	1	2	2	3	4
10	2	2	3	3	4	5

	This system overstates at low Td and understates at high Td.

Sample Missile USD#2:
Dam:  Target Size-9		DamDM:-CV/5
Size	CV1	CV5	CV10	CV15	CV20	CV30
7	0	0	0	1	2	4

We have two problems, the differences in damage due to CV and size.  For 
size I think we could do something with the battery table,  for 
instance:  Battery#=(size class-5)*#of missiles.  USD would be 1 and 
there would be no CV mod.  Hits would not be allowed below CV20.

**Proposed solution**
	The last option would be to put notes on the Battery Table that 
say to treat each missile against a certain size target as a Battery of X.
"Medium targets multiply Battery# times 3, Large targets by 5, and Very 
Large targets by 8."  This might actually be the simplest and most accurate.


	I feel compelled to point out again that a BB missile can barely 
hit a 4G target with a 30CV so a 20CV is hopeless.  Lower G targets 
quickly become easier to hit, but we need a high minimum CV on BB missiles.

--M