Friday, December 31, 2010

Update: "Three Way" Starts, January Calendar Image Complete

"Three-Way" Campaign has been kicked off, by placing the following fleets at strategic locations on the map:


Federation Fleet One Tiberius Fleet (FTF)
Federation Fleet Two Constitution II Fleet (FCF)
Federation Fleet Three Intrepid Fleet (FIF)
Klingon Fleet One Etlh Fleet (KEF)
Klingon Fleet Two Klingon Black Fleet (KBF)
Klingon Fleet Three Kolikos Fleet (KLKF)
Romulan Fleet One D'Shoanna Fleet (RDSF)
Romulan Fleet Two Nightwing Fleet (RNF)
Romulan Fleet Three Donatra Fleet (RDF)

Objectives have also been amended to include recommendation of building shipyards. In the near future I will upload the turn sheet and map (both are Excel sheets) to Google Docs and post a link.

The January image for the 2011 Fantasy Trek has been completed. It'll be scanned soon and uploaded. It features a TNG-Era update of the TMP era Klingon Light Cruiser.

Wednesday, December 29, 2010

Walkthrough:"Assignment: Nelvada: Moderator"

(This is the initial introduction to the mission. It gives you enough information to get started. The player would respond by acknowledging the order, and upon arrival, making a diplomatic pitch the Nelvadan people. Base that upon the brief on the system and the situation. The pitch will most likely be short. Just an introduction, and offering to reach a mutually beneficial accomodation)


To: Kapact

The Nelvada are considering allying themselves with the Federation but there are complications. An alliance with another, unidentified power would make an alliance with the Federation impossible. Find out if an accomodation can be reached.

Here is a brief on the system:

Nelvada System
Background-
-Not a Federation member, but aware of other races and FTL travel. Not a prime directive issue
-equivalent tech/social level
-friendly
------------------------------------

Cost to purchase the newest Trek game-in-a-box: $50*
Cost every month to play the newest Trek game-in-a-box: $15*
Cost to upgrade your computer to play the newest Trek game-in-a-box: $200+*

Stretching your imagination with Fantasy Trek for free: Priceless...

*guesstimated

try it yourself @ http://fantasytrek.blogspot.com

Friday, December 24, 2010

Head to Head Sector Assalt Results, Simple and Casual Gaming Update

There has been a lot of work on Fantasy Trek, despite the deafening silence. The Head to Head Sector Assault that started way back on August 20th is finally finished. The Klingons again won the battle. Here are the final results:


Victory Conditions/Points- 16

Shipyards 5 (max)= 2
Fleet size= 9
Random Attack Fleet capacity= 5 (max)

To summarize, the Feds started out at System One, which was home to a Black Hole Accretion Disc. Their one and only shipyard was in System Two. Klingons started out at System Five, eventually building two shipyards. What did the most damage to the Fed side was a large random Klingon fleet that devastated Fed ship building efforts, as well as the loss of three Fed convoys, which limited their random fleet availability. The real deciding factor was the loss of Fed ship building efforts. And that was a matter of random chance.

Now I’m working on two projects. First off, I’m going to do more work on the casual gaming system, so that players preferring that can play more interesting and involved games like the Sector Assault. I am also getting ready to playtest a new campaign, sort of a re-do of the Fifty Points game that didn’t work. It is a simplified version, known simply as “Three-Way”, using a simplified version of the Fifty Points map. Here is an overview:

Each power starts with 3 fleets and three shipyards.
Objectives:

1) Establish 6 resource systems (RS)- requires 6 turn stay of 3 CA+ class to establish
2) Identify/occupy/defend 26 systems worthy of colonization (K,L,M+ type) (50/50 chance) to dominate map (at least half need to be in enemy territory
3) Establish/maintain LOS between RS and colonies in enemy territory
4) Designate/defend home system

I’ll post (hopefully) regular updates.

Thursday, December 9, 2010

Stardate 1210.09 USS Remillard Captain Bindi McKinnon

Encryption matrix Willstown Delta Three

As we get closer and closer to Tholian space, I find that I can no longer put off thinking about those disturbingly personal aspects of this otherwise historic mission. There is a reason that some of our records show an NX-01 Enterprise, and some show an NX-01 Yorktown. The same reason that two different sections of the Memory Alpha library complex show two different dates and circumstances of a 'disastrous' first contact with the Klingons. Based on exhaustive study of audio records in the 23rd century, Spock was known to be the first Vulcan in Starfleet, and yet, Ambassador T'Pol once served with distinction as a Starfleet officer on Enterprise NX-01. The seeming contradictions grow and grow as the years go on. Most people don't know anything about it, but the Department of Temporal Investigations has briefed me fully.

There was, or will be, something called a Temporal Cold War stretching from the 31st century back to the 22nd. As a result of that, as well as a mission that the Enterprise-E undertook to April 5th, 2063, we had the Enterprise NX-01 launching in 2155 and all of the changes that came with it. And involved heavily in that temporal cold war was the Suliban race, under the direction and sponsorship of a power that we believe to be future Romulans. There did eventually come a time when the Suliban finally abandoned their benefactors and sided entirely with the newly founded Federation, but were heavily punished by their one-time benefactors. Every world that the already nomadic Suliban had settles on was destroyed, and the surviving 33,000 Suliban were forced to flee.

It was fifty years later that Suliban bases, known as helixes began to be discovered in wildly random and remote places, and the Suliban began to flock to them as homes. Since then, the Federation has been actively but quietly worked to find more and more helixes for the Suliban to live on, and powers and races that would allow the Suliban to live in their neighborhoods. Two leading civilian proponents of Suliban refugee relief in the 24th century are descendants of two legendary names in Starfleet history. Sammy Jo Archer and Jamie Lynn Kirk are also good friends of mine, and they were investigating a reported massive Suliban helix in the Tholian homeworld (incredibly, at the request of the Tholians) when they disappeared. The Tholians have now demanded that Starfleet dispatch a sufficient force to find the two humans and the helix and remove all from their space.

While I am an advocate for any refugee, and I harbor none of the ill will that some still cling to against the Suliban for crimes and aggression by their ancestors in the 22nd century, I have to say that I have taken issue with some of the risk-taking that my two friends have engaged in up until now. While it is true that civilians can often go places and open doors that military or government members can not, they are also not afforded the some of the protection that fleet and ambassadors can offer.

This is a deeply personal matter for me, and I will admit that the sense of thrill and wonder and anticipation entering what has been until now forbidden Tholian space is deepply overshadowed by a very personal stake I have in this operation. It is extremely disquieting, and I am concerned that my sense of objectivity will be challenged along the way.

Friday, December 3, 2010

Stardate 1210.03 USS Remillard Captain Bindi McKinnon

As we get under way, moving away from the more densely populated neighborhood of the Apha Quadrant and towards Tholian space, I've read my sealed orders and delayed thinking about the disturbing personal aspect of my assignment by finally settling on a motto for the Remillard. This is something that I've thought long and hard about. I resisted the urge to hurry this decision, because the motto will remain after I've moved on. I've come up with something that seems apt for our first mission, and will hopefully provide some inspiration for future crews and captains. The words of Joan of Arc:

"One life is all we have and we live it as we believe in living it. But to sacrifice what you are and to live without belief, that is a fate more terrible than dying..."

Thursday, December 2, 2010

Friday, November 26, 2010

Stardate 1110.26 USS Remillard Captain Bindi McKinnon

Personal log. The Remillard and accompanying fleet is cleared to travel to Tholia under sealed orders. Nobody has ever been to Tholia, and I am leading a fleet there. "Boldly Go" just doesn't cover it, folks...

Monday, November 22, 2010

Stardate 1110.22 USS Remillard Captain Bindi McKinnon

Meetings meetings meetings. Who ever knew launching a starship was so filled with meetings? You'd think it was just a matter of sitting in the chair and saying "engage" or "ahead warp factor one" or "take us out, straight and steady"

Friday, November 12, 2010

Stardate 1110.12 USS Remillard Captain Bindi McKinnon

Kept the captains of all of those ships waiting for ten days, recovering from an infection picked up in Darwin. Now I have to double time it to catch up.

Friday, November 5, 2010

November Calendar Image: "Homestead Class Colony Ship"

 

The Homestead Class Colony Ship is based on a Galaxy-Class frame, but the saucer has had a pre-fabricated city set into it. When the ship reaches a colony, the saucer detaches from the rest of the ship and descends into the atmosphere, finally depositing the colony module at a predetermined location. The saucer then returns to orbit and reattaches to the stardrive. The stardrive section has a single internally-mounted warp nacelle.

Tuesday, November 2, 2010

Stardate 1110.02 USS Remillard Captain Bindi McKinnon

After waiting almost a week, the Cyclone pod got picked up by a strong cyclone that picked it up and carried it for an hour before throwing it about three kilometers to the west. I was completely protected, and my suit recorded plenty of interesting data. This bodes well for the job I'm told we'll be undertaking in Tholian space. Once I'd made it back into town, I was advised that I'd be meeting with captains of the following heavy cruisers:

USS Port Moresby
USS Matalava
USS Eridanni
USS Alice Springs
USS Endeavor

Friday, October 29, 2010

Stardate 1010.29 Captain Bindi McKinnon USS Remillard

The Remillard completed low intensity warp trials successfully, making its first trip beyond the Oort Cloud and back. And conditions for a cyclone here in Darwin are excellent. I'll be standing by in a pod with a sensor/telemetry suit on to record every minute. If I survive. If not, I estimate at least another week for them to pick out another captain.

