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Thread: Constitution Class Starship (Original)

  1. #1
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    Post Constitution Class Starship (Original)

    Afraid I can’t go into system specifics but I can provide a glimpse at a starship template for the new system. I’ll see about posting about one per week.

    (All information and format is subject to change without notice!)

    To start us out, everyone's favorite starship, the Constitution!

    Code:
    Constitution Class
    Production Data
    	Origin			United Federation of Planets
    	Class and Type		Constitution-class Heavy Cruiser
    	Year Launched		2245
    Hull Data
    	Structure		40
    	Size/Decks		6/23 decks
    	Length/Height/Beam	289/130/73 meters
    	Complement		430
    Operational Data
    	Transporters		6 standard, 6 emergency
    	Cargo Units		70
    	Shuttlebay		1 a
    	Shuttlecraft		6 Size worth
    	Tractor Beams		1 fv, 1 a
    	Separation System	Yes (emergency only)
    	Sensor System		Class 3 (+3/D)
    	Operations System	Class 4 (E)
    	Life Support		Class 4 (E)
    Propulsion Data
    	Impulse System		Type IV (.5c) (D)
    	Warp System		Type Va (Warp 5/6/8) (D)
    Tactical Data
    	Phaser Banks		Type IV	(x3/B)
    	Penetration		4/3/3/0/0
    	Photon Torpedoes	Type I (B)
    	Penetration		3/3/3/3/0
    	Defector Shield		Class 2a (B)
    	Protection/Threshold	13/3
    Miscellaneous Data
    	Maneuver Modifiers	+2 C, +0 H, +2 T
    	Traits			Hardened Sys (Life Support)

  2. #2
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    {Gets to his knees and bows to the ground} "We're not worthy, we're not worthy."

    Thank's Don.

    It looks very similar to Icon with a few extra bells and whistles. My appetite is well and truly whetted.
    Greg

    "The dreams in which I'm dying are the best I've ever had."
    Madworld, Donnie Darko.

  3. #3
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    Dover NH, USA
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    Thank you for giving us the sneak peek! ICON is a hard act to try and top, but already there's serveral things I see that are very good right away. First, this template looks shorter... which I like, I want a simple, easy starship combat system. Second, I like having both a protection and threshold part of the shields. (I have a threshold as a house rule in my ICON game, particularly as a SFB-descended player pointed out that in ICON adding extra power to supercharge the shields gave no benefit UNLESS the shields were about to drop)

    Although speaking of power, that's a daring move! Balancing power allocation has long been a part of Star Trek starship gaming, but it looks on this sheet that might be abstracted in this system? I might like that a lot...

  4. #4
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    Thank you Don. I love getting little sneak peeks like this

    "You can't take a picture of this; it's already gone." -Nate Fisher, Six Feet Under.

  5. #5
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    Thanks for the posting of the Constitution. It looks similar to ICON/Spacedock... perhaps simplified for playability (and balance? Spacedock, isn't meant to be a game with strict balances).
    I think I adore the "Miscellaneous Data" with Maneuvering Modifiers & Trait categories. I think this will lend some "character" to ships... ae these the advantages/disadvantages that can be bought for specific vessels or classes.

    Charles
    "Everything happens for a reason..."

  6. #6
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    Thumbs up

    Drooling like Palvoff's dog.

    Peace...

    Dan (OmegaOdd)

  7. #7
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    Question

    Nope, no power. The presumption is that the ship has enough power to run everything under normal circumstances. In battle situations damage to systems that drain resources are reflected in two ways: mandatory system degrading (modifiers) via system hits and/or hull/shield hits and system reliability checks (potential additional modifiers) through either direct system hits or layers of hull damage.

    In short it’s easy for panels to explode and your sensors to take a beating for a round while the engineer scrambles to fix a ruptured plasma conduit.

    Yes, every vessel has modifiers for the three different classifications of maneuvers. These base modifiers depend on the class of vessel (over 25 included) and the placement of discretionary points at the time the vessel class is designed. Vessel Traits further allow one to distinguish between vessels by their enhanced abilities or shortcomings. (Further examples will illustrate this.) In theory no two dreadnoughts, explorers, or destroyer escorts (to name a few) will be the same when performing maneuvers.
    Mass Effect Fate RPG | "Mass Effect meets Fate meets awesome = FREE"
    Contributor, Gnome Stew
    "In every revolution, there's one man with a pizza."
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  8. #8
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    Thumbs up

    Jazzed. No power allocation, maneuvering, and simplified system. Definately Jazzed.

    Thanks Don.

    Alex

  9. #9
    Join Date
    Sep 2001
    Location
    Rome, Italy
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    Power

    Thank you very much Don.
    It seems that the Coda system will abolish the Power allotment rules that were the basis of starship combat in ICON and FASA systems.
    As a Gamemaster I had a lot of difficulties in calculating the power allotment to systems while tryng to keep the game fast and running.
    So, our gaming group resorted to a more simplicistic method;
    ignore it.
    We gave priority to role playing, rather than roll-playing.
    We felt that the story is much more important than the precise application of scores.
    So we just applied common sense.
    If one of your ship's nacelles had been destroyed you could not have so much power to go to warp and use all of your shipboard systems.
    I hope this new system will be much more role-playing oriented than before. As a GM I'd like to see a lot of role-playing inspiring rules in the new Trek RPG.
    Really Ugly Nausicaan referring to Dr. Naipal "We do not like monsters in our bar!"
    Captain Sheridan "No one is holding you here"
    Star Trek; Last Frontier

  10. #10
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    Originally posted by Don Mappin
    In theory no two dreadnoughts, explorers, or destroyer escorts (to name a few) will be the same when performing maneuvers.
    I like the sound of this. Every ship should have it's nuances I believe.
    Peace...

    Dan (OmegaOdd)
    www.omegaodd.com

  11. #11
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    Miles City, MT USA
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    Cool Not sure what it all means, but VERY FRIGGIN COOL!

    This looks to be very nice, clean and easy, and it sounds cinematic enough for Role Play while retaining enough detail to convert easily to miniatures battles. Smooth, elegant, I like it.

    Can't wit to see more, so Don, what are the odds the next vessel previewed would be the D-7??

    Gotta love it, thanks for the view, now I gotta save more cash..........

  12. #12
    This looks awesome. Thanks, Don!

  13. #13
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  14. #14
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    London, Ontario, Canada.
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    Talking

    I'm definetly impressed with what I'm seeing here, much easier to use and simplistic.

    Though I love the icon system, I was never really comfortable with running starship combat in it.

    Can't wait to see the stats on a romulan warbird......

  15. #15
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    When I saw this template I thought this would be just like basic ICON: Uncomplicated but lacking variety between starships because the numbers for shields, structure, etc. looked so low that there seemed to be not much room for variations between different ship-classes. But with the additional info Don has given us this looks more and more interesting.

    And I was planning to save some money by not buying this game anytime soon. Seems I have to seriously reconsider this. :sigh:

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