Wednesday, August 22, 2012
Fantasy Trek Ship to Ship Demo Turn Two
1) Move/turn based on speed and player discretion.-
X= Klingon Battlecruiser moves 2 points on course 135 from 2,A to 4,C
Y= Federation Heavy Cruiser moves 2 pounts on course 315 from 8,H to 6,F
2) Roll 1d6 for points-
X rolled a 4, Y rolled a 2.
Allocate for-
-weapons
-increase speed (decreasing speed is free)-
3) Allocated and apply points to attack or capacitors-
X= Klingon Battlecruiser applies 2 points to capacitor.
Y= Federation Heavy Cruiser applies 2 points to capacitor
4) Determine any damage and update systems status- n/a
5) Apply any points allocated to repair or reinforcement-
Klingon Battlecruiser reinforces starboard shield by 1 point.
__1_/2_/3_/4_/5_/6_/7_/8_/9
A__/__/__/__/__/__/__/__/__/
B__/__/__/__/__/__/__/__/__/
C __/__/__/_x/__/__/__/__/__/
D__/__/__/__/__/__/__/__/__/
E__/__/__/__/__/__/__/__/__/
F__/__/__/__/__/_y/__/__/__/
G__/__/__/__/__/__/__/__/__/
H__/__/__/__/__/__/__/__/__/
I __/__/__/__/__/__/__/__/__/
Roll:
X= Y=
Capacitor
X=8 Y=4
Course
X=135 Y=315
Speed
X= __2__ Y=__2__
Shields
----X---- Y
F /15 /15
A /15 /15
P /16 /15
S /15 /15
Damage
(2d6)
---------------------------X ------Y
2 Shld Gen ------------/15--- /15
3 Transporters -------/15--- /15
4 Pha/Dis -------------/15--- /15
5 Bridge --------------/15--- /15
6 Photons -------------/15--- /15
7 Aux Control --------/15--- /15
8 Sensors -------------/15--- /15
9 Computer ----------/15--- /15
10 Impulse ------------/15--- /15
11 Aux Computer ----/15--- /15
12 Warp --------------/40---- /40
The second turn is complete. Both ships moved diagonally towards each other. The Klingon now has enough energy stored for its first volley of photons and disruptors, and reinforced the shield most likely to take fire from the Federation ship. The Federation ship needs 2 more points to be ready for that volley. The next turn will involve the first exchange of fire.
Fleet Action. Head-To-Head Bare Knuckles Naval Combat. Boarding Party Action. Solid Interactive Storytelling Like No Commercial Game Can Offer. How Much Star Trek Can You Handle?
Fantasy Trek. Not Just a Game. It's a Star Trek Experience
The Only Rebel Underground Star Trek PBEMMMORPG
http://fantasytrek.blogspot.com
https://www.facebook.com/fantasytrekexperience
Tuesday, August 21, 2012
Fantasy Trek Ship to Ship Demo Turn One
1) Move/turn based on speed and player discretion.-
No movement this first turn, but the ships are placed on the map. X= Klingon Battlecruiser starts at 2,A (Look on the little text map below.) on a course of 135. (That course is based on the compass points and degrees- 000=straight up, 090=right, 180=straight down, 270= left. 135 is half way between 090 and 180) Y= Federation Heavy Cruiser starts at 8,H on a course of 315
2) Roll 1d6 for points-
X rolled a 6, Y rolled a 2. I'll make a note below to help remember.
Allocate for-
-weapons
-systems and/or shield repair
-shield reinforcement
-increase speed (decreasing speed is free)-
In this case, both ships will store those points in the capacitors. This way they can be used later.
3) Apply points allocated to attack or capacitors
4) Determine any damage and update systems status.
5) Apply any points allocated to repair or reinforcement-
No action on these.
