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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
Thursday, September 9, 2010
Kapact's Rant: "Burning Issue"
Pastor Terry Jones, like so many extremists, just doesn't get it, and he is likely to get a good talking to from God some day. As many people have said, just because you have a right to do something, that doesn't make it right. (Imam Rauf, you listening?) You don't make the world a better place by burning books. You don't do it by encouraging hate and ignorance. Read the book. Read the bible. Talk to the Lord about what you should be teaching your flock. Then apologize. You will be forgiven.
Thursday, September 2, 2010
Kapact's Rant: "The Real Racist"
Dr Martin Luther King Jr spoke quite eloquently about the need for us to stop seeing and judging each other, not by the color of our skin, but by the content of our character. I think he would be greatly disappointed that the Reverend Al Sharpton has claimed the 28th of August and the Lincoln Memorial, for 'us'. For 'our day'. How is it, Reverend, that your shouted words are not racism? How do you honor the memory of Dr King by closing off the date, the historic place, the celebration of that date and speech and the ideas of Dr King to all but you? The rally wasn't political, as reported even by the leftwing media. It wasn't racially motivated, as evidenced by the presence of Dr King's niece. For that matter, the Tea Party itself, which was a force behind the event, has many many African Americans. I'd say they are doing a better job handling (or tossing out) the race issue than you are. Be honest with yourself. When you are, you'll realize that the problem in this situation is in fact you. You are displaying racism and spreading hate. You are willing to ignore the spirit of a great man and his great work to satisfy your own agenda. At that point, maybe you'll see the light. If you are truly serving the Lord, that should be your only interest.
The dilemma of the Reverend Al Sharpton in fact reminds me of a very sad thing that happened to someone in my apartment complex. This man is an African American who, though he is obviously quite healthy and competent, manages to live his entire life on disability benefits. This has enabled him to life rent-free (the money is given to him), sit around all day long smoking pot, drinking beer, and barbecuing steaks. That is his life. Or rather, that was his life. He apparently could no longer stand the stress and strain of his difficult life, because a few days ago, he grabbed a knife and started running around, spouting the "N -word" more times that Dr Laura ever tried, looking for someone to kill. First off, wrong for me is wrong for you. Stop saying it or stop being offended by it. If you want to be treated with respect, you have to treat others with respect. And maybe, just maybe, despite everything that Big Brother... oh, excuse me, I mean Mr Obama says, you won't feel any sense of satisfaction or self respect without earning your keep. Eventually, 'empty' won't sustain you, and dependency will let you down. And Reverend Sharpton, eventually racism and lies will come home to roost.
Thursday, August 26, 2010
Kapact's Sci Fi Buzz: Biometrics and New Trek games
Kapact's Sci-Fi Buzz wil take a weekly look at the latest science and science fiction on the internet. Some information will be compiled from other sources. Attribution, when known, will always be provided.
This first science fact item comes from Donna Miles of the American Forces Press Service
WASHINGTON, Aug. 20, 2010 - Considered a battlefield curiosity just a few years ago, biometrics has become recognized as a vital warfighting capability. Now, defense officials see the same technology as a key to helping the Defense Department make its business practices more efficient.
Biometrics, the science of using unique physical and behavioral characteristics to identify a person, has proven to be invaluable to the warfighter's toolbox, Myra S. Gray, director of the Army's Biometrics Identity Management Agency, told American Forces Press Service.
"Five years ago, it was something very new, and the capability wasn't fully understood. It was kind of an add-on to the mission," she said. "Now it's an integral part of the mission because people have seen the value that it brings."
Gray's office, known as the Biometrics Task Force until it was redesignated in March, is responsible for capitalizing on biometrics technology and promoting new advances to benefit the entire Defense Department.
Fingerprints and other personally identifying features such as a person's distinct iris, facial, palm and voice features have become particularly helpful in the intelligence and law enforcement arenas, she said.
They help combat troops tell friends from foes and identify potential terrorists before it's too late. They also provide a foolproof way to put names and faces to insurgent activities and to identify released detainees who have returned to terrorist activity.
"You can identify an individual and associate him with certain actions," Gray said. "You can figure out who someone associated with and what they have been involved in. You can link events such as an [improvised explosive device] at one place and a protest at another. You build a picture of what has gone on."
Meanwhile, biometrics has become a vital tool in vetting people in the combat zone before they're granted access "inside the wire," or into secure or sensitive facilities. "We want to make sure that the people we permit onto our facilities are not the same people putting IEDs down," Gray explained.
Biometrics also is widely employed beyond the combat zone to control access to military facilities worldwide. For example, every military member, family member and Defense Department civilian employee has a common access identification card that's embedded with their fingerprints.
But other biometric technologies are in wide use throughout the military. At Eglin Air Force Base, Fla., for example, the Air Force uses a device that "reads" hand prints to clear veterans receiving treatment at the Veterans Affairs clinic for access to the base hospital. At Fort Belvoir, Va., the Army uses iris scanning technology to provide keyless entry to sensitive areas. And the Navy regularly uses biometrics equipment to confirm identifies as they board foreign vessels.
Gray anticipates broader use of this capability military-wide, particularly as the technology becomes increasingly faster, higher-quality and less obtrusive.
Among the more promising technologies the Defense Department is exploring are biometric systems able to scan people "on the move" without requiring them to touch anything or even stop. Commercial airports see this as a great way to eliminate long back-up lines at security checkpoints.
