Wednesday, July 16, 2008

Planetary Mission Tools

For planetary missions, roll for the planet type (4d6), then roll for random planetary missions.
Planet type roll goes as follows:
4d6 Roll
Roll: Classification Encountered
3: Class A
4: Class B
5: Class C
6: Class D
7: Class E
8: Class F
9: Class G
10: Class H
11: Class I
12: Class J
13: Class K
14: Class L
15: Class M
16: Class N
17: Class O
18: Class P
19: Class Q
20: Class R
21: Class S-T
22: Class Y
23: Comet
24: Asteroid


Classification explanations:

Class A Geothermal
Age: 0-2 billion years
Diameter: 1,000-10,000 km
Location: Ecosphere/Cold Zone
Surface: Partially Molten
Atmosphere: Primarily hydrogen compounds
Evolution: Cools to become Class C
Life-forms: None
Example: Gothos

Class B Geomorteus
Age: 0-10 billion years
Diameter: 1,00-10,000 kms
Location: Hot zone
Surface: Partially molten, high surface temperature
Atmosphere: Extremely tenous, few chemically active gases
Lifeforms: None
Example: Mercury

Class C Geoinactive
Age: 2-10 billion years
Diameter: 1,000-10,000 km
Location: Ecosphere/Cold zone
Surface: Low surface temperature
Atmosphere: Frozen
Life Forms: None
Example: Pluto, Psi 2000

Class D Asteroid/Moon
Age: 2-10 billion years
Diameter: 100-1,000 km
Location: Hot Zone/Ecosphere/Cold zone. Found Primarily in orbit of larger planets or in asteroid fields
Surface: Barren and cratered
Atmosphere: None or very tenous
Life forms: None
Example: Moon (Sol IIIa), Lunar V (Bajor VIIe)

Class E Geoplastic
Age: 0-2 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: Molten, high surface temperature
Atmosphere: Hydrogen compounds and reactive gases
Evolution: Cools to become Class F
Life forms: Carbon-cycle
Example: Excalbia

Class F Geometallic
Age: 1-3 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: Volcanic eruptions due to molten core
Atmosphere: Hydrogen compounds
Evolution: Cools to become Class G
Life forms: Silicon-based
Example: Janus IV

Class G Geocrystalline
Age: 3-4 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: Still crytallizing
Atmosphere: Carbon dioxide, some toxic gases
Evolution: Cools to become Class K,L, M, N, O or P
Life forms: Primitive single-celled organism
Example: Delta Vega

Class H Desert
Age: 4-10 billion years
Diameter: 8,000-10,000 km
Location: Hot Zone/Ecosphere/Cold Zone
Surface: Hot and arid, little or no surface water
Atmosphere: May contain heavy gases and metal vapors
Life forms: Drought- and radiation-resistant plants, animal life
Example: Rigel XII, Tau Cygna V

Class I Supergiant
Age: 2-10 billion years
Diameter: 140,000-10 million km
Location: Cold Zone
Surface: Tenuous, comprised of gaseous hydrogen and hydrogen compounds; radiates heat
Atmosphere: Zones vary in temperature, pressure and composition; water vapor may be present
Life forms: Unknown
Example: Q'tahL

Class J Gas Giant
Age: 2-10 billion years
Diameter: 50,000-140,000 km
Location: Cold Zone
Surface: Tenuous, comprised of gaseous hydrogen and hydrogen compounds; radiates some heat Atmosphere: Zones vary in temperature, pressure and composition
Life forms: Hydrocarbon-based
Example: Jupiter, Saturn

Class K Adaptable
Age: 4-10 billion years
Diameter: 5,000-10,000 km
Location: Ecosphere
Surface: Barren, little or no surface water
Atmosphere: Thin, mostly carbon dioxide
Life forms: Primitive single-celled organisms; adaptable for humanoid colonization through the use of pressure domes
Example: Mars, Mudd

Class L Marginal
Age: 4-10 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: Rocky and barren, little surface water
Atmosphere: Oxygen/argon, high concentration of carbon dioxide
Life forms: Limited to plant life; suitable for humanoid colonization
Example: Indri VIII

Class M
Age: 3-10 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: Surface water abundant; if water covers more than 80%, planet is considered Class-O or Class-P
Atmosphere: Nitrogen, oxygen, trace elements
Life forms: Extensive vegetation, animal life, humanoids
Example: Earth, Vulcan, Cardassia Prime