__1_/2_/3_/4_/5_/6_/7_/8_/9
A__/x_/__/__/__/__/__/__/__/
B__/__/__/__/__/__/__/__/__/
C __/__/__/__/__/__/__/__/__/
D__/__/__/__/__/__/__/__/__/
E__/__/__/__/__/__/__/__/__/
F__/__/__/__/__/__/__/__/__/
G__/__/__/__/__/__/__/__/__/
H__/__/__/__/__/__/__/_y/__/
I __/__/__/__/__/__/__/__/__/
Roll:
X=6 Y=2
Capacitor
X= Y=
Course
X=135 Y=315
Speed
X= __2__ Y=__2__
Shields
----X---- Y
F /15 /15
A /15 /15
P /15 /15
S /15 /15
Damage
(2d6)
---------------------------X ------Y
2 Shld Gen ------------/15--- /15
3 Transporters -------/15--- /15
4 Pha/Dis -------------/15--- /15
5 Bridge --------------/15--- /15
6 Photons -------------/15--- /15
7 Aux Control --------/15--- /15
8 Sensors -------------/15--- /15
9 Computer ----------/15--- /15
10 Impulse ------------/15--- /15
11 Aux Computer ----/15--- /15
12 Warp ----------- ---/40---- /40
The first turn is complete. All we did was place our ships on the map, establish their course (there are no rules for that- it's just to start the game), roll a 1d6 for each ship, and allocate those points. In this case, we stored the points (used as energy) in the capacitors.
Weapons Rules
Standard Phasers-
-Two Emitters (shots) per ship per turn
-Max Range Five
range = damage
5=1
4=2
3=3
2=4
1=5
Photon Torpedoes-
-Two Emitters (shots) per ship per turn
-Max Range Five
-Each takes 2 points to fire and does 5 points damage.
1d6 range = 'to-hit"
5= (1d6 '6' needed to hit)
4= (1d6 '4-6' needed to hit)
3= (1d6 '2-6' needed to hit)
2= always hits
1= always hits
Standatd Disruptors-
-Two Emitters (shots) per ship per turn
- Each takes 2 points to fire
-Max Range Six
1d6 range = damage (+ roll 1d6 'to-hit')
6=1 (1d6 '6' needed to hit)
5=2 (1d6 '5-6' needed to hit)
4=3 (1d6 '4-6' needed to hit)
3=4 (1d6 '3-6' needed to hit)
2=5 (1d6 '2-6' needed to hit)
1=6 (always hits)
Tuesday, August 14, 2012
Game currently under way
__1_/2_/3_/4_/5_/6_/7_/8_/9
A__/__/__/__/__/__/__/__/__/
B__/__/__/__/__/__/__/__/__/
C __/__/__/__/__/__/__/__/__/
D__/__/__/__/__/__/__/__/__/
E__/__/_y/__/__/__/__/__/__/
F__/__/_x/__/__/__/__/__/__/
G__/__/__/__/__/__/__/__/__/
H__/__/__/__/__/__/__/__/__/
I __/__/__/__/__/__/__/__/__/
Roll:
X= Y=
Capacitor
X=9 Y=9
Course
X= 000 Y=315
Speed
X= __2__ Y=_2___
Shields
----X---- Y
F /15 /03
A /15 /15
P /04 /17
S /15 /15
Damage
(2d6)
---------------------------X ------Y
2 Shld Gen ------------/15--- /15
3 Transporters -------/15--- /15
4 Phas/Dis ------------/15--- /15
5 Bridge --------------/15--- /15
6 Photons -------------/10--- /15
7 Aux Control --------/15--- /15
8 Sensors -------------/15--- /15
9 Computer ----------/15--- /15
10 Impulse ------------/15--- /15
11 Aux Computer ----/15--- /15
12 Warp ----------- ---/40----/33
Phasers
1d6 range = damage
5=1
4=2
3=3
2=4
1=5
Photon Torpedoes
1d6 range = 'to-hit"
5= 6
4= 4-6
3= 2-6
2= always hits
1= always hits
Standatd Disruptors
1d6 range = damage (1d6)'to-hit:)
6=1 (6)
5=2 (5-6)
4=3 (4-6)
3=4 (3-6)
2=5 (2-6)
1=6 (always hits)
A__/__/__/__/__/__/__/__/__/
