Contents

Starfleet Command

This set of streamlined starship combat rules is loosely derived from the Starship Tactical Combat Simulator, but is designed for purely role-playing and not as a strategic tabletop game system. The rules do not make use of any kind of game map or counters.

The purpose of these rules is to provide a fast-paced starship combat experience reminiscent of Star Trek, where all the characters have a part to play in the battle. The Starship Combat rules reference the optional combat and skill use rules described on the Starfleet General Orders page, notably the various Maneuver charts but the Critical rules apply to attacks with ship's weapons as much as they do personal scale combat.

Contents

Starships

The core statistics for a starship are based on the ship statistics as they are presented in the Starship Tactical Combat Simulator rules for the Star Trek RPG. Stats used with these rules are:

Combat Phases

Starship Combat takes place in Turns, which are split into Phases. The Phases of a Starship Combat Turn are:

  1. Plan Actions
  2. Initial Skill Checks
  3. Initiative and Automatic Actions
  4. Maneuvering
  5. Resolve Fire and Damage Allocation
  6. Repair and Repower

1. Plan Actions

The initial phase of the combat turn is used to plan out the ship's actions. The players should decide on:

2. Initial Skill Checks

The Skill Checks are designed to offer a wide variety of tasks to allow characters multiple options for how to participate in the starship combat.

Inspire Crew

If the planned actions are risky then the GM may call for a Leadership check from the Captain to negate any penalties to crew efficiency, or optionally to provide a bonus to any crew-based checks.

Extra Power

The Chief Engineer may attempt to coax an extra Power Unit (see Power Allocation under section 3 Initiative and Automatic Actions) from one of the ship's Power Systems. The difficulty depends on the system. Penalties from damage to the system are also applied to the check.

Power SystemSkill CheckDifficulty
Main ReactorWarp Drive TechnologyMedium (0)
Impulse ReactorsAstronauticsVery Hard (-20)
Auxiliary ReactorsAstronauticsExtremely Hard (-30)
Emergency BatteriesAstronauticsAbsurd (-70)

Weapons Lock

A successful weapons lock is needed to properly fire the ship's weapons against a target. If a weapons lock is not obtained then any attacks must be made by aiming manually, which imposes a -100 penalty to the attack. A Weapons Lock is an Easy (+20) check made with the average of the Weapons Officer's Starship Weaponry Operation and Starship Sensors, plus any bonus or penalty from exceptional or damaged sensors. A Weapons Lock check can be made to obtain locks against multiple targets, but each additional target after the first imposes a -10 penalty to the check.

Reinforce Shields

A single shield arc may be reinforced up to 25% over its current strength (round up) by transferring points from another shield arc. A successful Deflector Shield Operation check is needed and the points are subtracted from other shield arc(s) and added to the reinforced arc. Reinforcing shields reduces the Shield Efficiency Rating by 1 (to a minimum of 1). The exception to this is if an Extra Power Unit (obtained as above) is devoted to power the shields; in this case there is no penalty to the Shield Efficiency Rating.

At the end of the combat turn during the Repair and Repower phase, a Deflector Shield Operation check, with a penalty equal to the total amount of damage done to the reinforced shield during the turn, must be made or the Shield Generator for that shield arc suffers a Light Malfunction.

Sensor Scans

Sensor scans can be made to attempt to gain specific information about a target. Examples of information that a scan might reveal includes power sources, which weapons are charged, shield status, etc. The check might use the Starship Sensors skill rating on its own or it may be averaged with an appropriate Technical or Science skill, depending on the kind of information being sought.

Detect Cloaked Ships

Detecting cloaked ships is a special kind of sensor roll. See the section on Cloaking Devices later in these rules for more information.

Difficult Communications

This might be an attempt to break through natural or artificial interference to make contact with an ally, or it might be an effort to jam the enemy's communications. Difficult Communications checks use the Communications System Operation skill.

Damage Control

A Damage Control Procedures check will minimize damage from one incoming attack during the turn. On a successful check an attack of the player's choice will be reduced by 1 to 5 points (1D10 divided by 2, round up).

