Sunday, April 26, 2009

OT: RL Delays

RL has again kept things rather distracted here. Between a challenging work schedule, moving, and still being not entirely recovered from being sick, I haven't completed the weekly summary. I'll just add a quick nudge to members and say that the more player activity that goes on, the less I have to create for the summary, and writing one post of a hundred words a week would at this point just amaze me. And I know you folks can write.


Kapact

Friday, April 24, 2009

Updated Links

I have updated the links on the blogsite finally. All except for the STD link, because I'm in the process of reworking those.....


Kapact

Tuesday, April 21, 2009

Stardate 0409.21 IKS Ab'Qaff wa'Hom system Kri'staK Sector

I have received word that the mobile shipyard Lursor has completed its job of repairing, refiting and recrewing the captured Romulan warbird that I have christened the IKS Krayak. The Lursor will convert the two empty troop ships that supplied crews into a single refining station at the edge of wa'Hom's resource rich asteroid belt, and two auxiliary craft from the Lursor will serve as mining/freighter craft for the operation. I have advised the high council and recommended a regular convoy operation be initiated to bring wa'Hom's resources to the Empire. 

Our investigation of the debris field at the edge of the system has revealed a bit of a curiosity. While we expected and encountered planetary debris and cometary fragments, indicating cataclysmic events already in evidence in the system, we also found starship hull material that appears to be Vulcan in origin. What makes that interesting is the fact that quantum dating indicates that the hull material is more than two thousand years old. It is generally accepted that Vulcans were traveling the stars that far back, as the Romulans originated from that world. But I have never heard of any of those ships being found, especially in this unexplored corner of the alpha quadrant. No doubt their scientists will be eager to study the debris. After we're finished with it.


Fleet Action. Head-To-Head Bare Knuckles Naval Combat. Boarding Party Action. Solid Interactive Storytelling Like No Commercial Game Can Offer. How Much Star Trek Can You Handle?
Fantasy Trek. Not Just a Game. It's a Star Trek Experience
http://fantasytrek.blogspot.com
The Only Rebel Underground Star Trek PBEMMMORPG

Monday, April 20, 2009

No Summary This Time?

The moderator has been sick, so everyone has an extra week to work at the challenges from the last summary. He anticipates being back on track for the next scheduled summary :)

Kapact


Fleet Action. Head-To-Head Bare Knuckles Naval Combat. Boarding Party Action. Solid Interactive Storytelling Like No Commercial Game Can Offer. How Much Star Trek Can You Handle?
Fantasy Trek. Not Just a Game. It's a Star Trek Experience
http://fantasytrek.blogspot.com
The Only Rebel Underground Star Trek PBEMMMORPG

Wednesday, April 15, 2009

Advanced Heavy Combat Test Setup

I've just set up a practice heavy combat session with 3-D combat. That involves two text maps. One is the top-down view that you're used to. The other is an elevation map. So far, it looks nightmarish to keep track of. I've got two Fed destroyers lined up with advanced STD's to test the system. I can't see heavy combat getting much more complicated than this... except once boarding parties start beaming over on hit and run raids. Here's the beginning setup:

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 []
A) Helm: Position/Movement[6,4xE,M/Speed3]/[Course90x45 ]
A) Countermeasures/Reinforce shields/Cloak/Tractor/Repair: [ECM/ECCM()+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 []
B) Helm: Position/Movement[18,8xR,D /Speed3]/[Course270x225 ]
B) Countermeasures/Reinforce shields/Cloak/Tractor/Repair: [ECM/ECCM()+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:

And the advanced STD's:


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 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 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)



Fleet Action. Head-To-Head Bare Knuckles Naval Combat. Boarding Party Action. Solid Interactive Storytelling Like No Commercial Game Can Offer. How Much Star Trek Can You Handle?
Fantasy Trek. Not Just a Game. It's a Star Trek Experience
http://fantasytrek.blogspot.com
The Only Rebel Underground Star Trek PBEMMMORPG

Tuesday, April 14, 2009

Updated Rule Set

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


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.

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 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 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

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Appendix 6a: ENT STD'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.



