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

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