NIFT Homebrew Rules

[ Costing Large vs. Small Ships , PBeM Turn Sequence , Simple Simon Sensors , Fighter/Pilot Survival ,
The Karma Wheel ,
High Resolution FT , SML/Fighter Speed Solution ]


Costing Large vs. Small Ships (Oerjan Ohlson's Cost adjustment) 3/5/02

Large ships in FT are advantaged against an equal mass/cost of smaller ships. In a nutshell, smaller ships will begin thresholding and losing net firepower sooner by virtue of shorter damage rows.

Form Oerjan: "I've tested a cost increase - instead of the basic hull structure having Cost = TMF, I made it Cost = (TMF^2)/100. This seems to work reasonably well for *FB1-tech* ships... but it breaks down when you apply it to KV and Phalon ships which cost more per Mass - they effectively get a rebate. Of course it also invalidates the NPVs of the published designs."

The following table applies a scheme for adjusting NPV to a more true combat effectiveness point value  developed by Oerjan. It shows adjustments for all FB1 ships. I throw in another column with an (untested) adjustement for fighter carriers. Fighter bays are not "combat system" in and of themselves: Empty, they do not equate to 9 mass of defenses (even Hull) or weapons. If this doesn't make sense, decide whether a fighterless Jean D'arc should be able to take on three Maria Von Borgunds

Note that this Mass/Cost fix assumes a "Unity" of 100 Mass, which seems to work well for FB1. Ships smaller than the unity mass get cost bonuses, while larger ships get penalties. Other genres or custom game scales may desire different unity points.

Revised Costing: Replacing Basic Hull Cost=TMF equation with COST = (TMF^2)/100

Carrier aternative: Cost Mass for Fighter bays as 1pt/Mass to avoid overpenalizing carriers.

















Newcost Carrier mod

Nationality Class Name Mass Ftr Bays NPV NPV-R NPV-RCV %dif

NAC Harrison 6
21 15
-29%


Arapaho 12
41 30
-27%


Minerva 16
61 48
-21%


Tacoma 24
81 63
-22%


Ticonderoga 30
100 79
-21%


Huron 50
167 142
-15%


Furious 64
219 196
-11%


Vandenburg 80
261 245
-6%


Majestic 106
358 364
2%


Victoria 120
406 430
6%


Excalibur 140 1 472 528 513 12% 9%


Valley Forge 190 2 642 813 766 27% 19%


Inflexible 140 4 483 539 487 12% 1%


Ark Royal 200 6 690 890 757 29% 10%











NSL Falke 8
27 20
-26%


Stroschen 14
47 35
-26%


Ehrenhold 20
67 51
-24%


Waldburg 30
100 79
-21%


Waldburg/M 30
101 80
-21%


Kronprinz Wilhelm 48
161 136
-16%


Radetsky 58
195 171
-12%


Markgraf 82
271 256
-6%


Maximilian 100
333 333
0%


Richthofen 104
351 355
1%


Maria Von Borgund 120
414 438
6%


Szent Istvan 150 1 500 575 558 15% 12%


Von Tegetthoff 200 1 670 870 844 30% 26%


Der Theuerdank 220 4 737 1001 892 36% 21%











FSE Mistral 8
28 21
-25%


Athena 14
48 36
-25%


Ibiza 18
61 46
-25%


San Miguel 34
112 90
-20%


Trieste 42
139 115
-17%


Suffren 54
181 156
-14%


Milan 62
206 182
-12%


Jerez 88
293 282
-4%


Ypres 96
318 314
-1%


Roma 110
377 388
3%


Bonaparte 160 1 531 627 608 18% 15%


Foch 250 3 855 1230 1129 44% 32%


Bologna 170 4 580 699 626 21% 8%


Jeanne D'Arc 280 7 955 1459 1209 53% 27%











ESU Lenov 6
21 15
-29%


Nanuchka II 14
48 36
-25%


Novgorod 22
73 56
-23%


Warsaw 28
93 73
-22%


Volga 34
115 93
-19%


Tibet 48
162 137
-15%


Beijing/B 60
201 177
-12%


Gorshkov 70
240 219
-9%


Voroshilev 78
262 245
-6%


Manchuria 94
312 306
-2%


Petrograd 116
386 405
5%


Rostov 138 1 458 510 495 11% 8%


Tsiolkovsky 150 4 512 587 528 15% 3%


Komarov 220 1 751 1015 985 35% 31%


Konstantin 240 6 842 1178 1002 40% 19%



Play By Email Turn Sequence (adapted from others' versions)

