Tuesday, September 20, 2011

Fantasy Trek on Facebook

Most of the progress is now happening here: Fantasy Trek on Facebook ("Like" it to play!)

Monday, August 8, 2011

Medium Combat Update

I've taken a few opening moves, placing the ships and getting them moving. They closed to range on an initial roll of 3 and 5. Then, at a range of two, they each rolled a 5. Shields went down quickly (5 roll points times the magnifier for range 2, which is 4=20 points for shields). Another solid roll did 10 points damage to "Y"'s impulse drive while "X"'s (USS Exeter, commanded by Captain Reggie Farrell) transporter took 4 points damage. It could stll be anyone's game, but the AI ship needs to move and protect that downed shield facing or it'll be in big trouble..... here is the dazzling format drunk screenie

Capt Farrell: 7
Science Cmdr Wells: 3
Engineer Cmdr Radou: 5
Tactical Lt Hassan: 4

USS Exeter (CA) 30 boarding parties vs AI (CA) 30 boarding parties

1 2 3 4 5 6 7 8 9 10 11 12
a __/__/__ /__/__/__/__/__/__/___/___/___
b __/__/__/__/__/__/__/__/__/___/___/___
c __/__/__/__/__/__/__/__/__/___/___/___
d __/__/__/__/__/__/y_/__/__/___/___/___
e __/__/__/__/__/__/__/__/__/___/___/___
f __/__/__/__/_x/__/__/__/__/___/___/___
g __/__/__/__/__/__/__/__/__/___/___/___
h __/__/__/__/__/__/__/__/__/___/___/___
i. __/__/__/__/__/__/__/__/__/___/___/___
j. __/__/__/__/__/__/__/__/__/___/___/___
k __/__/__/__/__/__/__/__/__/___/___/___
l. __/__/__/__/__/__/__/__/__/___/___/___

Roll:
X=2 Y=1

Course
X=135 Y=270

Shields
X Y
F /20 /00
A /20 /20
P /00 /20
S /20 /20


Damage
X Y X Y
Shld Gen /20 /20 Transporters /16 /20
Pha/Dis /20 /20 Bridge /20 /20
Photons /20 /20 Aux Control /20 /20
Sensors /20 /20 Computer /20 /20
Impulse /20 /10 Aux Computer /20 /20
Warp /40 /40 Hull /80 /80


Defense
X Y X Y
Shld Gen /20 /20 Transporters /20 /20
EPha/Dis /20 /20 Bridge /20 /20
Photons /20 /20 Aux Control /20 /20
Sensors /20 /20 Computer /20 /20
Impulse /20 /20 Aux Computer /20 /20
Warp /40 /40 Capture /50 /50

Boarding Parties
X Y
/30 /30

Max Range= 5

Range/X
1x5
2x4
3x3
4x2
5x1

Photons

1=hits
2=hits
3=1d6 2-6 hits
4=1d6 4-6 hits
5=1d6 6 hits

Photons take 2 points to launch each and do 5 points damage per torpedo

Transporter: Range of 1. Shields automatically drop.

Each hit and run attempt uses a boarding party. Each hit and run attempt uses a boarding party. 1d6 vs 1d6 team vs system. Survivors can call for retrieval or attack other systems. Hit and run teams don't count against capture teams.
AI will pursue and attack to weakened shields.

AI will fire max torpedoes as available

AI will self-destruct if completely disabled, but will allow player to surrender if player can get outside of 5-spaces range.

Weapons are omni-directional.
Phasers= x distance modifier.

2 points from roll= 1 point repair (systems/shields)

Performance Modifiers:

Capt Farrell: 7 add 1 to roll
Science Cmdr Wells: 2
Engineer Cmdr Radou: 4
Tactical Lt Hassan: 4

Captain: 7 rating adds 1 to dice total 9 rating adds 2 to dice total, etc
Science: above 5 rating adds to chance to detect without sensors (6 rating adds 1, 7 rating adds 2 etc)
Engineer: 7 rating adds 1 to total phaser damage (8 rating adds 2, 9 rating adds 3 etc). Above 7 rating repairs system with 1 point instead of 2
Tactical: 7 rating adds to damage total (7 rating adds 1, 8 rating adds 2 etc)

experiment.....

Sunday, August 7, 2011

Medium Combat 2.0

This should be as complicated as the combat engine will get. Max weapons range is 5. Firing photons takes 2 points, and each does default 5 points damage. At a certain range photons can miss. Phasers always hit, but damage varies based on range. I can see being able to customize ships now. That would affect play just rp bonus points on the command crew. Something else I'm thinking is having player-customized ship interiors. Imagine designing your ship like a DM might design an adventure for D&D players. Diplomatic facilities, troop transports, etc.... Anyway, here is the template. One thing I didn't explain. Assess damage based on a 2d6 roll. If you beam boarding parties over for whatever mayhem, they roll a 1d6 vs 1d6. If the 'system' loses the roll, it loses a point. If the team loses the roll, they lose a member. Survivors can either call for pick up or hit another system. These "hit and run" teams don't count against capture/defense teams. Now that I've really muddied the waters, here is the template. I'll send walkthroughs as I play it through...


