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Tuesday, March 30, 2010

Fantasy Trek: Summary of Events Stardate 0310.30




Quick Start Play:



If you'd like to be able to jump right in to see if you like this game, you might want to try a few rounds of Simple Combat. The Simple Combat Game is a way for you to quickly resolve combat between vessels, or fleets of vessels. This is useful if you are playing a scenario or campaign that involves more than a few ships. Otherwise a simple scenario could take weeks to play through.



It is useful to keep a copy of the Simple Combat Template. This makes it possible to copy and paste the basics of your bit of 'paperwork', add however many ships you may need to, and change or insert ship names. Here is a very basic template (there are more in the files):



IKS rolls: o/d

USS rolls: o/d

Result:

IKS damage /15

USS damage /15



The first section is for points rolled (1d6 result times the appropriate multiplier), and how the points are allocated (offense/defense). The second "Result" section shows the calculated damage. In the case of basic AI ships, the damage potential is 15.. so you would indicate 5 points damage with 5/15. Pretty simple.



If you are playing a single player game, roll a 1d6 to see who 'wins the toss'. If you roll a 1-3, you do. Then you roll the 1d6 for your opponent first. Allocate available points according to this multiplier chart:



2 (DS) Defense Sat/(FR)Freighter X1

3 (FF) Frigate X4

4 (DD) DestroyerX6

5 (CL) Light Cruiser X8

6 (CA) Heavy Cruiser X10

7 (CC) Command Cruiser X12

8 (BCH) Heavy Battlecruiser X15

9 (DN) Dreadnought X20

10 (BB) Battleship X22

11 (CV)Carrier X25

12 (STB ) Starbase/ (BS)Base Station X50/75 (reroll, 50/50)



Here is an example of simple combat between the Klingon heavy cruiser Perseus and the Sha'kurian heavy cruiser Count: In this case, I won the toss, playing as the Perseus. That meant that I had to roll and allocate for the Sha'kurian first. (The point of all this 'coin tossing' is to add randomness to the gameplay in the single player game. It puts the luxury of being able to react to your opponent's first move on a totally random footing. And of course, whoever rolled second first time rolls first the next. Compare it to the coin toss to determine who receives the kickoff in a football game ) That first roll was a 6 (on a 1d6), for 60 points. Acting for the Shakurian, I decided to play it safe, putting it all on defense. As it turned out, the caution was unnecesary. The Klingon only rolled a 1.



IKS Perseus rolls:10 0o/10d

SRS Count rolls:60 0o/60d

Result:

IKS Perseus damage 0/25

SRS Count damage 0/15



For the next volley, the Klingon ship took its turn rolling first. It rolled a "3", for 30 points, and put them all on defense. It didn't save him because the Count rolled a 6.



IKS Perseus rolls:30 0o/30d

SRS Count rolls:60 60o/d

Result:

IKS Perseus destroyed

SRS Count damage 0/15



You'll note that the Perseus is able to take 25 points of damage. That is

because all of my play has given me a "Elite" rating. The increased available points is one of the benefits of that. For details, see "Experience Points: How to Get Them and What They Get You". If you want to take it a step further, you can capture ships using Simple Combat. You have to cause 10 points of damage to lower the enemy shields, then transport over. Ah, but to so that you have to lower your own shields. Do that by giving yourself (just for the 'transport' volley) 10 points damage. A bit tricky, with careful timing involved, but a great tactic. And of course, as new races are added to Fantasy Trek, there will be a few

necessary variations to these rules (i.e. Tholian Webs).



So what to do with all of this? As I said, the Simple Combat Game is ideal for extended scenarios involving many ships in combat. The latest is "Fifty Points" (details below)





Games in Play:



"Fifty Points" (see Dev notes for rules)

Turns 45 through 46



Another slow week for Fifty Points, as work elsewhere takes precedence (see Dev notes for details), but some important work has taken place. Revised rules for simple combat fleet action has complicated it, made it more difficult, but more challenging, and ultimately more satisfying and balanced. See Dev notes for details. In the meantime, the Klingons are encountering resistance, but are preparing to take their first system by force (including orbital bombardment). The Romulans have used subterfuge to secure their first system while the Federation diplomatic juggernaut rolls on. Here are the turn logs:



Turn 45)

0310.21

Federation: FF1 (Federation First Fleet) on station at Planet Blue17 FSY1 begin construct FCA1 (1/3) (v,10). FDD USS Gallipoli at (z,11).

Kingons: KBF (Klingon Black Fleet) moves to (u,17) KSY1 begin construct KCA1 (1/3). (x,14)

Romulans: RIF1 (Romulan First Imperial Fleet) on station at Planet Green 5. (af,12) RSY1 begin construct RCS1 (1/1) (af,14)



Turn 46)

0310.21

Federation: FF1 (Federation First Fleet) on station at Planet Blue17 FSY1 begin construct FCA1 (2/3) No contact (v,10). FDD USS Gallipoli at (AA,11).

Kingons: KBF (Klingon Black Fleet) moves to Planet Red 16. Defense rating 6. Eight defsats Six DD's in orbit (t,18) (0310.22) IKF1 (Imperial Klingon Fleet) Black Fleet vs DD1-6*won toss. DD1-6 destroyed. KCA IKS DuranQo KDD IKS Qor'Du destroyed. Other Klingons undamaged. (0310.22) KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek vs DEFSAT1-8*lost toss DEFSAT1-8 destroyed. Klingons undamaged. KBF on station Planet Red 16 (t,18) KSY1 begin construct KCA1 (2/3) No contact. (x,14)

Romulans: RIF1 (Romulan First Imperial Fleet) moves to Planet Green 5. Begin subterfuge to secure rights to duranium: Successful (af,12) RSY1 begin construct RCS1 (1/1) (af,14)



"Head to Head Sector Assault"



Here are the rules for anyone who doesn't remember:



The goal is to conquer and hold all 5 systems.



In order to do this, you must conquer, then sufficiently defend the systems while denying your enemy access to those same systems. Reduce the enemy fleet sufficiently to prevent them from building a shipyard, and stop/destroy enough enemy convoys to deny random reinforcements sufficient to threaten your shipyards. You must also attain a minimum of 13 points (see 'Victory Conditions' below)



System Conquest:

Regardless of whether a system has been taken by enemy forces, you will face a random-sized enemy fleet upon first arrival in a new system. Roll 1d6 for size of enemy fleet, then subtract any applicable random fleet disadvantage (see below). Then use appropriate simple combat template. All surviving ships retain damage but can move and fight until destroyed. They can only be repaired by remaining in place for two turns (subject to random enemy attack each turn: (1d6: 4-6)) or by docking at shipyard for one turn. The system remains yours once you've defeated the initial fleet, but if left undefended, any attempt to conquer it will only be countered by a randomly generated fleet. You can (and should) choose to leave any combination of ships and/or a shipyard to defend it.



Open Space:

Enemy convoys will only be encountered in open spaces. Roll for encounter (3/6 chance). Then roll 1d6 for enemy escorts. 1-3= 1 CA escort. 4-6= 2 CA escorts. The random fleet disadvantage does not affect this. Random enemy convoy(s) must be stopped=at least 3/5 freighters destroyed or captured (5/15 damage and successful boarding party action), escorts destroyed or disabled (10/15 damage) in 5 volleys or less. Every convoy that is stopped decreases random enemy fleet size by one. This is the random fleet disadvantage. For every three freighters captured, your random fleet disadvantage is reduced by one. You will not encounter convoys in open spaces when you have conquered both adjacent systems



Enemy forces may be encountered in all open spaces (even between two conquered and held systems). Roll for encounter (2/6 chance), Roll for size of enemy fleet (use same method as in-system combat).



Shipyard:

Shipyards are recommended. They can only be built in systems that you hold (by destroying an initial assault fleet). Three starships must remain in system or open space area for three turns to build shipyard. During each turn 50% chance of random attack. (1d6: 4-6) LOS (line of sight) must be maintained to use or attack shipyard. Shipyard has X75 multiplier. Shipyard can construct replacement ships in 3 turns. While your fleet can not exceed 6 ships, additional ships built at shipyards do not count against this total. They cannot fight with full-sized fleets, but can supplement diminished fleets. The same rule applies to surviving random reinforcements. Since you must have a minimum of three ships to build a shipyard, it is recommended that you build at least one shipyard and at least two reserve ships just in case of unforseen losses. A fleet reduced to two ships and no shipyard to fall back would have little chance of victory.



