FB2 Movement Rules

1 posts ยท Apr 4 2000

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?