By Jim Ryan (Jrr) on Thursday, January 19, 2006 - 04:32 am: Edit |
(SG___.0) VALUES VARY (Y168)
A planet that is breaking up and ready to explode is discovered by a survey ship. Dilithium crystals are being pushed to the surface due to seismic stresses. Headquarters is informed and orders survey ship out of the area. Enemy agents intercept the message and each race scrambles to get units to the planet. No race will risk valuable fighting units; they each send a convoy of freighter conversions crewed by volunteers (in some cases).
(SG___.1) NUMBER OF PLAYERS: 1 to 4.
(SG___.2) INITIAL SETUP:
TERRAIN: Planet in hex 2215.
PLAYERS: Each player selects a number of freighters and freighter conversions equal to 450 EPV [including (SG___.43) options]. No player may have more than 3 large and 6 small freighter hull types. Players may agree to play the same units or the same size units. Each players units start in a different corner, within 3 hexes of a map corner hex, speed 9, WS-0, facing the planet.
(SG___.3) LENGTH OF SCENARIO: The scenario continues until all units are more than 50 hexes from the planet or until the planet explodes and explosion damage is allocated.
(SG___.4) SPECIAL RULES
(SG___.41) MAP: Use a fixed map. Any unit leaving the map cannot return. Units must leave the map within 10 hexes of the corner in which they start the scenario.
(SG___.42) SHUTTLES AND PFs
(SG___.421) No ship in this scenario is qualified to carry a MRS. In variants, MRSs may be purchased [up to the limits in (J8.5)] under (SG___.431).
(SG___.422) If players use fighters they may use standard deployments (EWF for each squadron of 8 or more fighters) for EW fighters.
(SG___.422) No fighter, shuttle, or PF has WBPs.
(SG___.423) There are no PFs in this scenario.
(SG___.43) COMMANDER’S OPTIONS
(SG___.431) Each ship can purchase additional or special equipment as Commander’s Option Items (e.g., T-bombs, BPs, crew units, etc.) up to 20% of its COMBAT BPV. Whatever is spent here is added to your convoy’s EPV.
(SG___.432) All drones are “slow” speed-8. Type-II and type-V drones (speed-12) are available.
(SG___.433) Players may purchase special warheads (within normal limits) under (FD10.0).
(SG___.44) REFITS: No unit in this scenario has refits (would you send a better unit into this situation?).
(SG___.45) DILITHIUM CRYSTALS
(SG___.451) Dilithium crystals must be located before they can be retrieved.
(SG___.452) Locate crystals using the lab procedure (G4.0) to gather information.
(SG___.453) Each point of information counts as one located crystal.
(SG___.454) Probes, Probe Drones, and Special Sensors cannot be used to gather this information.
(SG___.46) COLLECTING CRYSTALS
(SG___.461) Once crystals are located crew units (ONLY) may transport to the surface to gather them.
(SG___.462) No boarding parties may be transported to the surface. No ground combat will occur (the crews are busy).
(SG___.463) Each crew unit may gather one crystal for recovery each turn.
(SG___.464) Each crystal takes one space point, however crystals may chain react if they are stored closely together. Players must allow five space points for each crystal aboard ships or shuttles.
(SG___.465) Crystals may be moved to the ship by any means (transporters, shuttles, etc.). They are treated as explosive ordinance under the (G25.0) cargo rules.
(SG___.466) Each transporter can transport one crystal each turn.
(SG___.467) All transport of crew and crystals is at combat rates.
(SG___.47) PLANETARY EXPLOSION
(SG___.471) To determine when the planet will explode each player draws one card from a deck and keeps the card secret. Each card is face value; the Jack is 12, the Queen is 14, the King is 17 and the Ace is 20.
(SG___.472) When any player’s total equals 100 or over all player cards are added together. The deck is then reshuffled.
(SG___.473) Each player continues to draw each turn and all results are totaled. When the total result is equal to 150 times the number of players the planet explodes.
(SG___.474) To determine explosion strength roll six dice and multiply the total by 10. Use the variable pulsar rules (P5.0) to apply this explosion damage to any unit within 50 hexes.
(SG___.5) VICTORY CONDITIONS
Any player escaping with a number of crystals equal to the EPV of all units originally in their convoy plus commander’s option points used breaks even.
-201 crystals or less: Devastating Defeat
-126 to -200 crystals: Crushing Defeat
-76 to -125 crystals: Brutal Defeat
-26 to -75 crystals: Tactical Defeat
0 to -25 crystals: Marginal Defeat
No extra crystals: Break Even
0 to 50 extra crystals: Marginal Victory
51 to 150 extra crystals: Tactical Victory
151 to 300 extra crystals: Substantial Victory
301 to 500 extra crystals: Decisive Victory
Over 500 extra crystals: Astounding Victory
(SG___.6) VARIATIONS
(SG___.61) Add tugs or escorts.
(SG___.62) Play the scenario in a different year to allow different ships and equipment to be used (e.g., WBPs, PFs, etc.).
(SG___.63) Use (IP6.22), (IP6.41), (IP6.42) or (IP6.43). Note that this extends the escape range to 65 hexes.
(SG___.7) BALANCE
(SG___.71) Add a police ship to a weaker player’s convoy.
(SG___.72) Allow a weaker player an additional small freighter variant.
(SG___.8) TACTICS: Tactics depend on the ships selected. Heavily armed convoys have fewer cargo spaces available. Transporters and labs are a limiting factor. Select exploration freighter variants for extra labs, transporters, shuttles, and crew. Purchase crew units with commander’s option points. Load smaller and slower units with crystals first and send them out of the explosion zone as soon as possible. Consider carefully if you will fight to prevent other players from escaping with crystals. Capture an enemy freighter.
(SG___.9) NOTES:
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