Star Wars Full Thrust

43 posts ยท Jul 27 1996 to Aug 28 1996

From: starwarsnut@j... (Paul A Neher)

Date: Sat, 27 Jul 1996 19:38:38 -0400

Subject: Star Wars Full Thrust

I have been asked many times, and I have procrastinated long enough, so here
are my stats that I came up with for Star Wars in full thrust. I have tried to
stay as true to both the movies and the system. I do not
adhere to multiple-classed fighters. Mass is determined by dividing ship
lenth by 16. Fighters that FTL into the game are subject to endurance,
fighters transported in are not. Ship stats are taken from the
role-playing game, X-Wing, T.I.E. Fighter, and things seen in the
movies. Interdictor Wells create a 12" radious no-ftl-zone centered on
the generator. OK, Let us begin...

Fighter Classification Fighter Designation
-----------------------------           ----------------------------
Normal Fighter                  Z-95, T.I.E. Fighter
Fast Fighter                    A-Wing, T.I.E. Interceptor Prototype
Heavy Fighter                   X-Wing, B-Wing, Assault Gunboat
Interceptor Fighter T.I.E. Interceptor
Attack Fighter                  Y-Wing
Torpedo Fighter T.I.E. Bomber

Lambda Class Shuttle Escort Class, Mass 2, 13 BP length 20 meters 1 'c'
battery F, 1 firecon, 1 damage, ftl, 8 thrust micromachine imperial shuttle

Correllian Frieghter Escort Class, mass 4, 32 BP length 25 meters
1 'c' battery LFR, 1 submunitions pack F, 1 firecon, 1-1 damage, ftl, 8
thrust micromachine millennium falcon

IPV Patrol Craft escort class, mass 8, 51 bp length 90 meters 1 'b' battery
lfr, 1 submunitions pack f, 1 pdaf, 1 firecon, 1 damage
control, 2-2 damage, ftl, 6 thrust
micromachine slave 1

Correllian Corvette (Blockade Runner) escort class, mass 10, 91 bp length 150
meters 2 'c' batteries lfr, 1 submunitions pack f, 1 superior sensors, 1
firecon, 1 damage control, 1 pdaf, 2-3 damage, ftl, 8 thrust
micromachines blockade runner

Rebel Troop Transport escort class, mass 10, 72 bp length 160 meters
1 'c' battery f,  4 point cargo bay, 1 firecon, 1-2 damage, ftl, 4
thrust micromachine rebel transport

Modified Frigate cruiser class, mass 16, 126 bp length 250 meters 1 'b'
batteries lfr, 1 shield, 2 firecon, 1 pdaf, 2 damege control,
2-3-3
damage, ftl, 4 thrust modified micromachines escort frigate

Nebulon B Frigate cruiser class, mass 26, 215 bp length 400 meters 1 'b'
battery lfr, 1 'c' battery lfr, 1 heavy fighter squadron, 1 shield,
2 pdaf, 2 damage control, 2 firecon, 4-4-5 damage, ftl, 4 thrust
micromachines escort frigate

Escort Carrier cruiser class, mass 32, 238 bp length 500 meters 1 'c' battery
lfr, 2 fast fighter squadrons, 1 shield, 2 firecon, 2
damage control, 5-5-6 damage, ftl, 4 thrust
scratch built carrier

Mon calamari Light Cruiser cruiser class, mass 32, 237 points length 500
meters 1 'a' battery lfr, 1 'b' battery lfr, 3 'c' battery lfr, 1 needle
missile, 1 shield, 3 pdaf, 2 damage control, 2 firecon, 5-5-6 damage,
ftl, 4 thrust micromachines mon calamari rebel cruiser

Interdictor Class Cruiser capitol class, mass 38, 263 bp length 600 meters 2
'c' batteries lfr, 1 interceptor fighter squadron, 1 interdictor
generator, 1 shield, 3 firecon, 4-5-5-5 damage, 3 damage control, ftl, 2
thrust modified from micromachine Super Star Destroyer

Victory Star Destroyer I capitol class, mass 56, 363 bp length 900 meters 1
'a' battery lfr, 4 'b' battery lfr, 2 shields, pulse torpedo launcher,
1 torpedo fighter squadron, 3 firecon, 2 pdaf, 3 damage control, 7-7-7-7
damage, ftl, 2 thrust modified micromachine Imperial Star Destroyer

Victory Star Destroyer II Capitol class, mass 56, 225 bp length 900 meters 2
'a' batteries lfr, 2 'b' batteries lfr, 1 needle battery f, 1 torpedo fighter
squadron, 2 shields, 3 firecons, 1 pdaf, 1 adaf, 3 damage
control, 7-7-7-7 damage, ftl, 2 thrust
modified imperial star destroyer

Mon Calamari Cruiser capitol class, mass 82, 625 points length1300 meters 2
'a' batteries lfr, 3 'b' batteries lfr, 1 needle battery l, 1 needle battery
r, 1 attack fighter squadron, 1 fast fighter squadron, 3
shields, 3 firecons, 4 pdaf, 3 damage control, 10-10-10-11 damage, ftl,
2 thrust micromachine mon calamari star cruiser

Imperial Star Destroyer I capitol class, mass 100, 726 bp length 1600 meters 5
'a' batteries lfr, 2 needle batteries f, 1 needle battery l, 1 needle battery
r, 2 shields, 3 firecons, 3 pdaf, 3 damage control, 1 torpedo fighter
squadron, 1 normal fighter squadron, 1 interceptor fighter
squadron, 12-12-13-13 damage, ftl, 2 thrust
micromachine imperial star destroyer

