Friday, June 26, 2009

Simple Quadrant Conquest Update: Victory!

Victorious Klingon forces swept through withering Federation
resistance, destroying enemy convoys and sweeping the sector of the
blue menace.

Thursday, June 25, 2009

Simple Quadrant Conquest Update: March to Victory

Having crushed the Federation's economic power, the Klingon fleet faces no more than one ship per engagement, or two escorting a convoy. They have cleared the second system and expect to complete the quadrant soon and with little resistance.

Kapact

Tuesday, June 23, 2009

Simple Quadrant Conquest Update: The Tide Turns... For Good?

The Klingon fleet took down a second Fed convoy, limiting their fleet size to four. They are currently engaged against a third convoy. If they can bring down a fourth, they'll have dominated the battlefield beyond the Federation's ability to recover. Tthe secret was establishing a secure base and attacking the enemy's economic strength.


Kapact

Monday, June 22, 2009

Good Day to Be a Klingon

The Klingons are close to rebuilding their fleet, then they'll go convoy hunting. They won't be invulnerable, but they'll sure have the advantage by attacking the Fed's economic strength.

Kapact

Saturday, June 20, 2009

Simple Quadrant Conquest Update

The Klingons built another shipyard at system one to replace one that Federation forces had destroyed, and it is in the process of building a fourth Klingon ship. As it is, Federation forces can field no more than five ships at a time. As the Klingon CO, I'll try to sit it out in system one until I can field five ships, then go out and try to catch another convoy. If I can take another one, the Fed's defensive advantage will start to seriously degrade.


Kapact

Friends don't let friends pay to play Trek



Friday, June 19, 2009

Simple Combat Updates

In the Simple Quadrant Conquest, the Klingons built a shipyard in System One and was waiting while a replacement battlecruiser was being built. Just before the replacement for Klingon ship K2 launched, a fleet of four Federation starships showed up. They were destroyed, but they took the shipyard and the ship were destroyed. The Klingons took a chance, heading for open space, hoping for a convoy. New balanced rules state that 1) a shipyard can build replacement ships in three turns, and 2) for every enemy convoys destroyed, the potential size of enemy fleets decreases by one. One Klingon ship was lost, but a convoy and its two escorts were destroyed. So now the largest fleet the Feds can field is five. The thing is, it takes three ships to build a shipyard, and that's all the Klingons have. If they lose anymore, they're probably sunk. Unless they can take out three more convoys to even the odds.
And now that I'm pretty satisfied with this format, I'm going to use it on a large map. I've drawn it up on an Excel document, and I'll figure out the rules soon. Basically it's Klingons vs Feds, a large block of unclaimed territory, and a hard-to-get goal. Losses of convoys cost you the ability to field fleets, which limits your ability to project power. Line of sight is still required once you pass out of frendly territory. I'll keep you posted.

Kapact

Advanced Heavy Combat Round Two

This is the second run through of advanced heavy combat, along with all the documentation. I started to calculate the damage to the Resolute, which actually took less damage, then started to realize that I was wasting my time. The combat engine is valid and more realistic, but essentially you had two ships closing to kill range and opening up with very close rolls. In this case, I could have determined that it was a virtual tie and had boarding parties fight it out, as I did once before, but I decided that the purpose of the exercise was to test the advanced heavy combat, and that was done. Look for more tests and variations (such as barrel rolls) before I start to churn out the advanced STD's. I might also simplify the advanced heavy combat setup to make it less cumbersome to track.



1)
Position
....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________A__________________________________________
5___________________________________________________
6___________________________________________________
7___________________________________________________
8__________________________________B________________
9___________________________________________________
10__________________________________________________
11__________________________________________________
12__________________________________________________
13__________________________________________________
14__________________________________________________
15__________________________________________________
16__________________________________________________
17__________________________________________________
18__________________________________________________
19__________________________________________________
Elevation
.... A B C D E F G H I  J  K  L  M  N  O  P  Q  R  S  T  U
A___________________________________________________
B___________________________________________________
C___________________________________________________
D_________________________________B_________________
E___________________________________________________
F___________________________________________________
G___________________________________________________
H___________________________________________________
I___________________________________________________
J___________________________________________________
K___________________________________________________
L___________________________________________________
M_________A_________________________________________
N___________________________________________________
O___________________________________________________
P___________________________________________________
Q___________________________________________________
S___________________________________________________
T___________________________________________________
A) Roll [7]
A) Helm: Position/Movement[6,4xE,M/Speed4]/[Course90x45 ]
A) Countermeasures/Reinforce shields/Cloak/Tractor/Repair: [ECM/ECCM6(3)+retained] [Reinforce shields()+retained]Tractor[pts] Repair[]
A) Tactical: Target[B,FWDxVENT] Target Bearing[45x45] Target Range[12] 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)]
B) Roll [6]
B) Helm: Position/Movement[18,8xR,D /Speed3]/[Course270x225]
B) Countermeasures/Reinforce shields/Cloak/Tractor/Repair: [ECM/ECCM6(3)+retained] [Reinforce
shields()+retained]Tractor[pts] Repair[]
B) Tactical: Target[A,FWDxDORS] Target Bearing[315x000] Target Range[12] Fire weapons
[FWDphasers(x)+FWDphotons(x)+AFTphasers(x)+AFTphotons(x)]
B) 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)]
Results:
Damage to A:
Damage to B:

2)
Position
....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______________A____________________________________
5___________________________________________________
6___________________________________________________
7___________________________________________________
8___________________________B_______________________
9___________________________________________________
10__________________________________________________
11__________________________________________________
12__________________________________________________
13__________________________________________________
14__________________________________________________
15__________________________________________________
16__________________________________________________
17__________________________________________________
18__________________________________________________
19__________________________________________________
Elevation
.... A B C D E F G H I  J  K  L  M  N  O  P  Q  R  S  T  U
A___________________________________________________
B___________________________________________________
C___________________________________________________
D___________________________________________________
E___________________________________________________
F___________________________________________________
G__________________________B________________________
H___________________________________________________
I_________________A_________________________________
J___________________________________________________
K___________________________________________________
L___________________________________________________
M___________________________________________________
N___________________________________________________
O___________________________________________________
P___________________________________________________
Q___________________________________________________
S___________________________________________________
T___________________________________________________
A) Roll [6]
A) Helm: Position/Movement[10,4xJ,I/Speed4]/[Course90x45 ]
A) Countermeasures/Reinforce shields/Cloak/Tractor/Repair: [ECM/ECCM()+3retained] [Reinforce
shields()+retained]Tractor[pts] Repair[]
A) Tactical: Target[B,FWD] Target Bearing[45x45] Target Range[5] Fire weapons
[FWDphasers(5x6)+FWDphotons(3x4)+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)]
B) Roll [7]
B) Helm: Position/Movement[15,8xO,G /Speed3]/[Course270x225 ]
B) Countermeasures/Reinforce shields/Cloak/Tractor/Repair: [ECM/ECCM()+3retained] [Reinforce
shields()+retained]Tractor[pts] Repair[]
B) Tactical: Target[A,DORS] Target Bearing[45x215] Target Range[2] Fire weapons [FWDphasers(9x6)+FWDphotons(6x8)+AFTphasers(x)+AFTphotons(x)]
B) 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)]
Results:
Damage to A: destroyed
Damage to B: destroyed worse

A) FEDERATION DD USS Valiant
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 1718
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
Armor:
Fore 1 2
Aft 1 2
Port 1
Starboard 1
Dorsal 1
Ventral 1
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 (DORS)1
Aux Bridge (VENT)1
Fire Control (FWD, PORT, STBD)1 2 3
Computer Core (FWD)1
Photons (FWD) 1 (AFT) 1
Sensors (OMNI/FWD, AFT)1 2
Tractors (OMNI/VENT)1
Phasers (OMNI/FWD,AFT,DORS) 1 2 2
Impulse (DORS)1
Hanger Bay (AFT) 1
Transporters (DORS)1
Batteries (VENT)1 2 3 4
Warp (VENT)1 2 3 4
Warp Nacelles (Port) 1 2 (Starboard) 1 2
DORS: Bridge, Phaser 3, Transporter
VENT: Aux Bridge, Tractor, Batteries, Warp
FWD: Fire Control 1, Computer Core, Photon 1, Sensor 1, Phaser 1
AFT: Photon 2, Sensor 2, Phaser 3, Hanger Bay
PORT: Fire Control 2, Warp Nacelle 1
STBD: Fire Control 3, Warp Nacelle 2
Damage Chart:
(Roll) Result
DORS: (1,2)Bridge, (3,4)Phaser 3, (5,6)Transporter
VENT: (1,2)Aux Bridge, (3,4)Tractor, Batteries, (5,6)Warp
FWD: (1)Fire Control 1, (2)Computer Core, (3)Photon 1, (4)Sensor 1, (5,6)Phaser 1
AFT: (1)Photon 2, (2)Sensor 2, (3)Phaser 3, (4,5,6)Hanger Bay
PORT: (1,2,3)Fire Control 2, (4,5,6)Warp Nacelle 1
STBD: (1,2,3)Fire Control 3, (4,5,6)Warp Nacelle 2
Control Capable: CCS/ATC
Control Requisite: Sensors/Computer Core/Power or Aux Power(1 battery per turn)

