Sunday, January 31, 2010

Constitution Phase Two

The Constitution Phase Two is actually a smaller, less expensive and more easily produced variant of the Sovereign Class, intended to salute the legendary Constitution Class, but also to fill the classic role of heavy cruiser.



Stardate 0110.29 Captain Mike Murphy USS Constitution Ronin V Delta Quadrant

The first planetary encounter of the USS Constitution could have been marked by tragedy if it wasn't equipped with state-of-the-art science labs. Ronin V is a Class O water world, essentially habitable for humans and humanoids, but 80% covered by water. I've been to probably a hundred different worlds over the course of my career, but this world has something unique, On Ronin V, the oceans are sentient beings that counted themselves as one or millions, depending on the behavior of the jet stream. That fact is strange enough, but our aqua shuttle discovered that the water here is not only alive (while supporting billions of microscopic life forms), but it is very dynamic. We had barely set down in an area rich in these microscopic creatures when a storm appeared out of nowhere. As our team gathered samples, the sea began to toss the shuttle violently. The mission commander finally gave up and lifted off. In seconds, the storm subsided, as if it had never been there.

It wasn't until we ran a microcellular study of a trace amount of water left in the shuttle that we realized that the microscopic lifeforms existed in perfect symbiosis with the ocean. Each bio-system sustained the other, and the removal of even a small number of the microbes would endanger the delicate balance. We remained in orbit long enough to confirm that everything was safe, and departed.

Stardate 0110.29 Captain Mike Murphy USS Constitution (Constitution Phase Two Class) Starbase Lighthouse Delta

While I am honored to be assigned to command this brand new, prototype Constitution Phase Two Class heavy cruiser, I am saddened to say goodbye to the USS Guadalcanal. That Galaxy Class ship is being assigned to protective duty here at the delta quadrant portal Starbase, designated Lighthouse Delta. That duty is going to be long term as the Federation starts to expand its presence in response to the disappearance of Ambassador Endara Khan while on a long term mission with the Kazon. So while the Guadalcanal is going to be stuck here, Starfleet wants me to take the Constitution on a combination shakedown cruise and general survey. I suppose, also, they would be happy if I learned something about the Romulan Warbird Decius, which seems to have disappeared after its run-in with us months ago.

Stardate 0110.29 IKS AbQaff Battle Group wej'Hom System Planet Four

The fourth planet in the system showed readings suggesting a series of chambers deep underground. If there was ever any life on this world, that is where it would have existed. It has a thin atmosphere consisting of mainly carbon dioxide, and, on its surface, supports only primitive, single-celled life forms. I ordered a a landing party to transport down to investigate. Thousands of kellicams of chambers and tunnels were found, sufficient to support a society of hundreds of thousands. Perhaps a million. As for their species, there is evidence to suggest that they were descended from Vulcans. Most interesting is the fact they all seemed to have died in a short period of time, and in the same general time period as the battles that took place in this sector two thousand years ago.

Fw: Stardate 0110.29 IKS AbQaff Battle Group wej'Hom system Survey of Planets One and Two

Surface probes directed at the first (of ten) planets in this system showed little of interest. The planet always shows the same side to the sun, and so half is intolerably hot, and half is intolerably cold. There are no valuable resources to be found anywhere within the planets, and I find it doubtful that even a Romulan would find it of interest. Despite that, I left a series of defense satellites in orbit to warn of any intruders. The defense satellites won't offer much of a challenge to a Romulan warbird, but they will give the Romulans something to do while they wait for us to arrive in force.

The second planet proved to be far more worthy attention, rich in many different resources vital to the construction of Klingon hull material and armor. We have established a mining outpost to exploit the planet, and will construct a refinery in the system, along with sufficient defenses.

Wednesday, January 27, 2010

Summary of Events Stardate 0110.27

If you'd like to be able to jump right in to see if you like this game, you might want to try a few rounds of Simple Combat. The Simple Combat Game is a way for you to quickly resolve combat between vessels, or fleets of vessels. This is useful if you are playing a scenario or campaign that involves more than a few ships. Otherwise a simple scenario could take weeks to play through.




It is useful to keep a copy of the Simple Combat Template. This makes it possible to copy and paste the basics of your bit of 'paperwork', add however many ships you may need to, and change or insert ship names. Here is a very basic template (there are more in the files):



IKS rolls: o/d

USS rolls: o/d

Result:

IKS damage /15

USS damage /15



The first section is for points rolled (1d6 result times the appropriate multiplier), and how the points are allocated (offense/defense). The second "Result" section shows the calculated damage. In the case of basic AI ships, the damage potential is 15.. so you would indicate 5 points damage with 5/15. Pretty simple.



If you are playing a single player game, roll a 1d6 to see who 'wins the toss'. If you roll a 1-3, you do. Then you roll the 1d6 for your opponent first. Allocate available points according to this multiplier chart:



2 (DS) Defense Sat/(FR)Freighter X1

3 (FF) Frigate X4

4 (DD) DestroyerX6

5 (CL) Light Cruiser X8

6 (CA) Heavy Cruiser X10

7 (CC) Command Cruiser X12

8 (HCA) Heavy Battlecruiser X15

9 (DN) Dreadnought X20

10 (BB) Battleship X22

11 (CV)Carrier X25

12 (STB ) Starbase/ (BS)Base Station X50/75 (reroll, 50/50)



Here is an example of simple combat between the Klingon heavy cruiser Perseus and the Sha'kurian heavy cruiser Count: In this case, I won the toss, playing as the Perseus. That meant that I had to roll and allocate for the Sha'kurian first. (The point of all this 'coin tossing' is to add randomness to the gameplay in the single player game. It puts the luxury of being able to react to your opponent's first move on a totally random footing. And of course, whoever rolled second first time rolls first the next. Compare it to the coin toss to determine who receives the kickoff in a football game ) That first roll was a 6 (on a 1d6), for 60 points. Acting for the Shakurian, I decided to play it safe, putting it all on defense. As it turned out, the caution was unnecesary. The Klingon only rolled a 1.



IKS Perseus rolls:10 0o/10d

SRS Count rolls:60 0o/60d

Result:

IKS Perseus damage 0/25

SRS Count damage 0/15



For the next volley, the Klingon ship took its turn rolling first. It rolled a "3", for 30 points, and put them all on defense. It didn't save him, because the Count rolled a 6.



IKS Perseus rolls:30 0o/30d

SRS Count rolls:60 60o/d

Result:

IKS Perseus destroyed

SRS Count damage 0/15



You'll note that the Perseus is able to take 25 points of damage. That is because all of my play has given me a "Elite" rating. The increased available points is one of the benefits of that. For details, see "Experience Points: How to Get Them and What They Get You". If you want to take it a step further, you can capture ships using Simple Combat. You have to cause 10 points of damage to lower the enemy shields, then transport over. Ah, but to so that you have to lower your own shields. Do that by giving yourself (just for the 'transport' volley) 10 points damage. A bit tricky, with careful timing involved, but a great tactic. And of course, as new races are added to Fantasy Trek, there will be a few necessary variations to these rules (i.e. Tholian Webs).



So what to do with all of this? As I said, the Simple Combat Game is ideal for extended scenarios involving many ships in combat. For example, Head to Head Sector Assault was written with Simple Combat in mind:



Rules

The goal is to conquer and hold all 5 systems.



In order to do this, you must conquer (in order, 1 through 5), and sufficiently defend all systems while denying your enemy access to those same systems. Reduce the enemy fleet sufficiently to prevent them from building a shipyard, and stop/destroy enough enemy convoys to deny random reinforcements sufficient to threaten your shipyards. You must also attain a minimum of 13 points (see 'Victory Conditions' below)



System Conquest:

Regardless of whether a system has been taken by enemy forces, you will face a random-sized enemy fleet upon first arrival in a new system. Roll 1d6 for size of enemy fleet, then subtract any applicable random fleet disadvantage (see below). If the size of the enemy fleet is less than the random fleet disadvantage, then there is no contact. Then use appropriate simple combat template. All surviving ships retain damage but can move and fight until destroyed. They can only be repaired by remaining in place for two turns (subject to random enemy attack each turn-50% chance of random attack. 1d6:1-3=no contact. 4-6=attacked) or by docking at shipyard for one turn (subject to random enemy attack, same odds as above). The system remains yours once you've defeated the initial fleet, but if left undefended, any attempt to conquer it will only be countered by a randomly generated fleet. You can (and should) choose to leave any combination of ships and/or a shipyard to defend it.



Open Space:

Enemy convoys will only be encountered in open spaces. Roll for encounter (1d6:1-3=contact). Then roll 1d6 for enemy escorts. 1-3= 1 CA escort. 4-6= 2 CA escorts. The random fleet disadvantage does not affect this. Random enemy convoy(s) must be stopped=at least 3/5 freighters destroyed or captured (5/15 damage and successful boarding party action), escorts destroyed or disabled (10/15 damage) in 5 volleys or less. Every convoy that is stopped decreases random enemy fleet size by one. This is the random fleet disadvantage. For every three freighters captured, your random fleet disadvantage is reduced by one. You will not encounter convoys in open spaces when you have conquered both adjacent systems



Shipyard:

Shipyards are recommended. They can only be built in systems that you hold (by destroying an initial assault fleet). Three starships must remain in system or open space area for three turns to build shipyard. During each turn 50% chance of random attack. (1d6:1d6:1-3=no contact. 4-6=attack, then roll 1d6 for size of enemy fleet. If the size of the enemy fleet is less than the random fleet disadvantage, then there is no contact.) LOS (line of sight) must be maintained to use or attack shipyard. Shipyard has X75 multiplier. Shipyard can construct replacement ships in 3 turns. While your fleet can not exceed 6 ships, additional ships built at shipyards do not count against this total. They cannot fight with full-sized fleets, but can supplement diminished fleets. The same rule applies to surviving random reinforcements. Since you must have a minimum of three ships to build a shipyard, it is recommended that you build at least one shipyard and at least two reserve ships just in case of unforseen losses. A fleet reduced to two ships and no shipyard to fall back would have little chance of victory.



If you want to register as a player, notify me through a comment on the

blogsite. I recommend keeping a record of your games played, as they add up to experience points that enrich your gaming experience.



