Custom Scenario- Rescue the Hostage
Posted: Sat Jun 06, 2009 4:19 pm
This is a scenario off the fly
Players- 2
Ships- Orion light raider and Fed CA
Goal- The Feds must rescue the hostage, while the Orions must keep him. Killing him is not a choice, he must be kept for ransom. He is an important Diplomat due to be at a peace confrence as soon as possible.
Special Rules- The Orion always has a Cloak but must use a Photon in the WPN slot. All Phasor 1's are also replaced with Phasor 2's as it is an old captured Klingon ship. The Phasor 3's still remain Phasor 3's.
The Feds have perfected their transporters to beam onto a cloaked ship. Therefore, they can use their transporters to beam onto the Orion even when she is cloaked.
All skipped damage points are scored on the frame.
The Orion starts uncloaked.
The map is fixed and does not float. The area is surrounded by Fed Starbases.
The only way to disengage is to leave the map.
Arrange the map 3 by 3 with the Fed and Orion starting in opposite corners.
Inflitrator- The Feds have a special infiltrator to gain info about the location of the hostage. The infiltrator may only be used once per turn.
Gain Information- The Infiltratior can be sent to gain info. Roll a 6 sided die. a 1-4 is success, a 5 is failure, and with a 6 the infiltrator is captured. You must gain 3 points of info to know the location of the Hostage (This does not mean that you have rescued him. There is more still to be done.
Rescue Hostage- This can only be done if you have 3 information points. Throw a die, a 1 is a rescue, a 6 is a capture of the infiltrator, a 2-5 is a failure and Infiltrator returns. You can beam as many marines as you like with you, for every 2, increase sucess rate by 1 (Round down.)
Hit and Run Raid- The Infiltrator has a special hit and run raid because a 1-5 is sucess. On a roll of 6, the infiltrator is captured.
Assassinate Captain- Throw the die, a 1-3 is success, a 4-6 is failure and capture of the infiltrator. If the captain is assassinated, the crew is degraded for the remainder of the game.
If the infiltrator is captured, you can rescue him by sending Marine squads to the ship and rolling the die. If you roll lower then the amount of Marines you send, you rescue him. However, all marines used are lost no matter what.
The game ends after 10 turns.
If the Feds recover the Diplomat in 5 turns or less, he makes it to the confrence on schedule, and you are promoted to Commodore.
If he is recovered between 6-10 turns, the diplomat arrives late, but you have done well and earn a medal.
If the pirate lasts the 10 turns without being defeated, you will be demoted to Commander and become captain of a Frigate because you have failed. (The pirates win.)
If you destroy the Orion, you will be decommissioned for your horrible work (Note, however, that this is not a pirate victory, both players lose.)
If you are destroyed, the pirates win Maximum victory.
What do you all think?
Players- 2
Ships- Orion light raider and Fed CA
Goal- The Feds must rescue the hostage, while the Orions must keep him. Killing him is not a choice, he must be kept for ransom. He is an important Diplomat due to be at a peace confrence as soon as possible.
Special Rules- The Orion always has a Cloak but must use a Photon in the WPN slot. All Phasor 1's are also replaced with Phasor 2's as it is an old captured Klingon ship. The Phasor 3's still remain Phasor 3's.
The Feds have perfected their transporters to beam onto a cloaked ship. Therefore, they can use their transporters to beam onto the Orion even when she is cloaked.
All skipped damage points are scored on the frame.
The Orion starts uncloaked.
The map is fixed and does not float. The area is surrounded by Fed Starbases.
The only way to disengage is to leave the map.
Arrange the map 3 by 3 with the Fed and Orion starting in opposite corners.
Inflitrator- The Feds have a special infiltrator to gain info about the location of the hostage. The infiltrator may only be used once per turn.
Gain Information- The Infiltratior can be sent to gain info. Roll a 6 sided die. a 1-4 is success, a 5 is failure, and with a 6 the infiltrator is captured. You must gain 3 points of info to know the location of the Hostage (This does not mean that you have rescued him. There is more still to be done.
Rescue Hostage- This can only be done if you have 3 information points. Throw a die, a 1 is a rescue, a 6 is a capture of the infiltrator, a 2-5 is a failure and Infiltrator returns. You can beam as many marines as you like with you, for every 2, increase sucess rate by 1 (Round down.)
Hit and Run Raid- The Infiltrator has a special hit and run raid because a 1-5 is sucess. On a roll of 6, the infiltrator is captured.
Assassinate Captain- Throw the die, a 1-3 is success, a 4-6 is failure and capture of the infiltrator. If the captain is assassinated, the crew is degraded for the remainder of the game.
If the infiltrator is captured, you can rescue him by sending Marine squads to the ship and rolling the die. If you roll lower then the amount of Marines you send, you rescue him. However, all marines used are lost no matter what.
The game ends after 10 turns.
If the Feds recover the Diplomat in 5 turns or less, he makes it to the confrence on schedule, and you are promoted to Commodore.
If he is recovered between 6-10 turns, the diplomat arrives late, but you have done well and earn a medal.
If the pirate lasts the 10 turns without being defeated, you will be demoted to Commander and become captain of a Frigate because you have failed. (The pirates win.)
If you destroy the Orion, you will be decommissioned for your horrible work (Note, however, that this is not a pirate victory, both players lose.)
If you are destroyed, the pirates win Maximum victory.
What do you all think?