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)

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