From: Allan Goodall <agoodall@a...>
Date: Tue, 25 Aug 1998 22:31:27 GMT
Subject: Damage Control Parties and Core Systems (was Re: Full Thrust FAQ)
On Tue, 25 Aug 1998 16:12:17 +0100, jeremy claridge > <jeremy.claridge@kcl.ac.uk> wrote: > Can you have more than 1 attempt at repairing a damaged system Yes, but you have to pre-allocate the Damage Control Parties first. If you assign two DCPs to get a system up and running and you roll two 6s, you the extra is wasted. I've been considering a house rule where each extra DCP assigned to a system adds a +1 modifier to the Damage Control roll. So, you only roll 1D6, but you add +1 for each additional DCP (or crew factor, as used in the Fleet Book). A roll of a 1, however, is always a failure. This, I personally think, is a reasonable house rule when using the Fleet Book "core systems" rules. I find that the loss of the bridge is a really NASTY problem, especially on a limited tabletop. Losing the bridge is terribly nasty, as it means the ship can't do anything for 1D6 turns except move straight ahead. Another house rule I'm considering (and I wouldn't use it in conjunction with the DCP house rule) is to limit the loss of the command bridge from 1D6 turns to 1D3 turns. I find that with the length of most games, 1D6 is just too long and works out in half the cases to an immediate "mission kill". 1D3 seems to be a more reasonable length of time. > What about the Engines. Since they get damaged in stages can you I'd say if you want to assign two DCPs to the repair effort and they both roll 6s then you can get the drives back online at full strength, sure. > Do submunition packs have a fire arc or can they simply shoot at They have a fire arc.