XON FASA STARSHIP COMBAT RULEBOOK   5-17-2007

Starship Aggressor - Starship Combat Rules Pak
XON Gaming Item; Written and Edited by Mark_XON
 

xon_cover.jpg (50379 bytes)
 

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
 
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

-------

  • -----
  • ------
  • -----
  • ------
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WARP SPEED AND COMBAT

Updated: 12-16-2006

enterprise-tmp-entwarp.jpg (77768 bytes)
TMP - Entering Warp
Sublight Perspective

 

BASIC WARP SPEED
AND
COMBAT

enterprise-stv-warpflyby.jpg (28856 bytes)

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)

 warpspeed-players.gif (5272 bytes)

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.

enterprise-stvi-warpflyby.jpg (24773 bytes)
STVI - Accelerating Warp Travel Flyby
In Warp Perspective

 

enterprise-tmp-warpforming.jpg (58519 bytes)
TMP - Warp Forming
Sublight Perspective

enterprise-stii-enterwarp.jpg (209173 bytes)
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.

sublightlayout.jpg (12091 bytes)

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.

enterprise-tmp-warpout2.jpg (28676 bytes)
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.

warpspeedlayout.jpg (20650 bytes)

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

 

enterprise-tmp-exitwarp.jpg (33342 bytes)
TMP - Exiting Warp
Sublight Perspective

 

WARP AND SUBLIGHT  

stv-enterprise-warpapproach.jpg (11277 bytes)
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. 

warpsublightlayout.jpg (19124 bytes)

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.

 enterprise-stiii-warpflyby.jpg (39088 bytes)
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-warp.jpg (46798 bytes)
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.

ent-tos-constitution.jpg (20366 bytes)
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

 


BALANCED MOVEMENT
 

Updated: 5-15-2006

BALANCED MOVEMENT

stii-reliant.jpg (15585 bytes)
STII - Miranda

stiii-merchantman.jpg (26729 bytes)
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:

Heading Change
  • Vessels with movement ratios of 1/1, 2/1, 2/3, 3/2           1 Hexside = 0 Points    2 Hexside = 1 Point
  • Vessels with movement ratios of 1/4 or more                  3 Hexside = 1 Point
Reverse Vessels with movement ratios of 1/4 or more                  Identical as if the vessel was moving forward
Reverse Heading
  • Reverse heading change is automatic, Once you moved back one hex you can change 1 Hexside at no cost
  • Vessels with movement ratios of 1/1, 2/1, 2/3, 3/2          Cost 1 Point(fasa rule)
Heading Reverse Changing heading while in reverse cost 1 point per hexside, same as for any ship.
Emergency Heading
  • EHC- forward movement only. May be 3 Hexsides and cost 1 Point, Only once per movement phase.
  • Vessels with movement ratios of 1/4 or more                   Twice per movement phase.
Stress Shuttles that are only capable of Sublight(with NO designed warp capability) suffer 2 Points of Superstructure for
high speed EHC's. Keep Track of the Damage!
Tactical Heading Can be made 2 Hexsides
Firing If a Shuttle fires in the same Firing phase it evaded......
  • Vessels with movement ratios of 1/4 or more                   It can fire Twice
  • Vessels with movement ratios of 1/1, 2/1, 2/3, 3/2           It can fire Once

 

 tng-enterprise-shuttle.jpg (40413 bytes)
TNG - Enterprise Shuttle

 

These Rules were made by me, sometime between 1991-1994 and follow FASA's rule standards, they are simple to use and fun.

Acceleration Movement
Some ships can get to there top end faster than others, to reflect this read the following;  The better your Ratio the faster your acceleration will be.  Add the below movement point to your movement when accelerating to another speed, once speed is reached the bonus is not used.

