STA SPACE COMBAT

SEQUENCE OF PLAY

0.    Starting Set up: Poker chips Or Allocation Sheets? (Power levels in Shields, Weapons, and Engines) Rules set: Basic, Advanced, and Optional? Blue Prints and Values of ships.

1.    Allocate Power Chips

2.    Set Initiative: Initiative is alternating starting with the Ship with the highest Sensor Roll (D20 + Ship’s Sensors + Science Discipline). Ships are ranked and then take their “Turn” in that order for that Round. New Initiative order formed every round. On Starting Round Ship with lowest Sensor Roll is placed on the center of the board. Enemy ships are set at range 4+.

2. Ships complete their Tasks. Can be done in any order.

       Command

       Helm

       Navigation

       Sensors

       Security

       Tactical

       Communication

       Engineering

 

3. Return to step 1. For the next round

 

The Core Dice Mechanics

All actions (TASKS) in Star Trek Adventures revolves rolling under target "Success" numbers. When a task is in question, players roll 2d20.

Each d20 that comes up equal to or lower than the characters relevant ATTRIBUTE + DISCIPLINE is a success.

So if a character has a Presence of 10 and a Command of 3, each die that rolls 13 or less is a success.

Different tasks require different numbers of successes, and players can spend Momentum or invoke special abilities to add more d20s (Maximum of 5D20s)

Momentum: Ships start with 0 and can go to a maximum of 6

Determination: Allows Ship Station to perform a 2nd task. Ships start with 0 and can go to a maximum of 3

TASKS = 1 per turn per station (2 if captain spends a Determination pt.)

Minor Actions: One FREE per station per turn, can do more IF you spend Momentum

        Examples: Move straight, Move with one 45% turn included, Lock Target, open hailing frequencies etc.

 

TASK DIFFICULTY = ATTRIBUTE + DISCIPLINE

ROLL =/LOWER THAN TASK DIFFICULTY = 1 SUCCESS

ROLL A “1” OR Under Department Score = 2 SUCCESSES

ROLL A “20” always = a failure even if the combined skill is 20+

 

RANGES

Point Blank/Within Reach (same Zone/ Hex)

Close       1 Zone distant

Medium    2 Zones Distant

Long        3 Zones Distant

Extreme   4+ Zones Distant

 

 

TASKS

Each ship may perform a Task for each position. Thus your average ship gets up to 8 regular Tasks per round.

These positions (also known as Stations) are:

·         Commanding Officer – The CO makes the decisions based off information available

·         Helm – The Helmsman is the pilot of the ship and is responsible for all Tasks that require the ship’s movement and maneuvering

·         Navigator – The navigator is in charge of plotting the ship’s course and determining the spatial conditions that would affect the ship along its course.

·         Sensor Operations – Sensor operations, usually handled by a Science Officer, are used to control the many and varied external sensor systems used to

scan planets, spatial phenomena, other vessels and others. It also covers interpreting and analyzing that information.

·         Security Monitor – This station covers all matters of internal security, such as containment fields, deployment of personnel and internal sensors.

·         Tactical Systems – This station covers the operation of weapons and shields.

·         Communications – This station covers all incoming and outgoing communications, including encryption and decryption of messages.

·         Engineering & Internal Systems Control – This station covers any miscellaneous monitoring and control of internal systems such as

 power output, damage control, transporters and life support.

Each of these positions have three to five unique Tasks that fall under their purview.

Commanding Officer The CO makes all the "Command Tasks" including the ones that involve generating and using Momentum,

Determination and Leadership for the ship.

 

·         Command Determination:  – The CO generates a determination point for a station by making a Task Roll using Control, Insight or Reason PLUS Command. TASK DIFFICULTY:2

·         Direct:  – The CO adds ave of his Command+Discipline needed to another stations TASK roll as a Bonus.

·         Rally – The CO generates a Momentum point for the ship by making a Presence and Command Task Roll. TASK DIFFICULTY:1

·         Delay- The CO drops the Ship’s Initiative to Last. Control and Command Task Roll. TASK DIFFICULTY:1

Helm Tasks

 

·         Maneuver – The flight controller uses the ship’s thrusters to adjust Ship’s bow position by more than 45%.   

·         Full Stop.  – The flight controller stops the ship.

·         Reverse – The flight controller puts the ship in reverse.

·         Go to Warp – The flight controller uses the ship’s warp drive to go warp speed, OR change current Warp speed. This has a “Engine” Power requirement of 1.

·         Ramming Speed – the flight controller chooses a single enemy vessel or other target within Long range, and moves towards them at full speed.

This is an attack, requiring a Difficulty 2 Daring + Conn Task assisted by the ship’s Engines + Conn.

This Difficulty increases by 1 for every range category beyond Close the target is.