Victory Conditions/Points-

Shipyards 5 (max)

Fleet size 6 (max)

Reinforcement capacity 6 (max)



You must conquer 5 systems and attain 13+ VC points



Templates (it is recommended that you keep a master copy of these, making working copies to modify suit your needs):



Klingon fleet vs Federation Fleet

KCA IKS Kandido rolls: o/d

KCA IKS Kurry rolls: o/d

KCA IKS DuranQo rolls: o/d

KCA IKS Ok'ran rolls: o/d

KCA IKS D'Han rolls: o/d

KCA IKS Glommer rolls: o/d

FCA USS Washington rolls: o/d

FCA USS Roosevelt rolls: o/d

FCA USS Cleveland rolls: o/d

FCA USS Detroit rolls: o/d

FCA USS Abraham Lincoln rolls: o/d

FCA USS Guadalcanal rolls: o/d

results

KCA IKS Kandido damage: /15

KCA IKS Kurry damage: /15

KCA IKS DuranQo damage: /15

KCA IKS Ok'ran damage: /15

KCA IKS D'Han damage: /15

KCA IKS Glommer damage: /15

FCA USS Washington damage: /15

FCA USS Roosevelt damage: /15

FCA USS Cleveland damage: /15

FCA USS Detroit damage: /15

FCA USS Abraham damage: /15

FCA USS Guadalcanal damage: /15



Klingon fleet versus Federation convoy with two escorts



KCA IKS Etlh rolls: o/d

KCA IKS Dk'tagh rolls: o/d

KCA IKS Bertaa rolls: o/d

KCA IKS BortaS rolls: o/d

KCA IKS Chang rolls: o/d

KCA IKS tIQ'etlh rolls: o/d

FCA USS Komack rolls: o/d

FCA USS Nogura rolls: o/d

Fr rolls: o/d

Fr2 rolls: o/d

Fr3 rolls: o/d

Fr4 rolls: o/d

Fr5 rolls: o/d

results

KCA IKS Etlh damage: /15

KCA IKS Dk'tagh damage: /15

KCA IKS Bertaa damage: /15

KCA IKS BortaS damage: /15

KCA IKS Chang damage: /15

KCA IKS tIQ'etlh damage: /15

FCA USS Komack damage: /15

FCA USS Nogura damage: /15

Fr1 damage: /15

Fr2 damage: /15

Fr3 damage: /15

Fr4 damage: /15

Fr5 damage: /15



Sample First Turn:



Turn 1)

(1209.13)

System 1: FCA USS Essex FCA USS Challenger FCA USS Tahir FCA USS Robau FCA USS Abrahms FCA USS Orci form Fed 1st Fleet (FF1). Contact: 4 KCA's *won toss. (1209.13) FCA USS Essex FCA USS Challenger FCA USS Tahir FCA USS Robau FCA USS Abrahms FCA USS Orci vs KCA IKS D'Qu KCA IKS NaQjej KCA IKS Ej'QuD KCA IKS Qaw'lu: Klingons destroyed. No damage to FF1.

System 5: KCA IKS Kandido KCA IKS Kurry KCA IKS DuranQo KCA IKS Ok'ran KCA IKS D'Han KCA IKS Glommer form Klingon 1st Fleet (KF1). Contact: 4 FCA's *won toss. (1209.13) KCA IKS Kandido KCA IKS Kurry KCA IKS DuranQo KCA IKS Ok'ran KCA IKS D'Han KCA IKS Glommer vs FCA USS Washington FCA USS Roosevelt FCA USS Cleveland FCA USS Detroit: Feds destroyed. No damage to KF1.



TNG Era:



Kri'staK Sector

Ab'Qaff Battle Group

Ab'Qaff Class Klingon Heavy Command Cruiser (KCVC) IKS Ab'Qaff

General Kapact Commanding



wej'Hom System-

The Ab'Qaff has established a mining outpost on the second planet in the wej'Hom system. The planet is rich in many resources used for Klingon hull material and armor. There are still no signs of Romulan involvement in the system



Games in Play:



"Eyes on the Prize" (see Dev notes for rules)

Turns 9 through 20. Klingons are going for the Federation jugular, attacking convoys to reduce the Federation's ability to build new ships. At the same time, as the Klingon commander, I am letting the Feds do the leg work, traveling across space to pick up the artifact, and trusting in their ability to capture the Fed ship carrying it back. On the Fed side, FSY1 (Federation Shipyard #1) is in real trouble. As of Turn 20, they are facing imminent attack by eleven Klingon ships. They'll have six heavy cruisers defending them. Numerically, they still have the edge in that fight. But they have much more to lose. If they lose, they will have essentially lost the war. Their fleet traveling to the edge of space will have the chance to build a shipyard, but that shipyard will take three turns to build a single ship. And all the while, KSY1 (Klingon Shipyard #1) will still be cranking out more ships. On the other hand, if the Klingon armada is defeated, the Federation will have the upper hand, with their First Fleet in position to pick up the artifact and get home with little opposition.



Turn 9)

(0110.18)

Klingon: (c,17) KSY1 continues construct KF2 turn 9/18 (K7,8 complete) KF1(K1-6) moves to (d,10). KF1 encounters Fed convoy W/2 escorts. (0110.18) K1-6 vs F1,2, Fr1-5. Fed convoy destroyed. No damage to Klingons.

Federation: (c,5) FSY1 continues construct FF2 turn 9/18 (F7,8 complete) FF1(F1-6) moves to (k,5) F7,8 dispatched to engage KF1.



Turn 10)

(0110.20)

Klingon: (c,17) KSY1 continues construct KF2 turn 10/18 (K7,8,9 on station) KF1(K1-6) moves to (d,10). KF1 encounters Fed convoy W/2 escorts. (0110.18) K1-6 vs F1,2, Fr1-5. Fed convoy destroyed. No damage to Klingons.

Federation: (c,5) FSY1 continues construct FF2 turn 10/18 (F9 on station). FF1(F1-6) moves to (k,5).F7,8 moves to (c,6).



Turn 11)

(0110.22)

Klingon: (c,17) KSY1 continues construct KF2 turn 11/18 (K7,8,9 on station) KF1(K1-6) moves to (c,9).

Federation: (c,5) FSY1 continues construct FF2 turn 11/18 (F9 on station). FF1(F1-6) moves to (l,6). F7,8 returns to FSY1



Turn 12)

(0110.22)

Klingon: (c,17) KSY1 continues construct KF2 turn 12/18. K7,8,9 moves to (c,16) KF1(K1-6) moves to (c,10) Contact: Fed convoy W/2 escorts. (0110.22) K1-6 vs F1,2, Fr1-5. Fed convoy destroyed. No damage to Klingons.

Federation: (c,5) FSY1 continues construct FF2 turn 12/18 (F9 on station). FF1(F1-6) moves to (l,6). F7,8 returns to FSY1



Turn 13)

(0110.22)

Klingon: (c,17) KSY1 continues construct KF2 turn 13/18. (K10 on station) K7,8,9 moves to (c,15) KF1(K1-6) remains on station (c,10) No contact.

Federation: (c,5) FSY1 continues construct FF2 turn 13/18 (F7,8,9,10 on station). FF1(F1-6) moves to (m,7).



Turn 14)

(0110.22)

Klingon: (c,17) KSY1 continues construct KF2 turn 14/18. (K10 on station) K7,8,9 moves to (c,14) KF1(K1-6) remains on station (c,10) Contact: Fed convoy W/1 escort. (0110.22) K1-6 vs F1,Fr1-5. F1,Fr1-5 destroyed. Klingons undamaged. FSY1 deactivated.

Federation: (c,5) FSY1 continues construct FF2 turn 12/18 (F7,8,9,10 on station). FF1(F1-6) moves to (n,8).



Turn 15)

(0110.22)

Klingon: (c,17) KSY1 continues construct KF2 turn 15/18. (K10 on station) K7,8,9 moves to (c,13) KF1(K1-6) remains on station (c,10)

Federation: (c,5) FSY1 construct suspended FF2 turn 12/18 (F7,8,9,10 on station-reactivate FSY1: Turn 1/3). FF1(F1-6) moves to (o,9).



Turn 16)

(0110.22)

Klingon: (c,17) KSY1 continues construct KF2 turn 16/18. (K10,11 on station) K7,8,9 moves to (c,12) KF1(K1-6) remains on station (c,10)

Federation: (c,5) FSY1 construct suspended FF2 turn 12/18 (F7,8,9,10 on station-reactivate FSY1: Turn 2/3). FF1(F1-6) moves to (p,10).



Turn 17)

(0110.22)

Klingon: (c,17) KSY1 continues construct KF2 turn 17/18. (K10,11 on station) K7,8,9 moves to (c,11) KF1(K1-6) remains on station (c,10)

Federation: (c,5) FSY1 construct suspended FF2 turn 12/18 (F7,8,9,10 on station-reactivate FSY1: Turn 3/3). FF1(F1-6) moves to (q,11).



Turn 18)

(0110.22)

Klingon: (c,17) KSY1 continues construct KF2 turn 18/18. (K10,11 on station) K7,8,9 moves to (c,10) KF1(K1-6) remains on station (c,10)

Federation: (c,5) FSY1 resumes construct FF2 turn 13/18 (F7,8,9,10 on station). FF1(F1-6) moves to (r,11).



Turn 19)

(0110.22)

Klingon: (c,17) KSY1 continues construct KF3 turn 1/18. (K10,11,12 on station) K7,8,9 joins KF1 (c,10)

Federation: (c,5) FSY1 resumes construct FF2 turn 14/18 (F7,8,9,10 on station). FF1(F1-6) moves to (s,11).



Turn 20)

(0110.22)

Klingon: (c,17) KSY1 continues construct KF3 turn 2/18. KF1 (K1-9) moves to (c,9). Contact: Fed convoy W/1 escort. (0110.22) K1-9 vs F1,Fr1-5. K1-8 undamaged. K9 destroyed. F1,Fr1-5 destroyed. KF2 (K10,11,12) moves to (c,16).

Federation: (c,5) FSY1 continues construct FF2 turn 15/18 (F7,8,9,10 on station). FF1(F1-6) moves to (t,11).



PvP games reported:



(0110.18) PCA AV Sitka vs KCA IKS 'etlh: IKS 'etlh destroyed

(0110.18) PCA AV Sitka vs KCA IKS 'etlh: IKS 'etlh destroyed

(0110.18) PCA AV Sitka vs KCA IKS 'etlh: AV Sitka destroyed

(0110.18) PCA AV Sitka vs KCA IKS 'etlh: Both ships destroyed

(0110.22) PCA AV Sitka vs KCA IKS 'etlh: IKS 'etlh destroyed

(0110.22) PCA AV Sitka vs KCA IKS 'etlh: AV Sitka destroyed

(0110.22) PCA AV Sitka vs KCA IKS 'etlh: AV Sitka destroyed

(0110.22) PCA AV Sitka vs KCA IKS 'etlh: IKS 'etlh destroyed

(0110.22) PCA AV Sitka vs KCA IKS 'etlh: AV Sitka destroyed

(0110.22) PCA AV Sitka vs KCA IKS 'etlh: AV Sitka destroyed

(0110.22) PCA AV Sitka vs KCA IKS 'etlh: Both ships destroyed



(As you might guess, Mrs Kapact and I had another marathon PvP session. This is a good way to build experience points quickly. I consider the PvP aspect so important that not only do they count as Simple Combat experience points, 10 games for 1 point, but at the same time you get credit for the PvP Simple Combat eperience point, 5 games for 1 point. So 10 Simple Combat PvP engagements gets you 3 experience points)



Heavy Combat: KCA IKS Etlh(A) vs KCA IKS Etlh(B) combat simulation in progress.



