While I like the game effect of flank speed, it seems pretty generous in reality, so I added the following simple house rule:
When a ship uses flank speed, it must check to see if it has over-strained its engines.
Roll 1d6 per inch (or part inch) over normal speed (could be up to 4 dice for fast vessels).
If any dice comes up 6, the engines were strained - the vessel loses 1 inch of speed and may not use flank speed again the damage is repaired.
If two or more dice come up 6, the result is the same, but the damage may not be repaired.
This still makes flank speed useful but there's a risk associated with using it; I'd also abolish the -1 to hit if using this rule, as the penalty is not really needed.
Thoughts? Comments?
When a ship uses flank speed, it must check to see if it has over-strained its engines.
Roll 1d6 per inch (or part inch) over normal speed (could be up to 4 dice for fast vessels).
If any dice comes up 6, the engines were strained - the vessel loses 1 inch of speed and may not use flank speed again the damage is repaired.
If two or more dice come up 6, the result is the same, but the damage may not be repaired.
This still makes flank speed useful but there's a risk associated with using it; I'd also abolish the -1 to hit if using this rule, as the penalty is not really needed.
Thoughts? Comments?