Tuesday, July 5, 2011

Medium Combat...

When I started making Fantasy Trek almost 5 years ago, I was envisioning a game not unlike this. Simple quick play. Text-based. All you need is a text editor and dice. Roll 2d6 to get the start coordinates, roll 1d4 to get initial course (1=90 2=180 3=270 4=000.

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

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