B__/__/__/__/__/__/__/__/__/
C __/__/__/__/__/__/__/__/__/
D__/__/__/__/__/__/__/__/__/
E__/__/_y/__/__/__/__/__/__/
F__/__/_x/__/__/__/__/__/__/
G__/__/__/__/__/__/__/__/__/
H__/__/__/__/__/__/__/__/__/
I __/__/__/__/__/__/__/__/__/
Roll:
X= Y=
Capacitor
X=9 Y=9
Course
X= 000 Y=315
Speed
X= __2__ Y=_2___
Shields
----X---- Y
F /15 /03
A /15 /15
P /04 /17
S /15 /15
Damage
(2d6)
---------------------------X ------Y
2 Shld Gen ------------/15--- /15
3 Transporters -------/15--- /15
4 Phas/Dis ------------/15--- /15
5 Bridge --------------/15--- /15
6 Photons -------------/10--- /15
7 Aux Control --------/15--- /15
8 Sensors -------------/15--- /15
9 Computer ----------/15--- /15
10 Impulse ------------/15--- /15
11 Aux Computer ----/15--- /15
12 Warp ----------- ---/40----/33
Phasers
1d6 range = damage
5=1
4=2
3=3
2=4
1=5
Photon Torpedoes
1d6 range = 'to-hit"
5= 6
4= 4-6
3= 2-6
2= always hits
1= always hits
Standatd Disruptors
1d6 range = damage (1d6)'to-hit:)
6=1 (6)
5=2 (5-6)
4=3 (4-6)
3=4 (3-6)
2=5 (2-6)
1=6 (always hits)
Friday, August 10, 2012
Fantasy Trek Basic Ship to Ship Combat Template
Fantasy Trek Ship to Ship Basic Combat Rules:
You start at speed 2. A standard heavy cruiser can store as much as 10 points in its capacitors, so they can allocate power to reinforce vulnerable shields to give full power to weapons when they need it. Standard Heavy Cruiser has a turn rate of 4, meaning that 4 movement points are used to turn 180 degrees, or 45 degrees per movement turn. Here is the sequence of play.
1) Move/turn based on speed and player discretion.
2) Roll 1d6 for points. Allocate for-
-weapons
-systems and/or shield repair
-shield reinforcement
-increase speed (decreasing speed is free)
3) Apply points allocated to attack or capacitors
4) Determine any damage and update systems status.
5) Apply any points allocated to repair or reinforcement
__1_/2_/3_/4_/5_/6_/7_/8_/9
A__/__/__/__/__/__/__/__/__/
B__/__/__/__/__/__/__/__/__/
C __/__/__/_x/__/__/__/__/__/
D__/__/__/__/__/__/__/__/__/
E__/__/__/__/__/__/__/__/__/
F__/__/__/__/__/__/__/__/__/
G__/__/__/__/__/__/_y/__/__/
H__/__/__/__/__/__/__/__/__/
I __/__/__/__/__/__/__/__/__/
Roll:
X= Y=4
Capacitor
X=6 Y=6
Course
X=135 Y=315
Speed
X= _____ Y=_____
Shields
----X---- Y
F /15 /15
A /15 /15
P /15 /15
S /15 /15
Damage
(2d6)
---------------------------X ------Y
2 Shld Gen ------------/15--- /15
3 Transporters -------/15--- /15
4 Pha/Dis -------------/15--- /15
5 Bridge --------------/15--- /15
6 Photons -------------/15--- /15
7 Aux Control --------/15--- /15
8 Sensors -------------/15--- /15
9 Computer ----------/15--- /15
10 Impulse ------------/15--- /15
11 Aux Computer ----/15--- /15
12 Warp ----------- ---/40---- /40
Weapons Rules
Standard Phasers-
-Two Emitters (shots) per ship per turn
-Max Range Five
1d6 range = damage
5=1
4=2
3=3
2=4
1=5
Photon Torpedoes-
-Two Emitters (shots) per ship per turn
-Max Range Five
-Each takes 2 points to fire and does 5 points damage.
