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Warp Speed and Combat
Xon Gaming Item:  Last updated on 03/18/06
-Mark  http://www.anzwers.org/free/fasa   counter

The scope of these rules is not to rewrite the FASA rules but to accompany them. I don't want them complex where you need tons of calculations and formulas to simply add to the excitement.  Feedback is appreciated.

 

enterprise-tmp-entwarp.jpg (77768 bytes)
TMP - Entering Warp
Sublight Perspective


BASIC WARP SPEED

AND

COMBAT

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STV - Warp Flyby
Sublight Perspective



INTRODUCTION
(OPTIONAL Rules) For Use with FASA's STAR TREK Starship Tactical Combat Simulator #2003 "The 4th installment of Starship Combat Rules"

These rules are to supplement not replace the rules outlined:
- Page 16 of the STCS Section: Warp Speed
- Page 5 of the White Flame Rule Book(and Special Rules Descriptions)

 warpspeed-players.gif (5272 bytes)

These Basic Rules for Warp are very easy to understand and provides little alteration to game play. In the following sections I have provided the Basic Warp rules in three different scenarios. Each scenario representing three standard situations in which the players can learn from and use for games involving Warp Speed.

Heres some rules you should keep in mind while dealing with Warp in the Basic Course.

In the Basic Course the Simulation begins and remains in either sub-light or Warp. Any Ship that Changes Warp speeds abandons the feild of play. Removing the Starship Silhouette Counter from the mapsheet, indicating that Ship and Crew have lost. The Victor is the remaining opponent.

Ships Travelling at different Warp speeds cannot Target and Fire each other. 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 ships can engage the opposing ship at a distance of 4 hexs.

enterprise-stvi-warpflyby.jpg (24773 bytes)
STVI - Accelerating Warp Travell Flyby
In Warp Perspective

 

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TMP-Warp Forming
Sublight Perspective

 

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STII - Entering Warp
Sublight Perspective



SUBLIGHT TO WARP WARP AND WARP SPEED
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.

sublightlayout.jpg (12091 bytes)

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.

enterprise-tmp-warpout2.jpg (28676 bytes)
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.

warpspeedlayout.jpg (20650 bytes)

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

 

 

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TMP - Exiting Warp
Sublight Perspective

 


WARP AND SUBLIGHT  

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STV - Warp Approach
Sublight Perspective

In the Basic Course Warp Combat and Sub-Light Combat are not transitional. Combat remains in either sub-light or Warp. However a Warp Ship can exsist at the start of a sub-light game as a valid tatic in starship combat.


CANON REPRESENTATION:
TOS: "Journey to Bable" The Attacking Orion at Warp and the Enterprise at sublight.

TOS: "Balance of Terror" The attacking Romulan at warp and the Enterprise at sublight.

 

SETUP MAPFIELDS OF PLAY
You set up your sub-light game as you normaly would as per instructions from the rulebook. You also need to setup atleast one Warp mapsheet, place it anywhere. 

warpsublightlayout.jpg (19124 bytes)

DEPLOYMENT

Defender
You set up your sub-light game as you normaly would as per instructions from the rulebook. The ships that will be at Warp for the entire game are not placed on the sub-light feild, they are placed on one of the Warp MapFeilds.

Attacker
You set up your sub-light game as you normaly would as per instructions from the rulebook. The ships that will be at Warp for the entire game are not placed on the sub-light feild, they are placed on one of the Warp MapFeilds.

VICTORY CONDITIONS
Any Ship that Changes Warp speeds ( Warps Out ) abandons the feild of play. Removing the Starship Silhouette Counter from the mapsheet, indicating that Ship lost. The Victor is the remainning opponent. A Warp ship that drops to sub-light is removed from game play. The Victor is the remaining sub-light opponent.

SPECIAL RULES

Warp Strafing
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 start and remain in Warp during a standard sub-light game.

