The Omniverse of a God named Rod

The Omniverse of a God named Rod
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Monday, October 22, 2012

Game Log

The Infinity Game
Basic rules
Dvorak is played entirely with cards, and there are just two types of card -Things and Actions. When you play a Thing card, it goes onto the table in front of you and stays there, usually having a useful effect while it remains in play; when you play an Action card, it does whatever it does and goes to a discard pile.
Boardgame Rules
Units in Play are represented by Pieces with set statistics on cards, sheets, and web links of available.
Moveable Units have Physical, Intelligence, and Psychological Attributes;
Stationary Units have Active/Attack, Passive/Defensive, and Health/Productive Attributes.
Player controlled units have a total of 7 points for mobile units and 10 for stationary things.
Dvorak / Rules / Support

Skill Check
d Actions allocated less d Difficulty
+1 Successful
0 Try again
-1 Fail

Combat
Damage = 3d Attack - 4d Defences

see Game of Empires

Scale
1 inch [2.5cm] model
Hand to hand; Melee - 1:60; 5 feet
Tactical - 50 feet; 500 feet; one mile
d10 casualties per soldier with an automatic weapon; per ordinance, 2-pound explosive
Damages and casualties: building, hundreds; kiloton yield, city block, thousands
Strategic - 250 miles
megaton, up to a mile, million; gigaton, 1-10 miles, billion
Starship Tactical - 1:6,000 (models); 10,000 km
Interstellar Strategic - 3.26 ly, 20 ly

Size and Damage Examples
Human 200+ lbs; health 600 lbs; 1.356 kW to knock back 5 feet; 4 kW to eliminate
Armor ratings
x10 allows 10% concussive damage to 'penetrate'
x100 protects up to 99% of hit damage
x1000 or more will require 4 MW to 'fry' the wearer/pilot or destroy a one ton vehicle
x2 mecha height increases weight by 10; 20 foot mecha, 10 tons, 40MW to destroy
Phaser bank 6.8 GW to destroy an unshielded 50,000 mt ton frigate
1 KT = 4 TW [3 trillion ft lbs]; 3 KW at 3 miles

Thursday, June 28, 2012

"To Storm Heaven"

"Damage report!"
"Aft shields down! Hull breach in Shuttle Bays three and five! Fifty-three burn casualties isolated to rear decks, five to eleven!" yelled XO Commander Mri'Nt'nt, above the crackle and hiss of the destroyed half of the bridge's consoles. The platinum-like skin and matching non-regulation hair looked to be flowing over her navigations-slaved operations console. Because they were, people of her race possessing hair and nails both tactile and prehensile.
"Divert main power to Phaser cannons and come about to two-zero-zero, repeat! Free fire!"
"Complete turn, aye Sir!" she aknowledged.
"Cleared for full fire, aye Sir!" confirmed S'teen, the female Vulcan tactical officer.
Every Vulcan I have had the pleasure of knowing seems to have names beginning with an 'S' and ending in a consonant, mused the Captain.
The one-hundred-sixty-five thousand tonne ship turned a full 180 degrees along two axis ro assume an upside-down scorpion-like profile to its pursuing opponent.
"Action completed... NOW!"
Mr' slammed her palm on the console, as if the harder she hit it, the more powerful the warp core powered mega-Phasers would be.
In space, no one can hear the enemy explode. As all of its superheated atmosphere became plasma, disintegrating the slower hull components that contained it. As the screen and every light on the bridge goes black. [Stardate 7488.3]

... [title theme]...
Space, a cold, harsh mistress. These are the voyages of the starship Repulse

Its mission: to expand, serve, and protect the frontiers of the Federation. To respect all sentient life encountered, provide aid to space-faring civiliations, to boldly go forth as a banner of Starfleet.

Act One
[72 hours ago] "Captain's log, stardate 7481.1, one hour into the gamma shift, nearly a month out from Starbase Ten. We are approaching the nightside of the first colony along our eliptical supply route, named Freya by its settlers. We will achreve orbit at 7481.6 to match the sunrise at the capital city along the northern continent's western shore."

Briefing
Of the nearly five thousand settlers, less than half populated the town-capitol. Most staked their claim along the ocean shore or higher into the mountains. Estimates show that the planet will become a source of much needed minerals and foodstuffs within the next ten years. Necessary for Federation growth in this sector.
Refer to the section of the Index Supplement

Arrival
The landing party composed of the captain, and department chiefs from Science, Medical, Engineering, and two Security members beamed into the town square. They were met by a slightly balding, portly human with a curled handle-bar nustache. Along with him was a lovely Deltan, long bronze hair showing that she does not share their race's oath of celibacy. Also was a tall humanoid which looked to have been chiselled from rock, or perhaps out of a glacier.
"Welcome Captain Rod'ne! We here have heard so much about you and your fine crew," he said as he pumped the captain's hand with both of his own. "I am Harrold Fenton, governer-in eternity. These are my two aides, Morn and lovely Tara." Both bowed slightly as their names were mentioned."We have some fine delicacies prepared for you, including a local 'lumbanog' blend made famous by some of our filipino community here."
"Perhaps after we finish our business and run our surveys, we can arrange a little R&R," said the captain as he extracated his hand before the circulation got cut off. They started walking to what looked to be both the offices and residence of the local governor. The other five stayed behind with the tall aide to set up.
"Business, of course... but would a boring survey be necessary, when we have so much entertainment to show all of you?" his red cheek nearly hiding the wink as he made a pretense of not looking down the Deltan's deep cut blouse.
"I assure you, it will be unintrusive, but most necessary. Regulations, I am sure you are aware."
"Of course, of course. I most certainly would not want to brook any violations, like section thirty-one or some such."
As they entered the lavish office at the top of the double curved stairs, the captain flipped his communicator open and spoke into it. "Rod'ne to Repulse, beam down survey teams one thru four to coordinate at the town plaza." A look at the governor confirmed approval.

