| In the Basic Course Warp Combat and Sub-Light Combat are not
transitional. Combat remains in either sub-light or Warp. However a sub-light ship
may Jump To Warp as a valid tatic in starship
combat. CANON REPRESENTATION: Typically any episode a ship flees to warp from a sublight
battle.
SETUP SUBLIGHT MAPFIELD OF PLAY
You set up your sub-light game as you normaly would as per instructions from the
rulebook.

DEPLOYMENT
Defender
You set up your sub-light game as you normaly would as per instructions from the
rulebook.
Attacker
You set up your sub-light game as you normaly would as per instructions from the rulebook.
VICTORY CONDITIONS
Any Ship that Changes Warp speeds ( Jumps To Warp )
abandons the feild of play. Removing the Starship Silhouette Counter from the mapsheet,
indicating that Ship lost. The Victor is the remainning opponent. Plus the standard Basic
Course Sublight victory conditions outlined in the rulebook.
SPECIAL RULES
Jumping To Warp
In the Basic Course any vessel with warp capability, (Atleast one operating warp
engine), 40% of its Superstructure left, a safe course(no ships in direct path) and at
least 1 movement point remaining may Jump To Warp at the
beginning of any phase(players simply declare their intentions). For the Basic Course the
Warp Ship is out of game play.

TMP - Warp Out
Sublight Perspective
|
In
the Basic Course you may choose to have Warp Combat instead of Sub-Light Combat. Keep
in mind Warp Combat and Sub-Light Combat are not transitional. CANON
REPRESENTATION: TOS: "Arena" The GORN at Warp being chased by the attacking Warp
Enterprise.
Enemy Contact! is instant, Red-Alert! The GM secretly defines the Warp Velocity
for the game. At game startup after the players have choosen their ships(or choosen
from a GM pool) the GM reveils to them the defined WF.
Any ship that is uncapable of maintaining the set WF is only allowed to play in the
first TURN, then they drop off. Any Defender ship that is capable of exceeding
the set WF by a factor of 2 is only allowed to play in the first TURN, then they pull
ahead and are removed from the mapsheet. Incase that all Defender ships are capable of
pulling ahead, one must remain while the others move ahead.
SETUP WARP MAPFIELD OF PLAY
Lay out two standard Star Trek Combat Simulator Mapsheets and use the shortest
width as the length.(you may need three sheets). These mapfeilds will represent the
"Warp Mapfield", think of it as the hex sheet is moving at warp and the ships
are moving through it.

DEPLOYMENT
Defender
The ships set up halfway up the shortest length of the Warp Mapfield. If
its a formation center it on the sheet.
Attacker
The ships set up along the first three row of hexes.
VICTORY CONDITIONS
The Attacker wins a full victory by destroying all the enemy contacts
while at warp.
The Defender wins a full victory by destroying all persuers while at warp.
The Attackers win a partial victory for destroying ships that remain after the
automatic pulled ahead rule is used.
The Defenders win If they have disabled warp on the persuers ship. The
Attackers win a partail victory if they disabled Warp on all of the enemy ships before
the automatic pulled ahead rule is used.
The Defenders win if they have successfully travelled over 4 hex sheets(or
determined by GM).
SPECIAL RULES
Escape
Attacking vessals escape by exiting on the left or right side of the board. Any
ship that Changes Warp Speeds ( Warping Out ) abandons the feild
of play.(players simply declare their intentions) The player must have atleast 1 movement
point remaining to Warp Out, Removing the Starship Silhouette
Counter from the mapsheet. Vessels can not reenter the board. Vessels Abandoning the feild
of play lose.
Valid Starship Tactics
In the Basic Course Warp movement is "linear" and at a much
larger scale compared to sub-light movement which is multi-directional. Since we have the
Mapfeild moving at Warp the ships can move about using restricted sub-light rules. For
warp maneuvering use the Basic Course rules with these exceptions: All vessals must
travell from the bottom side to the top side of the Warp mapfield. All heading changes
must be done in a manner where the ship is always progressing upwards at all times. A Ship
can not make a heading change that would progress the ship towards the bottom of the Warp
Mapfield. In the Basic Course there is no Advanced Movement.
Warp Combat
In the Basic Course the persueing vessel must approach and stay with the leading
warp ship to engage in Warp combat. In order for combat to take place all ships
must be travelling at almost identical vectors through space, There Warp Speeds must be
nearly identical. The final attack course adjustment will be from a trailing postion or a
parallel course. Combat can begin at 4 hexs away.
| WARP
TARGETING TABLE |
-2
-3
-1
|
For All ClassII-III Warp
Vessals While at Warp
For All ClassIV- Warp Vessals While at Warp
To Hit Class II-III Warp Vessals While at Warp |
|