Quick Start Play:
If you'd like to be able to jump right in to see if you like this game, you might want to try a few rounds of Simple Combat. The Simple Combat Game is a way for you to quickly resolve combat between vessels, or fleets of vessels. This is useful if you are playing a scenario or campaign that involves more than a few ships. Otherwise a simple scenario could take weeks to play through.
It is useful to keep a copy of the Simple Combat Template. This makes it possible to copy and paste the basics of your bit of 'paperwork', add however many ships you may need to, and change or insert ship names. Here is a very basic template (there are more in the files):
IKS rolls: o/d
USS rolls: o/d
Result:
IKS damage /15
USS damage /15
The first section is for points rolled (1d6 result times the appropriate multiplier), and how the points are allocated (offense/defense). The second "Result" section shows the calculated damage. In the case of basic AI ships, the damage potential is 15.. so you would indicate 5 points damage with 5/15. Pretty simple.
If you are playing a single player game, roll a 1d6 to see who 'wins the toss'. If you roll a 1-3, you do. Then you roll the 1d6 for your opponent first. Allocate available points according to this multiplier chart:
2 (DS) Defense Sat/(FR)Freighter X1
3 (FF) Frigate X4
4 (DD) DestroyerX6
5 (CL) Light Cruiser X8
6 (CA) Heavy Cruiser X10
7 (CC) Command Cruiser X12
8 (BCH) Heavy Battlecruiser X15
9 (DN) Dreadnought X20
10 (BB) Battleship X22
11 (CV)Carrier X25
12 (STB ) Starbase/ (BS)Base Station X50/75 (reroll, 50/50)
Here is an example of simple combat between the Klingon heavy cruiser Perseus and the Sha'kurian heavy cruiser Count: In this case, I won the toss, playing as the Perseus. That meant that I had to roll and allocate for the Sha'kurian first. (The point of all this 'coin tossing' is to add randomness to the gameplay in the single player game. It puts the luxury of being able to react to your opponent's first move on a totally random footing. And of course, whoever rolled second first time rolls first the next. Compare it to the coin toss to determine who receives the kickoff in a football game ) That first roll was a 6 (on a 1d6), for 60 points. Acting for the Shakurian, I decided to play it safe, putting it all on defense. As it turned out, the caution was unnecesary. The Klingon only rolled a 1.
IKS Perseus rolls:10 0o/10d
SRS Count rolls:60 0o/60d
Result:
IKS Perseus damage 0/25
SRS Count damage 0/15
For the next volley, the Klingon ship took its turn rolling first. It rolled a "3", for 30 points, and put them all on defense. It didn't save him because the Count rolled a 6.
IKS Perseus rolls:30 0o/30d
SRS Count rolls:60 60o/d
Result:
IKS Perseus destroyed
SRS Count damage 0/15
You'll note that the Perseus is able to take 25 points of damage. That is
because all of my play has given me a "Elite" rating. The increased available points is one of the benefits of that. For details, see "Experience Points: How to Get Them and What They Get You". If you want to take it a step further, you can capture ships using Simple Combat. You have to cause 10 points of damage to lower the enemy shields, then transport over. Ah, but to so that you have to lower your own shields. Do that by giving yourself (just for the 'transport' volley) 10 points damage. A bit tricky, with careful timing involved, but a great tactic. And of course, as new races are added to Fantasy Trek, there will be a few
necessary variations to these rules (i.e. Tholian Webs).
So what to do with all of this? As I said, the Simple Combat Game is ideal for extended scenarios involving many ships in combat. The latest is "Fifty Points" (details below)
Games in Play:
"Fifty Points" (see Dev notes for rules)
Turns 45 through 46
Another slow week for Fifty Points, as work elsewhere takes precedence (see Dev notes for details), but some important work has taken place. Revised rules for simple combat fleet action has complicated it, made it more difficult, but more challenging, and ultimately more satisfying and balanced. See Dev notes for details. In the meantime, the Klingons are encountering resistance, but are preparing to take their first system by force (including orbital bombardment). The Romulans have used subterfuge to secure their first system while the Federation diplomatic juggernaut rolls on. Here are the turn logs:
Turn 45)
0310.21
Federation: FF1 (Federation First Fleet) on station at Planet Blue17 FSY1 begin construct FCA1 (1/3) (v,10). FDD USS Gallipoli at (z,11).
Kingons: KBF (Klingon Black Fleet) moves to (u,17) KSY1 begin construct KCA1 (1/3). (x,14)
Romulans: RIF1 (Romulan First Imperial Fleet) on station at Planet Green 5. (af,12) RSY1 begin construct RCS1 (1/1) (af,14)
Turn 46)
0310.21
Federation: FF1 (Federation First Fleet) on station at Planet Blue17 FSY1 begin construct FCA1 (2/3) No contact (v,10). FDD USS Gallipoli at (AA,11).
Kingons: KBF (Klingon Black Fleet) moves to Planet Red 16. Defense rating 6. Eight defsats Six DD's in orbit (t,18) (0310.22) IKF1 (Imperial Klingon Fleet) Black Fleet vs DD1-6*won toss. DD1-6 destroyed. KCA IKS DuranQo KDD IKS Qor'Du destroyed. Other Klingons undamaged. (0310.22) KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek vs DEFSAT1-8*lost toss DEFSAT1-8 destroyed. Klingons undamaged. KBF on station Planet Red 16 (t,18) KSY1 begin construct KCA1 (2/3) No contact. (x,14)
Romulans: RIF1 (Romulan First Imperial Fleet) moves to Planet Green 5. Begin subterfuge to secure rights to duranium: Successful (af,12) RSY1 begin construct RCS1 (1/1) (af,14)
"Head to Head Sector Assault"
Here are the rules for anyone who doesn't remember:
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 reinforcements sufficient to threaten your shipyards. You must also attain a minimum of 13 points (see 'Victory Conditions' below)
System Conquest:
Regardless of whether a system has been taken 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, then subtract any applicable random fleet disadvantage (see below). 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: (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.
Open Space:
Enemy convoys will only be encountered in open spaces. Roll for encounter (3/6 chance). 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 or captured (5/15 damage and successful boarding party action), escorts destroyed or disabled (10/15 damage) in 5 volleys or less. Every convoy that is stopped decreases random enemy fleet size by one. This is the random fleet disadvantage. For every three freighters captured, your random fleet disadvantage is reduced by one. You will not encounter convoys in open spaces when you have conquered both adjacent systems
Enemy forces may be encountered in all open spaces (even between two conquered and held systems). 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 only be built in systems that you hold (by destroying an initial assault fleet). Three starships must remain in system or open space area 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. Shipyard has X75 multiplier. Shipyard can construct replacement ships in 3 turns. While your fleet can not exceed 6 ships, additional ships built at shipyards do not count against this total. They cannot fight with full-sized fleets, but can supplement diminished fleets. The same rule applies to surviving random reinforcements. Since you must have a minimum of three ships to build a shipyard, it is recommended that you build at least one shipyard and at least two reserve ships just in case of unforseen losses. A fleet reduced to two ships and no shipyard to fall back would have little chance of victory.
If you want to register as a player, notify me through the Yahoo Group or 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 5 (max)
Fleet size 6 (max)
Reinforcement capacity 6 (max)
You must conquer 5 systems and attain 13+ VC points
Turns 1 through 5
The new simple combat rules made for surprising setbacks as both sides lost their initial fleets to large random fleets. But by turn 5, the Klingons have built their first shipyard and are remaining on station as KSY1 builds two more heavy cruisers to bring their fleet back up to full strength. At the same time, the Feds are up to full strength, trying again to build a shipyard. If the Feds can get their shipyard up and running without any major problems, they'll be a turn or two ahead of the Klingons. All in all, this has the potential to be an even nastier fight than the last one.
Turn 1)
(0310.18)
System 1: FCA USS Essex FCA USS Challenger FCA USS Tahir FCA USS Robau FCA USS Abrahms FCA USS Orci form Fed 1st Fleet (FF1). Contact: 6 KCA's *lost toss. (0310.18) FCA USS Essex FCA USS Challenger FCA USS Tahir FCA USS Robau FCA USS Abrahms FCA USS Orci vs KCA IKS D'Qu KCA IKS NaQjej KCA IKS Ej'QuD KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr: FF1 destroyed. KCA IKS D'Qu KCA IKS Ej'QuD destroyed. All other Klingons undamaged.
.
System 5: KCA IKS Kandido KCA IKS Kurry KCA IKS DuranQo KCA IKS Ok'ran KCA IKS D'Han KCA IKS Glommer form Klingon 1st Fleet (KF1). Contact: 5 FCA's *lost toss. (0310.18) KCA IKS Kandido KCA IKS Kurry KCA IKS DuranQo KCA IKS Ok'ran KCA IKS D'Han KCA IKS Glommer vs FCA USS Washington FCA USS Roosevelt FCA USS Cleveland FCA USS Detroit FCA USS Seattle: KF1 destroyed. FCA USS Washington FCA USS Roosevelt destroyed FCA USS Cleveland 5/15 damage. FCA USS Detroit FCA USS Seattle undamaged.
Turn 2)
(0310.20)
System 1: IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr form KF2 Begin construct KSY1 turn 1/3 contact? 1 FCA *lost toss: (0310.21) IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr vs FCA USS Keating: FCA USS Keating destroyed. Klingons undamaged.
System 5: FCA USS Cleveland (5/15 damage) FCA USS Detroit FCA USS Seattle form FF2 Begin construct FSY1 turn 1/3 contact? 3 KCA's *lost toss: (0310.21) FCA USS Cleveland (5/15 damage) FCA USS Detroit FCA USS Seattle vs KCA IKS Pagh KCA IKS Hargh KCA IKS SuHo: FCA USS Cleveland (5/15 damage) FCA USS Detroit FCA USS Seattle destroyed. Klingons undamaged. Klingons take over construct FSY1, redesignate KSY2
Turn 3)
(0310.24)
System 1: IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr form KF2 continue construct KSY1 turn 2/3 contact? Contact: 4FCA's. (0310.24) IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr vs FCA USS Sydney FCA USS Matalava FCA USS Fearless FCA USS Auckland. FCA USS Sydney FCA USS Matalava FCA USS Fearless FCA USS Auckland destroyed. Klingons undamaged
System 5: KCA IKS Pagh KCA IKS Hargh KCA IKS SuHo begin construct KSY2 turn 1/3 contact? Contact: 6FCA's. (0310.22) KCA IKS Pagh KCA IKS Hargh KCA IKS SuHo vs FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn. KCA IKS Pagh KCA IKS Hargh KCA IKS SuHo destroyed. Feds undamaged. Feds takeover construction KSY2, redisgnated FSY1.
Turn 4)
(0310.26)
System 1: IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr form KF2 continue construct KSY1 turn 3/3 contact? Contact: 3FCA's. (0310.26) IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr vs FCA USS Relentless FCA USS Cairo FCA USS Endeavour. FCA USS Relentless FCA USS Cairo FCA USS Endeavour destroyed. Klingons undamaged.
System 5: FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn begin construct FSY1 turn 1/3 contact? Contact: No contact
Turn 5)
(0310.27)
System 1: KCA IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr (KF2) on station KSY1 complete, begins construct KCA IKS Sompek 1/3 Contact? 2 FCA's (0310.27) IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr vs FCA USS Norfolk FCA USS Jamestown. FCA USS Norfolk FCA USS Jamestown destroyed. No damage to Klingons.
System 5: FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn begin construct FSY1 turn 1/3 contact? Contact: No contact
Command College:
What Are Your Orders, Captain?
(TNG Era) "Omega Dilemma"
Federation troops working side by side with Klingons to clear pirate-infested planets in the Triangle Zone happen upon a disturbing find on an uncharted planet. Colonel Jeb Saunders has discovered a large source of the Omega Particle buried deep underground. Colonel Saunders knows that standard orders regarding the Omega Particle require that a special team be brought in immediately, superceding all other orders and concerns, due to its unparalleled power and its potential for destruction. The Omega Directive even supercedes Prime Directive considerations. In this case, however, Colonel Saunders is concerned that the Klingon forces he is working with will undoubtedly detect the Omega Particle and attempt to take it for their own uses. At the same time, the alliance with the Klingons could suffer if they discover that he is working to conceal the powerful discovery.
"What Are Your Orders, Captain?"
Post your solution in the YahooGroup or through the blogsite's 'comment' feature.
"Captain's Log"
"...dating back to ancient times..."
Commander Harry Lovecraft
Branson Oort Laboratory
Sol System
Just when I thought that we'd found essentially everything there was to find out here, we've discovered what appears to be the frozen remains of a creature never before found in Earth's solar system, and in fact not mentioned in the Starfleet database, even pulling in records dating back to ancient times. The biomatter, which is based on an element (just as humans are carbon-based) that we have not yet identified appears to be a part of a limb, based on apparent muscle tissue. While we normally depend upon computer projections to answer most of our questions about a specimen, in this case the computer projections left us with more questions than answers. The computer showed us a largely generalized pink-hued fleshy mass, with fungoid, crustacean-like characteristics. A series of tests, exposing a small portion of cloned biomatter to a number of different stimuli resulted in almost immediate physical changes, suggesting that the creature's biology was remarkably adaptive, growing limbs to cope with whatever situation it was faced with. The computer also showed a convoluted ellipsoid composed of pyramided, fleshy rings and covered in antennae where a head would normally be. The full-grown specimen would grow to approximately 1.5 meters and sport a pair of membranous wings.
Tests exposing the biomatter to light and heat showed more reaction than any other stimuli, and we are therefore considering moving the remains to the Pluto research station for further tests where it will receive more exposure to the sun's rays.
(thanks to Sean Hill in Ireland for the inspiration for this entry)
For next week. write a 100+ word log entry including the phrase "...the hidden dangers of diversity...". Post it in the yahoo group or on the blogsite's "comment" feature for a Command College Point.
