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Re: DITL Battles: Rules (Second Edition)

Posted: Fri Apr 17, 2009 11:11 pm
by Lt. Staplic
nice...looks good.

Re: DITL Battles: Rules (Second Edition)

Posted: Thu Jun 25, 2009 3:19 am
by sunnyside
Wow! Pretty cool. Some stuff is certainly more streamlined than how I did it.

Re: DITL Battles: Rules (Second Edition)

Posted: Thu Jun 25, 2009 3:38 am
by Teaos
Yeah it comes in very handy for when playing out the turns, of coarse there is a little bit of making it up as you go for when people do new strategys.

Re: DITL Battles: Rules (Second Edition)

Posted: Thu Jun 25, 2009 10:48 am
by Sionnach Glic
Good to see you back, Sunny. :)

My new rule set is primarily based on your's. The original rules I recreated were an almost exact copy of your rules, with some changes to help simplify various the gameplay for both GM and players. They had a few problems with them, so now we have the set you see here.

On another note, I'm strongly thinking about re-doing the rules for Fires in the future. After playing around with some dice, I realised that the current system is set so that if you have more than one Fire on board the ship, you have to be phenomenaly lucky to actualy extinguish both of them.

My thoughts for now on a new system:
For every turn a fire is active, roll a D6.

1 - The fire reaches a major source of ignition begins to spread rapidly through the ship, crewmen scrambling to avoid the blaze. Deal an additional fire crit to one randomly chosen neighbouring section.
2 - The fire spreads into an important part of the section, causing crewmen to evacuate the area. Deal 1 critical hit to a randomly chosen system in that section (Note, this critical may not be an additional Fire crit).
3 - The fire continues to burn, the heat weakening the hull and structural supports. Deal 10,000TJ damage to that section.
4 - Crewmen rush in to tackle the blazing inferno with extinguishers, successfuly preventing it from causing more harm. The fire has no effect for this turn.
5 - Crewmen rush in to tackle the blazing inferno with extinguishers, successfuly preventing it from causing more harm. The fire has no effect for this turn.
6 - Crewmen rush in with specialised fire-fighting equipment, successfuly extinguishing the fire. The fire now counts as being repaired.

If you wish to deploy Damage Control to tackle the fire as your repair action, add a +2 modifier when rolling on the above table.


Thoughts?

Re: DITL Battles: Rules (Second Edition)

Posted: Thu Jun 25, 2009 11:04 am
by sunnyside
I don't really remember fire spreading being a big problem in Trek the way it is in WWII or even modern ships. You get plasma sprayed all over and stuff here and there catches on fire. But it seems like the stuructural stuff of the corridors doesn't burn readily, at least not while the SIF is still active.

It probably also helps that they aren't using flammable oil as a lubricant all over, nor carrying huge tanks of fuel. Or rather their fuel is water.

If you want to have fires your new proposal could be good. Where the fire doesn't spread very easily.

Re: DITL Battles: Rules (Second Edition)

Posted: Thu Jun 25, 2009 11:10 am
by Sionnach Glic
The fire's just there to add flavour. Must be all those carpets they keep on the ship. :P

The current system for fire we're using is just way overboard, though. Damn near impossible to contain.

Re: DITL Battles: Rules (Second Edition)

Posted: Thu Jun 25, 2009 11:29 am
by Teaos
I like the new rules, a bit more a chance of containing a ship that half on fire.

You could also add a sacrifice roll, lets say your whole, or most of the saucer is on fire, you can "enviromentally evacuate" the saucer putting out the fire but losing all weapons from the section for 1-2 turns since the crew would have to evacuate to a safe zone. Even with your system it would be almost impossible for Mark to put out his ship right now...

Re: DITL Battles: Rules (Second Edition)

Posted: Thu Jun 25, 2009 1:22 pm
by Sionnach Glic
Or me, I've just as much on fire as he has. :P

Yeah, a sort of "Vent air" option would be good. Perhaps something like:

To successfully vent a section of air, you must score an 8 on 2D6+3.
If successful, roll a further D6.
1 Some vital machinery, broken loose by battle damage, is torn free and sucked out into the void. One system in that section may not be used until it is repaired.
2 The crew is disorganised and disorientated by the sudden evacuation. It will take 3 turns until any systems in that section can be used.
3 - 5 The crew reacts as trained, and calmly evacs the area as the fire is extinguished. It will take 2 turns until any system in that section may be used again.
6 - The crew reacts with impecable organisation and skill. It will take 1 turn until any system in that section may be used again.

There is no limit on the amount of sections you may vent per turn.


Thoughts?

Re: DITL Battles: Rules (Second Edition)

Posted: Thu Jun 25, 2009 1:39 pm
by Teaos
Yeah good, but make it clear you can vent as many areas as you like in one go though so you can put out the whole ship.

Re: DITL Battles: Rules (Second Edition)

Posted: Thu Jun 25, 2009 2:42 pm
by Sionnach Glic
Done. Shall I add them to the official rules?

Re: DITL Battles: Rules (Second Edition)

Posted: Thu Jun 25, 2009 2:45 pm
by Teaos
May as well. Come into effect next round.

Re: DITL Battles: Rules (Second Edition)

Posted: Thu Jun 25, 2009 5:00 pm
by Lt. Staplic
Rochey wrote:The current system for fire we're using is just way overboard, though. Damn near impossible to contain.
:roll: tell me about it... :mrgreen:

Those both look good, it'll add a little more Trek realism too to be able to vent a section to prevent further damage.

Re: DITL Battles: Rules (Second Edition)

Posted: Thu Jun 25, 2009 11:04 pm
by Mark
What about rules for saucer seperations or MVAM capable ships??? Just one turn for seperation and one for reconnection?

Re: DITL Battles: Rules (Second Edition)

Posted: Thu Jun 25, 2009 11:21 pm
by Sionnach Glic
I'll figure that one out later.

Re: DITL Battles: Rules (Second Edition)

Posted: Thu Jun 25, 2009 11:29 pm
by Mark
So then a Prommie battle will have to wait a bit