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890 hits since 22 Jun 2017
©1994-2018 Bill Armintrout
Comments or corrections?

giogionis Inactive Member22 Jun 2017 5:54 p.m. PST

well again i wrote down a ruleset im plan to use since i have many miniatures so enjoy and please before you get into armchair critic read the intro thanks you can find my rules here :) link

Coyotepunc and Hatshepsuut22 Jun 2017 5:59 p.m. PST

Thank you!

Personal logo Editor in Chief Bill The Editor of TMP Fezian22 Jun 2017 6:15 p.m. PST

Note that these are rules for starship engagements.

Battlespace Publishing22 Jun 2017 7:59 p.m. PST

I like where you are going with this, it appears as if it would play quick and bloody. If you want someone to edit the text for you I would happily volunteer.

If its ok I have some questions and comments.

-You did not define what you mean by "when you have more than one ship you have to roll to activate it".

-On the firing table you have 2 no hit results, 3 hit results, and a critical hit result but they are distributed across the die. I would suggest making a result of 1 or 2 a no hit, 3-5 a hit, and 6 a critical hit. This will make it easier to remember without having to consult the firing table and leaves the possibility of modifiers being added to the firing.

-You mention that torpedoes need an acquire roll but you don't define the parameters.

-You make an odd distinction between Disruptors and Phasers. Phasers are a directed "Nadion" particle beam according to the canon. This would mean they impart energy upon their target through kinetic and radiation effects. Disruptors are a directed particle beam as well but use an unknown particle that breaks down the molecular bonds in the target; this probably makes it a Muon particle beam. Both have been shown to have similar effects on both shields and hull so I'm not sure why you chose to have the disruptors only affect hull.

-An effect that I would recommend you emulate is the apparent bleed-through of damage when torpedoes hit a shielded ship (watch the battle scene at the end of Star Trek VI to see what I mean). I would suggest that the unique effect of a torpedo could be that if a critical (6) is rolled the additional hit impacts the hull regardless of remaining shields.

-Did you specify how it is determined which square is hit when the shields are down? If the choice is up to the player than they will naturally choose the most advantageous choice.

-You mention a damage control roll but don't specify its parameters.

-It might be simpler to have the ships have a given shield regeneration value which determines the number of shields that can be recovered each turn rather than a roll. It achieves the same effect without the need for another roll. Additionally, this allows you to have slight variation in the ships. Just because two ships have the same overall shield strength doesn't mean that they can regenerate them at the same rate.

-I noticed that you placed both phasers and disruptors on both the Starfleet and KDF ships. As per canon Starfleet uses phasers banks/arrays, while the KDF uses disruptors. Referencing one of my earlier points I would suggest that you unify the mechanics for the two types of weapons (simply call them Banks/Arrays/Emitters/Energy Weapons/whatever) so that you don't have to worry about it.

-I assume that you intend to work up more designs for the two sides and possibly other factions?

-You have cloaking squares on the Bird of Prey but do not define their mechanics.

giogionis Inactive Member22 Jun 2017 9:42 p.m. PST

thaks for the suggestion Battlespace Publishing and i will really apreciate if you fix the text :)

1 to activate your ships if playing with more than one roll a d6 then roll again if higher than the first roll you activate your ship.

2 i did i remember but will review again the same procedure roll a d6 then you need to roll higher than the previous result.

3 Disruptor seems to be a broad term for all other energy weapons, especially used by other cultures so to avoid technical stuff :) i put that way but if you edit the text feel free to change it accordingly to a more canon stuff :).

4 torpedos yeah i like that approach.

5 oh no i forgot to put what square but since this was the first many things will change for the final version but the idea is that the opponent selects which square in the hull gets the hit if firing from the right position to apply the hit.

6 the shields thing was to make a faster game but the approach you suggest defenitively will be in the game as optional.

7 weapons names you are right to avoid confussion.

yes more factions with ships templates will be added, sorry about the cloacking im working on other projects as well but i will release a reviewed version.

i really appreciate your imput man you really gave me more ideas to work on and be sure that you will get the credit.

and thanks for that mr. Editor in Chief Bill

giogionis Inactive Member22 Jun 2017 9:44 p.m. PST

you are welcome Coyotepunc i will review the rules and thanks for the support :)

giogionis Inactive Member22 Jun 2017 10:21 p.m. PST

one thing with the combat table was to allow low luck players to make some hits instead of rewarding players that usually roll high.

giogionis Inactive Member22 Jun 2017 11:09 p.m. PST

updated live long and prosper link

Battlespace Publishing23 Jun 2017 12:35 p.m. PST

One idea I had (totally stolen from one of my company's games) is to have the ships be of one of 5 sizes, 4/6/8/10/12. This size would be the number of squares on the diagram. Each square would be numbered from 1 to its maximum size. When the ship receives hull damage just roll the die size that corresponds to the size of the ship (i.e. D4/6/8/10/12) and that indicates the square that is hit. If a square is hit again you could have the rule be that you roll again or you could have no damage be inflicted as you merely reduced the wreckage further.

Also you have modifiers from certain squares applied to the firing rolls presumably to represent sensors, fire controls, and CiC capabilities. However, with the firing chart as you originally wrote it the chances of causing a hit do not change as you remove the hit result on a 1 and replace it with double the chance for a 6 which results in nearly the same average damage being applied. Using the modified chart you put in the optional rules you would avoid this issue.

Can I get some contact info from you so I can send you an edited pdf?

giogionis Inactive Member23 Jun 2017 1:06 p.m. PST

my email is and i had the idea to make more ships with more squares or less squares like you said that correspond with their sizes.

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