 If successful, the attack inflicts a number of [CD] damage equal to 2 plus the ramming ship’s Scale, with the Spread and Vicious 1 effects, and the Devastating quality.

 However the ramming ship also suffers a number of [CD] damage equal to the target’s Scale, with the Spread and Vicious 1 effects, and the Devastating quality.

This has a minimum Power requirement of 1.

Navigator Tasks

·         Plot Warp – The Navigator plots the ship’s warp drive course.

·         Warp Pursuit/Intercept – The Navigator plots the ship’s warp drive course to pursue and Or intercept another ship travelling at warp speed.

·         Evasive Action – The Navigator plots a course that will foil enemy targeting with a Difficulty 1 Daring + Conn Task, assisted by the ship’s Structure + Conn.

 If successful, all attacks against the ship, and all attacks made by the ship increase their Difficulty by 1. This has a Power requirement of 1.

·         Attack Pattern – The Navigator plots a course that will make it easier to target the enemy. The flight controller attempts a Difficulty 2 Daring + Conn Task,

 assisted by the ship’s Weapons + Conn. If successful, until the flight controller’s next Turn, all attacks made by the ship reduce in Difficulty by 1

 (to a minimum of 1; if already at 1, then gain one bonus momentum instead). This has a Power requirement of 1.

 

Sensor Operations Tasks:

            Sensor Scan (Active): This is an active EMP pulse at an area or object.

Sensor Sweep (Passive): This is passive use of Sensors as a receiver of EM Radiation.

Launch Probe: This is the launching and use of a Passive Sensor remote Drone to gather information

Scan for Weakness: This is an active EMP at an area or object looking specifically to get a tactical advantage on the target.


Security Officer's Tasks:

            Internal sensors:

            Deploy Security Teams:

            Deploy Containment Fields.

 

Tactical Officer's Tasks:

            Operate of weapons

            Torpedo Spread/Rapid Salvo

Operate Tractor Beams 

            Modulate Shields

 

Communications Officer

       Open Hailing Frequencies: 

        Intercept Transmissions

        ECM/Jamming:     

 

Engineering & Internal Systems Control

     Power Generation & Management

     Damage Control & Repair

     Transporters & Replicators 

     Adjust Life Support.

 

Making an Attack

Making an attack with a ship has the following steps:

1. The attacker chooses the weapon system they plan to attack with, usually between energy weapons or torpedoes

2. The attacker then nominates a viable target. If the attacker is attempting to target a specific system,

then the chosen system should be declared here.

3. The attacker attempts a Weapons + Security Task, with a Difficulty of 1 for Energy Weapons, and 2 for Torpedoes.

 If a specific system is chosen, increase the Difficulty by 1.

In addition, if the target is not in optimal range, the Difficulty increases by a further +1 for each range band outside the optimal range.

 

4. If the Task is successful, then the attack inflicts damage.

If a specific system was not targeted, then roll on the System Hit Table to determine which system was hit.

Challenge Dice Roll Table

1

1 Damage point

2

2 damage points

3

Miss

4

Miss

5

1 Damage point + Weapon Effect

6

1 Damage point + Weapon Effect

 

SYSTEM HIT TABLE

D20 ROLL

COMMUNICATIONS

1

COMPUTERS

2

ENGINES

3-6

SENSORS

7-9

STRUCTURE

10-17

WEAPONS

18-20

 

WEAPONS SYSTEMS

This is the basic 2270s UFP and IKS weapons suite. More will be added as more races appear.

 

ENERGY WEAPONS

Direct fire beam or bolt EM energy directed at a target delivered instantaneously through a warp field.

Power supplied equals CDs up to the Weapon System maximum. Energy Weapon Systems can be overloaded to do additional CD equal to every 2 extra power points allotted.

Maybe mounted in Arrays, Banks, or Turret Cannons

Turret Cannons have Range 1 and receive a plus 2CD

Banks have Range 2 and receive a plus 1CD

Arrays have Range 3

 

Phasers: Federation Energy weapon system. Versatile; each successful EFFECT roll adds X momentum to that Ship. Only Phaser Arrays can be overloaded.

Phaser Capacitors: A storage pool of energy which feeds the Phasers. Power must be placed here first before going to the Phaser Weapons System.

Can hold up to Xscale of ship the number of CD the Phaser Weapons System has.

 

Disruptors: Energy weapon system used by the Klingons, Romulans and many others. Vicious;

Which means add 1CD to the total Disruptor CD for the ship. Each successful EFFECT roll adds X points of damage.

TORPEDO WEAPONS

Guided missiles that do not require power to fire. Ships armed with them will have a maximum storage capacity

(SCALE x 5). More can be prepared when stores run low using the Engineering Station’s REPLICATOR: a Computers + Engineering Task,

 with a Difficulty of 1. Power Cost: 1 per Torpedo.

