Tuesday, September 20, 2011
Fantasy Trek on Facebook
Monday, August 8, 2011
Medium Combat Update
Capt Farrell: 7
Science Cmdr Wells: 3
Engineer Cmdr Radou: 5
Tactical Lt Hassan: 4
USS Exeter (CA) 30 boarding parties vs AI (CA) 30 boarding parties
1 2 3 4 5 6 7 8 9 10 11 12
a __/__/__ /__/__/__/__/__/__/___/___/___
b __/__/__/__/__/__/__/__/__/___/___/___
c __/__/__/__/__/__/__/__/__/___/___/___
d __/__/__/__/__/__/y_/__/__/___/___/___
e __/__/__/__/__/__/__/__/__/___/___/___
f __/__/__/__/_x/__/__/__/__/___/___/___
g __/__/__/__/__/__/__/__/__/___/___/___
h __/__/__/__/__/__/__/__/__/___/___/___
i. __/__/__/__/__/__/__/__/__/___/___/___
j. __/__/__/__/__/__/__/__/__/___/___/___
k __/__/__/__/__/__/__/__/__/___/___/___
l. __/__/__/__/__/__/__/__/__/___/___/___
Roll:
X=2 Y=1
Course
X=135 Y=270
Shields
X Y
F /20 /00
A /20 /20
P /00 /20
S /20 /20
Damage
X Y X Y
Shld Gen /20 /20 Transporters /16 /20
Pha/Dis /20 /20 Bridge /20 /20
Photons /20 /20 Aux Control /20 /20
Sensors /20 /20 Computer /20 /20
Impulse /20 /10 Aux Computer /20 /20
Warp /40 /40 Hull /80 /80
Defense
X Y X Y
Shld Gen /20 /20 Transporters /20 /20
EPha/Dis /20 /20 Bridge /20 /20
Photons /20 /20 Aux Control /20 /20
Sensors /20 /20 Computer /20 /20
Impulse /20 /20 Aux Computer /20 /20
Warp /40 /40 Capture /50 /50
Boarding Parties
X Y
/30 /30
Max Range= 5
Range/X
1x5
2x4
3x3
4x2
5x1
Photons
1=hits
2=hits
3=1d6 2-6 hits
4=1d6 4-6 hits
5=1d6 6 hits
Photons take 2 points to launch each and do 5 points damage per torpedo
Transporter: Range of 1. Shields automatically drop.
Each hit and run attempt uses a boarding party. Each hit and run attempt uses a boarding party. 1d6 vs 1d6 team vs system. Survivors can call for retrieval or attack other systems. Hit and run teams don't count against capture teams.
AI will pursue and attack to weakened shields.
AI will fire max torpedoes as available
AI will self-destruct if completely disabled, but will allow player to surrender if player can get outside of 5-spaces range.
Weapons are omni-directional.
Phasers= x distance modifier.
2 points from roll= 1 point repair (systems/shields)
Performance Modifiers:
Capt Farrell: 7 add 1 to roll
Science Cmdr Wells: 2
Engineer Cmdr Radou: 4
Tactical Lt Hassan: 4
Captain: 7 rating adds 1 to dice total 9 rating adds 2 to dice total, etc
Science: above 5 rating adds to chance to detect without sensors (6 rating adds 1, 7 rating adds 2 etc)
Engineer: 7 rating adds 1 to total phaser damage (8 rating adds 2, 9 rating adds 3 etc). Above 7 rating repairs system with 1 point instead of 2
Tactical: 7 rating adds to damage total (7 rating adds 1, 8 rating adds 2 etc)
Sunday, August 7, 2011
Medium Combat 2.0
Capt Farrell: 7
Science Cmdr Wells: 3
Engineer Cmdr Radou: 5
Tactical Lt Hassan: 4
USS Exeter (CA) 30 boarding parties vs AI (CA) 30 boarding parties
1 2 3 4 5 6 7 8 9 10 11 12
a __/__/__ /_y/__/__/__/__/__/___/___/___
b __/__/__/__/__/__/__/__/__/___/___/___
c __/__/x_/__/__/__/__/__/__/___/___/___
d __/__/__/__/__/__/__/__/__/___/___/___
e __/__/__/__/__/__/__/__/__/___/___/___
f __/__/__/__/__/__/__/__/__/___/___/___
g __/__/__/__/__/__/__/__/__/___/___/___
h __/__/__/__/__/__/__/__/__/___/___/___
i. __/__/__/__/__/__/__/__/__/___/___/___
j. __/__/__/__/__/__/__/__/__/___/___/___
k __/__/__/__/__/__/__/__/__/___/___/___
