Friday, June 25, 2010

Captain's Log Challenge 0610.24 "... the benefit of hindsight..."

"... the benefit of hindsight..."




ENT Era

Captain Erika Hernandez

Columbia NX-02



As I look back at the events surrounding the evacuation of Alpha Gallorus IV, I actually find myself wondering what future starship commanders might think of what transpired here. This log has been encrypted and sealed, but they always eventually see the light of day. Even Zephram Cochrane's wild early memoirs have been unsealed. So once the truth comes out about Alpha Gallorus IV, will future generations, with the benefit of hindsight, paint me as a success, a failure or a minor footnote? I know that I'll eventually be judged not by my intentions but by my results. I can only say what I've done and why, and hope for the best.



There was no way I could get every scientist off of the planet before we crossed the treaty boundary, even using all four shuttlepods and overtaxing the transporter, so we worked as fast as we could and hoped we didn't get caught. We got lucky. That's what I thought as we crossed out of the neutral zone, until a Romulan Atomic Missile Cruiser appeared from out of nowhere, did a hard scan of the planet, then blanketed it with its full load of warheads. Even from a distance our scans showed that the atmosphere had been burned away, and the planet rendered uninhabitable.



So what can I say about that? We got every scientist off of the planet. For that, I justify crossing the border. We preserved vital scientific and intelligence data of unimaginable value to the Federation. For that, again, I justify crossing the border. But what of the thriving native ecosystem of Alpha Gallorus IV that has been wiped out as a result of a political disagreement? What of the open wound between the Federation and the Romulan Star Empire, over not just Gallorus IV, but the desperation-imposed treaty? Since there has yet to be a renewed flood of birds of prey across the border, I assume and hope that the cruiser Commander chose to keep the incident secret. Do even Romulans get sick of war? I certainly hope so. In the meantime, we seem to have a peace of sorts. Even at the cost of millions of people on both sides, and the innocent, unaware life on Alpha Gallorus IV.



For next week. write a 100+ word log entry including the phrase "... more than a question of style...". Post it in the yahoo group or on the blogsite's "comment" feature for a Command College Point.

Summary of Events Stardate 0610.24

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.



Games in Play:



"DusaQ VeS"



As I map out the rest of the game (there are a total of 25 chapters), I am playing Chapter Eight. I am currently sweeping through a captured Sha'kurian starbase for intelligence and resistance. Here is the Summary:



Summary 8: "Secrets"



Finally in command of the Sha'kurian starbase, it is discovered that the station's internal sensors have been deliberately sabotaged. While engineering teams are attempting to repair the wide-spread damage, you are given responsibility for sweeping through the station to locate and capture any enemies who may be in hiding, as well as recovering intelligence not located within the main computer.



Throughout the station, you will encounter sporadic resistance. Despite the capture orders, you are free to eliminate all but one or two members of each group. One group will be guarding an unidentified important third enemy. That enemy must be recovered without injury.



Objectives:



Each of the five habitable levels contain five areas that must be investigated and cleared.



Investigate levels 1a through 1e

2a through 2e

3a through 3e

4a through 4e

5a through 5e



You have twenty warriors, with ten more immediate reserve. For each area, roll 2d6 for size of party encountered. In addition, roll 1d6 for presence of unidentified party.



"Fifty Points"



Turns 52 through 59



There has been more activity in Fifty Points in the last week or two than in the previous six months, thanks to the Tholians. So far the Tholians have been unable to hurt the major powers, but soon they'll begin to encroach upon unclaimed territory, and the powers will have to move to counter them. Here are the turn logs:



Turn 52)

0610.10

Federation: Turn 1/15 Tholian attack? No contact. FSY1 begins construct FCA3 2/2 contact? No contact. FF1 (FDN USS Tiberius FCA USS Independence FCA USS Archer FDD USS Entebbe) on station at Planet Blue17(v,10). FCA2 launched as USS Stewart. FDD USS Gallipoli on station. Completes analysis of civilian yacht, on course for FF1 (z,10).

Kingons: Turn 1/15 Tholian attack? No contact. KSY1 begins construct KCA3. KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek KCA IKS Chang KCA IKS Kolikos) on station Planet Red 16 (t,18) Bombardment waiting period 5/5.

Romulans: Turn 1/15 Tholian attack? No contact. RIF1 (Romulan First Imperial Fleet) on station at Planet Green 5. (af,12) RSY1 RCS1 on station. Duranium refinery complete. RFr begins mining system for raw duranium turn 3/5 (af,14)



Turn 53)

0610.10

Federation: Turn 2/15 Tholian attack? No contact. FSY1 idle. FF1 (FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS Entebbe FCA USS Kukulkan) on station at Planet Blue17(v,10). FDD USS Gallipoli on station. Completes analysis of civilian yacht, on course for FF1 (y,10).

Kingons: Turn 2/15 Tholian attack? No contact. KSY1 begins construct KCA3 turn 1/3. KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek KCA IKS Chang KCA IKS Kolikos) on station Planet Red 16 (t,18) KCVC IKS Ab'Qaff lands troops, occupies Planet Red 16.

Romulans: Turn 2/15 Tholian attack? No contact. RIF1 (FDN RIS Valedore FCA RIS D'Shoanna FCA RIS Decius FCA RIS Imperium FDD RIS Shrike FDD RIS Talon) on station at Planet Green 5. (af,12) RSY1 RCS1 on station. Duranium refinery complete. RFr begins mining system for raw duranium turn 4/5 (af,14)



Turn 54)

0610.10

Federation: Turn 3/15 Tholian attack? No contact. FSY1 idle. FF1 (FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS Entebbe FCA USS Kukulkan) on station at Planet Blue17(v,10). FDD USS Gallipoli on course for FF1 (x,10).

Kingons: Turn 3/15 Tholian attack? No contact. KSY1 begins construct KCA3 turn 2/3. KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek KCA IKS Chang KCA IKS Kolikos) departs planet Red 16 (u,19) Planet Red 16 occupied by Klingons.

