[FT] Mecha conversion Re: CAV

2 posts ยท May 7 2003 to May 7 2003

From: W. Nitsche <bnitsche@u...>

Date: Wed, 7 May 2003 10:39:26 -0700 (PDT)

Subject: [FT] Mecha conversion Re: CAV

> On Tue, 6 May 2003, The GZG Digest wrote:

> Billiam,

Yeah, I noticed. Oops!

> I have to admit FT and mecha, except for special mecha adaptions for

Land-based only. I'm starting with mecha, and plan on adding ground
vehicles and infantry later. No funky jumpjets or flying mecha.

Basically, I'm starting with the FT1.5 unit design, using Structure as a
representation of armor/sturdiness and Thrust Rating as the number of
'hexes' you can move each turn (minus terrain mods as such). Beams are the
same, except all weapons have a 180 degree arc (and paid for as such) and
beam-1 have a special anti-infantry mode. Missiles and Auto/Gauss
cannons are from scratch. PDS protects against missiles (much like they
protect against fighters).

Crits are the same as FT, except the roll at the end of each row will not
increase each roll (will always be a '6'). Since systems can't be repaired I
didn't want it to be too harsh.

The biggest hitch I think I'll come to is adding VTOLs to the mix, but I'll
save that for last!;)

--Billiam

From: Alderfek@a...

Date: Wed, 07 May 2003 14:28:23 -0400

Subject: Re: [FT] Mecha conversion Re: CAV

In a message dated 5/7/2003 12:39:26 PM Eastern Standard Time,
> bnitsche@u.washington.edu writes:

> The biggest hitch I think I'll come to is adding VTOLs to

For Aerospace and VTOL try this: For your Aerospace use the hyperdrive
construction rules for your avionics and make it fully streamlined. For your
VTOL do the same thing just limit its MP and make it partially streamlined.

Kirk

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