RE: [GZG] Battlefllet Gothic Conversion
From: "McCarthy, Tom \(xwave\)" <Tom.McCarthy@x...>
Date: Wed, 9 May 2007 08:58:33 -0400
Subject: RE: [GZG] Battlefllet Gothic Conversion
Here's some notes from Jon Davis and I trying to make a conversion.
Note that the lance's are a bit like Phalon pulsers (same number of dice
through the whole range) but do 3 damage, not 1 or 2, on a hit.
Gothic Thrust Notes
Gothic Thrust uses Full Thrust rules (circa Fleet Book 2) as a core for
playing battles set in GW's dark Millenium and using GW's models. While
the resulting designs are not fully compatible with Full Thrust, they
should retain their relative strengths.
If one is willing to abandon more of the Gothic flavour, a version
compatible with Full Thrust could be designed.
Movement
Imperial, Chaos and Orks
Ships will move using Full Thrust's cinematic movement. This means all
ships will have a facing and / or heading from the previous turn, and a
velocity from the previous turn. They may use their rating in thrust
points to turn, accelerate or decelerate. Note that battleships,
regardless of thrust rating, may only use 1 point to turn, cruisers may
only use 2 points to turn, and escorts may only use 4 points to turn.
Any points not spent turning may be used to accelerate or decelerate.
Each point spent turning will yield a 30 degree course change (one clock
facing).
Ships turn half their course change (rounded down) at the start of their
turn, then move half their velocity, then the remainder of their turn,
then the remainder of their velocity.
Ships thrust rating is one fifth of their top Gothic speed.
Eldar
At the start of the game, nominate a direction as 12 o'clock (sunward).
Each turn the Eldar write two pairs of directions and distances
(example: 8 o'clock, 8 units, 2 o'clock, 12 units). Turn the ship to
the indicated heading and move it the indicated distance. From the
ship, in the indicated direction and at the indicated distance, put a
counter with the ship's ID. The Eldar will fire from where their ship
is, and be targeted at the point where the counter is. After firing,
move the Eldar ship to the counter's position.
The Eldar may move 0 to 8 units in direction 12, 0 to 16 units in
direction 6, or 0 to 24 units along any other heading.
Shooting
Gothic weapons like lances, batteries, gunz, and pulsars have a rated
range and fire arcs.
For batteries, gunz, and heavy gunz, each weapon in arc and range of the
target will contribute a number of dice. Roll them all together, and
the results of each die are found by comparing the roll to the level of
armour on the hull.
Armour 4+ 4's and 5's do 1 damage and 6's do 2 plus a reroll
Armour 5+ 5's do 1 damage and 6's do 2 damage plus a reroll
Armour 6+ 6's do 2 damage plus a reroll
Rerolls ignore any surviving shield points (see below), hitting armour
or hull, and count the hull as armour 4+.
Batteries and gunz which are within range contribute 3 dice if the
target is within 12 units, 2 dice within 24 units, or 1 die otherwise.
Heavy gunz within range contribute 2 dice.
To convert Imperial or Chaos batteries from Gothic, halve the firepower
and install that many batteries with the appropriate range and arcs (F
60, or broadside 120) on the ship. For gunz, calculate the average
firepower and convert as Imperial batteries. For the Eldar, take 2/3
the firepower.
Lances and pulsers which are in arc and range roll a single die each,
and on a 4, 5, or 6, do 3 damage. Pulsers also may roll again after a
hit, scoring up to 3 hits in total.
To convert lances and pulsers from Gothic, for each point of lance or
pulser strength install one lance or pulser with the correct range and
arcs.
The nova cannon is a special weapon. To fire the nova cannon, after
orders are written but before ships have moved, place the template where
you expect the enemy to end his movement (in arc and range). All ships
under the template will be attacked by the weapon, which does 2D6
damage, bypassing shields. They may try to defend themselves by firing
turrets at it; each 6 reduces the damage done by the nova cannon to all
targets by D6 (two 6's eliminate the nova cannon).
