Vectored Movement

I've recently read the explanation of vector tokens in the Silent Fury game (thanks Malcadon for the link in the resources page of the forum) not sure I fully get them without having put minis on the map with some poker chips. But any how I liked the suggestion that was somewhere around here about simply recording momentum in three axis since a hex has three axis. Imagine dead ahead as axis B, to its left on the hex is axis A and to the right of axis B is axis C. These axises are marked on the hex map and are the same for every ship. Each ship has a "character sheet" with a axis diagram where its momentum can be recorded in all three axises. It thrust for some or all of its ADF in one axis and this amount is added to the momentum total for at axis and the ship is moved. Forward firing weapons may only target ships along the acid of thrust for that turn but if a ship coasts for a turn its FF weapons may be trained in any direction. If a ship with an ADF of greater than one thrusts in two directions during a turn then it cannot fire its FF weapons or a skill roll is required to shoot them. Battery weapons can always shoot. Silent Fury separates the thrust phase from the coast phase but I don't see the need to do that. You can also use Silent Fury's method of keeping ships from flying off the table because his point about movement in space being relative is correct. If a ship has a C axis movement that will take of off the table simply minus or plus the C axis thrust of all ships on the table by the amount that will take the fly away ship to zero in that axis (unless the player is intent on withdrawing).

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