l. __/__/__/__/__/__/__/__/__/___/___/___
Roll:
X= Y=
Course
X=000 Y=270
Shields
X Y
F /20 /20
A /20 /20
P /20 /20
S /20 /20
Damage
X Y X Y
Shld Gen /20 /20 Transporters /20 /20
Pha/Dis /20 /20 Bridge /20 /20
Photons /20 /20 Aux Control /20 /20
Sensors /20 /20 Computer /20 /20
Impulse /20 /20 Aux Computer /20 /20
Warp /40 /40 Hull /80 /80
Defense
X Y X Y
Shld Gen /20 /20 Transporters /20 /20
Pha/Dis /20 /20 Bridge /20 /20
Photons /20 /20 Aux Control /20 /20
Sensors /20 /20 Computer /20 /20
Impulse /20 /20 Aux Computer /20 /20
Warp /40 /40 Capture /50 /50
Boarding Parties
X Y
/30 /30
Max Range= 5
Range/X
1x5
2x4
3x3
4x2
5x1
Photons
1=hits
2=hits
3=1d6 2-6 hits
4=1d6 4-6 hits
5=1d6 6 hits
Photons take 2 points to launch each and do 5 points damage per torpedo
Transporter: Range of 1 required. Shields automatically drop.
Capture attempt uses same procedure.
AI will pursue and attack to weakened shields.
AI will fire max torpedoes as available
AI will self-destruct if completely disabled, but will allow player to surrender if player can get outside of 5-spaces range.
Weapons are omni-directional.
Phasers= x distance modifier.
2 points from roll= 1 point repair (systems/shields)
Performance Modifiers:
Capt Farrell: 7 add 1 to roll
Science Cmdr Wells: 2
Engineer Cmdr Radou: 4
Tactical Lt Hassan: 4
Captain: 7 rating adds 1 to dice total 9 rating adds 2 to dice total, etc
Science: above 5 rating adds to chance to detect without sensors (6 rating adds 1, 7 rating adds 2 etc)
Engineer: 7 rating adds 1 to total phaser damage (8 rating adds 2, 9 rating adds 3 etc). Above 7 rating repairs system with 1 point instead of 2
Tactical: 7 rating adds to damage total (7 rating adds 1, 8 rating adds 2 etc)
Thursday, August 4, 2011
Medium Combat Update
In a few days I'll put the screenie up : )
Kapact
Tuesday, August 2, 2011
Fantasy Trek Gaming: Photon Torpedo Rules
Sunday, July 31, 2011
Fantasy Trek Gaming Medium Combat Turn 4
Capt Farrell: 7
Science Cmdr Wells: 3
Engineer Cmdr Radou: 4
Tactical Lt Hassan: 4
USS Exeter (CA) 30 boarding parties vs AI (CA) 30 boarding parties
1 2 3 4 5 6 7 8 9 10 11
a__/__/__/__/__/__/__/__/__/___/___/
b__/__/__/__/__/__/__/__/__/___/___/
c__/__/__/__/__/__/__/__/__/___/___/
d__/__/__/__/__/__/__/__/__/___/___/
e__/__/__/__/__/__/__/__/__/___/___/
f __/__/__/__/__/__/__/__/__/___/___/
g__/__/__/__/__/__/__/__/__/___/___/
h__/__/__/__/x_/__/__/__/__/___/___/
i __/__/__/__/__/__/__/__/__/___/___/
j __/__/_y/__/__/__/__/__/__/___/___/
k__/__/__/__/__/__/__/__/__/___/___/
l __/__/__/__/__/__/__/__/__/___/___/
Roll:
X=3 Y=1
Course
X=180 Y=270
Shields
X Y
F /18 /20
A /20 /20
P /20 /20
S /20 /13
Saturday, July 30, 2011
Medium Combat Turn Tfhree
Capt Farrell: 7
Science Cmdr Wells: 3
Engineer Cmdr Radou: 4
Tactical Lt Hassan: 4
USS Exeter (CA) 30 boarding parties vs AI (CA) 30 boarding parties
1 2 3 4 5 6 7 8 9 10 11
a__/__/__/__/__/__/__/__/__/___/___/
b__/__/__/__/__/__/__/__/__/___/___/
c__/__/__/__/__/__/__/__/__/___/___/
d__/__/__/__/__/__/__/__/__/___/___/
e__/__/__/__/__/__/__/__/__/___/___/
f __/__/__/__/__/__/__/__/__/___/___/
g__/__/__/__/__/__/__/__/__/___/___/
h__/__/__/__/x_/__/__/__/__/___/___/
i __/__/__/__/__/__/__/__/__/___/___/
j __/__/_y/__/__/__/__/__/__/___/___/
k__/__/__/__/__/__/__/__/__/___/___/
l __/__/__/__/__/__/__/__/__/___/___/
