Examining The V-8 Romulan TOS Bird Of Prey Episodes   11-17-2023

 XON Gaming Item; Researched, Compiled and Written by Mark_XON

 

INTRO

BOT ASSUMPTIONS | TDY ASSUMPTIONS | LIMITED FINAL ASSUMPTION

VARLENN'S V-8 FLAGSHIP SHIP STATS | PROXIMITY PHASER BLASTS

 

INTRODUCTION

This write-up is based on the the Two TOS Episodes; "Balance Of Terror" and "The Deadly Years" to explain what we are seeing and hearing on screen.

I recently expanded this write-up to include many more details on Sensors, Cloaking Device and Communications to help study TOS Technology for use with the FASA Starship Combat Games. While watching each episode I combined them together to form my theories. I also viewed the Enhanced / Remastered versions of these episodes and especially appreciated the new special effects footage in "The Deadly Years" they made, instead of stock footage.


BALANCE OF TERROR ASSUMPTIONS


BoP Flagship Firing Plasma Weapon, Nearing Enterprise
Source: TOS Balance Of Terror

The V-8 Warp Drive:

The ship uses warp power but during this mission the power wasn't channeled for warp speed but to provide extensive power to the Plasma Weapon. The warp power also assisted in operating the Cloaking device and providing a higher yield for impulse thrust. By the time the Enterprise encountered the BoP the warp fuel was exhausted and the warp systems where offline.

Scotty only detects "...simple impulse..." cause the Warp Systems and Engines are no longer powered. Kirk says "We can outrun them?"

Note: One can assume that the V-8 had warp drive when it came across the Neutral Zone and while it was attacking the outpost. But chances of that are small.



BoP Impulse Engines:

The impulse engines during their outpost attacks PROBABLY had warp power channeled to them to give a slightly higher thrust and better acceleration. Not at any point does the BoP reach warp speed.



The Outposts:

The outposts where attacked in the order of 2, then a hour later 3, 8, then 4. The BoP was operating on warp power but not speed during its attack.



Outpost Sensors:

...But it's out there somewhere. Our sensors show that much. Enterprise, something coming on our viewing screen, coming at us fast..."

This would suggest that the BoP is within Medium Range to Close range of Outpost 4.



The Plasma Weapon vs the Outpost's:

"Had our deflector shield on maximum. Hit by enormous power. First attack blew our deflector shield. If they hit us again with our deflector shield gone..."

"Some form of High Energy Plasma..."

"...My command post here. We're a mile deep on an asteroid. Almost solid iron. And even through our deflectors, it did this..."

"...From the outpost's protective shield. Cast rodinium. This is the hardest substance known to our science..."
"...Lab theorizes an enveloping energy plasma, forcing an implosion..."

So it took One Plasma attack to knockout the Outpost's Shields and did internal damage, then the second shot of the Red Plasma disintegrated Outpost 4. The Plasma weapon was the only weapon system used on this BoP, when tied into the warp drive this energy weapon produces more damage than a typical V-8. This was demonstrated ONLY against the outposts.



The Cloaking System:

"...The BoPs cloaking systems " ...the select bending of light..." ...power cost is enormous..."
The cloaking system on the V-8 BoP (Romulan Cruiser) blinds most sensors from detecting it. When preparing to fire the cloak ship must uncloak and become visual to the eye and all sensors. Once the weapon is fired the V-8 can resume cloak. This process takes approximately 26 seconds. (Based on Remaster-TOS Visual Effects)
Later vs the Enterprise it only took 12 seconds (Based on Remaster-TOS Visual Effects) This make sense since less power is being channeled into the Plasma Weapon.



Enterprise Sensors:

"...I have a blip on the Motion Sensors..."

"...The blip has changed it's heading..."

The cloaking system on the BoP(Romulan Cruiser) blinds most sensors from detecting it. However Motion Sensors at medium range can give an approximate location of the possible ship, but can't identify the cloaked ship, however maneuvers and course changes can be determined.



BoP Sensors:

"They may not be aware of us..."

"Their invisibility screen may work both ways. With that kind of power consumption, they may not be able to see us..."

Kirk suggested If the Cloak was on, then there sensors are down. The BoP at this point does not detect the Enterprise but the Enterprise detects them on Passive Motion Sensors. This would suggest that the BoP's passive sensors are compromised by the Cloak Shield, at least at long range.