Romulans: Turn 3/15 Tholian attack? No contact. RSY1 begins construct RCA RIS1 Turn 1/3 RIF1 (RDN RIS Valedore RCA RIS D'Shoanna RCA RIS Decius RCA RIS Imperium RDD RIS Shrike RDD RIS Talon) on station at Planet Green 5. (af,12) RSY1 RCS1 on station. Duranium refinery complete. RFr begins mining system for raw duranium turn 5/5 (af,14)



Turn 55)

0610.10

Federation: Turn 4/15 Tholian attack? No contact. FSY1 idle. FF1 (FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS Entebbe FCA USS Kukulkan) on station at Planet Blue17(v,10). FDD USS Gallipoli on course for FF1 (x,10).

Kingons: Turn 4/15 Tholian attack? No contact. KSY1 begins construct KCA3 turn 2/3. KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek KCA IKS Chang KCA IKS Kolikos) departs planet Red 16 (u,19) Planet Red 16 occupied by Klingons.

Romulans: Turn 4/15 Tholian attack? Contact: 5 Tholians TCA1 TCA2 TCA3 TFR1 TCL1 vs RDN RIS Valedore RCA RIS D'Shoanna RCA RIS Decius RCA RIS Imperium RDD RIS Shrike RDD RIS Talon RSY1 *won toss.TCA1 TCA2 TCA3 TFR1 TCL1 destroyed. No damage to Romulans. RSY1 begins construct RCA RIS1 Turn 2/3 RIF1 (RDN RIS Valedore RCA RIS D'Shoanna RCA RIS Decius RCA RIS Imperium RDD RIS Shrike RDD RIS Talon) on station at Planet Green 5. (af,12) RSY1 RCS1 on station. Duranium refinery complete. RFr begins mining system for raw duranium turn 5/5 (af,14)



Turn 56)

0610.10

Federation: Turn 5/15 Tholian attack? No contact. FSY1 idle. FF1 (FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS Entebbe FCA USS Kukulkan) on station at Planet Blue17(v,10). FDD USS Gallipoli on course for FF1 (w,10).

Kingons: Turn 5/15 Tholian attack? No contact. KSY1 begins construct KCA3 turn 2/3. KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek KCA IKS Chang KCA IKS Kolikos) departs planet Red 16 (u,19) Planet Red 16 occupied by Klingons.

Romulans: Turn 5/15 Tholian attack? No contact. RSY1 begins construct RCA RIS1 Turn 3/3 RIF1 (RDN RIS Valedore RCA RIS D'Shoanna RCA RIS Decius RCA RIS Imperium RDD RIS Shrike RDD RIS Talon) on station at Planet Green 5. (af,12) RSY1 RCS1 on station. Refinery raw duranium turn 1/5 (af,14)



Turn 57)

0610.10

Federation: Turn 6/15 Tholian attack? Contact. 2 Tholians TCA TCC1 vs FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS Gallipoli FDD USS Entebbe FCA USS Kukulkan *lost toss. TCA TCC1 destroyed. No damage to Feds. FSY1 idle. FF1 (FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS Gallipoli FDD USS Entebbe FCA USS Kukulkan) on station at Planet Blue17(v,10).

Kingons: Turn 6/15 Tholian attack? No contact. KSY1 begins construct KCA3 turn 2/3. KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek KCA IKS Chang KCA IKS Kolikos) departs planet Red 16 (u,19) Planet Red 16 occupied by Klingons.

Romulans: Turn 6/15 Tholian attack? No contact. RSY1 begins construct RCA RIS1 Turn 3/3 RIF1 (RDN RIS Valedore RCA RIS Stask RCA RIS D'Shoanna RCA RIS Decius RCA RIS Imperium RDD RIS Shrike RDD RIS Talon) on station at Planet Green 5. (af,12) RSY1 RCS1 on station. Refinery raw duranium turn 2/5 (af,14)



Turn 58)

0610.10

Federation: Turn 7/15 Tholian attack? Contact. 3 Tholian TCV vs FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS Gallipoli FDD USS Entebbe FCA USS Kukulkan *won toss. 3 Tholian TCV destroyed. No damage to Feds. FSY1 idle. FF1 (FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS Gallipoli FDD USS Entebbe FCA USS Kukulkan) on station at Planet Blue17(v,10).

Kingons: Turn 7/15 Tholian attack? No contact. KSY1 begins construct KCA3 turn 3/3. KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek KCA IKS Chang KCA IKS Kolikos) on station at Planet Red 16 (t,18) occupied by Klingons.

Romulans: Turn 7/15 Tholian attack? Contact. TBCH. RDN RIS Valedore RCA RIS Stask RCA RIS D'Shoanna RCA RIS Decius RCA RIS Imperium RDD RIS Shrike RDD RIS Talon vs TBCH. TBCH destroyed. No damage to Romulans. RSY1 idle (RDN RIS Valedore RCA RIS Honor Sword RCA RIS Stask RCA RIS D'Shoanna RCA RIS Decius RCA RIS Imperium RDD RIS Shrike RDD RIS Talon) on station at Planet Green 5. (af,12) RSY1 RCS1 on station. Refinery raw duranium turn 3/5 (af,14)



Turn 59)

0610.11

Federation: Turn 8/15 Tholian attack? Contact. 3 Tholian TCL TCC TDN vs FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS Gallipoli FDD USS Entebbe FCA USS Kukulkan *won toss. TCL TCC TDN destroyed. No damage to Feds. FSY1 idle. FF1 (FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS Gallipoli FDD USS Entebbe FCA USS Kukulkan) on station at Planet Blue17(v,10).

Kingons: Turn 8/15 Tholian attack? Contact 3 Tholian CV BCH DN *lost toss. TCV TBCH TDN destroyed. No damage to Klingons KSY1 begins construct KCA4 turn 1/3. KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek KCA IKS Chang KCA IKS Kolikos KCA IKS Mazeppa) on station at Planet Red 16 (t,18) Planet Red 16 occupied by Klingons.

