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renegadelegionneveren dingoffensive - Catsden.net

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RVLS<br />

Missile Types<br />

Shields<br />

To begin: the weights of the missiles are changed,<br />

giving more variance. A hardpoint can mount as<br />

many missiles as it has weight, up to a maximum of<br />

4 missiles per HP.<br />

Further (optional): This reverts the missile mechanics<br />

back one notch to 1st edition, in that missiles no<br />

longer automatically move to their target and hit,<br />

instead, they must suffer travel time giving fighters<br />

a chance to outmaneuver or shoot down incoming<br />

missiles.<br />

MISSILE WEIGHT THRUST INITIAL VELOCITY:<br />

DAP 3 18<br />

FIRING CRAFT +1<br />

DFM 1.5 DIRECT<br />

RIS 1.5 14<br />

COST TO TURN 1<br />

SSS 2 16<br />

HEXSIDE:<br />

TGM 2 16<br />

0<br />

Note that HELLs are no longer available as a<br />

dogfighting missile. Instead, the only HELLs<br />

available are torpedos, usable against larger ships<br />

and installations.<br />

The following rules split the to-hit sequence for<br />

direct-fire weapons into two autonomous phases:<br />

checking to see if the weapon strikes the target, and<br />

then a separate roll to see if the weapon actually<br />

pe<strong>net</strong>rates the target’s shield. Separating the two<br />

actions may be more accurate in representing the<br />

weapon’s chances of getting through the flicker<br />

shield. (NOTE: this has already been done in the<br />

2nd edition rules)<br />

Using the statement in the Interceptor Technical<br />

Manual “Under combat conditions, a shield rated at<br />

70 would intercept most incoming attacks 50 percent<br />

of the time”, shield ratings and their associated<br />

percentages were extrapolated.<br />

Under this rule, the to-hit sequence is slightly<br />

modified. First, the firer rolls to hit as normal,<br />

applying all relevant modifiers, EXCEPT for the<br />

shield factor. If this roll is successful, the weapon<br />

has connected, and must then check for shield<br />

pe<strong>net</strong>ration. Each shield rating has a percentage<br />

associated with it, listing the chance the shield<br />

will stop the round. Simply make a percentage roll<br />

against the listed value--if it succeeds, the shield<br />

stopped the impact; if it fails the weapons goes<br />

through the shield, and hits the hull beneath.<br />

SHIELD<br />

RATING<br />

10<br />

20<br />

30<br />

40<br />

50<br />

60<br />

70<br />

80<br />

90<br />

100<br />

110<br />

120<br />

130<br />

140<br />

150<br />

160<br />

170<br />

180<br />

190<br />

200<br />

% CHANCE TO<br />

DEFLECT SHOT<br />

20<br />

28<br />

34<br />

40<br />

44<br />

48<br />

52<br />

57<br />

61<br />

65<br />

68<br />

71<br />

75<br />

79<br />

82<br />

84<br />

87<br />

89<br />

92<br />

94<br />

Damage amount and allocation remains unchanged.<br />

This system is used for direct fire weapons (MDCs,<br />

EPCs, NPCs, Lasers, TPPs, etc) only.<br />

There are no changes to the base rules for missiles or<br />

any other weapon.<br />

XII

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