STAR FLEET BATTLES RULES SUPPLEMENT, version 0.8 *INCOMPLETE* by Donald Miller (dsm131@psu.edu) December 1999 Submitted to and copyright 1999 by ADB, Inc. Evaluation by ADB, Inc. is pending. This supplement is designed for 3 reasons: 1. To increase SFB play speed and enjoyment, by adding "friendly play" rules. 2. To expand source material with new rules, races, and equipment. 3. To include "real" Star Trek (what we see on film) as part of SFB. I provide no information of how to play SFB; you need Commander's Edition or Captain's Edition SFB by Amarillo Design Bureau (ADB) to use this supplement. * Changes from version 0.7 to 0.8: * 1. Rearranged the rules a bit, I no longer try to match the "real" SFB rulebook in rule numbers. 2. Gave the map a key. 3. Updated the timeline. 4. Added the concept of "Last In First Out" (from Magic the Gathering) to the order of play, to eliminate the need for huge lists of what occurs exactly when in each impulse segment. 5. Warp TACs are now 3 movements (not 1 movement from version 0.7), making them not so cheap to do. I had a good idea about HET/TAC Breakdown adjustments, I'll probably incorporate that into the rules with the next version. 6. Added the ancient "Hard Hits" rule. 7. Added "Electronic Warfare Simplified & Expanded". 8. Added the ancient "Selective Targetting" rule, and adjusted for my EW system. 9. Removed the Master Ship Chart, it changes too frequently to be in a permanent document like this. 10. Added the numbered disruptors holding standards for zero energy rule. ------------------------------------------------------------------------------- TABLE OF CONTENTS (A1) Map (A2) Timeline (B1) Revised Order of Play (B2) Initiative (C1) 10 Impulse System (C2) Ramming (C3) Warp TACs (C4) Going into Warp (D1) New Firing Arcs (D2) Hard Hits (D3) Alternate Damage Allocation (D4) Selective Targetting (D5) Large Explosions (D6) Electronic Warfare Simplified & Expanded (D7) Damage Control Simplified (E1) Direct-Fire Weapon Rules Changes (E2) Planetary Defense Weapons (F1) Seeking Weapon Rules Changes (G1) Control Systems (new & revised) (G2) General Systems (new & revised) (G3) Power/Defensive Systems (new & revised) (G4) Weapon Systems (new & revised) (J1) Fighter Rules Changes (P2) Asteroids Simplified (R) Race Descriptions (S1) How to Calculate BPVs of Ships (S2) Ship Modifications (S3) Ship Construction (short-term, unique designs) (SH1) White Hole (Scenario) (SH2) The Randomites (Scenario) (U) Campaigns with a Game Master (X) X-Technology Rules Changes (Z1) References (in print and on the internet) ------------------------------------------------------------------------------- (A3) MAP (circa Y154, around the 0Xs time period) Towards :::::: ::: ::::::::::: Towards DOM :::: :: ::: : :::: :SCA: SCH : BOR Space :: ::: : FER : : TAM: : :::::::: KAZ :: :: ::: :: :: :: ::::: XAR : SAU ::: CAR : :::::: :::: :HOS::::::: Space : ::::: ::::: :::::ZEA: ::::: :::: :::MAQ: :PAR: :::::: :SAT: :::: ::::: :::::: :::::::: ::::::::::::HIS: ::::::: ::::: :::::::: :::::: :DEL:BRI::::: :UPF: :::::::: ::::::WYN: KZI : : :::::::::CAN: ::::: ::::: KRE : ::: :::::: :: FED : GOR : ::::::::: :ARG:::::: : :: LYR : : : : : :QAR::::: : :IND ::::: : :: :: : ::::: ::::::::: ISC :::::FLI: ::::: :MEC::: ::::: ::::: :ORI: : ::: :TRI::::: :FIL:::::::::: :LDR: :: ::::: :: : ::::: :::::COR :CLY:::::::::::: KLI ::: ::: ROM : :BAR: :VEK:::::::::: :FRA: : :::: : :::::: :::::SCO :BOL: HYD :::::: ::::: : :: ::::::: ################### :VUD: :SEL: ::::::::::::::::: :SHA: ###### ################### THO : ###################### ############ #### : :: ::AND: : :: A better looking (and with more races) map appears on my web page; there is a 3X map planned as well. Key to Map: ### = Galactic Barrier ::: = Border AND = Andromedan (R10) GOR = Gorn (R6) ROM = Romulan (R4) ARG = Argonian (R42) HIS = Hispaniolan (R60) SAT = Sathar (R73) BAR = Barbarian (R55) HOS = Hoshan (R80) SAU = Saurian (R28) BOL = Bolaar (R45) HYD = Hydran (R9) SCA = StarCon All (R70) BOR = Borg (R22) IND = Indirigan (R43) SCH = StarCon Hie (R71) BRI = Britanien (R58) ISC = ISC (R13) SCO = Scorpead (R?) CAN = Canad'ien (R59) KAZ = Kazon (R27) SEL = Seltorian (R15) CAR = Cardassian (R21) KLI = Klingon (R3) SHA = Sharkhunter (R54) CLY = Clydon (R47) KRE = Krebiz (R41) TAM = Tamarian (R23) COR = Corp Aggres (R46) KZI = Kzinti (R5) THO = Tholian (R7) DEL = Deltan (R57) LDR = LDR (R14) TRI = Triaxian (R53) DOM = Dominion (R24) LYR = Lyran (R11) UPF = UPF (R72) FED = Federation (R2) MAQ = Maquis (R25) VEK = Vektrean (R44) FER = Ferengi (R20) MEC = Mechad (R48) VUD = Vudar (R17) FIL = Filarian (R49) ORI = Orion (R8) WYN = WYN (R12) FLI = Flivver (R56) PAR = Paravian (R50) XAR = Xarian (R82) FRA = Frax (R51) QAR = Qari (R52) ZEA = Zeator (R81) ------------------------------------------------------------------------------- (A2) TIMELINE The following timeline tries to combine elements of the SFB universe, the FASA universe, and the "true" Star Trek timelines. Because of this, small changes as to when certain events occur was needed. When events contradicted, I used the "true" Star Trek timeline as the true date, followed by the SFB and then the FASA timelines (in that order). Tech levels in parentheses indicate a few ships of that tech level existed in the Federation. Any suggestions as to additions to this timeline are of course welcome. SFB STAR OUR FED DATE DATE DATE TECH EVENT Y-116 NA 1999 -2X Current (real-time) year Y104 NA 2219 -1X Romulan-Federation War Y124 NA 2239 0Xe James Kirk born Y149 0 2264 Standardized stardate system established Y150 500 2265 Enterprise enters service under command of Captain April Y151 1000 2266 (0Xs) Enterprise switches command to Captain Pike Y154 2500 2269 0Xs TOS 1st Season Enterprise switches command to Captain Kirk Lyran Dark Star County becomes the LDR Y155 3000 2270 TOS 2nd Season Y156 3500 2271 TOS 3rd Season Organian peace treaty between Federation and Klingons Y157 4000 2272 (0Xl) TOS Animated Series Y158 4500 2273 0Xl Final year of Enterprise's 5 year mission Enterprise encounters the Hoshan and the Zeator Y161 6000 2276 Kzintis introduce fighters Y162 6500 2277 Federation abolishes separate insignia for each ship Y163 7000 2278 (1X) Federation builds its first 1X ships Y164 7500 2279 1X Star Trek I: The Motion Picture Y168 8100 2283 First General War as described in SFB, except note the Feds are already 1X before the war Y169 8200 2284 (2Xe) Gorn join the Federation Federation builds its first (experimental) 2X ships Y170 8300 2285 Star Trek II: The Wrath of Khan Star Trek III: The Search for Spock Enterprise destroyed at Genesis planet Excelsior attempts Transwarp experiments outside of Galactic Barrier, "true" Transwarp fails Y171 8400 2286 2Xe Star Trek IV: The Voyage Home Star Trek V: The Final Frontier Enterprise-A enters service under command of Captain Kirk Y174 8700 2289 Kzinti join the Federation Y175 8800 2290 Federation "galaxy" ships (not "Galaxy class") leave Milky Way to map nearby galaxies; one of them loses ability to return or contact Federation and forms Star Embassy Y182 9300 2297 Seltorian 1st Tribunal arrives at Milky Way Y184 9500 2299 (2Xs) Star Trek VI: The Undiscovered Country Enterprise-A leaves service Y186 9700 2301 ISC occupy most of known galaxy, are forced back next year Seltorian 1st Tribunal destroyed by ISC and Klingons Y188 9900 2303 Andromedan Invasion Y199 11100 2314 2Xs Star Trek: Generations (early part) Enterprise-B enters service under Captain Harriman Y200 11200 2315 LDR conquered by Andromedans; rejoin Lyran Empire Heat Zones become a serious problem in WYN cluster Y202 11400 2317 Andromedan final defeat in Lesser Magellanic Cloud Y203 11500 2318 Jean-Luc Picard born Y205 11700 2320 Main 2Xe era begins (for all races) Y220 13000 2335 [change of time conversion to (Y-207)*1000] Y221 14000 2336 Enterprise-B leaves service (may have been destroyed?) Y222 15000 2337 2Xl Enterprise-C enters service under Captain Garrett Y224 17000 2339 Lyrans join the Klingon Empire Y225 18000 2340 Main 2Xs era begins (for all races) Y229 22000 2344 Enterprise-C destroyed at Klingon Outpost on Narendra III Y235 28000 2350 ISC join the Romulan Empire Y236 29000 2351 Star Embassy return to Federation with strange technology Y239 32000 2354 Seltorian 2nd Tribunal arrives at Milky Way Y240 33000 2355 Main 2Xl era begins (for all races) WYN evacuate WYN cluster due to Heat Zones; form caravans Seltorian 2nd Tribunal destroyed by Tholians and Romulans Y242 35000 2357 Federation-Cardassian War Y243 36000 2358 Ferengi first encounter the Cardassians Y244 37000 2359 A 4X Hoshan ship travels back in time from Y344, gives the Hoshans 4X technology; Zeator steal some and become 3X Y247 40000 2362 (3X) Federation builds its first 3X ships A Corporate Aggressors SC finds the Near Side races Ferengi first encounter the Bolaar Y248 41000 2363 3X TNG 1st Season Enterprise-D enters service under Captain Picard Definition of "Warp Factor" changes, see "Going into Warp". Federation first encounter the Ferengi Y249 42000 2364 TNG 2nd Season Federation first encounter the Borg Y250 43000 2365 TNG 3rd Season Main 3X era begins (for all races) The Masters cease their activities, see (SH2) Y251 44000 2366 TNG 4th Season Y252 45000 2367 TNG 5th Season Y253 46000 2368 TNG 6th Season, DS9 1st Season Cardassians leave Bajor Y254 47000 2369 TNG 7th Season, DS9 2nd Season Cardassians renegotiate treaty with Federation; Maquis forms Y255 48000 2370 (4Xe) Star Trek: Generations, DS9 3rd Season, VOY 1st Season Enterprise-D destroyed at Veridian III First contact between the Alpha Quadrant and the Dominion Voyager encounters the Kazon Federation builds its first 4X ships Y256 49000 2371 4Xe DS9 4th Season, VOY 2nd Season Klingon-Cardassian (/Federation) War Y257 50000 2372 Star Trek: First Contact, DS9 5th Season, VOY 3rd Season Enterprise-E enters service under Captain Picard Cardassians join the Dominion; most of Maquis destroyed Voyager encounters the Saurians, the Borg, Species 8472 Borg-Species 8472 War Y258 51000 2373 DS9 6th Season, VOY 4th Season Federation/Klingon/Romulan - Dominion/Cardassian/Breen War Voyager encounters the Krenim ("The Year of Hell"), Hirogen Y259 52000 2374 Star Trek: Insurrection, DS9 7th Season, VOY 5th Season Dominion War ends (the Federation/Klingons/Romulans won) P'ah Wraiths defeated Breen and Son'a ships first seen on film Section 31 first seen on film Y7756 NA 9871 NA Start date of my AD&D campaign (far future) ------------------------------------------------------------------------------- (B1) REVISED ORDER OF PLAY 1. Energy Allocation 2. All ships declare speeds; self-destructing ships do so now 3. Impulse Procedure (repeat 10 times) A. Each player rolls for Initiative, see (B2) B. Movement (going from lowest initiative to highest) C. Impulse Activity (transporters, tractor beams, shields, etc.) D. Seeking Weapons Launch, those from previous Impulse resolve, see (F1) E. Direct-Fire Weapons Fire (must fire HB before other weapons) F. Post Combat (Seeking Weapons hit, Explosions resolve, etc.) 4. Damage Control Within each substep of Step 3, effects are Last In, First Out (LIFO), just like the game Magic: the Gathering. Players may declare response actions to actions taken by other players. When all is declared, the actions occur in the reverse order they were declared. You can declare each ship function or a box's usage only once per chain of events. Example: Ship A has it's shields down. Event 1: Ship B declares using a Tran to move a Boarding Party to Ship A. Event 2: In response, Ship A declares raising shields. Event 3: In response, Ship B declares using a different Tran with another Boarding Party to Ship A. Ship A cannot declare raising shields again, as it has already done so. At this point, Ship A and Ship B "pass", so now the events resolve in reverse order: Event 3: The (second declared) Boarding Party arrives on Ship A. Event 2: Ship A's Shields raise. Event 1: The (first declared) Boarding Party doesn't Transport (seeing that Ship A's shields are up), but the energy to the Tran is still there and could be used later in the turn. ------------------------------------------------------------------------------- (B2) INITIATIVE This is pretty simple; all players roll a 1d12 each impulse, the ships for each player move in order from lowest initiative to highest. There is no modifier for tech level; they have enough of a speed advantage to compensate. Alternative: All movement each impulse is simultaneous. Each player writes down his planned movement at the beginning of each impulse, and when everyone is ready, all ships move at once. This can lead to some amusing situations. ------------------------------------------------------------------------------- (C1) 10 IMPULSE SYSTEM This replaces the standard 32 impulse system as a faster way to resolve combat. Movement: For each ship, divide its speed for the turn by 10 and round down, call this number X. Each impulse, that ship can move from X-1 to X+2 hexes. For example, for speed 24, you can move any number of hexes from 1 to 4. Subtract that number of hexes from a running total, when you are reduced to 0 hexes remaining, you can no longer move that turn. If you have movement remaining at the end of the turn, there is no effect (the movement of course does not transfer to next turn). If you wish to move less than the minimum for the impulse (for example, if the speed 24 ship wishes to move 0 hexes on an impulse), you still spend the minimum number of movements (even though you didn't actually move them) as sort of a "braking" cost. Unplanned HETs are easy; just spend 5 movements. This rule allows speeds above 31; there is no need to have this artificial limit. Note also that firing opportunities will be lost: e.g. ships may close from range 6 to range 1 in a single impulse. The belief that ships will always have every firing opportunity when the ships are moving at Warp 3 has always seemed strange to me. Timing Adjustments: Because of the 10 impulse system, some