Legendary Captains
From: Brendan Robertson <denian@s...>
Date: Fri, 18 Jul 1997 01:10:21 -0400
Subject: Legendary Captains
I've been thinking about possible rules for legendary captains or
upgrading a ship's captain. (Original idea from Indy's B5 rules page).
The following is the basic workings. Any comments appreciated.
LEGENDARY CAPTAIN 25pts + 25pts/ability
- Maximum of 1 captain per 1000pts or fleet.
- Use of abilities must be noted in the orders for that turn.
- All captains get +2 on ramming attempts IF his ship is on it's last
damage row.
- Only one ability can be used per turn.
- Threshold checks are made as if the current damage row was filled.
ABILITIES:
Suicidal - The captain may attempt to ram at any time at +2. If he
fails the ram attempt, his crew mutinies on a failed threshold check
(captain is killed).
Tactician - Once per battle, the captain can maneuver his vessel after
all others WITHOUT requiring written movement orders for that turn.
Engineer - All power is redirected to the engines (no firing). The ship
doubles it's thrust for that turn only BUT must make 2 threshold checks
for the N-Space Drives immediately after movement.
Master Gunner - All power is redirected to the guns (no thrust). All
beam batteries add +1 die this turn only. (ie. B-bat rolls 3 die, C-bat
rolls 2 die). Roll guns separately, on ANY double, that gun is destoyed
as if it had failed a threshold check.
Defender - All power is redirected to the screens (no firing). NB: this
has no effect if the ship has no available screens. The screens
increase by one level for the turn. If they become Screen-4, then treat
as a Reflex field with NO DAMAGE being reflected at the firer. All
screens must make a threshold check at the end of the turn.
Brendan R.
'Neath Southern Skies