Post by thescreamingswede on Aug 23, 2020 23:48:48 GMT -7
My group played heavily (at least once a week) from 1983 onward until the late 1990s (try GMing a game with an infant on one side and your game stuff on the other). The playing tapered off to once or twice a month for several years into the 2000s, then more sporadic until just a few years ago (well, more than a few now, but I'm old and I've lost track). The rules we came up with have been with us for almost that whole time. While they aren't all in one format or source code, I will try to collect them into one volume for download. For now though I will try and post a few of our changes so that when I post something about our games, there is a basic understanding as to why whatever happened happened.
Our groups have also always been RPG-centric rather than just skirmish battles. Even though one player may be controlling a ship (or fleet of ships) those vessels are fleshed out beyond the normal Captain Skill/Crew Efficiency numbers. Central Casting, as we called it, always provided generic helm, navigation, sciences and engineering personnel to aid in doing some of the things we needed rolls for. So technically, I guess, that was our first Home Rule.
The second thing we changed was how Shields were powered. Granted, many have incorporated it and some may disagree, saying that it changes how the game is played but after heavily reviewing the original series and subsequent movies, FASA's shield rules were broken in our opinion, so....
1. Sheilds
1. When powering shields, ALL 6 shield arcs power up when raised, not just one. Originally, the game said you had to apply power to each shield arc in order to raise shields. This recreates what we see on screen far more close than FASA's rule set.
2. Shields may be boosted above their maximum by putting raw power from the engines into the deflector array. Power put into shielding in this manner will always be at a 1/1 Ratio and can only boost one shield up to 50% of its maximum. If more than one facing is to be boosted, additional power must be applied to each additional facing.
Another thing we noted while playing was how off Plasma weapons seemed to be versus what was shown in Balance of Terror. Like, WAY OFF.
2. Plasma as Tracked Weapons.
In order to represent more closely what was shown onscreen of the Romulan plasma weapon, these following rules were developed to change how plasma weapons worked in FASAβs Star Trek: Starship Tactical Combat Simulator and any previous publications of the game.
RULES:
1. A plasma bolt can only be fired at a target that is within its arc of fire. Once fired, the bolt can pass beyond the arcβs limitation only if the target it is set for moves beyond that arcs limit.
2. The plasma bolt moves during firing phase after all ships have moved.
3. The plasma bolt automatically hits its intended target once it reaches it. There is no To-Hit roll.
4. Ships do not block line of sight; however, a vessel may move to intercept a plasma bolt that is locked on another target. Since this is an intentional move, the hit is automatic and for full potential damage. There is no way to take a grazing hit when doing this.
5. The plasma bolt MUST travel in as straight a line as possible in order to reach its designated target. The bolt cannot be maneuvered in order to strike from a more advantageous angle. For example, the bolt cannot deliberately fly past the target vessel and turn around in order to strike the target from behind if it was initially launched while the target was originally facing the attacker. If the target creates a situation where the bolt must alter course in order to intercept and catch its designated target, then this rule no longer applies. For example, if the target out-maneuvers the plasma bolt the bolt must turn in order to hit the target.
6. Since the bolt must travel in as straight a line as possible, it cannot avoid a vessel that has crossed its path if it was not the intended target. If a plasma bolt passes through a hex with a vessel in it (friend or foe) that was not its intended target and was not deliberately attempting to block the bolt from reaching its intended target, roll against the Accidental Collision Rules provisions.
7. Plasma weapons have a fixed velocity based on their maximum range even if powered to half.
8. Plasma weapons MUST move their maximum movement point allotment EVERY phase.
9. The plasma bolt follows all standard movement rules for moving a star ship (pg 15/STSTCS) with the following exceptions.
9.1 The first four options on the Basic Course Movement Diagram (pg 15/STSTCS) are invalid moves for a launched plasma bolt.
9.2 Plasma bolts cannot make emergency heading changes.
9.3 The plasma bolt must move forward one hex before changing heading.
9.4 Plasma bolts cannot hold station.
9.5 Plasma bolts cannot move in reverse (but can be fired backwards if the launcher is mounted in the aft arc).
10. Plasma bolts may be fired at by beam weapons to detonate the plasma bolt prematurely. The plasma bolt is targeted as normal except a β3 penalty applied to the to-hit number to represent the difficulty in locking on. If the amount of damage done to the plasma bolt is equal to half or greater than the current maximum potential damage of the shot, then the plasma bolt detonates prematurely and does damage like a vessel explosion (see pg 28/STSTCS). If the damage is not enough to prematurely detonate the plasma bolt, it has NO effect.
11. If the target of the plasma bolt cloaks before the hit arrives, the plasma bolt will continue in a straight line until it strikes another target accidentally or travels to its maximum range limit.
12. Ship captains are still allowed to make a skillful maneuver in order to take grazing (half) damage unless they are deliberately trying to block the plasma bolt.
13.The damage produced by the plasma weapon will be equal to the movement points it has used up, not the number of hexes it has traveled. This effectively doubles the range of all plasma weapons since each movement point can count as two hexes of forward movement. For example: an RPL-2 originally has a range of 15 hexes. This translates into a movement of 15-MP, or 5-MP per phase. The overall distance the RPL-2 will now be effective for is 30 hexes if the bolt travels in a straight line for three consecutive phases, or 10 hexes per phase. If the bolt were targeted at a vessel uses 7-MP to reach it, it could have effectively traveled 14 hexes, Therefore the damage will be based on 7-MP, not 14 hexes. Since each Movement Point represents one hex of damage on the RPL chart, the damage from the RPL-2 at this range following these rules would be 20/10, the equivalent of range 7 on the chart.
