SEMI-AMBIGUOUS SITUATIONS
During the course of play, there are a couple of situations that will
arise that require specific rules in order to utilize the items
correctly. As a ship is moving, and it decides to launch shuttles or
fighters, it may do so under the correct sequence of play. However,
if a ship is moving SLOWER than the speed of the shuttle or fighter
being launched, then the launched vessel may not move during that
phase. An example of this is a carrier moving at speed 3, launching 2
fighters (speed 7) after moving 1 of 2 spaces in the First Phase.
Since the carrier is moving slower than the fighters speed, the
fighters may not move during First Phase. The player launching the
fighters may elect to put the speed of the fighters at 3 or less in
order to move them during the First Phase, however the fighters would
be stuck at that speed for the entire turn. In this example, the
player opts to keep the fightes speed at 7, so they do not move First
Phase. During Second Phase, when Speed 7 comes around, the fighters
may move half of their speed (either 3 or 4). The fighter's movement
will occur before the carrier's movement, as the carrier moves during
Speed 3.
At times, there will be a situation where someone will be moving at
the same speed as another person (or ship) and the actions of the
first person may cause something to affect others. A perfect example
of this is two stacks of drones moving in on a ship. Assuming the
drones all are moving at the same speed, if one stack causes the
trigger of a mine or T-bomb, and the second stack would have been in
the blast zone if it had been moving simultaneously, then both stacks
are affected by the explosion. This also applies to drones setting
off a mine, as a stack moving the same speed as the first stack, is
leaving the explosion zone of the mine. The second stack would be
unaffected, and the first stack would take the damage. Fighters all
moving at the same speed are also under the same restriction, so that
a person does not move a single fighter forward as a "minesweeper" and
then move all the other fighters through (even though they were all
travelling the same speed and may have been in the blast zone). In
situations like these, where there are a lot of drones or fighters all
moving the same speed, make a point to move all the pieces with the
same speed before moving any others.
Ships, on the other hand, do not suffer from this same effect, as two
opposing ships may have the same speed but have different initiatives.
The highest would take all of his actions for the phase first, then
the second player would take all of his actions. If both ships were
facing the same direction, but Player A had the initiative and moved
first, only to hit a mine, Player B would not have to hit the mine
when it was his turn to move. That is the advantages and
disadvantages of having initiative.
Targets of weapons fire are restricted depending on whether you are
the moving player or the non-moving player at the time. As stated in
the movement section, only the ship that is moving may fire at any
target of it's choice. All non-moving ships may only fire at the
moving ship, until it is their turn to move. This trims down the
extra firing during the moving player's turn, and gives a bigger
advantage to the ship with the initiative. This same restriction is
placed on other actions as well. Transporters cannot be used against
anyone but the moving person if they are originating from a currently
non-moving ship. In simple terms, this means that a person cannot lay
T-bombs in someone else's way while yet a different person is moving.
If the situation arises that the T-bomb might affect both the moving
and (conveniently) a non-moving ship, then that is allowable. This
should be carefully judged, however, to make sure a person doesn't use
the old "I thought he was going to go there" excuse. Normally, this
situation will only arise when more than one ship is very close to the
ship operating the transporters. In the Sequence of Play, it will
give better detail on what actions can be done at any time and what
actions can only be done when you are the moving player.
In the normal rules, no HETs or Impulse TACscan be made during the
first impulse of the turn. This has carried over into these rules to
be that no HETs or Impulse TACs can occur during the first space of
movement during the First Phase. It does not matter what speed any
ship is going, no HETs or Impulse TACs can be made in the first
"impulse". As an example, even though the fastest ship is only moving
5 spaces in the entire turn, that ship, nor any others, may make an
HET or Impulse TAC until that ship has moved at least one spot. After
that time, HETs and Impulse TACs can take place anytime during ship
movement. HETs and Impulse TACs may also not be done at any time
during Drone and Plasma movement. Keep in mind that the drones and
plasmas are really moving "during the turn" so the only thing that may
be done during Drone and Plasma movement is firing weapons at the
drones or plasmas.