Frigate (FF)


*


Coalition of Planets: Coto

*


Klingons: Berman (Warbird)

*


Romulans: Night Wing



Destroyer (DD)


*


Coalition of Planets: Beckett

*


Klingons: Kolikos

*


Romulans: Jarok



Light Cruiser (CL)


*


Coalition of Planets: Sloane

*


Klingons: Raptor

*


Romulans: T'Tara



Heavy Cruiser (CA)


*


Coalition of Planets: NX

*


Klingons: D-5, Bird of Prey

*


Romulans: Warbird, Lin'veel



Dreadnought (DN)


*


Coalition of Planets: Cochrane/Federation: Daedalus

*


Klingons: D-6 Battlecruiser

*


Romulans: D'Shoanna



Coalition of Planets 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



Armor:



Fore 1


Aft 1


Port 1


Starboard 1


Dorsal 1


Ventral 1



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


Tractors 1


Phasers 1


Impulse 1


Hanger Bay 1


Batteries 1 2 3


Warp 1 2 3



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


Additional Capture Defenses: 1 2 3 4 5



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.



Coalition of Planets 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



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 1


Aux Bridge 1


Fire Control 1 2 3


Photons 1 2


Sensors 1 2


Tractors 1


Phasers 1 2 3


Impulse 1


Hanger Bay 1


Batteries 1 2 3 4


Warp 1 2 3 4



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


Additional Capture Defenses: 1 2 3 4 5 6 7 8 9 10



Internal Damage Chart



Roll 1 dice


1=Fire Control/Bridge/Auxiliary Bridge


2=Sensors/Tractors


3=Phasers/Photons


4=Impulse/Impulse


5=Batteries


6=Warp Core


If you roll a number for a system that is already destroyed, you roll again.



Coalition of Planets 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



Armor:



Fore 1 2


Aft 1 2


Port 1 2


Starboard 1 2


Dorsal 1


Ventral 1



INTERNALS



Bridge 1


Aux Bridge 1


Fire Control 1 2 3


Photons 1 2


Sensors 1 2


Tractors 1 2


Phasers 1 2


Impulse 1 2


Hanger Bays 1


Batteries 1 2 3 4 5


Warp 1 2 3 4 5



Boarding Parties: 1 2 3 4 5 6 7 8 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.



Coalition of Planets 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



Armor:



Fore 1 2 3


Aft 1 2 3


Port 1 2 3


Starboard 1 2 3


Dorsal 1 2


Ventral 1 2



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


Tractors 1 2


Phasers 1 2


Impulse 1 2


Hanger Bays 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



Additional Capture Defenses: 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/Tractors


3=Phasers/Photons


4=Impulse/Hanger Bays


5=Batteries


6=Warp Core


If you roll a number for a system that is already destroyed, you roll again.



Coalition of Planets 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



Armor:



Fore 1 2 3 4


Aft 1 2 3 4


Port 1 2 3 4


Starboard 1 2 3 4


Dorsal 1 2 3 4


Ventral 1 2 3 4



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


Tractors 1 2 3 4


Phasers 1 2 3 4 5


Hanger Bays 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 1617 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40



Additional Capture Defenses: 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/Tractors


3=Phasers/Photons


4=Impulse/Hanger Bays


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



Armor:



Fore 1 2 3 4


Aft 1 2 3 4


Port 1 2 3 4


Starboard 1 2 3 4


Dorsal 1 2 3 4


Ventral 1 2 3 4



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


Tractors 1 2 3 4


Phasers 1 2 3 4 5


Hanger Bays 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 1617 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40



Additional Capture Defenses: 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/Tractors


3=Phasers/Photons


4=Impulse/Hanger Bays


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



Armor:



Fore 1 2


Aft 1


Port 1 2


Starboard 1 2


Dorsal 1 2


Ventral 1



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


Tractors 1


Cloak 1


Disruptors 1


Impulse 1 2


Hanger Bay 1


Batteries 1 2


Warp 1 2



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


Additional Capture Defenses: 1 2 3 4 5



Internal Damage Chart



Roll 1 dice


1=Fire Control/Bridge/Auxiliary Bridge


2=Sensors/Tractors


3=Cloak/Disruptors/Photons


4=Impulse/Hanger Bay


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



Armor:



