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Balanced Movement
Xon Gaming Item:  Last updated on 09/15/05
-Mark  http://www.anzwers.org/free/fasa   counter

The scope of these rules is not to rewrite the FASA rules but to acompany them. I don't want them complex where you need tons of calaculations and formulas to simply add to the excitement. If you care to play test the these Rules could you offer feedback.

 
BALANCED MOVEMENT

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STII - Miranda

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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 apperantly was my solution at adding in speed and balanced manuaver cababilitys 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 basicly produce some tables, I also consulted the STCS aswell for additional guidelines.

These are essentialy ERA rules, but it acounts for shuttles and by weight as well so it can be used thoroughly. Theres actual speed tables if you ever need to find out roughly how fast somethings 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 consumeing you can reserve them in your game for ctrical situations such as down to the last group of ships in a fleet etc.... or a situtation when two vessals are dualing 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 acount "Balanced Movement" to some degree. So I may or may not update these rules in the future. If I had play testers giving feeback 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 explote the faster manuavering capabiltys 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 manuavering capabiltys 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

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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.

 

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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 = ?