Romulans: Turn 8/15 Tholian attack? Contact. 1 Tholian CL. RDN RIS Valedore RCA RIS Stask RCA RIS D'Shoanna RCA RIS Decius RCA RIS Imperium RDD RIS Shrike RDD RIS Talon vs TBCH. TBCH destroyed. No damage to Romulans. RSY1 idle (RDN RIS Valedore RCA RIS Honor Sword RCA RIS Stask RCA RIS D'Shoanna RCA RIS Decius RCA RIS Imperium RDD RIS Shrike RDD RIS Talon) on station at Planet Green 5. (af,12) RSY1 RCS1 on station. Refinery raw duranium turn 4/5 (af,14)



Head to Head Sector Assault

Turns 7 through 12



Very little actual activity in these turns. It's been all about building up fleets. The Federation fortress in System 5's asteroid belt has been untouched, while the Klingons easily defeated every random assault. Here are the admittedly uninspiring turn logs:



Turn 7)

(0610.08)

System 1 (nebula):KF2 (KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH) on station KSY1 construct KCA IKS ej'wo turn 1/3: contact? Contact 3 FCA's *won toss. KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom KSY1 vs FCA USS Juno FCA USS Omaha FCA USS Utah. FCA USS Juno FCA USS Omaha FCA USS Utah destroyed. Klingons undamaged.



System 5 (asteroid field/heavy): FF2 (FCA USS Washington FCA USS Jefferson FCA USS Independence FCA USS Montgomery) on station. FSY1 construct FCA USS Norfolk turn 1/3 contact? Contact: 1 KCA. FCA USS Washington FCA USS Jefferson FCA USS Independence FCA USS Montgomery vs KCA IKS Wejpu. KCA IKS Wejpu destroyed. No damage to Feds.



Turn 8)

(0610.08)

System 1 (nebula):KF2 (KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH) on station KSY1 construct KCA IKS ej'wo turn 2/3: contact? No contact.



System 5 (asteroid field/heavy): FF2 (FCA USS Washington FCA USS Jefferson FCA USS Independence FCA USS Montgomery) on station. FSY1 construct FCA USS Norfolk turn 2/3 contact? No contact



Turn 9)

(0610.08)

System 1 (nebula):KF2 (KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH) on station KSY1 construct KCA IKS ej'wo turn 3/3: contact? Contact: 6 FCA's. *won toss KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH KSY1 vs FCA USS America FCA USS Midway FCA USS Yamoto FCA USS Caprica FCA USS Israel FCA USS Crawford FCA USS America FCA USS Midway FCA USS Yamoto FCA USS Caprica FCA USS Israel FCA USS Crawford destroyed. KCA IKS LoS damage: 32/35 All other Klingons undamaged.



System 5 (asteroid field/heavy): FF2 (FCA USS Washington FCA USS Jefferson FCA USS Independence FCA USS Montgomery) on station. FSY1 construct FCA USS Norfolk turn 3/3 contact? Contact: 1 KCA. FCA USS Washington FCA USS Jefferson FCA USS Independence FCA USS Montgomery FSY1 vs KCA IKS Los Sad. KCA IKS Los Sad destroyed. No damage to Feds



Turn 10)

(0610.12)

System 1 (nebula):KF2 (KCA IKS LoS damage: 32/35 repair turn 1/2 KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH KCA IKS ej'wo) on station KSY1 construct KCA IKS ToQ turn 1/3: contact? Contact:2 FCA's *won toss KCA IKS LoS damage: 32/35 repair turn 1/2 KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH KCA IKS ej'wo vs FCA USS Baskerville FCA USS Elsinore. FCA USS Baskerville FCA USS Elsinore destroyed. Klingons undamaged.



System 5 (asteroid field/heavy): FF2 (FCA USS Washington FCA USS Jefferson FCA USS Independence FCA USS Montgomery FCA USS Norfolk) on station. FSY1 construct FCA USS John Quincy Adams turn 1/3 contact?



Turn 11)

(0610.12)

System 1 (nebula):KF2 (KCA IKS LoS damage: 32/35 repair turn 2/2 KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH KCA IKS ej'wo) on station KSY1 construct KCA IKS ToQ turn 2/3: contact? No contact:



System 5 (asteroid field/heavy): FF2 (FCA USS Washington FCA USS Jefferson FCA USS Independence FCA USS Montgomery FCA USS Norfolk) on station. FSY1 construct FCA USS John Quincy Adams turn 2/3 contact? Contact: 3 KCA's FF2 (FCA USS Washington FCA USS Jefferson FCA USS Independence FCA USS Montgomery FCA USS Norfolk vs KCA IKS Bekk KCA IKS DuSQu KCA IKS ReQ. KCA IKS Bekk KCA IKS DuSQu KCA IKS ReQ destroyed. Feds undamaged.



Turn 12)

(0610.12)

System 1 (nebula):KF2 (KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH KCA IKS ej'wo) on station KSY1 construct KCA IKS ToQ turn 3/3: contact? Contact: 3 FCA's *won toss KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH KCA IKS ej'wo KSY1 vs FCA USS Bomay FCA USS London FCA USS Paris. FCA USS Bomay FCA USS London FCA USS Paris. destroyed. Klingons undamaged.



System 5 (asteroid field/heavy): FF2 (FCA USS Washington FCA USS Jefferson FCA USS Independence FCA USS Montgomery FCA USS Norfolk) on station. FSY1 construct FCA USS John Quincy Adams turn 3/3 contact? No contact.



What Are Your Orders, Captain?



"Drift" (ENT Era) Solution



Responding to a distress signal, Captain Erika Hernandez of the Columbia NX-02 discovers a planet near the edge of known Romulan space that presents a unique dilemma. The planet, designated Alpha Galorus IV, is part of a region of space that drifts into Romulan territory due to the unique nature of galactic drift in the sector and the imprecise mapping of the just-settled treaty boundary. Based on projections, the planet (which is home to a vital sensor outpost staffed by more than a hundred scientists) will begin its journey through the neutral zone in less than a day. At that point, there will be no way to retrieve the scientists or the vital sensor data without violating the hard-fought treaty. While it is a simple matter to upload the sensor data, it is doubtful that the limited transport facilities of Columbia could bring up all of the scientists in the short time remaining.



