Starship Aggressor - Starship Combat Rules Pak
XON Gaming Item; Written and Edited by Mark_XON
The scope of these rules is not to rewrite the FASA rules but to
accompany them. I don't want them complex where you need tons of
calculations and formulas to simply add to the excitement. If you
care to play test these rules could you offer feedback? Thanks.
Each section or these set of rules are designed to work
independently of each other.
So you don't need to use the entire Rule Pak to enjoy one set of
rules.
These rules where written long ago and need to be revised and
finished in some cases...
TABLE OF CONTENTS |
BASIC WARP SPEED AND COMBAT |
|
BALANCED MOVEMENT |
INTRODUCTION
SUBLIGHT TO WARP
- Setup Sublight Mapfield
- Deployment
- Victory Conditions
- Special Rules
- Jumping To Warp
WARP AND WARPSPEED
- Setup Warp Mapfield
- Deployment
- Victory Conditions
- Special Rules
- Escape
- Valid Starship Tactics
- Warp Combat
WARP AND SUBLIGHT
- Setup Mapfields
- Deployment
- Victory Conditions
- Special Rules
- Warp Strafing
WARP FACTOR SCALE CONVERSION
- Speed Standards
- Cruise Speeds
- Emergency Speeds
- Limits Reached
- Subspace Radio
- Warp Table
|
INTRODUCTION SUBLIGHT
MOVEMENT
- -----
- ------
- -----
- ------
- ------
SUBLIGHT AND MACH SCALE
- -----
- ------
- -----
- ------
- ------
CLASS I MOVEMENT
- -----
- ------
- -----
- ------
- ------
TNG SHIP MOVEMENT
- -----
- ------
- -----
- ------
- ------
ACCELERATION MOVEMENT
- -----
- ------
- -----
- ------
- ------
|
TABLE OF CONTENTS (CONTINUED) |
SHIP EQUIPMENT |
|
VORTEX AND WORMHOLES |
INTRODUCTION
Transporter
- BEAMING SECURITY TEAMS TO ENEMY VESSELS
- DETERMINING SECURITY TEAM EFFICIENCY RATING
- OPTIONAL ERA Notes
- ----
- RESOLVING SECURITY TEAM COMBAT
Ship Sensors
- ------
- ------
- -----
- -----
- -----
Tractor Beams
- GENERAL DATA FOR ALL VESSALS
- POWER UNITS REQUIRED FOR OPERATION
- TRACTOR BEAMS AND TYPES
- DETERMINING "HITS"
- ASSIGNING TRACTOR BEAM TYPES TO SHIPS
- VESSELS RESISTING A BEAM
- LIMITS
AUXILIARY POWER
- AUXILIARY POWER REQUIREMENTS
- AUXILIARY MOVEMENT
- ----
- ----
- ----
|
INTRODUCTION
-------
- -----
- ------
- -----
- ------
- ------
|
Updated: 12-16-2006
TMP - Entering Warp
Sublight Perspective
BASIC WARP SPEED
AND
COMBAT
STV - Warp Flyby
Sublight Perspective
INTRODUCTION |
(OPTIONAL
Rules) For Use with FASA's STAR TREK Starship Tactical Combat Simulator #2003 "The
4th installment of Starship Combat Rules" These rules are to supplement not replace
the rules outlined:
- Page 16 of the STCS Section: Warp Speed
- Page 5 of the White Flame Rule Book (and Special Rules Descriptions)
These Basic Rules for Warp are very easy to understand and provides little alteration
to game play. In the following sections I have provided the Basic Warp rules in three
different scenarios. Each scenario representing three standard situations in which the
players can learn from and use for games involving Warp Speed.
Here's some rules you should keep in mind while dealing with Warp in the Basic Course.
In the Basic Course the Simulation begins and remains in either sub-light or Warp. Any
Ship that Changes Warp speeds abandons the field of play. Removing the Starship Silhouette
Counter from the mapsheet, indicating that Ship and Crew have lost. The Victor is the
remaining opponent.
Ships Travelling at different Warp speeds cannot Target and Fire each other. In order
for combat to take place all ships must be travelling at almost identical vectors through
space. There Warp Speeds must be nearly identical. The ships can engage the opposing ship
at a distance of 4 hexs.