The following two days were uneventful. There were long interviews, made longer by distractions from both Fenton and Tara; his blathering and her silent mesmerizing gaze. It was evening of the first day by the time the camps had been set up. One for each department, assessing the viability of the colony. Except for the stories of missing colonists. Nothing alarming, since they were known to migrate out along the coast to stake claims of their own. But those that followed found no traces of some that went before, collaborated by others that have settled previously. During a discussion of this recent finding, an ensign in a gold shirt suddenly ran into the office, short of breath.
"Captain, one of our science teams is missing!"
[beep-10:00-beep]

Act Two- a complication
"Explain."
"Sir, at about 1300 hours, science team two failed to check in from their survey of the forested region at the base of the mountain range. Scans have been unsucessful due to magnasite ore veins that run north to south along that region." A platoon of 22 MACOs were ordered to search in three squads towards the mountains, accompanied by a scientist and a medic each. After several hours, there was still no sight of the team. What they did find was traces of various explosives, chemical to biological in nature.

Science Team Two, composed of a human, Deltan, Bajoran and Trill, and an Orion and a Vulcan security detail, all women, were taking samples of the flora. They were about to start back to town when one of the townspeople, thought to have disappeared, asked them to follow into the woods. After a short trek, the team was led to a camouflaged tunnel that ran two hundred meters into the mountainside.
"These are ensigns Holloway, Idra, Coleen Beck, lieutenant Sha' and private Nerth. I am Izri Dor. We are from the Federation starship Repulse in orbit," said the trill Diplomatic Corp chief. "Welcome, I am John Solovan, former captain of the colony freighter G'nath." said one of the men, shaking her hand as he led her and her team to the other side of the vast cave. They walked as he told them of their plight.

"During our year long voyage to the colony, we found a discrepancy in our cargo inventory. We thought nothing of it at the time, busy with the exodus and coordinating our convoy of fifty ships. About a month after we landed, there was an infestation that threatened our food sypply. Since we had not had time to plant and grow crops, this would have been a disaster. Then stepped in Harrold Fenton, who provided a "miraculous" solution to our problems. A glommer he called it. It did quick work of the furry rodents. Jumping from one stationary puff to another."

"You have to understand that the governor is not really one of the original colonists at all. He averted a disaster, and out of gratitude he was elected as our leader. But now, half a year later, some of us have been having doubts. We investigated strange movements of materials and finances and have found many small discrepancies It tied in directly to that cargo in space. We have been communicating our findings to other settlements on foot, to avoid interceptions of our communications, hence the 'disppearances'."
"After back-tracking through computer records, we came upon a connection to the Orion Syndicate. As it turns out, they have been smuggling contraband through various colonization projects, like ours. Once out of the sight of the Federation authorities, associates would infiltrate and extract the items. Governor Fenton is one such individual. We were attempting to find a way to send a mesage, since there was a malfunction at the only subspace station we had. We also had no proof, until we found this." Removing a tarp from a shipping cargo container  revealed... weapons, some of which were banned in Federation space.

... Meanwhile, back aboard the Repulse,"There is a mystery going on down here, and you know I hate mysteries," came the voice of the captain. "I'm sure you'll do just fine, Watson," replied the aristocratic XO into the comm at the center seat's armrest. "Now why don't I ever get to be Sherlock?" "Elementary, my dear Watson," she said in a british-like charm.
I hate when she does that thought the captain. He turned to address the deltan aide. "Now tell me, my dear Tara. Where did our esteemed governor run off to, and what do you know of those explosives outside of town?" showing her the report and map on his PADD.
"I'm certain I know nothing of what you speak, Captain." Her squirming in her clothes, that revealed more of her than it covered, made him more uncomfortable than even she appeared to be.
"I suppose I will have to report my findings to Command. And since I have a JAG aboard, you could find your colony under martial law by nightfall. And you in our custody right now, for your testimony." He flipped open his commulicator "Two to beam up." Seconds later they were whisked away to the transporter room. Acknowedging the vulcan transporter operator with a nod, "Call security to escort Miss Tara to a statesroom and assign a JAG to interview her." As he left, intending to grab a bite at the Officers lounge before proceeding to the bridge...
"RED ALERT! RED ALERT! Stand by for collision! This is not a drill!"
Suddenly a 'moon' appears...
[beep-20:00-beep]

Act three- a ‘twist’… everything seems to fall apart. Regroup

"HARD TO PORT!"
"Sir, it seems to have been cloaked. Even its gravimetrics were shrouded...? Wait. The mass is inconsistent with a rock that size. It must be hollow, but scans can't get beyond it's apparent rocky surface," said Science/Comm Officer shan T'thaul, above the strained hum of the engines.
As the deck and the flight of the ship stabilized, Commander 'Nt'nt stood from the center seat and went directly behind the young Bynars at the flight control station and placed a hand each at the pair's shoulder. "Great flying." Pressing the intercom button at the center of their console,"Ops Con, I want all available techs and sensors sensors scanning every micron of that 'moon' and send a report directly to shan T'thaul's station." [ Aknowledged ] came the reply from the artificial intelligence in charge of the huge 30 manned operations center, situated just below and behind the bridge.

