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Author Topic: Star Trek Space Combat [complete!]  (Read 1845 times)
glimmerrat
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« on: May 24, 2012, 07:12:09 AM »

Acquiring a Starship
To acquire a new vessel, a group of Senior Officers (i.e. the player characters) must purchase the Starship Duty Transfer favor. New weapons and consoles may also be purchased in this fashion. A vesselís current weapons and consoles may be Ďtraded iní for half their Reputation cost (rounded up) when replacing a vesselís existing equipment.

Starfleet   Starfleet
Rank          Title

1             Ensign
2             Lieutenant (junior grade)
3             Lieutenant
4             Lieutenant Commander
5             Commander
6             Captain
7             Rear Admiral, Lower Half
8             Rear Admiral, Upper Half
9             Vice Admiral
10           Admiral

Favor                                      Renown             Minimum   Reputation
                                                Requirement   Downtime   Cost

Starship Duty Transfer         Varies*               M           Varies**
Starship Refit (common)      Starfleet 2           W           5
Starship Refit (uncommon)   Starfleet 6           M           10
Starship Refit (rare)            Starfleet 8           M           25

* The purchasing group of characters must have at least 1 member who meets the prerequisite Renown rank for the desired vessel, and a second member within 1 Renown rank of the prerequisite rank. These two characters become the commanding officer and executive officer, respectively, of the new vessel.
** This Favor costs an amount of Reputation equal to the vesselís Renown rank requirement ◊10.


Starship Statistics
The following section describes a number of sample starships falling into three main groups; cruisers, escorts and science vessels. Cruisers are the tanks of the space lanes, able to soak up incredible punishment. Escorts are small but hit incredibly hard and are highly maneuverable. Science vessels stand on the middle ground between the other two, with the added bonus of additional specialist systems.

Warp Speed: Travel Speed in light years per day; listed as cruising speed (which may be maintained indefinitely) before the slash and maximum warp after the slash. Maximum warp may be used for 1 day, after which the vessel is restricted to half of cruising speed (rounded up) for the next 2 days.
Inertia: The minimum number of km (squares) that a vessel must move before changing direction by 1 facing during a movement action
Hull Strength: Wounds
Shield Strength: Vitality
Crew: Number of crew; provides a crew modifier for certain actions
Consoles: Specialist equipment that may be purchased and added to a starship to provide certain bonuses
Fore Weapons: Number of forward-facing weapon slots (standard outfit in parenthesis)
Aft Weapons: Number of rear-facing weapon slots (standard outfit in parenthesis)
Systems: A vesselís Ďattributesí; they have modifiers just like ordinary attributes, and provide bonuses to certain actions


System Attributes
A vesselís system attributes vary with class, and may be temporarily adjusted using the Transfer Power action.

Auxiliary: This system attribute provides a bonus or penalty on all non-attack actions.
Engines: This system attribute provides a bonus or penalty to all actions taken by the Helm duty officer; additionally, you increase or decrease your Impulse speed by (Engine modifier) km.
Shields: A vessel recovers a number of points of Shield damage each round equal to its Shields modifier; a negative modifier has no further effect.
Weapons: This system attribute provides a bonus or penalty to attack and damage rolls.
« Last Edit: May 27, 2012, 07:09:31 AM by glimmerrat » Logged

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« Reply #1 on: May 24, 2012, 07:16:10 AM »

Weapons
A vesselís weapons are placed in one of two facings; fore and aft. Each type of weapon has a fire arc, determining how easy it is to bring to bear on a target, and a damage rating, which scales with the Bridge crewís Threat Level.

Beam Array: 180 degree arc of fire; 1d6 lethal per 2 TL
Cannon Battery: 90 degree arc of fire (front only); 1d8 lethal per 2 TL; vessels may only mount cannon batteries if it is specifically noted in their profile
Cannon Turret: 360 degree arc of fire; 1d4 lethal per 2 TL
Projectile Launcher: 90 degree arc of fire; 1d10 lethal per 2 TL


Beam/Cannon Damage
Beams and Cannons cause energy damage, and while phasers are the most common variety, disruptor weapons also see regular use among other races.

Common Beams/Cannons
Disruptor: When this weapon causes hull damage, cumulatively increase the damage of the next disruptor to hit the target this round by +1. This cannot more than double the damage caused by a disruptor weapon.
Phaser: When this weapon causes hull damage, you may choose a duty station to be disabled; the target may not take actions using this duty station for 1 turn.

Uncommon Beams/Cannons
Plasma: When this weapon causes hull damage, the target catches fire. It suffers an additional 1 point of hull damage each round until the target uses an Assign Damage Control Team action to put the fire out.
Polaron: When this weapon causes hull damage, you may reduce one of the targetís system attributes by 5 for 1 round. A target struck by multiple polaron weapons is affected cumulatively, although no system attribute may be reduced below 0.

