| 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.

TMP - Security
|
| 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 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% |

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) |
|
| |