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![]() | Archive through January 30, 2018 | 25 | 01/30 04:53pm |
By Jon Murdock (Xenocide) on Tuesday, January 30, 2018 - 04:58 pm: Edit |
Roll 2d6. If you did not roll snake eyes this is not the goose you are looking for. If you did roll snake eyes roll 1d6. If that die is a 5 or 6 then you found the special goose. That approximates a d100.
If the second roll was a 2 through 4, nothing. If you roll a 1 the goose has psionic powers and mind controls your crew and becomes captain. He quickly comes to believe in your cause and you can continue to command your ship normally but are only allowed to honk to communicate with your opponent for the rest of the scenario.
By Marc Michalik (Kavik_Kang) on Tuesday, January 30, 2018 - 05:14 pm: Edit |
There is no D100, but the procedure for determining if a legendary captain has wound up on the enemy bridge and in control of the ship approximates determining a 1% chance using 6-sided dice. So the rule for making Nick's suggestion work is already in the game.
By Norman Dizon (Normandizon) on Tuesday, January 30, 2018 - 05:24 pm: Edit |
The Introduction of the SPACE GEESE SHUTTLE caused Widespread Panic among the empires! There was a sudden race to develop Counter-Measures against the "Flock of Doom" (as they soon came to be known as). Some of these Counter-Measures were more effective than others...
1) The GEESE GATLING. This was a PH-1 Upgrade. The weapon generated random damage, but was short-ranged. Kills 1D6 Space Geese at R2. Kills 2D6 Space Geese at R1. Continues to fire as the Space Geese close on the ship.
2) The GOOSE AUTOCANNON. This was a PH-1 Upgrade. Consistent damage output with long range. Kills 2 Space Geese at R6 and R5. Kills 3 Space Geese at R4 and R3. Kills 4 Space Geese at R2. Kills 5 Space Geese at R1.
3) The SPLATTER BOMB. Direct-fire weapon that can fired into an adjacent hex next to the starship. Must be armed over 2 turns. Arming Cost 1+1. Kills 4D6 Space Geese.
4) PLASMA FIREWORKS. This was an upgrade from a PL-F. Same arming costs as a PL-F. The Plasma launches per standard rules and moves toward the incoming Space Geese. Upon impact, the Plasma explodes into thousands of miniature Fireworks. The entire flock of Space Geese is automatically destroyed.
5) The WILD WEASEL DECOY. This shuttle is armed as a standard Wild Weasel. However, modifications include painting the outer hull to look like an attractive Space Goose. Upon launch, the Wild Weasel Decoy will move in any direction programmed, away from the launching vessel. The Space Geese will automatically follow, zooming in on the Wild Weasel Decoy. The Wild Weasel Decoy has an extended life span, enabling it to function for 32 impulses. It moves at the same speed as the flock of Space Geese, so they never catch it. Later, a loud Quacking feature was added to make the Wild Weasel Decoy more effective. The Wild Weasel Decoy soon became unofficially known to the crew as the "Rubber Ducky."
6) PROPELLER SCREENS. These whirling blades of death were fitted over the Warp Engines for protection. They reduce any Space Geese damage by 50%.
7) LASER GRIDS. These defensive grids were placed over the Warp Engines to slice up any Space Geese that were sucked in. Reduction of Space Geese damage by 80%.
8) The ROC. This was the most deadly of all the defensive measures created to counter the Space Geese. The ROC was a Super-Sized Shuttle that could be operated autonomously from the ship. It required a massive 4 points of energy for every turn while it was in use. The ROC was armed with 4xGEESE GATLINGS, 2xGOOSE AUTOCANNONS, and 2xSPLATTER BOMBS. The ROC moves slowly at Speed 6. Upgrading to the ROC requires swapping out 2 standard shuttles from the shuttle bay.