Rare Beams/Cannons
Anti-Proton: The cost to confirm threats with this weapon is reduced by 1 action die (minimum 0). However, this weaponís error range increases by 2.
Tetryon: This weapon causes +1 damage per die when striking a target vesselís shields; however, it suffers -1 damage per die when striking a target vesselís hull.
« Last Edit: May 24, 2012, 08:54:55 AM by glimmerrat » Logged

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« Reply #2 on: May 24, 2012, 07:16:27 AM »

Projectile Damage
Projectile weapons cause a lot of damage, and a full spread impacting on an unshielded hull will destroy most vessels, regardless of size.

Common Projectiles
Photon: This is the standard projectile weapon, and has no special rules, as such.

Uncommon Projectiles
Plasma: When this weapon causes hull damage, the target catches fire. It suffers an additional 1 point of hull damage each round until the target uses an Assign Damage Control Team action to put the fire out. Additionally, this weapon has a travel time of 1 round for any target further than 5 km away; that is, it strikes the target the round after it is launched. During this travel time, the Tactical duty officer of any vessel within weapons range of the projectile may use a half action to destroy it.
Quantum: The damage of this projectile weapon is increased to 1d12; however, it gains the load (2) quality.

Rare Projectiles
Chroniton: When this projectile weapon causes hull damage, the target vessel has its Inertia doubled for 1 round (this is not cumulative with further hits). Additionally, this weapon gains the load (1) quality.
Transphasic: When this weapon strikes a targetís shields, 1 point of damage Ďbleeds throughí and instead damages the targetís hull.
Tricobalt: The damage of this projectile weapon is increased to 1d12, and it does +1 damage per die; additionally, it gains the blast (3 km) quality. However, it also gains the load (5) quality and it has a travel time of 1 round for any target further than 5 km away; that is, it strikes the target the round after it is launched. During this travel time, the Tactical duty officer of any vessel within weapons range of the projectile may use a half action to destroy it.
« Last Edit: May 27, 2012, 07:10:45 AM by glimmerrat » Logged

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« Reply #3 on: May 24, 2012, 07:16:41 AM »

Consoles
Consoles are additional systems that may be added to a vessel to enhance and customize its functionality. Unless otherwise stated, a vessel may only benefit from 1 of each console. Multiple copies of the same console do not stack.

Engineering
These consoles typically add to a vesselís survivability, making it harder to kill.

Common Engineering Consoles
Emergency force fields: When this vessel suffers crew damage, reduce the amount of damage by 10 (minimum 10).
EPS flow regulator: When taking the Divert Power action, this console allows the duty officer to alter the chosen system attributes by up to 10 points instead of 5.
Jefferies Tubes: When taking the Assign Damage Control Team action, this console restores +1 point to the vesselís hull.

Uncommon Engineering Consoles
Ablative armor: This console increases the vesselís hull by +5.
Maneuvering thrusters: This console reduces the vesselís Inertia by 1 km (minimum 1).

Rare Engineering Consoles
Exotic hull plating: Choose a type of beam/cannon damage; this console provides damage resistance 3 vs. that type of damage.
System regulator: This console increases 1 of a vesselís system attributes by +5. A vessel may equip more than 1 system regulator, but each one must benefit a different system attribute.

Science
Science consoles enhance a variety of different actions, including crew actions, sensors and shields.

Common Science Consoles
Class 1 probes: When taking the Launch Probe action, this console grants a +5 bonus on any Notice checks made.
Internal sensors: When taking the Assign Security Team action, this console reduces the duration of hostile boarding actions by 1 round (minimum 0).
Long-range sensor array: When taking the Sensor Sweep action, this console grants a +5 bonus on the Notice check.

Uncommon Science Consoles
Power insulators: This console increases the cost to confirm critical threats against this vessel by +1 action die.
Reinforced field generator: This console increases a vesselís Shields by +1 per TL.

Rare Science Consoles
Biofunction monitors: When taking the Assign Medical Team action, this console increases the amount of crew recovered by +10.
Shield emitter amplifier: When recovering Shield damage, this console increases the amount recovered by +1. This console may be selected multiple times, and the effects stack.


Tactical
Tactical consoles are used to enhance a vesselís damage output.

Common Tactical Consoles
Energy distribution manifold: This console increases the damage of your beam arrays by +1.
Pre-fire chamber: This console increases the damage of your cannon batteries and cannon turrets by +1.
Warhead yield chamber: This console increases the damage of your projectile weapons by +1.

