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

  1. 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

  2. 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

  3. Tractor rotation
    Assign boarding parties as guards
    Transfer shuttles to balcony and vice versa
    Computer controlled ships now do all of the above steps

  4. 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)
            
  5. Roll for mutiny
    Ships dock at bases
    Ships drop warp engines
    Disengage by evasion

  6. 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.

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.

Second Phase. The Lyran, being the fastest, starts moving the remaining spaces of his movement *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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