adjustments need to be made. Shuttles are inactive for the impulse they are launched; they can act normally starting with the next impulse. PPDs fire all of their pulses in a single impulse. ADD/Drn-G can fire any number of ADDs in a single impulse. ------------------------------------------------------------------------------- (C2) RAMMING Any ship may declare to ram another ship at the end of movement if they occupy the same hex. A die is rolled with the adjustments listed below. If the result is "1" or less, the ships have rammed. Obviously, a ship can ram only other 1 ship per impulse, even if there are multiple ships in its hex. A ship cannot attempt to ram and dock in the same impulse. If rammed, each ship takes one-half of the explosion strength of the other in damage to the appropriate shield (treat this as if the ramming ship was a drone or other seeking weapon). Note that my explosion strengths in (D5) of these rules are much higher than the standard SFB ones. If using standard explosion strengths, apply double the standard explosion strength instead. Ramming ship is 2 or more turn modes better than defending ship = -2 Ramming ship is 1 turn mode better than defending ship = -1 Ramming ship is 1 turn mode worse than defending ship = +1 Ramming ship is 2 or more turn modes worse than defending ship = +2 Ramming ship is speed 20 or more faster than defending ship = -2 Ramming ship is speed 10 to 19 faster than defending ship = -1 Ramming ship is speed 10 to 19 slower than defending ship = +1 Ramming ship is speed 20 or more slower than defending ship = +2 Defending ship wants to be hit = -6 Ramming ship controls a tractor link on Defending ship = -4 Defending ship has no warp engines (e.g. a base) = -3 Defending ship is being held in a (non-related) tractor beam = -2 Ramming ship has rammed Defending ship before in this combat = -1 Either ship is Hull Size 1 or larger = -1 Either ship is Hull Size 5 or smaller = +1 Defending ship performed an HET or Warp TAC this impulse = +1 Defending ship is nimble = +2 Defending ship is cloaked = +3 Defending ship controls a tractor link on Ramming ship = +4 Terrain in same hex (e.g. asteroids, small moon, etc.) = +6 ------------------------------------------------------------------------------- (C3) WARP TACS (OPTIONAL RULE: even for my play-style) This is different from "normal" SFB Warp Tacs. The idea here is a 1 hex-side HET, with a lower move cost and breakdown chance. Any ship may (during Movement phase) spend 3 movements to turn his ship towards any adjacent facing (i.e. if he was facing direction "B", he could turn to face directions "A" or "C"). The ship does not actually move, it just changes facing. This may be done even before turn mode is fulfilled. Only one such "Warp TAC" may be used per ship per impulse. The turn mode is set as if the ship had just completed a normal turn, so he must fulfill his turn mode as per normal. A breakdown roll must be made as if the ship made an HET, but with a +2 bonus, so ships with breakdown ratings of 5-6 or better never break down from this. Author's Note: I admit I don't like this rule all that much, as it benefits fast ships and makes turn modes mean less. It is fun in non-serious games (like White Hole), but I can't recommend it for extended campaign play. I think the bonus/penalty to the HET roll (for both this rule and HETs) should be based somehow on the number of hexes remaining needed to fulfill the current turn mode requirement. I'll give it some thought. ------------------------------------------------------------------------------- (C4) GOING INTO WARP Ships may "go into warp" during a scenario. This is different from the warp movement used in SFB; which is the maximum reasonable speeds combats occur. This is the same as "Disengagement by Acceleration", but this expands upon the idea presented in the standard SFB rulebook. The decision to go into warp is made during Energy Allocation, and is announced to the other players before the first impulse. You add your new speed to your speed of last turn; i.e. if you were moving speed 20 last turn and allocate speed 25 when going into warp, you are now moving speed 45. The following turn, if still moving "at warp", you would add more allocated speed to the 45, moving even faster. You are not required to allocate movement when moving "at warp"; you can drift at high speeds, not accelerating at all. Even though you aren't spending energy in the normal SFB sense, you are still expending fuel (not covered in SFB). You are limited to a speed equal to N*T, where N is the number of warp boxes your ship has, and T depends on the type on engine you have: Engine Type: SWARP WARP TWARP UWARP VWARP HWARP PWARP TimeWARP T : 5 10 20 30 50 100 1000 10000 Thus, the Enterprise-A, which has 50 TWARP, is limited to a speed of 1000. Note that movement cost does not factor into this calculation, so small ships such as frigates have a low maximum speed but accelerate to that speed very quickly. In the shows, there is a measure of speed called "Warp Factor". The definition of warp factor changed with the first season of The Next Generation. The relationship is as follows: SFB Speed: 1 8 27 64 125 216 343 512 729 1000 1331 1728 2197 non-TNG Warp: 1 2 3 4 5 6 7 8 9 10 11 12 13 TNG Warp: 0.5 1 1.5 2 2.5 3 3.5 4 4.5 5 5.5 6 6.5 SFB Speed: 2744 3375 4096 4913 5832 6859 8000 9261 10648 12167 non-TNG Warp: 14 15 16 17 18 19 20 21 22 23 TNG Warp: 7 7.5 8 8.5 9 9.5 9.75 9.875 9.9375 9.96875 Ships that are 1X or lower technology cannot have shields up while going into warp. 2X ships can have "minimal" shields, and 3X and higher technology can operate full shields. When moving at warp, a ship suffers a penalty on to hit rolls equal to its TNG warp factor. Other ships fire at the ship with no penalty. Thus, moving at warp is used mainly to escape, not for attack. Gravity Wells cause distortions in warp fields, creating Wormholes (such as in Star Trek: The Motion Picture) and other hazards. Thus, it is common practice to not go into warp if within 1000 hexes or so of a planet. It is possible to move faster than your maximum warp speed. Each turn, during Damage Control phase, roll a Breakdown with a penalty equal to the number of TNG warp factors you are above maximum speed. If you suffer a Breakdown, you take 1 internal per TNG warp factor you are travelling, and must roll another Breakdown. If the second Breakdown roll fails, you drop out of warp and suffer a "normal" Breakdown as described in (C6.54), along with the possibly of Tumbling. A ship can exit moving at warp during any Energy Allocation. The ship drops back into "normal" SFB combat time and moves normally. The ship can re-raise shields during Impulse Activity of Impulse 1. ------------------------------------------------------------------------------- (D1) NEW FIRING ARCS DF (Directly Front) = The row of hexes directly in front of the ship. DR (Directly Rear) = The row of hexes directly behind the ship. LQF (Left Quadrant Front) = The hexes that both FH and LS can hit (90 degree). RQF (Right Quadrant Front) = The hexes that both FH and RS can hit (90 degree). LQR (Left Quadrant Rear) = The hexes that both RH and LS can hit (90 degree). RQR (Right Quadrant Rear) = The hexes that both RH and RS can hit (90 degree). [arcX]-[arcY] = The hexes that arc X can hit except for arc Y (e.g. 360-DR would be all hexes except DR). T[arc] = Turret arc (can move 1 hexside per impulse) (e.g. TFA is Turret Front Arc) Note about shield damage: We always play in the case of a "shield junction" (if firing at a ship at range 2 that is not along a hex row, for example) the defending ship gets to decide which of the facing shields is hit. All damage that impulse must be taken on that shield. Note this is option 3 under part C of (D3.43) of the rulebook, except it is always in effect. This rule makes ambiguous situations much easier to deal with. ------------------------------------------------------------------------------- (D2) HARD HITS This system is designed as an alternative to (D4.0) Damage Allocation. The basic idea is that all hits from one weapon are resolved on the DAC with a single dice roll, giving the feel of a ``directed'' hit. The system also has the effect of greatly increasing play speed. When a ship receives internal damage, all damage from each weapon is resolved with a single dice roll on the DAC. The attacking player rolls and records the damage for each weapon separately and does not combine the damage into one total for allocation purposes. When all of the weapons of a volley have their damage rolled, then each weapon's allocation is resolved separately and in the same order they were rolled. If Super-Aegis (D8) is being used, all of this record keeping is unnecessary. Two dice are rolled and the DAC is consulted: (D2.11) If an "Underlined" result is obtained, take 1 internal to that system (if possible) and proceed to the next column. "Underlined" hits are refreshed every time the dice are rolled (not every volley), so the "Phaser" hit on line 4 is hit every time a "4" is rolled, not just the first time. (D2.12) If a ``Non-Underlined'' result is obtained, take as many internals as possible of that type until either (1) all damage is resolved or (2) there is no more of that type of system in a grouping (D202.121). In case 2, proceed to the next column on the DAC. (D2.121) Define a "grouping" as a set of boxes that physically touch on the SSD (so the Federation CA has two "groupings" of Forward Hull, each with 6 boxes). Damage allocated with a "Non-Underlined" result can only be applied to one grouping of that type. The ship's player decides which grouping is hit. The current grouping of a type may be switched from dice roll to dice roll. (D2.122) Items of a different type in the same grouping (e.g. different option mounts; having fighters and shuttles in the same bay and receiving an "Any Weapon" hit) are considered different groupings even though the boxes physically touch. (D2.13) If an "Excess Damage" result is obtained, take 1 point of Excess Damage and roll dice again to allocate the remainder of the damage (if any). If the damage is to be allocated to "Cargo" or "Repair", treat it as a hard hit versus those systems, then allocate the 1 point of Excess Damage before rerolling. (D2.14) For accounting purposes, it is good form to say how much damage is remaining in a hard hit before proceeding to the next column. This makes keeping track of how much damage has been taken and how much there is to allocate easy. (D2.2) EXCEPTIONS Certain weapons require special rules for hard hits: (D2.21) DRONES: A spearfish drone that strikes and does two sets of damage (due to the shield being too small) would still allocate using one dice roll. (D2.22) PLASMA TORPEDOES: An enveloping plasma allocates seperately for each shield that is penetrated. If two plasma shotgun F-torpedoes stike the same target (e.g. if a shuttle docks to a ship and both have F's targetted at them), each would be resolved seperately. (D2.23) PHASERS: If a phaser fires several pulses (Ph-G, X-phasers), each pulse is considered a separate allocation. (D2.24) HELLBORES: Allocate separately for each shield that is penetrated. (D2.25) OTHER SOURCES OF DAMAGE: The 2 internals from a breakdown is resolved as one roll. Feedback damage is resolved as one roll for each weapon. Most natural effects listed in (P0.0) are resolved as one roll. (D2.3) EXAMPLE A Federation CA at range 1 hits an undamaged Klingon D7K's front shield with a full alpha strike (why the D7 would allow such a thing is not debated here). The D7 has no reinforcement and there is no EW shift. The Fed player sees that if he rolls and allocates the phaser damage first, he has a chance of destroying the D7 (due to the 16 point photon internals) or at least blowing off a warp engine. He also notes that if he rolls and allocates the photon damage first, the many phaser hits will probably roll "Underlined" hits and strip the D7 of many weapons. He decides to roll the photons first, then the phasers (Note: he could split the weapons however he likes, alternating photons and phasers for example, but I'll keep the example/tactics simple). His photons automatically hit, and he rolls 4,5,3,2,1,2 for the ph-1 and 5,4 for the ph-3, making the damage 4x16, 4,4,5,7,8,7,4,4 in that order. Photon #1 strikes Shield #1 reducing it to 14 boxes. Photon #2 strikes Shield #1, drops it, and does 2 points of internal damage. "10" is rolled, destroying the LF+L+RR Ph-2 and the secondary hull's Trac. (the D7's player chose where to allocate the damage) Photon #3 rolls "7", destroying 0 Cargo, 4 F Hull, 2 Btty (not all 3 because they are in different groupings), 0 C Warp, 2 Shtl, 2 APR, 4 Lab, 1 Ph-2 RF+R+LR, and 1 R Warp from an "Any Warp Engine'' hit. Photon #4 rolls "4", destroying 1 Ph-1 FX, 2 Tran, and 13 R Warp. 4-point Phaser rolls "2", destroying 1 Bridge, 1 Scty, 1 Sensor, 1 DamCon. 4-point Phaser rolls "8", destroying 4 A Hull. 5-point Phaser rolls "3", destroying 1 ADD, 1 Ph-1 FX, 2 Imp, 1 L Warp. 7-point Phaser rolls "4", destroying 1 Ph-1 FX, 1 Rear Hull, 1 Tran, 1 R Warp (blowing it off), 2 Imp, 0 Full, 1 A Hull. Note: Still allocate underlined hits on "4" even though we rolled it before. 