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Re: FT manoevres

From: "Izenberg, Noam" <Noam.Izenberg@j...>
Date: Thu, 16 Sep 1999 14:11:59 -0400
Subject: Re: FT manoevres

Thomas,
	
	I am at least one person who posted regarding 'emergency' and
other
alternative type maneuvers. 

They're listed in the New Israel site Midbar Skunkworks :
http://members.xoom.com/gzg_l/ni/Skunkworks.htm

But here they are for the list. Some are half baked (Hammer), some
probably
won't work in all but some bizarre circumstnace (short range jump):

1.Redlined Engines - Engines can be redlined to produce 25% more thrust
than
maximum (round
     total  thrust down). All redlined engines take threshold check  (at
current level).  Multi-engine ships
     can yellowline engines to produce 12.5% more thrust (ie 4
yellowlined
thrust 2 engines can produce
     a total thrust of	9). Half of all yellowlined engines take a
threshold
check. 
   2.Evasive Maneuvers - Reaction to fire. Can be ordered after a ship
declares maneuvering ship as
     target of weapons. Cost is 2 thrust (ship must have left at least 2
thrust unspent when writing orders). Ship turns one point port or
starboard,
engines take threshold
     check. Incoming beam/torp fire gets -1 mod. Incoming missiles are
reduced by 1d6/2 (round down).
     If maneuvering ship's weapons have not fired yet, its weapons
receive
the same modifiers this turn.
     Weapon modifier good only against the 1 ship / fighter melee /
missile
attack (can be multiple
     fighter groups and/or missile salvoes) that maneuvers are reacting
to.
Multimple EM's may be
     allocated in the same turn, each additional EM's threshold is
rolled
with an additional +1 modifier. A
     thrust 1 ship that does not use its thrust for other purposes may
EM
once with a +1 threshold roll. 
   3.Afterburners - Available only on mass 30 and smaller ships. Cost is
1%
ship mass per 2 units
     thrust. Cost 1pt/mass  - round up for mass. Each Afterburner unit
bought is one thrust that can be
     added on any turn to movement orders. Each unit used is crossed off
the
Afterburner. Afterburner
     thrust is added to normal thrust, and max turn rate is determined
by
total. Afterburner can be used
     for turning only, if desired - simply indicate afterburner use, but
don't use the extra thrust from main
     drive. Afterburner as a whole takes any threshold roll, not each
point.
If applied thrust exceeds 10 on
     any turn, each crew unit rolls threshold. Units that fail are
crossed
out with their hull box. SSD
     Symbol: Extra main drive symbol subdivided into as many boxes as
afterburner units. 
   4.Short-range jump - FTL jump in combat. No main drive thrust turn
before
or after (turning is
     allowed). Can jump up to Thrust *10" in straight line from last
turn's
endpoint. Next turn's velocity is
     same as pre-jump turn. Jump error is random direction, 1d6/2*Thrust
factor used, -2 for enhanced
     sensors, -4 for special sensors. Can't fire on turn of jump.
Engines
take threshold check, FTL will be
     off line for the rest of the combat (No FTL disengage). 
   5.Schrodinger's Hammer Overdrive - Modification to standard FTL,
increases cost and mass by
     25%. When the SHO is activated, the ship plots 2 different
movements.
Both can be anything within
     normal maneuver capabilities of the ship. Until the ship acts
(fires/launches, active scans, etc) it _is_
     in both places at the same time. When it fires, the probable
location
collapses into the single actual
     location of the player's choice. While it is in its dual state, it
can
be fired upon in either location as if
     it were in both places at the same time. After probability has
collapsed, it is only in the one location.
     Effect can sustain for multiple turns, until ship acts (scans,
fires,
launches fighters, etc.). If ship
     receives damage while in duality, roll 2d6 at end of turn. A roll
of 2
or 12 means ship vanishes in a
     probabilistic anomaly, as if it never existed. If FTL is damaged
while
in duality, Ship is destroyed.
     SSD symbol: Double wave inside FTL drive symbol. 
   6.Side-Slip - Common house rule - allows 2+ point  turn to be port
then
starboard (or opposite). 
   7.High Maneuverability Engines (HME) - Mass and cost are 50% more
than
normal engines of
     like thrust. Ship may use all thrust for turning. Example: A ship
with
Thrust 4 HME engines costs the
     same as ships with normal thrust 6 engines, but the HME can turn
120
degrees, whereas the normal
     ship can only turn 90 degrees. SSD Symbol: Diamond sitting on tip
of
engine symbol. 

Noam


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