If you want to register as a player, notify me through the Yahoo Group or a comment on the blogsite. I recommend keeping a record of your games played, as they add up to experience points that enrich your gaming experience.



Victory Conditions/Points-

Shipyards 5 (max)

Fleet size 6 (max)

Reinforcement capacity 6 (max)



You must conquer 5 systems and attain 13+ VC points



Turns 1 through 5

The new simple combat rules made for surprising setbacks as both sides lost their initial fleets to large random fleets. But by turn 5, the Klingons have built their first shipyard and are remaining on station as KSY1 builds two more heavy cruisers to bring their fleet back up to full strength. At the same time, the Feds are up to full strength, trying again to build a shipyard. If the Feds can get their shipyard up and running without any major problems, they'll be a turn or two ahead of the Klingons. All in all, this has the potential to be an even nastier fight than the last one.



Turn 1)

(0310.18)

System 1: FCA USS Essex FCA USS Challenger FCA USS Tahir FCA USS Robau FCA USS Abrahms FCA USS Orci form Fed 1st Fleet (FF1). Contact: 6 KCA's *lost toss. (0310.18) FCA USS Essex FCA USS Challenger FCA USS Tahir FCA USS Robau FCA USS Abrahms FCA USS Orci vs KCA IKS D'Qu KCA IKS NaQjej KCA IKS Ej'QuD KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr: FF1 destroyed. KCA IKS D'Qu KCA IKS Ej'QuD destroyed. All other Klingons undamaged.

.

System 5: KCA IKS Kandido KCA IKS Kurry KCA IKS DuranQo KCA IKS Ok'ran KCA IKS D'Han KCA IKS Glommer form Klingon 1st Fleet (KF1). Contact: 5 FCA's *lost toss. (0310.18) KCA IKS Kandido KCA IKS Kurry KCA IKS DuranQo KCA IKS Ok'ran KCA IKS D'Han KCA IKS Glommer vs FCA USS Washington FCA USS Roosevelt FCA USS Cleveland FCA USS Detroit FCA USS Seattle: KF1 destroyed. FCA USS Washington FCA USS Roosevelt destroyed FCA USS Cleveland 5/15 damage. FCA USS Detroit FCA USS Seattle undamaged.



Turn 2)

(0310.20)

System 1: IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr form KF2 Begin construct KSY1 turn 1/3 contact? 1 FCA *lost toss: (0310.21) IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr vs FCA USS Keating: FCA USS Keating destroyed. Klingons undamaged.



System 5: FCA USS Cleveland (5/15 damage) FCA USS Detroit FCA USS Seattle form FF2 Begin construct FSY1 turn 1/3 contact? 3 KCA's *lost toss: (0310.21) FCA USS Cleveland (5/15 damage) FCA USS Detroit FCA USS Seattle vs KCA IKS Pagh KCA IKS Hargh KCA IKS SuHo: FCA USS Cleveland (5/15 damage) FCA USS Detroit FCA USS Seattle destroyed. Klingons undamaged. Klingons take over construct FSY1, redesignate KSY2



Turn 3)

(0310.24)

System 1: IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr form KF2 continue construct KSY1 turn 2/3 contact? Contact: 4FCA's. (0310.24) IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr vs FCA USS Sydney FCA USS Matalava FCA USS Fearless FCA USS Auckland. FCA USS Sydney FCA USS Matalava FCA USS Fearless FCA USS Auckland destroyed. Klingons undamaged



System 5: KCA IKS Pagh KCA IKS Hargh KCA IKS SuHo begin construct KSY2 turn 1/3 contact? Contact: 6FCA's. (0310.22) KCA IKS Pagh KCA IKS Hargh KCA IKS SuHo vs FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn. KCA IKS Pagh KCA IKS Hargh KCA IKS SuHo destroyed. Feds undamaged. Feds takeover construction KSY2, redisgnated FSY1.



Turn 4)

(0310.26)

System 1: IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr form KF2 continue construct KSY1 turn 3/3 contact? Contact: 3FCA's. (0310.26) IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr vs FCA USS Relentless FCA USS Cairo FCA USS Endeavour. FCA USS Relentless FCA USS Cairo FCA USS Endeavour destroyed. Klingons undamaged.



System 5: FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn begin construct FSY1 turn 1/3 contact? Contact: No contact



Turn 5)

(0310.27)

System 1: KCA IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr (KF2) on station KSY1 complete, begins construct KCA IKS Sompek 1/3 Contact? 2 FCA's (0310.27) IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr vs FCA USS Norfolk FCA USS Jamestown. FCA USS Norfolk FCA USS Jamestown destroyed. No damage to Klingons.



System 5: FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn begin construct FSY1 turn 1/3 contact? Contact: No contact



Command College:



What Are Your Orders, Captain?



(TNG Era) "Omega Dilemma"



Federation troops working side by side with Klingons to clear pirate-infested planets in the Triangle Zone happen upon a disturbing find on an uncharted planet. Colonel Jeb Saunders has discovered a large source of the Omega Particle buried deep underground. Colonel Saunders knows that standard orders regarding the Omega Particle require that a special team be brought in immediately, superceding all other orders and concerns, due to its unparalleled power and its potential for destruction. The Omega Directive even supercedes Prime Directive considerations. In this case, however, Colonel Saunders is concerned that the Klingon forces he is working with will undoubtedly detect the Omega Particle and attempt to take it for their own uses. At the same time, the alliance with the Klingons could suffer if they discover that he is working to conceal the powerful discovery.



"What Are Your Orders, Captain?"



Post your solution in the YahooGroup or through the blogsite's 'comment' feature.



"Captain's Log"



"...dating back to ancient times..."



Commander Harry Lovecraft

Branson Oort Laboratory

Sol System



Just when I thought that we'd found essentially everything there was to find out here, we've discovered what appears to be the frozen remains of a creature never before found in Earth's solar system, and in fact not mentioned in the Starfleet database, even pulling in records dating back to ancient times. The biomatter, which is based on an element (just as humans are carbon-based) that we have not yet identified appears to be a part of a limb, based on apparent muscle tissue. While we normally depend upon computer projections to answer most of our questions about a specimen, in this case the computer projections left us with more questions than answers. The computer showed us a largely generalized pink-hued fleshy mass, with fungoid, crustacean-like characteristics. A series of tests, exposing a small portion of cloned biomatter to a number of different stimuli resulted in almost immediate physical changes, suggesting that the creature's biology was remarkably adaptive, growing limbs to cope with whatever situation it was faced with. The computer also showed a convoluted ellipsoid composed of pyramided, fleshy rings and covered in antennae where a head would normally be. The full-grown specimen would grow to approximately 1.5 meters and sport a pair of membranous wings.



Tests exposing the biomatter to light and heat showed more reaction than any other stimuli, and we are therefore considering moving the remains to the Pluto research station for further tests where it will receive more exposure to the sun's rays.



(thanks to Sean Hill in Ireland for the inspiration for this entry)



For next week. write a 100+ word log entry including the phrase "...the hidden dangers of diversity...". Post it in the yahoo group or on the blogsite's "comment" feature for a Command College Point.



