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Showing posts with label Fantasy Trek. Show all posts
Showing posts with label Fantasy Trek. Show all posts
Tuesday, September 14, 2010
Fantasy Trek Summary of Events Stardate 0910.14
Games in Play:
"DusaQ VeS"
DusaQ VeS is suffering the effects of an extended writer's block. Plain and simple, folks. It'll come back when it chooses to. One of the reasons to be glad there is no monthly fee, and no subscriber, for that matter :)
Head to Head Sector Assault
In the latest run, turns 1 through 11, the Federation Intrepid Fleet, has the advantage over Klingon forces in the form of a -1 random fleet disadvantage. This came about because the Intrepid Fleet started out in System 1 with a black hole accretion disc. While that means is that while they weren't able to build a shipyard, they also weren't required to. A single engagement to establish the system, and they were headed for open space and convoy hunting. There they easily took out a lightly defended Klingon convoy. In the meantime, the Klingon Kolikos Fleet had to slog it out in a nebula. They've built a shipyard and have begun to build a fleet. They're close to having their fleet (the Klingon Etlh Fleet) built, at which point they'll head for open space and try to level the playing field.
So, what is the Federation Intrepid Fleet? As mentioned previously, anyone playing Fantasy Trek now can join or create an RPG Fleet. The fleet will be named after the flagship, and will be a permanent fixture. Any damage sustained stays until its repaired. Ships 'destroyed' in combat will be assumed to be incapacitated and towed to a friendly port. The same ship that goes into combat will take part in stories. I may even adapt the Head to Head Sector Assault rules to allow for the multi-class fleets currently operating in Fifty Points (which we hope will return next week). Here are turns 1 through 11:
Turn 1)
(0810.21)
System 1:black hole accretion disc Intrepid Fleet FIF-FCA Contact: 5 KCA's *lost toss: Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6 vs KCA 1-5. KCA 1-5 destroyed. Damage to FIF-FCA: Intrepid FIF-FCA1: damage 22/35 Valiant FIF-FCA2 damage: 5/35 Potemkin FIF-FCA3 damage: 6/35 Monitor FIF-FCA4 No Damage Hornet FIF-FCA5 damage: 6/35 Merimac FIF-FCA6 damage: 7/35. Intrepid Fleet FIF-FCA departs for open space.
System 5:nebula Kolikos Fleet KLKF-KCA contact 6 FCA's *won toss Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6 vs FCA 1-6. FCA 1-6 destroyed. Klingons undamaged. System Secure.
Turn 2)
(0810.21)
Open Space (System 1-System 2) Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 damage 22/35 Valiant FIF-FCA2 damage 5/35 Potemkin FIF-FCA3 damage 6/35 Monitor FIF-FCA4 No Damage Hornet FIF-FCA5 damage 6/35 Merimac FIF-FCA6 damage 7/35) arrives, search for convoy turn 1 contact: Kfr1-5, KCA1 *won toss Intrepid FIF-FCA1 damage 22/35 Valiant FIF-FCA2 damage 5/35 Potemkin FIF-FCA3 damage 6/35 Monitor FIF-FCA4 No Damage Hornet FIF-FCA5 damage 6/35 Merimac FIF-FCA6 damage 7/35 vs Kfr1-5, KCA1. Kfr1-5, KCA1 destroyed. No damage to Feds. Klingons Random Fleet at -1. Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 damage 22/35 Valiant FIF-FCA2 damage 5/35 Potemkin FIF-FCA3 damage 6/35 Monitor FIF-FCA4 No Damage Hornet FIF-FCA5 damage 6/35 Merimac FIF-FCA6 damage 7/35) departs for System 2
System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) construct KSY1- 1/3 contact: 6 FCA's.*lost toss. Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6 vs FCA 1-6. FCA 1-6 destroyed. Klingons undamaged.
Turn 3)
(0810.24)
System 2: Nebula Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 damage 21/35 Valiant FIF-FCA2 damage 4/35 Potemkin FIF-FCA3 damage 5/35 Monitor FIF-FCA4 No Damage Hornet FIF-FCA5 damage 5/35 Merimac FIF-FCA6 damage 6/35) arrives. Contact: 5 KCA's *lost toss KCA1-5 vs Intrepid FIF-FCA1 damage 21/35 Valiant FIF-FCA2 damage 4/35 Potemkin FIF-FCA3 damage 5/35 Monitor FIF-FCA4 No Damage Hornet FIF-FCA5 damage 5/35 Merimac FIF-FCA6 damage 6/35
System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) construct KSY1- 2/3 contact: 1 FCA. FCA1 vs Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6. FCA1 destroyed. Klingons undamaged.
Turn 3)
(0810.26)
System 2: Nebula Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 damage 21/35 Valiant FIF-FCA2 damage 4/35 Potemkin FIF-FCA3 damage 5/35 Monitor FIF-FCA4 No Damage Hornet FIF-FCA5 damage 5/35 Merimac FIF-FCA6 damage 6/35) Repair all ships turn 1/2 contact: No contact
System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) construct KSY1- 3/3 contact: No contact.
Turn 4)
(0810.26)
System 2: Nebula Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 damage 21/35 Valiant FIF-FCA2 damage 4/35 Potemkin FIF-FCA3 damage 5/35 Monitor FIF-FCA4 No Damage Hornet FIF-FCA5 damage 5/35 Merimac FIF-FCA6 damage 6/35) Repair all ships turn 2/2 contact: No contact.
System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) on station. KSY1- Construct etlh' EF-KCA1 1/3. Contact: 6 FCA's.*lost toss. FCA1-6 destroyed. KSY damage 32/35. Other Klingons undamaged.
Turn 5)
(0810.26)
System 2: Nebula Intrepid Fleet FIF FCA Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) construct FSY1 Turn 1/3 Contact: 1 KCA. Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6 vs KCA1, KCA1 destroyed. Feds undamaged.
System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) on station. KSY1- Construct etlh' EF-KCA1 2/3. Contact: 6 FCA's.*lost toss. FCA1-6 destroyed. KSY damage 32/35. Other Klingons undamaged.
Turn 6)
(0810.26)
System 2: Nebula Intrepid Fleet FIF FCA Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) construct FSY1 Turn 2/3 Contact: No contact
System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) on station. KSY1- Construct etlh' EF-KCA1 3/3. KLKF-KCA repair KSY1 Turn 1/2 Contact: 2 FCA's. Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6 vs FCA1,2. FCA1-2 destroyed. Klingons undamaged.
Turn 7)
(0810.26)
System 2: Nebula Intrepid Fleet FIF FCA Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) construct FSY1 Turn 3/3 Contact: No contact
System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) on station. etlh' EF-KCA1 complete KSY1- Construct Km'bell EF-KCA2 1/3. KLKF-KCA repair KSY1 Turn 2/2 Contact: No contact
Turn 8)
(0810.27)
System 2: Nebula Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) on station. FSY1 complete Construct Constitution II FCF-FCA1 Turn 1/3 Contact: no contact
System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) on station. etlh' EF-KCA1 on station KSY1- Construct Km'bell EF-KCA2 2/3 Contact: no contact
Turn 9)
(0810.28)
System 2: Nebula Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) on station. FSY1 complete Construct Constitution II FCF-FCA1 Turn 2/3 Contact: 2 KCA's. KCA 1,2 vs Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6 FSY1. KCA 1,2 destroyed. No damage to Feds.
System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) on station. etlh' EF-KCA1 on station KSY1- Construct Km'bell EF-KCA2 3/3 Contact: No contact
Turn 10)
(0810.30)
System 2: Nebula Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) on station. FSY1 complete Construct Constitution II FCF-FCA1 Turn 3/3 Contact: 1 KCA's. KCA1 vs Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6 FSY1. KCA 1 destroyed. No damage to Feds.
System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) on station. etlh' EF-KCA1 Km'bell EF-KCA2 on station KSY1- Construct Amar EF-KCA3 1/3 Contact: No contact
Turn 11)
(0810.30)
System 2: Nebula Intrepid Fleet FIF FCA (Intrepid FIF-FCA1 Valiant FIF-FCA2 Potemkin FIF-FCA3 Monitor FIF-FCA4 Hornet FIF-FCA5 Merimac FIF-FCA6) on station Constitution II FCF-FCA1 on station. FSY1- Construct Joseph Butler FCF-FCA2 Turn 1/3 Contact: No contact
System 5:nebula Kolikos Fleet KLKF-KCA (Ok'rand KLKF-KCA1 K'mak KLKF-KCA2 Thok'mak KLKF-KCA3 qu'eygh KLKF-KCA4 N'sara KLKF-KCA5 Kolikos KLKF-KCA6) on station. etlh' EF-KCA1 Km'bell EF-KCA2 on station KSY1- Construct Amar EF-KCA3 2/3 Contact: No contact
What Are Your Orders, Captain?
"Parallel Effect" (TMP Era) Solution
While enroute to an ion storm near the Sol System, Captain Morgan Bateson of the USS Bozeman encounters a ship, named UFS Challenger, that claims to have launched from Earth in the year 2152. According to Challenger's captain, they were on a mission to colonize a habitable planet in the 40 Eridanii A system when they suffered an attack by unidentified forces and become lost. They only request assistance in being set back on the proper heading, as the population on Earth is desperate for the mission to succeed. Checking all relevant archives, Captain Bateson finds no record of any such ship launching from Earth. However, scans of Challenger and her crew reveal that they are exactly they claim to be. Captain Bateson concludes that they must come from some parallel universe, but can determine no way of returning them. He also knows that the fragile Challenger would never survive the approaching ion storm. While he has no desire to interfere with Challenger's mission, he cannot find a way to return them, nor does he know what to do with them in his universe.
What Are Your Orders, Captain?
Captain Bateson decides that this represents a unique prime directive situation. The Challenger, while capable of faster-than-light travel, comes from a reality that is technologically inferior to the Federation. Whatever forces swept the strange ship into its circumstances could just as easily sweep it right back. So he sets them back on their course and advises them of a way to steer around the ion storm.
TNG Era
During the Dominion War, the Vorcha Class IKS DetaQ is on a mission to destroy a Cardassian troop ship that has been reported crossing into Klingon space. When you finally catch it, it is still in Klingon space, but only hours from crossing back into Cardassian territory. Upon approach, you note that it is in fact full of Klingons. There are no other allied ships in range, and the Cardassian ship's crew complement is more than twice that of the DetaQ, meaning that your chances of capturing the ship to liberate the prisoners are minimal. You could easily destroy it. but at the cost of more than a hundred captive and dishonored Klingons.
What Are Your Orders, Captain?
Post your solution in the YahooGroup or through the blogsite's 'comment' feature.
"Captain's Log"
Write a 100+ word log entry or story using the following phrase: "... more than a question of style..."
"I don't get it," Jim Kirk muttered angrily
Pike smiled wryly and began to step through the door. "You will." Then the door was closed and he was gone.
"I don't," Kirk glowered at the closed door. "I said I don't get it!"
"That makes two of us," Admiral Kirk added with a resigned grin. "That was Chris Pike?"
"Nobody calls him Chris. I don't think his parents even call him 'Chris'. That was Admiral Christopher Horatio Pike. Who the hell are you?"
"Call me Jim. I'm afraid I don't recognize your uniform. Who-?"
"James Tiberius Kirk. USS Enterprise. Starfleet. I suppose they didn't have uniforms this nice when you got your first command."
Admiral Kirk's eyes widened, but he covered it by smiling. "Oh, we had something like that, but the collars were hell, and the fabric didn't breath."
"Look, I don't understand where we are, or why we're here. And I really don't get why my uniform is so important to you."
Admiral Kirk suddenly started to take in his surroundings. "Actually the uniform is the least important-"
"Then wha-" Jim Kirk stopped in mid sentence as he too took in his surroundings. "Where are we?"
"I've been here before, long ago, and strangely enough, on a planet lightyears away. It's a bar, called 'The Captain's Table'."
Jim Kirk picked a glass up off the bar and blew a thick coating of dust off of it. "Must be a pretty popular place." He started to open up cabinets and compartments. "Do they serve Budweiser classic in this place?"
Admiral Kirk moved behind the bar like he owned it, and pulled out a dusty bottle. "This is better. Saurian Brandy." He poured two drinks, handing one to Jim. "Cheers."
Jim Kirk drank it in one shot and grimaced. "How long has that been sitting there?"
Kirk lifted the curve-necked bottle and looked. "2265."
"Good trick," the younger one answered. "Last time I checked, it was 2263."
"This isn't your typical bar," Kirk said. "Do you mind if I ask you a personal question?"
"How personal?"
"Personal. It's important." Kirk poured another shot of brandy. "About your father."
Jim Kirk threw the shot back. "If you have to. I don't know too much about him."
"Let me put it this way. How much are you your father's son?"
Jim looked away, his eyes moving along a wall that had several empty mounts where decorations must have been displayed. "Kind of hard to say, considering that he died about thirty seconds after I was born."
"Sorry. I could have put that better. What I meant to ask was, how has your life been shaped by him? By how he died?"
"It didn't help. I grew up with a stepfather that hated me, and a mother who spent more time off-planet than on."
Admiral Kirk looked at the younger Kirk, taking him in fully. He was different. Very different. And it was so much more than a question of style "Yet you've grown past all that."
"I didn't have much of a choice," Kirk answered. "And if it hadn't been for Pike..." His words trailed off. "Who are you? Where do I know you from?"
"I knew my father. He inspired me to do the things I've done. But where you've had Admiral Pike, I lost that mentor. I also lost a son."
Jim Kirk was suddenly uncomfortable with the older man's obvious pain. "Sorry to hear that."
"I've come to terms with it. It'll always be there, but you learn to live with it. But..."
"But what?"
Admiral Kirk answered by pouring a third drink. "Take this one a bit slower, Jim. Enjoy it." He raised the glass to the young man who was so much him, and so much someone completely different. "To missed opportunities."
For next week. write a 100+ word log entry including the phrase "... I shall do neither...". Post it in the yahoo group or on the blogsite's "comment" feature for a Command College Point.
Dev Notes:
You'd think, if you were just following these summaries, that Fantasy Trek was back in hibernatio. But in fact it isn't. It's been a matter of the work that goes into writing, more than anything else. RL and especially RL work has been tiring and distracting. But I notice that website traffic is healthy. Somebody from "London, City of" is a regular visitor. Columbia, South Carolina has been on more than once. Moscow and Las Vegas have also stopped in. Folks, please feel free to comment. I am eager to hear from you. If you want to play, there is a tutorial up, with more to come. And casual gaming is being introduced. Co-op play will also some day, somehow be a part of Fantasy Trek. If you don't get the point of it all, don't feel bad. Ask me. I want Fantasy Trek to be a game for people to enjoy. Role-Playing, writing, chatting.
As mentioned before, Role Playing Fleets are up and running. Start your own, follow others. Watch for a “Leader’s Board”. I am working on concepts for a card game, half poker, half collectible card game.
Follow Fantasy Trek at http://www.twitter.com/fantasy_trek
Saturday, August 14, 2010
Fantasy Trek Summary of Events Stardate 0810.14
It has been a good long time since I published a Summary of Events. Not retired, not out of ideas. Mrs Kapact and I have spent the peak of the summer in the desert southwest in an apartment without adequate air conditioning. So things sometimes get delayed. But the heat seems to be on the wane, the air conditioner is doing a bit better, and this August is in fact the fourth anniversary of Fantasy Trek. So we're back at work. There has been a number of developments in gameplay and formulas, etc, so rather than the standard summary, this is going to be, more than anything else, a big developer's diary. Expect the normal features, including Command College to return next week.
