custom-control-sheet-just-fun-fasa-trek STCS
https://boardgamegeek.com/thread/1516643/custom-control-sheet-just-fun-fasa-trek


    William Bevil
    (MajorVoss)


    Hi everyone.

    I've been feeling nostalgic lately and dug out some of my old FASA Star Trek stuff. I always loved the FASA Starship Duel micro Game, and thought it would be interesting to do a blended control sheet that uses elements from it and also the ST Tactical Combat Simulator Game.

    Here's a couple of the custom control sheets that I created:

    https://boardgamegeek.com/image/2867667/majorvoss?size=small

    https://boardgamegeek.com/image/2867668/majorvoss?size=small

    Cheers,

    ~Voss 




    William Bevil
    (MajorVoss)
Posted Sat Jan 30, 2016 9:04 pm

    Starship Duel was a self-contained game that FASA produced around the same time as the rest of its Trek material. It had similar elements as the Simulator game, but much simpler. Here's a link:
    http://memory-alpha.wikia.com/wiki/Starship_Duel_II

    Basically it was ship vs. ship for two players. There were a couple different versions of the game, one featuring Enterprise vs. a Bird of Prey, and another with Reliant vs. a Klingon L-9 frigate. Duel used a turn-wheel device to track ship positions in relation to one another. There wasn't a game board or miniatures.

    Ships had a control sheet, but it was quite simple and instead of marking on it (pencil,etc.) you used counters. Power was the primary resource and each ship received a certain number that they could use to power weapons and shields. There was also a superstructure track. Once your shields were depleted, damage started going toward structure and once you hit zero you were dead. The nice thing about this game was that combat could actually be resolved quite quickly; make a mistake and not have your shields up in the right place and your ship could be seriously damaged very quickly. The "feel" of combat reminded me of the scene in STII:Wrath of Khan when Reliant catches Enterprise with shields down and really messes her up. Anyway...

    I always admired the turnwheel device - very clever - but my preference is battle mats (1.25" hexes) with FASA minis. I liked the simplicity of the control sheet and the use of counters. The game mechanics are actually quite similar to the STCS, so it's easy to imagine a hybrid of the two.

    I was also interested in adding components that could be part of the RPG, such as special skill rolls for certain officers e.g. Sensors=Science Officer, Initiative=Captain/Commmander, Helm Operation/Navigation Bonus=Helmsman, etc.

    Ages ago, I made up some rough steps/rules for Starship Combat:
    https://boardgamegeek.com/image/2868015/majorvoss?size=orig...

    We playtested it a few times and it actually worked pretty well. Someday I would like to sit down and really spend some time writing and designing a proper mini-game around this. 

     


    William Bevil
    (MajorVoss)


    I also added some other elements on these latest versions of the control sheets...

    Transporters, tractor beam and sensors. The idea is basically that each of those devices requires a certain amount of power to operate. Haven't figured out the rules for those things. Sensors would affect starship combat in that they could be used to track cloaked ships (and some ships could have slots for cloak).

    On the Federation Nebula-class control sheet, I added a "casualty tracker". The idea is that certain damage would cause casualties and above a certain amount the ship's performance would start to suffer. The Medical Officer could make skill rolls to reduce casualties. Couldn't figure out a way to do it with counters...this treatment would assume laminated control sheets and dry-erase markers. Perhaps pre-printed counters with % amounts on them?

    I keep mentioning skill rolls...these are pretty much lifted (conceptually) from the Simulator version of the game:
    1. Starship Combat Strategy/Tactics - Captain/Commander - determines initiative and winner can choose to go first or second. Happens every full turn once movement/combat/repairs are resolved.
    2. Sensors - Science Officer - helps track or spot cloaked ships, etc.
    3. Warp Drive Technology - Chief Engineer - enables them to squeeze one extra power counter out for that turn.
    4. Ship Weaponry Operation - Helm Officer(s) - Target lock gives a bonus to to-hit roll
    5. Ship Helm Operation - Helm Officer(s) - Can reduce the amount of stress damage that a ship incurs when executing an evasive manuever or turn that exceeds the ship's stress rating.
    6. Astronautics - Chief Engineer - During repair/repower phase, enables them to repair superstructure damage.
    7. Damage Control Procedures - Communications Officer - efficiency of this officer can help ensure repair teams get to proper places and reduce damage or help affect repairs.
    8. Casualty Reduction Procedures - Medical Officer - similar to above, applies to reducing casualties.

    Cheers,

    Voss 

