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Thread: New Maneuvers and Starship related Material

  1. #1
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    New Maneuvers and Starship related Material

    Here is some new material I created, all coment is more them welcome.
    More will follow in the next posts.

    NEW STARSHIP COMBAT MANEUVERS:

    AID ANOTHER (ALL):
    You help another ship or character in performing a maneuver.
    PREREQUISITES: Command = Must be able to Communicate with who he is aiding, Helm = Target at Point Blank Range, and Tactical = Working weapons.
    DURATION:
    TN: 10
    EFFECT: Another ship a +1 Protection or another character gets or +1 to next maneuver.
    COMPLETE SUCCESS: +2 Protection or +2 to next maneuver.
    SUPERIOR SUCCESS: +3 Protection or +3 to next maneuver.
    EXTRA-ORDINARY SUCCESS: +4 Protection or +4 to next maneuver.

    CLOAK/DECLOAK (TACTICAL):
    You Cloak or Decloak the Starship.
    PREREQUISITES: None
    TN: 15
    EFFECT: You Cloak or Decloak the Starship. If this maneuver fails when decloaking, the ship drops its cloak but is unable to bring its weapons to bear, and its shields remain down until the next round.

    CLOAKED ATTACK (COMMAND) (I use this one, makes more sense ot me):
    The acting vessel comes in fast and disengages its cloak, making an immediate strafing attack to maximize damage before an enemy starship can defend itself.
    PREREQUISITES: Must Close (H) by two range increments in one maneuver
    DURATION: Instant
    TN: 15
    EFFECT: This maneuver allows the acting starship to reduce the target’s range to either point blank or close, and the tactical officer may perform a free Decloak (T) and Multiweapon maneuver (though the officer must have individual actions available). If the Decloak maneuver fails, the ship drops its cloak but is unable to bring its weapons to bear, and its shields remain down until the next round.

    DOGFIGHT (HELM):
    You try to keep the vessel busy, preventing it from entering a planet’s atmosphere or closing in on another target.
    PREREQUISITES: Match Speed, Target at Point Blank Range.
    DURATION: Lasts until the beginning of your next turn, or until the target successfully changes range.
    TN: 15
    EFFECT: The Target cannot enter a Stellar Phenomena, and decrease the target’s Helm Maneuvers increase in range by 1.
    COMPLETE SUCCESS: Decrease the target’s Helm Maneuvers increase in range by 2.
    SUPERIOR SUCCESS: Decrease the target’s Helm Maneuvers increase in range by 3.
    EXTRA-ORDINARY SUCCESS: Decrease the target’s Helm Maneuvers increase in range by 4.

    DON’T COME ANY CLOSER (TACTICAL):
    You hit the target to make it more difficult for him to close of decease it range towards you.
    PREREQUISITES: Lock-On.
    DURATION: Instant.
    TN: Target’s protection + 5.
    EFFECT: You hit the target, and you decrease the target’s Helm Maneuvers increase or decrease in range by 1.
    COMPLETE SUCCESS: Decrease the target’s Helm Maneuvers increase or decrease in range by 2.
    SUPERIOR SUCCESS: Decrease the target’s Helm Maneuvers increase or decrease in range by 3.
    EXTRA-ORDINARY SUCCESS: Decrease the target’s Helm Maneuvers increase or decrease in range by 4.

    JOIN WING/LEAVE WING (HELM):
    A small group of Starships fly in formation, aiding each other efforts.
    ACTION: Starships Action.
    PREREQUISITES: 3 or more ships must be in Point Blank range.
    DURATION: Each Starship stays in the Wing until one of the Ships uses the Leave Wing maneuver.
    TN: 15 / 20 (If Starships of different Sizes)
    EFFECT: A wing is considered 1 ship with following statistics
    Hit: Roll randomly if the Wing is hit, or one of the ships can voluntarily take the hit.
    Maneuver Modifiers: Average off all the ships maneuver modifiers.
    Offense: Sum up all the Ships Offence values for each weapon type.
    Protection: Average off all Ships Protection
    Size: Sum up all the Ships Structures to determine Size and Size Mod.
    System Operations: Use the lowest of all the Ships? Apply the Helm and Tactical specialties if all ships possess them.
    Wing Commander: Chose one off the ships commanders, this is one will be the leader of the Wing.
    Each ship that wants to join/Leave a wing must initiate this maneuver. If successful, you have joined or leaved the wing. If you fail this maneuver, you cannot join/leave the wing. If one of the ships fails disastrously the wing falls apart and all ships suffers a minor collision.
    COMPLETE SUCCESS: If all ships have a complete success, increase the protection of the Wing by 1 or the Wing gets a +1 Tactical bonus.
    SUPERIOR SUCCESS: If all ships have a superior success, increase the protection of the Wing by 2 or the Wing gets a +2 Tactical bonus.
    EXTRA-ORDINARY SUCCESS: If all ships have an extra-ordinary success, increase the protection of the Wing by 3 or the Wing gets a +3 Tactical bonus.