8-point Phaser rolls "11", destroying 1 Disr, 0 Ph's (none in arc), 1 Imp (yes he had it on-line), 0 R Warp, 9 L warp. 7-point Phaser rolls "3", destroying 1 Drn-B, 0 Ph's, 0 Imp, 5 L Warp (blowing it off too), 0 R Warp, 1 A Hull. 4-point Phaser rolls "3", destroying 1 Drn-B, 0 Ph's, 0 Imp, 0 L Warp, 0 R Warp, 1 A Hull, 0 Shtl, 1 DamCon, 1 Btty. 4-point Phaser rolls "3" (contrived example :) ), destroying 0 Drn, 0 Ph's, 0 Imp, 0 L Warp, 0 R Warp, 0 A Hull, 0 Shtl, 1 DamCon, 0 C Warp, 0 Lab, 1 Btty, 0 Ph's, 1 ExcDam, rerolls "4" and destroys 1 Tran. Note that we have allocated 77 internals with only 12 dice rolls and 12 "going across the DAC" runs, and the result the similar to what you would get if you rolled them seperately (the D7 is gutted :) ). In actual practice this system saves (in my experience) about 15 minutes game time for each size class 3 ship that gets blown up in a scenario, allowing MUCH larger battles to be run in an evening. Additional Note: It is possible to mix "hard hits" and "soft hits" (normal SFB allocation) depending on the weapon fired - such as making all Torpedo-type weapons hard hits and all Phaser-type weapons soft hits. This further increases the "flavor" of each weapon, so a Ph-1 "feels" like a different weapon than a Phtn. ------------------------------------------------------------------------------- (D3) ALTERNATE DAMAGE ALLOCATION I have been using a slightly modified version of damage allocation for several years now, which has been working very well. It allows for unusual situations and for non-standard amounts of crew casualties to occur. Instead of 2 six-sided dice, a single twelve-sided die is rolled. On a result of "2" to "12", the standard DAC is consulted. On a "1", use the following: Row A B C D E F G H I J K L M 1 Crew Crew BrdP Crew Crew BrdP Deck Crew Crew BrdP Deck Pass ExcD Crew = Crew Unit BrdP = Boarding Party Deck = Deck Crew Pass = Passenger ExcD = Excess Damage All of these entries all "underlined", meaning they are not hit more than once per salvo (unless using "Hard Hits" above, then it's once per "1" result). Thus, if seven "1" results are rolled during a salvo, 4 Crew Units, 2 Boarding Parties, and 1 Deck Crew would be hit. If the ship had no Deck Crews, an extra Crew Unit would be hit. Because of this rule, my group (of course) does not use standard crew losses. This rule allows for no crew casualties, or for a lot, depending on the luck of the dice. Note also the following: 1. Ships will be able to take slightly more damage than in standard SFB, as the crew are now soaking up some of the damage. 2. Certain ships (such as frigates and freighters) are sometimes vulerable to large crew damage, actually putting (G9.42) Undermanned to use. 3. Sensor, Scanner, DamCon, and control space hits are now more common. ------------------------------------------------------------------------------- (D4) SELECTIVE TARGETTING One of the immediate (and fortunate) consequences of using hard hits is that the concept of "Selective Targetting" is much easier to implement. The idea is that the attacking vessel wishes to select certain areas of the opposing ship in order to disable certain systems or to capture his ship. (D4.1) PROCEDURE: When the attacking vessel declares an attack, he may declare some of his weapons to be using "Selective Targetting". He writes down for each such weapon a target and number from 2 to 12 that corresponds to a row on the DAC. If (D8) Super-Aegis is being used, these written notes will not be necessary (which saves time). Selective targetting may only be used on direct-fire weapons, with the possible exception of an "intelligent" Swordfish drone (+1/2 payload space, +4 BPV ?). (D4.11) The entire SHIP receives 2 points of natural ECM for each target and row combination he has written down. The number of weapons using this combination is irrelevant, and using that SPECIFIC target and row combination later in the turn does not add more ECM. If a new target and row combination is used, 2 more ECM is applied. This ECM applies to all weapons on the ship (using selective targetting or not) that fire at Size Class 5 or larger targets. This ECM may be countered with ECCM up to the ship's EW limit. If using my EW system, replace each 2 ECM with a +1 to hit penalty, which may be ignored using Brdg or Flag. The penalty is bigger, but easier to counter. Example: A Klingon B10 is firing at two Federation CAs. He selects 4 disruptors to use selective targeting on CA #1 row "2"; 4 disruptors on CA #1 row "12"; and 2 disruptors on CA #2 row 3". Because he has selected a total of 3 target and row combinations, he receives 6 ECM (+3 to hit in alternate rules) with all of his weapons except those that fire at shuttles or seeking weapons. He may use any of those combinations later in the turn with other weapons and he will not be further penalized (i.e. the "Gunner" is looking at CA #1's "Bridge" and "Auxiliary Control" area, and keeping an eye on CA #2's drone rack launcher). (D4.12) Internal damage from that weapon does not roll on the DAC, instead it automatically is applied to that row of the DAC. If hard hits are NOT being used but this rule IS (which could lead to some oddities), only the first internal from that weapon is resolved using the DAC, the others are determined randomly (I don't recommend using this rule without also using hard hits). (D4.13) If the Excess Damage level is reached, the "lock" on that target and row is lost, but the 2 ECM is not countered. Any further damage from that weapon (after the 1 ExcDam hit) is rolled randomly. Further weapons using that target and row combination the same impulse are now rolled randomly, as the lock has been lost. The lock cannot be bought again until next impulse. The purpose of this rule is to prevent players from using selective targetting for the sole purpose of generating ExcDam hits and destroying the enemy ship quickly. PPDs have an exception to this rule, see (D6.22). (D4.2) Some systems require some adjustments to use this rule: (D4.21) Because of their nature, hellbores fired in the normal enveloping mode cannot use selective targetting. Direct-fire hellbores could use it. (D4.22) PPD pulses never lose their "lock" on a target and row combination as long as the PPD wave lock is in place. Exception: see (D6.24). (D4.23) Web fist cannot use selective targetting. (D4.24) If using Tactical Intelligence, Level F (Coarse Weapons Discrimination) must be reached before using selective targetting. If not using Tactical Intelligence, the target must be within a number of hexes equal to the firing ship's sensor rating times three. The ability to use selective targetting is lost if the target goes beyond this range. (D4.25) Super-intelligent computers and legendary weapons officers would have only 1 ECM per combination instead of 2. (+1 to hit per 2 combinations if using alternate EW rules) Author's Notes: Selective Targetting is wonderful for the Orions rampaging freighters, as they can avoid the valuable cargo being hit. This system does lead to more uncontrolled ships (and mutinying Klingons), which is annoying. I believe the problem lies with using the standard DAC with this system. The DAC could be changed so it takes "areas" of the ship into effect. If this were done correctly (after ExcDam the table would tell you a range of nearby connected rows to go to next), we could eliminate (D6.13). This seems very plausible considering that most Galactic races keep their systems in the same relative positions to each other (every race except Lyrans has a phaser near the bridge, for example). These "areas" on the revised DAC could also replace those awful ship diagrams in the Marines module. I'll work on it a little and if it does indeed work, I'll post it. One thing is certain: I'm moving control spaces further down so they're not so easy to hit. ------------------------------------------------------------------------------- (D5) LARGE EXPLOSIONS I believe explosions should be larger than those portrayed in SFB. After all, how many times has Scotty commented on how big of a bang the old Enterprise would make if she went up? :) There is an entry labeled "Explosion Strength" on my SSDs. This lists the amount of damage an exploding ship does to units in its hex. For each hex of range beyond that, divide the strength by 4, rounding down. For example, if a ship with an explosion strength of 100 is destroyed, all units at range 0 take 100 damage, all units at range 1 take 25 damage, all units at range 2 take 6 damage, and all units at range 3 take 1 damage. If the explosion is hitting a shield junction, the defending ship may choose a different facing shield than the one used for direct fire that impulse. This rule is used for both exploding and self-destructing ships, except that a self-destructing ship has the option of doing no explosive damage (called a "controlled low-yield destruction") if desired. If you need to calculate the explosion strength of a ship, add up all original internals on the "main body" of the SSD, ignoring various crew and tracks, then add on Excess Damage and 1 for each track (Sensor, Scanner, DamCon). If the ship has any "indestructible" boxes on the Sensor, Scanner, DamCon tracks, add them on as well. For example, a standard Fed CA (no refits) has an explosion strength of 97 (42 in the saucer + 46 in rear hull + 6 ExcDam + 3 for tracks). ------------------------------------------------------------------------------- (D6) ELECTRONIC WARFARE SIMPLIFIED & EXPANDED EW is one of the more complicated rules in "real" SFB, but (along with Mid-Turn Speed Changes) will cost you dearly if you don't know them. These rules simplify EW. ECM and ECCM are not used, the only adjustments are in full +1 die shifts. These rules also expand EW to include range shifts and more systems. Here we go: A SpecSen may be used for 1 energy on a target (you may target yourself). All units firing on that target have a +1 TO HIT penalty. (see below to counter) Multiple SpecSen's may be used on the same target, making a bigger penalty. Each SpecSen may be used only once per turn. If the target fires any weapon not hit on "Phaser" results on the DAC, he loses the benefit from 1 SpecSen for each such weapon fired. A SpecScan may be used for 2 energy on a target (you may target yourself). All units firing on that target have a +1 RANGE penalty. (see below to counter) Multiple SpecScan's may be used on the same target, making a bigger penalty. Each SpecScan may be used only once per turn. If the target fires any weapon not hit on "Torp" results on the DAC, he loses the benefit from 1 SpecScan for each such weapon fired. To complete the pattern: SpecComm is blinded on weapons other than "Drone", but they don't provide penalties, they mess up communications. See the ship system list for info. A SpecSen may be used (for 1 energy) to blind 1 other SpecSen's effects. A SpecScan may be used (for 2 energy) to blind 1 other SpecScan's effects. An S (*#) box may be used in either SpecSen or SpecScan mode. If an effect is blinded, it is irrecovably GONE and removed from play permanently. It does not come back if the thing blinding it is destroyed, or for any other reason. A SpecComm may be used (for 3 energy) to blind every SpecSen and SpecScan effect within 10 hexes. This effect has no duration, i.e. it only blinds the SpecSen and SpecScan currently being used. Ships may operate SpecSen and SpecScan normally beginning with the following Impulse. A C (@%) box or a Control space with a "%" in it may be used as a SpecComm. Ships may use their Bridge boxes to ignore a +1 to hit or range penalty, but just for one ship (the ship with the Bridge box). This does not blind the entire effect, just the effect for him. It also applies to only 1 target. Similarly: Flag boxes can ignore a +1 to hit penalty, but can use it for someone else instead of the ship with the Flag box. Sky boxes can ignore a +1 range penalty, but can use it for someone else instead of the ship with the Sky box. Remember that Bridge/Flag/Sky do not actually blind any effects, they simply allow someone to ignore it. The effect lasts for the rest of turn, or until the control space in question is destroyed. Here's an example that covers most of what I've discussed. It may seem complicated, but it *is* actually simpler than real EW, and it covers a lot more ground (as far as variety of effects) than the original. Four ships are fighting: Ship A and Ship B vs. Ship C and Ship D. Ship A and Ship B are each using a SpecSen to generate a +1 to hit penalty for ships firing at them. Ship C uses a Bridge box to ignore the penalty on Ship A. Ship C still has a penalty versus Ship B. Ship D does not benefit from Ship C's Bridge box, and has a penalty on A and B. Ship C has a Flag box, and could use it to counter his penalty on B, or to counter Ship D's penalty on A or B. He decides to counter Ship D's penalty on B. Ship A fires a Photon Torpedo, blinding 1 (and the only) SpecSen effect on his ship. Ship C does not suddenly get a to hit *bonus* versus Ship A because he already ignored that effect; he fires as normal. There are no ways to get bonuses with these rules. Ship C lost his Flag box from that Photon Torpedo, and now Ship D has a penalty on Ship B again (he is no longer ignoring it). Ship C activates a SpecComm box, and Ship B's effect is blinded (he was within 10 hexes). Ship C is then destroyed, but Ship B's effect does not come back. There are no ways for effects to come back with these rules. ------------------------------------------------------------------------------- (D7) DAMAGE CONTROL SIMPLIFIED Damage Control is done at the end of turn, after the 10th impulse is over. Damage Control costs no energy to use. You don't need Labs, either. The cost of Repair for each system is usually equal to its PV (seen in the Great List of Systems on my web page). Thus, a Photon is 5 PV (for BPV calculations), 5 Opt Allowance (for Orion Option Mounts) and 5 Repair points. What could be simpler? :) Notable exceptions to the "Repair equals PV" statement: Tech level multipliers are not included; a 2X Phtn is still 5 Repair. Crew, BrdPrt, Deck Crews, and all other crew types cannot be repaired. Shields are 1 per box. ExcDam is 2000 per box. Armor is 15 per box. C Hull is 1 per box. C SWarp is 2 per box. C Warp is 4 per box. C TWarp is 6 per box. Weapons repair as if they had a 120 degree arc; i.e. a multiplier of x1. Hasty Repair Options: Control spaces can be repaired as generic Control (for 2), which has no function other than controlling the ship. S (*#) can be repaired as a SpecSen (for 10) or SpecScan (for 15). AWR can be repaired as an APR (for 2). Btty can be repaired to a lower capacity (for N+0.5, where N=Battery amount, minimum repair cost is 1.5 for N=1). Impulse can be repaired as APR (for 2) or