Sunday, August 29, 2010

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

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




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



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



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



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



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



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



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



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



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



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



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



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



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



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



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



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



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



"How personal?"



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



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



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



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



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



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



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



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



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



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



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



"But what?"



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

Friday, August 27, 2010

Stardate 0810.27 Head to Head Sector Assault Turns 3-7

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



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

Turn 3)

(0810.26)

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

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

Turn 4)

(0810.26)

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

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

Turn 5)

(0810.26)

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

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

Turn 6)

(0810.26)

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

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

Turn 7)

(0810.26)

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

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

Thursday, August 26, 2010

Star Trek Enterprise Retro-Spective "Cold Front"


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


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

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

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

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

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

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

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

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

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

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

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

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

DANIELS: That depends on how you define Earth.

TUCKER: Beg your pardon?

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


Next Up: "Silent Enemy"

Stardate 0810.26 Head to Head Sector Assault Turn Two

Advantage... Federation??


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

Turn 2)


(0810.21)

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

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

Monday, August 23, 2010

Head to Head Sector Assault Stardate 0810.23

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


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

Here are the first turn logs:







Turn 1)



(0810.21)



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

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

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

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

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

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

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

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

open space.







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

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

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

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

Saturday, August 14, 2010

Summary of Events Stardate 0810.14

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



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



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



Captain Sompek recovers warship Lancer



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



volley 1 roll o 6 roll for damage

KCA1 evade?6 damage?4 /35 y

KCA2 evade? damage? /35 n

KCA3 evade?4 damage?3 /35 y



volley 2 roll of 5-6 roll for damage

KCA1 evade? damage? /35 n

KCA2 evade? damage? /35 n

KCA3 evade?5 damage?2 /35 y



volley 3 roll of 4-6 roll for damage

KCA1 evade?2 damage?3 1/35 y

KCA2 evade?5 damage?5 /35 y

KCA3 evade? damage? /35 n



volley 4 roll of 3-6 roll for damage

KCA1 evade? damage? 1/35 n

KCA2 evade?6 damage?4 /35 y

KCA3 evade?4 damage?5 1/35 y



volley 5 roll of 2-6 roll for damage

KCA1 evade? damage? 1/35 n

KCA2 evade?1 damage?4 3/35 y

KCA3 evade? damage? 1/35 n

*lost toss



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

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

KCA3 rolls:10 o/10d

CA1 rolls:10 o/10d/w

CA2 rolls:40 o/40d/w

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

results

KCA1 damage: 1/35

KCA2 damage: 3/35

KCA3 damage: 21/35

CA1 destroyed

CA2 destroyed

CA3 damage: /15



KCA1 rolls:30 30o/d

KCA2 rolls:50 50o/d

KCA3 rolls:20 20o/d

CA3 rolls:40 o/40d/w

results

KCA1 damage: 1/35

KCA2 damage: 3/35

KCA3 damage: 21/35

CA1 destroyed

CA2 destroyed

CA3 destroyed



KCA1 rolls:60 60o/d

KCA2 rolls:50 50o/d

KCA3 rolls:40 40o/d

X7WepPlat rolls:42 o/42d

results

KCA1 damage: /35

KCA2 damage: 2/35

KCA3 damage: 20/35

WepPlatdamage:destroyed



KCA1 rolls:1

KCA2 rolls: 6

KCA3 rolls: 5

X10Heavy Cruiser damage: 22/35



KCA1 rolls:2

KCA2 rolls:6

KCA3 rolls:1

X10Heavy Cruiser damage: 13/35



KCA1 rolls:1

KCA2 rolls:3

KCA3 rolls:3

X10Heavy Cruiser damage: 6/35



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

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

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

X10Heavy Cruiser rolls: o/d

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

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

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

results

KCA1 damage: /35

KCA2 damage: 2/35

KCA3 damage: 20/35

X10Heavy Cruiser damage: 6/35

X4Frigate destroyed

X4Frigate destroyed

X4Frigate destroyed



Success



First Tutorial:

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



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



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



::Transport successful, Starfleet Command::



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



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



::Captain on the bridge!::



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



Command Training Mission One



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



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



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



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



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



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



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



X1Probe rolls: 6

X10(CA)Heavy Cruiser rolls:30



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



X1Probe damage: 24/15= destroyed.

