Full Thrust Racing

All the adventure and excitement of Formula One racing without the high cost!

Version 1.01

RULES:

1)  Full Thrust 2nd Ed. rules are in force, except for three exceptions:
	a)  Vector Thrust rules are used from EFSB, for conventional thrust ships
	b)  Multiple Engine Rules are used from EFSB
	c)  Firing is considered simultaneous

2)  Ships are placed in the middle of the start point.

3)  At the start, the first beacon position is given.  When the first
ship passses within 10" of the first beacon, the second beacon activates, and
its position becomes known to the entire racing field.   However, the
ship must pass within 2" of the first beacon to TAG it.  

When the first ship comes within 10" of the second beacon, the third
beacon activates, but the ship must come within 2" to tag.  All ships must tag
all the beacons in numerical order to finish, with the last beacom being the
finish line.  A ship can just pass a beacon in the course of a turn; it does
not have to end a turn within close range.  The line drawn from the start point
to the end point of a ship's movement is considered the appropriate vector for
this distance comparison.

All beacons are placed within the inner playing field.

4)  A ship gathers points according to the following schedule:
        1 point for every point of damaged scored on enemy ships
		5 points per beacon reached
		10 points for the first ship to reach a beacon
		7  points for the second ship to reach a beacon
		5  points for the third ship to reach a beacon
		3  points for the fourth ship to reach a beacon
		2  points for the fifth ship to reach a beacon
		1  point for the sixth ship to reach a beacon
        (Position to the beacon is determined by velocity when the beacon is
		 reached.  Faster ships get priority)

There is also a Survivor's Bonus:  A captain gets one point for every
box of damage left on his/her ship.

A ship LOSES 2 points for every turn spent on the course.

At the end of the race, (no more ships left, or all ships with thrust have
crossed the finish line), points determine winners.  (If there is only one 
moving ship left on the playing field, the race is adjudicated on the 
assumption that the remaining ship hits all the beacons.)

5)  A ship cannot leave the outer boundaries of the playing field.  If a
ship attempts to do so, the ship is disqualified.  The only exception is
if a ship is out of control due to loss of thrusters, in which case 
a ship will be considered out of the race, but not disqualified.  This will
be the judgement of the Racing Master, and is without appeal.  (That 
sounds sinister, doesn't it?  (8-) )  A ship will have one turn to return
within the outer boundary before disqualification occurs.

6)  A ship cannot fire or be targeted until it has tagged the first
beacon.

7)  Targets are predeclared at the start of the turn.  You may nominate
two targets, a primary and a secondary, and state whether or not you
wish to fire your HBW at them.  If neither ship is in range or arc, your 
weapons will not fire.  If both ships are in range, the target nominated first
will be fired upon, with all available weapons.  Anything left will fire upon
the second target.  In the event that overdamage is scored, all ships will
still score points.

8) HBW:  Heavy Beam Weapons (HBW) are variations of the beam weapons seen 
in EFSB.  For every level of the HBW, you roll one die.  The HBWs in 
FT Racing are 'detuned', so they attenuate faster; you take a -1 penalty
on each die for every 3" of range.  Damage is read directly off the die,
minus the attenuation penalty.

Each HBW has a capacitor, containing double the level points of energy 
(e.g. a level 1 capacitor contains 2 points of energy.)  Every time the
HBW is fired, it drains points off this capacitor.  You may fire up to 
as many points as the HBW is rated.  (A Level 2 HBW can
fire a 1 point shot, or a 2 point shot, rolling the number of dice, and
taking that much off the capacitor.)  In order to recharge the capacitor,
points of thrust must not be used.  For every spare point of thrust
at the end of the turn, your capacitor is increased in charge one point.

You can fire your HBW on an 'overload' setting, exceeding its level.  
Basically, you send the entire contents of your capcitor into your 
HBW.  When this happens, roll a die; on a 1-4, the shot gets away 
clear, and the HBW burns out.  On a 5, the shot doesn't get away,
and your HBW burns out.  On a 6, the shot doesn't get away, the HBW
burns out, and your capacitor fails catastrophically, inflicting damage.
A failed capacitor does two points of damage for every point inside the
capacitor.   Note, this does not apply in terms of failed threshold checks;
only if you attempt to make an 'overload' shot.

--------------------------------------------
Standard field:
8 ships, 6 beacon, playing field size 30x30, outer boundary 40x40  

-------------------------------------------------------------
Standard Racing Ship: (FTII)
Mass 18: 4/5
Thrust 10  (Yes, I mean ten.  (8-) )
NO FTL
Lvl - 1 Screens
2 C-Bat (1 Forward, 1 3-Arc)
2 Submunition Packs (Lite)
	6" Range, 1d6 damage as per battery, Forward Facing
--------------------------------------------------------------
Standard Racing Ship:  (FT-FB)
Mass 36:
Avg Hull: 3/3/3/2
Thrust 10
2 Class 1 Bats (6-Arc)
Level 1 HBW (F)
	HBW 'detuned': -1 per 3"
Lvl 1 Screen
1 Fire Con
Damage Con Teams: 2 (6/11)
--------------------------------------------------------------
Cruiser Racing Ship: (FT-FB)
Mass 64:
Avg Hull: 5/5/5/5
Thrust 8 
Class 2 Bat (F/PF/PA)
Class 2 Bat (F/SF/SA)
	Class 2 Bats are 'detuned':  Range bands 8", 16"
Level 2 HBW (F)
	HBW 'detuned':  -1 per 3"
Level 1 Screen
2 Fire Cons
Damage Con Teams: 4 (5/10/15/20)


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Changed: Mon Nov 23 18:14:23 EST 1998
jhan@warpfish.com