Roll:
X=6 Y=6
Course
X=180 Y=270
Shields
X Y
F /22 /20
A /20 /20
P /20 /20
S /20 /21
Damage
X Y
Shld Gen /20 /20
Pha/Dis /20 /20
Photons /20 /20
Sensors /20 /20
Impulse /20 /20
Warp /40 /40
Defense
X Y
Shld Gen /20 /20
Pha/Dis /20 /20
Photons /20 /20
Sensors /20 /20
Impulse /20 /20
Warp /40 /40
Capture /50 /50
Boarding Parties
X Y
/30 /30
Max Range= 5
Range/X
1x5
2x4
3x3
4x2
5x1
Transporter: Range of 1 required. Shields automatically drop.
Each hit and run attempt uses a boarding party. 1d6 (1,2) for successful return to ship.
Capture attempt uses same procedure.
AI will pursue and attack to weakened shields.
AI will fire max torpedoes as available
AI will self-destruct if completely disabled, but will allow player to surrender if player can get outside of 5-spaces range.
Weapons are omni-directional. Phasers= x distance modifier. Photons take 2 points to launch, roll for damage (apply modifier)
2 points from roll= 1 point repair (systems/shields)
Performance Modifiers:
Capt Farrell: 7 add 1 to roll
Science Cmdr Wells: 2
Engineer Cmdr Radou: 4
Tactical Lt Hassan: 4
Captain: 7 rating adds 1 to dice total 9 rating adds 2 to dice total, etc
Science: above 5 rating adds to chance to detect without sensors (6 rating adds 1, 7 rating adds 2 etc)
Engineer: 7 rating adds 1 to total phaser damage (8 rating adds 2, 9 rating adds 3 etc). Above 7 rating repairs system with 1 point instead of 2
Tactical: 7 rating adds to damage total (7 rating adds 1, 8 rating adds 2 etc)
Fantasy Trek Gaming Medium Combat Turn 2
USS Exeter (CA) 30 boarding parties vs AI (CA) 30 boarding parties
1 2 3 4 5 6 7 8 9 10 11
a__/__/__/__/__/__/__/__/__/___/___/
b__/__/__/__/__/__/__/__/__/___/___/
c__/__/__/__/__/__/__/__/__/___/___/
d__/__/__/__/__/__/__/__/__/___/___/
e__/__/__/__/__/__/__/__/__/___/___/
f __/__/_x/__/__/__/__/__/__/___/___/
g__/__/__/__/__/__/__/__/__/___/___/
h__/__/__/__/__/__/__/__/__/___/___/
i __/__/__/__/__/__/__/__/__/___/___/
j __/__/__/__/__/__/__/__/__/___/___/
k__/__/__/__/__/__/__/__/__/___/___/
l __/__/__/__/__/__/_y/__/__/___/___/
Roll:
X=3 Y=3
Course
X=180 Y=270
Thursday, July 28, 2011
Fantasy Trek. Gaming: Step by step Medium Combat
Here is step one, with explanations:
Here is my crew with allocated and awarded points:
Capt Farrell: 7
Science Cmdr Wells: 3
Engineer Cmdr Radou: 4
Tactical Lt Hassan: 4
Here is my ship and opponent:
USS Exeter (CA) 30 boarding parties vs AI (CA) 30 boarding parties
Here's the map. I determined the opening placement by rolling 2d6 for each. Ship X starts top left, ship Y starts bottom left. Ship X rolled 3 and 3, so started at 3,c. Ship Y rolled 2 and 1, so started at 10,l
1 2 3 4 5 6 7 8 9 10 11
a__/__/__/__/__/__/__/__/__/___/___/
b__/__/__/__/__/__/__/__/__/___/___/
c__/__/x_/__/__/__/__/__/__/___/___/
d__/__/__/__/__/__/__/__/__/___/___/
e__/__/__/__/__/__/__/__/__/___/___/
f __/__/__/__/__/__/__/__/__/___/___/
g__/__/__/__/__/__/__/__/__/___/___/
h__/__/__/__/__/__/__/__/__/___/___/
i __/__/__/__/__/__/__/__/__/___/___/
j __/__/__/__/__/__/__/__/__/___/___/
k__/__/__/__/__/__/__/__/__/___/___/
l __/__/__/__/__/__/__/__/__/_y_/___/
Next I rolled 1d4 to get initial course heading. 1 would equal 90 degrees, 2 equals 180, 3 equals 270, and 4 equals 000. Both of my ships rolled 2, so start with a course heading 180.