----------------



Captain Hernandez scans along the projected course of Alpha Gallorus IV and detects no ships. So she begins to retrieve the scientists using Columbia's four shuttlepods, as well as pushing the ship's transporter device to capacity. While she is unable to rescue all of the scientists before crossing into the neutral zone, they are able to complete the operation without Romulan interference.



"Parallel Effect" (TMP Era)



While enroute to an ion storm near the Sol System, Captain Morgan Bateson of the USS Bozeman encounters a ship, named UFS Challenger, that claims to have launched from Earth in the year 2152. According to Challenger's captain, they were on a mission to colonize a habitable planet in the 40 Eridanii A system when they suffered an attack by unidentified forces and become lost. They only request assistance in being set back on the proper heading, as the population on Earth is desperate for the mission to succeed. Checking all relevant archives, Captain Batesmon finds no record of any such ship launching from Earth. However, scans of Challenger and her crew reveal that they are exactly they claim to be. Captain Bateson concludes that they must come from some parallel universe, but can determine no way of returning them. He also knows that the fragile Challenger would never survive the approaching ion storm. While he has no desire to interfere with Challenger's mission, he cannot find a way to return them, nor does he know what to do with them in his universe.



What Are Your Orders, Captain?



Post your solution in the YahooGroup or through the blogsite's 'comment' feature.



"Captain's Log"



"... the benefit of hindsight..."



ENT Era

Captain Erika Hernandez

Columbia NX-02



As I look back at the events surrounding the evacuation of Alpha Gallorus IV, I actually find myself wondering what future starship commanders might think of what transpired here. This log has been encrypted and sealed, but they always eventually see the light of day. Even Zephram Cochrane's wild early memoirs have been unsealed. So once the truth comes out about Alpha Gallorus IV, will future generations, with the benefit of hindsight, paint me as a success, a failure or a minor footnote? I know that I'll eventually be judged not by my intentions but by my results. I can only say what I've done and why, and hope for the best.



There was no way I could get every scientist off of the planet before we crossed the treaty boundary, even using all four shuttlepods and overtaxing the transporter, so we worked as fast as we could and hoped we didn't get caught. We got lucky. That's what I thought as we crossed out of the neutral zone, until a Romulan Atomic Missile Cruiser appeared from out of nowhere, did a hard scan of the planet, then blanketed it with its full load of warheads. Even from a distance our scans showed that the atmosphere had been burned away, and the planet rendered uninhabitable.



So what can I say about that? We got every scientist off of the planet. For that, I justify crossing the border. We preserved vital scientific and intelligence data of unimaginable value to the Federation. For that, again, I justify crossing the border. But what of the thriving native ecosystem of Alpha Gallorus IV that has been wiped out as a result of a political disagreement? What of the open wound between the Federation and the Romulan Star Empire, over not just Gallorus IV, but the desperation-imposed treaty? Since there has yet to be a renewed flood of birds of prey across the border, I assume and hope that the cruiser Commander chose to keep the incident secret. Do even Romulans get sick of war? I certainly hope so. In the meantime, we seem to have a peace of sorts. Even at the cost of millions of people on both sides, and the innocent, unaware life on Alpha Gallorus IV.



For next week. write a 100+ word log entry including the phrase "... more than a question of style...". Post it in the yahoo group or on the blogsite's "comment" feature for a Command College Point.



Dev Notes:



This is the second writing of this. The T-650 has demonstrated why you don't turn your back on it as two hours' work vanished in a puff of cyber-dust. The Tholian threat seems to have breathed a bit of life back into Fifty Points. We'll see how it maintains interest moving forward. The Head to Head Sector Assault has reached the upper limit on complexity/playability, but it is also heading for a massive head-knocking party somewhere in the middle of the board that will probably cost enough ships on one side to shape the conclusion.



I'm also looking at a slightly less complicated 3-way fight on an Excel Worksheet, with twelve bases to be used for refueling or repair and heavy cruisers for all, with the tentative and imaginative title "Medium Assault". I haven't ironed out the rules, but I'm thinking that on one hand, as you arrive at a base you repair your ship, and claim that base as a respawn point, much like other games. Also, for every three bases you reach, you gain another ship. The game would obviously start with an initial dash to swallow up territory and overwhelm the other powers. The bases would have no offensive capabilities, nor would they be targetable. However, to flip a base (take it from someone else, you have to survive sitting on it for three turns. And of course you'll have to think about guarding them) That's still tentative. I'll play it through soon. The purpose is to have another simple, easy and quick-to-play challenge.



I have every mission of DusaQ VeS basically mapped out, and I'm playing through chapter eight at the same time. That really needs to move, one chapter a week.



The July calendar image is essentially ready to go. It's a submission from Mrs Kapact, most likely the most atypical Blalock Class Fast (Penetration) Cruiser. Forget the whole idea of a saucer and two nacelles. I'm also doing some mental planning for possibly an Enterprise Era Klingon dreadnought.



Space Terrain is turning out to be a viable aspect, and it certainly belongs. Frustrating at times, but it definitely adds a challenge. Here are those space terrain rules so far, repeated just in case you're curious and/or forgot from last time.



The rules are for asteroid fields, nebula, black hole accretion disc. I only have rules for heavy cruisers now, but that'll change. Here are the rules so far:



Asteroid field



-heavy

--to hit: roll 6

--accident rate

volley 1 roll of 6 roll for damage

volley 2 roll of 5-6 roll for damage

volley 3 roll of 4-6 roll for damage

volley 4 roll of 3-6 roll for damage

volley 5 roll of 2-6 roll for damage

volley 6 roll for damage



-medium

--to hit: roll 5-6

--accident rate

volley 4 roll of 6 roll for damage

volley 5 roll of 5-6 roll for damage

volley 6 roll of 4-6 roll for damage

volley 7 roll of 3-6 roll for damage

volley 8 roll of 2-6 roll for damage

volley 9 roll for damage



-light

--to hit: roll 2-6

--accident rate

volley 6 roll of 6 roll for damage

volley 7 roll of 5-6 roll for damage

volley 8 roll of 4-6 roll for damage

volley 9 roll of 3-6 roll for damage

volley 10 roll of 2-6 roll for damage

volley 11 roll for damage



Nebula

temp 20% damage to simulate loss of shields

need 3-6 to hit



Black Hole Accretion Disc

need 3-6 to hit

--accident rate

volley 4 roll of 6 roll for damage

volley 5 roll of 5-6 roll for damage

volley 6 roll of 4-6 roll for damage

volley 7 roll of 3-6 roll for damage

volley 8 roll of 2-6 roll for damage

volley 9 roll for damage

volley 10 roll 1-3 to escape black hole.