    COMMAND PROFESSIONAL ABILITIES:

    TIER III:

    Cloak Specialist:
    You have mastered the tactics of fighting in combat using a cloak.
    Prerequisites: Fire Control Officer, Ship must be equipped with a Cloak.
    Effect: When you are in command of the Starship, the Cloak/Decloak Tactical maneuvers are considered no action for the Starship, but it takes an action for the character.

    Isokinetic Specialist:
    You have mastered the tactics to overcome one of the disadvantages of using the Isokinetic Cannon.
    Prerequisites: Fire Control Officer, Ship must be equipped with the Isokinetic Cannon.
    Effect: When you are in command of the Starship, the ship may make Tier II Helm maneuvers when firing the Isokinetic Cannon. The Isokinetic cannon projectile is considered a missile weapon for the purpose of the Target System (Secondary system) maneuver. Also maneuvers that require the cannon to fire multiple times per maneuver are impossible because it can only fire once per round.

    Starship Resources:
    You are extremely good at managing the resources of your ships.
    Prerequisites: Starship/Starbase Protocol and the crew must have at least invested 5 picks into the ship.
    Effect: The Starship Advancement picks that you and the crew invested into the ship are not lost when your ship is destroyed, or when you and the crew are transferred onto another ship. You take the full advancement picks with you onto the new ship, and the old ship looses them in case you are just transferred. Only the picks from the characters that are alive may be invested.


    FLIGHT CONTROL OFFICER PROFESSIONAL ABILITIES:

    TIER II:

    Multi-Vector-Assault Basics:
    You are one of the few who got basic training in the MAM.
    Prerequisites: Evasive Maneuvers or System Operations (Flight Control) 6+.
    Effect: When a character with this professional ability is at the helm control of the MAM, the subships follow the Control ship when its moves thanks to a maneuver.

    TIER III:

    Multi-Vector-Assault Mode Specialist:
    You are a real specialist in flying in Multivector Assault Mode.
    Prerequisites: Multi-Vector-Assault Basics.
    Effect: When a character with this professional ability is at the helm control of the MAM, he may make one Helm maneuver with a +3 TN per subship in MAM as a Full-round action (Full-round Action for the character at the Helm and Main Starship). If successful the subships perform the same maneuver as a free action, leaving one action per subship to make another maneuver.


    SECURITY OFFICER PROFESSIONAL ABILITIES

    TIER II:

    Cloak Specialist:
    You have mastered the tactics of fighting in combat using a cloak.
    Prerequisites: Fire Control Officer, Ship must be equipped with a Cloak.
    Effect: When you control the Cloak, the Cloak/Decloak Tactical maneuvers are considered no action for the Starship, but it takes an action for you.

    Isokinetic Specialist:
    You have mastered the tactics to overcome one of the disadvantages of using the Isokinetic Cannon.
    Prerequisites: Fire Control Officer, Ship must be equipped with the Isokinetic Cannon.
    Effect: The ship may make Tier II Helm maneuvers when you fire the Isokinetic Cannon. The Isokinetic cannon projectile is considered a missile weapon for the purpose of the Target System (Secondary system) maneuver. Also maneuvers that require the cannon to fire multiple times per maneuver are impossible because it can only fire once per round.

    Missile Specialist:
    When you fire a Missile weapon, you fire it with pin point accuracy.
    Prerequisites: Aim True
    Effect: You can take the Target System (or Secondary system) maneuvers with missile weapons.

    TIER III:

    Destroy Them:
    You are a specialist in damaging targets with one sort of star ship weapon.
    Prerequisites: Weapon Specialist, and a specialization in the System Operation skill for the selected weapon.
    Effect: You do +1 penetration when you hit a target with the chosen star ship weapon system.
    Special: This professional Ability may be chosen multiple times, each time a new star ship weapon may be chosen. Pulse Phasers and Spiral Wave disruptors are considered separate weapons for the purpose of this professional ability.

    ENGINEER PROFESSIONAL ABILITIES:

    TIER II:

    Masking Specialist:
    The character is good at modifying shield harmonics, to pass for another vessel.
    Prerequisites: Engineering Expertise
    Effect: When masking Shield harmonics, the character adds a +4 to his roll, and the ships protection lowers only by one unit instead of two. If the ship is equipped with a Holographic Masking System, then its rating is increased by +2 if you are aboard.

    TIER III:

    Best Systems Available:
    An engineer keeps his ship up to date and wants to use the best systems available.
    Prerequisites: Miracle Worker or Jury-rig
    Effect: It cost only 3 picks (instead of 5) when the Engineer is in charge of installing or upgrading systems. If the ship already has gone through multiple advancements and new system where installed or systems where upgrade; then the Engineer can recover 2 Starship picks per installed or upgraded systems, but he has to make an Engineering test as if installing those systems. The recovered picks do not return to the characters that donated them, but they can only be used for the ship.

