Thursday, July 29, 2010

Stardate 0710.29 Warship Log IKS Etlh Recovery of Warship Lancer

Captain Sompek in Command of IKS Etlh, leading warships DuranQo and Lursor.
We have been ordered to Tholian Space to investigate disappearance of the
Heavy Cruiser IKS Lancer. We penetrated a dense asteroid field, each
suffering minor damage to shields. Upon emerging from asteroid cluster, we
found three Tholian Kelva Class Heavy Cruisers waiting for us. They appear
to have been expecting us, and the advantage initially was theirs....

volley 1 roll o 6 roll for damage
KCA1 evade?6 damage?4 /35 y
KCA2 evade? damage? /35 n
KCA3 evade?4 damage?3 /35 y

volley 2 roll of 5-6 roll for damage
KCA1 evade? damage? /35 n
KCA2 evade? damage? /35 n
KCA3 evade?5 damage?2 /35 y

volley 3 roll of 4-6 roll for damage
KCA1 evade?2 damage?3 1/35 y
KCA2 evade?5 damage?5 /35 y
KCA3 evade? damage? /35 n

volley 4 roll of 3-6 roll for damage
KCA1 evade? damage? 1/35 n
KCA2 evade?6 damage?4 /35 y
KCA3 evade?4 damage?5 1/35 y

volley 5 roll of 2-6 roll for damage
KCA1 evade? damage? 1/35 n
KCA2 evade?1 damage?4 3/35 y
KCA3 evade? damage? 1/35 n
*lost toss

KCA1 rolls: o/d
KCA2 rolls: o/d
KCA3 rolls: o/d
CA1 rolls: o/d/w
CA2 rolls: o/d/w
CA3 rolls: o/d/w
results
KCA1 damage: 1/35
KCA2 damage: 3/35
KCA3 damage: 1/35
CA1 damage: /15
CA2 damage: /15
CA3 damage: /15

Monday, July 26, 2010

Mixed Mission Opening Logs

The Mixed Mission is simply a combination of several 'minigame' scenarios.

A trio of Klingon heavy cruisers (the IKS QultuH IKS ej'wo and IKS ToQ) is
tasked with penetrating a medium asteroid field to determine the location of
a missing Etlh Class Cruiser, lost in Federation space. At the heart of the
asteroid is a weapon platform that holds the location of the missing ship.
The Klingon taskforce will have to disable the platform and download the
sensor data, then find the missing ship and bring it home.

Once the wolfpack penetrated the field (suffering minor damage in the
process), they encountered three Federation Heavy Cruisers, the USS Chekov
USS Entebbe and USS Constitution. After a pitched battle, the Klingons
(suffering still more damage), destroyed the FCA's and moved on to the
weapon platform. Here are the logs:

(Penetrating Asteroid Field)

volley 1 roll of 6 roll for damage
KCA IKS QultuH evade? damage? /35 n
KCA IKS ej'wo evade? damage? /35 n
KCA IKS ToQ evade? 2 damage?1 /35 y

volley 2 roll of 5-6 roll for damage
KCA IKS QultuH evade? damage?n /35
KCA IKS ej'wo evade? damage?n /35
KCA IKS ToQ evade?5 damage?y 5 /35

volley 3 roll of 4-6 roll for damage
KCA IKS QultuH evade?4 damage?5 1/35 y
KCA IKS ej'wo evade?4 damage?3 /35 y
KCA IKS ToQ evade?2 damage?2 /35 y

volley 4 roll of 3-6 roll for damage
KCA IKS QultuH evade?3 damage?3 1/35 y
KCA IKS ej'wo evade?1 damage?4 3/35 y
KCA IKS ToQ evade? damage? /35 n

volley 5 roll of 2-6 roll for damage
KCA IKS QultuH evade?6 damage?3 1/35 y
KCA IKS ej'wo evade?1 damage?3 5/35 y
KCA IKS ToQ evade?3 damage?3 /35 y

(Facing Three Fed Heavy Cruisers)

KCA IKS QultuH rolls:50 30(1)o/20d
KCA IKS ej'wo rolls:10 10(1)o/d
KCA IKS ToQ rolls:10 10(1)o/d
FCA USS Chekov rolls:50 20(1)o/30d
FCA USS Entebbe rolls:20 o/20d
FCA USS Constitution rolls:30 o/15(1)15d
results
KCA IKS QultuH damage: 1/35
KCA IKS ej'wo damage: 5/35
KCA IKS ToQ damage: 3/35
FCA USS Chekov damage: 5/15
FCA USS Entebbe damage: /15
FCA USS Constitution damage: /15

KCA IKS QultuH rolls:50 25(1)o/25d
KCA IKS ej'wo rolls:10 o/10d
KCA IKS ToQ rolls:40 30(1)o/10d
FCA USS Chekov rolls:10 o/10d
FCA USS Entebbe rolls:20 o/10(1)10d
FCA USS Constitution rolls:40 o/40(1)d
results
KCA IKS QultuH damage: 1/35
KCA IKS ej'wo damage: 5/35
KCA IKS ToQ damage: 3/35
FCA USS Chekov damage: 5/15
FCA USS Entebbe damage: /15
FCA USS Constitution damage: /15