 

Photon Torpedo: A missile system used by the Federation, Klingons, and many others. High Yield; IF Breaches occur from attack, add ONE more hit.

 

May be mounted singly or in Banks (2 or more launchers).

Base Damage for a Photon Torpedo Attack is 3CD

2nd Torpedo Launched in a Round adds 2CD

Spread/Salvo Attack: Used when firing 3 or more Torpedoes at once.

Weapons + Security Task, with a Difficulty of 3.

 Add 1CD for each Torpedo over 2 fired. May fire 3 torpedoes per Ships SECURITY Discipline rating.

One can Never fire more than what’s currently available in ship's storage.

 

Damage and Repairs

Damage is determined with the following steps:

1.  Roll the number of [CD] for the attack’s damage rating. The total rolled is the amount of damage that the attack inflicts.

2.  If the target has any Environmental Resistance such as those from Cover (Nebula Gas or Asteroids), add them to the static Resistance that the ship has.

This counts towards the ship’s total Resistance to that attack.

3.  Reduce the total damage by one for each point of Resistance. If one or more points of damage left over, then the ship loses Shields Points.

4.   If the ship is reduced to 0 Shields that round then additional damage becomes Breach Points.

Depending on the number of Breaches suffered, a System may be Damaged, Disabled or Destroyed.

 

Repairing Damage

If a ship has been damaged, Tasks can be attempted to try and repair the damage. These aren’t full repairs, but a skilled engineer can re-route around damaged systems and create impromptu solutions.

 

 

 

Here are the descriptions for Damage

Weapons Damage

·         Impact – Whenever a Weapons System suffers one or more Breaches, the ship losses any “Locked on targets” with the weapon system. The Tactical Officer will have to reestablish a “Target Lock”. This is a Minor Action.

·         DamagedWhenever a Weapons System suffers one or more Breaches, the number of Breaches Equals the number of CD lost to the Weapon system. The Difficulty to repair this is 3 and repairs ONE dice of CD.

·         Disabled – If the Weapon has suffered a number of Breaches equal to the Weapon Systems TOTAL CD then that System is Disabled. The difficulty to repair this Systems First CD back to operation is 5.

The system is then considered DAMAGED and additional repairs is 3

·          Destroyed – If the number of Weapon breaches EXCEEDS the number of CD the Weapon system has then it’s is beyond the ability to repair short of a Space Dock. The Weapon System is OFFLINE for the rest of the encounter.

·          

· Structure Damage:

·         Impact – Whenever the Structure System suffers one or more Breaches, the ship has one fewer turns during the next Round (this is not cumulative). The Difficulty to repair this is 2

·         Damaged – The vessel suffers one or more Structure Breaches the ship’s Structure is reduced by an equal number and is DAMGED. This reduces the ship’s Resistance by 1 for each Structure point lost.

The Difficulty to repair this is 3 per Structure point.

·         Disabled – The vessel has suffered Breaches Equal to its STRUCTRE RATING the ships has multiple fires raging across decks as well as sections losing life support.

The extreme disarray of the ship makes it extremely difficult to perform repairs, or perform ANY TASKS. Thus NO TASKs other than Repairs are possible without COMMAND intervention.

Ship’s Resistance is now down to ZERO value. The difficulty to repair this is 5 and the structure is then considered DAMAGED and additional repairs require a TASK Difficulty of 3.

·         Destroyed – When the Number of Structural Breaches Surpasses Ship’s Structure Point Value, the ship begins to break up. With hull breaches across the ship, fires raging, and life support systems failing, the ship is crippled.

The ship’s Resistance is 0, Tasks to repair systems on the ship can no longer be attempted, and the ship is literally falling to pieces.

The Only option left is to find an ESCAPE POD. The ships reactor will EXPLODED at the end of the ROUND.

 

Sensor Damage:

·         Impact – Whenever a Sensor System suffers one or more Breaches, the Ships losses ALL “Locked on targets” with ALL weapon systems. The Sensor Officer will have to reestablish with a SENSOR REFRESH.

This is a Minor Action, and this will reestablish all “Target Locks” for all systems.

·         DamagedWhenever a Weapons System suffers one or more Breaches, the Ships Sensor Rating is reduced by the number of breaches received.

The Difficulty to repair this is a TASK Difficulty of 3 and repairs ONE point of Sensor Rating.

·         Disabled – If the Sensors has suffered a number of Breaches equal to the Sensor Systems TOTAL Rating Number, then the Sensor System is Disabled.

The difficulty to repair this System’s First point back to operation is 5. The system is then considered DAMAGED and additional repairs require a TASK Difficulty of 3.

·         Destroyed – If the number of breaches EXCEEDS the number of Sensor Points the Sensor Systems is then beyond the ability to repair short of a Space Dock.