In the Drone and Plasma movement section of each phase, ships may only
fire weapons in response to the drones or plasmas. No ship may move
via normal means, nor may they drop shields and utilize transporters
during this time. Ships may activate tractor beams during this time
to grab drones that they do not, or cannot, shoot. An exception to
this rule is the Andromedans, who may utilize transporters to lay PA
mines in the path of plasmas. This was done to facilitate the rule
that PA mines go inert almost immediately after being deployed. No
other ships may do this.
Ships may only fire weapons at the drones or plasmas, not at other
ships during the Drone and Plasma movement. Normal firing at ships is
handled during ship movement. Only one "weapon" may be used on a ship
during the Drone and Plasma movement. This weapon is the Displacement
Device. It may be used, by a ship, on itself in an attempt to get out
of the situation that it is in. Failure at self-displacement means
that the ship remains in it's original spot and suffers from Disrupted
Fire Control.
SEQUENCE OF PLAY
- Roll for activation of ships
Roll for computer failure
Roll for Ion storms
Pinwheels formed/dissolved
Allocate energy
Allocate repair points
Ships drop warp engine/ PFs drop warp packs
Plot self destruction
Orions announce if they are doubling engines
Announce if shields are unpowered
- Announce speeds
Announce self destructions
Announce intent to dock
Announce intent to seperate sections of ship
Resolve self destruction
Attempt to reacquire lock-on to cloaked ships
Release Death Riders to self guidance
- Tractor rotation
Assign boarding parties as guards
Transfer shuttles to balcony and vice versa
Computer controlled ships now do all of the above steps
- Each "Impulse" or space of movement
Ships moved by black holes or nebulas
Gravity waves advance and damage is applied immediately
Fastest speed moves 1 space of 1/2 total movement for the turn
Resolve damage from ESGs
Resolve damage from asteroids
Resolve damage from collisions with planets
Resolve damage from mines
Resolve damage from exploding units
Resolve breakdowns
Announce emergency deceleration (anyone)
Announce start/stop of erractic maneuvers (anyone)
Turn fire control on or off (anyone)
Activate/deactivate cloaking device (anyone)
Roll for lock on against cloaked ships (anyone)
Detect individual mines (moving player)
Reinforce web (anyone)
Lay web (moving player)
Operate tractor beam (moving player or in response)
Utilize lab (moving player or in response)
Drop EW pods from fighters (moving player)
Launch plasma torpedos (moving player or in response)
Launch drones (moving player or in response)
Launch probes (moving player or in response)
Drop chaff (anyone)
Activate/deactivate ESG (anyone)
Roll for shock
Roll for mutiny
Raise/lower shields (anyone)
Operate transporters (moving player or in response)
Resolve Hit and Run raids
Reactive guard assignments
Crew and cargo transfers
Fighters may drop booster packs (moving player)
Land shuttles on ship (moving player)
Launch shuttles (moving player)
Recover satellite ships by transporter (moving player)
Launch satellite ships by transporter (moving player)
Transfer energy to E-module (anyone)
Drop pods from tugs (anyone)
Lay mines (moving player)
Roll for new facing of tumbling ships
Initiative player fires first: (moving player)
PPD fire
First Hellbore fire option
All other direct fire weapons may fire
Aegis fire may continue
Second Hellbore fire option
Previous free standing webs solidify
Web Casters fire
Allocate damage
Non-initiative players may fire in response to movement or fire (response)
PPD fire
First Hellbore fire option
All other direct fire weapons may fire
Aegis fire may continue
Second Hellbore fire option
Web Casters fire
Allocate Damage
Resolve explosion of ships
Use Displacement Devices (moving player or response)
Roll for UIM breakdown
Start/stop erratic maneuvering (anyone)
- Roll for mutiny
Ships dock at bases
Ships drop warp engines
Disengage by evasion
- Resolve repair of shields by damage control
Transfer power from PA panels to batteries
PA panels dissipate power to space
Orions record loss of engines from double output
In the Sequence of Play, each player will continue to go through step
4 until half of his total movement as been completed. Then play is
passed on the to next fasted person, who will go through step 4 until
he has completed half of his movement. Basically, Step 4 is completed
over and over again for each ship until all ships have completed
their movement for the phase. Then Drone and Plasma movement is
completed, and then Second Phase picks up at Step 4 on the Sequence of
Play until everyone has completed their full movement. After both
First and Second Phase have been completed, and Drone and Plasma
movement have been completed, then you will progress on to Step 5 on
the Sequence of Play.
