NEW RULES

Updated 03/17/01

(5.111) (New Shield Rules) If playing the blind game, it is rather cumbersome to specifically reinforce certain shields (as it is more difficult to determine the exact angle of attack of the enemy starship.  Thus, a slightly simpler method of allocation as been devised.  At any point in the turn, the Captain may elect to divert power to shields.  Any unallocated energy and power remaining in the batteries is available for this purpose.  Once a shield has been chosen for this reinforcement, the diverted power remains there as 1 for 1 reinforcement.  If the Captain does not use all remaining power, she/he may repeat this procedure against other attacks on different shields.  Also, general shield reinforcement works per the old rules (an inefficient use of power to cover a downed shield).

(6.01)  (New movement rules)  To simplify movement for the blind game, the number of hexes a ship can move in a turn has been restricted to 6 quanta.  

Sub-light: 0 (face any direction),      Warp 1:   1 hex ,     Warp 2:    8 hexes,    

Warp 2.5:    16 hexes,       Warp 3:        24 hexes,     Plasma speed:     32 hexes

This results in simpler play as each ship moves in a multiple of 8.

(6.02)  There are eight impulses in a turn.  During each impulse a ship moves 1, 2, or 3 hexes depending on its speed.

(6.03)  Energy is placed into movement at the beginning of the turn.  It is a pool of energy.  Therefore a ship can accelerate and decelerate (in accordance to restrictions) at will.  In other words, if a ship has allocated enough energy to go Warp 2.5 (16 hexes), on any impulse the captain can elect to slow down to Warp 2.  This will allow the ship to move only one hex instead of two and may put it in an advantageous firing position.  Also, the energy saved (1) stays in the movement pool and may be used for high energy turns.

(6.03)  Drones and probes move Warp 2.  Shuttles move one hex per turn.  They have impulse power only.

(6.04)  Obviously, the turn mode chart had to be redone.  Here it is:

Turn Mode Chart
  A B C D E F
  1 1 1 1 1 1 1
  2 2 2 2 3 3 3
2.5 3 4 5 5 6 7
  3 5 6 6 6 7 8

(6.05)  A ship may only accelerate from one quantum to another.  The exception to this is any ship may go from dead stop to Warp 2.  

(6.62)  (Disengagement Rules)  If playing the blind game, a disengagement also can occur if a ship can make it out of sensor range of any enemy ship for two consecutive turns.

(7.55) (Simplified Damage Resolution)  The random peppering of ship damage is unrealistic, and time-consuming.  Thus we have developed a simple system based on the old one to quickly do damage to whole systems.

(7.56) For each block of damage (impulse of fire on one target), roll two dice as normal.  Roll only once.  If the result in column A is bold and underlined, do only one box damage.  Instead of rolling for the next hit, instead move on to column B.  Repeat.  If the column has a non-underlined system, score damage against the indicated system until the damage is allocated or the bank is destroyed.  A bank is a set of contiguous system boxes (for instance, a warp engine nacelle).  If there is more damage to be allocated and the bank has been destroyed, move on to the next column.  

(7.57)  (Example)  15 hits of internal damage are scored on an F5 Frigate.  A 9 is rolled on two dice.  The attack was from the port side.  The first hit would take a box from the Left Warp Nacelle.  The second and third would take out the forward hull, the fourth and fifth would take out the battery, the sixth and seventh would take out the lab, the eight would take out the drone rack, and the last six would hit the right warp engine.

(7.58)  Alternatively, one can use the same procedure as in (7.57) but resolve the damage for each kind of damage caused in an impulse.  Hence, each torpedo, bank of phaser, and each drone will be resolved separately.  Here one sacrifices speed for a feeling of separate hits.  In practice this system will result in more weapons and scanner/sensor/bridge hits than (7.57) which tends to blast power systems and hull.

(7.59) (Selective Damage or "Target their Bridge")  At a range of 0, if both parties are motionless, a ship may choose which row on chart (7.51) its shots hit on.

(9.7)  (Limited Sensor Range Rules)  If you are playing with hidden counters, or are using the play-by-walkie-talkie rules (q.v.), use these additional sensor rules.

