Ship Names (was Re: RE-Ship types names)

8 posts ยท Dec 21 2000 to Dec 26 2000

From: Dean Gundberg <dean.gundberg@n...>

Date: Thu, 21 Dec 2000 10:33:00 -0600

Subject: RE: Ship Names (was Re: RE-Ship types names)

> This thread has reminded me.... What kind of naming conventions have

My wife went through the PDR (Physician's Desk Reference for Drugs) and pulled
out a bunch of good drug names for ships. I'll have to find that list again
but it does give some interesting names for an alien fleet like Cytoxan,
Novantrone, Kytril, Cisplantin, Rituxan, Carboplatin, Cytosar, Zofran, Zoloft,
Prevnar, etc.

Dean Gundberg

Starship Combat News The latest information on Space Games and Miniatures
http://star_ranger.homestead.com/
star_ranger@my-deja.com
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Date: Thu, 21 Dec 2000 08:38:25 -0800
From: Mark Reindl <mreindl@pacbell.net>
Subject: Re: Ship Names (was Re: RE-Ship types names)
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> Dean Gundberg wrote:

> My wife went through the PDR (Physician's Desk Reference for Drugs)
and
> pulled out a bunch of good drug names for ships. I'll have to find

Wow, who wouldn't want to serve on the Zoloft?!?! Probably the most laid back
ship in the fleet:).

Mark

> Dean Gundberg
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Date: Thu, 21 Dec 2000 08:41:44 -0800
From: Sean Bayan Schoonmaker <s_schoon@pacbell.net>
Subject: RE: Ship Names (was Re: RE-Ship types names)
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> Cytoxan, Novantrone, Kytril, Cisplantin, Rituxan, Carboplatin, Cytosar,

Good ones Dean! Just make sure to avoid the more commonly know ones -
unless you intend to paint all your ships purple ;-)

Schoon
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> Dean Gundberg wrote:
and
> pulled out a bunch of good drug names for ships. I'll have to find

This reminds me, if anyone out there has any good FIGHTER SQUADRON NAMES, send
them to me! [offlist unless you think everyone else should see 'em,
too ;-) ]  Long ago, at about the same time I started compiling the
Unofficial Fleet Rosters I also began putting together a listing of fighter
squadrons for the GZG fleets. I solicited for more from the list once but only
got a couple nibbles (Iceberg's entire NI listing and one person who suggested
an ESU squadron "Fluttering Petals Of The Lotus" but didn't have a translated
Chinese name). Now that we have some new meat, er, I mean,
listmembers to draw upon, I'm re-soliciting again! :-)  To get some
ideas, hop on over to:

http://www.bcpl.net/~indy/full-thrust/gzg-ftr-squadrons.html

Mk
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From: "Peter Mancini" <peter_mancini@msn.com>
To: gzg-l@csua.berkeley.edu
Subject: Rules you use, rules you ignore
Date: Thu, 21 Dec 2000 12:12:03 -0500
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What are the experiences most people have with the Full Thrust rules? Do you
find you use 100% of the rules or not?

How many use the Aft Arc fire only on turns with no main drive thrust rule?
How many use Aces and Turkys for fighters? How many even care to use some
of the fluff-hinted at rules such as time to change conditions (or do
all battles start with all crew at Red Alert?)

Since there are so many optional rules, how many use Vector vs. Cinematic? How
many use any of the sensor rules?

If there are any noteable rules you ignore or optional rules you stick too,
would love to hear it.

_________________________________________________________________
Get your FREE download of MSN Explorer at http://explorer.msn.com
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From: "Bell, Brian K (Contractor)" <Brian.Bell@dscc.dla.mil>
To: "'gzg-l@csua.berkeley.edu'" <gzg-l@csua.berkeley.edu>
Subject: RE: [ft] UN SDDs
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Oops!

