Ok, here are the original (actually 1993, not late 90's(!)) notes of my Tholian conversion rules from SFB to STSTCS.
THOLIAN SHIP CONVERSION FROM SFB GAME SYSTEM by trynda1701
INTRODUCTIONThe following rules section was designed to incorporate the Tholian ships from the Star Fleet Battles game into the FASA system. These rules also allow the designing of new ships for the Tholians. I have used the following parameters as a general guide.
The FASA Model A design reflected the SFB design, and the model B or greater designs were arrived at by improving engines, superstructure, weapons and shields as detailed in the relevant sections below. New ship types can also be designed. Steps A - G follow the standard order of design from the FASA Ship Construction Manual as closely as possible.
STEP A. COMPUTERS & ENGINESFrom the Construction Manual, use Romulan computers, warp engines and impulse engines. To design the model A version or any new ship type, use the following steps (new ships ignore steps i) and ii) ):
i) Count the number of engine boxes on the SFB Ship Display to find the number of Warp and Impulse power points.
ii) Select nearest equivalent FASA engines in terms of power points.
iii) The weight of the Warp Engines will fall within a FASA Tonnage Class. Go up two Tonnage Classes: this will be the Tonnage Class to aim for in designing the STSTCS Tholian. eg 100,000mt engines fall within Class VII, a ship with these engines should aim to be in Class IX if possible.
iv) The control computer needed for the selected engines from steps ii) and iii) will use the WDF figure from the next computer up, NOT it's own maximum WDF figure, for weapon fire limits. The tonnage restrictions from the original computer still apply. Eg R1M needed for engines means that the WDF figure from the R2M is used, but the R1M tonnage limits mean that this could be used on a Class I ship if desired.
STEP B. MOVEMENT RATIOTo give STSTCS ships a Movement ratio (MPR in FASA trems) the following conversion was used, based on the "Constitution" class in both games
i) SFB 1 Power Point per Hex = 4/1 MPR in STSTCS game
ii) SFB 2/3 or 3/4 Power point per Hex = 3/1 MPR
iii) SFB 1/2 Power Point per Hex = 2/1 MPR
iv) SFB 1/3 Power Point per Hex = 1/1 MPR
Note that new ship types can be designed with any movement ratio desired, within the usual engine/tonnage class restrictions.
STEP C. SUPERSTRUCTURETo find a superstructure total to approximate, the hull and excess damage boxes were counted on the SFB Ship Display. Try to convert to that number of superstructure boxes for the FASA Model A design. (Model B and greater will have their own, probably improved, SS totals, within reasonable limits.)
STEP D. SHIELDSTo find the Maximum Shield strength and Shield Point Ratio:
i) The shield boxes on the forward shield of the SFB design were counted and divided by two. This gives a Maximum Shield strength to aim for the Model A. Model B and above can be better than the Model A, new designs can be selected as desired.
ii) The reciprocal of the converted/chosen MPR from Step B above gives the FASA Shield Point ratio, to a minimum of 1/2 ratio.
IE
If MPR = 4/1 or above then SPR = 1/4
if MPR = 3/1 then SPR = 1/3
if MPR = 2/1 or lower, then SPR = 1/2
iii)The Federation shield tables were used without restriction of computer control to find the best compatible (or for new ship, the desired) shield generator.
STEP E. BEAM WEAPONSUsing the original Romulan weapons, and some from the aborted improved Romulan weapon stats, as well as certain other weapons, the following Tholian weapons have been created, to closely simulate the SFB Phaser 1, 2 and 3 types (TTB-1 to TTB-3), as well as improved weapons for improved FASA Models (TTB-4 thru TTB-7).
TTB-1 465mt, 1.0SS, Power 6, +3(1-8), +2(9-16), +1(17-20), Chart W(20), WDF 6.5
TTB-2 450mt, 0.6SS, Power 4, +3(1-3), +2(4-9), +1(10-14), Chart M(14), WDF 3.0
TTB-3 200mt, 0.5SS, Power 3, Chart G(10), WDF 0.8
TTB-4 565mt, 1.2SS, Power 9, +3(1-10), +2(11-16), +1(17-21), Chart V(21), WDF 7.9
TTB-5 650mt, 0.6SS, Power 6, +3(1-3), +2(4-9), +1(10-15), Chart K(15), WDF 4.8
TTB-6 330mt, 0.4SS, Power 4, +2(1-6), +1(7-10), Chart J(10), WDF 2.3
TTB-7 80mt, 0.4SS, Power 3, +2(1-5), +1(6-10), Chart J(10), WDF 1.9
In the FASA Model A design, the following conversions were used:
If the SFB ships has Phaser 1's, then the FASA ship gets TTB-1's
If the SFB ships has Phaser 2's, then the FASA ship gets TTB-2's
If the SFB ships has Phaser 3's, then the FASA ship gets TTB-3's
The original beam weapon firing arcs were used as closely as possible.
