kcw | star trek: the next generation campaign
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Starship Combat

I use a very simple starship combat system. It's not very accurate but it's fast and as long as the players don't know I'm playing it mostly off the cuff they stay excited. The basic idea is that everyone gets to roll each turn, find a way to keep all the players involved and possibly making decisions. Keep it exciting but don't get the characters killed.

Consoles

Helm:        Used for maneuvering
Tactical:    To fire weapons
Engineering: Shields, Power, Repair
Sensors:     For aiming
Command:     To coordinate ship, Command can take over
             any other console at a -1 penalty.

If there are more people other possible consoles are Communications, Medical, Security, Transporters.

Power

The ship has 6 points of power, normally divided into: Maneuvering, Weapons, Shields, Sensors, Life Support/Other, Reserve. It only takes one point to fully power the system. The reserve point can be used to reinforce one system. Power from Life Support or other systems can be used to reinforce another system (normally I only let them siphon Life Support in emergencies). Each extra point of power gives a +1 to the applicable skill rolls (for shields it brings up shield reinforcement). Engineering can be used to get an extra point of power (target is 7/10/13, depending on damage taken so far).
Combat

The five major consoles each get a roll.

Base to hit is 7 + dodge roll (helm roll with 4/7/10/13 being +1, 2, 3, 4). Helm can be used for attack or defense, not both. Sensors can be used to
target enemy ship (roll 7/10/13 for +1, 2, 3). Sensors can also be used to target specific locations (difficulty up to the GM). Helm used for attack is same as Sensors. Helm can also be used to get at a weak shield or protect a strong shield. If used this way it's an opposed roll versus the other ship if the other ship is trying to oppose you.

Command can be used to reroll any other roll, after the fact, at a -3 penalty.

Alternatively, the rolls can be opposed rolls versus the enemy ship.

An exact hit is about 10% shield strength, +10% per +2 points the attack roll is made by. (Alternatively I use about 33% per hit, 50% if the attack roll was really good, for combats that last 3-6 rounds). Shield reinforcement returns +30% to shield strength. Shields can be shifted front/back at a 2-1 ratio. (For both of the last two items, have Engineering make a roll to keep them in the game).
Copyright (c) 2000 Kevin C. Wong
Page Created: January 14, 2004
Page Last Updated: January 14, 2004