But Gray also recognizes warfighting applications, particularly at border crossings and other ports of entry where there's a mass movement of people and insurgents might try to blend in undetected.
"Those same ports of entry that legitimate business people or family members are crossing are the same places that the insurgents come across," she said. "By having this technology, you will have the ability to ferret out those who are hiding amongst the populace without negatively impacting the population."
Meanwhile, Gray anticipates broader use of biometrics off the battlefield, particularly as the department acts on Defense Secretary Robert M. Gates' mandate to improve efficiency.
"The next big step forward in biometrics is definitely going to be in the business process arena," she said. "It is truly a cross-cutting capability" she said can be applied in "a whole spectrum of functions, from the medical field to personnel to financial fields."
Biometrics can go a long way in streamlining recordkeeping, improving information-sharing and cutting out fraud ? not only for the Defense Department, but for the U.S. government as a whole, she said.
"We have a lot of benefits and a lot of services in which we rely on identifying someone so we can properly provide them what they need," Gray explained.
She cited just a few ways biometrics would improve the inter-department sharing that supports those benefits and services. Biometrics could help the Defense Department share military medical records with the VA, civilian employee records with the Office of Personnel Management and employee benefit records with the Social Security Administration.
"The big question is, 'How do we pull that thread of identity to make sure we are more efficient as the U.S. government in providing services?'" Gray said. "By integrating that across the U.S. government, we can find great efficiency."
Underlying this effort, she emphasized, is "a complete and total focus on privacy" that ensures all personally identifying information is protected in accordance with the Privacy Act.
"This is one of the foundations as we build this system," Gray said. "We are building these systems with a strong focus on making sure we are within the guidelines of the law and policy in protecting that information. That is paramount. We can't compromise on that."
The Science Fiction news this week is news of new Star Trek games from "Whizkids" with a planned 2011 release schedule, previewed at Gen Con. I was surprised to find that neither are computer games.
Star Trek: Fleet Captains is a competitive tactical game of space combat. Each player selects a fleet of ships, then uses a deck of mission cards based on ship type. Pick a science vessel and you'll take on "scan the planet for life signs" type missions. Pick a Bird of Prey and…you know.
While the details of gameplay were not revealed, they did show off fantastically detailed scale models of several Star Trek vessels.
The ships will use the familiar Wizkids click bases, but this game isn't just HeroClix with starships. Each ship's click dial has three sections based on Star Trek alert levels - yellow, orange and red. You can move your ship's dial to any position within your current alert level to take advantage of different capabilities, much like diverting power to the shields or the sensors, as the situation demands. Damage eventually moves you to the next alert level, and the higher alert levels have fewer dial slots to choose from. So as you take damage, your options become fewer. This particular mechanic is a nice simulation of captaining your own starship, and it also shows how the new Wizkids is using their primary gaming innovation (click bases) in even more innovative ways.
Star Trek: Expeditions is a cooperative game. It follows a classic Trek episode plot: a planet has requested entrance into the Federation, so the Enterprise is sent there to guide the process. When they arrive, they find that a Klingon warship is parked in orbit, threatening to obliterate the planet. Meanwhile, civil war is breaking out on the planet itself, and their leaders are trying to withdraw their application to join the Federation. It's a tangled mess, and you get to take on the role of a crew member trying to sort things out. See the four colored tokens near the top of the photo? Those will be fully painted heads representing four Enterprise crew members (J.J. Abrams movie version).You'll have to negotiate multiple plot threads and competing priorities with the help of your fellow captains. Gameplay borrows from "choose your own adventure" books - there are decks of cards, and choices the players make (or whether they succeed or fail at an action) will lead them to different cards and different choices. Expeditions is designed to be a narrative game that leaves the players feeling like they just created their own Star Trek episode. The game was designed by gaming legend Reiner Knizia. Both games are non-collectible - you'll get the whole shebang in one box. However, they are expandable, so expect future add-ons if they sell well. Expeditions should be out early in 2011 with a $49.99 retail price. Fleet Captains is planned to come out three months later, but the price point hasn't been settled yet.
The majority of this article originally appeared on Robot Viking. The author of this post can be contacted at tips@io9.com
For myself, I'm more interested in games that can be played single-player. For my own personal solution, look at http://fantasytrek.blogspot.com Anyone reading this is encouraged to comment or submit news or articles.
Sources this week were http://www.io9.com/ and American Forces Press Service
This first science fact item comes from Donna Miles of the American Forces Press Service
WASHINGTON, Aug. 20, 2010 - Considered a battlefield curiosity just a few years ago, biometrics has become recognized as a vital warfighting capability. Now, defense officials see the same technology as a key to helping the Defense Department make its business practices more efficient.
Biometrics, the science of using unique physical and behavioral characteristics to identify a person, has proven to be invaluable to the warfighter's toolbox, Myra S. Gray, director of the Army's Biometrics Identity Management Agency, told American Forces Press Service.
"Five years ago, it was something very new, and the capability wasn't fully understood. It was kind of an add-on to the mission," she said. "Now it's an integral part of the mission because people have seen the value that it brings."
Gray's office, known as the Biometrics Task Force until it was redesignated in March, is responsible for capitalizing on biometrics technology and promoting new advances to benefit the entire Defense Department.
Fingerprints and other personally identifying features such as a person's distinct iris, facial, palm and voice features have become particularly helpful in the intelligence and law enforcement arenas, she said.