Course
X=180 Y=180
Then I rolled the first point roll. X got 2, Y got 3. But since my captain has 7 experience points, I add 1 to my roll.
Roll:
X=3 Y=3
So we start off with the following points. Tomorrow we'll act on that.
Wednesday, July 27, 2011
Medium Combat Results
Cheers
Kapact
Monday, July 25, 2011
Medium Combat Introduction Part One: Player Setup/Points
Captain
Science Officer
Chief Engineer
Tactical Officer
You start off with 20 character points. You can evenly distribute the points if you wish, or use a unique system, but remember that for every character that gets extra points, another loses them.
Here are the ways that the four characters contribute to victory:
Captain- A strong captain helps everyone. Sufficient points for the captain can add points to your 1d6 roll.
Science Officer- In combat, a science officer with sufficient points can help you to target ships when sensors are disabled.
Chief Engineer- The chief engineer gets more out of your ship. Sufficient points help the engineer to repair damaged systems more efficiently and channel more warp power to phasers.
Tactical Officer- A tactical officer with sufficient points can increase the damage done to enemy systems in combat.
Here are the specifics. Remember that these are just the combat advantages. There is much more to Fantasy Trek.
Captain: 7 rating adds 1 to dice total. 9 rating adds 2 to dice total.
Science: 7 and above rating adds to chance to detect without sensors (7 rating adds 1, 8 adds 2, etc) ##this will be explained later##
Engineer: 7 rating adds to total phaser damage (8 rating adds 2, 9 adds 3, etc) 7 rating repairs systems with 1 point instead of 2. ##this will be explained later##
Tactical: 7 rating adds to damage total (7 rating adds 1, 8 rating adds 2, etc)
Explanations:
Sensors: When sensors are destroyed, an enemy ship that has moved is almost impossible to hit. In order to simulate that 'shot in the dark', you must roll a 1 on a 1d6 roll. Once your science officer has a 7 rating, 1 and 2 gets you a hit. An 8 rating means 1-3 gets you a hit, and etc.
System Repair: It normally takes 2 points from your roll to restore 1 point to a damaged system or shield. An engineer with a 7 rating can get that repair done with just 1 point.
One experience Point (in the medium combat game) is awarded every time you defeat a ship of equal points. Two are awarded for defeating a ship with 3 to 5 points more than you. Three are awarded for defeating a ship with 6 to 8 points more than you. Four are awarded for defeating a ship with 9 to 10 points more than you.
This should pretty much cover player setup and how the points work. Think of how you would set up characters in any other rpg game. That's what I'm trying to do here. If you have any questions or suggestions, please let me know. The next section will detail the ship and its shields and internals, and how they work in combat.
Sunday, July 24, 2011
Rpg rules for medium combat
Roll
X=3 Y=4
Course
X= 90
Y= 90
Shields
X Y
F /20 /20
A /20 /20
P /20 /20
S /20 /20
Damage
X Y
Shld Gen /20 /20
Pha/Dis /20 /20
Photons /20 /20
Sensors /20 /20
Impulse /20 /20
Warp /40 /40
Max Range= 5
Range/X
1x5
2x4
3x3
4x2
5x1
Performance Modifiers:
Captain: above 5 rating adds to dice total (6 rating adds 1, 7 rating adds 2 etc)
Science: above 5 rating adds to chance to detect without sensors (6 rating adds 1, 7 rating adds 2 etc)
Engineer: above 5 rating adds to total phaser damage (6 rating adds 1, 7 rating adds 2 etc). Above 7 rating repairs system with 1 point instead of 2.
