The Omniverse of a God named Rod

The Omniverse of a God named Rod
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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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Tuesday, May 8, 2012

Avengers HQ

Avengers Assemble... Avengers Initiative... Marvel Avengers

It dragged for an hour and a half.

Scarlet Johansen is hot and great as a martial gymnast. The Black Widow should have been the Wasp.

Using an aircraft carrier as the SHIELD Helicarrier made for a more realistic platform than any CGI vehicle used before.

The Hulk knocking Thor sideways, priceless!
Loki's look of astonishment after Hulk wiped the floor with him, haha!

Thanos is Loki's ally/provider of troops. Should have been Galactus or Skrulls.

The diner scene at the end was hilarious.

Tuesday, December 21, 2010

Star Fleet Operations

There are libraries on the subjects of starships, each with its own history, technology, and sets of rules.

Missions and Scenarios

Exploration and Patrol
"You have your orders"
There are only two reasons for a starship's existence. To gain resources and to protect resources.

Exploration
Each sector of space is roughly 20 light-years across, much of it is "empty" space. Even with well-established populations and routes, there will be worlds that either have not been come across, or surveyed once in the past century.

Patrol
Protecting a world or outpost is nearly impossible in space. A well-placed device, weapon, or saboteur can eliminate an opponent's resources. Military command ships and trained personnel are necessary to any space-faring government. They are also more costly. Their standing orders are to detect and if necessary eliminate any threat to an established resource or trade route.

"You have your orders"
Starships and their crew do not stand idle. Nor do they travel without a flight plan and orders to go with it. It costs less to have a ship at dock than it does traveling at high warp to the next sector. Again, space is vast, and in any one given sector there may be only one, or no more than three ships in service. Be it home space, a border, or frontier space.

A note on Crew Efficiency and Fatigue
Standard crew rotations are about every six months, usually at a port of call. Deep space missions of 3 years between recall, refit, R&R. Depending on the mission parameters and other variables, overall efficiency and the loss of it can be measured for final evaluation. Successes lead to higher skill ratings in certain areas used, faster and smoother reaction times, and higher morale. Failures, deaths [officers, percentage of crew or away parties], even rumors, can lead to low morale.

Awards
At the end of every action, there are reports and assessments. At the port of call, there will be reviews, to determine the performance of the ship and crew, specifically the captain.

4X, 3Es, Resources, location, etc

"Location, location, location"
Even in deep space, it is necessary to obtain the most cost effective means of communication and resource management. An outpost, factory, or diplomatic treaty partner closer to a population center, for example, would be preferable to one on the other side of the sector. Trade and commerce are important to any space-faring world. And just as important to the Empire of which it is a member, or controlled by.

Combat
Not all actions lead to conflict, although it is the most sensationalized. What follows does not replace any printed rules. Rather it allows for a quick resolution.

Both Players perform the following for this encounter [round, turn, strategic mission];
Systems are activated with Actions- attacks, defenses, movement;
Weapons are fired for each Action;
Defenses counter the weapon(s) used in this Action;
Unopposed 'hits' remove Superstructure points;

Plasma torpedoes, missiles, photon torpedoes, Disruptors, Phasers.
Decoys, electronic warfare, anti-missiles, evasive maneuvers, shields.
Superstructure = Power distribution, weapons, systems, crew.

Resolution
The encounter is not simultaneous, but damages are resolved at the end of a specified time frame. The objective of any combat is the complete elimination of the opponent's playing piece. "You're either all in or not at all/"
Repeat the round OR regroup to battle a different ship [or even Player] in fleet combats.

The goal of any 'all or nothing' encounter is survival. Being the last ship, even damaged badly, is a WIN!

Expansion Rules
Allow for a more realistic view of combat. "You sunk my battleship!" vs. "Hull breach in sections S thru X, levels 10 thru 20! Main Phasers off-line! Casualty reports coming in! Sir!" Each Player may allow certain of his ships to be damaged or destroyed first; prioritize key systems for each ship. In ancient naval warfare, this was referred to as "Battle of the Line" where each ship tries to sink the opponent before it itself is rendered inoperable.
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Topics
Manuals - online source material
Simplified Role-Playing Game - my rules
   0. Introduction
   1.0 The Player Character
   2.0 The World Board, Movement, and Scale
   3.0 Core Rules
   6.0 Combat 101
 10.0 My Rule
Index
   Starship Classifications
-------------------------------------------------
Manuals
Starship Tactical Combat Simulator On-line Database and Archive
CX-1 Blueprints and many printed material excerpts

Simplified Role-Playing Game

Your Character moves, has Encounters, and resolves Conflicts.
Survive and achieve the Prize! That's IT !