"It seems that the 'moon' is a shell; similar perhaps to the Yonada, discovered by the Enterprise a decade back. Sensors and probes come back empty, as if the area beneath the 'dirt' remained cloaked, as the space around it was, earlier. What caused it to apear, and what is preventing us from peering within is a mystery. I'm not risking an away team on its surface until I'm sure it is completely safe to do so. There are other things to worry about on the planet below." The captain hit the off button at his armrest after entering this latest update into the ship's computer archives.

Meanwhile, deep in the mountain caves...
"We need to inform the Captain about this," stressed the marine Lieutenant.
"What we need to do is ascertain the threat and obtain hard evidence," replied the JAG.
All agreed, the team with six others exired the mountain refuge and  trodded through the forest, avoiding obvious trails and any signs of anyone having been there. After three hours, and five kilometers, they came across what remained of the only subspace relay antenna for the colony. At its base was nearly thirty containers, similar to the one in the cave.

"We will split up and place our communicators as close to the munitions as possible. So close together, they should be able to break out a signal to the ship. There are no signs of any guards, but scans indicate energy signatures around the compound, possibly booby traps." The six carefully maneuvered around the field surrounding the depot. Scans can only verify traps from no more than three meters from each of them. Upon reaching the fence, each of them placed thier communicators agaist it and flipped them open, leaving them with only one spare, left at the rendevous point, to be used as a remote trigger.
The team traced its steps back to the rendevous point, when a cloud of red mist suddenly exploded and engulfed them. The security pair raised their Phasers, the trio of scientists snapped open their tricorders, in unison. "Scans indicate that this is a virus engineered to interact with anything artificial and make it poisonous to anyone in direct contact with it. We have to strip down now!" They proceeded to remove all items of clothing that could activate the anti-tech virus. This included equipment and medical items such as hormonal inhibitors. Even body ornaments and the ocassional prosthesis were dangerous. The rebels, having placed their communicators around the compound, met up with them, surprised. The team waved off offers of clothes or blankets, for fear of activating any of the virus still on their bodies. They couldn't even wipe off their sweat.

On board the Repulse 
[The only things we know for certain is that there is a cloaking device and a controlled quantum singularity, both of Romulan design, at the center of the shell.] toned the OpsCon AI.

The briefing room viewer along the wall opposite those at the long conference table showed what looked like a rust colored moon. Schematics and text in green could only show the speculated systems, but nothing more. "Madame Tara, what do you know about this? And does it have anything to do with my missing crewmembers?" asked the captain. "This is the first I have seen of this, Captain. And I don't know anything about the missing." the deltan fidgeted nervously, as if hiding something. "Clearly, there is something you are hiding. You and the governor are not part of the the original colonists, are you?" Adding two new images to the wall display, he recited what he had already read prior to the meeting, "Harcourt Fenton Mudd, convicted of smuggling, transporting stolen goods, and purchasing a space vessel using counterfeit currency. Con man. sentenced to death on Deneb V, as well as psychiatric rehabilitation. Twice. Along with three run-ins with the USS Enterprise, he has a long record covering many planets, some outside of the Federation. You have been identified as one of his 'marks'. victim of one of his many cons." Completely deflated, she stated through wrung hands, "He turned out to be a gentle man. He showed me many worlds, many societies I had never known existed. He treated me like royalty. No matter what planet we were on. I was... am his companion." The stars from the panoramic tramsparent aluminum shown their reflections in her eyes as she looked up at the captain.
"You do know that in all the confusion, he could have already left the planet. Leaving you, perhaps never to be seen again."
"What time we had was precious, and will last me many lifetimes. Fate brought us together. It may bring us together again."
Nodding to the security guard stationed at the door, Tara was excorted to the transporter room. To be remanded to the new colonial authorities.

Himself exiting to the rear of the bridge, he sat in the center chair, gracefully vacated by Commander Nt'nt. "Did she seduce her with her deltan scent?" she said under the hum of the environmental system. He shot her retreating back with twin phaser glares. "Report!" he said to no one in particular. Hiding a grin, the science officer on gamma shift responded "Other than the new moon, there has been nothing unusual within the short sensor range."
"What of the missing away team? Have we been able to spot them yet?"
"No, sir. The magnasite ore still masks any sign of them. It would require at least four communicators in tandem for them to reach us."
Perhaps them not sending a distress beacon is a good sign, Perhaps...
Knowing that his crew was capable in just about any ssort of situation thrown at them, he continued to read and sign reports. Fuel consumption, non-emergency Starfleet communiqies, relay of a status report on some Project: Genesis by her sister ship the USS Reliant.

From just beyond the Oort cloud, traversing the outer system in just a matter of minutes at more than a thousand times the speed of light, a ship fired off one photon torpedo, seconds before it even dropped out of warp.