AIR (for 2.5). Warp can be repaired as AWR (for 3) but not APR. Heavy weapons (such as HPHTN) can be repaired as the non-heavy version. Ph-1, Ph-D, or Ph-M can be repaired as a Ph-2 (for 1.5) or Ph-3 (for 1). Ph-M can also be repaired as a Ph-1 (for 2). Ph-2 or Ph-G can be repaired as a Ph-3 (for 1). Plasma torpedoes may be repaired as one of a lesser type, but large Plasmas repaired as PL-F do not have the long-term stasis capability. There is no need to "allocate" Damage Control and wait a turn for the system to be fixed; the system(s) are repaired immediately. There is no limit to the total number of boxes that can be repaired during a scenario. [] ------------------------------------------------------------------------------- (E) DIRECT-FIRE WEAPON RULES CHANGES [no feedback dmg] [] ------------------------------------------------------------------------------- (E1) PLANETARY DEFENSE WEAPONS Planetary Defense Weapons are gigantic versions of standard weapons mounted on planets and size class 0 bases (such as Spacedock). Any weapon in the game can be modified to the following configuration: The weapon occupies 10 times the amount of spaces as a normal weapon. The weapon requires the unit to be size class 0 or larger and have a positional stabilizer to fire. The weapon uses 10 times the normal energy to fire, and costs 5 times normal to hold. Effective Range = True Range divided by 2 (rounded down). The weapon can fire overloaded out to range 16 (24 for 2X ships). Most weapons of this type simply do 10 times normal damage. Exceptions are drone racks (which fire at 10 times normal rate) and PPDs (which generate 40 standard pulses on standard mode and 60 on overload). BPV is 10 times normal. Thus, a 0Xs planetary Photon costs 80 energy to overload over 2 turns and does 160 damage if it hits. At close range a planetary enveloping Pl-R does a whopping 1000 damage. ------------------------------------------------------------------------------- (F) SEEKING WEAPON RULES CHANGES [new firing procedure] [triple space drone] [] ------------------------------------------------------------------------------- (GC) CONTROL SYSTEMS (NEW & REVISED) General Notes: For all of the system sections, I will not recopy descriptions of systems already described by Task Force, Companion Games, and the other companies printing SFB material. I will remind the reader where he can find information on the system. I will also provide suggested rules changes on these systems. If you don't know what a system does because you don't own the product, either replace it with something you do know how to use or visit the respective company's web page, where abbreviated rules are usually provided. [] ------------------------------------------------------------------------------- (GG) GENERAL SYSTEMS (NEW & REVISED) [] ------------------------------------------------------------------------------- (GP) POWER/DEFENSIVE SYSTEMS (NEW & REVISED) [numbers in batteries] [PAs: different leak system for Disr; can dump energy from Btty for no reason] [Positional Stabilizer: planets/moons have a natural version of this for free] [] ------------------------------------------------------------------------------- (GW) WEAPON SYSTEMS (NEW & REVISED) General Rules: "Myopic" Zones (short ranges where a weapon cannot fire) have been abolished. Simply use the next range bracket. For example, PPDs can fire at a true range of 0 as if it was 4. Different firing modes (e.g. Standard vs. Proximity) on weapons can be selected when the weapon fires, not when it is armed. This offers more flexibility with heavy weapons. Overloads can fire as Standard/Proximity outside of range 8. Phaser capacitors may be expanded at 1/2 BPV per 1 energy point. ADD: See Seeking Weapons above on destroying drones. Blast: Blaster, a particle/beam weapon used by the Gorns. Fires 1/turn, Energy Cost = 3, Hold Cost = 1. Die Range Roll 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 1 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 2 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 0 3 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 0 0 0 4 12 11 10 9 8 7 6 5 4 3 2 1 0 0 0 0 0 0 5 10 9 8 7 6 5 4 3 2 1 0 0 0 0 0 0 0 0 6 8 7 6 5 4 3 2 1 0 0 0 0 0 0 0 0 0 0 Disr: Many of my SSD's Disruptors are numbered instead of lettered. This is because in the FASA system, Disruptors are the beam weapon of Klingons, not the heavy weapon. For this reason, numbered Disruptors are hit on "Phaser" hits, not on "Torp" hits. Disruptors have a different leak system when using on PA panels; see PAs. UIMs never burn out. [New Rule] Numbered Disruptors: Can hold a standard charge at 0X or 1X for 0 energy. If you try to overload it, the held charge is discharged and you must pay the full 4 energy for it. Note at 1X, if you pay 1 for a held standard charge (which is the normal rule) you may pay 2 to upgrade it to an overload. If you paid 0, you can't do this unless you pay the full 4 to overload. This applies to all numbered disruptors and to none of the lettered ones. The purpose of the rule is to get back to the original FASA-like intent of numbered disruptors; they are supposed to act like phasers and were not intended to be overloaded. Too many players try to overload all disruptors on my FASA Klingons and find the ships cannot move at all. Theoretically a numbered disruptor should cost a little more than a lettered one (possibly 4.5 BPV instead of 4), but since they are hit on "Phaser" they will probably get knocked out faster in combat, so this might counter the difference. Drn: Drone Racks can reload the same turn they fire; keeping a steady stream of drones available (assuming you have the Deck Crew actions for this). Tech # of Rack Fire # of Ammunition Availability Avail Boxes Type Rate Spaces ADD « sp 1 sp 2 sp 3 sp BPV 0Xe 1 Drn-A 1/t 4 no no yes yes yes 4 0Xe 2 Drn-D1 2/t 11 no no yes no no 6 0Xe 1 Drn-F 1/2t 4 no no yes yes no 3 0Xs 1 Drn-B 1/t 6 no no yes yes yes 5 0Xs 1 Drn-C 2/t 4 no no yes yes no 5 0Xs 3 Drn-D 3/t 12 no yes yes yes yes 9 0Xs 1 Drn-E 4/t 4 yes yes no no no 6 0Xs 1 Drn-G 1/t 4 yes yes yes yes no 6 0Xs 5 Drn-H 4/t 20 yes yes yes yes yes 20 0Xl 2 Drn-I 3/t 10 no no yes yes yes 10 0Xl 1 Drn-J 3 sp/t 4 no yes yes yes yes 7 0Xl 1 Drn-K 2/t 6 no no no no yes 6 0Xl 1 Drn-M 4/imp 8 no no no yes no 10 0Xl 3 HDrn 2/t 6 no no hyp no no 15 1X 1 Drn-BX 1/t 8 no no yes yes yes 7.5 1X 1 Drn-C1X 3/t 4 no yes yes yes no 7.5 1X 1 Drn-CX 2/t 6 no no yes yes no 7.5 1X 3 Drn-DX 4/t 18 no yes yes yes yes 13.5 1X 1 Drn-GX 1/t 6 yes yes yes yes no 9 1X 5 Drn-HX 6/t 30 yes yes yes yes yes 30 2Xe 1 Drn-XB 2/t 10 no yes yes yes yes 11 2Xe 1 Drn-XC 3/t 6 no yes yes yes yes 11 2Xe 1 Drn-XG 2/t 8 yes yes yes yes no 13.5 2Xe 5 Drn-XH 9/t 45 yes yes yes yes yes 45 A ship with Drn-M (presented in Module C4) fires up to 4 drones per impulse from it's Drn-M's, regardless of how many racks it has. Thus, a ship does not benefit from having more than 10 Drn-M's (except increased storage). For HDrn, see Module C4 for rules on Hyperdrones (very fast drones). If you don't have C4, just say HDrn fires 1-space 8 damage drones that basically cannot be avoided (no WW, SpecSen, etc.) and hit on the following impulse. [drone type] Drn-Opt: [can hold what] ESG: There is no cooldown period for ESGs; they may operate every turn. If a weapon is destroyed during movement, that weapon can still fire that impulse. FAC: Federation Accelerator Cannon, a replacement for the sublight Missile. Fires 1 per 3 turns; Energy = 1 point per turn for 3 turns; cannot be held. Range 0 1 2 3 4 5 6 7 To Hit 1-6 1-5 1-4 1-3 1-3 1-2 1-2 1 Damage 3 3 3 3 2 2 1 1 Flux: Flux beam, a weapon that mutates systems into other systems. Fires 1 per 2 turns; Energy = 3 per turn for 2 turns; Hold Cost = 2. Range 0-2 3-5 6-8 9-11 12-14 15-17 Hit (2d6) 9 8 7 6 5 4 # of Sys 3 3 2 2 1 1 If Flux strikes a Shield, roll 1d6 for each "# of Sys" above; the total is the number of Shield boxes that are disabled. Disabled Shields cannot be used until repaired (at half normal costs). [rest of Flux description copied from TNG rule] Fusion: Fusion beams have no cooldown period at any tech level. Fusions on suicide overload only destroy the Fusion itself; it causes no extra damage. Fusion-S: A variant of Fusion that does not destroy itself when fired in Suicide mode. The weapon otherwise operates as a normal Fusion. HDrn: Hyperdrone, presented in C4, see Drn above for my notes. Hellbore: Hellbores fire in standard and overload mode during Launches, not during Direct Fire. Weapons destroyed during Launches can still fire that same impulse. Hellbores fire in direct-fire mode during Direct Fire. Laser: An ancient weapon from the sublight era. Fires 1/turn; Energy Cost = 1; cannot be held. Has a 1-5 chance to hit at range 0 for 1 damage; has a 1 chance in 6 to hit at range 1 for 1 damage. The weapon does no damage beyond range 1. LRG: [] Mauler: Maulers are a "gross" effect; i.e. all targets in the range of the mauler (except the firing ship) take the damage. I define a "target" to be any object that is Size Class 7 (drones/plasmas) or larger. If two units are docked, together they are only one target. You may use the alternate arcs provided in the Captain's version of SFB with no need to accumulate points for the privilege. If you do, all Mauler fire from that arrow must fire in that arc for impulse. This actually gives a reason to have 2 Mauler arrows (they could fire in two different arcs at once). Maulers cause no damage to the warp engines of the firing ship. Oddity: It seems that there is no reason to ever connect more than 1 battery on a ship to a Mauler. After all, the batteries that are not connected can recharge a battery that is connected, then that energy can be channeled to the Mauler. And since batteries can be emptied and recharged at any time, this can be done even during weapons fire. I haven't figured out why this reasoning fails; let me know if you have an idea. Maulers can be mounted facing to the rear. m-Photon: Mini-Photon. [? see P6] M-Photon: Mega-Photon. [? see P6] Mine: [] Opt: [can hold what] Opt-S: [can hold what] Opt-W: [can hold what] PERVERSIONS: [] Ph-0: A very weak phaser type used briefly during the 0Xe period. Fires 1/turn; Energy Cost = 1/2; has a 1/2 point capacitor. This weapon does half the damage of a Ph-3, rounded down: Die Range Roll 0 1 2 3 1 2 2 2 1 2 2 2 2 1 3 2 2 2 0 4 2 2 1 0 5 2 1 1 0 6 1 1 0 0 This weapon is replaced by the Ph-3 by the end of the 0Xe period. Ph-1G: A gatling Phaser-1. This weapon has appeared in several non-official supplements. Fires 4/turn; Energy Cost = 1 per shot; 4 point capacitor. Ph-1G cannot fire at the same target more than once per impulse. Ph-3P: This is a Far Side reference to a Ph-3 with double capacitor. Ph-4P: This is a Far Side reference to a Ph-4 with double capacitor. [copy Ph-5,6,7,8,D from Phasers fill] Ph-LR: The Far Side long-ranged phaser from Companion Games. Replace it with Ph-4 if you don't own Indirigans-1 (or the various In-Coming Fires). Ph-M: Megaphaser, presented in Module P6. Since that publication is not widely owned, I am providing a severly abbreviated version of it here. Fires 1/turn; Energy Cost = 2; 2 point capacitor. Does not require a positional stabilizer to fire. Can fire as a Ph-1, Ph-2, or Ph-3 if desired. It can also fire as a Ph-MR, Ph-NR, or Ph-SR. They are mounted in extremely limited arcs; equal to the intersection of the LP and RP arcs (30 degree). This arc may be expanded by multiplying the BPV of the Ph-M by (D+30)/60, where D is the degrees of the arc. Module P6 provides a way to mount Ph-M in strange "wing" structures welded to the hulls of various ships. I allow Ph-M as a "normal" phaser type to be used in Option Mounts or incorporated into ship modifications. Die Range Roll 0 1 2 3 4 5 6-8 9-15 16-25 26-50 51-75 1 20 20 18 15 14 13 10 9 5 4 3 2 20 18 15 13 12 10 9 5 3 2 1 3 18 15 13 11 10 9 8 3 2 1 0 4 15 13 11 10 9 8 5 2 1 0 0 5 13 11 10 9 8 8 3 1 0 0 0 6 11 10 9 8 6 5 1 0 0 0 0 At 1X, Ph-M has double capacitor (like all other phasers). A Ph-M can fire overloaded (doing +50% damage) for 4 energy. It can fire 3 Ph-1's in pulse mode versus seperate targets for 2 energy, or as 6 Ph-1's versus seperate targets for 4 energy. As it was introduced during 0Xl, Ph-M did not have a long history. Ph-M's are usually replaced by 2 Ph-5's during 1X, as Ph-5's have better range. Ph-MP: A Ph-MR that can also fire as a Ph-NR or Ph-SR. It can fire as 2 Ph-SRs but cannot fire more than once per impulse. Replace with Ph-1 if you don't own Indirigans-1. Ph-MR: The Far Side medium phaser from Companion Games. Remember that Ph-MR cannot fire as a Ph-SR. Replace with Ph-1 if you don't own Indirigans-1. If X-technology is applied to either a Ph-MP or a Ph-MR, you get a Ph-MX. Note that some 1X and 2X SSDs still list "Ph-MR"; what I really mean is "Ph-MX", and it can fire in all the modes a Ph-MX can. Ph-MX: A 1X version of the Ph-MR. It can fire as a Ph-MR or 2 Ph-SRs (at seperate targets) for 1 energy, or it can fire as a Ph-MR (+50% damaher) or 4 Ph-SRs (at seperate targets) for 2 energy. 