Begin with one Home world and one explorer ship;

Add two colonies and two ships - military and multi-mission;

Explore (move in and uncover) one adjacent space per ship - play a random event;

Colonize and build outposts where appropriate;

Build with resources to support Infrastructure, economics, military and government;

Form Diplomatic alliances;

Patrol, escort, transport, combat.

0. Introduction

1.0 The Player Character

2.0 The World Board, Movement, and Scale

3.0 Core Rules

6.0 Combat 101

10.0 My Rule

10.1 The Game

0. The 4X Game label refers to a game genre with specific game play conventions: Explore, Expand, Exploit, Exterminate

Explore means players send scouts across a map to reveal [open or unconcealed] surrounding territories.

Expand means players claim new territory by creating new settlements, or by extending the influence of existing settlements [may also include Diplomacy].

Exploit means players gather and use resources in areas they control, and improve the efficiency of that usage [Economics and Trade].

Exterminate means attacking and eliminating rival players [not limited to Combat, may include Espionage].

Since all territory is eventually claimed, eliminating a rival's presence can be the only way to achieve further expansion [and ultimately winning the Game].

1.0 Ships as moveable Pieces

Starships are built at a Shipyard at the rate of 0.1 superstructure points per week. Systems are installed after achieving 50% of build. Superstructure supports Power production and distribution, which supports Systems [weapons, propulsion, defenses, life support, etc,], which is needed to have a Crew. Ships are rated by hull size, primary mission, and armament. Some ships are multipurpose or are capable of modular swap-outs.

Upgrades, repairs, assignments, and crew rotations can only be performed as a Shipyard, Starbase, or Member planet with a Military base at the rate of 0.2 per week at 4 times the cost.

Number [Size] Hull Type or Class [Superstructure points]

1 [6] Advanced Design [12+]

2 [5] Battleships [12+]

3 [4] Heavy crusiers [8]

- CA+ variants and upgrades [9-10]

4 [3] Cruisers [7]

5 [3] Destroyers [6]

2X3 [1] Frigates [5]

10 ships [23/60]

21 ship fleet [61 / 150]

Planets as non-moving Pieces

How to go from Colony to Full Member World

Colony ships and convoys move personnel, materiel, and colonists under a Colonial Command.

Start with one ‘Level of Productivity.’ Write ’1’ in the Resources box and take a coin representing manpower Allocation.

Next Turn, Select either Resources or Industry to expand. Flip the coin. Heads raises that by one Level. Mark the appropriate box.

The following boxes are Trade and Military. In Advanced Rules, Diplomacy, Fleet Support, and Intelligence follow.

In every Turn, flip any number of coins to increase that box’s Level.

Note: a box may not have higher Level than the box before it. The prior box must support the next one.

4 3 2 with 1 Military is common for most worlds; a Full Member world has 10 10 10 in its primary statistics.

Military (if the world can support one) absorbs starship fleet damage first. The remaining damage is taken one from each box from top to bottom, top to bottom. If combat continues into the next Turn, Military will always equal Trade and not be taken from the Allocation pool [emergency militia act]. The Militia is dissolved in post-war peacetime and the Military must be created and expanded using the previous rules. Military Command assigned to garrisons or a base do not require Allocation [ see Combat].

Uninhabited or primitive worlds can also be manned with scientific or military bases without resorting to the colonization rules.

2.0 The World Board, Movement, and Scale

Pieces occupy spaces that are connected to each other in abstract, ie., treaty, trade route. Each Player controls hir own empire of spaces.

2.1 Scale and Game Time

3.26 ly (1 parsec] to 20 ly [6 parsec] strategic range for starships and fleets in weekly Turn Missions. In abstract, there are no ‘empty’ spaces between worlds. There may be hazards or quarantine worlds within one’s empire, though very rare.

3.0 Core Rules

To Accomplish a Task

Roll under AV vs AV+OV

The total of applied skill or attribute and opposing value

Roll at or below own skill or attribute to win

Create the Encounters

Random Environment Generator

Cityscape / Random Interior / Terrain Generator

- Transit Tables

- Timeline and Random Events

- Define NPC(s) or Opponent(s)

- NPC Reaction Table

- Results

PC moves to a new Location [usually adjacent to the one s/he is in;

An Episode/Encounter takes place with a Difficulty Rating to be rolled against using the above mentioned Attributes, Skills, and Equipment;

The PC passes and gains Experience Points,

or fails and loses Prestige;

Combat can result in Victory and Prestige;

failure can mean the PC is eliminated from the game, or dies.