Capt Farrell: 7
Science Cmdr Wells: 3
Engineer Cmdr Radou: 5
Tactical Lt Hassan: 4

USS Exeter (CA) 30 boarding parties vs AI (CA) 30 boarding parties

1 2 3 4 5 6 7 8 9 10 11 12
a __/__/__ /_y/__/__/__/__/__/___/___/___
b __/__/__/__/__/__/__/__/__/___/___/___
c __/__/x_/__/__/__/__/__/__/___/___/___
d __/__/__/__/__/__/__/__/__/___/___/___
e __/__/__/__/__/__/__/__/__/___/___/___
f __/__/__/__/__/__/__/__/__/___/___/___
g __/__/__/__/__/__/__/__/__/___/___/___
h __/__/__/__/__/__/__/__/__/___/___/___
i. __/__/__/__/__/__/__/__/__/___/___/___
j. __/__/__/__/__/__/__/__/__/___/___/___
k __/__/__/__/__/__/__/__/__/___/___/___
l. __/__/__/__/__/__/__/__/__/___/___/___

Roll:
X= Y=

Course
X=000 Y=270

Shields
X Y
F /20 /20
A /20 /20
P /20 /20
S /20 /20

Damage
X Y X Y
Shld Gen /20 /20 Transporters /20 /20
Pha/Dis /20 /20 Bridge /20 /20
Photons /20 /20 Aux Control /20 /20
Sensors /20 /20 Computer /20 /20
Impulse /20 /20 Aux Computer /20 /20
Warp /40 /40 Hull /80 /80


Defense
X Y X Y
Shld Gen /20 /20 Transporters /20 /20
Pha/Dis /20 /20 Bridge /20 /20
Photons /20 /20 Aux Control /20 /20
Sensors /20 /20 Computer /20 /20
Impulse /20 /20 Aux Computer /20 /20
Warp /40 /40 Capture /50 /50

Boarding Parties
X Y
/30 /30

Max Range= 5

Range/X
1x5
2x4
3x3
4x2
5x1

Photons

1=hits
2=hits
3=1d6 2-6 hits
4=1d6 4-6 hits
5=1d6 6 hits

Photons take 2 points to launch each and do 5 points damage per torpedo

Transporter: Range of 1 required. Shields automatically drop.

Capture attempt uses same procedure.

AI will pursue and attack to weakened shields.

AI will fire max torpedoes as available

AI will self-destruct if completely disabled, but will allow player to surrender if player can get outside of 5-spaces range.

Weapons are omni-directional.
Phasers= x distance modifier.

2 points from roll= 1 point repair (systems/shields)

Performance Modifiers:

Capt Farrell: 7 add 1 to roll
Science Cmdr Wells: 2
Engineer Cmdr Radou: 4
Tactical Lt Hassan: 4

Captain: 7 rating adds 1 to dice total 9 rating adds 2 to dice total, etc
Science: above 5 rating adds to chance to detect without sensors (6 rating adds 1, 7 rating adds 2 etc)
Engineer: 7 rating adds 1 to total phaser damage (8 rating adds 2, 9 rating adds 3 etc). Above 7 rating repairs system with 1 point instead of 2
Tactical: 7 rating adds to damage total (7 rating adds 1, 8 rating adds 2 etc)

Thursday, August 4, 2011

Medium Combat Update

I don't have any screenshots (because I'm only running the latest test on my nokia 9300), but there are 11 internals, and updated photon boarding party rules. The result was a game that lasted about 15 minutes and could have gone either way. I didn't work out how to target specific systems while maintaining balance and simplicity. But... I did win the combat by transporting boarding parties to the enemy warp core and blowing it up ::evil grin::

In a few days I'll put the screenie up : )


Kapact

Tuesday, August 2, 2011

Fantasy Trek Gaming: Photon Torpedo Rules

It just occurred to me that my simple photon rules don't really work. They shouldn't do more damage at close range, but in fact should be more likeky to hit at close range. Has to do with the fact that it is a torpedo, basically a powered bomb, rather than a phaser, which dissipates over distance. I should also add transporters to the list of internals. The problem is that having 6 works well for a 1d6. The alternative may be adding four more and using 2d6. Errrrr..... complications ......

Sunday, July 31, 2011

Fantasy Trek Gaming Medium Combat Turn 4

The first blow was struck, and it is the first lesson in weapons fire. Pretty simple stuff really. Weapons are omnidirectional, hit the shield they're facing, and the damage takes effect at the start of the next turn. Max range is 5, at which a 1d6 is multiplied by 1. At range 4, die roll is multiplied by 2, and etc.... phasers use as many points as you want times the multiplier. Photons take 2 dice points to fire, then you roll a 1d6 for each photon, and multiply times the distance multiplier. For example, ship X used 2 points to fire 1 photon, rolled a 1. At range 2, it was X 4. So four points plus 1 (times multiplier 4) from the phaser is a total of 8 points damage to Y's starboard shield. Once you get what it takes to fire weapons and how range affects that, you get the basics of medium combat, which is loiking like the default Fantasy Trek combat system.


Capt Farrell: 7
Science Cmdr Wells: 3
Engineer Cmdr Radou: 4
Tactical Lt Hassan: 4

USS Exeter (CA) 30 boarding parties vs AI (CA) 30 boarding parties

1 2 3 4 5 6 7 8 9 10 11
a__/__/__/__/__/__/__/__/__/___/___/
b__/__/__/__/__/__/__/__/__/___/___/
c__/__/__/__/__/__/__/__/__/___/___/
d__/__/__/__/__/__/__/__/__/___/___/
e__/__/__/__/__/__/__/__/__/___/___/
f __/__/__/__/__/__/__/__/__/___/___/
g__/__/__/__/__/__/__/__/__/___/___/
h__/__/__/__/x_/__/__/__/__/___/___/
i __/__/__/__/__/__/__/__/__/___/___/
j __/__/_y/__/__/__/__/__/__/___/___/
k__/__/__/__/__/__/__/__/__/___/___/
l __/__/__/__/__/__/__/__/__/___/___/

Roll:

X=3 Y=1

Course
X=180 Y=270

Shields
X Y
F /18 /20
A /20 /20
P /20 /20
S /20 /13

Saturday, July 30, 2011

Medium Combat Turn Tfhree

Two Turn number three had both ships withd 6 points. They used it to reinforce shields and close to range. Just a note, it takes 2 points to repair a system or reinforce a shield by 1 point. The next turn will have the first shots fired. Here's the screen shot : )


