Re: Rules for BFG/FT Conversion.
From: "John C" <john1x@h...>
Date: Thu, 28 Jan 1999 09:25:29 PST
Subject: Re: Rules for BFG/FT Conversion.
>Hello All:
> In the spirit of Battlefleet Gothic, I am working on my own set
of
>WH40K/FT 2.5 rules. So far, I've got just about everything worked out,
>except ramming. I want to find a way to: A. Make ramming easier. B.
>Make ramming potentially less disastrous for the rammer. Any ideas?
>
> BTW, I've got my current draft of these BFG/FT rules up on my
site. I
>haven't placed a normal link on the UFTWWWP yet. But the URL for the
>rules are:
>
> http://www.uwm.edu/~cthulhu/FT/Gothrust.htm
>
> Please, let me know what you think. If you see a bunch of funny
>letters in the contents box, don't worry. I'm using a WH40K symbol
font
>until I can get a decent graphics editor to make proper buttons. I'm
>especially interested in what you think of the Eldar rules
(holo-screens
>and solar sales).
>--
>Later,
>Mark A. Siefert
I like the Holofield--simplicity is a good thing. Shouldn't the point
cost be less, though? It's not as efficent or useful as a normal Screen
2.
The sail rules could be interesting...I can see putting a "sun" in the
center of the board (it wouldn't have to be absurdly large--planets that
I have seen on FT boards haven't been at all to scale either) with the
wind radiating out from the sun. It would be a bit complex, but it
would make for an interesting game.
Have you considered using MT missiles for torps? And perhaps using the
EFSB "Heavy Beam Weapon" for the Lances? I don't know about the
mechanics, but the HBW certainly fits my idea of an energy lance.
As for ramming, how about this: During the fire phase, a ship may
announce an attempt to ram an opponent. The target ship must be within
the attacker's front arc, and be no more than [The Attacker's Thrust
rating] inches away. When the ram attempt is announced, each player
must roll 1d6 for each thrust point that their ship has.
If the attacker rolls higher, the ram is successful--on the next
movement phase, move the target ship as normal and then move the
attacker into contact with it in lieu of a normal move.
If the defender wins, movement orderw will be written and executed as as
normal.
I'm not sure how to make it less lethal to the rammer--half damage if
the ship has a prow ram, perhaps? I don't have the rules in front of
me, and I'm not sure how they work as is.
John Crimmins
john1x@hotmail.com
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