Dev Notes:
Big changes in Simple Combat fleet action. I was finding that if a side lost the toss, they lost the battle, almost every time. I needed a way to diminish that advantage, making it even more balanced, and requiring more coordination. So I decided to make the teams alternate dice rolling. So there is still a coin toss, but it only applies to the first ship to roll. That makes it much tougher, because as a ship rolls and allocates, it has to gamble on how ships down the line will roll and allocate. You can, however, save the bigger ships for last so that they can try to cover any ships that get in trouble. Here is a turn log from the latest Head to Head Sector Assault (with annotations):
FCA USS Cleveland (5/15 damage) FCA USS Detroit FCA USS Seattle form FF2 Begin construct FSY1 turn 1/3 contact? 3 KCA's *lost toss: (0310.21) FCA USS Cleveland (5/15 damage) FCA USS Detroit FCA USS Seattle vs KCA IKS Pagh KCA IKS Hargh KCA IKS SuHo: FCA USS Cleveland (5/15 damage) FCA USS Detroit FCA USS Seattle destroyed. Klingons undamaged. Klingons take over construct FSY1, redesignate KSY2
The Feds lost the toss, and so the Cleveland rolled first:
FCA USS Cleveland rolls 60 30 (Pagh)o/30d
It rolled a 6 (for 60 pts), and divided it evenly between defense and the Pagh. Next came the first Klingon, the Pagh, which fired back:
KCA IKS Pagh rolls 50 25 (Cleveland)o/25d
Next came the Detroit, which played it safe, devoting all of its points to defense:
FCA USS Detroit rolls 40 0o/40d
and play continues, back and forth. Here is the entire exchange:
FCA USS Cleveland rolls 60 30 (Pagh)o/30d
FCA USS Detroit rolls 40 0o/40d
FCA USS Seattle rolls 30 0o/30d
KCA IKS Pagh rolls 50 25 (Cleveland)o/25d
KCA IKS Hargh rolls 40 0o/40d
KCA IKS SuHo rolls 60 30(Cleveland)o/30(Pagh)d
result
FCA USS Cleveland destroyed
FCA USS Detroit damage /35
FCA USS Seattle damage /35
KCA IKS Pagh damage /15
KCA IKS Hargh damage /15
KCA IKS SuHo damage /15
FCA USS Detroit rolls 60 40(Pagh)o/20d
FCA USS Seattle rolls 30 o/30d
KCA IKS Pagh rolls 20 o/20d
KCA IKS Hargh rolls 20 o/20d
KCA IKS SuHo rolls 40 o/20/20(Pagh)d
result
FCA USS Detroit damage /35
FCA USS Seattle damage /35
KCA IKS Pagh damage /15
KCA IKS Hargh damage /15
KCA IKS SuHo damage /15
FCA USS Detroit rolls30 o/30d
FCA USS Seattle rolls30 o/30d
KCA IKS Pagh rolls60 30(Detroit)o/30d
KCA IKS Hargh rolls10 10(Detroit)o/d
KCA IKS SuHo rolls60 25(Detroit)35(Seattle)o/d
result
FCA USS Detroit destroyed
FCA USS Seattle damage 5/35
KCA IKS Pagh damage /15
KCA IKS Hargh damage /15
KCA IKS SuHo damage /15
FCA USS Seattle rolls 40 o/40d
KCA IKS Pagh rolls 60 30o/30d
KCA IKS Hargh rolls10 10o/d
KCA IKS SuHo rolls 30 30o/d
result
FCA USS Seattle destroyed
KCA IKS Pagh damage /15
KCA IKS Hargh damage /15
KCA IKS SuHo damage /15
I'm also making rules to cover planetary bombardment. That's necessary for the Klingons to be able to capture planets without needing more than a dozen ships. There are also guidelines for the number of boarding parties the different ship classes have in Fantasy Trek. Here is the revised Simple Combat table:
Random Encounter Chart
Roll=Result
2 (DS) Defense Sat X1/(FR) Freighter/(CS) Construction Ship X2 Boarding Parties=1
3 (FF) Frigate X4 Boarding Parties=1
4 (DD) DestroyerX6 Boarding Parties=2
5 (CL) Light Cruiser X8 Boarding Parties=3
6 (CA) Heavy Cruiser X10 Boarding Parties=4
7 (CC) Command Cruiser X12 Boarding Parties=5
8 (BCH) Heavy Battlecruiser X15 Boarding Parties=6
9 (DN) Dreadnought X20 Boarding Parties=7
10 (BB) Battleship X22 Boarding Parties=8
11 (CV)Carrier X25 Boarding Parties=9
12 (SY)Shipyard/(STB )Starbase X75/100 (reroll, 50/50) Boarding Parties=11/12
Planet Boarding Parties=100
Here are the revised Fifty Points rules:
Objectives:
Diplomatic agreement to settle unclaimed zone. Fifty-one planets in three sectors. Seventeen systems each. Each sector= 10x25 spaces.
Three powers must establish economic/material support locally.
After initial battle group (One dreadnought, three heavy cruisers, two destroyers), all ships must be built locally.
Each power must successfully transport twelve convoys to unclaimed zone and then back to friendly space.
Winning power must unite at least two sectors in order to win.
Winning power must achieve 17 experience points.
Winning power must win at least 5 heavy combat engagements
Sector Victory Conditions:
Military: 2/3 (12/17) systems conquered-see rules below.
Diplomatic/Subterfuge/Economic: 2/3 (12/17) systems cleared of pirate threat.
At least ten 100+ word logs required from each power.
Rules
Shipyards:
Initial battle group carries enough duranium and dilithium to build three shipyards. After that, shipyards require five freighters of refined duranium and dilithium. Three heavy cruisers take three turns (without diplomatic cooperation) to build a shipyard (subject to random pirate attack (each turn, 2/6 chance of attack) in systems where pirates are active). In systems with diplomatic cooperation, three heavy cruisers take two turns to build a shipyard (subject to random pirate attack (each turn, 2/6 chance of attack) in systems where pirates are active).
Shipyards require one freighter shipment of duranium and one freighter shipment of dilithium to build one carrier, three heavy cruisers or five destroyers. In pirate affected systems, all construction periods are subject to random pirate attack (2/6 chances) every other turn
Shipyards build at this rate:
1 carrier= 6 turns
1 heavy cruiser=3 turns
1 destroyer= 1 turn
1 freighter= 1 turn
1 construction ship= 1 turn
Construction ships build at this rate:
1 defsat= 1 turn
1 dilithium refinery= 2 turns
1 duranium refinery= 2 turns
Each zone contains only four systems capable of supplying duranium and dilithium (for each survey, roll 1d6, 1,2= positive result, until four are catalogued)
Aside from the twelve convoys that must be transported from friendly space to unclaimed zone and then back to friendly space, convoys are required to transport refined dilithium and duranium from refineries to shipyards in order to build/maintain fleets. Powers can hijack enemy convoys, but after each such incident, the odds of it being subject to pirate attack increase. (see ROE)
ROE (Rules of Engagement)
Three powers must turn local populations to their sides. Each power will have advantages:
Federation: Diplomacy/Economic strength
Klingons: Military
Romulans: Subterfuge
Three powers can use any means, but will face disadvantages when going against their strength. (i e: Federation using military strength will weaken diplomatic standing. Klingon using diplomacy will embolden local military resistance. Romulans using diplomacy will have less chance of success)
During every turn, there is a 1/6 chance of random calamity (convoy lost, contact lost with colony)
Use the following table:
1d6 roll=result
1= convoy closest to destination lost
2= contact with random colony lost
3= power lost to all shipyards for one turn
4= pirate appears from warp and attacks random colony
5= population stages violent revolt on random colony
6= defsats malfunction, destroy random orbiting ship in random system
Every system has 1/5 chance of being dominated by pirate activity upon first contact. (1d6= '1'= pirate activity. '2-5=no pirate activity. '6'=reroll)
Each time a power hijacks convoy, there is a 1/6 (1d6) chance that one of its systems will fall under pirate attack.
Despite ROE, each power will have to use disadvantage to gain access to system at least twice
Pirate Attack:
Pirate attacks consist of attacks on planets, installations and starships. Use simple combat tables to determine number and types of craft.
Default pirate craft will be determined by 1d6 roll:
Klingons:
1-2= Klingon ship
3-4= Romulan ship
5-6= Federation ship
Federation:
1-2= Federation ship
3-4= Klingon ship
5-6= Romulan ship
Romulans
1-2= Romulan ship
3-4= Federation ship
5-6= Klingon ship
Klingons and Romulans can employ privateers that can be customized.
Capturing enemy ships:
Capture attempts/hit and run attacks can only be used during heavy combat.
System Conquest:
To conquer a system, you must conquer one controlling planet, including any defense.
System Defense:
When conquering non-aligned systems, roll 2d6 to determine defense rating.
roll=result
2=1
3=2
4=3
5=4
6=5
7=6
8=7
9=8
10=9
11=10
12=reroll
Systems have defense ratings of 1 through 10.
1= No installations
No ships permanently assigned
2= No installations
Less than six ships (Destroyer class) permanently assigned
3= Less than six defsats in orbit
Less than six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned
4= Six defsats in orbit
Less than six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned
5= Six defsats in orbit
Six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned
6= Eight defsats in orbit
Six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned
7= Eight defsats in orbit
One to three ships (heavy cruiser class) permanently assigned
8= Nine or ten defsats in orbit
One to three ships (heavy cruiser class) permanently assigned
9= Shipyard assigned
Four to six ships (heavy cruiser class) permanently assigned
10= Starbase assigned
Four to six ships (heavy cruiser class), or any number of carriers permanently assigned
Planets have 100 defending teams. To conquer a planet, you must defeat it in simple combat and boarding party action. Note on Planetary Bombardment: Once planetary defenses are defeated, 100 defending teams may be destroyed with planetary bombardment at the rate of 1 defender per 4 points damage. However, if you use bombardment to defeat 50 or more teams, planet will be uninhabitable (and cannot be officially claimed and utilized) for five turns.
System Negotiation:
On first turn, 2/6 chance (1d6, 1-2 required). On second turn, 4/6 chance (1d6, 1-4 required). On third turn, 5/6 chance (1d6, 1-5 required). if you do not succeed at that point, negotiations fail. You have to vacate system and wait three turns, then you can return try again. If you fight off pirates in system, you automatically have 5/6 chance of success. If you attack system and fail to conquer it, system is closed to negotiation. Same rules apply for subterfuge.
Tuesday, March 30, 2010
Saturday, March 20, 2010
KristaK Fleet Adventures: Reunion
Kapact grinned, and felt the tension slip from him in a massive wave. "Your 'new assignment' makes me think of the old days, brother. When we openly hunted the humans. Now that we have withdrawn from the Khitomer Accords, we may have the chance to relive some of those." Kapact saw that Sompek was using his new IKS Etlh to destroy the Tholians. "My brother, we must meet immediately. There is much to discuss."
Kapact had been on the homeworld, where the High Council was involved with all senior Klingon military leadership in secret emergency sessions. Now he sat in the Ab'Qaff's massive dining hall. It was, for the moment, closed to all personnel but Kapact and his XO, Commander QasQa, and Krom. Even Captain Sompek, and the captains of the heavy cruisers DuranQo and the Qap'kuS, and the frigates Torlek and Dax were excluded. This meeting was of the highest possible classification.
It was so secret, in fact, that Krom didn't even beam into the Ab'Qaff's transporter room. He materialized directly in the dining hall. "Brother!" Krom said jubilantly.
Kapact stood and embraced Krom. "It is good to see you, Krom. Here, take some bregit lung and rokeg blood pie. And of course, fresh blood wine!" While Krom was filling several plates with fresh Klingon food, Kapact presented more. "Heart of targ, freshly killed. And gagh." Kapact filled his plates, and saw that QasQa did the same. The three of them ate in silence for a time, falling on the food and drink as if they'd been starving. Then at last, Kapact pushed himself away from the table and belched thunderously. He laughed, and addressed Krom. "This is but the first of many battles, and the first of many celebrations. " He eyed QasQa briefly, enjoying the gleam of battle-lust in her eyes. "It is war. War!"
"With the Federation?" Krom emptied a tankard of bloodwine and slammed it on the table.
"Not just the Federation. The Romulans and Tholians are crossing the borders, striking at our frontier outposts, disrupting our convoys." It was, Kapact knew, possibly disastrous. As much as the idea appealed to him, not even the Empire could afford a war on four fronts. "But those are skirmishes. Even the conflict with the Federation has not fully erupted. That is not what is so secret that I must keep it from my crew."
"Then what is it?" Krom asked.
"The Council is letting politics guide their actions. They seek to reestablish peace talks with the Federation, while the Emperor seeks war. There is discord in the First City."
"Discord," QasQa snorted angrily. "Bah! It is the start of a civil war." She dipped her tankard in the huge vat of bloodwine, and raised it in salute. "To the death of the traitors of Kling!"
Kapact had been on the homeworld, where the High Council was involved with all senior Klingon military leadership in secret emergency sessions. Now he sat in the Ab'Qaff's massive dining hall. It was, for the moment, closed to all personnel but Kapact and his XO, Commander QasQa, and Krom. Even Captain Sompek, and the captains of the heavy cruisers DuranQo and the Qap'kuS, and the frigates Torlek and Dax were excluded. This meeting was of the highest possible classification.
It was so secret, in fact, that Krom didn't even beam into the Ab'Qaff's transporter room. He materialized directly in the dining hall. "Brother!" Krom said jubilantly.
Kapact stood and embraced Krom. "It is good to see you, Krom. Here, take some bregit lung and rokeg blood pie. And of course, fresh blood wine!" While Krom was filling several plates with fresh Klingon food, Kapact presented more. "Heart of targ, freshly killed. And gagh." Kapact filled his plates, and saw that QasQa did the same. The three of them ate in silence for a time, falling on the food and drink as if they'd been starving. Then at last, Kapact pushed himself away from the table and belched thunderously. He laughed, and addressed Krom. "This is but the first of many battles, and the first of many celebrations. " He eyed QasQa briefly, enjoying the gleam of battle-lust in her eyes. "It is war. War!"
"With the Federation?" Krom emptied a tankard of bloodwine and slammed it on the table.
"Not just the Federation. The Romulans and Tholians are crossing the borders, striking at our frontier outposts, disrupting our convoys." It was, Kapact knew, possibly disastrous. As much as the idea appealed to him, not even the Empire could afford a war on four fronts. "But those are skirmishes. Even the conflict with the Federation has not fully erupted. That is not what is so secret that I must keep it from my crew."
"Then what is it?" Krom asked.
"The Council is letting politics guide their actions. They seek to reestablish peace talks with the Federation, while the Emperor seeks war. There is discord in the First City."
"Discord," QasQa snorted angrily. "Bah! It is the start of a civil war." She dipped her tankard in the huge vat of bloodwine, and raised it in salute. "To the death of the traitors of Kling!"
Wednesday, March 17, 2010
Summary of Events Stardate 0310.17
Quick Start Play:
If you'd like to be able to jump right in to see if you like this game, you might want to try a few rounds of Simple Combat. The Simple Combat Game is a way for you to quickly resolve combat between vessels, or fleets of vessels. This is useful if you are playing a scenario or campaign that involves more than a few ships. Otherwise a simple scenario could take weeks to play through.
It is useful to keep a copy of the Simple Combat Template. This makes it possible to copy and paste the basics of your bit of 'paperwork', add however many ships you may need to, and change or insert ship names. Here is a very basic template (there are more in the files):
IKS rolls: o/d
USS rolls: o/d
Result:
IKS damage /15
USS damage /15
The first section is for points rolled (1d6 result times the appropriate multiplier), and how the points are allocated (offense/defense). The second "Result" section shows the calculated damage. In the case of basic AI ships, the damage potential is 15.. so you would indicate 5 points damage with 5/15. Pretty simple.
