Killer Bee's
Favorite Ship Game Varient
Star Trek: Favorite Ship Battles Varient
If it is convinient, all cards below should be selected from your deck so as not to get it mixed up. Begin by selecting yourself from the cards of your favorite affiliation. Preferably that person should be an Officer and/or have leadership skill A Command star would also searve this purpose in the game. An Animal is not allowed to be you (Un;ess you are a Targ lover) and the only Hologram that you can be is Paul Rice. Example: I select Gowron (8 7 9 leadership x 2 +Diplomacy). Go through all of your ships and select your favorite ship. It is recommended that Husnock ships and AU ships be excluded (eg Future Enterprise, Fek'ler , Ito Vessel. The ships' WEAPONS and SHIELDS should be no greater than 18. If you both have AU ships, this rule can be excluded. If you have this ship as a favorite then reduce its stats so they are comparable to your opponent's fave. My favorite is the I.K.C. Bortas. If you have the same favorite ship as your opponent (s) then you (or your opponant ) must select another one. After you have your captain and vessel, you must select 6 others to fill up all other crew types except Animal. If you have a Targ, GREAT! (Stuff it) If your vessel is a common ship, it can hold one more personnel (your choice), or two Targs. You crew on the first ship should look something like this:
IKC Bortas : Gowron (V.I.P.), Kromm (Engineer), Divok (Medical), Vokor (Science), Lakanta (Civilian), Kle'eg (Security), Ocett (Officer)
You may choose one Equipment to place on your flagship (a weapon is recommended)
You probably have a 2nd favorite ship (or maybe a tie for first) . You must chose 4 dissimilar personell of different types.
Ex: Tama: K'mtar (V.I.P.), Vekor (Science), Kromm (Engineer), Kle'eg (Security)
At the start of the game
1) Remove all 6 missions. Remove the outpost(s) from your Draw deck. If the ships are of different nations then remove a treaty. Put a doorway out if you need one to place your personnel. Leave dilemmas in your draw deck! The missions will not be attempted except to earn reinforcement points. Find as many missions as you can and arrange them in a 2D shape as follows (or similar), making sure all missions and cards are facing you.
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2) Put everyone's outpost in a different corner (If necesarry put the strongest in the middle or make a pentagon for a 6 player game)
3) Shuffle your drawdeck and place all event cards in a stack. The ship you have should be at your outpost. Draw 7 cards to start the game.
The turn:
1) You may play a card as follows:
1) A personnel, Ship, or Equipment is played under a mission and earned like an artifact. (it must be placed on an already passed mission
2) An event or Interrupt is played as per the rules
2) Movement. A ship may move as normal until it runs out of range. Normally it can not go diagonally unless mathematically inclined people wish to calculate the distance at a diagonal (Doesn't work over long spans, just up/down one and over one) as per the Pythagorean theorem [3] [5] [2] [4] [ship] The distance from 4 to 3 would not be 5+2=7, but root (25+9) which is a little over 5 and would round to 6. Thus the ship saved 1 range and did not cross 5 for purposes of Hail. 3) You may fight the ship at the location you are on. See below for details.
4) You may cloak or de-cloak anytime in the turn, but it may only happen once.
5) Attempting missions: As per the rules, except no points are earned and all personnel and Artifacts seeded there are earned.
6) Diplomacy may be attempted (See below) Dilemmas: If you have a Dillema in your hand, you may play it on an opponent attempting a mission, before you see the cards your opponent has. Dillemas played out of your hand are treated as normal dillems as if they were seeded under the missions. You may play more than one dilemma but must play them all at once. This way the opponant has no way of knowing how many (if any) dilemmas await them. Any cards earned by the mission go directly to the outpost.
Notes on ships and battles: Most ships have special devices (eg. Holodeck and Cloaking device) Here is a detailed list of the devices and their jobs: Tractor beam. May drag away empty ships or allied shuttles but may not fire weapons. Range is reduced and cloak does not work (unless allied ship has a cloaking device). For crew requirements (necessary to calculate the reduced range) the Staff requirement = 1 and the Command requirement = 2. The range of the ships are now
(Your crew requirement)-(The towed ship's requirement)*4.
The maximum is your range (You can't have 16 if the Bortas tows a Scout ship).
Cloaking Device: As per original rules, except the ship that is cloaked is placed in between 4 cards so the opposing players do not know in which the cloaked ship is in to give the illusion that the ship is actually cloaked and undetectible. If possible , the ship's location should be written down.
Particle Scattering Device: Can prevent beaming to or from a planet on turns which it is activated. At the beginning of each of the ship's owner's turn, he/she decides if it will be on or off.
Holodeck: The ship can use holo-characters. If a treaty with a race that has cloaking devices is made, a holodeck may be utilizes as a cloaking device. It takes 2 Engineers one full turn to complete this modification. The holodeck can be "Switched" to holo mode or to cloak mode.