1d6 range = 'to-hit"
5= 6
4= 4-6
3= 2-6
2= always hits
1= always hits
Standatd Disruptors-
-Two Emitters (shots) per ship per turn
- Each takes 2 points to fire
-Max Range Six
1d6 range = damage (1d6)'to-hit:)
6=1 (always hits)
5=2 (5-6)
4=3 (5-6)
3=4 (3-6)
2=5 (2-6)
1=6 (2-6)
Movement rules
Move one space or turn (based on rules stated above) for each 'point' of speed. For example, a speed of 2 moves 2 spaces. Reversing course follows the same rules as changing speed. It tskes place at the same time as changes in speed. Reversing course requires points equal to the player's current speed, plus the desired reverse speed. For example, if you are moving at speed 2 and want to execute a speed of -(negative) 2, the maneuver will take 4 points.
Repair/Reinforce Rules
Two rolled points are required to repair a system/shield by 1 point or to reinforce a shield facing.
Advanced Targeting
You can target a specific system if you fire through a downed shield. The cost for this is that the damage done is reduced by half.
Effect of Damage on Systems
All systems function normally until they are destroyed. "/15" shows that once a system sustains 15 points of damage it is considered offline. Unless a system has been destroyed by boarding parties (to be outlined in future rules), it can be repaired. Until then, it is offline and can't be used (but remember, a system only needs 1 point to be fully functional). Some systems are critical and can cause you to lose the engagement:
Impulse- You can't move until it is repaired
Sensors- You fire blind. Any firing at any range requires a 1d6 roll of 1 to hit. You must reacquire target each time until sensors are restored.
Shield Generator-Drops all shields. Repairing this will restore previous shield status.
Warp-This is the warp core. When it takes all damage points your ship blows up.
Bridge/Aux Bridge and Computer/Aux Computer- You can lose either the primary or the auxiliary system and not lose the ability to fight. But if you lose both primary and auxiliary systems (for bridge or computer), your ship is dead in space and you lose the engagement.
You start at speed 2. A standard heavy cruiser can store as much as 10 points in its capacitors, so they can allocate power to reinforce vulnerable shields to give full power to weapons when they need it. Standard Heavy Cruiser has a turn rate of 4, meaning that 4 movement points are used to turn 180 degrees, or 45 degrees per movement turn. Here is the sequence of play.
1) Move/turn based on speed and player discretion.
2) Roll 1d6 for points. Allocate for-
-weapons
-systems and/or shield repair
-shield reinforcement
-increase speed (decreasing speed is free)
3) Apply points allocated to attack or capacitors
4) Determine any damage and update systems status.
5) Apply any points allocated to repair or reinforcement
__1_/2_/3_/4_/5_/6_/7_/8_/9
A__/__/__/__/__/__/__/__/__/
B__/__/__/__/__/__/__/__/__/
C __/__/__/_x/__/__/__/__/__/
D__/__/__/__/__/__/__/__/__/
E__/__/__/__/__/__/__/__/__/
F__/__/__/__/__/__/__/__/__/
G__/__/__/__/__/__/_y/__/__/
H__/__/__/__/__/__/__/__/__/
I __/__/__/__/__/__/__/__/__/
Roll:
X= Y=4
Capacitor
X=6 Y=6
Course
X=135 Y=315
Speed
X= _____ Y=_____
Shields
----X---- Y
F /15 /15
A /15 /15
P /15 /15
S /15 /15
Damage
(2d6)
---------------------------X ------Y
2 Shld Gen ------------/15--- /15
3 Transporters -------/15--- /15
4 Pha/Dis -------------/15--- /15
5 Bridge --------------/15--- /15
6 Photons -------------/15--- /15
7 Aux Control --------/15--- /15
8 Sensors -------------/15--- /15
9 Computer ----------/15--- /15
10 Impulse ------------/15--- /15
11 Aux Computer ----/15--- /15
12 Warp ----------- ---/40---- /40
Weapons Rules
Standard Phasers-
-Two Emitters (shots) per ship per turn
-Max Range Five
1d6 range = damage
5=1
4=2
3=3
2=4
1=5
Photon Torpedoes-
-Two Emitters (shots) per ship per turn
-Max Range Five
-Each takes 2 points to fire and does 5 points damage.