Imperial Star Destroyer II capoitol class, mass 100, 779 bp length 1600 meters
9 'a' batteries lfr, 1 needle battery l, 1 needle battery r, 2 shields, 1
pdaf, 3 damage control, 3 firecon, 1 torpedo fighter squadron, 1
interceptor squadron, 12-12-13-13 damage, ftl, 2 thrust
micromachine imperial star destroyer

Well, now I am open to reviews. I hope you all find this enjoyable. Like I
said in a previous post, these stats are not "official" stats.. just my
attempt to properly portray Star Wars. By usind length as teh scale, it may
make some ships "wimpy" in comparison, but now at least all are in proper
proportion to one another. Enjoy!!

From: Jon Davis <davisje@n...>

Date: Mon, 19 Aug 1996 10:16:16 -0400

Subject: Re: Star Wars Full Thrust

I have been asked many times, and I have procrastinated long enough, so here
are my stats that I came up with for Star Wars in full thrust. I have tried to
stay as true to both the movies and the system. I do not
adhere to multiple-classed fighters. Mass is determined by dividing ship
lenth by 16. Fighters that FTL into the game are subject to endurance,
fighters transported in are not. Ship stats are taken from the
role-playing game, X-Wing, T.I.E. Fighter, and things seen in the
movies. Interdictor Wells create a 12" radious no-ftl-zone centered on
the generator. OK, Let us begin...

Fighter Classification Fighter Designation
-----------------------------           ----------------------------
Normal Fighter                  Z-95, T.I.E. Fighter
Fast Fighter                    A-Wing, T.I.E. Interceptor Prototype
Heavy Fighter                   X-Wing, B-Wing, Assault Gunboat
Interceptor Fighter T.I.E. Interceptor
Attack Fighter                  Y-Wing
Torpedo Fighter T.I.E. Bomber

Lambda Class Shuttle Escort Class, Mass 2, 13 BP length 20 meters 1 'c'
battery F, 1 firecon, 1 damage, ftl, 8 thrust micromachine imperial shuttle

Correllian Frieghter Escort Class, mass 4, 32 BP length 25 meters
1 'c' battery LFR, 1 submunitions pack F, 1 firecon, 1-1 damage, ftl, 8
thrust micromachine millennium falcon

IPV Patrol Craft escort class, mass 8, 51 bp length 90 meters 1 'b' battery
lfr, 1 submunitions pack f, 1 pdaf, 1 firecon, 1 damage
control, 2-2 damage, ftl, 6 thrust
micromachine slave 1

Correllian Corvette (Blockade Runner) escort class, mass 10, 91 bp length 150
meters 2 'c' batteries lfr, 1 submunitions pack f, 1 superior sensors, 1
firecon, 1 damage control, 1 pdaf, 2-3 damage, ftl, 8 thrust
micromachines blockade runner

Rebel Troop Transport escort class, mass 10, 72 bp length 160 meters
1 'c' battery f,  4 point cargo bay, 1 firecon, 1-2 damage, ftl, 4
thrust micromachine rebel transport

Modified Frigate cruiser class, mass 16, 126 bp length 250 meters 1 'b'
batteries lfr, 1 shield, 2 firecon, 1 pdaf, 2 damege control,
2-3-3
damage, ftl, 4 thrust modified micromachines escort frigate

Nebulon B Frigate cruiser class, mass 26, 215 bp length 400 meters 1 'b'
battery lfr, 1 'c' battery lfr, 1 heavy fighter squadron, 1 shield,
2 pdaf, 2 damage control, 2 firecon, 4-4-5 damage, ftl, 4 thrust
micromachines escort frigate

Escort Carrier cruiser class, mass 32, 238 bp length 500 meters 1 'c' battery
lfr, 2 fast fighter squadrons, 1 shield, 2 firecon, 2
damage control, 5-5-6 damage, ftl, 4 thrust
scratch built carrier

Mon calamari Light Cruiser cruiser class, mass 32, 237 points length 500
meters 1 'a' battery lfr, 1 'b' battery lfr, 3 'c' battery lfr, 1 needle
missile, 1 shield, 3 pdaf, 2 damage control, 2 firecon, 5-5-6 damage,
ftl, 4 thrust micromachines mon calamari rebel cruiser

Interdictor Class Cruiser capitol class, mass 38, 263 bp length 600 meters 2
'c' batteries lfr, 1 interceptor fighter squadron, 1 interdictor
generator, 1 shield, 3 firecon, 4-5-5-5 damage, 3 damage control, ftl, 2
thrust modified from micromachine Super Star Destroyer

Victory Star Destroyer I capitol class, mass 56, 363 bp length 900 meters 1
'a' battery lfr, 4 'b' battery lfr, 2 shields, pulse torpedo launcher,
1 torpedo fighter squadron, 3 firecon, 2 pdaf, 3 damage control, 7-7-7-7
damage, ftl, 2 thrust modified micromachine Imperial Star Destroyer

Victory Star Destroyer II Capitol class, mass 56, 225 bp length 900 meters 2
'a' batteries lfr, 2 'b' batteries lfr, 1 needle battery f, 1 torpedo fighter
squadron, 2 shields, 3 firecons, 1 pdaf, 1 adaf, 3 damage
control, 7-7-7-7 damage, ftl, 2 thrust
modified imperial star destroyer