If you are playing a single player game, roll a 1d6 to see who 'wins the toss'. If you roll a 1-3, you do. Then you roll the 1d6 for your opponent first. Allocate available points according to this multiplier chart:
2 (DS) Defense Sat/(FR)Freighter X1
3 (FF) Frigate X4
4 (DD) DestroyerX6
5 (CL) Light Cruiser X8
6 (CA) Heavy Cruiser X10
7 (CC) Command Cruiser X12
8 (BCH) Heavy Battlecruiser X15
9 (DN) Dreadnought X20
10 (BB) Battleship X22
11 (CV)Carrier X25
12 (STB ) Starbase/ (BS)Base Station X50/75 (reroll, 50/50)
Here is an example of simple combat between the Klingon heavy cruiser Perseus and the Sha'kurian heavy cruiser Count: In this case, I won the toss, playing as the Perseus. That meant that I had to roll and allocate for the Sha'kurian first. (The point of all this 'coin tossing' is to add randomness to the gameplay in the single player game. It puts the luxury of being able to react to your opponent's first move on a totally random footing. And of course, whoever rolled second first time rolls first the next. Compare it to the coin toss to determine who receives the kickoff in a football game ) That first roll was a 6 (on a 1d6), for 60 points. Acting for the Shakurian, I decided to play it safe, putting it all on defense. As it turned out, the caution was unnecesary. The Klingon only rolled a 1.
IKS Perseus rolls:10 0o/10d
SRS Count rolls:60 0o/60d
Result:
IKS Perseus damage 0/25
SRS Count damage 0/15
For the next volley, the Klingon ship took its turn rolling first. It rolled a "3", for 30 points, and put them all on defense. It didn't save himbecause the Count rolled a 6.
IKS Perseus rolls:30 0o/30d
SRS Count rolls:60 60o/d
Result:
IKS Perseus destroyed
SRS Count damage 0/15
You'll note that the Perseus is able to take 25 points of damage. That is
because all of my play has given me a "Elite" rating. The increased available points is one of the benefits of that. For details, see "Experience Points: How to Get Them and What They Get You". If you want to take it a step further, you can capture ships using Simple Combat. You have to cause 10 points of damage to lower the enemy shields, then transport over. Ah, but to so that you have to lower your own shields. Do that by giving yourself (just for the 'transport' volley) 10 points damage. A bit tricky, with careful timing involved, but a great tactic. And of course, as new races are added to Fantasy Trek, there will be a few
necessary variations to these rules (i.e. Tholian Webs).
So what to do with all of this? As I said, the Simple Combat Game is ideal for extended scenarios involving many ships in combat. For example, Head to Head Sector Assault was written with Simple Combat in mind:
Rules
The goal is to conquer and hold all 5 systems. In order to do this, you must conquer (in order, 1 through 5), and sufficiently defend all 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 reinforcements sufficient to threaten your shipyards. You must also attain a minimum of 13 points (see 'Victory Conditions' below)
System Conquest:
Regardless of whether a system has been taken 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, then subtract any applicable random fleet disadvantage (see below). If the size of the enemy fleet is less than the random fleet disadvantage, then there is no contact. 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-50% chance of random attack. 1d6:1-3=no contact. 4-6=attacked) or
by docking at shipyard for one turn (subject to random enemy attack, same odds as above). 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.
Open Space:
Enemy convoys will only be encountered in open spaces. Roll for encounter (1d6:1-3=contact). 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 or captured (5/15 damage and successful boarding
party action), escorts destroyed or disabled (10/15 damage) in 5 volleys or less. Every convoy that is stopped decreases random enemy fleet size by one. This is the random fleet disadvantage. For every three freighters captured, your random fleet disadvantage is reduced by one. 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). Three starships must remain in system or open space area for three turns to build shipyard. During each turn 50% chance of random attack. (1d6:1d6:1-3=no contact. 4-6=attack, then roll 1d6 for size of enemy fleet. If the size of the enemy fleet is less than the random fleet disadvantage, then there is no contact.) LOS (line of sight) must be maintained to use or attack shipyard. Shipyard has X75 multiplier. Shipyard can construct replacement ships in 3 turns. While your fleet can not exceed 6 ships,
additional ships built at shipyards do not count against this total. They cannot fight with full-sized fleets, but can supplement diminished fleets. The same rule applies to surviving random reinforcements. Since you must have a minimum of three ships to build a shipyard, it is recommended that you build at least one shipyard and at least two reserve ships just in case of unforseen losses. A fleet reduced to two
ships and no shipyard to fall back would have little chance of victory.
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 5 (max)
Fleet size 6 (max)
Reinforcement capacity 6 (max)
You must conquer 5 systems and attain 13+ VC points
Templates (it is recommended that you keep a master copy of these, making working copies to modify suit your needs):
Klingon fleet vs Federation Fleet
KCA IKS Kandido rolls: o/d
KCA IKS Kurry rolls: o/d
KCA IKS DuranQo rolls: o/d
KCA IKS Ok'ran rolls: o/d
KCA IKS D'Han rolls: o/d
KCA IKS Glommer rolls: o/d
FCA USS Washington rolls: o/d
FCA USS Roosevelt rolls: o/d
FCA USS Cleveland rolls: o/d
FCA USS Detroit rolls: o/d
FCA USS Abraham Lincoln rolls: o/d
FCA USS Guadalcanal rolls: o/d
results
KCA IKS Kandido damage: /15
KCA IKS Kurry damage: /15
KCA IKS DuranQo damage: /15
KCA IKS Ok'ran damage: /15
KCA IKS D'Han damage: /15
KCA IKS Glommer damage: /15
FCA USS Washington damage: /15
FCA USS Roosevelt damage: /15
FCA USS Cleveland damage: /15
FCA USS Detroit damage: /15
FCA USS Abraham damage: /15
FCA USS Guadalcanal damage: /15
Klingon fleet versus Federation convoy with two escorts
KCA IKS Etlh rolls: o/d
KCA IKS Dk'tagh rolls: o/d
KCA IKS Bertaa rolls: o/d
KCA IKS BortaS rolls: o/d
KCA IKS Chang rolls: o/d
KCA IKS tIQ'etlh rolls: o/d
FCA USS Komack rolls: o/d
FCA USS Nogura rolls: o/d
Fr1 rolls: o/d
Fr2 rolls: o/d
Fr3 rolls: o/d
Fr4 rolls: o/d
Fr5 rolls: o/d
results
KCA IKS Etlh damage: /15
KCA IKS Dk'tagh damage: /15
KCA IKS Bertaa damage: /15
KCA IKS BortaS damage: /15
KCA IKS Chang damage: /15
KCA IKS tIQ'etlh damage: /15
FCA USS Komack damage: /15
FCA USS Nogura damage: /15
Fr1 damage: /15
Fr2 damage: /15
Fr3 damage: /15
Fr4 damage: /15
Fr5 damage: /15
Sample First Turn:
Turn 1)
(1209.13)
System 1: FCA USS Essex FCA USS Challenger FCA USS Tahir FCA USS Robau FCA USS Abrahms FCA USS Orci form Fed 1st Fleet (FF1). Contact: 4 KCA's *won toss. (1209.13) FCA USS Essex FCA USS Challenger FCA USS Tahir FCA USS Robau FCA USS Abrahms FCA USS Orci vs KCA IKS D'Qu KCA IKS NaQjej KCA IKS Ej'QuD KCA IKS Qaw'lu: Klingons destroyed. No damage to FF1.
System 5: KCA IKS Kandido KCA IKS Kurry KCA IKS DuranQo KCA IKS Ok'ran KCA IKS D'Han KCA IKS Glommer form Klingon 1st Fleet (KF1). Contact: 4 FCA's *won toss. (1209.13) KCA IKS Kandido KCA IKS Kurry KCA IKS DuranQo KCA IKS Ok'ran KCA IKS D'Han KCA IKS Glommer vs FCA USS Washington FCA USS Roosevelt FCA USS Cleveland FCA USS Detroit: Feds destroyed. No damage to KF1.
Games in Play:
"Fifty Points" (see Dev notes for rules)
Turns 42 through 44
Another slow week for Fifty Points, as work elsewhere takes precedence (see Dev notes for details), but the first combat has taken place, as the Federation First Fleet runs into trouble with pirate forces. And the Romulans have found a stash of duranium.:
Turn 42)
0310.05
Federation: FF1 (Federation First Fleet) at Planet Blue17 begin construct FSY1 at (v,10) turn 1/2? Pirate contact: Three Fed-based DD's. (0310.05) FDN USS Tiberius FCA USS Challenger FCA USS Independence FCA USS Archer FDD USS Entebbe versus unidentified IDD 1-3: FCA USS Challenger destroyed. Pirates destroyed. Other Fed ships undamaged. FDD USS Gallipoli at (w,10).
Klingons: KBF (Klingon Black Fleet) moves to (x,14) KSY1 complete. (y,13)
Romulans: RIF1 (Romulan First Imperial Fleet) moves to (af,13) RSY1 complete (af,14)
Turn 43)
0310.11
Federation: FF1 (Federation First Fleet) at Planet Blue17 continue construct FSY1 at (v,10) turn 2/2? No contact. FDD USS Gallipoli at (x,10).
Kingons: KBF (Klingon Black Fleet) moves to (w,15) KSY1 complete. (x,14)
Romulans: RIF1 (Romulan First Imperial Fleet) moves to Planet Green 5. No pirate activity. No dilithium. Duranium present (af,12) RSY1 complete (af,14)
Turn 44)
0310.11
Federation: FF1 (Federation First Fleet) on station at Planet Blue17 FSY1 complete at (v,10). FDD USS Gallipoli at (y,10).
Kingons: KBF (Klingon Black Fleet) moves to (v,16) KSY1 complete. (x,14)
Romulans: RIF1 (Romulan First Imperial Fleet) moves to Planet Green 5. Begin subterfuge to secure rights to duranium: Successful (af,12) RSY1 complete (af,14)
Command College:
What Are Your Orders, Captain?
(TOS Era) "FutureCast"
A science team investigating space-borne lifeforms in an uncharted system at the edge of explored space discovers a radiolitic nebula that seems to be growing in size and intensity. Projecting along the expected path of the nebula, it is determined that it would eventually engulf a solar system in the early stages of development. Within a century, the system could potentially support a dozen planets, with half of them being Class M. There are also indications of valuable minerals in the matter swirling around the young sun. The properties of the nebula would render the system uninhabitable.
At the same time, the local space-borne lifeforms thrive on the very radiolitic properties that threaten the new solar system, as well as the rest of the inhabited systems beyond.
--------------------------------
Considering how little is known about space-borne lifeforms, and taking into account Starfleet's mission to contact new lifeforms, the science team puts a quarantine on the area while using the resources of the Federation to attempt to contain the nebula rather than disperse it.
"What Are Your Orders, Captain?" will continue next week.
"Captain's Log"
"...expelled from the nebula..."
15) The landing party finds itself back (seemingly) on it's homeworld. (Earth, Qo'noS, or whatever). But according to sensors on the ship, they're still where they were before.
Class I Supergiant
Age: 2-10 billion years
Diameter: 140,000-10 million km
Location: Cold Zone
Surface: Tenuous, comprised of gaseous hydrogen and hydrogen compounds; radiates heat
Atmosphere: Zones vary in temperature, pressure and composition; water vapor may be present
Life forms: Unknown
Example: Q'tahL
(TNG Era)
Captain Jackson Beckett
USS Archer
Achilles Class Heavy Cruiser
To this date, we have found nothing to explain the events that transpire in the following log:
Sometimes mysteries are meant to remain mysteries, no matter what we do to solve them. That's been one of the hardest lessons I've had to learn as a Starfleet captain. But this has been one unsolvable mystery after another.
We were conducting scans of a radiolitic nebula in the Hromii cluster when a number of eruptions began to take place towards the center of the nebula. Intensive scans of the area showed positive for protomatter. Protomatter is incredibly unstable, and is most famous for the creation and destruction of the Genesis Planet. Protomatter does not appear in measurable quantity in nature. So our first mystery is the existence of large quantities of protomatter in an environment deadly to most sentient creatures.
Mystery number two came as areas of the nebula less dense than others began to show massive bodies... as in planets.
This nebula did originate in a stellar nursery, and as such is going to contain surprises, but there are no records of planets forming in nebula from stellar ejecta. Half-formed planetoids and asteroids, maybe. But not full-blown, fully-realized planets with atmospheres. Still, considering all that, the planet we immediately focused on was a Class I super gas giant. If a planet is going to appear in a radiolitic nebula that originated from a stellar nursery, then it is more likely to be gaseous than solid. Many gas giants are failed stars, but they don't often have atmospheres. This one had a thin, tenuous atmosphere stubbornly clinging to the heat-radiating planet. As the planet began to push through the nebula, we detected a peculiar 'wobble', indicative of minor gravitational influence. As it was expelled from the nebula, we saw that it supported six small moons.
One moon showed signs of an oxygen/nitrogen atmosphere, and I led an away team to investigate. That revealed the final, unsolved mystery. While sensors on the Archer revealed nothing unusual, we found something entirely different on the surface. My Klingon first officer reported that the moon bore a startling resemblance to Qo'noS. My Andorian security chief felt perfectly at home in frozen ice caves. And for me, it was the first time I'd seen upsate New York in years.
For next week. write a 100+ word log entry including the phrase "...dating back to ancient times...". Post it in the yahoo group or on the blogsite's "comment" feature for a Command College Point.
Dev Notes:
Very little obvious work done this week. I recently discovered William Shatner's social networking site www.myouterspace.com and I'm working with one of the administrators to get some NASA links on that site. I'd like to welcome a new player... maybe not here yet, but here soon. And as we pass the middle of the month, I'm considering the next calender image. Plans are for it to not be a ship. And, you may notice a link on the blogsite called "Free Form Writing/KristaK Fleet Adventures". That is what it sounds like. Taking a page from an old rpg/writing yahoogroup I once belonged to, I am writing, with Captain Krom, a free form, shoot 'em up' bit of fun. Enjoy, feel free to jump in.
Here are the Fifty Points rules, just as a reminder:
Objectives:
Diplomatic agreement to settle unclaimed zone. Fifty-one planets in three sectors. Seventeen systems each. Each sector= 10x25 spaces.
Three powers must establish economic/material support locally.
After initial battle group (One dreadnought, three heavy cruisers, two destroyers), all ships must be built locally.
Each power must successfully transport twelve convoys to unclaimed zone and then back to friendly space.
Winning power must unite at least two sectors in order to win.
Winning power must achieve 17 experience points.
