Star Wars/Full Thrust Crossover Rules. This game design is used to bridge the gap between the Star Wars Miniature Battles Rules and the Full Thrust space battle game. After considerable analysis I have come to the conclusion that you can run a successful campaign for both systems if you use the conversion of 1 Full Thrust point is equal to 50 Squad Generation Points (SGP) in Star Wars. The Star Wars Miniatures game would be used to fight the ground battle after any space engagements. The scenario generated by these figures would actually be representative of a larger battle going on, but the engagement would be the critical engagement of the overall planetary battle. Therefore, it is important that a referee or some other mutually agreeable system be used to determine each side's objective and victory condition before the battle begins. =0D Exceptions to the Full Thrust rules: Conventional Drive Costs: Instead of using the normal cost per thrust factor from the rules, use the chart provided. Ships Mass Class Warship name Cost per Thrust 0 to 6 I Boat 1 * MASS per 5 Thrust 7 to 12 II Corvette 1 * MASS per 4 Thrust 13 to 24 III Frigate 1 * MASS per 3 Thrust 25 to 36 IV Destroyer 1 * MASS per 2 Thrust 37 to 66 V Cruiser 2 * MASS per 3 Thrust 67 to 96 VI Capital 1 * MASS per 1 Thrust 97 to 116 VII Star Ship 4 * MASS per 3 Thrust 117 to 134 VIII 2 * MASS per 1 Thrust 135 to 156 IX 4 * MASS per 1 Thrust 157 to 180 X 8 * MASS per 1 Thrust 180 to 200 XI Berserker 16 * MASS per 1 Thrust =0D The new maximum thrust value is 12. =0D Weapons arcs: As we saw in the opening scene in Star Wars: A New Hope, you can have rear firing weapons. Rear arcs may be purchased but the rear arc costs double. Fixed arc weapons (e.g. Pulse Torpedo Launcher) cost 25% more for a rear arc. (e.g. Rear firing Pulse Torpedo Launcher cost: 6). Maneuvering: No ship may turn unless it is traveling at a speed equal to or less than their maneuver rating. Ground Bases: Ground installations are built using the Full Thrust rules but they have no conventional drive and no hyper space drive. They may have C batteries, PDAF, Screen Generators and fighter bays. They may also have sensors and ECM equipment. They may not have any other weapon systems. Ground Bases can only be attacked by fighters and atmospheric craft in atmosphere above them and Orbital bombardment. Ortillery: This weapon has a 6 inch range and may make four attacks, once each Full Thrust turn. Each attack automatically may inflict 2D6 of general damage (screens and armor have no effect), or 1D6 and one Needler attack effective on a 4, 5 or 6. OR the system can be used for 250 SGP of artillery strikes in the Star Wars Miniatures Battles. Ortillery must be reloaded following the strategic turn after each use at a cost of 5 FTP each. Boarding Parties: Ships do not start with resident troops, these must be purchased using SGP. If a ship is boarded and there are no opposing troops it is captured automatically. Boarding parties may not make the 6 inch jump to enemy ships unless they are in space armor or are using tranporters. Transporters may not be used on ships that have active screen generators. Ships may be boarded by any kind of troops by occupying the same space as the enemy ship and matching their velocity. When a boarding action occurs use the SWMB rules with ship design corridors etc., I recommend using the ship designs from 40K's Space Hulk. One turn of action on the SWMB board/Space Hulk set is equal to one in Full Thrust turn. The only vehicle that may be employed in boarding operations is the Alliance ATPT. However, Powered armor is highly suggested... Troop carrying capacity: Warships may devote up to 10% of their MASS for carrying troops. Amphibious ships may devote up to 40% of their MASS to carry troops. Each man in a squad takes up one troop point each. Vehicles take up one space per trooper it is capable of carrying or their Star Wars Miniatures attack factor (largest weapons attack rating), whichever is greater. A warship can carry a number of troopers equal to their MASS x 5/4. An Amphibious ship can carry a number of troops equal to their MASS x 5. Troops may not ride in the vehicles during space transit and so may not stack inside the vehicle. Droids only take up 1/2 a troop space. Heroes take up a full troop space. Transit boats are considered part of the troop carrying