Outside the Feynman
Players wishing more realism at the cost of greater
complexity can use the following modified decompression
rules.
(7.19) Sealing Breaches. Units that spend one orbit phase
with a welding torch in the square next to a breach can seal
it. Unlocking a door to an adjacent pressurized space also
takes an orbit phase. (An exception is airlock doors, which
don't lock in response to pressure.) Opening a door to a
space with no breaches repressurizes it. A space can be used
as a makeshift airlock this way, by systematically opening
doors so that units can move through the area without
decompressing the ship.
(7.191) Exterior Movement. This requires extending the
movement grid to one square beyond the ship's hull. Units
blown out of the ship but not out of this area are not
automatically lost. Instead, all movement outside is normal,
if hard to visualize, and combat occurs normally, except than
all "D" results are "K" since the target will float away from
the ship. Due to the artificial gravity, units cannot move
onto the ring section while it is still spinning without
being flung away from the ship.
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