Communication's While Cloaked:

The BoP was able to send out an encrypted signal to Romulans, one of the Romulans onboard broke the "rule of silence" without the Commanders knowledge. Uhura picked up the signal and Spock was able to lock onto it, he was also able to get a visual picture of the BoP's Bridge from that signal. With this information it's assumed, while cloaked, the BoP can communicate ship to ship / ship to base.



BoP Becomes Visual:

"...We grow visible. Attend the cloaking system..." "...It consumes much power, Commander. With no enemy to concern us..."

Apparently one of the Romulan Pilots turned off the cloaking device to conserve power and the Commander noticed, ordering the Cloaking Device to be re-activated. This of course allowed the Enterprise to get a visual and to follow the BoP even closer, match it's course and study the enemy.



Comet and Cloak:

"A comet, magnitude seven, dead ahead, and the intruder changing course toward it." Comet Icarus four. Composition?": "Quite ordinary. An ionized mass, a trail of frozen vapor particles." And when an object passes through it, even an invisible object?": "It leaves a visible trail..."

"The moment he begins entering the comet's tail, he becomes visible. End run, gentlemen. We'll swing around the other side and catch him..."

The Comet's particles would naturally produce an outline of the majority of the BoP's surface, making them visible for targeting, Apparently the "Escape Maneuver One" that the BoP used, steered them on the other side of the comet's particle trail just as quick as they entered, they exited it. This left no time for the BoP to become visible to the Enterprise.



BoP Sensors Again:

The BoP throughout its encounter with the Enterprise was detecting the Enterprise by using passive sensors, since passive sensors are less accurate than active sensors the BoP thought the Enterprise was a sensor shadow because the Enterprise was following the BoP on a parallel course. Later the BoP discovered that the sensor shadow was actually the Enterprise when the Enterprise broke off and changed heading.



Comet and Sensors:

"Its many particles will obscure their sensing device, Centurion..."

The Comet's particles had blocked the Enterprise's sensors and they loss track of the BoP. The BoP also lost detection of the sensor reflection (The Enterprise).



The Proximity Phaser Blasts:

"Attack, without a visible target? How do we aim our phasers?" Aim with sensors. Not accurate, but if we blanket them..." And hope for a lucky shot before they zero in on us?"

"Phaser Weapons Energized, Set for Proximity Blast..."

The Enterprise is capable of using the standard phasers as proximity detonations, these where used by the Enterprise with a best guess(sensor only) targeting since the Enterprise only had an approximate location of the close range BoP. They Fired Blind with a ???? pattern. Phaser One fired with three blasts hitting the BoP atleast two times with minimal damage, and then they fired Phaser Two with three blasts hitting the BoP each time doing minimal structural damage.



The Plasma Weapon vs the Enterprise:

The Romulan Commander is reluctant to fire because it "...waste energy. He has estimated we have only enough..." to get home.

At one point the Enterprise evaded a Plasma Bolt by reversing at full warp power, the Bolt was able to gain on the Enterprise despite full warp power, its unclear if the Enterprise or the Bolt actually entered warp (its unlikely) but the Bolt continued to follow and it impacted the Enterprise after the Bolt diminished in strength(limited range)....it didn't do full damage AND the Plasma Weapon was not fully powered. Not at any point did the Bolts fired from the BoP steer in any direction.

So it's clear in TOS Era you can't simply out run the Plasma weapon, you must turn port or starboard aswell.

"...If we can get one phaser working, sir, one shot might detonate it..."

Assuming this is correct, a single Phaser Shot (one weapon in a bank) would destroy it, assuming maximum power.



BoP Becomes Visual Again!:

Commander, the reflection returns." "Activate our cloak." "Commander, our fuel runs low."

Not sure why they would get a reflection only when they are not cloaked, perhaps they are still using passive sensors, or that's all they have left after getting hit prior.



The Proximity Phaser Blasts Again! (Remastered TOS):

"...A Phaser hit at this distance would be the wilds struck of luck..."

At Super long range and while at near maximum Warp: Phaser One fires three blasts, at least one of them hit the BoP.

Out of Warp and at close range: Now again three Phaser Blasts are fired.

Now again one Phaser Blasts is fired and hits.



Disposal Tubes:

"...All debris in Disposal Tubes..."

This is an old trick to fool the attacking ship into thinking they have destroyed another ship, by scattering debris.
 
