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Originally Posted by
lladell
Greetings all. I sent a few questions to Patrick, who has graciously been helping with them. He is pretty busy of late, so I thought I'd post thema few here in case anyone else had ideas. Thanks in advance for any info! Cheers, Leo
I'm not Patrick, but I hope I'll do.
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1. Bases, Size and Starship Combat. Narrator's p. 117 has the Full
Stop move which suggests that stationary objects, like a stopped
starship, or presumably any stationary base, get +5 to Systems
Operation (Tactical) tests and -5 to their protection. So that would
mean that any base (except the occasional moving base) would always be
subject to these modifiers - base combat would be particularly lethal.
I note on Narrator's p. 143 that Stations typically have +2 to +5
Tactical maneuver modifiers, which perhaps serves the same purpose. If
the base has a +5 Tactical maneuver modifer, no need to give it an
extra +5 bonus for being Full Stopped I guess. How do you handle this?
Would you always give a stationary base/station -5 to protection as
well?
That maneuver is not a blanket statement that stationary objects get those modifiers. It's more of a one-round sort of thing with sudden stop. Besides, wouldn't logic suggest that something always standing still is going have quite a hard time hitting something buzzing around it at high speed?
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And that leads me to the next part of this question. What about
size and protection? Narrator's p.114 tells us that a failed attack
may still have hit a target, but without damaging its shields, etc.
Fair enough. But when you are designing a starship, Narrator's pg 143
(Starships p. 22), the only way to give a ship a high Protection is to
give it a powerful shield grid. But what about a speedy little ship
like the Delta Flyer that is highly maneuverable but doesn't have a
super shield? It could have a low threshhold, so that when it does get
hit, it really feels it. But I'd want it to have a pretty good
protection to reflect its quickness, size and maneuverability. Hard to
hit, but not very tough when it does get hit. Thoughts?
In the combats this system is meant to mirror, with a few rare exceptions, maneuverability was rarely an issue when it came to difficulty to hit. With all the computer targeting and so on that is inherent in the Trek setting, It's not a question of hitting, it's a question of getting through their shields. That's why the CODA starship combat system calls damage "Penetration". :)
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2. About the Galor and Keldon writeups in Starships. They seem tactically pretty much the same. Shouldn't the Keldon pack more punch? If so, any suggestions?
I noticed that myself, as did one-time line developer Jesse Heinig. Jesse was planning to develop errata for many of the ships in Starships, but it never came to pass due to Decipher's RPG division collapsing under unrealistic expectations...
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3. This is about the Systems Operation skill. I notice in starship combat that attacking generally uses the Systems Operation (Tactical) specialty, though you can also use the Systems Operation (Disruptors) skill, for example, My
first question is why anyone would select the Systems Operation (Disruptors) specialty (besides roleplaying) when they evidently wouldn't get the benefit of the specialty on a phaser-equipped ship.
The answer is in the question. In the TOS era, Tactical was divided into weapons and shields, and sometimes even further divided into specific weapon types. The latter was to simulate, say, phaser crews...
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I'm also assuming that when someone fires at another ship, and the
attacker has Systems Operation (Tactical) +4, then when they attack they roll their 2d6 and add 4 for their level, 2 for having the specialty (Tactical), plus their Intellect modifier if any. Did I miss anything? Seems like that +2 for the (Tactical) specialty will almost always apply, as so many ships will have someone with Systems Operation (Tactical).
No, that's about right.
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And finally, about the Tactics skill. I notice that some of the sample characters (like Kirk and Picard, Players pp. 239 and 242) have Tactics (space). When determining starship combat initiative and command maneuvers, we use the Tactics skill, but is it the (Space) specialty that applies, giving a +2 for the specialty to anyone who has it? I notice some characters have Tactics (Federation), but based on Narrators p. 112 ("a captain with Tactics (Romulan) squaring off against a warbird would +2 for his specialty"), I assume this
specialty would only help against a Federation ship, not when commanding one. Curious what you think.
Actually, I'd still give the specialty bonus if commanding a Federation ship, because of your familiarity of what tactics work and don't work with that organization's ships. As for which specialty applies, that's up to the Narrator, really...