They help combat troops tell friends from foes and identify potential terrorists before it's too late. They also provide a foolproof way to put names and faces to insurgent activities and to identify released detainees who have returned to terrorist activity.
"You can identify an individual and associate him with certain actions," Gray said. "You can figure out who someone associated with and what they have been involved in. You can link events such as an [improvised explosive device] at one place and a protest at another. You build a picture of what has gone on."
Meanwhile, biometrics has become a vital tool in vetting people in the combat zone before they're granted access "inside the wire," or into secure or sensitive facilities. "We want to make sure that the people we permit onto our facilities are not the same people putting IEDs down," Gray explained.
Biometrics also is widely employed beyond the combat zone to control access to military facilities worldwide. For example, every military member, family member and Defense Department civilian employee has a common access identification card that's embedded with their fingerprints.
But other biometric technologies are in wide use throughout the military. At Eglin Air Force Base, Fla., for example, the Air Force uses a device that "reads" hand prints to clear veterans receiving treatment at the Veterans Affairs clinic for access to the base hospital. At Fort Belvoir, Va., the Army uses iris scanning technology to provide keyless entry to sensitive areas. And the Navy regularly uses biometrics equipment to confirm identifies as they board foreign vessels.
Gray anticipates broader use of this capability military-wide, particularly as the technology becomes increasingly faster, higher-quality and less obtrusive.
Among the more promising technologies the Defense Department is exploring are biometric systems able to scan people "on the move" without requiring them to touch anything or even stop. Commercial airports see this as a great way to eliminate long back-up lines at security checkpoints.
But Gray also recognizes warfighting applications, particularly at border crossings and other ports of entry where there's a mass movement of people and insurgents might try to blend in undetected.
"Those same ports of entry that legitimate business people or family members are crossing are the same places that the insurgents come across," she said. "By having this technology, you will have the ability to ferret out those who are hiding amongst the populace without negatively impacting the population."
Meanwhile, Gray anticipates broader use of biometrics off the battlefield, particularly as the department acts on Defense Secretary Robert M. Gates' mandate to improve efficiency.
"The next big step forward in biometrics is definitely going to be in the business process arena," she said. "It is truly a cross-cutting capability" she said can be applied in "a whole spectrum of functions, from the medical field to personnel to financial fields."
Biometrics can go a long way in streamlining recordkeeping, improving information-sharing and cutting out fraud ? not only for the Defense Department, but for the U.S. government as a whole, she said.
"We have a lot of benefits and a lot of services in which we rely on identifying someone so we can properly provide them what they need," Gray explained.
She cited just a few ways biometrics would improve the inter-department sharing that supports those benefits and services. Biometrics could help the Defense Department share military medical records with the VA, civilian employee records with the Office of Personnel Management and employee benefit records with the Social Security Administration.
"The big question is, 'How do we pull that thread of identity to make sure we are more efficient as the U.S. government in providing services?'" Gray said. "By integrating that across the U.S. government, we can find great efficiency."
Underlying this effort, she emphasized, is "a complete and total focus on privacy" that ensures all personally identifying information is protected in accordance with the Privacy Act.
"This is one of the foundations as we build this system," Gray said. "We are building these systems with a strong focus on making sure we are within the guidelines of the law and policy in protecting that information. That is paramount. We can't compromise on that."
The Science Fiction news this week is news of new Star Trek games from "Whizkids" with a planned 2011 release schedule, previewed at Gen Con. I was surprised to find that neither are computer games.
Star Trek: Fleet Captains is a competitive tactical game of space combat. Each player selects a fleet of ships, then uses a deck of mission cards based on ship type. Pick a science vessel and you'll take on "scan the planet for life signs" type missions. Pick a Bird of Prey and…you know.
While the details of gameplay were not revealed, they did show off fantastically detailed scale models of several Star Trek vessels.
The ships will use the familiar Wizkids click bases, but this game isn't just HeroClix with starships. Each ship's click dial has three sections based on Star Trek alert levels - yellow, orange and red. You can move your ship's dial to any position within your current alert level to take advantage of different capabilities, much like diverting power to the shields or the sensors, as the situation demands. Damage eventually moves you to the next alert level, and the higher alert levels have fewer dial slots to choose from. So as you take damage, your options become fewer. This particular mechanic is a nice simulation of captaining your own starship, and it also shows how the new Wizkids is using their primary gaming innovation (click bases) in even more innovative ways.
Star Trek: Expeditions is a cooperative game. It follows a classic Trek episode plot: a planet has requested entrance into the Federation, so the Enterprise is sent there to guide the process. When they arrive, they find that a Klingon warship is parked in orbit, threatening to obliterate the planet. Meanwhile, civil war is breaking out on the planet itself, and their leaders are trying to withdraw their application to join the Federation. It's a tangled mess, and you get to take on the role of a crew member trying to sort things out. See the four colored tokens near the top of the photo? Those will be fully painted heads representing four Enterprise crew members (J.J. Abrams movie version).You'll have to negotiate multiple plot threads and competing priorities with the help of your fellow captains. Gameplay borrows from "choose your own adventure" books - there are decks of cards, and choices the players make (or whether they succeed or fail at an action) will lead them to different cards and different choices. Expeditions is designed to be a narrative game that leaves the players feeling like they just created their own Star Trek episode. The game was designed by gaming legend Reiner Knizia. Both games are non-collectible - you'll get the whole shebang in one box. However, they are expandable, so expect future add-ons if they sell well. Expeditions should be out early in 2011 with a $49.99 retail price. Fleet Captains is planned to come out three months later, but the price point hasn't been settled yet.
