Post by rabid on Sept 22, 2016 11:42:00 GMT -7
Hey all, looking for some help modifying our house rules. Our gaming philosophy is to keep things simple so that the rules are as seamless as possible, so that we can play larger scenarios. Incidentally part of the reason why I prefer this game to SFB, I'd rather play the game and not feel like we are running through a tax code. If anyone is so inclined please take a look for consistency and practicality.
We've used the role playing elements as sort of a "card skill" with a chance roll and allocated the more advanced role-playing elements to the crew efficiency rating. It seems to work well, and one or two player ships on the field with this ability in play can dramatically change the outcome of a scenario. Obviously we were pretty proud of that little innovation and we invite anyone to try it and give us some feedback.
Sorry for the "wall of text" but I can't get my photoshare file to cooperate right now.
Thanks in advance!
House Rules Edition 1. Before starting combat, review the rules and agree which ones will be in effect during play. This cannot be changed for the duration of combat.
I) Choose game rules:
A. Skill Roles: Captain or Crew Efficiency ratings (basic rule book page 31-32)
1. Crew Skill: 3 rolls of 1d10 +25
2. Captain Skill: 3 rolls of 1d10 + 45
B. Sensor locks: (MUST be used vs. cloaked ships at all times).
C. Movement resolution: 1 phase or 3 phase combat.
D. Tactical Heading Changes (after all movement, prior to firing) allowed or not: Penalties apply. Evading missile fire: Penalties apply.
E. Firing: Use Fire/No Fire counters, damage markers. Fractional beam weapon charging. Damage Modifiers. To-hit penalties or bonuses.
F. Damage allocation: Basic or advanced damage table. Divide damage into 10 point rolls for beams/torpedoes and 5 point rolls RPL and starship explosions.
G. Starship explosions: Damage ½ damage after 1 hex distance, or follow the game chart (no more than 1 point of damage out 7 hexes). Ships below class 5 double damage in exploding hex or not.
H. Slim Chance Table/special conditions/extraordinary tactics: Make sure all players understand any special rules.
II) Gameplay: Follow the steps in sequence.
1. Roll for Crew Efficiency Bonus:
a) Before the power allocation phase, if a dice roll is equal to or lower than crew efficiency rating, gain 1 of the following bonuses for the next turn of combat.
• +1 bonus to firing (-1 from the rolling dice), for each weapon if banked
• 1 additional power point from each functional engine (not if engine destroyed) can be allocated anywhere.
• Get 1 additional power point for any shield, exceeding the max power limit
• Repair 1 point of damage to 1 engine or superstructure.
2. Power allocation phase: Distribute the ship’s power for combat. Subtract damage from the preceding turn. Add bonuses (skill rolls) before allocation starts.
a) Movement allocation: Desired distance in hexes x Movement point ratio.
No fractional allocation is allowed. Record Total Movement Points.
b) Shield Allocation: Determine which shields to power and how much to power each. No fractional points. Record shields charged/points available Cannot exceed maximum shield power without a crew skill roll.
• Next Generation ships allocate normally, but apply the total amount of shield remaining shield power to the shield facing receiving damage. (360-degree coverage.) Shield power still regenerates each phase, but cannot cover a damage shield facing.
c) Power to weapons: Beam weapons may be powered less than full power, plasma cannons may be charged full or ½ power. Torpedoes must be fully powered.
• Damaged Beam weapons may only be powered to ½ of max.
• Federation lasers may be double charged and fired twice per turn (once per phase, wait a phase, fire again)
• Emitter ring phasers (next gen) may be triple charged and fired 3 times per turn.
d) Cloaking Device: If a cloak is powered, it may be activated at once. Or the captain can wait until the end of movement. Thereafter, Cloaking Devices may only be activated/deactivated at the end of the movement phase. However, if a cloak is depowered, the ship is immediately visible at the start of the movement phase. Record movement path on a separate sheet with hex numbers traveled to at the end of each movement phase.
3. Tactical Advantage Phase: 3 methods to determine movement and subsequent Firing order.
a) Random Roll: Captain with the highest roll on 1d10 has the tactical advantage and moves/fires last.
b) Movement Points: Ships with the highest movement points move/fire last.
c) Captain Skill Rating: Movement firing order from lowest skill to highest, draws resolved with highest role on 1d10. If combined with Movement points, then use Captain’s skill rating divided by 10 as movement points.
4. Sensors/Cloak Detection Phase: 1-6 grants a sensor lock, may ask questions about the target detailed on page 25 of the rule book. Circle Damaged, Lock or Operational on the sensors status track.
a) Cloak Detection: Choose a Shield Facing (1-6) to roll for a cloaked ship. (page 30). No detection possible outside of 30 hexes.
