Topic: Star Trek Starmada X
I'm working on Star Trek TOS ships for Starmada, based loosely on Star Fleet Battles designs. A few new bits of special eqwipment are neccessary though. Please let me know what you think about these;
Transporters; Kinda official already, although not in the rulebook. I'm using the rules from Dan listed on this message;
http://mj12games.com/forum/viewtopic.php?t=499
Tractor Beams; I'm using the standard towing rules from the book with one exception; Drones and Shuttlecraft can be held in a tractor beam. To do so the tractoring ship must be at range 3 or less and must roll a to-hit of 4+. If successful the target is held in the beam, and moves with the tractoring ship. The to-hit roll must be re-rolled each turn to maintain the beam.
Shuttlecraft; small unarmed craft, they are launched/recovered and move like fighters except that their speed is 5. Two shuttlecraft can be carried in a 25SU Vehicle Bay. Each shuttlecraft can carry one Marine Squad/Security Team. Being unarmed, they do not modify OFF or DEF (Shuttlecraft are included for use in special scenarios).
Web Generators; a Tholian device, the Web Generator creates a strand of energy draining plasma. The strand is extruded from the rear of the ship as it moves (I plan on using orange yarn for the strand). Any ship moving into contact with the strand immediately comes to a stop and becomes 'stuck' in the web. In subsequent movement phases, the stuck ship can attempt to break free by rolling a 5 or 6 on 1d6 (I don't know what the SU cost will be for this yet).
Any comments?