Mon Calamari Cruiser capitol class, mass 82, 625 points length1300 meters 2
'a' batteries lfr, 3 'b' batteries lfr, 1 needle battery l, 1 needle battery
r, 1 attack fighter squadron, 1 fast fighter squadron, 3
shields, 3 firecons, 4 pdaf, 3 damage control, 10-10-10-11 damage, ftl,
2 thrust micromachine mon calamari star cruiser

Imperial Star Destroyer I capitol class, mass 100, 726 bp length 1600 meters 5
'a' batteries lfr, 2 needle batteries f, 1 needle battery l, 1 needle battery
r, 2 shields, 3 firecons, 3 pdaf, 3 damage control, 1 torpedo fighter
squadron, 1 normal fighter squadron, 1 interceptor fighter
squadron, 12-12-13-13 damage, ftl, 2 thrust
micromachine imperial star destroyer

Imperial Star Destroyer II capoitol class, mass 100, 779 bp length 1600 meters
9 'a' batteries lfr, 1 needle battery l, 1 needle battery r, 2 shields, 1
pdaf, 3 damage control, 3 firecon, 1 torpedo fighter squadron, 1
interceptor squadron, 12-12-13-13 damage, ftl, 2 thrust
micromachine imperial star destroyer

Well, now I am open to reviews. I hope you all find this enjoyable. Like I
said in a previous post, these stats are not "official" stats.. just my
attempt to properly portray Star Wars. By usind length as teh scale, it may
make some ships "wimpy" in comparison, but now at least all are in proper
proportion to one another. Enjoy!!

From: Adam Delafield <A.Delafield@b...>

Date: Mon, 19 Aug 1996 10:46:53 -0400

Subject: Re: Star Wars Full Thrust

Date sent:  19-AUG-1996 15:40:29
> Fighter Classification Fighter Designation

Why does everyone class T.I.E. Interceptors as Interceptors? They pack Four
very heavy lasers and can wreak havoc with
most ships. Much better at anti-ship than a regular TIE
wouldn't you say? I always class them as Fast fighters. It gives them the edge
they deserve without compromising their ability to attack shipping.

Other than that, and the small number of fighters on your ships, it looks fine
to me.

From: Samuel Penn <sam@b...>

Date: Mon, 19 Aug 1996 17:32:27 -0400

Subject: Re: Star Wars Full Thrust

> In message <199608191416.KAA00519@zocalo.ash> you wrote:

> I have been asked many times, and I have procrastinated long enough,

Just to be really picky, what about:

TIE/gt - a TIE/in designed for bombing missions
TIE/rc - recon
TIE/fc - fire control

The TIE/in is the standard TIE (the T.I.E. designation was only
used for the prototype).

I'd suggest:

TIE/in           standard fighter
TIE/gt           attack fighter
TIE/rc           special: fast fighters which carry sensors (as per
active military sensors), and do half damage versus fighters and ships.
TIE/fc           special: designates a target within 6" of the squadron,
                 and all large ships gets +1 to beam weapon attacks
when rolling damage against it. TIE bomber torpedo fighter TIE interceptor
interceptor

Remember also that rebel fighters all have hyperspace capability. They also
have shields, effectively making them heavy fighters,
but we'd have to start having multi-type fighters so it's probably
best to ignore this latter. I'd say X-Wings should be interceptors
(since they're damn good at dog fighting), but otherwise as you've got.

The problem with the big ships is Star Wars doesn't fit into Full Thrust very
well (in fact, SW ships tend to break any system you convert them
to - SW ships are more like cities, than spaceships).

I did start out converting SW ships by deciding how many systems they needed
to have, and then figuring the mass around that. A rebel assualt frigate comes
out around mass 180. A Victory class Star
Destroyer around 250/300.

I haven't worked out an Imperial Class, but consider that it has 72 fighters
(that's mass 144), and 120 big guns (another ~300 mass),
and we're talking something _really_ big.

And then there's the Super Class Star Destroyer... (I'll ignore the Death
Star, and the really sick super ships in Dark Empire).

Basically, there's two ways of doing the SW->FT conversion, either
keeping true to FT (what you've done), or keeping true to SW (my preferred
way).

One other thing: if you have a force user in your fleet, controlling
a cloaked ship becomes _much_ easier. Of course, detecting the
enemies cloaked vessels also becomes possible.

From: starwarsnut@j... (Paul A Neher)

Date: Tue, 20 Aug 1996 13:04:48 -0400

Subject: Re: Star Wars Full Thrust

On Mon, 19 Aug 1996 15:46:53 +0100 Adam Delafield
> <A.Delafield@bolton.ac.uk> writes:

I classed the Interceptor as such because that is its primary design
role. It was built to survive a dogfight with an x-wing ... hence my
decision. Also a factor, all the data I have on them lists their weaponry as
quad light cannons.

In regards to the small number of fighters... I had to cut a lot out of the
works to be true to the game. I wanted to be true as possible to both, and
that was a trick. An ISD has 160 gun batteries and 6 fighter squadrons of 12!
fighters fer squadron. Unless an ISD became a mass 300 supership, I had to do
some serious lumping. I fretted and refumbled the stats (what you have is like
the 9th revision) as I found more data, and that was the closest I could come.
By any measure, and in comparrison tothe rest of the ships scaled together, I
think the balance is there. I wish I could get someone in the know to give
them a crack. Our games have had a good amount of the right flavor... but
accuracy?

