Prev: Hoax email viruses and FTGZG-L Next: Re: new Stargrunt minis

Emergency Thrust and Emergency Turns

From: "Dean Gundberg" <dean.gundberg@b...>
Date: Tue, 19 Aug 1997 13:17:01 -0400
Subject: Emergency Thrust and Emergency Turns


 While going over some other starship combat games I got at GenCon, I
came 
 across rules for emergency speed on ships.  I think this option would
work 
 well for Full Thrust so here are some rules, comments are appreciated.
 
 Emergency Thrust and Emergency Turns - Optional Rules
 
 The thrust rating of a ship is the normal amount of thrust that can be 
 used each turn to change a ships movement without damage to the
engines.  
 Emergency Trust rules allow players to simulate captains who push the 
 engines to the limit in order to create more thrust than normal but as
a 
 result there is a chance that the engines may be damaged in the process

 (But Captain, if we accelerate like that the dylithium crystals may not

 take the strain!).  Emergency Turn rules are to simulate the same 
 situation but when the ship attempts to turn more than normally
allowed, 
 even up to the Kra'Vak level of maneuverability.
 
 When using Emergency Thrust, the total amount of thrust points created
by 
 the engines may be increased by up to 50%, rounded down (a thrust 4
ship 
 may attempt to use 5 or 6 points of thrust in a turn, a thrust 3 ship
may 
 attempt to use 4 points of thrust).  The amount of thrust available for

 turning is normally half of the available thrust for most ships but
when 
 using Emergency Turn rules, all available thrust points many be plotted

 for turning.
 
 The process is to plot the move and if Emergency Thrust and/or
Emergency 
 Turns are used, then roll a d6 for each to determine if they were 
 successful, failed, and/or damaged the thrust engines.  For each 
 additional point of Emergency Thrust created over the normal max, the 
 chance of damage to the engines will result is increased by 1.  For 1 
 extra point of thrust, a roll of 1-4 equals no damage to the engines
and 
 the extra thrust is gained, on a 5 the extra thrust is gained but the 
 engines are damaged afterwards, then always on a roll of 6, no
Emergency 
 Thrust points are created and the engines are damaged in the attempt,
the 
 player must replot the turn with the original max of thrust points and 
 then the damage to the engines will take effect after that.  For 2
extra 
 points of thrust, a roll of 1-3 results in the extra thrust and no
damage 
 but now 4-5 gives the extra thrust plus damages the engines and a 6
again 
 is no extra thrust and damages engines. 
 
 Emergency Turns occur when attempting to use more than half of the 
 original thrust for turning, the same process is followed as with
thrust 
 above with the same results and chances increasing for each point of 
 thrust plotted for turning beyond half of the original thrust amount
(not 
 half of the total thrust available that turn if also creating
additional 
 Emergency Thrust points).  A ship does not need to create Emergency
Thrust 
 points when attempting an Emergency Turn, a capital ship with thrust of
2 
 can plot both for turning as S2 and will have to roll a 1-4 to avoid 
 damage to the engines, a 5 allows the turn but damages the engines and
a 6 
 requires a replot of movement to fit normal rules and also reduces the 
 thrust available to 1 for the next turn
 
 If both Emergency Thrust and Emergency Turns are plotted, then 2 rolls
are 
 needed.  Damage to engines from the use of Emergency Thrust or Turns
may 
 be repaired by damage control teams.  If the thrust engines are already

 damaged, than the current rating of half of the normal thrust is the 
 'original' thrust for that turn and calculations are based on that
amount.
 
 Example: a Cruiser with thrust 4 and an undamaged engines plots the 
 following movement, P3+3 for a total of 6 thrust points.  First a d6 is

 rolled for the creation of Emergency Thrust over the normal maximum 
 available of 4, a 2 is rolled and is in the save zone of 1-3 so no
damage 
 to the engines and the extra thrust points are created.  A second d6 is

 rolled for the Emergency Turn because 3 points of thrust are plotted
for 
 turning which is 1 greater than the normal allowed amount of 2.  A 5 is

 rolled and the extra turning thrust is available for use this turn but 
 then the engine is marked as damaged and only 2 thrust points are 
 available next turn.  If both rolls were 6's then the move would have
to 
 be reploted with only 4 thrust points and next turn the ship would have
no 
 thrust available unless damage control can get it repaired later that 
 turn.
 
 Let me know what you think,
 
 Dean
 dean.gundberg@bcbsnd.com

Prev: Hoax email viruses and FTGZG-L Next: Re: new Stargrunt minis