The majority of this article originally appeared on Robot Viking. The author of this post can be contacted at tips@io9.com
For myself, I'm more interested in games that can be played single-player. For my own personal solution, look at http://fantasytrek.blogspot.com Anyone reading this is encouraged to comment or submit news or articles.
Sources this week were http://www.io9.com/ and American Forces Press Service
Star Trek Enterprise Retro-Spective "Cold Front"
The episode starts with Silik having his enhanced vision removed as punishment for not stopping Klaang from returning to Qo'noS, but is told he'll get it back if he succeeds in his next mission. Cut to...
After a disappointing movie night featuring "Night of the Killer Androids", the Enterprise is changing course to investigate a stellar nursery. We meet crewman Daniels, swapping shifts with crewman Taylor to serve the Captain his breakfast. Daniels takes an apparently unnecessary interest in the course change. Archer tells him anyway, declines a refill of orange juice, and Daniels disappears.
Enterprise makes it to the stellar nursery and finds ships inside. They communicate with one, a freighter. Captain Fraddock tells Archer that he is carrying pilgrims to the Great Plume of Agosoria. He explains that every eleven years, one of the protostars gives out a neutron blast. The pilgrims believe it's a sacred event. Archer invites them all over for dinner (assuming that they can eat human food). Everyone but Fraddock comes over, and they get a tour of the ship. While there, the pilgrims explain that they believe that the stellar nursery is where the universe began, and the plume represents the continuing cycle of creation. Nice idea.
During the tour of engineering, one of the aliens breaks away from the group and opens up a panel. He uses Suliban shape-shifting tricks to sever three connections, then rejoins the group. Shortly thereafter, the Enterprise is caught by the edge of a plasma storm and gets knocked around. In engineering, they get in trouble when a plasma bolt hits the warp manifold and begins an antimatter cascade that will destroy the ship in seconds. Then, suddenly the problem is over as quick as it started. Trip tells Archer how it was stopped, and that nobody in engineering did it. After determining that none of the pilgrims took credit, Archer is confronted by Daniels who convinces Archer to meet with him by having knowledge of the Suliban and what Archer did on the helix (in Broken Bow). Daniels reveals that he's from 900 years in the future. He is part of an organization enforcing laws that regulate time travel. To that end he is hunting Silik, because Silik is working for another faction, represented by 'Future Guy'. Daniels reveals that Silik was the one who stopped the reactor breach, but won't say whether that was Silik's mission. Then he tells Archer that he needs to tie into Enterprise's internal sensors to find Silik. Archer is skeptical, but Daniels convinces him he's on the up and up. Next Archer briefs T'Pol and Trip.
A few minutes later, Trip and Daniels are in Engineering. At one point, Daniels puts a device on his hand, like a futuristic glove, to walk through a bulkhead and fix something.
Meanwhile, Silik shows up in Archer's quarters, threatens him, and wants to know who is looking for him. He tells Archer that he saved Enterprise because he was ordered to. He also says that the people who are supposedly trying to enforce the Temporal Accords are just another faction. During the course of the conversation, T'Pol calls to announce that Daniels is eager to get started. Silik thanks Archer for the help and shoots him with a stun blast.
Then, as Trip and Daniels are starting their search, Silik shows up from thin air (as always) and shoots Daniels. Daniels ripples and seems to blow apart. After that, Silik has Daniels' holoprojector device (that the Temporal Cops use to track events through the timelines) and he is headed for the launch bay. Archer uses Daniels' magic glove to walk through bulkheads to get to Silik. Silik threatens Archer, who shoots the holoprojector out of Silik's hands. Silik threatens him again, and opens the bay doors. As Archer holds on, Silik dives into space where he is picked up by a cell ship. Archer finally gets the door closed.
In the aftermath, they let the Suliban ship go, and Archer goes to bed. The next morning, he puts a security seal on Daniels' quarters. End of episode.
Cold Front picked up the crucial Temporal Cold War theme that formed the real basis for the series. It introduced the wonderful character of Daniels, who is still amazingly alive and well. It was fast moving and well written. Silik was nicely menacing even while saving the ship, (though they never explained who if anyone tried to destroy it), while Daniels was mysterious and actually funny. Especially in the following passage:
TUCKER: The grid can handle it. So I take it your brother isn't really an orbital engineer at Jupiter Station.
DANIELS: Actually, I don't have a brother.
TUCKER: And you didn't grow up in Illinois.
DANIELS: Oh, I'm from a place called Illinois, sir. Just not the one you're familiar with.
TUCKER: It's good to know Earth will still be around in nine hundred years.
DANIELS: That depends on how you define Earth.
TUCKER: Beg your pardon?
"Cold Front" was an excellent example of how good Enterprise can be when it follows a good storyline. It is also a fine example of just how good the writing is on Enterprise, particularly during the first season, when Trek series typically struggle. The last series that was, in my opinion, so dependably good in its first season was TOS. Absolutely enthusiastic thumbs up.