Phaser Blast Again and hits, Again a possible hit.

"...Motion sensor signal stopped..." "Cease Fire..."

The BoP has not stopped moving intentionally and remains cloaked. Of course with there final maneuver they moved away from the debris to hide.

"...Debris scattered ahead Sir..."

"...We Hit Them..."

Sulu visually see the debris on the main viewer. Unfortunate for the BoP that Spock says there is an in adequate amount of mass to represent a Starship.

"...No Motion at all..." "...We lost them..."



Dead Stop:

"...No reaction on our motion sensors but believe the Romulan vessel to be somewhere close by; With all engines and systems shut down, the Enterprise is also playing the silent waiting game in hope of regaining contact..."

The Bird of Prey choose to halt all movement and to power its systems down to hide from the Enterprise. The enterprise did the same. This hiding lasted over 9 hours and 47 mins until the BoP picked up from the Enterprise a signal from one of the Enterprises accidental powered on Bridge console. At very close to close range ship energy can be detected, computer consoles, voices, internal ship systems.

"...We have them, move toward them..."

The BoP moves in at very close range of the Enterprise.



The Proximity Phaser Blasts - Very Close Range (Remastered TOS):

Phaser One fires three blasts, at least one of them hit the BoP.

Now again Phaser Blast is fired and hits.

"...All Debri into the tubes..." ...old style Nuclear Warheads..." ...Only for self destruction..." ...Place one in with the debri, Proximity fuse."

Now again Phaser Blast is fired and hits.

The BoP moves away from the Enterprise. But Later it is said the BoP apparently was damage by the nuclear warhead. Cloak still Active.

"...More wreckage Sir..." ...Cease Fire..."

"...One metal cased object..."

Now Phaser Fire "Point Blank"(Less than 100 meters) to destroy the Nuclear Weapon. Before it got too close.

"...we only have the foreword Phaser room..."



BoP Becomes Visual Again and Prepares too Attack:

"...Forward Phasers standby..."

Phaser One fires three Proximity blasts, at least two of them hit the BoP. The BoP is done and chooses to self-destruct.

 


BoP Flagship Firing Plasma Weapon
Source: TOS-R Balance Of Terror


THE DEADLY YEARS ASSUMPTIONS

The Plasma Weapon (Original UN-enhanced Version.):

This weapon was of the typical configuration and not assisted by the warp engines in the way that they where in "Balance Of Terror". The BoP's weren't using full power. They where just pounding the Enterprise with multiple shots. Visually, they reused special fx footage from two other episodes, not giving us a true sense of the weapon. With the footage used it showed the "Balance Of Terror" full size Plasma weapon, but when it hit the Enterprise they used footage from "Errand of Mercy" showing a completely different weapon hitting the Enterprise in different locations on the underside of the Saucer section.



The Plasma Weapon (Remastered Version.):

This weapon was of the typical configuration and not assisted by the warp engines in the way that they where in "Balance Of Terror". They where just pounding the Enterprise with multiple shots. In fact I don't know if the weapon they used was Plasma or Torpedo, or possibly a combination of the two. But every shot did appear to steer, some more than others, and they it the Enterprise forward, starboard and port sides. The visual size of the weapon was much smaller than seen in "Balance Of Terror." Suggesting they where not using full Plasma Power.



Cloaking Device (Remastered Version.):
At least one BoP was cloaked and it uncloaked to fire at nearly the instant the cloak was undone. No power build up of the weapon such as in "Balance Of Terror."



Warp Speed:

The Enterprise went to warp five and then the Romulan's attack, the Enterprise dropped out of warp and then 10 Romulan ships surrounded the Enterprise at a range of 50 to 100,000km, after getting hit thirteen+ times with Shields UP but failing, the Enterprise then went to Warp 8, Warp was visually seen in the Remastered version.

 


LIMITED FINAL ASSUMPTION


Romulan Plasma Weapon, Travelling Closer
Source: TOS-R Balance Of Terror


The BoP that we see in "Balance Of Terror" was tailored for there mission and doesn't represent the typical V-8. The V-8 was tailored for high power output, with fuel being used up rapidly. The V-8's in "The Deadly Years" where of typical configuration. The FASA ship stats are of the typical V-8 configuration. Since the -steering- weapon in the Remastered version wasn't in existence when FASA did there design of the game, this has to be ignored when comparing FASA's designs.