capacity, but these boats may not be used to assault zones occupied by enemy installations or protected by enemy fighters. Assault shuttles take up troops spaces equal to the number of troops they can carry or their attack factor, whichever is greater. Assault shuttles may make attacks and troop deliveries into enemy occupied zones, assuming they survive the landing. For Full Thrust scenarios prior to ground battle, Assault Shuttles have a number of hits equal to their SGP/100 and travel 6 inches a turn. They are considered heavy fighters for the purposes of beam attacks and may only inflict a hit in a dog fight when they roll a 6. Amphibious ships: I've worked on military Amphibious Ships and merchant ships, they are not the same. An Amphibious ship is a warship that has ground troops as its weapon as opposed to guns and missiles. These are warships that are devoted to carrying troops instead of being heavily armed with weapons. Amphibious ships purchase their hull at 2 FTP per MASS. Amphibious ships purchase their drives just like warships based on their size class. Amphibious ships may devote up to 10% of their MASS to weapons. They have a troop carrying capacity equal to their MASS x 5. Amphibious ships have a number of hits equal to half their MASS just like normal warships. =0D As stated in More Thrust, troops are lost in proportion to the damage recieved by the ship. After the space battle is completed determine troops lost. The number of troops lost on a full ship will be equal to the number of boxes lost times 2 times (5/4 for Warships) (5 for Amphibious ships). List all the items carried in three categories: Large Vehicles (ATAT, Floating Fortress etc.), Small Vehicles (Snow Speeders, Speeder Bikes, ATPT, etc) and troops by squad. Find the threshold roll used from the space combat (or 6 if no threshold was met) and use this same roll to determine what was lost. Roll the threshold starting with one large vehicle, one small vehicle, one squad and then repeat the cycle until the proportionate damage is equalled or exceeded. If a unit's troops value exceeds the damage, then it will take a proportionate amount of damage. A squad will lose a number of men equal to the number of troops lost, a vehicle will take a number of structural points proportional to its total structural multiplied times the damage divided by the troop capacity. For example a Victory Class Star Destoyer of MASS 72 is carrying an ATAT in addition to a full combat load of troops when it takes six points of damage. Six points of damage loses 15 Troop capacity (6*2*5/4=3D15). Unfortunately, the first roll for the ATAT yields a six. The ATAT sustains damage of 15/40* 180=3D67.5 for 68 body hits and the loss of 15 troops carrying capacity. If the same ship took the damage into squads then 15 troops would be lost or a mix thereof depending on what was being ferried. =0D EMP/Ion Cannon Fires a charged particle blast that scrambles an opponents systems. To hit the target roll 1D6. At ranges or 9 to 12 inches it hits on a 6. At ranges 6 to 9 inches it hits on a 5 or 6. At ranges 3 to 6 inches, it hits on a 4, 5 or 6. At ranges 0 to 3 inches it hits on a 3 to 6. For effect roll 1D6 and subtract the targets screens. 1 and 2 no effect. 3 and 4 roll threshold rolls on all systems, these knock out the target's systems on a 5 or 6. 5 and 6 Roll threshold rolls on all systems, these knock out the target's systems on a 4, 5 or 6. Systems damaged by EMP may be repaired during battle, but are automatically repaired in the strategic turn following the battle at no cost (just have to replace those power supplies). The EMP/Ion Cannon has a MASS of 4 and costs 20 FTP. It has a single firing arc and requires a dedicated fire control system to be fired. =0D Fighters: Use the normal rules for fighters including morale rules. Aces may be purchased at 2 FTP each, they are considered characters. Only one ace per squadron, there are no turkeys in any squadron. Fighters have a basic cost of 14 for the squadron, 6 for the hangar bays. This means the hangar bay on a space ship is purchased separately from the squadron and costs only 6 points. Any ship may have a fighter hangar bay on it as long as it can carry the MASS of 6 devoted to the bay. Fighters may combine special capabilities as long as they don't conflict (Interceptor and attack, etc.) and may also purchase