Flank speed house rule

steveburt

Mongoose
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?
 
I think the current rules are fine, people just need to realize that flank speed is a ships maximum listed speed, not the speed number.

Chern
 
Flank speed is something being changed anyway. You should have seen my Russians flank speeding round the board. Combine it with bad weather and it is impossible to score long range hits.
 
None of our starting group thinks Flank speed is even close to realistic and most just find it laughable. We've been ignoring that special action entirely.
 
Back
Top