Manuevers for KHs

Again found this on the old list serv archive written by Kveldulf<br /><br />

<b>Gravity Assist</b> - A maneuver in which a ship swings in close to a planet
(ie. an adjacent hex), then whips around it using the planet's gravitational
pull to accellerate the craft. Note that at no time does the ship enter the
atmosphere. As per the KH Tactical Manual, the ship will change facing by 1
hex in the direction of the planet; when making a gravity assist, no MR can
be used to alter this course change until the turn after the gravity assist is
completed. To perform the maneuver, a planet or moon must be a minimum of
5,000 km in diameter. If the pilot successfully executes the maneuver, the
ship's speed increases by 1 hex /
turn per 10,000 km of the planet's diameter (rounded to nearest 10,000 km).
If the pilot fails the skill roll, see the complications table below for
possible consequences.

<br /><br /><b>Aerobrake </b>- Similar to a gravity assist in that the pilot steers the vessel
into a planet's close orbit (ie. a hex adjacent to the planet). However,
instead of making a tight turn above the planet's atmosphere and whipping
around the planet, the ship or probe actually dips into and skims the
atmosphere, using the friction / drag thus created to reduce the craft's
speed. To perform the maneuver, a planet or moon must be a minimum of 5,000
km in diameter. Successful execution of the maneuver reduces a ship's speed
by 1 hex / turn per 10,000 km of the planet's diameter (rounded to nearest
10,000 km). As per the KH Tactical Manual, the ship will change facing by 1
hex in the direction of the planet; when aerobraking, no MR can be used to
alter this course change until the turn after the aerobrake is completed. <br /><br />Examples: Earth has a diameter of about 12,000 km. A successful
aerobraking maneuver would reduce a ship's speed by 1.
Jupiter is approximately 120,000 km in diameter. A successful aerobrake
could reduce a ship's speed by up to 12 hexes / turn (pilot's choice).

<br /><br />If the pilot fails their skill roll, see the complications table below for
possible consequences.

<br /><br />Aerobrake / Gravity Assist Complications Table
(roll d100, adding the % amount by which the pilot failed their skill roll)
<br /><br />
0-70 Minor Complication
<br />71-95 Major Complication
<br />96-100 Critical Complication
<br /><br />
Minor<br />Equipment Damage* <br />Hull Damage (1d10)*<br /><br />Major<br />Equipment Damage*<br /> Hull Damage (2d10)* <br /><br />Critical<br />Equipment Damage*<br />Hull Damage (5d10)*
<br />Forced Landing** <br /> Forced Landing**
Crash / Burn Up in
Atmosphere <br /><br />*Equipment &amp; Hull Damage requires a successful DCR roll to repair; create
your own to torture your players ; )
<br />**If the ship involved is too big to land on a planet (HS 6+), treat a
Forced Landing as a crash result.

<br /><br /><b>Sensor Evasion:</b> Sensor evasion is a sophisticated term for &quot;hiding&quot;. It
is a maneuver used when an area of space is cluttered with objects that can
mask or hide a ship's sensor signature among or behind which a ship can
hide. Such locations include asteroid or planetoid fields, areas full of
debris or &quot;space junk&quot;, unusual radiation fields and other such phenomena
as well as small moons or planetoids (1000 km diameter or smaller). If a
pilot makes a successful Sensor Evasion roll, the ship has successfully
attached itself to a large fragment of rock / debris / etc or hidden itself
in a sensor-obscuring field / plasma cloud / whatever. Until a pursuing
ship makes a successful sensor roll to reacquire the hidden ship, its
counter is removed from the map and a blank counter placed in the hex
instead. If the hidden ship moves or powers up its engines, it immediately
reveals itself to all ships in the area and can be engaged as normal.

Pinned
Off
Locked
Off