Uncommon Tactical Consoles
Calibrated induction coils: Choose a type of energy damage; this console increases the damage of those energy weapons with that damage type by +1. This console may be selected multiple times, and the effects stack.
Calibrated launch tubes: Choose a type of projectile damage; this console increases the damage of those projectile weapons with that damage type by +1. This console may be selected multiple times, and the effects stack.

Rare Tactical Consoles
Dedicated targeting computer: This console grants a +1 bonus to attack rolls made with this vesselís weapons. This console may be selected multiple times, and the effects stack.
Frictionless loading chamber: This console reduces the load quality of this vesselís projectile weapons by 1 (minimum 0).
« Last Edit: May 24, 2012, 08:04:36 AM by glimmerrat » Logged

VAO Control; Crafty Freelancer; Freethinker

"If more of us valued food and cheer and song above hoarded gold, it would be a merrier world."
glimmerrat
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« Reply #4 on: May 24, 2012, 07:22:24 AM »

Sample Starships
This section contains the stat blocks for a large selection of different starships. Vessels are divided up by required Starfleet Renown rank.


Rank: Ensign
These vessels are available to any character that has attained the rank of Ensign.

Fighter
Examples: Peregrine class
Inertia: 1 km
Warp speed: 4/8
Hull strength: 10
Shield strength: 10 per 2 TL
Crew: 5 (+0 crew modifier)
Consoles: 0 tactical, 1 engineering, 0 science
Fore weapons: 2 slots (phaser cannon battery ◊1, photon torpedo launcher ◊1)
Aft weapons: 0 slots
Systems: Auxiliary 10; Engines 10; Shields 10; Weapons 10
Special: May mount cannon batteries

Runabout
Examples: Danube class, yellowstone class
Inertia: 2 km
Warp speed: 5/9
Hull strength: 10
Shield strength: 10 per 2 TL
Crew: 5 (+0 crew modifier)
Consoles: 0 tactical, 0 engineering, 1 science
Shuttle weapons: 2 slots (phaser beam array ◊1, photon torpedo launcher ◊1)
Systems: Auxiliary 10; Engines 10; Shields 10; Weapons 10
Special: Runabouts and shuttles do not have fore and aft weapon arcs; their weapons have a 360 degree fire arc, regardless of type.

Shuttle
Examples: Class-F shuttle, type 8 shuttle, type 10 shuttle
Inertia: 1 km
Warp speed: 4/8
Hull strength: 10
Shield strength: 10 per 2 TL
Crew: 5 (+0 crew modifier)
Consoles: 0 tactical, 1 engineering, 0 science
Shuttle weapons: 2 slots (phaser beam array ◊1, photon torpedo launcher ◊1)
Systems: Auxiliary 10; Engines 10; Shields 10; Weapons 10
Special: Runabouts and shuttles do not have fore and aft weapon arcs; their weapons have a 360 degree fire arc, regardless of type.


Rank: Lieutenant
These vessels are  available to any character that has attained the rank of Lieutenant.

Delta Shuttle
Examples: Delta flyer
Inertia: 2 km
Warp speed: 9
Hull strength: 10
Shield strength: 10 per 2 TL
Crew: 5 (+0 crew modifier)
Consoles: 1 tactical, 1 engineering, 1 science
Shuttle weapons: 2 slots (phaser beam array ◊1, photon torpedo launcher ◊1)
Systems: Auxiliary 10; Engines 10; Shields 10; Weapons 10
Special: This vessel has only 1 warp speed rating, which it may maintain indefinitely. Runabouts and shuttles do not have fore and aft weapon arcs; their weapons have a 360 degree fire arc, regardless of type.

Light Cruiser
Examples: Centaur class, miranda class, shiíkar class
Inertia: 4 km
Warp speed: 5/9
Hull strength: 15
Shield strength: 10 per 2 TL
Crew: 200 (+2 crew modifier)
Consoles: 1 tactical, 1 engineering, 1 science
Fore weapons: 2 slots (phaser beam array ◊1, photon torpedo launcher ◊1)
Aft weapons: 1 slots (phaser beam array ◊1)
Systems: Auxiliary 10; Engines 10; Shields 10; Weapons 10
Special: May mount cannon batteries


Rank: Lieutenant Commander
These vessels are only available to characters that have attained the rank of Lieutenant Commander.