From: Michael Llaneza <maserati@e...>

Date: Tue, 20 Aug 1996 19:47:24 -0400

Subject: Re: Star Wars Full Thrust

> At 9:04 AM 8/20/96, Paul A Neher wrote:

> I classed the Interceptor as such because that is its primary design

Having played a fair amount of X-Wing in my time...
I'd say the TIE Interceptor's main disadvantage for anti-shipping
attacks is the limited duration of its full weapon strength. Sure, four
cannons is great, but the TIE/In only has enough energy for a few
seconds of full firepower. Thats big trouble for an X-Wing, but not for
a starship. A squadron of six can maintain a constant barrage on the target
ship, so I can see calling it a fast fighter. Its a judgement call, it depends
very much on how you rate the other fighters. An
X-Wing has MUCH more anti-shipping power with its Poton Torpedoes
(fusion bomb?)

> In regards to the small number of fighters ... I had to cut a lot out
I
> wish I could get someone in the know to give them a crack. Our games

I ran out an ISD design once. I divided the number of batteries by five and
still wound up with a ~600 mas supership. If I can find my design, I'll post
it.

From: Mike Wikan <mww@n...>

Date: Wed, 21 Aug 1996 04:48:35 -0400

Subject: Re: Star Wars Full Thrust

We have been experimenting with a fighter submunition pack for Full Thrust:SW
to simulate proton torps. It works as such:

Range:12"
Damage:roll 2d6 0-6", 1d6 6-12"
Damages as per Submunition Pack in FT. If a squad launches a proton torp
attack, it is done for the turn. Cost: 10 to fit a squadron (maybe a bit low,
they tend to shred big ships VERY fast..)

Let me know what you think.

From: Mike Wikan <mww@n...>

Date: Wed, 21 Aug 1996 07:09:57 -0400

Subject: Re: Star Wars Full Thrust

Our thoughts are that it Forces you to intercept incoming fighter with your
fighters, thus explaining the importance of fughters in the SW universe...

From: Mike Wikan <mww@n...>

Date: Wed, 21 Aug 1996 09:00:12 -0400

Subject: Re: Star Wars Full Thrust

> I have to agree with this... 10 points is pretty low for that amount

> ("My God! That's the Death Star!" "No prob, fire proton torpedoes!"
(8-) )
> >Maybe if you changed the odds of *DAF intercepting targets it would
NO, NO! Sub racks miss on 1-3, do 1 point4-5 and do two points on a
6!

An entire squadron within 6" rolls 12d6 averaging 8 points of
damage.(assume half hit and 1/3rd of those are 6s) BUT in order to do
that, they must close to within PDAF range. out in the 6-12" range
band they would average only 4 points from one squadron...

From: Indy Kochte <kochte@s...>

Date: Wed, 21 Aug 1996 11:02:35 -0400

Subject: Re: Star Wars Full Thrust

> We have been experimenting with a fighter submunition pack for Full

Per fighter?? Yuck!!

"Sir, the scanners indicate a squadron of Imperial fighters loaded with proton
torpedoes are heading this way. The odds of us surviving even a
partial attack are--"

"Never tell me the od--"

*boom*

> Damages as per Submunition Pack in FT.

Yuuuuck...<shudder>. Fighters are already purty nasty on ships to begin with.
Maybe if you changed the odds of *DAF intercepting targets it would balance
out
(I've been toying with just up-ing the odds of a *DAF intercepting
things at all and it's seemed to balance out how nyaassty missiles can be)

Mk

From: Jerry Han <jhan@w...>

Date: Wed, 21 Aug 1996 11:16:40 -0400

Subject: Re: Star Wars Full Thrust

> What in the name of Uncle Marvin is that?? wrote:

I have to agree with this... 10 points is pretty low for that amount of
damage. I am assuming that the damage is for the squadron as a whole, and not
per fighter... 6 x 2d6 blows down SDNs! Hmmm. Maybe make it for the squadron
as a whole, and subtract one damage for each fighter that has been destroyed.

Otherwise, the rebel alliance should have won the war a LONG time ago. ("My
God! That's the Death Star!" "No prob, fire proton torpedoes!"
(8-) )

> Maybe if you changed the odds of *DAF intercepting targets it would

I guess the problem is that you can only do so many different combinations
of d6.  (d6 flambe, d6 a la monde, d6 with cream sauce, etc.  (8-) )

J.

From: starwarsnut@j... (Paul A Neher)

Date: Wed, 21 Aug 1996 12:27:19 -0400

Subject: Re: Star Wars Full Thrust

On Tue, 20 Aug 1996 16:47:24 -0700 (PDT) mllaneza@sfsu.edu (Michael
> Carter Llaneza) writes:

> I ran out an ISD design once. I divided the number of batteries by

My problem exactle. I mean... I broke everything down into 10 battery weapon
systems... and still not enough, and that only made a mass 100. The end
question is this: How crazy do you go with mass to make them accurate? FT is
faast and furious... anything more than a mass 100 puts
the game into slo-mo. I tried making a super star destroyer based on my
mass 100 ISD... a SSD is like 6 times that of an ISD... it cost something like
2000 BD, and it wiped out the Rebel fleet of the same BP without taking more
than a scratch to its first damage row. Any designs you have I'd appreciate it
... as well as any other onlookers out there with SW designs.