Should be AP,FP,F and F,FS,AS

-----
Brian Bell bkb@beol.net
-----

> -----Original Message-----
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From: "Bell, Brian K (Contractor)" <Brian.Bell@dscc.dla.mil>
To: "'gzg-l@csua.berkeley.edu'" <gzg-l@csua.berkeley.edu>
Subject: RE: Rules you use, rules you ignore
Date: Thu, 21 Dec 2000 13:00:28 -0500
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Ignored Rules: 1) Prohibition against aft arc fire if MD is used. We use
Vector movement and depending on how the rule is read, it can be down right
silly. Example: if a ship uses MD and then turns 180, its aft arc is pointing
a direction that it did not use the engines in and its fore arc is pointing in
to the drive "wash"; it can't fire out of the aft that is clear, but can fire
through the "wash" of the engines? We almost always ignore this rule if
playing vector. It does make more sense if using cinematic movement.
2) Aces/Turkeys.
We generally ignore this as added complexity. 3) Fleet Morale. We usually have
ships leave the battle if they would appear to not have any remaining combat
value. This is a judgement value by the player and done for style, but not as
an enforceable rule. 4) Edge of table rules. We used to use these, but it is
almost as easy to allow someone to plot their way back onto the table.
5) FTL entrance/exit damage to near vessels.
6) Carrier classification (abrogated in FB2). 7) Dedicated FCS for Pulse
Torpedoes. JT stated on the list that this rule should probably be removed
(paraphrase).

Rarely Used Rules: 1) Nebula Rules 2) Ramming Rules 3) Sensor Rules This is
for miniature games. I have used sensor rules in PBEMs a good deal.
4) Weasel Ships/Dummy Bogeys
5) Repair Rules

Frequently Used Optional/Obscure Rules:
1) Vector Movement
2) Penetrating Damage (re-rolls)
3) Fighter Endurance 4) Fighter Morale 5) Rolling ships 6) Strike the Flag 7)
Genre Weapons 8) MT Fighter sequence (standard since FB1)
9) Class-1 Anti-Fighter Fire
10) PDS vs Ship fire. 11) Announce FTL engines charging 12) Revised Vector
Movement (FB2) [max push of 1] 13) Core Systems 14) Revised hull units (FB2)
Not limited to 10% increments.

Frequently Used Non-Rules:
1) Planetary orbit (MT) 2) Initiative for Fire 3) Add descriptive comments
"You detect an energy spike" when a ship's engines take damage from a
threshold check.

-----
Brian Bell bkb@beol.net
-----

> -----Original Message-----
Do
> you find you use 100% of the rules or not?
Cinematic?
> How many use any of the sensor rules?
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From: "Bell, Brian K (Contractor)" <Brian.Bell@dscc.dla.mil>
To: "'gzg-l@csua.berkeley.edu'" <gzg-l@csua.berkeley.edu>
Subject: RE: Ship Names (was Re: RE-Ship types names)
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I need to find a good reference, but Species names are often good. Here are
some names from a PAU PBEM game I was in: UAS Galidictis Grandidieri UAS
Madoqua Kirkii UAS Giraffa Camelopardalis UAS Equus Burchellii UAS Thelotornis
Capensis UAS Acinonyx Jubatas UAS Panthera Pardus UAS Panthera Leo

-----
Brian Bell bkb@beol.net
-----

> -----Original Message-----
and
> pulled out a bunch of good drug names for ships. I'll have to find
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Subject: Re: Rules you use, rules you ignore
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> How many use the Aft Arc fire only on turns with no main drive thrust

My entire local gaming group does it that way.

> How many use Aces and Turkeys for fighters?

Did I mention that my entire local gaming group consists of me and my 12 year
old? I don't use aces or turkeys but I might if I knew what the points value
difference was.

> How many even care to use some

I have not set up any "surprise attack" scenarios and I assume most battles
start with both sides ready for action.  This is space--it's not like
you're going to sneak up behind a clump of brush.

> Since there are so many optional rules, how many use Vector vs.
Cinematic?

I prefer vector but have been using cinematic lately

> How many use any of the sensor rules?

Well.....we're opening a can of worms here. Some people tell you how many
points you did and what systems go down from thresholds, and some don't.
That's about all the "sensor" rules I've used
(counting Noam's "Sensors and Stealth" more as ECM/ECCM).

FT doesn't really have much in the way of "pre-engagement maneuvering."
If you were doing Jutland in FT, you'd start with the fleets in contact; you
wouldn't start with the two fleets wandering around trying to figure out where
the other one is. Whether you think that's reasonable or not depends on your
PSB ("we can detect the thermal plume of your exhaust!" "Oh yeah?
Well, my ships move by using zero-point-energy to manipulate the
space-time
metric.")

> If there are any noteable rules you ignore or optional rules you stick

"CL's in a Teske Field beat BB's with a Kochte Effect."

I never use the Genre Weapons.