Tactical: above 5 rating adds to damage total (6 rating adds 1, 7 rating adds 2 etc)
Tuesday, July 5, 2011
Medium Combat...
I've playtested this three times and won all three times, and while there could be balance tweaks, the basics seem quite sound
Medium Combat Play
1 2 3 4 5 6 7 8 9
a__/__/__/__/__/__/__/__/__/
b_x/__/__/__/__/__/__/__/__/
c__/__/__/__/__/__/__/__/__/
d__/__/__/__/__/__/__/__/__/
e__/__/__/__/__/__/__/__/__/
f_y/__/__/__/__/__/__/__/__/
g__/__/__/__/__/__/__/__/__/
h__/__/__/__/__/__/__/__/__/
i __/__/__/__/__/__/__/__/__/
Roll:
X=6 Y=2
Position
X Y
1,b 1,f
Course
X=000
Y=090
Shields
X Y
F /20 /20
A 20/20 20/20
P /20 /20
S /20 /20
Damage
X Y
Shld Gen /20 /20
Pha/Dis /20 /20
Photons /20 /20
Sensors /20 /20
Impulse /20 4/20
Warp /20 20/20
Max Range= 5
Range/X
1x5
2x4
3x3
4x2
5x1
Combat Rules
Shield damage is determined by facing. Internal system damage is determined by 1d6 roll. Excess damage points get additional 1d6 rolls. Loss of impulse means ship can't move. Loss of sensors means 1d6 chance of hitting target after opponent has moved. Loss of shield generator drops all shields
AI will engage (pursue/attack) under any of the following conditions:
-weapons fire
-player comes within 5 spaces
-three turns
Otherwise AI will use 'Crazy Ivan' rule to maneuver. (every second turn, 1d6 1-2=port, 1d6 3-4=starboard, 1d6 5-6 pursuit)
AI will fire max torpedoes as available
AI will self-destruct if completely disabled, but will allow player to surrender if player can get outside of 5-spaces range.
Weapons are omni-directional. Phasers= x distance modifier. Photons take 2 points to launch, roll for damage (apply modifier)
2 points from roll= 1 point repair
Thursday, June 16, 2011
Fantasy Trek Story Mode: USS Remillard, investigating derelict Korax Class cruiser near Tholian space...
"Yes, XO?"
"Tholian cruiser on intercept course. ETA thirty minutes."
Captain McKinnon smiled. "That would come in real handy, Jose, 'cause all the panels on this Klingon ship are programmed in Tholian script. Maybe they'll be nice enough to translate..."
Monday, June 13, 2011
Fantasy Trek Story-Mode: Stardate 0611.13 USS Remillard crew on the derelict Korax Class warship near Tholian Space...e
"The foil-like substance that the Tholians use for environment suits bleeds off some of their intense heat into whatever it touches. The heat is so intense, in the range of 500 kelvin, that even the tough hull plating of Klingon ship suffers molecular breakdown."
"Remillard to boarding party."
"Go ahead, Commander."
"We've just been advised that a Klingon diplomatic ship is on its way."
Fantasy Trek Play- mode. Simple Combat Head to Head Sector Assault
Thursday, June 9, 2011
Fantasy Trek Story-Mode
USS Remillard Stardate 0611.09 Captain Bindi McKinnon.
"Sensors indicate molecular damage to the hull plating," Commander Brandon reported.
"Is that why the floor is sticky?"
"Yes, captain," Brandon answered, "that's why the floor is sticky."
