(D4.8) Alternate Damage Allocation Procedure (Fleet System)

Has Star FLEET Battles Turned into Star SHIP Battles because the battles take too long to play? Damage allocation is one reason that fleet battles take a long time. After all, who has not experienced the lull in a game while two players take 15 - 20 minutes allocating there salvos of 80-100 internals.

This procedure is used to disribute any damage points which have penetrated to the interior of the ship.

NOTE: These rules were developed by battle group St.Louis and is based on a concept originally developed by Ed Williams. The rules have evolved into this current form, which is the first attempt to put them in writing and into a formal rules proposal. They were sent to this web site by Gregg Dieckhaus <gdieck@anet-stl.com>.

(D4.81) The Damage points are distributed by the damage allocation chart (DAC). PF's and interceptors continue to use there own DAC found in (K5.0)

(D4.82) Procedure:
The procedure used is very similar to that found in (D4.2). Use all rules in (D4.2) with the following exceptions:

(D4.821) For each TEN damage points in the volley, roll two dice and find the resulting number. This resulting number is used to determine the next ten (or less) internal boxes marked destroyed.

(D4.821) Cross Reference the die roll with the system listed in column A. This is the first system to be damaged.

(D4.822) The defending player then finds a group of adjacent boxes (D4.825) representing that system on the SSD. At least half of the group of adjacent boxes (round down, minimum of 1) OR half of the number of remaining volley points (again round down, minimum of 1) must be marked destroyed. Which boxes destroyed are always the defending players choice.

(D4.823) A player may damage more boxes in a group than is required by (D4.822), but may not damage boxes in another group of the same type. Exception (D4.831) and (D4.8??).

(D4.824) The number of hits in the volley is reduced by the number of damage hits marked, and the remaining hits are applied to the system in the next column. This procudere is repeated until all ten (or less) hits have been allocated.

(D4.825) Every group of connected boxes on the SSD with a label is considered to be a group for the purposes of (D4.822). Examples: A Fed CA has 2 Groups of Rear Hull. The Left Warp Engine is a group of 15 boxes.

(D4.83) Restrictions and Conditions
(D4.831) Bold Phase Results: Bold Face results may only be hit one time per volley. The requirement of D4.822 to damage multiple boxes is ignored.

(D4.832) Phaser Directional Hits: The rules of (D4.321) phaser directional hits are still used.
(D4.8321) Multiple weapons: Rules of (D4.322) must be followed.
(D4.8322) Phasers: Every third group of phaser hits should be on the best available type.

(D4.833) ``Any Weapon'' Hits, ``Any Warp'' Hits: Any weapon and any warp engine hits may be scored on more than one group. This is not required. A second group may not be started until all hits of the current group have been taken.

(D4.84) EXAMPLES: A Klingon D7K Takes 46 points of damage in a single volley through its front shield. This yields 8 groups of 10, and one group of 4.

1ST GROUP OF 10
Die Roll 7.
System Destroyed         #Destroyed          #Remaining
Cargo                    0                   10
F Hull                   4 (has to take 2,    6
                           but takes all 4)
Battery                  2 (of 2 in back)     4
Center Warp              0                    4
Shuttle                  1 (of 2)             3
APR                      1 (of 4)             2
                           (half of 3 remaining
                            round down)
Lab                      2                    0

2ND GROUP OF 10,
Die Roll 10
System Destroyed         #Destroyed          #Remaining
Phaser                   1 (#7)              9
Tractor                  1 (in boom)         8
Left Warp                4                   4
Impulse                  1 (in back)         3
Aft Hull                 3                   0

3RD GROUP OF 10
Die Roll 8
System Destroyed         #Destroyed          #Remaining
Aft Hull                 4                   6
APR                      1 (of 3 remaining)  5
Shuttle                  1                   4
Right Warp               2 (1/2 rem. Volley) 2
Scanner                  1                   1
Tractor                  1                   0

4TH GROUP OF 10
Die Roll 7
System Destroyed         #Destroyed          #Remaining
Cargo                    0                   10
F Hull                   0 (none left)       10
Battery                  1 (in front)         9
Center Warp              0                    9
Shuttle                  0 (none left)        9
APR                      2                    7
Lab                      2                    5
Phaser                   2 (#8 and 9)         3
Any Warp Engine          2 (Right warp)       1
Probe                    1                    0

5TH GROUP (of 6)
Die Roll 5
System Destroyed         #Destroyed          #Remaining
Right Warp               1                    5
A Hull                   0 (none left)        5
Cargo                    0                    5
Battery                  0 (none left)        5
Shuttle                  0 (none left)        5
Torp                     1                    4
Left Warp                2                    2
Impulse                  2 (other group in back)

John H. Kim <jhkim@fnal.gov>
Last modified: Mon Dec 18 15:55:17 CST 1995