Capt Farrell: 7
Science Cmdr Wells: 3
Engineer Cmdr Radou: 4
Tactical Lt Hassan: 4

USS Exeter (CA) 30 boarding parties vs AI (CA) 30 boarding parties

1 2 3 4 5 6 7 8 9 10 11
a__/__/__/__/__/__/__/__/__/___/___/
b__/__/__/__/__/__/__/__/__/___/___/
c__/__/__/__/__/__/__/__/__/___/___/
d__/__/__/__/__/__/__/__/__/___/___/
e__/__/__/__/__/__/__/__/__/___/___/
f __/__/__/__/__/__/__/__/__/___/___/
g__/__/__/__/__/__/__/__/__/___/___/
h__/__/__/__/x_/__/__/__/__/___/___/
i __/__/__/__/__/__/__/__/__/___/___/
j __/__/_y/__/__/__/__/__/__/___/___/
k__/__/__/__/__/__/__/__/__/___/___/
l __/__/__/__/__/__/__/__/__/___/___/

Roll:

X=6 Y=6

Course
X=180 Y=270

Shields
X Y
F /22 /20
A /20 /20
P /20 /20
S /20 /21

Damage

X Y
Shld Gen /20 /20
Pha/Dis /20 /20
Photons /20 /20
Sensors /20 /20
Impulse /20 /20
Warp /40 /40

Defense
X Y
Shld Gen /20 /20
Pha/Dis /20 /20
Photons /20 /20
Sensors /20 /20
Impulse /20 /20
Warp /40 /40
Capture /50 /50

Boarding Parties
X Y
/30 /30

Max Range= 5

Range/X
1x5
2x4
3x3
4x2
5x1

Transporter: Range of 1 required. Shields automatically drop.

Each hit and run attempt uses a boarding party. 1d6 (1,2) for successful return to ship.
Capture attempt uses same procedure.

AI will pursue and attack to weakened shields.

AI will fire max torpedoes as available

AI will self-destruct if completely disabled, but will allow player to surrender if player can get outside of 5-spaces range.

Weapons are omni-directional. Phasers= x distance modifier. Photons take 2 points to launch, roll for damage (apply modifier)

2 points from roll= 1 point repair (systems/shields)

Performance Modifiers:

Capt Farrell: 7 add 1 to roll
Science Cmdr Wells: 2
Engineer Cmdr Radou: 4
Tactical Lt Hassan: 4

Captain: 7 rating adds 1 to dice total 9 rating adds 2 to dice total, etc
Science: above 5 rating adds to chance to detect without sensors (6 rating adds 1, 7 rating adds 2 etc)
Engineer: 7 rating adds 1 to total phaser damage (8 rating adds 2, 9 rating adds 3 etc). Above 7 rating repairs system with 1 point instead of 2
Tactical: 7 rating adds to damage total (7 rating adds 1, 8 rating adds 2 etc)

Fantasy Trek Gaming Medium Combat Turn 2

Simple move tdoday. Since ships X and Y aren't within the minimum 5 spaces range, all they could do was move closer. Here is the updated 'screen shot':

USS Exeter (CA) 30 boarding parties vs AI (CA) 30 boarding parties

1 2 3 4 5 6 7 8 9 10 11
a__/__/__/__/__/__/__/__/__/___/___/
b__/__/__/__/__/__/__/__/__/___/___/
c__/__/__/__/__/__/__/__/__/___/___/
d__/__/__/__/__/__/__/__/__/___/___/
e__/__/__/__/__/__/__/__/__/___/___/
f __/__/_x/__/__/__/__/__/__/___/___/
g__/__/__/__/__/__/__/__/__/___/___/
h__/__/__/__/__/__/__/__/__/___/___/
i __/__/__/__/__/__/__/__/__/___/___/
j __/__/__/__/__/__/__/__/__/___/___/
k__/__/__/__/__/__/__/__/__/___/___/
l __/__/__/__/__/__/_y/__/__/___/___/

Roll:

X=3 Y=3

Course
X=180 Y=270

Thursday, July 28, 2011

Fantasy Trek. Gaming: Step by step Medium Combat

I've decided to play this out day by day, explaining each step. I'm doing this in a word document and pasting into myf email. So we'll hope the formatting holds. My apologies if it doesn't.
Here is step one, with explanations:
Here is my crew with allocated and awarded points:
Capt Farrell: 7
Science Cmdr Wells: 3
Engineer Cmdr Radou: 4
Tactical Lt Hassan: 4
Here is my ship and opponent:
USS Exeter (CA) 30 boarding parties vs AI (CA) 30 boarding parties
Here's the map. I determined the opening placement by rolling 2d6 for each. Ship X starts top left, ship Y starts bottom left. Ship X rolled 3 and 3, so started at 3,c. Ship Y rolled 2 and 1, so started at 10,l
1 2 3 4 5 6 7 8 9 10 11
a__/__/__/__/__/__/__/__/__/___/___/
b__/__/__/__/__/__/__/__/__/___/___/
c__/__/x_/__/__/__/__/__/__/___/___/
d__/__/__/__/__/__/__/__/__/___/___/
e__/__/__/__/__/__/__/__/__/___/___/
f __/__/__/__/__/__/__/__/__/___/___/
g__/__/__/__/__/__/__/__/__/___/___/
h__/__/__/__/__/__/__/__/__/___/___/
i __/__/__/__/__/__/__/__/__/___/___/
j __/__/__/__/__/__/__/__/__/___/___/
k__/__/__/__/__/__/__/__/__/___/___/
l __/__/__/__/__/__/__/__/__/_y_/___/
Next I rolled 1d4 to get initial course heading. 1 would equal 90 degrees, 2 equals 180, 3 equals 270, and 4 equals 000. Both of my ships rolled 2, so start with a course heading 180.
Course
X=180 Y=180
Then I rolled the first point roll. X got 2, Y got 3. But since my captain has 7 experience points, I add 1 to my roll.
Roll:
X=3 Y=3
So we start off with the following points. Tomorrow we'll act on that.

