captainjack23
Cosmic Mongoose
{Edit: Necrobumped from an old discussion}
So, I tried out a quick fix for making starship combat a bit more dependent on power last night, and it worked fairly well..caveat, itworked well with a group of very cooperative players ....YPMV.
My main rationale wasn't just to complicate design for the sake of complication (if it was, I would obviously call it "realism"
), but rather to increase the options and issues that the players faced -with minimal rules changes, also (most of them own the MGT rules, and we are trying to run this as straight as possibnle -kind of a postplaytest, really).
Also, this is likely to be dropped when HG comes out ,assuming they have an anticipated player scale combat system.
So, here is the basic version of the rules changes/additions.
Some assumptions:
First, the basic combat rules are the same, especially with regard to damage : drives fail as a whole, not gradually by letter.
A power plant also provides some power for life support, ships systems, and basic wepons use in addition to and independent of its ability to power the M drive. Thus, a ship w/. PPA and MD A can produce 2 thrust, and run Life support, ships systems and basic avionics, and basic (mainly defensive or low power) weaponry.
A powerplant now produces energy points which are used to power systems. A basic PP installation - the smallest size for a given output for that hull- produces its table rated output + 2 (Life support & Avionics).
Example: A type A power plant in a 200 ton hull produces 3 EP (1 for rating, 2 for ships sytems); in a 100 ton hull, it would produce 4.
Each ship has a demand rating for its weapons which depends on what weapons are being charged for use that turn.
NOTE: Bays are exempt from this; I assume that part of the space requirement includes a dedicated power plant.
Note: I restrict Pbeams to 1/triple turret..<-this is now official as per HG
Update:
Particle Beam turret = 5
Particle beam Barbette =3
( a barbette (5 tons internal ) is larger, and has some internal power support but still requires input from the ship's plant)
A ships demand rating on any given turn is:
((Sum of weapon ratings)/Hull rating)-1).
If the result is 0 or less, it can use the weapons in question for free. If not , EP must be allocated for each point or fraction of a point of demand.
Note: the hull rating divisor allows the demand to scale with the drives -bigger ships have bigger drives and more turrets, but an output of 1 to 6, regardless.
Thus, a basic scout could run at Thrust 2 and fire weapons which had a demand of 0 ( a double pulse turret, 1/2 x2 -1 =0), or thrust 1 and fire weapons which had a demand of 1 (a double beam turret, 1+1 -1 =1).
Alternately, life support (gravitics, temp, atm recycling,light) could be shut down to provide the point, and thrust could remain at 2.
Note: A particle beam would then require at least a size 4 ships powerplant to fire a single such weapon for free; and it would take up all the free weapon capacity to do so. This is because I really don;t want small ships lugging one around. The Gazelleprobably doesn't work with a demand of 5 - I may be being too severe - perhaps a demand of 3 would work better ?
Advanced options:
"Bigger engines equal better fun" option:
Drives can be installed that are larger than optimum: in other words, one can use a drive that is bigger than the basic drive for that hull/output combo, but less than the drive needed for the next output level.
Each extra step gives 1/2 extra EP for ships sytems: note that the max thrust is still limited by the M drive rating.
NOTE: some thought has been given to making it 1/point per step...not sure if this is too much, BUT it eliminates the pesky 1/2 EPs.
The 1/2 point/letter extra is a convenient average and causes some odd anomalies - a more purist approach would make it provide 1 point times (the number of extra steps taken/number of extra steps before the next output number).
"More Power Scotty ! " option.
The drive can be temporarily overdriven by a sucessful Engineering: powerplant check. The drives rating for purposes of the above rule may be temporarily increased by up to 1 letter for every two points of effect.
Failure has no effect. Critical failure (-6 or worse effect) counts as a hit and causes damage accordingly.
At the end of the turn, a second Engineering: power roll is required to avoid burnout: there is a penalty of -1 for each letter increase taken, and -1 for each consecutive turn of overdrive. Failure causes the power plant to take a hit; critical failure (effect -6 or worse) means it is destroyed.
"Faster, Dammit, Faster !" option.
The same rules above are applied to the M drive ; note that any extra power must be allocated before the roll, and if failed is lost.
"All weapons to Maximum !" option.
A beam or energy weapon can double fire by doubling its demand. A energy points are alocated and a then a gunnery roll is required at -2 ; failure means only normal firing is allowed, critical failure means the weapon is damaged ; success means a asecond shot may be taken.
"Silent running" option
Ships signature may be reduced by powering down the powerplant -1 to detection for each output number reduction. Avionics may be shut off for an additional -1, as may life support. a fusion plant that is shut down takes 1d6 hours to restart, modified by an engineering: power roll. (details uncertain at this time)
"Light the buggers up, Sparks !" option
An extra power point may be allocated to active sensors, doubling their effective range and giving a +2 to the sensor roll.
In play
I hand the Captain a handful of tokens (two per EP, for the half points) and he allocates them to the players involved in the various systems -and I enforce a 1 min discussion time once he has them in hand. Once they are handed out, any rolls are made for system overloads and etc, and the turn begins.
I must note that this is inspired greatly by the original playtest 3.2 rules, as well as "Battlestations " , an enormously fun board and character game.
