Post by thescreamingswede on Dec 13, 2020 2:48:36 GMT -7
Like I've mentioned in my thread "The Swede's House Rules", my group experimented with various rule changes in order to enhance our game play to match more of what we saw on screen. I intend to post some of the more radical rules here. Some were abandoned, some are still occasionally used even though we may have come up with a more streamlined and less complex rule.
theSwede's Unearthed Arcana Installment One
One of the things we looked at to increase the effectiveness of shields was a rethink of how they worked in game. Now I've already stated before in "The Swede's House Rule 1. Shields" all six shields were powered up at the same time to the level set by the amount of power put into them, but one of the other things we tried was based on a different interpretation of the shield rules.
The basic information for shields for any ship is listed as such in the Technical Read Out list:
Shield Type: XXX
Shield Point Ratio: X/X
Maximum Power: X(X)
Under normal circumstances Maximum Power is interpreted to mean the maximum shield strength for deflecting or absorbing damage, but if read in a certain way, Maximum Power could be interpreted as to the maximum level of power that can be put into the shield system as a whole, not the maximum amount of shield protection. If interpreted this way, the Enterprise Mk-I's readout...
Shield Type: FSP
Shield Point Ratio: 1/4
Maximum Power: 16
...would therefore set a maximum shield protection of 64 points, given that if you put 16 power into the shield grid and getting 4 shield points per power point. That's a considerable amount of shield power and would certainly extend any engagements even at close range.
But as seen on several occasions the ships seem to receive damage, sometimes superficial, sometimes critical, even though the shields haven't fully been dropped. This must therefore mean that there is some threshold limit the shield adheres to that is occasionally exceeded by the incoming fire. Also, shields seem to suffer damage themselves and get weaker even though they are still powered, effectively rendering part of the ship vulnerable to additional damage and an immanent collapse of that part of the shield grid. So we created this alternate rule that we've used on numerous occasions.
ALTERNATE SHIELD RULE 1A
Powering Up Shields
1. Maximum Power refers to the maximum amount of power that can be put into the shield system, not the maximum amount of protection provided.
2. When shields are powered up, all the shield facings are powered to the same level based on the amount of power put into the system times the Shield Point Ratio.
3. Shields DO NOT recharge during the repower phase of the turn. Shields can only be re-energized during the Power Allotment Phase.
4. Shield power can be redistributed from one facing to another in order to bolster a weakened facing however the maximum power a shield facing can have cannot exceed its normal maximum level of protection. The facing or facings that power is drawn from MUST be adjacent to the weakened shield facing and are now weaker and more susceptible to damage.
Damage Thresholds
5. When damage from a particular weapon exceeds 25% of a shields setting, subtract that number from the total damage of that weapon and apply the remainder to the ship as normal using the appropriate Damage Chart. The maximum damage from the weapon will still reduce the maximum shield protection by its full amount however. Round all fractions down. Once a shield reaches 3 points it no longer has a damage threshold and simply reduced the amount of damage of a weapon directly from its maximum.
For example:
Enterprise Class vessel has a SPR of 1/4 and a Maximum power of 16 points into the grid. This will provide 64 points of shield protection for any particular arc. A Klingon D-10G hits with its KP-4 torpedo which does 18 points of damage. Since 18 points exceeds the threshold of the shield (25% of 64 is 16), the shield will absorb 16 points of damage and allow 2 points through. The shield however is dropped by the full 18 points for this turn, leaving the new maximum shield level at 46 (64-18=46).
6. Multiple weapons fired at the same time in the same turn at the same facing will stack in the sense that each successive shot works on the amount of reduced protection the shield system can provide.
For example:
In our above example the Enterprise class has taken 2 points of damage from the KP-4, but under Order of Weapons Fire Rule, the torpedo would have had to be shot after all beam weapons were fired, so here is an alternate to that scenario.
The Klingon D-10G fired four of its KD-13 disruptors first at a range of 50,000km (5 hexes) each powered to 3 with a bonus damage of +3 for a total of 6 points each. The first shot does 6 points of damage. Not enough to breach the threshold (25% x 64 = 16) but reduces the Enterprise cruiser's number 1 shield to 58. The second shot does 6 points of damage as well but still isn't enough to breach the threshold (25% x 56 = 14) but reduces the shield another 6 points to 52. The third shot at 6 points still won't breach the threshold (25% x 52 = 13) but again pushes the maximum protection to 46. The fourth disruptor still won't breach the threshold (25% x 46 = 11.5, rounded down to 11) but pushes the shield to 40 points. Enter the KP-4. The torpedo hits the reduced shield with much more impact. The threshold for damage is now 10 (25% x 40 = 10) meaning that 8 points of damage will penetrate the shield but still reduce it down to 22 points.