X10(CA)Heavy Cruiser damage: /30



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



X1Probe rolls:

X10(CA)Heavy Cruiser rolls: o/d



Now compute the damage:



X1Probe damage: /15

X10(CA)Heavy Cruiser damage: /30



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



Allocation-

X1Probe rolls:

X10(CA)Heavy Cruiser rolls: o/d

Results-

X1Probe damage: /15

X10(CA)Heavy Cruiser damage: /30



Allocation-

X1Probe rolls:

X10(CA)Heavy Cruiser rolls: o/d

Results-

X1Probe damage: /15

X10(CA)Heavy Cruiser damage: /30



Allocation-

X1Probe rolls:

X10(CA)Heavy Cruiser rolls: o/d

Results-

X1Probe damage: /15

X10(CA)Heavy Cruiser damage: /30



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



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



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



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



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



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



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



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



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



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



Allocation-

X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage: /30



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



Allocation-

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

X2Freighter rolls:4 o/4d

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



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

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

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



Results-

X2Freighter damage: 3/15

X10(CA)Heavy Cruiser damage: /30



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



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



X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage: /30



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



X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage: /30



X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage: /30



X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage: /30



X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage: /30



X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage: /30



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



Debriefing:

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

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



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



Casual Gaming:



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



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



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



FCA1 rolls:2

FCA2 damage: 17/20



FCA1 rolls:3

FCA2 damage: 14/20



FCA1 rolls:3

FCA2 damage: 11/20



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



FCA1 rolls:2

FCA2 rolls:1

KCA1 rolls:6

results

FCA1 damage: 3/20

FCA2 damage: 14/20

KCA1 damage: 3/20



FCA1 rolls:3

FCA2 rolls:2

KCA1 rolls:4

results

FCA1 damage: 5/20

FCA2 damage: 16/20

KCA1 damage: 8/20



FCA1 rolls:3

FCA2 rolls:4

KCA1 rolls:3

results

FCA1 damage: 6/20

FCA2 damage: 18/20

KCA1 damage: 15/20



FCA1 rolls:4

FCA2 rolls:5

KCA1 rolls:4

results

FCA1 damage: 8/20

FCA2 damage: 20/20 destroyed

KCA1 damage: 24/20 destroyed



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



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

_of 3}



1st Turn:

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

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



2nd Turn:

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

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



3rd Turn:

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

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



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



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

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



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



Round One *lose toss



KCA1 rolls:30 o/30d

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

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

FCA rolls:10 o/10d

FCA rolls:30 30(3)o/d

FCA rolls:30 30(3)o/d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM damage: 10/50

FCA damage: /35

FCA damage: /35

FCA damage: /35



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

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

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

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

FCA rolls:20 o/20d

FCA rolls:10 10(3)o/d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM damage: 10/50

FCA damage: /35

FCA damage: /35

FCA damage: /35



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

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

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

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

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

FCA rolls:10 o/10d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM damage: 10/50

FCA damage: /35

FCA damage: /35

FCA damage: /35



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

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

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

FCA rolls:20 o/20d

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

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

results

KCA1 damage: /35

KCA2 damage: /35

KCAM damage: 10/50

FCA destroyed

FCA damage: /35

FCA damage: /35



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

KCA2 rolls:40 40(2)o/d

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

FCA destroyed

FCA rolls:40 o/40d

FCA rolls:60 o/60d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM damage: 10/50

FCA destroyed

FCA damage: 25/35

FCA damage: /35



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

KCA2 rolls:20 20(2)o/d

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

FCA destroyed

FCA rolls:40 o/40d

FCA rolls:20 o/20(2)d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM damage: 10/50

FCA destroyed

FCA destroyed

FCA damage: /35



KCA1 rolls:20 20o/d

KCA2 rolls:60 60o/d

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

FCA destroyed

FCA destroyed

FCA rolls:60 o/60d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM damage: 10/50

