Three Dimensional FASA Starship Combat

Rev 2.2 08:11:96


Introduction and Tactics

During a number of set power point engagements (players are given a set number of power points to "Purchase" vessels) it was noticed that the small vessels allocated the "left over" power surplus were quickly destroyed by closing larger vessels. Most of the smaller vessels main asset was the high Power to movement ratios allowing high speed runs. The main problem being that the small vessel could not control the range to the enemy due to the restricted playing area. We did try multiple hex sheets however not only was this difficult to play on but "skirting" maneuvers only seemed to delay the close and destroy.

In the White Flame scenario booklet issued by FASA an engagement describing the use of capital ships and K4 Gunboats. While the larger vessels engaged the enemy the gunboats were able to harass the enemy vessels by drawing fire and power to other shield/weapon arcs. In practice due to the inability of the gunboats to close efficiently the small craft tended to engage in the same arc as the capital ships thus facing full shields and charged enemy weapons.

By adding the 3 dimension present in space the gunboats are now able to avoid enemy ships and carry out battles of their own on the same board as a larger engagement. Small vessels can now attack causing enemy vessels to allocate power to other shields/weapons just in case that lucky gunboat shot hits engineering or sensors through an open shield.

The Board

The board is modified by allowing movement upwards and downwards ("Z minus 10,000 Meters") to +25 hexes and -25 Hexes with the 2 D board being at zero. The current height of a vessel is shown by a piece of scrap paper placed on the board showing the height and plus or minus position EX 15 hexes below the 2 D board = -15. As the vessel changes height the number on the paper is altered as movement occurs EX current height -15, vessel climes 4 levels, marker changed to -11. NB zero counts as 1 level E.G.-2 to +2 is a 5 level spread.

Movement

Movement points are converted to movement in almost the same way as the standard game.

To 2 D movements remain the same.

1 MP allows the following height moves:

rise 2 hexes
descend 2 hexes
Rise 1 hex and turn one hex side (60 Degrees)
Descend 1 hex and turn one hex side (60 Degrees)
Rise 1 hex
Descend 1 hex
Up and down movement while in reverse is double as normal
NB vessels could be allowed to roll over to reverse weapons and shield arcs for 4 Mp over two hexes but we nobody in our play test has found cause to use this option as yet.

Line of sight (Sensor Shadows) D/L Excel Form Line of Site  -  los.zip.

If an LOS is clear on the 2 D board the target can be hit.

If an LOS is blocked on the 2 D board the target may be blocked and the following should be checked:

1) If firer and target are both above or both below the obstruction (Planet, Moon, Gas ball) LOS is clear and the target can be hit. NB planets, moons etc. need not be placed at the zero level, by placing a height marker on a planet it can be raised or lowered

2) The positions of both firer and target should be plotted on a 70 x 70 grid (primary Axis passing though line 35 vertically and horizontally, 0.0 being the intersection) using:

A) The distance in hexes away from the possible obstruction
B) The height above or below the obstruction

This should give a position for each vessel in relation to the obstruction NB obstructions regardless of height are drawn on the grid at 0.0. 1 hex circle for a moon E.G. 0.5 hexes in each direction from 0.0 3 Hex circle for a planet E.G. 1.5 hexes in each direction from 0.0

3) A ruler is used to check LOS between the two vessel plots.

If the ruler edge touches the obstruction LOS is deemed to be blocked

Firing ranges: D/L Excel Chart: Firing ranges - range.zip

Firing ranges are calculated by using Pythagoras theorem EX horizontal distance squared plus vertical distance squared = x square root of x = range E.G. the firing vessel is 8 hexes away on the 2 D board and at +6 height. The target is at +2 height. 8 hexes x 8 hexes = 64. (2 D Board) The height difference range is 4 (+5,+4,+3,+2) 4 X 4 = 16 64 + 16 =80 Square root of 80 = 8.944 or 9

he increase in range is more noticeable over greater distances E.G. the firing vessel is 10 hexes away on the 2 D board and at +2 height. The target is at -15 height. 10 hexes x 10 hexes = 100. (2 D Board) The height difference range is 17 (+1,0,-1,-2,-3,-4,-5,-6,-7,-8,-9,-10,-11,-12,-13,-14,-15 ) NB count 0 17 X 17 = 289 100 + 289 =389 Square root of 389 = 19.72 or 20

In order to speed the range calculation process a chart made of a 35 & 35 grid can be used giving 1-35 range on one axis and 1-35 height difference on the other axis. When filled in this makes a quick reference speeding game play.

Firing Arcs:

Standard firing arcs apply. The only time this rule is modified is when vessels share the same hex on the 2 D board but are at different heights with a clear LOS. E.G. in the same column. In this case all weapons of any arc may bear. This rule follows the assumption that one or the other vessels could maneuver in the space of a 1000 Km hex to allow all weapons to be fired.

Determining shields hit:

Standard shield hit rules apply. The only time this rule is modified is when vessels share the same hex on the 2 D board but are at different heights with a clear LOS. E.G. in the same column In this case a D6 is rolled to determine the shield hit.

This rule follows the assumption that the shields all meet in an apex above and below the vessel.

All other FASA rules remain unchanged.

Permission is given to post, copy these optional FASA Starship combat rules freely provided:

1) The rules are posted in full

2) Authors credits are posted with the rules Author & system designer Mr. S Bradley TubechapSPAMM@aol.com

Co author Mr J Gwilliam
Playtesters: Mr A Wright
Mr P Brewer
Mr P Pugh
Mr C Gwiliam
Patience holder: Mrs B Bradley