Prev: Re: Star Wars Full Thrust Next: Re: Star Wars Full Thrust

Re: Star Wars Full Thrust

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 
>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..)
>

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?

Paul

Prev: Re: Star Wars Full Thrust Next: Re: Star Wars Full Thrust