Winning power must win at least 5 heavy combat engagements
Sector Victory Conditions:
Military: 2/3 (12/17) systems conquered-see rules below.
Diplomatic/Subterfuge/Economic: 2/3 (12/17) systems cleared of pirate
threat.
At least ten 100+ word logs required from each power.
Rules
Shipyards:
Initial battle group carries enough duranium and dilithium to build three shipyards. After that, shipyards require five freighters of refined duranium and dilithium. Three heavy cruisers take three turns to build a shipyard (subject to random pirate attack (each turn, 2/6 chance of attack) in systems where pirates are active).
Shipyards require one freighter shipment of duranium and one freighter
shipment of dilithium to build one carrier, three heavy cruisers or five destroyers.
Shipyards build at this rate:
1 carrier= 6 turns
1 heavy cruiser=3 turns
1 destroyer= 1 turn
1 freighter= 1 turn
1 construction ship= 1 turn
Construction ships build at this rate:
1 defsat= 1 turn
1 dilithium refinery= 2 turns
1 duranium refinery= 2 turns
Each zone contains only four systems capable of supplying duranium and dilithium (for each survey, roll 1d6, 1,2= positive result, until four are catalogued)
Aside from the twelve convoys that must be transported from friendly space to unclaimed zone and then back to friendly space, convoys are
required to transport refined dilithium and duranium from refineries to
shipyards in order to build/maintain fleets. Powers can hijack enemy
convoys, but after each such incident, the odds of it being subject to
pirate attack increase. (see ROE)
ROE (Rules of Engagement)
Three powers must turn local populations to their sides. Each power will have advantages:
Federation: Diplomacy/Economic strength
Klingons: Military
Romulans: Subterfuge
Three powers can use any means, but will face disadvantages when going against their strength. (i e: Federation using military strength will weaken diplomatic standing. Klingon using diplomacy will embolden local
military resistance. Romulans using diplomacy will have less chance of
success)
During every turn, there is a 1/6 chance of random calamity (convoy lost, contact lost with colony)
Use the following table:
1d6 roll=result
1= convoy closest to destination lost
2= contact with random colony lost
3= power lost to all shipyards for one turn
4= pirate appears from warp and attacks random colony
5= population stages violent revolt on random colony
6= defsats malfunction, destroy random orbiting ship in random system
Every system has 1/5 chance of being dominated by pirate activity upon
first contact. (1d6= '1'= pirate activity. '2-5=no pirate activity. '6'=reroll)
Each time a power hijacks convoy, there is a 1/6 (1d6) chance that one of its systems will fall under pirate attack.
Despite ROE, each power will have to use disadvantage to gain access to system at least twice
Pirate Attack:
Pirate attacks consist of attacks on planets, installations and starships. Use simple combat tables to determine number and types of craft.
Default pirate craft will be determined by 1d6 roll:
Klingons:
1-2= Klingon ship
3-4= Romulan ship
5-6= Federation ship
Federation:
1-2= Federation ship
3-4= Klingon ship
5-6= Romulan ship
Romulans
1-2= Romulan ship
3-4= Federation ship
5-6= Klingon ship
Klingons and Romulans can employ privateers that can be customized.
Capturing enemy ships:
Capture attempts/hit and run attacks can only be used during heavy combat.
System Conquest:
To conquer a system, you must conquer one controlling planet, including
any defense.
System Defense:
Systems have defense ratings of 1 through 10.
1= No installations
No ships permanently assigned
2= No installations
Less than six ships (Destroyer class) permanently assigned
3= Less than six defsats in orbit
Less than six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned
4= Six defsats in orbit
Less than six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned
5= Six defsats in orbit
Six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned
6= Eight defsats in orbit
Six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned
7= Eight defsats in orbit
One to three ships (heavy cruiser class) permanently assigned
8= Nine or ten defsats in orbit
One to three ships (heavy cruiser class) permanently assigned
9= Shipyard assigned
Four to six ships (heavy cruiser class) permanently assigned
10= Starbase assigned
Four to six ships (heavy cruiser class), or any number of carriers
permanently assigned
Planets have natural simple combat multiplier of x100 without any added
defense, as well as 100 defenders. To conquer a planet, you must defeat it in simple combat and boarding party action.
System Negotiation:
On first turn, 2/6 chance (1d6, 1-2 required). On second turn, 4/6 chance (1d6, 1-4 required). On third turn, 5/6 chance (1d6, 1-5 required). if you do not succeed at that point, negotiations fail. You have to vacate system and wait three turns, then you can return try again. If you fight off pirates in system, you automatically have 5/6 chance of success. If you attack system and fail to conquer it, system is closed to negotiation.
If you'd like to be able to jump right in to see if you like this game, you might want to try a few rounds of Simple Combat. The Simple Combat Game is a way for you to quickly resolve combat between vessels, or fleets of vessels. This is useful if you are playing a scenario or campaign that involves more than a few ships. Otherwise a simple scenario could take weeks to play through.
It is useful to keep a copy of the Simple Combat Template. This makes it possible to copy and paste the basics of your bit of 'paperwork', add however many ships you may need to, and change or insert ship names. Here is a very basic template (there are more in the files):
IKS rolls: o/d
USS rolls: o/d
Result:
IKS damage /15
USS damage /15
The first section is for points rolled (1d6 result times the appropriate multiplier), and how the points are allocated (offense/defense). The second "Result" section shows the calculated damage. In the case of basic AI ships, the damage potential is 15.. so you would indicate 5 points damage with 5/15. Pretty simple.
If you are playing a single player game, roll a 1d6 to see who 'wins the toss'. If you roll a 1-3, you do. Then you roll the 1d6 for your opponent first. Allocate available points according to this multiplier chart:
2 (DS) Defense Sat/(FR)Freighter X1
3 (FF) Frigate X4
4 (DD) DestroyerX6
5 (CL) Light Cruiser X8
6 (CA) Heavy Cruiser X10
7 (CC) Command Cruiser X12
8 (BCH) Heavy Battlecruiser X15
9 (DN) Dreadnought X20
10 (BB) Battleship X22
11 (CV)Carrier X25
12 (STB ) Starbase/ (BS)Base Station X50/75 (reroll, 50/50)
Here is an example of simple combat between the Klingon heavy cruiser Perseus and the Sha'kurian heavy cruiser Count: In this case, I won the toss, playing as the Perseus. That meant that I had to roll and allocate for the Sha'kurian first. (The point of all this 'coin tossing' is to add randomness to the gameplay in the single player game. It puts the luxury of being able to react to your opponent's first move on a totally random footing. And of course, whoever rolled second first time rolls first the next. Compare it to the coin toss to determine who receives the kickoff in a football game ) That first roll was a 6 (on a 1d6), for 60 points. Acting for the Shakurian, I decided to play it safe, putting it all on defense. As it turned out, the caution was unnecesary. The Klingon only rolled a 1.
IKS Perseus rolls:10 0o/10d
SRS Count rolls:60 0o/60d
Result:
IKS Perseus damage 0/25
SRS Count damage 0/15
For the next volley, the Klingon ship took its turn rolling first. It rolled a "3", for 30 points, and put them all on defense. It didn't save himbecause the Count rolled a 6.
IKS Perseus rolls:30 0o/30d
SRS Count rolls:60 60o/d
Result:
IKS Perseus destroyed
SRS Count damage 0/15
You'll note that the Perseus is able to take 25 points of damage. That is
because all of my play has given me a "Elite" rating. The increased available points is one of the benefits of that. For details, see "Experience Points: How to Get Them and What They Get You". If you want to take it a step further, you can capture ships using Simple Combat. You have to cause 10 points of damage to lower the enemy shields, then transport over. Ah, but to so that you have to lower your own shields. Do that by giving yourself (just for the 'transport' volley) 10 points damage. A bit tricky, with careful timing involved, but a great tactic. And of course, as new races are added to Fantasy Trek, there will be a few
necessary variations to these rules (i.e. Tholian Webs).
So what to do with all of this? As I said, the Simple Combat Game is ideal for extended scenarios involving many ships in combat. For example, Head to Head Sector Assault was written with Simple Combat in mind:
Rules
The goal is to conquer and hold all 5 systems. In order to do this, you must conquer (in order, 1 through 5), and sufficiently defend all 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 reinforcements sufficient to threaten your shipyards. You must also attain a minimum of 13 points (see 'Victory Conditions' below)
System Conquest:
Regardless of whether a system has been taken 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, then subtract any applicable random fleet disadvantage (see below). If the size of the enemy fleet is less than the random fleet disadvantage, then there is no contact. 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-50% chance of random attack. 1d6:1-3=no contact. 4-6=attacked) or
by docking at shipyard for one turn (subject to random enemy attack, same odds as above). 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.
Open Space:
Enemy convoys will only be encountered in open spaces. Roll for encounter (1d6:1-3=contact). 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 or captured (5/15 damage and successful boarding
party action), escorts destroyed or disabled (10/15 damage) in 5 volleys or less. Every convoy that is stopped decreases random enemy fleet size by one. This is the random fleet disadvantage. For every three freighters captured, your random fleet disadvantage is reduced by one. 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). Three starships must remain in system or open space area for three turns to build shipyard. During each turn 50% chance of random attack. (1d6:1d6:1-3=no contact. 4-6=attack, then roll 1d6 for size of enemy fleet. If the size of the enemy fleet is less than the random fleet disadvantage, then there is no contact.) LOS (line of sight) must be maintained to use or attack shipyard. Shipyard has X75 multiplier. Shipyard can construct replacement ships in 3 turns. While your fleet can not exceed 6 ships,
additional ships built at shipyards do not count against this total. They cannot fight with full-sized fleets, but can supplement diminished fleets. The same rule applies to surviving random reinforcements. Since you must have a minimum of three ships to build a shipyard, it is recommended that you build at least one shipyard and at least two reserve ships just in case of unforseen losses. A fleet reduced to two
ships and no shipyard to fall back would have little chance of victory.
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 5 (max)
Fleet size 6 (max)
Reinforcement capacity 6 (max)
You must conquer 5 systems and attain 13+ VC points
Templates (it is recommended that you keep a master copy of these, making working copies to modify suit your needs):
Klingon fleet vs Federation Fleet
KCA IKS Kandido rolls: o/d
KCA IKS Kurry rolls: o/d
KCA IKS DuranQo rolls: o/d
KCA IKS Ok'ran rolls: o/d
KCA IKS D'Han rolls: o/d
KCA IKS Glommer rolls: o/d
FCA USS Washington rolls: o/d
FCA USS Roosevelt rolls: o/d
FCA USS Cleveland rolls: o/d
FCA USS Detroit rolls: o/d
FCA USS Abraham Lincoln rolls: o/d
FCA USS Guadalcanal rolls: o/d
results
KCA IKS Kandido damage: /15
KCA IKS Kurry damage: /15
KCA IKS DuranQo damage: /15
KCA IKS Ok'ran damage: /15
KCA IKS D'Han damage: /15
KCA IKS Glommer damage: /15
FCA USS Washington damage: /15
FCA USS Roosevelt damage: /15
FCA USS Cleveland damage: /15
FCA USS Detroit damage: /15
FCA USS Abraham damage: /15
FCA USS Guadalcanal damage: /15
Klingon fleet versus Federation convoy with two escorts
KCA IKS Etlh rolls: o/d
KCA IKS Dk'tagh rolls: o/d
KCA IKS Bertaa rolls: o/d
KCA IKS BortaS rolls: o/d
KCA IKS Chang rolls: o/d
KCA IKS tIQ'etlh rolls: o/d
FCA USS Komack rolls: o/d
FCA USS Nogura rolls: o/d
Fr1 rolls: o/d
Fr2 rolls: o/d
Fr3 rolls: o/d
Fr4 rolls: o/d
Fr5 rolls: o/d
results
KCA IKS Etlh damage: /15
KCA IKS Dk'tagh damage: /15
KCA IKS Bertaa damage: /15
KCA IKS BortaS damage: /15
KCA IKS Chang damage: /15
KCA IKS tIQ'etlh damage: /15
FCA USS Komack damage: /15
FCA USS Nogura damage: /15
Fr1 damage: /15
Fr2 damage: /15
Fr3 damage: /15
Fr4 damage: /15
Fr5 damage: /15
Sample First Turn:
Turn 1)
(1209.13)
System 1: FCA USS Essex FCA USS Challenger FCA USS Tahir FCA USS Robau FCA USS Abrahms FCA USS Orci form Fed 1st Fleet (FF1). Contact: 4 KCA's *won toss. (1209.13) FCA USS Essex FCA USS Challenger FCA USS Tahir FCA USS Robau FCA USS Abrahms FCA USS Orci vs KCA IKS D'Qu KCA IKS NaQjej KCA IKS Ej'QuD KCA IKS Qaw'lu: Klingons destroyed. No damage to FF1.
System 5: KCA IKS Kandido KCA IKS Kurry KCA IKS DuranQo KCA IKS Ok'ran KCA IKS D'Han KCA IKS Glommer form Klingon 1st Fleet (KF1). Contact: 4 FCA's *won toss. (1209.13) KCA IKS Kandido KCA IKS Kurry KCA IKS DuranQo KCA IKS Ok'ran KCA IKS D'Han KCA IKS Glommer vs FCA USS Washington FCA USS Roosevelt FCA USS Cleveland FCA USS Detroit: Feds destroyed. No damage to KF1.
Games in Play:
"Fifty Points" (see Dev notes for rules)
Turns 42 through 44
Another slow week for Fifty Points, as work elsewhere takes precedence (see Dev notes for details), but the first combat has taken place, as the Federation First Fleet runs into trouble with pirate forces. And the Romulans have found a stash of duranium.:
Turn 42)
0310.05
Federation: FF1 (Federation First Fleet) at Planet Blue17 begin construct FSY1 at (v,10) turn 1/2? Pirate contact: Three Fed-based DD's. (0310.05) FDN USS Tiberius FCA USS Challenger FCA USS Independence FCA USS Archer FDD USS Entebbe versus unidentified IDD 1-3: FCA USS Challenger destroyed. Pirates destroyed. Other Fed ships undamaged. FDD USS Gallipoli at (w,10).
Klingons: KBF (Klingon Black Fleet) moves to (x,14) KSY1 complete. (y,13)
Romulans: RIF1 (Romulan First Imperial Fleet) moves to (af,13) RSY1 complete (af,14)
Turn 43)
0310.11
Federation: FF1 (Federation First Fleet) at Planet Blue17 continue construct FSY1 at (v,10) turn 2/2? No contact. FDD USS Gallipoli at (x,10).
Kingons: KBF (Klingon Black Fleet) moves to (w,15) KSY1 complete. (x,14)
Romulans: RIF1 (Romulan First Imperial Fleet) moves to Planet Green 5. No pirate activity. No dilithium. Duranium present (af,12) RSY1 complete (af,14)
Turn 44)
0310.11
Federation: FF1 (Federation First Fleet) on station at Planet Blue17 FSY1 complete at (v,10). FDD USS Gallipoli at (y,10).