Tuesday, October 26, 2010

Personal Log Captain Bindi McKinnon USS Remillard Stardate 1010.26

Notification that the USS Remillard docked at Justman/Eaves shipyards arrived as I'd left for Darwin. Admiral Smith is angry that it won't be ready to depart for a week. But I arranged a month ago with Admiral Tsolinas to open the weathernet here to allow for testing of the cyclone pod. If conditions on Tholia are as promised, we'll need to know if these pods can handle it. So Australia will have its first cyclone in a century, and if all goes well, I'll be there to document it. From the inside.

Monday, October 25, 2010

Special Update: Fifty Points, Head to Head Sector Assault, DusaQ VeS

Fantasy Trek is still alive and well... just suffering a bit...

I find myself again explaining a gap in updates. That's the thing about RL, and as long as there are no hordes of registered players I'm not going to torture myself over it..




Fifty Points:



RIP Fifty Points. Too many rules, and the slow pace and massive record keeping made it too much burden and not enough fun. I am working on an excel-based version, with fewer rules, and hopefully simplified record keeping. I'll most likely post any results on google docs with a summary and link here.



DusaQ VeS is on life support. The lesson is that when you start to play a game that isn't fully written, you run the risk of losing the thread before you finish. So DusaQ VeS may be taking a hiatus.



Head to Head Sector Assault is getting ready for a major clash up as two fully formed RPG fleets approach each other. They also fave shipyards and reserve fleets waiting. The battle for system 3 will most likely determine the eventual winner, and that battle is just a few turns from now. Here are turns 18 through 24:



Turn 18)

(0910.21)

System 2: Nebula Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) on station Constitution II FCF-FCA1 Joseph Butler FCF-FCA2 Ramilles FCF-FCA3 on station. FSY1- Construct Farragut FCF-FCA4 Turn 3/3: contact 4 KCA's *won toss. 4 KCA's destroyed. No damage to Feds.



System 5: nebula etlh' EF-KCA1 Km'bell EF-KCA2 Amar EF-KCA3 tIQ'Ghob EF-KCA4 qapaQ EF-KCA5 on station KSY1- Construct S'Tzu EF-KCA6 1/3: contact 5 FCA's *lost toss 5 FCA's destroyed. Klingons undamaged.



System 4: nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) construct KSY2 1/3: Contact 1 FCA. FCA destroyed. No damage to Klingons.



Turn 19)

(0910.25)

System 2: Nebula Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) on station Constitution II FCF-FCA1 Joseph Butler FCF-FCA2 Ramilles FCF-FCA3 Farragut FCF-FCA4 on station. FSY1- Construct Yorktown FCF-FCA5 Turn 1/3: no contact



System 5: nebula etlh' EF-KCA1 Km'bell EF-KCA2 Amar EF-KCA3 tIQ'Ghob EF-KCA4 qapaQ EF-KCA5 on station KSY1- Construct S'Tzu EF-KCA6 2/3: contact: 5 FCA's *won toss. 5 FCA's destroyed. Klingons undamaged



System 4: nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) construct KSY2 2/3: no contact



Turn 20)

(1010.02)

System 2: Nebula Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) on station Constitution II FCF-FCA1 Joseph Butler FCF-FCA2 Ramilles FCF-FCA3 Farragut FCF-FCA4 on station. FSY1- Construct Yorktown FCF-FCA5 Turn 2/3: no contact



System 5: nebula etlh' EF-KCA1 Km'bell EF-KCA2 Amar EF-KCA3 tIQ'Ghob EF-KCA4 qapaQ EF-KCA5 on station KSY1- Construct S'Tzu EF-KCA6 3/3: no contact



System 4: nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) construct KSY2 3/3: no contact



Turn 21)

(1010.02)

System 2: Nebula Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) on station Constitution II FCF-FCA1 Joseph Butler FCF-FCA2 Ramilles FCF-FCA3 Farragut FCF-FCA4 on station. FSY1- Construct Yorktown FCF-FCA5 Turn 3/3: no contact



System 5: nebula etlh' EF-KCA1 Km'bell EF-KCA2 Amar EF-KCA3 tIQ'Ghob EF-KCA4 qapaQ EF-KCA5 S'Tzu EF-KCA6 departs for open space. KSY1- idle



System 4: nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) on station KSY2 idle



Turn 22)

(1010.07)

System 2: Nebula Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) departs for open space Constitution II FCF-FCA1 Joseph Butler FCF-FCA2 Ramilles FCF-FCA3 Farragut FCF-FCA4 Yorktown FCF-FCA5 on station. FSY1- Construct Hood FCF-FCA6 Turn 1/3: contact 6 KCA's. 6 KCA's destroyed. Feds undamaged.



Open Space (System 5-System 4): nebula etlh' EF-KCA1 Km'bell EF-KCA2 Amar EF-KCA3 tIQ'Ghob EF-KCA4 qapaQ EF-KCA5 S'Tzu EF-KCA6 arrives.



System 4: nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) on station KSY2 idle



Turn 23)

(1010.12)

System 2: Nebula Constitution II FCF-FCA1 Joseph Butler FCF-FCA2 Ramilles FCF-FCA3 Farragut FCF-FCA4 Yorktown FCF-FCA5 on station. FSY1 damage 32/35- Construct Hood FCF-FCA6 Turn 2/3: Contact: 5 KCA's *lost toss 5 KCA's destroyed. Feds undamaged.



Open Space (System 2-System 3) Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) arrives. Convoy search? Contact: Kfr 1-5, KCA1. *won toss. Kfr 1-5, KCA1 destroyed. Feds undamaged. Klingon random fleet disadvantage at -1.



Open Space (System 5-System 4): nebula etlh' EF-KCA1 Km'bell EF-KCA2 Amar EF-KCA3 tIQ'Ghob EF-KCA4 qapaQ EF-KCA5 S'Tzu EF-KCA6 departs.



System 4: nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) departs for open space KSY2 idle.



Turn 24)

(1010.15)

System 2: Nebula Constitution II FCF-FCA1 Joseph Butler FCF-FCA2 Ramilles FCF-FCA3 Farragut FCF-FCA4 Yorktown FCF-FCA5 on station. FSY1 Construct Hood FCF-FCA6 Turn 3/3: no contact



System 3) Asteroid field heavy. Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) arrives. contact: 2 KCA's 2 KCA's destroyed. Feds undamaged.



System 4): nebula. etlh' Fleet KEF KCA (EF-KCA1 Km'bell EF-KCA2 Amar EF-KCA3 tIQ'Ghob EF-KCA4 qapaQ EF-KCA5 S'Tzu EF-KCA6) arrives. KSY2 idle.



Open Space (System 4-System 3): Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) arrives. Search for convoy: no contact

Tuesday, October 5, 2010

October Calendar Image

The Fantasy Trek October 2010 Calendar image is a fleet of Klingon “Etlh” Class Heavy Cruisers  taking aim at a Tholian starbase hidden in an asteroid field…

Sunday, September 19, 2010

Head to Head Sector Assault Stardate 0910.19

Klingons counter attack!

Klingon Kolikos Fleet attacks, captures Federation convoy, returning lost economic strength while undercuttung Federation advances and weakening their economic power.

Turn 12)


(0910.05)

System 2: Nebula Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) on station Constitution II FCF-FCA1 on station. FSY1- Construct Joseph Butler FCF-FCA2 Turn 2/3 Contact: 4 KCA's *lost toss. KCA1-4 vs Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6 Constitution II FCF-FCA1 FSY1. KCA1-4 destroyed. Feds undamaged



System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) on station. etlh' EF-KCA1 Km'bell EF-KCA2 on station KSY1- Construct Amar EF-KCA3 3/3 Contact: No contact



Turn 13)

(0910.12)

System 2: Nebula Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) on station Constitution II FCF-FCA1 on station. FSY1- Construct Joseph Butler FCF-FCA2 Turn 3/3 Contact: 5 KCA's. *won toss. KCA1-5 vs Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6 Constitution II FCF-FCA1 FSY1. 5 KCA's destroyed. Feds undamaged.



System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) on station. etlh' EF-KCA1 Km'bell EF-KCA2 Amar EF-KCA3 on station KSY1- Construct tIQ'Ghob EF-KCA4 1/3 Contact: 1 FCA. *won toss. Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6 etlh' EF-KCA1 Km'bell EF-KCA2 Amar EF-KCA3 KSY1 vs FCA1. FCA1 destroyed. Klingons undamaged.



Turn 14)

(0910.14)

System 2: Nebula Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) on station Constitution II FCF-FCA1 Joseph Butler FCF-FCA2 on station. FSY1- Construct Ramilles FCF-FCA3 Turn 1/3 Contact: no contact



System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) on station. etlh' EF-KCA1 Km'bell EF-KCA2 Amar EF-KCA3 on station KSY1- Construct tIQ'Ghob EF-KCA4 2/3 Contact: no contact



Turn 15)

(0910.14)

System 2: Nebula Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) on station Constitution II FCF-FCA1 Joseph Butler FCF-FCA2 on station. FSY1- Construct Ramilles FCF-FCA3 Turn 2/3 Contact: no contact



System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) on station. etlh' EF-KCA1 Km'bell EF-KCA2 Amar EF-KCA3 on station KSY1- Construct tIQ'Ghob EF-KCA4 3/3 Contact: 2 FCA's. *won toss. Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6 etlh' EF-KCA1 Km'bell EF-KCA2 Amar EF-KCA3 KSY1 vs FCA1,2. FCA1,2 destroyed. Klingons undamaged. Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) move to open space.



Turn 16)

(0910.14)

System 2: Nebula Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) on station Constitution II FCF-FCA1 Joseph Butler FCF-FCA2 on station. FSY1- Construct Ramilles FCF-FCA3 Turn 3/3 Contact: No contact



System 5: nebula etlh' EF-KCA1 Km'bell EF-KCA2 Amar EF-KCA3 tIQ'Ghob EF-KCA4 on station KSY1- Construct qapaQ EF-KCA5 1/3 contact: No contact



Open Space (System 5-System 4): Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) search for convoy. Contact: Contact: Ffr1-5, FCA1 Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6 vs Ffr1-5, FCA1 *lost toss. Ffr1,4,5 captured. FCA, Ffr2,3 destroyed. Thok'mak KLKF-KCA3 damage 30/35. Other Klingons undamaged. Federation Random Fleet Disadvantage at -1. Klingon Random Fleet Disadvantage at 0.