Class N Reducing
Age: 3-10 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: High surface temperarure due to greenhouse effect; water exists only as vapor
Atmosphere: Extremely dense, carbon dioxide and sulfides
Life forms: Unknown
Example: Venus

Class O Pelagic
Age: 3-10 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: Liquid water covers 80% or more of surface area
Atmosphere: Nitrogen, oxygen, trace elements
Life forms: Aquatic vegetation, animal life, humanoids
Example: Argo

Class P Glaciated
Age: 3-10 billion years
Diameter: 10,000-15,000 km
Location: Ecosphere
Surface: Water Ice covers 80% or more of surface area
Atmosphere: Nitrogen, oxygen, trace elements
Life forms: Hardy vegetation, animal life, humanoids
Example: Exo III

Class Q Variable
Age: 2-10 billion years
Diameter: 4,000-15,000 km
Location: Hot Zone/Ecosphere/Cold Zone
Surface: Ranges from molten to water and/or carbon dioxide ice, due to eccentric orbit or variable output of star
Atmosphere: Ranges from tenuous to very dense
Example: Genesis Planet

Class R Rogue
Age: 2-10 billion years
Diameter: 4,000-15,000 km
Location: Interstellar space, cometary halos
Surface: May be temperate due to geothermal venting
Atmosphere: Primarily volcanic outgassing
Life forms: Non-photosynthetic plants, animal life
Example: Dakala

Class S-T Ultraglacial
Age: 2-10 billion years
Diameter: 10-50 million km (Class S)
50-120 million km (Class T)
Location: Cold Zone
Surface: Tenuous, composed of gaseous hydrogen and hydrogen compounds; radiates considerable heat.
Atmosphere: Zones vary in temperature, pressure and composition; water vapor may be present
Life forms: Unknown

Class Y Demon
Age: 2-10 billion years
Diameter: 10,000-50,000 km
Location: Hot Zone/Ecosphere/Cold Zone
Surface: Temperature can exceed 500 degrees Kelvan
Atmosphere: Turbulent, saturated with toxic chemicals and thermionic radiation
Life forms: Mimetic

Location refers to the location within the solar system relative to the sun.
Hot Zone is closest. Ecosphere is mid-range, most condusive to humanoid life.
Cold Zone is furthest from the sun.

Random Planetary Missions:
These are the day-to-day missions that make up most of a starship crew's life.
Just tell your story (in the form of your choice) in 100 to 2000 words. You'll
be given a bare-bones description of your mission, and you flesh it out.
Doesn't have to be a novel. The mission is chosen by a 3d6 roll.
3) Upon beaming down to the planet surface, your landing party vanishes.
4) Your landing party discovers a mysterious artifact on the planet.
5) A being, seemingly consisting of only energy communicates with the crew.
6) You discover somebody on the planet who can't possiby be there.
7) A member of the crew becomes trapped on the planet.
8) Time seems to be flowing backwards on the planet.
9) The Q entity causes mischief on the surface of the planet and in orbit.
10) You encounter an incredibly advanced civilization (optionally, there might
be a primitive society existing side by side with them).
11) You meet a society that causes you to question whether or not to interfere
with their development.
12) An inhabitant of the planet tries to take over your ship.
13) Members of your crew decide they want to be left behind on the planet.
14) Members of the crew start to act very strangely when you enter orbit.
15) The landing party finds itself back (seemingly) on it's homeworld. (Earth,
Qo'noS, or whatever). But according to sensors on the ship, they're still in Q
Space.
16) The landing party discovers someone who desperately wants to be taken off
the planet.
17) A seemingly abandoned device on the planet threatens to destroy the ship.
18) Create your own adventure...

Moderator's Note: you may have to stretch your imagination a bit. For example,
you wouldn't necessarily expect to find sentient life on a comet. That's part
of the challenge. Technobabble isn't the answer, and in real life mysteries are
not always solved.

