Topic: Terrain/Hazards
I'm not interested in seeing a lot of "celestial phenomena" in my games, but a friend has posed the question of what it would be like to actually fight within the KF Cluster as presented in TMW.
I'm trying to think of some house rules for a scenario:
1.) Collisions
2.) Secondary Explosions
1.) I picture the KF Cluster as being pretty darned cluttered. So I was thinking of just having ships roll once they reach a certain momentum. IE -- take a D10. You take a hit on a 10 if your momentum is 4, a 9+ if your momentum is 5, a 8+ if your momentum is 6 and so on. FACs are supposed to be a bit more nimble, so maybe they would get a separate table or just wouldn't face this risk.
The other idea is simply to have tangible playing pieces ( I have styrofoam balls cut and painted up to look like rock) that might just move in a random direction during the End Phase -- the things are being buffeted about by all the big explosions and stuff. If they hit you, you take damage.
The idea of the KF cluster restricting movement is the main reason for the Khevenhuller, which is slow, but well protected for its small size and fields oversized weaponry for a ship its size. It's a deep space version, thicker skinned incarnatio of an Austrian monitor. It can be outrun by just about any DD, but its armament lets it stand off and snipe at escort class hulls.
2.) Secondary explosions come from the thought that the Cluster is being mined for its mineral/ore deposits. What if there's a more volatile substance than Wasserstahl that gets released by all those mining crews? If your ship takes a hit, there's a chance for additional damage as the impact on your hull causes surrounding dust/gases to cook off.
Just brainstorming.
Matt