A Warp Starship can make a single pass twice per turn. This means they do not participate on the sub-light mapfeild in Step 11. Rather they skip Step 11 during there Warp Manuavers on the Warp Mapfeild. Warp Ships decide which direction they want to enter the sublight arena.

 enterprise-stiii-warpflyby.jpg (39088 bytes)
STIII - Warp Flyby
Sublight Perspective

 


WARP FACTOR SCALE CONVERSION

A word about fractional Warp Factors: WF's that are not whole numbers tend to be less efficient. The efficiancecy varies among the scale. Basically you get more bang for your buck with a whole factor.

The two scales are

TOS Scale - Original Cochrane Unit (OCU) warp scale

and

TNG Scale - Modified Cochrane Unit (MCU) warp scale

 

  Classic Warp
(TOS)Scale
Speed of Light (c) TNG Warp
Scale
  1 1 1
  2 8 (1.9)
  2.15 10.079 2
  3 27 (2.7)
  3.39 38.941 3
  4 64 (3.5)
  4.67 101.59 4
First Warp Barrier 5 125 (4.3)
  5.98 213.75 5
Normal Cruising speed 6 216 (5.02)
  7 343 (5.8)
  7.32 392.50 6
  8 512 (6.5)
  8.69 656.13 7
  9 729 (7.23)
  10 1,000 (7.9)
  10.08 1,024 8
  11 1,331 (8.7)
Emergency speed 11.49 1,516.4 9
  11.81 1,649 9.2
ST:TMP Secound Warp Barrier 12 1,728 (9.4)
Maximum Design speed 12.4 1,909 9.6
  13 2,197 (?9.62?)
  14 2,744 (?9.8?)
  14.1 2,803.221  
Absolute Maximum speed 14.51 3,053 (9.9)
  15 3,375 (?)
  16 4,096  
  17 4,913  
  18 5,832  
  19 6,859  
Borg 19.93 7,912 9.99
  20 8,000  
  21    
    (198,696) 9.9997
Subspace Radio 58.43 199,516 9.9999
    <INFINITE> 10

Figures in "( )" are aproximate.  Formula used to obtain the TNG Scale:  3.333xv__ (c)  The formula is aprox and changes at higher speeds. 3.333 times the Square Root of the Speed Of Light.

I put this chart together back in 1992-1993. I don't excatly remember how I did it, I was on the verge of figuring this mess out, it was madness back then. Then I think I got a break from a new canon book published. In previous years I had gathered other publications, and that took awhile to find the right ones. Looking back, I think I had available a Canon TOS Scale with Speed of Light and maybe a Formula given. Then later on I think I had a Canon TNG Scale with a Formula. I belive I then matched up what I could so I could double check the formula I was useing.  I was finely delited to have everthing I needed to confirm my findings, after all thoses years of not knowing what the "correct" speed changes where. Till this day I am still working on this chart to get it where I want it, easy and accurate to use.

There are important notes one should know when dealing with Warp Scale. The Classic TOS show used one type of  warp scale while TNG used a newer scale. The Classic scale was used well into the movies. I'm not sure which movie it stopped using it. I'm not even sure if the "Generations" movie was still using the classic scale or not. But I think its safe to bet if you spot Classic ships in the TNG era they will be using the new scale. Apparently the new TNG scale was officially in use by 2312.  The old scale remained in use for awhile after.

This scale defines what the actual warp factors produce in speed and the relation to the two scales. Remember that the WF is related to the amount and quality of power and its level, speed is the actual (c) value. So if a ship is able to do WF4 it is capable of producing the required power to meet the WF4 specs, thus allowing the ship to travel at 64 times the speed of light, the rated speed for the TOS scale Warp Factors.

Another look; The Capatain says, WF4. Then a few secounds later you might hear Helm say "WF4" confirming to the captain that the ship has reached full power level WF4, and the ship still increases speed until it reachs 64 times the speed of light, the rated speed for a WF4 power scheme.

