Sunday, June 24, 2012

The Official Position of the Klingon High Council on the Khemorex Klinzhai

The official position of the Klingon High Council is that the Khemorex Klinzhai is not an organized fleet or body, but a generic reference to an outlawed government that died with the signing of the first Khitomer Accords. Warship commanders who fly the banner of so-called Khemorex Klinzhai are common criminals with neither honor or courage and will die when true warriors find the time to kill them. There is no rebellion, nor is there an organized movement.

Saturday, June 23, 2012

Fantasy Trek PlayByWeb PvP (Demo) Turn Eleven Summary

The Achilles rolled a 1, the Avenger rolled a 6. The Achilles is stuck at the planet for one more turn (that would be Turn Twelve) while it beams up the scientists. It did 5/40 points damage to the Avenger's warp core, while the Avenger did 9/15 points damage to the Achille's sensors and 10/15 to its Auxiliary Control.

The Avenger will get one more chance to do some damage while the Achilles is stuck in orbit and stationary for one more turn. After that, the Achilles just needs to get off the map. One thing to note. The Achilles is at a dead stop, so it can't actually start moving until turn 13. But at that point it can move quickly off the map. It could complete its mission by turn 14.


Captain KotoQ
Klingon CA IKS Avenger

Position: C/9
Roll: 6

Move on course 225 from D/8 to C/9
Reinforce _ shield to _
Draw 0 points from capacitor (for total 6)

Capacitor: 0
Speed: 2
Course: 225
Range to Target: 1
Target Aspect: 090/270

Shields-
Fore: /15
Aft: /
Port: /5
Strbrd: /

Fire 2 disruptors and 2 phasers to Achilles port quarter. 6/6 points damage to Achilles port shield, 6/15 points damage to Sensors and 10/15 points damage to Auxiliary Control

System Status/Damage
2/Shield Generator /12
3/Phasers /15
4/Disruptors /15
5/Sensors /12
6/Inpulse /12
7/Warp /35
8/Transporters /15
9/Bridge /15
10/Auxiliary Control /15
11/Computer /15
12/Auxiliary Computer /15


Captain Antonovich
Federation CA USS Achilles
Position: B/10
Roll: 1

Remained at B/10
Reinforce shield to
Add 0 pts to capacitor for 0 total
Draw 0 of 0 capacitor points to main for 1 points total

Capacitor: 0
Speed: 0
Course: 180
Range to Target: 1
Target Aspect: 270/090

Shields-
Fore: /14 (lowered)
Aft: /10
Port: /0
Strbrd: /15

Fire 1 phaser to Avenger starboard quarter, did 5/40 damage to Avenger Warp Core

System Status/Damage
2/Shield Generator /15
3/Phasers /15
4/Disruptors /15
5/Sensors /9
6/Inpulse /15
7/Warp /40
8/Transporters /15
9/Bridge /15
10/Auxiliary Control /5
11/Computer /15
12/Auxiliary Computer /15

Tuesday, June 19, 2012

Fantasy Trek Gaming: Faction Profile: Khemorex Klinzhai

The Khemorex Klinzhai are a rebel fleet operating within Klingon space. Their strength, exact location and leadership structure are unknown, but their technology seems to be equivalent to the Klingon Defense Force. 

The Khemorex Klinzhai centers their philosophy and recruiting strategy on the idea that the alliance with the Federation has weakened the Klingon culture and stopped the Klingon Empire from expanding as it otherwise was destined for. The level of advancement in their ships, technology and tactics suggest that the movement was born either before or immediately following the first Khitomer conference.

There is speculation that the Khemorex Klinzhai is considering (or has already) established relations with the Typhon Pact.
Photobucket

Thursday, June 14, 2012

Fantasy Trek Story Mode: "'etlh Komerex Chapter Fourteen"

