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Month Index: January, 1997
From: steve swenson <scott@??????.????????.com> Date: Thu, 2 Jan 1997 14:12:05 -0600 (CST) Subject: Re: Outline draft for Star Trek/Spell Jammer rules-> Comments please!
Ok Here are all the rules I and my players have come up with so far.
Please review them and let me know of any problems you may have or
suggestions for the areas I have not covered yet.
I am sure there is some bad writing and some organizational problems but
this is a preliminary draft not a finished set of rules.
Ask me questions!!!!
Should I repost the entire thing whenever it gets updated or just the
changed parts?
--Steve
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Star Trek and SpellJammer Multigenre role-playing
This will cover all aspects of this particular genre when finished but
prmarily deals with Star Trek ships, ship to ship combat and rules
particular to Star Trek Vessels and Federation ships in particular.
UNIVERSE
How Spell Jammer and Star Trek Mesh.
The phlogiston is red and so is the barrier around the Milky Way Galaxy.
All Individuals should be of Low esper rating in order to pass thru the
"Hyperspace interface" safely.
If an individual has a high esper rating roll% dice
01-97 Individual dies
98 Individual must make a system shock roll or Die;
Latent PSI is awakened... over the course of 2d10 days
his/her power will grow to = 1st level psionicist.
99 Roll system shock or die; Latent PSI awakened =1st
level psionicist Increases level by 1 every day for 1d10
days.
00 Roll System shock; Individual gains intelligence
=18 if already 18 gain 1 point every day for 1d6+1 days.
PSI =level 1 pscionist increase level by 1 for 1d10 days; after this gain 1 level
and 10psp every day for 2d10 days. Character must save
vs wisdom every day or Alignment will shift towards
neutral evil.
This Galactic Barrier is what is left of the Milky Way & Andromeda's crystal
sphere. A Galaxy slowly drops from Hyperspace into its own self-contained
universe. Special modifications or jump gate portals must be made to cross
the barrier without damaging electronic, or transtator technology. See TOS
pilot episode "Where No Man has Gone Before" for more information on some of
the barrier's effects.
It (the barrier) does not register mass or energy yet it is visible and
an unprepared ship will sustain 1d4 critical hits while it remains in contact
with the barrier, The ship must also make a breakdown roll with failure
indicating one or more systems are severely damaged.
I. Federation Ships
A. Every Ship Class has Specificationsfor safe operation
B. Power Systems
1. Warp Power
Power Generated by Warp Engines may be used for
any purpose on the ship, except Impulse Speed Manuvers and speed
changes.
2. Impulse Power
Impulse power may not be used for Warp manuvering
but may be used for all other ship functions.
unless the system forbids it.
3. Emergency Power and Auxillary Batteries
Emergency power may be used for any purpose
including warp and/or impulse manuvers if those systems remain
online.
C. Auxilliary Systems
1. SIF/IDF
Under Normal conditions these systems do not need to
be managed. However, A ship captain may need to rely on these
systems in the event of extreme situations.
SIF : This System is used to hold a ship together, if it is
off-line any manuever causes a critical hit. The computer
will alert the captain and overide these manuvers
automatically if it is on-line. The captain may order
emergency manuvers shutting down this computer function.
This system may also be used as an auxillary shield
system holding a wounded ship together. This costs 1 energy
point for every 5 hull points maintained. Energy used this
way is automatically reassigned until repairs are made or the
system is shutdown. That is spending 4 points of energy
reduces a players pool by 4 points for subsequent combat
rounds.
A ship that depends upon SIF to hold it together must
make a "Breakdown roll" if it exceeds 1/4 of any ship
specification. This system may also be used offensively
giving a +1 per energy to saves against crashes, this gives
brave captains a usable ram. While the ram is maintained
energy may not be added to the system. In other words this
system can be used offensively, defensively or left to
automatic management(normal stresses).
IDF: If this System goes offline the present course
and speed must be maintained to avoid killing the crew.
