By Faron Betchley
FULL Thrust and it's supplement MORE THRUST is probably one of the most successful sci-fi games every created. In about five years it's grown from a garage game to an international success that spawned small companies (built solely on a rules variant) and is being used as the engine for the new Babylon 5 game. If you have any interest in space combat at all and haven't checked it out yet you really should. The nature of the game is such that it encourages you to change and adapt the rules to fit your interpretation of space combat or simulate warfare in your favorite sci-fi universe. That said, below are some variants for your consideration. Some ideas are my own other come off the Full Thrust mailing list. FIGHTERS VS SHIPS. Fighters are very powerful in FT and I have some dislike for their ability to overwhelm ships. Limiting the number of squadrons that can attack a target at one time is a good way to reduce this effect and at the same time simulate cinematic space combat of movies like STAR WARS. The number of fighters that may engage a target at one time is limited as follows:
CRUISER CLASS TWO SQUADRONS CAPITAL CLASS THREE SQUADRONS SUPER SHIPS FIVE SQUADRONS If more than the above number of squadron attacks the attacker must roll dice for collisions. on a 4 or 5 fighter is lost, on a 6 two fighters are lost. If you like you can apply this to fighter vs. fighter combat as well. One squadron can be engaged by up to two other squadrons before collisions occur. DEDICATED FIRE CONTROL. This one comes off the FT mailing list. DFC are fire control systems that are slaved to a particular type of weapon (all A batteries, B batteries, Needlers, etc.). When fired with DFC attack rolls are made at +1 per die. If the DFC is used to fire another system, attacks are rolled at -1. The cost to purchase the system is the same as other fire control. CASCADING DIE ROLLS Cascading die rolls are used in the Babylon 5; Earthforce Sourcebook. When ever a six is rolled the die is rolled again and the effects are cumulative. For example an A battery fires at a range of 24 inches. Two dice are rolled for the attack. A 5 and a 6 come up. The six is rolled again and another 6 appears. The die is rolled again and a 5 surfaces. The total damage is 1+2+2+1 for 6 points of damage CREW AND EVENT CARDS Decipher makes the Star Trek and Star Wars Collectable Card Games. Included in these games are a number of generic crew (navigators, gunners, engineers), weapons (ion cannons, tractor beams) and event cards (plasma fire, phaser burns). Most of these cards are commons and easy and very cheap to get. I thought these would be a good way to add crew and weapons to ships, and special events during the game. First decide on a number of cards to use. I recommend one card for every 100 to 200 points of ships. Next, select the card you want to use. Try a 50/50 mix of crew/weapons and events. Keep the crew/weapons and events as two separate stacks of cards. Shuffle and deal the cards out randomly to the players one stack at a time. Crew and weapons are deployed immediately on the players ships (record sheets). Weapons are in addition to systems already on the ships. You can think of these being the non-regulation weapons often mounted on real naval vessels (like the 40mm AT gun mounted on the PT-109). Crew members (which represent above average individuals) must be assigned to a station (fire control, batteries, etc.). One personnel and one droid may be assigned per station. When that system is destroyed the crew member assigned there is lost. Event cards are player anytime during a turn. The last played card has precedence. It a ship is destroyed any cards deployed on it are removed from the game. Some possible card uses are as follows: CREW/WEAPONSNAVIGATORS or PILOTS: GUNNERS: ENGINEER: MIRACLE WORKER MEDICAL: ION CANNONS: TRACTOR BEAMS: ANTI-MATTER SPREAD: EVENTSPLASMA FIRE: PHASER BURNS: ESCAPE POD: SENSE or ALTER: EVASIVE MANEUVERS: COORDINATED ATTACK: These are just some of the ideas that can used adapting cards. Other CCGs (like Wing Commander) may provide more inspiration. Back to Novag's Gamer's Closet 39 Table of Contents Back to Novag's Gamer's Closet List of Issues Back to MagWeb Master Magazine List © Copyright 1998 by Novag This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |