[FT][FAQ] Damage Control Parties

7 posts · Aug 4 2000 to Aug 4 2000

From: Morgan Vening <morgan@o...>

Date: Fri, 4 Aug 2000 23:57:27 +1000

Subject: [FT][FAQ] Damage Control Parties

While being relatively new to Full Thrust, I was playing recently with a
friend in a small engagement, and we were still going over the rules. He asked
what the *'s were on the SSD, and I explained to him the concept of DCP, and
how they worked. Anyways, I finally managed to destroy his Class 3 Beam Weapon
on his
Beijing/B and he wanted to know when he could attempt to repair
it. I looked for a while, couldn't find it, and we just ignored it for then.

Anyways, I went back through Full Thrust and Fleet Book 1(the two books I
own), after the game, and checked out the FAQ on
 http://www.geocities.com/Area51/Station/3565/faq-index.html#efsb
and couldn't find an answer. The FAQ says it is done once per turn, but not
when in a specific turn.

And just to be clear, upon reading the above FAQ, if Needle Beam damage is not
DCP fixable, then all DCP units listed in the first threshold line are
completely ablative, as no tests are made until it is already gone?

From: Brian Bell <bkb@b...>

Date: Fri, 4 Aug 2000 10:19:14 -0400

Subject: RE: [FT][FAQ] Damage Control Parties

I looked and could not find it in FT, FB1, or FB2. It is not suprising that FT
did not have it as DCPs were not introduced until More Thrust (MT). MT's DCPs
have been replaced by FB1's DCPs. However, they did set the time for DCPs to
act (and I see no reason to alter it): "At the end of each turn, prior to
writing orders for the following turn,
both/all players may attempt Damage Control rolls for any ship that has
lost systems as a result of Threshold rolls." (MT p.6). I was suprised that I
did not find it specifically stated in FB1 or FB2. The closest that I found
for it in FB1 was in the Core Systems section under
Power Core Hit (FB1 p.5) "...roll a die at the start of each turn - on a
5 or 6, the core explodes. Damage Control parties may be used as normal to try
and stabilize the power core - such attempts are made before the roll
for explosion for that turn..."

So the long and short answer is either in the Turn End phase or the Write
Orders phase (before orders are written).

My group usually does it in the Turn End phase.

-----
Brian Bell bkb@beol.net
-----

> -----Original Message-----

From: Steve Pugh <steve@p...>

Date: Fri, 4 Aug 2000 15:37:11 +0100

Subject: Re: [FT][FAQ] Damage Control Parties

> Anyways, I went back through Full Thrust and Fleet Book 1(the two

Turn End phase.

> And just to be clear, upon reading the above FAQ, if Needle Beam

Hmm, Needle beam damage is non-repairable but what about EMP missiles
from More Thrust? Those stars represent crew factors, not just DCPs. They are
also used in boarding actions. And in a campaign game the number of crew lost
may be an important factor.

From: Morgan Vening <morgan@o...>

Date: Sat, 5 Aug 2000 02:57:04 +1000

Subject: Re: [FT][FAQ] Damage Control Parties

From:			"Steve Pugh" <steve@wickedweb.co.uk>
Organization: Wicked Web Ltd.
To:                     gzg-l@CSUA.Berkeley.EDU
Date sent:              Fri, 4 Aug 2000 15:37:11 +0100
Subject:		Re: [FT][FAQ] Damage Control Parties
Send reply to:          gzg-l@CSUA.Berkeley.EDU

> > Anyways, I went back through Full Thrust and Fleet Book 1(the two

Thanks Steve (and Brian). I should have known that it would have been in the
one book I hadn't yet picked up. I had been advised that More Thrust, other
than the fighter rules really wasn't that necessary, regarding a limited
income. It also didn't help the store didn't have a local copy of More Thrust
at the time, either. I'm assuming there are the Boarding Action Rules, and FB1
allude to
multi-turn duration missiles, and differing fighter types. How much
new stuff is included, that isn't duplicated/overridden by FB1?

