Wednesday, December 31, 2008

This week's activity

Anyone watching this, wondering what happened, well, I'm getting used to a new job and wrestling with a toothache. I have updated the heavy combat rules in the links section of the blogsite to include defensive weapons, weapons ratings (which will lead the way to guidelines for template STD's, pirates, etc), shuttles and fighters. Next I'll update the posted STD's to include shuttles and shuttle bays, after I complete the convoy raid playtest that I'm in the middle of.

I'm also considering giving experience point bonuses for recruiting players if necessary to increase the size of the community (beyond what is essentially one: me). Even temporarily.


Happy New Year

KBF-Kapact


What is Fantasy Trek?
Not Just a Game. It's a Star Trek Experience
http://fantasytrek.blogspot.com

Sunday, December 21, 2008

Summary of Events Stardate 1208.21

Summary of Events
Stardate 1208.21

TNG Era:

Ambassador Endara Khan has released the USS Guadalcanal from assistance duty at the Ocampa Homeworld. The USS Exeter will continue in its support role, as Ambassador Khan follows the Kazon Ogla First Maje Jabin into Kazon held space for further negotiations. She advised the diplomatic corp that her consultations with the Kazon leadership are 'ongoing and open-ended'. Starfleet has assigned the Exeter to extended duty, for as long as Ambassador Khan requires. While acknowledging the cost and resources required for assigning a starship to such open-ended duty, it is intended to demonstrate the importance to the Federation that the diplomatic initiative succeed. In the meantime, the USS Guadalcanal will resume its investigation into Romulan activity in the vicinity of the Oshionian, Keloda, and Jibalia systems.

A convoy of four Federation Norway Class frigates carrying a shipment of dilithium to the Archer system was attacked by a lone Klingon Vorcha class battlecruiser. One frigate was destroyed, but the surviving ships attacked and destroyed the attacking ship. It should be noted that the battlecruiser ignored all attempts at communication. Aside from this incident, there have been relatively few confirmed hostilities between the Federation and the Klingon Empire since the incident involving the C.S. Horizon more than a month ago. There are, however, unconfirmed reports of pirate activity within the Empire. That is seen as either attacks of opportunity by renegades, or attempts by more radical elements within the High Council to take advantage of political instability. There has also been a marked decrease in signal traffic coming from the Romulan Empire.


TOS Era:

Starfleet Command reports that there has been no contact with the Fast (Penetration) Cruiser USS Xerxes since it left for a mission to the Archer system. Despite assurances from the Organians, there have been isolated incidents along remote frontier areas that the Klingons insist are the work of random elements, in no way authorized by the High Council.

The Klingon battlecruiser LIng'taH left Qo'noS orbit on undisclosed maneuvers near the Romulan border.

Command College

What Are Your Orders, Captain?

(Moderator's Note: There are no predetermined right or wrong answers. The most popular solution will give the players who chose it a "Command College Point". Ten of those equal an experience point. Think of it as a correspondence course while onboard ship.)

"Crippled Enemy"

In the mid twenty-third century, the Fast (Penetration) Cruiser USS Xerxes found itself behind Klingon lines and cut off. When hostilities broke out between the Federation and the Klingon Empire, centering around the planet Organia, the Xerxes was ordered to cross Klingon territory to reinforce the outpost in the Archer system. Days later, when opposing fleets were immobilized and a peace treaty imposed, the Xerxes was cut off. Trapped and alone in the remote Rura Penthe system, the Xerxes comes upon a derelict Klingon warship. Scans indicate that the crew is alive, but systems are failing. Captain Lionidas sees two obvious choices. He can either:

A: Trust in the imposed terms of the Organian Peace Treaty and beam over. If his engineers can repair the warship's failing systems, it could help to strengthen the peace. Or he can...

B: Take advantage of the warship's distress to escape the area and either proceed to Archer or return to base.


Take into account that the warship has probably sent a distress signal. While the Klingon fleet will take some time to investigate, it might assume that a Federation starship caused the damage and open fire. Choose A or B, or a third course of action and write a brief explanation.


"Captain's Log"

(Expand the following into a log entry of at least 100 words. Members post answers to the yahoogroup or the 'comment' feature on the blogsite. Lurkers feel free to leave comments on the blogsite)

"This is the first time that such a weapon had been used by such a ship."


Developer's Notes:

The initial convoy raid playtest really highlighted the difference between a freighter and a frigate, and the unpredictability that the dice roll puts into the game. It also pointed out the need to apply advanced tactics to any scenario. It also convinced me that it was time for shuttle/fighter rules, different grades of weapons (including defensive phasers) and tractor rules. That should complete the heavy combat rule set. Thank Goodness. And Merry Christmas, everyone.

Kapact

What is Fantasy Trek?
Not Just a Game. It's a Star Trek Experience
http://fantasytrek.blogspot.com

Holiday Greeting....

I see that this site has been lucky enough to have a member of the US Armed Forces aboard. First off, I'd love to have you try the game. I know you all are kept pretty busy (because I used to be one of you), but if you're a Trek fan, there's fun to be had here.

But even if you aren't interested in playing, let me just personally thank you for your service and sacrifice. The people you are protecting love you and salute you, and thank you. Especially now, when families in so many places are getting together for the holidays, it is not easy to be separated from them. Again, your sacrifice is understood and appreciated. Thank you, be well, God Speed, and Merry Christmas. Keep your head down, and come home soon.


KBF-Kapact

Thursday, December 18, 2008

The Twelve Trek Days of Christmas

Folks, there is a project I've been associated with for a few months now, called "The Twelve Trek Days of Christmas". Rather than trying to explain it myself, I am going to paste a release of sorts that the organizer Kirok of House L'Stok wrote.

The Twelve Trek Days of Christmas has started for a second year, when we celebrate the traditional Season of Goodwill by giving away twelve "presents" from the Star Trek fan production community. In a way it's Christmas all year round for them since fan productions are only allowed by the copyright owners if they are provided to the public for free. Accept them as our tribute to the original actors, writers and production crews, to maintain interest in the originals, build support for future professional productions and extend on the Star Trek universe with our own creative visions.

On the first day of Christmas, Star Trek gave to me ... a Fan-Made Audio Book! <http://www.twerponline.net/12days2008/day01.html>

The present for The First Trek Day of Christmas is "Fatherhood", the second episode from the audio book series, "Tales of Death and Honour". Designed as a trilogy, the series started off earlier this year with "Motherhood", an original tale of love and loss on the Klingon homeworld, and this episode extends on that life and death struggle with a rescue from an unexpected source! It is produced by Silvertongue Productions, the audio productions group of The House of L'Stok, an experimental multimedia production house for the creation of fan and smallscale Indie productions. For more information about this and other productions of the House of L'Stok, checkout the website at http://lstok.blogspot.com/

Unfortunately, in the best tradition of fan productions it's late! But by way of an apology for keeping you waiting, and to wet your whistle
for the new episode, we offer you the new series trailer for Tales of Death and Honour which is available on the TrekUnited Audio Centre
at ... <http://www.scifitube.com/trekunited/audio/DAH-Teaser1.1b.mp3>


I have two submissions..... One (On Day Ten) is a Fan-Made game called Fantasy Trek that you can preview at http://fantasytrek.blogspot.com/

The other (On Day Eleven) is an ebook of three "Enterprise Virtual Season" episodes... and they can be previewed at http://startrekenterprisevirtualseasons.blogspot.com/



KBF-Kapact

IKS tIQghoB
"Surrender or be des-"
{sound of explosion}

Klingon Black Fleet
"...laughing, undefeated..."

What is Fantasy Trek?
Not Just a Game. It's a Star Trek Experience
http://fantasytrek.blogspot.com/
http://houseabukoff.blogspot.com
http://kapactsrant.blogspot.com/
http://startrekenterprisevirtualseasons.blogspot.com/

Monday, December 15, 2008

Convoy Raid

I'm playtesting (forever playtesting :)...) a convoy raid, and three moves in, here is where I'm at. A,B,C and D represent for Federation Frigates that are our unusually well-armed freighters. E is a Klingon Heavy Cruiser. The freighters move at a regulated speed of one, and have to reach the '21' on the right side of the board before they warp out to safety. The Heavy Cruiser has to destroy/capture at least 3 of the 4 freighters to call it a victory. I've tweaked the heavy combat template to reflect movement and position on a slightly altered tac map. It's all pretty self-explanatory. I use a two digit coordinate system, with the top number, then the side number, separated by a comma. Combat logs, as far as I've gone, are included.