Manuvers require the crew to save vs death magic or Die.
Those that save receive maximum falling damage.(There are
3 backups on destroyers, 5 on cruisers and carriers and 6 on
battle ships, smaller vessels have one generator).
2. Life support:
There are two days of air on most starfleet vessels,
however if it is not circulated a given room will use up
its oxygen in 1d6 turns.
3. Communications
Subspace Communications cannot pass thru a crystal
sphere but communication is possible out in phlogiston and
across the "Hyperspace Interface"
4. Command/control
If command control center is knocked out the ship
cannot take any action until an alternate control system is
established. Control centers include: Bridge,
Auxillary Control, and Main Engineering. Other computer
systems can be used but require an engineering team to make
it available.
5. Navigation
Without this system the ship requires a navigator to
make periodic observations to make any course changes
correctly.
6. Environmental Control:
This system controls the gravity, temperature and
humidity aboard ship. This system has numerous backups,
with each loss assign a 10% chance (cumulative) of random
changes to onboard "weather". Total failure results in
zero-G and temp and humidity aproaching that of surrounding
space.
7. Thrusters :
This is an auxilliary propulsion system speeds range
from a few yards/sec to hundreds of miles per hour. For game
purposes this system gives a ship an SR1 (tactical) MC B.
The system can be used for up to a two weeks at full burn
it is fueled by watervapor jetted through the thruster
nozzles.
8. Nav Shields: This system makes a federation ship almost
invunerable to most jettison and other light debris fields.
Ship debris, and Asteroid fields still pose a danger if the
captain is a thoughtless or desperate person.
9. Computer Core-- If this system goes down the ship will
require 2/3 maximum complement to perform properly, Weapons
locks are impossible, Library functions gone, in addition
random malfunctions may occur unpredictably over the ship as
program routines crash trying toaccess files. All turbolifts
will be off line increasing movement time between deck.
Most security features such as Intruder Alert, and PHASER
Alert(Star TRek VI) and any other security scan implemented
using internal sensors will not function until or unless
Engineering or Science personnel come up with something.
10. Power Conduits -- Affected decks must use auxillary power
or lose life support, environmental control, and IDF
functions in 1 turn. Each conduit takes an engineering team
1 round repair and 1d8 rounds to re-route. Only severly
damaged conduits will require on-site attention to re-route.
D. Hull Materials: Duranium is identical in properties to Admantium,
the two metals will bond with welds. Iron and steel do not weld well to
admantium.
E. Weapon Systems
-------------------------------------------------------------------------------
Crit HP Hitpoint FR E PB(x2) S M(-2) L(-5) EL(-8) SPD R
-------------------------------------------------------------------------------
Ph-1 17 3d10 30-100 1/1 2/1 <3 5 8 12 35 - -
Ph-2 18 3d10 30-100 1/1 2/1 <1 5 8 10 12 - -
Ph-3 18 2d10 20-200 1/1 2/1 1 1 2 3 5 - -
Ph-4(Bases) 17
Ph-G 17 3d10 30-100 4/1 6/2 <3 5 8 12 35 - -
PH1-Array 17 4d10/shots fired12/1 12/1 <3 6 10 20 40 - -
Ph2-G 17 2d8*2d10 40-1600 1/2 20/5 <3 8 12 12 30 - -
Disr 16 4d10 40-100 1/1 3/1 <3 8 12 15 40 - -
Ph-Disr 15 5d10 50-100 1/1 4/1 <4 8 12 20 40 - -
P-torp 18 50 500 1/2 2/1 - 8 15 20 50 4 3
Pl-torp ? ? ? 1/3 ? ? ? ? ? ? ? ?
