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A Strange senerio

From: "Andrew Apter" <apter@p...>
Date: Thu, 6 Jul 2000 10:42:25 -0400
Subject: A Strange senerio


An anomalous gravity belt near an uninhabited star system is a gave yard
of
lost ships. The belt grabs ships out of hyperspace and holds them
crewless
and waiting in slow orbit around a white dwarf.  A treaty between to
antagonistic nations divides the system into two polar half's  with the
stars equatorial orbit as a neutral zone.  Privateers are hired to
retrieve
the strange wrecks from the neutral zone at there own risk.
Special rules:	Map floats east to west. Privateer ships enter from
North
and South (opposite ends of table) at same speed (roll 2D6 for starting
speed).  No ship may leave map by FTL.	 Six Derelict vessels are in
center
of table heading east to west at speed 8.[six playing cards are placed
face
down on center of table] To capture a Derelict vessels you
must board it and hold it.  Boarding is done using the standard methods.
If
a unmaned ship is boarded and held uncotested (no one else on board) for
two
turns (after turn boarded) the prize crew  actavates ships systems in
the
following order.  If a system is damaged it must be fixed unless noted
seperatly all system are undamaged.
turn	   system
 3		1/2 maneuver drive speed, Power core, Bridge, Life
support.
4		1 sheild, full maneuver drive, 1 fire control all
weapons -- Wave guns
may start chargeing
5		2 sheilds, full maneuver drive, 2 fire control all
weapons
6		all above plus Sensors and jammers and a third Fire
control
7		all above plus cloak and a forth Fire control
8		add one more fire control per turn. FTL works but can
not be used in
this senerio.
The prize ship is yours once you get it off your side of the table.  The
other way to get the ship off the table is to tow it with a tug.  To
grab a
ship the tug must match speed and direction (plus or minus 1) of the
ship
for one turn while staying 3 or less units away from the ship.	The tug
and
ship change speed a rate equal to the tugs speed times (the total mass
of
both ships/the tugs mass)
Speed towing = speed tug * ((Mass tug + mass Towed)/ Mass tug)
 A  speed 6,  mass 10,	 tug with a 20 mass ship moves as a speed 2
ship.
Victory Conditions:  To win you must retrive more points in ships than
you
lose getting them.
Alternate Victory Conditions:  One player on each side has 25% insurace
on
his letter of mark.  If he takes more than 10% damage he will get 25% of
his
ships cost as pay whether or not the mission succeeds.

When a ship is scanned or is at boarding range use below table to
determine
ship:
Spades
 A. Millennium Falcon		8. 1701B
 2. Quark				 9. 1701C
3. Jupiter II			10. 1701D
4. Searcher			J. Galactica
5. MST3K			      Q. Protector
6. 1701 				 K. Red Dwarf
7. 1701A
Hearts
A. Fireball XL5 			 8. D7
2. Small Freighter			 9. White Star
3. Large Freighter			 10. U.S.S. Lexington
4. East Indiaman			 J. Lexx
5. EAS Charon			 Q. Last Starfighter
6. Slave II				 K. Imperial Star Distroyer
7. Honor Harington type Ship of the wall

Clubs
A. Free Trader				 8. Trade Federation Carrier
2. Cloaked Blockade Runner		9. Clipper
3. Romulan War Bird			10. Queen Marry
4. BattleStar Atlantia			J. Cylon Base Star
5. Cardasian				Q. Moya
6. Dominion				 K. The Pride
7. Ferengi
Diamonds
A. Talyn					8. Space Ghost's Phantom
Cruiser
2. Space Battleship Yamato		9. Defiant
3. Space 1999 Eagle			10. Protoss Carrier
4. Mon Calamari Cruiser 		J. Nord II
5. Darkstar				Q. Q Ship
6. Borg Cube				K. Last Star Fighter
7. Draconian Flag Ship

I will post SSD or links to ships at a latter date but any speculation
on
how to represent these ships is welcome

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