1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
1____A___D___________________________________________
2____________________________________________________
3____B___C___________________________________________
4____________________________________________________
5____________________________________________________
6____________________________________________________
7____________________________________________________
8____________________________________________________
9_E__________________________________________________
10___________________________________________________
11___________________________________________________
12___________________________________________________
13___________________________________________________
14___________________________________________________
15___________________________________________________
16___________________________________________________
17___________________________________________________
18___________________________________________________
19___________________________________________________


A) Roll [7]
A) Reaction Movement/Position [1,1/Speed 1]/[Dest 21,1 ]
A) Countermeasures/Reinforce shields []
A) Target Selection (General or Specific) Fire weapons []

B) Roll [10]
B) Reaction Movement/Position [1,3/Speed 1]/[Dest 21,3]
B) Countermeasures/Reinforce shields []
B) Target Selection (General or Specific) Fire weapons []

C) Roll [6]
C) Reaction Movement/Position [3,3/Speed 1]/[Dest 21,3]
C) Countermeasures/Reinforce shields []
C) Target Selection (General or Specific) Fire weapons []

D) Roll [4]
D) Reaction Movement/Position [3,1/Speed 1]/[Dest 21,1]
D) Countermeasures/Reinforce shields []
D) Target Selection (General or Specific) Fire weapons []

E) Roll [8]
E) Reaction Movement/Position [1,18/Speed 4]/[Pursuit B]
E) Countermeasures/Reinforce shields []
E) Target Selection (General or Specific) Fire weapons []

Result
Damage to A:
Damage to B:
Damage to C:
Damage to D:
Damage to E:

A) Roll [8]
A) Reaction Movement/Position [2,1/Speed1]/[Dest 21,1]
A) Countermeasures/Reinforce shields []
A) Target Selection (General or Specific) Fire weapons []

B) Roll [14]
B) Reaction Movement/Position [2,3/Speed1]/[Dest 21,3]
B) Countermeasures/Reinforce shields [ECM14(7)]
B) Target Selection (General or Specific) Fire weapons []

C) Roll [14]
C) Reaction Movement/Position [4,3/Speed1]/[Dest 21,3]
C) Countermeasures/Reinforce shields []
C) Target Selection (General or Specific) Fire weapons []

D) Roll [10]
D) Reaction Movement/Position [4,1/Speed1]/[Dest 21,1]
D) Countermeasures/Reinforce shields []
D) Target Selection (General or Specific) Fire weapons []

E) Roll [10]
E) Reaction Movement/Position [1,14/Speed5]/[PursuitB]
E) Countermeasures/Reinforce shields []
E) Target Selection (General or Specific) Fire weapons []

Result
Damage to A:
Damage to B:
Damage to C:
Damage to D:
Damage to E:

A) Roll [14]
A) Reaction Movement/Position [3,1/Speed1]/[Dest 21,1]
A) Countermeasures/Reinforce shields []
A) Target Selection (General or Specific) Fire weapons []

B) Roll [6]
B) Reaction Movement/Position [3,3/Speed1]/[Dest 21,3]
B) Countermeasures/Reinforce shields [7ECM+6(3)]
B) Target Selection (General or Specific) Fire weapons []

C) Roll [12]
C) Reaction Movement/Position [5,3/Speed1]/[Dest 21,3]
C) Countermeasures/Reinforce shields []
C) Target Selection (General or Specific) Fire weapons []

D) Roll [10]
D) Reaction Movement/Position [5,1/Speed1]/[Dest 21,1]
D) Countermeasures/Reinforce shields []
D) Target Selection (General or Specific) Fire weapons []

E) Roll [14]
E) Reaction Movement/Position [1,9/Speed6]/[TargetB,Range7]
E) Countermeasures/Reinforce shields []
E) Target Selection (General or Specific) Fire weapons
[pho2X4damage/dis3X4damage]

Result
Damage to A: none
Damage to B: 11/18 star shield
Damage to C: none
Damage to D: none
Damage to E: none

Saturday, December 13, 2008

Summary of Events Stardate 1208.13

Subject: Summary of Events Stardate 1208.13


(Moderator's Note: If this all seems familiar, it is. The last month has been absolutely insane. Game resources are essentially complete. I've changed jobs, and life has been turned pretty topsy-turvy. But since I'm also the only person writing/playing, nobody should mind much. My brother Krom, you can catch up easiest by reading these summaries. Writing here is freestyle. Form is unimportant. Fun is all-important. Play and story progress will continue this week coming up. I'm just repeating this summary to remind the hordes of players of what's going on.)

Summary of Events
Stardate 1208.13

TNG Era:

Ambassador Endara Khan notes timely assistance of USS Exeter and USS Guadalcanal in securing more involved negotiations with Kazon Ogla FirstMaje Jabin regarding cooperation with Federation exploration of Delta Quadrant. Ambassador Khan described the negotiations as 'promising'.

USS Archer reports an increase in Klingon activity in their patrol area. A full strike wing, consisting of two Negh'Var class dreadoughts, eight Vor'cha class heavy cruisers, sixteen K'Tinga class light cruisers, as well as various support craft was running uncloaked in the general direction of the Lambda Hydrae system, which lies in the neutral zone within the triangle zone. As soon as the strike wing detected the Archer, it cloaked and went to warp. The move is seen as hostile and potentially destabilizing. Captain Beckett reported that the Klingons showed no signs of hostility towards Federation interests. Furthermore, it is unknown if the strike wing belonged
to one of the council members on unauthorized manuevers, or was a defense force movement.

TOS Era:

USS Xerxes forced to delay its transition through Klingon space in binary system near Beta Lankal as Klingon task force moved through the area. Its mission remains unchanged, despite imposition of so-called Organian Peace Treaty.


What Are Your Orders, Captain?

(Moderator's Note: There are no predetermined right or wrong answers. The most popular solution will give the players who chose it a "Command CollegePoint". Ten of those equal an experience point. Think of it as a correspondence course while onboard ship. Answer via the 'comment' feature)

Resolution of #2 "Should I Stay Or Should I Go?"

Upon emerging from the chokepoint, the Agamemnon had firing solutions drawn up to target the three attack ships waiting for it. The Galaxy Class ship was able to disable all three ships in moments, and was preparing to warp out of the system when a fourth threat presented itself. A mobile shipyard had apparently been hidden behind a cloaking barrier generated by the three
KaVort'cha's. Power level scans showed that it was twelve hours from producing and launching another KaVort'cha. Further, it was estimated that another ship could be produced every twenty-four hours.

Acknowledging that the Agamemnon could not destroy the shipyard by itself, Captain Decker quickly reasoned that they could either:

1) Attempt to board and disable the station with elite 'Hazard Team' forces, or,

2) Warp out and hope to return with a task force capable of destroying the shipyard and securing the vital Archer system.

Captain Decker led her Hazard Team aboard the shipyard, and despite enormous personal risk, downloaded a classified database containing Klingon fleet movements in the area. Captain Decker's team used a timed explosive device to destroy the shipyard's warp core. The Agamemnon made it safely out of the area without sustaining any injuries. Offensive operations from the Klingon Empire were severely curtailed in the sector.


What is Fantasy Trek?
Not Just a Game. It's a Star Trek Experience
http://fantasytrek.blogspot.com/

Friday, December 12, 2008

Blog Site Maintenance

I've retooled the links on the blogsite http://fantasytrek.blogspot.com/ .... they're updated and pretty :)
 
Kapact
 
 
General Kapact, Epetai Abukoff
IKS tIQghoB
VodleH Class Heavy Battlecruiser, Black Fleet Variant
"...laughing, undefeated..."
Beslan BortaS
betleH pIn'a'
Ro DoQ Vaj
 
 
 
Founder, Klingon Order of Scribes
Klingon Black Fleet
 

 
Ballad of House Abukoff:
 
Yet if my line should die,
it dies with its teeth in the enemy's throat,
it dies with its name on the enemy's tongue.
For just as mere life is not victory,
mere death is not defeat;
And in the next world I shall kill the foe a thousand times,
laughing,
undefeated.
 
(from John Ford's "The Final Reflection")
 
 
 

Thursday, December 4, 2008

Appendix 6: STD's (Starship Technical Database's)

Appendix 6: STD's (Starship Technical Database's)

There are five basic classes of ships in Fantasy Trek, and many (some not yet specified) variations. Mission specific variants, such as the Fast (Penetration) Cruiser will be explained in their specific STD's in the Starship Library. The smaller a ship is, the more manueverable it tends to be. But of course, the larger a ship is, the more powerful and hard to destroy it is.

For Fantasy Trek, the following ship classes fall into the following categories (for players who want to know what their ship looks like). Trek gamers will note that I've taken names from various places and games and changed a few classifications, for what I feel is a better assortment for the game.