Command College:



"What Are Your Orders, Captain?"



(TMP Era) "Common Foe"



Investigating a mysterious and unidentified Federation starship trapped in what appears to be a Tholian interspatial gravity well, Captain Robau of the Akula Class destroyer USS Sparta moves to investigate, and encounters two Klingon warships, a K'tinga Class Battlecruiser and a Levek Class Destroyer. As the Klingons move to intercept, two Tholian ships arrive, throw a web around the K'tinga, and open fire.



Captain Robau decides to help the Klingons in this instance and opens fire on the Tholians. After a brief exchange of fire, the Tholians are destroyed. The jewel-shaped starships explode in a dazzling display... and the entire region of space ripples and shifts, and the stars vanish.



When the brilliant flash subsides, Captain Robau notes that the Tholians are gone, along with the mysterious Federation ship. The two Klingon ships are adrift, but still occupy the same positions relative to the Sparta. Scans show that the warships are still powered, but show extensive damage. At the same time, the science officer reports a massive intallation at extreme range that shows a distinct Tholian signature.



"The Devil You Know, Or...?"



A further scan of the Klingon ships indicate that they are not in immediate danger, but still refusing to acknowledge hails. After commenting about the unique nature of Klingon gratitude, Captain Robau orders a course set to approach the installation. His idea is to approach to just within sensor range, and try to learn more before choosing his next course of action.



What should Captain Robau do next? (No cliff-hanger this time. Just choose the next course of action)



Post your solution here for a Command College Point. Feel free to discuss this with the 'comment' feature



"Captain's Log"



"... an unimaginable scale..."



20) At some point during the mission, the planet disappears.



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



(ENT Era)

Captain Sam Carpenter

Challenger NX-07



In a year that has seen Romulans close to within 20 lightyears of Earth, there has been little time for pure scientific exploration. So much so that it is easy to forget the Earth Starfleet mission, which is to seek out new life and new civilizations. So even to find an ancient one, in the last days of its existence is a treat. In an uncharted region of space towards the center of the galaxy, we began to pick up strange gravitational forces at work on what seemed to be an uninhabited system. Eventually, we discovered that a distant black hole was acting on the system starting to not only pull the sun off of its orbit, but pull the planets out of their orbits. We knew at the time that there was about six months left until the system would, well, disassociate is the cold and scientific term, and hoped to find an opportunity to revisit the system towards the end of its life cycle depending on how the war went. As it turns out, there was less than six hours. A science team exploring the ninth planet, an enormous ultraglacial world, discovered what appeared to be artificial catacombs. We were fascinated to consider that life in this system had existed this far away from the sun, and were starting to properly explore the catacombs when an asteroid collision passed through the outer system, completely obliterating the super gas giant seventh planet. Two hours later, planet eight moved through the remnants of the asteroid collision and was destroyed. Planet nine would be moving through the same area in a few hours. I ordered the team to withdraw immediately. Fortunately, they were able to bring with them hundreds of crystal tablets that at first glance seemed to a form of art, but turned out to be a unique form of record keeping. It is estimated that there are thousands of years of records in the tablets. Knowledge that we hardly knew existed a day ago would have been lost, irretrievably. As it is, we have a wonderful thing, a piece of an unknown civilization in the face of destruction on an unimaginable scale. So as we moved to a safe distant, the sight of this cold planet disappearing in a really catastrophic event was not nearly as sad as it might have been.



For next week. write a 100+ word log entry including the phrase "... extreme conditions...". Post it in the yahoo group or on the blogsite's "comment" feature for a Command College Point.



Dev Notes:

I've finished the final sketch of February's Fantasy Trek calender picture, the TNG Era "Constitution Phase Two" Class. That is essentially a Constitution Class done in a Galaxy or Sovereign mode. There are resemblances to both. It fills the classic heavy cruiser role, as a workhorse of the fleet, outfitted to be capable of handling anything on a day to day basis. Imagine a Sovereign built without quite so many bells and whistles. The prototype, or Class ship is just called USS Constitution. I plan to have it finished and online by Friday.

No progress this week on the Etlh Class Heavy Combat Trial #2. As I push through the Excel-based map/Simple Combat scenario called "Eyes on the Prize", I have amended the rules, eliminating the Single Player AI rules. The game works better as a head-to-head match. I've also removed the rules for system conquest. They were carried over from the Sector Assault but really weren't relevant here. And you need to stop or destroy three enemy shipyards to deactivate a random shipyard. Here are the amended rules:



The objective is to travel to the far side of unexplored space to recover the artifact and return it to your home world.



Random enemy convoy(s) may appear in enemy/unclaimed space. Three convoys stopped=at least 3/5 freighters destroyed, escorts (random, 1-2) destroyed or disabled (10/15 damage) within five volleys deactivates one random enemy shipyard. Shipyard will require at least three starships onsite for three turns to reactivate.



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



Shipyard:

Shipyards are recommended. They can be built anywhere. Shipyard can construct a ship in three turns. Three starships must remain in system or open space area for three turns to build shipyard. LOS (line of sight) must be maintained to access shipyard outside of home space. Shipyard outside of home space is subject to attack every other turn by random number of enemies.



Two complete fleets (12 ships) can construct an advanced shipyard in six turns. Advanced shipyards, in turn, can build a ship in one turn.



Fleets are designated by number/race. For example, the Klingon First Fleet is designated as KF1



Consult the Simple Combat Table for multipliers.

Saturday, January 23, 2010

0110.22 wej'Hom system IKS AbQaff Battle Group Initial entry in wej'Hom system


Upon arrival in the system, initial scans for Romulan warp signatures came up negative. There were also no subspace variations typical of Romulan artificial singularity drives, or the excessive tachyon emissions associated with large cloaked craft. Despite that, I believe that just as the Romulans were interested in wa'Hom and cha'Hom, they will show themselves here. This area is isolated, perfectly located for staging advanced shipyards, like the one we destroyed in cha'Hom. That shipyard was put there for a reason. We also detected a massive asteroid field stretching across an area that could have occupied at least four or five planetary bodies. Detailed scans showed more of the same type of hull material that we found elsewhere in the sector, along with other material as yet unidentified.

Monday, January 18, 2010

Summary of Events Stardate 0110.18

If you'd like to be able to jump right in to see if you like this game, you
might want to try a few rounds of Simple Combat. The Simple Combat Game is a
way for you to quickly resolve combat between vessels, or fleets of vessels.
This is useful if you are playing a scenario or campaign that involves more
than a few ships. Otherwise a simple scenario could take weeks to play
through.

It is useful to keep a copy of the Simple Combat Template. This makes it
possible to copy and paste the basics of your bit of 'paperwork', add
however many ships you may need to, and change or insert ship names. Here is
a very basic template (there are more in the files):

IKS rolls: o/d
USS rolls: o/d
Result:
IKS damage /15
USS damage /15

The first section is for points rolled (1d6 result times the appropriate
multiplier), and how the points are allocated (offense/defense). The second
"Result" section shows the calculated damage. In the case of basic AI ships,
the damage potential is 15.. so you would indicate 5 points damage with
5/15. Pretty simple.

If you are playing a single player game, roll a 1d6 to see who 'wins the
toss'. If you roll a 1-3, you do. Then you roll the 1d6 for your opponent
first. Allocate available points according to this multiplier chart:

2 (DS) Defense Sat/(FR)Freighter X1
3 (FF) Frigate X4
4 (DD) DestroyerX6
5 (CL) Light Cruiser X8
6 (CA) Heavy Cruiser X10
7 (CC) Command Cruiser X12
8 (HCA) Heavy Battlecruiser X15
9 (DN) Dreadnought X20
10 (BB) Battleship X22
11 (CV)Carrier X25
12 (STB ) Starbase/ (BS)Base Station X50/75 (reroll, 50/50)


Here is an example of simple combat between the Klingon heavy cruiser
Perseus and the Sha'kurian heavy cruiser Count: In this case, I won the
toss, playing as the Perseus. That meant that I had to roll and allocate for
the Sha'kurian first. (The point of all this 'coin tossing' is to add
randomness to the gameplay in the single player game. It puts the luxury of
being able to react to your opponent's first move on a totally random
footing. And of course, whoever rolled second first time rolls first the
next. Compare it to the coin toss to determine who receives the kickoff in a
football game ) That first roll was a 6 (on a 1d6), for 60 points. Acting
for the Shakurian, I decided to play it safe, putting it all on defense. As
it turned out, the caution was unnecesary. The Klingon only rolled a 1.

IKS Perseus rolls:10 0o/10d
SRS Count rolls:60 0o/60d
Result:
IKS Perseus damage 0/25
SRS Count damage 0/15

For the next volley, the Klingon ship took its turn rolling first. It rolled
a "3", for 30 points, and put them all on defense. It didn't save him,
because the Count rolled a 6.

IKS Perseus rolls:30 0o/30d
SRS Count rolls:60 60o/d
Result:
IKS Perseus destroyed
SRS Count damage 0/15

You'll note that the Perseus is able to take 25 points of damage. That is
because all of my play has given me a "Elite" rating. The increased
available points is one of the benefits of that. For details, see
"Experience Points: How to Get Them and What They Get You". If you want to
take it a step further, you can capture ships using Simple Combat. You have
to cause 10 points of damage to lower the enemy shields, then transport
over. Ah, but to so that you have to lower your own shields. Do that by
giving yourself (just for the 'transport' volley) 10 points damage. A bit
tricky, with careful timing involved, but a great tactic. And of course, as
new races are added to Fantasy Trek, there will be a few necessary
variations to these rules (i.e. Tholian Webs).

So what to do with all of this? As I said, the Simple Combat Game is ideal
for extended scenarios involving many ships in combat. For example, Head to
Head Sector Assault was written with Simple Combat in mind:

Rules
The goal is to conquer and hold all 5 systems.