P-torp MKII 18 50 800 1/2 3/1 - 12 15 25 40 8 3
QTorp 17 150 1500 1/2 9/1 - 10 12 16 30 4 6
Laser-I 19 2-5 20-50 1/1 1/1 <1 3 5 10 10 - -
Laser-II 18 1d10 10-100 1/1 2/1 <1 4 6 10 12 - -
Laser-III 18 3d6 30-180 1/1 3/1 <2 5 8 10 12 - -
Laser-IV 18 2d10 10-200 1/1 4/1 <3 5 8 10 20 - -
NclrMsl(1MT) 19 10 100 1/3 2/0 - 5 6 8 10 2 ?
C-Missle 18 2D6 20-60 1/1 1/0 - 3 8 12 15 2 2
Nclr plt 17 10 100 1/1 3/2 - 2 5 8 8 - 1
cannon
10MM 19 2-5 20-50 1/1 1/0 <1 2 3 4 8 - 1
20MM 18 2D6 20-120 1/2 1/0 <1 3 4 5 8 - 1
30MM 17 1D10 10-100 1/3 1/0 <1 3 5 6 9 - 1
With the exception of torpedoes damage inflicted by long-range and extreme-
range hits inflict only 1/2 and 1/4 normal damage.
Explanation of the Table
Crit -- The Roll required to cause a critical hit against an opponent.
HP -- Damage in Hull Points to an opposing ship
Hitpoints --- What happens if an individual is unfortunate enough
to be struck directly by one of these weapons.
FR -- Firing rate of the weapon
E -- Energy requirements the first number is how much is
required to have the weapon ready and the second is energy required to
fire.
PB -- Point Blank range this range is a +2 to hit and many tech
weapons inflict 2x normal damage exceptions are
missiles and torpedoes
S,M,L --- Short Medium and Long ranges in Hex Spaces. 1 Hex = 10 kilometers
SPD --#hexes weapon may move in one round.
R -- Min safe distance
F. Shields
Shields are Tech's answer to the Wall of Force and are in fact more or
less the same as that spell. The differences being that they can
eventually be battered down and can stand up to some things that would
bring a wall of force down instantly.
Shields are classified by number and letter. The letters are
strength multipliers A=x1 B=x2 C=x3. The number indicates the shield
level. Each shield level gives a ship protection equivalent to
10HP*(ClassLevel) damage.
For example a class 8A shield (The most common TOS shield type)
protects against 80HP of damage while a class 8C chield will
absorb 240HP of damage (Most TNG class shields are at this level
though some are probably 12B shields for smaller ships; the
Defiant has 8C level shields)
There are six shield generators on most vessels, some TNG and TOS
ships had Auxillary shields in the hull to allow the outer deck areas
to be used as armor. Once a shield has taken damage shieldpoints can
be restored by redistributing from other shields or assigning an
engineering team to maintain shields.
If assigned an engineering team can restore 1 shield level every round
the ship avoids being hit.
Should a shield generator be taken out others can compensate for it.
If a Generator is compensating for other generators that are down it
must make a breakdown roll for each generator it replaces; an additional
roll is also required if it exceeds its stated capacity. For example
one 8A generator that is functioning for itself and one out of commision
generator can maintain level 4A shields safely on both shield fronts
but must make one breakdown roll because of the extra strain. If that
generator was maintaining level 8A shields on both shields it has exceeded
its design specs by 2 times and so must make 3 breakdown checks to remain
functional. In addition if these shields are hit a breakdown roll is also
required after damage is absorbed.
If a shield is taken out completely the generator must make a
breakdown roll.
NOTE: Shields DO NOT PREVENT critical hits or damage inflicted from
the critical hit roll.
G. Movement
For the most part, SR for Trek type ships is equal warp the ship
is currently travelling or Impulse Speed for sublight travel, thrusters
are always SR1 Tactical speed only.
Each round the ship captain selects one of several
configurations for his ship which reflect energy output. These are
written out on an index card ahead of time and can only be changed at
the start of the next round. If the computer is down or if the
captain so elects he may allocate energy by hand. SR = to amount of
energy used for warp propulsion or if at tactical speeds amount of
impulse energy used for propulsion.