7. A shield will remain at its reduced level until:
7.1 The shield is re-energized during the Power Allotment Phase.
7.2 Power from an adjacent facing is overlapped or transferred to the weakened facing.
8. Multiple vessels firing on the same ship into the same shield facing will be based on the order of initiative with each successive vessel working with the last shield level from the previous vessel.
For example:
A L-42A fires it's KP-6 at the weakened facing of the Enterprise class. The shield has already been reduced to 22 points from the D-10G's fire. The KP-6 does 20 points of damage, exceeding the reduced threshold by 15 points (25% x 22 = 5.5 rounded down to 5) and drops the shield to 2 points.
Conclusion
While this particular ruleset greatly enhanced the feel of the game and really strung out the level of play, there were a few setbacks.
The first was the constant recalculation of damage vs threshold level. While we felt it was far more realistic in comparison to what was seen on screen it slowed play considerably, especially when we got to bigger and more powerful vessels like the L-24, Z-1 and Excelsior battleships. They carry a considerable array of firepower and therefore required much more math in order to successfully apply damage appropriately, though it did give a new meaning to "withering barrage".
Smaller or more primitive vessels stood very little chance against heavily shielded opponents. This was really noticeable when ships like the Orion Wanderer or the Lightning tried to take on a much larger cruiser like a later model D-10 or a Chandley that have higher Maximum Points and better Shield Point Ratios. It also didn't seem to lend itself well to anything in the TNG line, though we never actually played that far in the timeline. Additionally, the Excelsior became even much more difficult to beat since it was capable of generating 80 shield points and had an initial threshold rating of 20 (25% x 80 = 20), though in some circumstances it might have been right in line with what we were trying to achieve considering the Enterprise D wasn't even concerned about raising shields above the minimum amount when faced with a laser armed opponent.
Also, the 25% was based of of the 1/4 ratio and should probably been adjusted for each different SPR available. This would have meant further mathematical calculations for each ship.
theSwede's Unearthed Arcana Installment One
One of the things we looked at to increase the effectiveness of shields was a rethink of how they worked in game. Now I've already stated before in "The Swede's House Rule 1. Shields" all six shields were powered up at the same time to the level set by the amount of power put into them, but one of the other things we tried was based on a different interpretation of the shield rules.
The basic information for shields for any ship is listed as such in the Technical Read Out list:
Shield Type: XXX
Shield Point Ratio: X/X
Maximum Power: X(X)
Under normal circumstances Maximum Power is interpreted to mean the maximum shield strength for deflecting or absorbing damage, but if read in a certain way, Maximum Power could be interpreted as to the maximum level of power that can be put into the shield system as a whole, not the maximum amount of shield protection. If interpreted this way, the Enterprise Mk-I's readout...
Shield Type: FSP
Shield Point Ratio: 1/4
Maximum Power: 16
...would therefore set a maximum shield protection of 64 points, given that if you put 16 power into the shield grid and getting 4 shield points per power point. That's a considerable amount of shield power and would certainly extend any engagements even at close range.
But as seen on several occasions the ships seem to receive damage, sometimes superficial, sometimes critical, even though the shields haven't fully been dropped. This must therefore mean that there is some threshold limit the shield adheres to that is occasionally exceeded by the incoming fire. Also, shields seem to suffer damage themselves and get weaker even though they are still powered, effectively rendering part of the ship vulnerable to additional damage and an immanent collapse of that part of the shield grid. So we created this alternate rule that we've used on numerous occasions.
ALTERNATE SHIELD RULE 1A
Powering Up Shields
1. Maximum Power refers to the maximum amount of power that can be put into the shield system, not the maximum amount of protection provided.
2. When shields are powered up, all the shield facings are powered to the same level based on the amount of power put into the system times the Shield Point Ratio.
3. Shields DO NOT recharge during the repower phase of the turn. Shields can only be re-energized during the Power Allotment Phase.