B) FEDERATION DD USS Resolute
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
Armor:
Fore 1 2
Aft 1 2
Port 1
Starboard 1
Dorsal 1
Ventral 1
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 (DORS)1
Aux Bridge (VENT)1
Fire Control (FWD, PORT, STBD)1 2 3
Computer Core (FWD)1
Photons (FWD) 1 (AFT) 1
Sensors (OMNI/FWD, AFT)1 2
Tractors (OMNI/VENT)1
Phasers (OMNI/FWD,AFT,DORS) 1 2 3
Impulse (DORS)1
Hanger Bay (AFT) 1
Transporters (DORS)1
Batteries (VENT)1 2 3 4
Warp (VENT)1 2 3 4
Warp Nacelles (Port) 1 2 (Starboard) 1 2
DORS: Bridge, Phaser 3, Transporter
VENT: Aux Bridge, Tractor, Batteries, Warp
FWD: Fire Control 1, Computer Core, Photon 1, Sensor 1, Phaser 1
AFT: Photon 2, Sensor 2, Phaser 3, Hanger Bay
PORT: Fire Control 2, Warp Nacelle 1
STBD: Fire Control 3, Warp Nacelle 2
Damage Chart:
(Roll) Result
DORS: (1,2)Bridge, (3,4)Phaser 3, (5,6)Transporter
VENT: (1,2)Aux Bridge, (3,4)Tractor, Batteries, (5,6)Warp
FWD: (1)Fire Control 1, (2)Computer Core, (3)Photon 1, (4)Sensor 1, (5,6)Phaser 1
AFT: (1)Photon 2, (2)Sensor 2, (3)Phaser 3, (4,5,6)Hanger Bay
PORT: (1,2,3)Fire Control 2, (4,5,6)Warp Nacelle 1
STBD: (1,2,3)Fire Control 3, (4,5,6)Warp Nacelle 2
Control Capable: CCS/ATC
Control Requisite: Sensors/Computer Core/Power or Aux Power(1 battery per turn)

Advanced Heavy Combat

Remember Advanced Heavy Combat? I've run through a single engagement and unfortunately both ships closed simultaneously and destroyed each other with monstrous volleys. The system works and is only a bit more cumbersome to manage. I'll have another whack and try to work the combat moves a bit better.


Kapact

Thursday, June 18, 2009

Simple Quadrant Conquest Take Two Results

The second round is complete, and the second Klingon fleet wiped out quickly. Rules will be changed to allow shipyards to replace destroyed ships. And every enemy convoy destroyed decreases the potential size of enemy fleets. That should take care of the balance issue.

Kapact

Sunday, June 14, 2009

Simple Quadrant Conquest Round Two Update

The Klingon fleet established a shipyard in Fed system One and is working on one for system Two. K3 and K5 were destroyed, but the Feds took a much bigger beating. On the dev side, I've decided that once you have two shipyards, one of them can build ships. But it'll take five turns. Not that I'm trying to make it too easy, but I kind of realized that balance-wise it was a massacre waiting to happen. As it is, it'll be a challenge, since (so far), enemy ships don't need line of site. They can in out of nowhere. And I need to update my service record. There've been lots of simple combat engagements, and I'm looking forward tto that "Elite" rating.


Kapact

Progress on Second Simple Quadrant Conquest

The Klingon fleet lost a ship to the Feds at system one, but held off light Federation assalts whil constructing a shipyard. Right now a ship is being repaired before they move on toward open space. I'm going to attempt to make it through without building more ships. If the balance is still way off I'll change my mind. One interesting note. The ship being repaired during combat obviously can't fight, and if the shipyard is destroyed, the ship inside of it goes along with it.

Kapact

Tuesday, June 9, 2009

Simple Quadrant Conquest Conclusion

The first Simple Quadrant Conquest is complete. The four remaining Klingon heavy cruisers ran into four Fed heavy cruisers in system number two and were wiped out in a very tough  fight. I'll run it again, and build the shipyard first thing. If that doesn't balance the game, I'll look into allowing the shipyard to build new ships as long as a planet is held that can supply resources. That is as advanced as I want the simple conquest concept to be. I really want this part to be a simple, easy to play game. More complex is okay, but that would be for other incarnations.