The Turn ends…

Create a new Encounter

First Contact

Diplomacy occurs when a Player character encounters another [ie., ship-to-ship communications]. Diplomatic Command protocols are set into motion. Treaties for trade, mutual recognition of boundaries, and alliances may be formed.

A border is designated at the outer edge of the empire closest to the first contact encounter. The other empire creates a border as well. At the point where the ship left empire space. Borders can grow in size, as well as the explored space around it.

Combat may also ensue due to a misunderstanding, or if one is of an aggressive race. War, skirmishes, covert operations, black market trade, or intelligence gathering with military build-up may happen frequently.

6.0 Combat 101

A one-to-one battle is 3x Weapons (AV) less 4x Defensive saves (OV) damage to enemy Superstructure.

Ships of the Line

Each Skirmish may have up to 4 ships may enter the Arena with the lead ship at the front [top] and most heavily protected at the rear [bottom] by the wing commander or Player. Randomize both the total firepower less opponent’s defenses to determine total damage. Ships are removed from play top to bottom when fully damaged [crippled] and the remaining is ‘dissipated.' Any fighters assigned to carrier in this group may target at rolls of 1-4 for the lead ship, 5-7 for the second, 8-9 for the one after that, and a 10 to hit the core ship. If a carrier is destroyed, its fighters are removed from play.

Weapons

Phasers- 25 iso-tonnes displacement [usually in banks of two]
Disruptors- 25 iso-tonnes displacement turrets
Plasma torpedoes- seeking, warp-capable (damage = launching ship size)
Photon torpedoes- 50 iso-tonnes load capable of displacing 50,000 tons of superstructure (67.8 megatons atmospheric)

Quantum torpedoes- 1.25 times more powerful than photon torpedo of same displacement (approx 100 megatons)

Missiles (100-1,000) room displacement

Defenses

Evasive - Target size vs. Attacker size
Anti-missiles- (100-1,000) room displacement
Deflectors- directional at long range
Shields- overlapping shell-like protection
ECM vs. attacker sensor lock
Cloak- requires nearly all tactical [weapons, shields] power

Hand-to-Hand Combat

Hero class- 3 Attack Actions countered by 4 Defense Actions; 3 hits is a “kill”
Normal class- 1 Attack to 2 possible Defense Actions

Mob Combat

Heavy [10 pts] removes 1d10 Infantry, ranged
Mounted [2pts] removes 1-3 adjacent;
- moves up to 6 spaces; 3 spaces deep
Infantry [1 pt] removes 1-3 facing

3-10-3 Rule

10 points distributed among 1 to 3 Line-of-Sight targets;
1 ‘heal’ after each round; 3 accumulated hits removes target
Sniper 1-shot, 100 feet per point
2-shots 5 and 5
3 targets, 3 to 10 shots total
Spray 10 rounds

Planetary Missions



INDEX

Starship Classifications [old/new]


AD Advanced Design Ships [12/6]
BC/BS Battle cruisers / Battleships [10/5]
CA Heavy Cruisers [8/4]
CR Cruisers [7/3]
DD Destroyers[6/2]
FR Frigates     [5/1]

Starship Classifications [new expanded]

SUPER SHIPS (SS):

CLASS A (Advanced Ships) (256-500):

















Super Nova Ships (ASN)
Nova Ships (AN)
Arsenal Ships (AA)
Devastators (AD)
Stratospheric Cruisers (ACS)
Stratospheric Carriers (AV)
Super Carriers (AVS)
Super Dreadnoughts (ASD)
Hull and Mission Type SFB Yr FASA Superstructure
K-B10 Battleship 35 2286 16
K-B10K Battleship upgrade 35 2286
K-B11K Super Battleship 47 229
R-K10R B-10 conversion 40 2291
R-CON Condor 32 2283 13
R-PRA Praetor 54 2305
Battle Dreadnoughts (ADN)
Super Cruisers (ACA)
Flagships (AFS)
Deep-Space Explorers (ADE)

HEAVY COMBAT VESSELS (HCV):