Accelleration and deceleration costs 1 energy point as per the
MC chart in the SpellJammer source book.
H. Sensors
Not sure how to handle these yet... We have worked out a general idea
of what active and passive sensors can detect same with internal
sensors. I need ideas here
II Combat
A. Shield Points -- See Shields
B. Damage Control
About a third of most crews are members of Engineering.
Engineering teams are made up of 5 people each. PC Engineers
and Head engineers may act as a team by themselves.
Two Teams working together or a Head Engineer with a team can
cut normal repair time in half.
In emergencies Damage control teams can be made up of 1 engineer
and 4 personnel from other departments. These teams can stabalize
systems and put out fires re-route power systems at twice normal time
periods. Actual repairs proceed at 4 times normal time periods.
C. Systems Failures: see Breakdown Roll
D. Emergency Manuvers
1. High Energy Turn
A High energy turn is performed in emergencies and
allows a ship to temporarily improve its manuveability class
to MC:A . This however comes at at a cost. First there must
be a number of unallocated energy units = to the current speed
of the ship + the number of hexes turned (3 in 2d games..
havn't playtested in 3d yet) at this point the SR is reduced
to 0 but if energy still remains (warp energy only! assuming
we're performing warp manuvers) may accelerate normally at
energy point cost =SR points on the SpellJammer MC chart.
2. Evasive Manuvers
No Handle on this yet... players seem to think it should
apply to missiles that take more than a round to hit and
any extreme-range attack.
Another possibility is the helmsman's skill can be rolled and
if successful decreases AR by 1.
Problem How do we differentiate (Evasive pattern Alpha and
delta?)
3. Warp Core Jettison
This never works in the shows or the movies. To keep the
flavor but still retain the system if a captain orders warp core dump and
the computer is still on-line have an engineer make a roll at difficult
level (1/2 engineering skill) if the computer is offline have him make a
roll at extremely difficult (1/4 engineering skill).
4. Saucer Separation
Yes ST:TOS ships can do this too! Theyjust never got around to
doing it for the series. Most Federation saucers have impulse engines only
(SR = 2-5 tactical speeds only) MC:F This manuver takes 2 rounds to perform
and if the engineering hull is being abandoned 1 additional round per
hundred crew to get them aboard the saucer. TOS Enterprise would take
6 rounds. TNG crews have faster turbo lifts so for every 300 add 1 roun.
Saucers usually have Three of the SIF/IDF generators two shield generators
which will compensate for 1 additional generator each to form a complete
shield. 75% of Computer functions will be down, essential function only
remain.
5. Warp Nacelle Jettison
An alternative to saucer seperation, but more dangerous as well
see Warp Core jettison.
6. Abandon ship
A ship typically can be abandoned in 1 round per 100 crew
All available shuttles + emergency pods located at strategic areas.
Note the Federation drastically improved emergency transportation
with the advent of the Ambassador class (c 2320?) and refits on the
remaining TOS class vessels Miranda and Excelsior Classes.
7. Self-Destruct:
Self Destruct requires a functioning computer to be executed
anywhere except main engineering. Three senior officer's approval
are needed. Presumably the ship keeps tabs on who is
incapacititated missing etc hence the computer requirement.
If the computer is down the destruct sequence may be started by
the captain alone who knows all the cyphers required... there is an
interlock that prevents use while the Main computer is on-line.
I am sure that a hack or engineer could in theory activate this
system but how long would it take?
If the computer is on-line it begins a verbal countdown at
intervals decided by the captain when the destruct is activated.
0-10% of the ship would be salvageble.... in the unlikely event
someone is trapped on board there is a microscopic chance of
surviving the self destruct.
How to survive a self destruct
#1 Get as close to the peripheral as possible and as far from
explosives as possible, forward middle decks bridge, astrogation are good
chioces.
