The Full Thrust Ship Registry
Cygnus Fleet Proving Exercise (BYOF)

Play by E-Mail (PBeM) Game

Rules

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Comments and Questions

  1. Fleet Design
    1. Each fleet is to consist of ships built using the Full Thrust Fleet Book rules.
    2. Each fleet is to consist of not more than 2500 points (include price of fighters).
    3. 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]
    4. Only human technology may be used in the design of the fleet.
    5. Open Genre. Fleet designs may include weapons and systems listed as genre-specific. However, please see notes on cloaking and targets below.
    6. All ships must have an FTL drive or be brought by a Tug/Tender that will remain in game.
  2. Game Rules/Mechanics
    1. 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.
    2. End Game: The game ends when there is one player left.
    3. 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.
    4. Scale: The arena will be an area of 500x500. Leaving the arena will cost a Black Flag per ship that leaves.
    5. 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).
    6. Vector Movement will be used. MD and Pushes may not be separated by a facing change.
    7. Time Limits: Turns will be executed on a weekly basis.
    8. Modified Turn Sequence:
      1. Write Orders.
      2. PDS Fire.
      3. Fighter Fire.
      4. Missile Fire (not launches).
      5. Ship to Ship Attacks.
      6. Damage Control.
      7. Scanning.
      8. Fighter/Missile Launches.
      9. Movement of Units (Ships, Fighters, Missiles, etc.)
    9. 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.
    10. 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.
    11. Core Systems rules will be used.
    12. 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).
    13. Non-simultaneous Firing: Ships will fire one at a time. But only the Judge will know the sequence.
    14. Specialized Movement:
      1. Ramming: Ramming is not permitted.
      2. 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.
      3. 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.
      4. 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.
      5. Fighters on launch: Fighters may move 1/2 normal when launched.
      6. Missiles on launch: Missiles may move up to thier full movement on launch.
    15. 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.
    16. 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).
  3. 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.
*tu = Tactical Unit (or inch)

The Full Thrust Ship Registry

The Full Thrust Ship Registry

Site URL:

http://members.xoom.com/rlyehable/ft/

Page Title:

Cygnus Fleet Proving Exercise PBeM - Rules

Page Name:

pbem/cygnus/rules.html

Author:

Brian Bell

Created:

1998.02.08

Updated:

1999.08.29

Relevance:

FTFB1

Copyright Notice(s):

Full Thrust and More Thrust are Copyright © Ground Zero Games.
This site does not intend to infringe on any Trademark or Copyright owners.
This site is Copyright © Brian Bell