STVI - Accelerating Warp Travel Flyby
In Warp Perspective
|
|
|
TMP - Warp Forming
Sublight Perspective
STII - Entering Warp
Sublight Perspective
SUBLIGHT
TO WARP |
|
WARP
AND WARP SPEED |
In the Basic Course Warp Combat and Sub-Light Combat are
not transitional. Combat remains in either sub-light or Warp.
However a sub-light ship may Jump To Warp
as a valid tactic in starship combat. CANON REPRESENTATION: Typically
any episode a ship flees to warp from a sublight battle.
TOS: "Balance of Terror" The attacking sublight Romulan shoots plasma
and the Enterprise retreats at warp.
SETUP SUBLIGHT MAPFIELD OF PLAY
You set up your sub-light game as you normally would as per
instructions from the rulebook.
DEPLOYMENT
Defender
You set up your sub-light game as you normally would as per
instructions from the rulebook.
Attacker
You set up your sub-light game as you normally would as per instructions
from the rulebook.
VICTORY CONDITIONS
Any Ship that Changes Warp speeds ( Jumps To Warp
) abandons the field of play. Removing the Starship Silhouette Counter
from the mapsheet, indicating that Ship lost. The Victor is the
remaining opponent. Plus the standard Basic Course Sublight victory
conditions outlined in the rulebook.
SPECIAL RULES
Jumping To Warp
In the Basic Course any vessel with warp capability, (At least
one operating warp engine), 40% of its Superstructure left, a safe
course (no ships in direct path) and at least 1 movement point remaining
may Jump To Warp at the beginning of any
phase (players simply declare their intentions). For the Basic Course the
Warp Ship is out of game play.
TMP - Warp Out
Sublight Perspective
|
In the Basic Course you may choose to have Warp Combat instead of
Sub-Light Combat. Keep in mind Warp Combat and Sub-Light
Combat are not transitional. CANON REPRESENTATION: TOS: "Arena"
The GORN at Warp being chased by the attacking Warp Enterprise.
Enemy Contact! is instant, Red-Alert! The GM secretly defines
the Warp Velocity for the game. At game startup after the players
have chosen their ships (or chosen from a GM pool) the GM reveals to
them the defined WF.
Any ship that is uncapable of maintaining the set WF is only allowed
to play in the first TURN, then they drop off. Any Defender ship that is
capable of exceeding
the set WF by a factor of 2 is only allowed to play in the first TURN,
then they pull ahead and are removed from the mapsheet. Incase that all
Defender ships are capable of pulling ahead, one must remain while the
others move ahead.
SETUP WARP MAPFIELD OF PLAY
Lay out two standard Star Trek Combat Simulator Mapsheets and
use the shortest width as the length. (you may need three sheets). These
mapfeilds will represent the "Warp Mapfield", think of it as the hex
sheet is moving at warp and the ships are moving through it.
DEPLOYMENT
Defender
The ships set up halfway up the shortest length of the Warp
Mapfield. If its a formation center it on the sheet.
Attacker
The ships set up along the first three row of hexes.
VICTORY CONDITIONS
The Attacker wins a full victory by destroying all the
enemy contacts while at warp.
The Defender wins a full victory by destroying all pursuers while
at warp.
The Attackers win a partial victory for destroying ships that
remain after the automatic pulled ahead rule is used.
The Defenders win If they have disabled warp on the
pursuers ship. The Attackers win a partial victory if they
disabled Warp on all of the enemy ships before the automatic pulled
ahead rule is used.
The Defenders win if they have successfully travelled over 4 hex
sheets (or determined by GM).
SPECIAL RULES
Escape
Attacking vessels escape by exiting on the left or right side
of the board. Any ship that Changes Warp Speeds ( Warping
Out ) abandons the field of play. (players simply declare
their intentions) The player must have at least 1 movement point
remaining to Warp Out, Removing the Starship
Silhouette Counter from the mapsheet. Vessels can not reenter the board.
Vessels Abandoning the field of play lose.
