Cruise Pawns
by Terry H Jones
"Queen targeted and locked on, sir!"
General
Pawns are converted to cruise missile platforms - Cruise Pawns.Rules
- Except as described here, Cruise Pawns move, capture and behave as regular FIDE pawns.
- Any time after a pawn has made it's initial move, the owning player may declare that the carrier has fired it's missile.
- The launching pawn does not move during it's turn prior to firing.
- A launched pawn may move from zero (0) to seven (7) spaces in any direction or combination of directions with the following limitations.
- Each square must be specified since there are limits on turning, some squares are impassible, etc.
- It may not move through an enemy occupied square.
- It may move through but not end a move in a friendly occupied square.
- It may not end the move in an unoccupied square.
- Unless it moves zero (0) spaces, it must end the move in a square occupied by an enemy piece of any rank.
- Each square entered must be in a straight line from the immediately previous square through the current square, to one square to each side. In other words, a Cruise Pawn may only turn one square to either side for each square ahead it moves. (It ain't just "any direction or combination of directions!")
- Each square entered by the Cruise Pawn, except it's starting and ending squares, leave it open to being shot down.
- As it enters each square en route to it's target, if the defending player has a way of attacking the pawn, and wishes to do so, he may take the pawn while it is still en route.
- Cruise Pawns taken en route do not detonate or destroy the piece that captures them.
- The defender may not shoot down a Cruise Pawn if the "shoot-down" move is illegal, exposes the defending King to check, etc.
- Upon entering an enemy occupied square, a Cruise Pawn detonates, destroying (capturing) the opposing piece and itself.
- Firing a missile uses and completes a player's turn; no other moves, captures, etc. may be made.
- Cruise Pawns may not fire from their starting space.
- Missiles may detonate in their own square (move zero squares). The owning player does not capture anything, but he does lose the pawn.
Commentary
- Launching a Cruise Pawn is a suicide mission for the pawn, but most players will sacrifice pawns for material or position, and this lets the owning player better control where such a sacrifice occurs.
- A launched pawn can move up to seven (7) squares because that's would be a straight line from any point on a board to the farthest edge.
- Having a pawn self-immolate without moving could be a way to reveal check, expose a trap, clear an escape route, etc.
- Except for a self-immolation, a Cruise Pawn may not attack a friendly piece. A missile launcher crew will indeed rig the platform to explode and then abandon it, but they won't attack their own.
- Note that the Cruise Pawn's move is not a single, smooth movement like that of a Queen. It's open to attack all along it's route.
Optional
- Cruise Pawns may not attack opposing Kings. Unrealistic, but a flock of these things could seriously unbalanced things on the board. Just like in the real world.
Index of Terry H. Jones website | email: (email removed contact us for address) .com | © 1997 by Terry H Jones
Written by Terry H. Jones. Copied from Terry Jones original site with his permission.
WWW page (copy) made September 8, 1997.