Dev Notes:

Big changes in Simple Combat fleet action. I was finding that if a side lost the toss, they lost the battle, almost every time. I needed a way to diminish that advantage, making it even more balanced, and requiring more coordination. So I decided to make the teams alternate dice rolling. So there is still a coin toss, but it only applies to the first ship to roll. That makes it much tougher, because as a ship rolls and allocates, it has to gamble on how ships down the line will roll and allocate. You can, however, save the bigger ships for last so that they can try to cover any ships that get in trouble. Here is a turn log from the latest Head to Head Sector Assault (with annotations):



FCA USS Cleveland (5/15 damage) FCA USS Detroit FCA USS Seattle form FF2 Begin construct FSY1 turn 1/3 contact? 3 KCA's *lost toss: (0310.21) FCA USS Cleveland (5/15 damage) FCA USS Detroit FCA USS Seattle vs KCA IKS Pagh KCA IKS Hargh KCA IKS SuHo: FCA USS Cleveland (5/15 damage) FCA USS Detroit FCA USS Seattle destroyed. Klingons undamaged. Klingons take over construct FSY1, redesignate KSY2



The Feds lost the toss, and so the Cleveland rolled first:



FCA USS Cleveland rolls 60 30 (Pagh)o/30d



It rolled a 6 (for 60 pts), and divided it evenly between defense and the Pagh. Next came the first Klingon, the Pagh, which fired back:



KCA IKS Pagh rolls 50 25 (Cleveland)o/25d



Next came the Detroit, which played it safe, devoting all of its points to defense:



FCA USS Detroit rolls 40 0o/40d



and play continues, back and forth. Here is the entire exchange:



FCA USS Cleveland rolls 60 30 (Pagh)o/30d

FCA USS Detroit rolls 40 0o/40d

FCA USS Seattle rolls 30 0o/30d

KCA IKS Pagh rolls 50 25 (Cleveland)o/25d

KCA IKS Hargh rolls 40 0o/40d

KCA IKS SuHo rolls 60 30(Cleveland)o/30(Pagh)d

result

FCA USS Cleveland destroyed

FCA USS Detroit damage /35

FCA USS Seattle damage /35

KCA IKS Pagh damage /15

KCA IKS Hargh damage /15

KCA IKS SuHo damage /15



FCA USS Detroit rolls 60 40(Pagh)o/20d

FCA USS Seattle rolls 30 o/30d

KCA IKS Pagh rolls 20 o/20d

KCA IKS Hargh rolls 20 o/20d

KCA IKS SuHo rolls 40 o/20/20(Pagh)d

result

FCA USS Detroit damage /35

FCA USS Seattle damage /35

KCA IKS Pagh damage /15

KCA IKS Hargh damage /15

KCA IKS SuHo damage /15



FCA USS Detroit rolls30 o/30d

FCA USS Seattle rolls30 o/30d

KCA IKS Pagh rolls60 30(Detroit)o/30d

KCA IKS Hargh rolls10 10(Detroit)o/d

KCA IKS SuHo rolls60 25(Detroit)35(Seattle)o/d

result

FCA USS Detroit destroyed

FCA USS Seattle damage 5/35

KCA IKS Pagh damage /15

KCA IKS Hargh damage /15

KCA IKS SuHo damage /15



FCA USS Seattle rolls 40 o/40d

KCA IKS Pagh rolls 60 30o/30d

KCA IKS Hargh rolls10 10o/d

KCA IKS SuHo rolls 30 30o/d

result

FCA USS Seattle destroyed

KCA IKS Pagh damage /15

KCA IKS Hargh damage /15

KCA IKS SuHo damage /15



I'm also making rules to cover planetary bombardment. That's necessary for the Klingons to be able to capture planets without needing more than a dozen ships. There are also guidelines for the number of boarding parties the different ship classes have in Fantasy Trek. Here is the revised Simple Combat table:



Random Encounter Chart

Roll=Result

2 (DS) Defense Sat X1/(FR) Freighter/(CS) Construction Ship X2 Boarding Parties=1

3 (FF) Frigate X4 Boarding Parties=1

4 (DD) DestroyerX6 Boarding Parties=2

5 (CL) Light Cruiser X8 Boarding Parties=3

6 (CA) Heavy Cruiser X10 Boarding Parties=4

7 (CC) Command Cruiser X12 Boarding Parties=5

8 (BCH) Heavy Battlecruiser X15 Boarding Parties=6

9 (DN) Dreadnought X20 Boarding Parties=7

10 (BB) Battleship X22 Boarding Parties=8

11 (CV)Carrier X25 Boarding Parties=9

12 (SY)Shipyard/(STB )Starbase X75/100 (reroll, 50/50) Boarding Parties=11/12

Planet Boarding Parties=100



Here are the revised Fifty Points rules:



Objectives:



Diplomatic agreement to settle unclaimed zone. Fifty-one planets in three sectors. Seventeen systems each. Each sector= 10x25 spaces.



Three powers must establish economic/material support locally.



After initial battle group (One dreadnought, three heavy cruisers, two destroyers), all ships must be built locally.



Each power must successfully transport twelve convoys to unclaimed zone and then back to friendly space.



Winning power must unite at least two sectors in order to win.



Winning power must achieve 17 experience points.



Winning power must win at least 5 heavy combat engagements



Sector Victory Conditions:



Military: 2/3 (12/17) systems conquered-see rules below.

Diplomatic/Subterfuge/Economic: 2/3 (12/17) systems cleared of pirate threat.



At least ten 100+ word logs required from each power.



Rules



Shipyards:

Initial battle group carries enough duranium and dilithium to build three shipyards. After that, shipyards require five freighters of refined duranium and dilithium. Three heavy cruisers take three turns (without diplomatic cooperation) to build a shipyard (subject to random pirate attack (each turn, 2/6 chance of attack) in systems where pirates are active). In systems with diplomatic cooperation, three heavy cruisers take two turns to build a shipyard (subject to random pirate attack (each turn, 2/6 chance of attack) in systems where pirates are active).



Shipyards require one freighter shipment of duranium and one freighter shipment of dilithium to build one carrier, three heavy cruisers or five destroyers. In pirate affected systems, all construction periods are subject to random pirate attack (2/6 chances) every other turn



Shipyards build at this rate:

1 carrier= 6 turns

1 heavy cruiser=3 turns

1 destroyer= 1 turn

1 freighter= 1 turn

1 construction ship= 1 turn



Construction ships build at this rate:

1 defsat= 1 turn

1 dilithium refinery= 2 turns

1 duranium refinery= 2 turns



Each zone contains only four systems capable of supplying duranium and dilithium (for each survey, roll 1d6, 1,2= positive result, until four are catalogued)



Aside from the twelve convoys that must be transported from friendly space to unclaimed zone and then back to friendly space, convoys are required to transport refined dilithium and duranium from refineries to shipyards in order to build/maintain fleets. Powers can hijack enemy convoys, but after each such incident, the odds of it being subject to pirate attack increase. (see ROE)



ROE (Rules of Engagement)



Three powers must turn local populations to their sides. Each power will have advantages:

Federation: Diplomacy/Economic strength

Klingons: Military

Romulans: Subterfuge



Three powers can use any means, but will face disadvantages when going against their strength. (i e: Federation using military strength will weaken diplomatic standing. Klingon using diplomacy will embolden local military resistance. Romulans using diplomacy will have less chance of success)



During every turn, there is a 1/6 chance of random calamity (convoy lost, contact lost with colony)

Use the following table:

1d6 roll=result

1= convoy closest to destination lost

2= contact with random colony lost

3= power lost to all shipyards for one turn

4= pirate appears from warp and attacks random colony

5= population stages violent revolt on random colony

6= defsats malfunction, destroy random orbiting ship in random system



Every system has 1/5 chance of being dominated by pirate activity upon first contact. (1d6= '1'= pirate activity. '2-5=no pirate activity. '6'=reroll)



Each time a power hijacks convoy, there is a 1/6 (1d6) chance that one of its systems will fall under pirate attack.



Despite ROE, each power will have to use disadvantage to gain access to system at least twice



Pirate Attack:

Pirate attacks consist of attacks on planets, installations and starships. Use simple combat tables to determine number and types of craft.

Default pirate craft will be determined by 1d6 roll:



Klingons:

1-2= Klingon ship

3-4= Romulan ship

5-6= Federation ship



Federation:

1-2= Federation ship

3-4= Klingon ship

5-6= Romulan ship



Romulans

1-2= Romulan ship

3-4= Federation ship

5-6= Klingon ship



Klingons and Romulans can employ privateers that can be customized.



Capturing enemy ships:

Capture attempts/hit and run attacks can only be used during heavy combat.



System Conquest:

To conquer a system, you must conquer one controlling planet, including any defense.



System Defense:

When conquering non-aligned systems, roll 2d6 to determine defense rating.



roll=result

2=1

3=2

4=3

5=4

6=5

7=6

8=7

9=8

10=9

11=10

12=reroll



Systems have defense ratings of 1 through 10.