** Note: None of the weapons above can ever damage a Starship, Fast Patrol Ship, or Fighter **
(Although one brilliant Captain used the WILD WEASEL DECOY once in a battle to convince the enemy starship that he was suddenly being attacked by a flock of Space Geese. The Captain was given the Honorary DUCK DUCK MEDAL for quick thinking)
By Norman Dizon (Normandizon) on Tuesday, January 30, 2018 - 05:34 pm: Edit |
If the MOTHER GOOSE is on the board and witnesses the MURDER of her entire Flock of SPACE GEESE, she will fly into a BERSERKER RAGE!!
MOTHER GOOSE will close in on the starship at Speed 64. Once she reaches the same hex as the starship, she will unleash her full fury, buffetting the starship with her wings, pecking madly with her beak, firing her eye PH-4's in every direction, and using every martial art technique in the book.
Every turn the MOTHER GOOSE is in a BERSERKER RAGE, the starship will suffer 30 Internals while completely ignoring Shields. MOTHER GOOSE will suffer the same damage, as she no longer cares about her existence since her flock has been KILLED. It is just a matter of Who Dies First, either herself or the starship that MURDERED her young...
By Jeff Wile (Jswile) on Tuesday, January 30, 2018 - 06:28 pm: Edit |
Special rule:Federation Only. Killing the entire flock of Space Geese is a fowl crime against all living creatures. Officer commanding the force of ships killing the Space Geese Flock, thus ending Any possibility of finding the Goose that lays the Dilitium Egg shall be court martialed. If found guilty, dismissed from Star Fleet in disgrace.
If the Space Goose who laid a Dilithium Egg is discovered, but subsequently dies with its Flock, the officer will be pilloried as the "person who killed the Dilitium Goose".
If the same officer survives the anger of the Berzerker Mother Goose Rage Attack, said officer will be hated by the children of the Federation forever as the person who killed Mother Goose.
By Marc Michalik (Kavik_Kang) on Tuesday, January 30, 2018 - 07:36 pm: Edit |
Special Rule: Kzinti and Lyrans get bonus Victory Points for capturing Space Geese for dinner.
By Eddie Crutchfield (Librarian101) on Wednesday, January 31, 2018 - 04:46 pm: Edit |
How do we handle the random droppings from space geese as they wonder along are they treated as TBs.
By Jon Murdock (Xenocide) on Wednesday, January 31, 2018 - 04:59 pm: Edit |
Why hold back? Make them NSMs!
By Jeff Wile (Jswile) on Wednesday, January 31, 2018 - 10:25 pm: Edit |
Whoa! Hold up guys! You might not want to go too far down this path. Figure that flocks will likely vary in size. If every goose in the flock leaves random droppings, you could end up dozens or even hundreds NSM/TB droppings.
By wayne douglas power (Wayne) on Wednesday, January 31, 2018 - 11:50 pm: Edit |
The Goose droppings also operate as seeking weapons after two impulses from the drop (random speed 12, 20, or 32).
By Jeff Wile (Jswile) on Thursday, February 01, 2018 - 06:13 am: Edit |
If the droppings are considered as mines (either NSM or TB), then any proposals concerning making them move should be covered under the auto reject rule.
By Jon Murdock (Xenocide) on Thursday, February 01, 2018 - 10:00 am: Edit |
Then Geese will be herded by the various fleets to get them to lay cheap minefields for them.
By Jeff Wile (Jswile) on Thursday, February 01, 2018 - 11:35 am: Edit |
Depends on how long the mines exist, doesn't it? I mean, if the duration is say twenty sfb turns long, there is no point. If the droppings last for years, it would put the mine manufacturers out of business. Heck, they would pay the Orion's a bounty on every goose they can cook!
By Mike Bennett (Mike) on Thursday, February 01, 2018 - 01:01 pm: Edit |
What if, instead of causing damage to a ship, goose droppings inhibit its ability to navigate?
"Lieutenant, get some men in space suits and get out there and clean that stuff off the navigational dish!"
By Gregory S Flusche (Vandor) on Thursday, February 01, 2018 - 05:14 pm: Edit |
So every 5 goose droppings slows you ship by 1 movement cost? That could really suck. first time fighting space Geese means you need to gather information with labs on how to remove the goose droppings. Sounds like fun
By Marc Michalik (Kavik_Kang) on Thursday, February 01, 2018 - 07:01 pm: Edit |
Mike Bennet: Star Control called that weapon "Limpets".
