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Re: [GZG] Multi-level rules sought. [TOBECLASSIFIED] [SEC=PERSONAL]

From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Thu, 1 May 2008 10:56:55 +1000
Subject: Re: [GZG] Multi-level rules sought. [TOBECLASSIFIED] [SEC=PERSONAL]

Being the FT list, lets thrash something out and get St Jon to include
it in the fluff of the next edition (of course, that reminds me of Vogon
paperwork, but no-ones perfect. :-)

A common crew quality item for FT is to use "striking the colours"
modified for SG/DS quality system.  Roll equal or greater than current
threshold on Q die or strike.  Another is that crew Q affect damage
control (Green = -1, Regular = normal, veteran = +1, Elite = +2), as
this is the "human element" of FT combat.

Re: Fighters; several posts already on the subject & also websearch for
the various FT campaign pages that are out there.

Re: Shuttles and background craft.
  As 1 CF = ~20 crew in current fluff, around 1 non-combat shuttle per 2
CF and 1 combat shuttle per 5 CF gives a good "feel" to me.  A shuttle
would hold a squad (maybe two) of troops each with 1 combat endurance
(or less).
  Note that as this is abstracted and there is no mass for hanger bays,
they couldn't be launched during combat operations.  If you want to
launch assault shuttles during combat, they should be paid for (to cover
the extra combat reinforcing and blast doors to avoid missiles into the
guts of the ship, etc, etc).

Brendan
'Neath Southern Skies
http://home.pacific.net.au/~southernsk/ 

> -----Original Message-----
> From: On Behalf Of Robert Mayberry
> Sent: Wednesday, April 30, 2008 10:07 PM
> Subject: Re: [GZG] Multi-level rules sought. [TO BE CLASSIFIED]
> 
> Third, in Full Thrust, it means a few things. First, there's 
> very little attention given to crew quality in FT. I think 
> that's a pity, because it comes up in fiction all the time. 
> People (as represented by marines, DCP's and fighter pilots) 
> are de-emphasized compared to hardware. I'm not necessarily 
> saying that it use a Special Orders system like certain other 
> space games, but it does have its attractions. I could live 
> with less variety in ship design components if the system let 
> me differentiate between a crack NAC crew, a trained but 
> ill-treated ESU conscript staff and a lowly gang of mutinous 
> scum (arggh!). It doesn't just add to the fun, it encourages 
> you to start building a history around a ship and its crew.
> 
> Another thing in FT would to make fighters slightly less 
> disposable than they are now. I know that revisiting fighters 
> is a priority for the playtest crew, so I imagine we'll see 
> stuff there. Whatever happens, it's hard to put a 
> player-character pilot into a game (even an Ace) when he dies 
> more often than a character in Paranoia.
> 
> Finally, it would be nice to see some of the 
> campaign-oriented elements of FT explored. We know that minor 
> shuttles are included with every ship; how many? What types? 
> Star Trek, Star Wars, and BSG all have some equivalent of the 
> Raptor: the all-purpose utility shuttle.
> Sure you can house-rule one up, but it's a nice chance to add 
> some tactical value.

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