2 point capacitor. Ph-ND: The technology of Ph-D applied to the Far Side Ph-NR. Fires 3/turn; Energy Cost = 2; 2 point capacitor. Each shot is a Ph-NR. This weapon cannot fire Ph-SRs or any other type. Ph-NR: This is a new Far Side weapon; the counterpart to the Near Side Ph-2. Fires 1/turn; Energy Cost = 1; 1 point capacitor. Ph-NRs cannot fire as Ph-SRs. Ph-MRs cannot fire as Ph-NRs. Die Range Roll 0 1 2 3 4 5 6 7 1 3 4 5 6 6 5 4 3 2 2 3 4 5 5 4 3 2 3 1 2 3 4 4 3 2 1 4 0 1 2 4 4 2 1 0 5 0 0 1 3 3 1 0 0 6 0 0 0 3 3 0 0 0 There is no Ph-NP; Ph-NRs were replaced by Ph-MR/MP. Ph-Opt: [can hold what] Ph-P: This is a Far Side reference to a Ph-1 with double capacitor. Ph-SG: Gatling technology applied to the Far Side Ph-G. Fires 4/turn; Energy Cost = 1/4 per shot; 1 point capacitor. Each shot is a Ph-SR. Ph-SR: The Far Side short-ranged phaser from Companion Games. Replace with Ph-3 if you don't own Indirigans-1. [Ph-VR(5),WR(6),XR(7)] Ph-X: [can hold what] Photon: Anyone who plays SFB knows that Photons have a TERRIBLE chance to hit at any decent range. The Federation would have abolished Photons a long time ago (replacing each Photon with a single Ph-1 leads to a better ship; less "crunch" power but much better in the long run). Thus, to make the weapon usable, Photons get a +1 to hit bonus: Range 0-1 2 3-4 5-8 9-12 13-30 (40 at 1X) Hit,Std 1-7 1-6 1-5 1-4 1-3 1-2 Hit,Over 1-7 1-6 1-5 1-4 N N Hit,Prox N N N N 1-5 1-4 At 1X, Photons can fire every turn with no chance of Ejection/Explosion. At 1X, Photons do 10 damage standard, 5 damage prox, and 20 damage overload. Pl-A: [in C4] Pl-D: Pl-Ds can be reloaded the same turn it is firing. Pl-DB: This is a Pl-D that has 6 spaces of capacity instead of 4. Pl-DH: This is a 5 box weapon that can fire 4 Pl-D's per turn. It has 20 spaces of capacity. It is normally used on Bases (replacing Drn-H). Pl-DL: Pl-D Launcher. This weapon launces Pl-Ds as if it was a normal plasma type. It does not have an ammo limit. Fires 1 per 3 turns; Energy Cost = 1 per turn for 3 turns; holds for 0. Pl-DL fires a single Pl-D. It does contain 1 pseudo Pl-D per launcher. Pl-DL has no defensive mode like Pl-D has. Pl-L: I allow Pl-L at 0X tech level. It is simply a Pl-G that cannot be upgraded to a Pl-S or Pl-M. It includes a "stasis box" that can hold a Pl-G (or Pl-F) for 0 energy. It cannot use envelope or shotgun modes. Pl-M: I allow PL-M at 0X tech level. It has an arming cost of 2-2-5 and a holding cost of 3. [Pl-V, etc] PPD: PPDs can fire at ranges less than 4; treat the range as if it was 4. All pulses of a PPD occur in a single impulse. PPD8: A variation of PPD that fires 8 pulses on overload instead of 6. PPDC: [] SABOT: Presented in Krebiz-1 from Companion Games. SFG: [] Snare: Can fire as a 1 point Web Fist at ranges 0 or 1. Strike: [] Torp: Gorn Torpedo, a shorter ranged but higher damage version of Photon. This weapon has an ammo limit of 4 (with a full set of reloads). Energy Energy Base Hit at Range (1d6) Mode to Fire to Hold Damage 0 1-3 4-6 7-9 10-12 13-18 19-21 22-24 Standard 1 0 9 7 5 3 2 1 0 N N Overload 2 1 18 6 4 2 0 N N N N Proximity 1 0 3 7 6 5 4 3 2 1 0 Torp-Opt: [can hold what] TRL: Fires every turn for 3 energy. It can also fire in the old mode (2 energy on each of 2 turns). TRH: Can fire on the first turn of arming as a TRL for 3 energy. WB: [] WC: [] WFDG: [] WPN: [] WRG: [] ------------------------------------------------------------------------------- (J) FIGHTER RULES CHANGES & ADDITIONS I allow 1X (and some 2X) fighters of all races. All of these fighters are new types, except for Admin-X, MRS-X, and the Hydran St-X (which I have listed for completeness). All other standard fighters are not duplicated here. MASTER FIGHTER AND SHUTTLE CHART RACE TECH TYPE SPC SPD PHASER DRONES DMG SPECIAL BPV YEAR DFR Gen 1X Admin-X 1 8 1xPh-2 360 -- 8 J2.1 3 ??? 0# Gen 1X MRS-X 1 10 1xPh-2 FA 2 spaces 10 J8.0 12 181 1* 1xPh-G FA Gen 1X GAS-X 1 8 1xPh-G 360 -- 10 Grnd Atk 6 181 1 Gen 2X X-Admin 1 20! 1xPh-1 360 -- 10 TransWarp 5 ??? 3 6 pt Shield Gen 3X 3X-Admin 1 40! 1xPh-5 360 -- 12 UltraWarp 20 ??? 9* 20 pt Shield Fed 1X F-14X 1 20 1xPh-1 FH 4xVIII 14 1xEW Pod 22 ??? 5* 1xPh-G FA 2xVII 2xIX Fed 1X F-111X 2 18 1xPh-1 FX 2xVIII 18 4 space bay 30 ??? 3* 1xPh-G FX 2xVII 1xEW Pod 1xPh-G RX 2xIX Fed 1X A-20X 2 16 1xPh-D FX 4xVII 20 3xPhot FA 24 ??? 0* 1xPh-G RX 2xADD 2xEW Pod Fed 1X E-2X 1 10 1xPh-G 360 2xADD 14 2xSpecSen 80 ??? 0 1xSpecScan 6xPrb Fed 2X F-X14 1 50! 1xPh-5 FX 4xX 16 TransWarp 40 ??? 8* 1xPh-D FH 4xXI 16pt Shield 4xXII 1xPhoton FA 1xSpecSen 2xEW Pod Kli 1X Z-X 1 16 2xPh-3 FA 3xIX 12 2xDisr FA 16 ??? 3 1xUIM 1xEW Pod Rom 1X G-FSFX 1 20 3xPh-3 FA 3xPL-D 12 Cloak 18 ??? 4* (-10 speed) 1xEW Pod Kzi 1X TADSX 1 20 1xPh-G FA 2xVIII 14 1xEW Pod 17 ??? 5* 4xVII 4xIX Gor 1X G-45 2 14 1xBlast FX -- 24 2xPL-L LP 27 ??? 0* 2xPh-2 360 2xPL-L RP 1xTorp FA 1xEW Pod Tho 1X S-VI 1 30! 4xPh-3 360 -- 16 TransWarp 21 ??? 8* 2xPC 360 Web Spinner 1xEW Pod Hyd 1X St-3 1 20 1xPh-2 FA -- 12 2xFusion FH 14 182 4* (St-X) 1xPh-G FA 1xEW Pod Hyd 1X St-HX 1 20 1xPh-2 FA -- 12 1xFusion FH 15 184 3* 1xPh-G FA 1xHB FA 1xEW Pod Hyd 1X St-SX 2 16 3xPh-G 360 -- 18 2xFusion FH 25 ??? 1* 2xHB FA 2xEW Pod Hyd 2X St-4 1 45! 1xPh-5 FH -- 15 TransWarp 30 ??? 7* 2xPh-G 360 15pt Shield 3xFusion FX 1xHB FA 2xEW Pod Hyd 2X St-5 1 60! 2xPh-6 FX -- 15 TransWarp 40 ??? 8* 4xPh-G 360 15pt Shield 1xSpecSen 2xEW Pod Hyd 2X St-XS 2 40! 3xPh-D 360 -- 20 TransWarp 50 ??? 4* 40pt Shield 2xFusion FX 3xHB FA 3xEW Pod Lyr 1X Z-EX 1 16 2xPh-3 FA -- 12 1xDisr FA 14 ??? 3 1xESG (3 pt) 1xEW Pod ISC 1X FPFX 1 20 3xPh-SR FA 1xPL-D 14 1xPPD FA 16 ??? 5* 1xEW Pod [fighters for other races] [fighters can reload their own weapon] [] ------------------------------------------------------------------------------- (P3) ASTEROIDS SIMPLIFIED Asteroids generate a +1 to hit penalty per hex you are firing through or into. Firing out of an asteroid hex is at no penalty. If you enter an asteroid hex, take 1 damage for each unit of speed you are travelling for the turn. Thus, if you are moving speed 30 and move through 2 asteroid hexes, you take 60 damage. If you have a turn mode of "A" or "AA" divide the damage by 2. If you have a turn mode of "SF" divide the damage by 3. If you have a turn mode of "SW" divide the damage by 5. If you are a Tholian, Seltorian, or Jindarian ship divide the damage by 4. You can "clear a path" by firing at an asteroid hex prior to entering it. Each point of damage done to the asteroids reduces your damage by 1 when you travel through them. Each full turn you lose 1 point of this benefit, as asteroids slowly move and "fill the hole". Other ships may use the hole if they spend a Lab function to find it first. Asteroids damage drones and plasmas, at 1 point per hex travelled through/into. ------------------------------------------------------------------------------- (R) RACE DESCRIPTIONS UPDATED SFB RACE LIST ## ABBR RACE ## ABBR RACE ## ABBR RACE 1 Gen Generic 34 67 Que Quegan 2 Fed Federation 35 68 Vir Virax 3 Kli Klingon 36 69 Grt Gorthang 4 Rom Romulan 37 70 SCA StarCon Alliance 5 Kzi Kzinti 38 71 SCH StarCon Hierarchy 6 Gor Gorn 39 72 UPF StarFrontiers UPF 7 Tho Tholian 40 Cen Centaurian 73 Sat StarFrontiers Sathar 8 Ori Orion 41 Kre Krebiz 74 NRH StarWars New Republic 9 Hyd Hydran 42 Arg Argonian 75 Emp StarWars The Empire 10 And Andromedan 43 Ind Indirigan 76 TwC BG Twelve Colonies 11 Lyr Lyran 44 Vek Vektrean 77 Cyl BG Cylon 12 WYN WYN 45 Bol Bolaar 78 Mic Micro Machines Races 13 ISC ISC 46 Cor CorpAggressors 79 Del Delta Vee 14 LDR LDR 47 Cly Clydon 80 Hos Hoshan 15 Sel Seltorian 48 Mec Mechad 81 Zea Zeator 16 Jin Jindarian 49 Fil Filarian 82 Xar Xarians 17 Vud Vudar 50 Par Paravian 83 StE Star Embassy 18 51 Fra Frax 84 Tec Teckla 19 52 Qar Qari 85 Wor World-Fleet 20 Fer Ferengi 53 Tri Triaxian 86 Ran Randomites 21 Car Cardassian 54 Sha Sharkhunter 87 Opp Opposition 22 Bor Borg 55 Bar Barbarian 88 Cyc Cyclix 23 Tam Tamarian 56 Fli Flivver 89 Zer Zerraman 24 Dom Dominion 57 Del Deltan 90 ID4 Independence Day 25 Maq Maquis 58 Bri Britanian 91 Tra Traveller 26 59 Can Canad'ien 92 B5H Babylon 5 27 Kaz Kazon 60 His Hispaniolan 93 Bl7 Blake's 7 28 Sau Saurians 61 WoU Worlds ofUnion 94 Buc Buck Rogers 29 Spe Species 8472 62 Hel Helgardian 95 30 63 Mal Mallaran 96 Spj AD&D Spelljammer 31 64 Hum Human Confed 97 Mir Mirror Universe 32 65 Xxr Xxrix 98 Alt Alternate Universe 33 66 Sun SunfireKhanate 99 Mon Monsters, Uniques TECHNOLOGICAL CROSS-REFERENCE This chart lists Technology Level vs. Time of most of the races. This is a great aid for running campaigns. It does not include all races, however. Individual units of a race could be 1 tech higher or lower. DATE: (TOS) (Ent-A) (Ent-B) (Ent-C) (TNG) (DS9) ## RACE Y130 Y140 Y150 Y160 Y170 Y180 Y190 Y200 Y210 Y220 Y230 Y240 Y250 Y260 2 Fed 0Xe 0Xe 0Xs 0Xl 1X 2Xe 2Xe 2Xs 2Xs 2Xs 2Xl 2Xl 3X 4Xe 3 Kli 0Xe 0Xs 0Xs 0Xs 0Xl 1X 2Xe 2Xe 2Xs 2Xs 2Xs 2Xl 3X 4Xe 4 Rom sub sub 0Xe 0Xs 0Xl 1X 1X 2Xe 2Xs 2Xs 2Xl 2Xl 3X 3X 5 Kzi 0Xe 0Xe 0Xe 0Xs 0Xl 1X 2Xe 2Xe 2Xs 2Xs 2Xl 2Xl 3X 3X 6 Gor sub 0Xe 0Xe 0Xs 0Xl 1X 1X 2Xe 2Xs 2Xs 2Xs 2Xl 2Xl 3X 7 Tho 0Xs 0Xs 0Xs 0Xs 0Xl 1X 2Xe 2Xs 2Xs 2Xl 3X 3X 4Xe 4Xe 8 Ori --- 0Xe 0Xs 0Xl 0Xl 1X 2Xe 2Xs 2Xs 2Xs 2Xl 2Xl 3X 4Xe 9 Hyd 0Xe 0Xs 0Xs 0Xs 0Xl 0Xl 1X 2Xe 2Xe 2Xs 2Xs 2Xl 2Xl 3X 10 And 0Xs 0Xs 0Xs 0Xl 0Xl 1X 1X 1X 1X 2Xe 2Xs 2Xl 3X 3X 11 Lyr 0Xe 0Xs 0Xs 0Xl 0Xl 1X 2Xe 2Xe 2Xs 2Xs 2Xs 2Xl 2Xl 3X 12 WYN 0Xe 0Xe 0Xe 0Xs 0Xl 1X 2Xe 2Xe 2Xs 2Xs 2Xs 2Xl 3X 3X 13 ISC 0Xs 0Xs 0Xs 0Xl 0Xl 0Xl 1X 1X 1X 2Xe 2Xs 2Xl 3X 4Xe 14 LDR --- --- 0Xs 0Xs 0Xl 1X 2Xe --- 2Xe 2Xs 2Xs 2Xs 2Xl 3X 15 Sel 0Xl 0Xl 0Xl 0Xl 0Xl 0Xl 1X 2Xe 2Xs 2Xl 3X 4Xe 4Xs 4Xl 20 Fer 2Xs 2Xs 2Xl 2Xl 2Xl 2Xl 2Xl 2Xl 3X 3X 3X 3X 3X 3X 21 Car 1X 1X 1X 1X 2Xe 2Xe 2Xe 2Xe 2Xs 2Xs 2Xs 2Xs 2Xl 4Xe 22 Bor 5X 5X 5X 5X 5X 5X 5X 5X 5X 5X 5X 5X 5X 5X 24 Dom 4Xe 4Xe 4Xe 4Xe 4Xe 4Xe 4Xs 4Xs 4Xs 4Xs 4Xs 4Xs 4Xs 4Xs 25 Maq --- --- --- --- --- --- --- --- --- --- --- --- 3X --- 41 Kre 0Xs 0Xs 0Xs 0Xs 0Xs 0Xl 1X 2Xe 2Xs 2Xs 2Xl 3X 3X 4Xe 45 Bol 0Xs 0Xs 0Xs 0Xs 0Xs 0Xl 1X 2Xe 2Xs 2Xs 2Xl 3X 4Xe 4Xs 46 Cor 0Xs 0Xs 0Xs 0Xs 0Xl 0Xl 1X 2Xe 2Xs 2Xl 3X 4Xe 4Xe 4Xe 51 Fra --- --- --- --- --- sub 0Xe 0Xs 0Xl 1X 2Xe 2Xs 2Xl 3X 80 Hos sub sub sub 0Xe 0Xe 0Xe 0Xs 0Xs 0Xs 0Xl 0Xl 1X 4Xl 4Xl 81 Zea sub sub sub 0Xe 0Xe 0Xs 0Xs 0Xl 0Xl 1X 2Xe 2Xs 3X 4Xe 83 StE --- --- --- --- --- --- 2Xe 2Xs 2Xl 3X 3X 2Xl sub --- 85 Wor 1X 1X 1X 1X 1X 1X 1X 1X 2Xe 2Xs 2Xl 3X 3X 4Xe (R1) GENERAL There are basically three types of "General" units: Typical, Civilian, and Commerical. Typical units are simply units that all races use: Auxiliary Minelayers, Carriers, etc. It would probably be better if they were listed seperately for each race rather than being included in the (R1) section. Civilian units are those owned by a single person or group of people. In non-aggressive, highly-advanced areas (such as the Federation) such units are very common. The more militaristic and the lower the technology of the home race, the less likelihood of Civilian units existing. Civilian units are usually custom-designed, but most cannot stand up in combat to even a frigate. Civilian units are versatile, so they can perform many functions. Commercial units are owned by companies or a sub-race (such as the Vulcans). These are usually better armed, travel in convoys, and have less variance in design (all Commercial units of a company usually are very similar). Commercial units are less versatile than Civilian units, as they are built for one function and one function only. Local militia ships (such as the Bajoran militia) can be quite powerful. (R2) FEDERATION The Federation has a history of expansion. No known race (including the Borg) has expanded so quickly (in terms of percentage) in such a short amount of time. The following factors are key to the Federation's success: 1. Economics: The Federation, the ISC, and the Dominion all think in the long term. Many other races (the Orion, Bolaar, and Ferengi being the worst) usually grab what they can without considering the outcome. Personal wealth is not a consideration in the Federation (since most peoples' desires can be fulfilled with the available resources), so the people tend to help others rather than themselves. 2. Research: The Federation spends more resources on research than other races. Because of this, whenever the Federation had found itself in a war (Klingon, Romulan, Cardassian) it had fewer ships but of higher quality. The recent wars against the Borg and the Dominion, however, the exact opposite is occuring. 3. High Morale: Personal freedom and fairness is very important to the Federation. Under their doctrane, it is probably better to let a criminal go if there is a risk of infringing someone's rights. This gives the Federation part of it's "naive" stereotype, but it serves its members well. The Federation has a better ship-building than ship-modifying structure; an existing design will be used with few refits until it is decommissioned. This leads to many ships in the Federation who are "lagging behind": Many 0Xs/0Xl Federation ships were in service as late as Y180, even though new construction ships were 2Xe. The Federation believed it was better to decommission and build a new ship rather than modify an old one. Captain Kirk found this doctrane to be most annoying. :) For some reason, the Reliant-class is an exception to this policy; the Federation seems to love making endless variants to this class. (R3) KLINGON The Klingons were a very powerful military force until the destruction of the moon Praxis in Y184. They began to evacuate their home-world, but even with Federation aid they found the situation very difficult to deal with. The chaos created by this incident made them ill-prepared for the ISC Conquest of Y186. Instead of pushing back the ISC, they spent a considerable amount of resources in hunting down and destroying the Seltorian 1st Tribunal. To make matters worse, a computer technology experiment went terribly wrong in a Klingon research facility, making the simulator race Frax into a rather nasty Transversal-Virus (see (R51) below). The Frax were responsible for the destruction of 20% of the Klingon forces. None of these "enemies" (a blown up moon, a bunch of bugs, a computer virus) were considered honorable to fight, and morale was low. It was then that the Andromedan Invasion began. After 2 years of fighting, the Klingons masterminded "Operation Unity" which led to the downfall of the Andros. Ironically, it was limited Displacement Device technology that solved the Praxis situation. After years of work, the Klingon-Federation effort repaired the moon enough so it stabilized Klinzhai's orbit, making the evacuation no longer necessary. The Klingons have had conflict with the Cardassians (in one form or another) for as long as they have known them. They have been annoyed with the Federation's stance against the Cardassians: first they war with them, then they form a treaty, then they battle with them over the Bajorans, then they renegotiate the