In order to do this, you must conquer (in order, 1 through 5), and
sufficiently defend all systems while denying your enemy access to those
same systems. Reduce the enemy fleet sufficiently to prevent them from
building a shipyard, and stop/destroy enough enemy convoys to deny random
reinforcements sufficient to threaten your shipyards. You must also attain a
minimum of 13 points (see 'Victory Conditions' below)

System Conquest:
Regardless of whether a system has been taken by enemy forces, you will face
a random-sized enemy fleet upon first arrival in a new system. Roll 1d6 for
size of enemy fleet, then subtract any applicable random fleet disadvantage
(see below). If the size of the enemy fleet is less than the random fleet
disadvantage, then there is no contact. Then use appropriate simple combat
template. All surviving ships retain damage but can move and fight until
destroyed. They can only be repaired by remaining in place for two turns
(subject to random enemy attack each turn-50% chance of random attack.
1d6:1-3=no contact. 4-6=attacked) or by docking at shipyard for one turn
(subject to random enemy attack, same odds as above). The system remains
yours once you've defeated the initial fleet, but if left undefended, any
attempt to conquer it will only be countered by a randomly generated fleet.
You can (and should) choose to leave any combination of ships and/or a
shipyard to defend it.

Open Space:
Enemy convoys will only be encountered in open spaces. Roll for encounter
(1d6:1-3=contact). Then roll 1d6 for enemy escorts. 1-3= 1 CA escort. 4-6= 2
CA escorts. The random fleet disadvantage does not affect this. Random enemy
convoy(s) must be stopped=at least 3/5 freighters destroyed or captured
(5/15 damage and successful boarding party action), escorts destroyed or
disabled (10/15 damage) in 5 volleys or less. Every convoy that is stopped
decreases random enemy fleet size by one. This is the random fleet
disadvantage. For every three freighters captured, your random fleet
disadvantage is reduced by one. You will not encounter convoys in open
spaces when you have conquered both adjacent systems

Shipyard:
Shipyards are recommended. They can only be built in systems that you hold
(by destroying an initial assault fleet). Three starships must remain in
system or open space area for three turns to build shipyard. During each
turn 50% chance of random attack. (1d6:1d6:1-3=no contact. 4-6=attack, then
roll 1d6 for size of enemy fleet. If the size of the enemy fleet is less
than the random fleet disadvantage, then there is no contact.) LOS (line of
sight) must be maintained to use or attack shipyard. Shipyard has X75
multiplier. Shipyard can construct replacement ships in 3 turns. While your
fleet can not exceed 6 ships, additional ships built at shipyards do not
count against this total. They cannot fight with full-sized fleets, but can
supplement diminished fleets. The same rule applies to surviving random
reinforcements. Since you must have a minimum of three ships to build a
shipyard, it is recommended that you build at least one shipyard and at
least two reserve ships just in case of unforseen losses. A fleet reduced to
two ships and no shipyard to fall back would have little chance of victory.

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

Victory Conditions/Points-
Shipyards 5 (max)
Fleet size 6 (max)
Reinforcement capacity 6 (max)

You must conquer 5 systems and attain 13+ VC points

Templates (it is recommended that you keep a master copy of these, making
working copies to modify suit your needs):

Klingon fleet vs Federation Fleet
KCA IKS Kandido rolls: o/d
KCA IKS Kurry rolls: o/d
KCA IKS DuranQo rolls: o/d
KCA IKS Ok'ran rolls: o/d
KCA IKS D'Han rolls: o/d
KCA IKS Glommer rolls: o/d
FCA USS Washington rolls: o/d
FCA USS Roosevelt rolls: o/d
FCA USS Cleveland rolls: o/d
FCA USS Detroit rolls: o/d
FCA USS Abraham Lincoln rolls: o/d
FCA USS Guadalcanal rolls: o/d
results
KCA IKS Kandido damage: /15
KCA IKS Kurry damage: /15
KCA IKS DuranQo damage: /15
KCA IKS Ok'ran damage: /15
KCA IKS D'Han damage: /15
KCA IKS Glommer damage: /15
FCA USS Washington damage: /15
FCA USS Roosevelt damage: /15
FCA USS Cleveland damage: /15
FCA USS Detroit damage: /15
FCA USS Abraham damage: /15
FCA USS Guadalcanal damage: /15

Klingon fleet versus Federation convoy with two escorts

KCA IKS Etlh rolls: o/d
KCA IKS Dk'tagh rolls: o/d
KCA IKS Bertaa rolls: o/d
KCA IKS BortaS rolls: o/d
KCA IKS Chang rolls: o/d
KCA IKS tIQ'etlh rolls: o/d
FCA USS Komack rolls: o/d
FCA USS Nogura rolls: o/d
Fr rolls: o/d
Fr2 rolls: o/d
Fr3 rolls: o/d
Fr4 rolls: o/d
Fr5 rolls: o/d
results
KCA IKS Etlh damage: /15
KCA IKS Dk'tagh damage: /15
KCA IKS Bertaa damage: /15
KCA IKS BortaS damage: /15
KCA IKS Chang damage: /15
KCA IKS tIQ'etlh damage: /15
FCA USS Komack damage: /15
FCA USS Nogura damage: /15
Fr1 damage: /15
Fr2 damage: /15
Fr3 damage: /15
Fr4 damage: /15
Fr5 damage: /15

Sample First Turn:

Turn 1)
(1209.13)
System 1: FCA USS Essex FCA USS Challenger FCA USS Tahir FCA USS Robau FCA
USS Abrahms FCA USS Orci form Fed 1st Fleet (FF1). Contact: 4 KCA's *won
toss. (1209.13) FCA USS Essex FCA USS Challenger FCA USS Tahir FCA USS Robau
FCA USS Abrahms FCA USS Orci vs KCA IKS D'Qu KCA IKS NaQjej KCA IKS Ej'QuD
KCA IKS Qaw'lu: Klingons destroyed. No damage to FF1.
System 5: KCA IKS Kandido KCA IKS Kurry KCA IKS DuranQo KCA IKS Ok'ran KCA
IKS D'Han KCA IKS Glommer form Klingon 1st Fleet (KF1). Contact: 4 FCA's
*won toss. (1209.13) KCA IKS Kandido KCA IKS Kurry KCA IKS DuranQo KCA IKS
Ok'ran KCA IKS D'Han KCA IKS Glommer vs FCA USS Washington FCA USS Roosevelt
FCA USS Cleveland FCA USS Detroit: Feds destroyed. No damage to KF1.

TNG Era:

Kri'staK Sector
Ab'Qaff Battle Group
Ab'Qaff Class Klingon Heavy Command Cruiser (KCVC) IKS Ab'Qaff
General Kapact Commanding

wej'Hom System-
The Ab'Qaff battle group arrived in the wej'Hom system. Initial findings
revealed debris similar to that found in the wa'Hom and cha'Hom systems. A
massive asteroid field, stretching across space that could have occupied at
least four planets, is littered with the same hull material as the other
systems, as well as other unidentified material.

Games in Play:

"Eyes on the Prize" (see Dev notes for rules)

Opening moves here. The Feds are making a bee line for the distant prize.
The Klingons are aiming for the Federation infrastructure.

Turn 1)
(0110.17)
Klingon: (c,17) KF1(K1-6) assembles. KSY1 begins construct KF2 turn 1/18
Federation: (c,5) FF1(F1-6) assembles. FSY begins construct FF2 turn 1/18

Turn 2)
(0110.17)
Klingon: (c,17) KSY1 continues construct KF2 turn 2/18 KF1(K1-6) moves to
(c,16).
Federation: (c,5) FSY1 continues construct FF2 turn 2/18 FF1(F1-6) moves to
(d,5).

Turn 3)
(0110.17)
Klingon: (c,17) KSY1 continues construct KF2 turn 3/18 KF1(K1-6) moves to
(c,15).
Federation: (c,5) FSY1 continues construct FF2 turn 3/18 FF1(F1-6) moves to
(e,5).

Turn 4)
(0110.17)
Klingon: (c,17) KSY1 continues construct KF2 turn 4/18 (F7 complete)
KF1(K1-6) moves to (c,14).
Federation: (c,5) FSY1 continues construct FF2 turn 4/18 (K7 complete)
FF1(F1-6) moves to (f,5).

Turn 5)
(0110.17)
Klingon: (c,13) KSY1 continues construct KF2 turn 5/18 (F7 complete)
KF1(K1-6) moves to (c,13).
Federation: (c,5) FSY1 continues construct FF2 turn 5/18 (K7 complete)
FF1(F1-6) moves to (g,5).

Turn 6)
(0110.17)
Klingon: (c,13) KSY1 continues construct KF2 turn 6/18 (F7 complete)
KF1(K1-6) moves to (c,12).
Federation: (c,5) FSY1 continues construct FF2 turn 6/18 (K7 complete)
FF1(F1-6) moves to (h,5).

Turn 7)
(0110.17)
Klingon: (c,13) KSY1 continues construct KF2 turn 7/18 (F7,8 complete)
KF1(K1-6) moves to (c,11).
Federation: (c,5) FSY1 continues construct FF2 turn 7/18 (K7,8 complete)
FF1(F1-6) moves to (i,5).

Turn 8)
(0110.17)
Klingon: (c,13) KSY1 continues construct KF2 turn 8/18 (F7,8 complete)
KF1(K1-6) on station (c,11).
Federation: (c,5) FSY1 continues construct FF2 turn 8/18 (K7,8 complete)
FF1(F1-6) moves to (j,5).

PvP games reported:

(0110.17) PCA AV Sitka vs KCA IKS 'etlh: AV Sitka destroyed PVP
(0110.17) PCA AV Sitka vs KCA IKS 'etlh: AV Sitka destroyed PVP
(0110.17) PCA AV Sitka vs KCA IKS 'etlh: IKS 'etlh destroyed PVP
(0110.17) PCA AV Sitka vs KCA IKS 'etlh: AV Sitka destroyed PVP
(0110.17) PCA AV Sitka vs KCA IKS 'etlh: Both ships destroyed PVP
(0110.17) PCA AV Sitka vs KCA IKS 'etlh: IKS 'etlh destroyed PVP
(0110.17) PCA AV Sitka vs KCA IKS 'etlh: AV Sitka destroyed PVP
(0110.17) PCA AV Sitka vs KCA IKS 'etlh: AV Sitka destroyed PVP
(0110.17) PCA AV Sitka vs KCA IKS 'etlh: IKS 'etlh destroyed PVP
(0110.17) PCA AV Sitka vs KCA IKS 'etlh: IKS 'etlh destroyed PVP

(As you might guess, Mrs Kapact and I had a marathon PvP session)

Heavy Combat: KCA IKS Etlh(A) vs KCA IKS Etlh(B) combat simulation in
progress.

Command College:

"What Are Your Orders, Captain?"

(TMP Era) "Enmeshed"

Discovering a mysterious and unidentified Federation starship trapped in
what appears to be a Tholian interspatial gravity well, Captain Robau of the
Akula Class destroyer USS Sparta moves to investigate, but is challenged by
two approaching Klingon warships. As the Klingons close, they are revealed
as a K'tinga Class Battlecruiser and a Levek Class Destroyer. Their weapons
are charged, and they are on course to intercept the unknown ship, intent on
either capturing or destroying it. The Klingons ignore Captain Robau's
hails, and seconds later, two Tholian ships arrive, throw a web around the
K'tinga, and open fire.

