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 Scenariusz Poor Mans Planet killer Zobacz następny temat
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PostWysłany: Sob 8:45, 12 Wrz 2009 Powrót do góry

Przeklejone z Forum Moongoose, made by Banichi

Poor mans planet killer

Two waring races have been fighting over a settled world for several months. Finally, when one side looks set to claim victory, the loosing side plays dirty.

Lacking the resourses, or know-how to make a true planet killer, they take the biggest asteroid they can find in the system, and propel it onto a crash course with the unfortunate planet.

The planets defenders detect the asteroid's approach at the last minute, and deploy everything they can to stop it. But the asteroid isn't unguarded. There is a group of enemy ships defending it, who have sworn to see it through to its target. Or die trying.

Fleets:

This is a raid level scenario. The fleet trying to destroy the asteroid (the defenders) have 5 FA points. As they represent a fleet made up of "all that could be grabbed at a moments notice" the ships all randomly roll their crew quality. As with the campaign rules, two ships may swap their CC scores.

The fleet defending the asteroid (the attackers) have 3 FA points. These ships are crewed by hardcore fanatics, who have sworn on their lives to get the asteroid to its target. They all have CC of 6. (this represents not only their level of training, but also their single minded devotion to getting the mission done.

Pre-Battle Preparation:

This scenario is played lenghtways, on a standard 6 by 4 table. The 6 inches at each end of the table are the players deployment zones. Fleets are set up following the normal rules.

The asteroid starts the game in the centre of the attackers deployment zone, one inch away from the table edge.

Scenario Rules:

The Asteroid

-The asteroid counts as having hull 6, and 150 damage points. But no crew score at all. It doesn't take crits as normal, if you roll for a crit on the attack table just count it as a 6/2 (secondary explosions) roll on the crit table. Bulkhead hits still count, they just represent a hit that didn't do much damage. Double, and triple damage weapons work against it as normal.

-It will move 6 inches towards the defenders table edge in the endphase of every turn. just like an adrift ship. Its speed can't be altered any way, unless it is destroyed it will just plod on down the table.

-It can't do any special orders at all, and can't be boarded.

-The attackers ships may attempt to defend it by performing the Manoevre to Sheild Them! special action. they are that dedicated. The attackers flights may support it as they would a ship, and act as interceptors.

Game lenght:

The game runs until the asteroid leaves the table via the defender's edge, or is destroyed.

Victory and Defeat:

This is simple. If the defenders reduce the asteriod to 0 damage they win. The rock has been blown into pieces small enough to burn up in the planets atmosphere, doing little or no serious damage.

If the asteroid leaves the table via the defenders edge, with any damage points left then the defenders loose.

It doesn't matter if the attacker looses every ship in this scenario. They knew what they were signing up for. The only thing that counts for them is smashing the planet.

I jeszcze:
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Ostatnio zmieniony przez luki dnia Sob 8:46, 12 Wrz 2009, w całości zmieniany 1 raz
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