Updated 12.6.97
Please accept my appolgy for this crude estimation of metric conversion. I have never seen a non-american version of the FT rules. I tried to make by conversion easy to use.
3' = 1m
1"= 25mm
so a 6'x3' table would be approx 3x1m.
each point of thrust would move a ship 25mm.
The radiation cone covers the play area every 4 rounds. During this time, the radiation obscures the ships sensors. To simulate this, every 4th round players write movement orders for 2 rounds (round 3 and round 4). The ships are moved for round 4. Damage from asteroid collisions and from the Spinal Mount Nova Cannon (if fired on turn 2 or 3). Fire control teams may attempt to repair damage. No weapons may be fired. Round 1 is then played using the ship movement previously written.
Missiles, Fighters, & Mines (also any other small, independent weapons [but not the Spinal Mount Nova Cannon plasma generator]) are destroyed by the radiation cone when it covers the play area (round 4). If these weapons are inside a ship, they are protected. Any fighter group that fails 1 morale roll must, immediately, return to the Mother Ship.
Ships unprotected by shields (including armored ships) may suffer damage from the radiation cone. Each ship will roll 1d6. On a 6 the ship may have suffered damage. For each such ship roll 1d6 for each weapon system. On a 6 that system is disabled (Threshold Point roll).
The jump zone also rotates around the pulsar. Ships may leave under FTL drive on round 2 of the 4 round cycle. Ships must announce at the begining of round 1 (of the 4 round cycle) their intent to leave the table under FTL on the next turn and which ship is intending to leave.
Each player will have equal value of FTL ships. I recommend 600-1000 points per side. No "system boats" (non-FTL) ships are allowed. Fighters are discouraged because they are destroyed every 4 rounds if not inside a Fleet ship. Play continues until one player is reduced to 25% (Number of ships or tons which ever is reached first). Ships that leave the tabel are considered "lost" and may not re-enter the game. Fleet Morale is not used.
Ships enter from opposite sides of the game area. Movement orders are written for round 1 before ships are placed on the table.