Fantasy Trek Story Mode: "'etlh Komerex" Chapter Fourteen

Koral fought the urge to run, or to strike out. The readings continued to show his squad, diffused and hot, and everything else a white hot haze. It showed no Tholians, true... it just showed heat. Lots of heat. Finally he began to adjust the combat tricorder's sensor to filter out anything below the 1000 KilnaQ temperature of a Tholian. That cleaned up the image, but did not distinguish the Tholian forms as it should have. All he saw was the glow that was residual heat clinging to the suits worn by his squad. Where were the Tholians? Then the sound came through his commlink. The sound of rustling foil associated with Tholians on the move. His tricorder display flashed, and he saw and felt a wave of heat pass through their ranks.
He stood still, bracing himself as if a wind was battering him. Then he saw that the rest of the squad was doing the same thing. "They are moving aft, towards the dorsal torpedo catwalk." He was referring to the access catwalk that serviced the 'etlh's unique and lethal bank of spinal-mounted microtorpedo launchers. "Now that we can track them we can kill them."
Kapact felt his blood pounding and his head throbbing. The human woman stood there, daring him to finally break free of the bounds of honor and kill her. He'd brought Janeway along to help fight the Tholians and all she could do was talk of the dangers of interspace and retreating to safety without the 'etlh. "Is this how you survived the Delta Quadrant?" He taunted her. "By running from every threat?"
"If you just wanted a Klingon perspective you could have left me out of this mission," Janeway answered with real anger. "If you want my help then let me help!" In fact Janeway had little hope or intention of changing Kapact's mind. Her real goal was keeping the enraged Klingon in the heavily shielded Auxiliary Weapons Control room at the center of the massive Ab'Qaff long enough for the effects of interspace to abate. "You understand strategy and tactics better than I do. The direct approach isn't always the best approach."
"Humans always find a reason to avoid fighting. Talk, talk, talk."
"You aren't talking to a Vulcan, General," Janeway answered with a voice like brushed steel. It was the same voice she'd used to face down the Borg. "Don't mistake study and strategy for cowardice." She struggled to keep from gulping. In his state, he'd think he'd just been insulted.
"I would advise you to choose your words with more care, human," Kapact rumbled. "You are alone on this ship. Surrounded by-"
"Surrounded by Klingons who asked for my help," Janeway countered. "Surrounded by Klingons who know better than to attack without studying the terrain."
"Klingons do not trade in flattery." Kapact said. "It is usually a lie."
"Think, General," she continued. "They have your ship. Filled with your warriors. You know better than I do that the Tholians use interspace to trap ships and crews. Interspace is their terrain and their weapon. If you want to defeat them you need to outflank them. Negate their advantage."
"And how to you propose to do that, Borg-killer?" Kapact shouted at her.
"You start by grabbing that ship and getting the hell out of here!" She resisted the suicidal urge to grab him by the collar and shake him. "Do you want to die here?"
"What?" Kapact pulled a metal duty chair from its housing and threw it past her at the bulkhead.
'Interspace', Janeway thought. But she could only see picking up the broken chair and beating the stubborn, dangerous klingon to a pulp. Instead she activated a computer panel. "Neither one of us is thinking, General." Without taking her eyes off of Kapact, she spoke into the audio pickup. "Computer, access Federation medical records. Keywords Leonard McCoy, interspace, theragen."
"Working." The flat male voice caught Janeway by surprise. "Stardate 5693.2. Chief Medical Officer Leonard McCoy, Federation starship Enterprise used diluted theragen derivative to negate effects of interspace on crew during incursion into Tholian space."
"It wasn't an incursion," Janeway said without thinking. "It was a rescue." Then she renewed her efforts to focus. "What are the details of McCoy's solution?"
"Specifics are classified. Clearance level Il whitlh wej or above required."
Janeway fought down the urge to swear, then raised her eyebrows at Kapact. In response, he growled, and then spoke quietly. "Du Qo Chorgh".
"Details on screen."
Janeway glanced at the screen and laughed.
to be continued...

