From - Fri Dec 13 09:34:57 1996 Received: from batch1.csd.uwm.edu (root@batch1.csd.uwm.edu [129.89.169.224]) by alpha1.csd.uwm.edu (8.8.4/8.6.8) with ESMTP id XAA06287 for ; Thu, 12 Dec 1996 23:38:28 -0600 (CST) Received: from basil.acs.bolton.ac.uk (basil.acs.bolton.ac.uk [193.63.48.5]) by batch1.csd.uwm.edu (8.8.4/8.6.8) with SMTP id XAA27838 for ; Thu, 12 Dec 1996 23:38:26 -0600 (CST) X-ListName: Full Thrust Combat Game Mailing list Warnings-To: <> Errors-To: owner-ftgzg-l@bolton.ac.uk Sender: owner-ftgzg-l@bolton.ac.uk Received: from melia.qut.edu.au by basil.acs.bolton.ac.uk (MX V4.2 VAX) with SMTP; Fri, 13 Dec 1996 05:36:08 +0000 Received: from pigeon.qut.edu.au (root@pigeon.qut.edu.au) by melia.qut.edu.au (PMDF V5.0-7 #13254) id <01ICYT00W19S008ZLW@melia.qut.edu.au> for FTGZG-L@bolton.ac.uk; Fri, 13 Dec 1996 15:37:54 +1000 Received: from bio_chem_prep ([131.181.10.184]) by pigeon.qut.edu.au (8.8.3/8.7.3) with SMTP id PAA05927 for ; Fri, 13 Dec 1996 15:34:20 +1000 (EST) Date: Fri, 13 Dec 1996 15:34:20 +1000 (EST) From: kx.henderson@qut.edu.au Reply-To: FTGZG-L@bolton.ac.uk Subject: A scenario for Full Thrust [Long] X-Sender: henderkj@pop.qut.edu.au To: FTGZG-L@bolton.ac.uk Message-ID: <199612130534.PAA05927@pigeon.qut.edu.au> MIME-Version: 1.0 X-Mailer: Content-Type: text/plain; charset="us-ascii" Content-Transfer-Encoding: 7BIT Status: U X-Mozilla-Status: 0001 Content-Length: 4517 Well here's a scenario I've thought up, please let me know what you think of it. I will be playtesting it on Saturday the 20th of December at my local club meet and will let you all know how it went. The Sa'Vasku Strike: The Fleet Carrier "S.S. Apollo" belonging to the Mercenary Fleet "The Desert Sharks" has been violating U.N.S.C. order 412.45 regarding the contact and establishment of negotiations with Alien races and has been attacking Sa-Vasku convoys passing through their local area ("The lads have gotta do something to ease their tension!"). These attacks are putting a great strain on the Sa'Vasku's efforts to halt the invasion of Kra'Vak into their territories. During the last attack, the S.S. Apollo suffered heavy damage and was forced to withdraw into an uninhabited star system for repairs. The Sa'Vasku have pursued the Apollo into this system with a small strike force to destroy the Apollo and its escorts. The crew of the Apollo have sent out a distress signal to the rest of the Desert Sharks' fleet for support in case of attack and the "S.S. Harlock" Superdreadnaught and supporting ships have been sent to protect the Apollo. The Sa'Vasku have found the Apollo, however, and are preparing to attack. Can the Apollo hold out until reinforcements arrive or will the Sa'Vasku rid themselves of this annoyence once and for all? Forces: Sa'Vasku: 2x MASS 50 Ships with 4 Drone Groups ready on each 1x MASS 44 Ship 4x MASS 16 Ships Apollo and Escorts: 1x Fleet Carrier (the Apollo) w/- no Screens, half Thrust, 10 points of damage and only 4 complete fighter groups 3x Super Destroyers (the Comet, the Meteor and the Josephine.) (These ships are from More Thrust) Reinforcements: 1x Superdreadnaught (the Harlock) 1x Battleship (the Galaxy) 1x Strike Cruiser (the Andromeda) 2x Heavy Cruisers (the Johnson and the Jupiter) 3x Super Destroyers (the Streak, the Fireball and the Sentinel) Set-up: The Apollo is set up in the very centre of the table with the escorts within 2 inches of her. The Apollo should be facing one of the long table edges, the other ship's facings are irrelevant. All have a starting velocity of 0. The Apollo may attempt to repair the screens (and any other damage) in the end phase as per normal Damage Control rolls. The Engines will be full repaired on a D6 roll of 3+ if they take no further damage (the crew have been working on them for quite some time, hence the relative ease with which they will come back on-line). The Sa'Vasku set up on one of the short edges of the table and enter at a velocity of 6 (this is decided by the Sa'Vasku player at the start of the game and should not be revealed to the Mercenary player). The reinforcements will arrive at the end of turn 4 and will turn up on one of the long edges at a velocity of 4 (again this should be determined secretly by the Mercenary player before the game begins). Victory Conditions: If the Sa'Vasku destroy the Apollo and manage to escape (i.e. move off the board edge they entered from) with less than 50% casualties then they score a major victory. If the Sa'Vasku manage to destroy the Apollo and escape with 50% ormore casualties they score a minor victory. If the Sa'Vasku manage to cripple or destroy the Apollo without escaping then the game is a draw. If the Mercenary player manages to destroy the Sa'Vasku fleet, but the Apollo is Crippled they score a minor victory. If the Mercenary player manages to destroy the Sa'Vasku fleet or he manages to get the Apollo off the opposite board edge to which the Sa'Vasku entered he scores a major Victory. Special rules: All relavant rules from the Full Thrust and More Thrust books apply (including Damage Control Parties, Boarding and Ramming actions, etc.) with the exceptions noted. NO FTL maneuvers may be made on the table due to the close proximity of the battlefield to a large planet. "Crippled" means that the FTL and Drives are destroyed with little hope of repair. (After that it really is just a matter of time, isn't it?) Please let me know what you think. -Kelvin..... =================================================== "Pinky. Are you pondering what I'm pondering?" "I think so Brain, but this time you can wear the Tu-Tu! Narf!" =================================================== email: kx.henderson@qut.edu.au