Star Trek Attack Wing
I love the abstract star ship combat rules but I like to use miniatures and a representation of the battle field. So I would love to use the Star Trek Attack wing game to do so. It's a big work but I think it will pay off. These are the topics that I need to convert (and what I've got so far), any insight or help is more than welcome.
Initiative and round sequence (and higher levels of success)
Firing ranges
Beam weapons Firing Arc
Missile weapons Firing Arc
Star Ship Actions Allowance
Maneuver Templates (and there System ops Difficulty nr to execute.)
Star Ship Maneuvers
Initiative and round sequence:
Use the initiative rules as normal but use the following rules to determine the effects of higher levels of success. Superior success the opponent must reveal the direction where his ship is going to move but not the template he is going to use. With an extra-ordinary success, the opponent needs to say witch template he is going to use. The starship with the lowest initiative acts first on during the Starship movement phase and act last during the Action Phase
1 round is devided in 3 phases
1) Initiative
2) Starship Movement (can only perform the move action and the full stop
maneuvers)
3) Action Phase
Firing ranges:
Point Blank = the bases of the ships are touching.
Short, Medium, and long range = use the range bar.
Extended = Make an extention of the range bar (1 extra Range).
Beam Weapons Firing Arc:
When you purchase beam weapons you must buy for each fire arc and calculate the offense value for each fire arc. There are 3 arcs 0°-90°, 91°-270°, and finally 271°-360°
Example: The USS Voyager has 4 type X phasers. You invest 2 in the front 90° angle (penetration 4/4/4), then 1 in the 91°-270° angle (4/3/3), and finally 1 in the 270°-360° angle (4/3/3)
You may only fire in when a vessel is in your fire arc.
Missile Weapon Fire Arc:
Missile weapons are self-guided and they do not suffer from a firing arc. The downfall is that they need a target lock to fire.
Star Ship Actions Allowance:
2 actions, but the movement of the ship is not considered an action for the ship but it is one for the pilot.
Star Ship Maneuvers:
Remove the following maneuvers = Close, Come about, open, Disengage (see new maneuver Warp away), hard about, match speed, Z-axis, Cochrane deceleration, evasive attack, Fast attack, Full attack, Immelmann turn, Picard maneuver (See new Picard Maneuver).
New Maneuvers: Dodge, Move, Captains Insight, Picard Maneuver, Warp Away.
Ardet Nec Consumitur' / Burns but doesn't decay / Brandt maar vergaat niet.