Post by sheliakbob on Feb 16, 2010 21:15:42 GMT -5
One of the problems with the original STAGITFF game was the lack of starship combat rules. I know that there were rules published later that are the de facto starship rules for the game, but I never owned them.
To cover this gap, I've used a very simple and fairly effective system.
Basically, roll up stats for the ship as if it were a character of the same race as the ship's builders (Human is the default for Federation ships unless they are specified as being built by or primarily staffed by another race--ie: the Intrepid is generated as a Vulcan character).
Handle ship to ship combat exactly the same as if it were a HTH fight between the two ship "characters". Punch with beam weapons, kick with torpedoes. Shields are included in the CN stat for the ship. At 0 the ship is dead in space, a battered hulk. At -10 it is blown to pieces.
When appropriate, use the skill modifiers of the PC manning the appropriate system (the Helmsman dodges, I let the Capt use his CBT skill for attacks. etc.)
Every ship has unique, individual stats this way and quickly develops a character of its own. We didn't have a lot of stock ship types at the time, so each vessel got its own design and description.
I think I did set the min stats for a "Starship" at about 15. Without that level of stats, the ship was of some other design or designation. (We used some design sketches from the old Making of Star Trek book for ideas, as well as TAS examples.)
The Serenity RPG uses the same idea of treating the ship as a character with the same stats etc. I'm surprised it hasn't been used more often in rpg's.
To cover this gap, I've used a very simple and fairly effective system.
Basically, roll up stats for the ship as if it were a character of the same race as the ship's builders (Human is the default for Federation ships unless they are specified as being built by or primarily staffed by another race--ie: the Intrepid is generated as a Vulcan character).
Handle ship to ship combat exactly the same as if it were a HTH fight between the two ship "characters". Punch with beam weapons, kick with torpedoes. Shields are included in the CN stat for the ship. At 0 the ship is dead in space, a battered hulk. At -10 it is blown to pieces.
When appropriate, use the skill modifiers of the PC manning the appropriate system (the Helmsman dodges, I let the Capt use his CBT skill for attacks. etc.)
Every ship has unique, individual stats this way and quickly develops a character of its own. We didn't have a lot of stock ship types at the time, so each vessel got its own design and description.
I think I did set the min stats for a "Starship" at about 15. Without that level of stats, the ship was of some other design or designation. (We used some design sketches from the old Making of Star Trek book for ideas, as well as TAS examples.)
The Serenity RPG uses the same idea of treating the ship as a character with the same stats etc. I'm surprised it hasn't been used more often in rpg's.