The normal ongoing games, like DusaQ VeS and Fifty Points and Medium Assault have not been played. I've been concentrating on an involved Mixed Mission. This involves standard Simple Combat games that start out in a medium asteroid field, continue with an assault on a weapons platform, and conclude with a repair rendezvous scenario. The idea is that you are ordered to investigate the disappearance of a friendly heavy cruiser. You must first penetrate an asteroid field, then fight off three enemy heavy cruisers. After destroying them, you discover an armored outpost that has information about the missing ship. Overcome the outpost's formidable defenses, download the info, then destroy the outpost. The data leads you to the damaged ship. Repair it quickly, and deal with the enemies who show up to destroy you.
It's a fun minigame, something to play on the bus, or during commercials. One of the things I wanted when I created Fantasy Trek. Here is some of the rpg written around that game:
Captain Sompek recovers warship Lancer
In Command of IKS Etlh, leading warships DuranQo and Lursor. We destroyed the three Tholian Kelva Class Heavy Cruisers, then downloaded the location of the Lancer from a heavily defended Tholian Weapon Platform. Then we warped to the Lancer and aided in its repair before destroying three Tholian frigates. Then we warped back to base. The mission was an overwhelming success.
volley 1 roll o 6 roll for damage
KCA1 evade?6 damage?4 /35 y
KCA2 evade? damage? /35 n
KCA3 evade?4 damage?3 /35 y
volley 2 roll of 5-6 roll for damage
KCA1 evade? damage? /35 n
KCA2 evade? damage? /35 n
KCA3 evade?5 damage?2 /35 y
volley 3 roll of 4-6 roll for damage
KCA1 evade?2 damage?3 1/35 y
KCA2 evade?5 damage?5 /35 y
KCA3 evade? damage? /35 n
volley 4 roll of 3-6 roll for damage
KCA1 evade? damage? 1/35 n
KCA2 evade?6 damage?4 /35 y
KCA3 evade?4 damage?5 1/35 y
volley 5 roll of 2-6 roll for damage
KCA1 evade? damage? 1/35 n
KCA2 evade?1 damage?4 3/35 y
KCA3 evade? damage? 1/35 n
*lost toss
KCA1 rolls:60 40(1)o/20d
KCA2 rolls:60 40(2)o/20d
KCA3 rolls:10 o/10d
CA1 rolls:10 o/10d/w
CA2 rolls:40 o/40d/w
CA3 rolls:30 30(3)o/d/w
results
KCA1 damage: 1/35
KCA2 damage: 3/35
KCA3 damage: 21/35
CA1 destroyed
CA2 destroyed
CA3 damage: /15
KCA1 rolls:30 30o/d
KCA2 rolls:50 50o/d
KCA3 rolls:20 20o/d
CA3 rolls:40 o/40d/w
results
KCA1 damage: 1/35
KCA2 damage: 3/35
KCA3 damage: 21/35
CA1 destroyed
CA2 destroyed
CA3 destroyed
KCA1 rolls:60 60o/d
KCA2 rolls:50 50o/d
KCA3 rolls:40 40o/d
X7WepPlat rolls:42 o/42d
results
KCA1 damage: /35
KCA2 damage: 2/35
KCA3 damage: 20/35
WepPlatdamage:destroyed
KCA1 rolls:1
KCA2 rolls: 6
KCA3 rolls: 5
X10Heavy Cruiser damage: 22/35
KCA1 rolls:2
KCA2 rolls:6
KCA3 rolls:1
X10Heavy Cruiser damage: 13/35
KCA1 rolls:1
KCA2 rolls:3
KCA3 rolls:3
X10Heavy Cruiser damage: 6/35
KCA1 rolls:40 31(1)o/9d
KCA2 rolls:30 15(1)15(2)o/d
KCA3 rolls:60 15(1)45(3)o/d
X10Heavy Cruiser rolls: o/d
X4Frigate rolls:24 o/16d/8(4)w
X4Frigate rolls:8 o/5(1)d/3(4)w
X4Frigate rolls:12 o/8(1)d/4(4)w
results
KCA1 damage: /35
KCA2 damage: 2/35
KCA3 damage: 20/35
X10Heavy Cruiser damage: 6/35
X4Frigate destroyed
X4Frigate destroyed
X4Frigate destroyed
Success
First Tutorial:
Now that Fantasy Trek has been keeping me away from worthier endeavours for four years now, I thought it might be good to actually make a tutorial. This first tutorial takes the player through the very basics of Simple Combat. You may or may not enjoy it, but you'll know how it's done.
You have completed every academic exercise that the Starfleet Academy Command College has to offer. You are among the best and the brightest. Now it's time to take the center seat as Captain.
While your missions will not be restricted to combat, it would be extremely unwise to turn you loose on the galaxy without the training required to defend your ship and crew. To that end, you have been assigned to the training vessel USS Yorktown, a Constitution II Class Heavy Cruiser. Once on board, you will report to the bridge and take command. Stand by for transport.
::Transport successful, Starfleet Command::
::Acknowledged. Escort the Captain to the bridge. Starfleet out.::
The Constitution Phase Two Class, also known as the Constitution II Class, is designed to be an all-around workhorse, capable of operating independently for extended periods, with minimal need for starbase support. It is based on the the original Constitution Class, a design still unparalleled in overall success in deep space. It is more than capable of undertaking a wide range of missions, from science to defense. It features science and medical labs that rival those of a starbase. Like the Galaxy Class, it is capable of Saucer Separation and Reintegration. Unlike the Galaxy Class, however, the Constitution II's saucer is capable of independent warp flight. You will find it a most capable ship.
::Captain on the bridge!::
Welcome to the bridge, and your first command. Open the sealed orders labeled "Command Training Mission One" and proceed accordingly.
Command Training Mission One
The Vulcans have asked us to help them out with a small problem. A solar probe of theirs in the Rigel system has begun to malfunction, and may fall into that system's sun. Normally that wouldn't be a problem, but this probe contains equipment that could cause solar flares that would wipe out the memory core of a nearby science station. The Vulcans have downloaded the data from the probe, and have asked us to destroy it before it falls into the sun. The Yorktown is the closest starship to Rigel, Captain, and this is the perfect opportunity to familiarize you with the Yorktown's offensive capabilities. Order your helm officer to set course for the Rigel sun.
::Course set for Rigel. Ahead, warp factor six.::
When you arrive, your helm officer will bring you into range of the solar probe and await your orders.
::We've arrived in the Rigel System, Captain. We have the probe in range. What are your orders?::
The Simple combat system is a quick and easy way of engaging in and resolving combat between starships and/or installations like shipyards and outposts in minutes. Here is a quick tutorial, pitting your Heavy Cruiser against the Vulcan solar probe:
In the single-player simple combat game, you roll for both sides. To start, you'll roll for your target first, then yourself. Later in the game you'll see how to change that and add more of a challenge to the simple combat game.
Roll a single 6-sided die (known as 1d6). That first roll will show the defensive capacity of the probe. Then roll the 6-sided die again, and multiply that number by 10 (the Heavy Cruiser Class has a multiplier of X10). That is the amount of energy you have to work with. Since the probe has no offensive capability, you can use all of your energy for weapons. Here is a sample roll:
X1Probe rolls: 6
X10(CA)Heavy Cruiser rolls:30
That is the allocation phase of simple combat. The results phase computes the results. For cadet missions, your ship is capable of sustaining 30 points of damage before it is destroyed. Your targets can sustain 15 points damage. In this example, the cadet ship did 24 points of damage to the probe, easily destroying it.
X1Probe damage: 24/15= destroyed.
X10(CA)Heavy Cruiser damage: /30
Now it's your turn. Roll for the probe, then for yourself:
X1Probe rolls:
X10(CA)Heavy Cruiser rolls: o/d
Now compute the damage:
X1Probe damage: /15
X10(CA)Heavy Cruiser damage: /30
Repeat, if necessary, until the probe has been destroyed. When you are finished, scroll down to your next orders.
Allocation-
X1Probe rolls:
X10(CA)Heavy Cruiser rolls: o/d
Results-
X1Probe damage: /15
X10(CA)Heavy Cruiser damage: /30
Allocation-
X1Probe rolls:
X10(CA)Heavy Cruiser rolls: o/d
Results-
X1Probe damage: /15
X10(CA)Heavy Cruiser damage: /30
Allocation-
X1Probe rolls:
X10(CA)Heavy Cruiser rolls: o/d
Results-
X1Probe damage: /15
X10(CA)Heavy Cruiser damage: /30
Congratultions on the success of your first mission. While you were busy, there was a report from the tenth planet in this system that requires your immediate response. Order your helm officer to perform an in-system warp to get you there.
::course already plotted, Captain. Awaiting your orders::
While you're in transit, I'll tell you what we know. A Feren ifreighter has left orbit with a shipment of Tylium ore that was stolenfrom an independent contractor. Tylium is extremely valuable, but also extremely volatile. Tylium fires have been known to burn away the atmospheres of entire planets when mishandled. Intercept the Ferengi and try to talk them into releasing their cargo. You are authorized to grant them amnesty if necessary. If that doesn't work, knock down the Ferengi's shields and beam the Tylium directly from their cargo bay. Despite its volatility, it is completely transporter safe. Do not destroy the Ferengi freighter.
::coming out of warp, Captain. The freighter is in communications and weapons range::
To order the Ferengi to surrender, roll a 1d6. A result of 1 or 2 means that they agree.
1d6=1,2: agree - 3-6 refuse
If they do not immediately agree, roll the 1d6 again. A result of 1,2 or 3 means that they agree. Anything else means they refuse, and are attempting to escape:
1d6=1,2,3: agree - 4-6 refuse
If they refuse, you'll have to engage them and bring down their shields. Here's how you do that.
We'll start with a template similar to the one you used earlier.
Allocation-
X2Freighter rolls: o/d
X10(CA)Heavy Cruiser rolls: o/d
Results-
X2Freighter damage: /15
X10(CA)Heavy Cruiser damage: /30
You can see that the freighter has a multiplier of X2. It also has offensive capabilities. You won't really have to worry about that, bu tit requires a bit of attention to bring down the Freighter's shields without destroying it. Shield strength is always one-fifth of a ship's damage potential. So if a ship has 15 points damage potential, you have to do 3 points damage to bring down the shields. Here is an example of how to do that:
Allocation-
--roll a 1d6 for the Ferengi, and multiply by X2--
X2Freighter rolls:4 o/4d
(with only 4 points available, you decide to allocate those points to defense)
-roll a 1d6 for your ship and multiply by X10--
X10(CA)Heavy Cruiser rolls:20 7o/13d
(in order to do only 3 points of damage, you must only allocate 7 points to offense. Put the rest on defense)
Results-
X2Freighter damage: 3/15
X10(CA)Heavy Cruiser damage: /30
With the Ferengi shields down, you are free to beam the cargo to your ship and release the Ferengi. Now it's your turn:
(Remember, whatever defense the Ferengi offers, put no more than 3 points more into your offense)
X2Freighter rolls: o/d
X10(CA)Heavy Cruiser rolls: o/d
Results-
X2Freighter damage: /15
X10(CA)Heavy Cruiser damage: /30
repeat as necessary until the Ferengi sustains 3/15 points damage, then scroll down to the next session.
X2Freighter rolls: o/d
X10(CA)Heavy Cruiser rolls: o/d
Results-
X2Freighter damage: /15
X10(CA)Heavy Cruiser damage: /30
X2Freighter rolls: o/d
X10(CA)Heavy Cruiser rolls: o/d
Results-
X2Freighter damage: /15
X10(CA)Heavy Cruiser damage: /30
X2Freighter rolls: o/d
X10(CA)Heavy Cruiser rolls: o/d
Results-
X2Freighter damage: /15
X10(CA)Heavy Cruiser damage: /30
X2Freighter rolls: o/d
X10(CA)Heavy Cruiser rolls: o/d
Results-
X2Freighter damage: /15
X10(CA)Heavy Cruiser damage: /30
X2Freighter rolls: o/d
X10(CA)Heavy Cruiser rolls: o/d
Results-
X2Freighter damage: /15
X10(CA)Heavy Cruiser damage: /30
Congratulations. You've just completed your first training mission. Return to Starbase One for debriefing.
Debriefing:
You are now familiar with the basic simple combat game. While there are
advanced variations, the premise remains the same. Every class ship has a multiplier. Roll a 1d6 for your opponent, and the same for you. The idea of rolling for your opponent may seem unusual, but it makes this simple text-based game a single player game. In developing this game, I've had more than two hundred single-player simple combat engagements, with which I have tweaked and adjusted the formula to what seems like a good balance. The single-player method works for me. It should work for you. There is, however, PvP (Player vs Player) which is a great challenge. During the Advanced Command Training Mission, you'll learn some interesting and challenging variations, as well as Boarding Party/Landing Party missions and Fleet engagements. In the Command Training Graduate Mission, you'll put it all together, and be given the chance to save the legendary Kobayashi Maru. One hint: Just like James T Kirk, in Fantasy Trek, we don't believe in the no-win scenario.
So how are we supposed to save the Kobayashi Maru? Beats me. Throw apples at the Klingons maybe?
Casual Gaming:
Based on feedback from a valuable source (my sister) regarding the Simple Combat Tutorial, and as a result, I've started work on a casual game. Similar to Simple Combat, but without multipliers or an allocation phase. Each ship class has a defense rating representing the amount of damage it can sustain, and once that it passed, the ship is out of the game. Depending on your preference, it is either destroyed or taken out of combat, towed to a friendly base for repair and debrief.
Using that idea, I did an initial run of the "Repair Rendezvous" Scenario from the "Starfleet Command" games that I have adapted for Fantasy Trek, giving the heavy cruiser a defensive rating of 20. The results were encouraging.
We start off with a Fed CA encountering another Fed CA that has sustained 19/20 damage. It has three rolls to repair the damaged ship. In these three rolls, it repaired 8 points of damage:
FCA1 rolls:2
FCA2 damage: 17/20
FCA1 rolls:3
FCA2 damage: 14/20
FCA1 rolls:3
FCA2 damage: 11/20
After that, the enemy (Klingon CA) appears. It automatically divides its fire between the two ships. If there is an odd number, the majority of fire goes to the damaged ship. I suppose, though, if I was the Klingon (hard as that is to imagine), I might try to finish off the damaged ship first. So obviously this is still a work in progress. But the casual format seems to work. Here are the rest of the logs:
FCA1 rolls:2
FCA2 rolls:1
KCA1 rolls:6
results
FCA1 damage: 3/20
FCA2 damage: 14/20
KCA1 damage: 3/20
FCA1 rolls:3
FCA2 rolls:2
KCA1 rolls:4
results
FCA1 damage: 5/20
FCA2 damage: 16/20
KCA1 damage: 8/20
FCA1 rolls:3
FCA2 rolls:4
KCA1 rolls:3
results
FCA1 damage: 6/20
FCA2 damage: 18/20
KCA1 damage: 15/20
FCA1 rolls:4
FCA2 rolls:5
KCA1 rolls:4
results
FCA1 damage: 8/20
FCA2 damage: 20/20 destroyed
KCA1 damage: 24/20 destroyed
I also created and worked through rules for the Klingon Mauler Cruiser. The Mauler Cruiser is a huge gun with a ship frame essentially built around it. The weapon itself has a capacitor which stores allocated energy that is fired after (no less than) three turns. It is heavily armored, taking 50 points damage (compared to the normal maximum 35). While it is building up its energy, it must allocate a minimum of one-third (1d6 roll, with a X10 multiplier) of its points to the weapon. Here is the Simple Combat Template (power allocation phase):
KCAM rolls: o{offense}/d{defense}/m{mauler}(/3){mauler allocation, turn
_of 3}
1st Turn:
-if a 6 is rolled, the allocation could be this:
KCAM rolls:60 o/40d/20(FCA1)m(1/3)
2nd Turn:
-if a 3 is rolled, the allocation could be this:
KCAM rolls:30 o/20d/10(FCA1)m(2/3)
3rd Turn:
-if a 2 is rolled, the allocation could be this:
KCAM rolls:20 o/13d/7(FCA1)m(3/3)
So on the third turn, the Mauler Cruiser would have a total of 37 points offensive capability. Note that on the 3rd turn, I rounded that 1/3rd up to a 7. Also, depending on the rolls of the other ships, the Mauler can put more than 1/3rd into its capacitor. So on that third turn, the Mauler could have potentially had a total of 110 points directed at its target.
