Post by Gorn on Aug 8, 2012 18:46:04 GMT -7
(Message me for the latest updated version on .pdf)
FIRING ARCS: fwd and aft unchanged. SIDE weapons are like fwd arc; use the 2 hexes (shield #1&6 port; shields 3&4 stbd) and go outward in a straight line. - not as large coverage as those arcs. fwd port (for example) would combine the two shield facings 6 & 1 and go outward in straight lines.
A weapon that is port/fwd/stbd represents a rotatable weapons pod/ Ent-D phaser strip or something like it, and would fire on everything BUT the traditional aft arc.
Arcs are modified because ST3 rules are far too liberal for arc coverage.
ONE bank/weapon fires PER TARGET per phase.
Klingon/Romulan disruptors: can be fired singly, OR in pairs, which must ALWAYS be 1port+1stb OR 2fwd OR 2aft and powered to same amount. Heavy disruptors always fire in pairs and have a minimum power input to arm. They fire in one massive burst; the release of energy looks like a ball.
Locking Weapons: Beam weapons can lock on specific target, if desired, THEN weapons officer must pass his roll check. Since sensors have several inputs, they cannot be locked on for dmg. Same for shield generators, which are internal. Viable targets:
Right/Left Warp nacelle (represents warp engine also). Impulse Engine Any specific weapon +1 SS dmg
If no lock on is desired, roll for randumb determination as always. Torps cannot lock on to one system; they always do the "roll for dmg determine".
Tractor Beam: Must be 1-2 spaces away to engage. Half power (=5% of initial TPA rounded UP) holds half your mass safely. Lower mass ship can attempt to break beam with impulse movements, but roll of 1-7 burns out a 2Li xtal instead. While in beam, target ship can turn freely. See ‘Black hole’ for special rules while in Accretion Disk. Lower mass ship attempt escape; higher mass ship burns out a 2Li xtal on roll of 0 or else reassigns power to make high beam. Ship can only escape when all xtals are burned out – then tractor ship loses all power! Ship with NO impulse moves cannot burn xtals. Equal mass = eng save rolls both ships vs burnouts. Higher mass ship can simply spends 1 move breaking beam. Lower mass ship cannot break higher beam, but can attempt to outroll and burn out higher mass ship. Loss of all 2Li xtals = overheat engine Warp Core Breach. Full power (=10% of initial TPA rounded UP) required to hold/move equal mass. Every 5 phases = roll for 2Li burnout check; 0 = fail.
Transporters: must have unshielded facing; or else that shield DROPS for the firing phase without shielding redistribution. Ships cannot fire if transporting for that phase. Max range of TWO (2) hexes. Sensors MUST be operational to beam over; although lock isn’t necessary.
Shields*: You must spend the amount of power it takes to fully power ONE shield – then your ship is covered by all 6 shield faces on 100% full. You may redistribute remaining shield points at the power allocation phase, adding any bonus roll shield power. Some ships get alot more shielding for the bonus power point from Science officer AND/or Engineer. ex: Enterprise gets 8 shield points due to 1/4 shield point ration applied from both officers. (Only Science Officer can add 1 or 2 shield points beyond maximum power for his optional bonus.)
You may optionally** reinforce any shield up to 200% by devoting the usual power to shield points. (This effectively gives your ship double shields). However, you MUST spend ex. 4 points to fully power Ent ¼ shields to 16 EVERY game turn for shields to be up. The initial 100% base charge CANNOT be renewed unless Sci or Eng repairs them with bonus rolls. Even if all 6 faces are at 0, you MUST spend the (ex. 4) initial points to power the system – then you may reinforce. You must keep track of both shield values; perhaps use two respective rows on the shield tracking sheet at a time. A shield when hit loses reinforcement (200% ->100%) before it loses base charge (100% -> 0%). * Thanks to TINKER, of STSTCSOLD&A for this concept.
** This makes for a much longer game as shields hold for quite a while before being effectively pierced. Shorter games should not use the reinforcing rule.
Cloaking: any cloaked ship can de-cloak at the end of its move, play out the firing phase for all ships, and at the end of it re-cloak. De-cloaking allows any ship that tried and failed a sensor lock at the beginning of the turn to have another attempt! A ship with a sensor lock on a cloaked ship can attempt to detect them. IF the cloaked ship moved in the previous phase, and IF the sensing ship rolls a 1-3, it is pinged and must reveal its location, speed and heading to the sensing ship. IF the sensing ship fires (must pass weapons AND sensors check), and hits, and IF Cloaking Device Tech check (Engineer attribute roll: 3 rolls +55 for romulans, 3 rolls +40 for klingons) FAILS, then cloaked ship is hit while cloaked and your next move is revealed to everyone. Any ship with sensors locked on the cloaking ship can now fire on them without needing to ping.
A cloaked ship with a blown off warp nacelle vents plasma and shows its movement at every phase, and suffers an 80% reduction in all cloaking rule rolls. (Attacking ships get 80% bonus to all rolls except range i.e. to-hit)
Randumbly Hunt for Cloaked Ships: Torpedoes can be set for maximum dispersal explosion. Cloaked ship may attempt evasive before torp is fired. The hex fired on must be specified, and a roll of 1-3 must be passed in addition to the to-hit roll IF the ship is even there. Success deals X% roll of only HALF torp dmg, rolled again. A roll of 0 = full 50% + re-roll; a roll AGAIN of 0=100% HIT on the cloaked ship before dispersal - deals full 100% torpedo damage, and reveals position of ship, speed and heading; and next move. 1:100 odds is the only way the cloaked ship can actually be guesstimate hit for full torp power and revealed; no matter firing ship knowledge of where the cloaked ship is. “Those hexes are BIG.”
Evasive vs torp: any ship can evade, by changing one hex heading (free move) put one point stress on superstructure, Helm Maneuver check for success. fail = full dmg on original shield. Success = half dmg on new shield facing. 01-05 = no dmg at all. Ship moves from new position on next turn. Firing phase is replaced by evasive maneuver for that ship. Declare evasion before enemy fires. Plasma cannot be dodged, only reversed from following normal movement rules.
Powering Down due to Damage: as engines take damage, they lose power, and conversely, so do the systems they are powering. You can never have more power on the board than is available from your engines. Ensure that after spent power has been calculated, there is no more power to your systems than available to your engines. No matter how drunk / stoned you are.
Communications: within a civ are coded, and cannot be broken in time. Klingons and Romulans intercommunications can be intercepted and decoded by Feds/Gorn IF a Communications check roll is achieved; GM may want to add to the roll to reflect difficulty per a given scenario.
