I know there have been several house rules created because of things like this, and I also know that I need to use common sense for these types of situations, but I just want to know what everyone else does.
SITUATION
Let's say a ship is at rest in a docking bay, perhaps #94. The pilot sees a troublesome squad of troops with heavy weapons approaching, and uses the "Punch It" maneuver, changing the ship's speed to max (let's say 4). Then, thinking all is safe, he goes on break to use the refresher and have a spot of tea.
However, since the pilot never used the "Move" maneuver, the ship never changes range bands to get away from the enemy. It's just sitting there at speed 4, not getting any farther away. Is it circling?
That's the justification I use in space. Two ships at different speeds never change range bands because they're probably dog fighting, the faster ship circling the slower one making passes, or if they're the same speed, then they're chasing each other. In both cases trying to "gain the advantage" on the other, perhaps. The "move" maneuver is used to get away from or close the distance to something.
BACKGROUND
The situation above is obviously very simplified, but it illustrates the problem I had last session when one of my players stole a ship from a group of parked, ready-and-waiting snubfighters. Using it to fly over and cripple another ship before it could take off.
WHAT I HAD RULED AT THE TIME
Character Maneuver: Accel/Decel - to go from 0 to 1 speed.
Character Maneuver (2 char strain): Move (2 ship strain) - to get over to other ship.
Character Action: Use ship weapons to make attack roll.
This seems perfectly fine, but that started my dark thoughts...
- "What if you accelerate but don't move?"
- picture two ships in space, flying toward each other at speed >0, firing at each other. Neither takes a move maneuver. They never close the distance.
Crazy things like that.
Edited by Lifer4700