(9.71)  Maximum range for standard sensors is 20 hexes.  At this range, only the fact that an object is out there can be determined.  At a range of 10 hexes, a rough size and velocity estimate can be made.  At a range of 2 hexes, accurate size, velocity, weapons, and shield status can be determined.

(9.72)  Small vessels (shuttles, fighters, drones, and probes) can only be detected at a range of 2 hexes.

(9.73)  Large objects (moons, small planets, starbases) can be detected at twice the normal sensor range.

(9.74)  Some ships have "uprated" sensors.  These include, but are not limited to the scout vessels and variants.  Their sensors are effective at %150 the range listed in (9.71).  Kzinti ships all have uprated sensors (to control their drones).

(9.75)  Warp fields are generated by ships every time they enage their warp drive.  They can be detected at 1.5x maximum sensor range.  They tell nothing about the nature of the ship inside the field.

(9.8)  Special Sensors

(9.81) Some vessels have boxes marked as Special Sensors.  The original Federation SC for instance. Each box acts as a lab for the purposes of ship detection as per (12.3).  They require no power and may not be used for any other function.  They are destroyed on torpedo hits.

(12.1)    (Special Lab rules) When more than one ship exists in a fleet and they each are commanded by a different (human) captain, the teammates have two options of communication: Open and Coded.

(12.11)  Open communication is done at the table in full view of the enemy ships.  Any plans made must be audible to the other side.

(12.12)  Coded communication is performed between two ships when it is undesirable for the enemy to hear the conversation.  While a conversation is in code, no enemy can hear it unless the code is broken.

(12.13)  Breaking the code: Each lab box on a ship can be used within a range of ten hexes to accumulate data against breaking the code as per (49.4).  It takes 20 units of information to break code.

(12.14)  If a large file is being transferred via subspace modem between ships (info on a cloaking device for example) the receiving ship must follow the same procedure of reception, and any enemy ships may attempt to intercept the communication.  A typical file size is 50 units of  information.  If the information is coded (an umbroken code), the code must be broken before theft of information can occur.

(12.2)  Labs can be used to gain information about anything, including enemy ships.  Using the table in (49.4), data can be obtained once per turn per lab box as long as the ship is within 10 hexes (this includes ships with "uprated" sensors).

(12.21)  The lab data points gained on an enemy ship represent information learned about the ship's internal structure, propulsion systems, weapons, etc.  While the information may not be immediately useful, it can be sold in between scenarios.

(12.22)  For every 8 points of  lab data obtained during combat, a fresh SSD of the scanned ship can be obtained (updated with current damage)

(12.3)  For each unit of energy allocated to labs (up to but not exceeding the number of lab boxes) the range of sensors is increased by 10%.

(12.23)  For every twenty points of lab data, the scanner can determine the general nature of another ship's weapon if it is unknown to the scanner.  This includes range, damage, recharge rate, and method of destruction.

New Probe Rules

(14.0)    Probes are semi-autonomous scientific instrument packages.  They can be used to gain information on any object or celestial body.

(14.1)    Probes may be launched for the purpose of  information gathering (breaking codes, stealing or transferring files).  They gather 20 points of data per turn and operate indefinitely.   They cost nothing to fire nor is there a charge up time.

(14.2)    The data probes relate is transmitted directly to the launching vessel.  It is impossible to intercept this transmission but a ship which accumulates 10 points of data on the probe will detect the transmission.

(14.3)    Probes move at a speed of Warp 2.  They have an endurance of 3 turns.  They have an indefinite operating time.

(14.4)    All ships have 3 probes for each probe box.  Only one can be loaded at any time for each probe box.  Reloading probes is something which cannot be done in the space of a scenario.

New plasma rules

(19.25)  Tholian plasmas come in 4 strengths corresponding to the four phaser strengths.  They are impulse fired, and the damage they inflict is resolved on the phaser chart.  The damage resulting from a roll of "1" on the phaser chart is the damage the plasmas inflict.  The distance they travelled is the range looked up on the chart.

(19.41)  Plasma torpedoes may not dodge obstacles in their path until they are one space away.  They then take the shortest route around until they once again have a clear path to the target.