1= No installations

No ships permanently assigned

2= No installations

Less than six ships (Destroyer class) permanently assigned

3= Less than six defsats in orbit

Less than six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned

4= Six defsats in orbit

Less than six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned

5= Six defsats in orbit

Six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned

6= Eight defsats in orbit

Six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned

7= Eight defsats in orbit

One to three ships (heavy cruiser class) permanently assigned

8= Nine or ten defsats in orbit

One to three ships (heavy cruiser class) permanently assigned

9= Shipyard assigned

Four to six ships (heavy cruiser class) permanently assigned

10= Starbase assigned

Four to six ships (heavy cruiser class), or any number of carriers permanently assigned



Planets have 100 defending teams. To conquer a planet, you must defeat it in simple combat and boarding party action. Note on Planetary Bombardment: Once planetary defenses are defeated, 100 defending teams may be destroyed with planetary bombardment at the rate of 1 defender per 4 points damage. However, if you use bombardment to defeat 50 or more teams, planet will be uninhabitable (and cannot be officially claimed and utilized) for five turns.



System Negotiation:

On first turn, 2/6 chance (1d6, 1-2 required). On second turn, 4/6 chance (1d6, 1-4 required). On third turn, 5/6 chance (1d6, 1-5 required). if you do not succeed at that point, negotiations fail. You have to vacate system and wait three turns, then you can return try again. If you fight off pirates in system, you automatically have 5/6 chance of success. If you attack system and fail to conquer it, system is closed to negotiation. Same rules apply for subterfuge.

Sunday, March 28, 2010

Miss Ginny's Diary March 28th 2010

Meow to you. It’s me, Miss Ginny talking to you on a nice Saturday that is not to hot and a light wind is blowing and keeping things cool. If it would stay like this through the summer then HM would love it. She has been cross with us this week because my sister ShooShoo and I have had a few arguments. HM said yesterday that we had to cut the cr--! Now she doesn’t say that very often. Even HD (who was home from work yesterday) said that we were ‘a bit much’. I think that ShooShoo is trying to be the big boss. She is always talking and stalking all of us lately. HD has been calling her the BBS which is short for Big Boss ShooShoo. She has even tried to claim my special space which is on top of the microwave (I am not allowed on it when it is going) and I am fighting back. My sister and I had words yesterday and she caught hold of my ear in her mouth and I cried out and that brought HM and HD into it and ShooShoo was sent under the big bed by HD to cool off. ShooShoo has always played a lot and she plays hard as HM says. Even when she was a tiny tiny kitten, she raced everywhere at top speed. Even GAD has got into the fracas and she chased after ShooShoo and flattened her on the carpet cover sheets. HD went to my sister’s rescue and let her up. GAD is very big and if you are flattened by her then you truly stay flattened. Today all seems quiet as HM just said a few minutes ago. Yesterday we had the off-road racing cars next door to us and HM and HD went and had a look at them. They were very noisy. They come to the desert for their big racing championships and they had a 400 mile race to contest today. Fortunately for us the actual race will be at a place that is far away from us out in the desert. I don’t like noise. I don’t even like people laughing. I like my peace and quiet. HM has been cleaning and packing a few things. I like to follow her around and get into closets and boxes and watch her sorting out what she is keeping and throwing out. We found a whole lot of old cat toys and that was fun. I don’t play with toys a lot. I like to play with HM’s pens. My sister and my cat mom play a lot with the toys. GAD likes plastic bottle tops from the water bottles. She picks them up and takes them into the bath and makes a lot of noise playing with them. GAD is a funny cat. She sits quite quietly and then suddenly, she will go on a bender as HM calls it. She talks a lot to HM when she is cooking in the kitchen or doing the laundry. GAD’s favorite place is the toilet seat. She spends hours there. This is a picture of her on the toilet seat, talking to HM. There are a lot of helicopters overhead today – they are mostly tourist flights to and from the Grand Canyon. We have an airbase not too far from us and sometimes we get the fighter planes overhead to. Oh my, here comes ShooShoo talking like crazy. She is usually asleep in the early afternoon. Everyone else is either asleep or cleaning before going to sleep. I will go and have a nap soon as soon as I have finished telling HM what to write in my diary. HM has put lots of nice food out for us today. We are spoilt. HM just said, ‘yes you are’. She just asked me to finish soon as she wants to have a nap. So I will get along to my pre-nap cleaning and talk to you again soon. Bye for now.




Meow to you from me, Miss Ginny.

Chatter With Kate: THE VICE PRESIDENT & YOUNG AMERICA with F-BOMBS IN THE MIDDLE

Hello folks and I hope today finds you as best as you can be. I was delighted to see on the television yesterday, that a bunch of young Americans were taking on the VP over his recent expletive - namely the F-Bomb debacle when introducing our somewhat embattled President recently. Good for them. I am so sick of hearing F-Bombs everywhere. You simply can’t walk out your door without hearing F-Bombs being uttered all around you. We never grew up with this and I don’t know why people need to utter this unpleasant word so much. Oh I know that there are a number of people laughing about this incident but while I might be having a little episode of wishful thinking here, I think the Vice President should realize that we are watching and for the most part we all have good ears. The press certainly does and politicians can’t get away with much these days, even though they would like to. Vice President Biden is a fairly pleasant fellow, but I would like to remind him to set a better example. There are a lot of people out there who are going to say ‘oh Joe’s just one of the boys’. Well then this particular ‘Joe’ needs to apologise which is what the young folk want. I will be pleasantly surprised if he does. It would be nice though and be a bit of good PR for this embattled administration. It might sound to be a simple thing to a few folk and nothing to worry about. However, as with many things in life, it is the simple things that make a huge difference and these young folk are the ones that will be picking up the pieces of what this administration leaves. So Mr. Vice President, say you’re sorry. If you come out to the desert southwest, send me an email and I will invite you for a coffee and a deep fried Twinkie for keeping the kids happy.


Cheers and go safely out there.

Kate.

Tuesday, March 23, 2010

Kapact's Rant: "An Empire Ruled By The Majority . . . Ruled By A New Constitution . . ."

Excerpts from the screenplay for "Star Wars Episode 3: Revenge of the Sith"


"The constitution is in shreds. Amendment after amendment . . . executive directives, sometimes a dozen in one day."


"An empire ruled by the majority . . . Ruled by a new constitution . . ."


"So this is how liberty dies, with thunderous applause . . ."

Well, not the end of liberty, exactly, yet...

but the Audacity of Obama continues, and it is noteworthy that they have been forced to twist and trample on the legislative process to pass their unconstitutional bill. Why? Because otherwise (through honest, legal means), it would have died. There is no disputing that. Indeed, the process has been mangled and blended, with 'promises' (that, like most of Mister Obama's promises, will not survive the campaign), to alter the nature of the bill by executive order after it is signed into law. The checks and balances, so crucial to the restraining of hyper-government have been manipulated and side-stepped in a desperate push to pass so-called health care reform. The fake smile on Pelosi's face as she actually used the word 'humility' reminded me of a vampire pressing a crucifix into its forehead. We know now (and every poll backs this up) that the Democratic regime has no respect for the wishes of WE THE PEOPLE, but we also know that it has no respect for our intelligence. Humility? Humility? Ms Pelosi, how dare you use the word humility? We don't want this and we can't afford this. And what's more, based on your sagging poll numbers, we feel the same way about you.

I am glad to see that several states' attorney's generals have already stepped up and announced legal challenges. You see, Ms Pelosi and Mister Obama, there is a third branch of our government, specifically set up to deal with power grabs like this monstrosity. It's called the Supreme Court. It's sole purpose is to interpret the Constitution, and to ensure that legal train wrecks like health care reform don't violate the Constitution. And while you have managed to install an admitted racist judge to that court, you don't own it. Yet.