Federation
Frigate (FF)
ENT: Coto
TOS: Okinawa
TNG: Norway, Sabre

Destroyer (DD)
ENT: Bakula
TOS: Akula
TNG: Defiant

Light Cruiser (CL)
ENT: Roddenberry
TOS: Miranda
TNG: Intrepid, Excelsior

Heavy Cruiser (CA)
ENT: NX
TOS: Constitution
TNG: Galaxy, Akira

Dreadnought (DN)
ENT: Daedalus
TOS: Federation
TNG: Sovereign

Klingons
Frigate (FF)
ENT: Berman (Warbird)
TOS: B'rel
TNG: B'rel

Destroyer (DD)
ENT: Kolikos
TOS: Qud (Insurrection)
TNG: K'Vort

Light Cruiser (CL)
ENT: Raptor
TOS: Qa'HoS (Relentless)
TNG: K'Tinga, Fek'lhr, KaVort'cha

Heavy Cruiser (CA)
ENT: D-5, Bird of Prey
TOS: D-7 (K'Tinga)
TNG: Vor'Cha

Dreadnought (DN)
ENT: D-6 Battlecruiser
TOS: Ber'taa
TNG: Negh'Var

Romulan
Frigate (FF)
ENT: Senator
TOS: Gladius, Praex
TNG: Talon

Destroyer (DD)
ENT: Praetor
TOS: Warbird
TNG: Shrike

Light Cruiser (CL)
ENT: Empress
TOS: Legion, Bird of Prey
TNG: Hawk

Heavy Cruiser (CA)
ENT: Warbird
TOS: D-7(K'Tinga)
TNG: Warbird (D'deridex)

Dreadnought (DN)
ENT: Linville
TOS: War Eagle
TNG: Valedore

Starship Technical Database's (STD's)

United Federation of Planets

FEDERATION FF

SHIELD GENERATORS 1 2 3 4 5 6 7 (1 IN 10 NEEDED)

DORSAL SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
VENTRAL SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
PORT SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
STARBOARD SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
FORE SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
AFT SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Hull

Fore 1 2
Aft 1 2
Port 1
Starboard 1
Dorsal 1 2
Ventral 1 2

INTERNALS

Bridge 1
Aux Bridge 1
Fire Control 1
Photons 1
Sensors 1 2
Phasers 1
Impulse 1
Batteries 1 2 3
Warp 1 2 3

Boarding Parties: 1 2 3 4 5 6 7 8 9 10

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.

FEDERATION DD

SHIELD GENERATORS 1 2 3 4 5 6 7 (1 IN 10 NEEDED)

DORSAL SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
VENTRAL SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
PORT SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
STARBOARD SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
FORE SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
AFT SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Hull

Fore 1 2 3
Aft 1 2 3
Port 1 2
Starboard 1 2
Dorsal 1 2 3
Ventral 1 2 3

INTERNALS

Bridge 1
Aux Bridge 1
Fire Control 1 2 3
Photons 1 2
Sensors 1 2
Phasers 1 2 3
Impulse 1
Batteries 1 2 3 4
Warp 1 2 3 4

Boarding Parties: 1 2 3 4 5 6 7 8 9 10

Internal Damage Chart

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

FEDERATION CL

SHIELD GENERATORS 1 2 3 4 5 6 7 (1 IN 10 NEEDED)

DORSAL SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
VENTRAL SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
PORT SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
STARBOARD SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
FORE SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
AFT SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22

Hull

Fore 1 2 3
Aft 1 2 3
Port 1 2
Starboard 1 2
Dorsal 1 2 3
Ventral 1 2 3

INTERNALS

Bridge 1
Aux Bridge 1
Fire Control 1 2 3
Photons 1 2
Sensors 1 2
Phasers 1 2
Impulse 1 2
Batteries 1 2 3 4 5
Warp 1 2 3 4 5

Boarding Parties: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

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.

FEDERATION CA

SHIELD GENERATORS 1 2 3 4 5 6 7 (1 IN 10 NEEDED)

DORSAL SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27
VENTRAL SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27
PORT SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27
STARBOARD SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27
FORE SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
AFT SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21

Hull

Fore 1 2
Aft 1 2 3 4
Port 1 2 3
Starboard 1 2 3
Dorsal 1 2 3 4
Ventral 1 2 3 4

INTERNALS

Bridge 1
Aux Bridge 1
Fire Control 1 2 3
Photons 1 2
Sensors 1 2
Phasers 1 2
Impulse 1 2              
Batteries 1 2 3 4 5 6
Warp 1 2 3 4 5 6

Boarding Parties: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25

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.

FEDERATION DN

SHIELD GENERATORS 1 2 3 4 5 6 7 8 9(1 IN 10 NEEDED)

DORSAL SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32
VENTRAL SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32
PORT SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32
STARBOARD SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32
FORE SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
AFT SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25

Hull

Fore 1 2 3 4
Aft 1 2 3 4 5 6
Port 1 2 3 4 5
Starboard 1 2 3 4 5
Dorsal 1 2 3 4 5 6
Ventral 1 2 3 4 5 6

INTERNALS

Bridge 1 2
Aux Bridge 1 2
Fire Control 1 2 3 4 5
Photons 1 2 3 4
Sensors 1 2 3 4
Phasers 1 2 3 4 5
Impulse 1 2 3 4              
Batteries 1 2 3 4 5 6 7 8
Warp 1 2 3 4 5 6 7 8 9

Boarding Parties: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 1617 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40

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 Empire

KLINGON FF

SHIELD GENERATORS 1 2 3 4 5 6 7 (1 IN 10 NEEDED)

DORSAL SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
VENTRAL SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
PORT SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
STARBOARD SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
FORE SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
AFT SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

Hull

Fore 1 2
Aft 1
Port 1 2
Starboard 1 2
Dorsal 1 2
Ventral 1 2

INTERNALS

Bridge 1
Aux Bridge 1
Fire Control 1 2
Photons 1
Sensors 1
Armor 1
Cloak 1
Disruptors 1
Impulse 1 2           
Batteries 1 2
Warp 1 2

Boarding Parties: 1 2 3 4 5 6 7 8 9 10

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.

KLINGON DD

SHIELD GENERATORS 1 2 3 4 5 6 7 (1 IN 10 NEEDED)
DORSAL SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
VENTRAL SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
PORT SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
STARBOARD SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
FORE SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
AFT SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

Hull

Fore 1 2 3
Aft 1 2
Port 1 2
Starboard 1 2
Dorsal 1 2
Ventral 1 2

INTERNALS

Bridge 1
Aux Bridge 1
Fire Control 1 2 3
Photons 1 2 3
Sensors 1
Armor 1 2
Cloak 1
Disruptors 1 2 3
Impulse 1 2 3           
Batteries 1 2 3
Warp 1 2 3

Boarding Parties: 1 2 3 4 5 6 7 8 9 10

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.

KLINGON CL

SHIELD GENERATORS 1 2 3 4 5 6 7 (1 IN 10 NEEDED)

DORSAL SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
VENTRAL SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
PORT SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
STARBOARD SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
FORE SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
AFT SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22

Hull

Fore 1 2 3
Aft 1 2
Port 1 2
Starboard 1 2
Dorsal 1 2 3
Ventral 1 2 3

INTERNALS

Bridge 1
Aux Bridge 1
Fire Control 1 2
Photons 1
Sensors 1
Armor 1 2 3
Cloak 1
Disruptors 1 2
Impulse 1 2              
Batteries 1 2 3
Warp 1 2 3

Boarding Parties: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

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 alreadydestroyed, you roll again.

KLINGON CA

SHIELD GENERATORS 1 2 3 4 5 6 7 (1 IN 10 NEEDED)

DORSAL SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27
VENTRAL SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27
PORT SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27
STARBOARD SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27
FORE SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
AFT SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21

Hull

Fore 1 2 3 4
Aft 1 2
Port 1 2 3
Starboard 1 2 3
Dorsal 1 2 3 4
Ventral 1 2 3 4

INTERNALS

Bridge 1
Aux Bridge 1
Fire Control 1 2
Photons 1 2
Sensors 1
Armor 1 2 3 4
Cloak 1 2
Disruptors 1 2
Impulse 1 2              
Batteries 1 2 3 4
Warp 1 2 3 4

Boarding Parties: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30

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.

KLINGON DN

SHIELD GENERATORS 1 2 3 4 5 6 7 (1 IN 10 NEEDED)

DORSAL SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32
VENTRAL SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32
PORT SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32
STARBOARD SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32
FORE SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 28 29 30 31 32
AFT SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25

Hull

Fore 1 2 3 4 5 6
Aft 1 2 3 4
Port 1 2 3 4 5 6
Starboard 1 2 3 4 5 6
Dorsal 1 2 3 4 5 6
Ventral 1 2 3 4 5 6

INTERNALS

Bridge 1 2
Aux Bridge 1 2
Fire Control 1 2 3 4
Photons 1 2 3 4
Sensors 1 2
Armor 1 2 3 4 5 6
Cloak 1 2 3
Disruptors 1 2 3 4
Impulse 1 2 3 4               
Batteries 1 2 3 4 5 6 7 8
Warp 1 2 3 4 5 6 7 8 9

Boarding Parties: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45

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.