What are your orders, Captain?

"Common Foe"

Despite the obvious enmity between the Federation and the Klingons, Captain
Robau decides to take his chances with the Klingons rather than the
Tholians, and locks photon torpedos on the lead Tholian cruiser. Then he
sends a hail, ordering them to stand down. The Tholians respond by hitting
the Sparta with a phaser blast. As the second Tholian ship comes around to
engage the Sparta, the Akula Class destroyer responds with a full spread of
torpedoes. As the Tholian turns to engage them, Robau is surprised to see
the Levek join the fight on their side. Disruptors slam into the turning
Tholian, and a phaser barrage bring down the Tholian shields. The
jewel-shaped starship explodes in a dazzling display... and the entire
region of space ripples and shifts, and the stars vanish.

When the brilliant flash subsides, Captain Robau notes that the Tholians are
gone, along with the mysterious Federation ship. The two Klingon ships are
adrift, but still occupy the same positions relative to the Sparta. Scans
show that the warships are still powered, but show extensive damage. At the
same time, the science officer reports a massive intallation extreme range
that shows a distinct Tholian signature. What should Captain Robau do next?

Post your solution here for a Command College Point. Feel free to discuss
this with the 'comment' feature

"Captain's Log"

"... a threat we weren't prepared for..."

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

17) A seemingly abandoned device on the planet threatens to destroy the
ship.

(Post-TNG Era)
Captain T'leenvil
RIS D'Shoanna
D'deridex Class Warbird

We responded to a distress signal from the theoretical warp facility on the
third planet in the Tal system. As we came into sensor range, we noted waves
and waves of compressed temporal displacement, originating from the
facility. This phenomenon is rare, but not unheard of. But coming from a
theoretical warp facility that deals in artificial singularities leads to
numerous scenarios, each more frightening than the last. Now, as our Praetor
is using the same technology to meddle in time travel to vanquish enemies
that he cannot defeat through any other means, and facilities like this
sprout up all over the Empire, I fear that these kinds of disasters will
become more and more commonplace.

We assumed standard orbit, and immediately scanned for life readings. None
were apparent, but the facility itself was building to an implosion.
Normally, I would have destroyed the facility with plasma torpedoes, but the
unusual gravimetrics created by the device prevented us from using our
impulse engines to break orbit. Finally, the chief engineer proposed a
solution once employed Captain Kirk, on the USS Enterprise more than a
hundred years ago. The procedure involves jumping directly into warp from
one fixed planetary orbit to another fixed planetary orbit in a different
system. The effect on the originating planet is, unfortunate, but as Tal III
will soon be another casualty of our Praetor's ambition anyway, I ordered
the procedure implemented. We were minutes away from our warp jump when
received another distress signal. Apparently the temporal displacement was
even affecting sensor readings from the surface. A probe launched directly
at the facility showed twenty-seven life signs. Most of the scientists still
lived, even as we prepared to leave. Fortunately our transporter was able to
beam the survivors from the life support domes on the otherwise
uninhabitable world to the safety of the D'Shoanna before we literally
warped out of orbit of the dying planet.

So we celebrate the lives of twenty-seven scientists who might otherwise be
dead, without so much as a corpse to mark their passage. And our Praetor,
who sold herself as a savior to the Romulan people in our darkest hour, may
in fact represent a threat we weren't prepared for.

for next week. write a 100+ word log entry including the phrase "... an
unimaginable scale...". Post it in the yahoo group or on the blogsite's
"comment" feature for a Command College Point.

Dev Notes:

I am still pushing through the Etlh's second combat trial. Slow going as RL
is a bit of a pain right now. Also talking myself into working through an
Excel-based map/Simple Combat scenario called "Eyes on the Prize":

The objective is to travel to the far side of unexplored space to recover
the artifact and return it to your home world.

Single Player AI engagement rules: AI will move to engage enemy fleets
within 3 spaces in neutral space. AI will move to engage enemy fleets within
5 spaces in friendly space.

System Conquest: In enemy/unclaimed territory, roll for encounter (2/6
chance). Roll 1d6for size of enemy fleet. Then use appropriate simple
combat template. All surviving ships retain damage but can move and fight
until destroyed. They can only be repaired by remaining in place for two
turns (subject to random enemy attack each turn) or by docking at shipyard
for one turn. System can be held by shipyard, starbase or at least three
ships in-system.

Random enemy convoy(s) may appear in enemy/unclaimed space. All convoys
stopped=at least 3/5 freighters destroyed, escorts (random, 1-2) destroyed
or disabled (10/15 damage) within five volleys deactivates one random enemy
shipyard. Shipyard will require at least three starships onsite for three
turns to reactivate.

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

Shipyard:
Shipyards are recommended. They can be built anywhere. Shipyard can
construct a ship in three turns. Three starships must remain in system or
open space area for three turns to build shipyard. LOS (line of sight) must
be maintained to access shipyard outside of home space. Shipyard outside of
home space is subject to attack every other turn by random number of
enemies.

Two complete fleets (12 ships) can construct an advanced shipyard in six
turns. Advanced shipyards, in turn, can build a ship in one turn.

Fleets are designated by number/race. For example, the Klingon First Fleet
is designated as KF1

Consult the Simple Combat Table for multipliers.

Wednesday, January 13, 2010

Summary of Events Stardate 0110.13

If you'd like to be able to jump right in to see if you like this game, you might want to try a few rounds of Simple Combat. The Simple Combat Game is a way for you to quickly resolve combat between vessels, or fleets of vessels. This is useful if you are playing a scenario or campaign that involves more than a few ships. Otherwise a simple scenario could take weeks to play through.




It is useful to keep a copy of the Simple Combat Template. This makes it possible to copy and paste the basics of your bit of 'paperwork', add however many ships you may need to, and change or insert ship names. Here is a very basic template (there are more in the files):



IKS rolls: o/d

USS rolls: o/d

Result:

IKS damage /15

USS damage /15



The first section is for points rolled (1d6 result times the appropriate multiplier), and how the points are allocated (offense/defense). The second "Result" section shows the calculated damage. In the case of basic AI ships, the damage potential is 15.. so you would indicate 5 points damage with 5/15. Pretty simple.



If you are playing a single player game, roll a 1d6 to see who 'wins the toss'. If you roll a 1-3, you do. Then you roll the 1d6 for your opponent first. Allocate available points according to this multiplier chart:



2 (DS) Defense Sat/(FR)Freighter X1

3 (FF) Frigate X4

4 (DD) DestroyerX6

5 (CL) Light Cruiser X8

6 (CA) Heavy Cruiser X10

7 (CC) Command Cruiser X12

8 (HCA) Heavy Battlecruiser X15

9 (DN) Dreadnought X20

10 (BB) Battleship X22

11 (CV)Carrier X25

12 (STB ) Starbase/ (BS)Base Station X50/75 (reroll, 50/50)





Here is an example of simple combat between the Klingon heavy cruiser Perseus and the Sha'kurian heavy cruiser Count: In this case, I won the toss, playing as the Perseus. That meant that the 'AI' Sha'kurian ship had to allocate first. (The point of all this 'coin tossing' is to add randomness to the gameplay in the single player game. It puts the luxury of being able to react to your opponent's first move on a totally random footing. And of course, whoever rolled second first time rolls first the next. Compare it to the coin toss to determine who receives the kickoff in a football game ) That roll was a 6 (on a 1d6), for 60 points. Considering that there were several other engagements going on at the same time, I decided to play it safe, putting it all on defense. Lucky for the Klingon ship Perseus, because that ship only rolled a 1.





IKS Perseus rolls:10 0o/10d

SRS Count rolls:60 0o/60d

Result:

IKS Perseus damage 0/25

SRS Count damage 0/15



For the next volley, the Klingon ship took its turn rolling first. It rolled a "3", for 30 points, and put them all on defense. It didn't save him, because the Count rolled a 6.



IKS Perseus rolls:30 0o/30d

SRS Count rolls:60 60o/d

Result:

IKS Perseus destroyed

SRS Count damage 0/15



You'll note that the Perseus is able to take 25 points of damage. That is because all of my play has given me a "Legendary" rating. The increased available points is one of the benefits of that. For details, see "Experience Points: How to Get Them and What They Get You". If you want to take it a step further, you can capture ships using Simple Combat. You have to cause 10 points of damage to lower the enemy shields, then transport over. Ah, but to so that you have to lower your own shields. Do that by giving yourself (just for the 'transport' volley) 10 points damage. A bit tricky, with careful timing involved, but a great tactic. And of course, as new races are added to Fantasy Trek, there will be a few necessary variations to these rules (i.e. Tholian Webs).



So what to do with all of this? As I said, the Simple Combat Game is ideal for extended scenarios involving many ships in combat. For example, Head to Head Sector Assault was written with Simple Combat in mind:



Rules

The goal is to conquer and hold all 5 systems.



In order to do this, you must conquer (in order, 1 through 5), and sufficiently defend all systems while denying your enemy access to those same systems. Reduce the enemy fleet sufficiently to prevent them from building a shipyard, and stop/destroy enough enemy convoys to deny random reinforcements sufficient to threaten your shipyards. You must also attain a minimum of 13 points (see 'Victory Conditions' below)



System Conquest:

Regardless of whether a system has been taken by enemy forces, you will face a random-sized enemy fleet upon first arrival in a new system. Roll 1d6 for size of enemy fleet, then subtract any applicable random fleet disadvantage (see below). If the size of the enemy fleet is less than the random fleet disadvantage, then there is no contact. Then use appropriate simple combat template. All surviving ships retain damage but can move and fight until destroyed. They can only be repaired by remaining in place for two turns (subject to random enemy attack each turn-50% chance of random attack. 1d6:1-3=no contact. 4-6=attacked) or by docking at shipyard for one turn (subject to random enemy attack, same odds as above). The system remains yours once you've defeated the initial fleet, but if left undefended, any attempt to conquer it will only be countered by a randomly generated fleet. You can (and should) choose to leave any combination of ships and/or a shipyard to defend it.