From: starwarsnut@j... (Paul A Neher)

Date: Wed, 21 Aug 1996 12:45:05 -0400

Subject: Re: Star Wars Full Thrust

On Mon, 19 Aug 1996 22:32:27 +0100 Samuel Penn <sam@bifrost.demon.co.uk>
writes:

> The TIE/in is the standard TIE (the T.I.E. designation was only

Ummm ... no. The TIE/in is the interceptor. The TIE/st is the standard
tie fighter, the TIE/bm is the tie bomber, the TIE/ip is the tie
interceptor prototype (Vader's Fighter)

> I'd suggest:

I'd be hesitant to add the other designations because there is no data to back
them up. I like the classifications you came up with, and I KNOW they'd be
helpful, but they have no hard data.????

> Remember also that rebel fighters all have hyperspace capability.

Thanks. Here's my speel on the X-Wing. The x-wing in the rebel alliance
standard all purpose fighter/bomber/interceptor/deaTH STAR KILLER/ DO IT
ALL... BLAH BLAH BLAH. Oops, caps lock. Anywho, I gave it the heavy fighter
status over the interceptor status to give it it's survivability which it is
famed for. Interceptor status would totally remove its
anti-shipping abilities. ?????

> And then there's the Super Class Star Destroyer...

Her's how we did the Death Star... it was the entire WALL of the store we were
playing at... and it picks a single ship each turn and poof... it's gone!:P

Any ideas?

From: starwarsnut@j... (Paul A Neher)

Date: Wed, 21 Aug 1996 13:05:13 -0400

Subject: Re: Star Wars Full Thrust

On Wed, 21 Aug 1996 08:48:35 +0000 "Mike Wikan" <mww@n-space.com>
writes:
> We have been experimenting with a fighter submunition pack for Full

Neat idea Mike... but points rarely affect the games as we have seen
...
it seems to be mass that has the greates effect.. but I like your idea.

Here's a quirker though.... a tie bomber is nothing more than a fighter with
TONS of torps right? So, I take a regular fighter squadron 20 points... add
torps makes it a 30 pointer, keeps the fighter ability, for less points than a
torpedo group and bettter ability. My only problem is this
... it's like multi-classing fighters. In FT, fighters are AWESOME to
begin with ... and to begin multi-classing them adds more weight to them
with the only side effect being that they cost a little more. In effect, the
fighters become much more powerful than the bigger ships! Or am I wrong?

Here's another problem.... everything in the Rebel arsenal for fighters
carries torps and shields, and typically better fighter pilots. The Imperials
do not have those luxuries. How do we balance that out? I
agree with a previous writer that said SW DOESN'T fit into ANY sci-fi
game. short of multi-multi-multi classing fighters and making ships mass
100-1000 to compensate for SW weaponry ... what do we do?

From: Jerry Han <jhan@w...>

Date: Wed, 21 Aug 1996 13:44:55 -0400

Subject: Re: Star Wars Full Thrust

> Mike Wikan wrote:

DOH! I missed that part of the message. Damn, I feel embarrassed now.

(8-(  Apologies.

> An entire squadron within 6" rolls 12d6 averaging 8 points of

Yeah, I see it now.  Hmmm.  The idea of fighters having stand-off
weapons
outside the 6" range of ADAF/PDAF defences still bothers me somewhat...

Oh, I'll just stick my head back in the sand. I'll blame it on the fact

that I just got engaged this past weekend.  (8-)

J.

From: Jon Davis <davisje@n...>

Date: Wed, 21 Aug 1996 14:24:07 -0400

Subject: Re: Star Wars Full Thrust

> Jerry Han wrote:

I think that this is reasonable since the submunitions (proton torpedos) are a
single shot weapon. It would depend on the *DAF of the target whether it's
more advantageous to close within 6" or hit in a standoff mode at
6"-12".
If you would lose over 1/2 of your attacking force due to *DAF, the
standoff mode will provide more hits and preserve your fighter group for
further combat.

It's also a great reason to have your own fighter screens protecting your
ships.

> Oh, I'll just stick my head back in the sand. I'll blame it on the

I can relate. Your mind tends to get scrambled during those phases of your
life.

From: Indy Kochte <kochte@s...>

Date: Wed, 21 Aug 1996 16:33:37 -0400

Subject: Re: Star Wars Full Thrust

> Here's another problem .... everything in the Rebel arsenal for

Downgrade how powerful FT fighters are to begin with??

Just a random thought; no substance behind it at the moment.

Mk

From: Indy Kochte <kochte@s...>

Date: Wed, 21 Aug 1996 16:34:11 -0400

Subject: Re: Star Wars Full Thrust

> I guess the problem is that you can only do so many different

I'll take mine with cream cheese, please.  :-)

Mk

From: Indy Kochte <kochte@s...>

Date: Wed, 21 Aug 1996 16:36:23 -0400

Subject: Re: Star Wars Full Thrust

> > I guess the problem is that you can only do so many different
)
> >

> (8-( Apologies.

Hello! That makes two of us in the 'my face is red' department.

> Oh, I'll just stick my head back in the sand. I'll blame it on the

What *is* this?? First Scott, now Jerry?!? Mien Gott, they're being taken
over, one by one!!!

