two Star Trek micromachines to help to visualize the ships fighting and
moving in a 3-D environment. I'm working next on adding disruptors and
photon torpedoes to the mix, as well as cloaking devices. Once I have a few
working starships, I'll start to create some scenarios for them. If you want
to try this out, I've found that it doesn't hurt to have a pencil and paper
handy to keep track of damage. And once I'm satisfied with these, I'll post
them in the files of the yahoo group and make a short cut on the blog
Rotating in place while firing is possible, but only half of directed energy
will hit initial target
Rotating in place takes two turns to complete per shield facing.
Targetting specific system: 1 in 10 chance of doing 1 point of damage.
(Refer to chart if using two 6-sided dice.)
2(total) =1
3=2
4=3
5=4
6=5
7=6
8=7
9=8
10=9
11=10
12=reroll
One point (pre-multiplier) can be used to repair a single system over 3
turns
One point can be used to close or retreat, but you can't fire at the same
time. Close range is a good killing range, but leaves you just as
vulnerable. While the ship that closes/retreats cannot fire in the same
turn, the other ship can, with the damage multiplier not changing until the
following turn. In other words, if ship A closes from range 3 to range 2, it
cannot fire on ship B. But ship B can fire at ship A, with the range 3 (X1)
multiplier.
Max (weapons) range is 3 (X1)
Med range is 2 (X2)
Close range is 1 (X3)
One point of shield reinforcement takes two points. Shield reinforcement can
last to a second turn if it isn't fired on. Then shield levels return to
normal.
One point of counter or counter/countermeasures takes two points. It doesn't
last beyond the turn it is utilized.
Internal Damage Chart
Roll 1 dice
1=Fire Control/Bridge/Auxiliary Bridge
2=Sensors
3=Phasers
4=Impulse
5=Batteries
6=Warp Core
If you roll a number for a system that is already destroyed, you roll again.
If a ship loses 3/4 of its remaining internals, it is subject to
catastrophic damage, calculated as such: (1-6 sided die):
Roll: 1
Lose Additional Internals: 6
Roll: 2
Lose Additional Internals: 5
Roll: 3
Lose Additional Internals: 4
Roll: 4
Lose Additional Internals: 3
Roll: 5
Lose Additional Internals: 2
Roll: 6
Lose Additional Internals: 1
(Round up or down if necessary. 17.25 is 3/4 of 23 (the number of internals
in a Fed CA. In this case, 17 internal hits is sufficient to invoke the
catastrophic damage rule)
Here are the phases of combat. For purposes of play they are considered to
be happening simultaneously.
A) Roll []
A) Reaction Movement/Position []/[A to B]
A) Countermeasures/Reinforce shields []
A) Target Selection (General or Specific) Fire weapons []
Result
B) Roll []
B) Reaction Movement/Position []/[B to A]
B) Countermeasures/Reinforce shields []
B) Target Selection (General or Specific) Fire weapons []
Result
Here is an example of a single round of combat:
Roll [] Total of dice rolled. Example: 12
Reaction Movement/Position Your movement followed by resulting position of
ships. Example: [Begin roll to Starboard]/[A Port to Starboard to B Ventral,
Range 2]
Countermeasures/Reinforce shields [] Any countermeasures or shield
reinforcement. Example: [4 points Reinforce Starboard shields]
Target Selection (General or Specific) Fire weapons [] Target specific
systems using chart, or fire at general location. Example: [Fire Phasers 8
Points at B Ventral]
and B's reply...
B) Roll [9]
B) Reaction Movement/Position [1 Point Withdraw to Range 3]/[B Ventral to A
Port to Starboard]
B) Countermeasures/Reinforce shields [8 Points Reinforce Ventral shield]
B) Target Selection (General or Specific) Fire weapons [0]
Result:
4/27 points damage to B Ventral shield. (The benefit of the X2 multiplier
offset by 50% of damage lost due to roll to starboard, damage (8 points)
reduced to 4 by B reinforcing shields)
A and B at range 3.
(Note on damage notation: Damage, i.e. '4/27 points damage to B Ventral
shield' is recorded cumulatively. Results show a running total of damage)
Photon, Disruptor and Fighter rules to follow.
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