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Re: Re: Re: Re: RE: [GZG] Fighter rules Questions...

From: <laserlight@v...>
Date: Wed, 24 May 2006 10:45:45 -0500 (CDT)
Subject: Re: Re: Re: Re: RE: [GZG] Fighter rules Questions...

Laserball: a Full Thrust game in which the only thing blown up is the
ball.

Equipment: Mylar ball, Flashlight lasers, 4mu wide goals, and Playing
arena, usually circular

Objective: score goals by using your laser to push the ball.

Use FT FB2 rules for initiative, plotting, and vector movement. The
players have Thrust 4 and can rotate 2 clockfaces per thrust expended. 

Each player has an inherent skill level-- +0 beam dice for a neophyte,
+5BD for a pro--and a 5BD laser, reduced by 1 die per 6" range band.
There's a -1BD penalty if the ball is in your FS/FP arc, a -3 if it's in
your AS/AP arc, and -6 if it's in your A arc. Each hit on the ball
translates to 1" thrust away from the firing player. 

If the ball hits a wall, it reflects off at the same speed it hit with.
A player will also reflect off, but may roll his skill to add or
subtract velocity and/or change direction. For instance, Tidus Jektson
rolls well on his 4d6 skill and gets 5 hits-- he can change his
reflection by up to 5" speed or 5 increments of 30 degree angle or any
combination.

Alarishi variant
Three or more teams. All players contribute to a prize which is awarded
to the winning team. The winning team should decide how it is going to
split the prize among its members. 

Each team must decide under what conditions it will accept a new
player--eg, unanimous vote, majority vote, captain's approval. A player
may at any time leave his current team and petition to join another
team.

Teams may form and break alliances at will. In this variant, your
playing skill is helpful but your negotiation skill is key.

When the ball hits one team's goal, it counts as a point for ALL other
teams. Example: Red scores on Blue; Blue then scores on Red; Green sits
on the side. Red and Blue each have 1 point, and Green has 2 points.
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