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Re: Thrust Marines

From: "Jeff Fuller" <jfuller@f...>
Date: Tue, 4 Feb 1997 13:20:01 -0500
Subject: Re: Thrust Marines

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  
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> 

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