Fantasy Trek PlayByWeb PvP (Demo) Turn Ten

Fantasy Trek PlayByWeb PvP (Demo) Turn Ten Summary
The Achilles rolled a 4, the Avenger rolled its usual 2. Sometimes that's just how it goes. The Achilles reached the planet and lowered its forward shields to beam up the scientists. It did 10/15 points damage to the Avenger's port shield, while the Avenger did 4/10 points damage to the Achille's port shield.
Just a reminder (I'm repeating the objective from last time):
The Achilles needs to be within 1 space from the planet and lower the adjacent shield facing for 2 turns to beam up the scientists and their equipment, then make it off the map without being destroyed. If the Avenger can capture the scientists and their equipment, it'll be more difficult for Starfleet vessels to detect cloaked Klingon ships. If they destroy the team and equipment, neither side gains an advantage, but the Federation loses all of its research so it counts as a win for the Klingons. But the Avenger needs better rolls and soon in order to win.
The Avenger will get one good chance to close on the Achilles and do some damage while the Achilles is stuck in orbit and stationary for two turns.
Fantasy Trek PlayByWeb PvP (Demo) Turn Ten
Captain Antonovich
Federation CA USS Achilles
Position: B/10
Roll: 4
Continue on course 180 from B/8 to B/10
Reinforce shield to
Add 0 pts to capacitor for 0 total
Draw 0 of 0 capacitor points to main for 4 points total
Capacitor: 0
Speed: 2
Course: 180
Range to Target: 2
Target Aspect: 270/090
Shields-
Fore: /14 (lowered)
Aft: /10
Port: /6
Strbrd: /15
Fire 2 photon torpedoes to Avenger starboard quarter.
System Status/Damage
2/Shield Generator /15
3/Phasers /15
4/Disruptors /15
5/Sensors /15
6/Inpulse /15
7/Warp /40
8/Transporters /15
9/Bridge /15
10/Auxiliary Control /15
11/Computer /15
12/Auxiliary Computer /15
Captain KotoQ
Klingon CA IKS Avenger
Position: D/8
Roll: 2
Move on course 180 from D/6 to D/8
Reinforce _ shield to _
Draw 0 points from capacitor (for total 2)
Capacitor: 0
Speed: 2
Course: 180
Range to Target: 2
Target Aspect: 090/270
Shields-
Fore: /15
Aft: /
Port: /5
Strbrd: /
Fire 1 disruptor to Achilles port quarter. 4/10 points damage to Achilles port shield
System Status/Damage
2/Shield Generator /12
3/Phasers /15
4/Disruptors /15
5/Sensors /12
6/Inpulse /12
7/Warp /40
8/Transporters /15
9/Bridge /15
10/Auxiliary Control /15
11/Computer /15
12/Auxiliary Computer /15

Text Map

Before I started using the Excel map, this simple text map is what I was using, but it didn't always transfer well :-)

__1__2__3_4__5__6__7__8
A____/__/__/__/__/__/__/__/
B____/__/__/__/__/__/__/__/
C____/__/__/__/__/__/__/__/
D____/__/__/__/__/__/__/__/
E____/__/__/__/__/__/__/__/
F____/__/__/__/__/__/__/__/
G____/__/__/__/__/__/__/__/
H____/__/__/__/__/__/__/__/

Wednesday, June 13, 2012

Ship Classes (Customization)

Ship Classes
Hull Class 1- Freighter/Frigate
-turn rate=1
-weapons ports=1/2
-hull modifications=0
(The frigate sacrifices one weapons port for the cargo area)
Hull Class 2-Escort/Destroyer
-turn rate=1
-weapons ports=2/4
-hull modifications=2/1
(the Destroyer sacrifices one hull modification for the extra weapons ports)
Hull Class 3-Light Cruiser
-turn rate=1
-weapons ports=5
-hull modifications=1
Hull Class 4-Heavy Cruiser/Command Cruiser
-turn rate=2
-weapons port=6/5
-hull modifications=2
(The Command Cruiser loses one weapons port to allow for the comm and sensor package that allows for ECM support, etc)
Hull Class 5-Dreadnought/Carrier
-turn rate=4
-weapons ports=14/10
-hull modifications=4/2
(the Carrier loses 4 weapons ports and 2 hull mods for the 2 hanger bays and 4 fighter squadrons)
Notes-
Turn rate=
how many turns are required to 180 degrees
Weapons Port=
1 required for each Class A weapon (Phasers, etc)
2 required for each Class B weapon (Photons, Disruptors)
3 required for each Class C weapon (Plasma Torp, Mauler)
Hull Modifications=
Can be many things. Excess crew quarter space can be converted to secondary tactical-dedicated reactor. (Thank Ian Moore). These can be player-created, but will generally have to be balanced with some disadvantage. For example, our Klingon heavy cruiser with the extra reactor disrupts the structural integrity field, increasing the turn rate from 2 to 3. A more powerful ship will be less maneuverable. A more maneuverable ship will be less powerful.