Next Up: "Silent Enemy"
Monday, August 23, 2010
Poetry "Never and Always"
how thick is the strand that binds thee and thou?
how do you still cling to me somehow?
thick as our world now ripped apart
thin as mere words burned into my heart
as it was in the dawn of our days
as it is today
as it shall be for all tomorrows
unbreakable
tenuous
invisible
obvious
this is human heart
and its hold over the vulcan soul
your body lost to me
but our bond-
still whole
chaos took what destiny started
no time to grieve last hand never clutched
parted from me but never parted
never and always touching and touched.
how do you still cling to me somehow?
thick as our world now ripped apart
thin as mere words burned into my heart
as it was in the dawn of our days
as it is today
as it shall be for all tomorrows
unbreakable
tenuous
invisible
obvious
this is human heart
and its hold over the vulcan soul
your body lost to me
but our bond-
still whole
chaos took what destiny started
no time to grieve last hand never clutched
parted from me but never parted
never and always touching and touched.
Friday, August 20, 2010
Headlines From the Edge: "Obama Issues Primary Challenge to Self"
Finally winding up the last few stops of the campaign that landed him in office almost two years ago, President Obama has already started setting his sights on the 2012 election.
He didn't let his vacation, (now in its sixth week), stop him from making carefully choreographed surprise stops. In one, the President took time out to address the nation. "If the previous administration thinks they're going to get away with pulling the wool over the eyes of the American people, they've got another thing coming," Obama said. "Are you better off than you were when I walked in here? Heck no! What you really need is for me to come in and fix this mess we've inherited. And how many times are we going to hear 'hope and change' before it becomes 'hope things change'? You can go back to the failed policies of the past, or you can stick with me." The unscripted tirade which capped off the rare Obama press conference lasted more than ten minutes before the broadcast was cut and replaced with a rerun of "I Love Lucy". TOTUS, the official Presidential Teleprompter Of The United States could not be reached for comment.
He didn't let his vacation, (now in its sixth week), stop him from making carefully choreographed surprise stops. In one, the President took time out to address the nation. "If the previous administration thinks they're going to get away with pulling the wool over the eyes of the American people, they've got another thing coming," Obama said. "Are you better off than you were when I walked in here? Heck no! What you really need is for me to come in and fix this mess we've inherited. And how many times are we going to hear 'hope and change' before it becomes 'hope things change'? You can go back to the failed policies of the past, or you can stick with me." The unscripted tirade which capped off the rare Obama press conference lasted more than ten minutes before the broadcast was cut and replaced with a rerun of "I Love Lucy". TOTUS, the official Presidential Teleprompter Of The United States could not be reached for comment.
Thursday, August 19, 2010
Kapact's Rant: A Letter to the President
Sir:
I would like to speak to you as a fellow American citizen. As a conservative. As someone who didn't vote for you, and as someone gravely distressed with the job you have done as President of the United States. I would like to speak to you, at the same time, as someone who respects the office of the president.
I wonder, sir, if you truly understand why it is that so many people disapprove of what you have done since taking office. I cannot speak for the people who once supported you but don't anymore, but I can speak for myself. I think it likely that what troubles me about your job performance also troubles many others.
Firstly, sir, I don't care about your race. That doesn't come into it, but people who call me a racist because i disagree with you are in fact racist themselves. I'm not a racist, and I greatly resent being called one. As a white male, I have been subject to both racism and gender discrimination. They are both evil practices, and none of us are immune from them. Don't allow yourself the luxury of thinking that people who disagree with you must be racist.
Before I talk about your work, I'd like to briefly talk about the previous administration. As president, you certainly inherited big problems. That is obvious. But I'd like to simply point out that you have been president for almost two years. Whether you've had sufficient time to fix those problems or not, there does come a time when you should stop blaming others. Whether or not you have a valid point, I feel that you should stop telling us why we still have a crisis and start telling us exactly what's being done to solve it. And to be fair, sir, the democratic Congress that we have now was in power for the last two of the eight years of the Bush administration. Indeed, sir, you were part of that Congress. So it begs the question, sir. What were you doing then, as a member of the majority in the branch of government that held the nation's purse strings?
One of the major focuses of your term has been the stimulus. Granted, there was a previous stimulus package that didn't seem to do much. But that was another president. The same Congress, but a different president. Now we have another president and another stimulus. The same Congress, incidentally. But, sir, despite everything we hear about so many millions of jobs 'saved or created', there doesn't seem to have been any improvement. By the way, that expression 'saved or created' sounds disingenous. 'Saved or created' honestly sounds like a hypothetical accomplishment that someone might use to pad a resume. It is too non-specific to be impressive. 'Jobs created' is unverifiable, and therefore meaningless. We hear that things would have been so much worse. But after nearly two years and a stimulus of some 800 billion dollars, we should be hearing that things are better. Not that they could be worse. For all of the jobs 'saved or created', the jobless numbers are not improving. To sum it up, the results have matched neither the cost nor the promise.
Health Care reform has been a major initiative of your administration. I admire bold initiatives, and I don't think that anyone disputes the need to reform our health care system, and while the specifics (and indeed, the legality of it within the constraints of the Constitution) are obviously a subject of great dispute, people generally believe and fear that the Federal Government will control their health care. Is that true? Unfortunately, the law is so long and so shrouded in secrecy that most people don't know. And when information is kept from people, they fear the worst. You might say that the details were available online, but not everyone has time to read a two thousand page legal document, or has, for that matter, internet access. People felt like they were sold a very expensive mystery package, and they resented the backroom deals that were necessary to pass it. And speaking just for myself, while I need the health coverage, I honestly resent paying to care for someone who is unwilling to work or support themselves. And there are too many of them. Heatlh Care coverage should be no more than, say, ten dollars taken out my paycheck weekly to cover my family. What we have is a law that I fear will cost more than we can afford and not substantially change anything.
