Dark Energy Nebula

Star Fleet Universe Discussion Board: Star Fleet Battles: SFB Proposals Board: New Rules: (P) New Terrain: Dark Energy Nebula
By Xander Fulton (Dderidex) on Tuesday, January 11, 2011 - 06:28 pm: Edit

Dark Energy Nebula Duel

This is specifically intended for a dual between two heavy cruisers (most tournament cruisers would work), but should be adaptable elsewhere.

Two cruisers, engaged in combat near the front line, suddenly experience massive power failures. They have entered some kind of dark energy nebula, that is having no impact on the ships, sensors, shields, or phasers, etc in any way...except for completely stopping the reactions in their warp engines intermittently (at the end of each turn). They can be kick-started by dumping pure antimatter into the reaction, but this risks damaging the engine, and the effect of the dark energy cloud means it only lasts a short time. The dark energy cloud isn't showing up on sensors, so it's not a simple matter of just leaving!

Effect - Energy Allocation



Effect - Movement


Note that it is intentional that this be done for all engines on a heavy cruiser. If this roll could be done engine-by-engine, it would be immediately obvious the best point to stop. With a 15 box engine, just roll until you total '10'. Even as high as a running total of '9', a 1d6 roll can't blow the engine. So the net result is that, if left to roll individually on each engine, the ships would have 20-30 power (10 pts to 15 pts per engine). Interesting, but not nail-biting push-your-luck decisions.

Having to roll together, the situation changes. With 2 rolls, one engine could be at '12', and the other at only '2'. Do you roll again? Or stop there? The cautious, take-zero-risk, logic would be to stop when either engine reaches '10', and since that can happen on only two rolls, taking the 'zero risk' approach means your power range is from 12-30. A much wider gap, so cases arise where ship captain's become more willing to take the risk.

Due to the above logic, the dark energy nebula isn't terribly balanced for ships with widely varied numbers of engines. Consider a Federation DD+. With only a single engine, the logic for the rolls is easy. Roll until you hit '10'. Worst you can get is a '10', then, and maybe you were on '9' and rolled a '6', yielding '15'. Hurray! A 10-15 power curve is not difficult to work with. In contrast, a Romulan Sparrowhawk, on rolling a '3' or higher on any engine, cannot guarantee a second roll will not cause damage. It's power curve is thus 9 to 18, and the curve nature of die rolls means it will statistically end up more in the lower end of that range.

For scenario designers, it might make an interesting terrain to fight ships against each other that normally would not be balanced, due to the complexity of re-starting multiple engines vs just a single, larger engine. But that wasn't what we tested/played with - we just wanted to experiment with adding a 'push your luck' kind of risk element to the turn start process.

By Xander Fulton (Dderidex) on Tuesday, January 11, 2011 - 06:35 pm: Edit

...the above is not really formatted in the 'standard terrain rules' format, as it was just scenario special notes in a one-time case. However, I thought it might be amusing to start writing up more completely. First step - bounce off the board for feedback!

By John Trauger (Vorlonagent) on Tuesday, January 11, 2011 - 07:56 pm: Edit

The nature of this terrain favors ships with very large engines (think Gorn or Rom DN). Freighters and extremely small ships such as POLs, certainly INTs and possibly PFs will have no "safe" first roll.

Suggest exceeding the engine capacity result in a single destroyed warp box. A bad die roll could blow out a small freighter's engines in one shot.

By Xander Fulton (Dderidex) on Tuesday, January 11, 2011 - 08:06 pm: Edit

There are quite a few terrains in SFB that are impassable for certain classes of ship - this would definitely be one of those. As you say, it's entirely possible freighters or police ships would blow out their engines on the first attempt to re-start them. They'd be basically stuck at sublight, making for the nearest system, while broadcasting distress calls. (The background battle/setup would apparently indicate that the storm "blew into" the system pretty quickly - presumably, it would "blow away" again pretty fast, too. Maybe just a few weeks, at worst. Outside the scope of an SFB battle, but not enough that anyone dies if stuck in it at sublight.)