Modified Turn Sequence:
                      1. Write Orders.
                      2. Damage Control
                      3. PDS Fire.
                      4. Fighter Fire.
                      5. Missile Fire (not launches).
                      6. Ship to Ship Attacks.
                      7. Fighter/Missile Launches.
                      8. Movement of Units (Ships, Fighters, Missiles, etc.)
                      9. Scanning.
 



Simple Simon Sensors v1.2 (Last modified 5/2/00 v1.2)
A diceless tactical and strategic sensor system for FT

Sensors operate on both Tactical and Strategic scales.

Tactical:
All sensors have three tactical sensing range bands (SRBs). Information is additive as range decreases.

Strategic:
Long range sensors (standard) extend to 600-700 MU range. Long range sensor information provides rough numbers of ships (+/- some percentage if desired) and a guestimate of total fleet mass. (Errors can be determined by dice, or can be rounded to some significant figure to remain truly diceless). Ships within extreme range will show as "bogeys" until tactical range is reached. Strategic long range information could be considered SRB 4: 72-700 MU

Special:

Optional:

Fighter/Pilot Survival - Not so much a tech rule as a rules addition.
    When a fighter is hit by anti-fighter fire, roll 1 die.
    1-2: Pilot survives OK
    3-4: Pilot injured but alive
    5-6: Pilot killed
    Odd: Fighter repairable (maybe even able to limp to bay under power after scenario)
    Even: Fighter destroyed/unsalvageable

    For greater detail, think of increasing severity of injury with higher die numbers:
    1: Pilot, Just a scratch or two
    2: Pilot knocked around/ shaken up, but easily treatable. No down time.
    3: Concussions, broken bones. Recovery in days/weeks.
    4: Critical injuries but recoverable over time (weeks+)
    5: Dead
    6: No body recoverable.

    Pilot and fighter survival is moot if no one stays around to recover/rescue, or if an enemy victor systematically wipes out cripples and escape pods.

    Other details:
    Heavy fighters, Interceptors, Agile fighters get -1 to die roll for pilot outcome only
    Kravak anti-fighter weapons add + 1 to die roll, 7 counts as "Even" for fighter survival
    Plasma bolts add + 1 to die roll, 7 counts as "Even" for fighter survival



The Karma Wheel - Each side in a conflict may modify a single die roll of theirs by +1, or a single die roll of the opponents by -1. Sixes produced by Karma count as "Natural" for reroll purposes. Natural sixes reduced to fives count as fives. Karma is determined at the start of a scenario, and can be defined in many possible ways. Some examples:



High Resolution Full Thrust


"Solving" SML/Fighter speed problems
 

This sounds a bit complex at first, but I think should execute pretty simply in 3 steps. I hate added complexity, but think this may really be workable.

1) Launch salvo missiles in vector form. That is, apply the launching ship's velocity to the salvo before moving the salvo's 24 MU (or 36 for ER) in the allowed arc directions.

2) Move target, keeping track of end speed and heading (heading and facing may not be the same in vector), then close Salvo to target in range as per normal rules.

3) Determine Attack Velocity (AV). AV has two components - the Salvo vector and the target vector.

4) Normal SM's can have a total Attack Velocity of 30 MU without penalty. For each 6" above 30"
the salvo loses one missile.

So:
 
Missile Lock Roll
AV (Norm)
AV (ER)
1d6 (1-6 missiles)
0-30 MU
0-42 MU
d6-1 (1-5)
30-36 MU
42-48 MU
d6-2 (1-4)
36-42 MU 
48-54 MU
d6-3 (1-3)
42-48 MU
54-60 MU
d6-4 (1-2)
48-54 MU
60-66 MU
d6-5 (1 max)
54-60 MU
66-72 MU
d6-6 (0)
60+ MU
72+ MU

Probably some numbers would need to be run, but I think SML overall effect
and therefore cost, should not be too affected by these alterations. High
vs. low veolcity games (and high differential velocity) will balance
somewhat differently, natch.