Open Space:

Enemy convoys will only be encountered in open spaces. Roll for encounter (1d6:1-3=contact). Then roll 1d6 for enemy escorts. 1-3= 1 CA escort. 4-6= 2 CA escorts. The random fleet disadvantage does not affect this. Random enemy convoy(s) must be stopped=at least 3/5 freighters destroyed or captured (5/15 damage and successful boarding party action), escorts destroyed or disabled (10/15 damage) in 5 volleys or less. Every convoy that is stopped decreases random enemy fleet size by one. This is the random fleet disadvantage. For every three freighters captured, your random fleet disadvantage is reduced by one. You will not encounter convoys in open spaces when you have conquered both adjacent systems



Shipyard:

Shipyards are recommended. They can only be built in systems that you hold (by destroying an initial assault fleet). Three starships must remain in system or open space area for three turns to build shipyard. During each turn 50% chance of random attack. (1d6:1d6:1-3=no contact. 4-6=attack, then roll 1d6 for size of enemy fleet. If the size of the enemy fleet is less than the random fleet disadvantage, then there is no contact.) LOS (line of sight) must be maintained to use or attack shipyard. Shipyard has X75 multiplier. Shipyard can construct replacement ships in 3 turns. While your fleet can not exceed 6 ships, additional ships built at shipyards do not count against this total. They cannot fight with full-sized fleets, but can supplement diminished fleets. The same rule applies to surviving random reinforcements. Since you must have a minimum of three ships to build a shipyard, it is recommended that you build at least one shipyard and at least two reserve ships just in case of unforseen losses. A fleet reduced to two ships and no shipyard to fall back would have little chance of victory.



If you want to register as a player, notify me through a comment on the

blogsite. I recommend keeping a record of your games played, as they add up to experience points that enrich your gaming experience.



Victory Conditions/Points-

Shipyards 5 (max)

Fleet size 6 (max)

Reinforcement capacity 6 (max)



You must conquer 5 systems and attain 13+ VC points



Templates (it is recommended that you keep a master copy of these, making working copies to modify suit your needs):



Klingon fleet vs Federation Fleet

KCA IKS Kandido rolls: o/d

KCA IKS Kurry rolls: o/d

KCA IKS DuranQo rolls: o/d

KCA IKS Ok'ran rolls: o/d

KCA IKS D'Han rolls: o/d

KCA IKS Glommer rolls: o/d

FCA USS Washington rolls: o/d

FCA USS Roosevelt rolls: o/d

FCA USS Cleveland rolls: o/d

FCA USS Detroit rolls: o/d

FCA USS Abraham Lincoln rolls: o/d

FCA USS Guadalcanal rolls: o/d

results

KCA IKS Kandido damage: /15

KCA IKS Kurry damage: /15

KCA IKS DuranQo damage: /15

KCA IKS Ok'ran damage: /15

KCA IKS D'Han damage: /15

KCA IKS Glommer damage: /15

FCA USS Washington damage: /15

FCA USS Roosevelt damage: /15

FCA USS Cleveland damage: /15

FCA USS Detroit damage: /15

FCA USS Abraham damage: /15

FCA USS Guadalcanal damage: /15



Klingon fleet versus Federation convoy with two escorts



KCA IKS Etlh rolls: o/d

KCA IKS Dk'tagh rolls: o/d

KCA IKS Bertaa rolls: o/d

KCA IKS BortaS rolls: o/d

KCA IKS Chang rolls: o/d

KCA IKS tIQ'etlh rolls: o/d

FCA USS Komack rolls: o/d

FCA USS Nogura rolls: o/d

Fr rolls: o/d

Fr2 rolls: o/d

Fr3 rolls: o/d

Fr4 rolls: o/d

Fr5 rolls: o/d

results

KCA IKS Etlh damage: /15

KCA IKS Dk'tagh damage: /15

KCA IKS Bertaa damage: /15

KCA IKS BortaS damage: /15

KCA IKS Chang damage: /15

KCA IKS tIQ'etlh damage: /15

FCA USS Komack damage: /15

FCA USS Nogura damage: /15

Fr1 damage: /15

Fr2 damage: /15

Fr3 damage: /15

Fr4 damage: /15

Fr5 damage: /15



Sample First Turn:



Turn 1)

(1209.13)

System 1: FCA USS Essex FCA USS Challenger FCA USS Tahir FCA USS Robau FCA USS Abrahms FCA USS Orci form Fed 1st Fleet (FF1). Contact: 4 KCA's *won toss. (1209.13) FCA USS Essex FCA USS Challenger FCA USS Tahir FCA USS Robau FCA USS Abrahms FCA USS Orci vs KCA IKS D'Qu KCA IKS NaQjej KCA IKS Ej'QuD KCA IKS Qaw'lu: Klingons destroyed. No damage to FF1.

System 5: KCA IKS Kandido KCA IKS Kurry KCA IKS DuranQo KCA IKS Ok'ran KCA IKS D'Han KCA IKS Glommer form Klingon 1st Fleet (KF1). Contact: 4 FCA's *won toss. (1209.13) KCA IKS Kandido KCA IKS Kurry KCA IKS DuranQo KCA IKS Ok'ran KCA IKS D'Han KCA IKS Glommer vs FCA USS Washington FCA USS Roosevelt FCA USS Cleveland FCA USS Detroit: Feds destroyed. No damage to KF1.





TNG Era:



Kri'staK Sector

Ab'Qaff Battle Group

Ab'Qaff Class Klingon Heavy Command Cruiser (KCVC) IKS Ab'Qaff

General Kapact Commanding



cha'Hom System-

The IKS Ab'Qaff reports that a sample of the ancient Vulcan hull material has been transferred to a 'trusted representative' of the Vulcan High Council. It also transmitted all relevant data of a strong Romulan military presence in the sector. Having now completed its mission in the cha'Hom system, the Ab'Qaff battle group has departed for the wej'Hom system.



Games in Play:





Head to Head Sector Conquest

(Note:The end of the campaign was not a surprise. Klingon forces eventually overpowered withering Federation resistance. At the end, Klingon forces built their second shipyard to attain the required Victory Condition points. Reading over prevous notes, I see where I had allowed for losing fleet commanders to call in reinforcements. I changed my mind on that, because I thought that the law of averages would equalize any balance issue created by the advantage created by winning and losing the coin toss. I'll keep that issue in mind during the next Head to Head Sector Assault.)





Turn 38)

(1209.25)

System 5:

KCA IKS Poktarl FCA IKS Challenger FCA IKS Calgary on station. KSY Klinzai idle. Random attack? Contact: 4 FCA's *won toss. (1209.29) KCA IKS Poktarl FCA IKS Challenger FCA IKS Calgary KSY Klinzai vs FCA USS Indomitable FCA USS Alpha Centauri FCA USS Cochrane FCA USS Henry Archer: FCA USS Indomitable FCA USS Alpha Centauri FCA USS Cochrane FCA USS Henry Archer destroyed. Klingons undamaged.

Open Space:

KF3 (FCA IKS Jamestown FCA IKS Roanoke FCA IKS Mayflower FCA IKS Boston KCA IKS Chang KCA IKS tIQ'etlh) arrive in open space. Search for convoy? Turn 1: no contact



Turn 39)

(1209.30)

System 5:

KCA IKS Poktarl FCA IKS Challenger FCA IKS Calgary on station. KSY Klinzai idle.

Open Space:

KF3 (FCA IKS Jamestown FCA IKS Roanoke FCA IKS Mayflower FCA IKS Boston KCA IKS Chang KCA IKS tIQ'etlh) in open space. Search for convoy? Turn 2: no contact



Turn 40)

(1209.30)

System 5:

KCA IKS Poktarl FCA IKS Challenger FCA IKS Calgary on station. KSY Klinzai idle. Random attack? No contact.

Open Space:

KF3 (FCA IKS Jamestown FCA IKS Roanoke FCA IKS Mayflower FCA IKS Boston KCA IKS Chang KCA IKS tIQ'etlh) in open space. Search for convoy? Turn 3: no contact





Turn 41)

(1209.30)

System 5:

KCA IKS Poktarl FCA IKS Challenger FCA IKS Calgary on station. KSY Klinzai idle.

Open Space:

KF3 (FCA IKS Jamestown FCA IKS Roanoke FCA IKS Mayflower FCA IKS Boston KCA IKS Chang KCA IKS tIQ'etlh) in open space. Search for convoy? Turn 4: no contact





Turn 42)

(1209.30)

System 5:

KCA IKS Poktarl FCA IKS Challenger FCA IKS Calgary on station. KSY Klinzai idle. Random attack? No contact.

Open Space:

KF3 (FCA IKS Jamestown FCA IKS Roanoke FCA IKS Mayflower FCA IKS Boston KCA IKS Chang KCA IKS tIQ'etlh) in open space. Search for convoy? Turn 5: no contact





Turn 43)

(1209.30)

System 5:

KCA IKS Poktarl FCA IKS Challenger FCA IKS Calgary on station. KSY Klinzai idle.

Open Space:

KF3 (FCA IKS Jamestown FCA IKS Roanoke FCA IKS Mayflower FCA IKS Boston KCA IKS Chang KCA IKS tIQ'etlh) arrive in open space. Search for convoy? Turn 6: Contact: Fr1-5 w/1 FCA escort. *won toss. (1209.31) FCA IKS Jamestown FCA IKS Roanoke FCA IKS Mayflower FCA IKS Boston KCA IKS Chang KCA IKS tIQ'etlh vs FCA USS Komack, Fr!-5: FCA USS Komack, Fr!-5 destroyed. No damage to Klingons. Federation random fleet disadvantage= -3. KF3 departs for System 2.



Turn 44)

(0110.01)

System 5:

KCA IKS Poktarl FCA IKS Challenger FCA IKS Calgary on station. KSY Klinzai idle. Random attack? No contact.

System 2:

KF3 (FCA IKS Jamestown FCA IKS Roanoke FCA IKS Mayflower FCA IKS Boston KCA IKS Chang KCA IKS tIQ'etlh) arrive in System 2. Contact: 2 FCA's. *lost toss. (0110.01) FCA IKS Jamestown FCA IKS Roanoke FCA IKS Mayflower FCA IKS Boston KCA IKS Chang KCA IKS tIQ'etlh vs FCA USS Milliways FCA USS Gilliam: FCA USS Milliways FCA USS Gilliam destroyed. FCA IKS Jamestown damage 20/25. FCA IKS Roanoke FCA IKS Mayflower FCA IKS Boston KCA IKS Chang KCA IKS tIQ'etlh. Fleet remains on station while FCA IKS Jamestown repairs.



Turn 45)

(0110.01)

System 5:

KCA IKS Poktarl FCA IKS Challenger FCA IKS Calgary on station. KSY Klinzai idle.

System 2:

KF3 (FCA IKS Jamestown FCA IKS Roanoke FCA IKS Mayflower FCA IKS Boston KCA IKS Chang KCA IKS tIQ'etlh) remains on station while FCA IKS Jamestown repairs. Turn 1/2 contact? No contact.