treaty forming the Maquis, then they war with them again. They became so annoyed that they dissolved the Khitomer Accords in Y256 leading to a short series of Klingon-Federation battles. (R4) ROMULAN After the Khitomer Incident (Star Trek VI), the Romulans betrayed the Klingons and broke off relations with all other Galactic races except for the ISC. All through the 1X and 2X periods, the Romulans were slowly building up their fleet so it could stand up to the more powerful races. Certain younger Commanders in the Romulan Empire felt a need to fight, and a combat occured at Narendra III in Y229, destroying the Enterprise-C and putting a lot of heat on the Romulans from both the Federation and Klingon borders. In Y230, a major change in government renamed the Romulan Empire temporarily to the Romulan Republic, dedicated towards non-aggression. The Romulan Republic succeeded in having the ISC join them in Y235, based partially on their non-aggressive stance. With the ISC's help, they invented a powerful secret police/spy force known as the Tal'Shiar to maintain order. The Republic was forced to fight in Y240 when the Seltorian 2nd Tribunal appeared and decided to attack everyone (Tholian or not). Even though the 2nd Tribunal was destroyed, many Romulan Commanders were not impressed by the bureaucratic attitude of the higher officials. They sometimes acted more like Vulcans than Romulans. The Romulan Republic government finally failed in Y247, and the Romulan Empire was reborn with the same governmental system as before (the Tal'Shiar was kept as the only remnant of the Republic). The Romulans again had conflicts with all of its neighbors. After seeing how powerful the Federation and the Tholians had become, the only race they could pick on was the Klingons, which they did until the Dominion became known. (R5) KZINTI The Kzinti began an intense exploration effort during Y170, hoping to find new territory. What they discovered was the outskirts of the Ferengi Empire, a group of understandably paranoid (and property-poor) races. The Kzinti turned back (fearing contact with the "dreaded unknown Ferengi Empire") and then accepted the Federation's offer to join them in Y174. Seeing how well the Gorn faired after joining the Federation in Y169 may have influenced their decision. The Kzinti continued to maintain a fleet to help protect their core systems, as well as serve aboard Federation ships. The outer systems of the former Kzinti Hegemony (most of which were populated by non-Kzinti) were released under Federation protection. Since the Kzinti fleet was relatively small, the ships were of much better design. Without having to worry about a large military, exploration, or even economic matters (the Federation took care of all of this), the Kzinti turned to social problems within their own people. By the time the Lyrans joined the Klingon Empire and effectively became the Kzinti's allies, the Kzinti did not turn them away. (R6) GORN After the General War, the Gorn did not like the way ship design was going. The Gorn continued to build bigger and bigger ships (the standard SFB Gorn BB is not conjectural in my timeline), but they were not faring well in combat. X-ships were very delicate, and "smash until it works" technology simply did not win the majority of battles. The Federation was testing TransWarp in Y169, and when the Gorn Ambassador saw how intricate the technology was, he knew it would be difficult for the Gorn to duplicate. When the Gorn officially requested help from the Federation with their ongoing Romulan troubles, the Federation offered membership. The Gorn quickly accepted, believing the Romulans to be now doomed. The Gorn were slightly disappointed when their one vote on the Federation Council was not enough to start a Federation-Romulan war. Nevertheless, membership was found to be very profitable, and the Gorn never regretted it. As a symbol of their gratitude and new friendship, the Gorn suggested the first Federation Starbase in Gorn space be at Cestus III. The Gorn (just as the Kzinti) still maintain a small fleet to defend their own core systems, as well as serve aboard Federation ships. The outer 2/3's of old Confederation territory was turned over to Federation administration. (R7) THOLIAN The Tholians became as reclusive as ever after the Andromedan Invasion. Their only real contact was Ambassadors to each of the major races twice per year. These meetings usually summarized to: "Nothing has changed. Leave us alone". During the two Seltorian Tribunals, of course the message was slightly different to the Klingon and Romulan governments, who provided aid reluctantly (after seeing the rapid breeding of the Seltorians). They signed a non-aggression pact with the Dominion in Y257, as they apparently do not feel they are a threat. The Tholians have shown uneasiness towards the Borg, the Andromedans, and the Masters, however. Their engineering problems almost disappeared with the arrival of the 312th; they were able to understand enough in the 312th's computer banks to make construction facilities for new designs. The new designs (Neo-Neo-Tholians if you will) took advantage of the physics of the Milky Way; known to be slightly different from the Tholian Home Galaxy. Particle Cannons originally did not work in the Milky Way when the original Tholian police force arrived; they were replaced with Disruptors (a simple enough weapon to design). Particle Cannons were "re-invented" using Milky Way physics, but since the Tholians had been using Disruptors for so long, they were not very popular. The Tholians did not invent TransWarp, in fact they have had VWARP-1 all along but it does not work under Milky Way physics. The Tholians modified their ships to TWARP from Y186-189, and then again to VWARP from Y233-235. This gave them a large tactical advantage when dealing with other ships. After slaughtering the 2nd Tribunal in Y240, the Tholians considered sending an expedition back to their home galaxy. The plan was dropped when they realized how developed the Seltorians could be, given their improvements in the 2nd Tribunal (see (R15) below for description). Note that the Tholians are one of the few races who have not expanded at all for as long as the Federation has known them. Since the Tholians are always building new ships and bases, their space is becoming fairly dense. The Federation confirmed that the Tholians successfully constructed their first (Milky Way) Dyson Sphere in Y252; it is rumored to be built solely from webs. It was also about this time that slowly-moving webs were first observed, making the legendary "moving Dyson Sphere" more believable. Tholian technology is considered 1 tech level higher for purposes of avail- ability to non-Tholians for Option Mounts and Ship Modifications, but not for BPV. Thus, a 1X Orion could mount a 0X Web Caster. This penalty does not apply to Seltorians. Tholians can learn the technology of Galactic races. (R8) ORION [stuggled with Ferengi, Bolaar] [Orion Syndicate] (R9) HYDRAN The Hydrans were very weak after the General, ISC, and Andromedan wars, and faded into the status of being a minor power by the 2X period. At that time the Klingons were aiding the Federation in their war against the Cardassians, and the Lyrans were busy reincorporating the LDR and having negotiations to join the Klingon Empire. This allowed the Hydrans to develop UltraWarp technology and stay at least a minor power. The Hydrans quickly allied with the Bolaar when they met; the Bolaar were more than happy to incorporate Hydran technology into their ships in trade for not raiding Hydran supply ships. (R10) ANDROMEDAN After Operation Unity was completed and the Andromedans were finally defeated, some of the remaining ships surveyed the Lesser Magellanic Cloud in search of Andromedan construction facilities. Several incomplete Desecrators and Devastarors were discovered, as well as Andromedan hulls that had the vague silhouette of several Galactic Races. Federation, Klingon, Tholian, and ISC -like Andromedan hulls were found. After studying their construction areas, it is evident that the Andromedans were intent on copying many elements of Galactic technology (indeed, Maulers were seen in action even before the Andromedans were defeated). Since the laws of physics are apparently different from galaxy to galaxy, presumably Andromedan bases were programmed to study and adapt to local conditions. A very sparse version of the Satellite Network was found heading away from the LMC towards Andromeda Galaxy. The closest ten satellites were destroyed. The Andromedans themselves seemed to always hide from Galactic probing, so a Camaloid (a shapechanging race seen in Star Trek VI:The Undiscovered Country) disguised itself as a Andromedan Boarding Robot in an attempt to go aboard an Andromedan ship. The Camaloid succeeded, and after disconnecting itself from a rather painful electrical outlet it found itself plugged into, tried to explore the ship. Andromedan corridors are very small outside of the large cargo areas; they are only about 1/2 of an inch wide and about 1/3 of an inch high. The Camaloid (who assumed the form of a small insect) encountered many small slime-like creatures in the corridors. They were moving about using incredibly tiny robots attached to their bodies (similar to the Nanites in TNG). After some study, the Camaloid concluded the slime-like creatures had been dead for hundreds of years; the tiny robots were simply following their programming to move the creatures about. There were small computer-like terminals all along the ceiling of the corridors which the Camaloid studied. The computer was apparently organic in nature, constructed from the same type of DNA as the slime-like creatures. The computer was also quite insane, its "life essence" been killed and brought back to life millions of times over the years by the robots. Part of the consciousness of the computer, desperate to escape, entered the Camaloid's body and dominated it. The Camaloid was then ejected into space as a virus. The Camaloid was severly brain-damaged from the experience, several Vulcans and Deltans were used to recover his most recent memories. The Camaloid believed the Andromedans to be at first peaceful in nature. Some great catastrophe caused them to die; only to be reconstructed again (at the explicit orders of the robots). When they died again, the robots would of course rebuild them again. The last thing the Camaloid felt before he died was pity. Rogue Andromedan ships are still in operation all over the Milky Way, but they are nowhere near as numerous as they were. Since the Rapid Network was destroyed, the Andromedans have no contact with each other. Thus, most Andromedan ships in the Milky Way are now unique, since they have no set pattern to copy. OK, now some rules additions: I allow Andromedan X-ships. After their defeat in Operation Unity many Andros had to fend for themselves and improve (or be destroyed). Most Andro X-ships are unique or near-unique. Andromedan technology is considered 2 tech levels higher for purposes of availability to non-Andromedans for Option Mounts and Ship Modifications, but not for BPV. Thus, a 2X Orion could mount a 0X Displacement Device in a PO, and it would be relatively cheap (only 18 Allowance Points). Andromedans can learn the technology of other races at no penalty, except for some phasers (only Ph-2, Ph-D, Ph-NR, Ph-ND, Ph-6, Ph-6D, Ph-WR, and Ph-WD), shuttles (including fighters), shields, and disruptors. Andromedan WARP and TWARP engines act as UWARP-1 when outside a galaxy. Andromedans cannot dock with non-Andromedans (sorry if this is already a rule). (R11) LYRAN The Lyrans were very quiet during the 1X and 2X periods. Their most hated enemies (the Kzinti) had joined the Federation, and the Lyrans did not feel confident in starting a war with the new Kzinti/Federation/Gorn government. The Lyrans came into contact with the Cardassians a few years before the Federation did, and formed a treaty with them. The Cardassians treated the Lyrans as "loyal pets", an attitude the Lyrans did not appreciate. During Y243 the Bajorans had begun a serious campaign against the Cardassian occupation. The Cardassians found they could not deal with (1) the Bajorans, (2) the current war with the Federation, and (3) an unknown force who was destroying bases on the far side of Cardassian space. The Cardassians asked the Lyrans to investigate the unknown force, fearing the attackers may be the Ferengi or the Krebiz. The Lyrans agreed, and the small fleet encountered a Borg Scout assimilating bases in this section of the galaxy. The fleet was destroyed (some was assimilated) before being able to report. This incident strained relations with the Cardassians, and the Lyrans formed a very strong alliance with the Klingons, who were aiding the Federation in the war. The treaty was so strong that the Klingons effectively took control of the less efficiently-run Lyran Empire in Y246. The Lyrans still had a local fleet (like the Kzinti and Gorn in the Federation), but it was never as big as it used to be. Since the Klingons had a treaty with the Federation, the Lyrans found themselves on the same side as the Kzinti for once. For the first time in history, this situation did not seem so bad. (Historical Note: The Borg Scout mentioned above continued on its survey; going above Ferengi and Tamarian space then along the Federation-Romulan border during Y248 (destroying outposts as it went). Since it moved so fast with its HWARP engines, no race even tracked it as a ship. Continuing down the border to the galactic edge, it eventually discovered the ruins of the Andromedan Rapid Transit Network and left the galaxy to follow it.) (R12) WYN As described in (the now-ancient) Supplement #2 from Task Force, the 2X WYNs had a severe heat-spot problem. The WYN Cluster was deteriorating at an alarming rate, and the WYN knew they would be without a home in a couple of decades. Many WYN left the cluster during the 2Xl period, forming