From: Dean Gundberg <dean.gundberg@n...>
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,