In the combat logs below, I've noted whether the toss was won or not.
Interesting to note that the Klingons didn't lose on the first two turns, when it actually lost the toss. The third time, when the Klingons lost the toss. And of course, that is determined by rolling a 1-3 on a 1d6, and allows the player to roll first or second, just like the coin toss in a football game. Also of interest in the third round, the Mauler chooses to stop the build up of energy to go all defense. In that case, the energy is lost, and the Mauler, if it survives, starts over on the next round.
The combat logs show the importance of drawing first blood, of upsetting the balance of power in your favor.
Round One *lose toss
KCA1 rolls:30 o/30d
KCA2 rolls:60 o/30(3)30d
KCAM rolls:20 o/20d/m(/3)
FCA rolls:10 o/10d
FCA rolls:30 30(3)o/d
FCA rolls:30 30(3)o/d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM damage: 10/50
FCA damage: /35
FCA damage: /35
FCA damage: /35
KCA1 rolls:30 o/15(3)15d
KCA2 rolls:20 o/10(3)10d
KCAM rolls: o/23d/17(1)m(1/3)
FCA rolls:50 25(3)o/25d
FCA rolls:20 o/20d
FCA rolls:10 10(3)o/d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM damage: 10/50
FCA damage: /35
FCA damage: /35
FCA damage: /35
KCA1 rolls:30 o/15(3)15d
KCA2 rolls:60 20(2)o/20(3)20d
KCAM rolls:30 o/20d/10(1)m(2/3)
FCA rolls:30 15(3)o/15d
FCA rolls:30 10(3)o/20d
FCA rolls:10 o/10d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM damage: 10/50
FCA damage: /35
FCA damage: /35
FCA damage: /35
KCA1 rolls:30 o/15(3)15d
KCA2 rolls:50 15(1)o/20(3)15d
KCAM rolls:40 o/d/40(1)m(3/3) 67
FCA rolls:20 o/20d
FCA rolls:50 25(3)o/25d
FCA rolls:20 10(3)o/10(1)d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM damage: 10/50
FCA destroyed
FCA damage: /35
FCA damage: /35
KCA1 rolls:50 25(2)o/25d
KCA2 rolls:40 40(2)o/d
KCAM rolls:30 o/d/30(3)m(1/3)
FCA destroyed
FCA rolls:40 o/40d
FCA rolls:60 o/60d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM damage: 10/50
FCA destroyed
FCA damage: 25/35
FCA damage: /35
KCA1 rolls:60 30(2)o/30d
KCA2 rolls:20 20(2)o/d
KCAM rolls:30 o/d/30(3)m(2/3)
FCA destroyed
FCA rolls:40 o/40d
FCA rolls:20 o/20(2)d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM damage: 10/50
FCA destroyed
FCA destroyed
FCA damage: /35
KCA1 rolls:20 20o/d
KCA2 rolls:60 60o/d
KCAM rolls:10 o/d/10m(3/3) 60
FCA destroyed
FCA destroyed
FCA rolls:60 o/60d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM damage: 10/50
FCA destroyed
FCA destroyed
FCA destroyed
Round Two *lose toss
KCA1 rolls:30 o/15(3)15d
KCA2 rolls:10 o/10d
KCAM rolls:40 o/30d/m(/3)
FCA rolls:30 15(3)o/15d
FCA rolls:30 30(3)o/d
FCA rolls:10 10(3)o/d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM damage: 10/50
FCA damage: /35
FCA damage: /35
FCA damage: /35
KCA1 rolls:20 o/10(3)10d
KCA2 rolls:60 60(1)o/d
KCAM rolls:50 o/25d/25(3)m(1/3)
FCA rolls:30 15(3)o/15d
FCA rolls:40 20(3)o/20d
FCA rolls:20 o/20(1)d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM damage: 10/50
FCA damage: 25/35
FCA damage: /35
FCA damage: /35
KCA1 rolls:60 20(1)o/20(3)20d
KCA2 rolls:60 60(2)o/d
KCAM rolls:40 o/26d/m14(3)(2/3) 25+
FCA rolls:50 o/50d
FCA rolls:20 o/20d
FCA rolls:50 20(2)o/40(2)d
results
KCA1 damage: /35
KCA2 damage: 20/35
KCAM damage: 10/50
FCA damage: 25/35
FCA damage: /35
FCA damage: /35
KCA1 rolls:40 o/20(3)20d
KCA2 rolls:10 o/10d
KCAM rolls:50 o/d/50m14(3)(3/3) 39+
FCA rolls:60 o/30(2)30d
FCA rolls:50 o/25(3)25d
FCA rolls:10 o/10d
results
KCA1 damage: /35
KCA2 damage: 20/35
KCAM damage: 10/50
FCA damage: 25/35
FCA damage: /35
FCA destroyed
KCA1 rolls:40 40(1)o/d
KCA2 rolls:40 40(1)o/d
KCAM rolls:60 o/d/60(2)m(1/3)
FCA rolls:60 o/60d
FCA rolls:40 15(2)25(1)o/d
FCA destroyed
results
KCA1 damage: 25/35
KCA2 destroyed
KCAM damage: 10/50
FCA destroyed
FCA damage: /35
FCA destroyed
KCA1 rolls:30 o/30d
KCA2 destroyed
KCAM rolls:10 o/d/m10(2)m(2/3) +60
FCA destroyed
FCA rolls:30 o/30d
FCA destroyed
results
KCA1 damage: 25/35
KCA2 destroyed
KCAM damage: 10/50
FCA destroyed
FCA damage: /35
FCA destroyed
KCA1 rolls:30 o/30d
KCA2 destroyed
KCAM rolls: o/d/10 m(3/3) +70
FCA destroyed
FCA rolls:60 o/60d
FCA destroyed
results
KCA1 damage: 25/35
KCA2 destroyed
KCAM damage: 10/50
FCA destroyed
FCA damage: 20/35
FCA destroyed
KCA1 rolls:20 20o/d
KCA2 destroyed
KCAM rolls: o/d/60m(1/3)
FCA destroyed
FCA rolls:10 o/10d
FCA destroyed
results
KCA1 damage: 25/35
KCA2 destroyed
KCAM damage: 10/50
FCA destroyed
FCA damage: 30/35
FCA destroyed
KCA1 rolls:10 o/10d
KCA2 destroyed
KCAM rolls:20 o/d/20m(2/3) +60
FCA destroyed
FCA rolls:30 30(1)o/d
FCA destroyed
results
KCA1 damage: 25/35
KCA2 destroyed
KCAM damage: 10/50
FCA destroyed
FCA damage: 30/35
FCA destroyed
KCA1 rolls:10 o/10d
KCA2 destroyed
KCAM rolls:40 o/26(1)d/14m(3/3) +80
FCA destroyed
FCA rolls:50 50(1)o/d
FCA destroyed
results
KCA1 destroyed
KCA2 destroyed
KCAM damage: 10/50
FCA destroyed
FCA destroyed
FCA destroyed
Round Three *won toss
KCA1 rolls:10 o/10d
KCA2 rolls:20 o/10(3)10d
KCAM rolls:60 o/40d/20(1)m(1/3)
FCA rolls:50 25(3)o/25d
FCA rolls:10 o/10d
FCA rolls:30 30(3)o/d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM damage: 5/50
FCA damage: /35
FCA damage: /35
FCA damage: /35
KCA1 rolls:10 o/10d
KCA2 rolls:10 o/10d
KCAM rolls: o/60d/()m(/3) capacitor emptied
FCA rolls:60 30(3)o/30d
FCA rolls:60 60(3)o/d
FCA rolls:50 50(3)o/d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM destroyed
FCA damage: /35
FCA damage: /35
FCA damage: /35
KCA1 rolls:10 o/10d
KCA2 rolls:60 40(2)o/d
KCAM destroyed
FCA rolls:10 o/10d
FCA rolls:20 20(1)o/d
FCA rolls:10 o/10(2)d
results
KCA1 damage: /35
KCA2 damage: 10/35
KCAM destroyed
FCA damage: /35
FCA damage: 30/35
FCA damage: /35
KCA1 rolls:40 20(2)o/20d
KCA2 rolls:50 30(2)o/20d
KCAM destroyed
FCA rolls:60 20(2)o/20(2)20d
FCA rolls:60 30(1)o/30d
FCA rolls:20 20(1)o/d
results
KCA1 damage: 30/35
KCA2 damage: 10/35
KCAM destroyed
FCA damage: /35
FCA damage: 30/35
FCA damage: /35
KCA1 rolls:30 o/30d
KCA2 rolls:40 40(2)o/d
KCAM destroyed
FCA rolls:20 o/20d
FCA rolls:10 o/10d
FCA rolls:60 30(2)o/30(2)d
results
KCA1 damage: 30/35
KCA2 destroyed
KCAM destroyed
FCA damage: /35
FCA damage: 30/35
FCA damage: /35
KCA1 rolls:10 o/10d
KCA2 destroyed
KCAM destroyed
FCA rolls:40 o/40(2)d
FCA rolls:60 60o/d
FCA rolls:50 50o/d
results
KCA1 destroyed
KCA2 destroyed
KCAM destroyed
FCA damage: /35
FCA damage: 30/35
FCA damage: /35
As you can see if you read through all of that, Mauler combat can be ugly. It is almost better for drawing enemy fire than as an offensive weapon system.
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The normal ongoing games, like DusaQ VeS and Fifty Points and Medium Assault have not been played. I've been concentrating on an involved Mixed Mission. This involves standard Simple Combat games that start out in a medium asteroid field, continue with an assault on a weapons platform, and conclude with a repair rendezvous scenario. The idea is that you are ordered to investigate the disappearance of a friendly heavy cruiser. You must first penetrate an asteroid field, then fight off three enemy heavy cruisers. After destroying them, you discover an armored outpost that has information about the missing ship. Overcome the outpost's formidable defenses, download the info, then destroy the outpost. The data leads you to the damaged ship. Repair it quickly, and deal with the enemies who show up to destroy you.
It's a fun minigame, something to play on the bus, or during commercials. One of the things I wanted when I created Fantasy Trek. Here is some of the rpg written around that game:
Captain Sompek recovers warship Lancer
In Command of IKS Etlh, leading warships DuranQo and Lursor. We destroyed the three Tholian Kelva Class Heavy Cruisers, then downloaded the location of the Lancer from a heavily defended Tholian Weapon Platform. Then we warped to the Lancer and aided in its repair before destroying three Tholian frigates. Then we warped back to base. The mission was an overwhelming success.
volley 1 roll o 6 roll for damage
KCA1 evade?6 damage?4 /35 y
KCA2 evade? damage? /35 n
KCA3 evade?4 damage?3 /35 y
volley 2 roll of 5-6 roll for damage
KCA1 evade? damage? /35 n
KCA2 evade? damage? /35 n
KCA3 evade?5 damage?2 /35 y
volley 3 roll of 4-6 roll for damage
KCA1 evade?2 damage?3 1/35 y
KCA2 evade?5 damage?5 /35 y
KCA3 evade? damage? /35 n
volley 4 roll of 3-6 roll for damage
KCA1 evade? damage? 1/35 n
KCA2 evade?6 damage?4 /35 y
KCA3 evade?4 damage?5 1/35 y
volley 5 roll of 2-6 roll for damage
KCA1 evade? damage? 1/35 n
KCA2 evade?1 damage?4 3/35 y
KCA3 evade? damage? 1/35 n
*lost toss
KCA1 rolls:60 40(1)o/20d
KCA2 rolls:60 40(2)o/20d
KCA3 rolls:10 o/10d
CA1 rolls:10 o/10d/w
CA2 rolls:40 o/40d/w
CA3 rolls:30 30(3)o/d/w
results
KCA1 damage: 1/35
KCA2 damage: 3/35
KCA3 damage: 21/35
CA1 destroyed
CA2 destroyed
CA3 damage: /15
KCA1 rolls:30 30o/d
KCA2 rolls:50 50o/d
KCA3 rolls:20 20o/d
CA3 rolls:40 o/40d/w
results
KCA1 damage: 1/35
KCA2 damage: 3/35
KCA3 damage: 21/35
CA1 destroyed
CA2 destroyed
CA3 destroyed
KCA1 rolls:60 60o/d
KCA2 rolls:50 50o/d
KCA3 rolls:40 40o/d
X7WepPlat rolls:42 o/42d
results
KCA1 damage: /35
KCA2 damage: 2/35
KCA3 damage: 20/35
WepPlatdamage:destroyed
KCA1 rolls:1
KCA2 rolls: 6
KCA3 rolls: 5
X10Heavy Cruiser damage: 22/35
KCA1 rolls:2
KCA2 rolls:6
KCA3 rolls:1
X10Heavy Cruiser damage: 13/35
KCA1 rolls:1
KCA2 rolls:3
KCA3 rolls:3
X10Heavy Cruiser damage: 6/35
KCA1 rolls:40 31(1)o/9d
KCA2 rolls:30 15(1)15(2)o/d
KCA3 rolls:60 15(1)45(3)o/d
X10Heavy Cruiser rolls: o/d
X4Frigate rolls:24 o/16d/8(4)w
X4Frigate rolls:8 o/5(1)d/3(4)w
X4Frigate rolls:12 o/8(1)d/4(4)w
results
KCA1 damage: /35
KCA2 damage: 2/35
KCA3 damage: 20/35
X10Heavy Cruiser damage: 6/35
X4Frigate destroyed
X4Frigate destroyed
X4Frigate destroyed
Success
First Tutorial:
Now that Fantasy Trek has been keeping me away from worthier endeavours for four years now, I thought it might be good to actually make a tutorial. This first tutorial takes the player through the very basics of Simple Combat. You may or may not enjoy it, but you'll know how it's done.
You have completed every academic exercise that the Starfleet Academy Command College has to offer. You are among the best and the brightest. Now it's time to take the center seat as Captain.
While your missions will not be restricted to combat, it would be extremely unwise to turn you loose on the galaxy without the training required to defend your ship and crew. To that end, you have been assigned to the training vessel USS Yorktown, a Constitution II Class Heavy Cruiser. Once on board, you will report to the bridge and take command. Stand by for transport.
::Transport successful, Starfleet Command::
::Acknowledged. Escort the Captain to the bridge. Starfleet out.::
The Constitution Phase Two Class, also known as the Constitution II Class, is designed to be an all-around workhorse, capable of operating independently for extended periods, with minimal need for starbase support. It is based on the the original Constitution Class, a design still unparalleled in overall success in deep space. It is more than capable of undertaking a wide range of missions, from science to defense. It features science and medical labs that rival those of a starbase. Like the Galaxy Class, it is capable of Saucer Separation and Reintegration. Unlike the Galaxy Class, however, the Constitution II's saucer is capable of independent warp flight. You will find it a most capable ship.
