Re: Trek/SFB conversions
From: FieldScott@a...
Date: Wed, 29 Jan 1997 17:15:36 -0500
Subject: Re: Trek/SFB conversions
<Sarcasm mode on>
It seems a lot of people are of the opinion that the excessive
rules-lawyering of SFB is a BAD thing. But if one wants to faithfully
portray
space battles in the Trek universe then it's actually quite appropriate
--
after all, how many Trek battles are won by anything as mundane as
*tactics?*
They're won because someone figures out a new and interesting way to
activate
warp drive, or because Scotty/ Geordi/ Wesley/ whoever figures out how
to
reverse the polarity on the frim-fram in time to destabilize the enemy's
whachamacallit! In this spirit, I offer the following system, soon to be
made
standard on all my Federation ships:
------------------------------------------------------------------------
--
DOUBLE-TALK GENERATOR (Cost: 25, Mass: 0)
The Double-Talk Generator (DTG) must be charged prior to use in a manner
similar to a Wave Gun. Every turn, the owning player rolls 1 die and
adds the
total to any previous rolls. (The DTG always begins the game at
zero-charge.)
When the accumulated charge reaches *10*, the player may activate the
DTG; he
rolls 2d6 and consults the following table:
Roll:
-------
2-3: You drop into warp unexpectedly; move your ship up to 3" in any
direction, and all enemy ships are unable to target you for this turn
only.
4: You have re-modulated your shields: all enemy ships will do only
half
damage until they have made a successful repair or DTG roll to
re-modulate
their weapons.
5: Your weapons ignore the target's shields for this turn and for
every
turn until target makes a successful repair or DTG roll to re-modulate
their
shields.
6: Any destroyed or damaged system may be brought back on line, even
if
that system was knocked out by needle beam fire.
7: Any one weapon system does double damage this turn only.
8: You use the sensor array to project a holographic image of another
ship
(your choice) entering the map. All opposing ships must treat it as real
until they make a sensor roll as follows: Basic sensors: 6, Enhanced:
5-6,
Superior: 4-6.
9: You have reversed the polarity of your tractor beam; move any one
enemy
ship up to 6" in a straight line away from you. (If your ship does not
have a
tractor beam, roll again.)
10: You have confused the computer of any one target ship ("Norman,
coordinate...."): that ship may not use any thrust or fire any offensive
weapons until it has made a successful repair or DTG roll.
11-12: By re-routing the tractor beam through your shields, you have
created a one-turn only Reflex Field, as per MT rules.
(Can ya' tell I'm a Babylonian at heart?)
Scott Field
CULT FILM: A movie seen about fifty times by about that many people.