Star Trek designing

2 posts ยท Jun 29 1999 to Jun 30 1999

From: Tim Jones <Tim.Jones@S...>

Date: Tue, 29 Jun 1999 14:42:37 +0100

Subject: RE: Star Trek designing

> How about shielded "armor"? It would represent the degrading

Just use standard armor, change ignore armor weapons so they don't ignore it.

> Another thought for lack of fighters and why missiles do not

Fighters & FT captital missiles are rare in real star trek, photons are
actually missiles.

> Here are my concepts for ST style ships, I didn't use my shielded

I'd use ER SLM's, its more like the photons you see in the show long range
guided missiles. IIRC the range of a photon is vastly greater than a phaser,
as its a standoff warp capable weapon.

> Class-3 beam weapon = disruptor (wait until I'm done).

Railgun

> Heavy phaser = class-2 beam, light phaser = class-1.

Phaser classes map to beams

> Btw, I've only considered the Federation and Klingons;

Agreed

> Feds use level-2 screens on cruisers and larger, Klingons use

How does this tie in with shield armor, they should be the same system? I
agree the feds are tougher in defence.

> since the Klingons' main weapon is treated as a beam weapon.

In TOS the big E could out manuver most other ships though.

But I have a dilemma: I'm in the middle of designing a
> Klingon DN and I'm torn between the thrust-6 or thrust-4 with a

I'd go T4

> So, I'll provide my list of ship designs.

PDS don't fit the background IMO. 2 FC's (main bridge and aux control)

> Klingon D7, 80 mass, 262 points. Thrust-6, average strength hull,

in TOS they only have disruptors, no secondary armament

> Klingon Bird of Prey, 48 mass, 157 points. Thrust-6, average

Missing photon

Interesting...

From: Izenberg, Noam <Noam.Izenberg@j...>

Date: Wed, 30 Jun 1999 11:13:08 -0400

Subject: RE: Star Trek designing

If you want to base your trek on Classic Trek, then I'd do a couple things.

1) Forget missiles and fighters 2) Convert Screens to Shields by making them
capable vs the various shield ignoring weapons (e.g. Torps)
_or_ Convert Armor to shields by enabling Damage control to repair armor
(something like one box on a 5-6 with +1 to roll per additional DamCon)
Shield generator system still needed on ship - something like 2 mass 6
points. 3) Since almost all Classic Trek Combat is one on one, or at the most
few on few, (fleet actions are for TNG and DS9, and I never liked the way ST
did them) Increase the "resolution" of FT by assuming one mass is actually
half
that in FB. That enables Heavy Cruisers to have Mass 160-180, Destroyers
to be ~90. This allows you to put 3 torps and 6 phasers on a CA. Ignore this
rule if you want large fleet actions.

Plus here are some other assorted thoughts about the trek universe in FT.

I'd make the federation CA Strong Hulled, to proxy the various
non-combat
systems on a Fed ship. Phasers would be class 1 and 2 beams. I'd give most Fed
ships thrust 6. I'd make the Klingon D7 Avg hull, and around 10% smaller than
a CA.
Disruptors could be similar to a concentrated, limited Class 2 barage -
F
only, 3 beam dice at 12-24, 6 at 0-12", cost 6 mass 2 (Or Tim's KV Mass
Driver idea. I'd give most Klingon ships Thrust 4 with KV turning - both
less and more maneuverable than the Feds.

Fed ships are better shielded than Klingons, so eitehr Shield -2 vs.
Shield 1, or if using the 'armor as shield' idea above, Feds would have more
of it.

Romulans would have Thust 2, small, Strong or Super structure ships with cloak
and a singe heavy seeking weapon. The Plasma torp would be something like the
mass of a wave gun, travel like an MT missile, have a high initial damage
(like 6d6 striaght) that reduces by one die every turn. Given the 15 minute
turn duration, Roms could uncloak, fire and declaok during a single
turn, though opponencts could fire on them - reduce damage by 1/2 to
2/3.

Most any ship could "divert all power" to weapons or shields or thrust.
Weapons - No thrust, no shields, beam wepons act as 1 class higher.
Torp/Disrputor dice at +1
Shields - No thrust or weapons, shield strength doubles for turn.
Thrust - No weapons or shields, thrust increases by 50% (round down) for
turn.

Core systems would pe pretty important, though failures would generally mean
weapons/screens/thrust are unusable or handicapped for one or more
turns.