Medical

A successful General Medicine check from the Chief Medical Officer will restore 1 to 5% (1D10 divided by 2, round up) casualties.

Repairs

Repair checks are made during the Repair and Repower phase.

Miscellaneous

Characters who are not required to make one of the skill checks described previously or ones needed during a later phase may devote the whole turn to a particular action, such as analyzing sensor readings, attempting to decode an intercepted communication, or some other task. The appropriate skill check is made during this phase and the character is considered occupied for the turn and can perform no other skill checks. Any interruptions to the character during the turn, such as being shaken from a bridge hit (see Damage Allocation below) will negate the progress or results from the skill check. The results of the check will be known at the end of the turn, at the end of the Repair and Repower phase and before the start of the next turn.

3. Initiative and Automatic Actions

At the start of this phase any successful results from the Initial Skill Checks phase take effect, except for full turn efforts covered under the Miscellaneous checks.

  1. Results from Sensor Scans are made known
  2. Shields are reinforced
  3. Weapon locks are made

Power Allocation

The Power Allocation decided on in the Plan Actions phase are made, plus any bonus Power Unit gained during Initial Skill checks.

In the Starship Tactical Combat Simulator rules every ship has a different amount of power to allocate based on its total Warp and Impulse engine capacity, and the power must be distributed between multiple systems precisely. These rules greatly simplify the power management and allocation. Here all fleet level starships have the same amount of available power (fleet level meaning warp powered spacecraft); and allocating that power to different ship systems has the same cost. The assumption is that all starships have power available appropriate to the types of systems the vessel is equipped with.

Each Power System on a starship produces a certain number of Power Units which must be allocated to certain systems.

Power SystemPower Units
Main Reactor4
Impulse Reactors3
Auxiliary Reactors2
Emergency Batteries1

As the table shows, at the start of combat an undamaged starship will have 10 Power Units available. The Main Reactor is the matter-antimatter power system at the heart of warp powered vessels (or the singularity reactor for Romulan starships); the Impulse Reactors are the fusion power systems used for the vessel's sublight propulsion systems; Auxiliary Reactors are also fusion powered and serve to provide additional power for ship's systems; and the Emergency Batteries are just that, a power storage system intended to provide energy if the other systems are damaged or offline.

Power Units are divided between Shields, Weapons, and Maneuvers.

  1. Shields: Allocating 2 Power Units raises all shields to their current maximum capacity. Allocating just 1 Power Unit to shields will raise the shields to 1/2 their capacity (round down).
  2. Weapons: All of a starship's weapons can be armed by allocating 5 Power Units; 1/2 of the weapons (round down) can be armed by allocating 3 Power Units; 1/4 of the weapons (round down) can be armed by allocating 2 Power Units; or a single weapon can be armed by allocating 1 Power Unit to Weapons.
  3. Maneuvers: the Power Unit cost for a maneuver depends on which maneuver is being attempted. See phase 4 – Maneuvers and the sample maneuvers at the end of these rules for the power cost of different maneuvers.

Initiative

Both Captains make a Starship Combat Strategy and Tactics check.

4. Maneuvers

All declared Maneuvers are resolved in this phase. A set of example maneuvers are given at the end of these optional rules. These example Maneuvers are:

Each Maneuver includes a description of the Maneuver, the Power Unit Cost to execute the Maneuver, and any special game effects that result from successfully performing the Maneuver.

The GM and players are encouraged to come up with their own new Maneuvers. For new Maneuvers use the examples as a guideline. In general:

For the game effects of a new Maneuver use the listed effects of the example Maneuvers as a guide. The GM is the final arbiter of a Maneuver's effect and should be careful not to allow a Maneuver to become too powerful.

Maneuvers and Initiative

Some Maneuvers may invalidate some or all of an opponent's declared actions and may even give a tactical advantage to a starship that lost the Initiative! In general, any time a Maneuver does not result in surprise the target may return fire. If the defending ship won the Initiative then it may return fire normally (after the attacker has resolved their attacks). If the defender lost the Initiative they may return fire but with a –25 Quick Shot penalty to the attack.

