From: Laserlight <laserlight@q...>
Date: Wed, 2 Feb 2000 21:43:44 -0500
Subject: [FT] Fleet Thrust
Liberally cribbed from a number of sources, plus one or two half-baked ideas of my own. Strategic level, to follow, will cover production and economic issues. Comments welcomed. FLEET THRUST: OPERATIONAL LEVEL 1. Map and scale. A. Each star system consists of 1 Inner System hex and 6 Outer Systems hexes. Star systems may either be directly connected to each other's outer system hexes (simulating "jump gate" or "Alderson point" FTL travel), or may be spaced to require multiple jumps (for "GZG type" FTL). Terraformable planets will always be in the inner system, but colonies may also be placed in outer system hexes. i. Optional: Systems may be expanded beyond one "tier" of outer hexes to place more distant planets, e.g. Saturn; however, the FTL limit is always in the inmost ring of Outer System hexes. ii. One system hex is approximately 5 AU across. B. Planets and colonies will consist of a number of Planetary hexes. Earth-sized planets will have seven hexes; settlements on smaller bodies (down to and including one hex) are also permissible. Note that not all planetary hexes need be habitable, e.g. may be occupied by ocean. C. It may be convenient to have one map for star systems, showing all System hexes, with a side map for each player's planets. D. Any number of units may occupy a hex; there are no stacking limits. E. Each operational turn = 1 week 2. Turn sequence A. Each operational turn consists of Movement, Supply Determination, and Combat. Players operate simultaneously in each phase, e.g. all players issue movement orders at the same time.. 3. Units. A. 1 naval unit = a squadron of 1000 FTFB points. A player may provide any TO& he wishes but should note the thrust rating of the squadron, which is limited by the slowest ship of the squadron. Squadrons include only warships; non-combatants are not represented--note however that assault transport squadrons must be purchased to transport ground forces. B. 1 ground unit = [approximately and tentatively] 1 brigade. Units are rated as Militia, Regular, or Elite. C. Leader units include admirals and generals, which are rated with leadership scores of 0, 1 or 2. Roll 1 die for each leader and score as for FT Beam dice, ie for rolls of 123456 the ratings would be 000112 (no re-rolls). Leader ratings affect their unit's movement initiative and combat ability. A unit need not have an leader; however, each leader must be assigned to a specific unit. i. Optional rule: allow rerolls for 6's in the regular manner. Require 1's to be rerolled with a negative score, eg a roll of 1 followed by a roll of 5 would result in a rating of -1. 4. Movement. --Naval A. Each FTL naval unit may move a number of hexes equal to 1/2 the thrust of its slowest ship. B. Non-FTL naval units may move within Inner and Outer System hexes of one system with a movement allowance of 1/2 their thrust. They pay double movement costs for each hex which would require FTL movement, simulating inefficiencies in using FTL tugs. C. Units which move into an enemy-occupied hex may move no further that turn. D. Naval units move in three segments. In segment one, speed 3 ships move first, then speed 2 ships, then speed 1 ships. In segment two, speed 3 ships move, then speed 2 ships; speed 1 ships do not move. In segment three, only speed 3 ships move. E. If two squadrons of the same speed need to determine movement initiative, the squadron with a higher admiral rating may elect to move first. If both speed and admiral ratings are the same, a die roll should determine initiative. --Ground A. Ground units' initiative is based on their troop type, where Militia = 0, Regular = 1, Elite = 2. B. Units with generals may add their leadership rating to their troop type rating. For example, a Regular brigade with a +2 general would have initiative 3 and could move before and Elite brigade which had no leadership bonus. C. Units move in order of total initiative, from highest to lowest. In the event of ties, a die roll should decide. D. Ground units may only move into planetary hexes, or into naval transport units. E. Militia units may not move. Regulars and elites have a movement allowance of 1 planetary hex/turn. Embarking onto naval transport units consumes a units' full movement allowance. Units whose hex is invaded by an enemy unit may not move on that turn; units which begin the turn in a hex with an enemy unit may attempt to withdraw.. 5. Supply. A. Each ground and naval unit must be able to trace a line of supply, not more than 10 system hexes long, to a friendly planetary hex. B. Friendly planetary hexes occupied by enemy units cannot provide supply, even if friendly units are also in the hex. C. Supply cannot be traced through system hexes occupied by enemy naval units, whether they are in Normal or Raider posture. 6. Combat. --Naval A. When two or more opposing naval units are in a hex, combat occurs. It may either be gamed out using Full Thrust, or be resolved as follows. B. Each squadron in combat must select a posture, either Normal or Raiding. i. Raiding units may not do any damage to opposing units; however they automatically prevent enemy units tracing supply through the hex they occupy. ii. Each squadron in normal posture specifies a target squadron and rolls one die, which scored as a FT die (no re-rolls). a. If a squadron is out of supply, or is damaged, or if it is engaging an enemy which is in Raider posture, its die is scored as if a FT Beam against Screen-1. This effect is cumulative, so a damaged unit, in supply, engaging a Raider would score as if against Screen-2. A damaged unit which is out of supply may not engage a Raider; it may engage an opponent in Normal posture, in which case it die is scored as if against Screen-2. iii.. Each admiral may add dice equal to his leadership rating; however, the number of dice added by all admirals may not exceed the number of friendly squadrons present. For example, a +2 admiral operating in a lone squadron would add +1 die, not + 2 dice. The die added is scored in the same manner as his squadron's die. C. One "hit" damages a squadron. Damaged squadrons may be represented as 500 FT points, or such other method as may be agreeable to the players. Two hits destroys the squadron; an admiral attached to the squadron is killed. D. All combat is simultaneous; all damage is inflicted after all shots are fired. E. Combat for the turn is terminated after each squadron has rolled one die (plus admiral's bonus dice, if any), unless both players agree to another round. Survivors of one turn's combat may engage again on the next turn, or may attempt to withdraw. --Ground A. When two or more opposing ground units are in a planetary hex, combat occurs. B. Each unit rolls 1 die, in order of initiative as determined above, and scores it as a FT die. Add +1 if Regular, add +2 if Elite, and add any general bonuses. Totals over 6 score as 6--ie two damage--and permit a reroll without bonuses. C. One "hit" damages a unit; damaged units roll as if against screen-1. Two hits destroys a unit and any attached general. D. Damage is scored immediately. --Chris DeBoe Quixtar IBO#706882 http://www.quixtar.com