FCA destroyed

FCA destroyed

FCA destroyed



Round Two *lose toss



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

KCA2 rolls:10 o/10d

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

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

FCA rolls:30 30(3)o/d

FCA rolls:10 10(3)o/d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM damage: 10/50

FCA damage: /35

FCA damage: /35

FCA damage: /35



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

KCA2 rolls:60 60(1)o/d

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

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

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

FCA rolls:20 o/20(1)d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM damage: 10/50

FCA damage: 25/35

FCA damage: /35

FCA damage: /35



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

KCA2 rolls:60 60(2)o/d

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

FCA rolls:50 o/50d

FCA rolls:20 o/20d

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

results

KCA1 damage: /35

KCA2 damage: 20/35

KCAM damage: 10/50

FCA damage: 25/35

FCA damage: /35

FCA damage: /35



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

KCA2 rolls:10 o/10d

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

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

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

FCA rolls:10 o/10d

results

KCA1 damage: /35

KCA2 damage: 20/35

KCAM damage: 10/50

FCA damage: 25/35

FCA damage: /35

FCA destroyed



KCA1 rolls:40 40(1)o/d

KCA2 rolls:40 40(1)o/d

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

FCA rolls:60 o/60d

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

FCA destroyed

results

KCA1 damage: 25/35

KCA2 destroyed

KCAM damage: 10/50

FCA destroyed

FCA damage: /35

FCA destroyed



KCA1 rolls:30 o/30d

KCA2 destroyed

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

FCA destroyed

FCA rolls:30 o/30d

FCA destroyed

results

KCA1 damage: 25/35

KCA2 destroyed

KCAM damage: 10/50

FCA destroyed

FCA damage: /35

FCA destroyed



KCA1 rolls:30 o/30d

KCA2 destroyed

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

FCA destroyed

FCA rolls:60 o/60d

FCA destroyed

results

KCA1 damage: 25/35

KCA2 destroyed

KCAM damage: 10/50

FCA destroyed

FCA damage: 20/35

FCA destroyed



KCA1 rolls:20 20o/d

KCA2 destroyed

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

FCA destroyed

FCA rolls:10 o/10d

FCA destroyed

results

KCA1 damage: 25/35

KCA2 destroyed

KCAM damage: 10/50

FCA destroyed

FCA damage: 30/35

FCA destroyed



KCA1 rolls:10 o/10d

KCA2 destroyed

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

FCA destroyed

FCA rolls:30 30(1)o/d

FCA destroyed

results

KCA1 damage: 25/35

KCA2 destroyed

KCAM damage: 10/50

FCA destroyed

FCA damage: 30/35

FCA destroyed



KCA1 rolls:10 o/10d

KCA2 destroyed

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

FCA destroyed

FCA rolls:50 50(1)o/d

FCA destroyed

results

KCA1 destroyed

KCA2 destroyed

KCAM damage: 10/50

FCA destroyed

FCA destroyed

FCA destroyed



Round Three *won toss



KCA1 rolls:10 o/10d

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

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

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

FCA rolls:10 o/10d

FCA rolls:30 30(3)o/d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM damage: 5/50

FCA damage: /35

FCA damage: /35

FCA damage: /35



KCA1 rolls:10 o/10d

KCA2 rolls:10 o/10d

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

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

FCA rolls:60 60(3)o/d

FCA rolls:50 50(3)o/d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM destroyed