::Captain on the bridge!::
Welcome to the bridge, and your first command. Open the sealed orders labeled "Command Training Mission One" and proceed accordingly.
Command Training Mission One
The Vulcans have asked us to help them out with a small problem. A solar probe of theirs in the Rigel system has begun to malfunction, and may fall into that system's sun. Normally that wouldn't be a problem, but this probe contains equipment that could cause solar flares that would wipe out the memory core of a nearby science station. The Vulcans have downloaded the data from the probe, and have asked us to destroy it before it falls into the sun. The Yorktown is the closest starship to Rigel, Captain, and this is the perfect opportunity to familiarize you with the Yorktown's offensive capabilities. Order your helm officer to set course for the Rigel sun.
::Course set for Rigel. Ahead, warp factor six.::
When you arrive, your helm officer will bring you into range of the solar probe and await your orders.
::We've arrived in the Rigel System, Captain. We have the probe in range. What are your orders?::
The Simple combat system is a quick and easy way of engaging in and resolving combat between starships and/or installations like shipyards and outposts in minutes. Here is a quick tutorial, pitting your Heavy Cruiser against the Vulcan solar probe:
In the single-player simple combat game, you roll for both sides. To start, you'll roll for your target first, then yourself. Later in the game you'll see how to change that and add more of a challenge to the simple combat game.
Roll a single 6-sided die (known as 1d6). That first roll will show the defensive capacity of the probe. Then roll the 6-sided die again, and multiply that number by 10 (the Heavy Cruiser Class has a multiplier of X10). That is the amount of energy you have to work with. Since the probe has no offensive capability, you can use all of your energy for weapons. Here is a sample roll:
X1Probe rolls: 6
X10(CA)Heavy Cruiser rolls:30
That is the allocation phase of simple combat. The results phase computes the results. For cadet missions, your ship is capable of sustaining 30 points of damage before it is destroyed. Your targets can sustain 15 points damage. In this example, the cadet ship did 24 points of damage to the probe, easily destroying it.
X1Probe damage: 24/15= destroyed.
X10(CA)Heavy Cruiser damage: /30
Now it's your turn. Roll for the probe, then for yourself:
X1Probe rolls:
X10(CA)Heavy Cruiser rolls: o/d
Now compute the damage:
X1Probe damage: /15
X10(CA)Heavy Cruiser damage: /30
Repeat, if necessary, until the probe has been destroyed. When you are finished, scroll down to your next orders.
Allocation-
X1Probe rolls:
X10(CA)Heavy Cruiser rolls: o/d
Results-
X1Probe damage: /15
X10(CA)Heavy Cruiser damage: /30
Allocation-
X1Probe rolls:
X10(CA)Heavy Cruiser rolls: o/d
Results-
X1Probe damage: /15
X10(CA)Heavy Cruiser damage: /30
Allocation-
X1Probe rolls:
X10(CA)Heavy Cruiser rolls: o/d
Results-
X1Probe damage: /15
X10(CA)Heavy Cruiser damage: /30
Congratultions on the success of your first mission. While you were busy, there was a report from the tenth planet in this system that requires your immediate response. Order your helm officer to perform an in-system warp to get you there.
::course already plotted, Captain. Awaiting your orders::
While you're in transit, I'll tell you what we know. A Feren ifreighter has left orbit with a shipment of Tylium ore that was stolenfrom an independent contractor. Tylium is extremely valuable, but also extremely volatile. Tylium fires have been known to burn away the atmospheres of entire planets when mishandled. Intercept the Ferengi and try to talk them into releasing their cargo. You are authorized to grant them amnesty if necessary. If that doesn't work, knock down the Ferengi's shields and beam the Tylium directly from their cargo bay. Despite its volatility, it is completely transporter safe. Do not destroy the Ferengi freighter.
::coming out of warp, Captain. The freighter is in communications and weapons range::
To order the Ferengi to surrender, roll a 1d6. A result of 1 or 2 means that they agree.
1d6=1,2: agree - 3-6 refuse
If they do not immediately agree, roll the 1d6 again. A result of 1,2 or 3 means that they agree. Anything else means they refuse, and are attempting to escape:
1d6=1,2,3: agree - 4-6 refuse
If they refuse, you'll have to engage them and bring down their shields. Here's how you do that.
We'll start with a template similar to the one you used earlier.
Allocation-
X2Freighter rolls: o/d
X10(CA)Heavy Cruiser rolls: o/d
Results-
X2Freighter damage: /15
X10(CA)Heavy Cruiser damage: /30
You can see that the freighter has a multiplier of X2. It also has offensive capabilities. You won't really have to worry about that, bu tit requires a bit of attention to bring down the Freighter's shields without destroying it. Shield strength is always one-fifth of a ship's damage potential. So if a ship has 15 points damage potential, you have to do 3 points damage to bring down the shields. Here is an example of how to do that:
Allocation-
--roll a 1d6 for the Ferengi, and multiply by X2--
X2Freighter rolls:4 o/4d
(with only 4 points available, you decide to allocate those points to defense)
-roll a 1d6 for your ship and multiply by X10--
X10(CA)Heavy Cruiser rolls:20 7o/13d
(in order to do only 3 points of damage, you must only allocate 7 points to offense. Put the rest on defense)
Results-
X2Freighter damage: 3/15
X10(CA)Heavy Cruiser damage: /30
With the Ferengi shields down, you are free to beam the cargo to your ship and release the Ferengi. Now it's your turn:
(Remember, whatever defense the Ferengi offers, put no more than 3 points more into your offense)
X2Freighter rolls: o/d
X10(CA)Heavy Cruiser rolls: o/d
Results-
X2Freighter damage: /15
X10(CA)Heavy Cruiser damage: /30
repeat as necessary until the Ferengi sustains 3/15 points damage, then scroll down to the next session.
X2Freighter rolls: o/d
X10(CA)Heavy Cruiser rolls: o/d
Results-
X2Freighter damage: /15
X10(CA)Heavy Cruiser damage: /30
X2Freighter rolls: o/d
X10(CA)Heavy Cruiser rolls: o/d
Results-
X2Freighter damage: /15
X10(CA)Heavy Cruiser damage: /30
X2Freighter rolls: o/d
X10(CA)Heavy Cruiser rolls: o/d
Results-
X2Freighter damage: /15
X10(CA)Heavy Cruiser damage: /30
X2Freighter rolls: o/d
X10(CA)Heavy Cruiser rolls: o/d
Results-
X2Freighter damage: /15
X10(CA)Heavy Cruiser damage: /30
X2Freighter rolls: o/d
X10(CA)Heavy Cruiser rolls: o/d
Results-
X2Freighter damage: /15
X10(CA)Heavy Cruiser damage: /30
Congratulations. You've just completed your first training mission. Return to Starbase One for debriefing.
Debriefing:
You are now familiar with the basic simple combat game. While there are
advanced variations, the premise remains the same. Every class ship has a multiplier. Roll a 1d6 for your opponent, and the same for you. The idea of rolling for your opponent may seem unusual, but it makes this simple text-based game a single player game. In developing this game, I've had more than two hundred single-player simple combat engagements, with which I have tweaked and adjusted the formula to what seems like a good balance. The single-player method works for me. It should work for you. There is, however, PvP (Player vs Player) which is a great challenge. During the Advanced Command Training Mission, you'll learn some interesting and challenging variations, as well as Boarding Party/Landing Party missions and Fleet engagements. In the Command Training Graduate Mission, you'll put it all together, and be given the chance to save the legendary Kobayashi Maru. One hint: Just like James T Kirk, in Fantasy Trek, we don't believe in the no-win scenario.
So how are we supposed to save the Kobayashi Maru? Beats me. Throw apples at the Klingons maybe?
Casual Gaming:
Based on feedback from a valuable source (my sister) regarding the Simple Combat Tutorial, and as a result, I've started work on a casual game. Similar to Simple Combat, but without multipliers or an allocation phase. Each ship class has a defense rating representing the amount of damage it can sustain, and once that it passed, the ship is out of the game. Depending on your preference, it is either destroyed or taken out of combat, towed to a friendly base for repair and debrief.
Using that idea, I did an initial run of the "Repair Rendezvous" Scenario from the "Starfleet Command" games that I have adapted for Fantasy Trek, giving the heavy cruiser a defensive rating of 20. The results were encouraging.
We start off with a Fed CA encountering another Fed CA that has sustained 19/20 damage. It has three rolls to repair the damaged ship. In these three rolls, it repaired 8 points of damage:
FCA1 rolls:2
FCA2 damage: 17/20
FCA1 rolls:3
FCA2 damage: 14/20
FCA1 rolls:3
FCA2 damage: 11/20
After that, the enemy (Klingon CA) appears. It automatically divides its fire between the two ships. If there is an odd number, the majority of fire goes to the damaged ship. I suppose, though, if I was the Klingon (hard as that is to imagine), I might try to finish off the damaged ship first. So obviously this is still a work in progress. But the casual format seems to work. Here are the rest of the logs:
FCA1 rolls:2
FCA2 rolls:1
KCA1 rolls:6
results
FCA1 damage: 3/20
FCA2 damage: 14/20
KCA1 damage: 3/20
FCA1 rolls:3
FCA2 rolls:2
KCA1 rolls:4
results
FCA1 damage: 5/20
FCA2 damage: 16/20
KCA1 damage: 8/20
FCA1 rolls:3
FCA2 rolls:4
KCA1 rolls:3
results
FCA1 damage: 6/20
FCA2 damage: 18/20
KCA1 damage: 15/20
FCA1 rolls:4
FCA2 rolls:5
KCA1 rolls:4
results
FCA1 damage: 8/20
FCA2 damage: 20/20 destroyed
KCA1 damage: 24/20 destroyed
I also created and worked through rules for the Klingon Mauler Cruiser. The Mauler Cruiser is a huge gun with a ship frame essentially built around it. The weapon itself has a capacitor which stores allocated energy that is fired after (no less than) three turns. It is heavily armored, taking 50 points damage (compared to the normal maximum 35). While it is building up its energy, it must allocate a minimum of one-third (1d6 roll, with a X10 multiplier) of its points to the weapon. Here is the Simple Combat Template (power allocation phase):
KCAM rolls: o{offense}/d{defense}/m{mauler}(/3){mauler allocation, turn
_of 3}
1st Turn:
-if a 6 is rolled, the allocation could be this:
KCAM rolls:60 o/40d/20(FCA1)m(1/3)
2nd Turn:
-if a 3 is rolled, the allocation could be this:
KCAM rolls:30 o/20d/10(FCA1)m(2/3)
3rd Turn:
-if a 2 is rolled, the allocation could be this:
KCAM rolls:20 o/13d/7(FCA1)m(3/3)
So on the third turn, the Mauler Cruiser would have a total of 37 points offensive capability. Note that on the 3rd turn, I rounded that 1/3rd up to a 7. Also, depending on the rolls of the other ships, the Mauler can put more than 1/3rd into its capacitor. So on that third turn, the Mauler could have potentially had a total of 110 points directed at its target.
In the combat logs below, I've noted whether the toss was won or not.
Interesting to note that the Klingons didn't lose on the first two turns, when it actually lost the toss. The third time, when the Klingons lost the toss. And of course, that is determined by rolling a 1-3 on a 1d6, and allows the player to roll first or second, just like the coin toss in a football game. Also of interest in the third round, the Mauler chooses to stop the build up of energy to go all defense. In that case, the energy is lost, and the Mauler, if it survives, starts over on the next round.
The combat logs show the importance of drawing first blood, of upsetting the balance of power in your favor.
