I, like many others quite like the idea of newtonian spaceships but dont want to get bogged down. In another post Dan said "why arnt there simple newtonian rules" or something similar. So I had a think... Forgive me if this is a re-invention.
I always thought the B5W way of doing things gave a little of the best of both worlds. So this is a Starmarda version of the B5W way of moving. Not newtonian but still aiming at the right type of feel.
1 ships have a speed if they do nothing they will continue to move (drift) at this speed turn on turn. The ship's next turn speed is equal to the number of hexes it moved this turn.
2 Ships speed cannot exceed 10, If it does then the speed is reduced to 10 and the ship takes 1 damage roll per point over.
3 Orders are written using the same notations and costs as per Starmarda with the exception of turns, Thrusts and Drifts.
The cost of a turn is based on speed at start of turn and remaining engines.
Up to a speed of 1/2 (rounded up) remaining engines turn cost is 1
Up to a speed of remaining engines turn cost is 2
Up to a speed of 1 1/2 (rounded up) remaining engines turn cost is 3
Up to a speed of twice remaining engines turn cost is 4
etc
A ship must move a number of hexes equal to its turn cost between turns.
T is used to annotate thrusts or forward accelerations cost 1 as per Starmarda
D is used to notate drifts, a ship makes as many drifts as its start speed.
Example turn order Ship has 5 engines
Turn 1 (4)D2PT2D2 (4 engine power used 2 to turn and 2 to accelerate)
Turn 2 (6)SBD6 (5 engine power used 3 to turn and 2 to break)
4 overthrusters generate 2 free thrust to do their free turn if the ship is going faster than its engine rating the ship can save extra engine points from its main engines to use the overthruster.
5 Emergency Thrust generates the extra thrust but all turn costs are based on remaining engines not available power. Use the original remaining engines numbers to calculate turn costs.
That is about it. Comments??