It has been a good long time since I published a Summary of Events. Not retired, not out of ideas. Mrs Kapact and I have spent the peak of the summer in the desert southwest in an apartment without adequate air conditioning. So things sometimes get delayed. But the heat seems to be on the wane, the air conditioner is doing a bit better, and this August is in fact the fourth anniversary of Fantasy Trek. So we're back at work. There has been a number of developments in gameplay and formulas, etc, so rather than the standard summary, this is going to be, more than anything else, a big developer's diary. Expect the normal features, including Command College to return next week.
The normal ongoing games, like DusaQ VeS and Fifty Points and Medium Assault have not been played. I've been concentrating on an involved Mixed Mission. This involves standard Simple Combat games that start out in a medium asteroid field, continue with an assault on a weapons platform, and conclude with a repair rendezvous scenario. The idea is that you are ordered to investigate the disappearance of a friendly heavy cruiser. You must first penetrate an asteroid field, then fight off three enemy heavy cruisers. After destroying them, you discover an armored outpost that has information about the missing ship. Overcome the outpost's formidable defenses, download the info, then destroy the outpost. The data leads you to the damaged ship. Repair it quickly, and deal with the enemies who show up to destroy you.
It's a fun minigame, something to play on the bus, or during commercials. One of the things I wanted when I created Fantasy Trek. Here is some of the rpg written around that game:
Captain Sompek recovers warship Lancer
In Command of IKS Etlh, leading warships DuranQo and Lursor. We destroyed the three Tholian Kelva Class Heavy Cruisers, then downloaded the location of the Lancer from a heavily defended Tholian Weapon Platform. Then we warped to the Lancer and aided in its repair before destroying three Tholian frigates. Then we warped back to base. The mission was an overwhelming success.
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:60 40(1)o/20d
KCA2 rolls:60 40(2)o/20d
KCA3 rolls:10 o/10d
CA1 rolls:10 o/10d/w
CA2 rolls:40 o/40d/w
CA3 rolls:30 30(3)o/d/w
results
KCA1 damage: 1/35
KCA2 damage: 3/35
KCA3 damage: 21/35
CA1 destroyed
CA2 destroyed
CA3 damage: /15
KCA1 rolls:30 30o/d
KCA2 rolls:50 50o/d
KCA3 rolls:20 20o/d
CA3 rolls:40 o/40d/w
results
KCA1 damage: 1/35
KCA2 damage: 3/35
KCA3 damage: 21/35
CA1 destroyed
CA2 destroyed
CA3 destroyed
KCA1 rolls:60 60o/d
KCA2 rolls:50 50o/d
KCA3 rolls:40 40o/d
X7WepPlat rolls:42 o/42d
results
KCA1 damage: /35
KCA2 damage: 2/35
KCA3 damage: 20/35
WepPlatdamage:destroyed
KCA1 rolls:1
KCA2 rolls: 6
KCA3 rolls: 5
X10Heavy Cruiser damage: 22/35
KCA1 rolls:2
KCA2 rolls:6
KCA3 rolls:1
X10Heavy Cruiser damage: 13/35
KCA1 rolls:1
KCA2 rolls:3
KCA3 rolls:3
X10Heavy Cruiser damage: 6/35
KCA1 rolls:40 31(1)o/9d
KCA2 rolls:30 15(1)15(2)o/d
KCA3 rolls:60 15(1)45(3)o/d
X10Heavy Cruiser rolls: o/d
X4Frigate rolls:24 o/16d/8(4)w
X4Frigate rolls:8 o/5(1)d/3(4)w
X4Frigate rolls:12 o/8(1)d/4(4)w
results
KCA1 damage: /35
KCA2 damage: 2/35
KCA3 damage: 20/35
X10Heavy Cruiser damage: 6/35
X4Frigate destroyed
X4Frigate destroyed
X4Frigate destroyed
Success
First Tutorial:
Now that Fantasy Trek has been keeping me away from worthier endeavours for four years now, I thought it might be good to actually make a tutorial. This first tutorial takes the player through the very basics of Simple Combat. You may or may not enjoy it, but you'll know how it's done.
You have completed every academic exercise that the Starfleet Academy Command College has to offer. You are among the best and the brightest. Now it's time to take the center seat as Captain.