5. Resolve Fire and Damage Allocation

The starship with tactical advantage (Initiative) fires first. If neither ship has advantage then fire occurs simultaneously.

Range

Combat usually occurs at Short range, but the results of Maneuvers may place the opponents in closer or farther away ranges. Since there is no tabletop map component the GM is final arbiter of what range the combat is occurring at.

Firing Arcs

The firing arcs of weapons are the same as in the Starship Tactical Combat Simulator – Forward, Aft, Port, and Starboard. Typically an enemy vessel cannot be targeted with weapons from more than two adjacent firing arcs. A primary reason for performing certain maneuvers is to bring an enemy into range of as many weapons as possible, or to position one's own vessel so it minimizes the number of weapons an enemy can bring to bear on it. Since there is no tabletop map component the GM is final arbiter of what firing arcs a target vessel falls under.

Declare Targets

All targets will have generally been identified during the Plan Actions phase at the start of the turn.

Starship To-Hit Modifiers

Range
Point-Blank+15
Short+0
Medium–15
Long–30
Extreme–45
Called Shot–10 to –25
Target stationary+15
Multiple targets–10 per additional target
Flanking+15
Rear+20
Surprise+20
No Weapons Lock–100
Quick Shot–25

Determining Weapons Hits

In general a separate Starship Weaponry Operation check is made for each weapon fired, with the exception of banked weapons, multi-fire weapons, and weapons arrays (see below).

Banked Weapons, Multi-fire Weapons, and Weapons Arrays

Banked Weapons and Weapons Array fire is resolved with a single attack check. For determining shield penetration the weapons are treated as separate but the total damage from all the weapons in the bank/array is used to determine how many shield points are lost.

For photon torpedoes, disruptor, or other missile-type weaponry:

Shields and Damage

Shield Penetration

Shield Damage

Damage Allocation

If the attack was not a called shot on a particular location then roll a random hit location.

1D10 RollLocation
1–5Superstructure
6–7Engine
8Weapon (25% superstructure)
9Sensor (25% superstructure)
10Critical Area (25% superstructure)

If the attack resulted in a Critical Hit, the level of the Critical indicates the severity of Malfunction/Damage to any affected ship's systems.

CriticalSeverity
ARoutine
BLight
CModerate
DSevere
EVery Severe

If a system has already sustained a Malfunction/Damage and takes another hit, use the table below to determine the new severity level of the Malfunction/Damage.

CriticalCurrent Severity
RoutineLightModerateSevereVery SevereExtremely Severe
ARoutineLightModerateSevereVery SevereExtremely Severe
BLightModerateSevereVery SevereExtremely SevereDestroyed
CModerateSevereVery SevereExtremely SevereDestroyedDestroyed
DSevereVery SevereExtremely SevereDestroyedDestroyedDestroyed
EVery SevereExtremely SevereDestroyedDestroyedDestroyedDestroyed

Malfunction Severity Description

Damage Location Effects

Superstructure Hits

Engine Hits

Weapon Hits

Sensors Hits

Critical Area

Bridge Hits

There are two effects when the Critical Area struck is the Bridge: Bridge Personnel Shaken and Bridge Systems Affected.

Bridge Personnel Shaken

1D10 Roll# of Personnel Affected
1–3None
4–61
7–92
103

Bridge Systems Affected

Roll on the table below for the number of systems affected. Add +1 to the roll for every 5 full points of penetrating damage from the attack (so 1 to 4 points add nothing, 5 to 9 points add +1, 10 to 14 points add +2, etc.).

1D10 Roll# of Systems Affected
1–3None
4–61
7–82
93
10+4

Roll on the table below to determine which system(s) were affected. The GM is free to substitute other systems into the table.

1D10 RollAffected System/Console
Original Series EraNext Generation Era
1CommunicationsOperations
2Science StationFlight Control (Conn)
3Shield ControlScience Station 1
4HelmScience Station 2
5NavigationMission Operations
6Weapon ControlTactical
7Engineering StationEngineering Station
8Main ViewerMain Viewer
9TurboliftTurbolift
10Captain's ChairCaptain's Chair

Engineering Hits

There are two effects when the Critical Area struck is Engineering: Chief Engineer Shaken and Power Systems Affected.

