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[Mayday] Scenarios: Merchants versus Scouts

SgtHulka

SOC-12
I'm creating this thread to post Mayday Scenarios. The ones I design are meant to be played immediately after the Snapshot Scenarios , but others should feel free to post their own scenarios to this thread as well.
 
Third Draft, Playtested solitaire

Merchant-1: Dragrace. The crew of the skipped Free Trader Beowulf narrowly escaped a repo-attempt at Regina's downport. Now they have stealthily launched twelve hours ahead of their flight plan only to discover that a bank-contracted Corsair is orbiting Harcourt, a nearby planet, waiting to pounce. If it can sneak past 100 planetary diameters of the gas giant Assiniboia, the Beowulf can jump free and escape.

The intruder (Beowulf) receives one Free Trader; the native receives one Corsair and one Pinnace. Place one map. The intruder places Alpha, representing the gas giant Assiniboia, anywhere on the map. The native places Beta, representing the planet Regina, exactly 11 hexes from Alpha. The intruder then places Gamma, representing the research lab and military colony Harcourt, exactly six hexes from Alpha. Finally, the native places the remaining three maps adjacent to the first map and each other in order to create a longer play surface. This "corridor" of hexes represents the only valid direction away from the system's triple suns.

The intruder then places the Pinnace's past, present and future counters in Beta's orbit. Next, the native places the Corsair's past, present and future counters either on Alpha or Gamma. The intruder places the Free Trader's past and present counters on Beta, and its future counter in any of Beta's gravity hexes.

The intruder's goal is to move the Free Trader 41 hexes distant from Alpha and then to Jump out of the system. The native's goal is to destroy the intruder's Drives before the intruder can Jump. To that effect, the native Corsair may never attack with missiles, and must always use Laser Fire on "Select 1", applying a -2 Laser Fire DM and a -3 on the Damage Table throw. The native Pinnace may not damage the Free Trader, but may use Laser Fire to "illuminate" it (see below).

The intruder is attempting to avoid detection and will not be noticed by the Corsair unless it passes within 3 hexes of the Corsair. The native must "illuminate" the Free Trader in order to alert the Corsair to the intruder's presence.
In order to "illuminate" the Free Trader, the Pinnace may attack the Free Trader with the laser. If this attack hits, it generates no damage on the Free Trader, but it alerts the Corsair to the Free Trader's presence. The native may begin phasing the Corsair in subsequent turns.

If the intruder ever fires its weapons (on the Pinnace, for example), the Corsair is immediately alerted of its presence, regardless of range, and the native may begin phasing it in subsequent turns.

The intruder wins if it moves 41 hexes away from Alpha, reduces its velocity to 0 (so that its present and future counters share the same hex), and enters the "Intruder Movement Phase" with the Jump program loaded into an operable computer.

If the intruder moves 41 hexes away from Alpha, and enters the "Intruder Movement Phase" with the Jump program loaded, but does not reduce its velocity to 0, the game ends in a draw.

The native wins if it destroys both the Free Trader's Maneuver and Jump Drives before the Free Trader can reach 41 hexes distance from Alpha and can load the Jump program, or if the Free Trader ever leaves the four maps.

Mayday Ship Stats</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Intruder Free-Trader
Model/1
CPU=2
Storage=4 PHASES:
1G-or-0G&-2 Dfence DM Movement 1=Auto/Evade 1=Maneuver
Laser +0 Attack DM Laser Fire 1=Target 1=Gunner Interact
Laser -2 Attack DM Return Fire 1=Target 1=Return Fire
Mssl 6G6hmg 000 Launch 1=Target 1=Launch
-and-
ShipsBoat 6G00000 0000Launch
Computer 2=Anti-Missile 1=Jump 1 1=Navigate
--------------------------------------------------------------------------
Native Pinnace
No Computer
PHASES:
6G 00000 00000 00 Movement
Laser +0 Attack DM Laser Fire
None Return Fire
None Launch
--------------------------------------------------------------------------
Native Corsair
Model/2
CPU=3
Storage=6 Phases
2G Movement 1=Maneuver 1=Maneuver/Evade-1 1=Auto/Evade
-or-
1G&-1 Dfence DM Movement
-or-
0G&-2 Dfence DM Movement
Laser -1 Attack DM Laser Fire 1=Target 1=Selective 1 1=Predict 3
-and-
Laser +0 Attack DM Laser Fire
Laser +0 Attack DM Retun Fire 1=Target 2=Anti-Missile
-and-
Laser +1 Attack DM Return Fire
Mssl 6G6 000hmg Launch 1=Target 1=Launch
Computer 1=Auto/Evade 1=Jump 1 1=Navigate</pre>[/QUOTE]
 