Turn 16)

(0910.14)

System 2: Nebula Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) on station Constitution II FCF-FCA1 Joseph Butler FCF-FCA2 Ramilles FCF-FCA3 on station. FSY1- Construct Farragut FCF-FCA4 Turn 1/3 Contact: 1 KCA. KCA destroyed. No damage to Feds,



System 5: nebula etlh' EF-KCA1 Km'bell EF-KCA2 Amar EF-KCA3 tIQ'Ghob EF-KCA4 on station KSY1- Construct qapaQ EF-KCA5 2/3 contact: no contact



Open Space (System 5-System 4): Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 damage 30/35 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) remain in place for repair 1/2 contact: 4 FCA's *won toss. 4 FCA's destroyed. Thok'mak KLKF-KCA3 destroyed. Kolikos Fleet departs for system 4.



Turn 17)

(0910.18)

System 2: Nebula Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) on station Constitution II FCF-FCA1 Joseph Butler FCF-FCA2 Ramilles FCF-FCA3 on station. FSY1- Construct Farragut FCF-FCA4 Turn 2/3 Contact: 1 KCA. KCA destroyed. No damage to Feds.



System 5: nebula etlh' EF-KCA1 Km'bell EF-KCA2 Amar EF-KCA3 tIQ'Ghob EF-KCA4 on station KSY1- Construct qapaQ EF-KCA5 3/3 contact: No contact.



System 4: nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) arrives contact: 2 FCA's. *lost toss. 2 FCA's destroyed. Klingons undamaged.

Thursday, September 16, 2010

Star Trek Enterprise Retro-Spective "Silent Enemy"

Courtesy of the Drexfiles. No Copoyright infringement intended.
Silent Enemy is another very simple episode. After launching two subspace comm relays, Enterprise encounters a mysterious that refuses communications. This prompts Archer to turn the ship around and head for Jupiter Station to fully install Enterprise's phase cannons. Trip and Malcolm Reed decide to get the work done themselves quicker, which they manage to. While all of this going on, Hoshi is using the new subspace amplifier to contact Malcolm's friends and families to find out his favorite food for his upcoming birthday. The mysterious alien returns several times, scanning the ship and eventually boarding it to run invasive scans on two crewmen. They eventually get the phase cannons online and fight off the alien, and Hoshi learns that Malcolm likes pineapples. Everyone lives happily ever after, except for the aliens, who remain mysterious.


That is "Silent Enemy". It is cool, kind of creepy, and effectively shows the evolving state of the ship and crew at this still early phase of the show. I like the fact that they care about the crew enough to go to an effort to make him a special birthday meal. I also actually appreciated the fact that they hadn't installed the phase cannons, and that they channeled them through the impulse engines to increase power, in a precursor to TMP channeling phaser power through the warp drive. But there are also notable issues.

In TOS (approximately 100 years later), they didn't have real-time communications with Earth. Now they do. This is one of several instances where a technology is readily available on Enterprise but not on TOS. Sloppy, folks. 'Stealth' technology (cloaking even, later on in the series), Phase pistols before lasers. Romulans with warp drive. Some of that is excusable, most is not. This is not a condemnation of Enterprise, or of this episode. But it has its faults.

I liked the idea of these mysterious baddies, but I would have liked to have known who they were and what their agenda was. Was this episode a seed of sorts for a future episode that never happened? I like to think so. In the end, I can live with the faults of "Silent Enemy" and recommend it as a well done and creepy, if imperfect episode. It gets a definite but conditional thumbs up.

Next Up: "Dear Doctor"

Tuesday, September 14, 2010

Summary of Events Stardate 0910.14

"DusaQ VeS"




DusaQ VeS is suffering the effects of an extended writer's block. Plain and simple, folks. It'll come back when it chooses to. One of the reasons to be glad there is no monthly fee, and no subscriber, for that matter :)



Head to Head Sector Assault



In the latest run, turns 1 through 11, the Federation Intrepid Fleet, has the advantage over Klingon forces in the form of a -1 random fleet disadvantage. This came about because the Intrepid Fleet started out in System 1 with a black hole accretion disc. While that means is that while they weren't able to build a shipyard, they also weren't required to. A single engagement to establish the system, and they were headed for open space and convoy hunting. There they easily took out a lightly defended Klingon convoy. In the meantime, the Klingon Kolikos Fleet had to slog it out in a nebula. They've built a shipyard and have begun to build a fleet. They're close to having their fleet (the Klingon Etlh Fleet) built, at which point they'll head for open space and try to level the playing field.



So, what is the Federation Intrepid Fleet? As mentioned previously, anyone playing Fantasy Trek now can join or create an RPG Fleet. The fleet will be named after the flagship, and will be a permanent fixture. Any damage sustained stays until its repaired. Ships 'destroyed' in combat will be assumed to be incapacitated and towed to a friendly port. The same ship that goes into combat will take part in stories. I may even adapt the Head to Head Sector Assault rules to allow for the multi-class fleets currently operating in Fifty Points (which we hope will return next week). Here are turns 1 through 11:



Turn 1)

(0810.21)

System 1:black hole accretion disc Intrepid Fleet FIF-FCA Contact: 5 KCA's *lost toss: Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6 vs KCA 1-5. KCA 1-5 destroyed. Damage to FIF-FCA: Intrepid FIF-FCA1: damage 22/35 Valiant FIF-FCA2 damage: 5/35 Potemkin FIF-FCA3 damage: 6/35 Monitor FIF-FCA4 No Damage Hornet FIF-FCA5 damage: 6/35 Merimac FIF-FCA6 damage: 7/35. Intrepid Fleet FIF-FCA departs for open space.



System 5:nebula Kolikos Fleet KLKF-KCA contact 6 FCA's *won toss Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6 vs FCA 1-6. FCA 1-6 destroyed. Klingons undamaged. System Secure.



Turn 2)

(0810.21)

Open Space (System 1-System 2) Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 damage 22/35 Valiant FIF-FCA2 damage 5/35 Potemkin FIF-FCA3 damage 6/35 Monitor FIF-FCA4 No Damage Hornet FIF-FCA5 damage 6/35 Merimac FIF-FCA6 damage 7/35) arrives, search for convoy turn 1 contact: Kfr1-5, KCA1 *won toss Intrepid FIF-FCA1 damage 22/35 Valiant FIF-FCA2 damage 5/35 Potemkin FIF-FCA3 damage 6/35 Monitor FIF-FCA4 No Damage Hornet FIF-FCA5 damage 6/35 Merimac FIF-FCA6 damage 7/35 vs Kfr1-5, KCA1. Kfr1-5, KCA1 destroyed. No damage to Feds. Klingons Random Fleet at -1. Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 damage 22/35 Valiant FIF-FCA2 damage 5/35 Potemkin FIF-FCA3 damage 6/35 Monitor FIF-FCA4 No Damage Hornet FIF-FCA5 damage 6/35 Merimac FIF-FCA6 damage 7/35) departs for System 2



System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) construct KSY1- 1/3 contact: 6 FCA's.*lost toss. Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6 vs FCA 1-6. FCA 1-6 destroyed. Klingons undamaged.



Turn 3)

(0810.24)

System 2: Nebula Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 damage 21/35 Valiant FIF-FCA2 damage 4/35 Potemkin FIF-FCA3 damage 5/35 Monitor FIF-FCA4 No Damage Hornet FIF-FCA5 damage 5/35 Merimac FIF-FCA6 damage 6/35) arrives. Contact: 5 KCA's *lost toss KCA1-5 vs Intrepid FIF-FCA1 damage 21/35 Valiant FIF-FCA2 damage 4/35 Potemkin FIF-FCA3 damage 5/35 Monitor FIF-FCA4 No Damage Hornet FIF-FCA5 damage 5/35 Merimac FIF-FCA6 damage 6/35



System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) construct KSY1- 2/3 contact: 1 FCA. FCA1 vs Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6. FCA1 destroyed. Klingons undamaged.



Turn 3)

(0810.26)

System 2: Nebula Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 damage 21/35 Valiant FIF-FCA2 damage 4/35 Potemkin FIF-FCA3 damage 5/35 Monitor FIF-FCA4 No Damage Hornet FIF-FCA5 damage 5/35 Merimac FIF-FCA6 damage 6/35) Repair all ships turn 1/2 contact: No contact



System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) construct KSY1- 3/3 contact: No contact.



Turn 4)

(0810.26)

System 2: Nebula Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 damage 21/35 Valiant FIF-FCA2 damage 4/35 Potemkin FIF-FCA3 damage 5/35 Monitor FIF-FCA4 No Damage Hornet FIF-FCA5 damage 5/35 Merimac FIF-FCA6 damage 6/35) Repair all ships turn 2/2 contact: No contact.



System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) on station. KSY1- Construct etlh' EF-KCA1 1/3. Contact: 6 FCA's.*lost toss. FCA1-6 destroyed. KSY damage 32/35. Other Klingons undamaged.



Turn 5)

(0810.26)

System 2: Nebula Intrepid Fleet FIF FCA Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) construct FSY1 Turn 1/3 Contact: 1 KCA. Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6 vs KCA1, KCA1 destroyed. Feds undamaged.



System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) on station. KSY1- Construct etlh' EF-KCA1 2/3. Contact: 6 FCA's.*lost toss. FCA1-6 destroyed. KSY damage 32/35. Other Klingons undamaged.