Chief Engineer Shaken

Power Systems Affected

Random Systems

When a Random System hit must be determined, use the table below. Empty slots are left for the GM to fill in with systems specific to the type of vessel.

1st RollArea2nd RollSystem
1–2Mechanical1Life Support (Auxiliary)
2Environmental Controls (Auxiliary)
3–4Shuttlebay/Docking Port
5–6Turbolifts
7–8Internal Lighting (Emergency)
9Power Coupling [Port/Starboard]
10Cargo Bay
3–5Electrical1Helm Control (Auxiliary)
2Navigation Control (Auxiliary)
3Fire Control
4Shield Control
5Communications, internal
6Communications, external
7–8Sensors
9Scanners
10Transporters
6–7Computer1Deflector Shield Control
2–3Sensor Analysis
4Computer-Aided Astrogation
5–6Memory Banks
7Navigational Deflector Control
8Diagnostics
9Main Computer Core (Auxiliary)
10[empty]
8–9Power Systems1Impulse Control
2Warp Drive Control
3Main Reactor / Warp Core
4Impulse Reactors
5–6Power Distribution Grids (roll on Power Distribution Grid Subsystems below)
7Artificial Gravity
8Auxiliary Power
9Batteries
10Antimatter Containment
10Weapons1–2Fire Control (Auxiliary)
3Tracking Control
4Weapon 1 [empty]
5Weapon 2 [empty]
6Weapon 3 [empty]
7Weapon 4 [empty]
8Weapon 5 [empty]
9Weapon 6 [empty]
10Weapon 7 [empty]

Any system with "(Auxiliary)" noted has a backup system which will take effect if the primary is disabled due to Malfunction/Damage. Subsequent hits to the system will affect the Auxiliary backup system.

Power Grid Subsystems

RollPower Distribution GridEffect
1–2Shield Power GridPower cannot be allocated to shields
3–4Weaponry Power GridPower cannot be allocated to weapons
5–6Maneuver Power GridPower cannot be allocated to maneuvering
7Shield and Weapon Power GridsAs above for both systems
8Shield and Maneuver Power GridsAs above for both systems
9Weapon and Maneuver Power GridsAs above for both systems
10All Power GridsNo Power Allocation possible

Specific System Malfunction/Damage Effects

Life SupportAuxiliary Life Support can take over for four (4) hours before it gives up. Breathable air will be used up within 1D10+2 hours after all Life Support systems are offline.
EnvironmentalAs with Life Support the auxiliary system will last for four (4) hours before failing. 1D10+2 hours after both systems are offline the ship's internal temperature will drop to below that which can sustain life.
Power CouplingsAs long as one Power Coupling (port or starboard) is operational it can maintain the load of both for five (5) hours before being stricken with a Severe Malfunction (and ceasing operation).
Main ReactorWith a Light Malfunction the reactor only produces 3 Power Units instead of the usual 4. With a Moderate Malfunction it only produces 2 Power Units. A Severe or higher Malfunction means the Main Reactor produces no Power Units and Power Allocation must rely on Impulse, Auxiliary and Battery sources.
Impulse ReactorWith a Light Malfunction the reactor only produces 2 Power Units instead of the usual 3. With a Moderate Malfunction it only produces 1 Power Unit. A Severe or higher Malfunction means the Impulse Reactor produces no Power Units and Power Allocation must rely on the remaining sources.
Auxiliary ReactorWith a Moderate Malfunction the reactor only produces 1 Power Units instead of the usual 2. A Severe or higher Malfunction means the Auxiliary Reactor produces no Power Units and Power Allocation must rely on the remaining sources.
BatteriesA Light Malfunction means there is only a 75% chance the Batteries will supply their 1 Power Unit for Allocation (check each turn during Power Allocation). A Moderate Malfunction means the Batteries will only supply 1 Power Unit for allocation 50% of the time (check each turn during Power Allocation). A Severe or higher Malfunction means the Batteries produce no Power Units and Power Allocation must rely on the remaining sources.