When Mister Obama was elected, I decided to try to give him a chance. I took note of what he did that I liked (rare though that was), and I admitted here that I thought he had some likable qualities. But no more. Mister Obama and his minions have shown that despite their acting abilities, they have no respect for the Constitution, the American People, or the elected offices that they hold. They have no respect for the rule of law or the simple moral code that says keep your promises. Ronald Reagan was a great President for many reasons, but he was unique in that he understood well that the office that he held wasn't a weapon to be used to beat the Constitution with. It is a privilege. An honor. It's not a platform from which to rule over the American People with an iron fist. It's a stewardship. A promise, not to fundamentally change the country, but to protect us and our freedoms and rights and to protect, preserve and defend the Constitution. Someone elected to the presidency is given a sacred trust. They're supposed to respect the office and the people and the terrible terrible price that people have paid to keep us free and safe and strong. They're supposed to respect the incredible hardships and danger and loss that our Founders were subject to in throwing off tyrants and giving us our country. Mister Obama, you don't respect any of that, and you clearly don't respect any of us. And come 2012, you're going to see just how much we respect you.

Monday, March 22, 2010

Kate’s Cooking: EXPERIMENTING & PASTA SAUCES

Greetings to you. I am a great fan of experimenting when cooking and in particular, creating sauces, especially for pasta (I have a benevolent husband who puts up with this!). A great number of us these days are on tight budgets and we have to hunt for things to stock our pantry that don’t cost too much. In this respect I would like to go back to a subject that I have talked about before - growing vegetables and fruits in pots and if you have the space, putting together a small greenhouse is always invaluable for growing things out-of-season. I knew of a lady in England who grew strawberries in their winter, in a greenhouse she had made herself and she had great success selling them to the restaurants in London and also to the late Queen Mother’s household. Her first green (glass) house was quite small and as she made a bit more money, she enlarged her garden and she did this by herself. She employed no staff and eventually she made enough money to emigrate overseas to live with her son and his family. With the spring approaching in the northern hemisphere, garden activity increases tenfold and I am hoping that our small family will be out of our present situation and into a rural area where I will be able to have a garden that will grow a bunch of stuff (my favorite word!) that I can stack away for the next winter. If you are not in a situation where you can grow your own vegetables etc., (as we are) then keep a keen eye on the flyers from your local supermarket. Recently in our local supermarket (the VONS/Safeway group) we have been lucky as they have had some excellent deals on many vegetables and my husband (over the last 3 weeks or so) has been able to come home with red peppers, asparagus, garlic, cabbage, broccoli, celery, onions etc. Today’s recipes are both sauces for pasta. We like to have wholegrain pasta – it is so good and the texture is great. We get two meals for two people out of a packet of spaghetti for example. If you keep an eye out for specials, wholegrain pasta is not too expensive. Enjoy them both.

KATE’S MIXED VEGGIE SAUCE FOR PASTA

This is one of my ‘dream-up’ recipes using vegetables and chopped up left over sausages. The following vegetables were chopped up (smallish) and the amount is probably about 1 cup each, except for the garlic: asparagus, broccoli, red pepper, celery, garlic – 2 or 3 large cloves finely chopped. Put these in a pan or cooking pot with some margarine, oil or butter (your preference) and cook for a few minutes and add 1 (small) can of tomato paste and 2 teaspoons of fajita seasoning. Put aside until you have cooked your pasta. To the pasta water, add a little more fajita seasoning and some margarine, oil or butter. Once cooked, add perhaps 3 soup ladles of pasta water to the vegetable mix and stir until you have reached a consistency that appeals. To this, add chopped sausages or left over chicken if you have it. Serve the sauce over the pasta and top with cheese if you wish. This recipe is very nice as a chilled salad with cold meat – omitting the addition of sausages or chicken to the sauce.

VEGETABLE SAUCE (NO. 2)

This is a sauce I saw a chef do on the television recently and I found it intriguing as it used apples which is something I have never used in a pasta sauce. It is very simple and is very tasty and again, I think it would make a nice salad to go along with cold meat.

*onion and celery – chopped and cooked in a pan for a few minutes with some olive oil
*a large can of whole tomatoes and 2 grated apples cooked together for a few minutes
*seasonings and herbs of choice (chef’s comments)

Add the above together and serve over spaghetti and top with grated cheese.

Well that’s it for the column for today. I hope you try the above recipes. I would recommend to those of you living in North America that you might like to hook into the Create Channel on television and have a look at the wonderful chefs on this channel. They are terrific people and I would especially recommend Lydia’s Italy and Rick Baylis’s – Mexico One Plate at a Time and Jacques Pepin. There is much to learn from these folk and they are fun to watch.

Take care out there and happy cooking. Cheers from Kate.

Sunday, March 21, 2010

Miss Ginny's Diary March 21st 2010

Meow to you from me, Miss Ginny. It is a great day here, nice and sunny. Most of the family is asleep except for HM who is writing and HD who has gone to work. We were up early this morning playing chasing. GAD decided it was all on at about 4.30am. She had been to the dirt box and came out into the main room looking for someone to play with and so ShooShoo decided to join her and I hung over the end of the bed watching them play under and over the chairs. The trouble was that they woke HM and she said what are y’all doing at this hour? GAD and ShooShoo didn’t take any notice of her because they were rolling and biting each other’s ears. ShooShoo plays hard and leaps high and comes down on GAD. GAD doesn’t care because she is a very big cat and doesn’t feel it. She taught us to play because my cat mom Lapper, looked after us but she doesn’t really play that much. She is really HD’s cat and generally goes to sleep once he goes to work and keeps to herself for the most part, until he comes home. We had fish for breakfast and it was nice. HD and HM had tuna for lunch and we got some of that to and that was also nice. We have cat biscuits out all the time so day and night we can eat if we want to. There is a lot of water around for us and HM got an ice bowl out last week as the weather here in the desert southwest is getting warmer and she always has an ice cube bowl out all through the summer months. We should have moved by now but we are delayed. HM is sad about this but as she said, the delay gives her time to pack without getting rushed about it. We have our own cages and each one has a water bowl attached to it. We have our own blankies and I share a cage with ShooShoo. We are small cats and this is how the airline transported us when we flew in from overseas. All the others have their own cages. Except for GAD, everyone has now woken up. Lapper is in the window watching the police cars who have stopped someone for whatever reason and they are searching this man and searching through some plants in the garden of the apartments opposite us. HM says it is just like the television and she doesn’t like all these goings on outside her window. This is the third time this morning that we have had the police on our block. We live in the downtown area of a city and it is just one of those crazy mornings. Oh dear, Grandma Carrie just threw up – a furball. She doesn’t do this very often but as I just said, it is just one of those crazy mornings. She is okay and HM has seen to her needs. HM just said that she is going to have a nap. She is too tired to do her writing right now. Oh dear – there has been a big crash on the NASCAR – HM likes the car racing. That kind of woke her up. Wow – there is one car on top of another car and one of the cars is on fire. Golly me – look at that – was HM’s comment. Well I am going to go and get a drink and I will talk to you again soon.


The photo this week is one HM took of me recently. There are some new photos to go on to the computer and as soon as he gets home, HD will put them on and then I can show you some fun ones of GAD. Meow to you, from me, Miss Ginny.

Chatter With Kate: ARE YOU SICK OF THE PESKY POLITICIANS?

I am! Someone said recently ‘how did politics become so wretched?’ and ‘will the politicians ever be known as nice folk?’ Well I think that if you search through time you will find that each age has had its share of corrupt politicians and even more corrupt political aides. What I have found difficult to take recently is the blanket disregard for the Constitution. I have said before, that each generation has different things to sort out and things to change but the Founding Fathers put the basics in place to help us, we the people. How on earth can you attempt to pass a bill in the manner that this wretched healthcare bill has been done? Once again, do the folk at the Capitol think we are all nuts that we cant see their devious ways of doing things. Do they really care that the public have such a low opinion of all their comings and goings? It is going to be very interesting to see who retains their seat in Congress (in both parts). Here in the desert southwest, there are a few who, in their support of this idiocy going on in Washington, are unlikely to go back to the corridors of power there. It gets back to a previously written column; there is NO RESPECT – none at all. They have no respect for us and no respect for themselves. As far as the Health Reform is concerned. I have no issues with a universal type of health care. I have lived and worked and paid my taxes in 4 countries that have public health options. For the most part, it worked very well, particularly in Ontario, Canada and in England. I see ads slamming the health care in England. Well I just wonder if those people doing the slamming have ever lived there. If I needed health care (thank God, it was rarely) there, then it was no problem to get attention. In Ontario, Canada we paid into OHIP. You paid a little, your employer paid a little and in came the Provincial Government as well. I was blinded by accident, in my right eye. So off I went to see my doctor, who sent me on to an eye specialist. The OHIP paid for all the fees and everything was worked out in a professional manner – administrative stuff (I love that word!) included. The problem (currently) is, leave the Feds out of it. Let the states create their own systems. In this day and age, when the Feds get involved everything goes to hell because they are too corrupt to run things properly. Oh I agree with our President that something needs to be done about health insurance company’s but is it just political posturing coming out of Washington – are they trying to be seen to do something about this issue to retain their powerbases etc. Oh I don’t know – the whole thing is, as my English Dad would say, a giant pickle! I don’t see any solutions right now that make any sense to me either – sadly. Just before I sign off this week, I would like to say this. How can you say that you will reveal what is in a bill once you have passed it. We have the right to know what is in a bill BEFORE it is passed.