KCA IKS QultuH rolls:10 10(1)o/10d
KCA IKS ej'wo rolls:30 20(1)o/10d
KCA IKS ToQ rolls:20 20(3)o/d
FCA USS Chekov rolls:20 o/20d
FCA USS Entebbe rolls:40 o/20(1)20d
FCA USS Constitution rolls:20 o/10(1)10d
results
KCA IKS QultuH damage: 1/35
KCA IKS ej'wo damage: 5/35
KCA IKS ToQ damage: 3/35
FCA USS Chekov damage: 5/15
FCA USS Entebbe damage: /15
FCA USS Constitution damage: 10 /15

KCA IKS QultuH rolls:30 20(3)o/10d
KCA IKS ej'wo rolls:10 o/10d
KCA IKS ToQ rolls:40 40(3)o/d
FCA USS Chekov rolls:60 o/30(3)30d
FCA USS Entebbe rolls:20 o/10(3)10d
FCA USS Constitution rolls:30 20(3)o/20d
results
KCA IKS QultuH damage: 1/35
KCA IKS ej'wo damage: 5/35
KCA IKS ToQ damage: 23/35
FCA USS Chekov damage: 5/15
FCA USS Entebbe damage: /15
FCA USS Constitution damage: 10 /15

KCA IKS QultuH rolls:50 40(1)o/10d
KCA IKS ej'wo rolls:40 20(1)o/20d
KCA IKS ToQ rolls:30 30(2)o/d
FCA USS Chekov rolls:20 o/20d
FCA USS Entebbe rolls:10 o/10d
FCA USS Constitution rolls:30 o/30d
results
KCA IKS QultuH damage: 1/35
KCA IKS ej'wo damage: 5/35
KCA IKS ToQ damage: 23/35
FCA USS Constitution damage: 10 /15

KCA IKS QultuH rolls:50 25o/25d
KCA IKS ej'wo rolls:10 o/d
KCA IKS ToQ rolls:50 o/d
FCA USS Constitution rolls:20 o/20d
results
KCA IKS QultuH damage: 1/35
KCA IKS ej'wo damage: 5/35
KCA IKS ToQ damage: 23/35
FCA USS Constitution destroyed


The Weapon Platform now lies ahead...

Friday, July 23, 2010

Blalock Class Fast (Penetration) Cruiser

The latest cruiser to come out of the Starfleet Advanced Starship Design
Division orbitting Saturn, the Blalock Class Fast (Penetration) Cruiser is a
radical departure from accepted Earth starship designs, incorporating
multiple stealth technologies that accomplish the goal of secrecy necessary
to the Blalock's mission without violating the anti-cloaking restrictions of
the Treaty of Algeron. The Blalock is heavily armed, with multiple
trilithium-depleted quantum torpedo launchers while projecting a minimal,
fast-dispersing warp trail that make the Blalock the ideal craft for quickly
penetrating hard targets with minimal chance for detection.


TNG Era Blalock Class Design by Mrs Kapact
Description by Kapact

Special Update

A heatwave and lack of internet has kept me from posting the update for a
while. It will return to normalcy soon. In meantime, I have continually
retweaked Medium Assault for simplicity and playability, and it looks good
at the moment. Here are the current rules:

Each team starts with one base and three heavy cruisers. Goal is to capture
all bases to stop other teams from rebuilding. To capture a base, travel to
it and defeat any enemies guarding it. To use a base for repair, you must
sit on it for one turn (for friendly bases) two turns (for unclaimed bases)
or three turns (for enemy bases, after all enemy forces defeated). For
respawn, you must sit on it for two turns (for friendly bases) three turns
(for unclaimed bases) or four turns (for enemy bases, after all enemy forces
defeated).

Once you have three bases, your total goes up six ships (which you can place
as you like), which is the maximum number you can have. If you lose bases,
you retain those ships gained.

Once you have three bases, you are subect to one random encounter from
pirate forces while in transit between bases. 1d6 (4-6) for random encounter
(1d6 roll, 1-2, 3-5, 6) pirate forces consisting of:
A) one heavy cruiser (1,2)
B) two destroyers (3-5)
C) three frigates (6)

Bases have no offensive capabilities and are not targetable.

I am also working on a very short scenario, kind of a mini-game, where you
encounter a damaged ally ship. You have five volleys to repair the ship (by
rolling a 1d6 and subtracting the result from its damage) before enemies
show up. Obviously, the more you can repair the damaged ally, the longer it
can hang in the fight. I'm thinking about moving the scenario into a black
hole accretion disc, just to add sauce.

There is also the concept of a tourney-fest, where you start combat in a
frigate and work your way up to a dreadnought. I have played that before,
but was unimpressed. The concept is a good one, but it obviously needs work.

I also created the bigger cousin to a DEFSAT. This is the Weapon Platform.
It has a multiplier of 7, but takes 100 points of damage. So it doesn't pack
a huge punch, but it has a really really thick skin. It comes across as a
legit and challenging aspect, and I can see obvious uses in a longer
mission. (Imagine, for example, having to infiltrate a heavy asteroid belt,
being intercepted by enemy frigates enroute, then finding their base, built
within an asteroid-based weapon platform. You have to overcome the defenses
and then beam a boarding party on board to free prisoners and download the
enemy database. All of that is playable with these minigames)

I do have July and August calendar images, but the heatwave has been
crippling. Expect the July image soon, and the August image at the first of
the month.