Wednesday, June 8, 2011
Simple Combat Head to Hesd Sector Assault
Need 3-6 to hit
KCA rolls:40 o/40d
KCA rolls:40 20(1)o/20d hit
KCA rolls:30 o/30d
KCA rolls:20 20(2)o/d hit
KCA rolls:30 30(2)o/d hit
KCA rolls:40 40(2)o/d hit
FCA rolls:50 o/50d
FCA rolls:30 o/30d
FCA rolls:60 o/20(3)40d
FCA rolls:40 o/40d
results
KCA damage: 7/35
KCA damage: 7/35
KCA damage: 7/35
KCA damage: 7/35
KCA damage: 7/35
KCA damage: 7/35
FCA damage: 7/35
FCA destroyed
FCA damage: 7/35
FCA damage: 7/35
Need 3-6 to hit
KCA1 rolls:20 o/20d
KCA2 rolls:20 o/20d
KCA3 rolls:30 30(1)o/d hit
KCA4 rolls:50 50(1)o/d hit
KCA5 rolls:50 50(1)o/d hit
KCA6 rolls:10 10(2)o/d miss
FCA1 rolls:30 o/30d
FCA3 rolls:20 o/20(1)d
FCA4 rolls:40 o/40(1)d
results
KCA1 damage: 7/35
KCA2 damage: 7/35
KCA3 damage: 7/35
KCA4 damage: 7/35
KCA5 damage: 7/35
KCA6 damage: 7/35
FCA1 destroyed
FCA3 damage: 7/35
FCA4 damage: 7/35
Need 3-6 to hit
KCA1 rolls: 40 40(3)o/d hit
KCA2 rolls:20 20(3)o/dhit
KCA3 rolls:40 40(3)o/d hit
KCA4 rolls:40 40(4)o/d hit
KCA5 rolls:50 50(4)o/d hit
KCA6 rolls:40 40(4)o/d hit
FCA3 rolls:10 o/10d
FCA4 rolls:30 o/30d
results
KCA1 damage: 7/35
KCA2 damage: 7/35
KCA3 damage: 7/35
KCA4 damage: 7/35
KCA5 damage: 47/35
KCA6 damage: 7/35
FCA3 destroyed
FCA4 destroyed
Thursday, June 2, 2011
Calendar news and Mad Jack's Hole
Friday, May 27, 2011
Mad Jack's Hole Update
UFP
Klingon Empire
Romulan Empure
Pirate group 1- "The Cartel" (operates in UFP space)
Pirate group 2-"Krimson Raiders" (operates in Klingon space)
Pirate group 3-"Eagle Riders" (operates in Romulan space)
Thursday, May 19, 2011
Player Adventure Opportunity
Kapact
Friday, April 29, 2011
May Calendar Image
Kapact
Wednesday, April 27, 2011
Offline Test
Tuesday, April 26, 2011
Thursday, March 31, 2011
April Calendar Image news
Friday, March 18, 2011
USS Remillard Stardate 0311.18 Captain Bindi McKinnon
Monday, March 14, 2011
USS Remillard Stardate 0311.14 Captain Bindi McKinnon
Wednesday, March 2, 2011
USS Remillard Stardate 0311.02
Friday, February 25, 2011
First Complete Casual Head to Head Sector Assault and Lessons Learned
Thirteen turns is what it took to reveal a serious balance issue in the Casual Head to Head Sector Assault. As much fun as it honestly was to have a seemingly unending series of Klingon wolf packs pound a struggling Federation shipyard into dust, it doesn't give the Feds a chance to get out of the gate. So we'll limit the wolf pack to one per engagement. Incidentally, a wolf pack consists of three KCA's responding to a request for reinforcement from a Klingon ship as it's being destroyed. I'll start this up again soon with the revised rules.
Here are the turn logs.
Turn 1)
(0211.15)
System 1: Intrepid Fleet FIF-FCA (Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) Contact: 2 KCA's. 2 KCA's destroyed. No damage to Feds. 2 KCA's destroyed. Intrepid FIF-FCA1 damage: 19/20. Other Feds undamaged.
System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) Contact: 2 FCA's. 2 FCA's destroyed. Ok'rand KLKF-KCA1 damage: 18/20. Other Klingons undamaged.