By Steve Cole (Stevecole) on Monday, July 22, 2019 - 03:42 am: Edit |
This needs to happen.
By Jeff Wile (Jswile) on Sunday, January 22, 2023 - 02:07 pm: Edit |
If a hatchlings parents are both killed, the hatchling immediately adopts the players star ship. (The universal translator is able to determine that said hatchling repeats the same message incessantly; “Mommy!” On an infinite loop.)
The hatchling is too small a target to hit with any known weapon system. Just have to wait until its an adult.
Until then, the players Star ship is always going to be followed by the hatch ling. (Treat as an anti wild weasel shuttle. Ignore speed limitations, players electronic counter measures lose 6 points of Natural ECM making the ship an easier target for all enemy ships.)
Any ship so inflicted, is said to have an ugly duckling problem!
By Jeff Anderson (Jga) on Sunday, January 22, 2023 - 11:12 pm: Edit |
Might I respectfully suggest that goose droppings serve as permanent points of ECM against the ship the goose in question put a deposit on? Permanent, that is, until a decontamination team performs a damage control action to clean that s*** up.
Another thought; this discussion has centered around a ship flying into a swarm of geese. What about, shall we say, another TYPE of "Goose?"
What I'm thinking is, if a ship gets goosed from behind, is it forced into a HET and lose all lock-ons for the next four impulses?
By Mike Dowd (Mike_Dowd) on Monday, January 23, 2023 - 10:34 am: Edit |
Once a Goose winds up suffering a breakdown (flat spin), it's always fatal for the Goose.
Just ask Maverick.
By Garth L. Getgen (Sgt_G) on Monday, January 23, 2023 - 12:51 pm: Edit |
Too soon, Mike, too soon.
Garth L. Getgen
By Jeff Wile (Jswile) on Monday, January 23, 2023 - 02:29 pm: Edit |
Jeff G. Anderson:
There are already a couple of proposed ideas for Goose Droppings.
By Jeff Guthridge (Jeff_Guthridge) on Monday, January 23, 2023 - 03:36 pm: Edit |
I was thinking on the simplest way to deal with the idea of Goose Droppings was to apply them like tractor linked ship.
The fly in the ointment is the "movement cost" the single goose goo unit would have. Above someone suggested 5 poo points per movement, so a .2 move cost works for an example.
The Federation lolipop Destroyer "Goosebane" finds itself with 10 poo points worth of goose dung. That translates to being tractored by a 2.0 move cost ship that isn't moving at all. So 15 points spent on movement would only grant speed 6 (combined cost of 2.5) rather than 30.
If another friendly ship showed up to tractor the laggard, it would still work, if its squadron mate the "Ganderbane" tractored the "Goosebane" then the combined move cost becomes 3.0 (0.5 for each destoryer and the 2.0 from the poo points)and if both ships use all of their warp power, they can reach a speed of 10, 11 with impulse.
As an extension of the earlier example, the soiled destroyer spent five on movement and ten on burning off the poo, the pair would move at a speed of 2 (move cost 2.5) and at the end of the turn the 20 poo points (normal move cost is .5 for ten warp buys 20 movement) would be mitigated completely. If the second destroyer came along and tractored the first, and used all of its warp power to move, they would speed up to 5, and at the end of the run all of the poo points would still be mitigated.
By Jeff Anderson (Jga) on Monday, January 23, 2023 - 04:13 pm: Edit |
Fellow Jeff, I've read those goose poo ideas and, while interesting, I thought that a tribute to one of the great moments in astrophysics* was a potential alternative.
Think of it as "Goose Poo Idea Number Two.**"
(*IIRC, back in the early fifties, there was a high sensitivity radio antenna that accidentally discovered the universal background radiation that scientists now associate as residual echoes of the Big Bang. Until it was properly understood, one of the guesses as to the static signal was bird poo contamination in the antenna.)
(** Ahh, yes, Juvenile humor at its worst. I LOVE a good entendre, but love a bad one even more. )
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