I'm planning to use Crew Quality Rules

From: Izenberg, Noam <Noam.Izenberg@j...>

Date: Thu, 21 Dec 2000 13:55:19 -0500

Subject: Re: Ship Names (was Re: RE-Ship types names)

> Indy wrote:

For PBeM's I follow the Excession naming template. I loved the ship names in
that Frank Exchange of Views, Problem Child, and Kiss the Blade. among others
are excellent warhip names. This naming scheme has also found its way into my
New Israel fleet, primarily as Fighter squadron names and freighter
names - the bulk of NI is named after Persons and Places of Old Israel,
with some Hebrew fighting nouns and verbs thrown in.

From: John Crimmins <johncrim@v...>

Date: Thu, 21 Dec 2000 14:11:55 -0500

Subject: Re: Ship Names (was Re: RE-Ship types names)

> John Crimmins wrote:
This has
> > given me some pretty neat names, I think.

I'd be lying if I said that this hadn't influenced me -- I've always
like the n ames that Banks uses. Surrealist paintings give much the same
effect, and fit the New Ba varian culture to a "T".

When I get around to doing something with the Pantropist Society, I'll
probably
 use the
names of extinct animals for their ships.

From: Beth Fulton <beth.fulton@m...>

Date: Fri, 22 Dec 2000 10:05:27 +1100

Subject: Re: Ship Names (was Re: RE-Ship types names)

> Wombat of Retribution, Potto of Destiny etc?

Bandicoot of Retribution....;)

Beth

------------------------------------------------------------------------
----
------------------------------------------------------------------------
----
Elizabeth Fulton
c/o CSIRO Division of Marine Research
GPO Box 1538 HOBART TASMANIA 7001 AUSTRALIA
Phone (03) 6232 5018 International +61 3 6232 5018
Fax 03 6232 5053 International +61 3 6232 5053

email: beth.fulton@marine.csiro.au
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From: Ground Zero Games <jon@gzg.com>
Subject: Re: Ship Names (was Re: RE-Ship types names)
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> John Crimmins wrote:
This has
> given me some pretty neat names, I think.

...and the naming of the Anarchist fleet in M.John Harrison's "The Centauri
Device" (still one of my all-time favourite SF books); I'm sure I've
mentioned this before, but ship names include "The Green Carnation", "Les
Fleurs du Mal", "White Jonquil", "Atalanta in Calydon" etc..... a terrific
book, read it if you haven't already. Incidentally, the Arab ships in the book
would be about the easiest
possible fleet to model - they are described as like huge bolts,
complete with threads, around which the command, weapons and power modules are
threaded like nuts - so just get some variously-sized nuts and bolts
from the hardware store and off you go!

Jon (GZG)

PS: Old (and very non-PC) joke: Lunatic escapes from asylum, breaks into
laundry, assaults several female laundry workers and then flees before police
arrive; headline in next morning's paper: "Nut screws washers and
bolts...."

OK, I'll go to bed now.....

> M 'I thought I was lurking!' k

From: Alan and Carmel Brain <aebrain@w...>

Date: Sat, 23 Dec 2000 10:09:57 +1100

Subject: Re: Ship Names (was Re: RE-Ship types names)

From: "Ranitzsch, Karl Heinz" <KH.Ranitzsch@t-online.de>

> A Gaukler really is jongleur, jester, joker or court fool, i.e. a

Gaukler in this context is the Bird, known I *think* in English as the
Mugwump.

From: KH.Ranitzsch@t... (K.H.Ranitzsch)

Date: Sat, 23 Dec 2000 10:38:58 +0100

Subject: Re: Ship Names (was Re: RE-Ship types names)

A, yes, indeed, a 'Cheetah'

Greetings Karl Heinz

[quoted original message omitted]

From: Donald Hosford <hosford.donald@a...>

Date: Mon, 25 Dec 2000 13:22:42 -0500

Subject: Re: Ship Names (was Re: RE-Ship types names)

Enemy Target #1...Enemy Target #2...(hehehehe)

Donald Hosford

> John Crimmins wrote:

> This thread has reminded me.... What kind of naming conventions have
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From: Mark Reindl <mreindl@pacbell.net>
Subject: Re: Suggestions and Advice Solicited!
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> Pat Connaughton wrote:

> I plan to aquire a set of each of the principle human fleets

Well, it really depends on what you think is appropriate:). I've played
against some people who think that an appropriate mix is nothing but
battlecruisers and larger. However, I'd suggest that to have an equitable
fleet, you'd want at least one cruiser (possibly two) for every capital ship(I
usually define a capital ship as BC and larger), and two
destroyers/frigates/corvettes for every cruiser.  That would give you a
relatively balanced fleet with 3-4 capital ships out of a fleet of 20
ships. I f you have a carrier task force, I'd probably run even more escorts,
particularly if you're playing an NAC fleet, as their carriers tend to be
rather wimpy. I also like running lighter fleets, and have at times had fleets
centered around a light carrier, with the rest of the fleet made up of
cruisers and smaller escor t classes.