Valid Starship Tactics
In the Basic Course Warp movement is "linear" and at a
much larger scale compared to sub-light movement which is
multi-directional. Since we have the Mapfeild moving at Warp the ships
can move about using restricted sub-light rules. For warp maneuvering
use the Basic Course rules with these exceptions: All vessels must
travel from the bottom side to the top side of the Warp mapfield. All
heading changes must be done in a manner where the ship is always
progressing upwards at all times. A Ship can not make a heading change
that would progress the ship towards the bottom of the Warp Mapfield. In
the Basic Course there is no Advanced Movement.
Warp Combat
In the Basic Course the pursuing vessel must approach and stay
with the leading warp ship to engage in Warp combat. In
order for combat to take place all ships must be travelling at almost
identical vectors through space, There Warp Speeds must be nearly
identical. The final attack course adjustment will be from a trailing
position or a parallel course. Combat can begin at 4 hexs away.
WARP TARGETING TABLE |
-2
-3
-1
|
For
All ClassII-III Warp Vessals While at Warp
For All ClassIV- Warp Vessals While at Warp
To Hit Class II-III Warp Vessals While at Warp |
|
TMP - Exiting Warp
Sublight Perspective
WARP
AND SUBLIGHT |
|
STV - Warp Approach
Sublight Perspective
|
In the Basic Course Warp Combat and Sub-Light Combat are not
transitional. Combat remains in either sub-light or Warp. However a Warp Ship can
exist
at the start of a sub-light game as a valid tactic in starship combat.
CANON REPRESENTATION:
TOS: "Journey to Babel" The Attacking Orion at Warp and the Enterprise at
sublight.
SETUP MAPFIELDS OF PLAY
You set up your sub-light game as you normally would as per instructions from the
rulebook. You also need to setup at least one Warp mapsheet, place it anywhere.
DEPLOYMENT
Defender
You set up your sub-light game as you normally would as per instructions from the
rulebook. The ships that will be at Warp for the entire game are not placed on the
sub-light field, they are placed on one of the Warp MapFeilds.
Attacker
You set up your sub-light game as you normally would as per instructions from the rulebook.
The ships that will be at Warp for the entire game are not placed on the sub-light
field,
they are placed on one of the Warp MapFeilds.
VICTORY CONDITIONS
Any Ship that Changes Warp speeds ( Warps Out )
abandons the field of play. Removing the Starship Silhouette Counter from the mapsheet,
indicating that Ship lost. The Victor is the remaining opponent. A Warp ship that drops
to sub-light is removed from game play. The Victor is the remaining sub-light opponent.
SPECIAL RULES
Warp Strafing
In the Basic Course any vessel with warp capability, (At least one operating warp
engine), 40% of its Superstructure left, a safe course (no ships in direct path) and at
least 1 movement point remaining may start and remain in Warp during a standard sub-light
game.
A Warp Starship can make a single pass twice per turn. This means they do not
participate on the sub-light mapfield in Step 11. Rather they skip Step 11 during there
Warp Maneuvers on the Warp Mapfield. Warp Ships decide which direction they want to enter
the sublight arena.
STIII - Warp Flyby
Sublight Perspective |
WARP
FACTOR SCALE CONVERSION |
|
A word about
fractional Warp Factors: WF's that are not whole numbers tend to be less efficient. The
efficiency varies among the scale. Basically you get more bang for your buck with a
whole factor.