Romulan Star Empire

ROMULAN FF

SHIELD GENERATORS 1 2 3 4 5 6 7 (1 IN 10 NEEDED)

DORSAL SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12
VENTRAL SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12
PORT SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
STARBOARD SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
FORE SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
AFT SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

Hull

Fore 1 2
Aft 1
Port 1 2
Starboard 1 2
Dorsal 1 2
Ventral 1 2

INTERNALS

Bridge 1
Aux Bridge 1
Fire Control 1 2
Sensors 1
Armor 1
Cloak 1
Disruptors 1 2
Impulse 1 2           
Batteries 1 2
Warp 1 2

Boarding Parties: 1 2 3 4 5 6 7 8 9 10

Internal Damage Chart
Roll 1 dice

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

ROMULAN DD

SHIELD GENERATORS 1 2 3 4 5 6 7 (1 IN 10 NEEDED)

DORSAL SHIELDS: 1 2 3 4 5 6 7 8 8 9 10 11 12 13 14
VENTRAL SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14
PORT SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
STARBOARD SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
FORE SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
AFT SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Hull

Fore 1 2 3
Aft 1 2
Port 1 2
Starboard 1 2
Dorsal 1 2
Ventral 1 2

INTERNALS

Bridge 1
Aux Bridge 1
Fire Control 1 2 3 4
Plasma 1 2
Sensors 1
Armor 1 2
Cloak 1
Disruptors 1 2 3
Impulse 1 2 3           
Batteries 1 2 3
Warp 1 2 3

Boarding Parties: 1 2 3 4 5 6 7 8 9 10

Internal Damage Chart
Roll 1 dice

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

ROMULAN CL

SHIELD GENERATORS 1 2 3 4 5 6 7 (1 IN 10 NEEDED)

DORSAL SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
VENTRAL SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
PORT SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
STARBOARD SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
FORE SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
AFT SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Hull

Fore 1 2 3
Aft 1 2
Port 1 2
Starboard 1 2
Dorsal 1 2 3
Ventral 1 2 3

INTERNALS

Bridge 1
Aux Bridge 1
Fire Control 1 2
Plasma 1
Sensors 1
Armor 1 2 3
Cloak 1
Disruptors 1 2
Impulse 1 2              
Batteries 1 2 3
Warp 1 2 3

Boarding Parties: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Internal Damage Chart
Roll 1 dice

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

ROMULAN CA

SHIELD GENERATORS 1 2 3 4 5 6 (1 IN 10 NEEDED)

DORSAL SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
VENTRAL SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
PORT SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
STARBOARD SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
FORE SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
AFT SHIELD 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17

Hull

Fore 1 2 3 4
Aft 1 2
Port 1 2 3
Starboard 1 2 3
Dorsal 1 2 3 4
Ventral 1 2 3 4

INTERNALS

Bridge 1
Aux Bridge 1
Fire Control 1 2
Plasma 1
Sensors 1
Armor 1 2 3 4
Cloak 1 2
Disruptors 1 2
Impulse 1 2              
Batteries 1 2 3 4
Warp 1 2 3 4

Boarding Parties: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25

Internal Damage Chart
Roll 1 dice

1=Fire Control/Bridge/Auxiliary Bridge
2=Sensors
3=Armor/Cloak/Disruptors/Plasma Torpedo
4=Impulse
5=Batteries
6=Warp
If you roll a number for a system that is alreadydestroyed, you roll again.

ROMULAN DN

SHIELD GENERATORS 1 2 3 4 5 6 7 (1 IN 10 NEEDED)

DORSAL SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27
VENTRAL SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 1617 18 19 20 21 22 23 24 25 26 27
PORT SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29
STARBOARD SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29
FORE SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 28 29
AFT SHIELDS: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
19 20 21 22 23 24 25 26

Hull

Fore 1 2 3 4 5 6
Aft 1 2 3 4
Port 1 2 3 4 5
Starboard 1 2 3 4 5
Dorsal 1 2 3 4 5 6
Ventral 1 2 3 4 5 6

INTERNALS
Bridge 1 2
Aux Bridge 1 2
Fire Control 1 2 3 4
Plasma 1 2 3
Sensors 1 2
Armor 1 2 3 4 5 6
Cloak 1 2 3
Disruptors 1 2 3 4
Impulse 1 2 3 4               
Batteries 1 2 3 4 5 6 7 8
Warp 1 2 3 4 5 6 7 8 9

Boarding Parties: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40

Internal Damage Chart
Roll 1 dice

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



What is Fantasy Trek?
Not Just a Game. It's a Star Trek Experience
http://fantasytrek.blogspot.com

Appendix 8:Heavy Combat Template

Appendix 8: Heavy Combat Template

Federation

A) Roll []
A) Helm: Position/Movement[, /Speed]/[Course ]
A) Countermeasures/Reinforce shields/Cloak/Tractor/Repair: [ECM/ECCM()+retained][Reinforce shields()+retained]Tractor[pts] Repair[]
A) Tactical: Target[] Target Bearing[] Target Range[] Fire weapons [FWDphasers(x)+FWDphotons(x)+AFTphasers(x)+AFTphotons(x)]
A) Auxiliary Craft: Shuttle[ , /Speed]/[Course] Target[] Target Bearing[] Target Range[] Fire weapons [def phasers(x)]/(Fighter[ , /Speed]/[Course] Target[] Target Bearing[] Target Range[] Fire weapons [phasers(x)+photons(x)]

Coalition of Planets (Earth Starfleet)

A) Roll []
A) Helm: Position/Movement[, /Speed]/[Course ]
A) Countermeasures/Hull Plating/Grappler Lines/Repair: [ECM/ECCM()+retained]Hull Plating[()+retained]Grappler Lines []Repair[]
A) Tactical: Target[] Target Bearing[] Target Range[] Fire weapons [FWDphase cannons(x)+FWDphotonic torpedoes(x)+AFTphase cannons(x)+AFTphotonic torpedoes(x)]
A) Auxiliary Craft: Shuttle[ , /Speed]/[Course] Target[] Target Bearing[] Target Range[] Fire weapons [def phase cannons(x)]

Klingon Empire

A) Roll []
A) Helm: Position/Movement[, /Speed]/[Course ]
A) Countermeasures/Reinforce shields/Cloak/Tractor/Repair: [ECM/ECCM()+retained][Reinforce shields()+retained]Cloak[]Tractor[pts] Repair[]
A) Tactical: Target[] Target Bearing[] Target Range[] Fire weapons [FWDdisruptors(x)+FWDphotons(x)+AFTdisruptors(x)+AFTphotons(x)]
A) Auxiliary Craft: Shuttle[ , /Speed]/[Course] Target[] Target Bearing[] Target Range[] Fire weapons [def disruptors(x)]/(Fighter[ , /Speed]/[Course] Target[] Target Bearing[] Target Range[] Fire weapons [beam disruptors(x)+photons(x)]

Romulan Star Empire

A) Roll []
A) Helm: Position/Movement[, /Speed]/[Course ]
A) Countermeasures/Reinforce shields/Cloak/Tractor/Repair: [ECM/ECCM()+retained][Reinforce shields()+retained]Cloak[]Tractor[pts] Repair[]
A) Tactical: Target[] Target Bearing[] Target Range[] Fire weapons [Plasma charge / (x)][FWDdisruptors(x)+FWDphotons(x)+AFTdisruptors(x)+AFTphotons(x)]
A) Auxiliary Craft: Shuttle[ , /Speed]/[Course] Target[] Target Bearing[] Target Range[] Fire weapons [def disruptors(x)]/(Fighter[ , /Speed]/[Course] Target[] Target Bearing[] Target Range[] Fire weapons [beam disruptors(x)+photons(x)]

Appendix 7: Orbital Combat Map

Appendix 7: Orbital Combat Text Map

...1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
1__________________________________________
2__________________________________________
3__________________________________________
4__________________________________________
5__________________________________________
6___________________1______________________
7__________________________________________
8___________8_______________2______________
9__________________________________________
10______7_______________________3__________
11_________________________________________
12__________6_______________4______________
13_________________________________________
14__________________5______________________
15_________________________________________
16_________________________________________
17_________________________________________
18_________________________________________
19_________________________________________
20_________________________________________
21_________________________________________
22_________________________________________

Appendix 5: Sample Text-Based Tactical Map

Appendix 5: Sample Text-Based Tactical Map

....1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
1___________________________________________________
2___________________________________________________
3___________________________________________________
4___________________________________________________
5___________________________________________________
6___________________________________________________
7___________________________________________________
8___________________________________________________
9___________________________________________________
10__________________________________________________
11__________________________________________________
12__________________________________________________
13__________________________________________________
14__________________________________________________
15__________________________________________________
16__________________________________________________
17__________________________________________________
18__________________________________________________
19__________________________________________________

Appendix 4: Heavy Combat Rules

Appendix 4: Heavy Combat Rules

(note: these rules may be amended for balance or to take into account new ships/systems as the game advances. The game owner is the final judge in all rule-related questions)

For purposes of balance, a ship not equipped with directed energy weapons rolls two six-sided dice, while a ship with directed energy weapons rolls three. This is to ensure that non-directed energy weapon ships don't have a disproportionate amout of points with which to apply ECM or shield reinforcement.

