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Thread: Separate Damage Tracks -- Weapons and Engines

  1. #1
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    Separate Damage Tracks -- Weapons and Engines

    I talked it over with one of my players, and the consensus is that we'd like there to be separate damage tracks for engines and weapons systems. We don't think it would create too much complexity to the game, but it would just _feel_ better to separate damage.

    Having said that, I have a few questions to throw out, in general.

    1.) What were the reasons for consolidating these systems? Did it take away from playability too much?

    2.) Has anyone else out there already tried to do this? If it unbalances things, I'll stick with the standard system, but if there's a way to fit it in without reworking too many things, I'd like to try.

    Thanks in advance.

  2. #2
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    You mean between warp and impulse, for example? Don't think it would be a big deal to do that. Wouldn't be that complex, just add a second roll; the first damage roll was propulsion, then a second 1/2 change for warp, 1/2 chance for impulse.

  3. #3
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    Quote Originally Posted by black campbellq
    You mean between warp and impulse, for example? Don't think it would be a big deal to do that. Wouldn't be that complex, just add a second roll; the first damage roll was propulsion, then a second 1/2 change for warp, 1/2 chance for impulse.
    True, but....would damage modifers on the warp track (like: "-2 to all helm manuevers") apply to maneuvering while on impulse power? Or perhaps I should just cut such modifiers in half, but make it apply regardless.

    So, for example: if the "-1 to all helm maneuvers" on the warp track is hit, and the starship is maneuvering at impulse, it still has -1 to all helm. If the identical box is checked off on impulse power, it's now a -2.

  4. #4
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    That would work. The alternate excuse for the damage track mods: impulse is probably more important for maneuver, warp drive is used for FTL travel (creating the subspace field) and power production.

  5. #5
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    Quote Originally Posted by black campbellq
    That would work. The alternate excuse for the damage track mods: impulse is probably more important for maneuver, warp drive is used for FTL travel (creating the subspace field) and power production.
    I think I'm just going to stick to one track for propulsion (especially since I didn't envision use of warp engines necessary/possible without the impulse engines,) while at the same time using two tracks for weapons.

    I also may add a "warp fields inoperative" line to the "B" damage box on the propulsion track, just to represent engine damage akin to that sustained by Enterprise in "The Wrath of Khan".

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