Captain's Log USS Guadalcanal Through Durandal Wormhole Stardate 0708.16

(Moderator's note: This marks the Guadalcanal's entry into the Delta Quadrant. It adds a bit of open-ended surprise, and the first random planetary adventure. The idea here is to  explore the straight story-telling aspect of the game. Not to say that the Guadalcanal won't see combat in the Delta Quadrant. It will. But this will show the possibilities of straight story-telling and exploration. In this case, the adventure is based on two random factors. One is a 4d6 roll for the type of planet. The other is a 3d6 for the type of mission. In this case, I ended up with a Class C planet, much like Pluto, or Psi 2000 from TOS "The Naked Time". The mission was simply this: "upon beaming down to the planet's surface, your landing party vanishes". The way I addressed it was, I thought, unique)

Stardate 0708.16
USS Guadalcanal
Captain Murphy

We found ourselves deposited in an unexpected location in the Delta Quadrant. Rather than the Nasari system, where we were due to rendezvous with the USS Voyager, we find ourselves close the Ocampa homeworld in the Jibalia sector. That actually puts us more than 2,000 lightyears distant from Voyager, and essentially out of range. We will remain in the neighborhood, taking care to avoid contact with the Kazon Ogla sect and awaiting the arrival of a construction team from the Alpha Quadrant that will construct Starbase Lighthouse Delta. While Starfleet is determined to establish a presence in the Delta Quadrant, there was no intention of establishing that presence in the heart of unfriendly territory. But we are here, and for the moment, the door is still one-way. Besides, we don't run just when it gets interesting.

Our first day of exploration began with an investigation of the third planet in the Jibalia system. It is a Class C planet. Geoinactive, with a frozen atmosphere and a surface temperature far below humanoid tolerance. Geological scans show it is approximately two billion years old, which is relatively young for this class of planet.

That was to be the end of our survey of Jibalia III until we detected what seemed to be an artificial signal emanating from the planet. It didn't match any known frequencies, and resisted our every attempt to decipher it. I led an away team that also included the science officer, senior geologist, and two security officers. After a full twenty minutes spent suiting up for duty on a Class C planet, we transported... and seconds later appeared on the bridge. A few choice words later, we moved back to the transporter room, and tried again. After the third attempt we took off our suits. Tonight the science lab is running a detailed scan of the planet, and tomorrow we'll take a shuttle down to have a closer look at things.

Tuesday, July 15, 2008

Project Lighthouse

To all Starship Commanders:
The artificial one-way wormhole in the Durandal system is now clear of the ion storm that has blanketed the system for several weeks. Rather than simply close the wormhole and abandon hope for a quick return for USS Voyager, as well as closing the door on almost unlimited exploration, Project Lighthouse will oversee the efforts to complete repairs to the Durandal wormhole as well as oversee exploration of the Delta Quadrant. The Fifth Fleet will remain on station while Starbase Lighthouse is constructed as a support facility for the wormhole. At the same time, the recently returned USS Guadalcanal will spearhead our initial exploration.
USS Voyager, if you are receiving this, you may, of course, use your discretion regarding interaction with ships involved in Project Lighthouse.

Admiral Nogulich
Project Commander
Project Lighthouse

Sunday, June 29, 2008

Activity Summary (TOS Map)

(Moderator's Note: This is a  bit of an experiment. Kind of a summary that would be posted of player as well as NPC activity. It might also contain foreshadowing of map-wide events to come. Feel free to pose questions or comments as always.)


Major activity

United Federation of Planets

USS Agamemnon (CA): Depart Earth on training cruise.
USS Enterprise (CA): Two days distant from Alpha Carinai Six on general survey mission.
USS Entebbe (FF): Lost contact while patrolling Triangle Zone.
USS Repulse (LC): Reports unidentified raider craft shadowing dilithium convoy under its protection in Archer sector.
Deep space sensor bouy in sector 7G goes silent. Investigation to be assigned.

Klingon Empire

IKS Groth (CA): Joined To'retlh Fleet at Aknar sector on undisclosed patrol.
BortaS Assault Fleet (various): Begin planetary assault in GaQ'ta system.
Assassination of military governor in Ko'vatlh system by insurgents.
Shipyard Qaw'lI produces first C7 Heavy Battlecruiser in Ha'Toria sector.

Romulan Star Empire

RIS Praex (CA): Destroyed marauder ship in D'deridex system.
Automated convoy departs Telara sector for inner worlds
Starbase Eyre (Ravelt'el system): Reports Klingon activity at edge of secor. Requests reinforcements assigned from Janatru Fleetyards
Ambassador Velara lost in destruction of RIS Bloodied Talon (CA) in Metra nebula.