Cruiser
Examples: Constitution class, excalibur class, exeter class, vesper class
Inertia: 5 km
Warp speed: 5/9
Hull strength: 20
Shield strength: 10 per 2 TL
Crew: 400 (+4 crew modifier)
Consoles: 1 tactical, 2 engineering, 1 science
Fore weapons: 2 slots (phaser beam array ◊1, photon torpedo launcher ◊1)
Aft weapons: 2 slots (phaser beam array ◊1, photon torpedo launcher ◊1)
Systems: Auxiliary 15; Engines 15; Shields 15; Weapons 15

Escort
Examples: Gladius class, rapier class, saber class, ushaan class
Inertia: 3 km
Warp speed: 5/9
Hull strength: 15
Shield strength: 15 per 2 TL
Crew: 50 (+0 crew modifier)
Consoles: 2 tactical, 1 engineering, 1 science
Fore weapons: 3 slots (phaser beam array ◊1, photon torpedo launcher ◊1, phaser cannon battery ◊1)
Aft weapons: 1 slots (phaser beam array ◊1)
Systems: Auxiliary 10; Engines 10; Shields 10; Weapons 20
Special: May mount cannon batteries

Science Vessel
Examples: Aurora class, nova class, quasar class
Inertia: 4 km
Warp speed: 5/9
Hull strength: 20
Shield strength: 20 per 2 TL
Crew: 100 (+1 crew modifier)
Consoles: 1 tactical, 1 engineering, 2 science
Fore weapons: 2 slots (phaser beam array ◊1, photon torpedo launcher ◊1)
Aft weapons: 2 slots (phaser beam array ◊1, photon torpedo launcher ◊1)
Systems: Auxiliary 20; Engines 10; Shields 10; Weapons 10


Rank: Commander
These vessels are only available to characters that have attained the rank of Commander.

Heavy Cruiser
Examples: Cheyenne class, dakota class, stargazer class
Inertia: 6 km
Warp speed: 6/9
Hull strength: 25
Shield strength: 15 per 2 TL
Crew: 500 (+5 crew modifier)
Consoles: 1 tactical, 3 engineering, 1 science
Fore weapons: 3 slots (phaser beam array ◊2, photon torpedo launcher ◊1)
Aft weapons: 3 slots (phaser beam array ◊2, photon torpedo launcher ◊1)
Systems: Auxiliary 15; Engines 15; Shields 15; Weapons 15

Heavy Escort
Examples: Akira class, oslo class, thunderchild class, zephyr class
Inertia: 4 km
Warp speed: 6/9
Hull strength: 20
Shield strength: 20 per 2 TL
Crew: 100 (+1 crew modifier)
Consoles: 3 tactical, 1 engineering, 1 science
Fore weapons: 3 slots (phaser beam array ◊1, photon torpedo launcher ◊1, phaser cannon battery ◊1)
Aft weapons: 2 slots (phaser beam array ◊1, photon torpedo launcher ◊1)
Systems: Auxiliary 10; Engines 10; Shields 10; Weapons 20
Special: May mount cannon batteries

Research Science Vessel
Examples: Hope class, horizon class, olympic class
Inertia: 5 km
Warp speed: 6/9
Hull strength: 20
Shield strength: 25 per 2 TL
Crew: 400 (+4 crew modifier)
Consoles: 1 tactical, 1 engineering, 3 science
Fore weapons: 3 slots (phaser beam array ◊1, photon torpedo launcher ◊1, phaser cannon turret ◊1)
Aft weapons: 2 slots (phaser beam array ◊1, photon torpedo launcher ◊1)
Systems: Auxiliary 20; Engines 10; Shields 10; Weapons 10


Rank: Captain
These vessels are only available to characters that have attained the rank of Captain.

Exploration Cruiser
Examples: Celestial class, envoy class, galaxy class
Inertia: 6 km
Warp speed: 7/9
Hull strength: 30
Shield strength: 25 per 2 TL
Crew: 1000 (+10 crew modifier)
Consoles: 2 tactical, 3 engineering, 2 science
Fore weapons: 4 slots (phaser beam array ◊2, photon torpedo launcher ◊2)
Aft weapons: 3 slots (phaser beam array ◊2, photon torpedo launcher ◊1)
Systems: Auxiliary 15; Engines 15; Shields 15; Weapons 15

Tactical Escort
Examples: Defiant class, gallant class, sao paulo class, vigilant class
Inertia: 2 km
Warp speed: 7/9
Hull strength: 25
Shield strength: 20 per 2 TL
Crew: 50 (+0 crew modifier)
Consoles: 3 tactical, 2 engineering, 2 science
Fore weapons: 4 slots (phaser cannon battery ◊2, phaser beam array ◊1, photon torpedo launcher ◊1)
Aft weapons: 2 slots (phaser beam array ◊1, photon torpedo launcher ◊1)
Systems: Auxiliary 10; Engines 10; Shields 10; Weapons 20
Special: May mount cannon batteries

Long Range Science Vessel
Examples: Bellerophon class, cochrane class, discovery class, intrepid class
Inertia: 4 km
Warp speed: 9
Hull strength: 25
Shield strength: 30 per 2 TL
Crew: 200 (+2 crew modifier)
Consoles: 2 tactical, 2 engineering, 3 science
Fore weapons: 3 slots (phaser beam array ◊2, photon torpedo launcher ◊1)
Aft weapons: 3 slots (phaser beam array ◊2, photon torpedo launcher ◊1)
Systems: Auxiliary 20; Engines 10; Shields 10; Weapons 10
Special: This vessel has only 1 warp speed rating, which it may maintain indefinitely


Rank: Rear Admiral, Lower Half
These vessels are only available to characters that have attained the rank of Rear Admiral, Lower Half.