"Captain, we have a bogie on our six!... Incoming!"
[7488.29 minus 20 seconds]
[beep-30:00-beep]

Act Four- a fight… ground or starship combat
[7488.29 plus 10 seconds, where a sneak attack has left the rear vulnerable and two of the five bays exposed to space. A wild maneuver completely destroyed the enemy ship]
"Captain, we have all systems back online. We're getting a message and coordinates from the missing team.. Requesting a group extract and full demolition sweep, said coordinates."
"Launch fighter Squadron Fuller-Ultra! Go in HOT!"

A resonding BOOM is felt through the bulkheads as six of the compliment of eighteen fighters, minus their warp sleds slammed out of the undamaged bays at 0 to 0.1c for a full circuit around the 'new' moon and the planet before sweep bombing the munitions depot. Just seconds after the remaining away team and the last of the 'rebels' disapeared in the sparkling haze of the transporters.
"Sir, something has broken out of the satellite and is heading out-system at high warp speed! The cloaking device is no longer in it... as well as the singularity. And sir, your not going to believe what's inside..."

... the science team looked to be no worse for wear, some minor bruises and scrapes from brush and dirt. Minus all of their clothes. They lined up at full attention as the captain and XO inspected them, her stiffling a snicker.

"For breaking protocol, I should put the lot of you in irons," he said sternly as they avoided his gaze by looking at a particular blinking light on the far wall, behind his head For his part, he was attempting to be just an inch past their noses as he passed each one. Avoiding some parts of their bodies that extended beyond their nose. "Instead I will recommend commendations for independent thinking in the absence of command. I'd give you all medals... but I wouldn't know where to pin them. Dismissed!" It took all of their remaining dignity not to run out the door to their quarters. Else a few things would have jiggled. Mr' broke out laughing, the door having barely swooshed shut.
"Was it me, or was Sha's skin changing from green to red in places?"
The Vulcan transporter technican stated, "The erogenous zones of Orion females at their peak cycles have swollen blood vessels when in the proximity to a male of sufficient quality to copulate for reproductive purposes rather than recreation... sir."
Captain Rod'ne's skin suddenly showed more red than brown.
Bwahahahaha of an un-lady-like nature could be heard in the halls and the turbolift as she made her way to the bridge.

Final Act- putting it all together
"Captain's log, supplemental. It turns out that the 'moon' was an abandoned Borg satellite ship. What happened to its crew and weapons systems is a mystery. Best to be solved by another ship and a more fully equiped R&D team. Both the cloaking device and the singlarity that powered it seemed to be the "heart of a space dragon" of some sort, possibly enslaved by the Borg. Last seen heading towards the 'dark disc' of the galaxy. Perhaps going home..."

 "Sir, all supplies have been off-loaded, and all departments are green for go. The new colonial government is cooperating with the C'n'C team and estimates the comm relay should be up and running within a week. And there was no sign of the governor."
"Very good. Madame 'Nt'nt, take us out of the system, and procede to our next assignment at warp factor five."
"Approved, sir."

"...We still have another five months before returning to our home. Until then, we have 'miles to go; a long, long way from home'."
 [beep-41:00 END]

An Epilogue
Old Quarters, Imperial City, Q'onos
"Sire, the cache of weapons enroute to our base has been lost" said one hunched, cloaked figure to the other, larger, broad shouldered klingon. "And it seems our associate Mudd is missing as well. Handed a data scroll, the larger quickly scanned through its contents. Snarling,
"My plan to overthrow the Council has been diverted! I will see to it that this p'Taq human, Rhod'ne will die a cold death in space. I swear this on my son Duras. So swears Ja'arod."

Index Supplement
On Creating (or nit-picking) a TV Episode 
In the next episode of Star Trek, the original series... 
Do you want to write a story? Create a plot? This generator is a good way to spark your imagination.

Miranda-Soyuz class Cruisers of note: USS Reliant  NCC-1864, others
165,000 deadweight metric tonnage; 20,000 tonne load capacity*;
Engine: FWF- 200c (standard), 1,200c (emergency)
Crew (Pass.): 346 (3 Platoons of 22 each);
Weapons:
Two FH-11 Phaser banks  f/p; f/s;
Two tubes f/a MkIV torpedoes
 - classified Scorpion mega-Phaser
Two Squadrons (6 each) F-18 warp-capable fighters

Officers (posotions):

Captain Rod'ne (human male, filipino, age 54);
XO Commander Mri' Nt'nt (female agnian, stage 3);
MACO/Security Platoon Delta Lieutenant Sha' (female orion, 29);
 Diplomatic Team Cimmander Izri Do (joined female trill, 27);
Flight Control Operations 101, 110 (bynar pair)
Intelligence Branch Officer T'prynn (female vulcan, 65);
Ops AI;
Science/Comm Officer T'thaul (shaan andorian, 54);
Tactical Officer S'teen (female vulcan, 26)
Chief Medical Officer (male, betazoid);
Chief Engineer Lt Cmdr Mog (male tellarite, 32);
Quartermaster Chief (non-comm) O'Reiley (male human, irish 63)
Transporter Operator (unnamed vulcan male)

* Missions specific swap-outs:
Cargo thransport: add'l 900,000,000 cu meters
Marine assault- 1,000 Batallion maximum / Hospital ship / Evac/Short 'hop': 5,000 beds
SFB designates the class as NCA new heavy cruiser, as an advanced supplement to the CA Constitution class heavy cruiser and the new CAR Enterprise refit. It is an upgrade of the CR cruiser, FASA's Anton class.