Another look?; The Captain orders, "Warp 4". Indicating he wants a speed of 64 times the speed of light. Then moments later you'll hear the Helm respond "Warp 4" confirming that the ship has just reached the rated speed for a WF4 power scheme. But I just made this paragraph up :) I don't think they actualy recognize this in canon.

Now for the two different scales. Lets say that there is a Constitution ship going at Warp 5, but we need to convert that to the new scale since we have mixed generations of ships. We look at the chart and find out that the Constitution Class Ship is actualy moving at Warp 4.3 according to the TNG Warp Scale. So if a TNG ship is traveling at Warp 5 then it is moving faster than the classic ship, even tho they both say they are going Warp 5. Different Warp Factor Specs and Efficiency.

Some Standards I have researched:

Cruise Speeds

  • A CONSITUTION Cruise speed is WF 6(TOS scale) [TOS: Arena]
  • A GALAXY Cruise speed is WF 5 (4.8(was 6))
  • Voyager Cruise speed is WF 9.975?

Emergency Speeds

  • CONSITUTION Emergency speed is WF 8 [Dangerous]  (TOS Scale) [TOS: Arena]
  • A GALAXY Emergency speed is WF 9.2,   WF9.6 [12 HR Duration],  WF9.9 [Auto Shutdown in 10 mins]

Limits Reached with a TOS CONSITUTION Class Ship

  • Nomad Modified "Engines"  was WF 11 (TOS Scale) [TOS: The Changeling]
  • The Kelvans also modified the ship's engines to reach warp 11 [TOS: By Any Other Name].
  • Ship Sabatoged was in TOS:"That Which Survives". WF 14.1 (TOS Scale) Thats WF 9.8(TNG Scale)
    We now know that the old classic ships where capable of holding together even at this high rate of speed. Atleast for a short period.

Subspace Radio Speed

  • Classic is about WF 15(TOS scale)
  • TNG is about WF 9.9997(new scale, range is 22.65 L.Y.)  WF 9.9999 (w/ Booster Relays)

The FASA rules for UltraWarp should be ignored, there the result of a small hint paramount gave to FASA about TNG warp factors. The most you can do with that information is use it as some part of some experimental conclusion, before the TNG scale was officially established.

 

 tos-concept-warp.jpg (46798 bytes)
TOS - Concept , Entering Warp

 

 
WARP COMBAT DESIGN NOTES FASA talks about changing your warp speed: Changing warp speeds is a valid tatic in starship combat, but if a captain alters his warp speed in the Basic Course, he has abandoned the feild to his opponent. He removes the Starship Silhouette Counter from the mapsheet, and he losses the game. Their pretty much saying if you go faster or slower your leaving combat. They don't mention any Advance rules here however.

You would think after four revisions of the starship combat rules that they would have expanded the Warp Speed Rules. The truth is the overall rules never realy take in acount for any speeds, sub-light or warp. Speeds in the game are loosly based on the amount of movement one has, The more movement points a ship expends the faster it is moving. Anyhow FASA did add some additional rules in an expansion book, read on.

Warping Out(FASA): Warping out is used as a generic means of escaping the sub-light mapfeild and specifies that the Ship is no longer in the game and can not return. Page 5 of The White Flame Rule Book indicates; Any vessel with warp capability may Warp out at the beginning of the phase(players simply declare their intentions). However, the vessel must have at least one movement point remaining during that phase. These rules do not indicate which phase is "the" phase, but we will assume that they are speaking about the beginning of the Movement Phase. When Warping Out the starship counter is removed from the sub-light mapfield wherever it is(Warping Out does not mean moveing off the mapfeild, it means lifted off from the current hex that it occupies).

BASIC FASA Rules
The base ideas for my rules. I used information from the 1st editions starship rules page 102 and page 16 of the STCS section: Warp Speed.

