New Rules for Full Thrust
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Emergency
Thrust
These
rules allow ships to use up to 150% of their Main Drive's current rating,
and/or use more Thrust Points for turning than would normally be allowed.
However, these bonuses come with the risk of damaging the Main Drive.
These Emergency Thrust rules can be used for either Cinematic or Vector
movement systems.
Emergency
Thrust (ET) may be used for any of the following:
1)
Gaining additional Thrust Points equal to 50% of the drive's current rating,
rounded down. Thus, a ship with a Main Drive of 4 could use up to 6, or a
ship with a Main Drive of 3 use up to 4.
2)
Using Thrust Points over half the drive's current rating for turning. Thus,
a ship with a Main Drive of 6, which would normally be allowed only 3 Thrust
Points for turning, could then use 6.
Immediately
after Step
1 - Write Orders for All Ships,
dice are rolled for any ship using ET to determine if it was successful
and/or the ship's Main Drive was damaged. Roll the number of dice as
indicated below:
Thrust
Points over rating - Plus 1 die
Thrust
Points to turn over 1/2 rating - Plus 1 die
Each
prior use of ET during the current scenario - Plus 1 die
These
dice are scored as Beam dice (i.e. 1-3 results in 0, 4-5 results in 1, and 6
results in 2 but with NO re-roll). Compare the results with the following
chart:
0
- ET is completely successful with no damage to the Main Drive.
1
- ET is successful, but Main Drive takes damage as if it had failed a
threshold roll.
2-3
- ET fails, and Main Drive takes damage as if it had failed a threshold
roll.
4+
- ET fails, and Main Drive takes damage as if it had failed TWO threshold
rolls.
A
ship that fails in its attempt to use ET must immediately re-plot its
movement using standard thrust limitations. Damage to the Main Drive from ET
may be repaired normally by Damage Control Teams.
Example:
an undamaged Heavy Cruiser with a Main Drive of 4, using Cinematic Movement,
plots "P3+3," using 6 Thrust Points. The ship has used more Thrust
Points than its rating (+1 die), and has applied more than 1/2 of its rating
to turn (+1 die). Thus, the ship rolls 2 dice.
If
the rolls resulted in 2 (giving 0) and 3 (giving 0), the ship would move as
plotted with no damage.
If
the rolls resulted in 1 (giving 0) and 5 (giving 1), the ship would move as
plotted, but would also halve its Main Drive rating as if it had failed a
threshold.
If
the rolls are a 4 (giving 1) and 5 (giving 1), then the ship must re-plot
its movement, adhering to normal thrust limitations, and it takes threshold
damage as above.
If
the roll is 6 (giving 2) and 6, (giving another 2, 4 total), then the ship
must re-plot, and it takes damage as if it had failed TWO thresholds
(essentially destroying the Main Drive).
If,
on the following turn, the same ship plotted "S3+1," using its
regular limit of 4 Thrust Points, but using more than half for turning (+1
die), it would again roll 2 dice because it is the ship's second attempt at
using ET (+1 die) in the scenario.
Thanks
to Schoon for re-writing my long-winded rules in a shorter and easier to
read format
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As
an option, possibly for some space power or alien race, they might have what
I call Light Fighters.
Each
group of Light Fighters consists of 8 fighters instead of the normal
6. Light Fighters move and attack just like normal fighters, so a full
strength group of Light Fighters can roll 8 attack dice. A group of 8
Light Fighters costs the same as a group of 6 regular fighters
The
disadvantage of Light Fighters is that they are easy to kill and they only
have 4 turns of endurance. Any attack at a group of Light Fighters
gets a +1 bonus so normal fighters attack Light Fighters like Interceptors
attack normal fighters (1-2, no kills; 3-4, 1 kill; 5, 2 kills; 6, 2 kills
and a re-roll). Interceptors are very deadly against Light
Fighters. PDS systems, Class 1 Beam Batteries, Class 1 K-guns,
spicules, and Pulsers in point defense mode all get the +1 modifier.
Scatterguns and Interceptor Pods kill d6+1 Light Fighters.
Light
fighters may get Fast, Interceptor, or Attack modifications. Heavy,
Torpedo, and Long Range options are not available for Light Fighters.
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