Similarly, while the Gorn are not outright allies of the Federation, they have a common intercommunication code that can also be intercepted by Roms/Klings with a successful check roll. Tholians can attempt to break any interspecies communication. Tholian communication to any other species will be heard by everyone, just as fed/gorn to rom/kling, and vice-versa. Jamming enemy communications can be done by flooding the channel with ‘noise’. WoK for reference. Jamming ship must pass Comm roll to do it. Ship being jammed CANNOT clear the channel by any means other than asking other ship to STOP or else “blow it out of the sky”; since this is a deliberate sabotage action over the hyper channel waves.
Tholian Web: Instead of firing, one ship can generate a temporary web that surrounds an adjacent ship (taking the one firing phase to complete). The webbed ship cannot move, or fire weapons for a set number of phases, as shown per individual ship control panel. The Tholian vessel can fire through their own web starting the next firing phase OR tow the webbed ship. It cannot reach warp speed alone unless the webbed vessel is < = 50% mass of the Tholian.
Two or more Tholians may generate a permanent web at linear rates. It takes two Tholians 3 phases to generate it; three take 2 phases (during which the targeted ship might waltz right out of the center, making it a pointless exercise for the Tholians!) If there are 4 Tholians, it can be generated in one phase. The web has a power equal to the strongest ship generating it. Two or more ships may constrict the web, IF the target ship is equal mass or less. The web closes at a rate equal to its temporary duration. It removes all shields on the second to last turn and 1/3 of the target’s remaining superstructure. The next turn utterly destroys the craft entirely (web absorbing any explosive dmg). There is no escape for the targeted craft; only a full power counter tractor beam from the outside can free it. The liberating ship must check vs Sci officer Sensors operation (to determine the correct frequency of tractor beam). Sensors must be operational to do this, and any previous lock is lost. The Tholians may elect to drag the captured ship off instead, taking one turn at sublight to configure their warp fields to drag the webbed ship into warp. They may not change 2 speeds while dragging a webbed vessel, and their speed is limited by a reasonable amount, depending on ship mass. Victory conditions in terms of the amount of travel, if any, the Tholians must undertake to reach their space should be determined by the gamemaster beforehand.
Base Repair: a ship must dock with allied base, going on same space thru a dropped shield facing for repairs: every phase = 1 point repair for each officer and 2% Casualties returned to duty. A docked ship can still fire and take damage, and so can the Base. Docking process includes firing phase, during which the dropped shield facing is 100% vulnerable; the docking ship may not fire, and the station may not fire for the arc the ship comes in on (unless they don’t mind hitting the docking ship!). Once docked, the base’s shields cover both; the ship deactivates its own shields to dock. There are limits to the number of ships that can dock for repair; use fractions to lower repair rate depending on # of ships docked as per station specs. If the docking ship wishes, its casualties can be replaced immediately with station personnel, and the station gains the casualties. Shaken officers will be lost and must be regenerated.
Dmg Ctrl Procedures: 15% of ANY casualties taken are fatalities (rounded down, wiseass,) and represent the limit of 5% casualty regain at beginning of turn. Fatalities must be replaced by base docking / transport from ally. Any bridge officer shaken three times is dead and his ratings lost. His replacement must generate his scores with 3 rolls +40 The Engineer may also repair Superstructure instead of Engines for his bonus roll at Power Allocation.
Game Turn Bonus: EVERY officer gets ONE bonus roll (the captain has nothing to roll for).
Torpedo Total: Every ship is given the total number of torpedoes available. Record the amount you fire per game; some campaigns will not allow much replenishment between missions!
Starbases/Outposts: Are able to fire one beam and one missile at the same target at once. There is no limit per firing phase for the number of targets a base fires at.
Impulse Engine Lost: Ship can only change heading and cannot dodge missiles if there is no Impulse left; engineer must repair at least one point of Impulse to regain movement ability. While there is no loss of movement points for missile evasive, it theoretically uses impulse power as thrusters are too slow. Ship can change heading using thrusters in a more leisurely maneuver. A ship with no Impulse engine left can still go to Warp if there is even one point of power left in the Warp engines, but it must travel straight ahead from its heading. Navigational Deflectors cannot handle the Asteroid markers; they are too massive. There must be a clear path for the ship to go to Warp.
Warp Speed with Damaged Engines: Should be calculated as a % using corresponding dmg. Passing Max Safe Warp speed with damaged warp engines requires a saving roll in Warp Technology, apply +X% dmg to the roll! Fail = Antimatter containment is lost and “…we may go up into the biggest ball of fire since the last sun in these parts exploded…” Undamaged engines only fails emergency warp at 00 roll.
If a warp engine gets hit with more damage than it can absorb, the damage doesn't spill into the other engine - the nacelle is BLOWN OFF and cannot be repaired! Any extra damage points are applied to the superstructure; which corresponds to the actual Warp engine inside the Engineering section. Refer to ‘Cloaking’ section for cloaked ship with nacelle blasted off.
Emergency Warp Speed: Warp Tech check required for every level beyond safe. 00 CriticalFail = Antimatter containment is lost and “…we’ll be blown ta bits, captain.”
Self-Destruct: Engine dmg does not represent loss of Anti-matter. Even one Warp point left is enough for Antimatter containment to FAIL, and the related extreme damage. Engines reduced to zero do not breach, and cannot make a Warp Core explosion. In this case, the Impulse Engines, even at one point of power remaining, may be overloaded for the same dmg table as Warp Breach; although dmg dealt = Total Power of undmg’d Impulse Engine only. If the Captain wishes, the ship can also be destroyed by minor auto-destruct charges that deal NO dmg to any nearby ship at all.
Sensor Probes: Use one Photon casing, and can be left in an area to transmit Sensor data to a ship that leaves the system. This Sensor data can be intercepted by an enemy passing their Sensor check, IF they have a lock on the receiving ship, or they are in the system with the probe. Probe data shows everything in the system as if the ship were still there, and DO NOT obey Sensor Shadow rules. Probes are highly maneuverable and can travel in 3D vs the 2D board to eliminate sensor shadows. Probes can be used to eliminate a sensor shadow that would ordinarily stop a lock (ex: planet in the way). Probes can be shot by an enemy ship (with at least one dmg) that beats the to-hit roll AND verifies Weapons check roll. It will take a minimum of one power point to destroy the probe. Another one may be launched at the beginning of next move phase to replace it; Science Officer must roll a check to obtain a lock again. Multiple power in beam weapon cannot be divided to hit multiple probes. The only limit to the number of probes that can be launched is available photon casings. Limit of one probe launch per phase.