The biggesr thing, with these issues is their expense, and what seems a casual throwing around of billions of dollars. Speaking for myself, sir, I simply cannot see any result from the massive expense incurred so far, nor does it seem like anyone responsible for spending all of this money has any real appreciation for just how much has gone into accomplishing so little. Almost a trillion dollars and no change to the jobless rate. When you're talking that much money, 'saved or created' just doesn't impress. What we need is a program to create permanent jobs.
Some in conservative talk radio have said that they hoped that your programs fail. I don't think anyone truly wants our economy to get any worse, or for our country to be less secure than it is now. We can't afford to put partisan politics above the interests of our country, sir. So as a conservative, do I hope to see a democratic president succeed? As long as I believe you are helping the country, yes. But I can honestly say (and I don't think I'm alone), that based on your performance so far, I don't always believe that.
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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Tuesday, August 3, 2010
From the editor...
To our valued readers:
Please forgive our mostly-silence. A very difficult summer in the desert southwest has slowed writing to a crawl. Please be patient, we'll be back soon...
The House Abukoff team...
Star Trek Enterprise Retro-Spective "Fortunate Son"
Fortunate Son, like many Enterprise episodes, is quite simple. The ECS (Earth Cargo Ship) Fortunate Son is on its cargo run when it is attacked by Naussican pirates. A distress signal is sent, Enterprise is dispatched to help. They arrive to find the Fortunate Son damaged but under repairs with the first officer running things while the Captain recovers from serious injury. We first start to get an idea that all is not what it seems when the first officer of the Fortunate Son initially declines any help from the Enterprise. He eventually relents. We soon find out that the cargo haulers have captured one of the Naussicans and is interrogating him for shield frequencies.
While the Enterprise crew helps repair and upgrade the Fortunate Son (and Phlox helps the Captain), Mayweather gets to know the first officer. We learn that the 'boomers' are an independent breed who tend to look down on people who aren't boomers, or worse yet, boomers who leave the ECS fleet (as it were), for the cushy, easy life of an NX Class ship.
As repairs proceed, T'Pol detects the life signs of the injured Naussican on board the Fortunate Son. There is the inevitable confrontation. Archer threatens to take all of their spare parts, and the wily first officer of the Fortunate Son fools his way out the jam, leaving our heroes frustrated and left behind.
The Fortunate Son arrives at the Naussican base, thinking it is chasing a single ship and armed with the shield frequencies. As it turns out, there are three ships (I saw that coming), and the shield frequencies don't seem to work (I saw that coming too). They are in a bad spot and losing the fight.
On Enterprise, while they are speeding after the Fortunate Son, Mayweather confides in Archer that he has doubts about interfering with what his fellow boomers are doing. Archer makes a speech about the moral code we are all subject to, and how boomers are just as human even if they're born in space. Mayweather comes around (way too easily for my taste), and they continue.
They finally arrive, just in time to save the Fortunate Son. They eventually convince the Naussicans to let the Fortunate Son go in return for their hostage. In the last scene, Archer talks to the fully recovered captain of the Fortunate Son. He says that the first officer will be punished but kept on the team and put to work. He tries to get Archer to have a drink with him, but Archer declines, because he's on duty. You get the feeling that they are two entirely different kinds of captain's from this, which sums up the episode aptly. End of episode.
This episode was good for the series, because we learned a bit more about what it is to be a boomer, and what boomers think of people who leave their ranks for fancy NX Class ships. There is also a hint of independence and almost rebellion from Travis Mayweather (that shows up more strongly in the Enterprise relaunch books). There was also the issue of boomer crews looking at the potential end of their lifestyle due to an engine that does warp five (as opposed to 1.8 of the Class Y Fortunate Son, or the Class J Horizon that Mayweather comes from). On the other hand, it is a very simple story that has been done a thousand times. I wasn't impressed by the Naussicans, who seem to be the favored boring stock villains. I also was unimpressed by Archer's moralizing speech with Mayweather. It made sense enough. but it came off stiff and wooden, and Mayweather gave in too easily. Still, the episode was interesting enough, and the plusses outnumbered the minuses. I'm not going to pull out the DVD specifically to watch this one, but I wouldn't skip over it if it was playing. Thumbs up.
Next Up: "Cold Front"
While the Enterprise crew helps repair and upgrade the Fortunate Son (and Phlox helps the Captain), Mayweather gets to know the first officer. We learn that the 'boomers' are an independent breed who tend to look down on people who aren't boomers, or worse yet, boomers who leave the ECS fleet (as it were), for the cushy, easy life of an NX Class ship.
As repairs proceed, T'Pol detects the life signs of the injured Naussican on board the Fortunate Son. There is the inevitable confrontation. Archer threatens to take all of their spare parts, and the wily first officer of the Fortunate Son fools his way out the jam, leaving our heroes frustrated and left behind.
The Fortunate Son arrives at the Naussican base, thinking it is chasing a single ship and armed with the shield frequencies. As it turns out, there are three ships (I saw that coming), and the shield frequencies don't seem to work (I saw that coming too). They are in a bad spot and losing the fight.
On Enterprise, while they are speeding after the Fortunate Son, Mayweather confides in Archer that he has doubts about interfering with what his fellow boomers are doing. Archer makes a speech about the moral code we are all subject to, and how boomers are just as human even if they're born in space. Mayweather comes around (way too easily for my taste), and they continue.