The two scales are
TOS Scale - Original Cochrane Unit (OCU) warp scale
and
TNG Scale - Modified Cochrane Unit (MCU) warp scale
|
Classic Warp
(TOS)Scale |
Speed of Light (c) |
TNG Warp
Scale |
|
1 |
1 |
1 |
|
2 |
8 |
(1.9) |
|
2.15 |
10.079 |
2 |
|
3 |
27 |
(2.7) |
|
3.39 |
38.941 |
3 |
|
4 |
64 |
(3.5) |
|
4.67 |
101.59 |
4 |
First Warp Barrier |
5 |
125 |
(4.3) |
|
5.98 |
213.75 |
5 |
Normal Cruising speed |
6 |
216 |
(5.02) |
|
7 |
343 |
(5.8) |
|
7.32 |
392.50 |
6 |
|
8 |
512 |
(6.5) |
|
8.69 |
656.13 |
7 |
|
9 |
729 |
(7.23) |
|
10 |
1,000 |
(7.9) |
|
10.08 |
1,024 |
8 |
|
11 |
1,331 |
(8.7) |
Emergency speed |
11.49 |
1,516.4 |
9 |
|
11.81 |
1,649 |
9.2 |
ST:TMP Second Warp Barrier |
12 |
1,728 |
(9.4) |
Maximum Design speed |
12.4 |
1,909 |
9.6 |
|
13 |
2,197 |
(?9.62?) |
|
14 |
2,744 |
(?9.8?) |
|
14.1 |
2,803.221 |
|
Absolute Maximum speed |
14.51 |
3,053 |
(9.9) |
|
15 |
3,375 |
(?) |
|
16 |
4,096 |
|
|
17 |
4,913 |
|
|
18 |
5,832 |
|
|
19 |
6,859 |
|
Borg |
19.93 |
7,912 |
9.99 |
|
20 |
8,000 |
|
|
21 |
|
|
|
|
(198,696) |
9.9997 |
Subspace Radio |
58.43 |
199,516 |
9.9999 |
|
|
<INFINITE> |
10 |
Figures in "( )" are approximate. Formula used to obtain the TNG
Scale: 3.333xv__ (c)
The formula is aprox and changes at higher speeds. 3.333 times the Square Root of the
Speed Of Light. |
I put this chart together back in 1992-1993. I don't
exactly remember how I
did it, I was on the verge of figuring this mess out, it was madness back then. Then I
think I got a break from a new canon book published. In previous years I had gathered
other publications, and that took awhile to find the right ones. Looking back, I think I
had available a Canon TOS Scale with Speed of Light and maybe a Formula given. Then later
on I think I had a Canon TNG Scale with a Formula. I believe I then matched up what I could
so I could double check the formula I was using. I was finely
delighted to have
everything I needed to confirm my findings, after all those years of not knowing what the
"correct" speed changes where. Till this day I am still working on this chart to
get it where I want it, easy and accurate to use. There are important notes one should
know when dealing with Warp Scale. The Classic TOS show used one type of warp scale
while TNG used a newer scale. The Classic scale was used well into the movies. I'm not
sure which movie it stopped using it. I'm not even sure if the "Generations"
movie was still using the classic scale or not. But I think its safe to bet if you spot
Classic ships in the TNG era they will be using the new scale. Apparently the new TNG
scale was officially in use by 2312. The old scale remained in use for awhile after.
This scale defines what the actual warp factors produce in speed and the relation to
the two scales. Remember that the WF is related to the amount and quality of power and its
level, speed is the actual (c) value. So if a ship is able to do WF4 it is capable of
producing the required power to meet the WF4 specs, thus allowing the ship to travel at 64
times the speed of light, the rated speed for the TOS scale Warp Factors.
Another look; The Captain says, WF4. Then a few seconds later you might hear Helm say
"WF4" confirming to the captain that the ship has reached full power level WF4,
and the ship still increases speed until it reaches 64 times the speed of light, the rated
speed for a WF4 power scheme.
Another look?; The Captain orders, "Warp 4". Indicating he wants a
speed of 64 times the speed of light. Then moments later you'll hear the Helm respond
"Warp 4" confirming that the ship has just reached the rated speed for a
WF4 power scheme. But I just made this paragraph up :) I don't think they
actually
recognize this in canon.
Now for the two different scales. Lets say that there is a Constitution ship going at
Warp 5, but we need to convert that to the new scale since we have mixed generations of
ships. We look at the chart and find out that the Constitution Class Ship is
actually
moving at Warp 4.3 according to the TNG Warp Scale. So if a TNG ship is traveling at Warp
5 then it is moving faster than the classic ship, even though they both say they are going
Warp 5. Different Warp Factor Specs and Efficiency.
Some Standards I have researched:
Cruise Speeds
- A CONSTITUTION Cruise speed is WF 6(TOS scale) [TOS: Arena]
- A GALAXY Cruise speed is WF 5 (4.8(was 6))
- Voyager Cruise speed is WF 9.975?
Emergency Speeds
- CONSTITUTION Emergency speed is WF 8 [Dangerous] (TOS Scale) [TOS: Arena]
- A GALAXY Emergency speed is WF 9.2, WF9.6 [12 HR Duration], WF9.9
[Auto Shutdown in 10 mins]
Limits Reached with a TOS CONSTITUTION Class Ship
- Nomad Modified "Engines" was WF 11 (TOS Scale) [TOS: The Changeling]
- The Kelvans also modified the ship's engines to reach warp 11 [TOS: By Any Other Name].