Fore 1 2


Aft 1


Port 1 2


Starboard 1 2


Dorsal 1


Ventral 1



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


Tractors 1 2


Cloak 1


Disruptors 1 2 3


Impulse 1 2 3


Hanger Bay 1


Batteries 1 2 3


Warp 1 2 3



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


Additional Capture Defenses: 1 2 3 4 5 6 7 8 9 10



Internal Damage Chart



Roll 1 dice


1=Fire Control/Bridge/Auxiliary Bridge


2=Sensors/Tractors


3=Cloak/Disruptors/Photons


4=Impulse/Hanger Bays


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



Armor:



Fore 1 2


Aft 1 2


Port 1 2


Starboard 1 2


Dorsal 1 2


Ventral 1 2



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


Tractors 1 2


Cloak 1


Disruptors 1 2


Impulse 1 2


Hanger Bays 1


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


Additional Capture Defenses: 1 2 3 4 5 6 7 8 9 10



Internal Damage Chart



Roll 1 dice


1=Fire Control/Bridge/Auxiliary Bridge


2=Sensors/Tractors


3=Cloak/Disruptors/Photons


4=Impulse/Hanger Bays


5=Batteries


6=Warp


If you roll a number for a system that is already destroyed, 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



Armor:



Fore 1 2 3


Aft 1 2


Port 1 2 3


Starboard 1 2 3


Dorsal 1 2


Ventral 1 2



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


Tractors 1 2


Cloak 1 2


Disruptors 1 2


Impulse 1 2


Hanger Bays 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


Additional Capture Defenses: 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/Tractors


3=Cloak/Disruptors/Photons


4=Impulse/Hanger Bays


5=Batteries


6=Warp


If you roll a number for a system that is already destroyed, you roll again.



KLINGON CVC (Command Carrier)



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


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


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


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


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


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



Armor:



Fore 1 2 3 4


Aft 1 2


Port 1 2 3 4


Starboard 1 2 3 4


Dorsal 1 2 3


Ventral 1 2



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 3


Tractors 1 2 3


Cloak 1 2


Disruptors 1 2 3 4


Impulse 1 2 3 4


Hanger Bays 1 2 3 4 5


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


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



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


Shuttles (ECM support) 1 2 3 4 5 (Variable Mission) 1 2 3 4 5



Internal Damage Chart



Roll 1 dice


1=Fire Control/Bridge/Auxiliary Bridge


2=Sensors/Tractors


3=Cloak/Disruptors/Photons


4=Impulse/Hanger Bays


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



Armor:



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



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 3 4


Tractors 1 2 3 4


Cloak 1 2 3


Disruptors 1 2 3 4


Impulse 1 2 3 4


Hanger Bays 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


Additional Capture Defenses 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/Tractors


3=Cloak/Disruptors/Photons


4=Impulse/Hanger Bays


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



Armor:



Fore 1 2


Aft 1 2


Port 1 2


Starboard 1 2


Dorsal 1 2


Ventral 1 2



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


Tractors 1


Cloak 1


Disruptors 1 2


Impulse 1 2


Hanger Bay 1


Batteries 1 2


Warp 1 2



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


Additional Capture Defenses 1 2 3 4 5



Internal Damage Chart



Roll 1 dice


1=Fire Control/Bridge/Auxiliary Bridge


2=Sensors/Tractors


3=Disruptors/Cloak


4=Impulse/Hanger Bay


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



Armor:



Fore 1 2


Aft 1 2


Port 1 2


Starboard 1 2


Dorsal 1 2


Ventral 1 2



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


Tractors 1 2


Cloak 1


Disruptors 1 2 3


Impulse 1 2 3


Hanger Bays 1


Batteries 1 2 3


Warp 1 2 3



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


Additional Capture Defenses: 1 2 3 4 5



Internal Damage Chart



Roll 1 dice


1=Fire Control/Bridge/Auxiliary Bridge


2=Sensors/Tractors


3=Disruptors/Plasma/Cloak


4=Impulse/Tractors


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



Armor:



Fore 1 2


Aft 1 2


Port 1 2


Starboard 1 2


Dorsal 1 2


Ventral 1 2



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


Tractors 1 2


Cloak 1


Disruptors 1 2


Impulse 1 2


Hanger Bay 1


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


Additional Capture Defenses: 1 2 3 4 5 6 7 8 9 10



Internal Damage Chart



Roll 1 dice


1=Fire Control/Bridge/Auxiliary Bridge


2=Sensors/Tractors


3=Disruptors/Plasma/Cloak


4=Impulse/Hanger Bay


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



Armor:



Fore 1 2 3


Aft 1 2 3


Port 1 2 3


Starboard 1 2 3


Dorsal 1 2


Ventral 1 2 3



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


Tractors 1 2


Cloak 1 2


Disruptors 1 2


Impulse 1 2


Hanger Bays 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


Additional Capture Defenses: 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/Tractors


3=Disruptors/Plasma Torpedo/Cloak


4=Impulse/Hanger Bays


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



Armor:



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



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


Tractors 1 2 3 4


Cloak 1 2 3


Disruptors 1 2 3 4


Impulse 1 2 3 4


Hanger Bays 1 2 3


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


Additional Capture Defenses: 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/Hanger Bays


3=Disruptors/Plasma/Cloak


4=Impulse/Hanger Bays


5=Batteries


6=Warp


If you roll a number for a system that is already destroyed, you roll again.

Appendix 6b: TOS STD'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.



Frigate (FF)


*


Federation: Okinawa

*


Klingons: B'rel

*


Romulans: Gladius, Praex



Destroyer (DD)


*


Federation: Akula

*


Klingons: QuD (Insurrection)

*


Romulans: Warbird



Light Cruiser (CL)


*


Federation: Miranda

*


Klingons: Qa'HoS (Relentless)

*


Romulans: Legion, Bird of Prey



Heavy Cruiser (CA)


*


Federation: Constitution

*


Klingons: D-7, K'tinga

*


Romulans: D-7(K'Tinga)



Dreadnought (DN)


*


Federation: Federation

*


Klingons: Ber'taa

*


Romulans: War Eagle



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



Armor:



Fore 1


Aft 1


Port 1


Starboard 1


Dorsal 1


Ventral 1



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


Tractors 1


Phasers 1


Impulse 1


Hanger Bay 1


Batteries 1 2 3


Warp 1 2 3



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


Additional Capture Defenses: 1 2 3 4 5



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


Appendix 6c: TNG STD'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.



Frigate (FF)


*


Federation: Norway, Sabre

*


Klingons: B'rel

*


Romulans: Talon



Destroyer (DD)


*


Federation: Defiant

*


Klingons: K'Vort

*


Romulans: Shrike



Light Cruiser (CL)


*


Federation: Intrepid, Excelsior

*


Klingons: K'Tinga, Fek'lhr, KaVort'cha

*


Romulans: Hawk



Heavy Cruiser (CA)


*


Federation: Galaxy, Akira

*


Klingons: Vor'Cha

*


Romulans: Warbird (D'deridex)



Dreadnought (DN)


*


Federation: Sovereign

*


Klingons: Negh'Var

*


Romulans: Valedore



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



Armor:



Fore 1


Aft 1


Port 1


Starboard 1


Dorsal 1


Ventral 1



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


Tractors 1


Phasers 1


Impulse 1


Hanger Bay 1


Batteries 1 2 3


Warp 1 2 3



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


Additional Capture Defenses: 1 2 3 4 5



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



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 1


Aux Bridge 1


Fire Control 1 2 3


Photons 1 2


Sensors 1 2


Tractors 1


Phasers 1 2 3


Impulse 1


Hanger Bay 1


Batteries 1 2 3 4


Warp 1 2 3 4



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


Additional Capture Defenses: 1 2 3 4 5 6 7 8 9 10



Internal Damage Chart



Roll 1 dice


1=Fire Control/Bridge/Auxiliary Bridge


2=Sensors/Tractors


3=Phasers/Photons


4=Impulse/Impulse


5=Batteries


6=Warp Core


If 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



Armor:



