Sublight speeds
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- Spacecowboy87
- Lieutenant Commander
- Posts: 205
- Joined: Tue Jan 03, 2012 2:01 am
- Location: Colorado
Sublight speeds
In the FC universe, power is power as the saying goes. If we want to bring in ships from SFB that have no warp engines (Starliner Pods, Rom Warbird) should we limit them to a base speed of zero (obviously) and allow only one acceleration per turn? or should we let them accelerate all they want?
Damn, these dice are cold!
I would recommend using the solution that was used for the "sublight-only" separated saucer of the USS Hood, in the "Return of the Hood" scenario.
There's a thread about it here:
http://www.starfleetgames.com/federatio ... php?t=1493
There's a thread about it here:
http://www.starfleetgames.com/federatio ... php?t=1493
Actually, we have sublight rules. They were originally published in the Early Years rules package in a Captain's Log. If we ever publish the FRD and its rules, it will probably be put there, too. Also, whenever Rev7 is done I will try to get them included there.
But, in the meantime, here you go:
(2F) Sublight Movement
A few ships do not have warp engines. In these cases, they must move around using only their Impulse engiens. Impulse movement follows the general movement rules, but includes the following restrictions:
(2F1) A sublight ship may only choose a baseline speed of either Zero or Stopped.
(2F2) A sublight ship may accelerate, but may not accelerate in consecutive impulses. This gives a practical limit of four hexes per turn. This movement will take place in sub-pulse 4. A sublight ship that accelerates, may cancel that move with a deceleration.
(2F3) A sublight ship pays one energy point per acceleration (or deceleration) regardless of size. In effect, the movement cost of all sublight ships is 1.
(2F4) A sublight ship is always considered slower than a warp ship, even if both have a base speed of Zero.
(2F5) Sublight ships may perform Tactical Maneuvers if Stopped. Sublight ships may perform Evasive Maneuvering, but this is rare due to the high energy cost. Sublight ships may not perform a High Energy Turn or use Emergency Deceleration.
But, in the meantime, here you go:
(2F) Sublight Movement
A few ships do not have warp engines. In these cases, they must move around using only their Impulse engiens. Impulse movement follows the general movement rules, but includes the following restrictions:
(2F1) A sublight ship may only choose a baseline speed of either Zero or Stopped.
(2F2) A sublight ship may accelerate, but may not accelerate in consecutive impulses. This gives a practical limit of four hexes per turn. This movement will take place in sub-pulse 4. A sublight ship that accelerates, may cancel that move with a deceleration.
(2F3) A sublight ship pays one energy point per acceleration (or deceleration) regardless of size. In effect, the movement cost of all sublight ships is 1.
(2F4) A sublight ship is always considered slower than a warp ship, even if both have a base speed of Zero.
(2F5) Sublight ships may perform Tactical Maneuvers if Stopped. Sublight ships may perform Evasive Maneuvering, but this is rare due to the high energy cost. Sublight ships may not perform a High Energy Turn or use Emergency Deceleration.

Federation Commander Answer Guy