They finally arrive, just in time to save the Fortunate Son. They eventually convince the Naussicans to let the Fortunate Son go in return for their hostage. In the last scene, Archer talks to the fully recovered captain of the Fortunate Son. He says that the first officer will be punished but kept on the team and put to work. He tries to get Archer to have a drink with him, but Archer declines, because he's on duty. You get the feeling that they are two entirely different kinds of captain's from this, which sums up the episode aptly. End of episode.
This episode was good for the series, because we learned a bit more about what it is to be a boomer, and what boomers think of people who leave their ranks for fancy NX Class ships. There is also a hint of independence and almost rebellion from Travis Mayweather (that shows up more strongly in the Enterprise relaunch books). There was also the issue of boomer crews looking at the potential end of their lifestyle due to an engine that does warp five (as opposed to 1.8 of the Class Y Fortunate Son, or the Class J Horizon that Mayweather comes from). On the other hand, it is a very simple story that has been done a thousand times. I wasn't impressed by the Naussicans, who seem to be the favored boring stock villains. I also was unimpressed by Archer's moralizing speech with Mayweather. It made sense enough. but it came off stiff and wooden, and Mayweather gave in too easily. Still, the episode was interesting enough, and the plusses outnumbered the minuses. I'm not going to pull out the DVD specifically to watch this one, but I wouldn't skip over it if it was playing. Thumbs up.
Next Up: "Cold Front"
Friday, July 16, 2010
Star Trek Enterprise Retro-Spective "Civilization"
Civilization is hardly an original story. They encounter a “Minshara” Class planet along their path with an interesting-looking pre-industrial society. This gives T’Pol a chance to remind them about the Vulcan’s non-interference policy (that will of course become the Federation’s Prime Directive), and it gives Archer and Trip a chance to remind her that Enterprise is a human starship and they’re in charge. Anyway, as they’re scanning the planet and Hoshi is learning that she is going to go down there when they pick up massive neutrino emissions that T’Pol suggests come from an antimatter reactor. Obviously someone else is down there. So Archer, T’Pol, Trip and Hoshi all submit to Phlox’s plastic surgery (two small, vertically placed sets of ridges) and put on period costumes and take a shuttlepod down.They track the neutrino emissions to a curio shop, which is closed up for the night. Trip uses a 22nd century lock pick to break in, and they are led to another door, which is protected by an energy screen. While they’re contemplating this, they’re accosted by a (hand-sized) crossbow-wielding woman who thinks that they are part of the same group of people making secret night time deliveries that she is convinced are contributing to many unexplained illnesses. While Archer is trying to talk his way out of trouble, T’Pol stuns her with a phase pistol blast in the back. Archer doesn’t like this, but it works, and he gets the woman back to her attic, hoping to get answers from her. All he gets is the name of the guy who owns the shop. Archer comes back the next day to see the guy, Garos, who quickly realizes that Archer and Trip are from another province. Archer scans him, and says that they know he’s knows he’s an alien. Garos scans him and says the same thing. Archer tells Garos where they’re from, and Tucker says that they detected the signature from Garos’s reactor. Garos says that he’s from the Malurian system (slated to be wiped out by Nomad in the 23rd century) who led a survey mission to the planet two years ago, but decided to stay because he liked it so much. He says that he uses the antimatter reactor as a fabrication device (like a TNG replicator). Archer implies that the reactor is tied to the illnesses. Garos denies it and says that the apothecary (Riann, the pretty girl that Archer likes) is lying. Archer wants to look at the reactor, but Garos turns him away.
In Riann’s shop, Archer and T’Pol talk to her about the illness, and she explains that the illnesses start at the same time that Garos arrived. Archer orders T’Pol to take the others back up to the ship to give Phlox some samples to analyze. He wants to stay to see if he can learn more about Garos and the mysterious night deliveries. T’Pol cautions him about cultural contamination, rather snidely tells him, to enjoy the tea that Riann made, and leaves.
On the ship, Phlox remarks that Riann has done some excellent forensic work, and discovers that the water sample is contaminated with tetracyanate 622, a highly toxic synthetic compound used as an industrial lubricant.
On the planet, a glitch in the (invisible) universal translator gives Archer an excuse to kiss Riann. Then they catch someone making a night delivery. They follow him in. Eventually the man unloads a crate and conveniently leaves it in the forest. Archer moves to investigate when a ship descends from the sky and tractors the crate up and away. A man jumps out of a tree and gets in a fight with Archer, who eventually knocks him out. Then Archer sees that the guy is wearing a latex map. Archer peels the mask away to reveal a scaly face. They scrabble for the phase pistol. Archer gets to it and stuns the guy. They come back to the lab and use the guy’s equipment to deactivate the force field and go in. Looking from a control room, they see a huge cavern with other people and machinery. Archer informs T’Pol that they Malurians are mining a veridium isotope that T’Pol explains is used to manufacture explosives. Archer and Riann take a guess at deactivating the dampening field, so that Trip can beam the reactor up, but when they do it, they are locked in and the Malurian ship rises from orbit and fires some heavy weaponry at Enterprise. On the planet, Archer and Riann are arguing with Garos. Eventually they manage to get the power cut (somehow) and rush out of the room.
