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Re: Thrust Marines

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

----------
> From: Jeff Fuller <jfuller@frontiernet.net>
> To: FTGZG-L@bolton.ac.uk
> Subject: Re: Thrust Marines
> Date: Tuesday, February 04, 1997 1:20 PM
> 
> Just get Dirtied, it does all that and more
> 
> ----------
> > From: Alan Brain <aebrain@dynamite.com.au>
> > To: FTGZG-L@bolton.ac.uk
> > Subject: Re: Thrust Marines
> > Date: Monday, February 03, 1997 9:24 PM
> > 
> > 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
> > | Alan & Carmel Brain|	xxxxx	    Improve his shining tail?
> > | Canberra Australia |  xxxxxHxHxxxxxx _MMMMMMMMM_MMMMMMMMM
> > ---------------------- o OO*O^^^^O*OO o oo	   oo oo     oo  
> >			By pulling MAERKLIN Wagons, in 1/220 Scale
> > 

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