> Also, any comments, suggestions or notes on doctrine, fleet tactics

When the guys in my group first started playing FT, one of the things that we
all tended to do was to group our ships into one huge block and just fly at
eac h other and beat the hell out of one another. However, that (as you can
probably imagine) got boring rather quickly. One of the things that I have
done that works pretty well is to break my fleets up into smaller elements,
usually three
,
and position them across the board. If the enemy goes for one of the elements
in force, then I turn it away and position the others to fire into the flanks
o f the enemy. It's a sort of 'weave' tactic that has worked fairly well, and
I've used it to good effect with fleets ranging from my ESU to the Kra'vak
(which it really works well with due to their high thrust and, more
importantly, maneuverability) because what it does is to provide maximum
coverage of the board and support for each of the elements. It also helps to
ensure that the enemy will always be under my guns, instead of having to
maneuver for several turns to get any shots. In addition, I've found that
opponents tend to focus o n smashing one element with the majority of their
ships, leaving the others free
to set up to munch their entire fleet while they're killing 1/3 of mine.

Hope that helps,

Mark

> (Hopefully, Kieran will be gentle with me on this order)
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> Pat Connaughton wrote:

> I plan to aquire a set of each of the principle human fleets

Can't help you too much there. I play with ships that I've created
myself. I find the FB 1/2 ships to be lacking. We play with purely
vector movment and the ships in the books are designed for both vector and
cinimatic which compromises them a bit.

What I run for a fleet is a Super Dreadnoughts a few BBs a couple of cruisers
and a bunch of destroyers. I find ships larger then a frigate but smaller then
a heavy cruiser aren't usually worth the points. They are basically disabled
after one exchange of fire and are useless afterwards. I prefer the frigates,
which even though die after one exchange cost less and there can be more of
them put out making for more
targets they have to split their fire to. I run on the 10/20/70 system.
10% armour, 30% hull, and 70% systems. My SuperDreadnoughts usually carry a
few fighter groups but I've been slowly phasing them out in preference to pure
carriers. My preference for carriers is a pocket carrier, nothing but
fighterbays and a small small engine:) I've got it at about 500pts for ship
and 8 regular fighter squads.

For weapons I usually have a balance of PT and regular beam batteries. If the
game is big enough I like to have a spread of fighter types. Interceptors,
torpedo bombers and regular fighters. I use the interceptors for defence and
screens for the torpedo bombers. I don't use many missiles purely because I
find it unbalances the game, well if you use them right:) As for personal
feelings, I'd rather expend lots of MT missiles and not get any of my people
killed then fight it out "fairly" but the games end up being really short when
I run a
fighter/missile fleet, even with masses of PD.

For PD most of my ships heavy cruiser or bigger carry 3+ PD and an ADFC.
I go for the dispersed area defence as opposed to the pure area defence
cruiser. This keep the enemy from singling out the cruiser and just destroying
it and firing the missiles afterwards.

> Also, any comments, suggestions or notes on doctrine, fleet tactics

I don't have much experience with the "official" fleets but here's what works
for my fleet. You either should have balanced fighters against your opponent,
or overwhelming superiority. There is no point outnumbering him by a little.
You end up with a handfull of fighter groups left that can't do anything
because they'll take too many casualties attacking ships from PD and ADPD.
Decide on how you want to use your fighters, offensive or defensive. Regular
fighters can do either but the most bang for you buck is to have a strategy
and design your fleet around it. Specialise as
much as possible. I usually run Interceptors and Attack/torpedo
fighters. I clean out the enemy fighters first witht he interceptors
then use them for ship defence. The attack/torpedo fighters go in with
the MT missiles in their first attack to swamp PD. I like to try and get a
first strike against the opposing fleet. That's why I run MT missiles more
then SML. The range of the missiles for a first strike off sets the decrease
is firepower. Ship deployment is usually in a tight circle. This keeps the
area defences overlapped and keeps the ships close together allowing them to
come into range at roughly the same time. For battles against Phalons things
get more tricky:)

Jaime
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From: "Barclay, Tom" <tomb@bitheads.com>
To: "'gzg-l@csua.berkeley.edu'" <gzg-l@csua.berkeley.edu>
Subject: some odds and ends
Date: Mon, 25 Dec 2000 19:32:54 -0500
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1) This metalstorm gun thing...