Crew Casualties

Crew casualties are incurred any time there is Superstructure damage sustained. The table on page 37 of the Starship Tactical Combat Simulator shows the % of casualties incurred when the Superstructure is damaged in an attack.

Location Casualties (Optional)

The Crew Casualties rules are good for generic casualties represented as a percentage of the crew, but what about identifying individual player or non-player characters who might be injured in an attack? While the Bridge Hit rules allow for individual characters to be injured by exploding consoles, these rules describe how it can be determined if characters at other locations aboard the ship were injured if that location took damage during an attack.

First, each character at the location that sustained damage should make and END roll, modified by the severity of the hit as follows:

The character can further modify the END check by making a LUC roll. Subtract 100 from the result of the LUC roll and add that to the END roll result (even if the modified LUC roll is below zero).

The final result of the END roll determines if the character sustains an injury from the attack.

END Roll ResultInjury
126+Unhurt
101-125Attack at +10
76-100Attack at +25
51-75Attack at +50
26-50Attack at +75
25 or lessAttack at +100

Attacks are made using the Grenade/Explosive Attack Table (Space Master Tech Book p. 70 / Cyberspace p. 196); critical results from the explosive attack are Impact criticals, any secondary criticals are Shrapnel/Heat.

6. Repair and Repower

During the Repair and Repower phase, the following skill checks can be made to effect repairs before the start of the next combat turn. Checks can be made by command crew characters using the appropriate Skill Rating, or can be made based on the Crew Efficiency Rating if no member of the command crew is able to make the check.

System Repairs

Repairs to Malfunction/Damage to a ship's system are made using the Repair rules as described on the Starfleet General Orders page. The repair check will use the rating appropriate Technical skill or the Astronautics skill if no other skill applies. Two factors can impact System Repairs:

Superstructure (Hull) Repairs

A successful Damage Control Procedures check will restore one point of Superstructure damage. An additional point is restored if the check result was 200+.

Shield Repairs

A successful Deflector Shield Operations check will restore a number of points equal to one half of the Shield Efficiency Rating of the ship's shields (round up). An additional point is restored if the check result was 200+. Points that are restored can all be applied to a single shield arc or spread across multiple arcs.

Crew Casualties

A successful General Medicine check will reduce the Crew Casualties percentage by one. An additional percentage point is recovered if the check result was 200+.

It is also during this phase that the ship's batteries are recharged in order to provide Power Units during the next turn (unless they were damaged or destroyed). Missile weapons systems such as photon torpedo launchers are reloaded during this phase.

Post-Combat Rules

Once the combat is finished the longer term results of the combat are determined.

Crew Losses

The Crew Casualties as determined during the Resolve Fire and Damage phase just represent a general reduction in crew capability due to injuries, incapacitation, or even death of a certain percentage of the vessel's crew. But how many of those casualties are actual fatalities, crew that must be replaced before the ship is back at 100% efficiency?

To determine what the Crew Loss is from an attack the GM will make a "survival check" for the crew. Start at a base rating of 50 and subtract the Crew Casualties %. This is the rating used for the check. The check can be further modified by the Chief Medical Officer, who makes a check against the average of General Medicine and Damage Control Procedures and subtracts 100 from the result. This is then added to the Crew Survival Check. If the check does not succeed (is not above 100) then the amount it failed by is a percentage of the Crew Casualties that was failed (so it is a percentage of a percentage).

Long-Term Repairs

Once combat is over then the engineering and damage control teams can put more effort into repairing any damage sustained.

Systems and Superstructure

Superstructure generally takes longer to repair than ship's systems. As long as the vessel has unrepaired superstructure damage then checks made using any ship's system will suffer a penalty.

< 75% Superstructuresystem checks suffer a –10 penalty
< 50% Superstructuresystem checks suffer an additional –10 penalty to all actions
< 25% Superstructuresystem checks suffer an additional –10 penalty to all actions

Repairing Superstructure

To make long term repairs to Superstructure the Chief Engineer makes an Astronautics check each day. The result of the check divided by 30 (round down) is how much superstructure is repaired that day. If the vessel is at a Starbase then the check is made with a +20 bonus. Penalties to crew efficiency due to casualties also apply to the check.