The BoP's Cloaking Device (Invisibility; as its called during the show) is not entirely practical, it can be detected with passive sensors if one knows where to look at short or medium range.

In "Balance Of Terror" The Enterprise was using most of the time a passive sensor (and at times Active Sensors) and the BoP was using passive sensors only to detect, this also allowed the other to hide from each other. The BoP didn't have a choice actually, all they had where passive sensors while cloaked and later their active sensors where damaged. The Enterprise used primarily "Sensor Probe: Motion Sensors" to detect the moving BoP, but when the BoP halted movement the Enterprise couldn't track her anymore.

Not at any point did the Enterprise know they hit the BoP with their Phaser Blasts. Only when debris where scattered did they assume they made a hit.

The TOS Enterprise has midship Phaser Banks, and most likely aft Phasers based on the dialogue.

When this episode was made the Photon Torpedoes where not yet implemented into the show, though the special effect used for the Proximity Phaser Blasts was the same one used for photon torpedoes in later episodes.


The V-11

Special Episode Note:
The Romulans have improved their cloaking system since "Balance of Terror" (2266) and "The Deadly Years" (2267). In Balance Of Terror, Spock refers to it as an "invisibility screen" that can mask a Bird-of-Prey's appearance, but not its motion. In "The Enterprise Incident" (2268), the cloaking device now renders a ship undetectable while moving, and not even the Romulans themselves can track a vessel so equipped, not even the newly cloaked fitted Enterprise. Also It was stated in the first script draft of The Enterprise Incident that the Romulans and Klingons had an exchange of technology, where Romulans received four Klingon heavy D7 battlecruisers and the Klingons were given Romulan cloaking technology. In the Remastered version we see that the now Romulan D-7's have a painting of a BoP on their underside and that the D-7's are actually Romulan owned. Also in this Remastered version the V-8 BoP is seen along side the Romulan V-11 Stormbirds.

I hope this write-up puts to rest any questions anyone would have about these episodes and the V-8. It looks like FASA reproduced the effects and behavior of the plasma weapon accurately.

 


VARLENN'S V-8 FLAGSHIP SHIP STATS

Here's Some stats made up by Varlenn on Nov 29 2010 made with FASAs' 2ed Construction Manual.

These new stats should be used to represent the V-8 BoP Prototype seen in TOS Episode; "Balance Of Terror." While the stats in the FASA manual should be used to represent the 'typical' V-8 BoP as seen in TOS Episode; "The Deadly Years." Most of the simulated battles about regarding a FASA Constitution Class Ship and a FASA V-8 went hopelessly one-sided to the Connie's favor really fast ...


Romulan V-8 Flagship Prototype
Source Of Image: SFB Manual Cover

Model Number: Prototype
Date Entering Service: 2249
Number Constructed: 1
Ship Class: VI

Hull Data:
Superstructure: 22
(10 required + 12 extra SS for varying reasons, including uncertainty about the RPL-2 demand on the ship, and the necessity for the ship to return home to report the effectiveness of the new weapon; later "production" models would have less SS than this ship simply due to resource limitations)
Weight: 77533 mt
(59533 "required" + 18000 for extra SS)
Cargo Specs:
Total SCU: 40 SCU
Cargo Capacity: 2000 mt
(wasn't planned as a long-term cruiser at that point, but a test bed for the RPL-2)
Landing Capability: None

Equipment Data:
Computer Type: R4M
Cloaking Device: RCC
Power to Engage: 15
Transporters:
6-Person: 1
22-Person Emergency: 2
Cargo: 1
Crew: 111
(based on the "required" mass, not the reinforced amount)
Shuttlecraft: 0

Engine/Power:
Total Power: 35
Movement Point: 4/1
Warp Engine Type: RWC-2
Number: 2
Power Units: 15 ea.
Stress Charts: N/Q
Safe Cruising Speed: Warp 4
Emergency Speed: Warp 6
Impulse Engine Type: RIB-3
Power Units: 5
(the power curve of this ship REQUIRED that it uncloak to fire the RPL-2; in this case, to power the forward shield to full - for anticipated reply shots-, and the weapon, would leave 6 power left for anything else, forcing it to drop the cloak, and limiting its movement in a radical way... this would also justify the way the RPL-3 stats turn out, as well as the events in Balance of Terror, in that the V-8 was mainly striking outposts... and lost against a starship... it was intended that the weapon would only be needed to be shot once to obliterate or incapacitate a UFP ship; later "production" models had to use lower quality but more abundant engine parts)