Assault Cruiser
Examples: Imperial class, majestic class, noble class, sovereign class
Inertia: 6 km
Warp speed: 7/9
Hull strength: 35
Shield strength: 25 per 2 TL
Crew: 800 (+8 crew modifier)
Consoles: 3 tactical, 4 engineering, 2 science
Fore weapons: 4 slots (phaser beam array ◊2, photon torpedo launcher ◊2)
Aft weapons: 4 slots (phaser beam array ◊2, photon torpedo launcher ◊2)
Systems: Auxiliary 15; Engines 15; Shields 15; Weapons 15

Star Cruiser
Examples: Avenger class, emissary class, nomad class, vanguard class
Inertia: 7 km
Warp speed: 8/9
Hull strength: 30
Shield strength: 20 per 2 TL
Crew: 1000 (+10 crew modifier)
Consoles: 2 tactical, 4 engineering, 3 science
Fore weapons: 4 slots (phaser beam array ◊2, photon torpedo launcher ◊2)
Aft weapons: 4 slots (phaser beam array ◊2, photon torpedo launcher ◊2)
Systems: Auxiliary 15; Engines 15; Shields 15; Weapons 15

Advanced Escort
Examples: Cerberus class, hephaestus class, phoenix class, prometheus class
Inertia: 2 km
Warp speed: 8/9
Hull strength: 25
Shield strength: 30 per 2 TL
Crew: 150 (+1 crew modifier)
Consoles: 4 tactical, 2 engineering, 3 science
Fore weapons: 4 slots (phaser beam array ◊1, photon torpedo launcher ◊1, phaser cannon battery ◊2)
Aft weapons: 3 slots (phaser beam array ◊1, photon torpedo launcher ◊2)
Systems: Auxiliary 10; Engines 10; Shields 10; Weapons 20
Special: May mount cannon batteries

Fleet Escort
Examples: Dervish class, gryphon class, hermes class, maelstrom class
Inertia: 2 km
Warp speed: 7/9
Hull strength: 25
Shield strength: 25 per 2 TL
Crew: 200 (+2 crew modifier)
Consoles: 4 tactical, 3 engineering, 2 science
Fore weapons: 4 slots (phaser beam array ◊1, photon torpedo launcher ◊1, phaser cannon battery ◊2)
Aft weapons: 3 slots (phaser beam array ◊1, photon torpedo launcher ◊2)
Systems: Auxiliary 10; Engines 10; Shields 10; Weapons 20
Special: May mount cannon batteries

Deep Space Science Vessel
Examples: Destiny class, oracle class, nimbus class, trident class
Inertia: 4 km
Warp speed: 9
Hull strength: 25
Shield strength: 30 per 2 TL
Crew: 500 (+5 crew modifier)
Consoles: 2 tactical, 3 engineering, 4 science
Fore weapons: 3 slots (phaser beam array ◊2, photon torpedo launcher ◊1)
Aft weapons: 3 slots (phaser beam array ◊2, photon torpedo launcher ◊1)
Systems: Auxiliary 20; Engines 10; Shields 10; Weapons 20
Special: This vessel has only 1 warp speed rating, which it may maintain indefinitely

Reconnaissance Science Vessel
Examples: Comet class, luna class, polaris class, sol class
Inertia: 3 km
Warp speed: 9
Hull strength: 25
Shield strength: 35 per 2 TL
Crew: 350 (+3 crew modifier)
Consoles: 3 tactical, 2 engineering, 4 science
Fore weapons: 3 slots (phaser beam array ◊2, photon torpedo launcher ◊1)
Aft weapons: 3 slots (phaser beam array ◊2, photon torpedo launcher ◊1)
Systems: Auxiliary 20; Engines 10; Shields 10; Weapons 20
Special: This vessel has only 1 warp speed rating, which it may maintain indefinitely


Rank: Vice Admiral
This vessel is only available to characters that have attained the rank of Vice Admiral.

