Wednesday, February 17, 2010

Summary of Events Stardate 0210.17

Quick Start Play:

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


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 (BCH) 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


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


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:


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


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


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


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)


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.

Games in Play:

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

Turns 44 through 51.

The outcome was pretty much decided. Victorious Klingon forces smashed through Federation defenses and moved in to catch the Fed First Fleet as it returned home. The Feds built a second shipyard, but twelve Klingon ships destroyed the shipyard and smashed the Fed sheilds and captured the whole fleet, and the alien artifact with it. Honestly, though, the Feds' straight forward approach doomed them from the start. When and if I play this through again, the Feds will make things more difficult for the Klingons. Here are the final turn logs.

Turn 45)


Klingon: (c,17) KSY1 continues construct KF6 9/18 (K23,24 on station) KF3 (K13,14,15,16,17) moves to (c,10). KSY2 continues construct KF4 16/18 (K23,25 on station) (c,9). KSY3 continues construct KF5 16/18 (K24,26 on station) (c,10) IKF1 (IK1-15) moves to (c,7) IK1-15 vs FSY1, F13-18: FSY1, F13-18 destroyed. K1,9-15 destroyed. IK2-8 on station.

Federation: (c,5) FSY1 continues construct FF4 turn 3/18 FF3 (F13,14,15,16,17,18) remains on station (c,5) FF1(F1-6) moves to (f,10).

Turn 46)


Klingon: (c,17) KSY1 continues construct KF6 10/18 (K23,24,25 on station) KF3 (K13,14,15,16,17) moves to (c,11). KSY2 continues construct KF4 16/18 (K23,25 on station) (c,9). KSY3 continues construct KF5 16/18 (K24,26 on station) (c,10) IKF1 (IK2-8) moves to (c,6)

Federation: FF1(F1-6) remains on station, begins construct FSY2 turn 1/3 (f,10)

Turn 47)


Klingon: (c,17) KSY1 continues construct KF6 11/18 (K23,24,25 on station) KF3 (K13,14,15,16,17) moves to (d,10). KSY2 continues construct KF4 17/18 (K23,25 on station) (c,9). KSY3 continues construct KF5 17/18 (K24,26 on station) (c,10) IKF1 (IK2-8) moves to (d,7)

Federation: FF1(F1-6) remains on station, begins construct FSY2 turn 2/3 (f,10)

Turn 48)


Klingon: (c,17) KSY1 continues construct KF6 12/18 (K23,24,25 on station) KF3 (K13,14,15,16,17) moves to (d,10). KSY2 continues construct KF4 18/18 (K23,25 on station) (c,9). KSY3 continues construct KF5 18/18 (K24,26 on station) (c,10) IKF1 (IK2-8) moves to (e,8)

Federation: FF1(F1-6) remains on station, begins construct FSY2 turn 3/3 (f,10)

Turn 49)


Klingon: (c,17) KSY1 continues construct KF6 13/18 (K23,24,25,26 on station) KF3 (K13,14,15,16,17) moves to (e,9). KSY2 stops construction KF4 (K23,25,27) on station (c,9). KSY3 stops construction construct KF5 (K24,26,28) remains on station (c,10) IKF1 (IK2-8) moves to (e,9)

Federation: FF1(F1-6) remains on station, begins construct FSY2 turn 3/3 (f,10)

Turn 50)


Klingon: (c,17) KSY1 continues construct KF6 14/18 (K23,24,25,26 on station) KF3 (K13,14,15,16,17) joins IKF1 (e,9). KSY2 stops construction KF4 (K23,25,27) on station (c,9). KSY3 stops construction construct KF5 (K24,26,28) remains on station (c,10) IKF1 (IK2-8) combines with KF3: All ships now designated IK1-12 (e,9)

Federation: FF1(F1-6) remains on station, FSY2 begins construct FF2 1/18 (f,10)

Turn 51)


Klingon: (c,17) KSY1 continues construct KF6 15/18 (K23,24,25,26 on station) KSY2 stops construction KF4 (K23,25,27) on station (c,9). KSY3 stops construction construct KF5 (K24,26,28) remains on station (c,10) IKF1 (IK1-12) moves to (f,10) IKF1(IK1-12) vs FSY2, F1-6 FSY2 destroyed. F1-6 captured. Alien artifact recovered.

