From: BJCantwell@a...
Date: Wed, 11 Dec 1996 23:14:36 -0500
Subject: FMA Full Thrust - Playtest Notes (long)
I just played the first playtest of my new FMA combat rules for Full Thrust and I thought I'd drop a few notes in here. For those that missed the first message, the system briefly works like this. All ships have a quality rating of green, regular, or veteran. To resolve an attack, an opposed die roll is made with the attacker rolling a die for crew quality plus one or more dice based on the weapons being fired. The defender rolls a die based on the size of his hull plus a possible secondary die for ECM. The score of the attacker's crew quality die is paired with each of the weapons dice and these pairs of scores compared to the defender's score. If both of the attacker's dice score higher than the defender a major hit is scored. A minor hit is scored if one of the attacker's dice beats the defender, and if neither is greater that weapons die misses. The size and number of weapons dice and the effects of major and minor hits is dependent on the weapon used. For instance an A battery has 3d8 weapons dice at close range each of which may cause a hit. The minor hits cause one damage and major hits cause two. The attacker's quality die may be shifted up by commiting extra firecon to an attack and the defender's die may be shifted up or down if the ship uses no thrust or is attacked from the rear. Screen protect the ship by adding their level to the defender's primary defense die. I've extended this system to cover fighter/missile intercepts, ECM etc. Observations from the playtest 1) "Exec. Make a note of commendation to fire con section A. That was an awesome shot!" Since the quality die is paired with each weapon die and compared to the defender's die, a great roll hear can result in serious carnage since if this die exceeds the target's die you are guaranteed at least a minor hit with each weapon die. I had a light cruiser fire 2 B's, 2 C's, and 3 submunitions at range 10" and score 15 damage. Ouch! By the same token, a great defense roll can negate even the best gunnery. The damage overall jackpots a lot more but seems pretty close to the original. Probably a little deadlier provided the opponent does not have good defense, but less overall if the opponent is well screened and using ECM. 2) "Decisions, Decisions" If you would like to have to play guessing games a little more during the fire phase, this is for you. Committing extra firecons to a salvo will shift the crew quality die up a size, increasing the probability for big damage. On the other hand, the ECM die shifts down with each subsequent attack, so using multiple firecon may get you past the countermeasures. Firing order becomes a real game now as well. Do you go ahead and fire the big guy first in the traditional manner, or do you peck away with some smaller ships hoping to get him to use up his ECM before the big guns blaze. A perfect example from the game came up with a task group of heavy and light crusiers escorted by a DD providing wide area ECM coverage. The ships were facing a dreadnought and had two pulse torp DD's approaching from the side. I decided that since the pulse torps ignored the screens, I'd commit the ECM against them. This allowed the dreadnought and a crusier to fire their beam weapons without ECM hindrance resulting in a threshold check (which was disasterous) for one of the heavy cruisers. The gamble paid off though since both of the pulse torps missed completely. 3) "Big Ships, Little Ships" The sized based defender roll seems to offer a balancing point for the three ship classes. Escorts are harder to hit but not able to pack in the defensive systems and still pack a punch. Capital ships are easy to hit, but have the space to carry screens and ECM. The larger number of firecontrols on capitals allows them to bump their dice up to hit the little guys, but then they can only slam one of them each turn. 4) "Close only counts in horseshoes and hand grenades" The system of minor and major hits offers possibilities for intermediate damage which really helps for some of the all or nothing type weapons. For instance, needles may score an intermediate effect on a minor hit where they damage the system in question, but not beyond repair. Damage control may bring it back as normal. A major hit whipes out the system completely 5) "Ready in 5 minutes or it's Free" The system didn't seem to take much more time than normal. Most of the extra time seemed to be taken up by picking out the right dice size. I plan to get a set of dice colored in the standard FMA colors, which shouls help. Overall, I was very pleased. Seems to capture the feel of the original weapons nicely. I consider the movement and threshold check systems to be the heart of Full Thrust and this systems touches neither of these. The biggest adjustment is the jackpot effect where weapons do nothing for a few turns then the defender gets a low roll, the crew gets a high roll, and lots of debris appears. If you are interested in these rules drop me a line and I'll mail you a copy with the latest changes. I'd appreciate any feedback, comments, bugs, corrections, etc. Later Brian