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Re: Cancon 97 Full Thrust Details

From: bobblanchett@i... (Bob Blanchett)
Date: Sat, 21 Dec 1996 08:09:25 -0500
Subject: Re: Cancon 97 Full Thrust Details

On Sat, 21 Dec 1996 17:46:08 +1100, you wrote:

>This is a multi-part message in MIME format.
>
>------=_NextPart_000_01BBEF66.D9005180
>Content-Type: text/plain; charset=ISO-8859-1
>Content-Transfer-Encoding: 7bit
>
>Hi everyone,
>
>Here are the details for Cancon 97.  It's going to be an excellent
>competition.
>
>Document is in Word 6.
here's the text from the rules, for those of you who can't/won't
decode MIME.

For those of you who are confused, Cancon is the Australian National
Wargames/RPG Convention. BIG DBM & DBR comp also.

See ya there!

Bob.
-------=
FULL THRUST

CANCON 97
Sponsored by	Eureka Miniatures
(03) 9568 4085

Full Thrust Cancon 97
Introduction
The following rule changes and options will be in force during the
Full Thrust Competition at Cancon 97.  As this is the first time the
competition has been run, changes are being kept to a minimum.	The
competition will be held on Saturday and Sunday.  On Monday we will be
running demo games.  Tables and terrain will be available if people
wish to play friendly games on Monday.
For further information contact Darryl Hills: 
Telephone	(02) 9569 3613
E-mail	dhills@wr.com.au
Fleets
Only STANDARD SHIP designs will be used in the competition.
Players are to provide the following:
•	A fleet of 1800 points, chosen from attachment 1,
•	A fleet of 1000 points, chosen from attachments 1 and/or 2.
All fleets are to have the bases clearly marked so opponents know if a
ship is of Escort, Cruiser or Capital class.  (Coloured dots will be
supplied by the organisers).
Battles
There will be three battles per day.
Setup
Ship setup and starting velocities shall be supplied for each battle.
Time
Each battle will run for two hours, plus or minus ten minutes.	When
time is called, the current turn shall be completed.

Notes on Rules For Cancon
Items from BK 1 NOT USED:
•	Sensors and Target Identification.  (Class of ship and all
ship damage will be visible to the opponent)
Items from BK 2 IN USE:
•	C batteries as anti fighter defense
•	Terrain effects (by scenario)
•	Fighter Endurance
•	Advanced and Specialised Fighter types (fighter types cannot
be combined, ie a base of fighters can be Fast or Interceptors but not
Fast Interceptors)
•	Planets (by scenario)
Additional Notes
•	Ships leaving the table cannot return
•	All ships start on table
•	Unless specified by the scenario ships cannot use their FTL
drives during the course of the battle
•	Threshold tests shall be made openly so that both players know
what system is being tested for and what damage was done
Victory Point Determination
The VP's for each ship are listed in the attachments.  Each time a
full row is destroyed you receive the listed VP's, these are non
cumulative.  Partially damaged rows are worth no VP's.
Example 1:
An escort cruiser is worth the following number of victory points -
15/30/45.
If it has taken one full row of damage it would be worth 15VP's
If it takes two full rows of damage it is worth 30VP's
If it is fully destroyed (all three rows) it is worth 45VP's.

Any ship that leaves the table is worth the points for the current
amount of damage inflicted or half total points, whichever is greater.
Example 2:
A heavy cruiser is worth the following number of victory points -
20/40/63.
If it has taken no damage and leaves the table it would be worth
32VP's, as all fractions are to be rounded up, half of 63 is 32.
If the same ship leaves the table after taking 2 full rows of damage
it would be worth 40VP's, as this is greater than half points.
If a player concedes, it is assumed for VP calculation that all of
their remaining ships have left the table and are worth the current
damage level or half points, whichever is greater.
Destroyed fighters are also worth VP's.  A fighter that fails to
return to it's parent ship is assumed to be destroyed.

Attachment 1.
---------------------
Ship Type
Points Cost
Victory Points
Courier
15
3
Strikeboat Bk2
26
0/4
Scout Ship
28
0/5
Lancer Bk2
39
0/6
Corvette
43
0/8
Frigate
65
5/14
Torpedo Destroyer Bk2
86
5/19
Destroyer
92
10/21
Super Destroyer Bk2
105
10/28
Needle Cruiser Bk2
187
10/25/41
Light Cruiser
190
10/25/39
Escort Cruiser
195
15/30/45
Strike Cruiser Bk2
198
15/30/50
Heavy Cruiser
238
20/40/63
Super Heavy Cruiser
267
25/50/75
Escort/Patrol Carrier Bk2
286
15/30/45/63
Battlecruiser
381
25/50/75/101
Battleship
447
30/60/90/123
Battledreadnought
431
35/70/110/147
Light Carrier
499
35/70/105/142
Superdreadnought
580
55/115/170/230
Fleet Carrier
687
50/100/150/202
Normal fighters

1 per fighter
Fast fighters

1.5 per fighter
Heavy fighters

1.5 per fighter
Interceptor fighters

1.5 per fighter
Attack fighters

1.5 per fighter
Long Range fighters

1.5 per fighter
Torpedo fighters

2 per fighter

Attachment 2
--------------------
Ship Type
Points Cost
Victory Points
System Defense Ship
255
30/60/94

--
Bob Blanchett
bobblanchett@iname.com
----------------------

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