Wednesday, July 27, 2011

Medium Combat Results

I've completed a round of medium combat with some rather experimental rules or systems. I put my heavy cruiser against what I assume to be a command cruiser. A little bigger, a bit harder to take down. I actually didn't give it more of a weaoon punch, so as to keep the rules simpler. But it went very well, lots of hit and run away, takings advantage of good rolls, and evading when necessary.I can't really show the results, because I didn't record every move (that would suck the fun outof the game real fast), but it is simple to play and had a good feel to it and seemed well-balanced. Basically what I did was bump up the other ship's defenses by 10 points in each category. That meant that my ship was forced to hit hard when possible and run away when necessary. The only thing is that there is no AI. The single player game is essentially you playing both sides. It sure worked for me though. Once I've posted a good how-teo guide I'll go into more detail. Next I need to sort out hit and run boarding party action and capturing.

Cheers

Kapact

Monday, July 25, 2011

Medium Combat Introduction Part One: Player Setup/Points

Like many rpg games, this game starts off by customizing your character. In this case, you are customizing your command crew: the crew that will make a difference in a crisis. Start off with the following:
Captain
Science Officer
Chief Engineer
Tactical Officer

You start off with 20 character points. You can evenly distribute the points if you wish, or use a unique system, but remember that for every character that gets extra points, another loses them.
Here are the ways that the four characters contribute to victory:

Captain- A strong captain helps everyone. Sufficient points for the captain can add points to your 1d6 roll.

Science Officer- In combat, a science officer with sufficient points can help you to target ships when sensors are disabled.

Chief Engineer- The chief engineer gets more out of your ship. Sufficient points help the engineer to repair damaged systems more efficiently and channel more warp power to phasers.

Tactical Officer- A tactical officer with sufficient points can increase the damage done to enemy systems in combat.

Here are the specifics. Remember that these are just the combat advantages. There is much more to Fantasy Trek.

Captain: 7 rating adds 1 to dice total. 9 rating adds 2 to dice total.

Science: 7 and above rating adds to chance to detect without sensors (7 rating adds 1, 8 adds 2, etc) ##this will be explained later##

Engineer: 7 rating adds to total phaser damage (8 rating adds 2, 9 adds 3, etc) 7 rating repairs systems with 1 point instead of 2. ##this will be explained later##

Tactical: 7 rating adds to damage total (7 rating adds 1, 8 rating adds 2, etc)

Explanations:
Sensors: When sensors are destroyed, an enemy ship that has moved is almost impossible to hit. In order to simulate that 'shot in the dark', you must roll a 1 on a 1d6 roll. Once your science officer has a 7 rating, 1 and 2 gets you a hit. An 8 rating means 1-3 gets you a hit, and etc.

System Repair: It normally takes 2 points from your roll to restore 1 point to a damaged system or shield. An engineer with a 7 rating can get that repair done with just 1 point.

One experience Point (in the medium combat game) is awarded every time you defeat a ship of equal points. Two are awarded for defeating a ship with 3 to 5 points more than you. Three are awarded for defeating a ship with 6 to 8 points more than you. Four are awarded for defeating a ship with 9 to 10 points more than you.

This should pretty much cover player setup and how the points work. Think of how you would set up characters in any other rpg game. That's what I'm trying to do here. If you have any questions or suggestions, please let me know. The next section will detail the ship and its shields and internals, and how they work in combat.

Sunday, July 24, 2011

Rpg rules for medium combat

I'm working on a bit of a happy medium between casual combat and heavy combat, appropriately called "medium combat" and including rules for rpg'ers. If you create and customize your ship and crew you get bonuses for experiesnce. What I'll eventually have are ship frame ratings (heavy cruisers, etc) and customizable from there. For now all I have are rules for customized characters. I'll play that through and add more. Here is what I have so far...

Roll
X=3 Y=4

Course
X= 90
Y= 90

Shields
X Y
F /20 /20
A /20 /20
P /20 /20
S /20 /20

Damage
X Y
Shld Gen /20 /20
Pha/Dis /20 /20
Photons /20 /20
Sensors /20 /20
Impulse /20 /20
Warp /40 /40

Max Range= 5

Range/X
1x5
2x4
3x3
4x2
5x1

Performance Modifiers:
Captain: above 5 rating adds to dice total (6 rating adds 1, 7 rating adds 2 etc)

Science: above 5 rating adds to chance to detect without sensors (6 rating adds 1, 7 rating adds 2 etc)

Engineer: above 5 rating adds to total phaser damage (6 rating adds 1, 7 rating adds 2 etc). Above 7 rating repairs system with 1 point instead of 2.

Tactical: above 5 rating adds to damage total (6 rating adds 1, 7 rating adds 2 etc)

Tuesday, July 5, 2011

Medium Combat...

When I started making Fantasy Trek almost 5 years ago, I was envisioning a game not unlike this. Simple quick play. Text-based. All you need is a text editor and dice. Roll 2d6 to get the start coordinates, roll 1d4 to get initial course (1=90 2=180 3=270 4=000.