1d6 range = 'to-hit"
5= 6
4= 4-6
3= 2-6
2= always hits
1= always hits
Standatd Disruptors-
-Two Emitters (shots) per ship per turn
- Each takes 2 points to fire
-Max Range Six
1d6 range = damage (1d6)'to-hit:)
6=1 (always hits)
5=2 (5-6)
4=3 (5-6)
3=4 (3-6)
2=5 (2-6)
1=6 (2-6)
Movement rules
Move one space or turn (based on rules stated above) for each 'point' of speed. For example, a speed of 2 moves 2 spaces. Reversing course follows the same rules as changing speed. It tskes place at the same time as changes in speed. Reversing course requires points equal to the player's current speed, plus the desired reverse speed. For example, if you are moving at speed 2 and want to execute a speed of -(negative) 2, the maneuver will take 4 points.
Repair/Reinforce Rules
Two rolled points are required to repair a system/shield by 1 point or to reinforce a shield facing.
Advanced Targeting
You can target a specific system if you fire through a downed shield. The cost for this is that the damage done is reduced by half.
Effect of Damage on Systems
All systems function normally until they are destroyed. "/15" shows that once a system sustains 15 points of damage it is considered offline. Unless a system has been destroyed by boarding parties (to be outlined in future rules), it can be repaired. Until then, it is offline and can't be used (but remember, a system only needs 1 point to be fully functional). Some systems are critical and can cause you to lose the engagement:
Impulse- You can't move until it is repaired
Sensors- You fire blind. Any firing at any range requires a 1d6 roll of 1 to hit. You must reacquire target each time until sensors are restored.
Shield Generator-Drops all shields. Repairing this will restore previous shield status.
Warp-This is the warp core. When it takes all damage points your ship blows up.
Bridge/Aux Bridge and Computer/Aux Computer- You can lose either the primary or the auxiliary system and not lose the ability to fight. But if you lose both primary and auxiliary systems (for bridge or computer), your ship is dead in space and you lose the engagement.
Thursday, August 9, 2012
Fantasy Trek Story Update
According to Klingon Ambassador Khemara, the Klingon battlecruiser BortaS 'Iw reported to the Klingon High Council that a Federation Heavy Cruiser stole computer files detailing specifications of Klingon cloaking systems. Until all Klingon cloaks are retrofitted, they will be more vulnerable to detection by Federation starships. Chief of Starfleet Operations reports that in fact the USS Appomattox intercepted and held off a Klingon battlecruiser that was attempting to steal research being conducted by civilians on the subject of defeating cloaking technology.
Monday, August 6, 2012
Fantasy Trek Mixed Mode: "Sompek: The Heart of Treason Chapter Two"
"Maintain course and speed," Sompek ordered. "Program combat drills against superior Klingon ships and crews." Then he turned to Kell. "Come with me, Commander."
The office that led off of the bridge's starboard side was small compared to the Ab'Qaff's massive situation room, consisting of a desk, a few chairs and a computer station. But from the bat'leth mounted on the wall to the single warped and scorched section of deck plating (from the battle with the Tholians) that Sompek had insisted remain, it was his ship, and that made it more impressive. Sompek glanced at both features before he sat behind the desk and gestured for Kell to take a seat. "What do you know about the Khemorex Klinzhai?"