While Sensors from a starship cannot be jammed (using advanced particle physics including subspace) transmission from the probe to its sensing ship can be jammed with noise. Jamming ship must pass Communications roll to determine the hyperchannel that must be jammed. Like launching the probe, this is a free action.
Boarding parties: transport max = 20/phase. ALSO Radiation resistance: use personnel ratings; Orions=1
Strength:
Human: 1 personnel 2 security 3 marines Klingon: 2 personnel (none) 4 combat masters (marines) Romulan: 2 personnel 3 security 4 centurions (marines) Gorn: 4 personnel (none) 6 predators (marines) Orion: 2 (all) Borg: 5 + species personnel rating. First 3 single scouts lost due to adapting.
Bridge Command crew = marine rating.
A boarding party arrives in the particular area the beam point covers. The ship then loses that system to the boarders once they eliminate 1/6 of the defenders at the end of the Game Turn. Ex: 20 Gorn (str=120) beams aboard k’tinga @ 72/6 = 12 *4 (str = 48) => 12 Gorn left (str=72) after wiping out 12 Klingon battle masters, and Gorn now control the section.
Shield facing for Boarding Operations:
1 - fwd port = sensors; ship can only fire manually (vs weapon check); cannot derive info or even see ships beyond 2 hexes.
2 - fwd = bridge; ship is captured by boarder for remainder of game turn before lockout from aux bridge
3 - fwd stbd = impulse engine inoperative; ship cannot move
4 - aft stbd = lose all stbd warp power; (shut down not damaged) then attack engineering (new objective)
5 - aft = aux bridge; needed for total control of ship along with bridge; cannot lockout main bridge if it is untaken. But if Engineering is untaken, it can shutdown ship power.
6 - aft port = lose all port warp power; (shut down not damaged) then attack engineering (new objective)
Ship is permanently captured by enemy when 2; 3; 5 and either 4 or 6 +engineering are all taken. Officers are all dead/prisoners/washed-up-after-eventual-return. New officer creations required.
Tholians can neither board nor be boarded due to their class Y planet requirements. (Venus is class N- until contradicted, assume Tholians can withstand this temperature and environment without suits for about 12 hours.) However, a special cell can be constructed to hold either life form on either type of ship. This takes one game turn (5 phases). Tholians maintain bases within their space where humanoid slaves are kept. These slaves work on captured starships from other races, and on trade goods that would burn at Tholian life support temperatures. They can be transported off such bases, and the bases can be boarded. Any resistance (30% normal, NO marines) would come from the slaves themselves.
Bases/Outposts are always boarded at the command center from any shield facing; invader must eliminate 50% of the crew, 50% of any Marines OR security, and then the base falls under their control.
Targeting subsystem: For every three integers that the gunner's to-hit roll was below the number needed to hit, he can alter his hit location on detailed dmg chart by one - up or down.
THE BLACK HOLE: Accretion disk SS dmg : +(1 pt x hexes) inward to Event Horizon per PHASE . Sci off warns of extreme gravimetric area; that Inertial Dampeners are on full, and that Structural Integrity is on maximum. Closest hex to Event Horizon, ship takes 6 SS dmg per phase. Ship needs to roll Helm operation every phase to see if ship is struck by physical debris whipping around the Accretion Disk that the Navigational Deflector misses. If struck, roll D6 for shield location and D3 for dmg. Similarly, it takes extra movement to counter the gravity well - following the dmg dealt scale, 1 extra move on the furthest hex out of the disk, 6 extra move (!) from one away! (Ship is dragged rotationally inward – it can lessen the amount of spaces dragged by travelling perpendicular to the motion.) Ship needs to go 25% around the accretion disk before being pulled in one level.
Any to-hit rolls add +(1 x hexes) inward to Event Horizon – represents sudden gravitational eddies that move ship about randomly, but within the same hex . (Those hexes are BIG).
Beam weapons add DOUBLE the damage modifiers, due to charging effect.
Missile weapons do not work – eddies in gravitation make them miss. Plasma device cannot form a coherent envelope.
Cloak does not work.
Tractor beams must be on maximum, for half mass ship, must be on max + half for a full mass ship & roll every other phase to see if 2Li xtal burns out.
While any Warp capable ship could easily escape the Event Horizon by travelling faster than light (JJ Abrams you’re an idiot), the immense energy discharges and other physical material being pulled in will be too much for any ship to handle and will overwhelm the ship’s defense systems, destroying it.
Allow skill roles for clever Captains who come up with ingenious solutions to escape,
ex: - ‘skipping stone’ bounce off the Event Horizon using Warp speed and angle of attack
- escape along singularity’s axis of rotation (to avoid debris) - detonating your warp core (causing dmg) to make it push you: it won’t push you even one hex (those hexes are BIG!) and you now have far less TPA and no way to escape the disk.
Cloaking ships get natural interference with their technology: they must roll vs Cloak Tek every game turn to stay hidden – AFTER power has already been allocated!
Neutron Stars: The ultra-dense remnant of a supernova, with a radius of about 12km. Neutron stars rotate very rapidly (716 to 2 rotations/second) and some emit em radiation as pulsars. Due to gravitational lensing, more than half of the surface is visible. Any ship brought (or forced!) into the same hex is entirely destroyed and rendered into neutrons upon its surface.
Magnetar: a Neutron star with an extremely strong magnetic field (1000 times more than a regular neutron star), and long rotation periods (5 to 12 seconds). Strong pulling force 15 hexes out must be countered by opposite charge to shields on full, that are now useless to deflect enemy fire. Use 1/3 rules if you like per 5 hexes.
Casualties: +1 to all rolls for every 10% incurred. This includes bonus rolls at the beginning of a turn and repair rolls. Damage determination is not affected by casualties. Gorn and Borg incur HALF the casualties indicated by any damage roll.
Escaping into Gas Giant Atmosphere: 3 shield facings in direction of movement take 1dmg each per movement. Weapons must be targeted manually. Add +5 to all missile rolls but they do 50% MORE dmg due to atmospheric pressure effects. Ships must stay on outer boundary hexes, going in one further makes pressure build to 6 dmg /move; torp dmg = DOUBLE. One more in =18 dmg/move; torp = 400%.
The core hex is solid and will destroy any ship.
Ship in close orbit of Gas Giant can only tell that the other ship is in there as it intermittently blips on sensors; but no lock is possible no other information, and it must go IN to the atmosphere to get it. Movement of ship in atmosphere is hidden; GM should coordinate hidden movement until ships are 1 hex from each other. Of course cloak doesn’t work and plasma torp = half dmg - unless GM rolls detonation of volatile atmospheric layer for massive dmg.
