Tomcat Wrote:
Here is my House Rules page: Star Trek Combat House Rules
This is stuff I have culled together from the game rules, stuff I created, and stuff I borrowed from others. I have played through a few game sessions using these rule tweaks, and they seem to not have any hiccups. Still, in your game you may need to adjust any imbalances if they should reveal themselves.
I have range, size, and stealth modifiers (based on ships' emissions - kinda using the idea of sub warfare). I have also applied rate of fire and re-load times to combat.
I love these, but I have some comments:
The Starship Combat Size modifier is to high. A Shuttle could easely rip appart a bigger ship's shields because of the Tactical bonus. Don't forget, the higher the success on the Tactical maneuver the more damage the shield take. And the Protection modifer from size makes it almost impossible for bigger ships to hit smaller ones.
Here is what I would do:
A Starships Protection = 5 + Size Modifer + Highest Shield Protection
Shield Protection = Old Protection -5
Ship Size Size scale Protection Modifier
Tiny 1 +5
Small 2-3 +4
Medium 4-6 +3
Large 7-9 +2
Huge 10-12 +1
Gigantic 13-16 +0
Titanic 17-20 -1
So the Defiant with shields up would have a Protection of 20, and when its shields are down a protection of 8.
If the Defiant would also have some Type III Hull plating it protection without its shields would be 14.
I also use a rule for above avarage successes on maneuvers.
Complete Success +1
Superior Success +2
Extra-ordinary Success +3
Examples:
The Helm scores a Superior Sucess on the Minimal Aspect maneuver:
The protection bonus goes up to +4, and ships that have lock on lose their lock on and the ships protection gets a +2 modifier.
The Tactical officer scores a Complete Success on the Lock on Maneuver:
The ship gets a +4 bonus, or reduce the opponents higher Success bonuses by the amount equal to yours (The opponent Scores a Superior Success on a Helm maneuver to break the lock and only gets a +1 instead of the +2).
Ardet Nec Consumitur' / Burns but doesn't decay / Brandt maar vergaat niet.