Fore 1 2


Aft 1 2


Port 1 2


Starboard 1 2


Dorsal 1


Ventral 1



INTERNALS



Bridge 1


Aux Bridge 1


Fire Control 1 2 3


Photons 1 2


Sensors 1 2


Tractors 1 2


Phasers 1 2


Impulse 1 2


Hanger Bays 1


Batteries 1 2 3 4 5


Warp 1 2 3 4 5



Boarding Parties: 1 2 3 4 5 6 7 8 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



Armor:



Fore 1 2 3


Aft 1 2 3


Port 1 2 3


Starboard 1 2 3


Dorsal 1 2


Ventral 1 2



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


Tractors 1 2


Phasers 1 2


Impulse 1 2


Hanger Bays 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



Additional Capture Defenses: 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/Tractors


3=Phasers/Photons


4=Impulse/Hanger Bays


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



Armor:



Fore 1 2 3 4


Aft 1 2 3 4


Port 1 2 3 4


Starboard 1 2 3 4


Dorsal 1 2 3 4


Ventral 1 2 3 4



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


Tractors 1 2 3 4


Phasers 1 2 3 4 5


Hanger Bays 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 1617 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40



Additional Capture Defenses: 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/Tractors


3=Phasers/Photons


4=Impulse/Hanger Bays


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



Armor:



Fore 1 2


Aft 1


Port 1 2


Starboard 1 2


Dorsal 1 2


Ventral 1



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


Tractors 1


Cloak 1


Disruptors 1


Impulse 1 2


Hanger Bay 1


Batteries 1 2


Warp 1 2



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


Additional Capture Defenses: 1 2 3 4 5



Internal Damage Chart



Roll 1 dice


1=Fire Control/Bridge/Auxiliary Bridge


2=Sensors/Tractors


3=Cloak/Disruptors/Photons


4=Impulse/Hanger Bay


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



Armor:



Fore 1 2


Aft 1


Port 1 2


Starboard 1 2


Dorsal 1


Ventral 1



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


Tractors 1 2


Cloak 1


Disruptors 1 2 3


Impulse 1 2 3


Hanger Bay 1


Batteries 1 2 3


Warp 1 2 3



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


Additional Capture Defenses: 1 2 3 4 5 6 7 8 9 10



Internal Damage Chart



Roll 1 dice


1=Fire Control/Bridge/Auxiliary Bridge


2=Sensors/Tractors


3=Cloak/Disruptors/Photons


4=Impulse/Hanger Bays


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



Armor:



Fore 1 2


Aft 1 2


Port 1 2


Starboard 1 2


Dorsal 1 2


Ventral 1 2



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


Tractors 1 2


Cloak 1


Disruptors 1 2


Impulse 1 2


Hanger Bays 1


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


Additional Capture Defenses: 1 2 3 4 5 6 7 8 9 10



Internal Damage Chart



Roll 1 dice


1=Fire Control/Bridge/Auxiliary Bridge


2=Sensors/Tractors


3=Cloak/Disruptors/Photons


4=Impulse/Hanger Bays


5=Batteries


6=Warp


If you roll a number for a system that is already destroyed, you roll again.


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 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 9: Sector Map


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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.

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.

I've reviewed and revised the entire rule set to reflect the current state of the game (excluding the STD's, which are being updated). I've just attached them here, though I'm not sure how the blogsite will handle that. The next step will be to update the links and post the rules in the files section of the yahoo group.


Fleet Action. Head-To-Head Bare Knuckles Naval Combat. Boarding Party Action. Solid Interactive Storytelling Like No Commercial Game Can Offer. How Much Star Trek Can You Handle?
Fantasy Trek. Not Just a Game. It's a Star Trek Experience
http://fantasytrek.blogspot.com
The Only Rebel Underground Star Trek PBEMMMORPG