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Wednesday, June 23, 2010

Star Trek Enterprise Retro-Spective "Breaking the Ice"

Breaking the Ice is a fun episode, one that I enjoyed when it first aired and again the second time around.

It is another fairly simple episode. The crew are looking at some drawings from Trip's nephew's fourth-grade class when Enterprise comes upon a comet that isn't on the Vulcan starcharts. Archer is intrigued while T'Pol is, as usual, unimpressed. There is a brief interlude in the mess hall. T'Pol is tired, not sleeping, and Trip talks to her essentially about the virtues of comfort food. He explains that he's had a long day and missed dinner. Then someone told him that Chef made pecan pie, which has been his favorite since he was a kid. That brightened his life and made him feel better. She looks down on it as being mostly sugar. She goes to bed.

In the next scene, they discover that the comet contains large amounts Eisilium, a rare mineral. That means that T'Pol is now interested. They need to get a drilling rig down to the surface, so Reed and Mayweather suit up and off they go in a shuttlepod. Soon afterward, a Vulcan starship shows up, gives Archer a hard time, and seems to just want to watch them. Archer bristles under the surveillance while T'Pol appears to make excuses for them. While this goes on, Travis and Reed head down to the comet.

In the meantime, Hoshi picks up an encrypted transmission sent from the Vulcan ship to T'Pol's quarters. Concerned that they're being spied on, Archer orders Hoshi to decrypt it.

While this goes on, the crew uses a new comm relay system to answer questions from the fourth-grade class. There are a few interesting questions, then we get to the funny bit where Trip has to explain how they recycle waste products to help make their food. Very funny.

On the comet, Reed and Mayweather have taken time out to make a snowman before they set the charges to excavate the comet. More to come on that...

Hoshi decrypts the message and gives it to Trip, who has to put it through a translator. Turns out that it was a very personal letter. He admits it to T'Pol, who is not amused. Fortunately, she lets it go.

In the meantime, Archer decides to invite the snooping Vulcan captain, Vanik, to dinner, with the goal of getting him to leave.

Meanwhile, the snowman has gained a huge set of Vulcan ears. Very funny. Worth remembering unquestionably. Not necessarily nice, but definitely funny. Then they blow the charges.

After that, it really gets funny. Archer has Vanik over for dinner. Archer does his best to annoy Vanik while Vanik sits as still as a statue. He doesn't eat, he doesn't drink. He just sits there being rude. Among great lines in the conversation is Archer saying that "it's nice to know that no matter how big the universe is, there'ws always a Vulcan ship nearby." Again, very funny. The conversation struggles on for a while longer, until Vanik caps it off by saying "Humans have never held much interest for me." Archer then accuses him of spying, Vanik says something snooty, and the love-fest is over.

Shortly thereafter, they discover that they set off the charges on the comet, they shifted the its rotational axis, and in two hours, the spot where the shuttlepod landed will be directly facing a nearby star, and the ice will melt.

T'Pol has decided that she needs to talk to someone about the letter, and since Trip already knows, she talks to him. Seems that she has a prearranged marriage to a guy named Koss. She has been postponing the wedding while she's on Enterprise, but Koss's parents are insulted that she's put it off to serve on a human vessel. She doesn't want to go, and seems to be looking for a way out. Tucker insists that arranged marriages went out with slavery, she defends this custom that she doesn't like, and it isn't resolved.

On the comet, they are prepping to leave when Mayweather gets hurt. They grab a core sample and make it back to the shuttlepod as the comet starts to crack apart under them. As they start to lift off, the shuttlepod falls through the weakened ice. They try the grappler, which doesn't help. Vanik offers to help, using their tractor beam, but Archer doesn't want to accept the help. Finally, T'Pol reminds Archer that Vanik expects Archer to refuse due to human pride and arrogance. He agrees, and moments later, the shuttlepod is being tractored up to safety. Archer offers to share some of the data. Vanik of course refuses. At that point, T'Pol asks permission to contact the Vulcan ship. Archer agrees. The episode ends with T'Pol meditating after having finally tried the pecan pie.

There is really nothing to dislike about this episode. The only fault I can see is the continued rudeness between humans and Vulcans. There is a reason, and this is really still early in the series, and I have to admit that it does make for some funny moments. I just don't always care for it. Aside from that, the comm relay ends up making realtime communication with Earth possible, which they couldn't do a hundred years later in TOS. The Vulcan snowman is hilarious, as is the dinner with Archer and Vanik. The chemistry between Trip and T'Pol is starting to show itself, which is welcome. And of course, we see that the Vulcans had a tractor beam before humans.

And there you have it. "Breaking the Ice" is a good, solid episode, better than most Trek first season episodes. This is an episode to rewatch. It rates an enthusiastic thumbs up.

Next Up: "Civilization"

Tuesday, June 15, 2010

Star Trek Enterprise Retro-Spective "The Andorian Incident"

I liked this episode when I first saw it, so I really wasn't in the position of anticipation of changing my mind much. The story is pretty simple. Archer finds an interesting planet in their flight path, one that appears on the Vulcan starcharts called P'Jem. It is home to an ancient monastery where Vulcans go to undergo the Kohlinahr, or purging of emotions. Archer wants to visit, but T'Pol isn't in love with the idea, because, as we discover during a chat between her and Phlox, she would be embarrassed to be seen with her human crew. Phlox steals a bit of celery from her plate and lectures her about Infinite Diversity in Infinite Combinations, she quietly fumes, and the episode moves on.

