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games:board:battlestations:battlestationshyperdrive

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Hyperdrive

Hyperdrive

Actions

Warp in

Skill: Science
Difficulty: 30
Uses Module: Yes
Can be done Remotely: Yes
Energy: None
Can be done more than once per Round: No
Note: At the start of the mission you warp in with 0 energy and usually a speed of 4, but then immediately do Power Generation. The ship appears a number of hexes away from the target hex according to the failure level of the roll and facing a random direction. Ships cannot warp in within 12 hexes of a celestial body (Planet, Star) or into the same hex as an asteroid.

Warp out

Skill: Science
Difficulty: 8
Uses Module: Yes
Can be done Remotely: Yes
Energy: None
Can be done more than once per Round: No
Note: If the Hyperdrive has the same amount of program markers as the size of the ship and is not within 12 hexes of a celestial body, it warps out.

Ping

Skill: Science
Difficulty: 0
Uses Module: Yes
Can be done Remotely: Yes
Energy: None
Can be done more than once per Round: Yes
Note: Determine either the distance to, or the hex side direction of the nearest cloaked ship by detecting its mass.

Program Hyperdrive

Skill: Science
Difficulty: 8
Uses Module: Yes
Can be done Remotely: Yes
Energy: None
Can be done more than once per Round: Yes
Note: Add a program marker to the hyperdrive if not within 12 hexes of a celestial body. All program markers are lost if ship approaches a celestial body closer than 12 hexes. Every used marker increases the difficulty by 3.

Repair module

Skill: Engineering
Difficulty: 11
Uses Module: No
Can be done Remotely: No
Energy: None
Can be done more than once per Round: Yes

Notes

Damaged Hyperdrives lose one programming marker (p47)

Flying within 12 hexes of a celestial body removes all program markers.

games/board/battlestations/battlestationshyperdrive.txt · Last modified: 2013/03/17 16:29 by 127.0.0.1