(19.5)  (Gorn Plasma modification)  Gorn torpedoes only take two turns to charge--two points expended on the first turn, and five on the next.  They also once again do 30 points of damage (with a gradient proportional to the old 20 point torpedo).  They are identical in all other respects.

(19.51)  All references to Romulan Plasma-Gs are to be changed to Plasma Ks.  The Plasma K is just like the old Plasma-G (which was changed above in (19.5)) except the cost is 1 for the first turn, one for the second turn, and two for the third turn.  It may NOT be held.

(21.3)   Romulan Star Drive

(21.31) Romulans circa year 155 do not have Warp Drive. They have a more primitive drive known as "Star Drive".  This drive enables a Romulan vessel to travel between worlds at a maximum speed of about Warp 5.  It is not operable at under Warp 4 and thus combat with Star Drive is impossible.

(21.32)  Star Drive is only used outside of scenarios.  Star Drive boxes generate power for Star Drive use only and do not require power from other sources.

(21.33)  Star Drive boxes are destroyed on Warp Engine hits.

(27.3)   Strike this rule from the book.  Shuttles cannot mount Phaser-IIIs.  Only fighters (Attack Shuttles).

(27.41)  Shuttles may hold up to 10 points of data and transmit up to 10 points of data, but not both, every turn.  Otherwise, it functions as a lab.

(30.6)  (New Damage Control - The Scotty Factor)  For every two points spent on damage control, you may attempt to repair an internal system box.  On a roll of 1 or 2, the attempt is successful.  The box will function and can be destroyed by enemy fire again.  However, every time that box is used, there is a 1 in 6 (6 on a six sided die) chance of the system blowing out.  It can be repaired again through the Scotty Factor.

(30.7)  If a Scotty-rigged system is hit again, it is irrepairably destroyed.

(30.9)   The Scotty-factor may be used to repair overloaded blowouts.

(30.91)  Orions may Scotty-rig their overloaded warp engines.  The Scotty-rigged warp boxes may not be overloaded again.

(30.92)  A Scotty-rigged weapon may NOT be overloaded.

(33.6) Change Note:.... to Note: Klingons like to board enemy ships, and thus have a larger number of boarding parties.  Gorn and Kzinti boarding parties get +1 to their die rolls for capturing ships.  Some other races get minuses.

(33.91)  Boarding Parties can conduct hit and run raids on labs.  If successful (and the party returns), they can opt to destroy the lab, or steal its information.

(34.0)  Emergency Deceleration

(34.1)  Procedure: At any time during any turn, a player using Federation ships may announce her/his intention to use Emergency Deceleration.  This announcement is made after the Movement Segmenr of any Impulse.  After the Movement Segment of the second subsequent Impulse in which the given ship moves (do not count Impulses in which the ship in question does not, itselfe, move) the ship stops and moves NO further in that turn.  All unused movement power is calculated, and the amount is divided in half.  This is added to the general energy reserve and may be used for any task.

(36.0)  Non-Violent Combat The highest principles of the Federation call for the absolute minimum loss of sentient life (preferably no loss of life at all,  whatever the circumstances).  Because of this, the Federation Star Fleet has developed a computer system for its Weapons Control Computers which carefully directs fire against specfically targeted areas.

(36.1)  Any Federation vessel within a range of 2 hexes may choose which row on chart (7.51) its shots hit on.  Because of the imprecision of attacking a vessel at this range and at speed, the damage done after penetration is halved.

(36.2)  Note: A vessel must have the SSD of its adversary (either through in game lab points or prior knowledge) to utilize Non Violent Combat.

(41.7)  Another cloaking device variant: The counter is removed from the map and the cloaked ship keeps track of its position.  If the cloaked ship is within range and in the arc of a weapon of an attacking ship, and that weapon is fired, if that weapon hits, the cloaked players must acknowledge it.  Range is modified to +5.  This firing blind reflects the strategy exhibited in "Balance of Terror", the first episode in which the cloaking device was seen.  

(41.71)  If a plasma torpedo or web ball is fired at a ship wich later cloaks, the torpedoes do not lose lock on and for the duration, the cloaked ship's counter must stay on the map (the attackers can see where the plasma is going!).  The range modifier remains at +5, however.