When they arrive on the planet, we see that the monastery has been ransacked. They meet of one the residents, who tries to get them to leave. Archer figures that something is wrong and finally spots a blue-skinned alien (he learns it's an Andorian) hiding behind something, waiting in ambush. Archer and Trip start a fight with them and end up getting locked up with the Vulcans.

It seems the Andorians don't like the Vulcans, and suspect them of using the planet as a surveillance outpost (and of course, that is exacerbated by Archer showing up with a Vulcan). They're rooting around, ransacking, and beating people up, looking for answers. Eventually, Malcolm beams down a security team, and a firefight ensues. Then we're shocked, shocked to find out that there's spying going on here. Yes, there is a massive spy outpost built underneath the ancient catacombs. Archer runs scans of the whole place hands the info over to Shran. Shran now owes Archer a favor (that we'll see repayed soon) and the Vulcans find a way to blame Archer.

This was very refreshing, following the drab "Terra Nova". I'd looked forward to seeing what was done with what were, at that point, the rather mysterious Andorians. Phlox was as interesting and fun as always, dispensing a bit of wisdom and deliberately annoying T'Pol. And of course, Jeffery Coombs. He has always been a treat since he appeared on DS9 as Weyoun, and as Shran he didn't disappoint. The dynamic that would be the relationship between Archer and Shran is obvious in this episode. Of course, many fans out in Trekdom objected to the negative portrayal of Vulcans, and it cannot be denied that the Vulcans' image suffered throughout most of this series. That's a fair gripe, but they redeem (and explain to an extent) themselves in the fourth season. "The Andorian Incident" gets a very enthusiastic thumbs up.

Next Up: "Breaking the Ice"

Friday, June 11, 2010

June Calender Image: ENT Era Atomic Missile Cruiser

Star Trek Enterprise Retro-Spective "Terra Nova"

Terra Nova


This was probably the simplest story so far. Enterprise approaches the location of the lost Terra Nova colony, mankind's first attempt to colonize a planet outside of Earth's solar system. After five years, the colony was a definite success, so Earth wanted to send more. Terra Nova said no. They argued back and forth until Terra Nova cut all communications.

Seventy years later, Enterprise arrives. They find the planet bathed in low-level radiation and hostiles living underground. The hostiles injure Reed, who ends up their captive. Archer discovers that the hostiles are in fact humans. Most of them are descendents of the colonists, but one old woman was a young girl from the colony. It turns out that radiation from an asteroid impact at the same time that the colonists landed poisoned the rain and drove the colonists underground. They were convinced that Earth was responsible, trying to drive the 'Novans' off the planet. Young kids survived underground, believing that humans had wiped them out.

Archer eventually convinces them that they're dying from radiation in the ground water, and they allow Enterprise crew to move them to another continent that is unaffected by the radiation.

Everybody lives happily ever after.

So what is there to say about "Terra Nova"? Not much, in fact. It is a simple story. I liked the ship, a Discovery Class. It is a good, clean design, and I was interested that the colonists used the ship itself to build the colony. It is also interesting to think that this ship was the pinnacle of technology twenty years after Zephrame Cochrane. Aside from that, the story was good enough if unoriginal. Nothing to get excited about, just an average 'not bad' story. Little to talk about, and quite honestly not much to recommend. Not a waste of time, but I don't see myself going back to it. I'll still give it a thumbs up, but with little enthusiasm.

Next Up: "The Andorian Incident"

Thursday, June 10, 2010

"Fifty Points" Updates

Playing them through now....

For the next five turns, 1/6 chance of random Tholian Fleet attack in any claimed system.


For the next five turns following, 3/6 chance of random Tholian Fleet attack in any claimed system.

For the next five turns following, 3/6 chance of random Tholian Fleet attack in any claimed system.

After that half of systems attacked by Tholians will be targeted by Tholians Starbase construction.

Tholians will attempt impassable LOS corridors between bases. Any player fleet losses in these corridors will constitute loss of system to Tholians. Once all LOS corridors are established they cannot be taken without taking out all Tholian bases.

To counter this threat, civilian fleets have been recruited/dispatched throughout region. They will report presence of Tholian forces in unclaimed areas. They will also convoy supplies to free up military vessels. Under treaty terms, civilian ships can be targeted, but doing so places all forces at risk to Tholian domination.

Saturday, June 5, 2010

Captain's Log Challenge 0610.05 "... no matter what it costs..."

(Post-TNG Era)


Captain William T Riker

USS Titan



Galorndan Core has been a source of trouble between the Federation and the Romulan Empire since the very birth of the Federation. When the Romulan peace treaty was established, there were a few systems along the edge of the nuetral zone that actually drifted across the treaty boundary due to the effect of galactic drift in the area, as well as the imprecise mapping of the time. Many of those systems contained colonies that were civilian in nature and actually capable of evacuating themselves. Galorndan Core, known as Galorus IV at the time, was a different matter. It was a surveillance outpost, put there specifically to watch for any Romulans coming back to settle the score.



The actions taken by Captain Erika Hernandez of the NX Class Columbia at the time, while safeguarding the assets on the planet without provoking a resumption of warfare, inadvertantly ensured that Earth and the Romulans would be at odds over Galorndan Core for the next two hundred years. Now, as political upheaval in the Empire has presented us with the possibilty of either lasting peace or another war, Galorndan Core again finds itself at the flashpoint. As the planet begins to drift across the same poorly drawn political line from two centuries ago, the diplomatic team on the Titan will find itself joining forces with a Romulan diplomatic team to forge another treaty, this time based on more than the desperation of mutually assured destruction. As Ambassador Spock has said, we have more than fear and mistrust in common. And just as Captain Hernandez did what she did because there was no alternative, we also have no alternative. We will find a lasting solution, no matter what it costs.



For next week. write a 100+ word log entry including the phrase "... the benefit of hindsight...". Post it in the yahoo group or on the blogsite's "comment" feature for a Command College Point.

Summary of Events Stardate 0610.05

Summary of Events Stardate 0610.05


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:



"DusaQ VeS"



Remember DusaQ VeS? I'm back on it. Chapter 8 is mapped out. I'm thinking about actually mapping the whole thing out before playing it through



"Fifty Points"



Fifty Points is on its way back. I'm getting ideas to spice things up, including a threat system to challenge all three parties and force them to work together on certain occasions.



