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whartung December 20th, 2010 07:28 PM

Battle Rider and Brilliant Lances Jump Rules
I can't seem to find any reference to Jumping during play in either BR or BL. Am I missing something? Does anyone have a reference to the procedure of jumping while engaged in BR or BL? TNE itself has not actual mechanic for Jump, other than it happens and there's a task roll associated with it.

Zparkz December 21st, 2010 01:16 AM

I don't think any of the rules edition mentions how long it takes to set up a jump either by calculating the coords and charging/preparing the jumpdrive. SOpM may hold some rules.

Starviking December 21st, 2010 10:55 AM

Here's the rules that seem to pertain in BL and BR:

BL page 24 - "Jump Drive: If destroyed, the ship may not enter jumpspace. If not destroyed, find the percentage of hit boxes that have been marked off. Multiply the ship's standard jump performance by this number and round fractions down. This is the current jump performance number."

BL page 25 - "Bridge Destroyed: ...The ship is no longer capable of manoeuvring, entering jump,..."

BL page 30 , Scenario 1, Deep Black - "Winning: The Zhodani player wins...To get the information back, the ship must either exit the map at either end (but not the sides) with functional jump drive, or it must communicate the information to another Zhodani ship which then exits the map at either end with functional jump drive.

BL page 30, Scenario 2, Rearguard - "Winning: ...In either case, the Zhodani player must do so before the end of the 20th turn, or Bard Refuge will have had time to reach its jump point and escape.

There are other references to exiting the board and being capable of jumping in Scenario 4: Corsair!, Scenario 6: Smash and Grab, and Scenario 7: Cold Recovery.

As for Battle Rider, the 'Other Considerations' section on page 15 covers jumping in the "exiting the map" sub-section. It's the same general idea as expressed in the BL Scenarios - but with explanation as to the abstraction of having to exit from the ends of the map, not the sides.

Hope that helps.

whartung December 21st, 2010 12:29 PM

Yea, sounds like they completely hand-waved away the idea of jump operations in combat.

Thanks for the references.

Vargas December 23rd, 2010 03:03 PM


Originally Posted by whartung (Post 364261)
Yea, sounds like they completely hand-waved away the idea of jump operations in combat.

Because combat is effectively over if you Jump?

whartung December 24th, 2010 03:07 AM


Originally Posted by Vargas (Post 364351)
Because combat is effectively over if you Jump?

Well, yea, of course, but seems like how long that process takes would be important if you're trying to keep the ship from jumping, eh? If it happens in one turn, fine. If it happens in more than one turn, then not so fine. What if you get a system restart in the middle of jump processing? Does the sequence pause or does it have to be restarted? If the latter, does the failed jump consume any fuel?

When things basically always go well, it's ok to handwave the details. But when it gets down to the nitty gritty and a race to the finish, details are kind of more important.

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