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Re: Star Trek:TOS ship stats questions....

From: "Star Ranger" <dean@s...>
Date: Sun, 7 Dec 2003 22:28:31 -0600
Subject: Re: Star Trek:TOS ship stats questions....

> I will be using Dean Gundberg's posted FASA conversions for the
ships,but
> need to do up one
> for the D6M--figure it is weak D7,and will have the Mauler as a
spinal-mount
> Wave Cannon,with only 12"range and only 1"wide fire template (best
estimate
> as I do not own Star Fleet Battles rules and info on the Mauler is
scarce
if
> you dont have SFB,but did find a reference to it in a SFB product
> description.) Any ideas on how to do the D6M?

OK, after a bit of research on the Mauler in SFB, it is targeted at a
single
ship, not at an area so a template doesn't really work so how about
this,
using modifid Heavy Beam rules from the Earthforce Sourcebook:

D-6M  Mauler
Mass 48
Cost ?160?
Hull 14 (Average)
Thrust 6
FTL
2 Fire Controls
1 Class 2 Beam Battery (all arcs)
2 Maulers (F) - Systems can not be damaged
3 Capacitors - 2 points of energy each

Mauler Rules:
This weapon is just an arrow facing foreward on the SSD, it can not be
damaged by tresholds or needle beems.  It is destroyed when the ship is
destroyed.  It targets a single ship in the Front arc.	For each point
of
energy drawn from capacitors, roll a D6.  For each full 3" range to the
target ship, subtract 1 from the result of each die.  Total the result
for
actual damage.	A natural roll of 6 gets a re-roll, but range modifier
is
applied to all re-rolls when calculating damage.
Energy is drawn from capacitors up to what they have stored (all
capacitors
are connected to both Maulers).  In addition to the energy from the
capacitors, an additional point of energy can be drawn from the thrust
engines for every 2 points of thrust not used in movement that turn.
Movement orders must indicate the extra thrust must go towards the
Mauler
for it to be available.

Capacitor Rules:
Each capacitor can store energy up to its designed limit.  For each 2
points
of thrust not used for movement, 1 point of energy can be stored and
this
must be indicated in the movement orders.  Capacitors can be damaged
like
any other system.  If they currently are storing energy when they are
damaged, roll a D6, on a 1-3 the system is damaged and nothing else
happens,
on a 4-6, the system is damaged and all the stored energy is released
explosively - roll a D6 per point of energy stored and apply that damage
to
the ship.

That should give a fun to play ship, lots of potential to do damage, but
also fragile and hard to play.
If you don't have the EFSB, these rules are similar but not the same. 
Range
bands are 6", capacitors get charged randomly and are not tied to
thrust,
beam emitters can be damaged like other systems, etc.  I made the
changed I
did to make it more similar to the Mauler rules from SFB.

Dean Gundberg

Starship Combat News
The latest information on Space Games and Miniatures
http://www.star-ranger.com
dean@star-ranger.com

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