Topic: New terrain--warp points
I've finished the ship designs on another supplement (yay!), but for two of those powers, I wanted them to be fighting a space opera-like conflict, over interstellar distances, without FTL drive (this setting is a low-ish tech setting), and for that I had warp points. Similar to Starfire, they were points that enabled FTL travel between stars without any need for actual FTL drives. I also wanted them to have warp-point assaults, with defending forces using defence satellites and monitors (ships too large to travel through warp points) to counter the enemy assault force.
[size=150]Warp Point (Terrain)[/size]
A warp point is a point in space where faster-than-light travel is possible without the use of some FTL drive.
In Starmada, warp points are defined by their size, from size 1 to 3, and are similar to the same-size black hole as to the area of a game board they cover.
There are two types of warp point: active and inert.
A ship that ends its turn inside the 'event horizon' of an active warp point is considered to have left the game board, with VPs being awarded as the victory conditions state (to the opposing side if normal, to the ship owners' side if playing either the 'Breakout' or 'The Patrol' scenarios).
A ship that ends its turn inside the event horizon of an inert warp point is immediately destroyed.
Anti-Gravitational 'Pull'
Similar to black holes, warp points exert an influence on ships. However, while black holes pull ships in, warp points push ships away from them. If a ship finds itself within the warp point's anti-gravitational 'pull', it is moved directly away from the warp point, using the same table as the black holes to determine how far away they are moved. Ships can ignore this movement if they perform a 'full stop' on their engines for two full turns while approaching the warp point.
Warp Point Assault
Ships may enter a battle through a warp point, with information on how they do so left to the designer of the scenario. The following takes place for all ships that traverse a warp point:
1) Ships may not move, cloak or take any offensive action on the first turn--they may, however, use their weapons for defensive purposes, such as attacking fighters that are attacking them. In addition, shields, ECM and all other traits and equipment (such as stealth) are operational.
2) On the second turn, ships may undertake any operations as normal.
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Comments? Suggestions?