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Friday, May 14, 2010

Fantasy Trek Summary of Events Stardate 0510.14

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"



Fifty Points remains on hiatus. I'm considering a few different things, including introducing random civilian ships, like the USS Gallipoli had to deal with. That would land each side with rescue operations to deal with, and possibly the civilian ships could be called upon to act as freighters. There is also the idea of possible rewards for making progress before other teams. I'm not going to start it back up just for the sake of starting it up.



"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 13 through 16



Things seem to be taking, as they always seem to, a turn for the worse for the Feds. On turn 13, A random Klingon fleet (KCA IKS G'tagh KCA IKS Kolikos KCA IKS Mek'leth KCA IKS Etlh) attacked and destroyed FSY1 in System 5. Then it built its own shipyard and started to push forward. In the meantime, the Klingon Second Fleet (KCA IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr KCA IKS Sompek KCA IKS Kandido) is marching forward with minimum opposition. It doesn't look really really good for the Feds. but I've been wrong about such things before. There are just a couple of systems separating the lead Klingon fleet from the Federation fleet. Which, by the way, lost the USS Dallas to a tenacious, near suicidal Klingon attack. Here are the turn logs:



Turn 13)



(0510.03)



System 1: KSY1 random attack? no contact



Open Space: KF2 (KCA IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr KCA IKS Sompek KCA IKS Kandido) depart for System 2



System 5: FSY1 random attack? Contact: 4 KCA'S. *lost toss FSY1 vs KCA IKS G'tagh KCA IKS Kolikos KCA IKS Mek'leth KCA IKS Etlh. FSY1 destroyed. KCA IKS G'tagh 30/35 damage. Other Klingons undamaged.



System 4: FF2 (FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn) begin construct FSY2. Turn 1: Contact? Contact: 4 KCA's. *won toss. FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn vs KCA IKS DoQ KCA IKS Cha' KCA IKS tiQ KCA IKS puQloD. KCA IKS DoQ KCA IKS Cha' KCA IKS tiQ KCA IKS puQloD destroyed. Feds undamaged



Turn 14)



(0510.05)



System 1: KSY1 idle.



System 2: KF2 (KCA IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr KCA IKS Sompek KCA IKS Kandido) arrive in System 2. Begin construct KSY3 Turn 1 contact? No contact.



System 5: (KF2)KCA IKS G'tagh KCA IKS Kolikos KCA IKS Mek'leth KCA IKS Etlh begin construct KSY2. Turn 1 contact? No contact.



System 4: FF2 (FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn) continue construct FSY2. Turn 2: Contact? No contact.



Turn 15)



(0510.05)



System 1: KSY1 random attack? Contact: 2 FCA's. *won toss KSY1 vs FCA USS Wellington FCA USS Waterloo. FCA USS Wellington FCA USS Waterloo destroyed. No damage to KSY1.



System 2: KF2 (KCA IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr KCA IKS Sompek KCA IKS Kandido) arrive in System 2. Continue construct KSY3 Turn 2 contact? No contact.



System 5: KF3 (KCA IKS G'tagh KCA IKS Kolikos KCA IKS Mek'leth KCA IKS Etlh) continue construct KSY2. Turn 2 contact? No contact.



System 4: FF2 (FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn) continue construct FSY2. Turn 3: Contact? Contact: 5 KCA's. *lost toss FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn vs KCA IKS Qon KCA IKS Poktarl KCA IKS KingeS KCA IKS LoS KCA IKS Iw. KCA IKS Qon KCA IKS Poktarl KCA IKS KingeS KCA IKS LoS KCA IKS Iw destroyed. FCA USS Dallas destroyed. FCA USS Philadelphia 9/15 damage.



Turn 16)



(0510.07)



System 1: KSY1 idle.



System 2: KF2 (KCA IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr KCA IKS Sompek KCA IKS Kandido) Continue construct KSY3 Turn 3 contact? Contact: 1 FCA. *lost toss KCA IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr KCA IKS Sompek KCA IKS Kandido vs FCA USS Little Big Horn. FCA USS Little Big Horn destroyed. No damage to Klingons.



System 5: KF3 (KCA IKS G'tagh KCA IKS Kolikos KCA IKS Mek'leth KCA IKS Etlh) continue construct KSY2. Turn 3 contact? Contact: 3 FCA's. *won toss. KCA IKS G'tagh KCA IKS Kolikos KCA IKS Mek'leth KCA IKS Etlh vs FCA USS Boston FCA USS Yorktown FCA USS New Amsterdam. FCA USS Boston FCA USS Yorktown FCA USS New Amsterdam destroyed. No damage to Klingons.



