Each fleet is to consist of ships built using the Full Thrust Fleet Book rules.
Each fleet is to consist of not more than 2500 points (include price of fighters).
Diversity: For each ship in a 100 ton band range, you must include 2 ships in the next
lower band range. Examples:
For each ship of 100 to 199 mass, you must have 2 ships of 4 to 99 mass.
For each ship of 200 to 299 mass, you must have 2 ships of 100 to 199 mass and
4 ships of 4 to 99 mass.
For each ship of 300 to 399 mass, you must have 2 ships of 200 to 299 mass,
4 ships of 100 to 199 mass, and 8 ships of 4 to 99 mass. [I do not believe that this
can be accomplished and still fit under the 2500 points]
Only human technology may be used in the design of the fleet.
Open Genre. Fleet designs may include weapons and systems listed as genre-specific.
However, please see notes on cloaking and targets below.
All ships must have an FTL drive or be brought by a Tug/Tender that
will remain in game.
Game Rules/Mechanics
Goal: Capture as many flags as possible. Note: you do not need to have a ship left on the
board in order to win. Each Black Flag subtracts 1/2 the value of a flag from your flag
total. You count your own flag (if you still have it) in this total.
End Game: The game ends when there is one player left.
Setup: All players will FTL into the arena in accordance with the
rules in Full Thrust 2nd Ed. page 24 (including damage from proximity
to other ships). Additionally, there is a chance that your course and/or
heading may be off from what you intend. You may transition from Jump at
up to your thrust rating.
Scale: The arena will be an area of 500x500. Leaving the arena will cost a Black Flag
per ship that leaves.
Capturing a Flag: Each player will be given a numbered flag. To
capture a flag, you must destroy the fleet of the opponent, left in the game, who has the next
highest number flag [if you are the highest number player, your target is the lowest
numbered opponent]. You do NOT gain the flags which that opponent had won, only that
opponent's individual flag. To destroy an opponent, you must inflict damage equal to
1675 (2/3 of 2500). The damage value of each ship is calculated by dividing the cost by the number of
damage boxes (rounding to 1 decimal place).
Vector Movement will be used. MD and Pushes may not be separated
by a facing change.
Time Limits: Turns will be executed on a weekly basis.
Modified Turn Sequence:
Write Orders.
PDS Fire.
Fighter Fire.
Missile Fire (not launches).
Ship to Ship Attacks.
Damage Control.
Scanning.
Fighter/Missile Launches.
Movement of Units (Ships, Fighters, Missiles, etc.)
Leaving the Table: Each time a ship leaves the arena (other than
through destruction), that player receives a Black Flag. That ship must
maneuver to reenter the arena. FTL exits are not permitted.
Targets: You may only attack the fleet of the next player in the Flag sequence (see
Capturing a Flag above) or the previous player in the Flag sequence
(that is the player's fleet that is targeting you). However, you only
may gain a flag for destroying the fleet that is NEXT in the flag sequence. If you damage a
fleet of any other player, you receive a Black Flag
for each ship, so damaged. You may
however, use PDAF's and fighters to intercept fighters and missiles from other
players that are targeting you (or may damage you). Also, damage resulting from a reflected
shot from a Reflex Field do not draw a Black Flag.
Core Systems rules will be used.
Reloads: There will be no reloading of expendables (MT missiles, sub-munitions packs,
Salvo Missile magazines, etc.) during the game. You can, of course, use all of the Salvo
Missiles from a magazine, all the mines from a mine layer, and recharge a Wave Gun during
the game. Fighters may be rearmed/refueled (see below).
Non-simultaneous Firing: Ships will fire one at a time. But only the Judge will know the
sequence.
Specialized Movement:
Ramming: Ramming is not permitted.
Fighters: Fighters that are within 6tu of a ship, may declare a
special "shadowing" movement. The next turn the fighter group will
stay within 3tu of the ship indicated.
Screening Fighters: Fighters that are within 6tu of a friendly ship
may declare that is it going to screen the ship. The fighter group
will then follow the ship and take advantage of the screening rules
on FB page 6.
Screening Escorts: An escort that starts it's move within 6tu of
another ship on the same heading, may declare that it is moving into
"screening" position. The ship will follow the ship that it
is screening at a distance of 6tu maintaining the same course and
facing as the screened ship.
Fighters on launch: Fighters may move 1/2 normal when launched.
Missiles on launch: Missiles may move up to thier full movement on launch.
Weapons/Systems:
Cloaking: Cloaking has been banned by a vote of players.
Reflex Field: Roll for each hit on ship with Reflex Field.
On a roll of 1, target takes normal damage
On a roll of 2, 1/2 of the pre-penetration damage is absorbed.
On a roll of 3 or 4, all pre-penetration damage is absorbed.
On a roll of 5, 1/2 of the pre-penetration damage (round up) is reflected back at
the firing ship. Roll a d6. On a roll of 6 the firing ship sustains penetration
damage.
On a roll of 6, all pre-penetration damage if reflected back on the firing ship.
Roll a d6. On a 6 the firing ship sustains penetration damage.
In all cases any penetration damage is treated as stated on page 5 of the Fleet
Book.
MT Missiles:
Movement: I have extended MT Missiles movement to 36tu. They now
move as Fighters but are limited to +/- 60° (upto a 2 pt turn at the beginning
of the turn) of forward.
PDS vs MT Missile: I have chosen to compromise between MT & FB.
PDS hit on a 5+. Each MT Missile must be targeted seperatly by PDS.
Minimum of 1 FCS needed to launch a MT Missile.
Salvo Missiles:
Targeting range: 3tu radius.
SML's and SMR's require at least 1 working FCS to launch.
Decoys: Each ship has one decoy that it may launch at any time.
Decoys have an endurance of 6 turns. The decoy has the same signature
and movement capabilities as the ship that launched it. Orders for all 6
turns must be submitted at the time a decoy is launched. A decoy is
removed from play at the end of its endurance or when it is actively
scanned.
Fighters:
Endurance: Fighter endurance is now 6 turns of combat.
Launching: On Carriers (that is ships with more mass in
Fighter Bays than Offensive Weaponry) may launch 2 fighter group
per turn. Other ships can launch 1 fighter group per turn.
Recovery: Ships may recover 6 fighters per round. This may be
from one group of from 2 groups with less than 6 fighters
total.
Refueling/Rearming Fighters: Fighter groups may be refueled.
This process takes 3 turns. This time does not count the turn it
takes to recover the fighter or launch the fighter.
Sensor knowledge: All ships will know the location, velocity, facing,
course, and name (not class) of ship in the arena, in as much as the map
shows it. The ship will be displayed as a generic sprite. Also distance
and direction from one ship to another will be know from the range charts.
Once a ship is within 36tu of another ship, the generic sprite will be
replaced with one specific for that ship. Also the class of the vessel
(Vandenburg) will be available to all players. The general
mass (3-99, 100-199, 200-299) will be made known. Also the specific
location, course, heading, and velocity will be disclosed. This will also
happen if active sensors are used on a ship (FT p. 21). Enhanced or Superior
sensors may find out additional information (MT p. 6).
Reporting:
A generic report will be posted on this web site as
The Galactic Tattle. This will be in narrative form noting any highlights
of the battle. Also, each player will be given a private URL to look up
specifics of his fleet.