Movement

Speeds are indicated in increments of one point. Players can use one rolled point to accelerate by one point of speed. Deccelerating akes no power. A speed of one moves your ship one unit per turn. One unit is roughly equal to the length of the ship. For purposes of play, different ships of the same class are assumed to be approximately the same length.

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, beam disruptors). Damage from torpedoes and packet disruptors are divided. If a ship fires photon or packet disruptor while rotating, damage is not split (because it tracks to the designated target).

Turn Ratios:

Used for turning on a map, or rotating in place. 1/1 means you can turn one shield facing in one turn. 1/2 means you can turn one shield facing in two turns, and so on.

Freighter (F) 1/1
Frigate (FF) 1/1
Destroyer (DD) 1/1
Light Cruiser (CL) 1/2
Heavy Cruiser (CA) 1/2
Dreadnought (DN) 1/4

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

Beam Disruptor/Phaser Rules:

Phasers and Beam Disruptors are omnidirectional
Max range is 10 (X.5)
Range 9 (X1)
Range 8 (X2)
Range 7 (X3)
Range 6 (X4)
Range 5 (X5)
Range 4 (X6)
Range 3 (X8)
Range 2 (X9)
Range 1 (X10)

Defensive Phaser Rules:
Phasers and Beam Disruptors are omnidirectional.
One point to fire. Roll for damage, Roll 1d6
Max range is 5 (X.5)
Range 4 (X1)
Range 3 (X2)
Range 2 (X3)
Range 1 (X4)
(damage totals ending in .5 round down)

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 unless otherwise specified in the STD (Starship Technical Database). Photons can track to port/starboard and ventral/dorsal arcs. Photon Torpedoes can be launched every other turn. Separate roll for photons. Roll once for 'to hit' (at range 8-10). Roll again for damage.

Range 1-3= X8 multiplier (Range 1=additional 1/4 damage to attacking ship). Always hits.
Range 4-7= X4 multiplier. Always hits.
Range 8-10= X2 multiplier. Needs 3-6 to hit.

Packet Disruptor Rules:
One point required to fire packet disruptors. Packet disruptors can track to port/starboard and ventral/dorsal arcs. Packet Disruptors can be launched every third turn. Separate roll for disruptors. Roll once for 'to hit' (at range 8-10). Roll again for damage.

Range 1-3= X8 multiplier. Always hits.
Range 4-7= X4 multiplier. Always hits.
Range 8-10= X2 multiplier. Needs 3-6 to hit.

Plasma Torpedo Rules:
Four points required to fire plasma torpedo, and 1 point per turn to maintain charge. (1 point per turn over four turns). Plasmas can track to all arcs. Plasmas always hit. Damage according to range chart. Plasma torpedo tracks to original target, moving three spaces per turn. Plasmas have a maximum range of 10, with damage potential diminishing as it goes. (For example, on the turn that a torpedo is launched, it travels 3 spaces. If it hits its target on that turn, the damage multiplier is X30. If it has to travel 3 more spaces to hit, its damage multiplier is X20. If it has to travel 3 spaces after that, damage multiplier is X15.)

Damage Multiplier:
Range 1-3= X30 (Range 1=additional 5pts damage to attacking ship).
Range 4-7= X20
Range 8-10= X15

(Note on Plasma defense: Batteries provide emergency warp power for burst of speed. Two spaces per turn. During use of emergency warp, no other actions possible. Each use of emergency warp depletes one battery.) At Range 5+, plasma's can be destroyed with ten pts damage from any weapon.

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 cannot remain cloaked for more than ten consecutive turns. 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 vessel while cloaked, and cloaking/decloaking. If opponent manages to hit cloaked vessel, damage goes straight to armor, hull and internals. Player rolls 6-sided die to simulate attacking ship's attempt to hit cloaked vessel. Roll of 1 is required on a 1d6 roll.

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, player rolls 6-sided die to simulate attacking ship's attempt to hit the opponent. Roll of 1 is required on a 1d6 roll.

If ship with 'experienced' rating has 10 points to devote to sensors, cloaked vessel can be 'flash' detected at range of 4, for that turn only. Targeting is possible for that turn only. 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 maneuver. Loss of half of impulse capacity means it takes twice as long to move. Turn ratio is doubled as well. Loss of warp capacity restricts you to 1 repair point per turn. Any other action requires repair of warp systems.

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 hits the shield facing the enemy. Due to the stress placed on the spaceframe, you can only move laterally every two turns. Same rule applies for HET (High Energy Turn). One battery can also be used for an HET. An HET allows the player to turn in any direction immediately. The same limitation placed on lateral moves also applies to HET's.

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 countermeasures takes two points. Countermeasures can last to a second turn if it isn't fired on. Then levels return to normal.

If a ship loses 3/4 of its internals, it is subject to catastrophic damage, calculated as such: (1d6):
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. If your calculation ends up at .5 or less, round down. .51 or up round up)

Shuttle/Fighter Rules:
Loss of shuttle bays prevents launch or recovery of shuttles/fighters. Shuttle's max speed is 4. Fighter's max speed is 3. Fed shuttles are armed with defensive phasers. Klingon/Romulan shuttles are armed with defensive beam disruptors. Shuttles can withstand 15 points damage. Federation fighters are armed with standard phaser and photon torpedo. Klingon/Romulan fighters are armed with standard beam disruptor and photon torpedo. Fighters can withstand 20 points of damage. Any attempt to target a shuttle or fighter is subject to 1-3 on a 1d6 roll to account for maneuverability of the small craft. ECM Support Shuttles generate a constant 5 point ECM support as long as they remain within three spaces of launching ship (or other ship, as designated by Command and Control ship. Maximum of four ECM Support Shuttles can be assigned to a single ship at a time.

Multipliers For Experience In Ground Combat/Boarding Party Action in ground or boarding party:

Presence of Captain adds a point to each die rolled
Presence of Security Chief adds a point to each die rolled
Presence of CMO removes 1pt damage per crew per round
Presence of Science Officer gets past system-specific security codes
Presence of Communications Officer translates any alien language

Benefits of Experience Points:

Five Points= "Experienced"
Ten Points= "Veteran"
Twenty-Five Points= "Elite"
Fifty Points= "Legendary"

Rewards for Experience Points:

"Experienced"
--Heavy Combat: Five 'Hero Points'*/Flash-Detect cloaked vessel at range four with 10 sensor points
--Basic Combat: Initial five points extra
--Ground Combat/Boarding Party: Extra 1d6 roll added to ranks
--All Game Types: One extra ship of Light Cruiser or lower class

"Veteran"
--Heavy Combat: Seven "Hero Points"*/Flash-Detect cloaked vessel at range four with 10 sensor points
--Basic Combat: Initial seven points extra
--Ground Combat/Boarding Party: Extra 2d6 rolls added to ranks
--All Game Types: One extra ship of equal or lower class

"Elite"
--Heavy Combat: Ten "Hero Points"*/Flash-Detect cloaked vessel at range four with 10 sensor points
--Basic Combat: Initial ten points extra
--Ground Combat/Boarding Party: Extra 3d6 roll added to ranks
--All Game Types: Two extra ships of equal or lower class

"Legendary"
--Heavy Combat: Fifteen "Hero Points"*/Flash-Detect cloaked vessel at range four with 10 sensor points
--Basic Combat: Initial fifteen points extra
--Ground Combat/Boarding Party: Extra 5d6 roll added to ranks
--All Game Types: Freedom to create as many ships as you can handle
--Game-wide access to contributing/editing scenarios
--Moderator status consideration

*"hero point"= one opportunity to turn faster, repair a system quicker by one turn, restore a shield box in a single turn, reload a photon or packet disruptor in a single turn. Essentially, any action that a more experienced crew (such as a 'miracle worker') could do quicker, you can do once by using a "hero point". Any disagreement about the use of a hero point will be decided by the owner or moderator.

Combat Veteran Intuition:
Any player who has conducted five heavy combat exercises has the ability to suspect the presence of a cloaked ship lying in wait. The method for this is for the combat veteran to roll a 1d6. A roll of 1-3 allows the veteran to fire randomly or simply maximize countermeasures without proof of any cloaked ships. An 'Experienced' rated player can also attempt to flash-detect using the appropriate rules. This comes into play in single-player games when a player is going against a cloaked opponent but shouldn't know that, or if an experienced player wishes a moderator to give them random surprises.

One experience point rewarded for:
--Five Heavy Combat engagements or
--Ten Basic Combat engagements or
--Five post-length (100+ words each) log entries
--Ten "What Are Your Orders, Captain?'", "Captain's Log", or other Command College exercises.