System 4: FSY2 Complete. FF2 (FCA USS Philadelphia-9/15 damage- FCA USS Orinoko FCA USS Hyperion FCA USS Sam Houston FCA USS Clyburn) remain on station to repair FCA USS Dallas Turn 1/1. Contact? Contact: 4 KCA's. *won toss FSY2 FCA USS Philadelphia-9/15 damage- FCA USS Orinoko FCA USS Hyperion FCA USS Sam Houston FCA USS Clyburn vs KCA IKS Kurn KCA IKS Mogh KCA IKS Gorkon KCA IKS Thok Mok. KCA IKS Kurn KCA IKS Mogh KCA IKS Gorkon KCA IKS Thok Mok destroyed. Feds undamaged,



Command College:



What Are Your Orders, Captain?



"Old Wounds" TNG Era Solution:



Coded signals have begun to come in on a frequency not used by the Empire for almost a hundred years. You've been ordered to investigate in the once hotly contested Donatu system. You find one of an increasing number of sleeper agents, planted in one-time hotspots in the conflict between the Federation and the Empire. Normally, these agents have been debriefed and released into the Empire. In this case, however, you have a dilemma. The agent in question was a senior officer, possibly behind the intelligence failure that some speculate was at least partially responsible for the military debacle that was the battle of Donatu Five. But years have done much to heal the wounds of that defeat, and the High Council has allowed the controversy to die.



If the agent that might be at the heart of the matter comes back in from the cold, back from the dead, as far as many are concerned, the controversy will rise again. Powerful families, seeking to protect ugly secrets, will obstruct the investigation, and relations with the Federation, already strained, may suffer with the reopening of this old wound. On the other hand, honor demands a full accounting of the truth, and the Empire may even gain an advantage over future potential enemies by examining the failures of the past.



You are the Commander of the ship and the mission. The agent's return, in fact his life, is in your hands. What are your orders, Captain?



You decide that you must meet privately with the agent before any other crewmembers do, just in case. But unless he has particularly damaging intelligence to impart, you will most likely turn him over to Imperial Intelligence. You feel that the Empire must be strong enough to live with its past, whether it is palatable or not. If some weak cowards fall as a result, so be it.



(TNG Era)



Exploring the ruins of an unidentified civilization, you discover a strange resin-like substance coating every artifact. Analysis reveals that the substance is biomatter. It might, your science officer suggests, be cellular residue of the population. Deep scans reveal that the residue could lead to a cure for a plague wiping out all life on a protected planet that is home to nothing but rain forests and insects. You are making preparations to test the biomatter when another ship enters orbit. The crew of the ship demands that you leave, claiming that the biomatter is in fact the only remains of a long-lost colony, and any disturbance would offend their religious beliefs.



What Are Your Orders, Captain?



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



"Captain's Log"



"...do it the old fashioned way..."



(Pre-ENT Era)



Personal Log Jonathon Archer



Dad died ten years ago today, without seeing his engine fly. Despite what everyone says about honoring his legacy by making Enterprise a success, despite all of the dangers and detractors, I can't get past the fact that Dad will never see it happen. Trip tells me that Dad will be there with me. No, he won't. And I have to wonder if we had stayed on the course set by Dr Cochrane, would we already be at warp five? Would it have been better to do it the old fashioned way of building on our successes and failures, rather than following the guidance of Vulcan committees? Would we have gotten here faster? I went through hell getting Enterprise into spacedock, after it had been cancelled and condemned not once but twice, and there are still people who say that I didn't deserve her, that I didn't earn the center seat, that I only got it because of who my Dad is. Maybe I should be worried about not blowing it. Maybe we need to prove that we can move out of the Vulcans' shadow and start to risk a little. Maybe I need to worry about my own legacy. But for now- for today, I just wish that Dad could look into the night sky over San Francisco and see Enterprise finally being built.



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

Dev Notes:



Not the most productive two weeks in the history of Fantasy Trek, but I do have a good solid idea for the June calendar image (strap on your pointed ears, Romulan fans!), and a bit of an impoosible dream for July. Head to Head Sector Assault is running fine, and I actually have a few promising ideas to resurrect Fifty Points. And readers and players may have noticed my Star Trek: Enterprise Retro-spective. Feel free to comment.

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