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RE: FT Scenarios (was: Re: [GZG] Re: Points systems)

From: "McCarthy, Tom \(xwave\)" <Tom.McCarthy@x...>
Date: Thu, 12 Jan 2006 09:05:50 -0500
Subject: RE: FT Scenarios (was: Re: [GZG] Re: Points systems)

> TRAITOR ON BOARD:
> At the start of the game you must choose (and secretly note down) one
> of your OPPONENT'S ships - that ship is carrying a
> traitor/saboteur/agent working for your side. On your turn at any
> point in the game, you may announce that the traitor is being
> activated. Inform your opponent which ship is affected, and show then
> the note you made as proof. Nominate ONE system on the affected ship,
> and roll a D6 - on a 1-2 the traitor is caught before any damage
> occurs, on a 3-5 he manages to successfully sabotage the nominated
> system, which is out of action for the rest of the game and may NOT
> be repaired by DC rolls. On a roll of 6, the sabotage succeeds AND
> the saboteur remains undetected - he may be used again on the next
> turn, in the same ship but on a different system, but his success
> number rises by 1 (ie: he is caught on a 1-3). As long as he keeps
> rolling 6s, the saboteur remains free and may continue to attack one
> system per turn, each time he does so the chance of capture increases
> by 1.

Within the general length of games my group plays, leaving the saboteur
idle for a turn would probably be a fair tradeoff for not taking the
increased odds of capture.

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