Standard Orbit: Any ship can enter or leave Orbit around any moon/larger body at any time. The ship will move 1 hex per phase in orbit automatically without expense of move points. Range for moon/planet is adjacent hex. Gas giant: 2 hex out. Black hole can be orbited hex adjacent to acc disk.
Mines: Mines are cloaked explosive devices that can be thought of as stationary, immobile torpedoes and are considered a part of the environment. Cloaked Mines are Romulan manufactured; Orions obtain them from time to time, Klingons generally refuse to use them, Federation very rarely would. Any mines other than Romulan do not have cloaking on them. Any ship deploying mines must do so with shields down and uncloaked. They cannot fire while deploying mines at the rate of 1/phase. Each mine takes one missile casing. They are scenario-specific, and cannot be deployed unless the scenario specifically allows for it. They are undetectable until a ship enters a mine occupied hex. Mines are not sure hits because their underpowered cloaking devices are temperamental, and a ship may detect and dodge them at the last second. When a ship enters a hex containing a mine it may detonate. This chance increases every Movement Phase the ship spends in the hex with the mine.
Once a mine has been detonated, the hex is considered to be clear of mines. To see if a detonation occurs, 1 d 10 is rolled. A roll of 6 or less will cause the mine to explode. A 1 d 100 is then rolled against the player’s Helm OPS rating. They must roll 50% of the rating or less to successfully dodge the explosion. A successful dodge results in no damage. These rolls will be repeated every movement Phase that the vessel remains in that hex or until the mine explodes, except that the chance of detonation increases by 1 each movement phase.
Damage from a mine is given to the part of the vessel that first entered the hex containing the mine. If the vessel moved forward into the mined hex, the damage is given to Shield 2; if the vessel backed into the hex, the damage is given to Shield 5. If the vessel side-slipped into the hex from the right, Shield 1 is attacked etc...
Mines have internal radiation shielding and may therefore be deployed in Nebulae and Ion Storms, though Romulan cloaking devices will not work.
Some scenarios have ‘mines’ that can FIRE at ships weakly. They are scenario specific, and are a different type of mine. They are objects that can be fired upon, 1 dmg to destroy. They cannot be deployed by any player other than whom the scenario specifies.
Nebulae: Nebulae are large, radiation saturated gas clouds. Standard radiation shielding on most ships is adequate to protect the crew provided exposure is not prolonged (a scenario is a short enough time to not experience radiation induced casualties).
Sensors are intermittent in nebulae; therefore sensor locks are impossible and you must roll less than 4 per phase on a 1 d 10 to observe other ship movements. Rolls Greater than 4 are a fail; only the last known position of a ship is available and you will not be able to track them. Boosting sensor power can improve your roll chances: 2 power points roll less than 5; 4 power points roll less than 6; which is the maximum boost available.
Weapons lock will be impossible within a nebula; all weapons fire is manual and requires a saving roll for helm: weapons.
Cloaking devices will not function within a nebula.
Shields are useless within a nebula; no shield generator can function in these gas clouds.
Ion Storms: Ion storms are a common form of sub-space disturbance and can be dangerous. They are easily detected and rather slow moving. A front can move across the map at a scenario dictated speed with all the hexes behind it considered Ion Storm hexes. Every phase an Ion Storm deals 1 dmg per shield face that touches it. Dmg dealt is considered overload /magnetic flux.
Ion Storms affected hexes are awash in Radiation and all applicable rules apply.
Transporters and Subspace communications do not function in Ion Storms.
Officer Ratings: roll 1 d10 THREE times and add 45. Fleets should be rolled for en masse per rating category, then you can filter the rolls for lower ratings to weaker ships, and higher ratings to stronger ships. This reflects what would be found in actual fact: better officers get better postings.
TURN SEQUENCE
1.Roll for each officer bonus:
Science Officer : choose ONE of the following: shield tek for 1 bonus point in shield, even beyond max pts allowed. 05 or less = 2 shield points, which may both go beyond max pts allowed
dmg ctrl to repair 1 superstructure point; 05 or less = 2 pts dmg repaired
sensors to repair sensors (bridge circuit dmg.); 05 or less = 2 turns dmg repaired
Helmsman: choose ONE of the following: weapons: for -2 to ONE roll; 05 or less = -2 to TWO rolls; declare BEFORE to-hit roll is made
weapons: for a THIRD target in ONE firing phase for multiple ship engagements; weapon of choice. 05 or less = FOURTH target in ONE firing phase or THIRD target in TWO firing phases.
also Roll vs WEAPONS for manual targeting or other difficult situations.
Helm ops: used in-game to evade torp.
Used in-game to reduce stress on engines for emergency turn at warp speeds.
Engineer: choose ONE of the following: Warp Tech: for 1 bonus power pt. 05 or less = 2 bonus power pts. (undmgd engines obviously!)
Warp Tech: to repair 1 pt Warp (or Impulse) engine dmg. 05 or less = 2 pts dmg repaired
Starship Eng: to repair 1 superstructure point; 05 or less = 2 pts dmg repaired
Starship Eng: to repair 1 dmgd weapon OR shield; 05 or less = 2 weapons OR 2 shields repaired
Starship Eng: to repair sensors; 05 or less = 2 turns dmg repaired
Cloak Tek: for Romulans/Klingons to repair cloak or to evade sensor lock; success +1 enemy lock roll 01- 05: enemy autofails attempt; autosuccess(enemy) + autofail (rom) = regular lock.
Roll vs. Warp Tech: to enable change of TWO Warp factors
Medical: choose ONE of the following: Reduce Casualties by 3% instead of 1%. 05 or less -5% casualties OR Restore bridge crewmember 1 turn extra/resuscitate; 05 or less = 2 turn extra
Communications: roll to break into and decipher secret communications during game and/or perform other difficult communications tasks. Some tasks are impossible.
AFTER BONUS ROLLS, then roll vs Sci sensor rating for sensor lock. If target is cloaked must define sensing arc and then roll vs sensor rating and THEN roll 1-5 - assuming ship moved in last phase. Any non cloaked ship in sensor lock simply pass your MCP sheet to the sensing ship in an MP game timed for 10 DIGITAL seconds – otherwise your info can be heard by non sensing ships, and also written info will take too long. Lock stays until another target selected; cloak engaged or sensors hit.
TACTICAL ADVANTAGE (TAC) Captain – used to determine move order and firing declare.