Federation: FF1(F1-6) remains on station, FSY2 begins construct FF2 2/18 IKF1(IK1-12) vs FSY2, F1-6 (f,10).

Klingons destroy/capture all Federation forces, recover artifact, win game.

"What Are Your Orders, Captain?"

(TMP Era) "The Devil You Know, Or...?"

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. After defending the Klingons from a Tholian attack, the USS Sparta finds itself in what seems to a starless zone. In the distance is an installation showing a Tholian power signature. Scans of the Klingon ships show nominal power readings but extensive damage.

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.

"The Greater Good"

Sensors show that the installation is an interspace generator, as well as the presence of the mysterious Federation starship that disappeared following the battle with the Tholians. Despite his hesitation to abandon the damaged Klingons, Captain Robau must attempt to recover the mysterious ship and find a way home. He sets course for the Tholian installation.

For next time...

"Troubled Waters"

(TNG Era)

Captain Ritchie of the Galaxy Class USS Andromeda discovers a refugee Suliban community living inside of an abandoned colony ship of unknown origin. Standard orders regarding Suliban refugees dictate that they be protected but kept hands-off. No starfleet officer has met a Suliban face to face in more than a hundred years because of a catastrophe involving the crew of the USS April. The problem is that the colony ship is approaching a region of space heavily populated by space-borne life forms that are attracted by impulse emissions.

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

"Captain's Log"

"... extreme conditions..."


11) You meet a society or conditions on a planet that causes you to question your mission...

(Pre TMP Era)

Captain Ab'Qaff

IKS MiPong

Klingon ships are not like other ships. Klingon crews are not like other crews. But more than anything else, Klingon orders are not like other orders. I have spent time working alongside our Romulan allies, and there are frequent circumstances when the Romulan commander will find a reason to violate his or her orders, explain themselves to their superiors, and survive. Klingons do not. There have been instances when an ambitious Klingon captain captured an enemy starship instead of destroying it as ordered. And while the intelligence gathered was valuable, the ambitious captain was executed. Because he disobeyed orders. We would rather lose an unexpected advantage than lose discipline, because once a Klingon can justify violating orders, he can no longer be controlled. And without control over our warship commanders, the Empire is doomed.

When I was ordered to destroy a rogue comet that was passing through the ToQ'wa system, I didn't think I would be put in the position of questioning my orders, The comet had been attracted by the gravitational force of ToQ'wa's massive sun, and it was determined that the comet posed a danger to a dilithium refinery in the system that is vital to our operations against the Tholians. We approached the comet two days out of ToQ'wa, and immediately calculated a firing solution. It posed little challenge to our armament. That was when we were informed that the subject races manning the refinery were in full revolt, and the military governor had been assassinated. My first inclination was to allow the comet to strike the refinery, but I can imagine the High Council informing my wife Valkris that I failed a simple mission and was executed without honor. The Empire does not recognize command perogative. In the end, I ordered a team of warriors to transport to the icy surface of the comet. They braved the extreme conditions of the rogue body to plant a string of thermal detonators, along with radiolitic warheads. We were successful. The comet was deflected, coming within 5,000 kellicams before it was destroyed by the radiolitic warheads. As a result, the refinery was bathed in neutron radiation which killed the rebels but left the refinery undamaged. Then it was a simple matter of destroying the remains of the comet with a photon torpedo.

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

Dev Notes:

The biggest thing going on right now is preparation for a long term campaign called "Fifty Points". It is a multilevel campaign taking place on an Excel-based map. While I've stayed away from anything more tech-heavy than a text document, the excel worksheet lends itself wonderfully to a map. Excel worksheets can be created and modified on Google Docs and Open Office, as well as many handheld devices. And with the range of play in "Fifty Points", modifying a text-based map for each move would have made the game almost unplayable. If anyone wants a text-based map for reference purposes, I can provide one. Take into account that the rules will probably change and adapt as the campaign goes on. They always do, even in simple campaigns. This one is very complex. Here is the overview and rules for "Fifty Points":


Diplomatic agreement to settle unclaimed zone. Fifty-one planets in three sectors. Seventeen systems each. Each sector= 10x25 spaces.