Appendix 3: Simplified Combat Table and Template

Appendix 3: Simplified Combat Table and Template

Defense Platform X1
Freighter X2
Frigate X4
Light Cruiser X8
Heavy Cruiser X12
Dreadnought X20
Carrier X22
Outpost X24
Shipyard X28
Starbase X60

Template:

IKS Ab'Qaff rolls: () o/d
RIS Praetor rolls: () o/d
Result:
IKS Ab'Qaff: damage
RIS Praetor: damage

Appendix 1: Ground Combat/Boarding Party Action Template

Appendix 1: Ground Combat/Boarding Party Action Template

"a" through "e" represent the members of the friendly away team. "a1" through "e1" represent the corresponding members of the enemy away team. Each team rolls a single six sided die per team member. Add additional letters as needed for larger away teams.

a) a1) .winner:
b) b1) .winner:
c) c1) .winner:
d) d1) .winner:
e) e1) .winner:

Appendix 2: Planetary Classifications/Random Planetary Missions

Appendix 2: Planetary Classifications/Random Planetary Missions

For planetary missions, roll for the planet type (4d6) then roll for random planetary missions.

Planet type roll goes as follows:

4d6 Roll

Roll: Classification Encountered
4: Class A
5: Class B
6: Class C
7: Class D
8: Class E
9: Class F
10: Class G
11: Class H
12: Class I
13: Class J
14: Class K
15: Class L
16: Class M
17: Class N
18: Class O
19: Class P
20: Class Q
21: Class R
22: Class S-T
23: Class Y
24: Comet

Classification explanations:

Class A Geothermal
Age: 0-2 billion years
Diameter: 1,000-10,000 km
Location: Ecosphere/Cold Zone
Surface: Partially Molten
Atmosphere: Primarily hydrogen compounds
Evolution: Cools to become Class C
Life-forms: None
Example: Gothos

Class B Geomorteus
Age: 0-10 billion years
Diameter: 1,00-10,000 kms
Location: Hot zone
Surface: Partially molten, high surface temperature
Atmosphere: Extremely tenous, few chemically active gases
Lifeforms: None
Example: Mercury

Class C Geoinactive
Age: 2-10 billion years
Diameter: 1,000-10,000 km
Location: Ecosphere/Cold zone
Surface: Low surface temperature
Atmosphere: Frozen
Life Forms: None
Example: Pluto, Psi 2000

Class D Asteroid/Moon
Age: 2-10 billion years
Diameter: 100-1,000 km
Location: Hot Zone/Ecosphere/Cold zone. Found Primarily in orbit of larger planets or in asteroid fields
Surface: Barren and cratered
Atmosphere: None or very tenous
Life forms: None
Example: Moon (Sol IIIa), Lunar V (Bajor VIIe)

Class E Geoplastic
Age: 0-2 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: Molten, high surface temperature
Atmosphere: Hydrogen compounds and reactive gases
Evolution: Cools to become Class F
Life forms: Carbon-cycle
Example: Excalbia

Class F Geometallic
Age: 1-3 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: Volcanic eruptions due to molten core
Atmosphere: Hydrogen compounds
Evolution: Cools to become Class G
Life forms: Silicon-based
Example: Janus IV

Class G Geocrystalline
Age: 3-4 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: Still crytallizing
Atmosphere: Carbon dioxide, some toxic gases
Evolution: Cools to become Class K,L, M, N, O or P
Life forms: Primitive single-celled organism
Example: Delta Vega

Class H Desert
Age: 4-10 billion years
Diameter: 8,000-10,000 km
Location: Hot Zone/Ecosphere/Cold Zone
Surface: Hot and arid, little or no surface water
Atmosphere: May contain heavy gases and metal vapors
Life forms: Drought- and radiation-resistant plants, animal life
Example: Rigel XII, Tau Cygna V

Class I Supergiant
Age: 2-10 billion years
Diameter: 140,000-10 million km
Location: Cold Zone
Surface: Tenuous, comprised of gaseous hydrogen and hydrogen compounds; radiates heat
Atmosphere: Zones vary in temperature, pressure and composition; water vapor may be present
Life forms: Unknown
Example: Q'tahL

Class J Gas Giant
Age: 2-10 billion years
Diameter: 50,000-140,000 km
Location: Cold Zone
Surface: Tenuous, comprised of gaseous hydrogen and hydrogen compounds; radiates some heat
Atmosphere: Zones vary in temperature, pressure and composition
Life forms: Hydrocarbon-based
Example: Jupiter, Saturn

Class K Adaptable
Age: 4-10 billion years
Diameter: 5,000-10,000 km
Location: Ecosphere
Surface: Barren, little or no surface water
Atmosphere: Thin, mostly carbon dioxide
Life forms: Primitive single-celled organisms; adaptable for humanoid colonization through the use of pressure domes
Example: Mars, Mudd

Class L Marginal
Age: 4-10 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: Rocky and barren, little surface water
Atmosphere: Oxygen/argon, high concentration of carbon dioxide
Life forms: Limited to plant life; suitable for humanoid colonization
Example: Indri VIII

Class M
Age: 3-10 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: Surface water abundant; if water covers more than 80%, planet is considered Class-O or Class-P
Atmosphere: Nitrogen, oxygen, trace elements
Life forms: Extensive vegetation, animal life, humanoids
Example: Earth, Vulcan, Cardassia Prime

Class N Reducing
Age: 3-10 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: High surface temperarure due to greenhouse effect; water exists only as vapor
Atmosphere: Extremely dense, carbon dioxide and sulfides
Life forms: Unknown
Example: Venus

Class O Pelagic
Age: 3-10 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: Liquid water covers 80% or more of surface area
Atmosphere: Nitrogen, oxygen, trace elements
Life forms: Aquatic vegetation, animal life, humanoids
Example: Argo

Class P Glaciated
Age: 3-10 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: Water Ice covers 80% or more of surface area
Atmosphere: Nitrogen, oxygen, trace elements
Life forms: Hardy vegetation, animal life, humanoids
Example: Exo III

Class Q Variable
Age: 2-10 billion years
Diameter: 4,000-15,000 km
Location: Hot Zone/Ecosphere/Cold Zone
Surface: Ranges from molten to water and/or carbon dioxideice, due to eccentric orbit or variable output of star
Atmosphere: Ranges from tenuous to very dense
Example: Genesis Planet

Class R Rogue
Age: 2-10 billion years
Diameter: 4,000-15,000 km
Location: Interstellar space, cometary halos
Surface: May be temperate due to geothermal venting
Atmosphere: Primarily volcanic outgassing
Life forms: Non-photosynthetic plants, animal life
Example: Dakala

Class S-T Ultraglacial
Age: 2-10 billion years
Diameter: 10-50 million km (Class S)
50-120 million km (Class T)
Location: Cold Zone
Surface: Tenuous, composed of gaseous hydrogen and hydrogen compounds; radiates considerable heat.
Atmosphere: Zones vary in temperature, pressure and composition; water vapor may be present
Life forms: Unknown

Class Y Demon
Age: 2-10 billion years
Diameter: 10,000-50,000 km
Location: Hot Zone/Ecosphere/Cold Zone
Surface: Temperature can exceed 500 degrees Kelvan
Atmosphere: Turbulent, saturated with toxic chemicals and thermionic radiation
Life forms: Mimetic

Location refers to the location within the solar system relative to the sun. Hot Zone is closest. Ecosphere is mid-range, most condusive to humanoid life. Cold Zone is furthest from the sun.

Random Planetary Missions:

These are the day-to-day missions that make up most of a starship crew's life. Just tell your story (in the form of your choice) in 100 to 2000 words. You'll be given a bare-bones description of your mission, and you flesh it out. Doesn't have to be a novel. The mission is chosen by a 3d6 roll.

3) Upon beaming down to the planet surface, your landing party vanishes.
4) Your landing party discovers a mysterious artifact on the planet.
5) A being, seemingly consisting of only energy communicates with the crew.
6) You discover somebody on the planet who can't possiby be there.
7) A member of the crew becomes trapped on the planet.
8) Time seems to be flowing backwards on the planet.
9) The Q entity (or other ultra-powerful being) causes mischief on the surface of the planet and in orbit.
10) You encounter an incredibly advanced civilization (optionally, there might be a primitive society existing side by side with them).
11) You meet a society that causes you to question whether or not to interfere with their development.
12) An inhabitant of the planet tries to take over your ship.
13) Members of your crew decide they want to be left behind on the planet.
14) Members of the crew start to act very strangely when you enter orbit.
15) The landing party finds itself back (seemingly) on it's homeworld. (Earth, Qo'noS, or whatever). But according to sensors on the ship, they're still where they were before.
16) The landing party discovers someone who desperately wants to be taken off the planet.
17) A seemingly abandoned device on the planet threatens to destroy the ship.
18) Create your own adventure...

Moderator's Note: you may have to stretch your imagination a bit. For example, you wouldn't necessarily expect to find sentient life on a comet. That's part of the challenge. Technobabble isn't the answer, and in real life mysteries are not always solved.

