Hello,
Just on question has anybody written up rules for extra boarding parties for
Full Thrust? I'm in a campaign now where I want to design ships that have
extra parties to use for taking over other ships. Mainly i'm a privateer not a
pirate (wink, wink, knudge). I have written up beta rules for extra boarding
parties but wish to look at others to see what they
> Just on question has anybody written up rules for extra boarding
I've thought about it for my upcoming campaign, but havn'tworked anything out
yet.
On another topic.. Are there any graphics of grids or hex's out there. I
need one with a fair ammount of hex's/grids so i don't have to photo
copy a hand drawn map of the sector we'll be playing in. Nathan Whitchurch
Hi all,
I figured it probably be best to send what rules I came up with and to get
everyones oppinion. As I said before I took some allready exsiting rules in
more thrust and converted them.
Extra boarding Parties Beta Rules.
Consit of extra marine contingent specially equipped with vac-suits or
powered armor. Ship may purchase extra marines at the cost of 1 p.p. per
marine. Remember that it takes four marines to make up one boarding factor. 1
marine takes up 5 c.s. of space. You must purchase cargo space (living
quarters) to house the marines. You purchase living quarters much the same way
you would purchaes interface craft or hanger bays. 2 marines can occupy i mass
of living space purchased or 10 c.s. for every 1 mass. Cost of
living space is 2 points for 1-6 mass bays, 3 points for mass 7-12 bay,
4
points for mass 13-18 bay and so on, plus 2 points per mass of living
quarters. Thus a mass 6 living quarters would cost 12 p[oints plus 2 for the
bay, for a total of 14 points, and could hold up to 12 marines or 3 boarding
factors. When a threshold pont is reached each indvidual living quarters would
be rolled for and on the first roll, you would lose half of your living
quarters and marine contingent there in. Second lose roll would wipe out
entire living quarters and the marine contingent there in. When a boarding
attempt is made the player must state how many extra marines he is sending
over before any combat takes place between boarding crew and defending crew.
Remember it takes 4 marines to equal 1 boarding factor. The player must mark
off accordingly. If boarding attempt is successful then the marine contigent
stays aboard captured ship and becomes part of the crew for the new ship.
Other wise if unsuccessful or retreats half return to ship rounded down.
Repair and reload: to repair or reload living quarters it cost the same
ammount as if putting new ones in of the same mass lost, if 3 mass of living
quarters was lost it would cost 6 points plus 2 to repair ant take a full day
to do. To replace lost marine contingent still cost the same per marine (1
p.p. per marine) and takes one day per boarding factor or part there of to
replace.
Let me know how this sounds and any constructive comments are welcomed.
Thanks, Mike C.
If you have access to Visio, there are some templates on my web site. If you
give me the dimensions (number of columns and rows) I can work up a GIF or JPG
that you can use.
Michael Brown
http://www.wco.com/~mkkabrow
> On another topic.. Are there any graphics of grids or hex's out there.
I
> need one with a fair ammount of hex's/grids so i don't have to photo
Hey Mike C, How about rather than rolling for the whole of "pongo" country in
two
treshold checks, roll for each boarding party/factor? That way you can
get results where almost the first hit of a battle gets the marines (and
spaces them) or the home ship's a complete rightoff yet there are enough
marines left to capture a brand new ship to go home in. Just a thought.
Tony. twilko@ozemail.com.au
> At 18:16 14/04/98 -0400, you wrote:
per
> marine. Remember that it takes four marines to make up one boarding
When a
> boarding attempt is made the player must state how many extra marines
> Hey Mike C,
Tony,
Sounds like a good idea and at least worth trying. The only thing is that you
would need to list each contingent seperately. Like damage control parties.
Possibly a symbol that looks roughly like a circle with a sword or dagger in
it to represent them? But then what about the living quarters would the still
get damaged?
Thanks for the input,