14. Damage from the plasma bolt is applied like normal.
Our groups have also always been RPG-centric rather than just skirmish battles. Even though one player may be controlling a ship (or fleet of ships) those vessels are fleshed out beyond the normal Captain Skill/Crew Efficiency numbers. Central Casting, as we called it, always provided generic helm, navigation, sciences and engineering personnel to aid in doing some of the things we needed rolls for. So technically, I guess, that was our first Home Rule.
The second thing we changed was how Shields were powered. Granted, many have incorporated it and some may disagree, saying that it changes how the game is played but after heavily reviewing the original series and subsequent movies, FASA's shield rules were broken in our opinion, so....
1. Sheilds
1. When powering shields, ALL 6 shield arcs power up when raised, not just one. Originally, the game said you had to apply power to each shield arc in order to raise shields. This recreates what we see on screen far more close than FASA's rule set.
2. Shields may be boosted above their maximum by putting raw power from the engines into the deflector array. Power put into shielding in this manner will always be at a 1/1 Ratio and can only boost one shield up to 50% of its maximum. If more than one facing is to be boosted, additional power must be applied to each additional facing.
Another thing we noted while playing was how off Plasma weapons seemed to be versus what was shown in Balance of Terror. Like, WAY OFF.
2. Plasma as Tracked Weapons.
In order to represent more closely what was shown onscreen of the Romulan plasma weapon, these following rules were developed to change how plasma weapons worked in FASAβs Star Trek: Starship Tactical Combat Simulator and any previous publications of the game.
RULES:
1. A plasma bolt can only be fired at a target that is within its arc of fire. Once fired, the bolt can pass beyond the arcβs limitation only if the target it is set for moves beyond that arcs limit.
2. The plasma bolt moves during firing phase after all ships have moved.
3. The plasma bolt automatically hits its intended target once it reaches it. There is no To-Hit roll.
4. Ships do not block line of sight; however, a vessel may move to intercept a plasma bolt that is locked on another target. Since this is an intentional move, the hit is automatic and for full potential damage. There is no way to take a grazing hit when doing this.
5. The plasma bolt MUST travel in as straight a line as possible in order to reach its designated target. The bolt cannot be maneuvered in order to strike from a more advantageous angle. For example, the bolt cannot deliberately fly past the target vessel and turn around in order to strike the target from behind if it was initially launched while the target was originally facing the attacker. If the target creates a situation where the bolt must alter course in order to intercept and catch its designated target, then this rule no longer applies. For example, if the target out-maneuvers the plasma bolt the bolt must turn in order to hit the target.
6. Since the bolt must travel in as straight a line as possible, it cannot avoid a vessel that has crossed its path if it was not the intended target. If a plasma bolt passes through a hex with a vessel in it (friend or foe) that was not its intended target and was not deliberately attempting to block the bolt from reaching its intended target, roll against the Accidental Collision Rules provisions.
7. Plasma weapons have a fixed velocity based on their maximum range even if powered to half.
8. Plasma weapons MUST move their maximum movement point allotment EVERY phase.
9. The plasma bolt follows all standard movement rules for moving a star ship (pg 15/STSTCS) with the following exceptions.
9.1 The first four options on the Basic Course Movement Diagram (pg 15/STSTCS) are invalid moves for a launched plasma bolt.
9.2 Plasma bolts cannot make emergency heading changes.
9.3 The plasma bolt must move forward one hex before changing heading.
9.4 Plasma bolts cannot hold station.
9.5 Plasma bolts cannot move in reverse (but can be fired backwards if the launcher is mounted in the aft arc).
10. Plasma bolts may be fired at by beam weapons to detonate the plasma bolt prematurely. The plasma bolt is targeted as normal except a β3 penalty applied to the to-hit number to represent the difficulty in locking on. If the amount of damage done to the plasma bolt is equal to half or greater than the current maximum potential damage of the shot, then the plasma bolt detonates prematurely and does damage like a vessel explosion (see pg 28/STSTCS). If the damage is not enough to prematurely detonate the plasma bolt, it has NO effect.
11. If the target of the plasma bolt cloaks before the hit arrives, the plasma bolt will continue in a straight line until it strikes another target accidentally or travels to its maximum range limit.
12. Ship captains are still allowed to make a skillful maneuver in order to take grazing (half) damage unless they are deliberately trying to block the plasma bolt.
13.The damage produced by the plasma weapon will be equal to the movement points it has used up, not the number of hexes it has traveled. This effectively doubles the range of all plasma weapons since each movement point can count as two hexes of forward movement. For example: an RPL-2 originally has a range of 15 hexes. This translates into a movement of 15-MP, or 5-MP per phase. The overall distance the RPL-2 will now be effective for is 30 hexes if the bolt travels in a straight line for three consecutive phases, or 10 hexes per phase. If the bolt were targeted at a vessel uses 7-MP to reach it, it could have effectively traveled 14 hexes, Therefore the damage will be based on 7-MP, not 14 hexes. Since each Movement Point represents one hex of damage on the RPL chart, the damage from the RPL-2 at this range following these rules would be 20/10, the equivalent of range 7 on the chart.
14. Damage from the plasma bolt is applied like normal.