gigantic caravans of auxiliary ships. Many of the Galactic races saw no problem in this (the WYN were not pirates; and after all the Usurper had been dead for decades). The modifications the WYN had been performing for years (making the ships very short ranged but effective in a quick fight) was now seen as a disadvantage. Many of the ships were having maintenance problems and ended up docked to each other trying to make repairs more efficient. As the years grew on, when speed was no longer an issue, several of the caravans became more or less permanently docked. The WYN incorporated pods, freighters, scrapped ships, and even base components into their permanent caravans. The caravans grew in size and looked like huge metallic cities in space. They were dubbed "Link Caravans" and eventually most WYN ships who left the dead cluster became of this type. (R13) ISC The ISC found themselves spread too far out after the Andromedan Invasion. After a 2 year long campaign to recollect its forces and provide a suitable defense for its home planets, the ISC found itself to be on the verge of becoming a minor power. Most races progressed through the 1X technology level in only about 5-10 years. The ISC higher ranks seemed to be more interested in playing tactics and coming up with better plans (to use their increasingly outdated technology). Research was lagging far behind. The ISC ended up copying new technology rather than invent it on their own. The ISC stole plans for improved plasmas from the Gorns. The Far Side races (most notably the Corporate Aggressors) gave the ISC new phaser types. After a long debate on how the ISC could reestablish "order" to the galaxy, and in order to gain TransWarp technology, the ISC hesitantly joined the (then-named) Romulan Republic during the 2X period. The Romulans sense of absolute order was appealing to the ISC, and since the Romulans were intent on avoiding conflict with every other race, the situation was acceptable. Being members of the Romulan Republic, ISC ships were fitted with Cloaking Devices. ISC Captains became frustrated with the high energy costs of Cloaks; it made disengaging actually more difficult in their opinion. It was at this time the ISC finally invented something new: the Cloak Charge, a cheap way of bringing up a temporary Cloak field long enough to escape. The Romulans, who used the Cloak to stalk an enemy and observe rather than to escape, did not appreciate the Cloak Charge and hardly ever used it. (R14) LDR Actual LDR space was reclaimed by the Lyrans after the Andromedan Invasion. For several years (Y200-Y203), the LDR fleet scattered across known space. About 25% of the surviving LDR ships rejoined the Lyran Empire without honor. About another 25% migrated to the WYN cluster, only to find they had to move again because of the heat-spots there. The rest of the LDR ships became sort of a "rogue" sub-race, and operated a small fleet out beyond Lyran explored space (near the Bolaar). They did not have an established government until Y208; which is why there is a "gap" in the Race Technology chart above. Most Lyrans hated the LDR almost as much as the Kzinti; others understood their desire for freedom. Eventually the LDR began a trade agreement with the main Lyran Empire (some of the trade included actual Lyrans who wanted to defect). (R15) SELTORIAN A second Hive Ship (there is an SSD for it on my TNG web page) arrived during the 2Xl period. Since the Seltorians knew there were Tholians in the Milky Way, they simply openly attacked without trying to first get allies as the 1st Tribunal did. The 2nd Tribunal was destroyed in less than a year by the Tholians and the new Romulan/ISC Empire. The Seltorians of the 2nd Tribunal were slightly more evolved than the ones of the 1st Tribunal. Apparently all males (fertile or not) live on to become Sages in the "new" version of the Seltorians. The Tholians (who originally genetically engineering the Seltorians) have claimed that the Sages appear to be genetically modifying their own race. The Seltorians of the 2nd Tribunal did not promise a 3rd Tribunal. Even if it did occur, it would be at the earliest Y290 (twenty years after the current season of DS9/Voyager). (R16) JINDARIAN The Jindarians continue to expand away from the known Galactic powers as they expand. This often causes the Jindarians to encounter other warp capable races before the Galactic powers do. Because of this, the Jindarians' ability to hide has improved over the years. When a race tries to expand too quickly, they will frequently encounter some Jindarian ships, who are fairly slow in terms of warp speeds. These ships sometimes will trade unusual technological equipment. (R20) FERENGI The Ferengi have an unusual defense arrangement. About half of Ferengi ships (usually larger ones such as the Marauder class) are military ships used to defend the Ferengi core systems from outside attackers. The other half are (usually smaller ships) owned by an individual for trade. If a newly contacted race is of inferior technology, the Ferengi will provide technology (of at least 1 tech level lower than their own) in trade for whatever that race has to offer. They do this regardless of the what the outcome might be; more than one war has ended by the Ferengi trading to both sides until one side runs out of money. If a newly contacted race is of superior technology, the Ferengi will try to see whatever they can gain from that race, and then what they can trade for it. The Ferengi are not above stealing or cheating if necessary. Because of these policies, the Ferengi quickly gain a reputation for untrust- worthiness. They also gain a reputation among lower technology races as being very powerful; most races usually hear of the "great Ferengi Empire" in hushed (or angry) tones before encountering them. The Ferengi avoid war at high cost; they will sometimes pay just to have a race's guarantee they will not attack them. The only race they have ever declared war against is the Borg, and that's because everyone else did it. Since an individual's wealth is considered more important than the Ferengi as a race, there does not seem to be a danger of the Ferengi Empire trying to take over the galaxy. They always seem to be able to fight among themselves. (R21) CARDASSIAN The Cardassians have a long history of exploiting lesser technology races (similar to the earlier Klingons). The Federation of course did not approve of their actions and had a rather long war with them from Y242-Y244. The Cardassians also had wars with the Bajorans, the Klingons, and the Maquis, all within a 15 year period. They even had a rather large battle against the Dominion in the Gamma Quadrant; those Cardassian ships (from the Obsidian Order) were given cloaking devices and improved by the Romulan Tal'Shiar. No other Cardassian ships had cloaking devices installed. Facing defeat, they joined the Dominion in Y257, giving them a reasonable chance of controlling most of the known Galactic races. (R22) BORG The Borg are only vaguely interested in our section of the Alpha Quadrant. They first became aware of humans in the 21st Century, when a human deep-space probe travelled through a black hole and entered the Borg home world's system. The "V'Ger" probe was repaired by the Borg and sent on its way. The Borg never knew how powerful the V'Ger probe eventually became. The Borg attack every race they contact; sometimes a race will destroy several Cubes before they are destroyed or assimilated. The more powerful races (Q, the Masters, etc.) apparently get no amusement from the Borg. The Borg are well aware this may eventually cause trouble, as the Borg are effectively eliminating their "playthings". The Borg have attempted to solve this difficulty by studying various powerful races, Species 8472 being an example. Species 8472 was the first race in 100 years who posed a threat (the El-Aurians with their Doomsday Machines were the last major threat). The Borg seem to have slowed down their activities related to contacting powerful races in favor of rebuilding the systems they do control. In a sense, the Borg have taken on a "regenerating" policy until they can effectively strike out again. Of the known races, the following cannot be assimilated (for various reasons): Tholian, Frax, Species 8472, World-Fleet, Hoshan, the Masters, Organian, Q The following races can be assimilated with great difficulty: Hydran, Andromedan, Seltorian, most Monsters (Space Dragons, Sunsnakes, etc.) Certain sub-races (Vulcan, Deltan, Changelings, etc.) also resist or cannot be assimilated. Some other races (Xarian, Binar, Cylon, etc.) would be very easy to assimilate (and may actually welcome it). (R23) TAMARIAN The Tamarians have appeared in only one Trek episode: "Darmok". They are a powerful race, but have a rather small fleet. Since they are far away from most of the other known races, they can afford to mind their own business and attack only if attacked. The communications problems associated with the Tamarians have been partially solved: they now have "phrase translators" that convert their metaphors into English (or whatever) sentences. The Tamarians have non-aggression pacts with the Ferengi, Federation, Romulans, Cardassians, Klingons, and WYN. Like other races, they have a constant declaration of war against the Borg. Tamarian-Borgs can speak normally; something the Tamarians dislike greatly. ------------------------------------------------------------------------------- (S2) HOW TO CALCULATE BPVs OF SHIPS Using the Point Value chart, add up the point values of all the systems on the ship, then divide the result by 2.5. For weapons, multiply the point value by the following multiplier based on arc (some weapons such as Ph-M use their own calculation): Arc 0 30 60 90 120 150 180 210 240 270 300 330 360 Mult .5 .625 .75 .875 1 1.125 1.25 1.375 1.5 1.625 1.75 1.875 2 If the ship is 1X, multiply the total point value by 1.5. If the ship is 2X, multiply by another 1.5 (total multiplier = 2.25). The result is the (Economic) BPV of the ship. [insert big chart here: I just rewrote this as a seperate file, I will put it here when I have some formatting problems done. For now, just use my "big list of systems" on my non-TNG web page.] ------------------------------------------------------------------------------- (S7) SHIP MODIFICATIONS All mods are reversible; i.e. can do reverse to get negative BPV. Note this allows some interesting conversions, for example, a Kzinti ship can replace all Drn-B with Drn-C (or vice versa) by downgrading to Drn-A then upgrading. In the case of "add on" mods, some ships have obviously already had it applied by looking at the SSD. In this case, of course don't add it again. "SC" means "Size Class". "(arc)" indicates technically you should recalculate the arc consideration of the BPV. For example, upgrading a Ph-2 FX to a Ph-1 FX should cost 0.75 BPV, not 0.5. See rule (S2) above on how to do this. In practice, however, doing these calculations is a pain, so my SFB group generally ignores it. If you upgrade an arc, such as converting a Ph-2 FX to a Ph-2 360, then you do need to recalculate the arcs involved. "(tech)" indicates technically you should recalculate the tech consideration of the BPV. For example, upgrading a 2Xe Btty-4 to a 2Xs Btty-5 should cost 2.25 BPV (5 x2.25 - 4 x2.25 = 2.25) instead of 1 BPV as listed. In practice, however, this calculation is a pain (just like redoing arcs), so this is generally ignored. If you upgrade a tech level, such as converting a 2Xe Btty-4 to a 3X Btty-4, then you do need to spend the difference. Tech BPV Race Avail. Modification Adjustment All 0Xe Add Crew (max = +22 - SC*4) +0.1 All 0Xe Add 1 to Phaser Capacitor (no limit) +0.5 All 0Xe Improve Weapon Arcs (arc) All 0Xe Replace Laser with Ph-3 +1 [] All 0Xe Replace Ph-0 with Ph-3 +0 All 0Xs Replace Crew with Boarding Party +0.4 All 0Xs Replace Crew with Deck Crew +0.4 All 0Xs Replace Crew with Commando Squad +0.9 All 0Xs Replace Crew with Heavy Weapons Squad +0.9 All 0Xs Add Sensor "6" (max = 1) +2 All 0Xs Add Scanner "0" (max = 1) +2 All 0Xs Add Damcon "#+2" (# = highest, max = 1) +#+2 All 0Xs Add F or A Hull (max = 1 per grouping) +1 All 0Xs Add C Hull (max = 1 per grouping) +1 All 0Xs Replace Shtl with Drn-F (once per door) +1 All 0Xs Replace Shtl with Ftr +1 All 0Xs Add Shield Boxes (max = x1.5 original) +1/6 All 0Xs Replace Btty-1 with APR (except Orion) +0.5 All 0Xs Replace Half Drone Ctrl with Single +2 [] All 0Xs Replace ADD-6 with ADD-12 +2 [] All 0Xs Replace Drn-F with Drn-A +1 All 0Xs Replace Ph-1 with SpecSen +8 (arc) All 0Xs Replace Pl-G with Pl-S +5 (arc) All 0Xl Replace F or A Hull with C Hull +1 All 0Xl Replace APR with AWR +1 All 0Xl Replace Btty-1 with Btty-2 +1 All 0Xl Add Shield Boxes (max = x2 original) +1/6 All 0Xl Replace ADD-12 with Drn-A +0 All 0Xl Replace Drn-A with Drn-B +1 All 0Xl Replace Drn-F with Pl-D +3 (arc) All 0Xl Replace Mine-A with Mine-B +2 [] All 0Xl Replace Ph-2 with Ph-1 (except Andro) +0.5 (arc) All 0Xl Replace Ph-3 with Ph-2 +0.5 (arc) All 0Xl Replace Pl-F with Pl-D +2 (arc) All 1X Replace AWR with A2R +1 (tech) All 1X Replace Btty-2 with Btty-3 +1 (tech) All 1X Replace Ph-1 with Ph-5 +3 (arc) (tech) All 1X Replace Ph-M with 2 Ph-5 +2 (arc) (tech) All 1X Replace Pl-F with Pl-L +3.5 (arc) (tech) All 1X Replace Pl-S with Pl-M +2.5 (arc) (tech) All 2Xe Add two SpecSen, one SpecScan (once) +90 (incl.tech) All 2Xe Replace Cargo with Hold +2.5 (tech) All 2Xe Replace Hold with NWO +1 (tech) All 2Xe Replace AWR with ATWR +1 (tech) All 2Xe Replace Btty-3 with Btty-4 +1 (tech) All 2Xe Replace Warp with TWarp +2 (tech) All 2Xe Replace Ph-5 with Ph-6 +1 (arc) (tech) All 2Xe Replace Pl-L with Pl-S (but not to M) +11 (arc) (tech) All 2Xe Replace Pl-M with Pl-R +2.5 (arc) (tech) All 2Xs Replace Lab with Ana +0.5 (tech) All 2Xs Replace Repair with Construct +3 (tech) All 2Xs Replace ATWR with AXR +1 (tech) All 2Xs Replace Btty-4 with Btty-5 +1 (tech) All 2Xs Replace Ph-4 with Ph-8 +4 (arc) (tech) All 2Xl Replace