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