FT manoevres

3 posts ยท Sep 15 1999 to Sep 16 1999

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Wed, 15 Sep 1999 11:00:25 -0400

Subject: FT manoevres

Someone (a long time ago) posted some rules on "Emergency Thrust". If the
author is out there, or someone has a copy, could they send me it off list.

Secondly, rolling. Rarely used, but it is (isn't it?) legal in FB/FT?
This allows you to rotate a side whose guns may be hors de combat away from
the enemy and a less damaged side into play. What is the movement cost of such
a manoevre under vector movement? And can it be combined with pushes and
rotations?

Thank you for your assistance.

From: Roger Books <books@m...>

Date: Wed, 15 Sep 1999 12:24:14 -0400 (EDT)

Subject: Re: FT manoevres

> On 15-Sep-99 at 10:58, Thomas Barclay (Thomas.Barclay@sofkin.ca) wrote:

Rolling costs 1 manoevre point. It's in the FB under vector movement.

From: Izenberg, Noam <Noam.Izenberg@j...>

Date: Thu, 16 Sep 1999 14:11:59 -0400

Subject: Re: FT manoevres

Thomas,

I am at least one person who posted regarding 'emergency' and other
alternative type maneuvers.

They're listed in the New Israel site Midbar Skunkworks:
http://members.xoom.com/gzg_l/ni/Skunkworks.htm

But here they are for the list. Some are half baked (Hammer), some probably
won't work in all but some bizarre circumstnace (short range jump):

1.Redlined Engines - Engines can be redlined to produce 25% more thrust
than maximum (round total thrust down). All redlined engines take threshold
check (at
current level).  Multi-engine ships
can yellowline engines to produce 12.5% more thrust (ie 4 yellowlined thrust 2
engines can produce a total thrust of 9). Half of all yellowlined engines take
a threshold check.
   2.Evasive Maneuvers - Reaction to fire. Can be ordered after a ship
declares maneuvering ship as target of weapons. Cost is 2 thrust (ship must
have left at least 2 thrust unspent when writing orders). Ship turns one point
port or starboard, engines take threshold
     check. Incoming beam/torp fire gets -1 mod. Incoming missiles are
reduced by 1d6/2 (round down).
If maneuvering ship's weapons have not fired yet, its weapons receive the same
modifiers this turn.
     Weapon modifier good only against the 1 ship / fighter melee /
missile attack (can be multiple
     fighter groups and/or missile salvoes) that maneuvers are reacting
to. Multimple EM's may be allocated in the same turn, each additional EM's
threshold is rolled
with an additional +1 modifier. A
thrust 1 ship that does not use its thrust for other purposes may EM
once with a +1 threshold roll.
   3.Afterburners - Available only on mass 30 and smaller ships. Cost is
1%
ship mass per 2 units
     thrust. Cost 1pt/mass  - round up for mass. Each Afterburner unit
bought is one thrust that can be added on any turn to movement orders. Each
unit used is crossed off the Afterburner. Afterburner thrust is added to
normal thrust, and max turn rate is determined by total. Afterburner can be
used
     for turning only, if desired - simply indicate afterburner use, but
don't use the extra thrust from main drive. Afterburner as a whole takes any
threshold roll, not each point. If applied thrust exceeds 10 on any turn, each
crew unit rolls threshold. Units that fail are crossed out with their hull
box. SSD Symbol: Extra main drive symbol subdivided into as many boxes as
afterburner units.
   4.Short-range jump - FTL jump in combat. No main drive thrust turn
before or after (turning is allowed). Can jump up to Thrust *10" in straight
line from last turn's endpoint. Next turn's velocity is
     same as pre-jump turn. Jump error is random direction, 1d6/2*Thrust
factor used, -2 for enhanced
     sensors, -4 for special sensors. Can't fire on turn of jump.
Engines take threshold check, FTL will be off line for the rest of the combat
(No FTL disengage).
   5.Schrodinger's Hammer Overdrive - Modification to standard FTL,
increases cost and mass by 25%. When the SHO is activated, the ship plots 2
different movements. Both can be anything within normal maneuver capabilities
of the ship. Until the ship acts
(fires/launches, active scans, etc) it _is_
in both places at the same time. When it fires, the probable location
collapses into the single actual location of the player's choice. While it is
in its dual state, it can be fired upon in either location as if it were in
both places at the same time. After probability has collapsed, it is only in
the one location. Effect can sustain for multiple turns, until ship acts
(scans, fires, launches fighters, etc.). If ship receives damage while in
duality, roll 2d6 at end of turn. A roll of 2 or 12 means ship vanishes in a
probabilistic anomaly, as if it never existed. If FTL is damaged while in
duality, Ship is destroyed. SSD symbol: Double wave inside FTL drive symbol.
   6.Side-Slip - Common house rule - allows 2+ point  turn to be port
then starboard (or opposite).
   7.High Maneuverability Engines (HME) - Mass and cost are 50% more
than normal engines of like thrust. Ship may use all thrust for turning.
Example: A ship with Thrust 4 HME engines costs the same as ships with normal
thrust 6 engines, but the HME can turn 120 degrees, whereas the normal ship
can only turn 90 degrees. SSD Symbol: Diamond sitting on tip of engine symbol.