While your missions will not be restricted to combat, it would be extremely unwise to turn you loose on the galaxy without the training required to defend your ship and crew. To that end, you have been assigned to the training vessel USS Yorktown, a Constitution II Class Heavy Cruiser. Once on board, you will report to the bridge and take command. Stand by for transport.
::Transport successful, Starfleet Command::
::Acknowledged. Escort the Captain to the bridge. Starfleet out.::
The Constitution Phase Two Class, also known as the Constitution II Class, is designed to be an all-around workhorse, capable of operating independently for extended periods, with minimal need for starbase support. It is based on the the original Constitution Class, a design still unparalleled in overall success in deep space. It is more than capable of undertaking a wide range of missions, from science to defense. It features science and medical labs that rival those of a starbase. Like the Galaxy Class, it is capable of Saucer Separation and Reintegration. Unlike the Galaxy Class, however, the Constitution II's saucer is capable of independent warp flight. You will find it a most capable ship.
::Captain on the bridge!::
Welcome to the bridge, and your first command. Open the sealed orders labeled "Command Training Mission One" and proceed accordingly.
Command Training Mission One
The Vulcans have asked us to help them out with a small problem. A solar probe of theirs in the Rigel system has begun to malfunction, and may fall into that system's sun. Normally that wouldn't be a problem, but this probe contains equipment that could cause solar flares that would wipe out the memory core of a nearby science station. The Vulcans have downloaded the data from the probe, and have asked us to destroy it before it falls into the sun. The Yorktown is the closest starship to Rigel, Captain, and this is the perfect opportunity to familiarize you with the Yorktown's offensive capabilities. Order your helm officer to set course for the Rigel sun.
::Course set for Rigel. Ahead, warp factor six.::
When you arrive, your helm officer will bring you into range of the solar probe and await your orders.
::We've arrived in the Rigel System, Captain. We have the probe in range. What are your orders?::
The Simple combat system is a quick and easy way of engaging in and resolving combat between starships and/or installations like shipyards and outposts in minutes. Here is a quick tutorial, pitting your Heavy Cruiser against the Vulcan solar probe:
In the single-player simple combat game, you roll for both sides. To start, you'll roll for your target first, then yourself. Later in the game you'll see how to change that and add more of a challenge to the simple combat game.
Roll a single 6-sided die (known as 1d6). That first roll will show the defensive capacity of the probe. Then roll the 6-sided die again, and multiply that number by 10 (the Heavy Cruiser Class has a multiplier of X10). That is the amount of energy you have to work with. Since the probe has no offensive capability, you can use all of your energy for weapons. Here is a sample roll:
X1Probe rolls: 6
X10(CA)Heavy Cruiser rolls:30
That is the allocation phase of simple combat. The results phase computes the results. For cadet missions, your ship is capable of sustaining 30 points of damage before it is destroyed. Your targets can sustain 15 points damage. In this example, the cadet ship did 24 points of damage to the probe, easily destroying it.
X1Probe damage: 24/15= destroyed.
X10(CA)Heavy Cruiser damage: /30
Now it's your turn. Roll for the probe, then for yourself:
X1Probe rolls:
X10(CA)Heavy Cruiser rolls: o/d
Now compute the damage:
X1Probe damage: /15
X10(CA)Heavy Cruiser damage: /30
Repeat, if necessary, until the probe has been destroyed. When you are finished, scroll down to your next orders.
Allocation-
X1Probe rolls:
X10(CA)Heavy Cruiser rolls: o/d
Results-
X1Probe damage: /15
X10(CA)Heavy Cruiser damage: /30
Allocation-
X1Probe rolls:
X10(CA)Heavy Cruiser rolls: o/d
Results-
X1Probe damage: /15
X10(CA)Heavy Cruiser damage: /30
Allocation-
X1Probe rolls:
X10(CA)Heavy Cruiser rolls: o/d
Results-
X1Probe damage: /15
X10(CA)Heavy Cruiser damage: /30
Congratultions on the success of your first mission. While you were busy, there was a report from the tenth planet in this system that requires your immediate response. Order your helm officer to perform an in-system warp to get you there.