Friday, June 27, 2008

Advanced Playtest 2. Klingon Heavy Cruiser vs Federation Heavy Cruiser


A=Fed CA
B=Kli CA
Intitial position: Range 3 A Fore to B Fore

Turn 1
A) Roll [5]
A) Reaction Movement/Position [close to range 1]/[A Fore to B Fore]
A) Countermeasures/Reinforce shields [4(2) ECM]
A) Target Selection (General or Specific) Fire weapons [Target:]

B) Roll [5]
B) Reaction Movement/Position []/[B Fore to A Fore]
B) Countermeasures/Reinforce shields [4(2) ECM]
B) Target Selection (General or Specific) Fire weapons [Target:]
Result Range3-2:. A Fore to BFore. Damage to A:None Damage to B:None.

Turn 2
A) Roll [7]
A) Reaction Movement/Position []/[A Fore to B Fore]
A) Countermeasures/Reinforce shields [Retain (2) ECM]
A) Target Selection (General or Specific) Fire weapons [Target:B Fore. Phaser (6). Photon (4)]

B) Roll [6]
B) Reaction Movement/Position []/[B Fore to A Fore]
B) Countermeasures/Reinforce shields [Retain (2) ECM. Add 4(2) ECM]
B) Target Selection (General or Specific) Fire weapons [Target: A Fore. Photon (12)]
Result Range: 2. A Fore to B Fore Damage to A:10/21 Fore shields. Damage to B:6/28 Fore shields.

Turn 3
A) Roll [8]
A) Reaction Movement/Position []/[A Fore to B Fore]
A) Countermeasures/Reinforce shields []
A) Target Selection (General or Specific) Fire weapons [Target: B Fore Photon: 5(10) Phaser 7 ]

B) Roll [5]
B) Reaction Movement/Position []/[B Fore to A Fore]
B) Countermeasures/Reinforce shields []
B) Target Selection (General or Specific) Fire weapons [Target: A Fore Photon: 6 (12) Disruptor: 4 (8)]
Result: Range:2. A Fore to B Fore Damage to A: 21/21 Fore shields. 2/2 Fore Hull. 2/2 Sensors. 1/2 Impulse. 2/2 Phasers. 1/6 Batteries. 1/1 Bridge Damage to B: 23/28 Fore Shields

Turn 4
A) Roll [4]
A) Reaction Movement/Position [Begin roll to starboard]/[A Fore/Starboard to B Fore]
A) Countermeasures/Reinforce shields [Turn 1/3 repair of 2/2 phasers. 2(1) ECM]
A) Target Selection (General or Specific) Fire weapons [Target:]

B) Roll [6]
B) Reaction Movement/Position [Close to range 1. Lateral to maintain Fore to Fore.]/[B to A]
B) Countermeasures/Reinforce shields [4(2) ECM]
B) Target Selection (General or Specific) Fire weapons [Target:].
Result Range 2 closing to 1. A Fore/Starboard to B Fore. Damage to A: None. Damage to B: None.

Turn 5
A) Roll [9]
A) Reaction Movement/Position []/[A Fore to B Fore]
A) Countermeasures/Reinforce shields [2/3 turn repair of 1/2 phasers. 8(4) ECM. Retain (1) ECM]
A) Target Selection (General or Specific) Fire weapons [Target:]

B) Roll [8]
B) Reaction Movement/Position []/[B Fore to A Fore]
B) Countermeasures/Reinforce shields [6 (3) Fore Shield Reinforcement]
B) Target Selection (General or Specific) Fire weapons [Target: A Fore. Photon Damage 9]
Result Range. 1. A Fore to B Fore Damage toA: 2/2 Impulse. 3/6 Batteries. 1/1 Aux Bridge  Damage to B: 3/3 pts Fore Shield Reinforcement Used.

Turn 6
A) Roll [7]
A) Reaction Movement/Position []/[A Fore to B Fore]
A) Countermeasures/Reinforce shields [3/3 turn repairing 1/2 Phasers. 6 (3) ECM]
A) Target Selection (General or Specific) Fire weapons [Target:]

B) Roll [7]
B) Reaction Movement/Position []/[B Fore to A Fore]
B) Countermeasures/Reinforce shields [6 (3) ECM]
B) Target Selection (General or Specific) Fire weapons [Target A Fore Disruptor damage 9]
Result Range 1. A Fore to B Fore Damage to A: 5/6 Batteries. 2/6 Warp. 2/2 Photons. Damage to B: None

Turn 7
A) Roll [11]
A) Reaction Movement/Position []/[A Fore to B Fore]
A) Countermeasures/Reinforce shields [1/3 turn repairing 1/2 Impulse.10 (5) ECM ]
A) Target Selection (General or Specific) Fire weapons []

B) Roll [10]
B) Reaction Movement/Position []/[B Fore to A Fore]
B) Countermeasures/Reinforce shields [8 (4) Reinforce Fore Shield]
B) Target Selection (General or Specific) Fire weapons [Target: A Fore. Photon Damage 18]
ResultL Range A Fore to B Fore Damage to A: Destroyed. Damage to B: 24/28 Fore Shields


I had intended to use the cloak, but I'd already used it in a previous, unpublished playtest, and when the Fed's phasers got taken out, I realized I didn't need to. Once I've created a Romulan Heavy Cruiser, I'll have a chance to test the plasma torpedo. That'll be the bulk of this playtesting.

