Difference between revisions of "Guided Missiles"

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<pre>proposed rule</pre>
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<pre>proposed rule
 +
updated per review with DAVE</pre>
  
[[Ship Missles|Current rule missiles]] are standard-attack 1-use weapons.   
+
[[Ship Missiles|Current rule missiles]] are standard-attack 1-use weapons.   
 
Standard-attack uses:  
 
Standard-attack uses:  
 
* the pilot/gunner/operator's bonus to hit and dice pool, plus whatever targeting bonus the missile might add
 
* the pilot/gunner/operator's bonus to hit and dice pool, plus whatever targeting bonus the missile might add
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The proposed rule is that essentially ALL missiles are guided.
 
The proposed rule is that essentially ALL missiles are guided.
 
* missiles cost no dice to use - assigning targets and launching are free actions
 
* missiles cost no dice to use - assigning targets and launching are free actions
* missiles have 2D to attack, and 2D for movement or defense (assigned at launch)
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* missiles have 2D to attack
 +
* missiles have an effective "duck" that is a combination of evasive movement and being a small target
 
* missiles can have multiple turns to seek their assigned target
 
* missiles can have multiple turns to seek their assigned target
 
** missile movement capability versus the range they are launched from determines whether their few turns are spent streaking towards their target or making attack attempts
 
** missile movement capability versus the range they are launched from determines whether their few turns are spent streaking towards their target or making attack attempts
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<table cellpadding=3 cellspacing=0 border=1>
 
<table cellpadding=3 cellspacing=0 border=1>
<tr bgcolor="#dddddd"><td> 0 </td><td>Typical Missile</td></tr>
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<tr bgcolor="#dddddd"><td> &Delta; </td><td>Typical Missile</td></tr>
 
<tr><td>Damage</td><td>1D</td></tr>
 
<tr><td>Damage</td><td>1D</td></tr>
 
<tr><td>Speed</td><td>25 km/turn</td></tr>
 
<tr><td>Speed</td><td>25 km/turn</td></tr>
 
<tr><td>Range</td><td>4 turns</td></tr>
 
<tr><td>Range</td><td>4 turns</td></tr>
 
<tr><td>Bonus to Hit</td><td>+3</td></tr>
 
<tr><td>Bonus to Hit</td><td>+3</td></tr>
<tr><td>Bonus to Duck</td><td>+3</td></tr>
+
<tr><td>Duck</td><td>6</td></tr>
 
<tr><td>Stamina</td><td>1</td></tr>
 
<tr><td>Stamina</td><td>1</td></tr>
 
</table>
 
</table>

Latest revision as of 14:32, 31 December 2021

proposed rule
updated per review with DAVE

Current rule missiles are standard-attack 1-use weapons. Standard-attack uses:

  • the pilot/gunner/operator's bonus to hit and dice pool, plus whatever targeting bonus the missile might add
  • range of the missile is the operational range in that attack turn - miss and you're done
  • exception is the "idiot savant" missiles

Benefits of current rule missiles:

  • ability to simultaneously launch multiple missiles to stack damage
  • ability to share a stock of missiles across multiple users




The proposed rule is that essentially ALL missiles are guided.

  • missiles cost no dice to use - assigning targets and launching are free actions
  • missiles have 2D to attack
  • missiles have an effective "duck" that is a combination of evasive movement and being a small target
  • missiles can have multiple turns to seek their assigned target
    • missile movement capability versus the range they are launched from determines whether their few turns are spent streaking towards their target or making attack attempts
  • each missile has separate attack attempts - meaning swarms have a greater statistical spread of probability to hit as well as increased potential damage
  • operators can override normal guidance and apply "standard attack" - but only for attacks within 1 turn's range


Δ Typical Missile
Damage1D
Speed25 km/turn
Range4 turns
Bonus to Hit+3
Duck6
Stamina1