Right now I am working on an adaptation of a scenario from an unpublished FASA
Romulan scenario pack (from FASA ST yahoo group) where a Federation cargo ship
and destroyer escort are heading thru one of two lanes in an asteroid field to
reach the safety of a Fed. outpost and base on a remote planet;the convoy is
being pursued by 2 Klingon D7 cruisers,while 2 Birds of Prey take the other
lane to try and cut them off. Just outside the asteroid filed is a Fed.outpost
covering the exit lanes,while further away is a starbase around the planet and
its moon (with a base on the far side of the planet.) The cargo ship needs to
make it to the far side of the planet,where the planetary base defenses will
cover it;the Klingons must destroy the cargo ship. Reinforcements are
available to each side,Klingons get a B10,C7 and a D6M(Mauler),while the Feds
get an Excelsior BB and an Enterprise CA (maybe a Fenelon monitor instead of
CA....not sure on this one yet.)
I will be using Dean Gundberg's posted FASA conversions for the ships,but need
to do up one
for the D6M--figure it is weak D7,and will have the Mauler as a
spinal-mount
Wave Cannon,with only 12"range and only 1"wide fire template (best estimate as
I do not own Star Fleet Battles rules and info on the Mauler is scarce if you
dont have SFB,but did find a reference to it in a SFB product description.)
Any ideas on how to do the D6M?
For game components I am using FASA maps and counters,along with the SFB
Megahex counters.So am looking for ideas on using stats for a
starbase,too....anyone else used an ST:TOS starbase in FT?
Any help on this is appreciated......thanks.
> I will be using Dean Gundberg's posted FASA conversions for the
OK, after a bit of research on the Mauler in SFB, it is targeted at a single
ship, not at an area so a template doesn't really work so how about this,
using modifid Heavy Beam rules from the Earthforce Sourcebook:
D-6M Mauler
Mass 48 Cost?160? Hull 14 (Average) Thrust 6 FTL 2 Fire Controls 1 Class 2
Beam Battery (all arcs)
2 Maulers (F) - Systems can not be damaged
3 Capacitors - 2 points of energy each
Mauler Rules: This weapon is just an arrow facing foreward on the SSD, it can
not be damaged by tresholds or needle beems. It is destroyed when the ship is
destroyed. It targets a single ship in the Front arc. For each point of energy
drawn from capacitors, roll a D6. For each full 3" range to the target ship,
subtract 1 from the result of each die. Total the result for
actual damage. A natural roll of 6 gets a re-roll, but range modifier
is
applied to all re-rolls when calculating damage.
Energy is drawn from capacitors up to what they have stored (all capacitors
are connected to both Maulers). In addition to the energy from the capacitors,
an additional point of energy can be drawn from the thrust engines for every 2
points of thrust not used in movement that turn. Movement orders must indicate
the extra thrust must go towards the Mauler for it to be available.
Capacitor Rules: Each capacitor can store energy up to its designed limit. For
each 2 points of thrust not used for movement, 1 point of energy can be stored
and this must be indicated in the movement orders. Capacitors can be damaged
like any other system. If they currently are storing energy when they are
damaged, roll a D6, on a 1-3 the system is damaged and nothing else
happens,
on a 4-6, the system is damaged and all the stored energy is released
explosively - roll a D6 per point of energy stored and apply that damage
to the ship.
That should give a fun to play ship, lots of potential to do damage, but also
fragile and hard to play. If you don't have the EFSB, these rules are similar
but not the same. Range bands are 6", capacitors get charged randomly and are
not tied to thrust, beam emitters can be damaged like other systems, etc. I
made the changed I did to make it more similar to the Mauler rules from SFB.