Turn 6)

(0810.26)

System 2: Nebula Intrepid Fleet FIF FCA Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) construct FSY1 Turn 2/3 Contact: No contact



System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) on station. KSY1- Construct etlh' EF-KCA1 3/3. KLKF-KCA repair KSY1 Turn 1/2 Contact: 2 FCA's. Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6 vs FCA1,2. FCA1-2 destroyed. Klingons undamaged.



Turn 7)

(0810.26)

System 2: Nebula Intrepid Fleet FIF FCA Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) construct FSY1 Turn 3/3 Contact: No contact



System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) on station. etlh' EF-KCA1 complete KSY1- Construct Km'bell EF-KCA2 1/3. KLKF-KCA repair KSY1 Turn 2/2 Contact: No contact



Turn 8)

(0810.27)

System 2: Nebula Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) on station. FSY1 complete Construct Constitution II FCF-FCA1 Turn 1/3 Contact: no contact



System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) on station. etlh' EF-KCA1 on station KSY1- Construct Km'bell EF-KCA2 2/3 Contact: no contact



Turn 9)

(0810.28)

System 2: Nebula Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) on station. FSY1 complete Construct Constitution II FCF-FCA1 Turn 2/3 Contact: 2 KCA's. KCA 1,2 vs Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6 FSY1. KCA 1,2 destroyed. No damage to Feds.



System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) on station. etlh' EF-KCA1 on station KSY1- Construct Km'bell EF-KCA2 3/3 Contact: No contact



Turn 10)

(0810.30)

System 2: Nebula Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) on station. FSY1 complete Construct Constitution II FCF-FCA1 Turn 3/3 Contact: 1 KCA's. KCA1 vs Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6 FSY1. KCA 1 destroyed. No damage to Feds.



System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) on station. etlh' EF-KCA1 Km'bell EF-KCA2 on station KSY1- Construct Amar EF-KCA3 1/3 Contact: No contact



Turn 11)

(0810.30)

System 2: Nebula Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) on station Constitution II FCF-FCA1 on station. FSY1- Construct Joseph Butler FCF-FCA2 Turn 1/3 Contact: No contact



System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) on station. etlh' EF-KCA1 Km'bell EF-KCA2 on station KSY1- Construct Amar EF-KCA3 2/3 Contact: No contact



What Are Your Orders, Captain?



"Parallel Effect" (TMP Era) Solution



While enroute to an ion storm near the Sol System, Captain Morgan Bateson of the USS Bozeman encounters a ship, named UFS Challenger, that claims to have launched from Earth in the year 2152. According to Challenger's captain, they were on a mission to colonize a habitable planet in the 40 Eridanii A system when they suffered an attack by unidentified forces and become lost. They only request assistance in being set back on the proper heading, as the population on Earth is desperate for the mission to succeed. Checking all relevant archives, Captain Bateson finds no record of any such ship launching from Earth. However, scans of Challenger and her crew reveal that they are exactly they claim to be. Captain Bateson concludes that they must come from some parallel universe, but can determine no way of returning them. He also knows that the fragile Challenger would never survive the approaching ion storm. While he has no desire to interfere with Challenger's mission, he cannot find a way to return them, nor does he know what to do with them in his universe.



What Are Your Orders, Captain?



Captain Bateson decides that this represents a unique prime directive situation. The Challenger, while capable of faster-than-light travel, comes from a reality that is technologically inferior to the Federation. Whatever forces swept the strange ship into its circumstances could just as easily sweep it right back. So he sets them back on their course and advises them of a way to steer around the ion storm.



TNG Era



During the Dominion War, the Vorcha Class IKS DetaQ is on a mission to destroy a Cardassian troop ship that has been reported crossing into Klingon space. When you finally catch it, it is still in Klingon space, but only hours from crossing back into Cardassian territory. Upon approach, you note that it is in fact full of Klingons. There are no other allied ships in range, and the Cardassian ship's crew complement is more than twice that of the DetaQ, meaning that your chances of capturing the ship to liberate the prisoners are minimal. You could easily destroy it. but at the cost of more than a hundred captive and dishonored Klingons.



What Are Your Orders, Captain?



Post your solution in the YahooGroup or through the blogsite's 'comment' feature.



"Captain's Log"



Write a 100+ word log entry or story using the following phrase: "... more than a question of style..."



"I don't get it," Jim Kirk muttered angrily



Pike smiled wryly and began to step through the door. "You will." Then the door was closed and he was gone.



"I don't," Kirk glowered at the closed door. "I said I don't get it!"



"That makes two of us," Admiral Kirk added with a resigned grin. "That was Chris Pike?"



"Nobody calls him Chris. I don't think his parents even call him 'Chris'. That was Admiral Christopher Horatio Pike. Who the hell are you?"



"Call me Jim. I'm afraid I don't recognize your uniform. Who-?"



"James Tiberius Kirk. USS Enterprise. Starfleet. I suppose they didn't have uniforms this nice when you got your first command."



Admiral Kirk's eyes widened, but he covered it by smiling. "Oh, we had something like that, but the collars were hell, and the fabric didn't breath."



"Look, I don't understand where we are, or why we're here. And I really don't get why my uniform is so important to you."



Admiral Kirk suddenly started to take in his surroundings. "Actually the uniform is the least important-"



"Then wha-" Jim Kirk stopped in mid sentence as he too took in his surroundings. "Where are we?"



"I've been here before, long ago, and strangely enough, on a planet lightyears away. It's a bar, called 'The Captain's Table'."



Jim Kirk picked a glass up off the bar and blew a thick coating of dust off of it. "Must be a pretty popular place." He started to open up cabinets and compartments. "Do they serve Budweiser classic in this place?"



Admiral Kirk moved behind the bar like he owned it, and pulled out a dusty bottle. "This is better. Saurian Brandy." He poured two drinks, handing one to Jim. "Cheers."



Jim Kirk drank it in one shot and grimaced. "How long has that been sitting there?"



Kirk lifted the curve-necked bottle and looked. "2265."



"Good trick," the younger one answered. "Last time I checked, it was 2263."



"This isn't your typical bar," Kirk said. "Do you mind if I ask you a personal question?"



"How personal?"



"Personal. It's important." Kirk poured another shot of brandy. "About your father."



Jim Kirk threw the shot back. "If you have to. I don't know too much about him."



"Let me put it this way. How much are you your father's son?"



Jim looked away, his eyes moving along a wall that had several empty mounts where decorations must have been displayed. "Kind of hard to say, considering that he died about thirty seconds after I was born."



"Sorry. I could have put that better. What I meant to ask was, how has your life been shaped by him? By how he died?"



"It didn't help. I grew up with a stepfather that hated me, and a mother who spent more time off-planet than on."



Admiral Kirk looked at the younger Kirk, taking him in fully. He was different. Very different. And it was so much more than a question of style "Yet you've grown past all that."



"I didn't have much of a choice," Kirk answered. "And if it hadn't been for Pike..." His words trailed off. "Who are you? Where do I know you from?"



"I knew my father. He inspired me to do the things I've done. But where you've had Admiral Pike, I lost that mentor. I also lost a son."



Jim Kirk was suddenly uncomfortable with the older man's obvious pain. "Sorry to hear that."



"I've come to terms with it. It'll always be there, but you learn to live with it. But..."



"But what?"



Admiral Kirk answered by pouring a third drink. "Take this one a bit slower, Jim. Enjoy it." He raised the glass to the young man who was so much him, and so much someone completely different. "To missed opportunities."



For next week. write a 100+ word log entry including the phrase "... I shall do neither...". Post it in the yahoo group or on the blogsite's "comment" feature for a Command College Point.



Dev Notes:



You'd think, if you were just following these summaries, that Fantasy Trek was back in hibernatio. But in fact it isn't. It's been a matter of the work that goes into writing, more than anything else. RL and especially RL work has been tiring and distracting. But I notice that website traffic is healthy. Somebody from "London, City of" is a regular visitor. Columbia, South Carolina has been on more than once. Moscow and Las Vegas have also stopped in. Folks, please feel free to comment. I am eager to hear from you. If you want to play, there is a tutorial up, with more to come. And casual gaming is being introduced. Co-op play will also some day, somehow be a part of Fantasy Trek. If you don't get the point of it all, don't feel bad. Ask me. I want Fantasy Trek to be a game for people to enjoy. Role-Playing, writing, chatting.



As mentioned before, Role Playing Fleets are up and running. Start your own, follow others. Watch for a “Leader’s Board”. I am working on concepts for a card game, half poker, half collectible card game.

Thursday, September 2, 2010

September Calendar Image: "Kolikos Class Attack Cruiser"


Named for a legendary Klingon warrior, the IKS Kolikos was designed to bridge the gap between two eras. Based upon the venerable and extremely successful D-7 space frame, the Kolikos maintains the simplicity and redundancies that made the classic design a success, but also incorporates the latest technological quantum leaps in Klingon engineering, such as redundant warp cores and power distribution systems, trilithium depleted photon torpedoes and heavy disruptors. Ablative armor covering every piece of hull plating, and multiple ECM/ECCM pods complete Kolikos Class Attack Cruiser’s impressive offensive profile.


The Kolikos is available for late-TOS/TMP/early-TNG eras.

Sunday, August 29, 2010

Captain's Log Challenge 0810.29 "...more than a question of style..."

"I don't get it," Jim Kirk muttered angrily




Pike smiled wryly and began to step through the door. "You will." Then the door was closed and he was gone.



"I don't," Kirk glowered at the closed door. "I said I don't get it!"



"That makes two of us," Admiral Kirk added with a resigned grin. "That was Chris Pike?"



"Nobody calls him Chris. I don't think his parents even call him 'Chris'. That was Admiral Christopher Horatio Pike. Who the hell are you?"



"Call me Jim. I'm afraid I don't recognize your uniform. Who-?"



"James Tiberius Kirk. USS Enterprise. Starfleet. I suppose they didn't have uniforms this nice when you got your first command."



