> On that theme... My husband played GW games back when there was only 1
Ah the good ol' Space Fleet Dictator. I remember that one. There's a shop here
in Brisbane that still have one or two for sale. Amd the older style of
Gargant? Ah those "vunerables" were where ALL of my enemy's shots would
go when they fought my Epic Orks (just cannon-envy I guess).
> Now in a vain attempt to bring these back on topic. After months of
I know exactly how you feel. Playing a scenario where I had to stop an enemy
assault transport convoy from getting off the table and right at the
crucial moment in the battle my biggest ship failed its power-core roll,
the crew failed to fix it and BOOM!! I lost the game. Just.
> 1) The reroll 6s just continues on until you stop rolling 6s right? (I
That's the way we play it.
> 2) When a ship strikes its colours does the other side have to do
We play "Striking the Colours" like a core system. And once it strikes the
colours, the ships is gone, kaput, finished. Just as if it had blown up. The
opponent doesn't need to board it in the More Thrust rule, but you could add
that if you liked.
> On that theme... My husband played GW games back when there was only 1
The ork Gargant had what the officially called a "Belly Gun". It was never
referred as such though. Yes I do remember the Dictator ship. Pretty
funny stuff. The old GW had some pretty off-color ideas about future
combat.
On another note we are going to be starting a FT campaign here in Korea soon
and I am developing some tech trees for it. Has anyone else done anything like
this before? If so I would love to see how you went about it. I am basing ours
on the ones found in the SFB campaign book.
Thanks
G'day guys
> (BTW, anyonewho gets worried by "symbolism" of that sort should NEVER,
Giger.......
On that theme... My husband played GW games back when there was only 1 book
(Yes he's been playing for quite a while) and he just wanted to know if any of
you guys had ever seen the "Dictator" (probably more appropriately called the
DICKtator) which was a ship with 2 big arms with claws which used to grab an
enemy ship before using a huge drill to breech the hull before disgorging lots
of small boarding parties... it was one of the funniest gaming things you can
imagine he reckons. Its wonder it ever made
it past the sensors out here - they banned the first 2 GW orc gargants
(which had a large cannon or gnashing set of jaws between their "legs").
Now in a vain attempt to bring these back on topic. After months of near
misses I FINALLY got to play my first ever game of FT last night. Very nice. I
got flattened (probably not helped by the fact my exceptional dicing skills
saw 2 ships disappear in power core explosions), but it was superb fun. I
think I even managed to get the hang of how to use vector movement and still
go in the direction intended (this after I flew two ships into a gas giant and
one guy went beetling past the enemy line of battle at high speed before
realising that maybe he should slow down and
come back - unfortunately by the time he got back it was only him left
against the bad guys). Terrific. Just some questions for you.
1) The reroll 6s just continues on until you stop rolling 6s right? (I think
someone else asked this already, but I couldn't remember for sure, sorry.)
That's the way I interpreted the rule, but just double checking after my arsey
opponent rolled 8 6s on the trot (Yep that was one of my
ships that suffered a power core explosion - there wasn't an untouched
system left!)
2) When a ship strikes its colours does the other side have to do anything to
it (i.e. put on a boarding party or something) or does it just quietly slink
out of the way?
Cheers
Beth
> At 07:44 16/07/98 -0500, you wrote:
Thanks
> [quoted text omitted]
That Chuk Guy
> [quoted text omitted]
Chuck, I did up some campaign rules a while back but never got to use them. I
had 5 linear research paths that the players could follow similtaneously. Each
path gave them access to different tech items, a gave mostly weapons, one gave
senors and ecm etc,etc. There were a lot of items that came from ideas on the
net. I also had a 6th path that was what the alien races that the players were
to encouter had. You could only research and develop these items if you
managed to capture one. You could not get them from the main paths. The
players were all to generate research points which they could then spend on
the various paths as they saw fit. Each item was a random
number of points (typically 20+d100) further up the path from the last
one. If you want I could send you the rules via email if you want. Its a Word
file so it shouldn't cause any problems. Let us know anyway.