The Setting
The year is 2280. Events take place around the first motion picture.
"Stardate 7401. Captain Rod'ne, for the next six months your ship and crew will be resupplying six of our colonies within "The Triangle" as well as exploring previously marked phenomena along the route. Being so far out from the centers of not just the Federation, but the treaty boundaries of the nearest Powers, you will also be the eyes and ears of Starfleet. Out there you will find rogues, spies, and even honest merchants. Protect our interests, represent the Flag, and may the solar winds be at your backs." ~ Admiral Forrester, Starbase Ten

The Triangle

A note on Chronology
Stardates1312.4-6987.31 2266-69 The original series episodes were numbered as they were produced. Sometimes an earlier episode would be aired before one not yet completed. Hence, the discrepencies in staardate chronological order. The first season was actually the second year of Captain Kirk's planned five-year mission. The previous "shakedown cruise" being mostly unrecorded ["Where No Man Has Gone Before"]. What follows will be the recorded adventures of Kirk and crew.
Stardate 7412.6  2272 "The Motion Picture" shows the first among a new design of ship systems, most importantly the warp propulsions.

Stardate 7401- our story begins...

Stardate 8130.4-9454.1  2285-89 The "Wrath of Khan" and the following motion pictures would introduce the next step in the evolution of starships, the USS Excelsior. Originally a test bed for new technohogies.

Stardate 9521.6  2292... Excelsior class would go on to replace the now fifty year old Constitution class as the workhorse of Starfleet, for the next century of service.

NOW Stardate 12500.2  2312 July 1, a Monday
- TNG stardate 66500.02, 25th anniversary (77 years later)

Friday, May 25, 2012

The Game of Empires

Starfleet the Boardgame

The Board represents three-dimensional space. One inch is a parsec; a Sector has six parsecs (20 light-years) to a side.

Time and Distance
"Faster than light; no left or right"
Starship time is based on the Stardate.
1000 is an earth year. 1 is a shift of 8h 46m 36s
One space (3.26ly; 1pc) takes a week at 200c (2 weeks at 100c wF5)
One sector (20ly; 6pc) takes a week maximum warp 1200c;
- emergency speeds are for fast deployments (6x)
- maximum range for scans and communications
Travel across a sector takes about month at a safe cruising speed of warp 6 (216c) CA4;
Fast response deployments (maximum 20 ly in a week) are at warp 8 (1,000c); a week maximum warp 1200c, ie F1
Max range is 100 ly [30 pc] in explored space; 2 months.

.1 (.4, .7) Alpha shifts, command staff; .2 (.5, .8) Beta shifts; .3 (6,.9) Gamma "graveyard" shifts;
Stardate .9 is set aside as the primary briefing and preparation for a mission assignment, prior to planetfall or arrival at .06 or "0600 hours."

Birth of Federation and Empires
Begin with 25 Points to purchase a Home world (H10), three starships (CR3, DD2, SC1), two colonies (max 5 each), and any claimed space (1 Point) in the home sector.
H10 is a warp capable, self-sustaining society;
C1-5 colony
CR3 multi-purpose cruiser
DD2 military destroyer
SC1 explorer scout
A previously unexplored parsec of space costs 1 Point to claim. A colony and any claimed space must have a connection to the Home world.

Economic Points or EP is the currency of exchange for The Game.

... To Explore strange New Worlds...
A Sector may hold 200 stars of which no more than 20 are main sequence (could be part of a binary, or rare trinary system) with 10 possible close to terrestrial worlds. As well as other random astrophysical phenomena. And possibly a warp capable planet amongst a few civilizations.

A world is "controlled" when a Mission is completed, and a team of specialists are left there. They usually consist of a central command, 2x the staff, 3x the specialists, 4x the security. A Point is started for that world, representing the "flag,"

Colonies can have thousands [Level 1] up to hundreds of thousands [2] in population.
Native inhabited worlds can have millions [3] to ten billion [5] in population.
Industries and technology can be from stone age [1] to warp capable [5].
World Production Ratings [GPA] equal the sum of the above * Note: The United Federation of Planets forbids the exploitation of pre-warp societies.
Colonies either cost points to maintain at first or produce, trade, and maintain a steady economy based on its population.

Build and develop, Scientific Outposts, Colonies, and Starbases in controlled worlds.
Shipyards; Starbases, and Starships are constructed at shipyards at GPA/10 Points per year
- for example, a CA4 heavy cruiser will take 4 years to build on Earth.

Sector defenses are defined as the sum total GPA of the Sector and the current ship deployment. 

Ships are...
Constructed at shipyards at the rate of 1 superstructure a year at a 10 point planet or system;
Resupplied at any friendly planet or post 10 x its points production
Repaired at starbases in half the time at four times the cost.