I was just thinking about the whole ammo-packed-removable-barrel idea
and it occurs to me that there is probably one major issue (other than
logistical) to consider. Zeroing. It seems to me that most marksmanship is the
product of a trained shooter, in practice, with a well calibrated and sighted
weapon. Lack of any of these three components can flatline accuracy.

How is zeroing achieved in modern weaponry? Fire some rounds, adjust the
sighting system, fire some more. Repeat. Stop when happy. But the barrel stays
in place when ammo is changed. If you clipped the barrels in and out, there
would probably be alignment issues. And you can't spend half of your
barrel-mag of ammo sighting in the weapon every reload!

Now, you say, there could be some form of locking mechanism. But the gun still
has recoil, which would probably cause wear. As to would the removal and
insertion of new barrels. In a conventional weapon, this wear occurs where
magazines are inserted... and therefore does not affect the firing components
(lest the mag falls out...). However, transfer this wear to the
lock-in of a removable barrel weapon, and after some period of active
use,
you have wear that starts to impact long-distance accuracy.

Now, these weapons do offer some interesting advantages from a variable rate
of fire PoV, or from the perspective of someone wanting lots of lead in the
same place. They obviously also offer some advantage as far as a nearly sealed
firing system (probably more robust in field conditions).

But the question is will these weapons be lighter? I replace a
multi-barrel
block. Is that lighter than the mag? Both in terms of what I have to carry and
the supplies I have to airdrop to my forces.

And how about ease of use? One advantage to a mag system (moreso I suspect
with front-of-trigger mags than with bullpup) is the ability to keep the
weapon loosely on-target during rapid mag changes. And you can tape them
together for a quick eject-flip-insert cycle. Can you do this with
barrels?
Do you have to come off-target to reload? These things can make some
(perhaps small) difference.

2) I just got a Cockroach Tank and a Cockroach APC for SG2 (25mm) from Eureka.
Interesting grav vehicles. The APC especially has a really neat look. I
haven't seen pics on the web, but once I get mine painted and built, I'll put
some up. I also got a rack of 25mm ESU Heavy Infantry. Very awesome
figures - nice firearms, and the SAW is particularly well done - it is
probably the only real SAW (that is reinforced AR) I've seen yet - most
of the others look like GPMGs. I must say the commissars dogs are pretty wimpy
though - I'm going to replace them with some more intimidating ones
(think
Wolves...). :)

3)
On the 27th, I'll be running a large 1/72nd scale SG2 Eastern Front WW2
game. I'll let you know how our conversions work out, since they differ from
those posted by the esteemed Mr.Elliot (who must have been on a fine grade of
American Fiction when he rated the Sherman as good or better than the
Panther...;). I'll maybe post a little AR after the new year along with the
conversions we used.

Have a good holiday all!
From - Wed Jan 03 11:04:55 2001
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Subject: some odds and ends
Date: Tue, 26 Dec 2000 01:53:25 +0100
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Tom Barclay

> On the 27th, I'll be running a large 1/72nd scale SG2 Eastern Front

Hmm If we are talking the sort of ranges where WWII inf platoons are truly
effective then tanks with better then 50mm guns are very much of a muchness..
Once you are within 3 or 400 yards then most things penetrate most existing
tanks so there really is little to choose between a panther and sherman with a
75mm AP gun.. Both types tank crews start to sweat when you can see the whites
of their eyes..?=0)

Bob DeAngelis
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<003501c06e96$cc005ee0$b729d03f@pconn>
Subject: Re: Suggestions and Advice Solicited!
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From: "Pat Connaughton" <patconnaughton@earthlink.net>
> I plan to aquire a set of each of the principle human fleets

A good, balanced fleet could consist of: 50% Capital Ships 50% others

Taking some examples: NSL: 3 Maria Von Bergunds (or Richtofens) 3 Heavy
Cruisers whose name I forget 6 Waldbergs, with maybe a few Waldburg Ms 2
Escort Cruisers, the light cruisers with ADAFs whose name I also forget.