Weapons/Defense:
Beam Weapon: RB-4
(back-up weapon that wasn't used in the episode, but it would be irrational for a Romulan ship not to have one in desperation)
Number: 1
Firing Arcs: f/p/s
Firing Chart: J
Max Power: 6
Damage Modifiers:
+3 (1-2)
+2 (3-6)
+1 (7-10)


Torpedo Type: RPL-2
Firing Arcs: 1f
Firing Chart: M
Power To Arm: 15
Damage: see chart

Shields:
Shield Type: RSJ
Shield Point Ratio: 1/1
Max Power: 14
(I figured this shield type would be the best of the time, and meant mainly to offset any return damage to the Romulan ship in case the RPL-2 detonated too close to the ship that fired it; later "production" models would aim for more efficient, although less powerful shields)

Combat Efficiency
D: 64.5
WDF: 19.8
CE: 12.8


Source Of Image: SFB Manual Cover

Additional Comments:
I made the ship overall "too tough" regarding shields and superstructure in that these kinds of excesses (or glaring deficiencies) tend to appear in prototypes. I figured that Romulan paranoia over efficiency would be the rationale.
I favored a much too strong superstructure, since the V-8 cannot engage shields at the same time as cloaking....and manages to withstand repeated bombardments by photon torpedo spreads from the Enterprise - while cloaked! This tells me that this prototype had one nasty amount of SS to be rattled that much, and still function as long as it did...My assertion is simply that given the way that encounters between V-8's and Connie's go in FASA battles, that to reflect the beating that the prototype took in the TOS episode, its SS had to be "significantly" better than a normal one according to the FASA Recognition Manual...The justification being that the "production" ship would then wind up as described in the FASA Recognition Manual...

When putting together a prototype, built around a really potent new weapon, and sent to be tested against enemy installations (and ships, for full understanding of the weapon capability), that the designers would be wanting to slap on a lot more armor "just in case", especially given that, while cloaked, it is only such armor (in terms of SS) that will protect you.

The V--8 from the FASA Recognition Manual has a SS of 15, but its component mass would not be far from the 10 that I tallied for my version, so it is already specially "armored up" by that 5 points. This is already a 50% boost on its base mass simply for armor sake, and speaks volumes to me about the paranoia levels of the Romulans in battle. They wanted the ship to survive encounters. As such, while it is that the total SS of the prototype I designed has a full 120% over its "required" SS in terms of armor, again, it is really only 50% over that which is there for the V-8 from the FASA Manual, where THAT ship has 50% more SS than necessary. It follows the logic trend of the Romulan designers, as well as gives the prototype (remember, there is ONLY one), a clearly hoped for ability to return to base with data about the functional use of the plasma weapon as well as the cloaking systems...

"1 or 2 extra SS" would not have given the Prototype that edge, and frankly would not give it any kind of statistically better odds of longer survival against a Connie.... especially not to the duration showed in the TOS episode. 7 extra SS over the RM version DOES give it that duration...Hence my design for the prototype...
 
While I agree that the SS of a prototype should be higher than was represented in the SRM, it is more from an engineering standpoint and a safety issue than a need for additional armor protection.

In the end analysis, though, the effect being...the V-8 took one hell of a beating, even without being "directly hit"...and I was more interested in remembering how many times that ship was rattled in my Prototype design....

If you assume -as I did - in my Prototype design, that each truly effective rattling did even ONE SS point of damage, then it being a really tough prototype of the design I made holds out.

If someone could run the encounter in simulation to see if it indeed gives a longer life to the V-8 than a standard encounter does, I would be hoping that it would last proportionately as long as that in the tv episode, assuming the tactics are similar (flee vs attack, etc) and proper custom Proximity Phaser Blast rules are used. I think that alternate rules would be the only way to really reflect the BoP episode.


Source Of Image: SFB Manual Cover

 


PROXIMITY PHASER BLASTS

The following is work in progress and is not designed to be used (other than for testing) until completion.