Turn 2)
(0211.17)
System 1: Intrepid Fleet FIF-FCA (Intrepid FIF-FCA1 damage: 19/20 Repair Turn 1/2 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) Construct FSY1 Turn 1/2 Contact: No contact
System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 damage: 18/20 Repair Turn 1/2 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) Construct KSY1 Turn 1/3 Contact: No contact
Turn 3)
(0211.17)
System 1: Intrepid Fleet FIF-FCA (Intrepid FIF-FCA1 damage: 19/20 Repair Turn 2/2 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) Construct FSY1 Turn 2/2 Contact: No contact
System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 damage: 18/20 Repair Turn 2/2 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) Construct KSY1 Turn 2/3 Contact: No contact
Turn 4)
(0211.17)
System 1: Intrepid Fleet FIF-FCA (Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) FSY1 Construct Decker FDF-FCA1 Turn 1/2 Contact: 2 KCA's. 2 KCA's destroyed. Intrepid FIF-FCA1 damage:15/20. Other Feds undamaged.
System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) Construct KSY1 Turn 3/3 Contact: No contact.
Turn 5)
(0211.17)
System 1: Intrepid Fleet FIF-FCA (Intrepid FIF-FCA1 damage:15/20 Repair Turn 1/2 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) FSY1 Construct Decker FDF-FCA1 Turn 2/2 Contact: 3 KCA's. 3 KCA's destroyed. One wolf pack destroyed. Intrepid FIF-FCA1 damage:15/20 Repair Turn 1/2 Valiant FIF-FCA2 Potemkin FIF-FCA3 destroyed.
System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) KSY1 construct Kahless KF-CA1 Turn 1/3 Contact: 1 FCA. FCA destroyed. Klingons undamaged.
Turn 6)
(0211.17)
System 1: Intrepid Fleet FIF-FCA (Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) Decker FDF-FCA1 FSY1 Construct Goeben FDF-FCA2 Turn 1/2 Contact: No contact
System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) KSY1 construct Kahless KF-CA1 Turn 2/3 Contact: 1 FCA. FCA destroyed. Klingons undamaged.
Turn 7)
(0211.17)
System 1: Intrepid Fleet FIF-FCA (Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) Decker FDF-FCA1 FSY1 Construct Goeben FDF-FCA2 Turn 2/2 Contact: 3 KCA's. Monitor FIF-FCA4 destroyed. Hornet FIF-FCA5 damage: 15/20. 3 KCA's destroyed.
System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) KSY1 construct Kahless KF-CA1 Turn 3/3 Contact: 1 FCA.
Turn 7)
(0211.18)
System 1: Intrepid Fleet FIF-FCA (Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) Decker FDF-FCA1 Goeben FDF-FCA2 FSY1 Construct Eximer FDF-FCA3 Turn 1/2 Contact: 2 KCA's. 3 wolf packs. (Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6 destroyed. Decker FDF-FCA1 damage: 18/20. Goeben FDF-FCA2 FSY1 undamaged. Klingons destroyed.
System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) Kahless KF-CA1 KSY1 construct T'yang KF-CA2 Turn 1/3 Contact: No contact.
Turn 8)
(0211.19)
System 1: Decker FDF-FCA1 (damage: 18/20 repair turn 1/2) Goeben FDF-FCA2 FSY1 Construct Eximer FDF-FCA3 Turn 2/2 Contact: No contact
System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) Kahless KF-CA1 KSY1 construct T'yang KF-CA2 Turn 2/3 Contact: No contact
Turn9)
(0211.24)
System 1: Decker FDF-FCA1 (damage: 18/20 repair turn 2/2) Goeben FDF-FCA2 Eximer FDF-FCA3 FSY1 Construct Farragut FCF-FCA4 Turn 1/2 Contact: no contact
System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) Kahless KF-CA1 KSY1 construct T'yang KF-CA2 Turn 3/3 Contact: no contact
Turn 10)
(0211.24)
System 1: Decker FDF-FCA1 Goeben FDF-FCA2 Eximer FDF-FCA3 FSY1 Construct Farragut FCF-FCA4 Turn 2/2 Contact: 3 KCA's. Two Wolfpacks responded. All KCA's destroyed. Decker FDF-FCA1 Goeben FDF-FCA2 Eximer FDF-FCA3 destroyed. FSY1 damage: 62/80.
