Re: [GZG] FMAS Thrust
From: "Brendan" <southernskies@p...>
Date: Fri, 9 Jul 2010 16:27:01 +1000 (EST)
Subject: Re: [GZG] FMAS Thrust
I have a very old SG/FT conversion on my website for fighter scale
engagements against capital ships.
http://home.pacific.net.au/~southernsk/sghome.htm
With the scalability of FT you would just need to pick the base point to
scale from.
Brendan
'Neath
> Message: 5
> Date: Thu, 8 Jul 2010 11:06:42 -0400
> From: Damond Walker
> Subject: [GZG] FMAS Thrust
> Message-ID:
>
> Has anyone tried to mash the FMAS mechanics into a starship combat
> game? I've been thinking of several approaches over the last few days
> and I think it'd work for large fleet battles. My goal is to use FMA
> style mechanics and not rely on a time consuming order phase or
> thresholds for damage.
>
> Using the standard d4-d12 scale I'd have statistics for Crew, Thrust,
> Offenses (ability to hit), Defenses (ability to evade, jink, ECM,
> CIDS, etc.), Weapons (actual guns and missles), and Hull.
>
> Using alternate movement the ships would move up to Thrust MU. You
> could combat move a ship (ala All Ahead Flank) or run silent. These
> movement types would provide a +/- 1 shift to defenses depending on
> movement type.
>
> Combat would be comparing the high roll of Crew and Offenses vs. Crew
> and Defenses. If the attacker beats the defender a hit was scored.
>
> Damage is computed by rolling Damage vs. Hull. If he attacker beats
> the hull roll the target ship is given a debris token. If they beat
> by double the target is disabled. If they beat by three the target is
> mission killed. Beat by four and the target explodes Star Wars
> style...
> Anywho that's what I'm thinking about at the moment. Has anyone tried
> this before and care to relay your experiences?
>
> Damo
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