White Flame
MECHANIC AND RULES UPDATES!
Text extracted from FASA#2225 The White Flame Starship Combat Scenario
Pack
(This is not the complete book, but portions of it are discussed, Text has been Modified)
Designed for the STCS Starship Combat Game.
"Uses the Graduate Starship Tactics Course"

This write-up more or less represents the design mechanics and rules presented in The White Flame in a form of an outline to suggest methods on creating your own scenarios and to update STCS with FASA rules that where published after. These new "rules" are based on FASA's defined terms and guidelines used in the STCS Rulebook and approved by FASA for a finished official release. Due to the fact that the STCS book only uses a rough outline (when compared to the White Flame) to present the scenario creation and trainning secenaros, I chose to use the The White Flame book as a rule update template to provide FASA-Like source material.
The White Flame Book wasn't actualy published in the form of a sourcebook to present the new STCS rules, you sorta of discover them when progressing throughout the 15 scenarios. If a designer where to examine the book carefully, it could show you, indirectly, how to outline different types of custom Starship Scenarios; single, linear or campaign style. This isn't realy anything new, since much of FASA's supplements and adventures seem to include some sort of mechanic or rule 'update' that expand the core rules. These new extentions are normally from the designer of the module.
Due to the fact the entire finished White Flame Book is not presented here, you may need a copy of The White Flame Book inorder to get the complete idea of how things where done, if you have it. However after reading this write-up you should beable to come up with your own scenarios or scenario book using the new White Flame mechanics and rules. Feel free to skip any of the lengthy steps if you wish to present a simpler scenario or refer to the STCS Scenerio Sections.
Note; This write-up is in a very early construction period, its a learnning phase for me and I haven't entirely 'converted' the Flames non-direct updates to direct updates.
BOOK STRUCTURE
You may want to provide Extensive History and background of the Fleets involved in all the scenarios you make, such as FASA did with the White Flame. Its time consuming but its worth it especially if your doing something of a 'canonical' representation.
Also a list of OFFICER's should be provided. They should have Personal History, Physiological Makeup, Crew Description and Physical Description profiles. A photo of the character and brief stats including the Captains Skill Rating, you may want to provide the Crew Efficiency Rating for each Commander, since most starships in these types of scenarios usually are made to have an experienced crew onboard that have been working for the same Commander.
STARSHIP SCENARIO TYPES
There are three basic types of scenarios your group can play. Each scenario you design can recreate a single battle or encounter, or you may want to have several scenarios interrelated, maybe four, representing an Operation with various actions and responses. If you want something a bit longer you can try to provide Four scenarios as a single, continuous battle. In these campaign scenarios, players keep track of battle damage taken by various vessels from one engagement to another, with earlier damage and losses affecting the condition and make-up of the forces involved. This damage must be recorded and carried over in the four scenarios.
THE SCENARIO TEMPLATE
Scenario rules should include all necessary information for understanding and playing the game. Each scenario should open with a narrative description of the combat, followed be a brief description of the battle's historical content, or cannon occurances.
The Game Set-Up section provides the map arrangement, special terrain features, attacking and defending forces, and their deployment. Special damage or deviation from the listed statistics are given.
The Victory Conditions describe the various possible outcomes of each scenario. Because combat between two sides rarely continues until one or the other is destroyed, the Victory Conditions usually list objectives for both sides, as well as any point values used. ( See WHITE FLAME CUSTOM RULES and RULE EXTENSIONS after the Template for Victory Rules and Tables)
Finally, most scenarios include special rules and escape parameters not covered in the Starship Tactical Combat Simulator rules. These are discussed in the Special Rules section of each scenario. When this section refers to escape by Warping Out, use the following rule: 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. ( See WHITE FLAME CUSTOM RULES and RULE EXTENSIONS after the Template for Special Rules listed.)
The Captain's Skill and the Crew Efficiency ratings for each side are listed under the appropriate commander's description. Opponents' ratings are either listed in the scenario by the GM, or rolled up using the rules in the Starship Tactical Combat Simulator.
| TITLE | |||||||||||||||||||||||||||||
| Description Action Title | |||||||||||||||||||||||||||||
| <Narrative Description> | GAME SET-UP Lay out ### Mapsheet(s) as shown. This represents the area of space the conflict occurs. All vessels move at sublight/Warp #. Use the Graduate Starship Tactics Course rules for this scenario. Starships Defender The Defending Force Consists of:
Deployment
Attacker The Attacking Force Consists of:
Deployment
Victory Conditions
Special Rules
|
||||||||||||||||||||||||||||
| SITUATION:
<stardate, location and time.> |
|||||||||||||||||||||||||||||
Asteroids Placed In Hexes
<Map Orientation(s) and Object Placement>
|
<Battle's historical content> | ||||||||||||||||||||||||||||
WHITE FLAME CUSTOM RULES and RULE EXTENSIONS
(mandatory FASA and custom rules set by the scenario designer.)
These are all the examples of the kind of rules that where supplied in the White Flame Book. The rules use all of STCS rules and in some cases expands on them to add to a customized scenario, rarely are these rules re-used in more than one scenario; some are created for specific scenario types and some are general and used several times. These new rules are fairly straight forward and nothing extensive.
White Flame's VICTORY CONDITIONS and TABLES:
The book has expanded the Victory guidelines by adding custom variations of the STCS rules
to provide a better method to determine victors in custom scenarios.
<insert victory information here>
White Flame's SPECIAL RULES:
You can use what is presented here or come up with different ideas. Just remember not to
over complicate them and avoid straying from the normal when possible. Usually only one -
three special rules are all that is needed per scenario.
One general rule the book did supply;
Escape by Warping Out, use the following rule: 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. This rule
applies to any scenerio that has the option to Warp Out on, Warping out refers to changing
ones Warp speed and Course as to move away ffrom the current area fast, escaping the
situation.
ESCAPE
NEUTROLIUM
FEDERATION REINFORCEMENTS
RESTRICTION
THE ASTEROIDS
BEAMING AND REPAIRING
THE SEARCHER
RELUCTANCE TO FIRE FIRST
WARP SPEED
EXPLOSIVE CARGO
CLOAKING EXPERTISE
REPAIR
BOARDING
| Number of Marine Points on Each Vessel | |
|---|---|
| D 10 Cruiser D-2 Destroyer Wanderer Lightning |
10 9 9 4 |
THE RED WING
THE TRAITOR
ENDING
FIRING ON THE PLANET
KILTS WOUNDS