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Starship Equipment
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 these rules could you offer feedback.

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. Primarly 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 vessal maybe operated by the boarding team if desired. There are No bonuses while the vessal 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 normaly.  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 vessal is permantly captured with all originial 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 controll is returned to the ship of the originial 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 primarly support the TOS/TMP era.

BEAMING SECURITY TEAMS TO ENEMY  VESSALS
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 modifers as an 'all purpose' rule to reflect the newer training,abilitys, and equipment among each era. This only applys if you are having a multi-era combat.

To use these modifiers add them to your exsisting 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 beammed 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 realy determine from there sweeps? Well this chart provides guidelines for you to follow when dealing with sensors. Most of these details are automaticaly given to the player, some are semi-automatic there fore the player must actualy specifie what hes 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 AUXILLARY 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 turnning 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 upto 130% of its own weight.
  • GRAB:  Most ships can grab upto 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 possiable in.

 

SPECIAL RULES

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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 Sheilds 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 multiplay 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.