By John Kasper (Jvontr) on Monday, April 11, 2005 - 11:26 pm: Edit |
While you couldn't tell it by looking at my skills and abilities, I started playing SFB back in the 70s. Over the years, I've accumulated a box full of junk SSDs. Some of these are obsolete, some were jokes created by various people, some are leftovers from a tournament or other scenario. Every so often, we get together to trash some of these SSDs in an amusing fashion. This is how we do it. (Hey Andy - I stole your format and some of your text. Thank you.)
(SG--.0) SPRING CLEANING
The Masters discovered that they had a very large number of obsolete ships sitting about in storage and it was time for some spring-cleaning. They set up the arena, added a random assortment of terrain, dropped in a few chop shops, then added ships and watched the fun.
(SG--.1) NUMBER OF PLAYERS: 2 or more, each controlling one ship (most of the time).
(SG--.2) INITIAL SETUP
MAP: The scenario uses a standard SFB map. Different portions of the map should be marked off with various types of terrain. One portion might be a heat zone, another be strewn with asteroids, still another section might be drag space. The outer ring of hexes should be clear space, unless you are really mean. Distribute 6 to 10 Chop Shops randomly about the map.
BARRIER: A modified tournament barrier (P17.0) surrounds the map. Ships hitting it take normal damage, but are not stopped. On the impulse that the ship was scheduled to move into the barrier, it remains in the hex and turns 60 degrees (captain’s choice). The turn mode is reset to zero. On the next impulse that the ship is scheduled to move, it moves normally (if possible) or runs into the barrier again and repeats the process.
SHIP SUPPLY: Make a pile of a large number (say, 10 for each player) of old SSDs of all sizes and descriptions. Obsolete SSDs from previous editions are best. It’s cheating if you make new copies for this scenario.
SHIP SELECTION: Each player starts the game with one ship, randomly selected from the pile discussed above.
STARTING POSITIONS: The ships are evenly spaced around the board, with the order of placement being randomly selected.
STARTING CONDITION: Weapon Status-III, speed max, heading at option of each player.
(SG--.3) LENGTH OF SCENARIO: The scenario continues until everyone decides they’ve had enough fun.
(SG--.4) SPECIAL RULES
(SG--.41) MAP: The map is fixed; it does not float. No unit can disengage by acceleration, distance or sublight evasion; the only thing you can do that in any way resembles disengagement is to fly into a chop shop.
(SG--.42) SHUTTLES AND PFs: Shuttles have warp booster packs, as do PFs.
(SG--.43) COMMANDER'S OPTION ITEMS: There are no Commander's Options.
(SG--.44) REFITS: Refits may be used or not, at the Captain’s option, to move a ship from one category to another.
(SG--.45) TOURNAMENT RULES: All tournament combat rules are in effect, except as follows:
(SG--.451) Terrain is used, including all effects thereof; see the appropriate sections of the (P) rules.
(SG--.452) Under tournament rules, only free-standing web is allowed. This means that asteroids (including Chlorophon subspace coagulators) cannot be used to anchor web. Any cast web will be free-standing, regardless of where its endpoints are.
(SG--.453) Probes may be used to gather information for seeking weapon identification and (SG--.4734); see (G5.2).
(SG--.454) If an SSD has some sort of non-tournament standard equipment, it can use it.
(SG--.46) CHOP SHOPS: A Chop Shop is a special sort of FRD. Any ship entering one can emerge the next turn as a different ship, with all damage repaired.
(SG--.461) There is no specific lag time for this function. When the player’s ship enters the Chop Shop, tally up any appropriate points and discard the SSD. The player draws a new SSD from the pile and spends the rest of the turn getting ready to emerge from the Chop Shop on impulse 1 of the next turn.
(SG--.462) A Chop Shop cannot be damaged or destroyed by anything or anybody. It could be moved, in any way an FRD could be moved.
(SG--.463) An enemy ship held in a tractor beam could be shoved into a Chop Shop, but a new ship would emerge in the normal fashion and controlled by the original player.
(SG--.464) A ship may self-destruct for no penalty at any time. If it does, the player starts with a new ship from a random Chop Shop on impulse 1 of the next turn.
(SG--.47) CAPTURED SHIPS: If a ship is captured, the capturing player may operate its power systems and shields, but not its weapons or any other systems.
(SG--.471) If the captured ship is flown into a Chop Shop, a new ship will emerge on the next turn under the control of the capturing player.
(SG--.5) VICTORY CONDITIONS: The player with the most points at the end of the game wins. For the most part, points come from damaging enemy ships.
(SG--.51) For each point of internal damage scored on an enemy ship, a player
receives two basic victory points.
(SG--.511) For each point of shield damage, a player receives one basic victory point.
(SG--.512) Later repairs don't have any effect on victory points.
(SG--.513) Destroying a shuttle is worth one basic victory point. Destroying a fighter is worth 2 basic victory points.
(SG--.514) If the damage destroys the ship, only the internal damage points that
can actually be scored before the ship explodes count.
(SG--.515) If two or more players score damage on a ship in a single volley during the same damage step, points are awarded to each player proportional to the number of damage points scored, rounded to the nearest whole point. E.g.,
two ships fire on the same damaged shield of a third unit. Player A scored 15 points of damage, player B scored 11 (total damage 26), resulting in 18 internals after the remaining boxes on the shield are marked off. Player A would
score 15_18/26 = 10 victory points, player B would score 11_18/26 = 8 victory
points.
(SG--.516) Damage scored in separate volleys or separate damage steps is accounted for separately. E.g. if player D scored 5 internals through a different shield that same impulse, player C would receive 5 victory points. If
player D scored 10 internals with a hellbore fired the same impulse (benefiting from the down shields A, B and C created), player D would receive 10 points.
(SG--.52) Basic victory points are multiplied by a size factor before being added to the players total. Determine the appropriate factor by cross-referencing the Attacker BPV with the defender BPV. (Where class type and BPV don't agree, use BPV to determine which catagory a ship is in.) Squadrons of PFs use their maximum total combat value during the turn to determine which factor to use. If a player controls two or more ships, total their BPV to determine which factor to use.
(SG--.521) SIZE FACTOR CHART:
Attacker ----> | PF | FF | DD | CL | CA | BC | DN | BB | Abominations |
V Defender | up to 50 | 51-75 | 76-100 | 100-125 | 126-155 | 156-190 | 191-275 | 276-400 | over 400 |
PF | 1 | 0.75 | 0.5 | 0.25 | 0 | -0.25 | -0.5 | -1 | -2 |
FF | 1.25 | 1 | 0.75 | 0.5 | 0.25 | 0 | -0.25 | -0.5 | -1.5 |
DD | 1.5 | 1.25 | 1 | 0.75 | 0.5 | 0.25 | 0 | -0.25 | -1 |
CL | 1.75 | 1.5 | 1.25 | 1 | 0.75 | 0.5 | 0.25 | 0 | -0.5 |
CA | 2 | 1.75 | 1.5 | 1.25 | 1 | 0.75 | 0.5 | 0.25 | 0 |
BC | 2.5 | 2 | 1.75 | 1.5 | 1.25 | 1 | 0.75 | 0.5 | 0.25 |
DN | 3.5 | 3 | 2.5 | 2 | 1.5 | 1.25 | 1 | 0.75 | 0.5 |
BB | 5 | 4 | 3.25 | 2.75 | 2 | 1.5 | 1.25 | 1 | 0.75 |
Abominations | 8 | 6 | 5 | 4.5 | 3.25 | 2 | 1.5 | 1.25 | 1 |
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