Thrust Marines

7 posts ยท Feb 4 1997 to Feb 6 1997

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

Date: Mon, 3 Feb 1997 21:24:25 -0500

Subject: Re: Thrust Marines

I recently had an afflatus. That is, what in my not-so-humble opinion is
a scathingly brilliant idea. I haven't looked at the archive, but surely
somebody else must have had the same idea before.... anywway, here 'tis.

THRUST MARINES (TM)

A Full Thrust supplement for Skirmish Ground Combat

OBJECT

The object of this set of rules is to give a simple ground combat module
easily integrated into FT, with no need for learning any new rules. It can be
used in conjunction with a deck plan for boarding
actions, or more usually for small-scale ground combat in conjunction
with a FT game.

METHOD

The basic idea is to transfer the FT rules holus-bolus into a ground
environment. All of the usual FT rules apply, for screens, beams, movement
etc.

RULES

Differences from FT: Fighters (infantry) move is halved.
Carriers can be of any size, ignore the Dreadnought-Fighter-launch rule.

That's it. No more changes to the rules. At all.

Infantry. Infantry are Fighters, but move is halved. After 3 turns of combat
they run out of ammunition/energy, and must be resupplied from a vehicle
or prepared position.

Note that you can have: Heavy Weapons (Torpedo)
Jump-pack (Fast) Infantry
Power Armoured (Heavy) Infantry Heavy (Assault) Infantry Light (Interceptor)
Infantry Medium (Long Range) Infantry

Vehicles
Are (usually System defence) ships. Those with exo-atmospheric
capability are Warp ships. When 'going into Warp' they exit the ground combat
table
and become Fighter-like assault vehicles on the FT table. When landing,
they "drop out of Warp" onto the TM table as per FT, after first doing an FT
atmospheric reentry succesfully, and being removed from the FT table.

Positions: Are as per FT Bases.

Terrain Can be given same effects as Dust Clouds, or similar. It is
recommended that there be a "speed limit" beyond which damage from minor
nuisances such as small hills, towns etc can occur when moving at excessive
speed.

PSB

Vehicles are assumed to be Grav. All infantry and vehicles are
assumed to have incredible quantities of multi-spectrum sensors,
tricorders etc that make hiding difficult to say the least. But targetting of
Infantry at long ranges is impossible.

All infantry are assumed to have exoskeletons or personal force
fields. These require frequent recharging - so infantry have to
scurry back to base, or run out of oxygen/chlorine/methane and
energy.

ADAFs are mortars or similar area effect weapons.
C Beams are gatling lasers or similar, which have some anti-
personnel ability.
PDAFs are short range anti-personnel weapons.

Desert Storm proved that many solid terrain features such as Sand Berms
do not impede high-energy weapons much. It's assumed that Buildings,
vegetation etc will be at best a +1 shield and chance of failing to lock
on. And if a Gravtank hits a building, they may not even notice the thump as
it falls into rubble around them, unless moving really fast.

Typical Grav APC:
1 Gauss Autocannon ( C beam ) 3-arc
1 automatic multiple grenade launcher ( PDAF) 1 Squad Infantry ( 1 Fighter
Bays for LR Fighters) Shield 1 Move 6 DP 7 (Escort) Mass 14 Points 114
(including 1 squad medium infantry)

Typical Grav MBT:
1 Heavy Beamer ( A beam ) 3-arc
2 Anti-personnel scatterguns (PDAF)
Shield 3 Move 6 DP 9 (Escort) Mass 18 Points 157

Typical BOLO / Mk III Ogre
1 2 MT Hellbore (2 Nova Cannon)
4 Secondaries ( 2-arc A-Beams )
12 Infinite Repeaters (PDAFs) 2 Missiles Shield 3 Move 2 DP 46 (Capital) Mass
92 Points 631

Well, what do you think?

----------------------      <> <>    How doth the little Crocodile

From: Jeff Fuller <jfuller@f...>

Date: Tue, 4 Feb 1997 13:20:01 -0500

Subject: Re: Thrust Marines

Just get Dirtied, it does all that and more

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> From: Alan Brain <aebrain@dynamite.com.au>

From: Jeff Fuller <jfuller@f...>

Date: Tue, 4 Feb 1997 13:21:04 -0500

Subject: Re: Thrust Marines

Whoops damn spell checker:

I meant get Dirtside, it's a game from GZG and has rules for interfacing to FT

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> From: Jeff Fuller <jfuller@frontiernet.net>

From: AEsir@a...

Date: Wed, 5 Feb 1997 21:39:34 -0500

Subject: Re: Thrust Marines

Try my Star Wars - Full Thrust crossover rules posted on Mark's page:
   http:\\www.csd.uwm.edu\~cthulhu
Star Wars moves very quickly and is an excellent squad to company level game.
I'll be posting some Star Wars Epic Scale games rules shortly. These can be
used with the Action Fleet figures from Lewis Galoob Toys inclusing the 6 inch
tall ATATs and perfect to scale Snow Speeders from Lewis Galoobs
Micro-Machine line.
Phil P.

From: Mark A. Siefert <cthulhu@c...>

Date: Wed, 5 Feb 1997 21:51:26 -0500

Subject: Re: Thrust Marines

> On Wed, 5 Feb 1997 AEsir@aol.com wrote:

> Try my Star Wars - Full Thrust crossover rules posted on Mark's page:

From: Jeremy Sadler <jsadler@e...>

Date: Thu, 6 Feb 1997 02:04:30 -0500

Subject: Re: Thrust Marines

> Yes, I've heard of Dirtside II, but never seen it. In fact, AFAIK,

Dirtside II is available in Oz. Try the following:

Eureka Miniatures Shop 10 Woorayl St Carnegie Vic

(They do mail order)

Ph: (03) 95632243

(They share a shop with More Than Human books, so the above number may
actually be the book store - however, be assured you can get the
information you want).

They also carry FT, SG and a full range of GZG miniatures, being the licenced
Australian distributor.

---

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

Date: Thu, 6 Feb 1997 14:53:15 -0500

Subject: Re: Thrust Marines

> Jeff Fuller wrote:

Yes, I've heard of Dirtside II, but never seen it. In fact, AFAIK, it's