So I got to play against my son again this weekend, and a situation came up that we decided would be fun to have a special action for.
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Special Action: Eject the Dilithium Chamber!
When a ship executes this order, the Dilithium chamber is immediately expelled from the ship. The ship is considered permanently adrift and power drained, but no longer has a Dilithium Chamber critical track, so won't escalate, etc. [Being permanently power drained also means you can't execute SA's that need power, and you always operate under the restrictions of being power drained.]
The opponent gets 1/2 points for any ship that performs this special action.
Optional Rule: "...and aim for that enemy ship!"
Roll a QC: 8. If passed, the crew managed to eject the core so that it clears the ship before exploding. Place the core up to 6" away from the ship. If the QC fails, place the core on top of the ship. In both cases, treat the core as an exploding ship. [This one is just for flavor - if you don't like the idea of exploding antimater chambers being ejected towards pursuing enemies in a last act of heroic desperation, then don't use this part.]
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Obviously, the only real use for this is if you are close to winning, but you have a ship that is about to go critical that you want to save. Ideally, that ship can eject the chamber and survive long enough to be tractor beamed off the table by your other ships. Or the enemy could just "sink" it, but that's the risk you take.
The situation to use this action won't come up often, and honestly I'm mostly just excited that my son is already cooking up house rules to a wargame, but it seemed like a fun thing to tack on to our games.
----------------------
Special Action: Eject the Dilithium Chamber!
When a ship executes this order, the Dilithium chamber is immediately expelled from the ship. The ship is considered permanently adrift and power drained, but no longer has a Dilithium Chamber critical track, so won't escalate, etc. [Being permanently power drained also means you can't execute SA's that need power, and you always operate under the restrictions of being power drained.]
The opponent gets 1/2 points for any ship that performs this special action.
Optional Rule: "...and aim for that enemy ship!"
Roll a QC: 8. If passed, the crew managed to eject the core so that it clears the ship before exploding. Place the core up to 6" away from the ship. If the QC fails, place the core on top of the ship. In both cases, treat the core as an exploding ship. [This one is just for flavor - if you don't like the idea of exploding antimater chambers being ejected towards pursuing enemies in a last act of heroic desperation, then don't use this part.]
----------------------
Obviously, the only real use for this is if you are close to winning, but you have a ship that is about to go critical that you want to save. Ideally, that ship can eject the chamber and survive long enough to be tractor beamed off the table by your other ships. Or the enemy could just "sink" it, but that's the risk you take.
The situation to use this action won't come up often, and honestly I'm mostly just excited that my son is already cooking up house rules to a wargame, but it seemed like a fun thing to tack on to our games.