Kingons: KBF (Klingon Black Fleet) moves to (v,16) KSY1 complete. (x,14)
Romulans: RIF1 (Romulan First Imperial Fleet) moves to Planet Green 5. Begin subterfuge to secure rights to duranium: Successful (af,12) RSY1 complete (af,14)
Command College:
What Are Your Orders, Captain?
(TOS Era) "FutureCast"
A science team investigating space-borne lifeforms in an uncharted system at the edge of explored space discovers a radiolitic nebula that seems to be growing in size and intensity. Projecting along the expected path of the nebula, it is determined that it would eventually engulf a solar system in the early stages of development. Within a century, the system could potentially support a dozen planets, with half of them being Class M. There are also indications of valuable minerals in the matter swirling around the young sun. The properties of the nebula would render the system uninhabitable.
At the same time, the local space-borne lifeforms thrive on the very radiolitic properties that threaten the new solar system, as well as the rest of the inhabited systems beyond.
--------------------------------
Considering how little is known about space-borne lifeforms, and taking into account Starfleet's mission to contact new lifeforms, the science team puts a quarantine on the area while using the resources of the Federation to attempt to contain the nebula rather than disperse it.
"What Are Your Orders, Captain?" will continue next week.
"Captain's Log"
"...expelled from the nebula..."
15) The landing party finds itself back (seemingly) on it's homeworld. (Earth, Qo'noS, or whatever). But according to sensors on the ship, they're still where they were before.
Class I Supergiant
Age: 2-10 billion years
Diameter: 140,000-10 million km
Location: Cold Zone
Surface: Tenuous, comprised of gaseous hydrogen and hydrogen compounds; radiates heat
Atmosphere: Zones vary in temperature, pressure and composition; water vapor may be present
Life forms: Unknown
Example: Q'tahL
(TNG Era)
Captain Jackson Beckett
USS Archer
Achilles Class Heavy Cruiser
To this date, we have found nothing to explain the events that transpire in the following log:
Sometimes mysteries are meant to remain mysteries, no matter what we do to solve them. That's been one of the hardest lessons I've had to learn as a Starfleet captain. But this has been one unsolvable mystery after another.
We were conducting scans of a radiolitic nebula in the Hromii cluster when a number of eruptions began to take place towards the center of the nebula. Intensive scans of the area showed positive for protomatter. Protomatter is incredibly unstable, and is most famous for the creation and destruction of the Genesis Planet. Protomatter does not appear in measurable quantity in nature. So our first mystery is the existence of large quantities of protomatter in an environment deadly to most sentient creatures.
Mystery number two came as areas of the nebula less dense than others began to show massive bodies... as in planets.
This nebula did originate in a stellar nursery, and as such is going to contain surprises, but there are no records of planets forming in nebula from stellar ejecta. Half-formed planetoids and asteroids, maybe. But not full-blown, fully-realized planets with atmospheres. Still, considering all that, the planet we immediately focused on was a Class I super gas giant. If a planet is going to appear in a radiolitic nebula that originated from a stellar nursery, then it is more likely to be gaseous than solid. Many gas giants are failed stars, but they don't often have atmospheres. This one had a thin, tenuous atmosphere stubbornly clinging to the heat-radiating planet. As the planet began to push through the nebula, we detected a peculiar 'wobble', indicative of minor gravitational influence. As it was expelled from the nebula, we saw that it supported six small moons.
One moon showed signs of an oxygen/nitrogen atmosphere, and I led an away team to investigate. That revealed the final, unsolved mystery. While sensors on the Archer revealed nothing unusual, we found something entirely different on the surface. My Klingon first officer reported that the moon bore a startling resemblance to Qo'noS. My Andorian security chief felt perfectly at home in frozen ice caves. And for me, it was the first time I'd seen upsate New York in years.
For next week. write a 100+ word log entry including the phrase "...dating back to ancient times...". Post it in the yahoo group or on the blogsite's "comment" feature for a Command College Point.
Dev Notes:
Very little obvious work done this week. I recently discovered William Shatner's social networking site www.myouterspace.com and I'm working with one of the administrators to get some NASA links on that site. I'd like to welcome a new player... maybe not here yet, but here soon. And as we pass the middle of the month, I'm considering the next calender image. Plans are for it to not be a ship. And, you may notice a link on the blogsite called "Free Form Writing/KristaK Fleet Adventures". That is what it sounds like. Taking a page from an old rpg/writing yahoogroup I once belonged to, I am writing, with Captain Krom, a free form, shoot 'em up' bit of fun. Enjoy, feel free to jump in.
Here are the Fifty Points rules, just as a reminder:
Objectives:
Diplomatic agreement to settle unclaimed zone. Fifty-one planets in three sectors. Seventeen systems each. Each sector= 10x25 spaces.
Three powers must establish economic/material support locally.
After initial battle group (One dreadnought, three heavy cruisers, two destroyers), all ships must be built locally.
Each power must successfully transport twelve convoys to unclaimed zone and then back to friendly space.
Winning power must unite at least two sectors in order to win.
Winning power must achieve 17 experience points.
Winning power must win at least 5 heavy combat engagements
Sector Victory Conditions:
Military: 2/3 (12/17) systems conquered-see rules below.
Diplomatic/Subterfuge/Economic: 2/3 (12/17) systems cleared of pirate
threat.
At least ten 100+ word logs required from each power.
Rules
Shipyards:
Initial battle group carries enough duranium and dilithium to build three shipyards. After that, shipyards require five freighters of refined duranium and dilithium. Three heavy cruisers take three turns to build a shipyard (subject to random pirate attack (each turn, 2/6 chance of attack) in systems where pirates are active).
Shipyards require one freighter shipment of duranium and one freighter
shipment of dilithium to build one carrier, three heavy cruisers or five destroyers.
Shipyards build at this rate:
1 carrier= 6 turns
1 heavy cruiser=3 turns
1 destroyer= 1 turn
1 freighter= 1 turn
1 construction ship= 1 turn
Construction ships build at this rate:
1 defsat= 1 turn
1 dilithium refinery= 2 turns
1 duranium refinery= 2 turns
Each zone contains only four systems capable of supplying duranium and dilithium (for each survey, roll 1d6, 1,2= positive result, until four are catalogued)
Aside from the twelve convoys that must be transported from friendly space to unclaimed zone and then back to friendly space, convoys are
required to transport refined dilithium and duranium from refineries to
shipyards in order to build/maintain fleets. Powers can hijack enemy
convoys, but after each such incident, the odds of it being subject to
pirate attack increase. (see ROE)
ROE (Rules of Engagement)
Three powers must turn local populations to their sides. Each power will have advantages:
Federation: Diplomacy/Economic strength
Klingons: Military
Romulans: Subterfuge
Three powers can use any means, but will face disadvantages when going against their strength. (i e: Federation using military strength will weaken diplomatic standing. Klingon using diplomacy will embolden local
military resistance. Romulans using diplomacy will have less chance of
success)
During every turn, there is a 1/6 chance of random calamity (convoy lost, contact lost with colony)
Use the following table:
1d6 roll=result
1= convoy closest to destination lost
2= contact with random colony lost
3= power lost to all shipyards for one turn
4= pirate appears from warp and attacks random colony
5= population stages violent revolt on random colony
6= defsats malfunction, destroy random orbiting ship in random system
Every system has 1/5 chance of being dominated by pirate activity upon
first contact. (1d6= '1'= pirate activity. '2-5=no pirate activity. '6'=reroll)
Each time a power hijacks convoy, there is a 1/6 (1d6) chance that one of its systems will fall under pirate attack.
Despite ROE, each power will have to use disadvantage to gain access to system at least twice
Pirate Attack:
Pirate attacks consist of attacks on planets, installations and starships. Use simple combat tables to determine number and types of craft.
Default pirate craft will be determined by 1d6 roll:
Klingons:
1-2= Klingon ship
3-4= Romulan ship
5-6= Federation ship
Federation:
1-2= Federation ship
3-4= Klingon ship
5-6= Romulan ship
Romulans
1-2= Romulan ship
3-4= Federation ship
5-6= Klingon ship
Klingons and Romulans can employ privateers that can be customized.
Capturing enemy ships:
Capture attempts/hit and run attacks can only be used during heavy combat.
System Conquest:
To conquer a system, you must conquer one controlling planet, including
any defense.
System Defense:
Systems have defense ratings of 1 through 10.
1= No installations
No ships permanently assigned
2= No installations
Less than six ships (Destroyer class) permanently assigned
3= Less than six defsats in orbit
Less than six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned
4= Six defsats in orbit
Less than six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned
5= Six defsats in orbit
Six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned
6= Eight defsats in orbit
Six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned
7= Eight defsats in orbit
One to three ships (heavy cruiser class) permanently assigned
8= Nine or ten defsats in orbit
One to three ships (heavy cruiser class) permanently assigned
9= Shipyard assigned
Four to six ships (heavy cruiser class) permanently assigned
10= Starbase assigned
Four to six ships (heavy cruiser class), or any number of carriers
permanently assigned
Planets have natural simple combat multiplier of x100 without any added
defense, as well as 100 defenders. To conquer a planet, you must defeat it in simple combat and boarding party action.
System Negotiation:
On first turn, 2/6 chance (1d6, 1-2 required). On second turn, 4/6 chance (1d6, 1-4 required). On third turn, 5/6 chance (1d6, 1-5 required). if you do not succeed at that point, negotiations fail. You have to vacate system and wait three turns, then you can return try again. If you fight off pirates in system, you automatically have 5/6 chance of success. If you attack system and fail to conquer it, system is closed to negotiation.
Monday, March 15, 2010
New Features
folks, just to open things up a bit more, there is a link on the right side bar for free form writing. Just what it sounds like, rpg fiction, free form, interactive, in categories and with chapter numbers. "Kristak Fleet Adventures" is the first. Expect an index of the Command College "Captain's Log" entries next...
Kapact
Kapact
Kristak Fleet Adventures: Triangle Trap Part One by Kapact
Kapact felt the deck shudder beneath him, and knew immediately what it was. A flight of Valkyrie class fighters launched from the Kirov had impacted with the Ab'Qaff's exposed ventral hull. "Order the frigates to track and destroy the rest of the fighters!" He ordered QasQa. "Rotate aspect to protect the ventral hull, and get the shields back up!"
The Heavy Command Carrier Ab'Qaff had happened upon a hornet's nest as it smashed through a pirate base deep within the Triangle Zone, the no-man's land where Klingon, Federation and Romulan space intersected. It was cleaning up an area that had been preying upon Klingon convoys, only to discover an advanced shipyard, cranking out the newest in Starfleet technology, the Kirov Class Attack Carrier. While the Ab'Qaff and its battle group of four heavy cruisers and two frigates had caught the first ship before its shield generators were online, the second launched six fighters from within its protective dock envelope. Then it unleashed a plasma torpedo at the Vorcha Class G'monn. The G'monn's shields absorbed the first blast, but a barrage of photon torpedoes from the Valkyrie fighters finished the shields and crumpled the G'monn's hull like a piece of paper. The explosion was a sad testament to the glory that could have been the G'monn. After that, the Kirov burst forth from the dock, and targetted the Ab'Qaff. Its flight of fighters slipped between the Kirov and the Ab'Qaff and began to harrass the Klingon ship as more Federation fighters launched. But the Ab'Qaff was more nimble than it looked, and it swiveled on its axis and smashed into a flight of fighters.
"Where in the name of the Fek'lhr is Sompek?" Kapact demanded as the Ab'Qaff dove faster than the inertial dampers could compensate.
"The Etlh has been caught in a Tholian web!" QasQa shouted, not lifting her head from the tactical display.
"How many Tholians are involved?" He asked.
"None," QasQa answered, dumbfounded. "They are Federation destroyers! Two of them!"
"What?" Kapact asked as he moved to look at the display. "These pirate dogs have no honor." Kapact swore softly, and wished his son a good death, or a surprising victory. Then he saw an alarm at the edge of the display. He tapped the icon to reveal a blue delta with a red outline. Another Federation-based pirate ship inbound. "Computer, identify inbound target!" The blue delta symbol wavered briefly as sensors focused on it. As the specs of the intruder were revealed, Kapact ignored the diving and plunging deck beneath. "Federation Sovereign Class Dreadnought," he muttered. Then another blue delta appeared behind the first. "Two of them."
"Range," QasQa announced, "100,000 kellicams. They are coming in at battle speed." Another alert joined the cacaphony. "Ablative armor is at ten percent. Microfractures appearing in the hull."
"Ghuy'Cha!" Kapact swore. They were being overwhelmed. "Order the DuranQo and the Qap'kuS to maneuver between us and the Kirov," Kapact ordered. "Emergency powers to thrusters." He stared hard at the Kirov, willing it to break apart. "Prepare boarding parties. Tell them to target the Kirov's warp core."
"My lord," QasQa spoke quietly, "the Kirov has three warp cores."
"We only need to destroy one of them."
The Ab'Qaff shuddered again, and Kapact saw the DuranQo, a Feklhr Class Heavy Cruiser, and the Qap'kuS, an Etlh class Heavy Cruiser slip 'below' them. Then the image on the viewscreen rotated 180 degrees. "Shuttlebay, launch four ECM shuttles. Have them initiate a conical EM pulse at the Kirov. As soon as the deck is cleared, launch two scatterpacks. Order them to target the lead Sovereign and fire at 50,000 kellicams. Maximum dispersal."
As the Ab'Qaff fought for survival, Captain Sompek on the IKS Etlh felt the noose of a Tholian web tighten around his neck. He could handle the two cruisers as they circled and dove around the trapped Klingon battlecruiser, though he had never seen a non-Tholian ship equipped with web-emitters. Four disruptors each to fore and aft would have destroyed the enemy craft before they completed the energy net that now pulsed and spat charges randomly. But the Federation destroyers had launched unmanned multiple independently targeting vehicles that swept over the Etlh in a dizzying swarm, occupying the ship's countermeasures so that it couldn't target the main ships and survive.
But Sompek also knew that his father was in trouble. Intermittent sensor readings showed a massive Kirov Class Attack Carrier pounding away at the Ab'Qaff, and he'd also detected two Sovereign Class dreadnoughts at extreme range. He didn't know if he was going to escape the trap he was in, or if his father would survive the assault. But then, one was never guaranteed when death would come, or from whom the blade would fall. But you can always die well. Sompek would, and he would give these honorless petaQ a bad death, or he was not the son of Kapact.