::course already plotted, Captain. Awaiting your orders::
While you're in transit, I'll tell you what we know. A Feren ifreighter has left orbit with a shipment of Tylium ore that was stolenfrom an independent contractor. Tylium is extremely valuable, but also extremely volatile. Tylium fires have been known to burn away the atmospheres of entire planets when mishandled. Intercept the Ferengi and try to talk them into releasing their cargo. You are authorized to grant them amnesty if necessary. If that doesn't work, knock down the Ferengi's shields and beam the Tylium directly from their cargo bay. Despite its volatility, it is completely transporter safe. Do not destroy the Ferengi freighter.
::coming out of warp, Captain. The freighter is in communications and weapons range::
To order the Ferengi to surrender, roll a 1d6. A result of 1 or 2 means that they agree.
1d6=1,2: agree - 3-6 refuse
If they do not immediately agree, roll the 1d6 again. A result of 1,2 or 3 means that they agree. Anything else means they refuse, and are attempting to escape:
1d6=1,2,3: agree - 4-6 refuse
If they refuse, you'll have to engage them and bring down their shields. Here's how you do that.
We'll start with a template similar to the one you used earlier.
Allocation-
X2Freighter rolls: o/d
X10(CA)Heavy Cruiser rolls: o/d
Results-
X2Freighter damage: /15
X10(CA)Heavy Cruiser damage: /30
You can see that the freighter has a multiplier of X2. It also has offensive capabilities. You won't really have to worry about that, bu tit requires a bit of attention to bring down the Freighter's shields without destroying it. Shield strength is always one-fifth of a ship's damage potential. So if a ship has 15 points damage potential, you have to do 3 points damage to bring down the shields. Here is an example of how to do that:
Allocation-
--roll a 1d6 for the Ferengi, and multiply by X2--
X2Freighter rolls:4 o/4d
(with only 4 points available, you decide to allocate those points to defense)
-roll a 1d6 for your ship and multiply by X10--
X10(CA)Heavy Cruiser rolls:20 7o/13d
(in order to do only 3 points of damage, you must only allocate 7 points to offense. Put the rest on defense)
Results-
X2Freighter damage: 3/15
X10(CA)Heavy Cruiser damage: /30
With the Ferengi shields down, you are free to beam the cargo to your ship and release the Ferengi. Now it's your turn:
(Remember, whatever defense the Ferengi offers, put no more than 3 points more into your offense)
X2Freighter rolls: o/d
X10(CA)Heavy Cruiser rolls: o/d
Results-
X2Freighter damage: /15
X10(CA)Heavy Cruiser damage: /30
repeat as necessary until the Ferengi sustains 3/15 points damage, then scroll down to the next session.
X2Freighter rolls: o/d
X10(CA)Heavy Cruiser rolls: o/d
Results-
X2Freighter damage: /15
X10(CA)Heavy Cruiser damage: /30
X2Freighter rolls: o/d
X10(CA)Heavy Cruiser rolls: o/d
Results-
X2Freighter damage: /15
X10(CA)Heavy Cruiser damage: /30
X2Freighter rolls: o/d
X10(CA)Heavy Cruiser rolls: o/d
Results-
X2Freighter damage: /15
X10(CA)Heavy Cruiser damage: /30
X2Freighter rolls: o/d
X10(CA)Heavy Cruiser rolls: o/d
Results-
X2Freighter damage: /15
X10(CA)Heavy Cruiser damage: /30
X2Freighter rolls: o/d
X10(CA)Heavy Cruiser rolls: o/d
Results-
X2Freighter damage: /15
X10(CA)Heavy Cruiser damage: /30
Congratulations. You've just completed your first training mission. Return to Starbase One for debriefing.
Debriefing:
You are now familiar with the basic simple combat game. While there are
advanced variations, the premise remains the same. Every class ship has a multiplier. Roll a 1d6 for your opponent, and the same for you. The idea of rolling for your opponent may seem unusual, but it makes this simple text-based game a single player game. In developing this game, I've had more than two hundred single-player simple combat engagements, with which I have tweaked and adjusted the formula to what seems like a good balance. The single-player method works for me. It should work for you. There is, however, PvP (Player vs Player) which is a great challenge. During the Advanced Command Training Mission, you'll learn some interesting and challenging variations, as well as Boarding Party/Landing Party missions and Fleet engagements. In the Command Training Graduate Mission, you'll put it all together, and be given the chance to save the legendary Kobayashi Maru. One hint: Just like James T Kirk, in Fantasy Trek, we don't believe in the no-win scenario.
So how are we supposed to save the Kobayashi Maru? Beats me. Throw apples at the Klingons maybe?
