Sunday, June 29, 2008

Activity Summary (TOS Map)

(Moderator's Note: This is a  bit of an experiment. Kind of a summary that would be posted of player as well as NPC activity. It might also contain foreshadowing of map-wide events to come. Feel free to pose questions or comments as always.)


Major activity

United Federation of Planets

USS Agamemnon (CA): Depart Earth on training cruise.
USS Enterprise (CA): Two days distant from Alpha Carinai Six on general survey mission.
USS Entebbe (FF): Lost contact while patrolling Triangle Zone.
USS Repulse (LC): Reports unidentified raider craft shadowing dilithium convoy under its protection in Archer sector.
Deep space sensor bouy in sector 7G goes silent. Investigation to be assigned.

Klingon Empire

IKS Groth (CA): Joined To'retlh Fleet at Aknar sector on undisclosed patrol.
BortaS Assault Fleet (various): Begin planetary assault in GaQ'ta system.
Assassination of military governor in Ko'vatlh system by insurgents.
Shipyard Qaw'lI produces first C7 Heavy Battlecruiser in Ha'Toria sector.

Romulan Star Empire

RIS Praex (CA): Destroyed marauder ship in D'deridex system.
Automated convoy departs Telara sector for inner worlds
Starbase Eyre (Ravelt'el system): Reports Klingon activity at edge of secor. Requests reinforcements assigned from Janatru Fleetyards
Ambassador Velara lost in destruction of RIS Bloodied Talon (CA) in Metra nebula.

Friday, June 27, 2008

Advanced Playtest 2. Klingon Heavy Cruiser vs Federation Heavy Cruiser


A=Fed CA
B=Kli CA
Intitial position: Range 3 A Fore to B Fore

Turn 1
A) Roll [5]
A) Reaction Movement/Position [close to range 1]/[A Fore to B Fore]
A) Countermeasures/Reinforce shields [4(2) ECM]
A) Target Selection (General or Specific) Fire weapons [Target:]

B) Roll [5]
B) Reaction Movement/Position []/[B Fore to A Fore]
B) Countermeasures/Reinforce shields [4(2) ECM]
B) Target Selection (General or Specific) Fire weapons [Target:]
Result Range3-2:. A Fore to BFore. Damage to A:None Damage to B:None.

Turn 2
A) Roll [7]
A) Reaction Movement/Position []/[A Fore to B Fore]
A) Countermeasures/Reinforce shields [Retain (2) ECM]
A) Target Selection (General or Specific) Fire weapons [Target:B Fore. Phaser (6). Photon (4)]

B) Roll [6]
B) Reaction Movement/Position []/[B Fore to A Fore]
B) Countermeasures/Reinforce shields [Retain (2) ECM. Add 4(2) ECM]
B) Target Selection (General or Specific) Fire weapons [Target: A Fore. Photon (12)]
Result Range: 2. A Fore to B Fore Damage to A:10/21 Fore shields. Damage to B:6/28 Fore shields.

Turn 3
A) Roll [8]
A) Reaction Movement/Position []/[A Fore to B Fore]
A) Countermeasures/Reinforce shields []
A) Target Selection (General or Specific) Fire weapons [Target: B Fore Photon: 5(10) Phaser 7 ]

B) Roll [5]
B) Reaction Movement/Position []/[B Fore to A Fore]
B) Countermeasures/Reinforce shields []
B) Target Selection (General or Specific) Fire weapons [Target: A Fore Photon: 6 (12) Disruptor: 4 (8)]
Result: Range:2. A Fore to B Fore Damage to A: 21/21 Fore shields. 2/2 Fore Hull. 2/2 Sensors. 1/2 Impulse. 2/2 Phasers. 1/6 Batteries. 1/1 Bridge Damage to B: 23/28 Fore Shields

Turn 4
A) Roll [4]
A) Reaction Movement/Position [Begin roll to starboard]/[A Fore/Starboard to B Fore]
A) Countermeasures/Reinforce shields [Turn 1/3 repair of 2/2 phasers. 2(1) ECM]
A) Target Selection (General or Specific) Fire weapons [Target:]

B) Roll [6]
B) Reaction Movement/Position [Close to range 1. Lateral to maintain Fore to Fore.]/[B to A]
B) Countermeasures/Reinforce shields [4(2) ECM]
B) Target Selection (General or Specific) Fire weapons [Target:].
Result Range 2 closing to 1. A Fore/Starboard to B Fore. Damage to A: None. Damage to B: None.

Turn 5
A) Roll [9]
A) Reaction Movement/Position []/[A Fore to B Fore]
A) Countermeasures/Reinforce shields [2/3 turn repair of 1/2 phasers. 8(4) ECM. Retain (1) ECM]
A) Target Selection (General or Specific) Fire weapons [Target:]

B) Roll [8]
B) Reaction Movement/Position []/[B Fore to A Fore]
B) Countermeasures/Reinforce shields [6 (3) Fore Shield Reinforcement]
B) Target Selection (General or Specific) Fire weapons [Target: A Fore. Photon Damage 9]
Result Range. 1. A Fore to B Fore Damage toA: 2/2 Impulse. 3/6 Batteries. 1/1 Aux Bridge  Damage to B: 3/3 pts Fore Shield Reinforcement Used.

