Monday, August 8, 2011

Medium Combat Update

I've taken a few opening moves, placing the ships and getting them moving. They closed to range on an initial roll of 3 and 5. Then, at a range of two, they each rolled a 5. Shields went down quickly (5 roll points times the magnifier for range 2, which is 4=20 points for shields). Another solid roll did 10 points damage to "Y"'s impulse drive while "X"'s (USS Exeter, commanded by Captain Reggie Farrell) transporter took 4 points damage. It could stll be anyone's game, but the AI ship needs to move and protect that downed shield facing or it'll be in big trouble..... here is the dazzling format drunk screenie

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)

experiment.....

Sunday, August 7, 2011

Medium Combat 2.0

This should be as complicated as the combat engine will get. Max weapons range is 5. Firing photons takes 2 points, and each does default 5 points damage. At a certain range photons can miss. Phasers always hit, but damage varies based on range. I can see being able to customize ships now. That would affect play just rp bonus points on the command crew. Something else I'm thinking is having player-customized ship interiors. Imagine designing your ship like a DM might design an adventure for D&D players. Diplomatic facilities, troop transports, etc.... Anyway, here is the template. One thing I didn't explain. Assess damage based on a 2d6 roll. If you beam boarding parties over for whatever mayhem, they roll a 1d6 vs 1d6. If the 'system' loses the roll, it loses a point. If the team loses the roll, they lose a member. Survivors can either call for pick up or hit another system. These "hit and run" teams don't count against capture/defense teams. Now that I've really muddied the waters, here is the template. I'll send walkthroughs as I play it through...


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

I don't have any screenshots (because I'm only running the latest test on my nokia 9300), but there are 11 internals, and updated photon boarding party rules. The result was a game that lasted about 15 minutes and could have gone either way. I didn't work out how to target specific systems while maintaining balance and simplicity. But... I did win the combat by transporting boarding parties to the enemy warp core and blowing it up ::evil grin::

In a few days I'll put the screenie up : )


Kapact

Tuesday, August 2, 2011

Fantasy Trek Gaming: Photon Torpedo Rules

It just occurred to me that my simple photon rules don't really work. They shouldn't do more damage at close range, but in fact should be more likeky to hit at close range. Has to do with the fact that it is a torpedo, basically a powered bomb, rather than a phaser, which dissipates over distance. I should also add transporters to the list of internals. The problem is that having 6 works well for a 1d6. The alternative may be adding four more and using 2d6. Errrrr..... complications ......