    SYSTEM OVERHAUL (I use this version instead, find it more balanced):
    Engineers can overhaul a system to exceed the established operational parameters of various ship systems and maximize their performance.
    Once per chapter, select one system on a ship to overhaul. Make a TN 15 (3 hours of work, and use the Time Mod. column on the Degree of Success table) with the appropriate Engineering skill. If successful, the starship gains the Enhanced System (See below for examples) trait for the remainder of the current episode. If the starship has already has the Enhanced System trait for that system, then it counts an upgrade for that specific system (if it is possible by the rules)

    SYSTEM: EFFECT: MAXIMUM UPGRADE:
    Beam Weapons +1 Penetration bonus to any one range Yes, each time a new range
    Cloaking Devices +2 Rating No
    Impulse System + 0.1 c Maximum + 0.5 c, and 0.95 c rating
    Plasma Injector System Warp drive Maximum Speed Reliability check only every 2 hours No
    Sensors +2 test result for Sensor use (or +5 against specific target) Yes, maximum +4 (No)
    Shield Grid +1 Threshold bonus No
    Tractor Beam You can tow a ships equal to your size +2 Yes, maximum your Size+4
    Transporters +2 test result for Transporter use Yes, maximum +4
    Warp System + 0.2 Warp factor Yes, Maximum + 1 Warp factor, and Warp 9.95 rating
    Ardet Nec Consumitur' / Burns but doesn't decay / Brandt maar vergaat niet.

  2. #2
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    A couple of months late in coming, perhaps - but I wanted to say how much I like your new maneuvers and Pro abilities here. These are great. I'm surprised they never put the "Cloak the Ship" one in the rules somewhere.

    You did a great job on these. Thank you !

  3. #3
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    Thanks for the reply, I'm glad you like it.

    I'm working on some new material that I will post soon.
    Ardet Nec Consumitur' / Burns but doesn't decay / Brandt maar vergaat niet.

  4. #4
    Join Date
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    Here are some things I created, tell me what you think of them:

    New Starship Edge:

    Ablative Generator:
    The ablative generator was designed to protect starships by generating a layer of Ablative hull armor, which is deployed from the externally mounted generators, that when deployed expanded across the ship's hull.
    Prerequisites: Minimum shield system FSR
    Drawback: The Starship gains the Intricate system “Shields” flaw.
    Effect: When activating this generator, the ship instantly gains 10 extra points of Ablative armor. When the combat is over, the remaining extra points can be absorbed by the generators. If the extra armor is destroyed, the generators are offline and need repairs. The generator is considered a separate system for purposes of repairs.
    Special: When deploying the shields, the tactical officer can choose to activate the Ablative generator with the same action.

    New Starship Flaws:

    Complex Power Grid:
    The ship has an incredible complex power, making power transfers harder than normal.
    Prerequisites: None.
    Effect: All TN for making power transfers get a +2 modifier.

    Limited Fire Arc:
    One of your weapons has a limited fire arc, reducing one of the weapon systems effectiveness.
    Prerequisites: The selected weapon (see below) total space cost must be 5 or Higher.
    Effect: Select one weapon type (example Type XII phaser) when this flaw is taken. When you fire that weapon system, make a Helm maneuver with a TN equal to the Targets protection. If the test fails, do not add the offense value of that weapon to the Beam or Missile total Offense value. This Maneuver is an action for the character at the Helm, but not for the starship.
    Upgrade: Yes up to 2 times.
    Last edited by IKI; 06-30-2010 at 01:14 PM.
    Ardet Nec Consumitur' / Burns but doesn't decay / Brandt maar vergaat niet.

  5. #5
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    Yes !!!

    The Ablative generator !! I have been working for months to come up with a Starship trait that does this. We have a prototype runabout that has ablative armor generated exactly as this trait describes.

    The Complex power grid will work beautifully for some of the Alien ships I've been designing for encounters. And I might consider it for the Legacy since it has a dual Warp core, as well as a tertiary core that recycles anti-matter waste into reusable energy.

    The Limited Fire Arc is something I'm surprised they didn't put in Starsips. Because it should apply to the Defiant class ships fitted with pulse-canons. Because I've never seen the Defiant fire the pulse canons in any firing arc except for a forward arc.

    You do a great job with the mods and house rules you write, but these Starship ones are really, really good, and they're going to add a lot to my game !
    Last edited by Fugazi Grrl; 07-02-2010 at 04:37 PM. Reason: Expanding to cover all the mods in the OPs new posting and comment on each of them

  6. #6
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    Question

    Quote Originally Posted by IKI View Post
    Drawback: The Starship gains the Intricate system “Shields” flaw.
    Where are the Intricate System flaws detailed ? I couldn't find the flaw listed in the NG, Starships, or any of the back issues of BTFF ?

  7. #7
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    FASAGrrl
    Try this link http://rpg.lionelkw.com/trek/eso.htm

  8. #8
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    In the "Tooting my own horn" arena, you can also find Expanded Spacecraft Operations by following this link. Doesn't take you to KillerWhale, of course, but it is on BTFF.
    Patrick Goodman -- Tilting at Windmills

    "I dare you to do better." -- Captain Christopher Pike

    Beyond the Final Frontier: CODA Star Trek RPG Support

  9. #9
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    Oh, it's in the ESO ? I must have missed it because I downloaded the book from your site months ago (ergo my penchant for designing vehicles !)

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