Round One *lose toss
KCA1 rolls:30 o/30d
KCA2 rolls:60 o/30(3)30d
KCAM rolls:20 o/20d/m(/3)
FCA rolls:10 o/10d
FCA rolls:30 30(3)o/d
FCA rolls:30 30(3)o/d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM damage: 10/50
FCA damage: /35
FCA damage: /35
FCA damage: /35
KCA1 rolls:30 o/15(3)15d
KCA2 rolls:20 o/10(3)10d
KCAM rolls: o/23d/17(1)m(1/3)
FCA rolls:50 25(3)o/25d
FCA rolls:20 o/20d
FCA rolls:10 10(3)o/d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM damage: 10/50
FCA damage: /35
FCA damage: /35
FCA damage: /35
KCA1 rolls:30 o/15(3)15d
KCA2 rolls:60 20(2)o/20(3)20d
KCAM rolls:30 o/20d/10(1)m(2/3)
FCA rolls:30 15(3)o/15d
FCA rolls:30 10(3)o/20d
FCA rolls:10 o/10d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM damage: 10/50
FCA damage: /35
FCA damage: /35
FCA damage: /35
KCA1 rolls:30 o/15(3)15d
KCA2 rolls:50 15(1)o/20(3)15d
KCAM rolls:40 o/d/40(1)m(3/3) 67
FCA rolls:20 o/20d
FCA rolls:50 25(3)o/25d
FCA rolls:20 10(3)o/10(1)d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM damage: 10/50
FCA destroyed
FCA damage: /35
FCA damage: /35
KCA1 rolls:50 25(2)o/25d
KCA2 rolls:40 40(2)o/d
KCAM rolls:30 o/d/30(3)m(1/3)
FCA destroyed
FCA rolls:40 o/40d
FCA rolls:60 o/60d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM damage: 10/50
FCA destroyed
FCA damage: 25/35
FCA damage: /35
KCA1 rolls:60 30(2)o/30d
KCA2 rolls:20 20(2)o/d
KCAM rolls:30 o/d/30(3)m(2/3)
FCA destroyed
FCA rolls:40 o/40d
FCA rolls:20 o/20(2)d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM damage: 10/50
FCA destroyed
FCA destroyed
FCA damage: /35
KCA1 rolls:20 20o/d
KCA2 rolls:60 60o/d
KCAM rolls:10 o/d/10m(3/3) 60
FCA destroyed
FCA destroyed
FCA rolls:60 o/60d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM damage: 10/50
FCA destroyed
FCA destroyed
FCA destroyed
Round Two *lose toss
KCA1 rolls:30 o/15(3)15d
KCA2 rolls:10 o/10d
KCAM rolls:40 o/30d/m(/3)
FCA rolls:30 15(3)o/15d
FCA rolls:30 30(3)o/d
FCA rolls:10 10(3)o/d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM damage: 10/50
FCA damage: /35
FCA damage: /35
FCA damage: /35
KCA1 rolls:20 o/10(3)10d
KCA2 rolls:60 60(1)o/d
KCAM rolls:50 o/25d/25(3)m(1/3)
FCA rolls:30 15(3)o/15d
FCA rolls:40 20(3)o/20d
FCA rolls:20 o/20(1)d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM damage: 10/50
FCA damage: 25/35
FCA damage: /35
FCA damage: /35
KCA1 rolls:60 20(1)o/20(3)20d
KCA2 rolls:60 60(2)o/d
KCAM rolls:40 o/26d/m14(3)(2/3) 25+
FCA rolls:50 o/50d
FCA rolls:20 o/20d
FCA rolls:50 20(2)o/40(2)d
results
KCA1 damage: /35
KCA2 damage: 20/35
KCAM damage: 10/50
FCA damage: 25/35
FCA damage: /35
FCA damage: /35
KCA1 rolls:40 o/20(3)20d
KCA2 rolls:10 o/10d
KCAM rolls:50 o/d/50m14(3)(3/3) 39+
FCA rolls:60 o/30(2)30d
FCA rolls:50 o/25(3)25d
FCA rolls:10 o/10d
results
KCA1 damage: /35
KCA2 damage: 20/35
KCAM damage: 10/50
FCA damage: 25/35
FCA damage: /35
FCA destroyed
KCA1 rolls:40 40(1)o/d
KCA2 rolls:40 40(1)o/d
KCAM rolls:60 o/d/60(2)m(1/3)
FCA rolls:60 o/60d
FCA rolls:40 15(2)25(1)o/d
FCA destroyed
results
KCA1 damage: 25/35
KCA2 destroyed
KCAM damage: 10/50
FCA destroyed
FCA damage: /35
FCA destroyed
KCA1 rolls:30 o/30d
KCA2 destroyed
KCAM rolls:10 o/d/m10(2)m(2/3) +60
FCA destroyed
FCA rolls:30 o/30d
FCA destroyed
results
KCA1 damage: 25/35
KCA2 destroyed
KCAM damage: 10/50
FCA destroyed
FCA damage: /35
FCA destroyed
KCA1 rolls:30 o/30d
KCA2 destroyed
KCAM rolls: o/d/10 m(3/3) +70
FCA destroyed
FCA rolls:60 o/60d
FCA destroyed
results
KCA1 damage: 25/35
KCA2 destroyed
KCAM damage: 10/50
FCA destroyed
FCA damage: 20/35
FCA destroyed
KCA1 rolls:20 20o/d
KCA2 destroyed
KCAM rolls: o/d/60m(1/3)
FCA destroyed
FCA rolls:10 o/10d
FCA destroyed
results
KCA1 damage: 25/35
KCA2 destroyed
KCAM damage: 10/50
FCA destroyed
FCA damage: 30/35
FCA destroyed
KCA1 rolls:10 o/10d
KCA2 destroyed
KCAM rolls:20 o/d/20m(2/3) +60
FCA destroyed
FCA rolls:30 30(1)o/d
FCA destroyed
results
KCA1 damage: 25/35
KCA2 destroyed
KCAM damage: 10/50
FCA destroyed
FCA damage: 30/35
FCA destroyed
KCA1 rolls:10 o/10d
KCA2 destroyed
KCAM rolls:40 o/26(1)d/14m(3/3) +80
FCA destroyed
FCA rolls:50 50(1)o/d
FCA destroyed
results
KCA1 destroyed
KCA2 destroyed
KCAM damage: 10/50
FCA destroyed
FCA destroyed
FCA destroyed
Round Three *won toss
KCA1 rolls:10 o/10d
KCA2 rolls:20 o/10(3)10d
KCAM rolls:60 o/40d/20(1)m(1/3)
FCA rolls:50 25(3)o/25d
FCA rolls:10 o/10d
FCA rolls:30 30(3)o/d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM damage: 5/50
FCA damage: /35
FCA damage: /35
FCA damage: /35
KCA1 rolls:10 o/10d
KCA2 rolls:10 o/10d
KCAM rolls: o/60d/()m(/3) capacitor emptied
FCA rolls:60 30(3)o/30d
FCA rolls:60 60(3)o/d
FCA rolls:50 50(3)o/d
results
KCA1 damage: /35
KCA2 damage: /35
KCAM destroyed
FCA damage: /35
FCA damage: /35
FCA damage: /35
KCA1 rolls:10 o/10d
KCA2 rolls:60 40(2)o/d
KCAM destroyed
FCA rolls:10 o/10d
FCA rolls:20 20(1)o/d
FCA rolls:10 o/10(2)d
results
KCA1 damage: /35
KCA2 damage: 10/35
KCAM destroyed
FCA damage: /35
FCA damage: 30/35
FCA damage: /35
KCA1 rolls:40 20(2)o/20d
KCA2 rolls:50 30(2)o/20d
KCAM destroyed
FCA rolls:60 20(2)o/20(2)20d
FCA rolls:60 30(1)o/30d
FCA rolls:20 20(1)o/d
results
KCA1 damage: 30/35
KCA2 damage: 10/35
KCAM destroyed
FCA damage: /35
FCA damage: 30/35
FCA damage: /35
KCA1 rolls:30 o/30d
KCA2 rolls:40 40(2)o/d
KCAM destroyed
FCA rolls:20 o/20d
FCA rolls:10 o/10d
FCA rolls:60 30(2)o/30(2)d
results
KCA1 damage: 30/35
KCA2 destroyed
KCAM destroyed
FCA damage: /35
FCA damage: 30/35
FCA damage: /35
KCA1 rolls:10 o/10d
KCA2 destroyed
KCAM destroyed
FCA rolls:40 o/40(2)d
FCA rolls:60 60o/d
FCA rolls:50 50o/d
results
KCA1 destroyed
KCA2 destroyed
KCAM destroyed
FCA damage: /35
FCA damage: 30/35
FCA damage: /35
As you can see if you read through all of that, Mauler combat can be ugly. It is almost better for drawing enemy fire than as an offensive weapon system.
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Friday, June 25, 2010
Fantasy Trek Summary of Events Stardate 0610.24
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.
Games in Play:
"DusaQ VeS"
As I map out the rest of the game (there are a total of 25 chapters), I am playing Chapter Eight. I am currently sweeping through a captured Sha'kurian starbase for intelligence and resistance. Here is the Summary:
Summary 8: "Secrets"
Finally in command of the Sha'kurian starbase, it is discovered that the station's internal sensors have been deliberately sabotaged. While engineering teams are attempting to repair the wide-spread damage, you are given responsibility for sweeping through the station to locate and capture any enemies who may be in hiding, as well as recovering intelligence not located within the main computer.
Throughout the station, you will encounter sporadic resistance. Despite the capture orders, you are free to eliminate all but one or two members of each group. One group will be guarding an unidentified important third enemy. That enemy must be recovered without injury.
Objectives:
Each of the five habitable levels contain five areas that must be investigated and cleared.
Investigate levels 1a through 1e
2a through 2e
3a through 3e
4a through 4e
5a through 5e
You have twenty warriors, with ten more immediate reserve. For each area, roll 2d6 for size of party encountered. In addition, roll 1d6 for presence of unidentified party.
"Fifty Points"
Turns 52 through 59
There has been more activity in Fifty Points in the last week or two than in the previous six months, thanks to the Tholians. So far the Tholians have been unable to hurt the major powers, but soon they'll begin to encroach upon unclaimed territory, and the powers will have to move to counter them. Here are the turn logs:
Turn 52)
0610.10
Federation: Turn 1/15 Tholian attack? No contact. FSY1 begins construct FCA3 2/2 contact? No contact. FF1 (FDN USS Tiberius FCA USS Independence FCA USS Archer FDD USS Entebbe) on station at Planet Blue17(v,10). FCA2 launched as USS Stewart. FDD USS Gallipoli on station. Completes analysis of civilian yacht, on course for FF1 (z,10).
Kingons: Turn 1/15 Tholian attack? No contact. KSY1 begins construct KCA3. KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek KCA IKS Chang KCA IKS Kolikos) on station Planet Red 16 (t,18) Bombardment waiting period 5/5.
Romulans: Turn 1/15 Tholian attack? No contact. RIF1 (Romulan First Imperial Fleet) on station at Planet Green 5. (af,12) RSY1 RCS1 on station. Duranium refinery complete. RFr begins mining system for raw duranium turn 3/5 (af,14)
Turn 53)
0610.10
Federation: Turn 2/15 Tholian attack? No contact. FSY1 idle. FF1 (FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS Entebbe FCA USS Kukulkan) on station at Planet Blue17(v,10). FDD USS Gallipoli on station. Completes analysis of civilian yacht, on course for FF1 (y,10).
Kingons: Turn 2/15 Tholian attack? No contact. KSY1 begins construct KCA3 turn 1/3. KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek KCA IKS Chang KCA IKS Kolikos) on station Planet Red 16 (t,18) KCVC IKS Ab'Qaff lands troops, occupies Planet Red 16.
Romulans: Turn 2/15 Tholian attack? No contact. RIF1 (FDN RIS Valedore FCA RIS D'Shoanna FCA RIS Decius FCA RIS Imperium FDD RIS Shrike FDD RIS Talon) on station at Planet Green 5. (af,12) RSY1 RCS1 on station. Duranium refinery complete. RFr begins mining system for raw duranium turn 4/5 (af,14)
Turn 54)
0610.10
Federation: Turn 3/15 Tholian attack? No contact. FSY1 idle. FF1 (FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS Entebbe FCA USS Kukulkan) on station at Planet Blue17(v,10). FDD USS Gallipoli on course for FF1 (x,10).
Kingons: Turn 3/15 Tholian attack? No contact. KSY1 begins construct KCA3 turn 2/3. KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek KCA IKS Chang KCA IKS Kolikos) departs planet Red 16 (u,19) Planet Red 16 occupied by Klingons.
Romulans: Turn 3/15 Tholian attack? No contact. RSY1 begins construct RCA RIS1 Turn 1/3 RIF1 (RDN RIS Valedore RCA RIS D'Shoanna RCA RIS Decius RCA RIS Imperium RDD RIS Shrike RDD RIS Talon) on station at Planet Green 5. (af,12) RSY1 RCS1 on station. Duranium refinery complete. RFr begins mining system for raw duranium turn 5/5 (af,14)
Turn 55)
0610.10
Federation: Turn 4/15 Tholian attack? No contact. FSY1 idle. FF1 (FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS Entebbe FCA USS Kukulkan) on station at Planet Blue17(v,10). FDD USS Gallipoli on course for FF1 (x,10).
Kingons: Turn 4/15 Tholian attack? No contact. KSY1 begins construct KCA3 turn 2/3. KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek KCA IKS Chang KCA IKS Kolikos) departs planet Red 16 (u,19) Planet Red 16 occupied by Klingons.
Romulans: Turn 4/15 Tholian attack? Contact: 5 Tholians TCA1 TCA2 TCA3 TFR1 TCL1 vs RDN RIS Valedore RCA RIS D'Shoanna RCA RIS Decius RCA RIS Imperium RDD RIS Shrike RDD RIS Talon RSY1 *won toss.TCA1 TCA2 TCA3 TFR1 TCL1 destroyed. No damage to Romulans. RSY1 begins construct RCA RIS1 Turn 2/3 RIF1 (RDN RIS Valedore RCA RIS D'Shoanna RCA RIS Decius RCA RIS Imperium RDD RIS Shrike RDD RIS Talon) on station at Planet Green 5. (af,12) RSY1 RCS1 on station. Duranium refinery complete. RFr begins mining system for raw duranium turn 5/5 (af,14)
Turn 56)
0610.10
Federation: Turn 5/15 Tholian attack? No contact. FSY1 idle. FF1 (FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS Entebbe FCA USS Kukulkan) on station at Planet Blue17(v,10). FDD USS Gallipoli on course for FF1 (w,10).
Kingons: Turn 5/15 Tholian attack? No contact. KSY1 begins construct KCA3 turn 2/3. KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek KCA IKS Chang KCA IKS Kolikos) departs planet Red 16 (u,19) Planet Red 16 occupied by Klingons.
Romulans: Turn 5/15 Tholian attack? No contact. RSY1 begins construct RCA RIS1 Turn 3/3 RIF1 (RDN RIS Valedore RCA RIS D'Shoanna RCA RIS Decius RCA RIS Imperium RDD RIS Shrike RDD RIS Talon) on station at Planet Green 5. (af,12) RSY1 RCS1 on station. Refinery raw duranium turn 1/5 (af,14)
Turn 57)
0610.10
Federation: Turn 6/15 Tholian attack? Contact. 2 Tholians TCA TCC1 vs FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS Gallipoli FDD USS Entebbe FCA USS Kukulkan *lost toss. TCA TCC1 destroyed. No damage to Feds. FSY1 idle. FF1 (FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS Gallipoli FDD USS Entebbe FCA USS Kukulkan) on station at Planet Blue17(v,10).
Kingons: Turn 6/15 Tholian attack? No contact. KSY1 begins construct KCA3 turn 2/3. KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek KCA IKS Chang KCA IKS Kolikos) departs planet Red 16 (u,19) Planet Red 16 occupied by Klingons.
Romulans: Turn 6/15 Tholian attack? No contact. RSY1 begins construct RCA RIS1 Turn 3/3 RIF1 (RDN RIS Valedore RCA RIS Stask RCA RIS D'Shoanna RCA RIS Decius RCA RIS Imperium RDD RIS Shrike RDD RIS Talon) on station at Planet Green 5. (af,12) RSY1 RCS1 on station. Refinery raw duranium turn 2/5 (af,14)
Turn 58)
0610.10
Federation: Turn 7/15 Tholian attack? Contact. 3 Tholian TCV vs FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS Gallipoli FDD USS Entebbe FCA USS Kukulkan *won toss. 3 Tholian TCV destroyed. No damage to Feds. FSY1 idle. FF1 (FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS Gallipoli FDD USS Entebbe FCA USS Kukulkan) on station at Planet Blue17(v,10).
Kingons: Turn 7/15 Tholian attack? No contact. KSY1 begins construct KCA3 turn 3/3. KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek KCA IKS Chang KCA IKS Kolikos) on station at Planet Red 16 (t,18) occupied by Klingons.
Romulans: Turn 7/15 Tholian attack? Contact. TBCH. RDN RIS Valedore RCA RIS Stask RCA RIS D'Shoanna RCA RIS Decius RCA RIS Imperium RDD RIS Shrike RDD RIS Talon vs TBCH. TBCH destroyed. No damage to Romulans. RSY1 idle (RDN RIS Valedore RCA RIS Honor Sword RCA RIS Stask RCA RIS D'Shoanna RCA RIS Decius RCA RIS Imperium RDD RIS Shrike RDD RIS Talon) on station at Planet Green 5. (af,12) RSY1 RCS1 on station. Refinery raw duranium turn 3/5 (af,14)
Turn 59)
0610.11
Federation: Turn 8/15 Tholian attack? Contact. 3 Tholian TCL TCC TDN vs FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS Gallipoli FDD USS Entebbe FCA USS Kukulkan *won toss. TCL TCC TDN destroyed. No damage to Feds. FSY1 idle. FF1 (FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS Gallipoli FDD USS Entebbe FCA USS Kukulkan) on station at Planet Blue17(v,10).
Kingons: Turn 8/15 Tholian attack? Contact 3 Tholian CV BCH DN *lost toss. TCV TBCH TDN destroyed. No damage to Klingons KSY1 begins construct KCA4 turn 1/3. KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek KCA IKS Chang KCA IKS Kolikos KCA IKS Mazeppa) on station at Planet Red 16 (t,18) Planet Red 16 occupied by Klingons.
Romulans: Turn 8/15 Tholian attack? Contact. 1 Tholian CL. RDN RIS Valedore RCA RIS Stask RCA RIS D'Shoanna RCA RIS Decius RCA RIS Imperium RDD RIS Shrike RDD RIS Talon vs TBCH. TBCH destroyed. No damage to Romulans. RSY1 idle (RDN RIS Valedore RCA RIS Honor Sword RCA RIS Stask RCA RIS D'Shoanna RCA RIS Decius RCA RIS Imperium RDD RIS Shrike RDD RIS Talon) on station at Planet Green 5. (af,12) RSY1 RCS1 on station. Refinery raw duranium turn 4/5 (af,14)
Head to Head Sector Assault
Turns 7 through 12
Very little actual activity in these turns. It's been all about building up fleets. The Federation fortress in System 5's asteroid belt has been untouched, while the Klingons easily defeated every random assault. Here are the admittedly uninspiring turn logs:
Turn 7)
(0610.08)
System 1 (nebula):KF2 (KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH) on station KSY1 construct KCA IKS ej'wo turn 1/3: contact? Contact 3 FCA's *won toss. KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom KSY1 vs FCA USS Juno FCA USS Omaha FCA USS Utah. FCA USS Juno FCA USS Omaha FCA USS Utah destroyed. Klingons undamaged.