Acceleration Bonus(Mach/Sublight/Warp/):

Bonus:

Your Movement Ratio Your Axcell Bonus   Your Movement Ratio Your Axcell Bonus
1/1 +3 Hexs   2/2 +3 Hexs
2/1 +2   2/3 +3
3/1 +1   2/4 +4
4/1 0   2/5 +4
5/1 0   2/6 +4
6/1 0   2/7 +4
7/1 0   2/8 +5
8/1 0   2/9 +5
9/1 0   2/10 +5
10/1 0  
         
1/2 +4 Hexs   3/2 +2 Hexs
1/3 +4   3/3 +3
1/4 +5   3/4 +3
1/5 +5   3/5 +3
1/6 +5   3/6 +4
1/7 +5   3/7 +4
1/8 +6   3/8 +4
1/9 +6   3/9 +4
1/10 +6   3/10 +4

Example:  If you have warp movement of 3/1 and jump to warp 2 from warp 1, your Movement will be 3/1 +1 during the acceleration only.   Another example, Warp 1 to Warp 4 would give you a movement of 3/1 +3.  Again the bonus is added only during acceleration.

Notes:  The amount of power you put in, does NOT effect these fixed bonuses.   -These rules do not apply to Warp speeds above WF8(WF7 TOS Scale) nor do they apply to Sublight acceleration ABOVE .75

 

TNG SHIP 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 explote the faster maneuvering capabilities of the TNG craft.

Next Generation Ship Movement:

   These are changes for the newer vessels.

Change Heading 1 Hexside = 0 Points   2 Hexsids = 1 Point
Reverse Identical as if the vessel was moving forward
Reverse Heading Reverse heading change is automatic, Once you moved back one hex you can change 1 Hexside at no cost
Heading Reverse Changing heading while in reverse cost 1 point per hexside, same as for any ship.
Emergency Heading EHC- forward movement only. May be 3 Hexsides and cost 1 Point, Only once per movement phase.
Stress The ship takes (superstructure) -1 Point if the ship is moving at Warp5(new) or more, EH
Tactical Heading Can be made 2 Hexsides
Firing May fire once in the same firing phase it evaded

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TNG - Enterprise-D

tng-romulan-warbird.jpg (47581 bytes)
TNG - Romulan Warbird

 

 

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TNG - Klingon Vor'cha

 

 

 

 

SUBLIGHT MOVEMENT SUBLIGHT AND MACH SCALE
These Rules were made by me, sometime between 1991-1994 and follow FASA's rule standards, they are simple to use and fun.

For All purposes, combat takes place in Sub-Light speeds.  Refer to Warp Speed Combat for conflicts above Sub-Light speeds.  All Ship stats are based on 1/4 sublight speed.

 

Movement(Sub-Light):

SubLight (Apply After)
Power Units
(Apply After)
Movement at different speeds
.1 +1 -2 Hex
.2 +.5 -1 Hex
.25(1/4) normal normal
.3 -.5 +1 Hex
.4 -1 +4 Hexs
.5(1/2) -1 +4 Hexs
.6 -1 +4 Hexs
.7 -1 +4 Hexs
.75(3/4) -1.5 +6 Hexs
.8 -1.5 +6 Hexs
.9 -2 +9 Hexs

Example:  If you are moving along at 1/4 impulse and throttle upto 1/2 sublight, you would subtract 1 more power unit from your display and add 4 more movement points, AFTER your movement factor has been calculated.

 

 tmp-d7.jpg (6564 bytes)
TMP - Klingon D7M K't'inga

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TMP - Klingon D7M K't'inga  - AFT

These Rules were made by me, sometime between 1991-1994.

If you want more control over your Less than Lightspeed adventures this chart should help you out.