4. Shield power can be redistributed from one facing to another in order to bolster a weakened facing however the maximum power a shield facing can have cannot exceed its normal maximum level of protection. The facing or facings that power is drawn from MUST be adjacent to the weakened shield facing and are now weaker and more susceptible to damage.
Damage Thresholds
5. When damage from a particular weapon exceeds 25% of a shields setting, subtract that number from the total damage of that weapon and apply the remainder to the ship as normal using the appropriate Damage Chart. The maximum damage from the weapon will still reduce the maximum shield protection by its full amount however. Round all fractions down. Once a shield reaches 3 points it no longer has a damage threshold and simply reduced the amount of damage of a weapon directly from its maximum.
For example:
Enterprise Class vessel has a SPR of 1/4 and a Maximum power of 16 points into the grid. This will provide 64 points of shield protection for any particular arc. A Klingon D-10G hits with its KP-4 torpedo which does 18 points of damage. Since 18 points exceeds the threshold of the shield (25% of 64 is 16), the shield will absorb 16 points of damage and allow 2 points through. The shield however is dropped by the full 18 points for this turn, leaving the new maximum shield level at 46 (64-18=46).
6. Multiple weapons fired at the same time in the same turn at the same facing will stack in the sense that each successive shot works on the amount of reduced protection the shield system can provide.
For example:
In our above example the Enterprise class has taken 2 points of damage from the KP-4, but under Order of Weapons Fire Rule, the torpedo would have had to be shot after all beam weapons were fired, so here is an alternate to that scenario.
The Klingon D-10G fired four of its KD-13 disruptors first at a range of 50,000km (5 hexes) each powered to 3 with a bonus damage of +3 for a total of 6 points each. The first shot does 6 points of damage. Not enough to breach the threshold (25% x 64 = 16) but reduces the Enterprise cruiser's number 1 shield to 58. The second shot does 6 points of damage as well but still isn't enough to breach the threshold (25% x 56 = 14) but reduces the shield another 6 points to 52. The third shot at 6 points still won't breach the threshold (25% x 52 = 13) but again pushes the maximum protection to 46. The fourth disruptor still won't breach the threshold (25% x 46 = 11.5, rounded down to 11) but pushes the shield to 40 points. Enter the KP-4. The torpedo hits the reduced shield with much more impact. The threshold for damage is now 10 (25% x 40 = 10) meaning that 8 points of damage will penetrate the shield but still reduce it down to 22 points.
7. A shield will remain at its reduced level until:
7.1 The shield is re-energized during the Power Allotment Phase.
7.2 Power from an adjacent facing is overlapped or transferred to the weakened facing.
8. Multiple vessels firing on the same ship into the same shield facing will be based on the order of initiative with each successive vessel working with the last shield level from the previous vessel.
For example:
A L-42A fires it's KP-6 at the weakened facing of the Enterprise class. The shield has already been reduced to 22 points from the D-10G's fire. The KP-6 does 20 points of damage, exceeding the reduced threshold by 15 points (25% x 22 = 5.5 rounded down to 5) and drops the shield to 2 points.
Conclusion
While this particular ruleset greatly enhanced the feel of the game and really strung out the level of play, there were a few setbacks.
The first was the constant recalculation of damage vs threshold level. While we felt it was far more realistic in comparison to what was seen on screen it slowed play considerably, especially when we got to bigger and more powerful vessels like the L-24, Z-1 and Excelsior battleships. They carry a considerable array of firepower and therefore required much more math in order to successfully apply damage appropriately, though it did give a new meaning to "withering barrage".
Smaller or more primitive vessels stood very little chance against heavily shielded opponents. This was really noticeable when ships like the Orion Wanderer or the Lightning tried to take on a much larger cruiser like a later model D-10 or a Chandley that have higher Maximum Points and better Shield Point Ratios. It also didn't seem to lend itself well to anything in the TNG line, though we never actually played that far in the timeline. Additionally, the Excelsior became even much more difficult to beat since it was capable of generating 80 shield points and had an initial threshold rating of 20 (25% x 80 = 20), though in some circumstances it might have been right in line with what we were trying to achieve considering the Enterprise D wasn't even concerned about raising shields above the minimum amount when faced with a laser armed opponent.
Also, the 25% was based of of the 1/4 ratio and should probably been adjusted for each different SPR available. This would have meant further mathematical calculations for each ship.