System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) Kahless KF-CA1 T'yang KF-CA2 KSY1 construct Hegh yan KF-CA3 Turn 1/3 Contact: No contact
Turn 11)
(0211.24)
System 1: FSY1 damage: 62/80 (Construct Farragut FCF-FCA4 Turn 2/2 suspended) Repair Turn 2/2 Contact: No Contact
System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) Kahless KF-CA1 T'yang KF-CA2 KSY1 construct Hegh yan KF-CA3 Turn 3/3 Contact: No Contact
Turn 12)
(0211.24)
System 1: FSY1 Construct Farragut FCF-FCA4 Turn 2/2 Contact: 1 KCA. 1 Wolfpack responded. KCA's destroyed. FSY1 damage: 74/80
System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) Kahless KF-CA1 T'yang KF-CA2 Hegh yan KF-CA3 KSY1 construct Koord KF-CA4 Turn 1/3 Contact: No contact
Turn 13)
(0211.24)
System 1: FSY1 damage: 74/80 (Construct suspended Farragut FCF-FCA4 Turn 2/2) Repair Turn 1/2 Contact: No contact
System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) Kahless KF-CA1 T'yang KF-CA2 Hegh yan KF-CA3 KSY1 construct Koord KF-CA4 Turn 2/3 Contact: No contact
Turn 13)
(0211.24)
System 1: FSY1 damage: 74/80 (Construct suspended Farragut FCF-FCA4 Turn 2/2) Repair Turn 2/2 Contact: 3 KCA's. FSY1 destroyed. No damage to Klingons
System 5: Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) Kahless KF-CA1 T'yang KF-CA2 Hegh yan KF-CA3 KSY1 construct Koord KF-CA4 Turn 3/3 Contact: 1 FCA. FCA destroyed. No damage to Klingons.
Federation cedes sector.
Tuesday, February 22, 2011
Medium Combat Template
Thursday, February 17, 2011
Update: Casual Head to Head Sector Assault
The first ten rounds of the casual head to head sector assault have taught me that we still have a serious balance issue. Heavy Cruisers (CA's) have a defense rating of 20, which works fine, and a Shipyard has a defense rating of 80, which also works fine.... almost. I gave the Feds an economic advantage, allowing them to finish construction in two turns what it takes Klingons three. At the same time, the Klingons always have a 50% chance of calling in reinforcements if they're losing a battle. Again, no problem. The Feds have always been stronger economically, and the Klingons have always had wolfpacks out roaming around. But the shipyard is too easy to take down by persistant attacks. So I'm going to tweak the casual rules a bit and start over. It used to be that every ship rolled a die (1d6), designated a target, and got shot up itself. Ships of equal grade balance fine doing that, but the shipyard needs additional firepower to be a credible threat, so I'll try giving it two dice rolls (2d6) to use on offense. And rather than have any damage sustained require repair time, we'll say that 6 points out of 20 damage (roughly a third) count as shield damage. And make it 24 out of 80 for the shipyard. More and more to keep track of during a 'casual' game, but important for balance. We'll just see how it goes. And in case you're wondering what a "Head-to-Head Sector Assault" is, it is a single player contest to occupy five systems in a sector. Use simple rules to play both sides (or play against another player) and the rules below.
Here are the rules as of Feb 15th (0211.15) that I'm playing by:
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 7 points (see 'Victory Conditions' below)
System Conquest:
Regardless of whether a system has been occupied 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 (1-2=1, 3-4=2, 5-6=3), then subtract any applicable random fleet disadvantage (see below). Then use appropriate casual combat template. All surviving ships retain damage but can move and fight until destroyed. (6/20 damage to CA's count as shield damage that will automatically regenerate by the next turn. 24/80 for shipyards) 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.
Random enemy ships (including Klingon wolf packs) will fight to the death. All other ships may withdraw at player's discretion.
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, escorts destroyed in 5 volleys or less. Every convoy that is stopped decreases random enemy fleet size by one. This is the random fleet disadvantage. You will not encounter convoys in open spaces when you have conquered both adjacent systems
Shipyard:
Shipyards are recommended. They can only be built in systems that you hold (by destroying an initial assault fleet). Unless otherwise noted, three starships must remain in system 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. Unless otherwise noted, 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. It is recommended that you build at least one shipyard and at least three reserve ships just in case of unforseen losses.
Race Specific Rules:
- Federation ships require only two turns to build shipyards, and shipyards require only two turns to build ships
- Klingons have 50% chance of summoning reinforcements wolf packs of 3 KCA's (1D6 1-3)
Shipyards roll 2d6 during casual combat.
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=
Fleet size=
Random Attack Fleet capacity=
You must conquer 5 systems and attain 7+ VC points