Kell grinned, her sharp teeth showing clearly. "That they don't exist. That is what our leadership tells us."
"The idea exists, even if no organized structure does. The idea that the Empire suffers from its association with the Federation. That we are weak, that we are no longer conquerers. That we are no longer strong." He gave her a hard look. "That we are no longer pure."
"Is it true?" Kell asked.
"You could die for openly questioning the Council," he said. Then he sighed."Of course we are who and what we are because of the alliances we make. But are we weaker?"
"Some would say that the wolf now lies with the sheep." She watched him for his reaction.
"The wolf understands when the sheep can be counted on as an ally. Especially against a common foe." Despite her challenging tone, Sompek felt that Kell would prove to be a loyal ally. "The fact is, we are only as weak as we allow ourselves to be. If we allow our alliance with the Federation to corrupt our culture then we are to blame. But the Federation has proven itself to be largely dependable. Would those calling themselves Khemorex Klinzhai sacrifice themselves to save one of our outposts from a Romulan attack?"
"No," she answered. "They would wait until both sides were exhausted from the fight and swoop in to pick up the pieces."
"That is not the strength of a true warrior. It is the fear of a coward."
"Permission to speak freely?" Kell asked stiffly.
"Granted."
"I feared that you were given this command because of who your father is. I thought that this new warship belonged in more experienced hands."
"Really." Under normal circumstances, his hand would be at his d'k tagh, but he was interested in what she had to say.
"Yes. I even anticipated having to kill you before the mission was over." She showed a feral grin.
"At least I know you put the mission first. It would be a shame if we had to kill each other before we reach the traitors."
She smiled back showing a mouthful of teeth. "We are not there yet."
Sompek laughed briefly. "If they are Khemorex Klinzhai, we can expect a ship geared more toward attack than defense. Reinforced forward shields, weaker aft shields."
"Fighting ourselves from a hundred years ago," she said.
"Yes. And unlike a typical mutiny, where we could destroy the ship and move along, we have been ordered to disable it, gather intelliigence, and attempt to capture its captain alive."
to be continued...
The office that led off of the bridge's starboard side was small compared to the Ab'Qaff's massive situation room, consisting of a desk, a few chairs and a computer station. But from the bat'leth mounted on the wall to the single warped and scorched section of deck plating (from the battle with the Tholians) that Sompek had insisted remain, it was his ship, and that made it more impressive. Sompek glanced at both features before he sat behind the desk and gestured for Kell to take a seat. "What do you know about the Khemorex Klinzhai?"
Kell grinned, her sharp teeth showing clearly. "That they don't exist. That is what our leadership tells us."
"The idea exists, even if no organized structure does. The idea that the Empire suffers from its association with the Federation. That we are weak, that we are no longer conquerers. That we are no longer strong." He gave her a hard look. "That we are no longer pure."
"Is it true?" Kell asked.
"You could die for openly questioning the Council," he said. Then he sighed."Of course we are who and what we are because of the alliances we make. But are we weaker?"
"Some would say that the wolf now lies with the sheep." She watched him for his reaction.
"The wolf understands when the sheep can be counted on as an ally. Especially against a common foe." Despite her challenging tone, Sompek felt that Kell would prove to be a loyal ally. "The fact is, we are only as weak as we allow ourselves to be. If we allow our alliance with the Federation to corrupt our culture then we are to blame. But the Federation has proven itself to be largely dependable. Would those calling themselves Khemorex Klinzhai sacrifice themselves to save one of our outposts from a Romulan attack?"
"No," she answered. "They would wait until both sides were exhausted from the fight and swoop in to pick up the pieces."
"That is not the strength of a true warrior. It is the fear of a coward."
"Permission to speak freely?" Kell asked stiffly.
"Granted."
"I feared that you were given this command because of who your father is. I thought that this new warship belonged in more experienced hands."
"Really." Under normal circumstances, his hand would be at his d'k tagh, but he was interested in what she had to say.