"Head to Head Sector Assault"



Here are the updated rules (including space terrain rules):



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 to see what kind of space terrain will be in the system. 1,2= Asteroid field (within that, 1,2=light field 3,4=medium field 5,6=heavy field) 3,4=nebula 5,6=black hole accretion disc (note: obviously, shipyards cannot be built in a system with a black hole accretion disc. They can only be controlled by Line Of Sight rules). 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 (except for systems with black hole accretion discs).



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 (by friendly forces or attacking fleets). Shipyard has X75 multiplier. Shipyard can construct replacement ships in 3 turns. There is no maximum fleet size. 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 unforeseen 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 6



This is definitely a different Head to Head Sector Assault. I've removed the fleet size restrictions (for taking on hard targets). Both sides have the 'Legendary' Simple Combat advantage, to actually make it head to head. But the real kicker is the inclusion of terrain rules. This is detailed in the rules, but suffice to say the Klingons took the first serious terrain-related hit. Four KCA's entered a heavy asteroid field to take on three damaged Federation cruisers building a shipyard. By the time they'd made it through three had been destroyed and the fourth one heavily damaged. Before the Klingons can win that game, they'll need to crack that nut. And for that, they'll need more than six ships. Here are the turn logs:



Turn 1)

(0510.23)

System 1 (nebula): FCA USS Discovery FCA USS Atlantis FCA USS Mercury FCA USS Thermopylae FCA USS Invictus FCA USS Iwo Jima form Fed 1st Fleet (FF1. Contact: 5 KCA's *won toss. (0510.23) FCA USS Discovery FCA USS Atlantis FCA USS Mercury FCA USS Thermopylae FCA USS Invictus FCA USS Iwo Jima vs KCA IKS LoS KCA IKS TanQut KCA IKS Chorgh KCA IKS TlhuHu KCA IKS QaHom FCA USS Discovery FCA USS Atlantis FCA USS Mercury FCA USS Thermopylae FCA USS Invictus FCA USS Iwo Jima destroyed. KCA IKS Chorg destroyed. All other Klingons undamaged.



System 5 (asteroid field/heavy): KCA IKS K'task KCA IKS Haboryan KCA IKS DuranQo KCA IKS BetleH KCA IKS Kur'ya KCA IKS NoQ'chu form Klingon 1st Fleet (KF1). Contact: 6 FCA's *lost toss. (0510.23) KCA IKS K'task KCA IKS Haboryan KCA IKS DuranQo KCA IKS BetleH KCA IKS Kur'ya KCA IKS NoQ'chu vs FCA USS Washington FCA USS Adams FCA USS Jefferson FCA USS Hamilton FCA USS Lincoln FCA USS Independence. KCA IKS K'task KCA IKS Haboryan KCA IKS DuranQo KCA IKS BetleH KCA IKS Kur'ya KCA IKS NoQ'chu destroyed. USS Adams FCA USS Hamilton FCA USS Lincoln destroyed. FCA USS Washington damage: 12/35 FCA USS Jefferson damage: 6/35 FCA USS Independence damage: 5/35



Turn 2)

(0510.29)

System 1 (nebula): KCA IKS LoS KCA IKS TanQut KCA IKS TlhuHu KCA IKS QaHom form KF2 begin construct KSY1 turn 1/3: contact? contact: 3 FCA's *won toss KCA IKS LoS KCA IKS TanQut KCA IKS TlhuHu KCA IKS QaHom vs FCA USS Ghandi FCA USS Dunkirk FCA USS D'Este. FCA USS Ghandi FCA USS Dunkirk FCA USS D'Este destroyed. Klingons undamaged.



System 5 (asteroid field/heavy): FCA USS Washington damage: 12/35 FCA USS Jefferson damage: 6/35 FCA USS Independence damage: 5/35 form FF2 begin construct FSY1 turn 1/3 contact? Contact: 4 KCA's *won toss FCA USS Washington damage: 12/35 FCA USS Jefferson damage: 6/35 FCA USS Independence damage: 5/35 vs KCA IKS Tol'Qut KCA IKS Wa'maH KCA IKS TuQ KCA IKS LoQ. KCA IKS Tol'Qut KCA IKS Wa'maH KCA IKS TuQ KCA IKS LoQ destroyed Washington damage: 17/35 FCA USS Jefferson damage: 6/35 FCA USS Independence damage: 5/35



Turn 3)

(0510.29)

System 1 (nebula): KCA IKS LoS KCA IKS TanQut KCA IKS TlhuHu KCA IKS QaHom form KF2 construct KSY1 turn 2/3: contact? contact: 4 FCA's *won toss KCA IKS LoS KCA IKS TanQut KCA IKS TlhuHu KCA IKS QaHom vs FCA USS Arizona FCA USS Montezuma FCA USS Kukulkan FCA USS Darwin. FCA USS Arizona FCA USS Montezuma FCA USS Kukulkan FCA USS Darwin destroyed. KCA IKS TanQut destroyed. Other Klingons undamaged.



System 5 (asteroid field/heavy): FCA USS Washington damage: 12/35 FCA USS Jefferson damage: 6/35 FCA USS Independence damage: 5/35 form FF2 construct FSY1 turn 2/3 contact? No contact.



Turn 4)

(0510.29)

System 1 (nebula): KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom form KF2 construct KSY1 turn 3/3: contact? no contact



System 5 (asteroid field/heavy): FCA USS Washington damage: 12/35 FCA USS Jefferson damage: 6/35 FCA USS Independence damage: 5/35 form FF2 construct FSY1 turn 3/3 contact? No contact.



Turn 4)

(0510.30)

System 1 (nebula):KF2 (KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom) on station KSY1 construct KCA IKS QultuH turn 1/3: contact? No contact



System 5 (asteroid field/heavy): FF2 (FCA USS Washington damage: 12/35 FCA USS Jefferson damage: 6/35 FCA USS Independence damage: 5/35) on station. Repair stage 1/2. FSY1 construct FCA USS Montgomery turn 1/3 contact? No contact.