Friday, July 16, 2010

Star Trek Enterprise Retro-Spective "Civilization"

Civilization is hardly an original story. They encounter a “Minshara” Class planet along their path with an interesting-looking pre-industrial society. This gives T’Pol a chance to remind them about the Vulcan’s non-interference policy (that will of course become the Federation’s Prime Directive), and it gives Archer and Trip a chance to remind her that Enterprise is a human starship and they’re in charge. Anyway, as they’re scanning the planet and Hoshi is learning that she is going to go down there when they pick up massive neutrino emissions that T’Pol suggests come from an antimatter reactor. Obviously someone else is down there. So Archer, T’Pol, Trip and Hoshi all submit to Phlox’s plastic surgery (two small, vertically placed sets of ridges) and put on period costumes and take a shuttlepod down.


They track the neutrino emissions to a curio shop, which is closed up for the night. Trip uses a 22nd century lock pick to break in, and they are led to another door, which is protected by an energy screen. While they’re contemplating this, they’re accosted by a (hand-sized) crossbow-wielding woman who thinks that they are part of the same group of people making secret night time deliveries that she is convinced are contributing to many unexplained illnesses. While Archer is trying to talk his way out of trouble, T’Pol stuns her with a phase pistol blast in the back. Archer doesn’t like this, but it works, and he gets the woman back to her attic, hoping to get answers from her. All he gets is the name of the guy who owns the shop. Archer comes back the next day to see the guy, Garos, who quickly realizes that Archer and Trip are from another province. Archer scans him, and says that they know he’s knows he’s an alien. Garos scans him and says the same thing. Archer tells Garos where they’re from, and Tucker says that they detected the signature from Garos’s reactor. Garos says that he’s from the Malurian system (slated to be wiped out by Nomad in the 23rd century) who led a survey mission to the planet two years ago, but decided to stay because he liked it so much. He says that he uses the antimatter reactor as a fabrication device (like a TNG replicator). Archer implies that the reactor is tied to the illnesses. Garos denies it and says that the apothecary (Riann, the pretty girl that Archer likes) is lying. Archer wants to look at the reactor, but Garos turns him away.

In Riann’s shop, Archer and T’Pol talk to her about the illness, and she explains that the illnesses start at the same time that Garos arrived. Archer orders T’Pol to take the others back up to the ship to give Phlox some samples to analyze. He wants to stay to see if he can learn more about Garos and the mysterious night deliveries. T’Pol cautions him about cultural contamination, rather snidely tells him, to enjoy the tea that Riann made, and leaves.

On the ship, Phlox remarks that Riann has done some excellent forensic work, and discovers that the water sample is contaminated with tetracyanate 622, a highly toxic synthetic compound used as an industrial lubricant.

On the planet, a glitch in the (invisible) universal translator gives Archer an excuse to kiss Riann. Then they catch someone making a night delivery. They follow him in. Eventually the man unloads a crate and conveniently leaves it in the forest. Archer moves to investigate when a ship descends from the sky and tractors the crate up and away. A man jumps out of a tree and gets in a fight with Archer, who eventually knocks him out. Then Archer sees that the guy is wearing a latex map. Archer peels the mask away to reveal a scaly face. They scrabble for the phase pistol. Archer gets to it and stuns the guy. They come back to the lab and use the guy’s equipment to deactivate the force field and go in. Looking from a control room, they see a huge cavern with other people and machinery. Archer informs T’Pol that they Malurians are mining a veridium isotope that T’Pol explains is used to manufacture explosives. Archer and Riann take a guess at deactivating the dampening field, so that Trip can beam the reactor up, but when they do it, they are locked in and the Malurian ship rises from orbit and fires some heavy weaponry at Enterprise. On the planet, Archer and Riann are arguing with Garos. Eventually they manage to get the power cut (somehow) and rush out of the room.

Trip beams the reactor up, and (on T’Pol’s orders) out into space where they detonate it to bring down the Malurian ship’s shields. Then T’Pol orders their weapons arrays destroyed. That finishes the fight. After losing a shoot-out on the planet, the Malurians leave. The Enterprise removes the mining equipment, and Archer delivers some medicine to cure the population. He tells Riann that T’Pol’s people will make sure the Malurians don’t come back. Then he steals one more kiss before moving on.

This story really has been done a thousand times in a thousand ways, and honestly, there is nothing that Enterprise does to improve it. At the same time, we get to see a Malurian before Nomad wipes them out, and we get to see T’Pol with long hair that suits her. Overall, the episode itself isn’t bad. Not great, not original, as I’ve said, and not one that I’ll feel compelled to go back to specifically. But it was also not stupid or poorly done. Not the most enthusiastic recommendation, but a rather unenthusiastic thumbs up.
Next Up: “Fortunate Son”

Wednesday, July 14, 2010

Head to Head Sector Assault Turn Logs Stardate 0710.14

Victory as the Imperial Klingon Fleet finally smashes Federation lines...

As predicted, the loss of half of the Federation fleet ended up crippling
them. The Second Federation Fleet (FCA USS Washington FCA USS Independence
FCA USS Montgomery) arrived at System 4 and were met by a Random Klingon
Fleet of five heavy cruisers and were easily destroyed. That Klingon fleet,
joined as the Third Klingon Fleet and began to build a shipyard while
waiting to be joined by the Second Klingon Fleet. At the same time, the lone
Federation shipyard attempted to rebuild a fleet, but repeatedly got beaten
up by random Klingon fleets happy to go to StoVoKor trying to destroy FSY1
(the Federation Shipyard).