Admiral Kirk's eyes widened, but he covered it by smiling. "Oh, we had something like that, but the collars were hell, and the fabric didn't breath."



"Look, I don't understand where we are, or why we're here. And I really don't get why my uniform is so important to you."



Admiral Kirk suddenly started to take in his surroundings. "Actually the uniform is the least important-"



"Then wha-" Jim Kirk stopped in mid sentence as he too took in his surroundings. "Where are we?"



"I've been here before, long ago, and strangely enough, on a planet lightyears away. It's a bar, called 'The Captain's Table'."



Jim Kirk picked a glass up off the bar and blew a thick coating of dust off of it. "Must be a pretty popular place." He started to open up cabinets and compartments. "Do they serve Budweiser classic in this place?"



Admiral Kirk moved behind the bar like he owned it, and pulled out a dusty bottle. "This is better. Saurian Brandy." He poured two drinks, handing one to Jim. "Cheers."



Jim Kirk drank it in one shot and grimaced. "How long has that been sitting there?"



Kirk lifted the curve-necked bottle and looked. "2265."



"Good trick," the younger one answered. "Last time I checked, it was 2263."



"This isn't your typical bar," Kirk said. "Do you mind if I ask you a personal question?"



"How personal?"



"Personal. It's important." Kirk poured another shot of brandy. "About your father."



Jim Kirk threw the shot back. "If you have to. I don't know too much about him."



"Let me put it this way. How much are you your father's son?"



Jim looked away, his eyes moving along a wall that had several empty mounts where decorations must have been displayed. "Kind of hard to say, considering that he died about thirty seconds after I was born."



"Sorry. I could have put that better. What I meant to ask was, how has your life been shaped by him? By how he died?"



"It didn't help. I grew up with a stepfather that hated me, and a mother who spent more time off-planet than on."



Admiral Kirk looked at the younger Kirk, taking him in fully. He was different. Very different. And it was so much more than a question of style "Yet you've grown past all that."



"I didn't have much of a choice," Kirk answered. "And if it hadn't been for Pike..." His words trailed off. "Who are you? Where do I know you from?"



"I knew my father. He inspired me to do the things I've done. But where you've had Admiral Pike, I lost that mentor. I also lost a son."



Jim Kirk was suddenly uncomfortable with the older man's obvious pain. "Sorry to hear that."



"I've come to terms with it. It'll always be there, but you learn to live with it. But..."



"But what?"



Admiral Kirk answered by pouring a third drink. "Take this one a bit slower, Jim. Enjoy it." He raised the glass to the young man who was so much him, and so much someone completely different. "To missed opportunities."

Friday, August 27, 2010

Stardate 0810.27 Head to Head Sector Assault Turns 3-7

Klingon Empire Teeters on the Brink of Disaster! Federation forces nearly destroy Kolikos Fleet's only shipyard!



The Federation Intrepid Fleet repaired all damage and began to solidify its position in System 2, while the Klingon Kolikos Fleet built and nearly lost its first shipyard in System 5. A fleet of six random Fed heavy cruisers inflicted 32/35 damage to KSY1 before being destroyed by the Kolikos Fleet. If the KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) had failed in its defense and repair of the shipyard, the loss to momentum could have spelled doom. They are still suffering from the -1 Random Fleet Disadvantage. The battle is far from over.

Turn 3)

(0810.26)

System 2: Nebula Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 damage 21/35 Valiant FIF-FCA2 damage 4/35 Potemkin FIF-FCA3 damage 5/35 Monitor FIF-FCA4 No Damage Hornet FIF-FCA5 damage 5/35 Merimac FIF-FCA6 damage 6/35) Repair all ships turn 1/2 contact: No contact

System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) construct KSY1- 3/3 contact: No contact.

Turn 4)

(0810.26)

System 2: Nebula Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 damage 21/35 Valiant FIF-FCA2 damage 4/35 Potemkin FIF-FCA3 damage 5/35 Monitor FIF-FCA4 No Damage Hornet FIF-FCA5 damage 5/35 Merimac FIF-FCA6 damage 6/35) Repair all ships turn 2/2 contact: No contact.

System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) on station. KSY1- Construct etlh' EF-KCA1 1/3. Contact: 6 FCA's.*lost toss. FCA1-6 destroyed. KSY damage 32/35. Other Klingons undamaged.

Turn 5)

(0810.26)

System 2: Nebula Intrepid Fleet FIF FCA Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) construct FSY1 Turn 1/3 Contact: 1 KCA. Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6 vs KCA1, KCA1 destroyed. Feds undamaged.

System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) on station. KSY1- Construct etlh' EF-KCA1 2/3. Contact: 6 FCA's.*lost toss. FCA1-6 destroyed. KSY damage 32/35. Other Klingons undamaged.

Turn 6)

(0810.26)

System 2: Nebula Intrepid Fleet FIF FCA Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) construct FSY1 Turn 2/3 Contact: No contact

System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) on station. KSY1- Construct etlh' EF-KCA1 3/3. KLKF-KCA repair KSY1 Turn 1/2 Contact: 2 FCA's. Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6 vs FCA1,2. FCA1-2 destroyed. Klingons undamaged.

Turn 7)

(0810.26)

System 2: Nebula Intrepid Fleet FIF FCA Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) construct FSY1 Turn 3/3 Contact: No contact

System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) on station. etlh' EF-KCA1 complete KSY1- Construct Km'bell EF-KCA2 1/3. KLKF-KCA repair KSY1 Turn 2/2 Contact: No contact

Thursday, August 26, 2010

Star Trek Enterprise Retro-Spective "Cold Front"


The episode starts with Silik having his enhanced vision removed as punishment for not stopping Klaang from returning to Qo'noS, but is told he'll get it back if he succeeds in his next mission. Cut to...


After a disappointing movie night featuring "Night of the Killer Androids", the Enterprise is changing course to investigate a stellar nursery. We meet crewman Daniels, swapping shifts with crewman Taylor to serve the Captain his breakfast. Daniels takes an apparently unnecessary interest in the course change. Archer tells him anyway, declines a refill of orange juice, and Daniels disappears.
Enterprise makes it to the stellar nursery and finds ships inside. They communicate with one, a freighter. Captain Fraddock tells Archer that he is carrying pilgrims to the Great Plume of Agosoria. He explains that every eleven years, one of the protostars gives out a neutron blast. The pilgrims believe it's a sacred event. Archer invites them all over for dinner (assuming that they can eat human food). Everyone but Fraddock comes over, and they get a tour of the ship. While there, the pilgrims explain that they believe that the stellar nursery is where the universe began, and the plume represents the continuing cycle of creation. Nice idea.

During the tour of engineering, one of the aliens breaks away from the group and opens up a panel. He uses Suliban shape-shifting tricks to sever three connections, then rejoins the group. Shortly thereafter, the Enterprise is caught by the edge of a plasma storm and gets knocked around. In engineering, they get in trouble when a plasma bolt hits the warp manifold and begins an antimatter cascade that will destroy the ship in seconds. Then, suddenly the problem is over as quick as it started. Trip tells Archer how it was stopped, and that nobody in engineering did it. After determining that none of the pilgrims took credit, Archer is confronted by Daniels who convinces Archer to meet with him by having knowledge of the Suliban and what Archer did on the helix (in Broken Bow). Daniels reveals that he's from 900 years in the future. He is part of an organization enforcing laws that regulate time travel. To that end he is hunting Silik, because Silik is working for another faction, represented by 'Future Guy'. Daniels reveals that Silik was the one who stopped the reactor breach, but won't say whether that was Silik's mission. Then he tells Archer that he needs to tie into Enterprise's internal sensors to find Silik. Archer is skeptical, but Daniels convinces him he's on the up and up. Next Archer briefs T'Pol and Trip.

A few minutes later, Trip and Daniels are in Engineering. At one point, Daniels puts a device on his hand, like a futuristic glove, to walk through a bulkhead and fix something.

Meanwhile, Silik shows up in Archer's quarters, threatens him, and wants to know who is looking for him. He tells Archer that he saved Enterprise because he was ordered to. He also says that the people who are supposedly trying to enforce the Temporal Accords are just another faction. During the course of the conversation, T'Pol calls to announce that Daniels is eager to get started. Silik thanks Archer for the help and shoots him with a stun blast.

Then, as Trip and Daniels are starting their search, Silik shows up from thin air (as always) and shoots Daniels. Daniels ripples and seems to blow apart. After that, Silik has Daniels' holoprojector device (that the Temporal Cops use to track events through the timelines) and he is headed for the launch bay. Archer uses Daniels' magic glove to walk through bulkheads to get to Silik. Silik threatens Archer, who shoots the holoprojector out of Silik's hands. Silik threatens him again, and opens the bay doors. As Archer holds on, Silik dives into space where he is picked up by a cell ship. Archer finally gets the door closed.

In the aftermath, they let the Suliban ship go, and Archer goes to bed. The next morning, he puts a security seal on Daniels' quarters. End of episode.

Cold Front picked up the crucial Temporal Cold War theme that formed the real basis for the series. It introduced the wonderful character of Daniels, who is still amazingly alive and well. It was fast moving and well written. Silik was nicely menacing even while saving the ship, (though they never explained who if anyone tried to destroy it), while Daniels was mysterious and actually funny. Especially in the following passage:

TUCKER: The grid can handle it. So I take it your brother isn't really an orbital engineer at Jupiter Station.

DANIELS: Actually, I don't have a brother.

TUCKER: And you didn't grow up in Illinois.

DANIELS: Oh, I'm from a place called Illinois, sir. Just not the one you're familiar with.

TUCKER: It's good to know Earth will still be around in nine hundred years.

DANIELS: That depends on how you define Earth.

TUCKER: Beg your pardon?