Casual Gaming:
Based on feedback from a valuable source (my sister) regarding the Simple Combat Tutorial, and as a result, I've started work on a casual game. Similar to Simple Combat, but without multipliers or an allocation phase. Each ship class has a defense rating representing the amount of damage it can sustain, and once that it passed, the ship is out of the game. Depending on your preference, it is either destroyed or taken out of combat, towed to a friendly base for repair and debrief.
Using that idea, I did an initial run of the "Repair Rendezvous" Scenario from the "Starfleet Command" games that I have adapted for Fantasy Trek, giving the heavy cruiser a defensive rating of 20. The results were encouraging.
We start off with a Fed CA encountering another Fed CA that has sustained 19/20 damage. It has three rolls to repair the damaged ship. In these three rolls, it repaired 8 points of damage:
FCA1 rolls:2
FCA2 damage: 17/20
FCA1 rolls:3
FCA2 damage: 14/20
FCA1 rolls:3
FCA2 damage: 11/20
After that, the enemy (Klingon CA) appears. It automatically divides its fire between the two ships. If there is an odd number, the majority of fire goes to the damaged ship. I suppose, though, if I was the Klingon (hard as that is to imagine), I might try to finish off the damaged ship first. So obviously this is still a work in progress. But the casual format seems to work. Here are the rest of the logs:
FCA1 rolls:2
FCA2 rolls:1
KCA1 rolls:6
results
FCA1 damage: 3/20
FCA2 damage: 14/20
KCA1 damage: 3/20
FCA1 rolls:3
FCA2 rolls:2
KCA1 rolls:4
results
FCA1 damage: 5/20
FCA2 damage: 16/20
KCA1 damage: 8/20
FCA1 rolls:3
FCA2 rolls:4
KCA1 rolls:3
results
FCA1 damage: 6/20
FCA2 damage: 18/20
KCA1 damage: 15/20
FCA1 rolls:4
FCA2 rolls:5
KCA1 rolls:4
results
FCA1 damage: 8/20
FCA2 damage: 20/20 destroyed
KCA1 damage: 24/20 destroyed
I also created and worked through rules for the Klingon Mauler Cruiser. The Mauler Cruiser is a huge gun with a ship frame essentially built around it. The weapon itself has a capacitor which stores allocated energy that is fired after (no less than) three turns. It is heavily armored, taking 50 points damage (compared to the normal maximum 35). While it is building up its energy, it must allocate a minimum of one-third (1d6 roll, with a X10 multiplier) of its points to the weapon. Here is the Simple Combat Template (power allocation phase):
KCAM rolls: o{offense}/d{defense}/m{mauler}(/3){mauler allocation, turn
_of 3}
1st Turn:
-if a 6 is rolled, the allocation could be this:
KCAM rolls:60 o/40d/20(FCA1)m(1/3)
2nd Turn:
-if a 3 is rolled, the allocation could be this:
KCAM rolls:30 o/20d/10(FCA1)m(2/3)
3rd Turn:
-if a 2 is rolled, the allocation could be this:
KCAM rolls:20 o/13d/7(FCA1)m(3/3)
So on the third turn, the Mauler Cruiser would have a total of 37 points offensive capability. Note that on the 3rd turn, I rounded that 1/3rd up to a 7. Also, depending on the rolls of the other ships, the Mauler can put more than 1/3rd into its capacitor. So on that third turn, the Mauler could have potentially had a total of 110 points directed at its target.
In the combat logs below, I've noted whether the toss was won or not.
Interesting to note that the Klingons didn't lose on the first two turns, when it actually lost the toss. The third time, when the Klingons lost the toss. And of course, that is determined by rolling a 1-3 on a 1d6, and allows the player to roll first or second, just like the coin toss in a football game. Also of interest in the third round, the Mauler chooses to stop the build up of energy to go all defense. In that case, the energy is lost, and the Mauler, if it survives, starts over on the next round.
The combat logs show the importance of drawing first blood, of upsetting the balance of power in your favor.