Well I guess we will all see what happens this coming Sunday. Take care out there.

Cheers, Kate.

Saturday, March 20, 2010

Kapact's Rant: "Is There A Constitutional Lawyer In The House?"

Fascinating to watch as the Progressives (otherwise known as liberals on this planet) are breaking every rule possible to shove this unpopular and unconstitutional package down our throats. You can't even call it a bill, because the Constitution plainly says that a bill must be voted on by both the House and Senate before it can become a law. So it's a package. But again, it is an unconstitutional package. The Tenth Amendment explains why:


The powers not delegated to the United States by the Constitution, nor prohibited by it to the States, are reserved to the States respectively, or to the people.

Now, I'm not a Constitutional lawyer, I'm not smart enough think that we have 57 states, or that it's possible for an insurance premium to drop by 3,000 percent, or to think that it's possible for 500 million americans each month to lose their jobs... but I do know that A) the Constitution does not give the government the right to require a citizen to purchase a good or service, and B) that a bill actually has to be voted on by the House and the Senate before it is a law.

Maybe I'll just repeat for emphasis.

The powers not delegated to the United States by the Constitution, nor prohibited by it to the States, are reserved to the States respectively, or to the people.

The Deemocrats (who love to 'deem and pass') have been asked where in the Constitution they are given the right to do the individual mandate, and they have not answered. They have responded with arrogance (shocking, coming from this regime), indignancy, ignorance. Even a creative grasp of Constitutional law (no, the Federal government does not set the max speed limit or require drivers to carry insurance... yet). But they haven't responded with facts. Oh they've used the mature tactic I tried as a five year old but didn't get away with. (they did it first!) "The Republicans did same thing" they say. The answer to that is, "I'm not talking about them, I'm talking about you." The Republicans did do some crooked things, so it's okay for you? Really grown-up. If the Republicans jumped off a cliff, would you? We can only hope. Just please don't take the rest of us with you.

The Founding Fathers were very careful about limiting the power of the Federal government. Very careful. The founding of our country was based on limiting the power of a corrupt central government. There is no more important purpose to our Constitution than limiting the power of the Federal government.

"...governments are instituted among Men, deriving their just Powers from the Consent of the Governed..."

Again, for emphasis...

"...deriving their just Powers from the Consent of the Governed..."

Congress cannot grant themselves power. They cannot 'deem' that something not voted on is law. And yet they are. Please, can a Constitutional lawyer explain that to me?

Wednesday, March 17, 2010

Fantasy Trek: Summary of Events Stardate 0310.17

Quick Start Play:



If you'd like to be able to jump right in to see if you like this game, you might want to try a few rounds of Simple Combat. The Simple Combat Game is a way for you to quickly resolve combat between vessels, or fleets of vessels. This is useful if you are playing a scenario or campaign that involves more than a few ships. Otherwise a simple scenario could take weeks to play through.



It is useful to keep a copy of the Simple Combat Template. This makes it possible to copy and paste the basics of your bit of 'paperwork', add however many ships you may need to, and change or insert ship names. Here is a very basic template (there are more in the files):



IKS rolls: o/d

USS rolls: o/d

Result:

IKS damage /15

USS damage /15



The first section is for points rolled (1d6 result times the appropriate multiplier), and how the points are allocated (offense/defense). The second "Result" section shows the calculated damage. In the case of basic AI ships, the damage potential is 15.. so you would indicate 5 points damage with 5/15. Pretty simple.



If you are playing a single player game, roll a 1d6 to see who 'wins the toss'. If you roll a 1-3, you do. Then you roll the 1d6 for your opponent first. Allocate available points according to this multiplier chart:



2 (DS) Defense Sat/(FR)Freighter X1

3 (FF) Frigate X4

4 (DD) DestroyerX6

5 (CL) Light Cruiser X8

6 (CA) Heavy Cruiser X10

7 (CC) Command Cruiser X12

8 (BCH) Heavy Battlecruiser X15

9 (DN) Dreadnought X20

10 (BB) Battleship X22

11 (CV)Carrier X25

12 (STB ) Starbase/ (BS)Base Station X50/75 (reroll, 50/50)



Here is an example of simple combat between the Klingon heavy cruiser Perseus and the Sha'kurian heavy cruiser Count: In this case, I won the toss, playing as the Perseus. That meant that I had to roll and allocate for the Sha'kurian first. (The point of all this 'coin tossing' is to add randomness to the gameplay in the single player game. It puts the luxury of being able to react to your opponent's first move on a totally random footing. And of course, whoever rolled second first time rolls first the next. Compare it to the coin toss to determine who receives the kickoff in a football game ) That first roll was a 6 (on a 1d6), for 60 points. Acting for the Shakurian, I decided to play it safe, putting it all on defense. As it turned out, the caution was unnecesary. The Klingon only rolled a 1.



IKS Perseus rolls:10 0o/10d

SRS Count rolls:60 0o/60d

Result:

IKS Perseus damage 0/25

SRS Count damage 0/15







For the next volley, the Klingon ship took its turn rolling first. It rolled a "3", for 30 points, and put them all on defense. It didn't save himbecause the Count rolled a 6.



IKS Perseus rolls:30 0o/30d

SRS Count rolls:60 60o/d

Result:

IKS Perseus destroyed

SRS Count damage 0/15



You'll note that the Perseus is able to take 25 points of damage. That is

because all of my play has given me a "Elite" rating. The increased available points is one of the benefits of that. For details, see "Experience Points: How to Get Them and What They Get You". If you want to take it a step further, you can capture ships using Simple Combat. You have to cause 10 points of damage to lower the enemy shields, then transport over. Ah, but to so that you have to lower your own shields. Do that by giving yourself (just for the 'transport' volley) 10 points damage. A bit tricky, with careful timing involved, but a great tactic. And of course, as new races are added to Fantasy Trek, there will be a few

necessary variations to these rules (i.e. Tholian Webs).



So what to do with all of this? As I said, the Simple Combat Game is ideal for extended scenarios involving many ships in combat. For example, Head to Head Sector Assault was written with Simple Combat in mind:



Rules

The goal is to conquer and hold all 5 systems. In order to do this, you must conquer (in order, 1 through 5), and sufficiently defend all systems while denying your enemy access to those same systems. Reduce the enemy fleet sufficiently to prevent them from building a shipyard, and stop/destroy enough enemy convoys to deny random reinforcements sufficient to threaten your shipyards. You must also attain a minimum of 13 points (see 'Victory Conditions' below)



System Conquest:

Regardless of whether a system has been taken by enemy forces, you will face a random-sized enemy fleet upon first arrival in a new system. Roll 1d6 for size of enemy fleet, then subtract any applicable random fleet disadvantage (see below). If the size of the enemy fleet is less than the random fleet disadvantage, then there is no contact. Then use appropriate simple combat template. All surviving ships retain damage but can move and fight until destroyed. They can only be repaired by remaining in place for two turns (subject to random enemy attack each

turn-50% chance of random attack. 1d6:1-3=no contact. 4-6=attacked) or

by docking at shipyard for one turn (subject to random enemy attack, same odds as above). The system remains yours once you've defeated the initial fleet, but if left undefended, any attempt to conquer it will only be countered by a randomly generated fleet. You can (and should choose to leave any combination of ships and/or a shipyard to defend it.



