Topic: Game Mechanic thought
Hi all, I am working on a campaign setting where the ships are pretty slow (fastest ships have an engine rating of 4) and I was thinking of adding a campaign specific game mechanic to make things more interesting. The "Tactical Micro Jump" is a fairly common tactic in sci fi literature which includes ships with hyperdrives that operate like the basic S:AE system. Used to move closer to the enemy quickly, evade, or attack from another direction the tactic is something I want to try to add to my setting. I was originally thinking of using a similar system to the old Stutterdrive from S:X, but I decided to take a stab at something a little different. Here is what I thought:
Hyperdrive activated in the Orders Phase and a target hex is chosen anywhere on the game board. Since the distance being jumped is very short, it is not necessary to "charge" the hyperdrive as in the normal rules for its use.
On the Movement phase, roll a D6, and if it comes up 1, the Hyperdrive stalls and the ship doesn't jump and follows the same course and maintains its current speed (no "backup" movement orders are allowed). If successful, the ship immediately jumps to hyperspace. Roll a D6, if the roll comes up 5 or 6 the ship returns to normal space exactly where it intended, on a 3 or 4 it misses its mark by 1 hex, and on a 1 or 2 it misses its intended hex by D6 hexes. If the target hex is missed roll a D6 for bearing of the miss, and go clockwise around the target hex with one being on the "top" of the hex.
Ships return to normal space on the same bearing and with the same velocity that they had when they made the jump.
Following a tactical micro jump or even a hyperdrive stall, the ship cannot initiate hyperdrive startup (of any kind) on the next turn.
Well, that's the idea anyway. Any thoughts? I know I tend to over complicate things so if anyone has a better idea of how I could do this, please let me know.
Cheers,
Erik
PS if it seems like a lot of die rolls please forgive me as I have an affinity for buckets of dice. I intend to use some of the options like DC rules and criticals in this setting, so that should tell you right there that I'm not afraid of dice!