Early Warp Two 10c Period
Move each ship one parsec and perform a ship specific Task;
Explorers [EX1] explore any one phenomea, or survey a planet for a possible outpost;
Freighters [TR2] and escorts [ES1] as a convoy- establish, build, or resupply outposts;
Draw an Episode/Event/Encounter [3E] card for each ship to move to (1 Action per parsec, up to six parsecs sensor range) and the Task drawn (using remaining Actions).
Pay 1 EP from the Treasury towards a ship construction and any colony growth.
End one year Turn.

2 Cruisers [CR3]
3 Light Destroyers and Scout classes [DD2; SC1+]
6 Fast Frigates, Fighters, Gunships, and Escorts [FR1]
... comissioned in six years from 3 shipyards

Assign Actions, which represent operations priorities, to each of the following: Movement and crew assigned to Science, Combat, and Command.

Move an Explorer Scout one parsec space per Action allocated to movement - up to 6 parsecs- to a system with an earth-like world or a "point of interest" and begin a preliminary survey Mission;
Move to a system and complete a Scientific or Sociological survey Mission;
OR move to an adjacent unexplored Sector and drop a navigational bouy at its border;

Deploy a Military Destroyer one parsec space per Action allocated to movement - up to 5 parsecs to Respond or complete a Military Mission, as in posting a base detatchment on a planet or moon;
OR move to an adjacent Sector and drop a sensor bouy at its border.

Assign a Cruiser one parsec space per Action allocated to movement - up to 4 parsecs- to establish an Outpost Level 1 on the discovered earth-like planet;
Perform a Scientific or Sociological survey, or Military Mission; or a First Contact or Diplomatic Mission in the later years.
End six months Turn

Continue with "monthly" explorations and establish another Outpost;
Both ships must return to the Home world for resupply and evaluations.
End Year One

From the Home world, move a convoy (no cost) and Cruiser escort to establish a Colony around an Outpost, at the speed of one parsec per month;
The Cruiser may perform a six month patrol Mission, or immediately return Home to pick up another Convoy.
End Year Two

Any ship
*Move to an adjacent parsec of space and complete a Scientific or Sociological survey Mission (exploration)m Colonization, Trade, or other specialty Mission;
OR move to an adjacent unexplored Sector and transmit a log and flight plan at its border.

Comtinue to explore, establish Outposts, survey, and patrol along the sectors immediately surrounding the Home world.
End Period specific with two Colonies and the Home world with trade and commerce between them.

Systems Checks "drills" occur during transit
Missions are declared for all ships and units in play
Encounters are acted upon at random
Combat may occur at this point
Resolve all issues and reward points and penalties
Diplomacy each world with an advanced enough civilization may be approached by Diplomatic, Military, or Espionage Missions.

Small Empire
Scale: One parsec space; 20 light-years [6pc] range; 200c, wF6[5.34 new]
One sector: Home world [10EP], 2 Colonies [5 ea], 5 small colonies [5];
Fleet: CR3, SC1+, FR1; 1 Army, 2 Battalions, 3 Companies

Interlude... a Chronology
2265 Starfleet consists of about 100 Class I starships consisting of the following,,,
1 Dreadnought [DNG6]
12 Heavy Cruisers [CA4]
20 Medium Cruisers [CR3]
30 Light Destroyers and Scout classes [DD2; SC1+]
40 Fast Frigates, Fighters, Gunships, and Escorts [FR1]

2280s 1,000 starships
1% Advanced Design starships [AD6]
2% Battleships [BB 5 pts]
3% Refitted Heavy Cruisers [CAR4+]
4% Heavy Cruisers [CA4]
20% Medium Cruisers [CR3]
30% Light Destroyers and Scout classes [DD2]
40% Fast Frigates, Fighters, Gunships, and Escorts [FR1]
... plus Heavy Support ships

2300 goal of a 1,600 Starship Fleet
... see more History 101 below

"4X"
Explore "points of interest" in a sector
Expand by planting Colonies, Outposts, bouys, and Bases
Exploit using treaty Diplomacy and trade Economics
Exterminate using Starship Combat and Fleet Forces

Trader Captains and Mercheant Princes Commerce in game terms is simple. Establish trade partners and routes. Play the Market.

Creating an Episode
‘The Hook’ followed directly by “the Briefing “introduces the story and setting with a quest, problem, issue, or surprise which draws you into wondering what will be the consequences of that action
Act one- straightforward following of the storyline…
- “72 hours ago’ or an investigation with character assignments
Act two- a complication
Act three- a ‘twist’… everything seems to fall apart. Regroup
Act four- a fight… ground or starship combat
Final act- putting it all together

Surprise!
Unknown or new astronomical phenomenon or ship encounter;
Draw a Mission to complete using crew assignment Actions.
Perform Science, Command, and Psychological checks vs. opponent’s values - NPC has d10;
If unsuccessful, repeat until success, or quit, or Combat

War
Fleets of the tens and hundreds

- 3 Attacks vs 4 Defenses for a "robot" fleet
Small fleets and skirmishes
- FRAG Rules
Starship Tactical Combat Round - 7 Actions each - NPCs use 3 Attacks To-Hit, 4 Defensive Saves
Remove any Unit with Hull reduced to zero or less.
Ship to ship
- To-hit per weapon in ten second Rounds