As the Second Klingon Fleet marched from system to system, it encountered
two black hole accretion discs and small Federation fleets. Quick, easy
passage, no need to build shipyards. After bringing the Federation Random
Fleet Disadvantage down to -4, the combined Imperial Klingon Fleet of ten
ships pushed through the heavy asteroid field protecting the Fed shipyard in
System 5, and took it down easily. That was it till Miller Time.

As for lessons learned, well, the Feds had an equal shot here. It was mainly
determined by lucky rolls for a Klingon convoy that gutted the Federation
Fleet. I also played that convoy pretty aggressively. I made an effort to do
the same with a Fed convoy, but it came off way differently. I can't say for
sure if I played them evenly. But I also know that the rolls made the
difference in each case, At the same time, I'm pretty happy with the system
for integrating space terrain. I'll play it through again soon to give that
system a further playtest. Here are the final turn logs:

Turn 19)
(0710.10)
System 1 (nebula): KCA IKS KetaH KCA IKS IwtuQ on station KSY1 construct KCA
IKS DuranQo turn 1/3: Contact: No contact.

Open Space (From System 2-3) KF2 (KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom
KCA IKS QultuH KCA IKS ej'wo KCA IKS ToQ) arrives. Contact? Ffr1-5, FCA
1,2.*lost toss. Ffr1-5, FCA 1,2 destroyed. KCA IKS LoS destroyed. Other
Klingons undamaged. Fed Random Fleet Disadvantage at -2. KF2 departs for
System 3.

System 5 (asteroid field/heavy): FCA USS Alexander Hamilton FCA USS Benjamin
Harrison on station. FSY1 construct FCA USS Guadalcanal turn 1/3 contact? No
contact

System 4 (nebula) KF3 (KCA IKS Wa KCA IKS Cha KCA IKS Wej KCA IKS Qeng KCA
IKS Shod) construct KSY2 1/2. Contact? Contact 4 FCA's *won toss. KCA IKS
Wa KCA IKS Cha KCA IKS Wej KCA IKS Qeng KCA IKS Shod vs FCA USS Lincoln FCA
USS Grant FCA USS Seward FCA USS Jefferson. FCA USS Lincoln FCA USS Grant
FCA USS Seward FCA USS Jefferson destroyed. Klingons undamaged.

Turn 20)
(0710.11)
System 1 (nebula): KCA IKS KetaH KCA IKS IwtuQ on station KSY1 construct KCA
IKS DuranQo turn 2/3: Contact: No contact.

System 3 (black hole accretion disc) KF2 (KCA IKS TlhuHu KCA IKS QaHom KCA
IKS QultuH KCA IKS ej'wo KCA IKS ToQ) arrives. Contact: 1 FCA. FCA USS
Askaban vs KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH KCA IKS ej'wo KCA IKS
ToQ. FCA USS Askaban destroyed. Klingons undamaged. KF2 departs for open
space.

System 5 (asteroid field/heavy): FCA USS Alexander Hamilton FCA USS Benjamin
Harrison on station. FSY1 construct FCA USS Guadalcanal turn 2/3 contact? No
contact.

System 4 (nebula) KF3 (KCA IKS Wa KCA IKS Cha KCA IKS Wej KCA IKS Qeng KCA
IKS Shod) construct KSY2 2/3 Contact? No contact.

Turn 21)
(0710.11)
System 1 (nebula): KCA IKS KetaH KCA IKS IwtuQ on station KSY1 construct KCA
IKS DuranQo turn 3/3: Contact: No contact.

Open Space (From System 3-4) KF2 (KCA IKS TlhuHu KCA IKS QaHom KCA IKS
QultuH KCA IKS ej'wo KCA IKS ToQ) arrives. Search for convoy: No contact.

System 5 (asteroid field/heavy): FCA USS Alexander Hamilton FCA USS Benjamin
Harrison on station. FSY1 construct FCA USS Guadalcanal turn 3/3 contact? No
contact.

System 4 (nebula) KF3 (KCA IKS Wa KCA IKS Cha KCA IKS Wej KCA IKS Qeng KCA
IKS Shod) construct KSY2 3/3 Contact? No contact.

Turn 22)
(0710.11)
System 1 (nebula): KCA IKS KetaH KCA IKS IwtuQ KCA IKS DuranQo on station
KSY Construct KCA IKS Lorgh turn 1/3. Contact? No contact.

Open Space (From System 3-4) KF2 (KCA IKS TlhuHu KCA IKS QaHom KCA IKS
QultuH KCA IKS ej'wo KCA IKS ToQ) arrives. Search for convoy: Ffr1-5, FCA
USS 1,2. *won toss Ffr1-5, FCA USS 1,2 destroyed. KCA IKS TlhuHu destroyed.
Other Klingons undamaged. Federation Random Fleet Disadvantage now at -3.
KF2 departs for System 4

System 5 (asteroid field/heavy): FCA USS Alexander Hamilton FCA USS Benjamin
Harrison FCA USS Guadalcanal on station. FSY1 construct FCA USS Constitution
turn 1/3 contact? No contact.

System 4 (nebula) KF3 (KCA IKS Wa KCA IKS Cha KCA IKS Wej KCA IKS Qeng KCA
IKS Shod) on station. KSY2 construct KCA IKS Tcheng turn 1/3 Contact? 3
FCA's *lost toss. KCA IKS Wa KCA IKS Cha KCA IKS Wej KCA IKS Qeng KCA IKS
Shod vs FCA USS Heinlein FCA USS Bradbury FCA USS Anderson. FCA USS Heinlein
FCA USS Bradbury FCA USS Anderson destroyed. Klingons undamaged.