Turn 46)

(0110.01)

System 5:

KCA IKS Poktarl FCA IKS Challenger FCA IKS Calgary on station. KSY Klinzai idle. Random attack? No contact

System 2:

KF3 (FCA IKS Jamestown FCA IKS Roanoke FCA IKS Mayflower FCA IKS Boston KCA IKS Chang KCA IKS tIQ'etlh) remains on station while FCA IKS Jamestown repairs. Turn 2/2 contact? No contact. Fleet departs for open space.



Turn 47)

(0110.01)

System 5:

KCA IKS Poktarl FCA IKS Challenger FCA IKS Calgary on station. KSY Klinzai idle.

Open Space:

KF3 (FCA IKS Jamestown FCA IKS Roanoke FCA IKS Mayflower FCA IKS Boston KCA IKS Chang KCA IKS tIQ'etlh) arrive in open space. Search for convoy turn 1? Contact Fr1-5, 2 FCA's. *won toss (0110.01) FCA IKS Jamestown FCA IKS Roanoke FCA IKS Mayflower FCA IKS Boston KCA IKS Chang KCA IKS tIQ'etlh vs FCA USS Alderaan FCA USS Probert, Fr!-5: FCA USS Alderaan FCA USS Probert, Fr!-5 destroyed. FCA IKS Jamestown destroyed. FCA IKS Mayflower damage 14/25. FCA IKS Roanoke FCA IKS Boston KCA IKS Chang KCA IKS tIQ'etlh undamaged. Federation random fleet disadvantage= -4. KF3 (FCA IKS Roanoke FCA IKS Mayflower FCA IKS Boston KCA IKS Chang KCA IKS tIQ'etlh) remain on station for repair of FCA IKS Mayflower.



Turn 48)

(0110.01)

System 5:

KCA IKS Poktarl FCA IKS Challenger FCA IKS Calgary on station. KSY Klinzai idle. Random attack? No contact.

Open Space:

KF3 (FCA IKS Roanoke FCA IKS Mayflower FCA IKS Boston KCA IKS Chang KCA IKS tIQ'etlh) remain on station for repair of FCA IKS Mayflower. Turn 1/2 random attack? No contact.



Turn 49)

(0110.01)

System 5:

KCA IKS Poktarl FCA IKS Challenger FCA IKS Calgary on station. KSY Klinzai idle.

Open Space:

KF3 (FCA IKS Roanoke FCA IKS Mayflower FCA IKS Boston KCA IKS Chang KCA IKS tIQ'etlh) remain on station for repair of FCA IKS Mayflower. Turn 2/2 random attack? Contact: 1 FCA *won toss. (0110.01) FCA IKS Roanoke FCA IKS Mayflower FCA IKS Boston KCA IKS Chang KCA IKS tIQ'etlh vs FCA USS Martha Washington: FCA USS Martha Washington destroyed. Klingons undamaged. FCA IKS Mayflower fully repaired. Klingon fleet departs for system 1.



Turn 50)

(0110.01)

System 5:

KCA IKS Poktarl FCA IKS Challenger FCA IKS Calgary on station. KSY Klinzai idle. Random attack? No contact.

System 1:

KF3 (FCA IKS Roanoke FCA IKS Mayflower FCA IKS Boston KCA IKS Chang KCA IKS tIQ'etlh) arrive in System 1. Begin construct KSY Kahless. Turn 1/3 Contact: 1 FCA *won toss. (0110.01) FCA IKS Roanoke FCA IKS Mayflower FCA IKS Boston KCA IKS Chang KCA IKS tIQ'etlh vs FCA USS Panama City: FCA USS Panama City destroyed. Klingons undamaged.



Turn 51)

(0110.01)

System 5:

KCA IKS Poktarl FCA IKS Challenger FCA IKS Calgary on station. KSY Klinzai idle.

System 1:

KF3 (FCA IKS Roanoke FCA IKS Mayflower FCA IKS Boston KCA IKS Chang KCA IKS tIQ'etlh) in System 1. Construct KSY Kahless. Turn 2/3 Random attack? No contact.





Turn 52)

(0110.01)

System 5:

KCA IKS Poktarl FCA IKS Challenger FCA IKS Calgary on station. KSY Klinzai idle. Random attack? No contact.

System 1:

KF3 (FCA IKS Roanoke FCA IKS Mayflower FCA IKS Boston KCA IKS Chang KCA IKS tIQ'etlh) in System 1. Construct KSY Kahless. Turn 3/3 Random attack? No contact. KSY Kahless complete.



Klingons defeat Federation



Victory Conditions/Points-

Shipyards 2

Fleet size 5

Reinforcement capacity 6 (max)

5 systems conquered.

13 VC points





PvP games reported:

(0110.03) PCA AV Sitka vs KCA IKS 'etlh: Both ships destroyed



Heavy Combat: KCA IKS Etlh(A) vs KCA IKS Etlh(B)



(0110.04) KCA IKS Etlh(A) vs KCA IKS Etlh(B) (Advanced/Prototype Test)



1)

Position

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

1___________________________________________________

2___________________________________________________

3___________________________________________________

4_____________A_____________________________________

5___________________________________________________

6___________________________________________________

7___________________________________________________

8___________________________B_______________________

9___________________________________________________

10__________________________________________________

11__________________________________________________

12__________________________________________________

13__________________________________________________

14__________________________________________________

15__________________________________________________

16__________________________________________________

17__________________________________________________

18__________________________________________________

19__________________________________________________

Elevation

.... A B C D E F G H I J K L M N O P Q R S T U

A___________________________________________________

B___________________________________________________

C___________________________________________________

D___________________________________________________

E___________________________________________________

F___________________________________________________

G__________________________B________________________

H___________________________________________________

I_________________A_________________________________

J___________________________________________________

K___________________________________________________

L___________________________________________________

M___________________________________________________

N___________________________________________________

O___________________________________________________

P___________________________________________________

Q___________________________________________________

S___________________________________________________

T___________________________________________________





A) Roll [9]

A) Helm: Position/Movement[9x4,JxI /Speed2]/[Course 90x000 ]

A) Countermeasures/Reinforce shields/Cloak/Tractor/Repair: [6ECM/ECCM()+retained] [Reinforce shields()+retained]Cloak[]Tractor[pts] Repair[]

A) Tactical: Target[BFWD] Target Bearing[45x45] Target Range[6] Fire weapons [FWDdisruptors(x) +FWDphotons(4x4)+AFTdisruptors(5x4)+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)]





B) Roll [6]

B) Helm: Position/Movement[15x8,NxG /Speed3]/[Course270/000 ]

B) Countermeasures/Reinforce shields/Cloak/Tractor/Repair: [ECM/ECCM(5)+retained] [Reinforce shields()+retained]Cloak[]Tractor[pts] Repair[]

B) Tactical: Target[AFWD] Target Bearing[45x335] Target Range[6] Fire weapons [FWDdisruptors(x) +FWDphotons(4x4)+AFTdisruptors(x)+AFTphotons(x)]

B) 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)]



Results:

A) Damage:16 pts total FWD Shields 16/32

B) Damage:36 pts total FWD Shields 32/32 FWD Armor 4/4



2)

Position

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

1___________________________________________________

2___________________________________________________

3___________________________________________________

4_________________A_________________________________

5___________________________________________________

6___________________________________________________

7___________________________________________________

8___________________B_______________________________

9___________________________________________________

10__________________________________________________

11__________________________________________________

12__________________________________________________

13__________________________________________________

14__________________________________________________

15__________________________________________________

16__________________________________________________

17__________________________________________________

18__________________________________________________

19__________________________________________________

Elevation

.... A B C D E F G H I J K L M N O P Q R S T U

A___________________________________________________

B___________________________________________________

C___________________________________________________

D___________________________________________________

E___________________________________________________

F___________________________________________________

G______________________B____________________________

H___________________________________________________

I_________________A__________________________________

J___________________________________________________

K___________________________________________________

L___________________________________________________

M___________________________________________________

N___________________________________________________

O___________________________________________________

P___________________________________________________

Q___________________________________________________

S___________________________________________________

T___________________________________________________





A) Roll [6]

A) Helm: Position/Movement[11x4,JxI /Speed2]/[Course 90x000 ]

A) Countermeasures/Reinforce shields/Cloak/Tractor/Repair: [5ECM/ECCM()+retained] [Reinforce shields()+retained]Cloak[]Tractor[pts] Repair[]

A) Tactical: Target[BPort] Target Bearing[90x45] Target Range[4] Fire weapons [FWDdisruptors(4x3) +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)]





B) Roll [10]

B) Helm: Position/Movement[12x8,MxG /Speed3]/[Course270/000 ]

B) Countermeasures/Reinforce shields/Cloak/Tractor/Repair: [4ECM/5ECCM()+retained] [Reinforce shields()+retained]Cloak[]Tractor[pts] Repair[]

B) Tactical: Target[ASTBD] Target Bearing[45x315] Target Range[] Fire weapons [FWDdisruptors(4x6) +FWDphotons(x)+AFTdisruptors(x)+AFTphotons(x)]

B) 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)]



Results:

A) Damage:24 pts total FWD Shields 15/32 STBD Shields 24/30

B) Damage:4 pts total FWD Shields 32/32 FWD Armor 4/4 Port Shields 4/30



3)

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____________B______________________________________

8___________________________________________________

9___________________________________________________

10__________________________________________________

11__________________________________________________

12__________________________________________________

13__________________________________________________

14__________________________________________________

15__________________________________________________

16__________________________________________________

17__________________________________________________

18__________________________________________________

19__________________________________________________

Elevation

.... A B C D E F G H I J K L M N O P Q R S T U

A___________________________________________________

B___________________________________________________

C___________________________________________________

D___________________________________________________

E___________________________________________________

F___________________________________________________

G_____________B_____________________________________

H___________________________________________________

I____________________A_______________________________

J___________________________________________________

K___________________________________________________

L___________________________________________________

M___________________________________________________

N___________________________________________________

O___________________________________________________

P___________________________________________________

Q___________________________________________________

S___________________________________________________

T___________________________________________________





A) Roll [12]

A) Helm: Position/Movement[13x4,LxI /Speed2]/[Course 90x000 ]

A) Countermeasures/Reinforce shields/Cloak/Tractor/Repair: [3ECM/3ECCM()+retained] [Reinforce shields()+retained]Cloak[]Tractor[pts] Repair[]

A) Tactical: Target[BVENT] Target Bearing[315x45] Target Range[4] Fire weapons [FWDdisruptors(x) +FWDphotons(x)+AFTdisruptors(2x4)+AFTphotons(4x4)MicroTorp(8x2x4)]

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)]





B) Roll [5]

B) Helm: Position/Movement[9x7,HxG /Speed3]/[Course315x225 ]