Round One *lose toss
KCA1 rolls:30 o/30d
KCA2 rolls:60 o/30(3)30d
KCAM rolls:20 o/20d/m(/3)
FCA rolls:10 o/10d
FCA rolls:30 30(3)o/d
FCA rolls:30 30(3)o/d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM damage: 10/50
FCA damage: /35
FCA damage: /35
FCA damage: /35
KCA1 rolls:30 o/15(3)15d
KCA2 rolls:20 o/10(3)10d
KCAM rolls: o/23d/17(1)m(1/3)
FCA rolls:50 25(3)o/25d
FCA rolls:20 o/20d
FCA rolls:10 10(3)o/d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM damage: 10/50
FCA damage: /35
FCA damage: /35
FCA damage: /35
KCA1 rolls:30 o/15(3)15d
KCA2 rolls:60 20(2)o/20(3)20d
KCAM rolls:30 o/20d/10(1)m(2/3)
FCA rolls:30 15(3)o/15d
FCA rolls:30 10(3)o/20d
FCA rolls:10 o/10d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM damage: 10/50
FCA damage: /35
FCA damage: /35
FCA damage: /35
KCA1 rolls:30 o/15(3)15d
KCA2 rolls:50 15(1)o/20(3)15d
KCAM rolls:40 o/d/40(1)m(3/3) 67
FCA rolls:20 o/20d
FCA rolls:50 25(3)o/25d
FCA rolls:20 10(3)o/10(1)d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM damage: 10/50
FCA destroyed
FCA damage: /35
FCA damage: /35
KCA1 rolls:50 25(2)o/25d
KCA2 rolls:40 40(2)o/d
KCAM rolls:30 o/d/30(3)m(1/3)
FCA destroyed
FCA rolls:40 o/40d
FCA rolls:60 o/60d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM damage: 10/50
FCA destroyed
FCA damage: 25/35
FCA damage: /35
KCA1 rolls:60 30(2)o/30d
KCA2 rolls:20 20(2)o/d
KCAM rolls:30 o/d/30(3)m(2/3)
FCA destroyed
FCA rolls:40 o/40d
FCA rolls:20 o/20(2)d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM damage: 10/50
FCA destroyed
FCA destroyed
FCA damage: /35
KCA1 rolls:20 20o/d
KCA2 rolls:60 60o/d
KCAM rolls:10 o/d/10m(3/3) 60
FCA destroyed
FCA destroyed
FCA rolls:60 o/60d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM damage: 10/50
FCA destroyed
FCA destroyed
FCA destroyed
Round Two *lose toss
KCA1 rolls:30 o/15(3)15d
KCA2 rolls:10 o/10d
KCAM rolls:40 o/30d/m(/3)
FCA rolls:30 15(3)o/15d
FCA rolls:30 30(3)o/d
FCA rolls:10 10(3)o/d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM damage: 10/50
FCA damage: /35
FCA damage: /35
FCA damage: /35
KCA1 rolls:20 o/10(3)10d
KCA2 rolls:60 60(1)o/d
KCAM rolls:50 o/25d/25(3)m(1/3)
FCA rolls:30 15(3)o/15d
FCA rolls:40 20(3)o/20d
FCA rolls:20 o/20(1)d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM damage: 10/50
FCA damage: 25/35
FCA damage: /35
FCA damage: /35
KCA1 rolls:60 20(1)o/20(3)20d
KCA2 rolls:60 60(2)o/d
KCAM rolls:40 o/26d/m14(3)(2/3) 25+
FCA rolls:50 o/50d
FCA rolls:20 o/20d
FCA rolls:50 20(2)o/40(2)d
results
KCA1 damage: /35
KCA2 damage: 20/35
KCAM damage: 10/50
FCA damage: 25/35
FCA damage: /35
FCA damage: /35
KCA1 rolls:40 o/20(3)20d
KCA2 rolls:10 o/10d
KCAM rolls:50 o/d/50m14(3)(3/3) 39+
FCA rolls:60 o/30(2)30d
FCA rolls:50 o/25(3)25d
FCA rolls:10 o/10d
results
KCA1 damage: /35
KCA2 damage: 20/35
KCAM damage: 10/50
FCA damage: 25/35
FCA damage: /35
FCA destroyed
KCA1 rolls:40 40(1)o/d
KCA2 rolls:40 40(1)o/d
KCAM rolls:60 o/d/60(2)m(1/3)
FCA rolls:60 o/60d
FCA rolls:40 15(2)25(1)o/d