Turn 6
A) Roll [7]
A) Reaction Movement/Position []/[A Fore to B Fore]
A) Countermeasures/Reinforce shields [3/3 turn repairing 1/2 Phasers. 6 (3) ECM]
A) Target Selection (General or Specific) Fire weapons [Target:]

B) Roll [7]
B) Reaction Movement/Position []/[B Fore to A Fore]
B) Countermeasures/Reinforce shields [6 (3) ECM]
B) Target Selection (General or Specific) Fire weapons [Target A Fore Disruptor damage 9]
Result Range 1. A Fore to B Fore Damage to A: 5/6 Batteries. 2/6 Warp. 2/2 Photons. Damage to B: None

Turn 7
A) Roll [11]
A) Reaction Movement/Position []/[A Fore to B Fore]
A) Countermeasures/Reinforce shields [1/3 turn repairing 1/2 Impulse.10 (5) ECM ]
A) Target Selection (General or Specific) Fire weapons []

B) Roll [10]
B) Reaction Movement/Position []/[B Fore to A Fore]
B) Countermeasures/Reinforce shields [8 (4) Reinforce Fore Shield]
B) Target Selection (General or Specific) Fire weapons [Target: A Fore. Photon Damage 18]
ResultL Range A Fore to B Fore Damage to A: Destroyed. Damage to B: 24/28 Fore Shields


I had intended to use the cloak, but I'd already used it in a previous, unpublished playtest, and when the Fed's phasers got taken out, I realized I didn't need to. Once I've created a Romulan Heavy Cruiser, I'll have a chance to test the plasma torpedo. That'll be the bulk of this playtesting.

Revised Rules for Heavy Combat

Here are the revised rules, updated as I worked through the second playtest. I used two Star Trek micromachines to help to visualize the ships fighting and moving in a 3-D environment. Once I have a few working starships, I'll start to create some scenarios for them. I'll post the SSD's to the files section (and Google Docs) soon. As always, I welcome all feedback.

Rotating in place while firing is possible, but only half of directed energy will hit initial target. If a targetted ship rotates to avoid fire, it will still take full effect on the initial shield facing from any directed energy weapon (phasers, Romulan disruptors) on the first phase of the turn. Damage from torpedoes and Klingon disruptors are divided. Damage (given or received from directed energy weapons is divided on the second phase of the turn. If ship fires photon or Klingon disruptor while rotating, damage is not split (because it tracks to the designated target)

Rotating in place takes two turns to complete per shield facing.

Targetting specific system: 1 in 10 chance of doing 1 point of damage. (Refer to chart if using two 6-sided dice.)

2(total) =1
3=2
4=3
5=4
6=5
7=6
8=7
9=8
10=9
11=10
12=reroll

Phasers are omnidirectional.

Photon Rules:
One pt required to fire photons. In all photon equipped ships, if a ship has at least two launchers, one will cover all forward arcs while the other will cover aft arcs. All photons can track to ventral or dorsal arcs. Photon Torpedoes can be launched every other turn. Separate roll for photons. Roll once for 'to hit' (at range 3). Roll again for damage. CA has a max of 20 torpedoes.
Range 1= X3 multiplier (Additional 1/4 damage to attacking ship). Always hits.
Range 2= X2 multiplier. Always hits.
Range 3= X1 multiplier. Needs 3-6 to hit.

Disruptor Rules:
One point required to fire disruptors. Klingon disruptors on the Heavy Cruiser fire forward only, but can track to dorsal and ventral arcs. Disruptor Bolts can be launched every third turn. Separate roll for disruptors. Roll once for 'to hit' (at range 3). Roll again for damage.
Range 1= X3 multiplier.
Range 2= X2 multiplier. Always hits.
Range 3= X1 multiplier. Needs 2-6 to hit.

Cloaking Rules:

Cloak renders ship invisible and untracable. Cloaking requires 1 point to initiate and maintain Cloaked player must keep track of his movements/position relative to opponent(s), and must report movements to moderator (if there is one) Ships can remain cloaked for no more than ten turns per engagement. Ships cannot fire when cloaked. Cloaking ship has neither shields nor weaponry for one turn prior to, and one turn after cloaking device activated. Countermeasures can be used to protect cloaking vessel during turn prior to cloak engaging. If opponent manages to hit cloaked vessel, damage goes straight to hull and internals. In single-player game, player rolls 6-sided die to simulate attacking ship's attempt to hit cloaked vessel.
Number Rolled=direction fired
1=Fore
2=Aft
3=Port
4=Starboard
5=Dorsal
6=Ventral

Lack of Sensors Rules are similar to cloaked rules. If a ship has lost as much as 1/2 sensor capacity, 1-3 (6 sided die) necessary to hit with any weapon. With complete loss of sensors, use the table for firing against a cloaked vessel.
Number Rolled=direction fired
1=Fore
2=Aft
3=Port
4=Starboard
5=Dorsal
6=Ventral

If opponent has 10 points to devote to sensors, cloaked vessel can be 'flash' detected, for that turn only. They can attempt to predict cloaked vessel's next move. If they hit, damage goes straight to hull and internals.