Formulas I used:

  • MPH x .44704 = M/S
  • M/S x 2.236936292 = MPH
  • MPH / 6706152 = Sublight %
  • MPH / 670615200 = Sublight Decimal
Mach Meters Per
Sec(M/S)
Sublight % Lightspeed Miles Per
Hour (MPH)
- 100     223.6936292
1.694 500     1,118.468146
3.389 1,000     2,236.936292
6.779 2,000     4,473.872584
41.519 12,250     27,402.46958
43.383 12,800     28,632.78454
44.739 13,200     29,527.55905
         
         
         
    .01 1 6,706,152
    .05 5 33,530,760
    .1 10 67,061,520
    .15 15 100,592,280
    .2 20 134,123,040
    .25 (1/4) 25 167,653,800
    .3 30 201,184,560
    .4 40 268,246,080
    .5 (1/2) 50 335,307,600
    .6 60 402,369,120
    .7 70 469,430,640
    .75 (3/4) 75 502,961,400
    .8 80 536,492,160
    .9 90 603,553,680
    .92 92 616,965,984
    .95 95 670,615,201
    .99 99 663,909,048

Some Standards I have Researched:


Maximum Speeds

  • Klingon Shuttlecraft(TAS)  =  .83 sub
  • Shuttlecraft(TAS)
    -Model S-3 = .89 sub
    -Model S-4(AQUA) = .82 sub
    -Model S-5 = .76 sub
  • Shuttlecraft[48A MK 12B] = .1 sub (maybe higher)
  • Shuttlepod
    -Type 15 = 12,800 M/S
    -Type 15A = 13,200 M/S
    -Type 16 = 12,250 M/S
  • Shinx Workpod
    -Type M1 = 2,000 M/S
  • Captains Yacht = near .65 sub
  • Galaxy Class
    -Full Impulse .25 sub (limited to 1/4)
    -.75 Requires Additional Power
    -.92 Max Sublight

Acceleration

  • Enterprise Class[FIE-2 Impulse]
    0 to .99c = 19 sec
    .99 to Warp = 1.1 sec
  • Constitution Class[FIE-2]
    -sublight to warp = 1 sec
  • Galaxy Class[?]
    -sublight to warp = ?

 


STARSHIP EQUIPMENT
 

STARSHIP EQUIPMENT

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STV - Transporter Room

 

INTRODUCTION
(OPTIONAL Rules) For Use with FASA's STAR TREK Starship Tactical Combat Simulator #2003 "The 4th installment of Starship Combat Rules"

 This section of the book details the rules of Starship Equipment. Primarily designed to be used in Tactical Situations.

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TOS - The Cage - Landing Party

 
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TMP - Security Guard

 

BEAMING TO ENEMY SHIPS CAPTURED RESULTS
A ship is captured for one full turn.  The captured ship can not move, fire or perform any actions except repair work can be done.  While Captured the vessel maybe operated by the boarding team if desired. There are No bonuses while the vessel is operated by the boarding team.

After a ship has been captured for one full turn,   the standard crew compliment of the captured ship has the option to retaliate. Combat is performed normally.  But the captured ship rolls against his CREW Rating now and the boarding party uses there remaining Rating plus a +20 bonus.

If the boarding party wins the ship has been secured and the vessel is permantly captured with all original crew secured to quarters, brig, or by others means. Orders for this decision come from the Captain that sent over the boarding party.

If the crew wins. Full control is returned to the ship of the original occupants.

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TMP - Security

 

SHIP SENSORS
These Rules were made by me, sometime between 1991-1994 and follow FASA's rule standards, they are simple to use and fun.

If your in ship to ship combat and you want to try to board a ship and over power the security and crew here are some rules to give you quick and dirty results. The rules are based on the STCS Tactical rules rather than from the RPG perspective. Currently they primarily support the TOS/TMP era.

BEAMING SECURITY TEAMS TO ENEMY  VESSELS
Factors to consider;  To beam to an enemy ship, the ship must be in line of sight from your ship.  If Shields are up on your ship or the target ship, you can not beam over.  You need to be in-line of sight of one of the targets ships downed shield sides.

You can beam over in any Phase except  the repair/repower phase.
(the player just declares his intentions).

