Here are a few additional rules for the FASA Star Ship Combat Simulator. The first three were adapted from ADB's Star Fleet Battles. The next two are adapted from jmsteele's core ideas on the Xon website. The last six are original ideas. The hull breech rules makes ship combat very deadly for PCs, especially for Bridge crew as the bridge is a vulnerable target that somehow seems to take more than its fair share of damage. It should make PCs at least think about a posting to the emergency bridge.

In addition to the rules, here are nineteen TOS/TMP scenarios. Most are the fleshing out of ideas that came from the TrekRPGNet "Seeds" thread. However, Kellendeva Sunrise, Romulan Retrograde, and Shell Games are completely original ideas. Stop the MADness is an original idea, but was completed with help from the good people at the Ferengi Blue Room website.

Reinforcing shields: All ships and bases can perform two types shield reinforcement, general and specific. General reinforcement stops damage from any direction at a cost of one point of reinforcement for every two points of power assigned to this task. Specific reinforcement only protects shields designated during the Power Allocation Phase. The cost is one point of reinforcement per point of power.

Proximity fused photons: Any ship or base with a photon can designate them during the Power Allocation Phase as having a proximity fuse. The photon does one-half damage, but adds two to the basic to hit.

Sensor Lock-On Modifications: As long as a ship's sensors are undamaged, they produce enough data to provide basic targeting for all targets within weapons range. "Weapons-lock" grants the ability to fire weapons at any target in range, but does not give any information about the target's status either before or after firing. The Sensor Operator may make a skill roll on one target during the skill rolls phase to gain a "Sensor lock-on." A full sensor lock-on grants the ability to ask the detailed questions as stated in the Command and Control rules. If a ship's sensors are damaged, then the Sensor Operator must roll one D6 for each ship within sensor range to obtain a weapons-lock. Each hit the sensors have sustained subtracts a cumulative penalty of -1 to the weapons-lock roll. (IE two hits to sensors will require a roll of 1-4 for each potential target within range). As per the standard rules, once a ship has taken five hits to the sensors, they no longer function and any form of lock-on is impossible. If the sensors have taken five hits, or if the weapons-lock roll fails for a specific target, the firing ship may still fire at that target, but will do so using the "blind fire" rules below.

Firing Beam Weapons in any Phase (modified from jmsteele's original idea): During the Power Allocation Phase, energy assigned to beam weapons can be spread out during the entire turn, thus beam weapons may fire in any phase during which they have power remaining. Example: 6 points of power are allocated to the two phasers in the forward bank of a Constitution-class cruiser. Those points can be spent in any order during the turn, IE 6 points each on phase one, 2 points each on each phase, or any other combination that does not exceed the allocated six points. However, any power not used at the end of the turn is lost.

Torpedo Spreads (modified from jmsteele's original idea): By the TMP period, photon torpedoes may be fired in spreads (this does not apply to Plasma torpedoes), meaning multiple torpedoes can be loaded in the launcher (up to a maximum number determined by the launcher's designation. A FP-7 can load seven torpedoes maximum, a KP-4 can load four torpedoes, but a RP-1 can only load one torpedo at a time.) They are fired in one volley, with each torpedo after the first adding a +2 to hit. If the bonus from the spread results in a "to hit" number of 0 or greater, each +2 over 0 is an automatic hit. Using the FP-7 launcher as an example, a full spread of seven torpedoes would add a total bonus of +12. If the basic to hit for range was 5, this would be a 17 or less to hit and result in a total of four hits, one for a to hit of 0 plus three from the bonus from the spread (7 ÷ 2 = 3½ (rounded down to 3). Each photon requires normal power allocation to arm, but once armed can be held at no extra cost. However, no more than one torpedo per turn can be armed, thus in the above example, it would take seven turns to fully load the spread. This technical restriction is solved by the TNG era.
NOTE: There is substantial risk in firing spreads in that if the launcher is hit or the ship is destroyed while the launcher is still "hot loaded," all torpedoes in the weapon explode normally causing automatic internal damage that only the Structural Integrity Field can protect against.

Torpedo Fire Limit: Torpedoes, of any kind, due to the limitations of their loading systems may only fire once per turn even if firing a spread.

Blind Fire: A ship without any lock on my still fire at a target by having the Weapons Operator roll their skill in Starship Weapons Operation with each ten percent that roll is made by, gives a to hit of one on a D10 rounding any fractions down. (IE Skill of 63 and a roll of 38. 63-38=25. 25÷10=2.5, rounded down to 2. gives the Weapons Operator a 1-2 on a D10 of a hit with that weapon). A separate skill roll must be made for each individual weapon or bank fired at that target.

Hull Breech: When a section of hull takes damage, ratio damage against total original hull and that becomes the chance of a hull breech. Example: Ship superstructure 24 and Bridge takes three phaser hits doing one, four, and four points of damage doing the standard three points of superstructure damage. Total the damage from that round, in this case 1 + 4 + 4 = 9 ÷ 24 = 38% that the bridge is breeched. A section must take at least 25% of original superstructure before there is a possibility of a breech. Percentage is cumulative per hit, thus the 25% need not be done in one round to cause a breech.

If the section where a PC is located is breeched, PC must roll DEX to reach safety. A fail causes 3D10 damage with three fails resulting in fatal explosive decompression. If a PC is rendered unconscious while trying to escape, someone else can attempt their LUC roll once to pull them to safety before emergency bulkheads seal the breech.