Revised Rules for Heavy Combat

Here are the revised rules, updated as I worked through the second playtest. I used two Star Trek micromachines to help to visualize the ships fighting and moving in a 3-D environment. Once I have a few working starships, I'll start to create some scenarios for them. I'll post the SSD's to the files section (and Google Docs) soon. As always, I welcome all feedback.

Rotating in place while firing is possible, but only half of directed energy will hit initial target. If a targetted ship rotates to avoid fire, it will still take full effect on the initial shield facing from any directed energy weapon (phasers, Romulan disruptors) on the first phase of the turn. Damage from torpedoes and Klingon disruptors are divided. Damage (given or received from directed energy weapons is divided on the second phase of the turn. If ship fires photon or Klingon disruptor while rotating, damage is not split (because it tracks to the designated target)

Rotating in place takes two turns to complete per shield facing.

Targetting specific system: 1 in 10 chance of doing 1 point of damage. (Refer to chart if using two 6-sided dice.)

2(total) =1
3=2
4=3
5=4
6=5
7=6
8=7
9=8
10=9
11=10
12=reroll

Phasers are omnidirectional.

Photon Rules:
One pt required to fire photons. In all photon equipped ships, if a ship has at least two launchers, one will cover all forward arcs while the other will cover aft arcs. All photons can track to ventral or dorsal arcs. Photon Torpedoes can be launched every other turn. Separate roll for photons. Roll once for 'to hit' (at range 3). Roll again for damage. CA has a max of 20 torpedoes.
Range 1= X3 multiplier (Additional 1/4 damage to attacking ship). Always hits.
Range 2= X2 multiplier. Always hits.
Range 3= X1 multiplier. Needs 3-6 to hit.

Disruptor Rules:
One point required to fire disruptors. Klingon disruptors on the Heavy Cruiser fire forward only, but can track to dorsal and ventral arcs. Disruptor Bolts can be launched every third turn. Separate roll for disruptors. Roll once for 'to hit' (at range 3). Roll again for damage.
Range 1= X3 multiplier.
Range 2= X2 multiplier. Always hits.
Range 3= X1 multiplier. Needs 2-6 to hit.

Cloaking Rules:

Cloak renders ship invisible and untracable. Cloaking requires 1 point to initiate and maintain Cloaked player must keep track of his movements/position relative to opponent(s), and must report movements to moderator (if there is one) Ships can remain cloaked for no more than ten turns per engagement. Ships cannot fire when cloaked. Cloaking ship has neither shields nor weaponry for one turn prior to, and one turn after cloaking device activated. Countermeasures can be used to protect cloaking vessel during turn prior to cloak engaging. If opponent manages to hit cloaked vessel, damage goes straight to hull and internals. In single-player game, player rolls 6-sided die to simulate attacking ship's attempt to hit cloaked vessel.
Number Rolled=direction fired
1=Fore
2=Aft
3=Port
4=Starboard
5=Dorsal
6=Ventral

Lack of Sensors Rules are similar to cloaked rules. If a ship has lost as much as 1/2 sensor capacity, 1-3 (6 sided die) necessary to hit with any weapon. With complete loss of sensors, use the table for firing against a cloaked vessel.
Number Rolled=direction fired
1=Fore
2=Aft
3=Port
4=Starboard
5=Dorsal
6=Ventral

If opponent has 10 points to devote to sensors, cloaked vessel can be 'flash' detected, for that turn only. They can attempt to predict cloaked vessel's next move. If they hit, damage goes straight to hull and internals.

Max of two points (pre-multiplier) can be used to repair two systems over 3 turns

Loss of Impluse engines means you can't manuever. Loss of half of impulse capacity means it takes twice as long to move. Loss of warp capacity restricts you to 1 repair point per turn. Any other action requires repair of warp systems.