I've playtested this three times and won all three times, and while there could be balance tweaks, the basics seem quite sound

Medium Combat Play


1 2 3 4 5 6 7 8 9
a__/__/__/__/__/__/__/__/__/
b_x/__/__/__/__/__/__/__/__/
c__/__/__/__/__/__/__/__/__/
d__/__/__/__/__/__/__/__/__/
e__/__/__/__/__/__/__/__/__/
f_y/__/__/__/__/__/__/__/__/
g__/__/__/__/__/__/__/__/__/
h__/__/__/__/__/__/__/__/__/
i __/__/__/__/__/__/__/__/__/

Roll:
X=6 Y=2

Position
X Y
1,b 1,f

Course
X=000
Y=090

Shields

X Y
F /20 /20
A 20/20 20/20
P /20 /20
S /20 /20

Damage

X Y
Shld Gen /20 /20
Pha/Dis /20 /20
Photons /20 /20
Sensors /20 /20
Impulse /20 4/20
Warp /20 20/20

Max Range= 5

Range/X
1x5
2x4
3x3
4x2
5x1


Combat Rules

Shield damage is determined by facing. Internal system damage is determined by 1d6 roll. Excess damage points get additional 1d6 rolls. Loss of impulse means ship can't move. Loss of sensors means 1d6 chance of hitting target after opponent has moved. Loss of shield generator drops all shields

AI will engage (pursue/attack) under any of the following conditions:
-weapons fire
-player comes within 5 spaces
-three turns

Otherwise AI will use 'Crazy Ivan' rule to maneuver. (every second turn, 1d6 1-2=port, 1d6 3-4=starboard, 1d6 5-6 pursuit)

AI will fire max torpedoes as available

AI will self-destruct if completely disabled, but will allow player to surrender if player can get outside of 5-spaces range.

Weapons are omni-directional. Phasers= x distance modifier. Photons take 2 points to launch, roll for damage (apply modifier)

2 points from roll= 1 point repair

Thursday, June 16, 2011

Fantasy Trek Story Mode: USS Remillard, investigating derelict Korax Class cruiser near Tholian space...

Commander Mendez glanced at the diamond-shaped ship on long range scanners and swore quietly. Then he tapped the comm panel. "Captain..."

"Yes, XO?"

"Tholian cruiser on intercept course. ETA thirty minutes."

Captain McKinnon smiled. "That would come in real handy, Jose, 'cause all the panels on this Klingon ship are programmed in Tholian script. Maybe they'll be nice enough to translate..."

Monday, June 13, 2011

Fantasy Trek Story-Mode: Stardate 0611.13 USS Remillard crew on the derelict Korax Class warship near Tholian Space...e

"Yes, captain," Brandon answered, "that's why the floor is sticky."

"The foil-like substance that the Tholians use for environment suits bleeds off some of their intense heat into whatever it touches. The heat is so intense, in the range of 500 kelvin, that even the tough hull plating of Klingon ship suffers molecular breakdown."

"Remillard to boarding party."

"Go ahead, Commander."

"We've just been advised that a Klingon diplomatic ship is on its way."

Fantasy Trek Play- mode. Simple Combat Head to Head Sector Assault

The Federation Constitution II Fleet lost the USS Joseph Butler and the USS Ramilles to a six-ship random Klingon fleet and was allowed to withdraw in shame. They have four ships left (to keep the game interesting) with which to build a shipyard and attempt a comeback. But they're penalized one turn for their retreat.

Thursday, June 9, 2011

Fantasy Trek Story-Mode

On the derelict Korax Class warship near Tholian space...

USS Remillard Stardate 0611.09 Captain Bindi McKinnon.

"Sensors indicate molecular damage to the hull plating," Commander Brandon reported.

"Is that why the floor is sticky?"

"Yes, captain," Brandon answered, "that's why the floor is sticky."

Wednesday, June 8, 2011

Simple Combat Head to Hesd Sector Assault

While nothing else is getting done, I've copied all of the Fantasy Trek files to an Archos 28 internet tablet (sort of an iPad nano) and I'm running through a Simple combat Head to Head Sector Assault: The Klingon Black Fleet (KCA IKS Ab'Qaff, KCA IKS Etlh, KCA IKS Krenn, KCA IKS DuranQo, KCA IKS Levek, KCA IKS Qor'Du) repels 4 Federation Heavy Cruisers from System 5 (nebula). Next up, the Feds (Constitution II Fleet FCF-FCA (Constitution II FCF-CA1, Joseph Butler FCF-FCA, Ramilles FCF-FCA3, Farragut FCF-FCA4, Yorktown FCF-FCA5, Hood FCF-FCA6) defend System 1 from 6 Klingon heavy cruisers. Here are the simple combat play logs:

Need 3-6 to hit
KCA rolls:40 o/40d
KCA rolls:40 20(1)o/20d hit
KCA rolls:30 o/30d
KCA rolls:20 20(2)o/d hit
KCA rolls:30 30(2)o/d hit
KCA rolls:40 40(2)o/d hit
FCA rolls:50 o/50d
FCA rolls:30 o/30d
FCA rolls:60 o/20(3)40d
FCA rolls:40 o/40d
results
KCA damage: 7/35
KCA damage: 7/35
KCA damage: 7/35
KCA damage: 7/35
KCA damage: 7/35
KCA damage: 7/35
FCA damage: 7/35
FCA destroyed
FCA damage: 7/35
FCA damage: 7/35

Need 3-6 to hit
KCA1 rolls:20 o/20d
KCA2 rolls:20 o/20d
KCA3 rolls:30 30(1)o/d hit
KCA4 rolls:50 50(1)o/d hit
KCA5 rolls:50 50(1)o/d hit
KCA6 rolls:10 10(2)o/d miss
FCA1 rolls:30 o/30d
FCA3 rolls:20 o/20(1)d
FCA4 rolls:40 o/40(1)d
results
KCA1 damage: 7/35
KCA2 damage: 7/35
KCA3 damage: 7/35
KCA4 damage: 7/35
KCA5 damage: 7/35
KCA6 damage: 7/35
FCA1 destroyed
FCA3 damage: 7/35
FCA4 damage: 7/35

