New Ideas for SFB
This is a collection of ideas for stuff for SFB -- what people think
would be cool or neat. ADB regularly publishes "rejected" ideas
in issues of Captain's Log, for example. I have
broken it up into general categories.
New Ships
- Orion Mutiny Raider: an LR designed to dock to the rear hull of
Klingon ships after boom separation.
- Neo-Tholian Tug
- Race-specific bases:
a Kzinti drone factory base with unlimited special drone supply
a Lyran power supply base protected by large asteroids with ESG's
etc.
- More ''Old'' Federation ships like the CL: blocky and with
armor. Perhaps an Old Heavy Cruiser (armored with 4 photons) and
an Old Tug/LTT
- Klingon/Romulan/Lyran (?) mauler-armed base, whose arcs sweep
with rotation similar to directed turn modes (C3.8)
- Gorn heavy fighter carriers (for native-built heavy fighters
piloted by Gorns rather than Fed mercernaries)
- Tholian military web maintenance ships (i.e. non-auxiliary):
power-enhanced like the Fast Cruiser with batteries or a
capacitor for web-power
- Civilian ships such as local privateers, system defense boats,
etc.
- Ultra-large colonization vessels: effectively mobile bases that
actually move
- The ISS Enterprise from the episode ``Mirror, Mirror''.
Take the basic Fed CA design and add 2 Ph-1s with a FH firing arc.
Change the other Ph-1s to Ph-2s with the same firing arcs. Remove
4 F hull boxes and 2 lab boxes. Add to the rear hull 4 360 Ph-2s
and 4 APRs. Warp engines are increased by 1 point each. This
ship also has a cloaking device installed (converted from captured
Romulan designs when the Roms were subjugated in their universe).
The cost to activate the cloaking device is 16 points of power.
Also the power of the photon torp is increased. Each point of
power in a photon yields 2.5 damage points instead of 2 points.
So a standard torp does 10 points of damage and a fully overloaded
torp does 20 points of damage. Total power is 40. It has 4 ph-1s
and 8 ph-2s plus the increased photon torps. This would be the
standard ISS Cruiser around Y160 in their Universe.
(suggested by Kraig Kuhk19@aol.com)
- Paladin-K ``Hydran Killer'' Klingonized Dreadnaught
(Y179): Hellbores and Fusions A and B are replaced with 6
Disruptors. Fusions C and D are Drone racks. The EMER boxes are
replace with a Security box. The fighters are replace with 10 Z-Vs
and 2 Z-Ds. All refits included of course. PhGs on PAL become two
Ph3s (on each side) on PAL-K.
(suggested by Brian Webber
<djdixon@dimensional.com>)
- Seltorian ``Emancipator'' BB: A single-boomed battleship
with 60 warp, 6 Impulse, 12 APR, and 12 Battery. Sheilds are
64/48/48/46. 2 Bridge, 2 Aux, Emer, and Flag boxes. 5 tractors,
12 Transporters. 10 admins and 2 GASs. 1 Probe, 10 Lab points.
SENSORS: 6666543210
SCANNERS:0000123459
DAM CON: 886644442220
Excess Damage of 16 points. 80 crew units, 36 BPS. Weapons are; 10
PCs, 4 WBs, 16 Ph1s, and 4 Ph3s.
(suggested by Brian Webber
<djdixon@dimensional.com>)
- Klingon B-9 Light Battleship
- Klingon D5AV / D5AP: Carrier and PF-tender variants with SFG's.
They lose heavy weapons but have attrition units to cover for them
as they try to establish an SFG lock.
suggested by Min Chen
<mchen@newfocus.com>
New Fighters
Fighters are popular especially because they require infinitely less
book-keeping than ships. While carriers are a complication in fleet
battles, fighters on their own can be easier for beginners.
- Some sort of fighter design systems which lets you assign a BPV
based on speed, damage, weapons, and DFR.
- Tholian snare-armed fighters
- Cloaked fighters (perhaps cloaked Stingers)
- 3-space fighter-bombers (like those in Star Fleet
Times #14 by John Hall) which can launch 4 drones per turn,
and have 2 points of ``discretionary power'' (i.e. automatic
reserve power: 1 point can block 1 damage, add/alter 1 point of
EW, or negate 1pt of tractor).
