Playtest Rules - Skindancing

Triggy

Mongoose
How about this for an addendum to the skindancing action:

Skindancing
Skindancing is a risky action and only highly trained crews attempt to skindance in a combat situation. Any ship attempting to skindance cannot do so around a ship with the Fighter trait or a ship that in not immobile/adrift and has not yet moved or taken an action in the turn. Also, the ship may not attempt to skindance if it is Crippled. If the Crew Quality check is failed, the ship attempting to skindance only crashes into the enemy ship if the dice for the CQ check came up as a natural 1. If the skindance check fails and the ship does not crash then it finishes its move where it came into contact with the enemy ship but may not fire any weapons this turn as the crew attempt to regain control of their vessel.

Edited for slight rewording as per comments
 
A vote to include!!

A nice view on skindancing, if you manage to make the required crew quallity check then the ship your attacking can not shoot back at you, but if you fail your a sitting duck!!!

(although your a duck with dodge and AA)
 
Very good. I'd change the wording of the last sentence though as it sounds better:

...as the crew attempt to regain control of their vessel

Cheers, Gary
 
Gets my vote, though needs modification to allow skindancing adrift vessels (since they moved in the end phase of last turn, and have not yet moved/taken action this turn).
 
I thought skin dancing was something you did because there weren't rules for easy ramming?

I kid.

Vote of approval. =)
 
Hindsight said:
I thought skin dancing was something you did because there weren't rules for easy ramming?

I kid.

Vote of approval. =)

You may kid, but that's the main reason I've seen people use it anyway... :roll:

Cheers, Gary
 
Burger said:
Gets my vote, though needs modification to allow skindancing adrift vessels (since they moved in the end phase of last turn, and have not yet moved/taken action this turn).
Done!
 
Triggy said:
How about this for an addendum to the skindancing action:

Skindancing
Skindancing is a risky action and only highly trained crews attempt to skindance in a combat situation. Any ship attempting to skindance cannot do so around a ship with the Fighter trait or a ship that in not immobile/adrift and has not yet moved or taken an action in the turn. Also, the ship may not attempt to skindance if it is Crippled. If the Crew Quality check is failed, the ship attempting to skindance only crashes into the enemy ship if the dice for the CQ check came up as a natural 1. If the skindance check fails and the ship does not crash then it finishes its move where it came into contact with the enemy ship but may not fire any weapons this turn as the crew attempt to regain control of their vessel.

Edited for slight rewording as per comments
-----
SUGGESTION:
The ship that is trying to Skin Dance should end its monement past the
target, not behind the target. Behind is too much of an advantage for
a failed maneuver!
 
I like it...

Any way to prevent a whitestar skin dancing a hermes?

Say 'the target vessel must have more than three times the starting damage points to be an eligible target for skin dancing?'

This way a whitestar can't skin a hyperion... but has no trouble with an omega... but a bluestar can do either. I mean its supposed to be about having a extended area of hull to run on... a tiny vessel using it on greater vessel to avoid its numerous guns.

Ripple
 
Seems good but the wording is really clunky.

How about...

Skindancing is a risky action and only highly trained crews attempt to skindance in a combat situation. A skindancing ship cannot target a ship with the Fighter trait or a ship that has not yet moved or taken an action this turn. Immobile or adrift ships may be targeted as normal. A crippled ship may not Skindance.
If the Crew Quality check is failed with a roll of a natural 1 the skindancing ship rams the enemy ship instead! If the skindance check fails but the ship does not crash then it finishes its move where it came into contact with the enemy ship and may not fire any weapons this turn as the crew attempt to regain control of their vessel.
 
Da Boss said:
I'd like to see Triggy's rules but Skindance as a Special Action........... :)
If we were to go that route, you'd have to be at least turns 2/90, or SM. However, as with many things this is probably out of scope for P&P. The big thing is that most people seem to agree on the principle of this addition/modificaiton to the skindancing rule. You can then look at ramming separately if needed but if this is right it should stay like this.
 
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