Need 3-6 to hit
KCA1 rolls: 40 40(3)o/d hit
KCA2 rolls:20 20(3)o/dhit
KCA3 rolls:40 40(3)o/d hit
KCA4 rolls:40 40(4)o/d hit
KCA5 rolls:50 50(4)o/d hit
KCA6 rolls:40 40(4)o/d hit
FCA3 rolls:10 o/10d
FCA4 rolls:30 o/30d
results
KCA1 damage: 7/35
KCA2 damage: 7/35
KCA3 damage: 7/35
KCA4 damage: 7/35
KCA5 damage: 47/35
KCA6 damage: 7/35
FCA3 destroyed
FCA4 destroyed

Thursday, June 2, 2011

Calendar news and Mad Jack's Hole

A domestic flood has temporarily shut down the art studio, but work on Mad Jack's Hole continues with this question: Have you ever played a Star Trek game where you didn't depend on weapons to win?

Friday, May 27, 2011

Mad Jack's Hole Update

Fantasy Trek gaming news: Here are the known major players in Mad Jack's Hole:

UFP
Klingon Empire
Romulan Empure

Pirate group 1- "The Cartel" (operates in UFP space)
Pirate group 2-"Krimson Raiders" (operates in Klingon space)
Pirate group 3-"Eagle Riders" (operates in Romulan space)

Thursday, May 19, 2011

Player Adventure Opportunity

Legions of Fantasy Trek fans, players and addicts, I'm preparing the background of an easy simple-to-play multifaceted adventure, centered around a pirate base, centered around a black hole. Prepare to unlock the secret of "Mad Jack's Hole". As soon as I figure it out. I'll post andy non-spoiler details I can, and put out the call for Beta testers for all aspects (casual/simple/heavy combat, storytelling) as soon as it reaches that point.

Kapact

Friday, April 29, 2011

May Calendar Image

Not really a likely thing. Ita took me so long to do April's, and RL has been nuts lately, so rather than scramble to put something in that's hurried, we're going to work towards a better June :)

Kapact

Wednesday, April 27, 2011

Offline Test

Now that we can use the 'bloggeroid' app online, let's see if we can write offline then send...

Thursday, March 31, 2011

April Calendar Image news

The 2011 calendar will return shortly. This mfonth is my first serious attempt at a comic strip. I have four simple, no color, sparse on detail framed drawings. Stan Lee has nothing to worry about. All I have left to do is an opening, kind of establishing shot. Then scanning onto the computer and posting The plan is to have four frames a month in an ongoing story. Anyway, I expect to have the first attempt up by Thursday at the latest.

Friday, March 18, 2011

USS Remillard Stardate 0311.18 Captain Bindi McKinnon


There are still jokes in some circles about red-shirts, despite the fact that security personnel have swapped colors with command and now wear gold. In some cases, especially among those of us in the command path, that joke is a bit of gallows humor we keep to ourselves. But I tend to keep a very tight rein on that particular joke. No member of an away team is expendable, and there are no missions so routine that I don't think about that as we are released by the transporter beam. So naturally I could think of nothing but the bright red of my uniform as we beamed into the smoky, oily gloom of the crippled Korax class light cruiser. No matter your intentions, Klingons never appreciate you beaming onto their ships uninvited.

The floor was sticky. All four of us, two security specialists, chief engineer Brandon and I noticed it at the same time. Tricorder analysis showed that it wasn't because of any substance that had been spilled or spread on the deck. The deck plating itself had undergone a molecular change as a result of being subjected to extreme heat. Fortunately, the heat source was no longer present, so we didn't have to worry about our shoes melting. But there was also nothing known of this particular region of space that would do this to a klingon ship. So we were looking at either an unknown environmental hazard or exotic alien with a grudge against the klingons. Neither alternative sounded conducive to an uneventful survey.

Monday, March 14, 2011

USS Remillard Stardate 0311.14 Captain Bindi McKinnon


The Korax is a deceptively simple design, essentially the same tried and true space frame that has worked so well for them for more than two centuries. It has a single hull with outrigger nacelle struts that swing up and meet on top with a torpedo launcher integrated into a single warp nacelle. While l am not familiar with the capabilities of the Korax. it certainly resembles the Relentless class of the 23rd century; a ship almost legendary for its ability to withstand extreme damage and still make it home under power.

So I wasn't really surprised to find that there was enough of the ship intact and maintaining an atmosphere to warrant investigating. Unfortunately, there is so much interference that we can't determine any life readings. So in the grand tradition of starfleet crews since there was a starfleet, we're going in blind.  

Wednesday, March 2, 2011

USS Remillard Stardate 0311.02

The debris we discovered led us to a nearly intact Korax Class Klingon light cruiser. Our transmission to Starfleet was greeter with deafening silence. We finally heard back with word that again will delay our mission to Tholia. The Klingons deny having any ships near Tholian space, and seem furious at us for having found one of their new ships out here. So we've been ordered to board and investigate. I have to think that the Klingons aren't going to be happy about this no matter how it turns out. Great.

Friday, February 25, 2011

First Complete Casual Head to Head Sector Assault and Lessons Learned

Thirteen turns is what it took to reveal a serious balance issue in the Casual Head to Head Sector Assault. As much fun as it honestly was to have a seemingly unending series of Klingon wolf packs pound a struggling Federation shipyard into dust, it doesn't give the Feds a chance to get out of the gate. So we'll limit the wolf pack to one per engagement. Incidentally, a wolf pack consists of three KCA's responding to a request for reinforcement from a Klingon ship as it's being destroyed. I'll start this up again soon with the revised rules.

 

Here are the turn logs.

