STAR FLEET BATTLES

STAR FLEET TIMES ONLINE -- Issue 37

ENGINE-MOUNTED WEAPONS
A CASE STUDY IN THREE PARTS

PART II: THE SOUND AND THE FURY


GENERAL NOTES ABOUT THE SHIPS

    The ships in this case study (SFT 36-37-38) have their heavy weapons mounted on the warp engines, freeing up internal hull volume for use for other things (usually more weapons or more power). We used creative approaches here. The Feds and Kzintis gained drone racks, as these do not require more power. The Hydrans (who are always short of power) used their extra hull space for two extra APRs (except in one case).

    These ships are non-historical. They are conjectural, as the owning races never even conceived of such designs. For all we know, there actually was some valid engineering reason why these designs are impossible from an engineering sense (although if the Klingons can mount disruptors on warp engines, one really has to ask why the Kzintis never figured it out). These ships can be used in your gaming with permission of the relevant judges, campaign masters, and opponents as may be required in each case.

    We did not bother with a Master Ship Chart since the data is entirely the same (except that the explosion strength is increased by one point in all cases).

    The "playtest rule numbers" all include a "Z" as the middle digit. While never done before, it was appropriate in this case (and allowed us to make all of the minesweepers 9Z4 and so forth) and we hope it does not confuse you.

    We have dispensed with much of the normal verbiage from the ship descriptions as it would amount to repeating "based on the idea of putting the weapons onto the engines and using the liberated space for more systems" 31 times. Instead, the ship descriptions used to explain our theories in what was added to each ship.


SHIP DESCRIPTIONS AND DATA (SFT37)

(R2.9Z5) FEDERATION WAR DESTROYER MINESWEEPER: In a controversial move, Steve Petrick retained the drones and replaced the photons with tractor beams. He noted that a minesweeper needs more tractors and that drones have considerable use in minesweeping.

(R2.9Z6) FEDERATION NEW HEAVY CARRIER: For variety, Steve Petrick selected this ship over the New PFT for the case study. Despite the sensor chanels, Petrick decided to retain the powerful photons, giving a Federation squadron including this ship just that many more shots at the enemy. He refused calls to display this ship with the new FB-111 (which has two extra damage points and a second weapons bay, but is limited to speed 13; the BPV is 20).

(R2.9Z7) FEDERATION NEW COMMANDO TRANSPORT: Steve Petrick noted that the original design replaced the photons with the needed cargo and elected to go this route (retaining the drones). It could be argued that the drones would have been discarded in order to keep the photons, as Feds love photons and the drones were inside the hull, where the cargo would have been more useful.

(R2.9Z8) FEDERATION COMMANDO WAR DESTROYER: Here, Steve Petrick has shown an alternative theory, again discarding the photons but moving the drone racks to the engines (if the Klingons can do it, so too can the Feds) and keeping the cargo space inside the main hull.

(R5.9Z5) KZINTI WAR DESTROYER MINEHUNTER: Steve Cole decided to replace the power systems of the basic DWZ conversion with the tractor beams from the wings (being slow while minesweeping, it won’t need the power) and put all of the mine boxes out in the wings. (It should be noted that the SFB game system does not have a Kzinti DW-Minesweeper variant; simply delete the disruptors to create it.)

(R5.9Z6) KZINTI MEDIUM PFT: The Kzintis have always campaigned for a "strike-scout" warship with sensors and drone racks. In this design, Steve Cole has fulfilled their fantasy. Replacing the fleet scout, the MPZ can provide both EW support, PFs, and a wall of drones.

(R5.9Z7) KZINTI MEDIUM GROUND ASSAULT CRUISER: In keeping with the overall case study, Steve Cole decided to leave the disruptors in this design, noting that it will have an unusual shortage of drone racks for a Kzinti design.

(R6.9Z5) GORN BATTLE DESTROYER MINESWEEPER: Note that Steve Petrick retained the heavy G-torpedoes, creating the powerful unit that the Gorns always wanted. No longer will the fleet’s minesweeper be a blind spot in its offensive firepower. (It should be noted that the SFB game system does not have a Gorn BDD-Minesweeper variant.) It was, however, impossible to shoehorn in more batteries for the torpedoes.

(R6.9Z6) GORN HEAVY DESTROYER PFT: The Gorns will be thrilled by the extra Plasma-S torpedoes on this unit, albeit at the cost of blinding sensor channels. Steve Petrick suggests that players consider a sequential tactical system, arming and firing the torpedoes when heavy EW support will not be needed. This will require careful timing of the battle tempo.

(R6.9Z7) GORN HEAVY COMMANDO DESTROYER: The retention of the heavy Plasma-S torpedoes on this unit will, again, avoid sacrificing firepower to add special abilities to your fleet. Steve Petrick found no reason to put cargo into the engine/weapon mounts as the original design had adequate cargo and there was nothing better to add to the main hull. There was, however, no room for the extra batteries wanted by the torpedo crews.

(R6.9Z8) GORN COMMANDO BATTLE DESTROYER: As with the HDD version, this commando ship remembers what it is like to be in the real Navy despite its "gator" capbilities.

   

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Updated 3 November 1998