"Cold Front" was an excellent example of how good Enterprise can be when it follows a good storyline. It is also a fine example of just how good the writing is on Enterprise, particularly during the first season, when Trek series typically struggle. The last series that was, in my opinion, so dependably good in its first season was TOS. Absolutely enthusiastic thumbs up.


Next Up: "Silent Enemy"

Stardate 0810.26 Head to Head Sector Assault Turn Two

Advantage... Federation??


The Federation Intrepid Fleet destroyed their first Klingon convoy, reducing the Klingon Random Fleet Disadvantage at -1. That is the best advantage the Feds have ever had in a Head to Head Sector Assault. But the Klingons are a third of the way into construction of their first shipyard. All in all I'd say, at this point, that odds are against the Klingons. Cue dramatic music...

Turn 2)


(0810.21)

Open Space (System 1-System 2) Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 damage 22/35 Valiant FIF-FCA2 damage 5/35 Potemkin FIF-FCA3 damage 6/35 Monitor FIF-FCA4 No Damage Hornet FIF-FCA5 damage 6/35 Merimac FIF-FCA6 damage 7/35) arrives, search for convoy turn 1 contact: Kfr1-5, KCA1 *won toss Intrepid FIF-FCA1 damage 22/35 Valiant FIF-FCA2 damage 5/35 Potemkin FIF-FCA3 damage 6/35 Monitor FIF-FCA4 No Damage Hornet FIF-FCA5 damage 6/35 Merimac FIF-FCA6 damage 7/35 vs Kfr1-5, KCA1. Kfr1-5, KCA1 destroyed. No damage to Feds. Klingons Random Fleet at -1. Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 damage 22/35 Valiant FIF-FCA2 damage 5/35 Potemkin FIF-FCA3 damage 6/35 Monitor FIF-FCA4 No Damage Hornet FIF-FCA5 damage 6/35 Merimac FIF-FCA6 damage 7/35) departs for System 2

System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) construct KSY1- 1/3 contact: 6 FCA's.*lost toss. Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6 vs FCA 1-6. FCA 1-6 destroyed. Klingons undamaged.

Monday, August 23, 2010

Head to Head Sector Assault Stardate 0810.23

RPG fleets launch: RolePlaying joins combat-Build your career and follow others in Fantasy Trek


I am running another Head to Head Sector Assault, this time with a bit of a twist. Aside from the space terrain, I've created a few rpg fleets, that are permanent for Fantasy Trek. Ships won't be permanently destroyed. When defeated, they'll wait for respawn to replace other vanquished fleets, or as shipyards are built. As always, I haven't bothered to fully think this through. I'm just playing it out. So in turn one, there has been drama already. The Fed rpg fleet, the Intrepid Fleet FIF-FCA (Federation Intrepid Fleet/Heavy Cruiser) consisting of Intrepid FIF-FCA1 (Flegship) Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6 found itself in a black hole accretion disc, facing a tenacious random Klingon fleet. They survived with notable damage. They could have some difficulty convoy hunting. In system 5, the Klingon Kolikos Fleet KLKF-KCA Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6 destroyed 6 random Federation Heavy Cruisers, and will begin construction on KSY1.

Here are the first turn logs:







Turn 1)



(0810.21)



System 1:black hole accretion disc Intrepid Fleet FIF-FCA

Contact: 5 KCA's *lost toss: Intrepid FIF-FCA1 Valiant

FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5

Merimac FIF-FCA6 vs KCA 1-5. KCA 1-5 destroyed. Damage to

FIF-FCA: Intrepid FIF-FCA1: damage 22/35 Valiant FIF-FCA2

damage: 5/35 Potemkin FIF-FCA3 damage: 6/35 Monitor

FIF-FCA4 No Damage Hornet FIF-FCA5 damage: 6/35 Merimac

FIF-FCA6 damage: 7/35. Intrepid Fleet FIF-FCA departs for

open space.







System 5:nebula Kolikos Fleet KLKF-KCA contact 6 FCA's *won

toss Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3

qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6 vs FCA

1-6. FCA 1-6 destroyed. Klingons undamaged. System Secure.

Saturday, August 14, 2010

Summary of Events Stardate 0810.14

It has been a good long time since I published a Summary of Events. Not retired, not out of ideas. Mrs Kapact and I have spent the peak of the summer in the desert southwest in an apartment without adequate air conditioning. So things sometimes get delayed. But the heat seems to be on the wane, the air conditioner is doing a bit better, and this August is in fact the fourth anniversary of Fantasy Trek. So we're back at work. There has been a number of developments in gameplay and formulas, etc, so rather than the standard summary, this is going to be, more than anything else, a big developer's diary. Expect the normal features, including Command College to return next week.



The normal ongoing games, like DusaQ VeS and Fifty Points and Medium Assault have not been played. I've been concentrating on an involved Mixed Mission. This involves standard Simple Combat games that start out in a medium asteroid field, continue with an assault on a weapons platform, and conclude with a repair rendezvous scenario. The idea is that you are ordered to investigate the disappearance of a friendly heavy cruiser. You must first penetrate an asteroid field, then fight off three enemy heavy cruisers. After destroying them, you discover an armored outpost that has information about the missing ship. Overcome the outpost's formidable defenses, download the info, then destroy the outpost. The data leads you to the damaged ship. Repair it quickly, and deal with the enemies who show up to destroy you.



It's a fun minigame, something to play on the bus, or during commercials. One of the things I wanted when I created Fantasy Trek. Here is some of the rpg written around that game:



Captain Sompek recovers warship Lancer



In Command of IKS Etlh, leading warships DuranQo and Lursor. We destroyed the three Tholian Kelva Class Heavy Cruisers, then downloaded the location of the Lancer from a heavily defended Tholian Weapon Platform. Then we warped to the Lancer and aided in its repair before destroying three Tholian frigates. Then we warped back to base. The mission was an overwhelming success.



volley 1 roll o 6 roll for damage

KCA1 evade?6 damage?4 /35 y

KCA2 evade? damage? /35 n

KCA3 evade?4 damage?3 /35 y



volley 2 roll of 5-6 roll for damage

KCA1 evade? damage? /35 n

KCA2 evade? damage? /35 n

KCA3 evade?5 damage?2 /35 y



volley 3 roll of 4-6 roll for damage

KCA1 evade?2 damage?3 1/35 y

KCA2 evade?5 damage?5 /35 y

KCA3 evade? damage? /35 n



volley 4 roll of 3-6 roll for damage

KCA1 evade? damage? 1/35 n

KCA2 evade?6 damage?4 /35 y

KCA3 evade?4 damage?5 1/35 y



volley 5 roll of 2-6 roll for damage

KCA1 evade? damage? 1/35 n

KCA2 evade?1 damage?4 3/35 y

KCA3 evade? damage? 1/35 n

*lost toss



KCA1 rolls:60 40(1)o/20d

KCA2 rolls:60 40(2)o/20d

KCA3 rolls:10 o/10d

CA1 rolls:10 o/10d/w

CA2 rolls:40 o/40d/w

CA3 rolls:30 30(3)o/d/w

results

KCA1 damage: 1/35

KCA2 damage: 3/35

KCA3 damage: 21/35

CA1 destroyed

CA2 destroyed

CA3 damage: /15



KCA1 rolls:30 30o/d

KCA2 rolls:50 50o/d

KCA3 rolls:20 20o/d

CA3 rolls:40 o/40d/w

results

KCA1 damage: 1/35

KCA2 damage: 3/35

KCA3 damage: 21/35

CA1 destroyed

CA2 destroyed

CA3 destroyed



KCA1 rolls:60 60o/d

KCA2 rolls:50 50o/d

KCA3 rolls:40 40o/d

X7WepPlat rolls:42 o/42d

results

KCA1 damage: /35

KCA2 damage: 2/35

KCA3 damage: 20/35

WepPlatdamage:destroyed



KCA1 rolls:1

KCA2 rolls: 6

KCA3 rolls: 5

X10Heavy Cruiser damage: 22/35



KCA1 rolls:2

KCA2 rolls:6

KCA3 rolls:1

X10Heavy Cruiser damage: 13/35



KCA1 rolls:1

KCA2 rolls:3

KCA3 rolls:3

X10Heavy Cruiser damage: 6/35



KCA1 rolls:40 31(1)o/9d

KCA2 rolls:30 15(1)15(2)o/d

KCA3 rolls:60 15(1)45(3)o/d

X10Heavy Cruiser rolls: o/d

X4Frigate rolls:24 o/16d/8(4)w

X4Frigate rolls:8 o/5(1)d/3(4)w

X4Frigate rolls:12 o/8(1)d/4(4)w

results

KCA1 damage: /35

KCA2 damage: 2/35

KCA3 damage: 20/35

X10Heavy Cruiser damage: 6/35

X4Frigate destroyed

X4Frigate destroyed

X4Frigate destroyed



Success



First Tutorial:

Now that Fantasy Trek has been keeping me away from worthier endeavours for four years now, I thought it might be good to actually make a tutorial. This first tutorial takes the player through the very basics of Simple Combat. You may or may not enjoy it, but you'll know how it's done.



You have completed every academic exercise that the Starfleet Academy Command College has to offer. You are among the best and the brightest. Now it's time to take the center seat as Captain.



While your missions will not be restricted to combat, it would be extremely unwise to turn you loose on the galaxy without the training required to defend your ship and crew. To that end, you have been assigned to the training vessel USS Yorktown, a Constitution II Class Heavy Cruiser. Once on board, you will report to the bridge and take command. Stand by for transport.