ESU 1 Komarov(?) Super Carrier 5 Heavy Cruisers whose name I also forget
2 Beijing-Bs (Escort Cruisers with ADAFs)
6 Krivaks 2 Nanuchkas

NAC 2 Dreadnaughts
2 Vandenberg-Ts
4 Furious 6 Tacomas

All of the above come to about 2750 pts - add a few frigates as scouts
to taste.

> Also, any comments, suggestions or notes on doctrine, fleet tactics

From: ShldWulf@a...

Date: Tue, 26 Dec 2000 12:10:49 EST

Subject: Re: Ship Names (was Re: RE-Ship types names)

In a message dated Sat, 23 Dec 2000 1:04:04 PM Eastern Standard Time, Nyrath
> the nearly wise <nyrath@clark.net> writes:

> << Aaron Teske wrote:

[1]   yeah, they have Caravan fans in The Culture.

And note the GCU The Weather.

As in "Everybody talks about The Weather but nobody does anything about it..."
> [quoted text omitted]

Which really makes me wonder if a freind of mine hasn't read these books.
(Anyone want to forward me a booklist OFF list?:o) I still recall in a
section on his Sci-Fi universe background, one of the ships that had a
part in his "big" galactic war:

The Volon, (this was about 20 years prior to B5 too:o)
Merchant/Mercenary vessel:
"Crimson flower, repose, on a field of purple"

I seem to recall it was a General Merchindise Cargo
Vessel/Battlecruiser.

RAndy
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From: Allan Goodall <awg@sympatico.ca>
To: gzg-l@csua.berkeley.edu
Subject: Re: [SG] Help
Date: Tue, 26 Dec 2000 12:27:46 -0500
Organization: Haphazard at best.
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=renaud/@MHS>
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On 26 Dec 2000 15:14:10 +0100, FAIVRE Renaud TPC-SRD
> <renaud.faivre@francetelecom.com> wrote:

Hi, there!

> * A squad in soft cover want to move to another cover at 5''. Betwen

The squad does NOT have to use combat movement. It is up to the player whether
or not to use combat movement. A squad is not required to. The rules mention
something about it used by squads to hug cover, but that is just a
description. You are not forced to use combat movement, except when charging
into a close assault.

> * Does it exist a list of armies with cost point ? (e.g. : Squad of 6

There is no point system for Stargrunt II. You eventually get a feel for how
powerful a force you need for a particular scenario, though. A number of web
sites have scenarios listed.

Good luck with the game! If you are looking for an index for Stargrunt II, you
can find it on my web site at:

http://www.vex.net/~agoodall/sg2.htm

Allan Goodall awg@sympatico.ca
Goodall's Grotto:  http://www.vex.net/~agoodall

"Now, see, if you combine different colours of light,
 you get white! Try that with Play-Doh and you get
 brown! How come?" - Alan Moore & Kevin Nolan,
"Jack B. Quick, Boy Inventor"
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From: "bif smith" <bif@bifsmith.fsnet.co.uk>
To: "full thrust" <gzg-l@csua.berkeley.edu>
Subject: Xmas pressies
Date: Tue, 26 Dec 2000 18:03:15 -0000
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I was thinking of xmas presenrs receved and if any of yours have given rise to
any ideas, like one of mine has. I`m saying this, because I`ve receved the
confederation handbook by peter f. hamilton, and spent a good part of xmas day
reading it. It raised two ideas
in my head-
1-Has anybody wrote a handbook for the FT universe (especially as the
confederation handbook is VERY well wrote). The facts and figures given would
be very useful for a game.
2-Combat Wasps (I think someone may have already raised this). These
could be small unmaned spacecraft, launched from the ship like fighters, with
beem weapons, pulse torps, SMR`s, PDS etc (my fav. idea would be for close
range
pulsars). These craft/combat wasps would have very little hull (say, 1
hull box), a firecon (for control) and a BIG engine. The only thing to
remember
would be the fact that using anti-matter in the book, the thrust would
be doubbled and any hit would detonate the AM, making a rather big bang.

E.G- Mass-12  Cost-30  Thrust-10  Hull-1 Firecon-1 Pulsetorp-1

BIF "yorkshire born,yorkshire bred, strong in arms, thick in head"