Rethinking Chemical Rockets

Blankbeard's picture
January 23, 2014 - 4:09pm
I've uploaded yet another document of my house rules. It has always bothered me that chemical rockets are treated as ion engines that run out of fuel every trip. So I've made them fast but carrying a limited amount of fuel. If you're not careful, you can find yourself out of fuel and drifting away from any hope of rescue.

There's a set of fuel costs in ADF points for common tasks for system ships and some new equipment that's mostly useful for chemical powered ships as well as some subskills that again are mostly useful for characters on chemical ships.

I think these changes make using a chemical rocket easier. Fighters in particular can be much cheaper as they don't need the expensive atomic drive making their role as attrition units easier to achieve.

I'd like comments and suggestions on this ruleset from anyone who's interested.

Abub's picture
January 23, 2014 - 6:39pm
in what project?

jedion357's picture
January 23, 2014 - 7:50pm

OGL Star Frontiers
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Blankbeard's picture
January 23, 2014 - 10:41pm
Ack, sorry. Thanks to Jedion for linking it

Here's the direct link.