1. Roll according to the table. If successful, +3 bonus to detect the same ship in the next sensors/cloak detection phase.
• Successful roll: Detecting ship may fire for -3 modifier if the cloaked ship moved, -5 if it remained stationary
If detected, place the cloaked ships counter on the field upside-down and move it like a normal ship. The ship may De-cloak/cloak in phase 10 only.
• Failed roll: “The scan reveals nothing.”
5. Movement Phase: All movement points must be used, if a ship remains stationary, the movement points for that phase are expended and not held over for additional turns/phases, but may be used up before the turn is over. Ships may occupy the same hex but cannot fire on each other. No ramming/collisions.
a) Forward movement: 1 movement point per hex.
• May continue an additional 1 hex forward movement, OR make 1 heading change only AFTER phase movement is complete, for example if the ship moves 3 hexes in that phase, it can move forward a total of 4, or move 3 and make 1 (non-emergency) heading change.
b) Reverse Movement: Same as forward movement, must remain stationary during the preceding movement phase to “change gears” and once again to move forward. No combined forward and reverse movement is possible within 1 turn.
c) Emergency Heading change: Once per phase, expend 1 full movement point to change heading during movement. Consult the movement table for the next phase’s movement points. This does not cause damage unless the ship is at warp speed.
d) Tactical Heading Change: Change heading to port or starboard after all movement is resolved for example to move an unshielded area out of the line of fire.
• Damage 1 point from each functional engine and 1 point to superstructure to change the ship’s heading by 1 facing to either port or starboard.
• -2 to weapons fire from ships making tactical heading changes.
e) Cloaking phase: activate or deactivate cloaks AFTER every ship moves but before firing. In this way cloaked ships always have the tactical advantage for movement unless detected.
f) Evasive action: Evade incoming torpedo fire/plasma damage. Announce intention to evade before the weapon fire is rolled.
1. Torpedoes: Roll 1-3 to evade, and damage 1 superstructure point even if the roll fails. Continue movement next turn starting with current heading.
• Torpedoes do full damage even if the target evades.
• -2 for all weapons fire from this ship for the firing phase
2. Plasma Bolts: Same as with torpedoes, except:
• Plasma bolt hits a different shield for ½ damage.
• Evading ship CANNOT fire during this weapons phase.
• Successful roll against captain’s skill rating may reduce damage by ½ and still allow evading ship to fire. (skillful maneuver).
6. Firing Phase: Starting with the ship that lost the tactical advantage, ships declare targets and weapons fire. This cannot be changed after firing has begun (i.e. adding 1 more shot to finish someone off). Beam weapons fire first from each ship, torpedoes second.
a) Ships receiving missile fire determine if they will evade. (See evasive action).
b) To hit number: Consult the range and firing chart. Modify the to-hit number as needed.
• 1 dice role for each bank of weapons if desired (i.e. up close).
• +1 to hit for Crew efficiency rolls.
• -5 to hit stationary cloaked ship.
• -3 to hit moving cloaked ship.
• -2 to hit from ships evading missile/plasma weapon fire.
• -2 to hit for ALL weapons fire ships w tactical heading change
• -1 to hit from repaired weapons
c) Roll all shots for each weapon system from the firing ship before moving on to the next (for example 3 FH-11 phasers, then 3 FH-9 phasers, then 1 FP-4 torpedo).
d) Modify damage: Add the damage modifier for each shot. Subtract shield points from the total damage from phaser fire, then for torpedoes/plasma hits, then resolve all damage done before moving on to the next ship, ship with tactical advantage fires last.
Apply additional damage mitigation from science officer if rolled during repair/repower.
e) Unfired weapons remain charged unless damaged until the end of the turn.
7. Damage Resolution: After subtracting shield power, divide damage into 10 point rolls for torpedoes and phasers, 5 point rolls for plasma weapons and explosions. Banked weapons may be counted as 2 hits to the same system if desired. Repairs are not possible for systems/weapons damaged in the current firing phase.
a) BASIC Damage table:
1. Warp Engine damage: reduce any engine (facing engine i.e. port/starboard first) by the amount of damage rolled. Subtract from total power at the end of the turn before power allocation.
2. Weapon Damage: a weapon facing the firing ship is damaged and can still fire this phase. Then cannot be fired until repaired, fires with -1 to hit modifier. If no facing weapon available, divide damage by ½ and apply to superstructure.
3. Missile Weapon damage: same as beam weapon.
4. Sensor Hit: No sensor lock/Cloak detection. Ship can move normally but cannot warp or fire until after it has been repaired.
5. Superstructure hit: When the superstructure hits zero, the ship can no longer move/fire. If the damage is 10 points below zero, the ship automatically explodes.
• Preventing explosions: After all damage is rolled, and the superstructure drops below 0, roll to prevent the ship from exploding.
