folks, I am working on a PBEM..... here are the details. I'd love to have some help testing. email me,
abukoff@gmail.com Fantasy Trek:
In the 24th Century, the disappearance of hundreds of Klingon and Federation vessels has set the military arm of each government on edge. While the governments struggle to discover what is happening, certain rogue elements from each side take it into their own hands to abandon the hard-fought Khitomer Accords.
Independent exploration from each side has discovered a vast alternate universe co-existing with ours, containing countless planets. In this strange realm, weapons are non-functional, and a scientific and exploratory renaissance is taking place. There are even indications that the space is the creation of the omnipotent being known as Q. Now ships from both sides have discovered a way to travel into what is known informally as “Q Space”, and explore the “Q Planets” within in an effort to discover what has happened, and avert a war.
(Note: the only map I have right now is an Excel-based two-player map. I’ll remedy that once I get the rules set)
(I can email the map and combat chart for anyone interested...)
Each player gets four rolls, one for each system. (Except in the case of stationary objects, such as bases). For each system, the maximum for each roll is as shown. For example, a frigate can have a maximum of 20 points to work with. The player can distribute those points to taste. If player one devotes (for example) ten points to offense and player two devotes six points to defense, four points of damage are recorded against player two's shields. Shields absorb five points of damage before going down. (But can regenerate one point every three turns) After that, four more points will disable ship. (These points regenerate at the same rate) Six more damage points destroy the ship. So it takes fifteen damage points to destroy a ship. In addition, a player can set aside points to reinforce shields. For example, if a ship has sixteen available points, it can use ten points for offense and defense, and add six to the shields. It will then take eleven points to bring down the shields.
After five science missions, ships automatically get 1 free point toward EW and sensors. This is to reflect the edge an experienced science officer brings in.
After five combat engagements, the extra points go toward weapons and maneuver.
No ship, regardless of the heroic name, starts out better than its peer. It's up to you to make legends and heroes.
During every turn, you can deliberately drop a ship into Q space, where the Q planets exist. Otherwise, a 1 in 16 roll drops a ship of your choice into Q space, and a Q planet mission (mission determined by dice/random number generator). Planets are neutral, they stay neutral, and there are no combat engagements in Q space.
As a surprise, after (maybe) 100 Q planet missions, normal space will expand by.... ten times?
Movement
On each turn, you may move as many ships as possible, and all facilities can operate. Just like all turn-based strategy games.
Each Fleet starts out from shipyards, except for construction, troop transports, and diplomatic (which launch from starbase).
Each ship moves one unit (square) per turn in any direction. (For example, Fed HC (heavy cruiser) Equestra: b6-b7). Note: this may be adjusted later depending on how it works.
Several ships can group and move as one fleet, by noting the fleet movement. (Fed 6th Fleet: b6-b7)
Forming a fleet counts as a single move by every ship involved. (Fed HC USS Equestra, Fed HC USS Enterprise, Fed HC USS Discovery form Fed 6th Fleet)
Ships cannot pass through enemy/non-allied space without engaging. In the case of a non-allied planet, Fed must establish diplomatic relations or conquer. Klingons must conquer. It takes two full turns to establish diplomatic relations. (So at the start of the third turn, it's allied).
Travel through nebula takes twice as long. Facilities cannot be built in nebula.
Shipyards, starbases, and defense platforms can be built anywhere. Even in enemy space. If you can defend it while it's being built, you can have it. Defense platforms are built in two turns. Shipyards are built in six. Starbases are built in ten. (As in the case of establishing diplomatic relations, the facility becomes on the next turn... i.e. the defense platform is active on the third turn)
Moderator will announce result of all combat and release updated map at the end of each turn, and before the next.
No travel off map (XX areas, and alpha/numeric tables are borders) If you do, that ship/fleet is lost for the duration of the game.
Initial Fleet Setup
One Starbase
-Can create additional construction ships (max of six more), in two turns
-Can create additional troop transports (max of four more), in two turns
-Can create additional diplomatic ships (max of four more), in two turns (Federation only)
Two Shipyards
-Each can create a heavy cruiser in four turns
-Each can create a light cruiser in three turns
-Each can create a frigate in two turns
-For Federation starbase, after ten turns, they increase ship production rate by one turn
Two Troop Transports (Klingon)
-Each can colonize/occupy one planet
-Can refill (in 1 turn) with troops to colonize/occupy additional planets
Two Troop Transports (Federation)
-Each can colonize/occupy one planet
-Can refill (in 1 turn) with troops to colonize/occupy additional planets
Two Diplomatic Ships (Federation only)
-No offensive capability
-Carries diplomatic staff that can create alliance with neutral planet in four turns
Spy Ships (Klingon only)
-Any existing Klingon ship can be used as a spy ship. Spy ships can cloak (from launch), but they must announce this (assuming that Federation sensors would detect this). They can be used to turn neutral planets (takes four turns once they arrive at planet) or conduct raids on outposts. (in that case, the cloaked attack adds two extra offense points... this simulates the advantage of a sneak attack)
Two Construction Ships
-No offensive capability
-Each can create one defensive outpost (in two turns)
-Three can combine to create a shipyard (in six turns)
-Six can combine to create a starbase (in ten turns)
Two Heavy Cruisers
Four Light Cruisers
Six Frigates
Thirteen Defense Platforms
General Kapact, Epetai Abukoff
IKS tIQghoB
VodleH Class Heavy Battlecruiser, Black Fleet Variant
"...laughing, undefeated..."
Beslan BortaS
betleH pIn'a'
Ro DoQ Vaj
http://houseabukoff.blogspot.comhttp://kapactsrant.blogspot.com/http://startrekenterprisevirtualseasons.blogspot.com/http://groups.yahoo.com/group/StarWarsFFandRPG/http://groups.yahoo.com/group/FederationandEmpire/ Founder, Klingon Order of Scribes
Klingon Black Fleet
Ballad of House Abukoff:
Yet if my line should die,
it dies with its teeth in the enemy's throat,
it dies with its name on the enemy's tongue.
For just as mere life is not victory,
mere death is not defeat;
And in the next world I shall kill the foe a thousand times,
laughing,
undefeated.
(from John Ford's "The Final Reflection")