Btty-5 with Btty-6 +1 (tech) Fed 0Xe Replace FAC with Phtn +1 Fed 0Xs Replace Lab with AWR (max = 50%) +1 Fed 0Xs Replace APR with AWR +1 Fed 0Xs Add two Ph-3 360, one Drn-G (once) +10 (incl.arc) Fed 0Xs Replace ADD-6 with Drn-G +4 Fed 0Xs Replace Drn-A with Drn-B +1 Fed 0Xs Replace Drn-B with Drn-G +1 Fed 0Xs Replace Mine-A with Drn-A +0 Fed 0Xs Replace Ph-2 with Ph-1 +0.5 (arc) Fed 0Xs Replace Ph-3 with Ph-G +2 (arc) Fed 0Xs Replace Pl-F with Phtn +1 (arc) Fed 0Xs Replace Phtn with Drn-G +1 (arc) Fed 0Xl Replace two Ph-1 with one 1X Ph-5 +3.5 (arc) (incl.tech) Fed 0Xl Replace Ph-2 with Ph-D +2.5 (arc) Fed 0Xl 1X Lab, Ph-1, Phtn available (tech) Fed 2Xl Replace Ph-6 with Ph-7 +1 (arc) (tech) Kli 0Xe Add Armor (max = 12 - SC*2) +1.5 Kli 0Xs Replace Prb with SFG +18.5 Kli 0Xs Add Cloaking Device +15 Kli 0Xs Replace Imp with Emer Imp +1 Kli 0Xs Add DERFACS [] Kli 0Xs Add UIM +5 Kli 0Xs Add ADD-6 (once) +2 Kli 0Xs Replace ADD-6 with Drn-A +2 Kli 0Xs Replace Drn-A with Drn-B +1 Kli 0Xs Replace Mine-A with Drn-A +0 Kli 0Xs Replace Ph-1 with Disr +2 (arc) Kli 0Xs Replace Ph-2 with Ph-1 (max = 50%) +0.5 (arc) Kli 0Xs Replace Ph-3 with Ph-2 +0.5 (arc) Kli 0Xl Replace Disr with Pl-F +0 (arc) Kli 0Xl Replace Pl-F with Pl-S +11 (arc) Kli 0Xl 1X Tran, Disr, SFG available (tech) Rom sub Add Armor (max = 12 - SC*2) +1.5 Rom sub Add Cloaking Device +15 Rom sub Add NSM (once) +4 Rom 0Xe Replace Shtl with Mine-A (once per bay) +2 Rom 0Xs Replace Ph-2 with Ph-1 +0.5 (arc) Rom 0Xs Replace Pl-F with Pl-D +2 (arc) Rom 0Xl Replace Mine-A with Pl-D +2 (arc) Rom 0Xl 1X Cloak, Pl-F, Pl-R available (tech) Rom 1X Replace Pl-M with Pl-R (max = 50%) +2.5 (arc) (tech) Kzi 0Xe Replace Shtl with Drn-F (no limit) +1 Kzi 0Xs Replace Single Drone Ctrl with Double +2 Kzi 0Xs Replace Double Drone Ctrl with Triple +2 Kzi 0Xs Add DERFACS [] Kzi 0Xs Replace ADD-6 with Drn-A +1 [] Kzi 0Xs Replace Drn-A with Drn-B or Drn-C +1 Kzi 0Xs Replace Drn-B with Drn-G +1 Kzi 0Xs Replace one (3-box) Drn-D with 3 Drn-A +3 Kzi 0Xs Replace Mine-A with Drn-A +0 Kzi 0Xs Replace Ph-3 with ADD-6 +1 (arc) Kzi 0Xl Add Cargo (twice) +1.5 Kzi 0Xl Replace Double Drone Ctrl with Quad. +2 Kzi 0Xl Add UIM +5 Kzi 0Xl Replace Disr with Phtn +1 (arc) Kzi 0Xl 1X Drn-BX, Drn-CX, Drn-GX available (tech) Kzi 1X Replace Drn-CX with Drn-C1X +0 Kzi 2Xe Replace Drn-XC with Drn-XH [] Gor sub Add Armor (max = 14 - SC*2) +1.5 Gor 0Xe Replace Shtl with Shtl-G +0 Gor 0Xs Add 2 PL-F LP/RP, 2 Ph-3 LS/RS (once) +13 (incl.arc) Gor 0Xs Replace Ph-2 with Ph-1 +0.5 (arc) Gor 0Xs Replace Pl-F with Pl-D +2 (arc) Gor 0Xl Replace Mine-A with Pl-D +2 (arc) Gor 0Xl Replace Ph-1 with Ph-P (double cap) +1 (arc) Gor 0Xl Replace Ph-3 with Ph-3P (double cap) +0.5 (arc) Gor 0Xl Replace Pl-S with Pl-M (max = 50%) +2.5 (arc) Gor 0Xl 1X Shtl, Trac, Pl-S available (tech) Tho 0Xe Replace PC with Disr +0 (arc) Tho 0Xs Replace Disr with Phtn +1 (arc) Tho 0Xs Replace Ph-2 with Ph-1 +0.5 (arc) Tho 0Xs Replace Web with Snare L+R +3 (incl.arc) [] Tho 0Xl Replace Snare L+R with WC FA/L+LF/R+RF +10 (incl.arc) [] Tho 0Xl 1X Shields, PC, WC available (tech) Tho 1X Replace APR with AXR +3 (tech) Tho 1X Replace Warp with TWarp +2 (tech) Tho 2Xl Replace AXR with AVR +5 (tech) Tho 2Xl Replace TWarp with UWarp +2 (tech) Ori 0Xe Add Ability to Double Engines +1/box Ori 0Xs Replace Shtl with Mine-A (once per bay) +2 Ori 0Xs Add Cloaking Device +15 Ori 0Xs Replace Drn-A with Pl-D +2 (arc) Ori 0Xs Replace Mine-A with Drn-A +0 Ori 0Xs Replace Opt-W with Opt-S +1 (arc) Ori 0Xs Replace Opt-S with Opt +1 (arc) Ori 0Xl 1X Opt, PO, NWO available (tech) Ori 1X Replace Cargo with Hold +2.5 (tech) Ori 2Xl Replace Construct with Fab +2 (tech) Ori 2Xl 3X Opt, CO, PO, NWO available (tech) Hyd 0Xe Replace Nova with Fus +0 (arc) [] Hyd 0Xe Replace Nova with HB +4 (arc) [] Hyd 0Xs Replace F or A Hull with C Hull +1 Hyd 0Xs Replace Fusion with Ph-1 +0 (arc) Hyd 0Xs Replace Ph-2 with Ph-1 (max = 50%) +0.5 (arc) Hyd 0Xs Replace Ph-3 with Ph-G +2 (arc) Hyd 1X 1X Fus, HB, Ph-G available (tech) Hyd 2Xs Replace Ph-1 with Ph-1G +6 (arc) (tech) And 0Xs Replace TRL with TRH +4 (arc) [] And 0Xl Replace Btty-5 with Btty-6 +1 And 0Xl Replace Ph-2 with Ph-D +2.5 (arc) And 0Xl 1X Hangar, DD, TRH available (tech) And 1X Replace Repair with Construct +3 (tech) And 2Xe Replace Ph-D with Ph-6 +2 (arc) (tech) And 2Xl Replace Ph-6 with Ph-6D +12 (arc) (tech) Lyr 0Xs Add four APR, 1 Btty-1 (twice) +9.5 Lyr 0Xs Add DERFACS [] Lyr 0Xs Replace Ph-2 with Ph-1 (max = 50%) +0.5 (arc) Lyr 0Xl Add UIM +5 Lyr 0Xl Replace Ph-3 with Ph-G +2 (arc) Lyr 0Xl 1X Trac, ESG, Disr available (tech) Lyr 1X Replace ESG with ESGC +0 WYN 0Xs Add Ability to Double Engines +1/box WYN 0Xs Add Warp (max = 1 per 3 boxes) +4 (5 if C Warp) WYN 0Xs Add Weapons of all types (max = 50%) +weapon (arc) WYN 0Xs Replace Drn-A with Drn-B or Drn-C +1 WYN 0Xs Replace Drn-B with Drn-Opt +3 (arc) WYN 0Xs Replace Drn-B with Pl-D +2 (arc) WYN 0Xs Replace Mine-A with Drn-A +0 WYN 0Xs Replace Opt-W with Opt-S +1 (arc) WYN 0Xs Replace Opt-W with Torp-Opt +1 (arc) WYN 0Xs Replace Opt-S with Opt +1 (arc) WYN 0Xs Replace Ph-1 with Ph-Opt +4 (arc) WYN 0Xs Replace Ph-2 with Ph-1 +0.5 (arc) WYN 0Xl Replace Ph-1 with Ph-4 +2 (arc) WYN 0Xl Add Positional Stabilizer +15 [] WYN 0Xl 1X Ph-Opt, Torp-Opt, Drn-Opt available (tech) WYN 1X Replace Cargo with Hold +2.5 (tech) WYN 2Xl Can combine ships permanently (Link Caravan) ISC 0Xs Add Pl-F L+LR/R+RR (max=7-SC per side) +4 ISC 0Xs Replace Ph-2 with Ph-1 +0.5 (arc) ISC 0Xs Replace Pl-S with PPD +5 (arc) ISC 0Xl Replace Mine-A with Pl-D +2 (arc) ISC 0Xl Replace Ph-1 with Ph-MR +1 (arc) ISC 0Xl Replace Ph-3 with Ph-SR +0.5 (arc) ISC 0Xl Replace Pl-F with 1X Pl-L +7.25 (arc) (incl.tech) ISC 0Xl Replace PPD with PPD8 +5 (arc) ISC 0Xl 1X Brdg, CO, PPD/PPD8 available (tech) ISC 2Xl Replace PPD with PPDC +0 LDR 0Xs Replace two Ph-3 with one Ph-G +1 (arc) LDR 0Xl Replace Ph-3 with Ph-G +2 (arc) LDR 0Xl 1X Trac, ESG, Ph-G available (tech) LDR 1X Replace ESG with ESGC +0 ------------------------------------------------------------------------------- (SH1) WHITE HOLE (SCENARIO) The MASTERS amused themselves (at the expense of others) in a variety of ways. This was one of their more popular games, which places new contestants each turn in sometimes unfortunate positions. Due to the unusually large numbers of ships used in these games, this led to the eventual downfall of the MASTERS, see (SH2). Number of Players: 2 or more. Initial Set Up: Use a standard map with a tournament barrier at the edge. No ships on map. Take a whole bunch of leftover SSDs (at least 100), place them in a pile, and shuffle them. All of the SSDs should be within 1 tech level of each other. Length of Scenario: The scenario continues until 1 player controls 10 ships. Special Rules: 1. Each player begins with one "level" and 0 XP (Experience Points). 2. At the beginning of each impulse, do the following procedure: 2A. If a player has fewer ships than his "level", he gets a new ship rolled randomly from the pile of SSDs. I recommend rolling 2d6 and counting down that number of SSDs in the pile. 2B. The new ship is placed randomly on the board: Start at hex 2215. Roll 1d6 for direction. Roll 1d6 again, multiply that number by 2. Move the ship that number of hexes in the indicated direction. Roll 1d6 for the ship's facing. 2C. The new ship is energy allocated (WS-III) and can move and act normally starting with the impulse it appears. 2D. Repeat steps 2A-2C until all players have a number of ships equal to their "level". 2E. During each impulse, if your XP exceeds the sum total of all the BPVs of all of your ships, lower your XP by this sum and increase your "level" by 1. Then repeat steps 2A-2E. EXAMPLE: A player has 3 "levels", 500 XP, and a ship worth 100 XP. He thus gets 2 new ships, and they end up being 50 BPV and 200 BPV. Since the total BPV (350) less than his XP (500), his "level" increases by 1 (to 4) and he gets another new ship. The new ship is worth 200 BPV. His total BPV is now 550 but he only has 150 XP remaining. He is done with this procedure. 3. If a ship is destroyed, the player destroying it gets XP equal to the combat BPV of the ship. Players get 0 XP for destroying their own ships or self-destructing. If multiple players destroy the same ship in a single impulse, whoever did the most damage to that ship in that impulse gets the XP. Explosions do not count for this calculation. 4. At the end of each impulse, each player gets 10% of the total BPV of his surviving ships as XP. 5. Ships may not disengage for any reason. They may self-destruct the impulse they arrive (since it is their first impulse) or during Impulse 1 of a new turn. If a ship self-destructs and was heavily damaged by another player, that player gets half the BPV as XP. 6. Carriers may purchase their fighters at normal BPV costs. The BPV of the Carrier is it's BPV plus fighters. As fighters are destroyed, the player destroying the fighters gets the BPV (again, you cannot get BPV for your own units) and the BPV of the Carrier lowers by the BPV of the fighter. Only when all of the fighters and the Carrier are destroyed is the Carrier-owning player allowed to roll a new ship. 7. Ships with mech-links may not purchase PFs or Interceptors. 8. Andromedans may not purchase satellites, but have a small Energy Module in each Hangar box for free. 9. All ships must pay for shields/PAs before any other system. Ships may not lower their shields, seperate sections, or drop engines. This makes suicide tactics slightly more difficult to pull off. Variations: 1. Each time a player gets a new ship, roll 3 SSDs and he gets to pick which one he gets. 2. New ships come in each turn, not each impulse. This makes survival very important. 3. Allow System Substitutions (Basic Ship Modifications) for new ships. 4. Use a computer to determine location: Roll 1d42, multiply by 100, and add 1d30. This is the hex location. 5. To discourage suicide tactics, whenever a player gets a new ship, he gets NEGATIVE BPV equal to the combat BPV of the ship. This means the only way to effectively "get ahead" on XP is to destroy other units bigger than the ones you have or Survivalist Points. In this case, the game ends when a player controls 4 ships. 6. Whoever did the most damage to a ship gets the XP for a destroyed ship. This discourages "poachers" looking for crippled ships. Comments: This scenario is awesome for using up "junk photocopy SSDs" you may have around. Very unbalanced fights (frigates vs. dreadnoughts) are common. Also makes players use races and ship classes they wouldn't normally pick. Survival becomes more and more difficult for ships after they fire their alpha strike, as new "fresh" ships are always pouring in. You may want to consider purposefully "giving your ship up" to enemy fire so you can have a fresher ship. It is usually very good to hang onto a large ship, as it generates a lot of survival XP. Unfortunately, the player who blows it will sometimes go up as many as 3 levels, so be careful who you give the ship to. Ships appearing on Impulse 10 are very powerful, as they will usually get to fire twice (once on Impulse 10 and once on Impulse 1). ------------------------------------------------------------------------------- (SH2) THE RANDOMITES (SCENARIO) By Y240, ship losses due to the MASTERS became an all-time high. Most of the galactic races began certain initiatives to undermine their games. Training was given to ship crews to resist the effects of the MASTERS control. Also taught was methods to sabotage their own ships so they could not effectively participate. It was assumed if the participants of their games refused to play, eventually the games would cease. Annoyed with this policy, the MASTERS started to construct "Randomites", ships they constructed to compete against the Galactic ships in the various games. The idea was that if players refused to participate, they would be destroyed by the Randomites. Each Randomite ship was constructed from randomly-selected technology across the known races. Randomites who could use both shields and PAs were common. Arcs were also unusual: a PPD would face RA, or a Mauler would face the #2 shield direction. Randomite-versions of Space Hockey (Galactic vs. the Randomites) and other games were made. Eventually, the MASTERS were rooting for the Randomites (in a sort of "Us versus Them" mentality) and stopped betting on the games. It was about this time that the Frax discovered a way to enter the MASTERS Arena (how to leave before a game concluded was still a mystery). After transmitting this information to the other races, fleets were sent to "participate". As expected, Randomites were created in large numbers to "balance the game". This over-taxed the MASTERS, and they fled to their own domain. The game ended before a fight occured and the participants were sent home. The Arena (an area of deep space outside of the galaxy) was still occupied by the abandoned Randomites. Many races, interested in capturing a Randomite to study the technology, sent in small fleets occasionally to try to capture one. Since the Randomites still thought they were "playing" against the known galactic races, they would attack any such fleet. This scenario describes such a mission. [Randomite starting force] [Ability of Randomites to respond to an attack] [Galactics would only try to capture non-PA, non-ATF Randomites, otherwise they cannot use Tran] [] ------------------------------------------------------------------------------- (T1) SHIP CONSTRUCTION (SHORT-TERM, UNIQUE DESIGNS) [] ------------------------------------------------------------------------------- (UG) CAMPAIGNS WITH A GAME MASTER [] ------------------------------------------------------------------------------- (X) X-TECHNOLOGY RULES CHANGES [all fast-load weapons "safe" at 1X] [how to "X" a ship] [] ------------------------------------------------------------------------------- (Z4) REFERENCES (IN PRINT AND ON THE INTERNET) [] -------------------------------------------------------------------------------