 

Turn 1)

(0211.15)

System 1: Intrepid Fleet FIF-FCA (Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) Contact: 2 KCA's. 2 KCA's destroyed. No damage to Feds. 2 KCA's destroyed. Intrepid FIF-FCA1 damage: 19/20. Other Feds undamaged.

 

System 5: 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) Contact: 2 FCA's. 2 FCA's destroyed. Ok'rand KLKF-KCA1 damage: 18/20. Other Klingons undamaged.

 

Turn 2)

(0211.17)

System 1: Intrepid Fleet FIF-FCA (Intrepid FIF-FCA1 damage: 19/20 Repair Turn 1/2 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) Construct FSY1 Turn 1/2 Contact: No contact

 

System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 damage: 18/20 Repair Turn 1/2 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) Construct KSY1 Turn 1/3 Contact: No contact

 

Turn 3)

(0211.17)

System 1: Intrepid Fleet FIF-FCA (Intrepid FIF-FCA1 damage: 19/20 Repair Turn 2/2 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) Construct FSY1 Turn 2/2 Contact: No contact

 

System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 damage: 18/20 Repair Turn 2/2 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) Construct KSY1 Turn 2/3 Contact: No contact

 

Turn 4)

(0211.17)

System 1: Intrepid Fleet FIF-FCA (Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) FSY1 Construct Decker FDF-FCA1 Turn 1/2 Contact: 2 KCA's. 2 KCA's destroyed. Intrepid FIF-FCA1 damage:15/20. Other Feds undamaged.

 

System 5: 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 Turn 3/3 Contact: No contact.

 

Turn 5)

(0211.17)

System 1: Intrepid Fleet FIF-FCA (Intrepid FIF-FCA1 damage:15/20 Repair Turn 1/2 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) FSY1 Construct Decker FDF-FCA1 Turn 2/2 Contact: 3 KCA's. 3 KCA's destroyed. One wolf pack destroyed. Intrepid FIF-FCA1 damage:15/20 Repair Turn 1/2 Valiant FIF-FCA2 Potemkin FIF-FCA3 destroyed.

 

System 5: 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) KSY1 construct Kahless KF-CA1 Turn 1/3 Contact: 1 FCA. FCA destroyed. Klingons undamaged.

 

Turn 6)

(0211.17)

System 1: Intrepid Fleet FIF-FCA (Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) Decker FDF-FCA1 FSY1 Construct Goeben FDF-FCA2 Turn 1/2 Contact: No contact

 

System 5: 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) KSY1 construct Kahless KF-CA1 Turn 2/3 Contact: 1 FCA. FCA destroyed. Klingons undamaged.

 

Turn 7)

(0211.17)

System 1: Intrepid Fleet FIF-FCA (Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) Decker FDF-FCA1 FSY1 Construct Goeben FDF-FCA2 Turn 2/2 Contact: 3 KCA's. Monitor FIF-FCA4 destroyed. Hornet FIF-FCA5 damage: 15/20. 3 KCA's destroyed.

 

System 5: 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) KSY1 construct Kahless KF-CA1 Turn 3/3 Contact: 1 FCA.

 

 

Turn 7)

(0211.18)

System 1: Intrepid Fleet FIF-FCA (Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) Decker FDF-FCA1 Goeben FDF-FCA2 FSY1 Construct  Eximer FDF-FCA3 Turn 1/2 Contact: 2 KCA's. 3 wolf packs.  (Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6 destroyed. Decker FDF-FCA1 damage: 18/20. Goeben FDF-FCA2 FSY1 undamaged. Klingons destroyed.

 

System 5: 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) Kahless KF-CA1 KSY1 construct T'yang KF-CA2 Turn 1/3 Contact: No contact.

 

Turn 8)

(0211.19)

System 1: Decker FDF-FCA1 (damage: 18/20 repair turn 1/2) Goeben FDF-FCA2 FSY1 Construct  Eximer FDF-FCA3 Turn 2/2 Contact: No contact

 

System 5: 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) Kahless KF-CA1 KSY1 construct T'yang KF-CA2 Turn 2/3 Contact: No contact

 

Turn9)

(0211.24)

System 1: Decker FDF-FCA1 (damage: 18/20 repair turn 2/2) Goeben FDF-FCA2 Eximer FDF-FCA3 FSY1 Construct Farragut FCF-FCA4 Turn 1/2 Contact: no contact

 

System 5: 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) Kahless KF-CA1 KSY1 construct T'yang KF-CA2 Turn 3/3 Contact: no contact

 

Turn 10)

(0211.24)

System 1: Decker FDF-FCA1 Goeben FDF-FCA2 Eximer FDF-FCA3 FSY1 Construct Farragut FCF-FCA4 Turn 2/2 Contact: 3 KCA's. Two Wolfpacks responded. All KCA's destroyed. Decker FDF-FCA1 Goeben FDF-FCA2 Eximer FDF-FCA3 destroyed. FSY1 damage: 62/80.

 

System 5: 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) Kahless KF-CA1 T'yang KF-CA2 KSY1 construct Hegh yan KF-CA3 Turn 1/3 Contact: No contact

 

Turn 11)

(0211.24)

System 1:  FSY1 damage: 62/80 (Construct Farragut FCF-FCA4 Turn 2/2 suspended) Repair Turn 2/2 Contact: No Contact

 

System 5: 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) Kahless KF-CA1 T'yang KF-CA2 KSY1 construct Hegh yan KF-CA3 Turn 3/3 Contact: No Contact

 

Turn 12)

(0211.24)

System 1:  FSY1 Construct Farragut FCF-FCA4 Turn 2/2 Contact: 1 KCA. 1 Wolfpack responded. KCA's destroyed. FSY1 damage: 74/80 

 