- Ship Sabotaged was in TOS: "That Which Survives". WF 14.1 (TOS Scale)
That's WF
9.8(TNG Scale)
We now know that the old classic ships where capable of holding together even at this high
rate of speed. At least for a short period.
Subspace Radio Speed
- Classic is about WF 15(TOS scale)
- TNG is about WF 9.9997(new scale, range is 22.65 L.Y.) WF 9.9999 (w/ Booster
Relays)
The FASA rules for UltraWarp should be ignored, there the result of a small hint
paramount gave to FASA about TNG warp factors. The most you can do with that information
is use it as some part of some experimental conclusion, before the TNG scale was
officially established. |
TOS - Concept , Entering Warp
WARP
COMBAT DESIGN NOTES |
|
FASA talks about changing your warp speed: Changing
warp speeds is a valid tactic in starship combat, but if a captain alters his warp speed in
the Basic Course, he has abandoned the field to his opponent. He removes the Starship
Silhouette Counter from the mapsheet, and he losses the game. Their pretty much
saying if you go faster or slower your leaving combat. They don't mention any Advance
rules here however. You would think after four revisions of the starship combat rules
that they would have expanded the Warp Speed Rules. The truth is the overall rules never
really take in account for any speeds, sub-light or warp. Speeds in the game are
loosely
based on the amount of movement one has, The more movement points a ship expends the
faster it is moving. Anyhow FASA did add some additional rules in an expansion book, read
on.
Warping Out(FASA): Warping out is used as a generic means of escaping
the sub-light mapfield and specifies that the Ship is no longer in the game and can not
return. Page 5 of The White Flame Rule Book indicates; Any vessel with warp capability
may Warp out at the beginning of the phase (players simply declare their intentions).
However, the vessel must have at least one movement point remaining during that phase.
These rules do not indicate which phase is "the" phase, but we will assume that
they are speaking about the beginning of the Movement Phase. When Warping Out the starship
counter is removed from the sub-light mapfield wherever it is(Warping Out does not mean
moving off the mapfield, it means lifted off from the current hex that it occupies). |
BASIC FASA Rules
The base ideas for my rules. I used information from the 1st editions starship
rules page 102 and page 16 of the STCS section: Warp Speed.Warp Speeds(FASA):
- Warp speeds do not affect play of the game in most respects. Despite these enormous
overall speeds, the starship weapons work and are targetable because maneuvering during
combat is so small compared to the overall speed that it is hardly different from
sub-light speed maneuver. FASA's rules are not really rules, there
guidelines one
follows as they develop rules. They are fairly general and don't take in much count for
specifics.
The rules note an TOS episode "Journey to Babel" where an Orion Ship attacked
the Enterprise while the Orion Ship was moving at WF8. FASA states: It is
obvious,
then, that warp speed does not affect weapons fire, but efficient targeting is another
matter. This last statement is based on the episode alone. The rules go on about
talking about how two objects (a jet and a man) facing each other while the man is standing
still and the jet is streaks overhead. FASA states: If both the man and the pilot know
the other is there, and if both have weapons available and ready to fire, each might just
get one shot at the other as the jet screams by. This is describing what
happened with
the Orion Ship and the Enterprise and states that it is possible to hit one another.
The rules go on about comparing this situation with two objects facing each other while
moving at warp. FASA states: One moving at Warp 1 and one at Warp 2. By the
time the Captains say "Fire photon torpedoes!" they are 2.4 million kilometers
away - a bit far even for STAR TREK weaponry. This
contradicts FASA's explanation for the events that took place in "Journey to Babel". Of course
the situation wouldn't actually be possible, they wouldn't have a chance to hit each other.
This clearly couldn't happen, as we see in TNG all Warp Combat is done in a Warp envelope,
one ship pursuing the other. There's no drastic heading changes or
steering actually done.
We do see however smaller warp vessels able to move about inside the larger ships Warp
Envelope providing a much harder chance of hitting them. Also the ability to move around
would give them added targeting capabilities, so there negative modifier for targeting
wouldn't be as great.