System 5 (asteroid field/heavy): FF2 (FCA USS Washington FCA USS Jefferson FCA USS Independence FCA USS Montgomery) on station. FSY1 construct FCA USS Norfolk turn 1/3 contact? Contact: 1 KCA. FCA USS Washington FCA USS Jefferson FCA USS Independence FCA USS Montgomery vs KCA IKS Wejpu. KCA IKS Wejpu destroyed. No damage to Feds.
Turn 8)
(0610.08)
System 1 (nebula):KF2 (KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH) on station KSY1 construct KCA IKS ej'wo turn 2/3: contact? No contact.
System 5 (asteroid field/heavy): FF2 (FCA USS Washington FCA USS Jefferson FCA USS Independence FCA USS Montgomery) on station. FSY1 construct FCA USS Norfolk turn 2/3 contact? No contact
Turn 9)
(0610.08)
System 1 (nebula):KF2 (KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH) on station KSY1 construct KCA IKS ej'wo turn 3/3: contact? Contact: 6 FCA's. *won toss KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH KSY1 vs FCA USS America FCA USS Midway FCA USS Yamoto FCA USS Caprica FCA USS Israel FCA USS Crawford FCA USS America FCA USS Midway FCA USS Yamoto FCA USS Caprica FCA USS Israel FCA USS Crawford destroyed. KCA IKS LoS damage: 32/35 All other Klingons undamaged.
System 5 (asteroid field/heavy): FF2 (FCA USS Washington FCA USS Jefferson FCA USS Independence FCA USS Montgomery) on station. FSY1 construct FCA USS Norfolk turn 3/3 contact? Contact: 1 KCA. FCA USS Washington FCA USS Jefferson FCA USS Independence FCA USS Montgomery FSY1 vs KCA IKS Los Sad. KCA IKS Los Sad destroyed. No damage to Feds
Turn 10)
(0610.12)
System 1 (nebula):KF2 (KCA IKS LoS damage: 32/35 repair turn 1/2 KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH KCA IKS ej'wo) on station KSY1 construct KCA IKS ToQ turn 1/3: contact? Contact:2 FCA's *won toss KCA IKS LoS damage: 32/35 repair turn 1/2 KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH KCA IKS ej'wo vs FCA USS Baskerville FCA USS Elsinore. FCA USS Baskerville FCA USS Elsinore destroyed. Klingons undamaged.
System 5 (asteroid field/heavy): FF2 (FCA USS Washington FCA USS Jefferson FCA USS Independence FCA USS Montgomery FCA USS Norfolk) on station. FSY1 construct FCA USS John Quincy Adams turn 1/3 contact?
Turn 11)
(0610.12)
System 1 (nebula):KF2 (KCA IKS LoS damage: 32/35 repair turn 2/2 KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH KCA IKS ej'wo) on station KSY1 construct KCA IKS ToQ turn 2/3: contact? No contact:
System 5 (asteroid field/heavy): FF2 (FCA USS Washington FCA USS Jefferson FCA USS Independence FCA USS Montgomery FCA USS Norfolk) on station. FSY1 construct FCA USS John Quincy Adams turn 2/3 contact? Contact: 3 KCA's FF2 (FCA USS Washington FCA USS Jefferson FCA USS Independence FCA USS Montgomery FCA USS Norfolk vs KCA IKS Bekk KCA IKS DuSQu KCA IKS ReQ. KCA IKS Bekk KCA IKS DuSQu KCA IKS ReQ destroyed. Feds undamaged.
Turn 12)
(0610.12)
System 1 (nebula):KF2 (KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH KCA IKS ej'wo) on station KSY1 construct KCA IKS ToQ turn 3/3: contact? Contact: 3 FCA's *won toss KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH KCA IKS ej'wo KSY1 vs FCA USS Bomay FCA USS London FCA USS Paris. FCA USS Bomay FCA USS London FCA USS Paris. destroyed. Klingons undamaged.
System 5 (asteroid field/heavy): FF2 (FCA USS Washington FCA USS Jefferson FCA USS Independence FCA USS Montgomery FCA USS Norfolk) on station. FSY1 construct FCA USS John Quincy Adams turn 3/3 contact? No contact.
What Are Your Orders, Captain?
"Drift" (ENT Era) Solution
Responding to a distress signal, Captain Erika Hernandez of the Columbia NX-02 discovers a planet near the edge of known Romulan space that presents a unique dilemma. The planet, designated Alpha Galorus IV, is part of a region of space that drifts into Romulan territory due to the unique nature of galactic drift in the sector and the imprecise mapping of the just-settled treaty boundary. Based on projections, the planet (which is home to a vital sensor outpost staffed by more than a hundred scientists) will begin its journey through the neutral zone in less than a day. At that point, there will be no way to retrieve the scientists or the vital sensor data without violating the hard-fought treaty. While it is a simple matter to upload the sensor data, it is doubtful that the limited transport facilities of Columbia could bring up all of the scientists in the short time remaining.
----------------
Captain Hernandez scans along the projected course of Alpha Gallorus IV and detects no ships. So she begins to retrieve the scientists using Columbia's four shuttlepods, as well as pushing the ship's transporter device to capacity. While she is unable to rescue all of the scientists before crossing into the neutral zone, they are able to complete the operation without Romulan interference.
"Parallel Effect" (TMP Era)
While enroute to an ion storm near the Sol System, Captain Morgan Bateson of the USS Bozeman encounters a ship, named UFS Challenger, that claims to have launched from Earth in the year 2152. According to Challenger's captain, they were on a mission to colonize a habitable planet in the 40 Eridanii A system when they suffered an attack by unidentified forces and become lost. They only request assistance in being set back on the proper heading, as the population on Earth is desperate for the mission to succeed. Checking all relevant archives, Captain Batesmon finds no record of any such ship launching from Earth. However, scans of Challenger and her crew reveal that they are exactly they claim to be. Captain Bateson concludes that they must come from some parallel universe, but can determine no way of returning them. He also knows that the fragile Challenger would never survive the approaching ion storm. While he has no desire to interfere with Challenger's mission, he cannot find a way to return them, nor does he know what to do with them in his universe.
What Are Your Orders, Captain?
Post your solution in the YahooGroup or through the blogsite's 'comment' feature.
"Captain's Log"
"... the benefit of hindsight..."
ENT Era
Captain Erika Hernandez
Columbia NX-02
As I look back at the events surrounding the evacuation of Alpha Gallorus IV, I actually find myself wondering what future starship commanders might think of what transpired here. This log has been encrypted and sealed, but they always eventually see the light of day. Even Zephram Cochrane's wild early memoirs have been unsealed. So once the truth comes out about Alpha Gallorus IV, will future generations, with the benefit of hindsight, paint me as a success, a failure or a minor footnote? I know that I'll eventually be judged not by my intentions but by my results. I can only say what I've done and why, and hope for the best.
There was no way I could get every scientist off of the planet before we crossed the treaty boundary, even using all four shuttlepods and overtaxing the transporter, so we worked as fast as we could and hoped we didn't get caught. We got lucky. That's what I thought as we crossed out of the neutral zone, until a Romulan Atomic Missile Cruiser appeared from out of nowhere, did a hard scan of the planet, then blanketed it with its full load of warheads. Even from a distance our scans showed that the atmosphere had been burned away, and the planet rendered uninhabitable.
So what can I say about that? We got every scientist off of the planet. For that, I justify crossing the border. We preserved vital scientific and intelligence data of unimaginable value to the Federation. For that, again, I justify crossing the border. But what of the thriving native ecosystem of Alpha Gallorus IV that has been wiped out as a result of a political disagreement? What of the open wound between the Federation and the Romulan Star Empire, over not just Gallorus IV, but the desperation-imposed treaty? Since there has yet to be a renewed flood of birds of prey across the border, I assume and hope that the cruiser Commander chose to keep the incident secret. Do even Romulans get sick of war? I certainly hope so. In the meantime, we seem to have a peace of sorts. Even at the cost of millions of people on both sides, and the innocent, unaware life on Alpha Gallorus IV.
For next week. write a 100+ word log entry including the phrase "... more than a question of style...". Post it in the yahoo group or on the blogsite's "comment" feature for a Command College Point.
Dev Notes:
This is the second writing of this. The T-650 has demonstrated why you don't turn your back on it as two hours' work vanished in a puff of cyber-dust. The Tholian threat seems to have breathed a bit of life back into Fifty Points. We'll see how it maintains interest moving forward. The Head to Head Sector Assault has reached the upper limit on complexity/playability, but it is also heading for a massive head-knocking party somewhere in the middle of the board that will probably cost enough ships on one side to shape the conclusion.
I'm also looking at a slightly less complicated 3-way fight on an Excel Worksheet, with twelve bases to be used for refueling or repair and heavy cruisers for all, with the tentative and imaginative title "Medium Assault". I haven't ironed out the rules, but I'm thinking that on one hand, as you arrive at a base you repair your ship, and claim that base as a respawn point, much like other games. Also, for every three bases you reach, you gain another ship. The game would obviously start with an initial dash to swallow up territory and overwhelm the other powers. The bases would have no offensive capabilities, nor would they be targetable. However, to flip a base (take it from someone else, you have to survive sitting on it for three turns. And of course you'll have to think about guarding them) That's still tentative. I'll play it through soon. The purpose is to have another simple, easy and quick-to-play challenge.
I have every mission of DusaQ VeS basically mapped out, and I'm playing through chapter eight at the same time. That really needs to move, one chapter a week.
The July calendar image is essentially ready to go. It's a submission from Mrs Kapact, most likely the most atypical Blalock Class Fast (Penetration) Cruiser. Forget the whole idea of a saucer and two nacelles. I'm also doing some mental planning for possibly an Enterprise Era Klingon dreadnought.
Space Terrain is turning out to be a viable aspect, and it certainly belongs. Frustrating at times, but it definitely adds a challenge. Here are those space terrain rules so far, repeated just in case you're curious and/or forgot from last time.
The rules are for asteroid fields, nebula, black hole accretion disc. I only have rules for heavy cruisers now, but that'll change. Here are the rules so far:
Asteroid field
-heavy
--to hit: roll 6
--accident rate
volley 1 roll of 6 roll for damage
volley 2 roll of 5-6 roll for damage
volley 3 roll of 4-6 roll for damage
volley 4 roll of 3-6 roll for damage
volley 5 roll of 2-6 roll for damage
volley 6 roll for damage
-medium
--to hit: roll 5-6
--accident rate
volley 4 roll of 6 roll for damage
volley 5 roll of 5-6 roll for damage
volley 6 roll of 4-6 roll for damage
volley 7 roll of 3-6 roll for damage
volley 8 roll of 2-6 roll for damage
volley 9 roll for damage
-light
--to hit: roll 2-6
--accident rate
volley 6 roll of 6 roll for damage
volley 7 roll of 5-6 roll for damage
volley 8 roll of 4-6 roll for damage
volley 9 roll of 3-6 roll for damage
volley 10 roll of 2-6 roll for damage
volley 11 roll for damage
Nebula
temp 20% damage to simulate loss of shields
need 3-6 to hit
Black Hole Accretion Disc
need 3-6 to hit
--accident rate
volley 4 roll of 6 roll for damage
volley 5 roll of 5-6 roll for damage
volley 6 roll of 4-6 roll for damage
volley 7 roll of 3-6 roll for damage
volley 8 roll of 2-6 roll for damage
volley 9 roll for damage
volley 10 roll 1-3 to escape black hole.
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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.
Games in Play:
"DusaQ VeS"
As I map out the rest of the game (there are a total of 25 chapters), I am playing Chapter Eight. I am currently sweeping through a captured Sha'kurian starbase for intelligence and resistance. Here is the Summary:
Summary 8: "Secrets"
Finally in command of the Sha'kurian starbase, it is discovered that the station's internal sensors have been deliberately sabotaged. While engineering teams are attempting to repair the wide-spread damage, you are given responsibility for sweeping through the station to locate and capture any enemies who may be in hiding, as well as recovering intelligence not located within the main computer.
Throughout the station, you will encounter sporadic resistance. Despite the capture orders, you are free to eliminate all but one or two members of each group. One group will be guarding an unidentified important third enemy. That enemy must be recovered without injury.
Objectives:
Each of the five habitable levels contain five areas that must be investigated and cleared.
Investigate levels 1a through 1e
2a through 2e
3a through 3e
4a through 4e
5a through 5e
You have twenty warriors, with ten more immediate reserve. For each area, roll 2d6 for size of party encountered. In addition, roll 1d6 for presence of unidentified party.
"Fifty Points"
Turns 52 through 59
There has been more activity in Fifty Points in the last week or two than in the previous six months, thanks to the Tholians. So far the Tholians have been unable to hurt the major powers, but soon they'll begin to encroach upon unclaimed territory, and the powers will have to move to counter them. Here are the turn logs:
Turn 52)
0610.10
Federation: Turn 1/15 Tholian attack? No contact. FSY1 begins construct FCA3 2/2 contact? No contact. FF1 (FDN USS Tiberius FCA USS Independence FCA USS Archer FDD USS Entebbe) on station at Planet Blue17(v,10). FCA2 launched as USS Stewart. FDD USS Gallipoli on station. Completes analysis of civilian yacht, on course for FF1 (z,10).
Kingons: Turn 1/15 Tholian attack? No contact. KSY1 begins construct KCA3. KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek KCA IKS Chang KCA IKS Kolikos) on station Planet Red 16 (t,18) Bombardment waiting period 5/5.
Romulans: Turn 1/15 Tholian attack? No contact. RIF1 (Romulan First Imperial Fleet) on station at Planet Green 5. (af,12) RSY1 RCS1 on station. Duranium refinery complete. RFr begins mining system for raw duranium turn 3/5 (af,14)
Turn 53)
0610.10
Federation: Turn 2/15 Tholian attack? No contact. FSY1 idle. FF1 (FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS Entebbe FCA USS Kukulkan) on station at Planet Blue17(v,10). FDD USS Gallipoli on station. Completes analysis of civilian yacht, on course for FF1 (y,10).
Kingons: Turn 2/15 Tholian attack? No contact. KSY1 begins construct KCA3 turn 1/3. KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek KCA IKS Chang KCA IKS Kolikos) on station Planet Red 16 (t,18) KCVC IKS Ab'Qaff lands troops, occupies Planet Red 16.
Romulans: Turn 2/15 Tholian attack? No contact. RIF1 (FDN RIS Valedore FCA RIS D'Shoanna FCA RIS Decius FCA RIS Imperium FDD RIS Shrike FDD RIS Talon) on station at Planet Green 5. (af,12) RSY1 RCS1 on station. Duranium refinery complete. RFr begins mining system for raw duranium turn 4/5 (af,14)
Turn 54)
0610.10
Federation: Turn 3/15 Tholian attack? No contact. FSY1 idle. FF1 (FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS Entebbe FCA USS Kukulkan) on station at Planet Blue17(v,10). FDD USS Gallipoli on course for FF1 (x,10).