Turn 5)

(0610.01)

System 1 (nebula):KF2 (KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom) on station KSY1 construct KCA IKS QultuH turn 2/3: contact? No contact



System 5 (asteroid field/heavy): FF2 (FCA USS Washington damage: 12/35 FCA USS Jefferson damage: 6/35 FCA USS Independence damage: 5/35) on station. Repair stage 2/2. FSY1 construct FCA USS Montgomery turn 2/3 contact? No contact.



Turn 6)

(0610.01)

System 1 (nebula):KF2 (KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom) on station KSY1 construct KCA IKS QultuH turn 3/3: contact? Contact 4 FCA's *won toss. KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom KSY1 vs FCA USS Charleston FCA USS Jerusalem FCA USS Cairo FCA USS Newport. FCA USS Charleston FCA USS Jerusalem FCA USS Cairo FCA USS Newport destroyed. No damage to Klingons



System 5 (asteroid field/heavy): FF2 (FCA USS Washington FCA USS Jefferson FCA USS Independence) on station. FSY1 construct FCA USS Montgomery turn 3/3 contact? No contact.



Command College:



What Are Your Orders, Captain?



"Drift" (ENT Era)



Responding to a distress signal, Captain Erika Hernandez of the Columbia NX-02 discovers a planet near the edge of known Romulan space that presents a unique dilemma. The planet, designated Alpha Galorus IV, is part of a region of space that drifts into Romulan territory due to the unique nature of galactic drift in the sector and the imprecise mapping of the just-settled treaty boundary. Based on projections, the planet (which is home to a vital sensor outpost staffed by more than a hundred scientists) will begin its journey through the neutral zone in less than a day. At that point, there will be no way to retrieve the scientists or the vital sensor data without violating the hard-fought treaty. While it is a simple matter to upload the sensor data, it is doubtful that the limited transport facilities of Columbia could bring up all of the scientists in the short time remaining.



What Are Your Orders, Captain?



Post your solution in the YahooGroup or through the blogsite's 'comment' feature.



"Captain's Log"



"... no matter what it costs..."



(Post-TNG Era)

Captain William T Riker

USS Titan



Galorndan Core has been a source of trouble between the Federation and the Romulan Empire since the very birth of the Federation. When the Romulan peace treaty was established, there were a few systems along the edge of the nuetral zone that actually drifted across the treaty boundary due to the effect of galactic drift in the area, as well as the imprecise mapping of the time. Many of those systems contained colonies that were civilian in nature and actually capable of evacuating themselves. Galorndan Core, known as Galorus IV at the time, was a different matter. It was a surveillance outpost, put there specifically to watch for any Romulans coming back to settle the score.



The actions taken by Captain Erika Hernandez of the NX Class Columbia at the time, while safeguarding the assets on the planet without provoking a resumption of warfare, inadvertantly ensured that Earth and the Romulans would be at odds over Galorndan Core for the next two hundred years. Now, as political upheaval in the Empire has presented us with the possibilty of either lasting peace or another war, Galorndan Core again finds itself at the flashpoint. As the planet begins to drift across the same poorly drawn political line from two centuries ago, the diplomatic team on the Titan will find itself joining forces with a Romulan diplomatic team to forge another treaty, this time based on more than the desperation of mutually assured destruction. As Ambassador Spock has said, we have more than fear and mistrust in common. And just as Captain Hernandez did what she did because there was no alternative, we also have no alternative. We will find a lasting solution, no matter what it costs.



For next week. write a 100+ word log entry including the phrase "... the benefit of hindsight...". Post it in the yahoo group or on the blogsite's "comment" feature for a Command College Point.



Dev Notes:

You wouldn't know it to watch the site, but it's actually been a reasonably productive week... or two. June's calender image is done, though I have yet to scan it. An exhausting couple of weeks at work, as well as a blow-dryer blowing through the desert southwest has sucked much of the motivation out of me, including the little necessary to connect the scanner to the computer. Long story, don't ask. I did snap a picture of it with my smart little Palm Treo 650, and I might just upload that. Pathetic is better than nothing at all. Space Terrain rules now apply to Head to Head Sector Assault, which is making things extremely dicey for the Klingon fleet. And that, among other things, may breath life back into Fifty Points. Here are those space terrain rules so far. just in case you're curious and forgot from last time.



The rules are for asteroid fields, nebula, black hole accretion disc. I only have rules for heavy cruisers now, but that'll change. Here are the rules so far:



Asteroid field



-heavy

--to hit: roll 6

--accident rate

volley 1 roll of 6 roll for damage

volley 2 roll of 5-6 roll for damage

volley 3 roll of 4-6 roll for damage

volley 4 roll of 3-6 roll for damage

volley 5 roll of 2-6 roll for damage

volley 6 roll for damage



-medium

--to hit: roll 5-6

--accident rate

volley 4 roll of 6 roll for damage

volley 5 roll of 5-6 roll for damage

volley 6 roll of 4-6 roll for damage

volley 7 roll of 3-6 roll for damage

volley 8 roll of 2-6 roll for damage

volley 9 roll for damage



-light

--to hit: roll 2-6

--accident rate

volley 6 roll of 6 roll for damage

volley 7 roll of 5-6 roll for damage

volley 8 roll of 4-6 roll for damage

volley 9 roll of 3-6 roll for damage

volley 10 roll of 2-6 roll for damage

volley 11 roll for damage



Nebula

temp 20% damage to simulate loss of shields

need 3-6 to hit



Black Hole Accretion Disc

need 3-6 to hit

--accident rate

volley 4 roll of 6 roll for damage

volley 5 roll of 5-6 roll for damage

volley 6 roll of 4-6 roll for damage

volley 7 roll of 3-6 roll for damage

volley 8 roll of 2-6 roll for damage

volley 9 roll for damage

volley 10 roll 1-3 to escape black hole.



These blog entries are now going to be automatically updated to Twitter.

Friday, June 4, 2010

Head to Head Sector Assault Update

Now using space terrain rules in Head to Head Sector Assault... and it is making things interesting. No longer a walkover for the Klingons..