FCA damage: /35

FCA damage: /35

FCA damage: /35



KCA1 rolls:10 o/10d

KCA2 rolls:60 40(2)o/d

KCAM destroyed

FCA rolls:10 o/10d

FCA rolls:20 20(1)o/d

FCA rolls:10 o/10(2)d

results

KCA1 damage: /35

KCA2 damage: 10/35

KCAM destroyed

FCA damage: /35

FCA damage: 30/35

FCA damage: /35



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

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

KCAM destroyed

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

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

FCA rolls:20 20(1)o/d

results

KCA1 damage: 30/35

KCA2 damage: 10/35

KCAM destroyed

FCA damage: /35

FCA damage: 30/35

FCA damage: /35



KCA1 rolls:30 o/30d

KCA2 rolls:40 40(2)o/d

KCAM destroyed

FCA rolls:20 o/20d

FCA rolls:10 o/10d

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

results

KCA1 damage: 30/35

KCA2 destroyed

KCAM destroyed

FCA damage: /35

FCA damage: 30/35

FCA damage: /35



KCA1 rolls:10 o/10d

KCA2 destroyed

KCAM destroyed

FCA rolls:40 o/40(2)d

FCA rolls:60 60o/d

FCA rolls:50 50o/d

results

KCA1 destroyed

KCA2 destroyed

KCAM destroyed

FCA damage: /35

FCA damage: 30/35

FCA damage: /35



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





Follow Fantasy Trek at http://www.twitter.com/fantasy_trek

Friday, August 13, 2010

Casual Combat: Repair Rendezvous

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

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

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

FCA1 rolls:2

FCA2 damage: 17/20

FCA1 rolls:3
FCA2 damage: 14/20

FCA1 rolls:3
FCA2 damage: 11/20

After that, the enemy (Klingon CA) appears. It automatically divides its fire between the two ships. If there is an odd number, the majority of fire goes to the damaged ship. I suppose, though, if I was the Klingon (hard as that is to imagine), I might try to finish off the damaged ship first. So obviously this is still a work in progress. But the casual format seems to work. Here are the rest of the logs:
FCA1 rolls:2
FCA2 rolls:1
KCA1 rolls:6
results
FCA1 damage: 3/20
FCA2 damage: 14/20
KCA1 damage: 3/20

FCA1 rolls:3
FCA2 rolls:2
KCA1 rolls:4
results
FCA1 damage: 5/20
FCA2 damage: 16/20
KCA1 damage: 8/20

FCA1 rolls:3
FCA2 rolls:4
KCA1 rolls:3
results
FCA1 damage: 6/20
FCA2 damage: 18/20
KCA1 damage: 15/20

FCA1 rolls:4
FCA2 rolls:5
KCA1 rolls:4
results
FCA1 damage: 8/20
FCA2 damage: 20/20 destroyed
KCA1 damage: 24/20 destroyed

Sunday, August 8, 2010

Command Tutorial One



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



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



::Transport successful, Starfleet Command::



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



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



::Captain on the bridge!::



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



Command Training Mission One



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



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



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



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



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



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



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



X1Probe rolls: 6

X10(CA)Heavy Cruiser rolls:30



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



X1Probe damage: 24/15= destroyed.

X10(CA)Heavy Cruiser damage:  /30



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



X1Probe rolls:

X10(CA)Heavy Cruiser rolls: o/d 



Now compute the damage:



X1Probe damage: /15

X10(CA)Heavy Cruiser damage:  /30



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



Allocation-

X1Probe rolls:

X10(CA)Heavy Cruiser rolls: o/d 

Results-

X1Probe damage: /15

X10(CA)Heavy Cruiser damage:  /30



Allocation-

X1Probe rolls:

X10(CA)Heavy Cruiser rolls: o/d 

Results-

X1Probe damage: /15

X10(CA)Heavy Cruiser damage:  /30



Allocation-

X1Probe rolls:

X10(CA)Heavy Cruiser rolls: o/d 

Results-

X1Probe damage: /15

X10(CA)Heavy Cruiser damage:  /30



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



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



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



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



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



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



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



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



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



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



Allocation-

X2Freighter rolls: o/d  

X10(CA)Heavy Cruiser rolls: o/d 

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage:  /30



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



Allocation-



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

X2Freighter rolls:4 o/4d

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



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

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

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



Results-

X2Freighter damage: 3/15

X10(CA)Heavy Cruiser damage:  /30



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



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



X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage:  /30



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



X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage:  /30



X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage:  /30



X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage:  /30



X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage:  /30



X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage:  /30



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



Debriefing:

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