FCA destroyed
results
KCA1 damage: 25/35
KCA2 destroyed
KCAM damage: 10/50
FCA destroyed
FCA damage: /35
FCA destroyed
KCA1 rolls:30 o/30d
KCA2 destroyed
KCAM rolls:10 o/d/m10(2)m(2/3) +60
FCA destroyed
FCA rolls:30 o/30d
FCA destroyed
results
KCA1 damage: 25/35
KCA2 destroyed
KCAM damage: 10/50
FCA destroyed
FCA damage: /35
FCA destroyed
KCA1 rolls:30 o/30d
KCA2 destroyed
KCAM rolls: o/d/10 m(3/3) +70
FCA destroyed
FCA rolls:60 o/60d
FCA destroyed
results
KCA1 damage: 25/35
KCA2 destroyed
KCAM damage: 10/50
FCA destroyed
FCA damage: 20/35
FCA destroyed
KCA1 rolls:20 20o/d
KCA2 destroyed
KCAM rolls: o/d/60m(1/3)
FCA destroyed
FCA rolls:10 o/10d
FCA destroyed
results
KCA1 damage: 25/35
KCA2 destroyed
KCAM damage: 10/50
FCA destroyed
FCA damage: 30/35
FCA destroyed
KCA1 rolls:10 o/10d
KCA2 destroyed
KCAM rolls:20 o/d/20m(2/3) +60
FCA destroyed
FCA rolls:30 30(1)o/d
FCA destroyed
results
KCA1 damage: 25/35
KCA2 destroyed
KCAM damage: 10/50
FCA destroyed
FCA damage: 30/35
FCA destroyed
KCA1 rolls:10 o/10d
KCA2 destroyed
KCAM rolls:40 o/26(1)d/14m(3/3) +80
FCA destroyed
FCA rolls:50 50(1)o/d
FCA destroyed
results
KCA1 destroyed
KCA2 destroyed
KCAM damage: 10/50
FCA destroyed
FCA destroyed
FCA destroyed
Round Three *won toss
KCA1 rolls:10 o/10d
KCA2 rolls:20 o/10(3)10d
KCAM rolls:60 o/40d/20(1)m(1/3)
FCA rolls:50 25(3)o/25d
FCA rolls:10 o/10d
FCA rolls:30 30(3)o/d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM damage: 5/50
FCA damage: /35
FCA damage: /35
FCA damage: /35
KCA1 rolls:10 o/10d
KCA2 rolls:10 o/10d
KCAM rolls: o/60d/()m(/3) capacitor emptied
FCA rolls:60 30(3)o/30d
FCA rolls:60 60(3)o/d
FCA rolls:50 50(3)o/d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM destroyed
FCA damage: /35
FCA damage: /35
FCA damage: /35
KCA1 rolls:10 o/10d
KCA2 rolls:60 40(2)o/d
KCAM destroyed
FCA rolls:10 o/10d
FCA rolls:20 20(1)o/d
FCA rolls:10 o/10(2)d
results
KCA1 damage: /35
KCA2 damage: 10/35
KCAM destroyed
FCA damage: /35
FCA damage: 30/35
FCA damage: /35
KCA1 rolls:40 20(2)o/20d
KCA2 rolls:50 30(2)o/20d
KCAM destroyed
FCA rolls:60 20(2)o/20(2)20d
FCA rolls:60 30(1)o/30d
FCA rolls:20 20(1)o/d
results
KCA1 damage: 30/35
KCA2 damage: 10/35
KCAM destroyed
FCA damage: /35
FCA damage: 30/35
FCA damage: /35
KCA1 rolls:30 o/30d
KCA2 rolls:40 40(2)o/d
KCAM destroyed
FCA rolls:20 o/20d
FCA rolls:10 o/10d
FCA rolls:60 30(2)o/30(2)d
results
KCA1 damage: 30/35
KCA2 destroyed
KCAM destroyed
FCA damage: /35
FCA damage: 30/35
FCA damage: /35
KCA1 rolls:10 o/10d
KCA2 destroyed
KCAM destroyed
FCA rolls:40 o/40(2)d
FCA rolls:60 60o/d
FCA rolls:50 50o/d
results
KCA1 destroyed
KCA2 destroyed
KCAM destroyed
FCA damage: /35
FCA damage: 30/35
FCA damage: /35
As you can see if you read through all of that, Mauler combat can be ugly. It is almost better for drawing enemy fire than as an offensive weapon system.
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Saturday, August 14, 2010
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