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MLJ Ensign
Joined: 07 Sep 2021 Posts: 19 Location: Nebraska
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Posted: Wed Feb 26, 2025 3:51 pm Post subject: Deceleration in a turn |
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If your ship is going to turn: It moves left or right 60 degrees and then moves one hex. By using deceleration, can it move left or right 60 degrees and then not move one hex?
The Federation Commander Tactics Manual under Warp Tactical Maneuvers (page 18 ) implies that this can be done Quote: | ....canceling the movement point after your ship turns so that you remain in the same hex |
Is this only for Baseline Speed Zero with acceleration, or can you use deceleration to cancel the move after a 60 degree turn any time? |
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Sebastian380 Lieutenant SG

Joined: 07 Mar 2013 Posts: 159 Location: Toronto, Canada
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Posted: Wed Feb 26, 2025 5:28 pm Post subject: |
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Yes, you can decelerate, that is, cancel movement, from any speed as long as you can pay for the deceleration. The canceled move does count towards making your turn mode and allows for a ship to make a tighter turn. |
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MLJ Ensign
Joined: 07 Sep 2021 Posts: 19 Location: Nebraska
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Posted: Wed Feb 26, 2025 5:43 pm Post subject: |
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I understand the deceleration allows a tighter turn.
I am trying to get clarification if in the same sub-pulse at ship can sling left-or-right 60 degrees (if it has satisfied its Turn Mode Number), but not move out of the hex it is in by paying to deceleration. |
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mjwest Commodore

Joined: 08 Oct 2006 Posts: 4087 Location: Dallas, Texas
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Posted: Wed Feb 26, 2025 11:01 pm Post subject: |
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Yes, you can turn and not move on a sub-pulse you were scheduled to move as long as you pay for the deceleration. That is correct. The turn itself will reset your turn mode and slip mode.
Do note that the decelerated sub-pulse does not count toward the slip mode. So, in order to slip again, you will have to actually move one hex. _________________
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