2. Sensor questions asked. Any other actions needed before move/fire are done now.
3. Movement; ship with greatest move points moves last; equal move points Tac advantage captain moves last.
4. Firing/beaming/tractoring
5. Redistribute remaining shield power at the end of a firing phase : Sci Off shield tek check.
* An updated version of rules is attached:
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FIRING ARCS: fwd and aft unchanged. SIDE weapons are like fwd arc; use the 2 hexes (shield #1&6 port; shields 3&4 stbd) and go outward in a straight line. - not as large coverage as those arcs. fwd port (for example) would combine the two shield facings 6 & 1 and go outward in straight lines.
A weapon that is port/fwd/stbd represents a rotatable weapons pod/ Ent-D phaser strip or something like it, and would fire on everything BUT the traditional aft arc.
Arcs are modified because ST3 rules are far too liberal for arc coverage.
ONE bank/weapon fires PER TARGET per phase.
Klingon/Romulan disruptors: can be fired singly, OR in pairs, which must ALWAYS be 1port+1stb OR 2fwd OR 2aft and powered to same amount. Heavy disruptors always fire in pairs and have a minimum power input to arm. They fire in one massive burst; the release of energy looks like a ball.
Locking Weapons: Beam weapons can lock on specific target, if desired, THEN weapons officer must pass his roll check. Since sensors have several inputs, they cannot be locked on for dmg. Same for shield generators, which are internal. Viable targets:
Right/Left Warp nacelle (represents warp engine also). Impulse Engine Any specific weapon +1 SS dmg
If no lock on is desired, roll for randumb determination as always. Torps cannot lock on to one system; they always do the "roll for dmg determine".
Tractor Beam: Must be 1-2 spaces away to engage. Half power (=5% of initial TPA rounded UP) holds half your mass safely. Lower mass ship can attempt to break beam with impulse movements, but roll of 1-7 burns out a 2Li xtal instead. While in beam, target ship can turn freely. See ‘Black hole’ for special rules while in Accretion Disk. Lower mass ship attempt escape; higher mass ship burns out a 2Li xtal on roll of 0 or else reassigns power to make high beam. Ship can only escape when all xtals are burned out – then tractor ship loses all power! Ship with NO impulse moves cannot burn xtals. Equal mass = eng save rolls both ships vs burnouts. Higher mass ship can simply spends 1 move breaking beam. Lower mass ship cannot break higher beam, but can attempt to outroll and burn out higher mass ship. Loss of all 2Li xtals = overheat engine Warp Core Breach. Full power (=10% of initial TPA rounded UP) required to hold/move equal mass. Every 5 phases = roll for 2Li burnout check; 0 = fail.
Transporters: must have unshielded facing; or else that shield DROPS for the firing phase without shielding redistribution. Ships cannot fire if transporting for that phase. Max range of TWO (2) hexes. Sensors MUST be operational to beam over; although lock isn’t necessary.
Shields*: You must spend the amount of power it takes to fully power ONE shield – then your ship is covered by all 6 shield faces on 100% full. You may redistribute remaining shield points at the power allocation phase, adding any bonus roll shield power. Some ships get alot more shielding for the bonus power point from Science officer AND/or Engineer. ex: Enterprise gets 8 shield points due to 1/4 shield point ration applied from both officers. (Only Science Officer can add 1 or 2 shield points beyond maximum power for his optional bonus.)
You may optionally** reinforce any shield up to 200% by devoting the usual power to shield points. (This effectively gives your ship double shields). However, you MUST spend ex. 4 points to fully power Ent ¼ shields to 16 EVERY game turn for shields to be up. The initial 100% base charge CANNOT be renewed unless Sci or Eng repairs them with bonus rolls. Even if all 6 faces are at 0, you MUST spend the (ex. 4) initial points to power the system – then you may reinforce. You must keep track of both shield values; perhaps use two respective rows on the shield tracking sheet at a time. A shield when hit loses reinforcement (200% ->100%) before it loses base charge (100% -> 0%). * Thanks to TINKER, of STSTCSOLD&A for this concept.
** This makes for a much longer game as shields hold for quite a while before being effectively pierced. Shorter games should not use the reinforcing rule.
Cloaking: any cloaked ship can de-cloak at the end of its move, play out the firing phase for all ships, and at the end of it re-cloak. De-cloaking allows any ship that tried and failed a sensor lock at the beginning of the turn to have another attempt! A ship with a sensor lock on a cloaked ship can attempt to detect them. IF the cloaked ship moved in the previous phase, and IF the sensing ship rolls a 1-3, it is pinged and must reveal its location, speed and heading to the sensing ship. IF the sensing ship fires (must pass weapons AND sensors check), and hits, and IF Cloaking Device Tech check (Engineer attribute roll: 3 rolls +55 for romulans, 3 rolls +40 for klingons) FAILS, then cloaked ship is hit while cloaked and your next move is revealed to everyone. Any ship with sensors locked on the cloaking ship can now fire on them without needing to ping.
A cloaked ship with a blown off warp nacelle vents plasma and shows its movement at every phase, and suffers an 80% reduction in all cloaking rule rolls. (Attacking ships get 80% bonus to all rolls except range i.e. to-hit)
Randumbly Hunt for Cloaked Ships: Torpedoes can be set for maximum dispersal explosion. Cloaked ship may attempt evasive before torp is fired. The hex fired on must be specified, and a roll of 1-3 must be passed in addition to the to-hit roll IF the ship is even there. Success deals X% roll of only HALF torp dmg, rolled again. A roll of 0 = full 50% + re-roll; a roll AGAIN of 0=100% HIT on the cloaked ship before dispersal - deals full 100% torpedo damage, and reveals position of ship, speed and heading; and next move. 1:100 odds is the only way the cloaked ship can actually be guesstimate hit for full torp power and revealed; no matter firing ship knowledge of where the cloaked ship is. “Those hexes are BIG.”
Evasive vs torp: any ship can evade, by changing one hex heading (free move) put one point stress on superstructure, Helm Maneuver check for success. fail = full dmg on original shield. Success = half dmg on new shield facing. 01-05 = no dmg at all. Ship moves from new position on next turn. Firing phase is replaced by evasive maneuver for that ship. Declare evasion before enemy fires. Plasma cannot be dodged, only reversed from following normal movement rules.
Powering Down due to Damage: as engines take damage, they lose power, and conversely, so do the systems they are powering. You can never have more power on the board than is available from your engines. Ensure that after spent power has been calculated, there is no more power to your systems than available to your engines. No matter how drunk / stoned you are.
Communications: within a civ are coded, and cannot be broken in time. Klingons and Romulans intercommunications can be intercepted and decoded by Feds/Gorn IF a Communications check roll is achieved; GM may want to add to the roll to reflect difficulty per a given scenario.