One point can be used to close or retreat, but you can't fire at the same time. Close range is a good killing range, but leaves you just as vulnerable. While the ship that closes/retreats cannot fire in the same turn, the other ship can, with the damage multiplier not changing until the following turn. In other words, if ship A closes from range 3 to range 2, it cannot fire on ship B. But ship B can fire at ship A, with the range 3 (X1) multiplier. Two points can be used to move laterally. For example, if ship A rolls to port, ship B can use two points to move laterally to maintain desired shield facing. You can't fire while moving laterally, and any fire received acts hits the shield facing the enemy. Due to the stress placed on the spaceframe, you can only move laterally every two turns.

Max (weapons) range is 3 (X1)

Med range is 2 (X2)

Close range is 1 (X3)

One point of shield reinforcement takes two points. Shield reinforcement can last to a second turn if it isn't fired on. Then shield levels return to normal.

One point of counter or counter/countermeasures takes two points. Countermeasures can last to a second turn if it isn't fired on. Then levels return to normal.

Federation Internal Damage Chart
Roll 1 dice
1=Fire Control/Bridge/Auxiliary Bridge
2=Sensors
3=Phasers/Photons
4=Impulse
5=Batteries
6=Warp Core
If you roll a number for a system that is already destroyed, you roll again.

Klingon Internal Damage Chart
Roll 1 dice
1=Fire Control/Bridge/Auxiliary Bridge
2=Sensors
3=Armor/Cloak/Disruptors/Photons
4=Impulse
5=Batteries
6=Warp
If you roll a number for a system that is already destroyed, you roll again.

If a ship loses 3/4 of its internals, it is subject to catastrophic damage, calculated as such: (1-6 sided die):

Roll: 1
Lose Additional Internals: 6

Roll: 2
Lose Additional Internals: 5

Roll: 3
Lose Additional Internals: 4

Roll: 4
Lose Additional Internals: 3

Roll: 5
Lose Additional Internals: 2

Roll: 6
Lose Additional Internals: 1

(Round up or down if necessary. 17.25 is 3/4 of 23 (the number of internals in a Fed CA. In this case, 17 internal hits is sufficient to invoke the catastrophic damage rule)

Here are the phases of combat. For purposes of play they are considered to be happening simultaneously.

A) Roll []
A) Reaction Movement/Position []/[A to B]
A) Countermeasures/Reinforce shields []
A) Target Selection (General or Specific) Fire weapons []
Result

B) Roll []
B) Reaction Movement/Position []/[B to A]
B) Countermeasures/Reinforce shields []
B) Target Selection (General or Specific) Fire weapons []
Result

Here is an example of a single round of combat:

Roll [] Total of dice rolled. Example: 12
Reaction Movement/Position Your movement followed by resulting position of ships. Example: [Begin roll to Starboard]/[A Port to Starboard to B Ventral, Range 2]
Countermeasures/Reinforce shields [] Any countermeasures or shield reinforcement. Example: [4 points Reinforce Starboard shields]
Target Selection (General or Specific) Fire weapons [] Target specific systems using chart, or fire at general location. Example: [Fire Phasers 8 Points at B Ventral]

and B's reply...

B) Roll [9]
B) Reaction Movement/Position [1 Point Withdraw to Range 3]/[B Ventral to A Port to Starboard]
B) Countermeasures/Reinforce shields [8 Points Reinforce Ventral shield]
B) Target Selection (General or Specific) Fire weapons [0]

Result:
4/27 points damage to B Ventral shield. (The benefit of the X2 multiplier offset by 50% of damage lost due to roll to starboard, damage (8 points) reduced to 4 by B reinforcing shields)
A and B at range 3.
(Note on damage notation: Damage, i.e. '4/27 points damage to B Ventral shield' is recorded cumulatively. Results show a running total of damage)

Fighter rules to follow.


Kapact

Saturday, June 14, 2008

Progress on the second playtest

Progress is being made on the second playtest (Fed CA vs Klingon CA). As I'm
working through combat, I'm adapting and improving some rules, and
introducing photon torpedoes, disruptors, cloaking devices, and repair of
systems damaged during battle. I'm also fine-tuning procedures for
single-player play. Just on the off chance I end up playing this by myself.
:)

I'm also working on a campaign that will include tasks for explorers (like
Voyager), strategic planners, and even planetside tactical exercises. Just
as in real life, an overall effort depends on many different missions to
succeed, and some players will prefer exploration, to, say, convoy raiding.

Kapact