- 4-space bombers (also in SFT#14) which can launch 6 drones per
turn and have 4 points of discretionary power
- Half-space decoy fighters which look like fighters and which will
follow either the ship or another fighter
- Half-space ``Comp-Fighters'': these are computer
controlled. They can't be crippled and take 4 points to
destroy. Each one costs 1/4 of a point of BPV.
| Federation | 1xPhot-FA |
| Klingon/Lyran/WYN | Weap: 2xDisr-FA |
| Romulan/Gorn | 1xPl-F-FA |
| Kzinti | 6xType-III drones |
| Tholian | 2xPh-3-FA or
1xDis-FA or 1xPhot-FA |
| Hydran | 1xFus-FA or
1xHB-FA or 1xPh-G-FA |
| ISC | 2xPl-D-FA |
| Jindarian | 1xLRG FA |
| Vudar | 1xIon FA |
| Frax | ADD-6 or Ph-G-360 |
| Britanian | 1xDisr-LS / 1xDisr-RS |
| Canadien | 2xDisr-FA or 3xPl-D-FA |
| Deltan | 1xPhot-FA |
| Hispaniolan | 1xProton-FA |
| Triaxian | 1xPl-F-FA |
| Sharkhunter | 1xPh-3-360, 1xFlashbomb |
| Qari | 2xPh-3-FA |
| Flivver | 2xHyperdrones |
(suggested by Brian Webber
<djdixon@dimensional.com>)
I had an idea for ''Auto-Interceptors'' which would have simple SSD's
and shields but do not require energy allocation or DAC rolls. Once
it starts taking internals, the player simply marks off weapons and
speed for each internal at her own discretion.
New Systems
- Communication/Command rules, to explain the requirement for
big command ships
- Expanded emergency procedures: pushing the ship (at a definite
cost) for extra power, a tighter turn, extra T-bomb loads, etc.
- Regenerative shields
- Long-range base-only tractor beams to hold enemies at a
distance
- Long-range phasers (''pulse phasers'' perhaps?)
- Phaser stun setting against exposed targets (i.e. planetside)
- Disruptor capacitor boxes
- Shotgun fusions which effect everything in a hex or arc
- Delay drones which only activate some time after you drop them:
like in a scatter-pack. (Perhaps a two-space frame which acts as
a SP for a single one-space frame.)
- An enveloping warhead (''anemone drones'' perhaps?)
- Heavy ECM drones (2-space module) that effects everything within
radius 1
- PPT reload rules
- Web pulses: a wave of energy damaging anything caught in a given
web
- Discretionary power boxes: these are essentially self-recharging
batteries (i.e. for each box you always have 1 point of reserve
power). Simplify bookkeeping especially for small units like
PF's.
- Tholian Snare-armed captor mines
Finally, many players have requested a way to defend bases without
traditional mines, which are a nightmare of bookkeeping and slow the
assault down enormously. Base assaults usually become a dull slugfest
as the assaulting ships park and TAC for the reinforcement --
occaisionally a minesweeper will crawl ahead to work its way through
the minefield.
Ideally, this should make base assaults more quick, punchy, and fun.
It should encourage the attacker to speed up and sweep around to make
its attack -- and defending ships to do the same.
Other Ideas
Of course, there are lots more things that can be done. There are
various possibilities for connected games like a tactical level game
(somewhere between F&E and SFB), a marine assault game
(like the preview of Star Fleet Assaultwhich appeared in
Module P6), or various sorts
of card games are possible.
Lots of people are interested in new races. I appreciate that, and
there are many new races available on the
web. I would point out that at this point, there are 15 main galaxy
races plus 9 simulator races. In the queue for official races, there
are 3-4 new main galaxy races (Vudar, Paravians, Nicozians,
Xorkaelians), 12-20 Omega sector races (by Bruce Graw), plus the
Lesser Magellenic Cloud races (by Ken Burnside), 17 races of the
Mitrax Galaxy (by Francois Angers), 9 races of the Pinwheel Galaxy (by
Ron Mulder and Timothy Janota). All of these have been in playtest
for some time... Now if we could just see them published!!
In addition, there are still a lot of ideas going on for the
Early Years.
Back to John's SFB Page
John H. Kim <jhkim@fnal.gov>
Last modified: Thu Jun 22 12:44:42 2000
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