Trip beams the reactor up, and (on T’Pol’s orders) out into space where they detonate it to bring down the Malurian ship’s shields. Then T’Pol orders their weapons arrays destroyed. That finishes the fight. After losing a shoot-out on the planet, the Malurians leave. The Enterprise removes the mining equipment, and Archer delivers some medicine to cure the population. He tells Riann that T’Pol’s people will make sure the Malurians don’t come back. Then he steals one more kiss before moving on.
This story really has been done a thousand times in a thousand ways, and honestly, there is nothing that Enterprise does to improve it. At the same time, we get to see a Malurian before Nomad wipes them out, and we get to see T’Pol with long hair that suits her. Overall, the episode itself isn’t bad. Not great, not original, as I’ve said, and not one that I’ll feel compelled to go back to specifically. But it was also not stupid or poorly done. Not the most enthusiastic recommendation, but a rather unenthusiastic thumbs up.
Next Up: “Fortunate Son”
ANIMAL PIC OF THE WEEK July 16th 2010
Isn’t this a great pic? We found it while checking one of our twitter accounts. It came in from one of the NASA twitter bots that we have. The walrus is a wonderful animal and is part of the equally wonderful chain of nature. They can be quite comical and also quite dangerous if you annoy them on a beach. Most of us will be unlikely to come across them in the wild except for those lucky folk who live near the coastal areas in Alaska. There is a film 50 First Dates that has a classic example of the zany ways a walrus can behave if they have the right handler. The film is very good but the walrus takes a star turn indeed, in front of Adam Sandler and Drew Barrymore – excellent actors though they are. Our oceans and the creatures in them deserve our constant care and attention. If our oceans become polluted then we are all in trouble. There are some really good coastal preservation groups around the globe and they are worth supporting.
Take care out there and for those of you in the United States, remember to drink lots of water and be careful if you have to go outside in the very high temperatures that this great country is enduring as we write this.
Bless you.
Saturday, July 10, 2010
ANIMAL PIC OF THE WEEK July 10th 2010
My oh my, has it been hot in the desert south west (USA) where we are currently based. The animal family sharing it with us, is handling it ok drinking lots of water and lying around, in behind the drawn curtains with a myriad of extra fans, bowls of ice and cool water. We find that the cats in particular, seem to sense (despite air conditioning) that the weather is at a high peak outside and they love to sleep on their backs in front of their fans. They also drink in strange places especially out of the bath tap! So when we came across this week’s pic we just had to use it. This is an outstanding balancing act – we loved it. To the owners of this enterprising cat, lucky you. Its fun to have an animal with character. All animals have their quirks and their fun side but this guy is great!
If you live in rural areas and it is a hot day, we would like to suggest that you find an old bowl and put it out, full of water in a shaded area for any animals that live outside or may be passing by. Next week we are taking a little trip to an ice flow.
God bless you and stay safe. Staff Desk.
If you live in rural areas and it is a hot day, we would like to suggest that you find an old bowl and put it out, full of water in a shaded area for any animals that live outside or may be passing by. Next week we are taking a little trip to an ice flow.
God bless you and stay safe. Staff Desk.
Miss Ginny's Diary July 10th 2010
Meow to you out there. Well it is hot hot hot here in the desert south west of the USA. We all have our own little fans plus the air conditioning which is, as HM says, belching! In this high heat it is important to drink a lot and we have our own ice bowls and cool water bowls. HM likes to put out water bowls for outside creatures so they can take a drink or in some of the bowls, they take a swim, especially the little birds. When we were living our own place, HM likes to put on the outside sprinkler and the little birds used to fly through the water holding their wings up to get a little water on their feathers and then they would sit in the trees preening and cleaning their feathers and chirping away. I would sit and talk to them through the windows. We have been behaving a bit better although yesterday both ShooShoo and I got told off by HM for what she called being too aggressive in our play. I admit we ended up yelling at each other. It was HD’s day off and HM likes a quiet household for him. He works hard and his work has been particularly busy. Grandma Carrie (GC) is coming up another birthday – she will be about 19 years which is 171 human years. That is really old and HM says to stop playing with her tail, and to leave out aggressive play to areas of the house where she is sleeping which is mostly what she does all day. She is worrying HM because she is thin although she eats a lot and probably eats more than I do. Her teeth are good – she has lost one of her front fangs and her dark gray coat is shiny. She is always cleaning and when she had kittens about 15 years ago or so HM thinks, she apparently kept them really well and was a strict mum. We were supposed to have left the desert south west and go north to the northern prairies of Dakota but HD’s transfer is looking more like we will be going west to the state of California. HM’s not sure about this but she says it will be cooler near the coast. It all depends on HD’s bosses. I like being near the ocean. We used to live in the Pacific Islands and there were lots of fish to eat and lots of seabirds to meow at.
Here is a pic of GC to honor her. She really is a cool old lady cat and we were both walking over some stuff that HM was sorting out. Take care out there and be well and HM says God Bless you all.
Meow from me, Miss Ginny.
Monday, July 5, 2010
Poetry "Impaled"
what does it feel like
to feel nothing at all
to not suffer the slings and arrows
that pierce the rest of us
like a thousand cuts
a thousand tiny pains and barbs
and the one
rare
arrow of love
upon which I am happily impaled
for you...
to feel nothing at all
to not suffer the slings and arrows
that pierce the rest of us
like a thousand cuts
a thousand tiny pains and barbs
and the one
rare
arrow of love
upon which I am happily impaled
for you...
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