Tuesday, March 30, 2010

Summary of Events Stardate 0310.30

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.

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