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"optional rule: hyperspace jumps" Topic


11 Posts

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DesertScrb05 Feb 2011 8:37 a.m. PST

I adopted a Full Thrust rule for Galactic Knights regarding escaping to hyperspace during a game: link

Has anyone used a similar rule, and how did it work in play?

Bob in Edmonton05 Feb 2011 8:46 a.m. PST

I've allowed this in some full thrust games i've played as a "oh no, run away" move for one side or the other to consider. The Star Trek ship SSDs I use have a warp drive.

So long as the warp drive is functional and the ship moves straight for two turns (can perform all other functions normally) then it goes to warp at the end of the second turn after damage resolution and is removed from the board.

elsyrsyn05 Feb 2011 9:34 a.m. PST

For free use FTL, I like the ramp-up approach Bob uses – max speed (or acceleration in a vector game) in a straight line for a turn or two required before you can hit the GO button. In general, though, I like the concept in the Mote books and Starfire of warp points – FTL travel possible only between pairs of singularities in space. I feel it gives an interesting geographic element to space combat (tactically and strategically) that is otherwise only found in the vicinity of solar systems.

Doug

Personal logo Parzival Supporting Member of TMP05 Feb 2011 9:54 a.m. PST

"Traveling through hyperspace ain't like dusting crops, boy! Without precise calculations we could fly right through a star or bounce too close to a supernova, and that'd end your trip real quick, wouldn't it?"

G.O.B.S.! More includes rules for hyperspace jumps, with a straight-line, maximum speed "ramp up" based upon ship size (the bigger the ship, the longer the build up). The route has to be clear, all the way to the edge of the map. The rules also allow for "emergency" jump attempts that just might go bad.

"It's not my fault! It's not my fault!" wink

Steve Hazuka05 Feb 2011 9:58 a.m. PST

Use it in Asteroids all the time.

I like the BSG "poof they're gone".

Battle Works Studios05 Feb 2011 7:27 p.m. PST

In general, though, I like the concept in the Mote books and Starfire of warp points – FTL travel possible only between pairs of singularities in space.

Seconded. Big fan of the kind of bloody knife-fights a good warp point assault generates.

Thane's Games had a freeware game called Battleshift (which IIRC the guys who do Astral Empires have taken over work on) that integrated hyperspace jumps into combat – you would regularly jump out for a turn or more, preplotting reentry turn and general area on departure. It led to some pretty cool tactics, and made for a very fluid game with squadrons popping in and out in a bluff-and-double-bluff routine of trying to guess when and where the enemy would showing up to shoot and be shot at.

EDIT: Yep, Astral Empires guys, seen here:

link

Toaster06 Feb 2011 6:58 p.m. PST

Colonial Battlefleet includes warp points that you have to hit at the correct velocity and heading with your jump drive spun up (cumulative 12 on 1D10 rolled at the start of each turn) you can run with the jump drive charged but that costs you in manuverability which makes last minute turns onto the correct vector dicy. It's doable but not easy and your a bit of a sitting duck on the approach which is just as it should be.

Robert

Dervel Fezian07 Feb 2011 9:18 a.m. PST

Interesting concept. I may need to look at them for future scenarios.

We have setup two tables to play a big battle. Theoretically the "main battle" is on one table and the relief force is on another. The relief force is pulled out of hyperspace (by an interdictor cruiser – Star Wars genre) and trying to fight its way through to get to the other table.

To make the jump they must destroy the Interdictor, clear an asteroid field, be on the correct heading, and have a working hyperdrive. Usually this is hard enough.

The reality is that we do this so that our huge battle is more manageable. By splitting it into two tables each table runs at its own pace instead of having the entire game slow down due to sheer numbers.

Since we have two GMs we can each run a table, but players still feel connected to the other battle by the objectives.

Personal logo Parzival Supporting Member of TMP07 Feb 2011 11:43 a.m. PST

I will add that in G.O.B.S.!, it is possible for a vessel to return from a hyperspace jump, and even make repairs while in hyperspace. However, the number of turns a ship must remain in hyperspace is random, and affected by the ship's size— the bigger the ship, the longer it takes to come back to the fight. (Fighters can't return at all.) The disadvantage is that victory conditions are met while the vessel is in hyperspace, and the vessel may wind up counting as "fled" when adding up victory points.

TheBeast Supporting Member of TMP07 Feb 2011 1:42 p.m. PST

The original rule added penalties if opponents or nay 'terrain' were close. Have to watch the gravimetrics, of course.

I think I recall someone running a Full Thrust game added penalties if being fired upon as well. These are some possibilities.

All in all, "energies discharged during a battle (that) can disrupt the jump drive" would seem more likely to have an effect if directed at your ship.

Doug

Astral Empires08 Feb 2011 1:04 a.m. PST

Hey Battle Works, Thanks for mentioning Astral Empires: Battleshift. You're absolutely right that it's an adaption (to the Astral Empires Universe) of Thane Morgan's game and offers tactical use of FTL jumps in large fleet actions. It is indeed a cool game dynamic. The game is available here: link It includes a 50 page rulebook and a 32 page book of appendices. More on the Astral Empires Universe can be found here: astralempiresgame.blogspot.com Even if you have a game system you like you could easily adapt the tactical FTL elements from Battleshift into your preferred rules.

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