Third Draft, Playtested Solitaire

Scout-1: Salvage on Sharmun (adapted from Best of JTAS Vol 1). The balkanized planet of Sharmun is on the verge of a nuclear war between its two major powers -- a soviet-style "Collective" and a charismatic dictator known as "The Victor". Judging that Imperial Interference would prove the catalist to such a war, the Imperium has posted the system "Red" and Interdicted the planet. However, in the 25 years since Interdictoin, both powers have risen to Tech Level 7, and both have colonized Sharmun's closest planets. When the Scout Ship Intrepid jumps in-system in an attempt to salvage a lost Imperial cargo, it unwittingly passes too close to one of the colonies and attracts "The Victor's" attention. The Colony immediately assumes the Scout is an experimental "super-weapon" being tested by the Collective. It launches a Shuttle to land on Sharmun and warn the Victor of impending attack. If the Shuttle lands, it will begin a series of events that inevitably result in nuclear catastrophe.

The Scout Ship Intrepid is the intruder; the Shuttle and Interdiction Satellite (see below) the native. Place four maps in two rows of two so that you form a 40x26 hex board. First the intruder places Beta, representing the gas giant, in any of the three hexes that mark the center of the board. Next, the native places Alpha, representing the Victor's colony, anywhere exactly 6 hexes from Beta. Third, the intruder places Gamma, representing Sharmun, anywhere exactly 4 hexes from Beta. Fourthly, the native places Delta, representing the Collective's colony, exactly 3 hexes from Beta. The intruder places the past, present, and future counters of the Interdiction Satellite (see special rules, below) in orbit of the outer gravity ring of Beta (see special rules, below). The native places the Scout's present counter anywhere within 3 hexes of Alpha, and the past, present, and future counters of the Shuttle on the same hex as Alpha. Finally, the intruder places the past and future counters of the Scout in any legal positions.

If any starship leaves the game board, it is removed from the game.

The native's objective is to land the Shuttle on Sharmun so as to warn The Victor's planetary defenses of an impending attack, or to prevent the Scout from landing on Sharmun. If it succeeds in either task, the native is victorious.

The intruder's objective is to prevent the Shuttle from landing on Sharmun before they can alert The Victor to their presence, and then to land the Scout on Sharmun. If it succeeds in both tasks, the intruder is victorious.

If the Intruder destroys the Shuttle and lands the Scout's lifeboat on Sharmun, but fails to land the Scout itself, the game ends in a draw.

If the Shuttle passes within 3 hexes of Delta the game ends with the Intruder victorious.

If the Scout or Scout's Lifeboat passes within 3 hexes of Delta the game ends with the Native victorious.

Special Rules Beta, the large gas giant, has two rings of gravity hexes instead of one. The closest ring should alter the course of a passing vessel 2G. The second ring should alter the course of a passing vessel 1G.

In high orbit of Beta is an Imperial Interdiction Satellite, keyed to Imperial Transponder Data. The Satellite will ignore all Smallcraft (since they have no transponders), but it will launch one standard 6G6 contact detonation homing missile at the Scout every Native Launch Phase. The Interdiction Satellite is heavily armored, and so is not subject to rule 7A. Successive Damage. Further, it has neither Jump nor Maneuver Drives, so any damage to those systems is read as "NE" instead. The Interdiction Satellite has nine missile launchers, so no fewer than nine seperate hits to "Weapon" will destroy its offensive firepower. In other words, only a "Computer" hit will disable the Interdiction Satellite. The Due to the number of missile launchers it contains, the Interdiction Satellite is treated as having an unlimited number of 6G6 contact detonation homing missiles in its magazine. Due to the fact that it always moves 2 hexes per Native Movement Phase in orbit of Beta, and it always launches a single missile during the Native Launch Phase, its statistics are otherwise unimportant and so it has not been outlined below.