Turn 23)
(0710.11)
System 1 (nebula): KCA IKS KetaH KCA IKS IwtuQ KCA IKS DuranQo on station
KSY Construct KCA IKS Lorgh turn 2/3. Contact? No contact.

System 4 (nebula) KF2, KF3 Combine as IKF1(KCA IKS Wa KCA IKS Cha KCA IKS
Wej KCA IKS Qeng KCA IKS Shod KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH
KCA IKS ej'wo KCA IKS ToQ) on station. KSY2 construct KCA IKS Tcheng turn
2/3 Contact? 1 FCA. KCA IKS Wa KCA IKS Cha KCA IKS Wej KCA IKS Qeng KCA IKS
Shod KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH KCA IKS ej'wo KCA IKS ToQ
vs FCA USS Olympus Mons. FCA USS Olympus Mons destroyed. Klingons undamaged.

System 5 (asteroid field/heavy): FCA USS Alexander Hamilton FCA USS Benjamin
Harrison FCA USS Guadalcanal on station. FSY1 construct FCA USS Constitution
turn 2/3 contact? Contact: 5 KCA's. FCA USS Alexander Hamilton FCA USS
Benjamin Harrison FCA USS Guadalcanal FSY1 vs KCA IKS Rokeg KCA IKS Rataj
KCA IKS Targh KCA IKS Bregit KCA IKS Gagh. KCA IKS Rokeg KCA IKS Rataj KCA
IKS Targh KCA IKS Bregit KCA IKS Gagh destroyed. FCA USS Benjamin Harrison
FCA USS Guadalcanal destroyed. FCA USS Alexander Hamilton damage: 30/35.
FSY1 undamaged.

Turn 23)
(0710.12)
System 1 (nebula): KCA IKS KetaH KCA IKS IwtuQ KCA IKS DuranQo on station
KSY Construct KCA IKS Lorgh turn 3/3. Contact? No contact

System 4 (nebula) IKF1(KCA IKS Wa KCA IKS Cha KCA IKS Wej KCA IKS Qeng KCA
IKS Shod KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH KCA IKS ej'wo KCA IKS
ToQ) on station. KSY2 construct KCA IKS Tcheng turn 3/3 Contact? Contact: 3
FCA's *won toss. KCA IKS Wa KCA IKS Cha KCA IKS Wej KCA IKS Qeng KCA IKS
Shod KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH KCA IKS ej'wo KCA IKS ToQ
KSY2 vs FCA USS Bozeman FCA USS Geneva FCA USS Akagi. FCA USS Bozeman FCA
USS Geneva FCA USS Akagi destroyed. Klingons undamaged. IKF1 departs for
open space.

System 5 (asteroid field/heavy): FCA USS Alexander Hamilton (30/35) FSY1
construct FCA USS Constitution turn 3/3 contact? Contact: 5 KCA's *won toss.
FCA USS Alexander Hamilton (30/35) FSY1 vs KCA IKS Klolode KCA IKS Klothos
KCA IKS Rotarran KCA IKS Mempa KCA IKS K'tanga. KCA IKS Klolode KCA IKS
Klothos KCA IKS Rotarran KCA IKS Mempa KCA IKS K'tanga destroyed. FCA USS
Alexander Hamilton destroyed. KSY1 undamaged.

Turn 24)
(0710.12)
System 1 (nebula): KCA IKS KetaH KCA IKS IwtuQ KCA IKS DuranQo KCA IKS Lorgh
on station KSY1 idle.

Open Space (System 4-System 5)IKF1(KCA IKS Wa KCA IKS Cha KCA IKS Wej KCA
IKS Qeng KCA IKS Shod KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH KCA IKS
ej'wo KCA IKS ToQ) arrive. Contact? No contact.

System 5 (asteroid field/heavy): FCA USS Constitution on site FSY1 construct
FCA USS Mount Vernon turn 1/3 contact? No contact

Turn 25)
(0710.13)
System 1 (nebula): KCA IKS KetaH KCA IKS IwtuQ KCA IKS DuranQo KCA IKS Lorgh
on station KSY1 idle. Contact? No contact.

Open Space (System 4-System 5)IKF1(KCA IKS Wa KCA IKS Cha KCA IKS Wej KCA
IKS Qeng KCA IKS Shod KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH KCA IKS
ej'wo KCA IKS ToQ) arrive. Contact? No contact.

System 5 (asteroid field/heavy): FCA USS Constitution on site FSY1 construct
FCA USS Mount Vernon turn 2/3 contact? No contact

Turn 26)
(0710.13)
System 1 (nebula): KCA IKS KetaH KCA IKS IwtuQ KCA IKS DuranQo KCA IKS Lorgh
on station KSY1 idle.

Open Space (System 4-System 5)IKF1(KCA IKS Wa KCA IKS Cha KCA IKS Wej KCA
IKS Qeng KCA IKS Shod KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH KCA IKS
ej'wo KCA IKS ToQ) arrive. Contact. Ffr1-5, FCA1.*won toss. Ffr1-5, FCA1
destroyed. Klingons undamaged. Federation Random Fleet Disadvantage now
at -4. KF2 departs for System 4 IKF1 departs for System 5.