So, I tried out a quick fix for making starship combat a bit more dependent on power last night, and it worked fairly well..caveat, itworked well with a group of very cooperative players ....YPMV.
My main rationale wasn't just to complicate design for the sake of complication (if it was, I would obviously call it "realism"

Also, this is likely to be dropped when HG comes out ,assuming they have an anticipated player scale combat system.
So, here is the basic version of the rules changes/additions.
Some assumptions:
First, the basic combat rules are the same, especially with regard to damage : drives fail as a whole, not gradually by letter.
A power plant also provides some power for life support, ships systems, and basic wepons use in addition to and independent of its ability to power the M drive. Thus, a ship w/. PPA and MD A can produce 2 thrust, and run Life support, ships systems and basic avionics, and basic (mainly defensive or low power) weaponry.
A powerplant now produces energy points which are used to power systems. A basic PP installation - the smallest size for a given output for that hull- produces its table rated output + 2 (Life support & Avionics).
Example: A type A power plant in a 200 ton hull produces 3 EP (1 for rating, 2 for ships sytems); in a 100 ton hull, it would produce 4.
Each ship has a demand rating for its weapons which depends on what weapons are being charged for use that turn.
NOTE: Bays are exempt from this; I assume that part of the space requirement includes a dedicated power plant.
- Demand ratings:
Beam Laser=1
Pulse Laser =1/2
Particle Beam = 5
Missile =0 (but require avionics to be functioning)
Sandcaster = 0
Shields =To Be Determined.
Note: I restrict Pbeams to 1/triple turret..<-this is now official as per HG
Update:
Particle Beam turret = 5
Particle beam Barbette =3
( a barbette (5 tons internal ) is larger, and has some internal power support but still requires input from the ship's plant)
A ships demand rating on any given turn is:
((Sum of weapon ratings)/Hull rating)-1).
If the result is 0 or less, it can use the weapons in question for free. If not , EP must be allocated for each point or fraction of a point of demand.
Note: the hull rating divisor allows the demand to scale with the drives -bigger ships have bigger drives and more turrets, but an output of 1 to 6, regardless.
Thus, a basic scout could run at Thrust 2 and fire weapons which had a demand of 0 ( a double pulse turret, 1/2 x2 -1 =0), or thrust 1 and fire weapons which had a demand of 1 (a double beam turret, 1+1 -1 =1).
Alternately, life support (gravitics, temp, atm recycling,light) could be shut down to provide the point, and thrust could remain at 2.
Note: A particle beam would then require at least a size 4 ships powerplant to fire a single such weapon for free; and it would take up all the free weapon capacity to do so. This is because I really don;t want small ships lugging one around. The Gazelleprobably doesn't work with a demand of 5 - I may be being too severe - perhaps a demand of 3 would work better ?
Advanced options:
"Bigger engines equal better fun" option:
Drives can be installed that are larger than optimum: in other words, one can use a drive that is bigger than the basic drive for that hull/output combo, but less than the drive needed for the next output level.
Each extra step gives 1/2 extra EP for ships sytems: note that the max thrust is still limited by the M drive rating.
NOTE: some thought has been given to making it 1/point per step...not sure if this is too much, BUT it eliminates the pesky 1/2 EPs.
The 1/2 point/letter extra is a convenient average and causes some odd anomalies - a more purist approach would make it provide 1 point times (the number of extra steps taken/number of extra steps before the next output number).
"More Power Scotty ! " option.
The drive can be temporarily overdriven by a sucessful Engineering: powerplant check. The drives rating for purposes of the above rule may be temporarily increased by up to 1 letter for every two points of effect.
Failure has no effect. Critical failure (-6 or worse effect) counts as a hit and causes damage accordingly.
At the end of the turn, a second Engineering: power roll is required to avoid burnout: there is a penalty of -1 for each letter increase taken, and -1 for each consecutive turn of overdrive. Failure causes the power plant to take a hit; critical failure (effect -6 or worse) means it is destroyed.
"Faster, Dammit, Faster !" option.
The same rules above are applied to the M drive ; note that any extra power must be allocated before the roll, and if failed is lost.
"All weapons to Maximum !" option.
A beam or energy weapon can double fire by doubling its demand. A energy points are alocated and a then a gunnery roll is required at -2 ; failure means only normal firing is allowed, critical failure means the weapon is damaged ; success means a asecond shot may be taken.
"Silent running" option
Ships signature may be reduced by powering down the powerplant -1 to detection for each output number reduction. Avionics may be shut off for an additional -1, as may life support. a fusion plant that is shut down takes 1d6 hours to restart, modified by an engineering: power roll. (details uncertain at this time)
"Light the buggers up, Sparks !" option
An extra power point may be allocated to active sensors, doubling their effective range and giving a +2 to the sensor roll.
In play
I hand the Captain a handful of tokens (two per EP, for the half points) and he allocates them to the players involved in the various systems -and I enforce a 1 min discussion time once he has them in hand. Once they are handed out, any rolls are made for system overloads and etc, and the turn begins.
I must note that this is inspired greatly by the original playtest 3.2 rules, as well as "Battlestations " , an enormously fun board and character game.