Kingons: Turn 3/15 Tholian attack? No contact. KSY1 begins construct KCA3 turn 2/3. KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek KCA IKS Chang KCA IKS Kolikos) departs planet Red 16 (u,19) Planet Red 16 occupied by Klingons.
Romulans: Turn 3/15 Tholian attack? No contact. RSY1 begins construct RCA RIS1 Turn 1/3 RIF1 (RDN RIS Valedore RCA RIS D'Shoanna RCA RIS Decius RCA RIS Imperium RDD RIS Shrike RDD RIS Talon) on station at Planet Green 5. (af,12) RSY1 RCS1 on station. Duranium refinery complete. RFr begins mining system for raw duranium turn 5/5 (af,14)
Turn 55)
0610.10
Federation: Turn 4/15 Tholian attack? No contact. FSY1 idle. FF1 (FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS Entebbe FCA USS Kukulkan) on station at Planet Blue17(v,10). FDD USS Gallipoli on course for FF1 (x,10).
Kingons: Turn 4/15 Tholian attack? No contact. KSY1 begins construct KCA3 turn 2/3. KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek KCA IKS Chang KCA IKS Kolikos) departs planet Red 16 (u,19) Planet Red 16 occupied by Klingons.
Romulans: Turn 4/15 Tholian attack? Contact: 5 Tholians TCA1 TCA2 TCA3 TFR1 TCL1 vs RDN RIS Valedore RCA RIS D'Shoanna RCA RIS Decius RCA RIS Imperium RDD RIS Shrike RDD RIS Talon RSY1 *won toss.TCA1 TCA2 TCA3 TFR1 TCL1 destroyed. No damage to Romulans. RSY1 begins construct RCA RIS1 Turn 2/3 RIF1 (RDN RIS Valedore RCA RIS D'Shoanna RCA RIS Decius RCA RIS Imperium RDD RIS Shrike RDD RIS Talon) on station at Planet Green 5. (af,12) RSY1 RCS1 on station. Duranium refinery complete. RFr begins mining system for raw duranium turn 5/5 (af,14)
Turn 56)
0610.10
Federation: Turn 5/15 Tholian attack? No contact. FSY1 idle. FF1 (FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS Entebbe FCA USS Kukulkan) on station at Planet Blue17(v,10). FDD USS Gallipoli on course for FF1 (w,10).
Kingons: Turn 5/15 Tholian attack? No contact. KSY1 begins construct KCA3 turn 2/3. KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek KCA IKS Chang KCA IKS Kolikos) departs planet Red 16 (u,19) Planet Red 16 occupied by Klingons.
Romulans: Turn 5/15 Tholian attack? No contact. RSY1 begins construct RCA RIS1 Turn 3/3 RIF1 (RDN RIS Valedore RCA RIS D'Shoanna RCA RIS Decius RCA RIS Imperium RDD RIS Shrike RDD RIS Talon) on station at Planet Green 5. (af,12) RSY1 RCS1 on station. Refinery raw duranium turn 1/5 (af,14)
Turn 57)
0610.10
Federation: Turn 6/15 Tholian attack? Contact. 2 Tholians TCA TCC1 vs FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS Gallipoli FDD USS Entebbe FCA USS Kukulkan *lost toss. TCA TCC1 destroyed. No damage to Feds. FSY1 idle. FF1 (FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS Gallipoli FDD USS Entebbe FCA USS Kukulkan) on station at Planet Blue17(v,10).
Kingons: Turn 6/15 Tholian attack? No contact. KSY1 begins construct KCA3 turn 2/3. KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek KCA IKS Chang KCA IKS Kolikos) departs planet Red 16 (u,19) Planet Red 16 occupied by Klingons.
Romulans: Turn 6/15 Tholian attack? No contact. RSY1 begins construct RCA RIS1 Turn 3/3 RIF1 (RDN RIS Valedore RCA RIS Stask RCA RIS D'Shoanna RCA RIS Decius RCA RIS Imperium RDD RIS Shrike RDD RIS Talon) on station at Planet Green 5. (af,12) RSY1 RCS1 on station. Refinery raw duranium turn 2/5 (af,14)
Turn 58)
0610.10
Federation: Turn 7/15 Tholian attack? Contact. 3 Tholian TCV vs FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS Gallipoli FDD USS Entebbe FCA USS Kukulkan *won toss. 3 Tholian TCV destroyed. No damage to Feds. FSY1 idle. FF1 (FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS Gallipoli FDD USS Entebbe FCA USS Kukulkan) on station at Planet Blue17(v,10).
Kingons: Turn 7/15 Tholian attack? No contact. KSY1 begins construct KCA3 turn 3/3. KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek KCA IKS Chang KCA IKS Kolikos) on station at Planet Red 16 (t,18) occupied by Klingons.
Romulans: Turn 7/15 Tholian attack? Contact. TBCH. RDN RIS Valedore RCA RIS Stask RCA RIS D'Shoanna RCA RIS Decius RCA RIS Imperium RDD RIS Shrike RDD RIS Talon vs TBCH. TBCH destroyed. No damage to Romulans. RSY1 idle (RDN RIS Valedore RCA RIS Honor Sword RCA RIS Stask RCA RIS D'Shoanna RCA RIS Decius RCA RIS Imperium RDD RIS Shrike RDD RIS Talon) on station at Planet Green 5. (af,12) RSY1 RCS1 on station. Refinery raw duranium turn 3/5 (af,14)
Turn 59)
0610.11
Federation: Turn 8/15 Tholian attack? Contact. 3 Tholian TCL TCC TDN vs FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS Gallipoli FDD USS Entebbe FCA USS Kukulkan *won toss. TCL TCC TDN destroyed. No damage to Feds. FSY1 idle. FF1 (FDN USS Tiberius FCA USS Independence FCA USS Stewart FCA USS Archer FDD USS Gallipoli FDD USS Entebbe FCA USS Kukulkan) on station at Planet Blue17(v,10).
Kingons: Turn 8/15 Tholian attack? Contact 3 Tholian CV BCH DN *lost toss. TCV TBCH TDN destroyed. No damage to Klingons KSY1 begins construct KCA4 turn 1/3. KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek KCA IKS Chang KCA IKS Kolikos KCA IKS Mazeppa) on station at Planet Red 16 (t,18) Planet Red 16 occupied by Klingons.
Romulans: Turn 8/15 Tholian attack? Contact. 1 Tholian CL. RDN RIS Valedore RCA RIS Stask RCA RIS D'Shoanna RCA RIS Decius RCA RIS Imperium RDD RIS Shrike RDD RIS Talon vs TBCH. TBCH destroyed. No damage to Romulans. RSY1 idle (RDN RIS Valedore RCA RIS Honor Sword RCA RIS Stask RCA RIS D'Shoanna RCA RIS Decius RCA RIS Imperium RDD RIS Shrike RDD RIS Talon) on station at Planet Green 5. (af,12) RSY1 RCS1 on station. Refinery raw duranium turn 4/5 (af,14)
Head to Head Sector Assault
Turns 7 through 12
Very little actual activity in these turns. It's been all about building up fleets. The Federation fortress in System 5's asteroid belt has been untouched, while the Klingons easily defeated every random assault. Here are the admittedly uninspiring turn logs:
Turn 7)
(0610.08)
System 1 (nebula):KF2 (KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH) on station KSY1 construct KCA IKS ej'wo turn 1/3: contact? Contact 3 FCA's *won toss. KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom KSY1 vs FCA USS Juno FCA USS Omaha FCA USS Utah. FCA USS Juno FCA USS Omaha FCA USS Utah destroyed. Klingons undamaged.
System 5 (asteroid field/heavy): FF2 (FCA USS Washington FCA USS Jefferson FCA USS Independence FCA USS Montgomery) on station. FSY1 construct FCA USS Norfolk turn 1/3 contact? Contact: 1 KCA. FCA USS Washington FCA USS Jefferson FCA USS Independence FCA USS Montgomery vs KCA IKS Wejpu. KCA IKS Wejpu destroyed. No damage to Feds.
Turn 8)
(0610.08)
System 1 (nebula):KF2 (KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH) on station KSY1 construct KCA IKS ej'wo turn 2/3: contact? No contact.
System 5 (asteroid field/heavy): FF2 (FCA USS Washington FCA USS Jefferson FCA USS Independence FCA USS Montgomery) on station. FSY1 construct FCA USS Norfolk turn 2/3 contact? No contact
Turn 9)
(0610.08)
System 1 (nebula):KF2 (KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH) on station KSY1 construct KCA IKS ej'wo turn 3/3: contact? Contact: 6 FCA's. *won toss KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH KSY1 vs FCA USS America FCA USS Midway FCA USS Yamoto FCA USS Caprica FCA USS Israel FCA USS Crawford FCA USS America FCA USS Midway FCA USS Yamoto FCA USS Caprica FCA USS Israel FCA USS Crawford destroyed. KCA IKS LoS damage: 32/35 All other Klingons undamaged.
System 5 (asteroid field/heavy): FF2 (FCA USS Washington FCA USS Jefferson FCA USS Independence FCA USS Montgomery) on station. FSY1 construct FCA USS Norfolk turn 3/3 contact? Contact: 1 KCA. FCA USS Washington FCA USS Jefferson FCA USS Independence FCA USS Montgomery FSY1 vs KCA IKS Los Sad. KCA IKS Los Sad destroyed. No damage to Feds
Turn 10)
(0610.12)
System 1 (nebula):KF2 (KCA IKS LoS damage: 32/35 repair turn 1/2 KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH KCA IKS ej'wo) on station KSY1 construct KCA IKS ToQ turn 1/3: contact? Contact:2 FCA's *won toss KCA IKS LoS damage: 32/35 repair turn 1/2 KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH KCA IKS ej'wo vs FCA USS Baskerville FCA USS Elsinore. FCA USS Baskerville FCA USS Elsinore destroyed. Klingons undamaged.
System 5 (asteroid field/heavy): FF2 (FCA USS Washington FCA USS Jefferson FCA USS Independence FCA USS Montgomery FCA USS Norfolk) on station. FSY1 construct FCA USS John Quincy Adams turn 1/3 contact?
Turn 11)
(0610.12)
System 1 (nebula):KF2 (KCA IKS LoS damage: 32/35 repair turn 2/2 KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH KCA IKS ej'wo) on station KSY1 construct KCA IKS ToQ turn 2/3: contact? No contact:
System 5 (asteroid field/heavy): FF2 (FCA USS Washington FCA USS Jefferson FCA USS Independence FCA USS Montgomery FCA USS Norfolk) on station. FSY1 construct FCA USS John Quincy Adams turn 2/3 contact? Contact: 3 KCA's FF2 (FCA USS Washington FCA USS Jefferson FCA USS Independence FCA USS Montgomery FCA USS Norfolk vs KCA IKS Bekk KCA IKS DuSQu KCA IKS ReQ. KCA IKS Bekk KCA IKS DuSQu KCA IKS ReQ destroyed. Feds undamaged.
Turn 12)
(0610.12)
System 1 (nebula):KF2 (KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH KCA IKS ej'wo) on station KSY1 construct KCA IKS ToQ turn 3/3: contact? Contact: 3 FCA's *won toss KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom KCA IKS QultuH KCA IKS ej'wo KSY1 vs FCA USS Bomay FCA USS London FCA USS Paris. FCA USS Bomay FCA USS London FCA USS Paris. destroyed. Klingons undamaged.
System 5 (asteroid field/heavy): FF2 (FCA USS Washington FCA USS Jefferson FCA USS Independence FCA USS Montgomery FCA USS Norfolk) on station. FSY1 construct FCA USS John Quincy Adams turn 3/3 contact? No contact.
What Are Your Orders, Captain?
"Drift" (ENT Era) Solution
Responding to a distress signal, Captain Erika Hernandez of the Columbia NX-02 discovers a planet near the edge of known Romulan space that presents a unique dilemma. The planet, designated Alpha Galorus IV, is part of a region of space that drifts into Romulan territory due to the unique nature of galactic drift in the sector and the imprecise mapping of the just-settled treaty boundary. Based on projections, the planet (which is home to a vital sensor outpost staffed by more than a hundred scientists) will begin its journey through the neutral zone in less than a day. At that point, there will be no way to retrieve the scientists or the vital sensor data without violating the hard-fought treaty. While it is a simple matter to upload the sensor data, it is doubtful that the limited transport facilities of Columbia could bring up all of the scientists in the short time remaining.
----------------
Captain Hernandez scans along the projected course of Alpha Gallorus IV and detects no ships. So she begins to retrieve the scientists using Columbia's four shuttlepods, as well as pushing the ship's transporter device to capacity. While she is unable to rescue all of the scientists before crossing into the neutral zone, they are able to complete the operation without Romulan interference.
"Parallel Effect" (TMP Era)
While enroute to an ion storm near the Sol System, Captain Morgan Bateson of the USS Bozeman encounters a ship, named UFS Challenger, that claims to have launched from Earth in the year 2152. According to Challenger's captain, they were on a mission to colonize a habitable planet in the 40 Eridanii A system when they suffered an attack by unidentified forces and become lost. They only request assistance in being set back on the proper heading, as the population on Earth is desperate for the mission to succeed. Checking all relevant archives, Captain Batesmon finds no record of any such ship launching from Earth. However, scans of Challenger and her crew reveal that they are exactly they claim to be. Captain Bateson concludes that they must come from some parallel universe, but can determine no way of returning them. He also knows that the fragile Challenger would never survive the approaching ion storm. While he has no desire to interfere with Challenger's mission, he cannot find a way to return them, nor does he know what to do with them in his universe.
What Are Your Orders, Captain?
Post your solution in the YahooGroup or through the blogsite's 'comment' feature.
"Captain's Log"
"... the benefit of hindsight..."
ENT Era
Captain Erika Hernandez
Columbia NX-02
As I look back at the events surrounding the evacuation of Alpha Gallorus IV, I actually find myself wondering what future starship commanders might think of what transpired here. This log has been encrypted and sealed, but they always eventually see the light of day. Even Zephram Cochrane's wild early memoirs have been unsealed. So once the truth comes out about Alpha Gallorus IV, will future generations, with the benefit of hindsight, paint me as a success, a failure or a minor footnote? I know that I'll eventually be judged not by my intentions but by my results. I can only say what I've done and why, and hope for the best.
There was no way I could get every scientist off of the planet before we crossed the treaty boundary, even using all four shuttlepods and overtaxing the transporter, so we worked as fast as we could and hoped we didn't get caught. We got lucky. That's what I thought as we crossed out of the neutral zone, until a Romulan Atomic Missile Cruiser appeared from out of nowhere, did a hard scan of the planet, then blanketed it with its full load of warheads. Even from a distance our scans showed that the atmosphere had been burned away, and the planet rendered uninhabitable.
So what can I say about that? We got every scientist off of the planet. For that, I justify crossing the border. We preserved vital scientific and intelligence data of unimaginable value to the Federation. For that, again, I justify crossing the border. But what of the thriving native ecosystem of Alpha Gallorus IV that has been wiped out as a result of a political disagreement? What of the open wound between the Federation and the Romulan Star Empire, over not just Gallorus IV, but the desperation-imposed treaty? Since there has yet to be a renewed flood of birds of prey across the border, I assume and hope that the cruiser Commander chose to keep the incident secret. Do even Romulans get sick of war? I certainly hope so. In the meantime, we seem to have a peace of sorts. Even at the cost of millions of people on both sides, and the innocent, unaware life on Alpha Gallorus IV.
For next week. write a 100+ word log entry including the phrase "... more than a question of style...". Post it in the yahoo group or on the blogsite's "comment" feature for a Command College Point.