Long-Range Star Cruiser
Examples: Odyssey class
Inertia: 8 km
Warp speed: 9
Hull strength: 35
Shield strength: 25 per 2 TL
Crew: 2500 (+25 crew modifier)
Consoles: 2 tactical, 4 engineering, 3 science
Fore weapons: 4 slots (phaser beam array ◊3, photon torpedo launcher ◊1)
Aft weapons: 4 slots (phaser beam array ◊3, photon torpedo launcher ◊1)
Systems: Auxiliary 20; Engines 10; Shields 20; Weapons 10
Special: This vessel has only 1 warp speed rating, which it may maintain indefinitely.
« Last Edit: May 24, 2012, 09:04:40 AM by glimmerrat » Logged

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« Reply #5 on: May 24, 2012, 07:34:31 AM »

SPACE COMBAT
Combat between starships occurs on an entirely different scale to any other type of engagement. The following rules are designed to simulate this, without becoming too bogged down in physics!

Senior Officers
A vessel can have a maximum of 5 Senior Officers, and these are typically represented by player characters. If the group consists of less than 5 players, the missing positions are filled by Junior Officers with a Threat Level 2 lower than that of the highest level Senior Officer on board. The Senior and Junior Officers are together collectively referred to as Bridge Officers, as their jobs mean that they are usually found working on a vesselís bridge.
A vesselís Threat Level is equal to the average of that of its bridge officers (i.e. the sum of the senior and junior officers TL, divided by 5).
When a bridge officer takes command of a duty station, he is then also referred to as a duty officer.

Junior Officer (Medium Folk Walker Ė 8 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 30 ft. ground; Init II; Atk II; Def II; Res II; Health I; Comp III; Skills: None; Qualities: Mook
Attacks/Weapons: Hand Phaser (dmg 3d6 lethal or subdual; threat 20; qualities: AP 2)

Example: Lieutenant Commander Westlake is a Senior Officer (and, as such, is also a Bridge Officer) serving on the USS Orion. When he is on duty, he can typically be found on the bridge, working at the Operations duty station. As such, he may also be referred to as the Operations duty officer.


Movement
Unlike at the character scale where each square represents 5 square feet, at starship scale, each square represents 1 square kilometer. All vessels can move up to 10 km (10 squares) as part of a standard movement action. The number of turns that a vessel can make during this movement is limited by its Inertia rating. Inertia states the distance that a vessel must move before it can make a 90o turn. This means that vessels with Inertia ratings of 5 km or more can complete a maximum of 1 turn per standard movement action.
Typically, a larger vessel with a high Inertia will take the Come About action before moving, in order to turn to face in the direction that it wishes to go. However, that doesnít stop it from wanting (or needing) to turn whilst moving, and this is where Inertia becomes an important factor.

Example: the USS Enterprise is an Exploration Cruiser with an Inertia of 6 km. When the Helm duty officer takes a standard movement action, if he wishes to turn the Enterprise then he must move 6 km before he can make the turn; after the turn, he can then use the rest of the standard movement action to move up to a further 4 km.



Damage

A starship suffers damage in a similar fashion to a character, albeit with a few exceptions. Hull substitutes for Wounds, and Shields substitutes for Vitality. However, there are a few exceptions to the standard combat rules, as noted below.
Crew damage: Each point of Hull damage also reduces a vesselís crew rating by 10. Note that this does not necessarily represent fatalities; it also represents injuries, crew members trapped in areas without power and crew who are busy carrying out vital repairs instead of running the vessel.
Critical Hits: A critical hit scored against a vesselís Shields deal half damage to Shields, and half damage to the Hull, rounded down. A critical hit scored against a vesselís Hull deals double crew damage.
Zero or negative Hull: When a vesselís Hull is reduced to 0, the vessel begins losing hull at a rate of 1 point per turn; if the vesselís Hull reaches -10, then the vesselís warp core detonates causing 10d6 damage to all vessels within 1 km. Everyone and everything aboard the vessel is destroyed, although special characters may spend 4 action dice to survive in an escape pod.
« Last Edit: May 24, 2012, 08:08:36 AM by glimmerrat » Logged

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« Reply #6 on: May 24, 2012, 07:34:46 AM »

SPACE COMBAT ACTIONS
The actions listed below are used exclusively by characters acting as the bridge crew of a starship. Note that the actions are listed by duty station; whilst any action may be attempted at any duty station, taking an action with a station other than the one for which it is intended incurs a -4 penalty. This penalty stacks with the penalty applied for not possessing the appropriate focus.

Example: A character manning the Tactical duty station attempts to use the Divert Power action to boost his shipís weapons. He doesnít possess the Ops focus for his System Operation skill so he suffers a -4 penalty to his skill test. This penalty increases to -8 since he is attempting to do so from the Tactical duty station, instead of the Ops duty station.

