Tactical Command
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Enterprise
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=123&t=6583
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Author:  blackhorizon [ Sat Jan 07, 2006 3:15 pm ]
Post subject:  Enterprise




Enterprice NCC-1701-D

Cruiser/5

Speed 20cm
Turns 45*
Armour 5+
Turrets 2
Shields 3

Weapons:

Phasers ? 30cm ? 4 all round
Photon Torpedoes ? 30cm ? 4 LFR

Phasers ? act as batteries, no column shifts apply, left or right! Re-roll misses.

Photon Torpedoes ? guided torpedoes combined with lances, always hit enemy vessel within 30cm, after 30cm they are ?off?. Roll 4+ to hit, re-roll misses, reload needed.

Diplomacy ? when enterprise gets within 15cm of an enemy vessel roll a D6. On a 5+ the affair has been dealed with diplomatic. Enemy vessel automatically disengages.
Tyrannids & Necron are unaffected.

Special Character:

Captain Jean-Luc Picard?..Leadership 10

If Captain Jean-Luc Picard is aboard the Enterprise, improve Diplomacy as follows:

Diplomacy, reach is increased from 15cm to 30cm. Instead of working on a 5+ this is increased to a 2+.
Tyrannids & Necron are unaffected.

Also, if JL-Picard is captaining the ship the following crew skills apply:

Skilled Engineers.
The crew responsible for running the engines are highly adept, able to respond quickly to orders for more or less power. When the ship attempts All Ahead Full or Burn Retros special orders you may roll 3D6 and discard the highest roll before comparing the score to the ship?s Leadership.

Adept Trimsman.
The officers and crew responsible for the ship?s manoeuvring boast that they could get the ship to turn on the head of a pin! Whenever the ship attempts Come to New Heading special orders you may roll 3D6 and discard the highest roll before comparing the score to the ship?s Leadership.

Disciplined Crew.
The ship?s crew bend to their tasks with enthusiasm and loyalty. Once per battle the ship may re-roll a failed Leadership test or Command check.

Elite Command Crew.
The ship?s command crew work well as a team, able to respond quickly to the orders of the fleet commander. Once per battle the ship may automatically pass a Leadership test or Command check ? there is no need to roll any dice.

Author:  vanvlak [ Sat Jan 07, 2006 4:00 pm ]
Post subject:  Enterprise

Cool :cool: ! Where do you get the models from? I only have a pair of Klingon cruisers.

Author:  blackhorizon [ Sat Jan 07, 2006 6:01 pm ]
Post subject:  Enterprise

I bought them long time ago. Micromachines is/was the manufacturer I believe.

Author:  Xisor [ Sat Jan 07, 2006 6:12 pm ]
Post subject:  Enterprise

I'd put the Torps as 'matching the ship' to be F/B, but otherwise seems plausible...

See the Lar'shi'qath'o for another 'half-take' on them.

I have a fair few in my collection though:

Romulan Warbird
Klingon Vor'cha Class
Excelsior
Enterprise D and a spare Galaxy Class
Constitution Class(Enterprise)
2 Ferengi Marauders
2 Borg Cubes  :alien:

Still, maybe a bit lighter though, in games terms, this is smaller than a Cobra  :p !

Author:  Magsu [ Sat Jan 07, 2006 6:26 pm ]
Post subject:  Enterprise

I don't have any Star Trek Micro-Machines, unfortunately, but I do have alot of Star Wars ones....

Imperial Star Destroyer: (As an escort, since it is 1.2 km long)
Escort/1
20cm
45*
2 Shields
1 Turret
6+ Armor
Turbolaser Batteries: S4 30cm LFR (WBs)
Ventral Hangars: S1  TIEs(fighters), TIE Bombers(Bombers), TIE ints.(Resilient fighters, but removed on the start of your next turn.)
Garrison: Lands 1 Assault Point in Planetary Assault missions.

If you want it as a cruiser size, its quite a bit nastier...

Author:  wargame_insomniac [ Sat Jan 07, 2006 9:56 pm ]
Post subject:  Enterprise

Surely Imperial Star Destroyer would have to be at least Heavy Cruiser stats to do it justice. Regardless of te actual length compared to GW's massive long ships.

Cheers

James

Author:  Magsu [ Sun Jan 08, 2006 1:23 am ]
Post subject:  Enterprise

Well, If I were using the BFG rules to play out a game of Star Wars, I'd probably come up with this for Impstars:

Imperial Star Destroyer:
Battleship/12
15cm
45*
4 Shields
1 Turret
6+ Armor
Upper Surface Turbolaser Batteries:  S8  60cm  L/F/R
Port Turbolaser Batteries:  S6  60cm  L/F
Starboard Turbolaser Batteries:  S6  60cm  F/R
Ion Cannons(special):  S6  45cm  L/F/R
Ventral Hangars:  S4  TIEs(fighters), TIE Bombers(Bombers), TIE ints.(Resilient fighters, but removed on the start of your next turn.)

Garrison: Lands 3 Assault Points in Planetary Assault missions.
Ion Cannons: Ion Cannons hit as weapon batteries. However, successful hits do not do damage, instead inflicting a temporary critical hit. Roll 2D6, reroll results of 7, 11, or 12. Inflict that critical, but none of the extra damage. Remove the critical in d6 turns (or repair as per normal rules)

Author:  Legion 4 [ Sun Jan 08, 2006 4:55 am ]
Post subject:  Enterprise

Yep, Got IT ! :D  I have a bunch of extra Micro Machine Star Trek (all eras), and Star Wars Ships hanging from my WAR ROOM ceiling ... Let me know if anyone is looking for anything, since they are extras in my collection !   :;):  Trade or sell !     :alien:    FRoA #21  Never place friendship above profit.

Author:  CyberShadow [ Sun Jan 08, 2006 12:56 pm ]
Post subject:  Enterprise

:D

Have a look here:

http://www.epic40k.co.uk/rules/gothic/trek01.html

Author:  Xisor [ Sun Jan 08, 2006 1:19 pm ]
Post subject:  Enterprise

Nice rules, but I'd seriously tweak some of the stats. An Excelsior class should *totally* outclass a Constitution Class!

Now, how to go about sorting that... :/

Should be base them off being 'comparable' with BFG ships(but also out of scale model-wise), or completely arbitrary?

By making them comparable to BFG, almost everything would be Escort/1 with a couple of shields!

Author:  blackhorizon [ Sun Jan 08, 2006 1:23 pm ]
Post subject:  Enterprise

Yay, I agree, the stats on the epic40k site are for a 'stand alone' universe. My stats where more into BFG injected with a little humour.

Hargh, diplomacy!

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