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Thread: Starship Combat Range mods

  1. #1

    Starship Combat Range mods

    Hi all

    In the Narrator's Guide pg. 110 the section on Range notes that ships at extended +1 or extended +2 "usually won't be able to hit each other." Usually? Is there any situtation where they can hit each other at these ranges (without doing a close or similar maneuver)? I couldn't find a way. I also have found no mention of mods for range in starship combat - i.e., there is no penalty (a higher TN than just protection, for example) when attacking a ship from long or extended range. Is this correct, or did I miss it?

    Thanks in advance for any assistance.
    Trust me...there's no word for 'crisp' on Ferenginar

  2. #2
    Join Date
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    Ohio
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    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 hope these help.
    Last edited by Tomcat; 06-03-2009 at 09:22 AM.

  3. #3
    Thanks for that! Some really useful house rules there - I plan to use several. And it looks like a great pbp campaign as well.
    Trust me...there's no word for 'crisp' on Ferenginar

  4. #4
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    Quote Originally Posted by Tomcat View Post
    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 hope these help.
    I'm going to se some of these as well. Need to beef up the Jem'Hadar Attack Fighters

  5. #5
    Join Date
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    Denederwindeke in Belgium
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    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.

  6. #6
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    Ohio
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    Thanks for the input IKI!

    When I put together the mods, I did not think about the degree of success factor on shield damage... kind of important!

    I am going to look at your options and see about bringing them into my house rules.

    Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
    Esgalwen [♦♦♦♦○○] Dmg 9/11 | Edge 8 | Injury 16/18
    Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane, Foe-slaying
    Shadow bane, Skirmisher

  7. #7
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    Tomcat Wrote:
    Thanks for the input IKI!
    No problem.
    Can you keep me updated on how the size rules work for your group.
    I only used the "Above Avarage sucess rules", and my campaign doesn't start until 2 months. I was planning to use most of your house rules and some other ones.
    By the way, all your other rules are great.
    Ardet Nec Consumitur' / Burns but doesn't decay / Brandt maar vergaat niet.

  8. #8
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    Ohio
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    Quote Originally Posted by IKI View Post
    No problem.
    Can you keep me updated on how the size rules work for your group.
    I only used the "Above Avarage sucess rules", and my campaign doesn't start until 2 months. I was planning to use most of your house rules and some other ones.
    By the way, all your other rules are great.
    Be happy to let you know how the rules work out. Not quite sure of the next scene which will have ship-to-ship combat, but when we do, I will let you know.

    As far as my House Rules pages goes - I can't take credit for all of them. I culled them altogether from different GM's games, taking what I liked. But I am glad you like what you see. Let me know if anything else seems broken and I will re-tool!

    Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
    Esgalwen [♦♦♦♦○○] Dmg 9/11 | Edge 8 | Injury 16/18
    Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane, Foe-slaying
    Shadow bane, Skirmisher

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