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 isnāt 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 Iāll update the document properly as bug reports keeps coming in. ©Roger Myhre 1995