System 5 (asteroid field/heavy): FCA USS Constitution on site FSY1 construct
FCA USS Mount Vernon turn 3/3 contact? No contact.

Turn 27)
(0710.13)
System 1 (nebula): KCA IKS KetaH KCA IKS IwtuQ KCA IKS DuranQo KCA IKS Lorgh
on station KSY1 idle.

System 5 (asteroid field/heavy): FCA USS Constitution FCA USS Mount Vernon
on site FSY1 construct FCA USS Monticello turn 1/3 IKF1(KCA IKS Wa KCA IKS
Cha KCA IKS Wej KCA IKS Qeng KCA IKS Shod KCA IKS TlhuHu KCA IKS QaHom KCA
IKS QultuH KCA IKS ej'wo KCA IKS ToQ) arrive. KCA IKS Wa KCA IKS Cha KCA IKS
Wej KCA IKS Qeng KCA IKS Shod KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH
KCA IKS ej'wo KCA IKS ToQ vs FCA USS Constitution FCA USS Mount Vernon FSY1
*lost toss. FCA USS Constitution FCA USS Mount Vernon FSY1 destroyed. KCA
IKS Wa damage 2/35 KCA IKS Wej damage 10/35 KCA IKS Qeng damage 1/35 KCA IKS
Shod damage 3/35. Other Klingons undamaged.

Turn 27)
(0710.13)
System 1 (nebula): KCA IKS KetaH KCA IKS IwtuQ KCA IKS DuranQo KCA IKS Lorgh
on station KSY1 idle.

System 5 (asteroid field/heavy): IKF1( KCA IKS Wa 2/35 KCA IKS Cha KCA IKS
Wej 10/35 KCA IKS Qeng 1/35 KCA IKS Shod 3/35KCA IKS TlhuHu KCA IKS QaHom
KCA IKS Qultu HKCA IKS ej'wo KCA IKS ToQ) on station. Contact: 1 FCA. KCA
IKS Wa 2/35 KCA IKS Cha KCA IKS Wej 10/35 KCA IKS Qeng 1/35 KCA IKS Shod
3/35KCA IKS TlhuHu KCA IKS QaHom KCA IKS Qultu HKCA IKS ej'wo KCA IKS ToQ vs
FCA USS Poseiden. FCA USS Poseiden destroyed. Klingons undamaged.

Klingons win with 17 points
Victory Conditions/Points-
Shipyards 2
Fleet size 10
Random Attack Fleet capacity 6 (max) 5

Friday, July 9, 2010

Head to Head Sector Assault Turn Logs Stardate 0710.09

Klingons March to Victory! Death Blow for the Federation?

On Turn 17, both sides encounter their first enemy convoy, vitally important
to the war effort, because it degrades the enemy's ability to attack fleets
and installations. The Klingons dealt very easily with the Federation
convoy, destroying it, and giving the Feds a random fleet disadvantage
of -1. The.Feds ran into more trouble. The Klingon convoy leader sacrificed
the freighters (which would have been lost anyway) to distract the
attackers, and destroyed three of the Federation ships, the USS Norfolk, USS
John Quincy Adams and FCA USS Jefferson. The Klingon convoy was destroyed,
resulting in a random fleet disadvantage of -1, but the Fed fleet suffered a
potentially crippling blow. The remaining elements of the Second Federation
Fleet, USS Washington, USS Independence and USS Montgomery made it to System
4... only to be destroyed by five randomly generated Klingon ships in. Bad
business for the Feds, because now the Klingons can build up System 4 and
mass for an attack on the Fed asteroid base in System 5. So the end may be
in sight for the Feds, unless they get lucky with random fleets.
Things went far less disastrously for the Second Klingon Fleet. They found a
black hole accretion disc in System 2. There they ancountered two random
attacking Feds, the USS Whiley and USS Ratchett. Before anyone got sucked
into the black hole, the Klingons destroyed the two Feds and moved on
(obviously there are no shipyards built in black hole accretion discs), So
here is the situation: In System 5, USS Alexander Hamilton and USS Benjamin
Harrison are on station with FSY1. They are in the middle of a heavy
asteroid field which helps. There are five Klingon heavy cruisers in System
Four that may build up and mass and wait for the Klingon Second Fleet (which
is in System Two). That will give the Feds plenty of time to rebuild, but
they could conceivably end up facing twelve Klingons. That should be the
final battle. Here are the two rather pivotal turn logs:


17)
(0710.07)
System 1 (nebula): KCA IKS KetaH on station KSY1 construct KCA IKS IwtuQ
turn 2/3: Contact: 3 FCA's. KCA IKS KetaH KSY1 vs FCA USS Karzai FCA USS
Bremmer FCA USS Acquino. FCA USS Karzai FCA USS Bremmer FCA USS Acquino
destroyed. Klingons undamaged.

Open Space (From System 1-2) KF2 (KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom
KCA IKS QultuH KCA IKS ej'wo KCA IKS ToQ) search for Fed convoy Contact:
Ffr1-5 w/2 FCA's. KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH
KCA IKS ej'wo KCA IKS ToQ vs Ffr1-5 FCA USS 1,2 *won toss. Ffr1-5 FCA USS
1,2 destroyed. Klingons undamaged. Fed Random Fleet Disadvantage now at -1.
KF2 Departs for System 2.