Next thing ya know they won't have time to play PBeM, won't be able to post,
won't be able to read email, won't be able to log in...

;-)

(no, really, congrats, Jer)

Mk

From: Jerry Han <jhan@w...>

Date: Wed, 21 Aug 1996 16:43:53 -0400

Subject: Re: Star Wars Full Thrust

> What in the name of Uncle Marvin is that?? wrote:
)
> NO, NO! Sub racks miss on 1-3, do 1 point4-5 and do two points on a

Gee, you make it sound like "Invasion of the Body Snatchers" or something.
(8-)

It's not that bad... it's around two years until the wedding, so it'll be a
while before other parties start limiting my e-mail time.  (8-) Besides,
you never know, I might be able to convince her to play FT. (I managed to get
her to watch a game I was running, so you never know...)

> Next thing ya know they won't have time to play PBeM, won't be able to

I'm just getting married, I'm not going to be sent to outer Mongolia.
(8-)

> (no, really, congrats, Jer)

Thanks Mark.

WEDDING BELLS Mass: 5 per rating Points: 10 per rating

Acts as an advanced ECM system. When engaged by an opponent, the Captain
affect by the Wedding Bells must make a saving throw against the rating. If
this roll is failed, the Captain cannot command the vessel any more due
to... ah... other committments.  (8-)

J.

From: Samuel Penn <sam@b...>

Date: Wed, 21 Aug 1996 17:53:16 -0400

Subject: Re: Star Wars Full Thrust

> In message <19960821.085300.4567.5.StarWarsNut@juno.com> you wrote:

> On Mon, 19 Aug 1996 22:32:27 +0100 Samuel Penn

Maybe you're using a different source than I am. The Star Wars Sourcebook (for
the SW RPG, 1st Edition) lists stats for all the TIE fighter types
I've given here, as I listed them. The TIE/in and TIE interceptors are
two entirely different types of fighters, and no mention of TIE/st and
TIE/bm.

I tend to go with the SW RPG rules, mainly because I've been playing them for
the last 5 five years, and I practically know the designations off the top of
my head.

[...my ideas for TIE/xx designations deleted...]
> I'd be hesitant to add the other designations because there is no data

See above. If you don't have a SW RPG sourcebook handy, I can send you the
stats (in SW RPG terms).

> Thanks. Here's my speel on the X-Wing. The x-wing in the rebel

I can't think of any times we really see X-Wings going up against
big ships, except for the Death Star. They seem to be mainly used
in a dogfighting role (maybe they have needle torpedoes - useful
for hitting that thermal exhaust port and knocking out the main reactor:)).

From: FieldScott@a...

Date: Wed, 21 Aug 1996 19:21:34 -0400

Subject: Re: Star Wars Full Thrust

> Jerry writes:

> >>Oh, I'll just stick my head back in the sand. I'll blame it on the

Hey, happens to the best of us! I myself spent 30+ years dodging that
particular bullet before it caught up with me, but I couldn't be happier now.
(Is she reading this?)

> Gee, you make it sound like "Invasion of the Body Snatchers" or

I used to scoff at long engaements. Then I started actually trying to plan a
wedding. We figured 4 months would be plenty, since we were only having 40
people or so. Yeah, right! 2 years would have been nice!

Congrats, again, Jerry! Have fun!

From: Allan Goodall <agoodall@a...>

Date: Wed, 21 Aug 1996 21:31:37 -0400

Subject: Re: Star Wars Full Thrust

> At 01:44 PM 8/21/96 -0400, Jerry Han wrote:

> Oh, I'll just stick my head back in the sand. I'll blame it on the

Congratulations, Jerry! So, when's the big day?

From: Allan Goodall <agoodall@a...>

Date: Wed, 21 Aug 1996 21:40:59 -0400

Subject: Re: Star Wars Full Thrust

> At 07:21 PM 8/21/96 -0400, Scott wrote:

I got married when I was 22. We've been married for 11 years, and 4 days (not
that I'm counting, or anything:)). It helps when you marry someone who likes
card and roleplaying games.

> I used to scoff at long engaements. Then I started actually trying to

Our engagement was 13 months, and it still seemed rushed in the last couple of
weeks. Assume everything will take twice as long as planned, and you should do
okay.

From: Joseph L. Haygood <jhaygood@a...>

Date: Thu, 22 Aug 1996 12:48:57 -0400

Subject: Re: Star Wars Full Thrust

> At 09:40 PM 8/21/96 -0400, you wrote:

I too was married at 22. I have been married 8 years next Tuesday and I have 4
(count them correctly, 4) children. The good part is so far all my ones that
are old enough to play wargames (the 7 year and his 6 year old brother) love
to play wargames with good ole dad. Every now and then you have the kids tell
Mom that they really love playing with dad all the time. She lets me spend as
much quality time (ie: wargaming) with them as I want.

Being married and having kids.... I couldn't think of life without
it....

Enjoy......

Jay

From: Mike Miserendino <phddms1@c...>

Date: Thu, 22 Aug 1996 13:40:34 -0400

Subject: Re: Star Wars Full Thrust

> Sam wrote:

I agree with Paul on the designations. Your source book might not be as up to
date if it doesn't even include TIE bombers.

> I tend to go with the SW RPG rules, mainly because I've been playing

Try checking out the Star Warriors game which gives more complete data on the
fighters available.