Range:

Classic Show Starships and Most Shuttles 4 Hex's
Classic Movie Starships 5 Hex's
TNG, DS9, VOY 6 Hex's

DETERMINING SECURITY TEAM EFFICIENCY RATING
Just like there is a Captain and Crew Skill Ratings (See STCS page 31), there is one for the Security Team.  This rating indicates how well they do there job. The higher this rating, the more competent they are and the more effective they perform, The rating represents the entire team as a whole and doesn't depend on the size of the team.

stiv-security-guard.gif (4746 bytes)STIV Command Security Guard.

The Security Team Efficiency Rating is created in a similar manner as the crew's rating. For this rating, however, roll the die(3d10) three times and add the total to 35. This gives a range of numbers between 38 and 65, with the average about 50. This will give your Security Team Rating in percent. Record this rating on the Master Control Panel in a space you provide. 

OPTIONAL ERA Notes: If you have a multi-era combat ,use the modifier chart below based on which ERA the crew/ship is. This represents training, tatics, equipment of each era. 

You can also use these modifiers as an 'all purpose' rule to reflect the newer training, abilities, and equipment among each era. This only applies if you are having a multi-era combat.

To use these modifiers add them to your existing efficiency ratings, Captain, Crew & Security ratings.  Update your sheets accordingly.

Multi-ERA Modifier Chart:

Classic Show Starships normal
Classic Movie Ships +2%
TNG +4%

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TMP - Transporter Malfunction

 

RESOLVING SECURITY TEAM COMBAT

  • TWO PHASES after the boarding party beamed over, the very FIRST step you do is compare your Security Team Efficiency ratings.
  • The higher of the two ratings wins a stand off.
  • The advantage side rolls first(1D100) against there Security Team Rating. Results are favorable if the die roll is equal to or less than there Rating.
  • Then the disadvantage side rolls second(1D100) against there Security Team Rating. Results are favorable if the die roll is equal to or less than there Rating.
  • Compare the two results and use the chart below.
Boarding Party Wins = You Over Run them: The enemies ship Security Team Rating drops -5%
Ship Security Wins    = You Hold them: The Boarding party's Security Team Rating drops -5%
  • Continue Combat, for as many phases you wish. Make sure you do combat at the very FIRST Step in each phase.

Low Rating Results:

If the Boarding parities Security Team Rating drops down to 38% or less, they MUST be beamed off  by a friendly ship near by (the player declares this in any step) If they can't get beamed off that instance then they are considered captured.

If the Ships Security Team Rating drops down to 38% or less, Then the boarding party wins and the ship is temporally captured.

These Rules were made by me, sometime between 1991-1994 and follow FASA's rule standards, I did research a ton of sources to come up with these details. The information hasn't been updated for 10 years so I'm sure there are advancements since.

Gamemasters, did you ever want to know what sensors can really determine from there sweeps? Well this chart provides guidelines for you to follow when dealing with sensors. Most of these details are automatically given to the player, some are semi-automatic there fore the player must actually specify what he's looking for.

 SENSORS

Short Range
(0-804.5km)
(0-500Miles)
(~8% of 1 Hex)
  -Detect Individual creatures Life Signs
-Exact chemical Composition
-Life Sensors tells One Species and race from one another.
-All Additional Information list on page 25.
-Moving and stationary cloaked vessels
Medium range
(804.5 - 80,450km)
(500 - 50000 Miles)
(Upto 8 Hexs)
  -Movement and radiation [infrared and visible]
-dimensions, Physical Compositions and material properties
-Energy levels [shields]
-Life sensors measure abundance, Type, and Condition of living things.
-All Automatic Info on page 25
-All additional Info on page 25
-Less reliable Detecting cloaked ships
Long Range
(80,450km - 10 parsecs)
(80,450km - 32.6 Light Years)
(50,000Miles- 10 parsecs)
(From 8 to 9,000 Hexes)
  -Very Strong and artificial radiation sources
Ex: Other Ships Warp "ION Trail" or mass cloaked vessels, radiation distortions)
-Long range is easy to Jam
-NO Automatic info (except ION Trail)
-NO Additional Info
-Single Cloaked ships are very difficult to detect.
-Cloaked ships cannot be detected at ranges greater than 30 Hexes.
Other   -Reliable Data upto 160,000 km(100,000miles) or 16 Hexs
-Sketchy, Less-Reliable Data at twice the distance.
-Ranges are typical of old Constitution Class ships(TOS period), Newer ships may have an increase by 10 to 20%.
-Long Range is 5 to 17 Light Years max, despite above quotes?????