::Transport successful, Starfleet Command::



::Acknowledged. Escort the Captain to the bridge. Starfleet out.::



The Constitution Phase Two Class, also known as the Constitution II Class, is designed to be an all-around workhorse, capable of operating independently for extended periods, with minimal need for starbase support. It is based on the the original Constitution Class, a design still unparalleled in overall success in deep space. It is more than capable of undertaking a wide range of missions, from science to defense. It features science and medical labs that rival those of a starbase. Like the Galaxy Class, it is capable of Saucer Separation and Reintegration. Unlike the Galaxy Class, however, the Constitution II's saucer is capable of independent warp flight. You will find it a most capable ship.



::Captain on the bridge!::



Welcome to the bridge, and your first command. Open the sealed orders labeled "Command Training Mission One" and proceed accordingly.



Command Training Mission One



The Vulcans have asked us to help them out with a small problem. A solar probe of theirs in the Rigel system has begun to malfunction, and may fall into that system's sun. Normally that wouldn't be a problem, but this probe contains equipment that could cause solar flares that would wipe out the memory core of a nearby science station. The Vulcans have downloaded the data from the probe, and have asked us to destroy it before it falls into the sun. The Yorktown is the closest starship to Rigel, Captain, and this is the perfect opportunity to familiarize you with the Yorktown's offensive capabilities. Order your helm officer to set course for the Rigel sun.



::Course set for Rigel. Ahead, warp factor six.::



When you arrive, your helm officer will bring you into range of the solar probe and await your orders.



::We've arrived in the Rigel System, Captain. We have the probe in range. What are your orders?::



The Simple combat system is a quick and easy way of engaging in and resolving combat between starships and/or installations like shipyards and outposts in minutes. Here is a quick tutorial, pitting your Heavy Cruiser against the Vulcan solar probe:



In the single-player simple combat game, you roll for both sides. To start, you'll roll for your target first, then yourself. Later in the game you'll see how to change that and add more of a challenge to the simple combat game.



Roll a single 6-sided die (known as 1d6). That first roll will show the defensive capacity of the probe. Then roll the 6-sided die again, and multiply that number by 10 (the Heavy Cruiser Class has a multiplier of X10). That is the amount of energy you have to work with. Since the probe has no offensive capability, you can use all of your energy for weapons. Here is a sample roll:



X1Probe rolls: 6

X10(CA)Heavy Cruiser rolls:30



That is the allocation phase of simple combat. The results phase computes the results. For cadet missions, your ship is capable of sustaining 30 points of damage before it is destroyed. Your targets can sustain 15 points damage. In this example, the cadet ship did 24 points of damage to the probe, easily destroying it.



X1Probe damage: 24/15= destroyed.

X10(CA)Heavy Cruiser damage: /30



Now it's your turn. Roll for the probe, then for yourself:



X1Probe rolls:

X10(CA)Heavy Cruiser rolls: o/d



Now compute the damage:



X1Probe damage: /15

X10(CA)Heavy Cruiser damage: /30



Repeat, if necessary, until the probe has been destroyed. When you are finished, scroll down to your next orders.



Allocation-

X1Probe rolls:

X10(CA)Heavy Cruiser rolls: o/d

Results-

X1Probe damage: /15

X10(CA)Heavy Cruiser damage: /30



Allocation-

X1Probe rolls:

X10(CA)Heavy Cruiser rolls: o/d

Results-

X1Probe damage: /15

X10(CA)Heavy Cruiser damage: /30



Allocation-

X1Probe rolls:

X10(CA)Heavy Cruiser rolls: o/d

Results-

X1Probe damage: /15

X10(CA)Heavy Cruiser damage: /30



Congratultions on the success of your first mission. While you were busy, there was a report from the tenth planet in this system that requires your immediate response. Order your helm officer to perform an in-system warp to get you there.



::course already plotted, Captain. Awaiting your orders::



While you're in transit, I'll tell you what we know. A Feren ifreighter has left orbit with a shipment of Tylium ore that was stolenfrom an independent contractor. Tylium is extremely valuable, but also extremely volatile. Tylium fires have been known to burn away the atmospheres of entire planets when mishandled. Intercept the Ferengi and try to talk them into releasing their cargo. You are authorized to grant them amnesty if necessary. If that doesn't work, knock down the Ferengi's shields and beam the Tylium directly from their cargo bay. Despite its volatility, it is completely transporter safe. Do not destroy the Ferengi freighter.



::coming out of warp, Captain. The freighter is in communications and weapons range::



To order the Ferengi to surrender, roll a 1d6. A result of 1 or 2 means that they agree.



1d6=1,2: agree - 3-6 refuse



If they do not immediately agree, roll the 1d6 again. A result of 1,2 or 3 means that they agree. Anything else means they refuse, and are attempting to escape:



1d6=1,2,3: agree - 4-6 refuse



If they refuse, you'll have to engage them and bring down their shields. Here's how you do that.



We'll start with a template similar to the one you used earlier.



Allocation-

X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage: /30



You can see that the freighter has a multiplier of X2. It also has offensive capabilities. You won't really have to worry about that, bu tit requires a bit of attention to bring down the Freighter's shields without destroying it. Shield strength is always one-fifth of a ship's damage potential. So if a ship has 15 points damage potential, you have to do 3 points damage to bring down the shields. Here is an example of how to do that:



Allocation-

--roll a 1d6 for the Ferengi, and multiply by X2--

X2Freighter rolls:4 o/4d

(with only 4 points available, you decide to allocate those points to defense)



-roll a 1d6 for your ship and multiply by X10--

X10(CA)Heavy Cruiser rolls:20 7o/13d

(in order to do only 3 points of damage, you must only allocate 7 points to offense. Put the rest on defense)



Results-

X2Freighter damage: 3/15

X10(CA)Heavy Cruiser damage: /30



With the Ferengi shields down, you are free to beam the cargo to your ship and release the Ferengi. Now it's your turn:



(Remember, whatever defense the Ferengi offers, put no more than 3 points more into your offense)



X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage: /30



repeat as necessary until the Ferengi sustains 3/15 points damage, then scroll down to the next session.



X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage: /30



X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage: /30



X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage: /30



X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage: /30



X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage: /30



Congratulations. You've just completed your first training mission. Return to Starbase One for debriefing.



Debriefing:

You are now familiar with the basic simple combat game. While there are

advanced variations, the premise remains the same. Every class ship has a multiplier. Roll a 1d6 for your opponent, and the same for you. The idea of rolling for your opponent may seem unusual, but it makes this simple text-based game a single player game. In developing this game, I've had more than two hundred single-player simple combat engagements, with which I have tweaked and adjusted the formula to what seems like a good balance. The single-player method works for me. It should work for you. There is, however, PvP (Player vs Player) which is a great challenge. During the Advanced Command Training Mission, you'll learn some interesting and challenging variations, as well as Boarding Party/Landing Party missions and Fleet engagements. In the Command Training Graduate Mission, you'll put it all together, and be given the chance to save the legendary Kobayashi Maru. One hint: Just like James T Kirk, in Fantasy Trek, we don't believe in the no-win scenario.



So how are we supposed to save the Kobayashi Maru? Beats me. Throw apples at the Klingons maybe?



Casual Gaming:



Based on feedback from a valuable source (my sister) regarding the Simple Combat Tutorial, and as a result, I've started work on a casual game. Similar to Simple Combat, but without multipliers or an allocation phase. Each ship class has a defense rating representing the amount of damage it can sustain, and once that it passed, the ship is out of the game. Depending on your preference, it is either destroyed or taken out of combat, towed to a friendly base for repair and debrief.



Using that idea, I did an initial run of the "Repair Rendezvous" Scenario from the "Starfleet Command" games that I have adapted for Fantasy Trek, giving the heavy cruiser a defensive rating of 20. The results were encouraging.



We start off with a Fed CA encountering another Fed CA that has sustained 19/20 damage. It has three rolls to repair the damaged ship. In these three rolls, it repaired 8 points of damage:



FCA1 rolls:2

FCA2 damage: 17/20



FCA1 rolls:3

FCA2 damage: 14/20



FCA1 rolls:3

FCA2 damage: 11/20



After that, the enemy (Klingon CA) appears. It automatically divides its fire between the two ships. If there is an odd number, the majority of fire goes to the damaged ship. I suppose, though, if I was the Klingon (hard as that is to imagine), I might try to finish off the damaged ship first. So obviously this is still a work in progress. But the casual format seems to work. Here are the rest of the logs:



FCA1 rolls:2

FCA2 rolls:1

KCA1 rolls:6

results

FCA1 damage: 3/20

FCA2 damage: 14/20

KCA1 damage: 3/20



FCA1 rolls:3

FCA2 rolls:2

KCA1 rolls:4

results

FCA1 damage: 5/20

FCA2 damage: 16/20

KCA1 damage: 8/20



FCA1 rolls:3

FCA2 rolls:4

KCA1 rolls:3

results

FCA1 damage: 6/20

FCA2 damage: 18/20

KCA1 damage: 15/20



FCA1 rolls:4

FCA2 rolls:5

KCA1 rolls:4

results

FCA1 damage: 8/20

FCA2 damage: 20/20 destroyed

KCA1 damage: 24/20 destroyed



I also created and worked through rules for the Klingon Mauler Cruiser. The Mauler Cruiser is a huge gun with a ship frame essentially built around it. The weapon itself has a capacitor which stores allocated energy that is fired after (no less than) three turns. It is heavily armored, taking 50 points damage (compared to the normal maximum 35). While it is building up its energy, it must allocate a minimum of one-third (1d6 roll, with a X10 multiplier) of its points to the weapon. Here is the Simple Combat Template (power allocation phase):



KCAM rolls: o{offense}/d{defense}/m{mauler}(/3){mauler allocation, turn

_of 3}



1st Turn:

-if a 6 is rolled, the allocation could be this:

KCAM rolls:60 o/40d/20(FCA1)m(1/3)



2nd Turn:

-if a 3 is rolled, the allocation could be this:

KCAM rolls:30 o/20d/10(FCA1)m(2/3)



3rd Turn:

-if a 2 is rolled, the allocation could be this:

KCAM rolls:20 o/13d/7(FCA1)m(3/3)



So on the third turn, the Mauler Cruiser would have a total of 37 points offensive capability. Note that on the 3rd turn, I rounded that 1/3rd up to a 7. Also, depending on the rolls of the other ships, the Mauler can put more than 1/3rd into its capacitor. So on that third turn, the Mauler could have potentially had a total of 110 points directed at its target.