A deep vibration began in his heart, and slowly spread, traveling through his veins to coarse through his body, suffusing every muscle with the barely controlled energy of a giant serpent about to strike. It found its way into his throat, and a deep, deadly hum brought every other sound on the bridge to silence. His crew knew the sound, and had learned to take note. One way or another, the battle would be over soon. It was a funeral dirge, straight out of the barge of the dead. When it ended, there were always dead to clear away. Whether those dead were Klingon or not, or even enemy or crew, they never knew. But they always relished sharing the experience.
The Etlh began to spin, and eight disruptors flashed seemingly at random. In minutes, the unmanned ships were destroyed, and no damage had gotten through to the ship. Then it turned it's dorsal spine, with its eight independently tracking micro-torpedoes to one of the destroyers maintaining the web. Sompek knew that no weapons could penetrate the energy web, but he also knew that the longer the web stood, the more unstable it became. The only problem was the power cost of firing all eight torpedoes at once. And of course, any explosive damage contained by the web would be reflected back on anything in the web. And that was the Etlh. As he eyed the destroyer, visible on the viewscreen between arcing and sputtering lines of contained energy, he allowed the humming to get louder. His eyes narrowed as the dorsal spine lined up with the destroyer. Silently, to himself, he mumbled the last refrain from the ballad of House Ab'Qaff. "For if my line should die, it dies with it's name on the enemy's tongue. It dies with its teeth at the enemy's throat. For just as mere life is not victory, mere death is not defeat. And in the next life, I will kill the foe a thousand times..." The crew would not know that he expected death now. They must not, because if they did, they would already be dead. Instead, his lips bared, and he allowed a feral grin. "Fire," he ordered. When the explosion cleared, the destroyers were smoldering ruins, and the last sparks and discharges of the web were lighting the wrecks from within. Only at that point did he finish the ballad, out loud. "Laughing, undefeated."
"The Etlh is clear of the Tholian web!" QasQa said breathlessly. Then her eyes darkened. "But the lead Sovereign has locked weapons on it."
Kapact saw the massive dreadnought turn to intercept the Etlh, and a chill ran down his spine. "Contact Krom. Tell him we need assistance."
Tag, Krom.....
Friday, March 12, 2010
Stardate 0310.12 Kri'staK Sector wej'Hom System IKS AbQaff Battle Group Planet Seven
The seventh planet in this system revealed that despite a lack of sensor evidence, the Romulans have been in this system, and may still have a strong presence in the sector. Upon achieving orbit, we conducted an intensive scan of the water-covered world. We discovered a device buried in ice near the northern polar region that was incongruous with the apparent lack of technological development on the planet. The device was generating graviton waves sufficient to prevent forming a warp field anywhere near the planet. Further investigation, conducted by excavating the area with disruptor banks, revealed an unmistakably Romulan power signature. We were attempting to discern its purpose when it imploded. The effect continued to grow in intensity until the planet completely broke up under immense pressure. Fortunately, the Ab'Qaff moved away at full impulse before it was endangered.
There is no question that the Romulans have designs on the system. The Ab'Qaff's science officer suggested that the Romulans could have been using the device to construct artificial singularities, presumably to power more ships, just as we use matter and antimatter. Were the artificial singularities intended for ships produced by the shipyard we destroyed? I don't think so.
Wednesday, March 10, 2010
Summary of Events Stardate 0310.08
Quick Start Play:
If you'd like to be able to jump right in to see if you like this game,
you might want to try a few rounds of Simple Combat. The Simple Combat Game is a way for you to quickly resolve combat between vessels, or fleets of vessels. This is useful if you are playing a scenario or campaign that involves more than a few ships. Otherwise a simple
scenario could take weeks to play through.
It is useful to keep a copy of the Simple Combat Template. This makes
it possible to copy and paste the basics of your bit of 'paperwork', add however many ships you may need to, and change or insert ship names. Here is a very basic template (there are more in the files):
IKS rolls: o/d
USS rolls: o/d
Result:
IKS damage /15
USS damage /15
The first section is for points rolled (1d6 result times the appropriate multiplier), and how the points are allocated (offense/defense). The second "Result" section shows the calculated damage. In the case of basic AI ships, the damage potential is 15.. so you would indicate 5 points damage with 5/15. Pretty simple.
If you are playing a single player game, roll a 1d6 to see who 'wins the toss'. If you roll a 1-3, you do. Then you roll the 1d6 for your opponent first. Allocate available points according to this multiplier chart:
2 (DS) Defense Sat/(FR)Freighter X1
3 (FF) Frigate X4
4 (DD) DestroyerX6
5 (CL) Light Cruiser X8
6 (CA) Heavy Cruiser X10
7 (CC) Command Cruiser X12
8 (BCH) Heavy Battlecruiser X15
9 (DN) Dreadnought X20
10 (BB) Battleship X22
11 (CV)Carrier X25
12 (STB ) Starbase/ (BS)Base Station X50/75 (reroll, 50/50)
Here is an example of simple combat between the Klingon heavy cruiser
Perseus and the Sha'kurian heavy cruiser Count: In this case, I won the
toss, playing as the Perseus. That meant that I had to roll and allocate for the Sha'kurian first. (The point of all this 'coin tossing' is to add randomness to the gameplay in the single player game. It puts the luxury of being able to react to your opponent's first move on a totally random footing. And of course, whoever rolled second first time rolls first the next. Compare it to the coin toss to determine who receives the kickoff in a football game ) That first roll was a 6 (on a 1d6), for 60 points. Acting for the Shakurian, I decided to play it safe, putting it all on defense. As it turned out, the caution was unnecesary. The Klingon only rolled a 1.
IKS Perseus rolls:10 0o/10d
SRS Count rolls:60 0o/60d
Result:
IKS Perseus damage 0/25
SRS Count damage 0/15
For the next volley, the Klingon ship took its turn rolling first. It rolled a "3", for 30 points, and put them all on defense. It didn't save him, because the Count rolled a 6.
IKS Perseus rolls:30 0o/30d
SRS Count rolls:60 60o/d
Result:
IKS Perseus destroyed
SRS Count damage 0/15
You'll note that the Perseus is able to take 25 points of damage. That is because all of my play has given me a "Elite" rating. The increased available points is one of the benefits of that. For details, see "Experience Points: How to Get Them and What They Get You". If you
want to take it a step further, you can capture ships using Simple Combat. You have to cause 10 points of damage to lower the enemy
shields, then transport over. Ah, but to so that you have to lower your
own shields. Do that by giving yourself (just for the 'transport' volley) 10 points damage. A bit tricky, with careful timing involved, but a great tactic. And of course, as new races are added to Fantasy Trek, there will be a few necessary variations to these rules (i.e. Tholian Webs).
So what to do with all of this? As I said, the Simple Combat Game is
ideal for extended scenarios involving many ships in combat. For
example, Head to Head Sector Assault was written with Simple Combat in mind:
Rules
The goal is to conquer and hold all 5 systems.
In order to do this, you must conquer (in order, 1 through 5), and
sufficiently defend all 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 reinforcements sufficient to threaten your shipyards. You must also attain a minimum of 13 points (see 'Victory Conditions' below)
System Conquest:
Regardless of whether a system has been taken 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, then subtract any applicable random
fleet disadvantage (see below). If the size of the enemy fleet is less than the random fleet disadvantage, then there is no contact. 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-50% chance of random attack. 1d6:1-3=no contact. 4-6=attacked) or
by docking at shipyard for one turn (subject to random enemy attack,
same odds as above). 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.
Open Space:
Enemy convoys will only be encountered in open spaces. Roll for
encounter (1d6:1-3=contact). 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 or captured (5/15 damage and successful boarding
party action), escorts destroyed or disabled (10/15 damage) in 5
volleys or less. Every convoy that is stopped decreases random enemy
fleet size by one. This is the random fleet disadvantage. For every
three freighters captured, your random fleet disadvantage is reduced by
one. 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). Three starships must remain in system or open space area for three turns to build shipyard. During each turn 50% chance of random attack. (1d6:1d6:1-3=no contact. 4-6=attack, then roll 1d6 for size of enemy fleet. If the size of the enemy fleet is less than the random fleet disadvantage, then there is no contact.) LOS (line of sight) must be maintained to use or attack shipyard. Shipyard has X75 multiplier. Shipyard can construct replacement ships in 3 turns. While your fleet can not exceed 6 ships,
additional ships built at shipyards do not count against this total. They cannot fight with full-sized fleets, but can supplement diminished fleets. The same rule applies to surviving random reinforcements. Since you must have a minimum of three ships to build a shipyard, it is
recommended that you build at least one shipyard and at least two reserve ships just in case of unforseen losses. A fleet reduced to two
ships and no shipyard to fall back would have little chance of victory.
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 5 (max)
Fleet size 6 (max)
Reinforcement capacity 6 (max)
You must conquer 5 systems and attain 13+ VC points
Templates (it is recommended that you keep a master copy of these,
making working copies to modify suit your needs):
Klingon fleet vs Federation Fleet
KCA IKS Kandido rolls: o/d
KCA IKS Kurry rolls: o/d
KCA IKS DuranQo rolls: o/d
KCA IKS Ok'ran rolls: o/d
KCA IKS D'Han rolls: o/d
KCA IKS Glommer rolls: o/d
FCA USS Washington rolls: o/d
FCA USS Roosevelt rolls: o/d
FCA USS Cleveland rolls: o/d
FCA USS Detroit rolls: o/d
FCA USS Abraham Lincoln rolls: o/d
FCA USS Guadalcanal rolls: o/d
results
KCA IKS Kandido damage: /15
KCA IKS Kurry damage: /15
KCA IKS DuranQo damage: /15
KCA IKS Ok'ran damage: /15
KCA IKS D'Han damage: /15
KCA IKS Glommer damage: /15
FCA USS Washington damage: /15
FCA USS Roosevelt damage: /15
FCA USS Cleveland damage: /15
FCA USS Detroit damage: /15
FCA USS Abraham damage: /15
FCA USS Guadalcanal damage: /15
Klingon fleet versus Federation convoy with two escorts
KCA IKS Etlh rolls: o/d
KCA IKS Dk'tagh rolls: o/d
KCA IKS Bertaa rolls: o/d
KCA IKS BortaS rolls: o/d
KCA IKS Chang rolls: o/d
KCA IKS tIQ'etlh rolls: o/d
FCA USS Komack rolls: o/d
FCA USS Nogura rolls: o/d
Fr1 rolls: o/d
Fr2 rolls: o/d
Fr3 rolls: o/d
Fr4 rolls: o/d
Fr5 rolls: o/d
results
KCA IKS Etlh damage: /15
KCA IKS Dk'tagh damage: /15
KCA IKS Bertaa damage: /15
KCA IKS BortaS damage: /15
KCA IKS Chang damage: /15
KCA IKS tIQ'etlh damage: /15
FCA USS Komack damage: /15
FCA USS Nogura damage: /15
Fr1 damage: /15
Fr2 damage: /15
Fr3 damage: /15
Fr4 damage: /15
Fr5 damage: /15
Sample First Turn:
Turn 1)
(1209.13)
System 1: FCA USS Essex FCA USS Challenger FCA USS Tahir FCA USS Robau FCA USS Abrahms FCA USS Orci form Fed 1st Fleet (FF1). Contact: 4 KCA's *won toss. (1209.13) FCA USS Essex FCA USS Challenger FCA USS Tahir FCA USS Robau FCA USS Abrahms FCA USS Orci vs KCA IKS D'Qu KCA IKS NaQjej KCA IKS Ej'QuD KCA IKS Qaw'lu: Klingons destroyed. No damage to FF1.
System 5: KCA IKS Kandido KCA IKS Kurry KCA IKS DuranQo KCA IKS Ok'ran KCA IKS D'Han KCA IKS Glommer form Klingon 1st Fleet (KF1). Contact: 4 FCA's *won toss. (1209.13) KCA IKS Kandido KCA IKS Kurry KCA IKS DuranQo KCA IKS Ok'ran KCA IKS D'Han KCA IKS Glommer vs FCA USS Washington FCA USS Roosevelt FCA USS Cleveland FCA USS Detroit: Feds destroyed. No damage to KF1.
Games in Play:
"Fifty Points" (see Dev notes for rules)
Slow week, but the Federation is learning the difficulties and advantages of having to use diplomacy to build shipyards. Here are turns 39 through 41:
Turn 39)
0310.04
Federation: FF1 (Federation First Fleet) at Planet Blue17 Dispatch DD USS Gallipoli to investigate distress signal. FF1 initiates diplomatic contact/permission to build FSY1: Turn 1? Unsuccessful (v,10)
Klingons: KBF (Klingon Black Fleet) Construct KSY1 turn 3/3. (y,13)
Romulans: RIF1 (Romulan First Imperial Fleet) Construct RSY1 turn 3/3. Contact? No contact (af,14)
Turn 40)
0310.04
Federation: FF1 (Federation First Fleet) at Planet Blue17 Dispatch DD USS Gallipoli to investigate distress signal. FF1 initiates diplomatic contact/permission to build FSY1: Turn 2? Unsuccessful (v,10)
Klingons: KBF (Klingon Black Fleet) on station KSY1 complete. (y,13)
Romulans: RIF1 (Romulan First Imperial Fleet) on station RSY1 complete (af,14)
Turn 41)
0310.05
Federation: FF1 (Federation First Fleet) at Planet Blue17 begin construct FSY1 at (v,10) turn 1/2? Pirate contact: Three Fed-based DD's. FDD USS Gallipoli at (w,10).
Klingons: KBF (Klingon Black Fleet) moves to (x,14) KSY1 complete. (y,13)
Romulans: RIF1 (Romulan First Imperial Fleet) moves to (af,13) RSY1 complete (af,14)
(Ent Era) "Edge of Empire"
Challenger NX-07, on a mission to circumnavigate the Romulan Star Empire, encounters a world that threatens to expose its covert mission. Odinas IV is a world rich in natural resources that could give the Romulans an edge in the war, but doing anything to stop the Romulans could bring the weight of the Romulan war machine down on the.lone ship. What should Captain Sam Carpenter do?
----------------
Captain Carpenter orders the planet scanned. It is K-type, and uninhabited. While it would be tempting to somehow sabotage the Romulan war effort, he decides that the risks to his ship, as well as the intelligence gathering mission outweigh the benefits of depriving the Romulans of the planet's resources. He orders supplies brought up from the surface, filling Challenger's stores before moving off. He also decides to advise Starfleet Command at the earliest opportunity.
--------------------------------
For next week:
(TOS Era) "FutureCast"
A science team investigating space-borne lifeforms in an uncharted system at the edge of explored space discovers a radiolitic nebula that seems to be growing in size and intensity. Projecting along the expected path of the nebula, it is determined that it would eventually engulf a solar system in the early stages of development. Within a century, the system could potentially support a dozen planets, with half of them being Class M. There are also indications of valuable minerals in the matter swirling around the young sun. The properties of the nebula would render the system uninhabitable.