Note:  A standard map hex distance is:  10,000KM across (6,210 Miles)

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STII - Enterprise Planetary Sensor Dome

 

TRACTOR BEAMS AUXILIARY POWER
These Rules were made by me, sometime between 1991-1994. When I worked on these rules it was a complex mess that ended up turning into these simple to use rules, and they are accurate, technically sound and follows FASA rule standards. Although they could stand an update.

 

General Data For All vessels

  • TOW:  Most ships can tow up to 130% of its own weight.
  • GRAB:  Most ships can grab up to 100% of its own weight if the target vessel is moving at sublight.
  • REPEL:  Most ships can push away 70% of its own weight.
  • MOVEMENT:  Using a repel beam to push your ship away. The target Ship or Mass must be 140% of your ships weight.

Power Units Required per Operation

  • TOW:  Every 10% of weight requires 1 point, every phase.
  • GRAB:  Every 5% of weight requires 2 points, Stationary objects only require 1 point.
  • REPEL:  Every 140% requires 4 points per 1 hex movement.
  • MOVEMENT:  same as repel.

Tractor Beam Type and Their Specs.

TYPE: A A2 E E2 R T T2
HEX'S: 4 4 8 8 16 18 18
BEAM RATIO 1/1 1/2 1/1 1/2 2/1 2/1 1/1
CLASS: ALL ALL ALL* ALL* XI and up XIV and up XIV and up
NOTES Primarily used
on Class I
Primarily used
on Class I
*WT: 4,000mt
or more
*WT: 4,000mt
or more
- - -
MAX. PAYLOAD(mt) 25,000 50,000 100,000 150,000 200,000 325,000 350,000

 

TYPE: V X Y
HEX'S: 21 22 24
BEAM RATIO 3/1 3/1 2/1
CLASS: XVII XVII XIX and up
NOTES - - -
MAX. PAYLOAD(mt) 475,000 550,000 775,000

Determine 'Hits'

Use the fire chart as if the Tractor Beam was a weapon.  Types such as A2 use the base letter column, in this case its A.

Assigning tractor Beam Types To Ships

Typically assign the lowest TYPE per class.  Upgrade penalty is 2 more power units to operate the Beam. Modify your Display accordingly.  This applies to every upgrade.
Your Master Control Panel should have an area added, as follows:

      Power To Tractor Beam     1 Through 12
        Beam Point Ratio    / 

Vessels Resisting The Beam

  • Ships trying to escape a GRAB must pull away at FULL IMPULSE.   If the attacking vessels Class matches yours, it will take 1D4 Movement Phases to break away, with -2 super structure points every OTHER phase.
      For each class above yours it will take 1 extra phase to escape and 1 more super structure point every other phase.

  • Trying to escape a TOW Vs a ship of the same Class requires 1/2 impulse. It will take 1D3 Movement Phases to escape and only 1 point of super structure every other phase.
      For each class above yours it will take 1 extra phase to escape and 1 more super structure point every other phase
      If  its going to take more than 1 Movement Phase to escape, You Must roll against the attacking vessels Crew Efficiency, If successful than the attacking ship may change the beam to GRAB, but only if they have efficient power.
     

Limits

You can not travel at Warp with a ship in Tow. Someone told me that you can tow at warp but I'm unsure of what era this was possible in.

