Advanced Rules: Engines

This page is for advanced rules related to the Engine stat.

Ship

Maximum distance per turn

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Note: This was never actually implemented and may be entirely removed.

As you increase your level, your ship will steadily gain maximum speed. Levels gradually increase the amount you gain per increase. Ship speed naturally means more over longer distances than shorter ones. This does not in any way translate to running speed.

km per turn approx. km/h approx. increase
-2 2.5 150 (none)
-1 2.75 165 1.1x
0 3 180 1.1x
1 3.25 195 1.1x
2 3.75 225 1.2x
3 4.25 255 1.1x
4 5 300 1.2x

These values are flexible guidelines and may change as the GM sees necessary.

On Foot

Action stacking

Normally turns are separated into segments, with all players doing actions in each segment. For instance, if the turns given were:

Player 1: "Quickly duck behind the left wall, wait to make sure nobody is firing, peek out and throw a grenade, duck back behind the wall and wait for it to explode, run out and take cover behind the stack of crates, fire a few shots from my blaster"

Player 2: "Stay in cover, wait for Player 3 to toss my lasgun back and catch it, fire at one of the remaining sentries"

Player 3: "Run back into hallway, pick up Player 2's lasgun from the stack, run back and take cover behind doorway, wait for player 1's grenade to explode, jump out and run to where Player 1 was standing, toss Player 2 his lasgun, fire a rocket at the nearest remaining sentry"

Then the GM would combine them like this:

Action 1 Action 2 Action 3 Action 4 Action 5 Action 6 Action 7
P1 duck behind wall wait until safe throw grenade wait for explosion run to crates fire blaster
P2 catch lasgun fire lasgun
P3 run outside grab lasgun run back/take cover wait for explosion run to where player 1 was toss player 2 lasgun fire rocket

However, if a player uses a modifier such as "quickly", "run", "sprint", or "fast" when doing an action, the GM will roll to see if this action can stack with others. The player must be very clear that said action is meant to be done either quickly, or that they're running instead of walking. The GM will then roll to see if they can be combined. If all the players get good rolls, this could have the following changes on the above scenario:

Action 1 Action 2 Action 3 Action 4 Action 5 Action 6 Action 7
P1 duck behind wall, wait until safe throw grenade wait for explosion run to crates, fire blaster
P2 catch lasgun fire lasgun
P3 run outside, grab lasgun run back/take cover wait for explosion run to where player 1 was, toss player 2 lasgun fire rocket

This would result in the players gaining a total of five turn segments, which could prove immensely valuable in a battle. In some cases, this could even be the difference between life and death. Higher speed gives you a higher chance of being able to stack actions. Actions must make sense to be stackable: for instance, "wait quickly" would be ignored. The exact rolls are as follows:

Results
1- Something very bad happens
1 Something bad happens
2-4 No stack
5 Stack 2 actions if applicable
5+ Stack 3 actions if applicable
6 Stack 2 actions if applicable, but something bad happens

These values are flexible guidelines and may change as the GM sees necessary.

Stealth

See the stealth page for details

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