Three powers must establish economic/material support locally.

After initial battle group (One dreadnought, three heavy cruisers, two destroyers), all ships must be built locally.

Each power must successfully transport twelve convoys to unclaimed zone and then back to friendly space.

Winning power must unite at least two sectors in order to win.

Winning power must achieve 17 experience points.

Winning power must win at least 5 heavy combat engagements

Sector Victory Conditions:

Military: 2/3 (12/17) systems conquered

Diplomatic/Subterfuge/Economic: 2/3 (12/17) systems cleared of pirate threat

At least ten 100+ word logs required from each power.



Three heavy cruisers take three turns to build a shipyard (subject to random pirate attack in systems where pirates are active).

Shipyards require one freighter shipment of duranium and one freighter shipment of duranium and one freighter shipment of dilithium to build two carriers, six heavy cruisers or twelve destroyers.

Shipyards build at this rate:

1 carrier= 6 turns

1 heavy cruiser=3 turns

1 destroyer= 1 turn


Aside from the twelve convoys that must be transported from friendly space to unclaimed zone and then back to friendly space, convoys are required to transport refined dilithium and duranium from refineries to shipyards in order to build/maintain fleets. Powers can hijack enemy convoys, but after each such incident, the odds of it being sibject to pirate attack increase. (see ROE)

ROE (Rules of Engagement)

Three powers must turn local populations to their sides. Each power will have advantages:

Federation: Diplomacy/Economic strength

Klingons: Military

Romulans: Subterfuge

Three powers can use any means, but will face disadvantages when going against their strength. (i e: Federation using military strength will weaken diplomatic standing. Klingon using diplomacy will embolden local military resistance. Romulans using diplomacy will have less chance of success)

During every turn, there is a 1/6 chance of random calamity (convoy lost, contact lost with colony)

Use the following table:

1d6 roll=result

1= convoy closest to destination lost

2= contact with random colony lost

3= power lost to all shipyards for one turn

4= pirate appears from warp and attacks random colony

5= population stages violent revolt on random colony

6= defsats malfunction, destroy random orbiting ship in random system

Every system has 1/10 chance of being dominated by pirate activity upon first contact. Each time a power hijacks convoy, there is a 1/6 (1d6) chance that one of its systems will fall under pirate attack.

Despite ROE, each power will have to use disadvantage to gain access to system at least twice

Pirate Attack:

Pirate attacks consist of attacks on planets, installations and starships. Use simple combat tables to determine number and types of craft.

Default pirate craft will be determined by 1d6 roll:


1-2= Klingon ship

3-4= Romulan ship

5-6= Federation ship


1-2= Federation ship

3-4= Klingon ship

5-6= Romulan ship


1-2= Romulan ship

3-4= Federation ship

5-6= Klingon ship

Klingons and Romulans can employ sanctioned privateers that can be customized.

System Conquest:

To conquer a system, you must conquer one controlling planet, including any defense.

System Defense:

Systems have defense ratings of 1 through 10.

1= No installations

No ships permanently assigned

2= No installations

Less than six ships (Destroyer class) permanently assigned

3= Less than six defsats in orbit

Less than six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned

4= Six defsats in orbit

Less than six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned

5= Six defsats in orbit

Six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned

6= Eight defsats in orbit

Six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned

7= Eight defsats in orbit

One to three ships (heavy cruiser class) permanently assigned

8= Nine or ten defsats in orbit

One to three ships (heavy cruiser class) permanently assigned

9= Shipyard assigned

Four to six ships (heavy cruiser class) permanently assigned

10= Starbase assigned

Four to six ships (heavy cruiser class), or any number of carriers permanently assigned

Planets have natural simple combat multiplier of x100 without any added defense, as well as 100 defenders. To conquer a planet, you must defeat it in simple combat and boarding party action.

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