The notes in parenthesis indicate who may take action during this
particular time. If the action does not have a note, then anyone who
is affected by it must take the action. If the word "anyone" is
listed, then any ship in the game may participate in the action,
assuming it can. If the words "moving player" is listed, then this
means that only the "moving player", or person who is currently taking
his actions and has the initiative, has the ability to act on this
action. This can be a ship moving at speed 0 if play has progressed
all the way down to that speed. The ship need not be moving to take
an action when it says "moving player", the ship needs only have the
initiative at the time. If the note lists "moving player or in
response", that means that the moving player has the opportunity to
take the action first, then anyone else may take the action in
response to the moving players' movement or firing. Therefore, a ship
may fire at the moving ship (or ship with the initiative) if the ship
moves or fires at the responding ship. An example is Ship A is moving
Speed 10 and has the initiative. Ship B is moving Speed 4. Ship A
begins to move towards Ship B. As Ship A closes in on Ship B, Ship A
may choose to fire at Ship B, and after taking any action, Ship B may
then return fire on Ship A either in response to Ship A's movement or
in response to Ship A's fire on Ship B.
OTHER NOTES
This system is pretty much a direct mirror of the 32 impulse system,
simply cut in half. However, some of you will probably point out that
none of the weapons ranges are cut in half, as they would be if
everything was simply halved. We realized this and chose not to
alter the weapons ranges, as it would have been a lot more for the
players to remember. In all, this system is MUCH faster than the 32
impulse system. I'm not just saying that to promote our system, it
really is. We have played games that had as many as 8 ships on a
side. Remind you, each side was operated by a SINGLE person. We have
the ability to decided upon a scenario, begin play, and finish
playing, all within 3-5 hours. This might not seem like a huge
benefit, but the scenarios we play usually consist of 4 to 8 people,
all running at least one ship, each able to use fighters and drones
and EW.
In all, we believe this system is a huge improvement and can easily be
learned by people familiar with the game, or even beginners to the
game. Feel free to add it aspects to the game that are not mentioned
here. Play them through and try them out. If you have questions as
to other aspects of this systems, send e-mail messages
to Phil Hatfield at Grimace997@aol.com.
DAMAGE ALLOCATION
| 1 | 2 | 3 | 4 | 5 | 6 |
A.
| Warp
| Sensor/Scanner
| Hull
| Warp
| Weapon
| Other |
B.
| Damage Con
| Hull
| Weapon
| Other
| Power
| Weapon |
C.
| Power
| Control
| Scanner
| Sensor
| Warp
| Hull |
D.
| Shuttle
| Shuttle
| Other
| Hull
| Hull
| Warp |
E.
| Control
| Weapon
| Control
| Scanner
| Dam Con
| DamCon |
F.
| Other
| Other
| Power
| Power
| Sensor
| Control |
G.