New weapons

(56.11)  Lasers of the Trans-Light game are identical to Lasers of the sublight game save that they do two hits of damage against shields, but only one hit internally.  If the target has only one shield box left, no internal damage is scored by that laser.

(56.12)   Particle Beam damage is resolved just like laser damage save that a Particle Beam scores only one hit per attack on shields, and scores two hits internally.

(58.51)  High energy turns require 5 units * cost/hex energy each.

(58.55)  Change "Any ship may perform any number of high energy turns during each turn.  However, all such turns (except the first one) carry the possibility of a "breakdown"... " Omit the text in yellow.  All HETs now carry risk.

(58.57)  Change "Orion ships may make two such turns per turn without rolling for breakdown" to read "Orion ships may make any number of turns per turn without rolling for beakdown"

(61.4)  (New overload rules) Phasers, Disruptors, and Photons may be overloaded as per the rules in the original game.  Each time they are overloaded, however, a die is rolled.  If a 6 results, the weapon is destroyed (that's why they call it overload).

(71.61) If a ship is hit with a tractor beam, its movement is reduced by the reciprocal of its mass-based movement * the tractor beam energy used.  If the target's speed is greater than or equal to the reduction, its speed is now the effective difference between the two numbers (although impulses remain calculated on the same chart).  In other words, a ship with a speed of 12, zapped with 6 points of  TB energy on the first impulse will move the first 6 moves indicated on the movement allocation, and then stop.  If it has already moved more than the difference between the two numbers, it just stops, but is not captured.  If the speed is less than the reduction energy, the ship is captured and has a probability of  breakdown (as per HET, but only if the ship was moving when captured).

(71.8) A ship towing another ship adds the towed ship's mass based movement to its own when determining movement cost.

More weapons

(103.0)  Battery Cannon:  The primary armament of the Serpent Riders, and an optional armament for the Kzinti (replacing drone racks), these weapons are simply large batteries of projectile cannon, firing non-guided bullets at trans-light speed.

(103.1)  Battery cannon projectiles move in straight lines and may only travel down one of the adjacent hex directions from the firing ship.

(103.11)  Firing arcs for battery cannon are similar to those of other weapons.  However, projectiles may only be fired in straight lines down adjacent hex sides.

(103.12)  Battery cannon cost 1 point/cannon to fire.  This energy may come from anywhere.

(103.2)  Primary battery cannon projectiles move with a speed of 64 (move two spaces per impulse), and do 12 points of damage if they hit.

(103.21)  Secondary battery cannon projectiles move with a speed of 32, and do 8 points of damage if they hit.

(103.22)  Tertiary battery cannon projectiles move with a speed of 16 and do 4 points of damage. They cost 1/2 point of energy to fire.  They are primarily used for drone defense.

(103.23)  The firing player may opt to "gattle" the battery fire.  Gattling subdivides the damage of the gun into any combination of whole numbers, one volley per impulse.  Thus, with a primary cannon battery, one could fire one 12 damage shot, two 6 damage shots, one 7, three 1, and one 2 damage shots, etc.

(103.3)  It is assumed that in a simple combat scenario, a ship so equipped has unlimited ammo.  Campaign managers may wish to limit the number of projectiles carried on board during extended missions.

(200.0)  (Gamemastered Play)  The only way to achieve true secrecy of information between captains is to isolate them.  Thus, we have invented a way of playing Star Fleet where the captains are put in separate rooms, and connected to the map by intercomm.  At the map is a navigator for each captain.  The navigator controls the movement of the counters and tells the captain what he sees (in strict accordance to the sensor rules (9.7).   The captain gives the orders (ahead Warp Factor 2, come about to their starboard side and fire our port batteries.  Have damage control parties standing by).  The navigator does the energy allocation (4 points to movement, move 8 hexes direction A, 3 points to phasers, 2 points to damage control).  It really makes for exciting role-play.

(200.1)  (The fudge factor)  We have always played under these rules that if a drone had a 50/50 chance of hitting one shield or another, and an evading captain wanted to choose which shield he/she wanted facing the drone if it hit, (and it was feasible to turn that shield towards the drone), that he/she would be able to do it.  Let's face it--the hex sides are arbitrary anyway.  We shouldn't penalize a captain just because he/she can't see the map.

To be continued....

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