PROXIMITY PHASER BLASTS (TOS)
Graduate Course
by MarkFASAST
Thinkers: tdshannon , vanowen , jaynz in Nov 2009
Varlenn, Lee, Keith S Holmes in May 2011


Enterprise Firing PHaser Prox Blast
Source: TOS-R Balance Of Terror

The TOS Enterprise is capable of using the standard phasers as proximity detonations, these where used by the Enterprise with a best guess (sensor only) targeting since the Enterprise only had an approximate location of the CLOSE/SHORT range BoP.

So how would these be used in STCS vs a cloaked ship?
-Phaser Proximity Blasts are invented circa: 2258 , Treat them as missile fire.

A proximity blast was a special phaser setting that could be employed on Constitution-class starships. The proximity blast function operated by firing phasers in a concentrated bolt of energy, rather than the steady beam that was typically employed. The phaser blast would then detonate at a predetermined point in space, affecting any ship or object within the blast radius.

 

FIRING WEAPONS (insert page 34)

 

Proximity Phaser Blasts (TOS) (insert page ??)

Federation Phaser Proximity Blasts have some of the characteristics of a missile weapon and some characteristics of a mine weapon. The Proximity Blast weapon is armed like a missile weapon, with its Power To Arm allocation recorded in the Weapon Track; like a missile weapon, it may be evaded. Like a mine chance to hit increases.

Furthermore, the blast may hit the target full on, doing full damage, or it maybe a proximity hit to the target, doing half damage. In the case of a proximity hit, the damage is done to the adjacent shield side of the target.

The FASA optional fire rule maybe used as outlined on page 17 of the STCS Manual. This allows two Phaser Blasts to be fired separately from the same weapon bank, but into the same targeted hex.

The Ship Data Tables for the various starships are modified as follows; The blasting range (fused to explode in a given hex) is 25% of the weapons maximum range. The blast damage for all weapons is 2 points of damage. The damage given by a proximity hit is half that of a direct hit. The Damage Modifiers are not used.

Determining Blast Hits (insert page ??) from mine

Blasts are not sure hits because the cloaked ship is normally not the actual target, the hex is and cloaked ships may detect and evade them at the last minute. If a captain had a Sensor Lock in the previous Sensor Phase and lost it or knows the direction of the cloak ship by shield arc from another captain, he may use Proximity Phaser Blasts.

The Federation ship can do a single blast or volleys of blasts. The amount of power allocated to the phaser determines how many blasts can be fired; For each 2 points of power, gives the player one blast. When a blast or blasts enters a hex, the Federation player has to roll one die. A roll of 1 will be a direct hit, and a roll of 6 or less will be a proximity hit. Do this for each blast in the volley.

For an example, A Phaser with the power of 4 is allocated. This would allow for 2 rolls; no damage Modifiers are added, Unfired shots cannot be saved for another combat turn.

If using proximity blasts to detect a cloak ship, there is a -5 modifier applied to the roll. A roll of Zero(0) will be a direct hit, and a roll of 1 will be a proximity hit. Do this for each blast in the volley. All Zero(0) or below rolls must refer to the slim chance table page 34 of the STCS Manual to determine a hit.

This chance increases every Firing Phase the cloak ship spends in the hex. This roll will be repeated every Firing Phase that the vessel remains in that hex if it is fired upon or until the attacking ship stops firing, except that the chance of hit increases by 1 each time.

For example, a cloaked cruiser is in a hex where the blast or blasts are targeting. The Federation starship announces the targeted hex and rolls a die, scoring a 9, which means that the blast does not hit at all. During the next Firing Phase, the cloaked vessel has not moved and is attacked by blasts again. This time the Federation player must roll a 1 through 7 to make a hit. A die roll of 4 is made, and the player scores a proximity hit, giving the cloaked cruiser 1 point of damage.

Evading Blasts (insert page ??) from plasma

When a Federation Starship announces the target hex of the blast or blasts, If the cloaked vessel under attack is present then the target captain must decide immediately if he will evade the blast or blasts. If he evades, as described on page 27 of the STCS Manual, the shot does reduced damage and hits a different shield; he may fire any weapons in that Firing Phase with a -2 penalty as outlined on page 34 and 37 of the STCS Manual. This tactic may be of value if the cloaked ship wants to remain invisible. Cloaked ships shields are of course down while cloaked.

If the cloaked vessel under attack is not present in the targeted hex a roll to evade should still be made to retain the illusion that the cloak ship may or may not be in the targeted hex, or a skillful maneuver should be made, see Proximity Hits below.