Improved designs improved on the designed FASA Model A as follows:
If the FASA Model A has TTB-1's then improved designs can get TTB-4's
If the FASA Model A has TTB-2's then improved designs can get TTB-5's
If the FASA Model A has TTB-3's then improved designs can get TTB-6's
The firing arcs may also have been improved or changed. New designs can have free reign in their weapons suites combinations and firing arcs, within the sprit of the game, of course.
STEP F. MISSILE WEAPONSIf in the original SFB design the Tholian ship has disruptors, in the FASA game the ship recieves missile weapons. These will be in similar firing arcs to other ships in the FASA game. Again, new designs have free reign here. The following Tholian missile weapons have been created modifying existing FASA missile weapons
TTP-1 135mt, 0.8SS, Power to Arm 1, Damage 8, Chart L(12), WDF 2.7
(original RP-1 +50% Range, +33% Damage)
TTP-2 180mt, 1.0SS, Power to Arm 1, Damage 12, Chart Q(14), WDF 4.5
(original RP-2 +40% Range, +50% Damage)
TTP-3 200mt, 1.8SS, Power to Arm 1, Damage 15, Chart S(16), WDF 9.5
(original FP-5 but with Chart S)
For converted ships, the following rules were used:
On cruisers and below, Model A design has TTP-1's, Model B etc has TTP-2's
On heavy cruisers and above, Model A has TTP-2's, Model B etc has TTP-3's
STEP G. THOLIAN WEB GENERATORSThis section describes the fitting of the web generators to Tholian ships, and of course was not part of the original FASA design process. It applies to converted and new designs. Please read carefully.
Each ship will have two web generators. Power ratio of engine power to web power is double the Shield Point Ratio, as shown below:
If SPR = 1/2, then web point ratio (WPR) is 1/4
If SPR = 1/3, then web point ratio (WPR) is 1/6
If SPR = 1/4, then web point ratio (WPR) is 1/8
To figure the web generators into the Combat Efficiency calculations, the average of the Shield Efficiency Rating (SER) added to twice the SER is calculated. This answer is called the Web Efficiency Rating, and is used in the place of the original SER figure in the Power efficiency calculation.
Eg If SER = 2, WER = (2+(2*2))/2 = (2+4)/2 = (6/2) =3, therefore WER=3
This WER figure allows for the better defensive capabilities of Tholian ships when fighting with webs (ie a better Defense figure in the Combat Efficiency figure).
This completes the construction process. Now, here's how to use web in actual combat.
WEB IN COMBAT1)
LAYING WEBAs shown on screen, Tholian ships can lay energy strands that can surround a ship. In SFB, they went with the idea that you can use web as an obstruction to manoeuvering in combat. As the web was described by Spock in the original episode as a 'tractor field', this presumably allows for the strands to somehow disrupt and restrict movement over a wider spacial area.
Allowing for the abstraction of true 3-D combat onto a two dimensional mapsheet, in SFB and FASA terms, Tholian vessels lay strands of web, either between two or more Tholian ships, or between asteroids in a asteroid field.
To lay down a web strand, power must be given to one functional web generator, in the same way as a shield is powered. (Note this is in addition to any shields that are powered, or any other systems for that matter). Web is laid in the starting hex at the beginning of a movement phase, but not in the finishing hex. A webs strength depends on the amount of power put into it, and the length of the strand laid in the turn. The web strength is therefore calculated as below:
Web Strength = Power given to generator / (No. of hexes travelled -1)
Fractions in the answer are rounded down Eg 10 power points into a 1/4 ratio web generator gives 40 web points, If the ship laying the web is travelling at speed three,a t the end of a turn it will have travelled a maximum of six hexes. As the formula shows, 6 hexes - 1 = 5 hexes, 40/5 = 8, so a strand of web has been laid at strength 8.
