From: John Atkinson <johnmatkinson@y...>
Date: Thu, 22 Jul 2004 08:28:26 -0700 (PDT)
Subject: Full Thrust "House Rules", was Re: [FT] Kravak weaponry
> --- Doug Evans <devans@nebraska.edu> wrote: Well, I'm going to keep playing Full Thrust, but I'll turn it into a drinking game. Force selection: You drink once for each escort, twice for each cruiser, and 3 times for each capital. Then you argue about whether a Mass 104 ship is a big cruiser or a small capital ship. Do a shot for each ship between 89-110 mass in your force. Then you decide which house rules to use. Each person prints off an OO post analyzing any house rule he wants to introduce. You take one drink for each whole number, 2 for each number with a decimal point. You do a shot for each chart, and two shots each time he shows his work. If you can still understand the rule you can use it. Then you argue about whether to use vector or cinematic--unless you both want the same movment system, race each other with a properly strong beer (Guiness is preferred) to determine. By this point, depending on the number of house rules you are using, you may not CARE. If this is the case, continue drinking until there is no alcohol remaining in the house. If you are using straight book rules, set up your force. Take a drink for each carrier you have hanging in the corner not moving. Take a drink for each escort within an inch of a capital ship trying to fly into salvo missles for you. During the game take drinks if: You roll all 1s. You roll more than 4 6s in any salvo. You have to reroll any dice twice or more. You hit with 2 or more pulse torpedos or large (K3+) guns. You fire a salvo of 4 or more weapons that would destroy your target, but they ALL miss. You loose a ship. You destroy a ship. You miscalculate your vector and unintentionally shoot off the map. The only ship in your arc is an escort that will go away if you fire 1/4 of your full salvo at it. Your fighters dogfight and inflict more casualties than they take. Do a shot if: You have enemy cruiser or larger within 12" in your rear arc. You are within 12" of the enemy and pointed the wrong direction to shoot at them (cruiser and larger). Your carriers sitting in the corner get a flyby from the enemy anyway. Your fighters and the enemy fighters eliminate each other (less than 6 surviving fighters on either side). Your enemy plots his missle fire so well that the banzai jammers are further away than the capital ships are. You loose a ship to core system damage. Any more suggestions?