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New Rules for the Star Trek Starship Combat SimulatorMovement: One of the biggest problems with the FASA combat simulator is that ships don't move very much. In fact most ships are barely capable of moving at all. However, this can be easily remedied without having to change any of the existing starship design rules. A ship will continue to move the same speed and heading from turn to turn unless energy is expended to change speed (up or down) or heading. This way more agile ships will be capable of changing speed and heading faster than less agile ones while at the same time preventing the game from degenerating into two vessels stop at optimum weapons range and blast away at each other until one or both blows up. Crippled Ships: When a ship reaches zero superstructure, it doesn't risk blowing up but it is crippled. It cannot move, fire or undertake any action other than to surrender, call for a friendly ship to come alongside to take off her surviving crew or abandon ship. Further damage will push her superstructure score into the negatives. When her negative superstructure score is equal to her original superstructure, then and only then will she blow up. e.g. a vessel has an undamaged superstructure score of 10. She takes 12 superstructure damage points. She now has a superstructure score of -2. She is crippled. Another 8 points of superstructure damage and she may blow up. A crippled ship's engineer must make a skill roll against his Astronautics skill to bring the ship to a dead stop in order to allow for evacuation. This is similar to a Cochrane Deceleration except that energy is transferred to the structural integrity field rather than the shield system. Failure means that the ship stops but takes additional damage to the superstructure (1 damage point for each movement point currently being used). |
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