FB2 Movement Rules
From: "Thomas.Barclay" <Thomas.Barclay@s...>
Date: Tue, 4 Apr 2000 18:12:48 -0400
Subject: FB2 Movement Rules
If I understand correctly the new [OFFICIAL] {but only suggested} rules
for
vector movment:
1) The push is relegated to an appropriate place (ie you can no longer
MD6
RP3 PS3). It can only give you *one* point of sideways movement.
2) Because you can rotate all you want, you could MD1 RS1 MD1 RP1 MD1 if
you
wanted to? Are multiple rotations covered under the "1 manoevre point =
rotate all you want" or is each billed separately? (ie two rotations
cost
two points?) Or are rotations free? Does the point for rotations still
come
from the Main Drive pool?
3) Since all points come from a Main Drive manoeuvre pool, we've reigned
in
manouvre on Thrust 6 ships quite a piece (cutting down from a potential
thrust six, rotate, push 3 for a total of 9 units moved, to a much more
conservative 6) and we've REALLY made Thrust 2 the almighty brick of
space.
Under this scheme, Oerjan's infamous Thrust 8 ship becomes quite a prize
though - able to RP3, MD2, RS3, MD3, RS3, MD2 and this "box" would let
you
do things like fly around small asteroids and such. Wow.
So, how do the KV move in this new ruleset? Same way, only higher
thrust? Or
are there extra rules there?
-----------------------------------------------------
alea iacta et pessimo | Thomas Barclay
resulto factura est | Software Specialist
------------------------| Defence Systems
ave, Caesar! | xwave solutions
te morituiri salutimas | www.xwavesolutions.com
| v: (613) 831 2018 x 3008
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