Structural Integrity Field: This system is invented during the TMP era. Divide Superstructure by five (rounding to nearest whole number) to find maximum amount of reinforcement available. Power to the SIF increases the strength of the superstructure on a one for one basis. Example: a ship with a superstructure of 20 divided by 5 equals a SIF of 4. If four points of power are applied to the SIF, the ship acts as if it had those four points built into the superstructure, plus any damage from weapons fire or stress damage comes off the SIF first. A Starship Shields Operation roll will add one bonus point of SIF during skill rolls phase of the turn. A roll of 05 will get two bonus points. Once the structural integrity field is out of points, it collapses. It will then take ten turns before it can be repowered.
The SIF becomes much more refined during the TNG era with the SIF equal to dividing the superstructure by three rounding fractions UP, the power efficiency produces two points of SIF for each point of power, and it only takes five turns to repower a collapsed field.

Evasive Maneuvers: Can be used to make it more difficult for the enemy to hit your ship when performed. This does not place stress on the ship like an evasive turn, because the helmsman is not whipping the ship around to avoid enemy fire as it is being fired upon. Instead the helmsman is concentrating solely on not being hit for that phase, not on firing. If there is a weapons officer or the helmsman decides to fire, there is a penalty involved, a minus 5 on the to-hit chart. It's obvious when a ship is performing evasive maneuvers, and so it must be stated before movement occurs. To figure out the Evasive Maneuver bonus, average the captain’s Starship Strategy and Tactics and the helmsman’s Starship Helm Operations to get the rating and compare it to the enemy ship's crew rating. The difference is divided by ten and rounded off, the resulting number, if positive, is subtracted from the “to hit” roll of the attackers. Example: A captain with Starship Strategy and Tactics of 65 and a helmsman with Starship Helm Operations of 80 are part of a crew fighting a ship with a crew efficiency rating of 45 and the PCs decide to use Evasive Maneuvers. 80 + 65 = 145 / 2 = 72.5 rounded off to 73 – 45 = 28 / 10 = 2.8 rounded to 3. The PCs get a -3 bonus while conducting Evasive Maneuvers against this ship. Now if after successfully approaching the enemy ship, the characters choose to fire and the NPCs choose to evade, the averaged PCs skills are still 73, the NPCs skill rating is still 45, and the difference is still 28. However, this is a -28 difference and thus the Evasive Maneuvers are not effective against the PCs.

Evasive Maneuver versus torpedo fire: Torpedoes are easier to avoid, so if the modified to hit roll is successful but by more than half, then a graze occurs on the facing shield. If the roll is less than half of the number needed, then the torpedo hits normally. If the enemy fires a torpedo spread there is a penalty placed on the Evasive Maneuver roll, a +1 is added to the to hit roll for each torpedo after the first one. Example the normal number to hit needed is a 9. If the above example is used, the Evasive Maneuvers subtracts 3 to hit for a final to hit of 6, but can not exceed the unmodified to hit number. If the attacker rolls a 1-3, the torpedo does normal damage. If the roll is 4-6, the torpedo does the one half damage of a graze. If the attacker fired a four torpedo spread in the above example, the first torpedo would need a 6 or less to hit, the second a 7 or less, the third an 8 or less, and any others a 9 or less.

Evading missiles in the Command and Control game: The targeted ship may attempt to evade after firing is completed. The captain must make a successful Starship Strategy and Tactics roll or the helmsman must make a successful INT roll to order or think of this tactic. In either case, the helmsman must then roll against their Starship Helm Operations. The amount succeeded by is divided by 10 and rounded off to get the target number. If the helmsman rolls this target number, the ship evades. Example: using the skills above and an INT of 60 for the helmsman. The captain fails his Starship Strategy and Tactics roll, the helmsman makes his INT roll. The helmsman rolls 42 under his Starship Helm Operations skill of 80. 80 – 42 = 38. 38 / 10 = 3.8 rounded to a target number of 4. If the helmsman can roll 4 or less, the ship successfully evades under the standard rules. If the intent to evade is declared before firing, the helmsman only has to roll against their Starship Helm Operations. The amount succeeded by is divided by 10 and rounded off to get the target number.

**NEW** Collimator Phasers: This rule is for the TNG era phasers mounted on top of the saucer of some ships such as the Galaxy and Akira classes. The multiple phaser emitters of the collimator allow this array to fire once per phase as long as the weapon has power. During the power allocation phase, additional power can be assigned to the weapon within the limitation of the maximum power allowed of 30 per phase and thus an absolute maximum of 90 points of power. If not powered to the maximum the power allocated can be expended in any amount, not to exceed 30 per shot. (IE 50 points of power assigned. During the turn the weapon could fire one 30 point shot and two 10 points or two 20 point shots and a 10 point, so long as no single shot exceeds the maximum of 30). If the weapon is damaged by incoming fire, only a bearing emitter can be damaged and there are three emitters per bearing 3f, 3p, and 3s. (IE if the ship is hit from shield 6, only the portside emitters can be damaged) These emitters are not considered banked and thus no more than one at a time is disabled per phaser hit. As long as at least one emitter is available, the weapon can fire. However, each firing requires a functional emitter, thus if one forward emitter is damaged, the ship may only fire forward twice in a turn.







Copyright © June 2005.