2)
WEB POWER LOSSIf a web is not fired upon, the power loss is 1 point of strength per hex per turn. In the example above, if the ship anchors the web strand at the end of the turn (see below), it will move off leaving a strength 7 web in place. For firing on a web, see 5) βEFFECTS OF WEB ON COMBATβ below.
3)
WEB REPOWERING (REINFORCEMENT)
A web laid down earlier can be re-powered before it dissipates, this is called reinforcing the web. A Tholian ship must enter into a web hex, and it can then recharge the webs strength. Recalculation of the web strength will again round down any fractions.
4)
VALID WEB LAYING METHODS AND ANCHOR POINTSWeb should be laid in straight lines between valid anchor points. Straight lines include a regular series of sideslips manoeuvers both consecutive sideslips, or variations of two movement points forward, one sideslip, two movement points forward etc.
Valid anchor points are other Tholian ships (see βThe Tholian Webβ) and asteroids (see 'Star Fleet Battles' game).
To anchor one Tholian ship to another Tholian ship, both ships must enter the same hex and come to a halt within that hex, and not just sideslip through it. When this happens, the Tholian ships have joined end to end, and can start to lay a web strand when power is applied to a web generator. Only one ship has to be powering the strand,, but if both are powering it, a stronger strand will be laid.
To anchor a web to an asteroid, the web laying Tholian ship must enter the asteroid hex, again not side sliping through it. When it enters the hex, it does NOT hit the asteroid as other ship would, but anchors the strand to the asteroids surface (don't ask for the technobabble!) The ship must leave the hex on the next movement phase, but it is up to the controlling player as to whether it continues to lay more web. If a Tholian is not laying web, it is restricted to normal movement ie it may not enter an asteroid hex, or it would crash into the asteroid like any other ship. When within the asteroid hex, both the Tholian ship and attacking ships are under certain restrictions (see point i) of βEffects of Web on Combatβ below).
5)
EFFECTS OF WEB ON COMBATi)When a Tholian ship is within an asteroid hex, no fire can be given to it, but the Tholian cannot fire on an enemy ship either.
ii)Non-Tholian ships cannot fire THROUGH the web hexes, but can fire ON web hexes, see iii) below
iii)Non-Tholian ships can fire on web hexes as follows. To hit numbers are worked out as normal, with the attacking ship firing on the closest available hex. Damage is given to the web as a whole. Eg an Enterprise class cruiser fires two twenty point torpedoes on a strength 8 web 10 hexes long. This contains 80 web points. The two torpedoes hit delivering 40 points of damage to the web. This leaves 40 web points in a 10 hex length web, or a web with strength 4 (round down any fractions).
iv)Non-Tholian ships cannot fly through web hexes unless their speed is greater than the web strength.
a) If speed is less than or equal to the web strength, the intruding ship is trapped within the web hex unable to move or turn! It can fire OUT of the hex however, at twice the Tholian penalties (see v) below) , following normal firing arc restrictions. It cannot fire on any adjacent web hexes, or fire on the hex it is trapped in either. Also, the ship suffers damage from hitting the web, damage is given to the shield facing the web as it enters or hits it. The web strength is given as damage. Any damage penetrating the shields goes to superstructure. The web is unaffected by this! To escape the web hex, it must expend power for a speed higher than the strength of the web in the next power allocation phase, but this will be reduced as in b) below
b) If speed is greater than the web strength, the intruding ship bursts through, but its speed is reduced by the web strength, the ship moves at this new speed for the remainder of the turn. Eg strength = 6, speed = 8, new speed = 2. DOUBLE the strength of the web is given as damage to the facing shield, and damage penetrating goes again to the superstructure! The overall web strength is reduced by the same amount as the intruding ships original speed, as in weapons fire (see iii) above).
v)Tholian ships CAN fire through web hexes at the following penalties:
Beam weapons: -1 from To Hit Number for every web hex passed through
Missile weapons: -2 from To Hit Number for every web hex passed through
These are cumulative to any To Hit penalties due to crew casualties, sensor damage etc. The only exception to these penalties is if the Tholian ship is in a web hex, then they do NOT apply!
vi)Tholian ships can move through web hexes at NO penalty to movement.
vii)All ships in combat, Tholians included, make sensor rolls at a -1 penalty for every web hex between them and their target.
viii)Ship explosions are stopped by the web, with the overall web strength being reduced as if taking weapons fire. Damage given is counted in the shortest line between explosions and the web.