Quick and dirty examples:
Head-on attack: FSE is moving 16", NSL is 12" head on. Salvo is launched,
placed 16" ahead of the FSE ship, and moved an additional 10" forward to
come within 3" of the NSL ship.
AV is 16+10+12+3 = 41" or a -3 on the missile lock roll.

Orthogonal: FSE and NSL are at the same speeds but NSL pulls a 2 point turn
and is hit at 3 o'clock.
AV is 16+10+3 =29": No missile lock modification.

Chase: Raider tries to take out a convoy escort:
Raider at speed 30" direction 1 Convoy is 6" direction 1.
Raider launches salvo, which is placed 30" ahead. Slavo moves additional 24"
to reach 6" radius convoy escort.
AV is 30+24-6+6 or 54: Missile lock roll is at -4 or -5 depending on the
fractions.

Fighters next:

For fighters, I lean towards "fixing" them by giving them vector movement at
all times.

AV is determined similar to Missiles:
1) Move fighter with vector, then move target ship with whatever movement,
then apply fighter reaction move as desired. Determine total start-endpoint
distance traveled for the fighters.
***Target of a reaction move must be announced. A fighter group ma ynot attack
non-targeted ship with a reaction move even if it is base to base, though it
may egage other fighters.

2) Add, ignore, or subtract target speed as with SMLs
3) Close fighters to base-to-base contact. Actual fighter distance moved is from startpoint to ship being attacked.
4) Total up Attack Velocity with 2+3

To engage any target - including other fighter groups, the attacking fighter
AV has to be less than 42 (+12 for fast fighters) (OPTIONAL: +12 for
interceptors vs other fighters, +12 for torpedo fighters vs. ships). this is taken from the Normal 24" move of fighters +6" attack range +12" range for reaction move.

At the start of each turn (before movement orders are written) a fighter
group that attacked a ship last turn can declare that they are "pressing the
attack". That means that the fighter groups move with their target (as in
screening). This gives the advantage that once attacking a ship, they can
stick with it, but the disadvantage that the target ship can peel out of
formation and drag the fighters with them away from the action. The fighters
can choose to break their attack _after_ movement by spending a CEF to move
12" in any direction (adding it to the target's ships _ending_ velocity for
the purpose of next turn). Fighters breaking off a pressed attack can't
attack another ship this turn, but can engage in dogfights. 

Passing attack:  If the AV is higher than the max required for engagement. Reduce the
number of dice in the attack by 1 for each 6" or part thereof above the max AV. So two fighter groups closing head-on
at 24" each (AV 48) could each make passing attack at 2 dice less. No furball ensues.

Breaking to Engage: If a fighter group reaches a target with its normal move, but the AV is still too high, it could apply it's
reaction move to "break to engage" This would result in the fighter group not moving on the board, but reducing the AV
(and the group's speed) by up to 12. In the head-on fighter example above if Group A spends a CEF to break to speed 12, the AV for both groups is now 36, and they can both engage full attacks. Next turn the furball drifts 12" in B's direction of travel (Direction determined by A+B's vector, speed determined by the slowest of A or B.).

(Extra Detail) Fighter furballs drift. Add the incoming velocity vectors of
all fighter groups in the furball to determine the direction of drift. Speed
of drift is the speed component of the slowest fighter group that that
joined the furball.
 

Other thoughts from the list:

>So I take it you're not going to see any dogfights first turn after launch
>unless the ships are less than about class 2 range apart, either that or
>your fighters spend ages chugging into battle - I guess people who play at
>higher speed could up the dogfight AFV though.

Yes.This is one of those things that would need to be tweaked by playtest. Fighters would also likely have a harder time
engaging in cinematic than in vector - maybe adding CEF would balance that.
 



[ Costing Large vs. Small Ships , PBeM Turn Sequence , Simple Simon Sensors , Fighter/Pilot Survival ,
The Karma Wheel ,
High Resolution FT , SML/Fighter Speed Solution ]



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Last Update: December 21, 2002, NRI