here. I will take the rest back to Qo'noS.
Saturday, November 28, 2009
1109.26 IKS Ab'Qaff ChaHom System
here. I will take the rest back to Qo'noS.
Sunday, November 22, 2009
"Maavik" 1109.22 Subspace Message Packet Sent
Sent from "Maavik"
Transceiver Frequency 7A71138237
Intended Recipient:
IKS Ab'Qaff
KristaK Sector
Encryption: Code Two
Message Reads:
Expect courier arrival in 3 Vulcan days. Transponder code 1312.5. Courier
code S'task.
Message ends.
Friday, November 20, 2009
IKS Ab'Qaff 1109.20 Subspace Message Packet Sent
Sent from IKS Ab'Qaff
KristaK Sector
Intended Recipient:
"Maavik"
Transceiver Frequency 7A71138237
Encryption: Code Two
Message Reads:
Hull debris in KristaK sector grid 09952 quantum dated at 2,000 years old
tests as Vulcan. Request you send trusted courier to take possesion and
investigate further.
Message ends.
IKS Ab'Qaff Stardate 1109.20 ChaHom System Supplemental Entry
system, our analysis of the Vulcan hull fragments has reached an impasse. I
have therefore decided to contact the only source within the Vulcan
government that I believe I can trust. I take this step with grave
reservations.
More Updates to the Blogsite
http://fantasytrek.blogspot.com and you'll see links for "Captain's Log
Entries". These are links to the individual posted Captain's logs, as well
as (tentatively) combat encounters. Just like on the show, where you might
access all logs for a certain captain on a certain ship. Now you can do
that. A bit of a maintenance issue, because it requires actually going to
the website to edit the message, but it's a feature I've wanted for a long
time. Something else that Star Trek Online most likely will not offer. :)
Cost to purchase the newest Trek game-in-a-box: $50*
Cost every month to play the newest Trek game-in-a-box: $15*
Cost to upgrade your computer to play the newest Trek game-in-a-box: $200+*
Stretching your imagination with Fantasy Trek for free: Priceless...
*guesstimated
try it yourself @ http://fantasytrek.blogspot.com
Thursday, November 19, 2009
Simple Sector Conquest Turn Log As of 1109.17
sector. Oops :) That's why the subject header says "Simple Sector Quadrant".
As I'm playing through this, I am noting activity turn by turn, so I can
subject the only vulnerable shipyards to random enemy attack. That requires
Line Of Sight. Those random attacks require a 1d6 2/6 roll, (On a 1d6, you
need to roll a 1 or 2 to get attacked), and happen every other turn.
Turn 1)
(1109.13)-attack on KSY1? no
Fleet arrives in system cha: K1-6 vs F1-3. F1-3 destroyed. No damage to
Klingon Fleet.
Turn 2)
(1109.13)-K1-6 vs F1-5: F1-5 destroyed. No damage to Klingon Fleet
Turn 3)
(1109.13)-attack on KSY1? Contact: 4 FCA's KSY1 vs F1-4: F1-4 destroyed. No
damage to KSY1
(1109.14)-K1-6 vs F1-4: K1-6 vs F1-4: *won toss F1-4 destroyed. K1,2
destroyed.
Turn 4)
(1109.16)- KSY2 begin construct K1. Turn 1= No contact.
Turn 5)
(1109.16)-KSY2 construct K1 Turn 2= No contact. -attack on KSY1? No contact
Turn 6)
(1109.16)-KSY2 construct K1 Turn 3= No contact.
Turn 7)
(1109.16)-K1 complete. KSY2 construct K2 Turn 1= No contact. -attack on
KSY1? No contact
Turn 8)
(1109.16)-KSY2 construct K2 Turn 2= No contact.
Turn 9)
(1109.16)-KSY2 construct K2 Turn 3= No contact. -attack on KSY1? No contact.
Fleet departs system cha for empty space.
Turn 10)
(1109.17)-Fleet arrives open space. Convoy encountered=1 FCA escort: F1,
Fr1-5 destroyed. K1 6/25 damage. K2-6 undamaged.