As noted in the intro, this really was intended to add flavor to a ship-vs-ship duel, but I'm not entirely convinced that being impassable to some units is a flaw of the terrain type for a formal proposal.

(As to the 'favors fewer number of larger engines' - yup, absolutely. This balances out in some cases, though, in that - well, the Romulan DN isn't exactly going to show up on its own. A Romulan DN in this terrain *is* advantaged against a Fed DN...2 engines vs 3. But the rest of the Romulan fleet - heavy hawks - are going to be pretty disadvantaged against the Federation escorting cruisers...4 engines vs 2.)

By John Trauger (Vorlonagent) on Tuesday, January 11, 2011 - 08:33 pm: Edit

Losing one warp box doesn't make your terrain any more passable for small ships. You may be inflicting to extreme a consequence for over-starting a ship's engines.

By Xander Fulton (Dderidex) on Tuesday, January 11, 2011 - 08:43 pm: Edit

I was going to argue that, and it occurred to me that in changing something after we tested it, maybe you have a good point, now.

This is worth thinking about - I mean, I'm not terribly keen on everything BEING able to pass the terrain, but...hmmmm.

Originally, we had an over-start blow out the entire engine. So, obviously, the 'gets no power from it' was part of that (the engine was gone). In toning down the damage from that, the 'gets no power' thing actually becomes the major handicap vs the damage.

Indeed, the threat of getting NO power from an engine on a turn by over-starting it is...in a warship-vs-warship duel...actually a pretty big deal, even if no damage is done.

So your idea of a single warp box damage, obviously combined with the already present 'don't get any power this turn'...hmmmm...that's worth testing. (Still not sure it's *needed* though - practice will tell, but the goal is to make this a really difficult decision. More power? Or go easier on the engine? This is only a difficult decision if much is lost for making it poorly.)

By Gary Carney (Nerroth) on Wednesday, January 12, 2011 - 01:26 am: Edit

Since this is a dark energy nebula, would that mean Souldra units are unaffected... or, perhaps, have a way of drawing sustenance from the surroundings? When they aren't feasting on the life force of their victims, that is.

(And what about the Loriyill? Their magic ships are able to go into the Void in numbers sufficient to take out the fortifications at the Black Sun, as well as the various dark matter caches in the Wasteland and beyond the Galactic Rim. If any non-Souldra force could have some means of getting by in such conditions, it would be them.)


Oh, when it comes to damage from the nebula, what if it used the same Dark Matter Damage Procedure that Souldra weapons use, should things go wrong?

By Xander Fulton (Dderidex) on Wednesday, January 12, 2011 - 02:41 am: Edit

Dark Matter != Dark Energy. Souldra are non-factors, here.

That was intentional.

By Michael Bennett (Mike) on Wednesday, January 12, 2011 - 09:36 pm: Edit

alpha numero uno

By Gary Carney (Nerroth) on Wednesday, January 12, 2011 - 09:55 pm: Edit

Well... I guess you could say that even if the Souldra life forms are (dark?) energy beings, the forces at work here could be an order of magnitude higher than the levels they're more comfortable dealing with.


Actually, I wonder how the Souldra would handle themselves, even if they are affected. On the one hand, their ships all have those giant centre (dark) warp engines; on the other, their Shard and DMT operations might be affected by the rules on fighters and seekers.

Speaking of dark warp, here's a question; what happens if a Souldra player in this circumstance chooses to use his L and R dark warp engines to generate impulse power, and only used the C dark warp engine to produce actual warp power (as they can choose to do under (OR13.033))? Would that still count as trying to "start" the engine, even if it's not producing the same type of power?


You know, just after I finished posting the last response, I was thinking "hasn't the Souldra thing been mentioned with dark matter/energy terrain before?"... before realizing the thread in question was in the same sub-board! Ahem.


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