Max of two points (pre-multiplier) can be used to repair two systems over 3 turns

Loss of Impluse engines means you can't manuever. Loss of half of impulse capacity means it takes twice as long to move. Loss of warp capacity restricts you to 1 repair point per turn. Any other action requires repair of warp systems.

One point can be used to close or retreat, but you can't fire at the same time. Close range is a good killing range, but leaves you just as vulnerable. While the ship that closes/retreats cannot fire in the same turn, the other ship can, with the damage multiplier not changing until the following turn. In other words, if ship A closes from range 3 to range 2, it cannot fire on ship B. But ship B can fire at ship A, with the range 3 (X1) multiplier. Two points can be used to move laterally. For example, if ship A rolls to port, ship B can use two points to move laterally to maintain desired shield facing. You can't fire while moving laterally, and any fire received acts hits the shield facing the enemy. Due to the stress placed on the spaceframe, you can only move laterally every two turns.

Max (weapons) range is 3 (X1)

Med range is 2 (X2)

Close range is 1 (X3)

One point of shield reinforcement takes two points. Shield reinforcement can last to a second turn if it isn't fired on. Then shield levels return to normal.

One point of counter or counter/countermeasures takes two points. Countermeasures can last to a second turn if it isn't fired on. Then levels return to normal.

Federation Internal Damage Chart
Roll 1 dice
1=Fire Control/Bridge/Auxiliary Bridge
2=Sensors
3=Phasers/Photons
4=Impulse
5=Batteries
6=Warp Core
If you roll a number for a system that is already destroyed, you roll again.

Klingon Internal Damage Chart
Roll 1 dice
1=Fire Control/Bridge/Auxiliary Bridge
2=Sensors
3=Armor/Cloak/Disruptors/Photons
4=Impulse
5=Batteries
6=Warp
If you roll a number for a system that is already destroyed, you roll again.

If a ship loses 3/4 of its internals, it is subject to catastrophic damage, calculated as such: (1-6 sided die):

Roll: 1
Lose Additional Internals: 6

Roll: 2
Lose Additional Internals: 5

Roll: 3
Lose Additional Internals: 4

Roll: 4
Lose Additional Internals: 3

Roll: 5
Lose Additional Internals: 2

Roll: 6
Lose Additional Internals: 1

(Round up or down if necessary. 17.25 is 3/4 of 23 (the number of internals in a Fed CA. In this case, 17 internal hits is sufficient to invoke the catastrophic damage rule)

Here are the phases of combat. For purposes of play they are considered to be happening simultaneously.

A) Roll []
A) Reaction Movement/Position []/[A to B]
A) Countermeasures/Reinforce shields []
A) Target Selection (General or Specific) Fire weapons []
Result

B) Roll []
B) Reaction Movement/Position []/[B to A]
B) Countermeasures/Reinforce shields []
B) Target Selection (General or Specific) Fire weapons []
Result

Here is an example of a single round of combat:

Roll [] Total of dice rolled. Example: 12
Reaction Movement/Position Your movement followed by resulting position of ships. Example: [Begin roll to Starboard]/[A Port to Starboard to B Ventral, Range 2]
Countermeasures/Reinforce shields [] Any countermeasures or shield reinforcement. Example: [4 points Reinforce Starboard shields]
Target Selection (General or Specific) Fire weapons [] Target specific systems using chart, or fire at general location. Example: [Fire Phasers 8 Points at B Ventral]

and B's reply...

B) Roll [9]
B) Reaction Movement/Position [1 Point Withdraw to Range 3]/[B Ventral to A Port to Starboard]
B) Countermeasures/Reinforce shields [8 Points Reinforce Ventral shield]
B) Target Selection (General or Specific) Fire weapons [0]

Result:
4/27 points damage to B Ventral shield. (The benefit of the X2 multiplier offset by 50% of damage lost due to roll to starboard, damage (8 points) reduced to 4 by B reinforcing shields)
A and B at range 3.
(Note on damage notation: Damage, i.e. '4/27 points damage to B Ventral shield' is recorded cumulatively. Results show a running total of damage)

Fighter rules to follow.


Kapact

Saturday, June 14, 2008

Progress on the second playtest

Progress is being made on the second playtest (Fed CA vs Klingon CA). As I'm
working through combat, I'm adapting and improving some rules, and
introducing photon torpedoes, disruptors, cloaking devices, and repair of
systems damaged during battle. I'm also fine-tuning procedures for
single-player play. Just on the off chance I end up playing this by myself.
:)

I'm also working on a campaign that will include tasks for explorers (like
Voyager), strategic planners, and even planetside tactical exercises. Just
as in real life, an overall effort depends on many different missions to
succeed, and some players will prefer exploration, to, say, convoy raiding.

Kapact