> I can't think of any times we really see X-Wings going up against

Actually they did. In ROTJ, some rebel fighters took out a screen generator
on the Super SD, followed by an out of control A-wing kamakaze run into
the SD'd bridge. I'd say fighters were very deadly against larger ships.
Remember in SW:ANH, the death star's weaponry had a tough time tracking
fighters. The SDs are generally armed with similar weapons designed for
anti-ship with the main defense from fighters residing in screens.

From: starwarsnut@j... (Paul A Neher)

Date: Thu, 22 Aug 1996 14:10:25 -0400

Subject: Re: Star Wars Full Thrust

> On Wed, 21 Aug 1996 13:44:55 -0400 Jerry Han <jerry@uunet.ca> writes:

> Oh, I'll just stick my head back in the sand. I'll blame it on the

Congrats Jerry!!!

From: starwarsnut@j... (Paul A Neher)

Date: Thu, 22 Aug 1996 14:12:45 -0400

Subject: Re: Star Wars Full Thrust

On Wed, 21 Aug 1996 15:33:37 -0500 (EST) What in the name of Uncle
Marvin
> is that?? <KOCHTE@stsci.edu> writes:

> Downgrade how powerful FT fighters are to begin with??

Here's the thing for me... I LOVE FT AS IT IS. I don't want to modify, I want
to try to be true to both aspects...

Oh woe is me...

From: starwarsnut@j... (Paul A Neher)

Date: Thu, 22 Aug 1996 14:26:47 -0400

Subject: Re: Star Wars Full Thrust

On Wed, 21 Aug 1996 21:40:59 -0400 Allan Goodall <agoodall@sympatico.ca>
writes:

> Our engagement was 13 months, and it still seemed rushed in the last
I think we were engaged 18 months... to be honest, it came in spurts. We got a
bunch done... waited... more... waited... but the last 3 months was so hectic!

From: starwarsnut@j... (Paul A Neher)

Date: Thu, 22 Aug 1996 14:40:41 -0400

Subject: Re: Star Wars Full Thrust

On Wed, 21 Aug 1996 22:53:16 +0100 Samuel Penn <sam@bifrost.demon.co.uk>
writes:

> Maybe you're using a different source than I am. The Star Wars

I see wherre you are now! I never paid much attention to this section as I
play Star Warriors when my Star Wars characters came into a space fight of
some sort. I have been focusing my stats on Star Warriors,
X-Wing, TIE Fighter, and the movies ... as well as from novels, etc.

> I tend to go with the SW RPG rules, mainly because I've been playing

> I can't think of any times we really see X-Wings going up against

Again... see my above sources. Also, my designation description comes from the
lucas definition...

From: Indy Kochte <kochte@s...>

Date: Thu, 22 Aug 1996 18:25:27 -0400

Subject: Re: Star Wars Full Thrust

> Downgrade how powerful FT fighters are to begin with??

Well....it *was* just a thought...  ;-}

Mk

From: Samuel Penn <sam@b...>

Date: Fri, 23 Aug 1996 13:33:49 -0400

Subject: Re: Star Wars Full Thrust

> In message <199608221740.NAA19674@cliff.cris.com> you wrote:

> Sam wrote:

It does (as well as TIE interceptors). TIE/gt is a sort of half way
stage between the TIE/in and the TIE Bomber. Most other sources I've
seen seem to have been drawn from the RPG rules, so I'd say the RPG rules are
the most reliable.

> Actually they did. In ROTJ, some rebel fighters took out a screen

Remember also that the MC80s had been hammering the ISDs for a while before
that scene. The fighters had a *lot* of backup from capital ships.

> Remember in SW:ANH, the death star's weaponry had a tough time

I think the main anti-fighter defence in SW is more fighters.

From: Samuel Penn <sam@b...>

Date: Fri, 23 Aug 1996 13:41:26 -0400

Subject: Re: Star Wars Full Thrust

> In message <19960822.110522.4567.10.StarWarsNut@juno.com> you wrote:

> On Wed, 21 Aug 1996 22:53:16 +0100 Samuel Penn

Never played Star Warriors, and ever since I took out a star destroyer with a
single TIE interceptor (first time I played TIE fighter), I haven't paid much
attention to using the computer games as a useful source of information...

> Again ... see my above sources. Also, my designation description

I wasn't aware Lucas had actually defined anything, apart from showing things
in the films.

From: Mike Miserendino <phddms1@c...>

Date: Mon, 26 Aug 1996 16:57:14 -0400

Subject: Re: Star Wars Full Thrust

> Sam wrote:

> Actually they did. In ROTJ, some rebel fighters took out a screen

Yes, but they still did a lot of fireworks on their own.

> Remember in SW:ANH, the death star's weaponry had a tough time

That's true. I was just referring to the immediate ship and its own systems.

From: Mike Miserendino <phddms1@c...>

Date: Tue, 27 Aug 1996 11:57:46 -0400

Subject: Re: Star Wars Full Thrust

> Paul wrote:

Didn't he tell ya, he was using Death Star mode!;);)

From: starwarsnut@j... (Paul A Neher)

Date: Tue, 27 Aug 1996 12:55:02 -0400

Subject: Re: Star Wars Full Thrust

On Fri, 23 Aug 1996 18:41:26 +0100 Samuel Penn <sam@bifrost.demon.co.uk>
writes:

> Never played Star Warriors, and ever since I took out a star destroyer

And HOW praytell did you do that? Were you in invulnerable mode? I have never
been able to even weaken one's shields!