Similarly, while the Gorn are not outright allies of the Federation, they have a common intercommunication code that can also be intercepted by Roms/Klings with a successful check roll. Tholians can attempt to break any interspecies communication. Tholian communication to any other species will be heard by everyone, just as fed/gorn to rom/kling, and vice-versa. Jamming enemy communications can be done by flooding the channel with ‘noise’. WoK for reference. Jamming ship must pass Comm roll to do it. Ship being jammed CANNOT clear the channel by any means other than asking other ship to STOP or else “blow it out of the sky”; since this is a deliberate sabotage action over the hyper channel waves.
Tholian Web: Instead of firing, one ship can generate a temporary web that surrounds an adjacent ship (taking the one firing phase to complete). The webbed ship cannot move, or fire weapons for a set number of phases, as shown per individual ship control panel. The Tholian vessel can fire through their own web starting the next firing phase OR tow the webbed ship. It cannot reach warp speed alone unless the webbed vessel is < = 50% mass of the Tholian.
Two or more Tholians may generate a permanent web at linear rates. It takes two Tholians 3 phases to generate it; three take 2 phases (during which the targeted ship might waltz right out of the center, making it a pointless exercise for the Tholians!) If there are 4 Tholians, it can be generated in one phase. The web has a power equal to the strongest ship generating it. Two or more ships may constrict the web, IF the target ship is equal mass or less. The web closes at a rate equal to its temporary duration. It removes all shields on the second to last turn and 1/3 of the target’s remaining superstructure. The next turn utterly destroys the craft entirely (web absorbing any explosive dmg). There is no escape for the targeted craft; only a full power counter tractor beam from the outside can free it. The liberating ship must check vs Sci officer Sensors operation (to determine the correct frequency of tractor beam). Sensors must be operational to do this, and any previous lock is lost. The Tholians may elect to drag the captured ship off instead, taking one turn at sublight to configure their warp fields to drag the webbed ship into warp. They may not change 2 speeds while dragging a webbed vessel, and their speed is limited by a reasonable amount, depending on ship mass. Victory conditions in terms of the amount of travel, if any, the Tholians must undertake to reach their space should be determined by the gamemaster beforehand.
Base Repair: a ship must dock with allied base, going on same space thru a dropped shield facing for repairs: every phase = 1 point repair for each officer and 2% Casualties returned to duty. A docked ship can still fire and take damage, and so can the Base. Docking process includes firing phase, during which the dropped shield facing is 100% vulnerable; the docking ship may not fire, and the station may not fire for the arc the ship comes in on (unless they don’t mind hitting the docking ship!). Once docked, the base’s shields cover both; the ship deactivates its own shields to dock. There are limits to the number of ships that can dock for repair; use fractions to lower repair rate depending on # of ships docked as per station specs. If the docking ship wishes, its casualties can be replaced immediately with station personnel, and the station gains the casualties. Shaken officers will be lost and must be regenerated.
Dmg Ctrl Procedures: 15% of ANY casualties taken are fatalities (rounded down, wiseass,) and represent the limit of 5% casualty regain at beginning of turn. Fatalities must be replaced by base docking / transport from ally. Any bridge officer shaken three times is dead and his ratings lost. His replacement must generate his scores with 3 rolls +40 The Engineer may also repair Superstructure instead of Engines for his bonus roll at Power Allocation.
Game Turn Bonus: EVERY officer gets ONE bonus roll (the captain has nothing to roll for).
Torpedo Total: Every ship is given the total number of torpedoes available. Record the amount you fire per game; some campaigns will not allow much replenishment between missions!
Starbases/Outposts: Are able to fire one beam and one missile at the same target at once. There is no limit per firing phase for the number of targets a base fires at.
Impulse Engine Lost: Ship can only change heading and cannot dodge missiles if there is no Impulse left; engineer must repair at least one point of Impulse to regain movement ability. While there is no loss of movement points for missile evasive, it theoretically uses impulse power as thrusters are too slow. Ship can change heading using thrusters in a more leisurely maneuver. A ship with no Impulse engine left can still go to Warp if there is even one point of power left in the Warp engines, but it must travel straight ahead from its heading. Navigational Deflectors cannot handle the Asteroid markers; they are too massive. There must be a clear path for the ship to go to Warp.
Warp Speed with Damaged Engines: Should be calculated as a % using corresponding dmg. Passing Max Safe Warp speed with damaged warp engines requires a saving roll in Warp Technology, apply +X% dmg to the roll! Fail = Antimatter containment is lost and “…we may go up into the biggest ball of fire since the last sun in these parts exploded…” Undamaged engines only fails emergency warp at 00 roll.
If a warp engine gets hit with more damage than it can absorb, the damage doesn't spill into the other engine - the nacelle is BLOWN OFF and cannot be repaired! Any extra damage points are applied to the superstructure; which corresponds to the actual Warp engine inside the Engineering section. Refer to ‘Cloaking’ section for cloaked ship with nacelle blasted off.
Emergency Warp Speed: Warp Tech check required for every level beyond safe. 00 CriticalFail = Antimatter containment is lost and “…we’ll be blown ta bits, captain.”
Self-Destruct: Engine dmg does not represent loss of Anti-matter. Even one Warp point left is enough for Antimatter containment to FAIL, and the related extreme damage. Engines reduced to zero do not breach, and cannot make a Warp Core explosion. In this case, the Impulse Engines, even at one point of power remaining, may be overloaded for the same dmg table as Warp Breach; although dmg dealt = Total Power of undmg’d Impulse Engine only. If the Captain wishes, the ship can also be destroyed by minor auto-destruct charges that deal NO dmg to any nearby ship at all.
Sensor Probes: Use one Photon casing, and can be left in an area to transmit Sensor data to a ship that leaves the system. This Sensor data can be intercepted by an enemy passing their Sensor check, IF they have a lock on the receiving ship, or they are in the system with the probe. Probe data shows everything in the system as if the ship were still there, and DO NOT obey Sensor Shadow rules. Probes are highly maneuverable and can travel in 3D vs the 2D board to eliminate sensor shadows. Probes can be used to eliminate a sensor shadow that would ordinarily stop a lock (ex: planet in the way). Probes can be shot by an enemy ship (with at least one dmg) that beats the to-hit roll AND verifies Weapons check roll. It will take a minimum of one power point to destroy the probe. Another one may be launched at the beginning of next move phase to replace it; Science Officer must roll a check to obtain a lock again. Multiple power in beam weapon cannot be divided to hit multiple probes. The only limit to the number of probes that can be launched is available photon casings. Limit of one probe launch per phase.