Open Space:

Enemy convoys will only be encountered in open spaces. Roll for encounter (1d6:1-3=contact). Then roll 1d6 for enemy escorts. 1-3= 1 CA escort. 4-6= 2 CA escorts. The random fleet disadvantage does not

affect this. Random enemy convoy(s) must be stopped=at least 3/5 freighters destroyed or captured (5/15 damage and successful boarding

party action), escorts destroyed or disabled (10/15 damage) in 5 volleys or less. Every convoy that is stopped decreases random enemy fleet size by one. This is the random fleet disadvantage. For every three freighters captured, your random fleet disadvantage is reduced by one. You will not encounter convoys in open spaces when you have

conquered both adjacent systems



Shipyard:

Shipyards are recommended. They can only be built in systems that you

hold (by destroying an initial assault fleet). Three starships must remain in system or open space area for three turns to build shipyard. During each turn 50% chance of random attack. (1d6:1d6:1-3=no contact. 4-6=attack, then roll 1d6 for size of enemy fleet. If the size of the enemy fleet is less than the random fleet disadvantage, then there is no contact.) LOS (line of sight) must be maintained to use or attack shipyard. Shipyard has X75 multiplier. Shipyard can construct replacement ships in 3 turns. While your fleet can not exceed 6 ships,

additional ships built at shipyards do not count against this total. They cannot fight with full-sized fleets, but can supplement diminished fleets. The same rule applies to surviving random reinforcements. Since you must have a minimum of three ships to build a shipyard, it is recommended that you build at least one shipyard and at least two reserve ships just in case of unforseen losses. A fleet reduced to two

ships and no shipyard to fall back would have little chance of victory.



If you want to register as a player, notify me through a comment on the

blogsite. I recommend keeping a record of your games played, as they

add up to experience points that enrich your gaming experience.



Victory Conditions/Points-

Shipyards 5 (max)

Fleet size 6 (max)

Reinforcement capacity 6 (max)

You must conquer 5 systems and attain 13+ VC points



Templates (it is recommended that you keep a master copy of these, making working copies to modify suit your needs):



Klingon fleet vs Federation Fleet



KCA IKS Kandido rolls: o/d

KCA IKS Kurry rolls: o/d

KCA IKS DuranQo rolls: o/d

KCA IKS Ok'ran rolls: o/d

KCA IKS D'Han rolls: o/d

KCA IKS Glommer rolls: o/d

FCA USS Washington rolls: o/d

FCA USS Roosevelt rolls: o/d

FCA USS Cleveland rolls: o/d

FCA USS Detroit rolls: o/d

FCA USS Abraham Lincoln rolls: o/d

FCA USS Guadalcanal rolls: o/d

results

KCA IKS Kandido damage: /15

KCA IKS Kurry damage: /15

KCA IKS DuranQo damage: /15

KCA IKS Ok'ran damage: /15

KCA IKS D'Han damage: /15

KCA IKS Glommer damage: /15

FCA USS Washington damage: /15

FCA USS Roosevelt damage: /15

FCA USS Cleveland damage: /15

FCA USS Detroit damage: /15

FCA USS Abraham damage: /15

FCA USS Guadalcanal damage: /15



Klingon fleet versus Federation convoy with two escorts



KCA IKS Etlh rolls: o/d

KCA IKS Dk'tagh rolls: o/d

KCA IKS Bertaa rolls: o/d

KCA IKS BortaS rolls: o/d

KCA IKS Chang rolls: o/d

KCA IKS tIQ'etlh rolls: o/d

FCA USS Komack rolls: o/d

FCA USS Nogura rolls: o/d

Fr1 rolls: o/d

Fr2 rolls: o/d

Fr3 rolls: o/d

Fr4 rolls: o/d

Fr5 rolls: o/d

results

KCA IKS Etlh damage: /15

KCA IKS Dk'tagh damage: /15

KCA IKS Bertaa damage: /15

KCA IKS BortaS damage: /15

KCA IKS Chang damage: /15

KCA IKS tIQ'etlh damage: /15

FCA USS Komack damage: /15

FCA USS Nogura damage: /15

Fr1 damage: /15

Fr2 damage: /15

Fr3 damage: /15

Fr4 damage: /15

Fr5 damage: /15



Sample First Turn:



Turn 1)

(1209.13)

System 1: FCA USS Essex FCA USS Challenger FCA USS Tahir FCA USS Robau FCA USS Abrahms FCA USS Orci form Fed 1st Fleet (FF1). Contact: 4 KCA's *won toss. (1209.13) FCA USS Essex FCA USS Challenger FCA USS Tahir FCA USS Robau FCA USS Abrahms FCA USS Orci vs KCA IKS D'Qu KCA IKS NaQjej KCA IKS Ej'QuD KCA IKS Qaw'lu: Klingons destroyed. No damage to FF1.



System 5: KCA IKS Kandido KCA IKS Kurry KCA IKS DuranQo KCA IKS Ok'ran KCA IKS D'Han KCA IKS Glommer form Klingon 1st Fleet (KF1). Contact: 4 FCA's *won toss. (1209.13) KCA IKS Kandido KCA IKS Kurry KCA IKS DuranQo KCA IKS Ok'ran KCA IKS D'Han KCA IKS Glommer vs FCA USS Washington FCA USS Roosevelt FCA USS Cleveland FCA USS Detroit: Feds destroyed. No damage to KF1.



Games in Play:



"Fifty Points" (see Dev notes for rules)

Turns 42 through 44



Another slow week for Fifty Points, as work elsewhere takes precedence (see Dev notes for details), but the first combat has taken place, as the Federation First Fleet runs into trouble with pirate forces. And the Romulans have found a stash of duranium.:



Turn 42)

0310.05

Federation: FF1 (Federation First Fleet) at Planet Blue17 begin construct FSY1 at (v,10) turn 1/2? Pirate contact: Three Fed-based DD's. (0310.05) FDN USS Tiberius FCA USS Challenger FCA USS Independence FCA USS Archer FDD USS Entebbe versus unidentified IDD 1-3: FCA USS Challenger destroyed. Pirates destroyed. Other Fed ships undamaged. FDD USS Gallipoli at (w,10).

Klingons: KBF (Klingon Black Fleet) moves to (x,14) KSY1 complete. (y,13)

Romulans: RIF1 (Romulan First Imperial Fleet) moves to (af,13) RSY1 complete (af,14)



Turn 43)

0310.11

Federation: FF1 (Federation First Fleet) at Planet Blue17 continue construct FSY1 at (v,10) turn 2/2? No contact. FDD USS Gallipoli at (x,10).

Kingons: KBF (Klingon Black Fleet) moves to (w,15) KSY1 complete. (x,14)

Romulans: RIF1 (Romulan First Imperial Fleet) moves to Planet Green 5. No pirate activity. No dilithium. Duranium present (af,12) RSY1 complete (af,14)



Turn 44)

0310.11

Federation: FF1 (Federation First Fleet) on station at Planet Blue17 FSY1 complete at (v,10). FDD USS Gallipoli at (y,10).

Kingons: KBF (Klingon Black Fleet) moves to (v,16) KSY1 complete. (x,14)

Romulans: RIF1 (Romulan First Imperial Fleet) moves to Planet Green 5. Begin subterfuge to secure rights to duranium: Successful (af,12) RSY1 complete (af,14)



Command College:



What Are Your Orders, Captain?



(TOS Era) "FutureCast"



A science team investigating space-borne lifeforms in an uncharted system at the edge of explored space discovers a radiolitic nebula that seems to be growing in size and intensity. Projecting along the expected path of the nebula, it is determined that it would eventually engulf a solar system in the early stages of development. Within a century, the system could potentially support a dozen planets, with half of them being Class M. There are also indications of valuable minerals in the matter swirling around the young sun. The properties of the nebula would render the system uninhabitable.



At the same time, the local space-borne lifeforms thrive on the very radiolitic properties that threaten the new solar system, as well as the rest of the inhabited systems beyond.