The ship’s Sensor System is OFFLINE for the rest of the encounter. YOUR BLIND, NO Weapon Systems can get a Target Lock. Time to think about disengaging and Warping out to safety.

 

Engine Damage:

·         Impact – Whenever the Engines suffers one or more Breaches, the Ships losses 2 Additional Power Points IMEDIATELY in addition to the standard damage caused power reduction.

 The Engineering Officer will have to “Restore Power”:  This is a Minor Action, it restores power levels by 2.

·         DamagedWhenever the Engines suffers one or more Breaches, the Ships Power Rating is reduced.

The Difficulty to repair this is 3 and repairs ONE point of Power Rating.

·         Disabled – If the Engines has suffered a number of Breaches equal to the Engines TOTAL Power Rating Number, then the Ship is Disabled and is drifting unable to move.

The difficulty to repair this back to operation is 5. The system is then considered Damaged and additional repairs is a TASK Difficulty of a TASK Difficulty of 3.

·          Destroyed – If the number of breaches EXCEEDS the number of Engine Power Points the Engines are damaged beyond repair short of a space dock.

The ship will need to be towed into a space dock for repair. There is a chance the Warp Reactor may EXPLODE at this point.

To Stabilize the Warp Core, an Engineering Task of a TASK Difficulty of 3 is required. IF this cannot not be achieved in 3 rounds, stabilizing the Warp Reactor is no longer possible

 and the Warp Reactor must be ejected by the end of the 4th round OR the ship will EXPLODE. Eject the warp reactor is an Engineering Task with a difficulty of 2.

 

Communication Systems Damage:

·         Impact – Whenever a Sensor System suffers one or more Breaches, the Ships losses ALL “Locked on targets” with ALL weapon systems. The Sensor Officer will have to reestablish with a SENSOR REFRESH.

This is a Minor Action, and this will reestablish all “Target Locks” for all systems.

·         DamagedWhenever a Weapons System suffers one or more Breaches, the Ships Sensor Rating is reduced by the number of breaches received.

 The Difficulty to repair this is a TASK Difficulty of 3 and repairs ONE point of Sensor Rating.

·         Disabled – If the Sensors has suffered a number of Breaches equal to the Sensor Systems TOTAL Rating Number, then the Sensor System is Disabled.

 The difficulty to repair this System’s First point back to operation is 5. The system is then considered DAMAGED and additional repairs require a TASK Difficulty of 3.

·         Destroyed – If the number of breaches EXCEEDS the number of Sensor Points the Sensor Systems is then beyond the ability to repair short of a Space Dock.

The ship’s Sensor System is OFFLINE for the rest of the encounter. YOUR BLIND, NO Weapon Systems can get a Target Lock. Time to think about disengaging and Warping out to safety.

 

Computer Systems Damage:

·         Impact – Whenever the Computer systems suffers one or more Breaches, the Ship receives a +2 Additional Difficulty Points for all actions IMEDIATELY

 in addition to damage penalties for the rest of that turn

·         DamagedWhenever the Computer systems suffers Breaches, the number of breaches is the penalty Rating added to the difficulty of Tasks. The Difficulty to repair this is 3 and repairs ONE point of Rating.

·         Disabled – If the Ship’s Computer Systems has suffered a number of Breaches equal to the TOTAL Computer Rating Number, then the Ship is completely on MANUAL control.

+2 Additional Difficulty Points for all actions  in addition to damage penalties .The difficulty to repair this back into operation is 5.

The system is then considered Damaged and additional repairs is a TASK Difficulty of a TASK Difficulty of 3.

·          Destroyed – If the number of breaches EXCEEDS Computer Rating Number, the Ship’s computers are damaged beyond repair short of a space dock.

The ship will on MANUAL control. +2 Additional Difficulty Points for all actions until flown into a space dock for repair.

 

SHIP VALUE POINTS

Add up all the SYSTEM, DEPARTMENTS, POWER + SHIELDS POINTS and then divide it by 10. Then multiply it by the SHIP’S SCALE

Add up all the ENERGY WEAPONS CDs and TOTAL NUMBER OF TORPEDOES CARRIED then add it to above.

MULTIPLY THAT TOTAL 1.25 IF USING EARLY CLOAKING DEVICE

MULTIPLY THAT TOTAL 1.5 IF USING STANDARD CLOAKING DEVICE

THEN MULTIPLY BY 1 + (5% X CREW DICIPLINE RATINNG)

CREW QUALITY DESCRIPTION

DISCIPLINE RATING

POOR

-1

BASIC TRAINING / GREEN

0

PROFICIENT

1

TALENTED

2

EXCEPTIONAL

3

ELITE

4

LEGENDARY

5

 

 

 

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