CLASS B (BattleCraft) (128-256)Dreadnoughts (BDN) 10+
F-DN Federation Dreadnought 20 2271 10
F-DN+ Star League Dreadnought 31 2282 11
F-DNG Ascension Dreadnought 41 2292 12
F-DNH Adamant Heavy Dreadnought 51 2302 13
K-C9 Dreadnought 23 2274 13
R-K9R C-9 Dreadnought conversion 28 2279
BattleShips (BB)
F-BB Yamato Battleship 39 2290
Heavy BattleCruisers (BCH)
BattleCruisers (BC) 10-12
F-BC Bismarck Battlecruiser 45 2296 12
F-BC+ Bismarck Battlecruiser upgrade 45 2296 10
F-BCE Excelsior Battlecruiser 45 2296 11
F-BCG Kirov Battlecruiser 45 2296 11
F-BCF Enterprise-B refit 49 2300 12
F-BCJ New Jersey Battlecruiser 53 2304 12
Warships (BW)-Sarlicons Only
StarCruisers (BSC)
Fleet Carriers (BV)
F-CVA Coronado thru-deck 3 fighter groups 20 2271 8
F-CVB Coronado thru-deck 4 fighter groups 20 2271 8
Heavy Carriers (BVH)
Assault Carriers (BAV)
Attack Carriers (BVA)
Stellar Control Ships (BSCS)

MEDIUM COMBAT VESSELS (MCV):

CLASS C (Combatants) (64-128)

Heavy Cruisers (CH) 8
Constitution c 2245 0 2251 8
Constitution Mk3 r 2265 13 2264 8
Enterprise refit r 2272 22 2273 8
K-D7A Original series Battlecruiser 0 2251 8
K-D7M K'tinga Battlecruiser r 2270 20 2271 9
R-WE War Eagle ver of sub-light War Bird 0 2251
R-WER War Eaglr refit 16 2267
R-K7R D7 Battlecruiser conversion 16 2267
R-KE King Eagle 24 2275
R-FHA Fire Hawk 30 2281
R-NHK Nova Hawk Command Cruiser 39 2290

Medium Cruisers (CME)
K-D6 Battlecruiser 0 2251 7
K-D6B Battlecruiser 20 2271 7
K-D6K Battlecruiser 35 2286 7
R-SPA Sparrow Hawk War Cruiser 26 2277 7
R-SPA+ Sparrow Hawk War Cruiser upgrade 39 2290
R-SPL Sparrow Hawk War Cruiser Leader 32 2283

Standard / Light Cruisers (CL / CA) 6
F-CL Akula Light Cruiser 10 2261
F-CR Knox Cruiser 0 2251 6
F-NCL New Light Cruiser 30 2281 7
F-NCL+ New Light Cruiser 37 2288
F-NCD New Drone Cruiser 32 2283
F-NCD+ New Drone Cruiser 39 2290
F-CLC Light Command Cruiser 41 2292
K-D5 War Cruiser 25 2276
K-D5K War Cruiser 38 2289
R-WB War Bird 0 2251
R-BH Battle Hawk 0 2251 5
R-BHR Battle Hawk refit 16 2267

Armored Cruisers (CAB)
F-NCA Reliant New Heavy Cruiser 44 2295 8
F-NCC Miranda New H Command Cruiser 48 2299 9

Strike Cruisers (CS)
F-CB Belknap Strike Cruiser 39 2290 9

Assault Cruisers (CSA)
K-D6G Commando Battlecruiser 0 2251 7
K-D6GB Commando Battlecruiser 22 2273 7

Medium Carriers (CM)
K-D6V Battlecarrier 0 2251 7

Light Carriers (CL)
K-D5V War Carrier 27 2278
K-D5G War Commando Cruiser 27 2278

Fleet Cruisers (CF)
Shield Cruisers (CSH)
Area Defense Cruisers (CAD)
Escort Cruisers (CE)

Command Cruisers (CC) 9
F-CC Lexington Command Cruiser 0 2251 9
F-CC+ Decatur Command Cruiser 20 2271 9
K-D7C Command Battlecruiser 0 2251 9

Multi-Role Cruisers (CMR)
War Cruisers (CW)
Auxiliary Cruisers (CAX)

Missile Cruisers (CM)
K-D6D Drone Battlecruiser 0 2251 7
K-D6DB Drone Battlecruiser 22 2273 7

CLASS D (32-64)
Heavy Destroyers (DH)
Standard Destroyers (DD) 6
F-DD Siva Destroyer 0 2251 6
F-DD+ Surya Destroyer 23 2274
Defenders (DF)
Light Carriers (DCV)
F-FFV Carrier Frigate 21 2272
F-FFV+ Carrier Frigate 21 2272
Battle Destroyers (DB)
F-DW War Destroyer 37 2288
R-SKA Sky Hawk War Destroyer new 22 2273 5
Hunter-Killers (DHK)
Advanced Destroyers (DDA)
Minesweepers (DMS)
Destroyer Leaders (DL)
F-DWC Command War Destroyer 39 2290
F-DWC+ Command War Destroyer 41 2292
Guided Weapons Destroyers (DDG)
F-DDG Guided Weapons Destroyer 10 2261
F-DDG+ Guided Weapons Destroyer 25 2276
Scout (SC)
F-SC Hermes Scout 0 2251 3/6