B) Countermeasures/Reinforce shields/Cloak/Tractor/Repair: [3ECM/ECCM()+retained] [Reinforce shields()+retained]Cloak[]Tractor[pts] Repair[]

B) Tactical: Target[AAFT] Target Bearing[135x315] Target Range[] Fire weapons [FWDdisruptors(x) +FWDphotons(x)+AFTdisruptors(1x4)+AFTphotons(6x4)MicroTorp(xx)]

B) 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)]



Results:

A) Damage:25 pts total FWD Shields 15/32 STBD Shields 24/30 AFT Shields 22/22 AFT Shields 3/3

B) Damage:72 pts total FWD Shields 32/32 FWD Armor 4/4 Port Shields 4/30 (VENT Shields 32/32) (VENT Armor 4/4) (VENT Hull 4/4) (VENT Systems 10/10) Tractor 2/2 Batteries 4/4 Warp 4/4, Hanger Bay 2/2 (FWD Systems 5/5) Photon 2/2 Bridge 1/1 Sensor 1/1 Transporter 1/1 (AFT Systems 3/3) Photon 1/1 Sensor 1/1, Impulse 1/1 (STBD Systems 3/3) Docking Port 1/1 Warp Nacelle 1/1 Cloak 1/1 PORT Systems Docking Port 1/1 Warp Nacelle 1/1 Cloak 1/1 (66 total) (DORS Systems 6/20) Bridge 1/1 Computer Core 1/1 Impulse 1/1 Transporter 1/1 Disruptors(FWD) 2/4



Catastrophic Damage: 1 more system (DORS Systems) Disruptors(FWD) 3/4



KCA IKS Etlh(B) completely disabled and adrift. KCA IKS Etlh(A) disengages.



A) KLINGON CA (Etlh Class)



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

STARBOARD SHIELDS: 1 2 3 4 5 6

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

AFT SHIELDS:



Armor:

Fore 1 2 3 4

Aft

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

Port 1 2 3 4

Starboard 1 2 3 4

Dorsal 1 2 3 4

Ventral 1 2 3 4



INTERNALS

Control Capable:

CCS/ATC (Command & Control Systems/Auxiliary Tactical Control)

Bridge (DORS, FWD)1

Fire Control (FWD) 1 2

(CR)Computer Core (DORS, FWD) 1*

Engineering (DORS) 1 2 3 4



Photon Torpedoes (FWD) 1 2 (AFT) 1 (DOR) 1 2 3 4 5 6 7 8

(CR) Sensors (FWD) 1 *

Tractors (VENT)1 2

Disruptors (DOR)(FWD) 1 2 3 4 (DOR)(AFT) 1 2 3 4

Hanger Bay (VENT) 1 2

Transporter (FWD) 1

(CR) Batteries (VENT)1 2 3 4*

(CR) Warp (VENT)1 2 3 4*

Warp Nacelles (PORT) 1 2 (STBD) 1 2 (AFT) 1 2

*Control Requisite (CR): Sensors/Computer Core/Power or Aux Power(1 battery per turn)



Internal Damage Chart

Roll 1 dice

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

(Roll) Result

DORS:(1)Bridge 1, (2)Computer Core 1, (3)Impulse 1, (4)Transporter 1 (5)Disruptors(FWD) 1 2 3 4 (5)Disruptors(AFT) 1 2 3 4 (6) Photons 1 2 3 4 5 6 7 8

VENT: (1,2)Tractor 1 2, (3,4)Batteries 1 2 3 4, (5)Warp 1 2 3 4, (6)Hanger Bay 1 2

FWD: (1)Photon 1 2 (2)Bridge 1 (3,4)Sensor 1, (5,6)Transporter 1

AFT: (1,2)Photon 1, (3)Sensor 1, (4,5)Impulse 1

PORT: (1,3,5,6)Docking Port, (2)Warp Nacelle 1, (4)Cloak 1

STBD: (1,3,5,6)Docking Port, (2)Warp Nacelle 1, (4)Cloak 1



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





B) KLINGON CA (Etlh Class)



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:

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

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:

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

Aft 1 2 3

Port 1 2 3 4

Starboard 1 2 3 4

Dorsal 1 2 3 4

Ventral



Hull

Fore 1 2 3 4

Aft 1 2

Port 1 2 3 4

Starboard 1 2 3 4

Dorsal 1 2 3 4

Ventral



INTERNALS

Control Capable:

CCS/ATC (Command & Control Systems/Auxiliary Tactical Control)

Bridge (DORS, FWD)1

Fire Control (FWD) 1 2

(CR)Computer Core (DORS, FWD) 1*

Engineering (DORS) 1 2 3 4



Photon Torpedoes (FWD) 1 2 (AFT) 1 (DOR) 1 2 3 4 5 6 7 8

(CR) Sensors (FWD) 1 *

Tractors (VENT)1 2

Disruptors (DOR)(FWD) 1 2 3 4 (DOR)(AFT) 1 2 3 4

Hanger Bay (VENT) 1 2

Transporter (FWD) 1

(CR) Batteries (VENT)1 2 3 4*

(CR) Warp (VENT)1 2 3 4*

Warp Nacelles (PORT) 1 2 (STBD) 1 2 (AFT) 1 2

*Control Requisite (CR): Sensors/Computer Core/Power or Aux Power(1 battery per turn)



Internal Damage Chart

Roll 1 dice

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

(Roll) Result

DORS: 4 (5)Disruptors(AFT) 1 2 3 4 (6) Photons 1 2 3 4 5 6 7 8

VENT:

FWD:

AFT:

PORT:

STBD:



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





Command College:



"What Are Your Orders, Captain?"



(TMP Era) "Enmeshed"



Discovering a mysterious and unidentified Federation starship trapped in what appears to be a Tholian interspatial gravity well, Captain Robau of the Akula Class destroyer USS Sparta moves to investigate, but is challenged by two approaching Klingon warships. Despite the fact that the Klingons are approximately ten minutes away and the danger of Tholian activity, Captain Robau has no choice but to attempt a rescue. He decides to extend scans ahead, to gather whatever information he can before arriving on the scene. As the Sparta closes to transporter range, sensors show thousands of microfractures in the hull, allowing for more detailed internal scans. He is relieved to discover no life forms aboard, simplifying the task before him.

A detailed scan of the mysterious ship reveals low-level power emanations, leading from the electro plasma system (EPS) to the tactical systems. Any residual power left in the matter/antimatter reaction assembly would still be available to any functioning tactical systems. That might give them a chance to mount a brief defence against the Klingon attack. Of course, this would require transporting crew to the ship, which is hazardous for a number of obvious reasons. Is it worth the risk?



What are your orders, Captain?



As the Klingons continue to close, they are revealed as a K'tinga Class Battlecruiser and a Levek Class Destroyer. Their weapons are charged, and they are on course to intercept the unknown ship, intent on either capturing or destroying it.

Captain Robau continues to scan the ship as he hails the two Klingon ships, ordering them to withdraw or risk war. He doesn't expect it to deter them, but instead hopes to delay them, even if only for a moment. As it turns out, the Klingons don't slow down or hesitate. In the meantime, Captain Robau transports an engineering team, along with a small tactical. While the disabled Federation ship is in no shape for extended combat operations, it dwarfs all of the other ships in the area. He can only hope that his engineering team can bring the other ship into the fight quickly enough to make a difference.

As lights start to flicker across the massive hull, two other ships appear on the scene. These are instantly recognizable as Tholian heavy cruisers. Before the captain can catch his breath, one of the Tholians has launched a web at the K'tinga. These are weapons he'd heard of but never seen, supposedly brought by extra-galactic Neo-Tholians. They were webs instantly deployable, by a single ship. Unlike the older Tholian webs that required two ships and more than hour to construct, these neo-webs were launched almost like torpedoes, encasing their victim in a globular energy field that completely disabled maneuvering and tactical functions, leaving the ship completely vulnerable for a short time, during which the Tholian could hammer away at them unopposed.

In seconds, the K'tinga was trapped and taking a beating. Captain Robau is now faced with a unique dilemma. Should he defend the Klingon, or attempt to flee the area with the mysterious ship? What are your orders, Captain?



Post your solution here for a Command College Point. Feel free to discuss this with the 'comment' feature



"Captain's Log"



"...contrary to what we had believed..."



14) Members of the crew start to act very strangely when you enter orbit.



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



(Post-TNG Era)

Captain T'leenvil

RIS D'Shoanna

D'deridex Class Warbird



It was one of those days when you question not just the current aggressive policies of the Empire towards our Vulcan forebears and their human allies, but perhaps the thousands of years that have shaped our culture. From everything we thought we knew about the Federation, we were convinced that they hemmed us in, trapped and constricted us behind our borders because they hated us and wanted us either dead or powerless. From some of the earliest encounters, (distorted now, thanks to the current Praetor's temporal escapades), we assumed that every encounter with an Earth ship was a prelude to invasion, and every encounter with a Vulcan ship an attempt to reassimilate us into their stifling, passionless society. But now, as my crew and I witness the wreckage of a Federation cruiser, we all find ourselves questioning everything that we've ever thought we've known as a culture. The USS Eisenhower, a powerful Federation starship sacrificed itself in an attempt to rescue the Romulan crew of a science ship exploring a Class J planet in the Gamma Hydra system. A system that they claim and we claim. From all indications, the Eisenhower was pulled into the planet's unstable gravitation field and was lost with all hands. All that remains is an artifical ring, composed of sparkling duranium and tritanium debris. There is no sign of our science ship, nor of lifeboats from the Eisenhower. So strangely for us, and never to be reported once we reach home, my crew and I grieve not just for the loyal Romulans on the science ship, but also for the human crew who possessed a certain greatness contrary to what we had believed them capable, and died for that quality.



for next week. write a 100+ word log entry including the phrase "... a threat we weren't prepared for...". Post it in the yahoo group or on the blogsite's "comment" feature for a Command College Point.



Dev Notes:



While I think of creating more involved Simple Combat scenarios, I am also pushing the Etlh Class through a second heavy combat drill. The sticking point is the rack of micro torp launchers along the dorsal spine. There is a danger that they make the ship too powerful. I may adjust the power requirements, so that each micro torpedo costs a full point to launch, but only does half the damage as a normal torpedo. The advantage will hopefully be balanced by the power cost. If it does, it may provide a clue as to how to deal with other heavy and/or exotic weapons. On the subject of Heavy Combat, I am experimenting with simplifying some of the notation. I like having 3D combat, but the paperwork can be a pain. So rather than having to separate maps to track, I'll just note the elevation as a number from 1 to 9. Hopefully it will speed things up. One more note: Mrs Kapact (user Kate) is working hard on designs for the Blalock Class Fast (Penetration) Cruiser, as well as a Romulan dreadnought. Thank you Mrs Kapact!