|
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