While Sensors from a starship cannot be jammed (using advanced particle physics including subspace) transmission from the probe to its sensing ship can be jammed with noise. Jamming ship must pass Communications roll to determine the hyperchannel that must be jammed. Like launching the probe, this is a free action.
Boarding parties: transport max = 20/phase. ALSO Radiation resistance: use personnel ratings; Orions=1
Strength:
Human: 1 personnel 2 security 3 marines Klingon: 2 personnel (none) 4 combat masters (marines) Romulan: 2 personnel 3 security 4 centurions (marines) Gorn: 4 personnel (none) 6 predators (marines) Orion: 2 (all) Borg: 5 + species personnel rating. First 3 single scouts lost due to adapting.
Bridge Command crew = marine rating.
A boarding party arrives in the particular area the beam point covers. The ship then loses that system to the boarders once they eliminate 1/6 of the defenders at the end of the Game Turn. Ex: 20 Gorn (str=120) beams aboard k’tinga @ 72/6 = 12 *4 (str = 48) => 12 Gorn left (str=72) after wiping out 12 Klingon battle masters, and Gorn now control the section.
Shield facing for Boarding Operations:
1 - fwd port = sensors; ship can only fire manually (vs weapon check); cannot derive info or even see ships beyond 2 hexes.
2 - fwd = bridge; ship is captured by boarder for remainder of game turn before lockout from aux bridge
3 - fwd stbd = impulse engine inoperative; ship cannot move
4 - aft stbd = lose all stbd warp power; (shut down not damaged) then attack engineering (new objective)
5 - aft = aux bridge; needed for total control of ship along with bridge; cannot lockout main bridge if it is untaken. But if Engineering is untaken, it can shutdown ship power.
6 - aft port = lose all port warp power; (shut down not damaged) then attack engineering (new objective)
Ship is permanently captured by enemy when 2; 3; 5 and either 4 or 6 +engineering are all taken. Officers are all dead/prisoners/washed-up-after-eventual-return. New officer creations required.
Tholians can neither board nor be boarded due to their class Y planet requirements. (Venus is class N- until contradicted, assume Tholians can withstand this temperature and environment without suits for about 12 hours.) However, a special cell can be constructed to hold either life form on either type of ship. This takes one game turn (5 phases). Tholians maintain bases within their space where humanoid slaves are kept. These slaves work on captured starships from other races, and on trade goods that would burn at Tholian life support temperatures. They can be transported off such bases, and the bases can be boarded. Any resistance (30% normal, NO marines) would come from the slaves themselves.
Bases/Outposts are always boarded at the command center from any shield facing; invader must eliminate 50% of the crew, 50% of any Marines OR security, and then the base falls under their control.
Targeting subsystem: For every three integers that the gunner's to-hit roll was below the number needed to hit, he can alter his hit location on detailed dmg chart by one - up or down.
THE BLACK HOLE: Accretion disk SS dmg : +(1 pt x hexes) inward to Event Horizon per PHASE . Sci off warns of extreme gravimetric area; that Inertial Dampeners are on full, and that Structural Integrity is on maximum. Closest hex to Event Horizon, ship takes 6 SS dmg per phase. Ship needs to roll Helm operation every phase to see if ship is struck by physical debris whipping around the Accretion Disk that the Navigational Deflector misses. If struck, roll D6 for shield location and D3 for dmg. Similarly, it takes extra movement to counter the gravity well - following the dmg dealt scale, 1 extra move on the furthest hex out of the disk, 6 extra move (!) from one away! (Ship is dragged rotationally inward – it can lessen the amount of spaces dragged by travelling perpendicular to the motion.) Ship needs to go 25% around the accretion disk before being pulled in one level.
Any to-hit rolls add +(1 x hexes) inward to Event Horizon – represents sudden gravitational eddies that move ship about randomly, but within the same hex . (Those hexes are BIG).
Beam weapons add DOUBLE the damage modifiers, due to charging effect.
Missile weapons do not work – eddies in gravitation make them miss. Plasma device cannot form a coherent envelope.
Cloak does not work.
Tractor beams must be on maximum, for half mass ship, must be on max + half for a full mass ship & roll every other phase to see if 2Li xtal burns out.
While any Warp capable ship could easily escape the Event Horizon by travelling faster than light (JJ Abrams you’re an idiot), the immense energy discharges and other physical material being pulled in will be too much for any ship to handle and will overwhelm the ship’s defense systems, destroying it.
Allow skill roles for clever Captains who come up with ingenious solutions to escape,
ex: - ‘skipping stone’ bounce off the Event Horizon using Warp speed and angle of attack
- escape along singularity’s axis of rotation (to avoid debris) - detonating your warp core (causing dmg) to make it push you: it won’t push you even one hex (those hexes are BIG!) and you now have far less TPA and no way to escape the disk.
Cloaking ships get natural interference with their technology: they must roll vs Cloak Tek every game turn to stay hidden – AFTER power has already been allocated!
Neutron Stars: The ultra-dense remnant of a supernova, with a radius of about 12km. Neutron stars rotate very rapidly (716 to 2 rotations/second) and some emit em radiation as pulsars. Due to gravitational lensing, more than half of the surface is visible. Any ship brought (or forced!) into the same hex is entirely destroyed and rendered into neutrons upon its surface.
Magnetar: a Neutron star with an extremely strong magnetic field (1000 times more than a regular neutron star), and long rotation periods (5 to 12 seconds). Strong pulling force 15 hexes out must be countered by opposite charge to shields on full, that are now useless to deflect enemy fire. Use 1/3 rules if you like per 5 hexes.
Casualties: +1 to all rolls for every 10% incurred. This includes bonus rolls at the beginning of a turn and repair rolls. Damage determination is not affected by casualties. Gorn and Borg incur HALF the casualties indicated by any damage roll.
Escaping into Gas Giant Atmosphere: 3 shield facings in direction of movement take 1dmg each per movement. Weapons must be targeted manually. Add +5 to all missile rolls but they do 50% MORE dmg due to atmospheric pressure effects. Ships must stay on outer boundary hexes, going in one further makes pressure build to 6 dmg /move; torp dmg = DOUBLE. One more in =18 dmg/move; torp = 400%.
The core hex is solid and will destroy any ship.
Ship in close orbit of Gas Giant can only tell that the other ship is in there as it intermittently blips on sensors; but no lock is possible no other information, and it must go IN to the atmosphere to get it. Movement of ship in atmosphere is hidden; GM should coordinate hidden movement until ships are 1 hex from each other. Of course cloak doesn’t work and plasma torp = half dmg - unless GM rolls detonation of volatile atmospheric layer for massive dmg.
