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Thread: The 3+3 maneuver kinds.

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    Default The 3+3 maneuver kinds.

    A simplified way of looking at maneuvers using altitude.

    1.Always play 2 cards.
    2. Restrictions - both cards g limits added together may not exceed type's g limit.
    3. Set your KE to be previous KE +/- acceleration (cannot accelerate if course /= heading)
    4. When being tailed, show your opponent your first card (only) before they plan their move.

    Course is the direction of movement. Heading is the direction the model is pointing.

    When heading = course, the usual state of affairs.

    a. Normal move, KE -1 to 3:
    1st card a maneuver card, 2nd card blank, alt = 0, speed = KE. Heading may be changed after 1st card.

    b. Overboost maneuver, KE 4 to 6
    1st card overboost, 2nd card a maneuver. Heading may be changed after 1st card. Alt = 0. Speed = KE - 3

    c. Change alt, KE 3 to 6
    1st card blank, alt = + or - 1, 2nd card a maneuver. No change of heading. Speed = KE - 3.

    So there are only 3 kinds of maneuvers when course = heading.

    When heading /= course

    d. Normal, KE -1 to 3
    First card a straight maneuver, 2nd card blank. No change to KE. Alt = 0. Direction may be changed after first card. Speed = KE.

    e. Overboost, KE 4 to 6
    First card a straight overboost. 2nd card a straight maneuver. No change to KE. Alt = 0. Heading may be changed after first card. Speed = KE - 3.

    f. Make course = heading
    First card a cse=hdg card, (use template to drift, KE -1 to 1 none, KE 2-4 short, KE 5-6 long). 2nd card a maneuver card. Alt = 0. No change to heading, and afterwards both KE and speed = 0 +/- acceleration (see official errata and my own interpretation) are set to be the speed at the start of the turn.

    So there are only 3 other kinds of maneuvers when course /= heading.
    Last edited by Zoe Brain; 06-20-2019 at 21:07. Reason: Official ruling for setting KE in a skid turn



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