From: Jared E Noble <JNOBLE2@m...>
Date: Thu, 4 Feb 1999 11:53:07 -1000
Subject: [FT] Repost Replacement Boarding Rules (fixed)
Boarding Actions for FT:FB These rules are a joint effort by Jared Noble and Schoon, with ideas culled from others on the list. They replace the boarding rules from More Thrust, bringing them on line with FT:FB1. Boarding Parties and Defense Teams In More Thrust, ships were given a certain number of Boarding Parties for free. This number was determined only on the MASS of the ship. One of the elegant aspects of the Fleet Book construction system was the elimination, or at least reduction, of "freebies" in the construction system, along with better defined crew rules. Thus... No ship carries Boarding Parties unless they are specifically purchased during construction, although Defense Teams may be assembled from the general crew in order to defend the ship from enemy invaders. It was accurately pointed out on the FTML that it is contrary to current naval practice for vessels to carry trained teams for boarding actions. It is not unreasonable, in an age of increasingly long range warfare, that this trend will continue. It was also observed that Full Thrust has a very low frequency of actual boarding operations in most games. Thus eliminating the previously free boarding parties has very little impact on play or ship design. However, the ability to use regular crew as defenders preserves a defensive ability on all but the smallest vessels. Boarding Factors (BF) can consist of Defense Teams, Boarding Parties, or Grunts. Defense Teams (Naval Personnel): For every 2 surviving crew units aboard (round down), a ship may muster 1 Boarding Factor of defenders for purposes of resisting boarding actions. These teams are "free" in the sense that they are drawn from the current crew, and so are available to all but the smallest vessels. Because they are hastily assembled and not specifically equipped, they may not be used in offensive boarding operations. For every casualty taken, place checks by 2 crew units to indicate they may no longer be used as Defense Teams. Boarding Parties (Marines): Boarding Parties must be purchased and are represented on the SSD as an anchor inside a circle. Each of these teams count as 1 Boarding Factor in combat, and may be used in offensive operations. They do not suffer casualties as crew units are eliminated, but are subject to thresholds like any other system. Boarding Parties lost to threshold rolls may by "repaired" by damage control, representing medical treatment, but those lost in combat cannot be recovered. Boarding Party - 1 MASS, POINT COST = 3 Though 1 MASS may seem high, Marines require a large amount of special equipment, including recoilless weapons, power armor with thruster packs, and other bulky items. They are specially trained and equipped for these actions. Carried Troops (Grunts): Ground troops carried aboard troop ships may be pressed into service to defend the vessel. Every 2 MASS of ground troops carried yields 1 Boarding Factor, which may only be used for defensive operations. Because most of the troops' weapons and equipment are stowed, and that they lack the extensive training and specific equipment required for boarding actions, they are not nearly as efficient as Marines. Resolving Boarding Actions These rules, while simple, provide a more flexible and "realistic" resolution of boarding actions, while taking into account the new core systems rules from the FT:FB. Using the FT/MT system, any Boarding Factors (old Boarding Parties) that were severely outnumbered could not possibly win, nor 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 degrees off that of the target vessel. Each BF is assigned to either offensive or defensive status. Offensive BFs, which must consist solely of Boarding Parties, are those that will assault the enemy ship, and defensive BFs, which may be a combination of any type of BF, will defend their own. Any ship assaulted by enemy BFs must resolve a boarding action for the turn. 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. The contested ship remains in the hands of the defenders and continues to move and fire normally (subject to the effects of surrendered core systems) until the defenders are defeated in the Boarding Resolution phase. 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. Optional rules: Attacking Systems (Raids) - On the initial turn of boarding a ship, a boarding force may declare a special effort to damage one specific system. Core systems are not valid targets. The attacker then assigns a number of his BFs to the task. The boarding action is resolved as normal, except the attacker may not roll for the BFs involved in the raid. If the BF assigned to the raid survives, the target system must take a threshold roll vs. 6. Each additional surviving BF that was assigned to the raid lowers the threshold roll by 1. Boarding Cutters - Boarding cutters are an alternate means of getting BFs to the target ship. They are based loosely on the shuttle rules from the B5:EFSB. The Cutter moves in the same phase and in the same manner as fighters, with a speed of 18 MU. It takes 2 damage points to destroy. The first point of damage to the shuttle yields no effect, but the second point destroys the shuttle and all aboard. It attacks as a single fighter if intercepted by fighters. If the cutter ends its movement within 6" of an enemy ship and survives PDS fire, the boarding parties may attack. Cutters have an endurance of 2 and may carry 2 BFs (BPs only). Boarding Cutter 2 MASS (requires 3 MASS hanger), POINT COST = 6 Prize Crews - Once a ship is taken, a prize crew must be transferred if it is to be taken as a spoil of war. Prize crews consists of a number of crew units equal to 1/5 (rounding up) of the original crew value for the ship. These crew maintain the ability to act as Damage Control Parties for establishing control and repairing the ship. Prize crews may come from any vessel of the victor's fleet. No ship may be reduced to less than 1/5 its original crew rating. This is the minimum crew required to maintain standard ship-board operations. With a prize crew in place, the ship is now under limited control of its new owners. Most ship systems will be offline and locked with security measures, and control must be reestablished. To establish control, a successful damage control roll must be made by one of the new crew acting as a DCP. This roll does not actually repair damage, but simply restores control of the systems. Each category listed below must be repaired individually. Manuever: the ship may immediately maneuver at 1/2 current thrust rating. Reactivation restores current maximum thrust. FTL: FTL is offline. Reactivation allows normal use. Defensive systems: initially offline, reactivation permits use of screens and PDS, but not ADFC, which requires a refit to conform to another fleet's control protocol. Offensive weapons: Offensive systems are generally held under much tighter security than other ship systems, and therefore cannot be reactivated during the course of a game. This requires the more extensive resources available at a shipyard or other major fleet center. Life support systems require no reactivation roll.