the following capabilities: Hyper-Space Capable: Cost 24 FTP per squadron and they must also purchase Long Range capable for 12 each. These fighters can travel from a ground base to a system within their racial strategic navigational range (2 normally, 3 for Alliance) and make an attack, as soon as they have exhausted their combat rounds of effectiveness, they must return to their home base to re supply on the following turn. In case you are wondering how I got this number, here's the formula. A fighter and bay take one MASS point, you need 2 MASS of hull per 1 weapon's mass, so lets assume the structural MASS of the hull is 1 point and the fighter is 1 MASS point. Warships cost 2 FTP per Mass(2). Hyper drive costs 1 FTP per mass(2). 2 +2 =3D 4 FTP per fighter. 6 fighters 24. Needler Fighters: All six fighters have a small Needler weapon system onboard with an effective range of 4 inches. All fighters must target the same ship and the same system and require a 6 to hit. Just like a Needler, the system may not be repaired by DC teams and is considered totally destroyed after the battle is finished. During a dogfight the fighters require a 6 to hit opponent fighters. Some examples of fighter designs: TIE Fighter: Basic 14. Cost 14 TIE Interceptor: Basic 14 + Interceptor 0 + Fast 12 + Heavy 12. Cost: 38 TIE Bomber: Basic 14 + Torpedo 18. Cost :32 TIE Experimental Fighter Squadron: Basic 14 + Hyper-Space 24 + Long Range 12. Cost: 50. Y-Wing: Basic 14 + Hyper-Space 24 + Long Range 12 + Attack 6. Cost: 56 X-Wing: Basic 14 + Hyper-Space 24 + Long Range 12 + Heavy 12. Cost: 62 A Wing: Basic 14 + Hyper-Space 24 + Long Range 12 + Fast 12 + Interceptor 0. Cost: 62 B Wing: Basic 14 + Hyper-Space 24 + Long Range 12 + Needler 12 + Torpedo 18. Cost: 80. Z-95: Basic 14 + Hyper Space 24 + Long Range 12. Cost: 50 =0D For a strategic game, each fighter must have an empty hangar bay to return to somewhere within its operating range, either on a ship or installation somewhere. For scenarios in which a single battle is to be played the owning player must pay an off board cost for those hyper space capable fighters that show up without an empty fighter bay on the board. So before the battle begins, count up the number of hyper space capable fighter squadrons and subtract the number of fighter bays on all ships present. The owning player must pay an additional 6 points per squadron without a hangar bay present. Atmospheric Speeders: When a fighter makes an attack on a ground installation it can be intercepted by atmospheric speeders like the Snow Speeders from The Empire Strikes back. These are not space capable and can only defend the hex of the installation they are launched from. They cost 7 points per squadron plus the hangar bay in the installation. They have a +1 in dogfights with any other craft in their atmospheric zone. =0D Exceptions to the Star Wars Miniatures Battles Rules: The battle on the ground would be concluded following space combat unless a referee can determine what forces made a successful landing during the space battle. Then you can assume that one round of space combat is equal to one round on the ground or in a boarding action. The space battle however, must be concluded before the players finish to go play the ground battle. Otherwise you would have to run the two games simultaneously (that's two players for each game and one referee each...) with minimal or no communications between the friendly side players (fog of war). The Ground battle that would be generated from the forces brought to bear in the landing craft rules are only a representative portion of the total battle raging on the planet. However, it the most important and will decide the outcome. Therefore, it is suggested that a referee be used to create secret victory condition for both sides based on the scenario etc. =0D Assault Shuttles: An Assault Shuttle is a repulsor lift vehicle and is designed using the SWMB vehicles rules. This vehicle can make a direct assault into an area where enemy ground stations or fighters are active. =0D Ortillery: If a spacecraft is delivering orbital bombardment capabilities, use the normal SWMB Artillery rules. Each Ortillery factor represents 250 points of off board artillery. The forward observer must purchase the comm link separately. =0D Air Support: Fighters can provide direct ground strikes. Fighter