Repairing Systems

Long term repair to systems is handled the same as during the Repair phase. In the case of Jury-Rigged repairs, if the time to fail has not elapsed then the failure can be prevented if a proper repair check can be completed before the time is up; or alternative the engineer can take the system offline completely before the failure to effect repairs. In that case the system is unavailable until the repair is complete.

Special Equipment

These are rules for special types of equipment that might be found aboard some starships.

Cloaking Devices

A favorite of the Romulans, and also used on some Klingon vessels, a Cloaking Device hides a vessel from detection. These rules cover the use of a cloaking device in combat.

Using a Cloaking Device

A Cloaking Device costs 4 Power Units to use; power is allocated to the Cloaking Device during the Initiative and Automatic Actions phase alongside other power allocation. Additionally no power can be allocated to a weapons system during a turn when power has been allocated to the cloaking device.

If the Cloaking Device was active the prior turn or prior to the start of the combat, then the cloak remains active as long as power is still allocated to it. If the Cloaking Device is being activated for the first time during the turn then it does not take effect until the Initiative and Automatic Actions phase. This means that opponents may still have acquired a weapons lock on the cloaking vessel for that turn; see Detecting a Cloaked vessel below for how to handle weapons lock against a cloaking vessel.

A Cloaking Device is deactivated by simply not allocating power to it at the start of a turn. The deactivation takes place during the Initiative and Automatic Actions phase, so the cloak is still considered active when any detection efforts are made by opponents during the Initial Skill Checks phase. As long as it is not detected, the de-cloaking vessel gains the Surprise bonus to any attacks it makes during the turn in which the Cloaking Device was deactivated.

Detecting a Cloaked Vessel

Detecting a cloaked vessel is a special kind of sensor check made during the Initial Skill Checks phase. The sensor operator attempting to detect a cloaked vessel selects a firing arc (forward, aft, port, or starboard) to scan for vessels and makes a Starship Sensors check, with a penalty of –100. A success indicates that the cloaked vessel, if one is present in the specified firing arc, has been detected; or will indicate that there are no cloaked vessels in that firing arc if that is the case. Weapons officers may fire on the vessel, however they must do so with the No Lock-On penalty. A partial success will indicate that a cloaked vessel might be in that firing arc but does not provide enough information to provide weapons officers with a target. If the cloaked vessel is de-cloaking and attacking in the same turn it is detected then it will lose the Surprise bonus to its attacks.

If a vessel has a weapons lock on a target that activates a Cloaking Device then a Starship Sensors check can be made as a reaction to the cloak activating. This is handled the same as above, except that the firing arc the cloaking vessel is in will be known. If no weapons lock had been made against the cloaking vessel then no check can be made as a reaction.

The cloaking vessel can attempt to make it harder for an enemy to detect it. As a counter to enemy vessel Starship Sensors checks made to detect the cloaked vessel, one of the vessel's crew can make a Cloaking Procedures check. Subtract 100 from the result of that check and apply it as an additional penalty to the Starship Sensors check made to try and detect the cloaked vessel.


Maneuvers

These example maneuvers are based on starship tactics originally published in the Starfleet Officer Requirements, a fan-produced technical manual originally published in the mid-1980s (with the exception of the Picard Maneuver, which is based on the Star Trek: The Next Generation episode "The Battle").

Evasive

If a starship does not wish to leave the Engagement Zone – but does wish to avoid enemy fire – it must not alter course or speed. Evasive maneuvers usually involve "jogging" – minor randomized thrusting to port, zenith, starboard, or nadir; not enough to alter the starship's course, just enough to make the flight path a jagged line instead of an easily predictable (and trackable) smooth function. Evasive jogs are pre-loaded into the Helm Console – stored with the Course Preset Panel – where they can be called up and executed upon a Captain's order.

Impulse Veer

The usual evasive maneuver at sublight speeds is one or more sudden impulse turns – veering sharply to port, zenith, starboard, or nadir in order to avoid incoming enemy fire. Since all speeds are low, this will not remove the evading starship from the Engagement Zone.

