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Originally Published:
2007-04-05 Last Updated:
2011-10-26 Original Concept:
Gerry Harris Final Design:
Gerry Harris |
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Æther is the substance that pervades the universe. In many respects it is a
fluid, and it is this property of which the æther propeller takes advantage.
Æther propeller-driven spacecraft accelerate gradually (0.02G per speed
number). As the ship accelerates, though, its propeller becomes less efficient
at interacting with the æther. Eventually, the ship reaches a cruising speed
wherein further acceleration forward is impossible. More efficient propellers
give higher cruising speeds. Cruising speed is about 5-and-a-third light seconds
per day per speed number, and is reached in about 24 hours.
Æther
propeller-driven vessels typically follow straight courses to their
destinations, rather than the complicated hyperbolic orbits used by reaction
motor driven vessels. Because of this, the propeller remains active during the
entire course of the voyage; otherwise the vessel would begin falling back
toward the Sun. This has some unfortunate drawbacks, though. Because the æther
propeller is the only part of the vessel interacting with the æther, it is
subject to æther turbulence, something about which reaction drive vessels do not
have to worry.
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Introduction
For the first two decades after the invention of the æther
propeller, many experts considered æther combat an impossibility
because of the massive velocities involved. Some posited that any
possible ætheric combat would only take place in orbit, where the
possibility of maneuver was difficult. By the early 1880s though,
some writers had begun pointing out that while ætheric speeds were
high, actual accelerations were very small. Therefore, if an
attacker could match vectors with his intended victim combat could
proceed using the limited weaponry of the period.
It was not
long before these theories were put to the test.
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Scale
These rules assume that opposing forces have matched vectors and are
close enough for fighting. The game is played upon a hex map (the
maps supplied with Brilliant Lances and Battlerider are perfect for
this). The hex scale is 1200 yards, and turns are 72 seconds long.
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Movement
Æther ships move using a vector system. For each speed number (round
to the nearest whole number), a vessel may change its vector by one
hex. On the first turn, a vessel with a speed of 1 can move one hex.
On the second turn, the vessel may add another hex to its movement;
it will move one hex in the original direction, and the owning
player may add one hex of movement in any other direction. A line is
then marked between the starting hex and the ending hex (or a marker
is used denoting both the beginning and ending hexes), and this
becomes the vessel's initial vector for the next turn. Vessels will
always accelerate in the direction of their facing.
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Detection
Spotting an æther-drive ship is quite easy over vast distances — the
wake of the æther propeller appears as a long cometary tail behind
the flyer. The only exception to this is spotting directly astern of
an active æther-drive ship. Because of the æther wake no ship can
spot another ship directly astern. Coming up dead astern is a
favorite tactic of attacking ships. Warships will occasionally use
the "sprint-coast" tactic, accelerating for a few turns, then
shutting down their æther propellers to spot any activity astern.
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Weapons
Most weapons can be used in ætheric combat, with obvious exceptions
(tether mines, drogue torpedoes, spike droppers, etc.).
Guns: Guns used in ether combat have a range of 9
hexes, regardless of their planetary range. All targets within range
count as being at long range (hit on a 5 or 6). However, any time a
1 is rolled, roll 1D6. On a 1-4 the weapon jams and requires 2D6
turns to clear. On a 5, the gun barrel warps rendering it
permanently useless. On a 6, the gun barrel bursts, killing or
wounding the gun crew (1D6: 1-2, lightly wounded; 3-4 seriously
wounded; 5-6 killed).
Smutts Discharger:
Smutts dischargers may only be fired to the front arc of the flyer.
The torpedo will move the vector of the launching vessel (at the
time of launch) plus one hex per turn straight ahead (it may not
maneuver). At the end of five turns the torpedo explodes. If, during
the its flight time it enters a hex containing a vessel, it will
collide with the ship on a roll of 1 on 1D6. Damage is per the SGOM
rules. For example, an ether flyer with a vector of three hexes
launches a smutts torpedo. The torpedo moves forward four hexes per
turn for five turns in the direction the flyer was facing when it
launched the torpedo (for a total of 20 hexes).
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Special Rules
Boarding Actions: Boarding actions may only be
fought if the target ship is rendered incapable of movement and the
attacking ship has matched vectors and is in the same hex as the
target ship. Boarders must be in space suits. All other boarding
rules are applicable.
Explosive Decompression:
Whenever a vessel is hit by a weapon whose penetration is greater
than the armor value of the flyer, or is rammed by another vessel,
the hull is breached and the vessel suffers explosive decompression.
A vessel has one airtight compartment per hull size. Divide the crew
of the vessel by the number of hull sections. Randomly determine
which section is breached. If the crew is not in space suits, roll
1D6 for each crewman in that section. On a roll of 1-2 the crew
member manages to get to a space suit, but spends the next 1D6 turns
getting into it. On a roll of 3+ the crewman dies. Crew in space
suits are not affected by an explosive decompression hit.
Double crew hits on an already decompressed section.
Ramming and Grappling: Ramming and grappling are as per the
SGOM rules, with the exception that a collision occurs on a roll of
1-2 instead of 1-4.
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Damage Results
Use the aerial flyer damage tables to determine the effects of any
hits. Modify the results using the following rules:
Boiler: 1-3 this is the Solar Boiler, 4-6 this is the
Airscrew Boiler. Solar Boiler criticals destroy the solar boiler,
rendering the ship incapable of maneuver, unless it has an alternate
source of power. Solar Boiler hits cannot be repaired, and unless
the flyer has emergency batteries the crew is in a lot of trouble.
Airscrew Boiler hits do not cause the boiler to explode (it is cold
iron), but until repaired renders the ship incapable of maneuver in
an atmosphere.
Fire: Ships which have
decompressed are not affected by fire. Fires in a hull section which
decompresses are instantly extinguished.
Screw:
1-3 this is the Æther Propeller, 4-6 this is the Airscrew. Æther
propeller criticals reduce the acceleration of the ship by the DV of
the weapon. If the acceleration is reduced to 0 or below, the ether
propeller is destroyed and the ship drifts on its last vector
forever. Airscrew hits have no effect during ether combat, but note
should be made of the number of screw hits taken so that the effects
may be implemented when the vessel reaches an atmosphere.
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