#2 Be wearing as much armor/thermal protection as you can
#3 Now you need lots of luck
A ) 5% or more othe ship must be intact i.e. salvageable
b) Initial Explosion -- Save vs Death -5
C) Thermal Wave --Save vs Dragon Breath -5
D) Explosive decompression -- Save vs Petrification
E) Warp Core and fuel Dump Explosion Save vs Death -10
Now If you survive all this you are now officially at death's
door and require medical attention within 1 turn or you have died.
NOTE: TOS medical labratories have 1% chance per level of Doctor
of recovering patients that have reached -10 hp.
TNG medical Labs have a 1% for EMH programs and 4%/level for
doctors.
Double these for specialized hospitals or hospital ships.
E. Exceeding Specifications
1. The Breakdown roll
Each Starship has a breakdown rating. This is checked when
a player does something that strains a system past design
specifications.
A d6 is rolled and compared to the BDR if the roll is in the range
something bad has happened. The system may be down or destroyed.
Alternatively the ship tries to compensate for the strain and
if breakdown occurs it results in a critical hit being inflicted upon
the vessel.
F. Repair
1. Hull and Structural Material
Each Engineering team can repair 1 Hull point per day with
sufficient materials. Duranium can be fabricated by mining iron
asteroids at the rate of 10HP/Week per geological team.
2. Ship Systems
Auxilliary systems require an engineering roll(1/2) to repair.
1 roll per day per system. add +1 per engineering team, add +2
if the Chief engineer is working on it and add +1 per day of repair.
In an emergency, function can be restored by jury-rigging the
damaged component. In this case time is reduced to rounds or turns
but funtion is affected.
Rounds ... System functions at 1/2 or lower efficiency,
1/2 or slower speed 1/2 whatever. If it took more than 10
rounds to jury-rig use turns instead.
Breakdown roll for system is at -2
Turns ... system functions at nominal performance but
extreme range or demand for high performance use
breakdown roll at -1 to determine proper functioning.
Primary Systems -- Requires the Chief engineer and two engineering
teams with the same rules as above except one roll is
permitted per week at normal engineering skill and +1 per engineering team
over two only.
Jurry-rigging primary systems
These systems are difficult to patch and repair
requiring checks at 1/4 normal and manpower requirement of
three engineering teams + the chief engineer to do so.
Repair Times:
Turns -- 1/8 normal specifications
system breakdown rating 2-6
Hours -- 1/4 normal specifications
system breakdown rating -1
Days -- 1/2 normal specs
system breakdown rating normal
All jury rigged systems make a daily breakdown roll to continue
functioning. "She cant take much more o' this cap'n!!!"
Primary systems: Warp, Impulse, Shields, Weapons
3. In low Tech environments
Availability of materials is the principle concern here.
4. Dry dock
A space dock facility halves the time to repair all systems.
G. Alert Protocols
1. Red Alert
2. Yellow Alert
3. Battle Stations
4. General Quarters
5. Intruder Alert
6. Phaser Alert
7. Threat CON I-- Security Personnel Only
8. Threat Con II
9. Threat Con III
10. Security Breach
H. Tech Ship Critical Hits
Critical hit Table
--------------------
1 Loss 5 hull points
2 Roll 1d6 1-3 Deck crew Casualty 4-5 Aux System 6 crit hit twice
more
3 Auxilliary system damaged
4 Ship Shaken
5 Roll 1d6 1-3 Large weapon damaged, 4-6 Auxillary system damaged
6 Crew Casuality
7 Hull Holed +Crew Casualty
8 Manuverability loss
9 loss 10 hull points
10 Ship Shaken
11 Fire, Breakdown check for environmental systems
12 Max safe Warp spec at -1
13 Crew Casualty
14 Large weapon damaged
15 Ship Shaken
16 Hull Holed
17 Manuverability loss
18 loss 10 hull points
19 Max safe warp -1
20 Roll d6 1-4 Warp offline
5-6 Warp core Breach (1d10 rounds)
(Ships with Warp offline can only use impulse and
Aux and batteries for power)
Auxillary system
---------------------------
III. Ship Specifications
A. Saladin Class Destroyer
MC : C AR: 0 HP:150 Shields: 8A Energy: 20w,2i,2bat,1aux
Breakdown Rating: 3-6
Weapons:
6 PH-1, Arcs: 1rp,2p,4fp,6f,4fs,2s,1rs
2 P-torp Arcs 2f
Max Safe Warp: 8
3 SIF/IDF
B. Nelson Class Destroyer
C. Light Cruiser
D. Constitution Class
E. Nimitz Class Carrier
F. Federation Fighters
1. Viper
2. Recluse
3. Bonaparte
4. Armed Shuttle
G. D5 Battle Cruiser(Klingon)
H. D3 Raider (Klingon)
I. D7 Command Battle Cruiser
J. D7 Battle cruiser
K. D6 "Boat Anchor" Tactical Cruiser
L. B10 Battle Ship
M. Klingon Fighters
1. Dagger
2. Avenger
3.