CLASS E (16-32)Escorts (EE) 4
K-E4 Escort 0 2251 4
K-E4Y Escort 25 2276 4
R-K4R K4 conversion Escort 0 2251
R-K4RB K4 conversion Escort upgrade 26 2277
Escort Carriers (ECV)
Clippers (EC)

LIGHT COMBAT VESSELS (LCV):

CLASS F (8-16)Frigates (FF) 5
F-FF Frigate 0 2251 5
F-FFG Improved Frigate 11 2262
K-F5 Frigate 0 2251 5
K-F5K Frigate 35 2286 5
R-SNA Snipe-A 0 2251
R-SNAR Snipe-A refit 14 2265
R-SNB Snipe-A upgrade 28 2279
R-K5R K5 conversion 0 2251
R-K5RB K5 conversion upgrade 26 2277
R-K5L K5 Leader conversion 14 2265
R-K5LB K5 Leader conv upgrade 28 2279
Micro Carriers (FCV)
F-FFV+ Carrier Frigate 21 2272
F-FFB Battle Frigate 33 2284
R-K5V K5 conversion 20 2251
K-F5V Frigate 20 2271 5
Strike Frigates (FS)
Heavy Corvettes (FCH)
Standard Corvettes (FC)
Patrol Cutters (FPC)
Torpedo Lancers (FTL)
F-DWD Drone War Destroyer 39 2290
Combat Scouts (FSC)
Blockade Runners (FBR) - Orion, all Classes
Military Cutters (FMC)

CLASS G (4-8)Gunboats (GB)
Light Corvettes (GC)
Strike Bombers (GSB)
Assault Drop-ships (GDS)
Couriers (GCR)
Survey Scouts (GSC)
Fast Patrol Ships (GFP)
Light Attack Craft (GLAC)

STARFIGHTERS (1-2):

CLASS H (1-2)Heavy Fighters (HF)
Heavy Torpedo Fighters (HTF)
Heavy Drops-hips (HDS)

CLASS I (1)Interceptors (INT)
Attack Fighters (IAF)
Standard Fighters (IF)
Light Fighters (ILF)
Light Drop-ships (IDS)
Standard Shuttles (ISS)
Multi-Role Fighters (IMF)
Fast Fighters (IFF)
Long-Range Fighters (FL)
-----------------------------
RPG 1.0
Your Character moves, has Encounters, and resolves Conflicts.
Survive and achieve the Prize! That's IT !
Simplified Roll-Playing Game Rules
0. Introduction
The simplest RPG “board game” method is as follows:
The Board The game Piece [ ]
Random Generator: a coin
Victory conditions
Heads = you win
Tails = remove the game Piece from the Board
Note to the DM: This in no way replaces any existing rules set, rather it can allow for faster resolution of any conflict, and reduce time-consuming procedures.
Every social interaction is a game where we select from various roles to play. Customer, salesperson, order taker, bystander. We allocate our basic characteristics towards physical appearance, intelligence, and inherent abilities. We can initiate a conversation, apply a skill, do nothing, or punch 'em. Results may vary. This is also true online.

Starship Tactical Combat
Use MADR Rules
Movement Phase
Exit warp at extreme weapons range is 400,000 km (200,000 kellikams) and
Each Unit moves to approach at sub-light speeds of 0.1-.25c
Attack Phase
Each Unit attacks to-hit nearest target(s) within line-of-sight (LOS)
Fire weapons at 3-second Phases closing at 100,000 km relative each
Each ship flips a coin to-hit for each weapons package at a designated target
Defemse Phase
Each Unit performs a defensive save to avoid otherwise successful hits
Each ship flips a coin for each defensive action to avoid being hit, i.e.., evasive, shields, ECM
Result Phase
Total damages are evaluated at the end of a ten-second Turn
Determine the damage of successful hits and remove Units with zero value or less
Come around for another pass OR fall back for the next wave.
Ships of the Fleet
Advanced Design [AD6/12]- Dreadnought
Battleships[BB5/10] -
- [CVB+4ftr]
CA Heavy cruisers [CA4/8]- Starfleet Constitution class, Klingon D
- [CVA1+3ftr] [CC4#]
Cruisers, Medium and Light [CR3/7]
- [CW2*]
Destroyers / Escorts [DD2/6]
- [DDG2*]
Frigates [FR1/5]
Gunships
Heavy support ships
Groups [3CA4(12)] [3FQ*] [CVA+12(25+)]
Extras *photon, guided, or plasma torpedo # C-N-C ftr fighter squadrons