| Exs Dam
| Exs Dam
| Exs Dam
| Exs Dam
| Exs Dam
| Exs Dam |
Bold and Underlined Definition of Hits:
- Sensor/Scanner
- The first hit in this category must be taken on either a sensor
or a scanner. (owning player's choice) After taking at least
one hit here, other hits may either be taken on the same system or
default to row B
- Weapon
- The first hit in this category must be taken against a heavy
weapon that is capable of firing into the arc that the damage
entered
- Damage Con
- A single hit must be taken against this system, and extra hits
may either be taken to the same system or default to the next
lowest row
- Other
- The first hit in this category must be taken against a Control
system. All other hits can be taken against any other system that
is classified as an Other
- Scanner
- A single hit must be taken against this system, and extra hits
may either be taken to the same system or default to the next
lowest row
- Sensor
- A single hit must be taken against this system, and extra hits
may either be taken to the same system or default to the next
lowest row
Explanation of Categories:
- Weapon:
- Normal Weapons - Phaser 1,2,3,4,G
- Heavy Weapons - Photons, Plasma R/S/G/F/D, Disruptors, Fusions,
Drones, ADDs, Tractor Repulsor beams, Hellbores, Power systems
hooked to Maulers, PPDs, Web casters, ESGs, Stasis Generators,
Rail guns, Particle Cannons, Power Absorber panels, Web breakers,
Special Sensors
- Other:
- Tractor beams, Transporters, Labs, Probe, Shuttles, Mine racks,
Battery, Fabrication, Fighter bays, Hangars
- Hull:
- Hull (center, forward, aft), Cargo, Works, Barracks, Repair
- Power:
- APR, AWR, Impulse
- Control:
- Flag Bridge, Bridge, Aux Con, Emer Bridge, Displacement Device,
Web Generators, AFT, Web snares, Security
- Shuttle:
- Shuttles, Fighter bays
- Excess:
- Excess Damage
Damage is resolved by rolling 1D6 for each point of damage suffered by
the ship. If dice are lacking, you may count each die as two or more
hits, at the target player's option. That is, the person suffering
the damage gets to call whether the damage is grouped in 2 hits per D6
rolled, or if each D6 is a single hit and you have to roll more D6.
The only damage that is allocated based on direction of penetration is
damage to weapons, however you may experiment with allocating all
damage based on direction and just move down the rows as the systems
are eliminated. On the chart, unless it is noted otherwise, all
damage in a particular number column must be allocated to the required
system before moving to the next row. For example, if hull is hit,
all hull must be eliminated before any hits can be taken on weapons,
assuming all of the hit locations were column 3.
BRIEF REPLAY
Adversaries: Romulan Regalhawk-K Heavy Cruiser vs.
Lyran Tiger Heavy Cruiser with 2 PFs
Starting range: 20
Speeds: Romulan 6 (costing him 12 energy), Lyran 8 (costing him 16
energy)
Turn 1:
First Phase
Due to the speed of the Lyran, the Tiger moves first. His speed for
the turn is 8, so for First Phase, he moves 4 spaces. He now begins
his move.
- moves one space. As moving player, has opportunity to decide to
fire first at Romulan. Declines fire.
- Romulan Regalhawk now has opportunity to fire in response to
Lyran's movement. He declines.
- Lyran moves 2nd space. Same sequence as above.
- Lyran moves 3rd space. Range is now 17. Lyran declines fire,
Romulan does the same.
- Lyran moves 4th and final space for this phase. Still holds
fire. Now the Romulan player moves
- Regalhawk moves one space. Range is now 15. Romulan now has the
initiative, and decides whether to fire or not. He declines fire.
The Lyran now has the opportunity to fire. He takes it. The
Tiger checks the target's EW. The Romulan has 1 ECCM up (costing
him 2 Power). The Lyran fires 4 Disruptors. Three shots find
their mark. The Romulan takes 9 damage to the #1 shield.
- Regalhawk moves 2nd space. Range is 14. Regalhawk announces
fire of Plasma R (pseudo). Lyran cringes at the thought. Lyran
holds fire.
- Regalhawk moves 3rd and final space. Plasma stays in space
launched. Romulan declines to fire any more. Lyran holds fire.
End of Ship Movement. Beginning of Drone and Plasma movement
Because the plasma was not launched in the space that the Regalhawk is
currently in, it will move 8 spaces during this Drone and Plasma
movement.
- plasma begins it's move towards the Lyran. As it moves each
space, the Lyran has the opportunity to fire on it. The beginning
range was 14. After 8 spaces of movement, the Plasma R is 6
spaces away from the Lyran
- the Lyran did not fire during that Drone and Plasma movement
Speed Zero
- both players now have the option to fire, launch shuttles, or
take other actions. Both decline.
Second Phase.
The Lyran, being the fastest, starts moving the remaining spaces of
his movement
- Lyran moves one space (his 5th move). Range to Regalhawk is 12.
Range to Plasma is 5. He declines fire, and the Romulan declines
to fire in response to his move.