FASA must have foreseen the TNG scenario I described above back in 1986. They go on to
say: In order to have combat, therefore, it is assumed that the warp speeds of the
vessels are the same and that their vectors through space is nearly the same. This
would explain how the TNG warp combat occurs, but FASA contradicts itself in the following
statement: This means whether they are moving at Warp 1 or Warp 10, the two ships are
hurtling along within the same envelope, making small maneuvers compared to their overall
speed through space. FASA's concept of Warp Speeds here diminishes. In TNG you
are told that a pursuing ship is increasing speed to match or over come the leading ships
speed. So there defiantly is a problem with FASA's concept. Part of what they say could
hold true, If a trailing ship is on the same vector of the leading ship, as it
approaches the leading ship it is basically in the same or over lapping Warp Envelope, the
envelope created by the leading ship and re-formed by the pursuing ship. The closer the
trailing ship gets the faster it capable of catching up to the leading ship. Think of it as
drafting, how race car drivers can draft off the car in front of him. When the distance of
a trailing car becomes closer to the leading car he doesn't have to use as much gas 'cause
he's accelerating from the pull of the first car. So once a pursuing ship gets close
enough he uses the leading ships envelope to help them increase speed. This is
usually
about the time that Warp Combat takes place. FASA goes on to say a tidbit about how
everything is going at Warp: One way to think of this is that the mapsheet is actually
moving at the warp speed and the ships are maneuvering within that area. This
last statement tries to convince you that normal sub-light maneuvering can happen in Warp
Speed, and everyone's in the same boat, but its not. Basic game play can be done this way
if one wishes to keep things very simple. My rules approach this somewhat differently. |
TOS Constitution traveling at Warp
In Warp Perspective
U.S.S. Defiant NCC-1764 (Enterprise TV Series Computer Model)
Note To Self:
FUTURE XON RULES
The next areas to expand on are the FASA Warp Speed and Combat
Rules for the Advanced and Graduate Courses, Hopefully they will
represent a bit more to add to the TMP movie era and TNG
covered.
Advanced
Emergency Heading Changes and Stress Damage
-
-
Tactical Heading Changes
This includes Warp Maneuvers
-
Planets, Moons, And Other Obstacles
This includes effects of Warp in Solar Systems
-
Warp Targeting
This includes more details in this type of environment.
-
Graduate
Stress From Emergency Heading Changes
Updated: 5-15-2006
BALANCED MOVEMENT
STII - Miranda
STIII - Merchantman
INTRODUCTION
|
(OPTIONAL
Rules) For Use with FASA's STAR TREK Starship Tactical Combat Simulator #2003 "The
4th installment of Starship Combat Rules" These Rules were made by me, sometime
between 1991-1994 and follow FASA's rule standards, they are simple to use and fun.
These set of rules apparently was my solution at adding in speed and balanced
maneuver capabilities into the game. There was another way to do it; I could have reworked the stats
for all the ships, but in the end I would have probably modified the construction manual.
So what I did was use methods provided in the construction manual, and tried to
replicate the patterns set in the book to basically produce some tables, I also consulted
the STCS as well for additional guidelines.
These are essentially ERA rules, but it accounts for shuttles and by weight as well so it
can be used thoroughly. There's actual speed tables if you ever need to find out roughly
how fast some things going. The acceleration chart I remember being extremely questionable
or in early stage of design, but its included.
If you find these rules to restrictive or time consuming you can reserve them in your
game for critical situations such as down to the last group of ships in a fleet etc.... or
a situation when two vassals are dueling it out at the end of a long fleet battle.
Now that I look back I suppose the specs and stats of the ships already take into
account "Balanced Movement" to some degree. So I may or may not update these
rules in the future. If I had play testers giving feedback that will encourage me.. |
|
|
CLASS
I MOVEMENT |
|
ACCELERATION
MOVEMENT |
These Rules were made by me, sometime between 1991-1994 and
follow FASA's rule standards, they are simple to use and fun. These
rules exploit the faster maneuvering capabilities of the smaller craft.
The Changes are for Shuttlecraft From the Movies and the TNG era. These
changes are for sublight purposes.
Enhanced Movement For Class I vessels(0-5000mt) Firm:
| |