Proximity Hits (insert page ??) from plasma

If the target ship decides not to evade, its captain still may reduce the damage by skillful maneuver. After a successful hit has been determined, the target ship captain rolls percentile dice and compares the roll to his Skill Rating. If the roll is equal to or less than his rating, the captain has maneuvered his vessel out of the direct path of the blast, causing it only to exploded near his ship. Ships immobile due to damage take full damage from successful hits with the blast; no proximity hits are possible. The damage is done to the adjacent shield side of the target.

Phaser Blast Damage (insert page ??) from mine

Damage from a direct hit blast is given to the part of the vessel that first entered the hex targeted. If the vessel moved forward into the targeted hex, the damage is given to Shield 2; if the vessel backed into the hex, the damage is given to Shield 5. If the vessel side slipped into the hex from the right, Shield 1 is attacked, and if the vessel side slipped into the hex from the left, Shield 3 is attacked. The attack is resolved like a missile weapon attack. All hits give the attacker (and all other ships) a +3 on the cloak detection table. Sensor Shadows still apply.

For example, If a cloaked ship is behind a moon, and a blast goes off on the far side of the moon, there is no bonus to detect the ship.


Blast Detonating and Diminishing
Source: TOS-R Balance Of Terror

 

Designer Comments:

Since the TOS-R remastered version of Balance Of Terror was issued and they used new special effects just for proximity phaser blasts I thought I'd honor them with new rules for such a weapon in the STCS. My attempt at making these rules was to use sole FASA rules lifted directly from the book and change a few words here and there to keep the rules FASA-Like.

Attack Roll, Instead of using the normal attack that use a To-Hit roll, I used rules based on FASA's -mine- rules. Essentially It would have been this: "The To-Hit chance (if the target ship is in the targeted hex) is 50% at minimum range(1 hex), and -10% each hex distance there after. (the percentage chance continues to decline the further away the target hex.)" This would normally put the range at 5 hexes max. So a 5 hex distance would be a 10% chance to hit.  I'm still debating on if I should use two rolls, the normal attack roll for the hex and then the -mine- roll.

Detecting Cloak Ships, For using proximity blasts to actually Detect a cloaked ship, I currently only have a quick rule that uses FASA's Slim Chance Table, if a To-Hit roll is modified to Zero(0) or below, a special roll needs to be checked on the slim chance table. That's FASA rules, so I currently applied a negative penalty that places the To-Hit roll below zero, forcing the player trying to use these type of phaser blast for detecting a cloak ship. In the episode the Enterprise did do the same thing, but after many volleys they never where successful. One current problem with this little rule, I don't use the normal attack rolls, so I have to find another way to force the player to use the slim chance table.

Weapon Range, This rule that I did use would keep the range within close and short as the majority seen on the TOS episode. A weapons attempted blasting range (fused to explode in a given hex) is 25% of the weapons maximum range. "Ranging the proximity blast at a % of a given weapons range is realistic since it automatically adjusts to the various phaser types. An FH-1 phaser shouldn't have the same burst range as an FH-11 phaser which has 3 times the range." So this was one of the easiest rule to apply for phaser blasts. Originally It was going to be a fixed hex distance of 4 or 5 hex's but that rule was thrown out.

Weapon Damage, I stuck with a fixed amount of damage, 2 points max and 1 point for proximity hits instead of using; "A weapons direct hit blast damage is 10% of the weapons maximum damage. A weapons proximity hit blast damage is only 2% of the weapons maximum damage." The use of percentage for modifying the weapons was just a thought that was changed rather quickly to the current base points of damage. I wanted to keep within the ideas of several players that suggested the proximity hits did 1 point of damage to the unshielded cloaked ship.

Evading and Skillful Maneuver, I opted to use the blasts as a missile weapon based on the fact that its similar to a plasma bolt. Also in the episode the Romulan cruiser does alot of evasive action while being fired upon. At one point I almost just dropped the missile reference and taken out evading all together. I'm still un sure today if the Phaser Proximity Blasts should be considered a missile weapon.

Disruptors, Originally the idea was going to allow Disrupters to use proximity blasts, but after further review of the weapon type, this is not allowed.

 

Web Sites about Proximity Phaser Blasts:

 


V-8 Flagship Schematics
Source: Unknown