System 5 (asteroid field/heavy): FCA USS Alexander Hamilton on station. FSY1
construct FCA USS Benjamin Harrison turn 2/3 contact? No contact.

Open Space (From System 5-4) FF2 (FCA USS Washington FCA USS Jefferson FCA
USS Independence FCA USS Montgomery FCA USS Norfolk FCA USS John Quincy
Adams) search for Klingon convoy Contact: Contact: Kfr1-5 w/2 KCA's. FCA USS
Washington FCA USS Jefferson FCA USS Independence FCA USS Montgomery FCA USS
Norfolk FCA USS John Quincy Adams vs Kfr1-5, KCA IKS 1,2.*won toss. Kfr1-5,
KCA IKS 1,2 destroyed. USS Norfolk FCA USS John Quincy Adams FCA USS
Jefferson destroyed. FCA USS Washington FCA USS Independence FCA USS
Montgomery undamaged. Klingon Random Fleet Disadvantage now at -1. FF2
departs for System 4.

Turn 18)
(0710.08)
System 1 (nebula): KCA IKS KetaH on station KSY1 construct KCA IKS IwtuQ
turn 3/3: Contact: 3 FCA's *won toss. KCA IKS KetaH KSY1 vs FCA USS Antares
FCA USS Procyon FCA USS Infininatum. FCA USS Antares FCA USS Procyon FCA USS
Infininatum destroyed. Klingons undamaged.

System 2 (black hole accretion disc) KF2 (KCA IKS LoS KCA IKS TlhuHu KCA IKS
QaHom KCA IKS QultuH KCA IKS ej'wo KCA IKS ToQ) arrives. Contact: 2
FCA's.*won toss KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH KCA
IKS ej'wo KCA IKS ToQ vs FCA USS Whiley FCA USS Ratchett. FCA USS Whiley FCA
USS Ratchett destroyed. Klingons undamaged.KF2 (KCA IKS LoS KCA IKS TlhuHu
KCA IKS QaHom KCA IKS QultuH KCA IKS ej'wo KCA IKS ToQ) depart for open
space.

System 5 (asteroid field/heavy): FCA USS Alexander Hamilton on station. FSY1
construct FCA USS Benjamin Harrison turn 3/3 contact? Contact: 4 KCA's.*won
toss FCA USS Alexander Hamilton FSY1 vs KCA IKS A'Qim KCA IKS IntoQ KCA IKS
Norgh KCA IKS Chetlhu'. KCA IKS A'Qim KCA IKS IntoQ KCA IKS Norgh KCA IKS
Chetlhu' destroyed. Feds undamaged.

System 4 (nebula) FF2 (FCA USS Washington FCA USS Independence FCA USS
Montgomery) arrives. Contact: 5 KCA's *lost toss FCA USS Washington FCA USS
Independence FCA USS Montgomery vs KCA IKS Wa KCA IKS Cha KCA IKS Wej KCA
IKS Qeng KCA IKS Shod. FCA USS Washington FCA USS Independence FCA USS
Montgomery destroyed. Klingons undamaged.

Monday, July 5, 2010

Fifty Points Turn Log Stardate 0710.03 Phase Two of the Tholian Assault on the Triangle Zone

Phase Two of the Tholian Assault on the Triangle Zone
Tholians attempt two major assaults on the Federation First Fleet and one on
the Klingon Black Fleet before making wider incursions in the Triangle Zone.
Romulans refine first shipment of duranium.
Turn 60)
0610.27
Federation: Turn 9/15 Tholian attack? Contact. 6 Tholian 2X TBCH 2X TCC TCV
TDD vs FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer
FDD USS Gallipoli FDD USS Entebbe FCA USS Kukulkan *lost toss.. 2X TBCH 2X
TCC TCV TDD destroyed. Feds undamaged 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 9/15 Tholian attack? Contact 1 Tholian CC *lost toss. KCVC IKS
Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek KCA IKS Chang KCA IKS
Kolikos KCA IKS Mazeppa vs TCC. TCC destroyed. No damage to Klingons KSY1
begins construct KCA4 turn 2/3. 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 9/15 Tholian attack? No 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 TBL. TCL 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 5/5
(af,14)
Turn 61)
0710.03
Federation: Turn 10/15 Tholian attack? Contact. 3 Tholian (TCC) Command
Cruiser X12 (TBCH) Heavy Battlecruiser X15 (TDN) Dreadnought X20 vs FDN USS
Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS
Gallipoli FDD USS Entebbe FCA USS Kukulkan *lost toss (TCC) Command Cruiser
X12 (TBCH) Heavy Battlecruiser X15 (TDN) Dreadnought X20 destroyed. Feds
undamaged. 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 10/15 Tholian attack? No contact. KSY1 begins construct KCA4
turn 3/3. 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 10/15 Tholian attack? No contact. 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 5/5 (af,14)

Head to Head Sector Assault Rules

Head to Head Sector Assault is a Simple Combat Game for 1 to 2 players. See  Simple Combat Resources for templates.