Combat Potential, Early period upgrades
Explorer SC1
- one phaser (fwd)
Destroyer DD2
- 1 photon torpedo tube (fwd) and one phaser 360 turret, OR
- 2 phasers (p/s)
Cruiser CR3
- 1 photon torpedo tube (fwd)
- 2 phasers (p/s)
Advanced Level
Frigate FR1
- one phaser (p/f/s)
Fighter Squadron (6)
Scout SC1+ (DD2 hull)
- 1 phaser 360 turret
Heavy Cruiser CA4
- 3 phasers (f/p/s)
- 1 photon torpedo tube (x2 fwd)
- variants Command CC, Strike CS, Carrier CVA/B, Battlecruiser BC
Battleship BB5
Advanced Design AD6
- Dreadnought DN/DNG

Planetary Defense /Militia PDU3
Defense Platforms (stationary) FP1
Starbase SB6 to 10
Strategic level
One sector a month starship fleet (200c)… fast deploy five sectors at 1,000c
- the same procedures as above, except randomize 3 Episodes each sector a ship is in.

Ground Adventures
Movement Phase
Walk down hallway, room, or open terrain 0:03 every 5' [1.5m] to 30’ [10m] run, max
0:03-:10 Observe immediate environment
0:10 Perform Action check or Skill roll
If unsuccessful, repeat until success or quit
- points received equals Difficulty less number of repeated tries

Surprise!
Obstacle or NPC Encounter... ten second Rounds
Perform Intelligence, and Psyche checks vs. opponent’s values - NPC has 3 INT, 4 PSY
If unsuccessful, repeat until success, or quit, or Combat
Melee or Close quarters Combat Round - 7 Actions each - NPC uses 3 Attacks To-Hit, 4 Defensive Saves
Remove any Unit with 3 hits accumulated (simple), or Health of zero or less

Strategic level
600 miles a day surface Unit deployment… air deploy 3,600 miles maximum range
- the same procedures as above.
Combat: 3 Attacks vs 4 Defenses each Unit Strength.
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The Kligon-Federation frontier - Earth view

Klingon view

The Joust
Two opposing ships approach at sub-light. In a ten second Round, each ship is able to fire it's complement of weapons and employ defensive measures... shields and evasive maneuvers.
 
The Asteroid Game
One ship must pass through a field of debris, both natural and manufactured. Power is distributed to evasive maneuvers, facing shields, and weapons arcs every ten second Round. An asteroid, debris, or gravitic mine will appear at random every three second Phase.

The Cloud Game
As above, power is distributed to evasive maneuvers, rotating shields, and weapons arcs every ten second Round. In any of three dimensions, a ship decloaks.

Invasion!
Three ships on Klingon frontier patrol have missed their monthly communications reports.
Five warships have appeared in our sector on an intercept course!
Defend the Home world! or we all die trying!

Prior to stardate 3198.4 Errand of Mercy, Organian Intervention, mid-2267
Three forward ships along a shared frontier attack three opposing ships on patrol one-on-one. For every defender destroyed, detection is reduced by half. One sector and five weeks later, a 5-ship invasion fleet battle a hastily formed defensive fleet. A third invasion wave attacks the Home fleet, again five weeks later. Every opposing ship must be destroyed, or have retreated, in order to win.

Each Player is dealt thirteen starships.
Create three fleets of 3-5-5 with total values lowest to highest.
The defender places the first three ships face up in separate sectors along the border. The invader attacks each with with the first three ships. If all defenders are destroyed, the game continues. If only one defender is destroyed, the defender may activate three mothballed ships to be used in the last round.

Five-Year Mission
Apply up to a hundred assignments in a five-year for every ship or fleet in a sector. Apply Final Evaluation Points at the end of a mission.

Starships are represented by Pieces, Cards, Sheets, and Links...
Pieces are moved on a board
Cards show areas for Actions, Weapons, Systems, and Prestige
Sheets provide more extensive information and history
Links connect to other web resources with regards to the ship amd class.
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From war to hand-to-hand, combat is simply eliminating a number of opponents in a given amount of time. Avoid being hit without falling "out of the game." Last man standing is the winner of the conflict.

see The Game 101 below

Starship Deployment and Order of Combat

Construction 2 CR, 3 DD, 3 SC, 3 FR [U$ 18 trillion] in six years
Cruiser, multi-mission package swap-outs [CR3]
Destroyer, maneurable armament [DD2]
Scout, frigate hull with largest sensor suite [FSc1]

10 ships [20 pts] for three frontier sectors
1 Heavy Cruiser [CA4]
2 Medium Cruisers [CR3]
2 Light Destroyers [DD2] and 1 Scout classes [SC1+]
Fast Frigate, Fighter, Gunship, and Escort [FR1]

Order of Combat
Frigate [FR1], Scout [SC1+], Medium Cruisers [CR3]
Fighter, Gunship, and Escort [3FR1]; Destroyers [2DD2]
Medium Cruiser [CR3], Heavy Cruiser [CA4]

103 ships [214 pts]
1 Dreadnought [DNG6] experimental
12 Heavy Cruisers [CA4] fleet ships for 32 sectors
20 Medium Cruisers [CR3] various missions
30 Light Destroyers and Scout classes [DD2; SC1+]
40 Fast Frigates, Fighters, Gunships, and Escorts [FR1]

The Game 101
Deploy units around a Flag, leaving no empty spaces. Each element (strength) may be moved once per Turn.

