Star Trek Starship Combat
Rules by Harold Crossley
What you need:
Ships (I use 1:1400 scale, but anything smaller will work fine, with larger scales you
might want to increase ranges)
Dice, several D6 will work
Measuring tape, in inches
A Playing surface, 4'x4' works nicely, although larger the better, generally.
How the game goes:
A ship is by definition any object in space. Space docks, shuttles, and asteroids are ships.
Planets are not. Planets will have their own special rules.
Each ship has an initiative value. This is (M / 10) + (S) + a roll of D6. This determines
the initiative for the entire battle. The ship with the highest initiative goes first, the
second highest second and so on. During a ship's turn they can move and fire in any order
or perform any other actions they have (i.e. cloak).
A ship is comprised of several values. These are: Shields, Hull, Phasers, Torpedoes,
Speed, Maneuverability, and specials. Specials include things like cloak and separate
Here's an explanation of various things:
Each damage takes it down by one point or more. Each facing of the ship has the Shield
rating. Every turn you get 5 points to distribute to facings that need it. You cannot go
over your original rating.
After the shield rating is brought down to 0, and you get hit on that facing you start
taking hull damage. Every point of damage on the hull you have to roll 2D6. On a roll of
12 you roll on the critical damage table. Every point of damage under 10 adds one to the
Phasers are less effective at longer ranges. From 1 - 45 inches damage is as below. From
46-60 inches there is a -1 to all damaged caused. From 61-85 inches there is a -2 to all
damaged caused. Phasers cannot hit targets farther than 85 inches. When you hit (see
hitting below) you roll the number of dice according to the number of phasers on that
facing. If the amount is over, and the target has shields you bring down the shields