From: Samuel Penn <sam@b...>

Date: Tue, 27 Aug 1996 14:48:50 -0400

Subject: Re: Star Wars Full Thrust

> In message <19960827.085509.4591.2.starwarsnut@juno.com> you wrote:

> On Fri, 23 Aug 1996 18:41:26 +0100 Samuel Penn

It's easy. After making sure it is all on its own, you make repeated runs at
it, dodging any incoming fire and firing at it as often as possible whenever
you have the chance. Since a couple of hits will destroy you, you are only
allowed to make one mistake...

Once it's shields are down, switch to ion cannons and repeat the above until
all its systems are knocked out (it can no longer fire at you). Then, sit at
whichever place gives you the most pleasing perspective, and hammer it with
standard lasers until it rolls over and dies.

Takes about 10/15 minutes from what I remember, and it's very easy
to make a mistake (ie not dodge a shot from it) and die. But it is possible,
and doesn't require a great deal of skill.

And no, I wasn't using any cheats.

From: Stuart Ford <smford@e...>

Date: Tue, 27 Aug 1996 17:41:25 -0400

Subject: Re: Star Wars Full Thrust

> >
There is a little toy you can use in Tie Fighter, the dreaded Heavy Space
Bomb. If you use a full lode, you can just about kill any ship in the game
without firing a laser. However, getting close enough to use them is another
story, unless you are playing on EASY.

From: Niko Mikkanen <creator@c...>

Date: Tue, 27 Aug 1996 18:48:22 -0400

Subject: Re: Star Wars Full Thrust

> On Fri, 23 Aug 1996, Samuel Penn wrote:

> In message <19960822.110522.4567.10.StarWarsNut@juno.com> you wrote:

*Smirk* Yeah, the computer game stats are totally weird compared to other
sources of data on the ships (SW RPG and the Ship manual by somebopdy else).
The

game stats have been heavily modified to balance the game (and to give
fighters some life expectancy around capital ships that are not currently
engaging other capital ships...).

> > Again ... see my above sources. Also, my designation description
All game data and such has to get an approval from Lucasfilms. Whether it's
Big L himself who gives the final OK or not (propably the latter), they do
have some sort of "official" stats for the ships. AFAIK the SW RPG is closest
to the truth (I think somebody from WEG once explained to

me the process they went through while making the game. They had to send

a script after script to Lucasfilm, until every comma was in the right place)

> Be seeing you,

From: Niko Mikkanen <creator@c...>

Date: Tue, 27 Aug 1996 18:59:12 -0400

Subject: Re: Star Wars Full Thrust

> On Tue, 27 Aug 1996, Stuart Ford wrote:

> There is a little toy you can use in Tie Fighter, the dreaded Heavy

*EHNNT!* Wrong! The more cost-efficient weapon is, of course, the Heavy
Rocket. You can usually get twice as many of these as you would get bombs, but
a single bomb only does 650 points of damage, whereas two rockets do 700!
They're also faster, so you can fire them from a safer distance...

From: CNCALD@c...

Date: Wed, 28 Aug 1996 10:40:35 -0400

Subject: Re[2]: Star Wars Full Thrust

> >with a single TIE interceptor (first time I played TIE fighter), I

<SNIP>

> Once it's shields are down, switch to ion cannons and repeat the

<SNIP>

Well, we're getting off topic, but in the original TIE Fighter game (ie
- no
addons) the TIE Interceptor does not have ion cannons. The TIE Defender and
Assault ship do, though, but they also come with shields. In the last mission
of the campaign I did take out a SD with a Defender. Somewhat difficult, but
not impossible, once the starfighters defending it were taken out.

So, to get back to FT, anyone got any ideas for stats for the Defender?

Also, I too am working on some SW stats for Star Destroyers. I'd like to run a
scenario similar to the Hoth raid - SDs warp in, some resistance to
their attack which determines what percentage of their troops land, then land
the troops and move over to the DS2 battlefield.

This requires a megaship, though, to account for the number of walkers and
troops a SD can carry in addition to its fighter complement.

I'll post my design for review when finished.

From: starwarsnut@j... (Paul A Neher)

Date: Wed, 28 Aug 1996 12:19:03 -0400

Subject: Re: Star Wars Full Thrust

On Tue, 27 Aug 1996 14:41:25 -0700 (PDT) Stuart Ford
> <sford@valivarre.com> writes:

> There is a little toy you can use in Tie Fighter, the dreaded Heavy

Been playing on medium level... and quite frankly, I don't LIKe getting
that close to anything!   ;P

From: Aaron Teske <ateske@H...>

Date: Wed, 28 Aug 1996 12:34:31 -0400

Subject: Re: Re[2]: Star Wars Full Thrust

Excerpts from FT: 28-Aug-96 Re[2]: Star Wars Full Thrust by
CNCALD@ccmail.monsanto.c
> Well, we're getting off topic, but in the original TIE Fighter game

Um... I took out *lots* of SDs with the various Rebel ships... anything
they can do, I'm sure the TIE/Def can do better.  That was a *monster*
of a ship....

> So, to get back to FT, anyone got any ideas for stats for the

Egads. If I were to stay true to the game, I'd say you have to try & hit it
like a fighter but it has damage boxes like... I dunno, a destroyer at the
least. I'm sorry but that was just one *way* overblown ship.