At the same time, the local space-borne lifeforms thrive on the very radiolitic properties that threaten the new solar system, as well as the rest of the inhabited systems beyond.
What Are Your Orders, Captain?
Post your solution here for a Command College Point. Feel free to discuss this with the 'comment' feature
"Captain's Log"
"...recorded message..."
(ENT Era)
Class F Geometallic
Age: 1-3 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: Volcanic eruptions due to molten core
Atmosphere: Hydrogen compounds
Evolution: Cools to become Class G
Life forms: Silicon-based
Example: Janus IV
20) At some point during the mission, the planet disappears.
(ENT/Ancient Era: Vulcan Sundering)
Vulcan Star Cruiser T'lalak
Commander Nurok
(Date Classified)
Our investigation of F Class planet Tal Taya revealed information which could, if widely disseminated, cause wide-spread diplomatic damage. Therefore, this log entry will be scrambled and classified, for eyes of intelligence directorate only. Begin scramble//
Tal Taya is in the last stages of its existence. This hostile and geologically violent planet is unusual in that it has a highly charged atmosphere, including a major storm that has dominated the atmosphere for at least two thousand of the planet's approximately 3 billion years.
Deep scans of the storm indicated regularly occuring electrical signals. Too regularly occuring to be natural. Brief examination of the signals revealed a close relationship to several ancient Vulcan dialects that were last in wide use nearly two thousand years ago. The time of Surak. Further examination confirmed what some today believe but few will speak of publicly. The recurring transmission was a recorded message from a dying ship as it was pulled into Tal Taya's atmosphere. It was directed at another ship in orbit, and specifically to a person called S'task. S'task, who was supposed to have led ships full of Vulcan dissidents to eventually found the Romulan Star Empire. What was once myth is now fact, and Vulcans are cousins to Earth's greatest enemy. If word of this reaches Earth, the consequences could be disastrous.
//End Scramble
Tal Taya has now fallen in upon itself, and will eventually form an asteroid belt in this system. Any secrets that the planet hid are now gone for good.
For next week. write a 100+ word log entry including the phrase "...expelled from the nebula...". Post it in the yahoo group or on the blogsite's "comment" feature for a Command College Point.
Dev Notes: A slow week for development. Work and RL have been tiring, and I have a free copy of "Star Trek: Legacy" on its way from a great friend. No change to the Fifty Points rules, but I'll note with extreme gratitude the permission by Lord Krueg and the rest of the Klingon Black Fleet (from Starfleet Command: Orion Pirates Dynaverse2 Community) to use the name "Klingon Black Fleet". The name Klingon Black Fleet has (and deserves) a fantastic reputation. The honor is great. No work done on Heavy Combat either, but I've been thinking about increasing range to Photon torpedoes, as well as dialing up the damage on Packet Disruptors as well. I've scanned the March calender image. It is a 'Project' concept picture for the Ab'Qaff Class. As always, the artwork isn't fancy, but I like it, and it's all mine. In fact, it's a color sketch that !'d done of the Ab'Qaff before I came up with the final version. As a note of trivia, the yIntaG who used to own the yahoogroup "Razor Klaw Fleet" told me that the finished product wasn't good enough for his website. So where is Razor Klaw Fleet now? Among the dishonored dead. One more note: I'm starting to study "C language". I plan to eventually be able to create simple Fantasy Trek mini-games. There is a game called "Space Trader" for the Palm OS, based on the drug runner game. Not that I condone that sort of thing for a second, but the game format seems ideal. Simple but configurable combat, missions, systems, fueling and repairs. That would be cool. Watch this space as I read through "Teach Yourself C in 24 hours". Here are the Fifty Points rules, just as a reminder:
Objectives:
Diplomatic agreement to settle unclaimed zone. Fifty-one planets in
three sectors. Seventeen systems each. Each sector= 10x25 spaces.
Three powers must establish economic/material support locally.
After initial battle group (One dreadnought, three heavy cruisers, two
destroyers), all ships must be built locally.
Each power must successfully transport twelve convoys to unclaimed zone and then back to friendly space.
Winning power must unite at least two sectors in order to win.
Winning power must achieve 17 experience points.
Winning power must win at least 5 heavy combat engagements
Sector Victory Conditions:
Military: 2/3 (12/17) systems conquered-see rules below.
Diplomatic/Subterfuge/Economic: 2/3 (12/17) systems cleared of pirate
threat.
At least ten 100+ word logs required from each power.
Rules
Shipyards:
Initial battle group carries enough duranium and dilithium to build
three shipyards. After that, shipyards require five freighters of
refined duranium and dilithium. Three heavy cruisers take three turns
to build a shipyard (subject to random pirate attack (each turn, 2/6
chance of attack) in systems where pirates are active).
Shipyards require one freighter shipment of duranium and one freighter
shipment of dilithium to build one carrier, three heavy cruisers or
five destroyers.
Shipyards build at this rate:
1 carrier= 6 turns
1 heavy cruiser=3 turns
1 destroyer= 1 turn
1 freighter= 1 turn
1 construction ship= 1 turn
Construction ships build at this rate:
1 defsat= 1 turn
1 dilithium refinery= 2 turns
1 duranium refinery= 2 turns
Each zone contains only four systems capable of supplying duranium and dilithium (for each survey, roll 1d6, 1,2= positive result, until four
are catalogued)
Aside from the twelve convoys that must be transported from friendly
space to unclaimed zone and then back to friendly space, convoys are
required to transport refined dilithium and duranium from refineries to
shipyards in order to build/maintain fleets. Powers can hijack enemy
convoys, but after each such incident, the odds of it being subject to
pirate attack increase. (see ROE)
ROE (Rules of Engagement)
Three powers must turn local populations to their sides. Each power
will have advantages:
Federation: Diplomacy/Economic strength
Klingons: Military
Romulans: Subterfuge
Three powers can use any means, but will face disadvantages when going against their strength. (i e: Federation using military strength will
weaken diplomatic standing. Klingon using diplomacy will embolden local
military resistance. Romulans using diplomacy will have less chance of
success)
During every turn, there is a 1/6 chance of random calamity (convoy
lost, contact lost with colony)
Use the following table:
1d6 roll=result
1= convoy closest to destination lost
2= contact with random colony lost
3= power lost to all shipyards for one turn
4= pirate appears from warp and attacks random colony
5= population stages violent revolt on random colony
6= defsats malfunction, destroy random orbiting ship in random system
Every system has 1/5 chance of being dominated by pirate activity upon
first contact. (1d6= '1'= pirate activity. '2-5=no pirate
activity. '6'=reroll)
Each time a power hijacks convoy, there is a 1/6 (1d6) chance that one
of its systems will fall under pirate attack.
Despite ROE, each power will have to use disadvantage to gain access to
system at least twice
Pirate Attack:
Pirate attacks consist of attacks on planets, installations and
starships. Use simple combat tables to determine number and types of
craft.
Default pirate craft will be determined by 1d6 roll:
Klingons:
1-2= Klingon ship
3-4= Romulan ship
5-6= Federation ship
Federation:
1-2= Federation ship
3-4= Klingon ship
5-6= Romulan ship
Romulans
1-2= Romulan ship
3-4= Federation ship
5-6= Klingon ship
Klingons and Romulans can employ privateers that can be customized.
Capturing enemy ships:
Capture attempts/hit and run attacks can only be used during heavy
combat.
System Conquest:
To conquer a system, you must conquer one controlling planet, including
any defense.
System Defense:
Systems have defense ratings of 1 through 10.
1= No installations
No ships permanently assigned
2= No installations
Less than six ships (Destroyer class) permanently assigned
3= Less than six defsats in orbit
Less than six ships (Destroyer class), or one to three ships (heavy
cruiser class) permanently assigned
4= Six defsats in orbit
Less than six ships (Destroyer class), or one to three ships (heavy
cruiser class) permanently assigned
5= Six defsats in orbit
Six ships (Destroyer class), or one to three ships (heavy cruiser
class) permanently assigned
6= Eight defsats in orbit
Six ships (Destroyer class), or one to three ships (heavy cruiser
class) permanently assigned
7= Eight defsats in orbit
One to three ships (heavy cruiser class) permanently assigned
8= Nine or ten defsats in orbit
One to three ships (heavy cruiser class) permanently assigned
9= Shipyard assigned
Four to six ships (heavy cruiser class) permanently assigned
10= Starbase assigned
Four to six ships (heavy cruiser class), or any number of carriers
permanently assigned
Planets have natural simple combat multiplier of x100 without any added
defense, as well as 100 defenders. To conquer a planet, you must defeat
it in simple combat and boarding party action.
System Negotiation:
On first turn, 2/6 chance (1d6, 1-2 required). On second turn, 4/6
chance (1d6, 1-4 required). On third turn, 5/6 chance (1d6, 1-5
required). if you do not succeed at that point, negotiations fail. You
have to vacate system and wait three turns, then you can return try
again. If you fight off pirates in system, you automatically have 5/6
chance of success. If you attack system and fail to conquer it, system
is closed to negotiation.
If you'd like to be able to jump right in to see if you like this game,
you might want to try a few rounds of Simple Combat. The Simple Combat Game is a way for you to quickly resolve combat between vessels, or fleets of vessels. This is useful if you are playing a scenario or campaign that involves more than a few ships. Otherwise a simple
scenario could take weeks to play through.
It is useful to keep a copy of the Simple Combat Template. This makes
it possible to copy and paste the basics of your bit of 'paperwork', add however many ships you may need to, and change or insert ship names. Here is a very basic template (there are more in the files):
IKS rolls: o/d
USS rolls: o/d
Result:
IKS damage /15
USS damage /15
The first section is for points rolled (1d6 result times the appropriate multiplier), and how the points are allocated (offense/defense). The second "Result" section shows the calculated damage. In the case of basic AI ships, the damage potential is 15.. so you would indicate 5 points damage with 5/15. Pretty simple.
If you are playing a single player game, roll a 1d6 to see who 'wins the toss'. If you roll a 1-3, you do. Then you roll the 1d6 for your opponent first. Allocate available points according to this multiplier chart:
2 (DS) Defense Sat/(FR)Freighter X1
3 (FF) Frigate X4
4 (DD) DestroyerX6
5 (CL) Light Cruiser X8
6 (CA) Heavy Cruiser X10
7 (CC) Command Cruiser X12
8 (BCH) Heavy Battlecruiser X15
9 (DN) Dreadnought X20
10 (BB) Battleship X22
11 (CV)Carrier X25
12 (STB ) Starbase/ (BS)Base Station X50/75 (reroll, 50/50)
Here is an example of simple combat between the Klingon heavy cruiser
Perseus and the Sha'kurian heavy cruiser Count: In this case, I won the
toss, playing as the Perseus. That meant that I had to roll and allocate for the Sha'kurian first. (The point of all this 'coin tossing' is to add randomness to the gameplay in the single player game. It puts the luxury of being able to react to your opponent's first move on a totally random footing. And of course, whoever rolled second first time rolls first the next. Compare it to the coin toss to determine who receives the kickoff in a football game ) That first roll was a 6 (on a 1d6), for 60 points. Acting for the Shakurian, I decided to play it safe, putting it all on defense. As it turned out, the caution was unnecesary. The Klingon only rolled a 1.
IKS Perseus rolls:10 0o/10d
SRS Count rolls:60 0o/60d
Result:
IKS Perseus damage 0/25
SRS Count damage 0/15
For the next volley, the Klingon ship took its turn rolling first. It rolled a "3", for 30 points, and put them all on defense. It didn't save him, because the Count rolled a 6.
IKS Perseus rolls:30 0o/30d
SRS Count rolls:60 60o/d
Result:
IKS Perseus destroyed
SRS Count damage 0/15
You'll note that the Perseus is able to take 25 points of damage. That is because all of my play has given me a "Elite" rating. The increased available points is one of the benefits of that. For details, see "Experience Points: How to Get Them and What They Get You". If you
want to take it a step further, you can capture ships using Simple Combat. You have to cause 10 points of damage to lower the enemy
shields, then transport over. Ah, but to so that you have to lower your
own shields. Do that by giving yourself (just for the 'transport' volley) 10 points damage. A bit tricky, with careful timing involved, but a great tactic. And of course, as new races are added to Fantasy Trek, there will be a few necessary variations to these rules (i.e. Tholian Webs).
So what to do with all of this? As I said, the Simple Combat Game is
ideal for extended scenarios involving many ships in combat. For
example, Head to Head Sector Assault was written with Simple Combat in mind:
Rules
The goal is to conquer and hold all 5 systems.
In order to do this, you must conquer (in order, 1 through 5), and
sufficiently defend all 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 reinforcements sufficient to threaten your shipyards. You must also attain a minimum of 13 points (see 'Victory Conditions' below)
System Conquest:
Regardless of whether a system has been taken 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, then subtract any applicable random
fleet disadvantage (see below). If the size of the enemy fleet is less than the random fleet disadvantage, then there is no contact. 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-50% chance of random attack. 1d6:1-3=no contact. 4-6=attacked) or
by docking at shipyard for one turn (subject to random enemy attack,
same odds as above). 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.
Open Space:
Enemy convoys will only be encountered in open spaces. Roll for
encounter (1d6:1-3=contact). 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 or captured (5/15 damage and successful boarding
party action), escorts destroyed or disabled (10/15 damage) in 5
volleys or less. Every convoy that is stopped decreases random enemy
fleet size by one. This is the random fleet disadvantage. For every
three freighters captured, your random fleet disadvantage is reduced by
one. 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). Three starships must remain in system or open space area for three turns to build shipyard. During each turn 50% chance of random attack. (1d6:1d6:1-3=no contact. 4-6=attack, then roll 1d6 for size of enemy fleet. If the size of the enemy fleet is less than the random fleet disadvantage, then there is no contact.) LOS (line of sight) must be maintained to use or attack shipyard. Shipyard has X75 multiplier. Shipyard can construct replacement ships in 3 turns. While your fleet can not exceed 6 ships,
additional ships built at shipyards do not count against this total. They cannot fight with full-sized fleets, but can supplement diminished fleets. The same rule applies to surviving random reinforcements. Since you must have a minimum of three ships to build a shipyard, it is
recommended that you build at least one shipyard and at least two reserve ships just in case of unforseen losses. A fleet reduced to two
ships and no shipyard to fall back would have little chance of victory.