Sulu Maneuver

This maneuver calls for split-second timing, precise reflexes, and perfect operator/computer interaction. When the starship is fired upon, it shifts into Warp Drive, circles around its attacker, and then drops back into sublight – approaching the enemy vessel from a new and hopefully unexpected direction. All this must be accomplished before the enemy vessel can react. The only defense to the Sulu Maneuver is for the enemy vessel to realize the situation, and to escape via Warp Drive the instant that the starship does so, thus leaving the Engagement Zone.

Shadow Maneuver

Another evasive maneuver modality requires the presence of a large third object (star, planet, or asteroid) behind which the fleeing starship can dart. The instant that the starship is screened from its attacker's sensors, it executes an emergency impulse pivot so that it exits the object's sensor shadow in a manner which takes the enemy vessel by surprise.

Kirk Defense Maneuver

Used if a starship suffers extreme damage to one portion, so that the shields there are buckled or down, and that portion must be protected. The starship maneuvers in place so that, as the enemy vessel passes on an attack run, the crippled portion is always kept opposite from it – ensuring that enemy fire will hit only the strongest shields. Normally used only if a starship cannot evade or depart the Engagement Zone.

Photon Screen Defense

A fairly desperate gambit, since it robs the starship of ordnance. Basically the starship fires a salvo of Photon Torpedoes (3 – 6) – at carefully calculated times, speeds, courses, and fuse durations – so that all detonate simultaneously between the starship and its opponent. The result and purpose is to – for a short time – overload the enemy's sensors, thus creating a temporary screen behind which the starship can execute some maneuver unseen, thereby taking the enemy unawares.

A second Photon Screen Defense – or Offense – is available only to starships possessing rear-firing Photon Torpedo tubes, and is used against a pursuing vessel, preparatory to an emergency impulse pivot and attack.

April Maneuver

Used to escape a powerful pursuer, but only if the fleeing starship has better shield capability than the enemy. The starship plots and executes a course which is along a tangent to a nearby star – as close as shields will permit. All shield power is brought to bear between the starship and the star, exposing an attractively bare stern to the enemy. Should the enemy continue the chase, the starship waits until his pursuer's inferior shielding begins to weaken. Normally this would result in the enemy breaking off the chase and flying away from the star. However, the starship blocks off this escape route by locking tractor beams on the enemy, towing it to overload and destruction.

Fire Blossom Maneuver

A Klingon maneuver. Similar in scheme to the April Maneuver, except that at the closest approach to the star (not as close as the former) the fleeing starship jettisons one or more antimatter charges into the star's surface. The detonation of antimatter will result in a solar flare which – if timed correctly – will rise to engulf and destroy the pursuer.

Cochrane Deceleration Maneuver

Utilized by a starship being pursued at high Warp speeds.

1 – As the pursuer begins to close on the starship, the starship cuts all power to the Warp Drive – dumping itself down to sublight speed.
2 – The pursuer, caught unawares, is forced to overshoot. This presents the starship with three options:
3A – The starship can re-engage Warp Drive and begin chasing the enemy vessel.
3B – The starship can feed power back to the Warp Drive before it is dumped to sublight speed, and end up paralleling the enemy vessel – leaving said enemy wide open to a flank attack.
3C – The starship can drop below lightspeed, turn, and go back to Warp Drive – thus veering off at an acute angle and breaking off the engagement.

Picard Maneuver

This maneuver, as its name implies, is only available in a Next Generation era campaign. (This did not appear in the original Starfleet Officer Requirements document; the rules for the maneuver were created for use in the USS Excalibur campaign set in the Next Generation era.)

Like the Sulu Maneuver, this tactic involves precise helm control. When the starship is about to be fired upon, it shifts into Warp Drive. However, unlike the Sulu Maneuver, the starship only executes a micro-Warp jump. For an instant the ship appears to be in two places at once and the enemy vessel only has a weapons lock on the original position. The Warp jump is usually used to bring the starship into a position where it can fire at point-blank range. The only defense is for the enemy vessel to use sensors to attempt to detect the sudden compression of gasses at the point where the starship exits the Warp jump and use this to establish a new targeting matrix.