- Lyran moves 2nd space (6th move). Regalhawk is 11 hexes away,
the Plasma R is 4 hexes. He thinks hard about his options. He
declines fire. The Romulan decides to fire in response to his
move. He checks the Lyrans EW. It is 2 ECM (costing the Lyran 4
power). The Romulan suffers a +1 shift. He announces 4 Ph-1 to
fire. He rolls poorly, his best being a 2 which is increased to
3, causing only 1 damage at that range.
- Lyran moves 3rd space, side slipping to his right (the Regalhawks
left). He announces the dropping of his two PFs, both moving
speed 5. Because they are moving slower than the Tiger's overall
movement (8), they may move this phase when speed 5 comes around.
Lyran player is now 10 hexes from the Regalhawk, and 3 from the
plasma. He announces fire at the Plasma R. He lets loose 4 Ph-1s
and 3 Ph-3s. He rolls average, scoring 19 hits on the plasma.
The Romulan records the damage and smirks. In response to the
Lyran's movement and fire, the Romulan announces the fire of 2
Plasma Fs and a Plasma R. The Lyran's jaw drops.
- Lyran moves last space (his 8th) and begins to pray. Because he
side slipped into his last space of movement, he could not turn
away from the Romulan. The range to the ship is 9, and 2 to the
pseudo plasma. He declines fire. The Romulan holds fire. The
Lyran PFs do not move from their spot, as it is not their movement
yet.
Now the Romulan player, moving at speed 6 moves
- Romulan moves forward one space. His plasmas stay behind in the
spot that they were launched. Range to the Lyran ship is 8, and
range to the PFs is 9. He declines fire. The Lyran declines fire.
- Romulan turns to the left and moves 2nd space (his 5th). He
checks the EW of the PFs and finds they only have their built in
EW operating. He announces fire at the top PF. He rolls very
well, causing 12 damage from 3 Ph-1s! The front shield of the top
PF caves in! The Lyran declines to fire.
- Regalhawk moves his last space, and announces 2 Ph-3s on the top
PF, hoping for some internals. He rolls good, causing 2 damage.
The damage is rolled (2D6 on the damage chart. Once hull and one
Major Weapon) The PF looses a Disruptor. The Lyran player decides
to fire back from that PF in response to the Romulan's fire.
He announces his 1 Disruptor and 2 Ph-1s on the Regalhawk. He
misses with Disruptor and only does 2 damage with his Phasers.
Now the Lyran PFs get to move at Speed 5
- both PFs move one space. Range to the Regalhawk is now 7 spaces.
They hold fire, so does the Romulan
- both PFs move again. (Their 2nd of half their total). Range is
now 6. They still hold fire.
- both PFs move one last time (3rd space, which is half of 5).
They announce their fire on the Regalhawk. Only one may fire,
though, as the other has already fired. He announces 2 Disruptors
and 2 Ph-1. He rolls hits on all of them, causing 14 damage to
the Regalhawk's shield #2. The Regalhawk holds his fire.
Speed Zero
- at speed zero, the Romulan decides to launch a shuttle, just to
have some added phaser support for next turn. The Lyran holds his
fire, even though he could opt to fire at the shuttle in response
to its launch.
Drone and Plasma movement
- the plasmas move towards their targets, one space at a time. The
Pseudo R reaches the ship first, and the Lyran lets it impact,
suspecting it to be a fake. It is. The other 3 plasmas (2Fs and
an R) started at range 7 to the PFs and range 9 to the Tiger.
Because they only move 8 spaces per Drone and Plasma movement, the
two Plasma Fs (targeted each on a PF) will impact, while the
Plasma R (targetted on the Tiger) will be one space shy. One PF
(the undamaged one) gets his front shield smashed and takes 3
internals. The other PF, with the #1 shield already destroyed,
takes 15 internals. (The Plasma Fs moved 7 spaces, putting them
in the 6-10 range bracket) When the damage is done, one PF is
crippled, and the other slightly damaged, and the Tiger has a
Plasma-R one space away from it. Both players begin new energy
allocations.
*The whole enactment of this battle only took about half as long as it
probably took you to read the replay.
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