DITL Battles: Rules (Second Edition)

Lt. Staplic
2 Star Admiral
2 Star Admiral
Posts: 8094
Joined: Sat Sep 06, 2008 3:25 am
Commendations: Cochrane Medal of Excellence
Location: Somewhere Among the Stars
Contact:

Re: DITL Battles: Rules (Second Edition)

Post by Lt. Staplic »

nice...looks good.
In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
User avatar
sunnyside
Captain
Captain
Posts: 2711
Joined: Tue Sep 04, 2007 5:35 pm

Re: DITL Battles: Rules (Second Edition)

Post by sunnyside »

Wow! Pretty cool. Some stuff is certainly more streamlined than how I did it.
User avatar
Teaos
4 Star Admiral
4 Star Admiral
Posts: 15368
Joined: Tue Jul 17, 2007 4:00 am
Commendations: The Daystrom Award
Location: Behind you!

Re: DITL Battles: Rules (Second Edition)

Post 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.
What does defeat mean to you?

Nothing it will never come. Death before defeat. I don’t bend or break. I end, if I meet a foe capable of it. Victory is in forcing the opponent to back down. I do not. There is no defeat.
Sionnach Glic
4 Star Admiral
4 Star Admiral
Posts: 26014
Joined: Fri Jul 13, 2007 10:58 pm
Location: Poblacht na hÉireann, Baile Átha Cliath

Re: DITL Battles: Rules (Second Edition)

Post 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?
"You've all been selected for this mission because you each have a special skill. Professor Hawking, John Leslie, Phil Neville, the Wu-Tang Clan, Usher, the Sugar Puffs Monster and Daniel Day-Lewis! Welcome to Operation MindFuck!"
User avatar
sunnyside
Captain
Captain
Posts: 2711
Joined: Tue Sep 04, 2007 5:35 pm

Re: DITL Battles: Rules (Second Edition)

Post 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.
Sionnach Glic
4 Star Admiral
4 Star Admiral
Posts: 26014
Joined: Fri Jul 13, 2007 10:58 pm
Location: Poblacht na hÉireann, Baile Átha Cliath

Re: DITL Battles: Rules (Second Edition)

Post 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.
"You've all been selected for this mission because you each have a special skill. Professor Hawking, John Leslie, Phil Neville, the Wu-Tang Clan, Usher, the Sugar Puffs Monster and Daniel Day-Lewis! Welcome to Operation MindFuck!"
User avatar
Teaos
4 Star Admiral
4 Star Admiral
Posts: 15368
Joined: Tue Jul 17, 2007 4:00 am
Commendations: The Daystrom Award
Location: Behind you!

Re: DITL Battles: Rules (Second Edition)

Post 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...
What does defeat mean to you?

Nothing it will never come. Death before defeat. I don’t bend or break. I end, if I meet a foe capable of it. Victory is in forcing the opponent to back down. I do not. There is no defeat.
Sionnach Glic
4 Star Admiral
4 Star Admiral
Posts: 26014
Joined: Fri Jul 13, 2007 10:58 pm
Location: Poblacht na hÉireann, Baile Átha Cliath

Re: DITL Battles: Rules (Second Edition)

Post 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?
"You've all been selected for this mission because you each have a special skill. Professor Hawking, John Leslie, Phil Neville, the Wu-Tang Clan, Usher, the Sugar Puffs Monster and Daniel Day-Lewis! Welcome to Operation MindFuck!"
User avatar
Teaos
4 Star Admiral
4 Star Admiral
Posts: 15368
Joined: Tue Jul 17, 2007 4:00 am
Commendations: The Daystrom Award
Location: Behind you!

Re: DITL Battles: Rules (Second Edition)

Post 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.
What does defeat mean to you?

Nothing it will never come. Death before defeat. I don’t bend or break. I end, if I meet a foe capable of it. Victory is in forcing the opponent to back down. I do not. There is no defeat.
Sionnach Glic
4 Star Admiral
4 Star Admiral
Posts: 26014
Joined: Fri Jul 13, 2007 10:58 pm
Location: Poblacht na hÉireann, Baile Átha Cliath

Re: DITL Battles: Rules (Second Edition)

Post by Sionnach Glic »

Done. Shall I add them to the official rules?
"You've all been selected for this mission because you each have a special skill. Professor Hawking, John Leslie, Phil Neville, the Wu-Tang Clan, Usher, the Sugar Puffs Monster and Daniel Day-Lewis! Welcome to Operation MindFuck!"
User avatar
Teaos
4 Star Admiral
4 Star Admiral
Posts: 15368
Joined: Tue Jul 17, 2007 4:00 am
Commendations: The Daystrom Award
Location: Behind you!

Re: DITL Battles: Rules (Second Edition)

Post by Teaos »

May as well. Come into effect next round.
What does defeat mean to you?

Nothing it will never come. Death before defeat. I don’t bend or break. I end, if I meet a foe capable of it. Victory is in forcing the opponent to back down. I do not. There is no defeat.
Lt. Staplic
2 Star Admiral
2 Star Admiral
Posts: 8094
Joined: Sat Sep 06, 2008 3:25 am
Commendations: Cochrane Medal of Excellence
Location: Somewhere Among the Stars
Contact:

Re: DITL Battles: Rules (Second Edition)

Post 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.
In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
Mark
4 Star Admiral
4 Star Admiral
Posts: 17671
Joined: Fri Jul 18, 2008 12:49 am
Location: Honolulu, Hawaii

Re: DITL Battles: Rules (Second Edition)

Post by Mark »

What about rules for saucer seperations or MVAM capable ships??? Just one turn for seperation and one for reconnection?
They say that in the Army,
the women are mighty fine.
They look like Phyllis Diller,
and walk like Frankenstein.
Sionnach Glic
4 Star Admiral
4 Star Admiral
Posts: 26014
Joined: Fri Jul 13, 2007 10:58 pm
Location: Poblacht na hÉireann, Baile Átha Cliath

Re: DITL Battles: Rules (Second Edition)

Post by Sionnach Glic »

I'll figure that one out later.
"You've all been selected for this mission because you each have a special skill. Professor Hawking, John Leslie, Phil Neville, the Wu-Tang Clan, Usher, the Sugar Puffs Monster and Daniel Day-Lewis! Welcome to Operation MindFuck!"
Mark
4 Star Admiral
4 Star Admiral
Posts: 17671
Joined: Fri Jul 18, 2008 12:49 am
Location: Honolulu, Hawaii

Re: DITL Battles: Rules (Second Edition)

Post by Mark »

So then a Prommie battle will have to wait a bit
They say that in the Army,
the women are mighty fine.
They look like Phyllis Diller,
and walk like Frankenstein.
Post Reply