System 5: 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) Kahless KF-CA1 T'yang KF-CA2 Hegh yan KF-CA3 KSY1 construct Koord KF-CA4 Turn 1/3 Contact: No contact

 

Turn 13)

(0211.24)

System 1: FSY1 damage: 74/80 (Construct suspended Farragut FCF-FCA4 Turn 2/2) Repair Turn 1/2 Contact: No contact

 

System 5: 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) Kahless KF-CA1 T'yang KF-CA2 Hegh yan KF-CA3 KSY1 construct Koord KF-CA4 Turn 2/3 Contact: No contact

 

Turn 13)

(0211.24)

System 1: FSY1 damage: 74/80 (Construct suspended Farragut FCF-FCA4 Turn 2/2) Repair Turn 2/2 Contact: 3 KCA's. FSY1 destroyed. No damage to Klingons

 

System 5: 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) Kahless KF-CA1 T'yang KF-CA2 Hegh yan KF-CA3 KSY1 construct Koord KF-CA4 Turn 3/3 Contact: 1 FCA. FCA destroyed. No damage to Klingons.

 

Federation cedes sector.

Tuesday, February 22, 2011

Medium Combat Template

  What you see here is an attempt to merge heavy combat with simple/casual caombat. Something a little more involved, with maneuvering and internals, but still bus-playable. For now, a text map that is just for reference, and the casual dice roll scheme. I am playtesting it now.


    1  2   3    4   5   6   7  8  9
a__/__/__/__/__/__/__/__/__/
b__/__/__/__/__/__/__/__/__/
c__/__/__/__/__/__/__/__/__/
d__/__/__/__/__/__/__/__/__/
e__/__/__/__/__/__/__/__/__/
f __/__/__/__/__/__/__/__/__/
g__/__/__/__/__/__/__/__/__/
h__/__/__/__/__/__/__/__/__/
i __/__/__/__/__/__/__/__/__/


Shields

       X      Y
F   /20    /20      
A   /20    /20          
P   /20    /20          
S   /20    /20         

Damage

                     X      Y         
Shld Gen   /20    /20          
Pha/Dis     /20    /20      
Photons     /20    /20          
Sensors     /20    /20
Impulse     /20    /20                    
Warp         /20    /20

Position
            X      Y
            ,        ,            

Course
            X      Y
            ,        ,         

Max Range= 5

Range/X
1x5
2x4
3x3
4x2
5x1

Roll:
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=
X=                   Y=

Thursday, February 17, 2011

Update: Casual Head to Head Sector Assault

The first ten rounds of the casual head to head sector assault have taught me that we still have a serious balance issue. Heavy Cruisers (CA's) have a defense rating of 20, which works fine, and a Shipyard has a defense rating of 80, which also works fine.... almost. I gave the Feds an economic advantage, allowing them to finish construction in two turns what it takes Klingons three. At the same time, the Klingons always have a 50% chance of calling in reinforcements if they're losing a battle. Again, no problem. The Feds have always been stronger economically, and the Klingons have always had wolfpacks out roaming around. But the shipyard is too easy to take down by persistant attacks. So I'm going to tweak the casual rules a bit and start over. It used to be that every ship rolled a die (1d6), designated a target, and got shot up itself. Ships of equal grade balance fine doing that, but the shipyard needs additional firepower to be a credible threat, so I'll try giving it two dice rolls (2d6) to use on offense. And rather than have any damage sustained require repair time, we'll say that 6 points out of 20 damage (roughly a third) count as shield damage. And make it 24 out of 80 for the shipyard. More and more to keep track of during a 'casual' game, but important for balance. We'll just see how it goes. And in case you're wondering what a "Head-to-Head Sector Assault" is, it is a single player contest to occupy five systems in a sector. Use simple rules to play both sides (or play against another player) and the rules below.

 

Here are the rules as of Feb 15th (0211.15) that I'm playing by:

 

Rules

The goal is to conquer and hold all 5 systems.

 

In order to do this, you must conquer, then sufficiently defend the 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 attack fleets sufficient to threaten your shipyards. You must also attain a minimum of 7 points (see 'Victory Conditions' below)

 

System Conquest:

Regardless of whether a system has been occupied 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 (1-2=1, 3-4=2, 5-6=3), then subtract any applicable random fleet disadvantage (see below). Then use appropriate casual combat template. All surviving ships retain damage but can move and fight until destroyed. (6/20 damage to CA's count as shield damage that will automatically regenerate by the next turn. 24/80 for shipyards) They can only be repaired by remaining in place for two turns (subject to random enemy attack each turn: (1d6: 4-6)) or by docking at shipyard for one turn. 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.

 

Random enemy ships (including Klingon wolf packs) will fight to the death. All other ships may withdraw at player's discretion.

 

Open Space:

Enemy convoys will only be encountered in open spaces. Roll for encounter (1d6: 1-3). 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, escorts destroyed in 5 volleys or less. Every convoy that is stopped decreases random enemy fleet size by one. This is the random fleet disadvantage. 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). Unless otherwise noted, three starships must remain in system for three turns to build shipyard. During each turn 50% chance of random attack. (1d6: 4-6) LOS (line of sight) must be maintained to use or attack shipyard. Unless otherwise noted, shipyard can construct replacement ships in 3 turns.There is no limit to the number of ships you can group in a fleet, and no limit to the number of fleets you can field. It is recommended that you build at least one shipyard and at least three reserve ships just in case of unforseen losses.

 

Race Specific Rules:

- Federation ships require only two turns to build shipyards, and shipyards require only two turns to build ships

- Klingons have 50% chance of summoning reinforcements wolf packs of 3 KCA's (1D6 1-3)

 

Shipyards roll 2d6 during casual combat.

 

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=

Fleet size=

Random Attack Fleet capacity=

 

You must conquer 5 systems and attain 7+ VC points