Long range scan shields: this is a limited cloaking device which makes all attacks against it 50% likelihood of missing (If it is engages). The ship is not hidden between 4 squares like a normal cloaking device.
Obearth: They have science labs that act like Tricoders. It gives all Engineers the extra ability of science.
Most ships have captains as referenced to in the lore. Here I am less strict than the Captains log card. Here is a small list of Captains and vessels that I found:
Tama: Dalathon
Bortas: Gowron
Qu'Vat: Torak
Pagh: Kargan\
Enterprise: Picard
Future Enterprise: Riker ...
Optional Each vessel with one of these aboard gets +2 to distribute to either weapons or shields in any manner. Each leadership or Officer beyond the first necessary to command it gives the ship +1 to wither shields or weapons. Ships with all 7 crew types get +3 to everything.
Battle: You must have a percentage dice to dp a battle: First take the difference of the attackers weapons and the defender's shield. Here is a chart telling the probability of making it through the shields with the circuamstances:
4+: 80%
3: 70%
2: 60%
1: 50%
0: 30%
-1:20%
lower: on the roll of 0 (of one percentile dice) if the roll was other than 0 & hit then Roll another 10 sided dice:
9 Next hit, ship is destroyed unless totally repaired
8 Remove two pieces of special ship equipment
7 Remove a special ship equipment
6 Kill 2 random personnel
5 Critical hit! -1 to all stats, kill a random personnel
4 Weapons hit: Weapons halved (Round up) (20% chance of Warp core brach, see below)
3 Warp drive disabled: Ship can only move one location a turn
2 Shield overload: For the remainder of this turn, this ship may be boarded.
1 -2 to a stat (owner's choice)
0 No effect
On a roll of 0 :
9 Warp core Breach (Ship destroyed at end of turn. No evacuation possible)
8 Reactor Hit: All stats reduced to zero. The ship can be boarded and taken over, but must be fixed
7 Shield generator hit: SHIELDS = 0
6 Main Weapons hit: WEAPONS = 2 (Not on Yridian shuttle,it is destroyed)
5 Warp Drive Hit: RANGE = 0
4 Critical hit: All stats halved (Round down)
3 Bridge hit: higest ranking 2 personnel are killed (Opponant's choice)
2 One special equipment for the ship is destroyed (eg Holodeck, Tractr Beam...)
1 Hull breach: Next potential hit, ship is destroyed (unless it is fully repaired at an outposr)
0 No Effect (All Targs on ship are removed from game)
A ship must be damaged 3 times to be destroyed (Once, flip sideways, twice = 180 degrees 3rd time = boom) A ship that is destroyed may rescue 3/4 of its crew (Round up) if a shuttle is present, or else 1/4 of the crew (round up) is saved if there is a planet below.
It takes 1 full turn to repair one damage. Any effects from the tables above take 1 turn to repair 2 (casualties can't be repaired) and niether can severe hull damage this way).
Notes: Outposts can not extend their shields over the ships unless: A) The ship is under repair or B) The ship will not fire back this turn
The object of the game is to destroy all of a player's ships.
Diplomacy (Optional):
In a 3 or more player game (sometimes in a 2) it is advantageous to "team up" with someone. The process in this game is called Diplomacy. Every person must have a flagship (if it is destroyed the 2nd ship is considered that). A flagship must have 1 of every type of personnel, or have 1 of each of the types the player has in play. (eg if the flagship were the Tama and it has VIP,Science, and Engineer, I couldn't have another ship with a Security. I must beam the security over unless an obsticle is in the way preventing that). Each player must add up all of the honor and diplomacy and subtract the Treachery from that. You must have at least one diplomacy to begin negotiations for a treaty. The opponant must not know the result of the subtraction, or he/she would have the advantage. If the number is positive, then you MUST tell the truth in your negotiations and must warn the person if you are going to break the treaty and attack one turn ahead of time. If the number is zero, you should only lie if it is very advantageous for you. If your number is negative, you may lie whenever you want, and attack anytime. To make the treaty official, the players may want to demand/offer certain event cards such as cloaking technology for holodecks, Metaphasic shield technology, or even to go boldly where no man has... technology. No more than one person can be allied with another. One person cannot have 5 allies. The federation could have two allies in a Five player game, but that is an exception. In a three player game, treaties can only last for a maximum of two turn: enough to do something, but not enough to waste a player that isn't close to defeat. The more treachery the more fun the game becomes. If the suprise attack is directed against another ship that was going to make a surprise attack, who will win? To make this game a solitaire, try to battle opposing ships from a computer deck that produces one or more ships and personnel a turn?! Have fun and E-Mail your comments to Killer Bee (james-t-kirk@worldnet.att.net)!
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