Tuesday, November 10, 2009
Simple Quadrant Conquest Update 0909.11
effect. I've used it in my simple quadrant conquest scenario, and while it
wasn't easy for the Klingons, they've established a beach head in system one
with a shipyard. They held that hard-won ground while the shipyard built the
fleet back up to six, and now they've moved to open space to get to work on
convoys that form the Federation's economic base. Here are the results of
the simple quadrant conquest to date:
1)wa (1009.27) contact: 1 FCA.(1009.27) k1-6 vs f1: f1 destroyed. No damage
to fleet. Begin construct KSY1. Turn 1= No contact. Turn 2= contact: 4FCA's.
(1109.05) K1-6 vs F1-4. K1 destroyed. F1-4 destroyed. Turn 3= contact:
5FCA's. (1109.05) K2-6 vs F1-5. F1-5 destroyed. No damage to Klingon Fleet.
KSY1 begins construct K1. Turn 1= contact: 1 FCA (1109.07) KSY1, K2-6 vs F1:
F1 destroyed. No damage to Klingon Fleet. Turn 2= contact: 2FCA's (1109.08)
KSY1, K2-6 vs F1,2: F1,2 destroyed. K2 destroyed. Turn 3= contact: 1FCA
(1109.08) KSY1, K3-6 vs F1: F1 destroyed. No damage to Klingon Fleet. K1
launched.KSY begin construct K2. Turn 1= contact: 5FCA's (1109.08) KSY1,
K1,3-6 vs F1-5: F1-5 destroyed. No damage to Klingon Fleet. Turn 2= no
contact. Turn 3= contact: 4 FCA's (1109.08) KSY1, K1,3-6 vs F1-4: F1-4
destroyed. No damage to Klingon Fleet. K2 launched. (1109.08) K1-6 moves to
open space.
open space- (1109.08) K1-6 search for convoy:Turn 1: no contact. Turn 2:
convoy encountered: 2 FCA escorts.
Next up, the full Klingon fleet is going after a Federation convoy. I'm
thinking about restricting the Klingons to ten volleys to destroy or
sufficiently reduce the convoy (destroying or capturing 3/5 ships) in order
to be successful. Otherwise it seems too busy. I'll play it that way on this
attempt to see how it goes. And in case you're wondering what the rules
actually are for this scenario, here they are:
System Conquest:
Roll 1d6 for size of enemy fleet. Then use appropriate simple combat
template. All surviving ships retain damage but can move and fight until
destroyed. They can only be repaired by remaining in place for two turns
(subject to random enemy attack each turn) or by docking at shiyard for one
turn.
Open Space:
All open space must be cleared.
Random enemy convoy(s) must be stopped=at least 3/5 freighters destroyed,
escorts (random, 1-2) destroyed or disabled (10/15 damage). Every convoy
that is stopped decreases potential enemy fleet size by one.
Enemy forces may be encountered in all open spaces. Roll for encounter (2/6
chance), Roll for size of enemy fleet (use same method as in-system combat).
Shipyard:
Shipyards are recommended. They can be built anywhere. Three starships must
remain in system or open space area for three turns to build shipyard. LOS
(line of sight) must be maintained to use shipyard. Shipyard subject to
attack every other turn by random number of enemies. Shipyard has X50
multiplier. Shipyard can construct replacement ships in 3 turns.
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.
Of course these are subject to change...
Kapact
First Simple Combat PvP
PvP (Player versus Player) match took place. Player Kate, in an independent
Heavy Cruiser took on Kapact in the KCA IKS 'etlh. Kate won after a few back
and forth volleys. Congrats to Kate. On reflection, I'm considering adapting
the rules, so that it only takes five PvP simple combat rounds between
registered players to gain an experience point. Seems only fair. Here are
the combat logs from Kate's victory:
PCA AV Sitka vs KCA 'etlh
versus kate
IKS 'etlh roll 20 0o/20d
AV Sitka roll 40 15o/25d
IKS 'etlh roll 40 20o/20d
AV Sitka roll 60 20o/40d
IKS 'etlh roll 20 0o/20d
AV Sitka roll 3 o/30d
IKS 'etlh roll 50 30o/20d
AV Sitka roll 60 0o/60d
IKS 'etlh roll 10 10o/0d
AV Sitka roll 30 20o/10d
kate won