New Rules
Bryan Jecko
02/08/07 #10647
To make this short and sweet - I need an editor to try and make
heads/tails of some new rules I've got worked up. (See below.)
OK - now let me explain.
As most of you know - we deliberately do NOT (and I mean NOT) try and
change the rules for combat from the FASA system. Nor do we have ANY
plans to do so. Our equipment is specifically designed to fit directly
into the FASA combat system with not extra "how-to's" for use. Many
have heard-of or played Star Fleet Battles - and one of the biggest
complaints is the sheer AUDACIOUS use of rules upon rules - taking most
of the "fun" and speed out of the game. That is why we haven't (and
won't) officially add in complex rules for new equipment (most notably
weapon) unless absolutely needed for balance sake.
THAT BEING SAID! I had forgotten I promised to put out a one-sheet with
some of the concepts for equipment we have out there these days. I was
kindly reminded to finish up that little project and try and bring some
new play-value to the FASA system. So I went ahead and dug up my notes
on things like the Spiral Wave Disruptor or the Pulse Torpedo and typed
them all in.
I have NO idea if they make any sense.
So if someone wants to take a quick read and try to see if it makes
sense - please let me know if I need to explain better (which I can
guarantee I will need to do!)
NOW! These are not all my ideas - and they are definitely not going to
be used as official rules. They are just house rules that you can
choose to use or not to use. All our weapons are designed to be used
"as-is" in game terms and none of the material listed below should
supplant standard equipment use without everyone agreeing before hand.
Some of this will slow your game down - just be warned! If you've got
alternate rules for some of this equipment please sned me a DIRECT email
and let me know what they are. I'll gather them up and put out another
email similar to this one. (No reason for just a few of us to have all
the fun trying to make up rules!!)
OK - this is the "BELOW" part:
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Alternate Rules:
HEAVY PHASERS - Vulcan heavy phasers are direct line of sight weapons
that require significant time to aim. Vulcan captains must declare what
arc they are aiming toward (if a heavy phaser covers more than one arc.)
and may not fire the weapon until the second or third phase of the turn.
For example - a heavy phaser with a firing arc of f/p may fire at
targets either in the forward or port firing arc but not both. If a
target vessel moves from the declared arc (say from the forward TO the
port arc), the heavy phaser can no longer fire at it.
PHASER CANNONS - Federation phaser cannons are direct line of sight
weapons. A phaser cannon may have either a singe firing arc (forward,
port, starboard or aft) or opposing arcs (forward/aft or
port/starboard). Phaser cannons are restricted to the firing arcs shown
below.
IMAGE 1 (I think Bill has the graphic that should go here)
HEAVY DISRUPTORS - Romulan and Gorn heavy disruptors, like phaser
cannons, are direct line of sight weapons. Heavy disruptors may only
have a single firing arc (forward, port, starboard or aft). Unlike
phaser cannons, heavy disruptors may target any vessel in the listed
arc.
PLASMA DISRUPTORS- Ferengi plasma disruptors can be set to distribute
their damage along the three facing arcs of a target vessel. Ferengi
captains must declare their action and may not fire their weapons until
the second phase of the turn. Damage is divided evenly among the three
arcs, with odd numbered damage being applied to the primary target arc.
(For example - 10 points of damage would be divided into 3, 4, 3 along
the facing shield side.) If a Ferengi captain does NOT declare he is
distributing damage, he/she may fire in phase 1 of the turn and all
Plasma Disruptors are handled as standard beam weapons.
SPIRAL WAVE DISRUPTORS - Cardassian SWD's may be double charged and fire
in two separate phases of any given turn. SWD's may not exceed listed
damage in any one phase. Double armed SWD's may NOT be armed in the
subsequent turn once both shots have been made. Power that has NOT been
discharged CAN be held over for 1 turn. If the power is not discharged
in the following turn, the damage is lost and 1/3 the armed damage is
done to the firing vessel. SWD's that are double charged will do double
damage is hit during combat. (Example: A CSD-2 can be charged to 24
points of damage and make two 12-point attacks against the same target
in two separate phases. If only 12 points of damage are used, the
remaining power can be kept in the SWD and used in the next turn. If it
is NOT used in the next turn, the power is lost with a total of 4 points
of damage down to the Cardassian ship.)
PULSE DISRUPTORS - Klingon Pulse Disruptors can be Double Charged and
fired twice in any phase of a turn. They can not be armed in the
subsequent turn. Both shots can be made in one phase or split between
any two phases. Power that is not used is lost and the weapon can not
be armed during the next turn. Double Charge weapons that are hit while
armed only do the weapons standard damage.
DISRUPTOR MISSILES- Andorian DM's can be set to spread their damage
across three facing arcs of a target vessel. Damage is distributed
evenly with odd-damage going to the primary facing arc. Andorian
captains do not need to declare their intention to spread damage to the
target vessel. The information CAN be obtained by a successful sensor
roll from the target vessel. Disruptor Missiles CAN be saved across
turns.
PLASMA MISSILES- Romulan Plasma Missiles are designed to spread their
damage across three facing arcs of the target vessels. Each missile
will automatically distribute 5 points of damage to the two support
shield arcs. The remainder of the damage is applied to the target arc.
If the supporting shield arcs are energized, the damage is absorbed. If
they are NOT energized or have been knocked down from other weapons fire
- the damage is applied directly to the Superstructure. Plasma Missiles
CAN be saved across turns until used.
PULSE TORPEDOES - Tellarite Pulse Torpedoes can be set to spread their
damage across three phases of any one turn. If a shield generator is
knocked out during that turn, a full 1/3 of the torpedoes damage is done
to that arc. Odd damage is added to the final damage roll. (Example: A
TAMT-6 can be set to do 8 points of damage against a single shield arc
in three subsequent phases. If the shield generator is damaged in phase
1, the full 8 points are done to that shield arc in phase 2 and phase
3.) Pulse torpedoes may only be fired in phase 1 of any turn.