Dev Notes:
This is the second writing of this. The T-650 has demonstrated why you don't turn your back on it as two hours' work vanished in a puff of cyber-dust. The Tholian threat seems to have breathed a bit of life back into Fifty Points. We'll see how it maintains interest moving forward. The Head to Head Sector Assault has reached the upper limit on complexity/playability, but it is also heading for a massive head-knocking party somewhere in the middle of the board that will probably cost enough ships on one side to shape the conclusion.
I'm also looking at a slightly less complicated 3-way fight on an Excel Worksheet, with twelve bases to be used for refueling or repair and heavy cruisers for all, with the tentative and imaginative title "Medium Assault". I haven't ironed out the rules, but I'm thinking that on one hand, as you arrive at a base you repair your ship, and claim that base as a respawn point, much like other games. Also, for every three bases you reach, you gain another ship. The game would obviously start with an initial dash to swallow up territory and overwhelm the other powers. The bases would have no offensive capabilities, nor would they be targetable. However, to flip a base (take it from someone else, you have to survive sitting on it for three turns. And of course you'll have to think about guarding them) That's still tentative. I'll play it through soon. The purpose is to have another simple, easy and quick-to-play challenge.
I have every mission of DusaQ VeS basically mapped out, and I'm playing through chapter eight at the same time. That really needs to move, one chapter a week.
The July calendar image is essentially ready to go. It's a submission from Mrs Kapact, most likely the most atypical Blalock Class Fast (Penetration) Cruiser. Forget the whole idea of a saucer and two nacelles. I'm also doing some mental planning for possibly an Enterprise Era Klingon dreadnought.
Space Terrain is turning out to be a viable aspect, and it certainly belongs. Frustrating at times, but it definitely adds a challenge. Here are those space terrain rules so far, repeated just in case you're curious and/or forgot from last time.
The rules are for asteroid fields, nebula, black hole accretion disc. I only have rules for heavy cruisers now, but that'll change. Here are the rules so far:
Asteroid field
-heavy
--to hit: roll 6
--accident rate
volley 1 roll of 6 roll for damage
volley 2 roll of 5-6 roll for damage
volley 3 roll of 4-6 roll for damage
volley 4 roll of 3-6 roll for damage
volley 5 roll of 2-6 roll for damage
volley 6 roll for damage
-medium
--to hit: roll 5-6
--accident rate
volley 4 roll of 6 roll for damage
volley 5 roll of 5-6 roll for damage
volley 6 roll of 4-6 roll for damage
volley 7 roll of 3-6 roll for damage
volley 8 roll of 2-6 roll for damage
volley 9 roll for damage
-light
--to hit: roll 2-6
--accident rate
volley 6 roll of 6 roll for damage
volley 7 roll of 5-6 roll for damage
volley 8 roll of 4-6 roll for damage
volley 9 roll of 3-6 roll for damage
volley 10 roll of 2-6 roll for damage
volley 11 roll for damage
Nebula
temp 20% damage to simulate loss of shields
need 3-6 to hit
Black Hole Accretion Disc
need 3-6 to hit
--accident rate
volley 4 roll of 6 roll for damage
volley 5 roll of 5-6 roll for damage
volley 6 roll of 4-6 roll for damage
volley 7 roll of 3-6 roll for damage
volley 8 roll of 2-6 roll for damage
volley 9 roll for damage
volley 10 roll 1-3 to escape black hole.
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Saturday, June 5, 2010
Fantasy Trek Summary of Events Stardate 0610.05
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:
"DusaQ VeS"
Remember DusaQ VeS? I'm back on it. Chapter 8 is mapped out. I'm thinking about actually mapping the whole thing out before playing it through
"Fifty Points"
Fifty Points is on its way back. I'm getting ideas to spice things up, including a threat system to challenge all three parties and force them to work together on certain occasions.
"Head to Head Sector Assault"
Here are the updated rules (including space terrain rules):
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 to see what kind of space terrain will be in the system. 1,2= Asteroid field (within that, 1,2=light field 3,4=medium field 5,6=heavy field) 3,4=nebula 5,6=black hole accretion disc (note: obviously, shipyards cannot be built in a system with a black hole accretion disc. They can only be controlled by Line Of Sight rules). 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 (except for systems with black hole accretion discs).
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 (by friendly forces or attacking fleets). Shipyard has X75 multiplier. Shipyard can construct replacement ships in 3 turns. There is no maximum fleet size. 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 unforeseen 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 6
This is definitely a different Head to Head Sector Assault. I've removed the fleet size restrictions (for taking on hard targets). Both sides have the 'Legendary' Simple Combat advantage, to actually make it head to head. But the real kicker is the inclusion of terrain rules. This is detailed in the rules, but suffice to say the Klingons took the first serious terrain-related hit. Four KCA's entered a heavy asteroid field to take on three damaged Federation cruisers building a shipyard. By the time they'd made it through three had been destroyed and the fourth one heavily damaged. Before the Klingons can win that game, they'll need to crack that nut. And for that, they'll need more than six ships. Here are the turn logs:
Turn 1)
(0510.23)
System 1 (nebula): FCA USS Discovery FCA USS Atlantis FCA USS Mercury FCA USS Thermopylae FCA USS Invictus FCA USS Iwo Jima form Fed 1st Fleet (FF1. Contact: 5 KCA's *won toss. (0510.23) FCA USS Discovery FCA USS Atlantis FCA USS Mercury FCA USS Thermopylae FCA USS Invictus FCA USS Iwo Jima vs KCA IKS LoS KCA IKS TanQut KCA IKS Chorgh KCA IKS TlhuHu KCA IKS QaHom FCA USS Discovery FCA USS Atlantis FCA USS Mercury FCA USS Thermopylae FCA USS Invictus FCA USS Iwo Jima destroyed. KCA IKS Chorg destroyed. All other Klingons undamaged.
System 5 (asteroid field/heavy): KCA IKS K'task KCA IKS Haboryan KCA IKS DuranQo KCA IKS BetleH KCA IKS Kur'ya KCA IKS NoQ'chu form Klingon 1st Fleet (KF1). Contact: 6 FCA's *lost toss. (0510.23) KCA IKS K'task KCA IKS Haboryan KCA IKS DuranQo KCA IKS BetleH KCA IKS Kur'ya KCA IKS NoQ'chu vs FCA USS Washington FCA USS Adams FCA USS Jefferson FCA USS Hamilton FCA USS Lincoln FCA USS Independence. KCA IKS K'task KCA IKS Haboryan KCA IKS DuranQo KCA IKS BetleH KCA IKS Kur'ya KCA IKS NoQ'chu destroyed. USS Adams FCA USS Hamilton FCA USS Lincoln destroyed. FCA USS Washington damage: 12/35 FCA USS Jefferson damage: 6/35 FCA USS Independence damage: 5/35
Turn 2)
(0510.29)
System 1 (nebula): KCA IKS LoS KCA IKS TanQut KCA IKS TlhuHu KCA IKS QaHom form KF2 begin construct KSY1 turn 1/3: contact? contact: 3 FCA's *won toss KCA IKS LoS KCA IKS TanQut KCA IKS TlhuHu KCA IKS QaHom vs FCA USS Ghandi FCA USS Dunkirk FCA USS D'Este. FCA USS Ghandi FCA USS Dunkirk FCA USS D'Este destroyed. Klingons undamaged.
System 5 (asteroid field/heavy): FCA USS Washington damage: 12/35 FCA USS Jefferson damage: 6/35 FCA USS Independence damage: 5/35 form FF2 begin construct FSY1 turn 1/3 contact? Contact: 4 KCA's *won toss FCA USS Washington damage: 12/35 FCA USS Jefferson damage: 6/35 FCA USS Independence damage: 5/35 vs KCA IKS Tol'Qut KCA IKS Wa'maH KCA IKS TuQ KCA IKS LoQ. KCA IKS Tol'Qut KCA IKS Wa'maH KCA IKS TuQ KCA IKS LoQ destroyed Washington damage: 17/35 FCA USS Jefferson damage: 6/35 FCA USS Independence damage: 5/35
Turn 3)
(0510.29)
System 1 (nebula): KCA IKS LoS KCA IKS TanQut KCA IKS TlhuHu KCA IKS QaHom form KF2 construct KSY1 turn 2/3: contact? contact: 4 FCA's *won toss KCA IKS LoS KCA IKS TanQut KCA IKS TlhuHu KCA IKS QaHom vs FCA USS Arizona FCA USS Montezuma FCA USS Kukulkan FCA USS Darwin. FCA USS Arizona FCA USS Montezuma FCA USS Kukulkan FCA USS Darwin destroyed. KCA IKS TanQut destroyed. Other Klingons undamaged.
System 5 (asteroid field/heavy): FCA USS Washington damage: 12/35 FCA USS Jefferson damage: 6/35 FCA USS Independence damage: 5/35 form FF2 construct FSY1 turn 2/3 contact? No contact.
Turn 4)
(0510.29)
System 1 (nebula): KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom form KF2 construct KSY1 turn 3/3: contact? no contact
System 5 (asteroid field/heavy): FCA USS Washington damage: 12/35 FCA USS Jefferson damage: 6/35 FCA USS Independence damage: 5/35 form FF2 construct FSY1 turn 3/3 contact? No contact.
Turn 4)
(0510.30)
System 1 (nebula):KF2 (KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom) on station KSY1 construct KCA IKS QultuH turn 1/3: contact? No contact
System 5 (asteroid field/heavy): FF2 (FCA USS Washington damage: 12/35 FCA USS Jefferson damage: 6/35 FCA USS Independence damage: 5/35) on station. Repair stage 1/2. FSY1 construct FCA USS Montgomery turn 1/3 contact? No contact.
Turn 5)
(0610.01)
System 1 (nebula):KF2 (KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom) on station KSY1 construct KCA IKS QultuH turn 2/3: contact? No contact
System 5 (asteroid field/heavy): FF2 (FCA USS Washington damage: 12/35 FCA USS Jefferson damage: 6/35 FCA USS Independence damage: 5/35) on station. Repair stage 2/2. FSY1 construct FCA USS Montgomery turn 2/3 contact? No contact.
Turn 6)
(0610.01)
System 1 (nebula):KF2 (KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom) on station KSY1 construct KCA IKS QultuH turn 3/3: contact? Contact 4 FCA's *won toss. KCA IKS LoS KCA IKS TlhuHu KCA IKS QaHom KSY1 vs FCA USS Charleston FCA USS Jerusalem FCA USS Cairo FCA USS Newport. FCA USS Charleston FCA USS Jerusalem FCA USS Cairo FCA USS Newport destroyed. No damage to Klingons
System 5 (asteroid field/heavy): FF2 (FCA USS Washington FCA USS Jefferson FCA USS Independence) on station. FSY1 construct FCA USS Montgomery turn 3/3 contact? No contact.
Command College:
What Are Your Orders, Captain?
"Drift" (ENT Era)
Responding to a distress signal, Captain Erika Hernandez of the Columbia NX-02 discovers a planet near the edge of known Romulan space that presents a unique dilemma. The planet, designated Alpha Galorus IV, is part of a region of space that drifts into Romulan territory due to the unique nature of galactic drift in the sector and the imprecise mapping of the just-settled treaty boundary. Based on projections, the planet (which is home to a vital sensor outpost staffed by more than a hundred scientists) will begin its journey through the neutral zone in less than a day. At that point, there will be no way to retrieve the scientists or the vital sensor data without violating the hard-fought treaty. While it is a simple matter to upload the sensor data, it is doubtful that the limited transport facilities of Columbia could bring up all of the scientists in the short time remaining.
What Are Your Orders, Captain?
Post your solution in the YahooGroup or through the blogsite's 'comment' feature.
"Captain's Log"
"... no matter what it costs..."
(Post-TNG Era)
Captain William T Riker
USS Titan
Galorndan Core has been a source of trouble between the Federation and the Romulan Empire since the very birth of the Federation. When the Romulan peace treaty was established, there were a few systems along the edge of the nuetral zone that actually drifted across the treaty boundary due to the effect of galactic drift in the area, as well as the imprecise mapping of the time. Many of those systems contained colonies that were civilian in nature and actually capable of evacuating themselves. Galorndan Core, known as Galorus IV at the time, was a different matter. It was a surveillance outpost, put there specifically to watch for any Romulans coming back to settle the score.
The actions taken by Captain Erika Hernandez of the NX Class Columbia at the time, while safeguarding the assets on the planet without provoking a resumption of warfare, inadvertantly ensured that Earth and the Romulans would be at odds over Galorndan Core for the next two hundred years. Now, as political upheaval in the Empire has presented us with the possibilty of either lasting peace or another war, Galorndan Core again finds itself at the flashpoint. As the planet begins to drift across the same poorly drawn political line from two centuries ago, the diplomatic team on the Titan will find itself joining forces with a Romulan diplomatic team to forge another treaty, this time based on more than the desperation of mutually assured destruction. As Ambassador Spock has said, we have more than fear and mistrust in common. And just as Captain Hernandez did what she did because there was no alternative, we also have no alternative. We will find a lasting solution, no matter what it costs.
For next week. write a 100+ word log entry including the phrase "... the benefit of hindsight...". Post it in the yahoo group or on the blogsite's "comment" feature for a Command College Point.
Dev Notes:
You wouldn't know it to watch the site, but it's actually been a reasonably productive week... or two. June's calender image is done, though I have yet to scan it. An exhausting couple of weeks at work, as well as a blow-dryer blowing through the desert southwest has sucked much of the motivation out of me, including the little necessary to connect the scanner to the computer. Long story, don't ask. I did snap a picture of it with my smart little Palm Treo 650, and I might just upload that. Pathetic is better than nothing at all. Space Terrain rules now apply to Head to Head Sector Assault, which is making things extremely dicey for the Klingon fleet. And that, among other things, may breath life back into Fifty Points. Here are those space terrain rules so far. just in case you're curious and forgot from last time.
The rules are for asteroid fields, nebula, black hole accretion disc. I only have rules for heavy cruisers now, but that'll change. Here are the rules so far:
Asteroid field
-heavy
--to hit: roll 6
--accident rate
volley 1 roll of 6 roll for damage
volley 2 roll of 5-6 roll for damage
volley 3 roll of 4-6 roll for damage
volley 4 roll of 3-6 roll for damage
volley 5 roll of 2-6 roll for damage
volley 6 roll for damage
-medium
--to hit: roll 5-6
--accident rate
volley 4 roll of 6 roll for damage
volley 5 roll of 5-6 roll for damage
volley 6 roll of 4-6 roll for damage
volley 7 roll of 3-6 roll for damage
volley 8 roll of 2-6 roll for damage
volley 9 roll for damage
-light
--to hit: roll 2-6
--accident rate
volley 6 roll of 6 roll for damage
volley 7 roll of 5-6 roll for damage
volley 8 roll of 4-6 roll for damage
volley 9 roll of 3-6 roll for damage
volley 10 roll of 2-6 roll for damage
volley 11 roll for damage
Nebula
temp 20% damage to simulate loss of shields
need 3-6 to hit
Black Hole Accretion Disc
need 3-6 to hit
--accident rate
volley 4 roll of 6 roll for damage
volley 5 roll of 5-6 roll for damage
volley 6 roll of 4-6 roll for damage
volley 7 roll of 3-6 roll for damage
volley 8 roll of 2-6 roll for damage
volley 9 roll for damage
volley 10 roll 1-3 to escape black hole.
These blog entries are now going to be automatically updated to Twitter.
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