Armageddon
All out war results in the elimination of all opposing forces and occupation of the entire theater of combat, ie The World.

The Campaign
Weeks to months of strategic attacks, withdrawls, re-grouping have the objective of obtaining the most resources, while holding on to your own. Land area, food, minerals, industrial complexes, as well as the population are commodities.

Army troops and Navy fleets
Each Unit has 3d attacks and 4d defenses each Turn.
Infantry, Mobile, and Tanks
Foot soldiers use 1d10/3 attacks to eliminate adjacent opponents;
Mounted or motorized vehicles move up to six spaces and fire forward R&L the remaider of the Actions;
Tanks move one space and fire forward one d10 shot per Turn.
Mob Rules

Hand-to-Hand

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Stats of Game Pieces
200 lbs (100 kg) Human(-oid) 4/2 AP fatal/cripple
50 ft diameter (1-10 fatalalities) blast zone (artillery shell)
One block (1 kiloton) 10,000 casualties
One mile (1 megaton) 1 million casualties
1 Superstructure point, Starship Tactical Combat
1 GT "planet buster" 100 million - 1 billion casualties
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History 101
2151 Comission first warp five cruiser [3EP] NX-01 Enterprise
Mission: Exploration... up to 30 Episodes a year; 1-6 parsecs between Episodes; 100 light-year arc

First 3 years
Build a scout [2EP] and frigate [1EP] at one shipyard

Next 6 years
Builds: +2 shipyards, 1 cruiser, 3 type 2, 6 type 1
Missions: Exploration, military patrol, multi-purpose

Tenth year evaluation
Colonies: 2 major production centers, ie, food, mining; some minor established settlements
Current fleet: 2CR, 2DD, 2SC, 7 type 1s [13n20EP]
Construction: 2CR, 3DD, 6 type 1 in year six every six years
Original design Warp 2 (10c) convoys, no EP cost, as needed

2257-61 Romulan War
Earth Convoys 1-3 TE+ES vs 1-3 R-FR1s per skirmish

2240s Klingon War
1-10 F-ships, ie, 3FR, 2DD, 1CR vs 1-10 K-ships, ie, 3D2, 2D4, 1D6 [10EP] per skirmish
3 CA4 under construction
10 ship fleet
1CC, 1CA, 1CVA, 2CR, 2DD, 1DDG, 3FR, 1SC

2245 3 CA4 Constitution class heavy cruiser "starships" commissioned; up to 12 contracted

2266 Starfleet consists of about 100 Class I starships consisting of the following...
1ASX, 12CA, 20CR, 24DD, 6DDG, 30FR, 10SC
1 Dreadnought [DNG6, KB10, R-CON]
12 Heavy Cruisers [CA4, KD7C, RV8]
20 Medium Cruisers [CR3, KD6/7, RK7, RV6]
30 Light Destroyers and Scout classes [DD2; SC1+, KD4, RV4]
40 Fast Frigates, Fighters, Gunships, and Escorts [FR1, KD2]

Federation Class I starships, 2266
Each Point is one superstructure, one terrawatt output.
Mass 50,000 metric tons; Crew 100; Weapons, bank, double tube; Defenses, 1 each
Weapons, 2 types: Torpedoes [2]; Phaser banks fwd/port/stbd/aft
Defensive saves, 4 kinds: Maneuver; ECM/ECCM; Shields; Armor
DN5 Federation class Dreadnought, Battlecruiser BB5, Dreadnought ASD6; 500+ crew; weapons classified
Torpedoes [2]; Phaser banks fwd/port/stbd/aft; Armor+1
Constitution class Heavy cruiser CA4, Strike cruiser CS; 200,000mt; 400 crew;
Torpedoes [2] fwd; 3 Phaser banks fwd/port/stbdManeuver; ECM/ECCM; Shields; Armor
Anton class multi-mission Cruiser CR3, Carrier CV, Transport CT, Colony;150,000mt; 300 crew;
Torpedoes [2] fwd; 2 Phaser banks f-port/f-stbd; Maneuver; ECM/ECCM; 2 Shields
TG/TR Ptolemy class tug/transport
2 Phaser banks f-port/f-stbd; 3 ECM/ECCM; 2 Shields/tractor
Siva class Destroyer DD2, Scout SC, Diplomatic SD;100,000mt; 200 crew;
2 Phaser banks f-port/f-stbd; 3 Maneuver; 2 Shields
DDG Aegis missle destroyer
Torpedoes [2]; Phaser bank fwd; 3 Maneuver; 2 Shields
SC1[S] Cygnus class scout
Phaser bank fwd, 4 Maneuver; ECM/ECCM
FR1 various mass 1 ships
Frigate FR1, Fast patrol ship FF; 50,000mt; 100 crew;
Phaser bank fwd; 6 Maneuver

2272-2285 Movies Era
BX Excelsior class test beds
CAR Enterprise class heavy cruisers
NCA Miranda-Soyuz class multi-mission cruisers
DDG "Aegis" class destroyers
FFQ 3 ship frigate squadrons

2295 "Generations"

2264 "Next Generation"
CA4 Galaxy class
CR3 Akira, Steamrunner, Nebula class
CL2 Intrepid class

2280s post-Series Era
BB5 Sovereign class
CR3 Luna, Vesta class
... various special mission classes ,+1EP "package"
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