Kapact

Sunday, June 7, 2009

Simple Quadrant Conquest Update

The fleet suffered a major setback in the open space between system one and two. K4 and K6 were destroyed by three FCA's. The three FCA's were destroyed, but the damage is done. The Klingon fleet needs three ships to build a shipyard, and that is the key to victory. Also, shipyards have a multiplier of 28, so they can do much to strengthen a side.

kapact

www.twitter.com/fantasy_trek

Saturday, June 6, 2009

Progress on Simple Quadrant Conquest

My Klingon fleet has met the challenge in System One of the Simple Quadrant Conquest. Ship number three was damaged (12/15 damage), but the fleet remained in system long enough for repairs to be made. I'll probably install two shipyards, at systems two and four. Assuming that all goes well. That should keep line of site going and give me plenty of places to repair. This is shaping up to be a simple execise that could lead to large scale campaigns.

Kapact
http://fantasytrek.blogspot.com
www.twitter.com/fantasy_trek

Friday, June 5, 2009

Simple Sector Conquest

Scenario

Game Type: Simple Combat

You start with a fleet of six heavy cruisers.

Your goal is to conquer and hold five systems. Each system(1 through 5) must be taken in order, as well as one area of open space between them.

See Rules for specifics.

Rules

System Conquest:
Roll 1d6 for size of enemy fleet. Then use appropriate simple combat template. All surviving ships retain damage but can move and fight until destroyed. They can only be repaired by remaining in place for two turns (subject to random enemy attack each turn) or by docking at shiyard for one turn.

Open Space:
All open space must be cleared.  
Random enemy convoy(s) must be stopped=at least 3/5
freighters destroyed, escorts (random, 1-2) destroyed or disabled (10/15 damage).

Enemy forces may be encountered in all open spaces. Roll for encounter (2/6 chance), Roll for size of enemy fleet(use same method as in-system combat).

Shipyard:
Shipyards are recommended. They can be built anywhere.
Three starships must remain in system or open space area for three turns to build shipyard. LOS (line of sight) must be maintained to use shipyard.  Shipyard subject to attack every other turn by random number of enemies. Shipyard has X28 multiplier.

If you want to register as a player, notify me through a comment on the blogsite. I recommend keeping a record of your games played, as they add up to experience points that enrich your gaming experience.

Simple Combat Rules

Here is an example of a one on one simple combat encounter, using single-player rules. Uses 1d6 (one six-sided die).

Roll for player one (IKS Devisor in this case). Use multiplier (X12 in this case). You must allocate Offense and Defense based on what you think player two will roll. Then roll for player two (USS Exeter) and allocate offense and defense accordingly. For the next turn, roll for player two first, then player one reacts. And so on and so forth. You are in effect rolling for both sides. (I've playtested this method extensively, and it works pretty good). Ships can take 15 points damage (until you gain sufficient experience for the
"Experienced" rating. Then you can sustain 20 points of damage. See the overview for more information). Damage sustained can be repaired at the rate of 1 point every fourth turn. Here is a sample of one simple combat round, with notes in parenthesis.

IKS Devisor rolls:12(I rolled a 1. and I'll use all of that for defense)  0o/12d
USS Exeter rolls:36 (I rolled a 3. and I've beaten the Devisor) 36o/0d
Result:
IKS Devisor destroyed
USS Exeter damage 0/15

It gets a bit more complicated when you're lining up several ships against several ships, but the principle is the same. Just keep in mind that you can designate targets and share defensive points, if for example you're defending a damaged ship. Here is a sample:

IKS K1 rolls:48  24(F1)o/24d
IKS K2 rolls:48  24(F1)o/24d
IKS K3 rolls:24  0o/24d
IKS K4 rolls:72  36(F2)o/36d
IKS K5 rolls:60  20(F2)20(F3)o/20d
IKS K6 rolls:48  24(F3)o/24d
USS F1 rolls:48 0o/48d
USS F2 rolls:36 36(K3)o/0d
USS F3 rolls:48 0o/48d
Result:
IKS K1 damage 0/20
IKS K2 damage 0/20
IKS K3 damage 12/20
IKS K4 damage 0/20
IKS K5 damage 0/20
IKS K6 damage 0/20
USS F1 damage 0/15
USS F2 destroyed
USS F3 damage 0/15

Simple Combat Templates

Against 1

IKS K1 rolls:  o/d
IKS K2 rolls:  o/d
IKS K3 rolls:  o/d
IKS K4 rolls:  o/d
IKS K5 rolls:  o/d
IKS K6 rolls:  o/d
USS F1 rolls: o/d
Result:
IKS K1 damage /
IKS K2 damage /
IKS K3 damage /
IKS K4 damage /
IKS K5 damage /
IKS K6 damage /
USS F1 damage /