Warp Speeds(FASA): - Warp speeds do not affect play of the game in most respects. Despite these enormous overall speeds, the starship weapons work and are targetable because maneuvering during combat is so small compared to the overall speed that it is hardly different from sub-light speed maneuver. FASA's rules are not realy rules, there guidlines one follows as they develope rules. They are fairly general and don't take in much count for specifics.

The rules note an TOS episode "Journey to Babel" where an Orion Ship attacked the Enterprise while the Orion Ship was moving at WF8. FASA states: It is obvous, then, that warp speed does not affect weapons fire, but efficient targeting is another matter. This last statement is based on the episode alone. The rules go on about talking about how two objects(a jet and a man) facing each other while the man is standing still and the jet is streaks ovehead. FASA states: If both the man and the pilot know the other is there, and if both have weapons availble and ready to fire, each might just get one shot at the other as the jet screams by. This is decribing what happend with the Orion Ship and the Enterprise and states that it is possiable to hit one another.

The rules go on about comparing this situtation with two objects facing each other while moving at warp. FASA states: One moving at Warp 1 and one at Warp 2. By the time the Captains say "Fire photon torpedoes!" they are 2.4 million kilometers away  - a bit far even for STAR TREK weaponry. This controdicts FASA's explaintation for the events that took place in "Journey to Babel". Of course the situation wouldn't actualy be possiable, they wouldn't have a chance to hit each other. This clearly couldn't happen, as we see in TNG all Warp Combat is done in a Warp envelope, one ship persueing the other. Theres no drastic heading changes or stearing actualy done. We do see however smaller warp vessals able to move about inside the larger ships Warp Envolope providing a much harder chance of hitting them. Also the ability to move around would give them added targeting capabiltys, so there negative modifier for targeting wouldn't be as great.

FASA must have forseen the TNG scenario I described above back in 1986. They go on to say: In order to have combat, therefore, it is assumed that the warp speeds of the vessels are the same and that their vectors through space is nearly the same. This would explain how the TNG warp combat occurs, but FASA contradicts itself in the following statement: This means whether they are moving at Warp 1 or Warp 10, the two ships are hurtling along within the same envelope, making small maneuvers compared to their overall speed through space.  FASA's concept of Warp Speeds here diminishes. In TNG you are told that a persueing ship is increasing speed to match or over come the leading ships speed. So there definatly is a problem with FASA's concept. Part of what they say could hold true,   If a trailing ship is on the same vector of the leading ship, as it approaches the leading ship it is basicly in the same or over lapping Warp Envelope, the envelope created by the leading ship and re-formed by the persueing ship. The closer the trailing ship gets the faster it capable of catching upto the leading ship. Think of it as drafting, how race car drivers can draft off the car in front of him. When the distance of a trailing car becomes closer to the leading car he doesn't have to use as much gas 'cause hes accelerating from the pull of the first car. So once a persueing ship gets close enough he uses the leading ships envelope to help them increase speed. This is usualy about the time that Warp Combat takes place. FASA goes on to say a tidbit about how everything is going at Warp: One way to think of this is that the mapsheet is actually moving at the warp speed and the ships are maneuvering within that area.  This last statment trys to convince you that normal sub-light maneuvering can happen in Warp Speed, and everyones in the same boat, but its not. Basic game play can be done this way if one wishs to keep things very simple. My rules aproach this somewhat differently.

ent-tos-constitution.jpg (20366 bytes)
TOS Constitution traveling at Warp
In Warp Perspective
U.S.S. Defiant NCC-1764 (Enterprise TV Series Computer Model)

 

 

FUTURE XON RULES

The next areas to expand on are the FASA Warp Speed and Combat Rules for the Advanced and Graduate Courses, Hopefully they will represent a bit more to add to the TMP movie era and TNG covered.

 

Advanced

Emergency Heading Changes and Stress Damage

Tactical Heading Changes

Planets, Moons, And Other Obstacles

Warp Targeting

 

Graduate

Stress From Emergency Heading Changes

 

END