Does anyone have working rules for Type XI and XII phasers and the tiny mix up in torpedo strength. I thought the Mark I quantum was stronger than that? Anyway, just asking.
Does anyone have working rules for Type XI and XII phasers and the tiny mix up in torpedo strength. I thought the Mark I quantum was stronger than that? Anyway, just asking.
Well, Extrapolating from the tables....
Mark XI: Cost 7, Offensive value 11. Avaliability date: 2373
Mark XII: Cost 7, Offensive value 12. Avaliability date: 2373
For the dates I'm going off the service date of the Enterprise E for type 12 and the installation of type 11's on DS9 (Which, according to the tech manual was the first time they'd be used off - planet)
The offensive values for weapons aren't based on yields or anything - lets face it, a torp of 16 (twice photon torp) would be a little bit broken....
Anyway, offensive values don't equate to damage directly - if replacing P torps with Q torps pushes you into the next catergory then all well and good. If not, no change.
Mark
'Wish I could Help you....Wish I could tell you,
That I am real, I'm not something you invented,
That I'm not everything you want me to be.'
'And I am...Ageless. And I am....Invincible.'
I am unaware of any formal rules other than ad hoc ones by Narrators approprite for their specific campaigns. However, the Starships book, which Don Mappin is the author, will be out soon. While I can;t recall if there was specific mention of the Type Xi and XII phasers, I do believe the quantum torpedo gets an upgrade.
Remember, the wonderful rules for starship combat in CODA are meant for play in a roleplaying game, they aren't meant for a tactical simulator.
If you want more accuracy/detail, look at the Spacedock rules, they can be easily converted by oneself to equivalent CODA terms (and have been by some in the Utopia Planitia forum). However, the Spacedock rules aren't meant as a true game either, as there are quite a bit of balance issues. If you are a Narrator who allows players to min/max things, rather than play in the spirit of Star Trek, you will get extremes and gameplay WILL break down. Trust me, I can build a stronger ship given a specific hull size than most anything else listed for that hull size in any of the Spacedock-related Ship Recognition Manuals.
If you want a balanced game/simulator, you aren't rolepplaying as much as you are wargaming. Try Starfleet Battles (or StarFleet Command 3 on the computer), the trek rules in Fleet Action (produced by fans of the AOG game) or hopefully, Decipher's upcoming ENGAGE!
I keep trying to encourage Decipher to talk to WizKids to do ENGAGE! as a collectible game like MageKnight, or MechWarrior: Dark Age... oh well....
Charles
"Everything happens for a reason..."
I have one question about ENGAGE!, will it be used with the CODA rules, or CCG? Just wondering...
ENGAGE is supposed to be a game that can be used with CODA, though it'll have its own rules. As I understand it, Matt Colville, the creator, is in a bit of a rut with it because there seems to be no new, innovative system to develop for starship combat.
Two words: Collectible game (a la MageKnight).
"Everything happens for a reason..."
I'd have to disagree, I don't think CodaClix would be a good idea, I think it would damage a lot of creativity for those who don't use standard ships in there games.Originally posted by ImperialOne
Two words: Collectible game (a la MageKnight).
If you give a monkey control over it's environment, it will fill the world with bananas, and whereas that is a great accomplishment, it's still a very stupid thing to do. --Doctor Who #2