Problems with Module X1
by John Kim
This is a critical review of Module X1, and a discussion about the place of X-Ships in general in the Star Fleet Universe. I would break my criticisms into three parts:
- The Format and Playability of X-rules
- Logical Development of Technology
- Homogenization of Races
- Balance of X-ships versus Non-X-ships
Format and Playability of X-Rules
This to me is the worst problem: rather than introducing new systems with an organized list of differences, the X1 rules simply go through the rulebook point by point and constantly make tons of slight alterations rather than a few revolutionary advances or new systems.By contrast, I would offer the Early Years, which can concisely list the altered rules. See my Early Years Reference Sheet for an example of this.
What is more, many of the differences are trivial and serve primarily to cause confusion. For example:
Plasma torpedoes launched by X-ships have two differences from the same type of torpedo from normal ships: they have two HET's per turn, and take half effect from gravity waves. What is more neither of these differences is listed in the plasma torpedo section (FP)!! The first is listed only under general X-seeking weapon rules (XF2.13), and the second is listed only under the new gravity wave rules (XP9.312).Or, more severely,An X-drone is chasing after a non-X fighter. The fighter drops chaff. Looking in the rules under (J: Fighters), (D11: Chaff), and (XFD X-Drones), there is no mention of changes. In order to find that the X-drone is distracted on a 1-3 rather than a 1-4, you have to look under (XD11): the X-rules on chaff.This seems to me to be pointless complication as well as poor organization. Nearly every system on X-ships has revision to its rules which requires consulting both the X-rules and the normal rules, which are often hidden in places. For example:
(XC12.37) X-ships can move in reverse 6 impulses after coming to a halt, instead of 8 for normal ships.I consider all of these to be unneccessary annoyances. You can make ships more ``advanced'' without revising every rule this way. For example, the Klingon C7 uses all the same rules as the unrefitted D6, but it is clearly a much more ``advanced'' design. I also think that this format is responsible for many of the editting mistakes in X1. As examples of some of these problems:
Moreover, X1 has important charts which you have to keep the rules open to. The Captain's SSD's were invented to that you did not have to flip through the rules for weapons charts. But X1 SSD's do not include frequently-used overloaded phaser charts and heavy weapon misfire charts. It would be hard to fit all the neccessary charts on the SSD, of course -- but that very fact suggests that the X1 rules are too complex.
- The Repair cost of type-M torpedoes is not listed in the Annexes. In the text, it is listed as 16, but this contradicts that it was listed as 18 in the Complete Annexes published in R1.
- The repair cost for type-L torpedoes is never mentioned anywhere in Module X1.
- Tholian X-PC's are listed as being able to pinwheel with other PC's in Advanced Missions Rule (C14). They are listed as not being able to in Module X1 - but the contradiction is never noted (even in the on-line Erratta).
- (XG1.0) says that uncontrolled X-ships as non-X-ships for all purposes except that weapons and other systems will function within normal limits: but ``normal limits'' is never defined. For example, what happens to the extra power in X-ship phaser capacitors (which are double size)?
Logical Development of Technology
The fact that everything is changed for X-ships is hard to reconcile with the fact that first-generation X-ships were being built at the same time as normal ships. It seems hard to imagine that X-Lab's are required for X-ESG's, for example.Elsewhere in SFB, technology is developed by introducing new systems which are added to existing designs. For example, when Plasma-S's are invented, they are incorporated into newer designs and added to older designs by refits. Similarly with other new technology like ADD's, Aegis, Plasma Racks, etc.
However, in X1, everything is changed instantaneously and simultaneously across all races. The only way a ship can control X-drones is to have X-warp, X-photons, X-sensors, X-Tbomb-storage, and so forth.
Homogenization of Races
In general, X-ships are much more phaser-heavy than their non-X counterparts, and use only phaser-1's (except for Hydran gatlings). Since the X-ship phasers can be overloaded, phaser damage becomes a more primary factor which is the same for all races.For example, an overloaded Federation CA can do 96 average damage at range 1 centerlined, but only one-third as much (32) on reload turns from phasers. The CX, however, does 158 damage at range 1 centerlined. The next turn it can to 80% as much: 94 damage from phasers and 32 more from fast-loaded photons.
The predominance of phasers and fast-load options tend to make the races more alike. Since overloaded phasers are short-ranged, X-ships tend to prefer to close and pound away at close ranges.
Balance of X-ships vs. Normal Ships
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John H. Kim <jhkim@fnal.gov> Last modified: Sat Jul 18 11:33:48 CDT 1998Star Fleet Battles, SFB, Federation & Empire, Star Fleet Missions, Prime Directive, and all contents thereof are copyright (C) 1990 by Amarillo Design Bureau. Second Edition copyright (c) 1994 by Amarillo Design Bureau. These games were produced under license from Franz Joseph Designs, authors of the STAR FLEET TECHNICAL MANUAL. Elements of the Star Fleet Universe are the property of Paramount Pictures Corporation and are used with their permission.
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