Any of these actions can be taken by the shipís computer, with prompting from one of a vesselís bridge officers. The computer uses a flat skill bonus equal to the vesselís TL ◊2, and it has no error or threat range. It suffers no penalties for not manning the appropriate duty station, and is considered to possess any System Operation skill focus that is required.
However, relying on the computer to do the work does come with a price. Out of combat, the computer applies its full skill bonus to assigned tasks but it will always ĎTake 10í, regardless of circumstances. In combat, a bridge officer may take a full round action to order the computer to take a specific action, or give it a general order to simply engage the enemy. It will do so according to the GMís discretion, but it always acts last, and its skill level is halved (rounding up) as it struggles to keep up with the random elements of a rapidly changing battlefield.


PRIMARY DUTY STATIONS
These duty stations are vital to the operation of a starship. If one of them is left unmanned then the vessel may suffer serious problems if it is forced into combat, or if it encounters an unexpected spatial anomaly.

COMMAND
The Captainís chair is the heart of the bridge. Command actions affect multiple duty stations or even the whole ship at once.

ABANDON SHIP!
1 Free Action ē Initiative Action
All bridge officers leave the vessel in an escape pod; what happens to the rest of the crew is entirely at the GMís discretion, but it is recommended that a minimum number equal to (Captainís Wisdom modifier ◊50) also make it to the escape pods in time. The number of survivors cannot exceed the vesselís current crew rating.

RED ALERT!
1 Free Action ē Initiative Action
Typically used to ready a vessel for battle, red alert is a starshipís highest alert status. As a part of this action shields are automatically raised, and all duty officers may immediately take 1 half action. This action may only be used in the first round of combat.


HELM
Also known as Flight Control or the Conn, the Helm is the duty station responsible for a vesselís movement. This ranges from navigating between star systems to maneuvering in combat.

AHEAD, HALF IMPULSE
1 Half Action ē Movement Action
The vessel moves up to 10 km in a straight line, in the direction it is facing (with turns limited by Inertia). This is a standard movement action.

AHEAD, FULL IMPULSE
1 Full Action ē Movement Action
The vessel moves up to 20 kilometers in a straight line, in the direction it is facing (with turns limited by Inertia). Until its next action, its Inertia is doubled and all of its system attributes apart from Engines are reduced to 5.

COME ABOUT
1 Full Action ē Movement Action
The vessel remains stationary, but may make an unlimited number of turns on the spot.

WARP SPEED!
1 Full Action ē Movement Action
The vessel activates its warp engines, leaving the area. Whilst traveling at warp speed, a vessel may not engage in combat or raise its shields.


OPERATIONS
Operations Management is the duty station that is used to monitor and distribute the power generated by a vesselís warp core. As such, it is a vital duty station that is usually assigned to an officer with a cool head, and an eye for numbers.

DIVERT POWER
1 Half Action ē Initiative Action
You may reduce one of the vesselís system attributes by 5 to increase another attribute by a like amount. This change lasts until the end of the scene and may be repeated as many times as you wish, targeting the same system attributes more than once if you so choose. However, no attribute may be reduced below 5, or increased above 25.

ASSIGN MEDICAL TEAM
1 Half Action ē Initiative Action
The vesselís crew rating increases by 10; it cannot exceed its usual maximum.


TACTICAL
Dedicated to shields, weapon systems, communications and internal security, the tactical duty station is the most versatile station on the bridge. The tactical duty officer must be able to think on his feet; when the ship is in danger, he is one that has to defend it!

ASSIGN SECURITY TEAM
1 Half Action ē Initiative Action
The duration of hostile boarding actions are reduced by a number of rounds equal to the vesselís crew modifier (minimum 1 round).

FIRE ALL ENERGY WEAPONS
1 Full Action ē Attack Action
The vessel fires all of its facing energy weapons against 1 target.

FIRE ALL PROJECTILE WEAPONS
1 Full Action ē Attack Action
The vessel fires all of its facing projectile weapons against 1 target.

FIRE ALL WEAPONS
1 Full Action ē Attack Action
The vessel fires all of its facing weapons against 1 target.

FIRE WEAPON
1 Half Action ē Attack Action
The vessel fires 1 weapon against 1 target.

HAIL
1 Half Action ē Initiative Action
The vessel establishes a connection with another vessel, allowing voice or face-to-face conversation and the transfer of data.

LAUNCH PROBE
1 Full Action ē Initiative Action
The vessel launches a sensor probe. The probe travels on a course determined by the duty officer for 10 rounds (moving with a speed of up to 50 km), each round making a Notice check with a range of 10km. The probeís findings are relayed to the duty station at the end of each round. After 10 rounds, the probe either deactivates, self-destructs or returns to the launching vessel.

LOCK ON TRACTOR BEAM
1 Full Action ē Attack Action
The vessel uses its tractor beam against an opposing vessel. This action is functionally identical to the Grapple action.

SENSOR SWEEP
1 Half Action ē Initiative Action
The vessel sweeps the area with its sensors, making a Notice check with its sensor value. Vessels can be detected within 1AU; at 50km their configuration and armament can be detected, along with any Sensor Sweep actions that they take; at 25km it can be determined whether they have raised shields.