--------------------------------



Considering how little is known about space-borne lifeforms, and taking into account Starfleet's mission to contact new lifeforms, the science team puts a quarantine on the area while using the resources of the Federation to attempt to contain the nebula rather than disperse it.



"What Are Your Orders, Captain?" will continue next week.



"Captain's Log"



"...expelled from the nebula..."



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 where they were before.



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



(TNG Era)



Captain Jackson Beckett

USS Archer

Achilles Class Heavy Cruiser



To this date, we have found nothing to explain the events that transpire in the following log:



Sometimes mysteries are meant to remain mysteries, no matter what we do to solve them. That's been one of the hardest lessons I've had to learn as a Starfleet captain. But this has been one unsolvable mystery after another.



We were conducting scans of a radiolitic nebula in the Hromii cluster when a number of eruptions began to take place towards the center of the nebula. Intensive scans of the area showed positive for protomatter. Protomatter is incredibly unstable, and is most famous for the creation and destruction of the Genesis Planet. Protomatter does not appear in measurable quantity in nature. So our first mystery is the existence of large quantities of protomatter in an environment deadly to most sentient creatures.



Mystery number two came as areas of the nebula less dense than others began to show massive bodies... as in planets.



This nebula did originate in a stellar nursery, and as such is going to contain surprises, but there are no records of planets forming in nebula from stellar ejecta. Half-formed planetoids and asteroids, maybe. But not full-blown, fully-realized planets with atmospheres. Still, considering all that, the planet we immediately focused on was a Class I super gas giant. If a planet is going to appear in a radiolitic nebula that originated from a stellar nursery, then it is more likely to be gaseous than solid. Many gas giants are failed stars, but they don't often have atmospheres. This one had a thin, tenuous atmosphere stubbornly clinging to the heat-radiating planet. As the planet began to push through the nebula, we detected a peculiar 'wobble', indicative of minor gravitational influence. As it was expelled from the nebula, we saw that it supported six small moons.



One moon showed signs of an oxygen/nitrogen atmosphere, and I led an away team to investigate. That revealed the final, unsolved mystery. While sensors on the Archer revealed nothing unusual, we found something entirely different on the surface. My Klingon first officer reported that the moon bore a startling resemblance to Qo'noS. My Andorian security chief felt perfectly at home in frozen ice caves. And for me, it was the first time I'd seen upsate New York in years.



For next week. write a 100+ word log entry including the phrase "...dating back to ancient times...". Post it in the yahoo group or on the blogsite's "comment" feature for a Command College Point.



Dev Notes:



Very little obvious work done this week. I recently discovered William Shatner's social networking site www.myouterspace.com and I'm working with one of the administrators to get some NASA links on that site. I'd like to welcome a new player... maybe not here yet, but here soon. And as we pass the middle of the month, I'm considering the next calender image. Plans are for it to not be a ship. And, you may notice a link on the blogsite called "Free Form Writing/KristaK Fleet Adventures". That is what it sounds like. Taking a page from an old rpg/writing yahoogroup I once belonged to, I am writing, with Captain Krom, a free form, shoot 'em up' bit of fun. Enjoy, feel free to jump in.





Here are the Fifty Points rules, just as a reminder:



Objectives:



Diplomatic agreement to settle unclaimed zone. Fifty-one planets in three sectors. Seventeen systems each. Each sector= 10x25 spaces.



Three powers must establish economic/material support locally.



After initial battle group (One dreadnought, three heavy cruisers, two destroyers), all ships must be built locally.



Each power must successfully transport twelve convoys to unclaimed zone and then back to friendly space.



Winning power must unite at least two sectors in order to win.

Winning power must achieve 17 experience points.

Winning power must win at least 5 heavy combat engagements



Sector Victory Conditions:

Military: 2/3 (12/17) systems conquered-see rules below.

Diplomatic/Subterfuge/Economic: 2/3 (12/17) systems cleared of pirate

threat.



At least ten 100+ word logs required from each power.



Rules



Shipyards:

Initial battle group carries enough duranium and dilithium to build three shipyards. After that, shipyards require five freighters of refined duranium and dilithium. Three heavy cruisers take three turns to build a shipyard (subject to random pirate attack (each turn, 2/6 chance of attack) in systems where pirates are active).



Shipyards require one freighter shipment of duranium and one freighter

shipment of dilithium to build one carrier, three heavy cruisers or five destroyers.



Shipyards build at this rate:

1 carrier= 6 turns

1 heavy cruiser=3 turns

1 destroyer= 1 turn

1 freighter= 1 turn

1 construction ship= 1 turn



Construction ships build at this rate:

1 defsat= 1 turn

1 dilithium refinery= 2 turns

1 duranium refinery= 2 turns



Each zone contains only four systems capable of supplying duranium and dilithium (for each survey, roll 1d6, 1,2= positive result, until four are catalogued)



Aside from the twelve convoys that must be transported from friendly space to unclaimed zone and then back to friendly space, convoys are

required to transport refined dilithium and duranium from refineries to

shipyards in order to build/maintain fleets. Powers can hijack enemy

convoys, but after each such incident, the odds of it being subject to

pirate attack increase. (see ROE)



ROE (Rules of Engagement)



Three powers must turn local populations to their sides. Each power will have advantages:

Federation: Diplomacy/Economic strength

Klingons: Military

Romulans: Subterfuge



Three powers can use any means, but will face disadvantages when going against their strength. (i e: Federation using military strength will weaken diplomatic standing. Klingon using diplomacy will embolden local

military resistance. Romulans using diplomacy will have less chance of

success)



During every turn, there is a 1/6 chance of random calamity (convoy lost, contact lost with colony)



Use the following table:

1d6 roll=result

1= convoy closest to destination lost

2= contact with random colony lost

3= power lost to all shipyards for one turn

4= pirate appears from warp and attacks random colony

5= population stages violent revolt on random colony

6= defsats malfunction, destroy random orbiting ship in random system



Every system has 1/5 chance of being dominated by pirate activity upon

first contact. (1d6= '1'= pirate activity. '2-5=no pirate activity. '6'=reroll)



Each time a power hijacks convoy, there is a 1/6 (1d6) chance that one of its systems will fall under pirate attack.



Despite ROE, each power will have to use disadvantage to gain access to system at least twice



Pirate Attack:

Pirate attacks consist of attacks on planets, installations and starships. Use simple combat tables to determine number and types of craft.



Default pirate craft will be determined by 1d6 roll:

Klingons:

1-2= Klingon ship

3-4= Romulan ship

5-6= Federation ship



Federation:

1-2= Federation ship

3-4= Klingon ship

5-6= Romulan ship



Romulans

1-2= Romulan ship

3-4= Federation ship

5-6= Klingon ship



Klingons and Romulans can employ privateers that can be customized.



Capturing enemy ships:

Capture attempts/hit and run attacks can only be used during heavy combat.



System Conquest:

To conquer a system, you must conquer one controlling planet, including

any defense.



System Defense:

Systems have defense ratings of 1 through 10.



1= No installations

No ships permanently assigned



2= No installations

Less than six ships (Destroyer class) permanently assigned



3= Less than six defsats in orbit

Less than six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned



4= Six defsats in orbit

Less than six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned



5= Six defsats in orbit

Six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned



6= Eight defsats in orbit

Six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned



7= Eight defsats in orbit

One to three ships (heavy cruiser class) permanently assigned



8= Nine or ten defsats in orbit

One to three ships (heavy cruiser class) permanently assigned



9= Shipyard assigned

Four to six ships (heavy cruiser class) permanently assigned



10= Starbase assigned

Four to six ships (heavy cruiser class), or any number of carriers

permanently assigned



Planets have natural simple combat multiplier of x100 without any added

defense, as well as 100 defenders. To conquer a planet, you must defeat it in simple combat and boarding party action.



System Negotiation:

On first turn, 2/6 chance (1d6, 1-2 required). On second turn, 4/6 chance (1d6, 1-4 required). On third turn, 5/6 chance (1d6, 1-5 required). if you do not succeed at that point, negotiations fail. You have to vacate system and wait three turns, then you can return try again. If you fight off pirates in system, you automatically have 5/6 chance of success. If you attack system and fail to conquer it, system is closed to negotiation.