IV. Federation Characters
A. Classes
1. Kits.
2. Proficiencies.
3. Weapon Skills.
4. Basic Training.
V. Equipment
VI Spell Effects.
Illusions in general. -- Illusions cast to fool the starship will generally
fail because the ship's sensors will report the absolute truth. This could be
circumvented in two ways, either the illusions must give false information on
all factors the ship currently measures or a knowledgable mage could make false
or useless displays on computer consoles.
Note : These Descriptions assume active sensor mode unless otherwise stated.
Invisibility -- Masks Visual spectrum only... Life sign scans, radar, sonar
will reveal the creature that is hidden though not well enough to escape
a -2 to hit.
Improved Invisibility --as above
Veil -- The Arcane version of the cloaking device, only very careful active
scans (character at console must make an observation roll to recognize
anomolies in the scan) will reveal the object hidden. Movement under
power by a Helm may (10% per SR used) give away a ship that is hiding.
While this spell operates treat it as a cloaking device.
Disintegrate -- The fantasy disruptor, this registers as a disruptor
discharge to sensors and is powerful enough to cause the folding of up to
level 2C shields(This means all level 2 shields only 2A- 2C are nullified
by the spell)
Wall of Force -- treat as level 2C shields to Energy Weapons
VII SPell Jammer Rules Modifications
1. The Helm
Under these rules Spelljammer speeds are equivalent to
warp factors. Tactical speeds are arbitrarily equivalent to impulse
speeds. In addition the Helm also functions as an IDF generator
allowing survival of crew in crashes and ramming.
2. Weapons
While a helm is operating it allows weapons to be transported at
speed sufficient to be delivered at the appropriate ranges.
Standard hex distances have been doubled or quadrupled i.e. 1 hex =
1km or 4km depending on approach distances SR and weapon ranges
expand to cover these hex differences. (We haven't decided which
scale to use yet and one player wants a 10km hex.)
3. Tactical and Spelljamming Speeds
Tactical speed is no longer forced on a Spell Jamming vessel unless
it is in the vicinity of a large gravity well. Outside orbital areas
Spelljamming manuvers can occur at spell jamming speeds because of the
IDF effect of an active helm. In effect a pilot of a SpellJammer can
elect Warp Speed or impulse speed.
VIII New Spell Jammer Ships
1. Gnomish Carrier
2. Gnomish Wringer Fighter
3. Beholder Terror Class
4. Beholder Interceptor
5. Beholder Fighter
6. Beholder Hive Ship
7. Beholder Wasp
8. Beholder Bee
9. Beholder Hornet
10. Beholder Render
IX The Starship Machiavelli
Saladin Class (modified)
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Month Index: January, 1997
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Outline draft for Star Trek/Spell Jammer rules-> Comments please! | steve swenson | |||
| Re: Outline draft for Star Trek/Spell Jammer rules-> Comments please! | Ziggy | |||
| Re: Outline draft for Star Trek/Spell Jammer rules-> Comments please! | Urklore The Iron |