GZG List archives -- April 2006

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[GZG] [FT] Tactical jumps



To help explain the usual set up for FT battles (ships arrive on the table relatively close to opponents, at speeds of less than that provides by a couple of turns of accel), I'm proposing that we have rules for tactical jumps. A tacjump will displace the ship by  a distance of a few lightseconds, and has a cycle time of a few turns (as opposed to the hours needed for a multi-lightyear jump). Note that it is usually not possible to disengage from combat by means of a tacjump--the opponent can re-acquire and jump after you.

A tacjump does have a chance of misjumping, which is increased by short prep time, poor crew quality, and momentum of the jumping ship (a mass 10 scout can safely jump at higher speeds than a mass 250 SDN). 

Misjumps only affect the jumping ship, unless you arrive at a point at the other end which is already occupied. However, tactical jumps have an inherent distance deviation, so you don't dare bunch your ships too closely.  
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