• Saving rolls are mandatory to mitigate suicide rushes. Role 1 die, if the number is equal or less than the amount of damage below zero, the ship explodes. The ship does not explode unless it takes more super structure damage. Roll each time unless the damage exceeds -10.
• Example: a ship is damaged 6 points with zero superstructure. The ship must role 7 or better to prevent detonation.
b) ADVANCED Damage Table: Same resolution except more systems can be damaged. See chart.
• Crew Casualties: MUST be used with advanced damage table. Multiply % casualties per superstructure point by damage done. No firing after 70% casualties.
• Bridge Hits: 1 superstructure point of damage and 2x the amount of casualties per damage done. NO repairs this phase.
If a bridge hit occurs, no BASIC captain or crew skill rolls are possible for 1 turn.
Use “heavy damage” (see next section 1) for powerful weapon strikes to the bridge.
If the total of the heavy damage is 3 or more, the ship’s captain must roll against his skill rating to avoid a bridge officer casualty (captain, helm, engineer or science officer).
If using advanced crew (bridge officer) and a bridge officer is shaken, no advanced skill rolls are available for 3 phases of combat.
If bridge officer is killed, reduce crew efficiency rating by 10 points.
• Engineering hits: See chart.
1. HEAVY Damage to Systems: Reflects increased repair difficulty. For example, shield/sensors or engineering grid hits.
• Subtract 5 from the total damage to a system from a hit and divide by 5. In this way a 20-point torpedo hit would cause 3 boxes to be marked off.
c) STARSHIP EXPLOSIONS: If a saving role is missed and a starship explodes. The ship does twice the damage of the engine power in the hex it is in, then ½ damage in each hex extending outward to a maximum of 10 hexes. In hex 7-10 the explosion does no more than 1 damage.
• Resolve the most powerful explosions first.
• Cloaked ships are only de-cloaked by taking damage or if the shields fall.
• Divide damage done by exploding ships into 5 point blocks.
8. REPAIR/REPOWER: Can only repair systems that were damaged in a preceding firing phase! Repair 1 system/weapon per phase.
a) Systems Repair: Roll for repairs to damage systems/shields according to repair difficulty. Subsequent rolls for each system gain a +1 to repair. Do NOT erase damage from previous hits. Damage is cumulative even if repaired.
b) Weapons Repair: Mark “D” in the firing box for the turn until the weapon is repaired. Repaired weapons have a -1 to hit.
• 1-8 repairs weapons. Repaired weapons may only be charged ½ of maximum power.
• 1-6 repairs torpedoes/plasma weapons.
c) Shields: All shields with an operational generator are repowered to the level they were initially charged to for the next phase.
d) Movement: Ships that made a tactical heading change or took evasive action must resume movement from their new heading. Emergency heading changes (1 allowed per movement phase) subtract 1 movement point from the rest of the turn.
REPEAT For phase 2 and 3, END TURN, Re-allocate.
III) Advanced Captain and Crew Skills. If using the advanced damage table and crew efficiency ratings, the following rules are optional. During each repair/repower phase, if the Captain can roll against his skill rating. If successful, then the crew can roll against their efficiency rating to perform any of the following functions (1 per crew member per turn) normally assigned in the Command and Control section of the rule book. This roll is in a bonus that can be used in addition to the existing repair and pre-allocation crew bonus rolls. Using the advanced damage table, if a bridge officer is shaken that officer cannot be used for 3 phases (not turns) of combat.
1. Engineering:
• Extra Power: get 1 extra power point for the turn. If the roll is ½ the crew efficiency rating or less, gain 2 points of extra power.
• Bonus Engine Repair: repair 1 warp engine point. If the roll is ½ the crew efficiency rating or less, repair 2 points of power.
2. Helmsman:
• Improved maneuvering: take no damage from Tactical Heading Changes for the turn.
• Improved accuracy: +1 to hit for all weapons fire for 1 phase of the turn.
3. Science Officer:
• Bonus shield power: 2 extra shield power to be applied anywhere even above maximum.
• Mitigate Damage: (1-5 reduction in damage) Roll 1d10, divided by 2, round up. Subtract this damage from any incoming fire for 1 turn.
• Repair superstructure damage: same as engineering. 1 point of superstructure repair.
• Reduce Casualties: remove 5% from total crew casualties.
• Cloak detection: Reduce 20% from crew skill, then roll. If successful, the cloaked ship is detected and sensor locked up to the maximum range of 30. The cloak detection must be rerolled again, but as an existing lock during the sensors phase.
• Prevent explosions: If science has not been used this turn, and a saving roll has already failed, the science officer can intervene to save the ship. The amount of damage below zero is equal to crew efficiency the ship is saved. For example, a crew efficiency of 40 prevents explosions from -4 damage.
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