Fantasy Trek Introduction, Overview, and FAQ

Have you ever wanted a Star Trek game that took in all aspects of Trek? Strategic multi-fleet deployement in a long-term campaign. Fleet versus enemy fleet. Ship-to-ship combat. Boarding parties facing off in the heat of battle. Starships in deadly cat and mouse orbital combat. Troops on the ground defending planets from ruthless enemies. And, of course, solid story-telling that has always been at the heart of Star Trek. Fantasy Trek is all of that and more. Using your unique skills in the Trek universe, whether they are tactical or strategic combat or problem-solving and RPG story-telling, you contribute to a no-limits perpetual Star Trek universe. There is no cost, no software to install, and no minimum system requirements. Fantasy Trek is an imagination-based PBEMMORPG(Play By Email Massively Multiplayer Online RolePlaying Game) that uses maps and online documents (available at fantasytrek.blogspot.com), email, simple rules, and common six-sided dice (or a random number generator, also available at fantasytrek.blogspot.com).

Fantasy Trek is still gaining new levels and ways to play, but it has the potential to be a Star Trek game like you've never played before, because it is as intense and detail-oriented or casual as you like. It combines the idea of a writing/role-playing group with a quick-start, easy set-up dice-rolling game like Starfleet Battles. The more you play, the more experience points you get, and the better ship and more elite crew you command. While it is intended to be email-based, single-player rules are always included.

Quick Start Guide

To get started, answer the following questions:

Game Type:
Pure Combat
(Do you play for pure combat? You know that other events might decide the nature of that combat, but you just want to blow things up. And think about this: Do you like to micromanage combat, allocating power to personalize your attack/defence strategy, making combat a personal match of wits, or do you just like quick matches that can be over in minutes?)

Non-Combat
(You don't care about the combat. You like to write and you want to explore.)

Mix
(You appreciate both aspects of game play. You accept that the ship you love to write about may lose battles from time to time.)

Alignment:
Federation
Klingon
Romulan
Other (specify)

Ship name:

Command crew:
(You can stick to the TOS crew configuration of science officer, helm, navigator, communications officer, etc, or you can use the TNG idea of Operations Officer combining some duties.You can also customize your bridge crew configuration. You're the Captain)

Note: unless you have something else in mind, all players in this stage of the game get a Heavy Cruiser to start. The 'something else in mind' I mentioned is if you decide you want a mission-specific ship like a scout or police ship, which is likely to be a frigate or destroyer. Just remember that you might be limiting yourself in a case like that. And don't be intimidated by the need to create a command crew. If you're a story-teller, you're used to this, but it isn't necessary to start. And if you're in it for pure combat, the command crew is recommended but not necessary.

That is really all you need to start. I will happily walk any new players through the first few missions. If you are concerned that you don't have enough time to contribute, don't be. This game is as casual as you want. Exploring takes as much or as little time as you want. Write once a day or once a week. A hundred words or a thousand. The most intense level of this game, heavy combat takes a commitment of no more than one email a day. And even in that case, if you miss a day, it's forgivable. Even the moderator has a RL and the occasional computer issue. The game is turn-based. Combat results will be posted online daily. And if it still doesn't make sense, think of it like your favorite role-playing/writing group gathering for some table-top game playing.

General Description of Game
Fantasy Trek combines elements of writing/role-playing games (where people write together as the crew of a starship) with dice-rolling table-top games like Starfleet Battles to be an online, Play-By-Email, perpetual community where exploration and story-telling go hand-in-hand with exciting combat. Players can choose from Combat, Non-Combat, or Mixed game types, using the vast resources of Star Trek on the internet. All that is required to play is an internet connection, an email account, a simple text editor (like Wordpad) and six-sided dice. Combat players use simple rules and text-based STD's (Starship Technical Database's) to fight their way through conflict resulting from the exciting storyline. Non-Combat players will take command of their own starships and consult planetary classification and random planetary mission guides as they contribute to and expand the same storyline as the Combat players.

Combat Game
The Combat game in Fantasy Trek actually takes more than one form. If you like your combat fast and decisive, Simplified Combat is for you. Roll two six-sided dice and apply a multiplier depending on your class of ship. Allocate your available points between offense and defense, then see how you match up against your opponent. The simplified combat game is also great for large scale fleet engagements that otherwise might take weeks to resolve.

Heavy Combat incorporates rules for movement and electronic warfare, as well as offense and defense, and uses STD's (Starship Technical Database's) so that players can micromanage their ship-to-ship combat much like Starfleet Battles. Incorporating rules for boarding parties means that you can work outside of the box with hit and run raids or attempts to capture your enemy and keep your prize after the battle is over.

Ground Combat/Boarding Party
Part of the Combat Game involves beaming your crew down to a planet or on board an enemy starship. When that happens, a simple roll of the dice, using a simple text-based template, allows you to secure an area on a planet or, if you've led a team of security specialists onto an enemy ship to conduct hit and run raids to destroy vital systems or to capture the ship.

The rules are simple. If you are conducting combat on a planet's surface, the opposing player, (or the moderator, if you are facing an NPC) will state the number of opposing troops being utilized. The rules are nearly the same for boarding party actions. Shields must be down to allow transport (and they remain down for that turn). Each ship has a limited number of troops that can be used for defense (based on the STD). In the case of hit and run attempts, the attacker allocates the number of troops for each system being attacked, and the defending player (or moderator, in the case of an NPC) allocates defenders appropriately. In a capture attempt, it's every available attacker versus every available defender. The Ground Combat/Boarding Party Template explains the sequence of play.

No Combat
Almost every Star Trek game out there is big on combat but doesn't let you choose how to approach a challenge. Fantasy Trek fills that gap. If you're happier role-playing and writing, or if all the complex rules take the fun out of things, or you just don't enjoy combat, you can still take part in what is actually the most important part of Fantasy Trek. A good story is essential to any good game, and that is doubly true for Fantasy Trek. As an imaginative writer, you will have the opportunity to explore a limitless Trek universe, and, as you gain experience, take a more active roll in shaping the Fantasy Trek experience that other players share.

The Mixed Game
The Mixed game is the full Fantasy Trek experience. You create your crew, put them on a ship, and, as the storyline takes you (or you take the storyline!), explore and sometimes fight your way through a perpetual fan community-driven Star Trek universe. Just as most movies and episodes combine intriguing exploration with nail-biting combat, so does the Fantasy Trek Mixed game. As you gain experience through play, you'll have the opportunity to command fleets that chart the unknown reaches of the galaxy, or fight the good fight closer to home. You'll also have the chance to make major additions to the storyline.

How It All Works Together
Fantasy Trek combines the creativity of a writing/role-playing game with the excitement of a turn-based multilevel simulation game. Based on their own preferences, players can write an exciting ongoing storyline, maneuver and position fleets, go head to head with other starships, and/or lead teams of security specialists on away missions. Any level of Star Trek that you can imagine can be played. Players who want to do nothing but write can shape the perpetual storyline that combat fans fight their way through. And ambitious admirals can position pieces on a galactic gameboard as they gain more playing experience. And since the game is free and not licensed, resources from all the Trek-Information on the internet is fair game for players. That means that there is almost no limit to the resources available, or the directions the game can be taken. Fantasy Trek combines imaginative game playing, the vast resources of the internet, and solid story-telling that has always been at the heart of Star Trek. It is an unlimited perpetual Star Trek Experience.

So how does it all work together? When you sign up for Fantasy Trek, you'll first decide if you want combat, story-telling, or both. Then you'll get your ship and crew. If you just want to write, you can write your way into the storyline. If you enjoy combat, you'll soon find yourself going into combat that fits into and will eventually help to shape the storyline that everyone else is taking part in. As you play more, you gain experience points that allow combat players access to better ships, and all players a greater ability to shape the storyline. It may sound complicated, but it's really as simple as immersing yourself into everything you've always loved about Star Trek and joining a community that wants to do the same.

Command College
Command College gives players of all game types the ability to increase their experience points by demonstrating their tactical acumen and/or storytelling ability. Weekly challenges will come in two forms:

"What Are Your Orders, Captain?" is a tactical 'you make the call' challenge. You'll read a short scenario and have two possible solutions. Choose one, or suggest a third. Every entry gets one Command College point. Ten of those gets you an experience point. Here is a sample:

What Are Your Orders, Captain?

"Should I Stay Or Should I Go?"
Upon emerging from the chokepoint, the Agamemnon had firing
solutions drawn up to target the three attack ships waiting for it. The Galaxy Class ship was able to disable all three ships in moments, and was preparing to warp out of the system when a fourth threat presented itself. A mobile shipyard had apparently been hidden behind a cloaking barrier generated by the three KaVort'cha's. Power level scans showed that it was twelve hours from producing and launching another KaVort'cha. Further, it was estimated that another ship could be produced every twenty-four hours. Acknowledging that the Agamemnon could not destroy the shipyard by itself, Captain Decker quickly reasoned that they could either:

1) Attempt to board and disable the station with elite 'Hazard Team' forces, or,
2) Warp out and hope to return with a task force capable of destroying the shipyard and securing the vital Archer system.

