SPACE GUARD COMMAND PROJECT

  A STARSHIPS & SPACEMEN 2E CAMPAIGN PROJECT 

CAPTAIN'S LOG

SPECIAL MANEUVERS: SPEED BURST HOUSE RULE

Posted by azmulder4 on November 2, 2014 at 1:15 AM

CAPTAINS LOG 11.01.14


HOUSE RULE: SPECIAL MANEUVER COMAT SPEED BURST


Game Mechanic:


The Combat Speed Burst Maneuver is a special starship action which allows a player to increase the difficulty on an attack role by allowing the defending player to instanteously increase the range between engaged ships during combat. When used the defending player may move up to 6 hex spaces (60,000 Miles / KM) in any single direction the ship is facing during a combat round in additional to the normal nuclear drive range of 30,000 Miles / KM per round. The maneuver costs 5 EU to attempt and may only be attempted once per day without damage.

How It Works:


In conducting this special combat maneuver a starship uses its hyperdrive momentarily to warp a very short distance forward in normal space / time. Any Fire Control Officer contributing their bonus to the attack will have to make a skill check as the doppler effect from the ship's combat speed burst may make it appear to be in two places at once for an mere instant during the maneuver.


Restrictions:


  • The maneuver may not be used while in orbit around a planet.
  • The starship can only travel in a single direction while executing the maneuver (No turns allowed).
  • The starship's direction of travel must not be obstructed (i.e. blocked by a planet or ship) or the maneuver will have to be aborted.
  • The maneuver may only be attempted once per day without damaging the ship's Hyperdrive.
  • Forcing a second attempt will damage the drive permanently deducting 20 EU from the PPB and require a Technical  Skill Check.
  • The maneuver costs 5 EU as it requires power from the Hyperdrive to complete.
  • Starships without a Hyperdrive, or have jetisoned their Hyperdrive, cannot use this maneuver.
  • Player(s) intending on using the maneuver must declare the action at the beginning ot the round.
  • If the maneuver is aborted, or not used, during the round it still will cost 5 EU and the cannot be attempted again that day.

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