6)
EXTRA SENSOR QUESTIONSThe following sensor questions should be added to the sensor questions list on page 25 of the original game rule book.
Q.10 STRENGTH OF WEB?
A.10 Number of strength points per hex
Q.11 HOW ARE THE WEB GENERATORS POWERED?
A.11 The total number of web points, and the Web Point Ratio.
7)
GAMEPLAY WITH THOLIAN WEBSI have tried to keep the actual running of Tholian ships in the FASA system relatively simple compared to Star Fleet Battles. The key word here is relative, and we all know what our relatives are like! In the two scenarios our FASA players have enacted involving Tholians in 1992 (against Klingons, then Romulans), the actual running, and more importantly, the depiction of the web seems to be the main problems. Further experiments will be forth coming in this matter in future battles.
Meanwhile, as of the time of writing of these rules additions (January 1993), most of the major vessels have been transferred across from SFB to the FASA system, and it is now new ships that are being designed (eg the Arachnae class battleship, which is conjectural in SFB!)[/i]
Design thoughts on the above system β 20th September 2012Wow, that's going back a bit, 1993! Looking at the basically unaltered transcription above of the original notes, the explanation seems a bit longwinded now unfortunately. Plus the ship design process was created well before I knew how to calculate some of the formulae for the FASA components.
It does give you a framework to work with however. The combination of Romulan and Federation technology means that the ships won't be too similar to existing FASA designs, and the weapons stats are hopefully not too much of a fudge. I made comparisons to what looked closest to Phaser 1 weapons etc in SFB (not exact ranges, because a Phaser 1 can hit out a LOT further than the FASA FH-11 or RB-9 weapons, but tried to get a feel of what could represent long, medium and short range FASA weapons, based on how the SFB ships have three main Phaser types). Phasers and disruptors on SFB ships became beam and missile weapons for the FASA designs. The conversions are a bit more abritary than FASA usually uses, but it keeps the 'standard' designs consistent I hope. Plus you can design new ships however you please.
A thought about the MPR conversion. Comparing the
"Constitution" class in both games basically works. I made the biggest MPR 4/1 because the basic Tholian ships are all constructed from the basic PC hull (the ship from the episode) combined into two hulls and three hulls for the dreadnaught design. This is because the Tholians in SFB are refugees from the M81 galaxy, and only have access to one shipyard only capable of building PC style hulls. Yes a bit of a fudge in some ways, but in the SFB history it makes sense. That's how I decided to view the Tholians in FASA terms, as there wasn't anything else available as background on them back then.
The interaction of web on combat looks especially long, but I was trying to explain it so as to cover all the permutations I could think of that gave a different tactical spin on the game. Yes, the idea of laying linear blocking terrain in space is basically horse manure when you take three dimensions into account, but as I said in the notes, SFB went with that 30 odd years ago, and are currently making new minis for Tholians with Mongoose in the near future. The 'tractor field' idea makes as much sense as a lot of Trek technobabble, so maybe just a bigger suspension of disbelief is needed!
Swedes system, taking into account the new information from
Enterprise, is MUCH more elegant than the above system. But as I said, I was trying to convert SFB technology to the FASA system, something
swede didn't want to do.
I also remember when I was thinking of a design system that one of our group suggested I should try and design the Tholians with a repetition of the number three! So weapons that had power three and range in multiples of three, engines and shields the same etc. I also thought about maybe using a hodpodge of stats of all the lightest of components, to tie into the fact that the Tholian ships looked very small on screen compared to the
"Enterprise", plus the SFB minis reinforced that idea (I love the Tholian minis, by the way). Maybe just used the Orions tech with the web idea above. But the notes above are what I went with, for better or worse.
Yes, it looks unwieldly now I look back on it. Seeing
swedes ship designs, I especially like his plasma disruptors as the missile weapons. If I were to design more ships, I would try and use those stats, I'll admit it! Something slightly different from other weapons, but an amalgam of disruptor and plasma weapons. Fits in nicely I think to the FASA system.
So, here it is, now I've finally posted something for anyone to discuss, dissect, and point out what I did wrong. It seemed to basically work at the time, and it's within the spirit of the original STSTCS rules, even with the fudges. So let me know what people think, and if you want to use anything, feel free. Just credit me if you think it works!
Next, I'll post the basic designs I came up with for the ships on the linked thread below in a few days...
ststcsolda.proboards.com/index.cgi?board=ststcsoldashipsetc&action=display&thread=189Mark