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 attack fleets 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.
--Alternate space terrain rules:
If you want a more challenging game, roll 1d6 when you first arrive
in-system. 1-2= nebula 3-4=asteroid field (in that case, roll another 1d6:
1-2= light, 3-4=medium, 5-6=heavy) 5-6= black hole accretion disc. In an
asteroid field, ships must travel five turns (volleys) to penetrate the
field to get to or set up the base. In a black hole accretion disc, a base
would obviously not survive. Otherwise, use the following space terrain
rules:
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.
Open Space:
Enemy convoys will only be encountered in open spaces. Roll for encounter
(1d6: 1-3). 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 (1d6: 5-6), 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.There is no limit to the number
of ships you can group in a fleet, and no limit to the number of fleets you
can field. 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 three
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
Random Attack Fleet capacity 6 (max)
You must conquer 5 systems and attain 13+ VC points

Head to Head Sector Assault Turn Logs Stardate 0710.03

Klingon and Federation Forces fight off random attacks and finalize initial
defenses on bases systems. As of Turn 16, Stardate 0710.03, both had
departed bases for open space in search of enemy convoys.


Turn 14)
(0610.29)
System 1 (nebula):KF2 (KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom KCA IKS
QultuH KCA IKS ej'wo KCA IKS ToQ) on station KSY1 construct KCA IKS KetaH
turn 2/3: contact? Contact: 3 FCA's *lost toss KCA IKS LoS KCA IKS TlhuHu
KCA IKS QaHom KCA IKS QultuH KCA IKS ej'wo KSY1 vs FCA USS Grant FCA USS
Richmond FCA USS Philadelphia . FCA USS Grant FCA USS Richmond FCA USS
Philadelphia destroyed. Klingons undamaged.

System 5 (asteroid field/heavy): FF2 (FCA USS Washington FCA USS Jefferson
FCA USS Independence FCA USS Montgomery FCA USS Norfolk FCA USS John Quincy
Adams) on station. FSY1 construct FCA USS Alexander Hamilton turn 2/3
contact? Contact. 4 KCA's FCA USS Washington FCA USS Jefferson FCA USS
Independence FCA USS Montgomery FCA USS Norfolk FCA USS John Quincy Adams
FSY1 vs KCA IKS Bekk KCA IKS Mingham KCA IKS Tuman KCA IKS ShoQ. KCA IKS
Bekk KCA IKS Mingham KCA IKS Tuman KCA IKS ShoQ destroyed. Feds undamaged

Turn 15)
(0710.03)
System 1 (nebula):KF2 (KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom KCA IKS
QultuH KCA IKS ej'wo KCA IKS ToQ) on station KSY1 construct KCA IKS KetaH
turn 3/3: No contact.

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

Turn 16)
(0710.03)
System 1 (nebula):KF2 (KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom KCA IKS
QultuH KCA IKS ej'wo KCA IKS ToQ) departs for open space. KCA IKS KetaH on
station KSY1 construct KCA IKS IwtuQ turn 1/3: Contact: 2 FCA's. *won toss.
KCA IKS KetaH KSY1 vs FCA USS Excalibur FCA USS Prince of Wales. FCA USS
Excalibur FCA USS Prince of Wales destroyed. Klingons undamaged

System 5 (asteroid field/heavy): FF2 (FCA USS Washington FCA USS Jefferson
FCA USS Independence FCA USS Montgomery FCA USS Norfolk FCA USS John Quincy
Adams) departs for open space. FCA USS Alexander Hamilton on station. FSY1
construct FCA USS Benjamin Harrison turn 1/3 contact? No contact.

Medium Assault Turn Logs Stardate 0710.03

Opening moves of the Medium Assault have Klingon, Federation and Romulan
forces grabbing territory. All three will soon have three bases, and will
then begin adding ships and be subject to pirate attacks between bases.

Turn 1)
(0610.23)
Fed: 1 (a,1)
Klingon: 11 (f,13)
Romulan: 4 (j,3)

Turn 2)
(0610.25)
Fed: (a,2)
Klingon: 11 (e,12)
Romulan: (j,2)

Turn 3)
(0610.25)
Fed: (a,3)
Klingon: 11 (d,12)
Romulan:2(1/2) (j,1)

Turn 4)
(0610.27)
Fed: 3(1/2) (a,4)
Klingon: 10 (c,11)
Romulan:2(2/2) (j,1)

Turn 5)
(0710.03)
Fed: (b,5)
Klingon: (g,12)
Romulan:(i,4)

Turn 6)
(0710.03)
Fed: (b,6)
Klingon: (h,11)
Romulan:(h,5)

Turn 7)
(0710.03)
Fed: Six (b,7)
Klingon: Nine (h,10)
Romulan:(h,6)

Turn 8)
(0710.03)
Fed: Six (1/2) (b,7)
Klingon: Nine (1/2) (h,10)
Romulan: Seven (h,7)

Simple Combat Resources

Simplified Combat

Random Encounter Chart
Roll=Result
2 (DS) Defense Sat X1/(FR) Freighter/(CS) Construction Ship X2
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/ (SY)Shipyard X100/75 (reroll, 50/50)

Race-Specific Rules:

Tholians (Web rules)
If you want to throw a web on someone, you have to put a third
of your points toward the web for three consecutive volleys. The web is
considered to be up as of the next volley. At that point, you have three
volleys to fire on a powerless opponent. That's right, only you roll, put
one third on maintaining the web, and put the rest on offense and your
opponent cannot attack or defend. But only for three turns. Then the
web is gone.

In the case of a fleet engagement, multiple Tholians can throw a web over an
equal number of enemy craft, and the destruction of any contributing Tholian
brings down the whole web.

Template

IKS rolls: o/d
USS rolls: o/d
results
IKS damage: /
USS damage: /