From: Laserlight <laserlight@q...>

Date: Fri, 4 Aug 2000 12:59:17 -0400

Subject: Re: [FT][FAQ] Damage Control Parties

> multi-turn duration missiles, and differing fighter types. How much

"More Thrust" missiles which haven't really been adjusted to FTFB. AA Beam
Batteries, obsolete as of FTFB. Boarding action rules, which Schoon has
reworked and will probably send you if you wish.
Reflex Fields--a genre weapon not used in standard fleets.
Wave Guns--a genre weapon not used in standard fleets.
Damage Control Parties
Ortillery (orbital artillery) for ground support action--not useful
against ships Fighter variants, reprinted in FB2 (Xeno Fleets)
Interface Assault rules for FT/DS2 interface or FT/Hellfire interface.
Note that FTFB ships have different cargo capacity calculations than FT ships
did.
KraVak and SaVasku, which aren't overridden by FB1--they're overridden
by FB2 instead.

There are probably a few other things as well, but that's most of it, I think.

From: Sean Bayan Schoonmaker <schoon@a...>

Date: Fri, 4 Aug 2000 10:27:36 -0700

Subject: Re: [FT][FAQ] Damage Control Parties

> Boarding action rules, which Schoon has reworked and will probably send

Did I hear my cue!?!

Alternate Boarding Rules

Although the boarding rules from MT provide a simple and quick method of
resolving such actions, I believe that an alternate set of rules can do so
with no additional complexity, more "realism," and taking into account the new
core systems rules. Using the old system, any BFs that were severely
outnumbered could not possibly win, nor could they hope to inflict any
casualties. Even a two vs. four situation was virtually hopeless for the
defenders, contrary to the example in MT.

Boarding actions take place after Step 9: Ships Fire in the sequence of play.
To be eligible for a boarding action, the ships in question must be within 6"
and have a difference in velocity no greater than one. If using the Cinematic
Movement System, the course may vary by no more than one clock face than that
of the target ship, or, if using the Vector Movement System, by no more than
30° off that of the target vessel. Each BF is assigned to either offensive of
defensive status. Offensive BFs are those that will assault the enemy ship,
and defensive ones will defend their own. Any ship assaulted by enemy BFs will
have a boarding action. Both offensive and defensive players roll one die for
each BF, and score it in
the same manner as a beam weapon, including re-rolls on a 6. The result
is the number of casualties inflicted on the opposing force. For example, if
two defensive BFs were assaulted by four offensive BFs, they would roll two
and four dice respectively. If the rolls were 2 and 5 for the defenders,
and 1, 4, 3, and 6 (re-roll of 4), the casualties would be 1 and 4
respectively. The defenders have died gloriously, but at least they took a
"bad guy" down with them. If, after casualties have been removed, there are
still BFs on both sides, another round of combat will ensue on the following
turn. A ship could potentially be in contest for some time, with both players
making an effort to reinforce their side in the intervening turn. The
defending player has the option of giving up a core system instead of a
casualty. The effects of giving up the system are exactly the same as if it
has failed a threshold check, with the exception of the power core. The power
core will not explode (unless that is the assault team's
objective), but simply acts as if it had been dumped upon a roll of 5-6
(FB pg. 5). For example, a defender with two BFs takes two casualties from
offensive forces. Confident that he can get reinforcements from friendly ships
next turn, he removes one BF and gives up life support. The other player rolls
one die (as if life support had failed) and gets a two. Whatever happens, the
defender had better hope that the action is resolved within the next two
turns. If all core systems are lost, then the ship and all remaining defenders
have surrendered. Note that with this system, a ship can drop off an assault
force and then thrust away to do other things. Likewise, a defender, who has
any capacity to do so, can limp closer to friendly forces in hopes of help.

From: Tom McCarthy <tmcarth@f...>

Date: Fri, 4 Aug 2000 13:52:21 -0400

Subject: Re: [FT][FAQ] Damage Control Parties

Just to muddy the waters, I've been writing and noodling away at a boarding
action system for boarders who are there to do damage to the ship or its
systems, not to capture the ship.

Briefly, they fall in two broad categories; hit and run or boarding action.
Hit and run attacks roll a D6 and on a 5 or 6 have destroyed or damaged a
system like a needle beam hit. Full blown boarding actions fight against the
crew with some of their strength, but can divert strength to attacking hull or
systems (one die against the hull, one die as hit and run attack, or battle
vs. defenders). I like Schoon's system for resolving the battles vs. defenders
components of boarding actions.