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Thread: Coda Starship Combat System

  1. #1
    Join Date
    Jul 2004
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    Somewhere in the Alpha Quadrant
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    31

    Coda Starship Combat System

    Okay folks... any help with this would be appreciated.

    A buddy of mine and I are currently putting together a starship combat system for CODA Trek that is a fusion system of the best apsects of SFB and Fasa's Combat system with what is presented within the Narrators Guide and Starship Sourcebooks of CODA Trek.

    Here is the outline we have so far:

    1. Damage Display with Power Systems. (Includes shield traks per a 6 arc facing. Structure per location, and Damage Location Table with Critical Hits.
    2. Movement and Power system: (Ie power provided from warp core, impulse engines, power cost for various systems, point value for shields and movement
    3. Weapons and damage values. All the fun with ranges, modifiers and arcs.


    I need to fill in more gaps keeping with the combat round system already within CODA and keeping it as quick and dirty as possible.

    Any help would be appreciated.
    Going everywhere at the speed of plot

  2. #2
    Join Date
    Aug 1999
    Location
    Salt Lake City, UT, USA
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    2,090
    Honestly, I prefer the more abstract version that comes with the game... Could just be me, though...
    Former Decipher RPG Net Rep

    "Doug, at the keyboard, his fingers bleeding" (with thanks to Moriarti)

    In D&D3E, Abyssal is not the language of evil vacuum cleaners.

  3. #3
    Join Date
    Jul 2004
    Location
    Somewhere in the Alpha Quadrant
    Posts
    31
    Normally I can understand that.

    However...

    The group I run with are, like myself, table-top wargamers. We're used to it, and quite honestly like it as opposed to something abstracted.

    Also I have been asked to do a series set in the Dominion War, so having an abstraction could cause more problems than we're wanting to deal with.
    Going everywhere at the speed of plot

  4. #4
    Join Date
    Sep 2000
    Location
    United Kingdom
    Posts
    215
    Funnily enough , I was just about to post a message based on a similar idea. I've been thinking of ways of making the CODA rules for starship combat useable for tabletop battles. I like the RPG version a lot but would also like the ability to use miniatures if required.
    If I may digress for a moment, my ideas were slightly different;

    Ships are represented by counters or miniatures
    Scale is 1" = 1 movement unit
    Movement is determined by the impulse drive statistic on the ship sheet ie .7c + 7 movement units = 7" (i nicked this bit from the LUG rules of course)
    Each ship can make 1 free turn of up to 90 degrees per turn.
    Each turn a ship can make two maneuvers (taken from a slightly modified version of the rpg table of maneuvers) in the normal manner. You use the same dice mechanic as in printed version to make it easy to intergrate RPG characters. In addition, each trait has a value listed so you can make the rolls if you're playing the game as a tactical game. Eg, a Defiant has a skill rating of 4 (modified by ship traits of course). To make an attack, you roll using the 4 as the skill rank.

    This is in an early form at the moment and i'm still mulling over how to deal with weapon ranges on the table and whether fire arcs should come into it. I'm thinking yes but haven't worked it out yet. I'll probably look at LUG stats as a pointer to arcs.

    Hopefully more to follow soon.

    Regards

    Renny

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