Emergency Thrust and Emergency Turns

5 posts ยท Aug 19 1997 to Aug 21 1997

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,

From: Sprayform <sprayform.dev@n...>

Date: Thu, 21 Aug 1997 05:36:08 -0400

Subject: Re: Emergency Thrust and Emergency Turns

> At 11:17 19/08/97 -0600, you wrote:
Well this looks good,will have to try it out. You might want to limit it, say
depending on the size of the ship eg escort 1 attempt cruiser 2 attempts
capital 3 attempts to represent the fact that much larger engines mass wise
can take more punishment, and to stop destroyers behaving like 'fighters' on
lucky die rolls.

Jon(top cat) Sprayforming Developments Ltd. [production tools]
                                           made in
				      [prototype  times]
'The future is now'

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

Date: Thu, 21 Aug 1997 10:53:46 -0400

Subject: Re: Emergency Thrust and Emergency Turns

> Jon(top cat) wrote:

> Well this looks good ,will have to try it out.

That is a good option but I had forgotten to include another modifier I

had thought of to limit its use. For each attempt (for either Emergency Thrust
or Emergency Turns) after the first in the same battle, there is an
 additional +1 (cumulative) chance of engine damage AND the result of
engine damage without any additional thrust or turning ability.

Example: 3rd turn attempting either Emergency Thrust or Turns, thrust 4

ship, both prior rolls have been successful, trying for an additional 2

 points of thrust. On a roll of 1 - extra thrust no engine damage, 2-3 -

 extra thrust but engine damage, 4-6 - no extra thrust and engine
damage.

From: Sprayform <sprayform.dev@n...>

Date: Thu, 21 Aug 1997 12:16:45 -0400

Subject: Re: Emergency Thrust and Emergency Turns

> At 08:53 21/08/97 -0600, you wrote:
I'm not sure you need any more modifiers. A simple mark to show attempt on a
ship diagram would be better, besides if you roll lucky you still get the
bonus for quite a while . _7 turns_! thats too much!

Jon (t.c.)
Sprayforming Developments Ltd. [production tools]
                                           made in
				      [prototype  times]
'The future is now'

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

Date: Thu, 21 Aug 1997 15:33:50 -0400

Subject: Re: Emergency Thrust and Emergency Turns

> I'm not sure you need any more modifiers. A simple mark to show

Actually only a max of 4 turns if lucky rolls and only 1 pt of extra thrust
the last turn before damage was inevitable. I think limiting the number of
attempts by size works too but I the chance of damage should increase if
attempted a 2nd or 3rd time that battle. Maybe double the
 modifier to +2.