Hull and Shields
Each capital ship gets 3 hull boxes for each hit in Gothic. Arrange
them in 4 even rows. As each row is completed, the ship takes a
threshold check. At the end of the first row, on 6'', then 5'', 4'' ,
and at the end of the fourth row the ship is destroyed.
A few ships have armour, which will take hits before the hull. There is
no threshold check at the end of a row of armour.
Each shield generates 3 diamonds of armour each turn (while the shield
generator is not destroyed by a threshold check). It is best to put
these in a column or table by turns. These diamonds absorb damage from
lances and batteries, protecting the ship. They do not protect against
nova cannon or fighter damage.
Eldar have holofields rather than shields. This gives them an effect 5+
armoured hull against batteries, gunz, etc., and a 2+ save against
anything else.
Fighters
For every 2 strength of fighter ordnance a Gothic ship can launch, give
them a single fighter bay. On a turn the ship exerts no thrust, any and
all fighters on board can launch, or up to half can be recovered.
Each fighter group is 6 fighters with 6 combat endurance and the
following abilities:
Imperial and Chaos bombers - FT attack fighters
Imperial and Chaos interceptors - FT fighters but cannot attack ships
Imperial and Chaos assault boats - dogfight like attack fighters and
attack by hit and run (see below)
Eldar bombers and interceptors - As Imperial, but with the Heavy
advantage
Ork fighta-bombas - FT fighters
Ships attacked by fighters can try to repel them using turrets. Each
turret is an FT PDS. If a group is escorting another group, they may
take the hits for their charges. Most fighter groups lose 1 member on a
4 or 5, and 2 on a 6, with a reroll. Eldar lose 1 on a 5, 2 on a 6, and
a reroll.
Torpedoes
For each point of torpedo strength, give the ship a single expendable
missile. These missiles, when launched, move in a straight line out the
F arc of the ship 24 units a turn. Each time a ship is within 6 units
to the left or right of the torpedo (even during its movement), roll a
D6 versus the hull armour. If it fails, try a second time (and a third
time if Eldar). If it succeeds, the torpedo attacks the ship. Turrets
may be used against the torpedo, but need 6 to hit (2 dice needing both
to be 5 or 6 for Eldar). If the torpedo survives, it does 3D6 damage to
the ship (ignoring shields) and is destroyed.
Multiple torpedoes can be launched together and interceptors may
intercept torpedoes, each fighter needing a 6 to destroy a torpedo.
Hit And Run Attacks
Boarding torpedoes and assault boats can trigger hit and run attacks.
Roll a D6 for each hit and run attack.
Criticals
Orks, Imperial, Chaos
Eldar
1
No effect
No effect
2
Half of all starboard guns go off-line
5 pt turn limit
3
Half of all port guns go offline
Keel armament
4
Half of all prow guns or ordnance go offline
Prow armament
5
Half of all dorsal armament go offline
3 pt turn limit
6
+D6 damage. Thrust damaged.
-4 units movement
Boarding Actions
A ship within 6 units of another may attempt a boarding action, putting
both ships at risk. Each side rolls a D6 and adds the appropriate
modifiers. If tied, both take D6 damage (no shields or armour for any
of this damage). Otherwise, loser takes D6 damage for each point he
lost by. Both sides have a chance to suffer as from hit and run attacks
above.
One modifier is based upon "boarding value". For the attacker, this is
remaining crew factors; for the defender it is crew factors plus PDS's.
Modifiers
Enemy ship has taken threshold
+1
Enemy ship has taken second threshold
+2
Orks, Chaos
+1
Space Marines
+2
Boarding value higher
+1
Twice opponents
+2
Three times
+3
4 or more times
+4
Results
Crit
Crit
Difference
Loser
Winner
0
Continue
1
D6 damage to loser
5+
5+
2
2D6
4+
5+
3
3D6
3+
6+
4
4D6
2+
6+
5 or more
xD6
auto
none
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