Against 2

IKS K1 rolls:  o/d
IKS K2 rolls:  o/d
IKS K3 rolls:  o/d
IKS K4 rolls:  o/d
IKS K5 rolls:  o/d
IKS K6 rolls:  o/d
USS F1 rolls: o/d
USS F2 rolls: o/d
Result:
IKS K1 damage /
IKS K2 damage /
IKS K3 damage /
IKS K4 damage /
IKS K5 damage /
IKS K6 damage /
USS F1 damage /
USS F2 damage /

Against 3

IKS K1 rolls:  o/d
IKS K2 rolls:  o/d
IKS K3 rolls:  o/d
IKS K4 rolls:  o/d
IKS K5 rolls:  o/d
IKS K6 rolls:  o/d
USS F1 rolls: o/d
USS F2 rolls: o/d
USS F3 rolls: o/d
Result:
IKS K1 damage /
IKS K2 damage /
IKS K3 damage /
IKS K4 damage /
IKS K5 damage /
IKS K6 damage /
USS F1 damage /
USS F2 damage /
USS F3 damage /

Against 4

IKS K1 rolls:  o/d
IKS K2 rolls:  o/d
IKS K3 rolls:  o/d
IKS K4 rolls:  o/d
IKS K5 rolls:  o/d
IKS K6 rolls:  o/d
USS F1 rolls: o/d
USS F2 rolls: o/d
USS F3 rolls: o/d
USS F4 rolls: o/d
Result:
IKS K1 damage /
IKS K2 damage /
IKS K3 damage /
IKS K4 damage /
IKS K5 damage /
IKS K6 damage /
USS F1 damage /
USS F2 damage /
USS F3 damage /
USS F4 damage /

Against 5

IKS K1 rolls:  o/d
IKS K2 rolls:  o/d
IKS K3 rolls:  o/d
IKS K4 rolls:  o/d
IKS K5 rolls:  o/d
IKS K6 rolls:  o/d
USS F1 rolls: o/d
USS F2 rolls: o/d
USS F3 rolls: o/d
USS F4 rolls: o/d
USS F5 rolls: o/d
Result:
IKS K1 damage /
IKS K2 damage /
IKS K3 damage /
IKS K4 damage /
IKS K5 damage /
IKS K6 damage /
USS F1 damage /
USS F2 damage /
USS F3 damage /
USS F4 damage /
USS F5 damage /

Against 6

IKS K1 rolls:  o/d
IKS K2 rolls:  o/d
IKS K3 rolls:  o/d
IKS K4 rolls:  o/d
IKS K5 rolls:  o/d
IKS K6 rolls:  o/d
USS F1 rolls: o/d
USS F2 rolls: o/d
USS F3 rolls: o/d
USS F4 rolls: o/d
USS F5 rolls: o/d
USS F6 rolls: o/d
Result:
IKS K1 damage /
IKS K2 damage /
IKS K3 damage /
IKS K4 damage /
IKS K5 damage /
IKS K6 damage /
USS F1 damage /
USS F2 damage /
USS F3 damage /
USS F4 damage /
USS F5 damage /
USS F6 damage /

Odds Calculator (what to roll for what):

Number of attackers (1-6): 1d6 (number rolled=number of attackers)

Number of convoy escorts (1-2): 1d6 (1-3=1 CA escort, 4-6=2 CA escorts)

Chance of encountering enemy fleet in open space is 2/6: 1d6 (1 or 2=enemy fleet encountered in open space). Size of enemy fleet encountered: (1-6): 1d6 (number rolled=number of attackers)

I encourage you to keep a simple combat worksheet, to keep your templates clean and easy to use. Here's my latest::

IKS K1 rolls:48  24(F1)o/24d
IKS K2 rolls:48  24(F1)o/24d
IKS K3 rolls:24  0o/24d
IKS K4 rolls:72  36(F2)o/36d
IKS K5 rolls:60  20(F2)20(F3)o/20d
IKS K6 rolls:48  24(F3)o/24d
USS F1 rolls:48 0o/48d
USS F2 rolls:36 36(K3)o/0d
USS F3 rolls:48 0o/48d
Result:
IKS K1 damage 0/20
IKS K2 damage 0/20
IKS K3 damage 12/20
IKS K4 damage 0/20
IKS K5 damage 0/20
IKS K6 damage 0/20
USS F1 damage 0/15
USS F2 destroyed
USS F3 damage 0/15

Here is a record of the systems to mark your progress. I recommend keeping the records if you want to register.

1)wa
open space
2)cha
open space
3)wej
open space
4)loS
open space
5)vagh

If you've made it to this point, congratulations. Please feel free to pose any questions and/or comments. And remember, this is just a small part of Fantasy Trek.