While considering these, take into account that the three KaVort'cha's are only disabled. If the Hazard Team takes too long, the three ships could repair and threaten the Agamemnon again. Alternately, if the Agamemnon leaves the area, they'll have no idea of what to expect when they return. You may also suggest a third course of action.

"Captain's Log" is as simple as expanding a one or two line challenge into a log entry of at least one hundred words. Here's a sample:

The Challenge:
"Two Federation freighters emerged damaged and unescorted from the Antedan nebula"

The Log Entry:
(TOS era) USS Alexander Nevsky patrolling trade routes between Eminiar and Coridan. Captain Rasmussen recording. We picked up a scorched recorder/marker buoy that seems to come from the same area where the USS Abigail Adams disappeared last week. The Abigail Adams was escorting three freighters carrying medical supplies to treat plague victims on Coridan when it vanished. The two surviving freighters were gutted and drifting on momentum. Hopefully the recorder/marker will answer some questions.

Supplemental entry; The log recovered from the recorder marker left us with an even larger mystery. Two days before the Adams was destroyed, it encountered an unidentified ship that the computer designated as a frigate. After attempting to contact the frigate, the Adams suffered a massive computer malfunction that infected the tactical systems. With the crew incapable of preventing the tragedy, the computer on the Adams destroyed the frigate and began to fire at the freighters. The crew finally managed to disable computer control of weapons, but that resulted in a self-destruct sequence being triggered. At that point, the recorder/marker was deployed. It can only be assumed that the explosion pushed the two surviving but gutted freighters out of the nebula.

That's all there is to it. Each one gets you a Command College point, and ten Command College points get you one experience points.

Experience Points: How to Get Them and What They Get You

One experience point rewarded for:
Five Heavy Combat engagements or
Ten Basic Combat engagements or
Five post-length (100+ words each) log entries
Ten successful (your assessment matches the majority assessment) "What Are Your Orders, Captain?'", "Captain's Log", or other Command College exercises

Five Points= "Experienced"
Ten Points= "Veteran"
Twenty-Five Points= "Elite"
Fifty Points= "Legendary"

Rewards for Experience Points:
"Experienced"
Heavy Combat: Five 'Hero Points'*/Flash-Detect cloaked vessel at range four with 10 sensor points
Basic Combat: Initial five points extra
Ground Combat/Boarding Party: Extra 1d6 roll added to ranks
All Game Types: One extra ship of Light Cruiser or lower class

"Veteran"
Heavy Combat: Seven "Hero Points"*/Flash-Detect cloaked vessel at range four with 10 sensor points
Basic Combat: Initial seven points extra
Ground Combat/Boarding Party: Extra 2d6 rolls added to ranks
All Game Types: One extra ship of equal or lower class

"Elite"
Heavy Combat: Ten "Hero Points"*/Flash-Detect cloaked vessel at range four with 10 sensor points
Basic Combat: Initial ten points extra
Ground Combat/Boarding Party: Extra 3d6 roll added to ranks
All Game Types: Two extra ships of equal or lower class

"Legendary"
Heavy Combat: Fifteen "Hero Points"*/Flash-Detect cloaked vessel at range four with 10 sensor points
Basic Combat: Initial fifteen points extra
Ground Combat/Boarding Party: Extra 5d6 roll added to ranks
All Game Types: Freedom to create as many ships as you can handle
Game-wide access to contributing/editing scenarios
Moderator status consideration

*"hero point"= one opportunity to turn faster, repair a system quicker by one turn, restore a shield box in a single turn.

Multipliers For Experience In Ground Combat/Boarding Party Action
In ground or boarding party:
Presence of Captain adds a point to each die rolled
Presence of Security Chief adds a point to each die rolled
Presence of CMO removes 1pt damage per crew per round
Presence of Science Officer gets past system-specific security codes
Presence of Communications Officer translates any alien language

Just a disclaimer on the maps. Every map featured in Fantasy Trek comes downloaded from various sources on the internet. Most were previously posted, (by persons unknown) from scanned maps from the "Star Trek Starcharts". I take no credit for any of these, nor do I intend any copyright infringement. I have simply assembled previously posted material here for quick and easy reference.

FAQ

Q: Why are the stardates four-digit TOS stardates?
A: For convenience. In this case, the stardate doesn't refer to the date something takes place in the Star Trek universe. It refers to the date it takes place in Fantasy Trek. Therefore, an event that takes place on the TNG era can have the same date as something that takes place on the TOS era, or the ENT era. The format is mmyy.dd: September 22 2008 reads as 0908.22

Q: Okay, I want to play, but I don't know how to start.
A: Consult the Quick Start Guide, but here is a rundown. Pick an era (TOS, TNG, Voyager, ENT), pick a side, create a ship, and create a bridge crew. Decide what kind of game you want to play (combat, non-combat, mix). Pick a region of space. Plot your own course/mission, or request a mission within the perpetual storyline. If you want to simply write your adventures, you can do that. If you want to explore a planet, advise the moderator, and he'll point you in the right direction. If you want to go into combat, choose simplified or heavy. You can either roll and decide for both sides, or play against another player or the moderator. Go for it. Read the archives to see what we do, and really, it's just that easy. If you want to be surprised by things as you go through space, roll a die. You have a 50% chance of meeting another ship. If you do, you have a 50% chance of it being friendly. If it is friendly, you can decide to have combat drills. Roll to see what class of ship you're taking on. Roll 1 and it's Frigate. Roll 2 and it's a Destroyer. Roll 3 and it's a Light Cruiser. Roll 4 and it's a Heavy Cruiser. Roll 5 and it's a Dreadnought. Decide on Simplified or Heavy Combat. In addition, a cloaked sneak attack gives you one extra die to roll initially. That's when a bit of patience comes in. One roll per day minimum. More if both agree. And we're on the honor system. There's no point to cheating, because the only reward for winning is satisfaction.

Q: I can't post on the blog site.
A: Moderators post all log entries to the Blog site. It serves as a public archive. Members post log entries to the Yahoo Group. Members can also post on the blog site via the 'comment' feature.

Q: I hate the verification process for posting comments on the blog site.
A: Sorry. It helps to keep out spambots and other lower lifeforms.

Q: How fast do ships travel?
A: Not an issue here, really, at least while there are so few players. Space is big. If pressed, I'd say ten lightyears a day.

Q: Is this a game, or is it story-telling?
A: Both. Star Trek has always been about story-telling and exciting combat. This is the first game (that I know) that involves both. Both Combat and Non-Combat play gives you experience points, which can greatly enhance your game. For details, consult "Experience Points: How To Get Them And What To Do With Them".

Q: How many ships can I run at once?
A: Moderators can run as many as they like. The first five regular players to sign up can start with a maximum offive. After that, consult the Experience Points Table.

Q: What kind of ship do I start with?
A: Your first ship is a heavy cruiser.That provides you with enough muscle to learn your way around the galaxy. Of course, players are encouraged to try other classes. Things can get boring if there are nothing but heavy cruisers.

Q: I can't think of anything interesting for my ship to do.
A: Well, that's where creativity comes in. But if you're stuck, either say so (and we'll give you something to deal with), or encounter a planet and roll to pick out a random planetary mission.

Q: Random Planetary Missions?
A: Consult the Random Planetary Mission chart.

Q: Can I customize my own ship?
A: "Template" ships will soon be added to the Starship Library. They will contain basic spaceframes, with a few guidelines (to avoid the whole 'super-ship' trap) as for how many weapons ports and power restrictions. That will also form the basis of pirate and alien ships.

Q: What is the minimum level of participation?
A: There isn't one. Players are asked to do 'something' once a week minimum, and moderators are expected to keep a handle on things. But this is just a game, and we all have RL's, so there are no minimum participation standards. Do as much as you like and have time for.

Q: What if I think someone has cheated in a dice roll?
A: Since nothing can really be verified, the parties will (if they cannot reconcile the issue) not play together anymore. That should eliminate any serial-cheaters.

Q: What about Flame Wars?
A: There is a zero-tolerance policy for any flaming/verbal abuse/intolerance. If you hate it so much that you can't play nice, this isn't the place for you. If you've had a rotten day and posted without thinking, publicly apologize, and if the offended party forgives you, things will probably be okay. Everyone makes mistakes. On the other hand, if the owner decides that something justifiesimmediate removal, that can happen. And this isn't the place for politics/religion/chain emails. Remember that something that is great and/or important to you might offend someone else. They will be deleted. Anything like that should be privately emailed. Game related out-of-character posts (like questions/suggestions) are fine, but should include 'OOC' in the subject header.

Post Maintenance

I've deleted the mess that was the revised rule set. When I've fixed the formatting, I'll put it up and make an announcement. In the meantime, on the odd chance that anyone is actually playing, use the rules already posted.