 

SPECIAL RULES

-----
-----

 

Auxiliary power (batteries):

  This power is a reserve power. Typically it is used once main power is interrupted or reduced. This power is intended for emergency use only, usually during a cascade power failure. At this point there isn't enough power to operate the Shields and Weapons. But enough to maintain life support and priority systems

Most ships will have 'Batteries' that retain 60% of  backup power from the original total power units available. Example: If you have a Total Power Units Available equaling 48 you would multiply that by 60% Such as this 48 x 0.60 = 28.8(A one time supply of 29 Power Units is given to the player)

The batteries can be recharged by the running impulse engines. It is a 12 hr recharge duration once you drain your reserves (Recharge Ratio is 1/1 over 12hrs).  You may allocate this available power as you need. 

Since your running on reserves you must keep track of the automated sub-systems. These sub-systems normally operate automatically off the Warp and impulse engines and normally you wouldn't keep track of there power usage. When theres only Auxiliary power left and NO power from the Warp Engines you must allocated the reserves to power these systems. The power required per class and per system is listed below.

   Auxiliary power needed:

Ship Class Life Support one transporter Back-up systems
I thru VII 1 2 1
IX thru XI 2 2 1
XII thru XIV 3 2 1
XV thru XVI 4 3 2
XVII thru XVIII 5 3 2
XIX 6 4 3
XX 7 4 3

 

Auxiliary movement:

  The movement is dependant on the Power Units Available from the impulse engines +1 power unit.  The vessel can only travel at one quarter its Maximum impulse speed.

 


VORTEX AND WORM HOLES
 

Updated: 5-15-2006

<vortex and wormhole images>


Subspace Vortex: "lost in time and space" "transported to the future" -maybe altered timeline or possible future
Spatial Vortex : "exits the void on the other side" -skips space only
Temporal Vortex: "Travel back in time" -in the same space
Time Vortex: space and time displacement

VORTEX AND WORM HOLES ------
These Rules were made by me, sometime between 1991-1994 and follow FASA's rule standards, they are simple to use and fun.

I'll eventually revisit these rules to update them.

These rules are pretty much quick and dirty. I remember when making these rules that all I was concerned about was setting up some more spatial objects for the players to interact with. So they maybe lame.

Vortex:

To represent a Vortex on the game map I used a standard planet marker and made one photocopy of it and drew a vortex in the center.

A vortex is a passage way in space that a ship can pass through at a cost of 3 movement points. One point to enter the vortex marker, Another to reach the center, a third point to exit the vortex center. When your ship has reached the center wait until your next movement phase and roll 1D6. This will indicate which direction you randomly will exit.

1D6 Heading You Exit
1 000 You pass straight through
2 060
3 120
4 180 You come out where you went in.
5 240
6 300

When entering and exiting a vortex you must be moving at 1/4 impulse. If your speeds are greater then roll on The Basic Damage Table. damage is equal to a Plasma Hit At Range 1  RL-1

Wormhole:

To represent a Wormhole on the game map I used a standard planet marker and made two photocopies of it and drew a wormhole in the center of each of them.

A wormhole is a passage way that will allow you to skip great distances to help speed up travel time. You place the two wormhole markers on the map to represent the ends of the tunnel. A ship enters one it will exit from the other. A wormhole event cost 6 movement points total. Two to enter, Two for travel and Two to exit. If you have enough movement points you'll pass right through instantly. If you don't have enough, wait for the next movement phase

When entering and exiting a wormhole you must be moving at 1/4 impulse. If your speeds are greater then roll on The Basic Damage Table. Damage is equal to a Plasma Hit At Range 1  RL-2

Collapsing a Wormhole; If a ship self destructs inside the hole this will collapse it. If four ships fired at the opening at full power for 2 Turns this will also close it. If you desire you may re-establish the wormholes at new locations after 1 Turn following the collapse.

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.