Operational/Strategic Movement


For this version of strategic/operational combat, each weapon has been subdivided into 4 range categories. The effectiveness of each is listed. In order to determine the combat effectiveness of each vessel in Star Fleet Battles, simply calculate the damage potential of each weapon at range and add them together. The total is the Offensive Potential.
Weapons Close Range Medium Range Long Range Extreme Range
Phaser 1 6 2 0 0
Phaser 2 5 1 0 0
Phaser 3 4 0 0 0
Phaser 4 20 9 2 1
Gatling Phaser 15 2 0 0
Disruptor 10 3 2 0
Photon 9 6 3 0
Mauler Internal Pwr x2 Internal Pwr 1/2 0 0
Drone 12 6 3 3
PPD 0 18 6 3
Fusion 7 2 0 0
ESG 15 0 0 0
Hellbore 15 9 6 3
TR Heavy 15 9 1 0
TR Light 7 5 0 0
Plasma D 10 8 0 0
Plasma F 10 8 0 0
Plasma G 10 10 0 0
Plasma S 15 15 1 0
Plasma R 25 25 10 1
WRG 20 14 5 1
LRG 7 3 0 0

Any weapon not listed on this chart had a special function in the game, such as Stasis Field Generators, Webs, and other such devices.

To determine the Defensive Potential for each ship, you must use one of the following calculations, depending on which race you are:
Andromedans: Number of PA panels multiplied by 10 = Defensive Potential
Jindarians: Total Armor boxes divided by 2, then add 5 = Defensive Potential
All other races: Total Shield boxes divided by 2, plus 1/4 of total power, plus any armor

An example of a ship's Offensive and Defensive Potential is listed below:
Romulan ROC
Offensive Potential: Close = 220
Medium = 158
Long = 22
Extreme = 1
Defensive Potential: 128

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On to Part 2.

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