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.
Wednesday, March 17, 2010
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