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"5150: Star Navy AAR - Ayirn Patrol" Topic


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Norrins14 Aug 2014 7:10 a.m. PST

Took a day off work to go and watch a cricket match. However, what was left of Hurricane Bertha hit the UK that day and it did nothing but rain. So I took the opportunity to catch up on some gaming instead. Earlier I had dug out the old FASA White Flame book for the Star Trek Combat Simulator and used the first scenario for a game using the 5150: Star Navy ruleset.

Here's my write up – link

I really like the simplicity of 5150: Star Navy as it does allow for quick games with minimal book keeping. The only things missing are collateral damage when a ships explodes – which could quite easily be fixed by a roll on the damage table – and the ability to repair a ship during a battle (those Scotty moments).

Anyway enjoy.

zonk7614 Aug 2014 7:49 a.m. PST

How did the game feel for Star Trek gaming? I could easily play with some of the clix ships I have and I don't think you need hex bases if I recall?

Very nice write-up…thanks for sharing!

Norrins14 Aug 2014 8:59 a.m. PST

It's great for Star Trek gaming. I had to knock up my ship stats (ostensibly to match up with what I have models of) but other that than it lends itself quite nicely.

All I did was convert guns to phasers/disrupters and missiles to torpedoes.

The combat felt very similar to the climax of Star Trek 6 where the Enterprise was being pepperd by torpedoes but still fighting on. Whenever the USS Wasp was taking damage we reporting ala Star Trek style.

Just need to work how to handle legendary engineers and warp core breaches and I'll be even happier!

zonk7614 Aug 2014 9:19 a.m. PST

I'd love to see some more development! I've got a spreadsheet that someone posted on the Yahoo Group (Mike is listed as the author's name), but it's limited to the Dominion Wars. Any thoughts on stats for a Nova, Intrepid, or Excelsior class ship?

Also, did you prevent the Klingon ships from firing while cloaked?

Norrins14 Aug 2014 9:45 a.m. PST

Must admit I'm just focussing on the Original Series.

We have a house rule where cloaked ships get a free turn at the beginning of the game before initiative is rolled and they get +3 successes on the long range scan. After all that, they are then considered decloaked. But answering the original question, no firing whilst cloaked.

zonk7614 Aug 2014 11:01 a.m. PST

Cool…sounds good! I hope to see some more AARs!

zonk7614 Aug 2014 2:13 p.m. PST

Okay…got another question for you…hope that is okay! Did you house rule that Shields could stop Missiles (Photon Torpedoes)?

sharkbait14 Aug 2014 5:22 p.m. PST

Nice! Did you use the optional rules, like concentrated fire? Just curious. I tend to use those fire rules quite a bit.

Norrins15 Aug 2014 2:15 a.m. PST

Did you house rule that Shields could stop Missiles (Photon Torpedoes)?

We did discuss a house rule, but decided to play missiles as per the rules. There are instances in Star Trek where shields stop photon torpedoes and there are instances (such as Star Trek 6) where they don't. Also, we hadn't given any of our ships AA fire, so being in torpedo range was vitally important for the smaller ships with minimal phasers (guns).

Did you use the optional rules, like concentrated fire?

Absolutely. Was a god send for the freighters as more than once they were able to damage the Klingon destroyers. Also, in one round the Klingon ships all concentrated on the USS Wasp to devestating effect.

zonk7615 Aug 2014 5:49 a.m. PST

I'm a bit on the fence about using AA for Star Trek as well, I don't recall it being referenced much in the movies or the series, TOS or the newer stuff. However, I did see it somewhat used in the new alternate timeline Trek movie…go figure!

I was considering dropping AA and just beefing up Shields/Guns/Missiles as well. I've started a thread on the THW forum in the Homebrew sub-forum regarding Star Navy and Star Trek…I'm hoping to migrate over to Star Wars at some point as well.

Here's a link if interested:
link

Norrins15 Aug 2014 6:14 a.m. PST

I completely dropped AA. For example, here's my stats for a Constitution class cruiser.

Class – 4
Thrust – 3
Hull – 8
Shields – 4
Guns – 2
Missiles – 2

This is my version of a D7

Class – 4
Thrust – 3
Hull – 8
Shields – 2
Guns – 4
Missiles – 2

I've got my ships defined in a Powerpoint 2003 slide deck. If you want a copy, then PM me

TheBeast Supporting Member of TMP15 Aug 2014 6:21 a.m. PST

On the other hand, I don't recall any 'collateral damage' in TOS.

I've got to stop reading these; Ed almost had me talked into buying a copy, but I resisted. I am strong in my cheapness.


But you guys…

Doug

Norrins15 Aug 2014 6:55 a.m. PST

I'm sure there must be an episode of ST:TOS (eg Patterns of Force) where a ship explodes causing the Enterprise to suffer damage (or the crew to be thrown from left to right to left etc) :-)

Still need a rule for a miracle worker engineer.

zonk7615 Aug 2014 7:10 a.m. PST

@Norrins – yes, I'm thinking about how to incorporate an engineer to repair systems as well. I was thinking a simple D6 roll vs the original System value (perhaps at a -1), and maybe only 1 system per turn. So, if Shield Value 4 ship has lost all of its shields, roll 1 d6 vs 3, pass, and bring back 1 shield, fail, and you don't lose anything, but you don't gain it either. make sense, sound reasonable?

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