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Re: [FT][FAQ] Damage Control Parties

From: Sean Bayan Schoonmaker <s_schoon@p...>
Date: Fri, 4 Aug 2000 10:27:36 -0700
Subject: Re: [FT][FAQ] Damage Control Parties

>Boarding action rules, which Schoon has reworked and will probably send
you
>if you wish.

Did I hear my cue !?!

Alternate Boarding Rules

	Although the boarding rules from MT provide a simple and quick
method of resolving such actions, I believe that an alternate set of
rules
can do so with no additional complexity, more "realism," and taking into
account the new core systems rules.
	Using the old system, any BFs that were severely outnumbered
could
not possibly win, nor could they hope to inflict any casualties. Even a
two
vs. four situation was virtually hopeless for the defenders, contrary to
the example in MT.

Boarding actions take place after Step 9: Ships Fire in the sequence of
play. To be eligible for a boarding action, the ships in question must
be
within 6" and have a difference in velocity no greater than one. If
using
the Cinematic Movement System, the course may vary by no more than one
clock face than that of the target ship, or, if using the Vector
Movement
System, by no more than 30° off that of the target vessel.
	Each BF is assigned to either offensive of defensive status.
Offensive BFs are those that will assault the enemy ship, and defensive
ones will defend their own.
	Any ship assaulted by enemy BFs will have a boarding action.
Both
offensive and defensive players roll one die for each BF, and score it
in
the same manner as a beam weapon, including re-rolls on a 6. The result
is
the number of casualties inflicted on the opposing force. For example,
if
two defensive BFs were assaulted by four offensive BFs, they would roll
two
and four dice respectively. If the rolls were 2 and 5 for the defenders,
and 1, 4, 3, and 6 (re-roll of 4), the casualties would be 1 and 4
respectively. The defenders have died gloriously, but at least they took
a
"bad guy" down with them.
	If, after casualties have been removed, there are still BFs on
both
sides, another round of combat will ensue on the following turn. A ship
could potentially be in contest for some time, with both players making
an
effort to reinforce their side in the intervening turn.
	The defending player has the option of giving up a core system
instead of a casualty. The effects of giving up the system are exactly
the
same as if it has failed a threshold check, with the exception of the
power
core. The power core will not explode (unless that is the assault team's
objective), but simply acts as if it had been dumped upon a roll of 5-6
(FB
pg. 5). For example, a defender with two BFs takes two casualties from
offensive forces. Confident that he can get reinforcements from friendly
ships next turn, he removes one BF and gives up life support. The other
player rolls one die (as if life support had failed) and gets a two.
Whatever happens, the defender had better hope that the action is
resolved
within the next two turns. If all core systems are lost, then the ship
and
all remaining defenders have surrendered.
	Note that with this system, a ship can drop off an assault force
and then thrust away to do other things. Likewise, a defender, who has
any
capacity to do so, can limp closer to friendly forces in hopes of help.

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