From: thumann@n... (Charles Thumann)
Date: Thu, 18 Jul 1996 13:03:20 -0400
Subject: FT Pinging
Here's a clearer and more detailed version of the submarine-style "pinging" rules I posted for Full Thrust earlier. I've playtested it and found it works great for one-on-one ship "duels" (something Full Thrust doesn't generally work well for) and also makes missiles a lot more interesting. Once you get more than two ships on a side, however, ships are getting pinged all the time anyway, and it's probably better just to use the normal full thrust rules. Here goes: ALTERNATIVE PING RULES FOR FULL THRUST: Since the starship combat described in the Colonial Marine Technical Manuel is more akin to submarine warfare, with vessels running silent and trying to assassinate their opponents before revealing their own presence, the following optional rules might be used to better simulate this type of combat: 1) Instead of each turn occuring simultaneously, as in FULL THRUST, each ship acts seperately. Whichever side has the most ships acts first, activating a single ship, and then the opponent activates a single ship, and so on, as in Dirtside II. 2) Each ship has a MOVE action and a PING action. a) A MOVE action is exactly as described in FULL THRUST with the following exception: although orders are written for the ship, the ships model is not actually moved until its position is revealed by a PING. b) A ship may PING with its sensors either before or after its MOVE. A PING immediately reveals the location of the PINGING ship, and has a chance of revealing the location of enemy ships. 3) If a ship does not PING during its turn, it is considered to be on overwatch. 4) During a PING, the PINGING ship may fire at any revealed vessel, and any OVERWATCHING ship may immediately fire at any revealed vessel. The current position of any firing ship is immediately REVEALED. All fire conducted within a single PING is considered simultaneous. 5) Special movement/missile rules: Missiles and Fighters move at the beginning of the activation of the ship that launched them, but after the optional first PING of that vessel. A vessel that has launched a missile, therefore, may first PING, then move the missile, then write its own movement orders. Missiles may only be launched during a PING, as a fire action. a) Missiles and Fighters do not have strong enough sensors to conduct their own PINGS. They must rely on information beamed to them from their mother ship. b) Fighters within 6 of a vessel are considered to be within LINE OF SIGHT of that vessel, and no longer need depend on sensors. As long as the vessel continues to move at less then 12 velocity (or 18 velocity in the case of FAST FIGHTERS), the Fighters may continue to attack the vessel regardless of whether the vessel has been revealed by a PING. Furthermore, the Fighters are able to communicate the vessels position to their mother ship. Therefore, the position of any vessel under attack by Fighters is always revealed. 6) Depending on the type of sensors the PINGING ship has, it has a chance of illuminating enemy ships. If the enemy ship has ECM, it has a chance of avoiding detection. a) For BASIC sensors, the PINGING ship rolls a D6, for ENHANCED sensors the PINGING ship rolls 2D6. For SUPERIOR sensors the PINGING ship rolls 3D6. b) If an enemy ship has ECM, it rolls 1D6. If an enemy ship has ECM and is within 12 of another ship with AREA-EFFECT ECM it rolls 2D6. c) Take the highest single die roll of both ships. If the PINGING ships roll is GREATER than the enemy ships roll then the enemy ships position is revealed. When using this system I suggest leaving at least one line blank between each ship on the record sheet. That way you can write "PINGED" under the last movement to actually have been plotted with the miniature on the table, so you can keep track of "hidden movement" turns.