Standard Orbit: Any ship can enter or leave Orbit around any moon/larger body at any time. The ship will move 1 hex per phase in orbit automatically without expense of move points. Range for moon/planet is adjacent hex. Gas giant: 2 hex out. Black hole can be orbited hex adjacent to acc disk.
Mines: Mines are cloaked explosive devices that can be thought of as stationary, immobile torpedoes and are considered a part of the environment. Cloaked Mines are Romulan manufactured; Orions obtain them from time to time, Klingons generally refuse to use them, Federation very rarely would. Any mines other than Romulan do not have cloaking on them. Any ship deploying mines must do so with shields down and uncloaked. They cannot fire while deploying mines at the rate of 1/phase. Each mine takes one missile casing. They are scenario-specific, and cannot be deployed unless the scenario specifically allows for it. They are undetectable until a ship enters a mine occupied hex. Mines are not sure hits because their underpowered cloaking devices are temperamental, and a ship may detect and dodge them at the last second. When a ship enters a hex containing a mine it may detonate. This chance increases every Movement Phase the ship spends in the hex with the mine.
Once a mine has been detonated, the hex is considered to be clear of mines. To see if a detonation occurs, 1 d 10 is rolled. A roll of 6 or less will cause the mine to explode. A 1 d 100 is then rolled against the player’s Helm OPS rating. They must roll 50% of the rating or less to successfully dodge the explosion. A successful dodge results in no damage. These rolls will be repeated every movement Phase that the vessel remains in that hex or until the mine explodes, except that the chance of detonation increases by 1 each movement phase.
Damage from a mine is given to the part of the vessel that first entered the hex containing the mine. If the vessel moved forward into the mined hex, the damage is given to Shield 2; if the vessel backed into the hex, the damage is given to Shield 5. If the vessel side-slipped into the hex from the right, Shield 1 is attacked etc...
Mines have internal radiation shielding and may therefore be deployed in Nebulae and Ion Storms, though Romulan cloaking devices will not work.
Some scenarios have ‘mines’ that can FIRE at ships weakly. They are scenario specific, and are a different type of mine. They are objects that can be fired upon, 1 dmg to destroy. They cannot be deployed by any player other than whom the scenario specifies.
Nebulae: Nebulae are large, radiation saturated gas clouds. Standard radiation shielding on most ships is adequate to protect the crew provided exposure is not prolonged (a scenario is a short enough time to not experience radiation induced casualties).
Sensors are intermittent in nebulae; therefore sensor locks are impossible and you must roll less than 4 per phase on a 1 d 10 to observe other ship movements. Rolls Greater than 4 are a fail; only the last known position of a ship is available and you will not be able to track them. Boosting sensor power can improve your roll chances: 2 power points roll less than 5; 4 power points roll less than 6; which is the maximum boost available.
Weapons lock will be impossible within a nebula; all weapons fire is manual and requires a saving roll for helm: weapons.
Cloaking devices will not function within a nebula.
Shields are useless within a nebula; no shield generator can function in these gas clouds.
Ion Storms: Ion storms are a common form of sub-space disturbance and can be dangerous. They are easily detected and rather slow moving. A front can move across the map at a scenario dictated speed with all the hexes behind it considered Ion Storm hexes. Every phase an Ion Storm deals 1 dmg per shield face that touches it. Dmg dealt is considered overload /magnetic flux.
Ion Storms affected hexes are awash in Radiation and all applicable rules apply.
Transporters and Subspace communications do not function in Ion Storms.
Officer Ratings: roll 1 d10 THREE times and add 45. Fleets should be rolled for en masse per rating category, then you can filter the rolls for lower ratings to weaker ships, and higher ratings to stronger ships. This reflects what would be found in actual fact: better officers get better postings.
TURN SEQUENCE
1.Roll for each officer bonus:
Science Officer : choose ONE of the following: shield tek for 1 bonus point in shield, even beyond max pts allowed. 05 or less = 2 shield points, which may both go beyond max pts allowed
dmg ctrl to repair 1 superstructure point; 05 or less = 2 pts dmg repaired
sensors to repair sensors (bridge circuit dmg.); 05 or less = 2 turns dmg repaired
Helmsman: choose ONE of the following: weapons: for -2 to ONE roll; 05 or less = -2 to TWO rolls; declare BEFORE to-hit roll is made
weapons: for a THIRD target in ONE firing phase for multiple ship engagements; weapon of choice. 05 or less = FOURTH target in ONE firing phase or THIRD target in TWO firing phases.
also Roll vs WEAPONS for manual targeting or other difficult situations.
Helm ops: used in-game to evade torp.
Used in-game to reduce stress on engines for emergency turn at warp speeds.
Engineer: choose ONE of the following: Warp Tech: for 1 bonus power pt. 05 or less = 2 bonus power pts. (undmgd engines obviously!)
Warp Tech: to repair 1 pt Warp (or Impulse) engine dmg. 05 or less = 2 pts dmg repaired
Starship Eng: to repair 1 superstructure point; 05 or less = 2 pts dmg repaired
Starship Eng: to repair 1 dmgd weapon OR shield; 05 or less = 2 weapons OR 2 shields repaired
Starship Eng: to repair sensors; 05 or less = 2 turns dmg repaired
Cloak Tek: for Romulans/Klingons to repair cloak or to evade sensor lock; success +1 enemy lock roll 01- 05: enemy autofails attempt; autosuccess(enemy) + autofail (rom) = regular lock.
Roll vs. Warp Tech: to enable change of TWO Warp factors
Medical: choose ONE of the following: Reduce Casualties by 3% instead of 1%. 05 or less -5% casualties OR Restore bridge crewmember 1 turn extra/resuscitate; 05 or less = 2 turn extra
Communications: roll to break into and decipher secret communications during game and/or perform other difficult communications tasks. Some tasks are impossible.
AFTER BONUS ROLLS, then roll vs Sci sensor rating for sensor lock. If target is cloaked must define sensing arc and then roll vs sensor rating and THEN roll 1-5 - assuming ship moved in last phase. Any non cloaked ship in sensor lock simply pass your MCP sheet to the sensing ship in an MP game timed for 10 DIGITAL seconds – otherwise your info can be heard by non sensing ships, and also written info will take too long. Lock stays until another target selected; cloak engaged or sensors hit.
TACTICAL ADVANTAGE (TAC) Captain – used to determine move order and firing declare.
2. Sensor questions asked. Any other actions needed before move/fire are done now.
3. Movement; ship with greatest move points moves last; equal move points Tac advantage captain moves last.
4. Firing/beaming/tractoring
5. Redistribute remaining shield power at the end of a firing phase : Sci Off shield tek check.
* An updated version of rules is attached:
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