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 5 (max)
Fleet size 6 (max)
Reinforcement capacity 6 (max)
You must conquer 5 systems and attain 13+ VC points
Templates (it is recommended that you keep a master copy of these,
making working copies to modify suit your needs):
Klingon fleet vs Federation Fleet
KCA IKS Kandido rolls: o/d
KCA IKS Kurry rolls: o/d
KCA IKS DuranQo rolls: o/d
KCA IKS Ok'ran rolls: o/d
KCA IKS D'Han rolls: o/d
KCA IKS Glommer rolls: o/d
FCA USS Washington rolls: o/d
FCA USS Roosevelt rolls: o/d
FCA USS Cleveland rolls: o/d
FCA USS Detroit rolls: o/d
FCA USS Abraham Lincoln rolls: o/d
FCA USS Guadalcanal rolls: o/d
results
KCA IKS Kandido damage: /15
KCA IKS Kurry damage: /15
KCA IKS DuranQo damage: /15
KCA IKS Ok'ran damage: /15
KCA IKS D'Han damage: /15
KCA IKS Glommer damage: /15
FCA USS Washington damage: /15
FCA USS Roosevelt damage: /15
FCA USS Cleveland damage: /15
FCA USS Detroit damage: /15
FCA USS Abraham damage: /15
FCA USS Guadalcanal damage: /15
Klingon fleet versus Federation convoy with two escorts
KCA IKS Etlh rolls: o/d
KCA IKS Dk'tagh rolls: o/d
KCA IKS Bertaa rolls: o/d
KCA IKS BortaS rolls: o/d
KCA IKS Chang rolls: o/d
KCA IKS tIQ'etlh rolls: o/d
FCA USS Komack rolls: o/d
FCA USS Nogura rolls: o/d
Fr1 rolls: o/d
Fr2 rolls: o/d
Fr3 rolls: o/d
Fr4 rolls: o/d
Fr5 rolls: o/d
results
KCA IKS Etlh damage: /15
KCA IKS Dk'tagh damage: /15
KCA IKS Bertaa damage: /15
KCA IKS BortaS damage: /15
KCA IKS Chang damage: /15
KCA IKS tIQ'etlh damage: /15
FCA USS Komack damage: /15
FCA USS Nogura damage: /15
Fr1 damage: /15
Fr2 damage: /15
Fr3 damage: /15
Fr4 damage: /15
Fr5 damage: /15
Sample First Turn:
Turn 1)
(1209.13)
System 1: FCA USS Essex FCA USS Challenger FCA USS Tahir FCA USS Robau FCA USS Abrahms FCA USS Orci form Fed 1st Fleet (FF1). Contact: 4 KCA's *won toss. (1209.13) FCA USS Essex FCA USS Challenger FCA USS Tahir FCA USS Robau FCA USS Abrahms FCA USS Orci vs KCA IKS D'Qu KCA IKS NaQjej KCA IKS Ej'QuD KCA IKS Qaw'lu: Klingons destroyed. No damage to FF1.
System 5: KCA IKS Kandido KCA IKS Kurry KCA IKS DuranQo KCA IKS Ok'ran KCA IKS D'Han KCA IKS Glommer form Klingon 1st Fleet (KF1). Contact: 4 FCA's *won toss. (1209.13) KCA IKS Kandido KCA IKS Kurry KCA IKS DuranQo KCA IKS Ok'ran KCA IKS D'Han KCA IKS Glommer vs FCA USS Washington FCA USS Roosevelt FCA USS Cleveland FCA USS Detroit: Feds destroyed. No damage to KF1.
Games in Play:
"Fifty Points" (see Dev notes for rules)
Slow week, but the Federation is learning the difficulties and advantages of having to use diplomacy to build shipyards. Here are turns 39 through 41:
Turn 39)
0310.04
Federation: FF1 (Federation First Fleet) at Planet Blue17 Dispatch DD USS Gallipoli to investigate distress signal. FF1 initiates diplomatic contact/permission to build FSY1: Turn 1? Unsuccessful (v,10)
Klingons: KBF (Klingon Black Fleet) Construct KSY1 turn 3/3. (y,13)
Romulans: RIF1 (Romulan First Imperial Fleet) Construct RSY1 turn 3/3. Contact? No contact (af,14)
Turn 40)
0310.04
Federation: FF1 (Federation First Fleet) at Planet Blue17 Dispatch DD USS Gallipoli to investigate distress signal. FF1 initiates diplomatic contact/permission to build FSY1: Turn 2? Unsuccessful (v,10)
Klingons: KBF (Klingon Black Fleet) on station KSY1 complete. (y,13)
Romulans: RIF1 (Romulan First Imperial Fleet) on station RSY1 complete (af,14)
Turn 41)
0310.05
Federation: FF1 (Federation First Fleet) at Planet Blue17 begin construct FSY1 at (v,10) turn 1/2? Pirate contact: Three Fed-based DD's. FDD USS Gallipoli at (w,10).
Klingons: KBF (Klingon Black Fleet) moves to (x,14) KSY1 complete. (y,13)
Romulans: RIF1 (Romulan First Imperial Fleet) moves to (af,13) RSY1 complete (af,14)
(Ent Era) "Edge of Empire"
Challenger NX-07, on a mission to circumnavigate the Romulan Star Empire, encounters a world that threatens to expose its covert mission. Odinas IV is a world rich in natural resources that could give the Romulans an edge in the war, but doing anything to stop the Romulans could bring the weight of the Romulan war machine down on the.lone ship. What should Captain Sam Carpenter do?
----------------
Captain Carpenter orders the planet scanned. It is K-type, and uninhabited. While it would be tempting to somehow sabotage the Romulan war effort, he decides that the risks to his ship, as well as the intelligence gathering mission outweigh the benefits of depriving the Romulans of the planet's resources. He orders supplies brought up from the surface, filling Challenger's stores before moving off. He also decides to advise Starfleet Command at the earliest opportunity.
--------------------------------
For next week:
(TOS Era) "FutureCast"
A science team investigating space-borne lifeforms in an uncharted system at the edge of explored space discovers a radiolitic nebula that seems to be growing in size and intensity. Projecting along the expected path of the nebula, it is determined that it would eventually engulf a solar system in the early stages of development. Within a century, the system could potentially support a dozen planets, with half of them being Class M. There are also indications of valuable minerals in the matter swirling around the young sun. The properties of the nebula would render the system uninhabitable.
At the same time, the local space-borne lifeforms thrive on the very radiolitic properties that threaten the new solar system, as well as the rest of the inhabited systems beyond.
What Are Your Orders, Captain?
Post your solution here for a Command College Point. Feel free to discuss this with the 'comment' feature
"Captain's Log"
"...recorded message..."
(ENT Era)
Class F Geometallic
Age: 1-3 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: Volcanic eruptions due to molten core
Atmosphere: Hydrogen compounds
Evolution: Cools to become Class G
Life forms: Silicon-based
Example: Janus IV
20) At some point during the mission, the planet disappears.
(ENT/Ancient Era: Vulcan Sundering)
Vulcan Star Cruiser T'lalak
Commander Nurok
(Date Classified)
Our investigation of F Class planet Tal Taya revealed information which could, if widely disseminated, cause wide-spread diplomatic damage. Therefore, this log entry will be scrambled and classified, for eyes of intelligence directorate only. Begin scramble//
Tal Taya is in the last stages of its existence. This hostile and geologically violent planet is unusual in that it has a highly charged atmosphere, including a major storm that has dominated the atmosphere for at least two thousand of the planet's approximately 3 billion years.
Deep scans of the storm indicated regularly occuring electrical signals. Too regularly occuring to be natural. Brief examination of the signals revealed a close relationship to several ancient Vulcan dialects that were last in wide use nearly two thousand years ago. The time of Surak. Further examination confirmed what some today believe but few will speak of publicly. The recurring transmission was a recorded message from a dying ship as it was pulled into Tal Taya's atmosphere. It was directed at another ship in orbit, and specifically to a person called S'task. S'task, who was supposed to have led ships full of Vulcan dissidents to eventually found the Romulan Star Empire. What was once myth is now fact, and Vulcans are cousins to Earth's greatest enemy. If word of this reaches Earth, the consequences could be disastrous.
//End Scramble
Tal Taya has now fallen in upon itself, and will eventually form an asteroid belt in this system. Any secrets that the planet hid are now gone for good.
For next week. write a 100+ word log entry including the phrase "...expelled from the nebula...". Post it in the yahoo group or on the blogsite's "comment" feature for a Command College Point.
Dev Notes: A slow week for development. Work and RL have been tiring, and I have a free copy of "Star Trek: Legacy" on its way from a great friend. No change to the Fifty Points rules, but I'll note with extreme gratitude the permission by Lord Krueg and the rest of the Klingon Black Fleet (from Starfleet Command: Orion Pirates Dynaverse2 Community) to use the name "Klingon Black Fleet". The name Klingon Black Fleet has (and deserves) a fantastic reputation. The honor is great. No work done on Heavy Combat either, but I've been thinking about increasing range to Photon torpedoes, as well as dialing up the damage on Packet Disruptors as well. I've scanned the March calender image. It is a 'Project' concept picture for the Ab'Qaff Class. As always, the artwork isn't fancy, but I like it, and it's all mine. In fact, it's a color sketch that !'d done of the Ab'Qaff before I came up with the final version. As a note of trivia, the yIntaG who used to own the yahoogroup "Razor Klaw Fleet" told me that the finished product wasn't good enough for his website. So where is Razor Klaw Fleet now? Among the dishonored dead. One more note: I'm starting to study "C language". I plan to eventually be able to create simple Fantasy Trek mini-games. There is a game called "Space Trader" for the Palm OS, based on the drug runner game. Not that I condone that sort of thing for a second, but the game format seems ideal. Simple but configurable combat, missions, systems, fueling and repairs. That would be cool. Watch this space as I read through "Teach Yourself C in 24 hours". Here are the Fifty Points rules, just as a reminder:
Objectives:
Diplomatic agreement to settle unclaimed zone. Fifty-one planets in
three sectors. Seventeen systems each. Each sector= 10x25 spaces.
Three powers must establish economic/material support locally.
After initial battle group (One dreadnought, three heavy cruisers, two
destroyers), all ships must be built locally.
Each power must successfully transport twelve convoys to unclaimed zone and then back to friendly space.
Winning power must unite at least two sectors in order to win.
Winning power must achieve 17 experience points.
Winning power must win at least 5 heavy combat engagements
Sector Victory Conditions:
Military: 2/3 (12/17) systems conquered-see rules below.
Diplomatic/Subterfuge/Economic: 2/3 (12/17) systems cleared of pirate
threat.
At least ten 100+ word logs required from each power.
Rules
Shipyards:
Initial battle group carries enough duranium and dilithium to build
three shipyards. After that, shipyards require five freighters of
refined duranium and dilithium. Three heavy cruisers take three turns
to build a shipyard (subject to random pirate attack (each turn, 2/6
chance of attack) in systems where pirates are active).
Shipyards require one freighter shipment of duranium and one freighter
shipment of dilithium to build one carrier, three heavy cruisers or
five destroyers.
Shipyards build at this rate:
1 carrier= 6 turns
1 heavy cruiser=3 turns
1 destroyer= 1 turn
1 freighter= 1 turn
1 construction ship= 1 turn
Construction ships build at this rate:
1 defsat= 1 turn
1 dilithium refinery= 2 turns
1 duranium refinery= 2 turns
Each zone contains only four systems capable of supplying duranium and dilithium (for each survey, roll 1d6, 1,2= positive result, until four
are catalogued)
Aside from the twelve convoys that must be transported from friendly
space to unclaimed zone and then back to friendly space, convoys are
required to transport refined dilithium and duranium from refineries to
shipyards in order to build/maintain fleets. Powers can hijack enemy
convoys, but after each such incident, the odds of it being subject to
pirate attack increase. (see ROE)
ROE (Rules of Engagement)
Three powers must turn local populations to their sides. Each power
will have advantages:
Federation: Diplomacy/Economic strength
Klingons: Military
Romulans: Subterfuge
Three powers can use any means, but will face disadvantages when going against their strength. (i e: Federation using military strength will
weaken diplomatic standing. Klingon using diplomacy will embolden local
military resistance. Romulans using diplomacy will have less chance of
success)
During every turn, there is a 1/6 chance of random calamity (convoy
lost, contact lost with colony)
Use the following table:
1d6 roll=result
1= convoy closest to destination lost
2= contact with random colony lost
3= power lost to all shipyards for one turn
4= pirate appears from warp and attacks random colony
5= population stages violent revolt on random colony
6= defsats malfunction, destroy random orbiting ship in random system
Every system has 1/5 chance of being dominated by pirate activity upon
first contact. (1d6= '1'= pirate activity. '2-5=no pirate
activity. '6'=reroll)
Each time a power hijacks convoy, there is a 1/6 (1d6) chance that one
of its systems will fall under pirate attack.
Despite ROE, each power will have to use disadvantage to gain access to
system at least twice
Pirate Attack:
Pirate attacks consist of attacks on planets, installations and
starships. Use simple combat tables to determine number and types of
craft.
Default pirate craft will be determined by 1d6 roll:
Klingons:
1-2= Klingon ship
3-4= Romulan ship
5-6= Federation ship
Federation:
1-2= Federation ship
3-4= Klingon ship
5-6= Romulan ship
Romulans
1-2= Romulan ship
3-4= Federation ship
5-6= Klingon ship
Klingons and Romulans can employ privateers that can be customized.
Capturing enemy ships:
Capture attempts/hit and run attacks can only be used during heavy
combat.
System Conquest:
To conquer a system, you must conquer one controlling planet, including
any defense.
System Defense:
Systems have defense ratings of 1 through 10.
1= No installations
No ships permanently assigned
2= No installations
Less than six ships (Destroyer class) permanently assigned
3= Less than six defsats in orbit
Less than six ships (Destroyer class), or one to three ships (heavy
cruiser class) permanently assigned
4= Six defsats in orbit
Less than six ships (Destroyer class), or one to three ships (heavy
cruiser class) permanently assigned
5= Six defsats in orbit
Six ships (Destroyer class), or one to three ships (heavy cruiser
class) permanently assigned
6= Eight defsats in orbit
Six ships (Destroyer class), or one to three ships (heavy cruiser
class) permanently assigned
7= Eight defsats in orbit
One to three ships (heavy cruiser class) permanently assigned
8= Nine or ten defsats in orbit
One to three ships (heavy cruiser class) permanently assigned
9= Shipyard assigned
Four to six ships (heavy cruiser class) permanently assigned
10= Starbase assigned
Four to six ships (heavy cruiser class), or any number of carriers
permanently assigned
Planets have natural simple combat multiplier of x100 without any added
defense, as well as 100 defenders. To conquer a planet, you must defeat
it in simple combat and boarding party action.
System Negotiation:
On first turn, 2/6 chance (1d6, 1-2 required). On second turn, 4/6
chance (1d6, 1-4 required). On third turn, 5/6 chance (1d6, 1-5
required). if you do not succeed at that point, negotiations fail. You
have to vacate system and wait three turns, then you can return try
again. If you fight off pirates in system, you automatically have 5/6
chance of success. If you attack system and fail to conquer it, system
is closed to negotiation.
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