Mayday Ship Stats</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Intruder Scout
Model/1bis
CPU=4 Storage=0 PHASES:
2G Movement 1=Maneuver
Laser-1 Attack DM Laser Fire 1=Target
Laser-2 Attack DM Return Fire 1=Target 1=Return Fire
Mssl 6G6 hmg 000 Launch 1=Target 1=Launch
-or-
Lifeboat 1G 00000 Launch 1=Launch
Computer 2=Predict2 2=Anti-Missile 1=Maneuver/Evade 1
--------------------------------------------------------------------------
Native Shuttle
No Computer PHASES:
3G 00000 0000 Movement</pre>[/QUOTE]Design Note

In order to properly design this scenario I had to create a system for Sharmun (X-86787A-5 Red) using the Book 6 "Continuation" method. Here is the system's full stats:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Orbit Name UPP Remarks
Primary Patro F05
0 Empty
1 Companion Duomo MD
2 Empty
3 Small GG Espose
Small Planet X-S00000-0
4 Small GG Cardino
Ring X-R00000-0
5 Large GG Heiro 120,000 km radius
5 Ring X-R00000-0
6 Collective Pride X-316469-6 Imperial Records falsely record X-316000-0
10 Sharmun X-86787A-7 Imperial Records falsely record TL 5
13 Victors Prize X-31426C-6 Imperial Records falsely record X-314000-0</pre>[/QUOTE]
 
First Draft, Unplaytested

Merchant-2: Trade War. After rescuing Sergei hault-Oberlindes and his paramour Lady Glorinna Firela from a prison on Ruie, the Beowulf reconnoitered with Escape Velocity, Glorinna's private yacht. The two vessels Jumped to Regina in order to re-unite Sergei with his father Marc hault-Oberlindes. Unfortunately, upon entering Regina's system, the Beowulf discovered that the Sinzarmes company had declared an open war on the Oberlindes line and were blockading all ports in the Regina subsector. The Beowulf and the Escape Velocity were forced to fight their way to Regina in order to finally deliver the heir to the Oberlindes empire.

The intruder (Beowulf) receives one Free Trader and one Yacht. The native receives one Armed Trader and one Scout.

Place the four maps in two rows of two so that you create a board 40x26 hexes. The native places Alpha in the center of the board to represent the gas giant Assiniboia. The intruder then places the present counters of the Free Trader and Yacht on hex adjacent to the board's edge. The native then places Beta, representing the planet Regina, exactly 11 hexes from Alpha. The intruder then places the future counters of both the Free Trader and Yacht anywhere on the board. The native then places Gamma, representing the planet Harcourt, exactly 6 hexes from Alpha. The intruder places Delta, representing the planet Brumaire, within two hexes of Alpha. Finally, the native places the past, present and future counters of the Armed Merchant and Scout on either Gamma or Delta.

The intruder now secretly records whether Sergei is on board the Yacht or the Free Trader. If the vessel carrying Sergei ever launches its Ship's Boat, the intruder must secretly record whether or not the Ship's Boat now carries Sergei.

The intruder wins if both the vessel carrying Sergei and the Yacht successfully establish an orbit around Beta (Regina), at which point it is assumed to have docked with the Regina High Port.

The native wins if neither the vessel carrying Sergei nor the Yacht successfully establishes an orbit around Beta.

If either the vessel carrying Sergei or the Yacht, but not both, establishes an orbit around Regina, the game ends in a draw.

Mayday Ship Stats</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Intruder Free-Trader
Model/1
CPU=2
Storage=4 PHASES:
1G-or-0G&-2 Dfence DM Movement 1=Auto/Evade 1=Maneuver
Laser +1 Attack DM Laser Fire 1=Target 1=Gunner Interact
Laser +0 Attack DM Return Fire 1=Target 1=Return Fire
Mssl 6G6hmg 000 Launch 1=Target 1=Launch
---------------------------------------------------------
Intruder Yacht
Model/1
CPU=2
Storage=4 PHASES:
1G Movement 1=Maneuver
Laser +0 Attack DM Laser Fire 1=Target
Laser +0 vs missileReturn Fire 2=Anti-Missile
Ship's Boat* Launch 1=Launch*
Sand*-3Laser/-1Missile
*Requires Launch Program to replace Maneuver, Target, or Anti-Missile

-------------------------------------------------------
Native Scout
Model/1bis
CPU=4
Storage=0 PHASES:
1G & -1 Dfence DM Movement 1=Manuever/Evade 1
-or-
2G 1=Manuever
2x Laser +0/+1 Atk DM Laser Fire 1=Target
2x Laser -1/+0 Atk DM Return Fire 1=Target 1=Return Fire
Mssl 6G6hmg 000 Launch 1=Target 1=Launch
------------------------------------------------------
Native Armed Merchant
Model/2
CPU=3
Storage=6 PHASES:
1G-or-0G&-2 Dfence DM Movement 1=Auto/Evade 1=Maneuver
Laser +2 Attack DM Laser Fire 1=Target 1=Predict 3
Laser +1 Attack DM Return Fire 1=Target 1=Return Fire 1=Predict 3
-or-
Laser +0 Attack DM 2=Anti-Missile
Sand -3Laser/-1MissileLaunch 1=Launch</pre>[/QUOTE]
 
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