SECONDARY DUTY STATIONS
These duty stations are either not vital to the day-to-day running of a starship, or they are mostly automated. They are usually left unmanned unless their functions are relevant to the task at hand.

ENGINEERING
Despite the fact that any engineering task can be carried out from the engine room, the bridge usually has a secondary engineering station. This is so that the chief engineer can still do his job even if his presence is required away from main engineering.

ASSIGN DAMAGE CONTROL TEAM
1 Half Action ē Initiative Action
The vessel recovers a number of Hull points equal to its crew modifier (minimum 1).

EJECT WARP CORE
1 Full Action ē Initiative Action
The vesselís warp core is jettisoned; it may not take any actions, but it cannot undergo a warp core detonation.


MISSION OPS
Typically used to take the pressure off other duty stations during a crisis situation, mission ops is concerned entirely with the location and status of any of the vesselís away teams.

MONITOR AWAY TEAM
1 Full Action ē Initiative Action
The duty officer monitors an away teamís vital signs. He becomes aware of the away teamís location, wound and vitality point totals and whether they are currently engaged in combat. The duty officer may also freely communicate with the away team.


ENVIRONMENTAL CONTROL
Even though it is almost entirely automated, a vesselís environmental controls are present on the bridge just in case.

ADJUST LIFE SUPPORT
1 Full Action ē Attack Action
The duty officer alters the environmental conditions of a specific part of the vessel. Temperature may be reduced as low as -100 degrees Celsius, or increased to as high as 50 degrees Celsius. Chemicals may be introduced into the air supply, or the air supply may be reduced (or even cut off completely).
« Last Edit: May 24, 2012, 09:12:10 AM by glimmerrat » Logged

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« Reply #7 on: May 24, 2012, 07:35:01 AM »

Space Combat Tricks (to be added when I have time)
« Last Edit: May 24, 2012, 08:38:54 AM by glimmerrat » Logged

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« Reply #8 on: May 24, 2012, 08:03:09 AM »

And that's me done for a while. My year 10s are about to show up and ask for their exam results. I'll post the rest up later if anyone is interested?

And yes, i've been playing far too much ST:O.
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« Reply #9 on: May 24, 2012, 09:40:45 AM »

That is quite the info dump.  I may have more to say later, after I've had a proper look over it, but for now it's just this.  My understanding is that warp factors represent an exponential, rather than linear speed scale.  On the shows, it's not uncommon for the enterprise to be in a hurry, and arrive at a star system mere hours after leaving the previous one at warp 8+.  But it takes days or weeks to make trips at warp 6.  Of course, this is a very small nit to pick, but I've been watching my way through Next Gen the last few weeks, so it's fresh on my mind.

Of course, I suppose that's also problematic, as Voyager was pulled 70k LY, and they expected the return trip to take 70 years.  Which means they would have been averaging about 2.5 LY per day.

Edit: 2nd nit, you seem to have Lieutenant and Lieutenant JG backwards.
« Last Edit: May 24, 2012, 09:55:52 AM by tfwfh » Logged

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« Reply #10 on: May 24, 2012, 04:26:07 PM »

And that's me done for a while. My year 10s are about to show up and ask for their exam results. I'll post the rest up later if anyone is interested?

And yes, i've been playing far too much ST:O.

i thought it looked awfully familiar to me. though i've dialed back on my ST:O playing since I hit admiral and acquired my dream ships. I just started a science officer so i'm going to try that role out now.

i'll have to read thru it later in more detail, but it looks good just skimming thru it.
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« Reply #11 on: May 25, 2012, 04:03:29 AM »

- Odyssey class (the limited release one, not the one from the store)
- Quantum Torpedo XI and 3x Anti-Proton XIs in fore and aft fire arcs
- Full Borg set (can swap out for Aegis/Breen/Jem'Hadar/MACO/Omega sets if needed)
- Jem'Hadar, Borg and Breen Bridge Officers (still pissed that I missed out on the Reman...)

Yeah, I like the end-game content, unlike many MMOs out there. And all this with the free edition too; it never cost me a darn penny!
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« Reply #12 on: May 26, 2012, 01:31:22 PM »

Well this is disheartening...
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« Reply #13 on: May 26, 2012, 01:46:10 PM »

Well this is disheartening...

What is?

This is nice work!

Though you are missing the KDF ships, especially the carriers and bird-of-prey.
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« Reply #14 on: May 26, 2012, 03:01:19 PM »

This is good work. Now if someone else more creative than I could work up equivalent Trek rules for the personal scale side of Star Trek I could run that Mastercraft Prime Directive game that's been tickling at the back of my brain with no escape in sight!
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