"Yes. I even anticipated having to kill you before the mission was over." She showed a feral grin.
"At least I know you put the mission first. It would be a shame if we had to kill each other before we reach the traitors."
She smiled back showing a mouthful of teeth. "We are not there yet."
Sompek laughed briefly. "If they are Khemorex Klinzhai, we can expect a ship geared more toward attack than defense. Reinforced forward shields, weaker aft shields."
"Fighting ourselves from a hundred years ago," she said.
"Yes. And unlike a typical mutiny, where we could destroy the ship and move along, we have been ordered to disable it, gather intelliigence, and attempt to capture its captain alive."
to be continued...
Thursday, August 2, 2012
Fantasy Trek Story Mode: "Rogue Elements"
"Sit down," Martok grumbled.
Kapact looked around the small office and resisted the urge stand in the face of the Chancellor's tone. It would show more petulence than dignity, and Kapact, who prided himself on being a good soldier, would not show petulence to his Chancellor. "What happened?"
"A Federation robot tug was destroyed by pirates as it passed through Donatu," Martok said.
"So?" Kapact smiled without thinking.
Martok laughed mirthlessly. "What's wrong with you? We are at peace with them. They are our allies. You are not supposed find amusement in their destruction."
"Why are we concerned that an unmanned Federation ship was destroyed by pirates?"
"Tell me, son of Ab'Qaff, about Ha'Toria. Not the system, but the man."
The smile vanished from Kapact's face. "The Emperor Ha'toria. Ha'Toria the Mad, who tried to clone himself with magicians and sorcerers centuries ago so that he could rule the Empire for all eternity."
"Your ancestor." Martok's were a knife thrust. Angry and accusing.
"More than seven generations past. His sins do not weigh on me."
"He cost your line the throne," Martok said.
"Yes, he did. What of it?" Kapact asked angrily.
"Because someone calling himself Ha'toria sent a message to Starbase 27 claiming credit for the kill and threatening more if the Federation does not immediately withdraw from the Donatu sector." Martok was obviously furious and struggling to keep outwardly calm. "In the interests of diplomacy, the Federation has agreed to keep the information quiet on the condition that we eliminate this threat."
"Whoever this veq is, he cannot be Ha'Toria. That petaQ died centuries ago."
"I don't care who he is," Martok answered darkly. "Find him and kill him."
Kapact looked around the small office and resisted the urge stand in the face of the Chancellor's tone. It would show more petulence than dignity, and Kapact, who prided himself on being a good soldier, would not show petulence to his Chancellor. "What happened?"
"A Federation robot tug was destroyed by pirates as it passed through Donatu," Martok said.
"So?" Kapact smiled without thinking.
Martok laughed mirthlessly. "What's wrong with you? We are at peace with them. They are our allies. You are not supposed find amusement in their destruction."
"Why are we concerned that an unmanned Federation ship was destroyed by pirates?"
"Tell me, son of Ab'Qaff, about Ha'Toria. Not the system, but the man."
The smile vanished from Kapact's face. "The Emperor Ha'toria. Ha'Toria the Mad, who tried to clone himself with magicians and sorcerers centuries ago so that he could rule the Empire for all eternity."
"Your ancestor." Martok's were a knife thrust. Angry and accusing.
"More than seven generations past. His sins do not weigh on me."
"He cost your line the throne," Martok said.
"Yes, he did. What of it?" Kapact asked angrily.
"Because someone calling himself Ha'toria sent a message to Starbase 27 claiming credit for the kill and threatening more if the Federation does not immediately withdraw from the Donatu sector." Martok was obviously furious and struggling to keep outwardly calm. "In the interests of diplomacy, the Federation has agreed to keep the information quiet on the condition that we eliminate this threat."
"Whoever this veq is, he cannot be Ha'Toria. That petaQ died centuries ago."
"I don't care who he is," Martok answered darkly. "Find him and kill him."
Subscribe to:
Posts (Atom)