In the combat logs below, I've noted whether the toss was won or not.

Interesting to note that the Klingons didn't lose on the first two turns, when it actually lost the toss. The third time, when the Klingons lost the toss. And of course, that is determined by rolling a 1-3 on a 1d6, and allows the player to roll first or second, just like the coin toss in a football game. Also of interest in the third round, the Mauler chooses to stop the build up of energy to go all defense. In that case, the energy is lost, and the Mauler, if it survives, starts over on the next round.



The combat logs show the importance of drawing first blood, of upsetting the balance of power in your favor.



Round One *lose toss



KCA1 rolls:30 o/30d

KCA2 rolls:60 o/30(3)30d

KCAM rolls:20 o/20d/m(/3)

FCA rolls:10 o/10d

FCA rolls:30 30(3)o/d

FCA rolls:30 30(3)o/d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM damage: 10/50

FCA damage: /35

FCA damage: /35

FCA damage: /35



KCA1 rolls:30 o/15(3)15d

KCA2 rolls:20 o/10(3)10d

KCAM rolls: o/23d/17(1)m(1/3)

FCA rolls:50 25(3)o/25d

FCA rolls:20 o/20d

FCA rolls:10 10(3)o/d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM damage: 10/50

FCA damage: /35

FCA damage: /35

FCA damage: /35



KCA1 rolls:30 o/15(3)15d

KCA2 rolls:60 20(2)o/20(3)20d

KCAM rolls:30 o/20d/10(1)m(2/3)

FCA rolls:30 15(3)o/15d

FCA rolls:30 10(3)o/20d

FCA rolls:10 o/10d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM damage: 10/50

FCA damage: /35

FCA damage: /35

FCA damage: /35



KCA1 rolls:30 o/15(3)15d

KCA2 rolls:50 15(1)o/20(3)15d

KCAM rolls:40 o/d/40(1)m(3/3) 67

FCA rolls:20 o/20d

FCA rolls:50 25(3)o/25d

FCA rolls:20 10(3)o/10(1)d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM damage: 10/50

FCA destroyed

FCA damage: /35

FCA damage: /35



KCA1 rolls:50 25(2)o/25d

KCA2 rolls:40 40(2)o/d

KCAM rolls:30 o/d/30(3)m(1/3)

FCA destroyed

FCA rolls:40 o/40d

FCA rolls:60 o/60d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM damage: 10/50

FCA destroyed

FCA damage: 25/35

FCA damage: /35



KCA1 rolls:60 30(2)o/30d

KCA2 rolls:20 20(2)o/d

KCAM rolls:30 o/d/30(3)m(2/3)

FCA destroyed

FCA rolls:40 o/40d

FCA rolls:20 o/20(2)d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM damage: 10/50

FCA destroyed

FCA destroyed

FCA damage: /35



KCA1 rolls:20 20o/d

KCA2 rolls:60 60o/d

KCAM rolls:10 o/d/10m(3/3) 60

FCA destroyed

FCA destroyed

FCA rolls:60 o/60d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM damage: 10/50

FCA destroyed

FCA destroyed

FCA destroyed



Round Two *lose toss



KCA1 rolls:30 o/15(3)15d

KCA2 rolls:10 o/10d

KCAM rolls:40 o/30d/m(/3)

FCA rolls:30 15(3)o/15d

FCA rolls:30 30(3)o/d

FCA rolls:10 10(3)o/d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM damage: 10/50

FCA damage: /35

FCA damage: /35

FCA damage: /35



KCA1 rolls:20 o/10(3)10d

KCA2 rolls:60 60(1)o/d

KCAM rolls:50 o/25d/25(3)m(1/3)

FCA rolls:30 15(3)o/15d

FCA rolls:40 20(3)o/20d

FCA rolls:20 o/20(1)d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM damage: 10/50

FCA damage: 25/35

FCA damage: /35

FCA damage: /35



KCA1 rolls:60 20(1)o/20(3)20d

KCA2 rolls:60 60(2)o/d

KCAM rolls:40 o/26d/m14(3)(2/3) 25+

FCA rolls:50 o/50d

FCA rolls:20 o/20d

FCA rolls:50 20(2)o/40(2)d

results

KCA1 damage: /35

KCA2 damage: 20/35

KCAM damage: 10/50

FCA damage: 25/35

FCA damage: /35

FCA damage: /35



KCA1 rolls:40 o/20(3)20d

KCA2 rolls:10 o/10d

KCAM rolls:50 o/d/50m14(3)(3/3) 39+

FCA rolls:60 o/30(2)30d

FCA rolls:50 o/25(3)25d

FCA rolls:10 o/10d

results

KCA1 damage: /35

KCA2 damage: 20/35

KCAM damage: 10/50

FCA damage: 25/35

FCA damage: /35

FCA destroyed



KCA1 rolls:40 40(1)o/d

KCA2 rolls:40 40(1)o/d

KCAM rolls:60 o/d/60(2)m(1/3)

FCA rolls:60 o/60d

FCA rolls:40 15(2)25(1)o/d

FCA destroyed

results

KCA1 damage: 25/35

KCA2 destroyed

KCAM damage: 10/50

FCA destroyed

FCA damage: /35

FCA destroyed



KCA1 rolls:30 o/30d

KCA2 destroyed

KCAM rolls:10 o/d/m10(2)m(2/3) +60

FCA destroyed

FCA rolls:30 o/30d

FCA destroyed

results

KCA1 damage: 25/35

KCA2 destroyed

KCAM damage: 10/50

FCA destroyed

FCA damage: /35

FCA destroyed



KCA1 rolls:30 o/30d

KCA2 destroyed

KCAM rolls: o/d/10 m(3/3) +70

FCA destroyed

FCA rolls:60 o/60d

FCA destroyed

results

KCA1 damage: 25/35

KCA2 destroyed

KCAM damage: 10/50

FCA destroyed

FCA damage: 20/35

FCA destroyed



KCA1 rolls:20 20o/d

KCA2 destroyed

KCAM rolls: o/d/60m(1/3)

FCA destroyed

FCA rolls:10 o/10d

FCA destroyed

results

KCA1 damage: 25/35

KCA2 destroyed

KCAM damage: 10/50

FCA destroyed

FCA damage: 30/35

FCA destroyed



KCA1 rolls:10 o/10d

KCA2 destroyed

KCAM rolls:20 o/d/20m(2/3) +60

FCA destroyed

FCA rolls:30 30(1)o/d

FCA destroyed

results

KCA1 damage: 25/35

KCA2 destroyed

KCAM damage: 10/50

FCA destroyed

FCA damage: 30/35

FCA destroyed



KCA1 rolls:10 o/10d

KCA2 destroyed

KCAM rolls:40 o/26(1)d/14m(3/3) +80

FCA destroyed

FCA rolls:50 50(1)o/d

FCA destroyed

results

KCA1 destroyed

KCA2 destroyed

KCAM damage: 10/50

FCA destroyed

FCA destroyed

FCA destroyed



Round Three *won toss



KCA1 rolls:10 o/10d

KCA2 rolls:20 o/10(3)10d

KCAM rolls:60 o/40d/20(1)m(1/3)

FCA rolls:50 25(3)o/25d

FCA rolls:10 o/10d

FCA rolls:30 30(3)o/d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM damage: 5/50

FCA damage: /35

FCA damage: /35

FCA damage: /35



KCA1 rolls:10 o/10d

KCA2 rolls:10 o/10d

KCAM rolls: o/60d/()m(/3) capacitor emptied

FCA rolls:60 30(3)o/30d

FCA rolls:60 60(3)o/d

FCA rolls:50 50(3)o/d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM destroyed

FCA damage: /35

FCA damage: /35

FCA damage: /35



KCA1 rolls:10 o/10d

KCA2 rolls:60 40(2)o/d

KCAM destroyed

FCA rolls:10 o/10d

FCA rolls:20 20(1)o/d

FCA rolls:10 o/10(2)d

results

KCA1 damage: /35

KCA2 damage: 10/35

KCAM destroyed

FCA damage: /35

FCA damage: 30/35

FCA damage: /35



KCA1 rolls:40 20(2)o/20d

KCA2 rolls:50 30(2)o/20d

KCAM destroyed

FCA rolls:60 20(2)o/20(2)20d

FCA rolls:60 30(1)o/30d

FCA rolls:20 20(1)o/d

results

KCA1 damage: 30/35

KCA2 damage: 10/35

KCAM destroyed

FCA damage: /35

FCA damage: 30/35

FCA damage: /35



KCA1 rolls:30 o/30d

KCA2 rolls:40 40(2)o/d

KCAM destroyed

FCA rolls:20 o/20d

FCA rolls:10 o/10d

FCA rolls:60 30(2)o/30(2)d

results

KCA1 damage: 30/35

KCA2 destroyed

KCAM destroyed

FCA damage: /35

FCA damage: 30/35

FCA damage: /35



KCA1 rolls:10 o/10d

KCA2 destroyed

KCAM destroyed

FCA rolls:40 o/40(2)d

FCA rolls:60 60o/d

FCA rolls:50 50o/d

results

KCA1 destroyed

KCA2 destroyed

KCAM destroyed

FCA damage: /35

FCA damage: 30/35

FCA damage: /35



As you can see if you read through all of that, Mauler combat can be ugly. It is almost better for drawing enemy fire than as an offensive weapon system.





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