squadrons that still have enough endurance to conduct a ground support mission and are close enough to do so, may help their forces on the ground. Divide the surviving fighters by 3 rounding down, this is the number of fighters available planetwide. These strikes must be evenly divided among the number of planetary zones that the owner is fighting in. The fighter appears above the battle ground for one turn to launch its attack and then returns to Space. Normal fighters: Use the normal rules for Artillery strikes. The effect is different though, if there is a squad or vehicle within the radius of a heavy artillery marker, centered on the called artillery point then, instead of an artillery strike the fighter will conduct a strafing run. The strafing run is done at 400 meters from the target (Medium range) and a weapons skill of 6 (3 Dex plus 3 for an elite pilot, fire control is being used to neutralize speed differences), apply terrain and other defensive bonuses normally. The attack is a dual link 10 factor attack with following fire capability. This happens once and the fighter departs. Attack Fighters: Use the normal rules for Artillery Strikes. The effect is a light artillery strike. Torpedo - Bombers: The squadron must not have made a torpedo attack during this strategic turn. Use the normal rules for artillery strikes, the effect is a heavy bombardment. Interceptors: These squadrons may not make any form of ground attack. Counter fire: The fighter during its attack is vulnerable to ground fire. Only weapons that have a firing arc that could cover the fighter may be used, this should be limited to hand held weapons, shoulder fired missile launchers, and mobile weapons such as the blaster cannons on the face of an ATAT or the guns of a snow speeder. The fighter will be 400 meters away from the intended artillery target point in the direction of its own forces. The fighter has no cover and is high in the sky. Speed effect to hit the target will be a die modifier of -4. The Target Fighter has a body Strength of 3, body points of 30 and crew cover of 10. Heavy Fighters have a Body Strength of 4 and body points of 40. Bombers have a Body Strength of 5 and body points of 50. If the effect of counter fire causes the fighter/bomber to lose maneuverability or loss of engine control, it is automatically destroyed and the pilot killed. Remove a fighter from the squadron. If this occurs there will be no more direct fighter/bomber support for the rest of the ground combat in that planetary zone for that strategic turn. Aces/characters: If there is an ace in the squadron, he is considered the one conducting one of the attacks with a skill level of 7 in piloting, gunnery and survival. An Ace pilot has 2 force points. If he gets shot down and makes a survival role he is armed with only a blaster pistol and is considered a character. =0D Non-Star Wars related ideas: I played around with the Missiles and came up with some ideas that should work: Captor Mine Missile: This missile flies for three turns to a location determine by the owner. It then stops in place and becomes a mine. Helps when setting offensive mine fields or hunting cloaked ships. Probe Missle: Operates for three rounds as a superior sensor. Attach a hyper space booster to it and it can scan a strategic hex for you in a campeign. Jamming Missile: Acts as a superio jamming unit for three turns as it accelerates towards your foes. Anti-Fighter missile. The warhead is a spurt bomb or submunition warhead calibrated for fighter squadrons. It inflicts 2D6 damage to a fighter squadron. These missiles inflict only 1D6 versus ships. This requires that the fighter and missile phases be combined and each player takes turns moving either a fighter or missile each turn. Fighter squadrons may engage missiles in thier range and firing arc during combat, but that counts as their combat action. Micro Missiles. Two smaller missiles are loaded into a single launcher. One may be fired each turn. They inflict half the damage of a full sized missile but move in the same manner. Therefore a standard mico missile would inflict 1D6 to a ship. An Anti fighter micro missile would inflict 1D6 to a fighter squadron and 1D3 to a ship. A micro missile can also be used to attack a mine. Each of these Missiles cost the normal points. --PART.BOUNDARY.0.7753.emout14.mail.aol.com.855021816--