Alternative Rules for X-ships
This is an variant set of rules for Module X1, developed primarily for greater ease of play. The published X-rules involve revising almost every aspect of the rules in one way or another. To me, this made them a pain to integrate to the existing rules (i.e. if an X-ship activates its fire control, you have to look in the fire control rules, then re-check in the X-ship fire control rules).

Part of my objection to this was that Module X1 ships did not seem to have a concept behind them beyond ``better''. Rather than a few leaps in technology, X-ships were arbitrarily made better in all systems, despite the fact that they were produced simultaneously with completely ``normal'' technology ships. A strong playtest effort was made to ensure that everything balanced out exactly as it had before. X-Tholians are just like old Tholians, only better. X-Romulans are just like old Romulans, only better.

Hence, for my home-grown alternative, I have tried to come up with just a few ``break-throughs'' which make X-ships different -- which is also more believable and simpler in play.


These rules are still somewhat incomplete -- I would welcome comments or ideas on how to improve or restructure them.
 (X0) Description

 (X1) General Rules

 (X2) Trans-Warp Drive

 (X3) X-Sensors

 (XE) X-Technology Direct-Fire Weapons

 (XFD) X-Technology Drones

 (XFP) X-Technology Plasma Torpedoes

Possible Idea: have a cloak which can be shot through, as in Star Trek VI (XG?)
John H. Kim <jhkim@fnal.gov>
Last modified: Tue Jul 14 10:13:01 CDT 1998