> Try running a demo game at a local game\hobby store to get interest.
We
> discussed this not too long ago. If your interested, I could send you
I'm going to be running a FT demo game at a local Science Fiction convention
in November. If there is any kind of material that would be helpful, I'd
appreciate it. I need all the help I can get.... The Scenario, as it stands,
has one side recovering a HUGE ship
(a
really old superior model--six inches long) and trying to get it off the
board through an asteroid field with the help of a number of escorts. The
other side, not surprisingly, wants to prevent this. When the game begins, the
ship will have most of it's systems powered down, as it has spent the past
several centuries sitting in orbit around an uninhabited planet. The ship will
have a chance to bring up to two systems on line each turn, and can double
their chances of success by applying both attempts to the same system. It
should prevent the ship from being too devastating. Here are the stats, with
the function systems being marked with asterixs.
Class Name: Juggernaut Ship Name: Juggernaut Ship Type: Super Creator: John
Crimmins
Ship Mass: 250 Ship Cost: 2264
Damage Points: 125 Damage Breakdown
Damage Row: 1-15
Damage Row: 2-15
Damage Row: 3-15
Damage Row: 4-16
Damage Row: 5-16
Damage Row: 6-16
Damage Row: 7-16
Damage Row: 8-16
FTL Drive *Drive Thrust: 2 (One at start of game) *Fire Control System: 6 (Two
at start of game)
Weapon Systems
*A Battery - 3 Arc: 9 (3 Functioning at start of game)
*B Battery - 3 Arc: 10 (5 Functioning at start of game)
*AA Megabattery - 1 Arc: 4 (1 Functioning at start of game)
*Fighter Group: 4 (Only enough pilots available for two Groups)
Secondary Systems *Shield Systems: 3 (One at start of game) *Point Defense
System: 4 (One at start of game) *Area Defense System: 4 (One at start of
game) Enhanced Sensor System Individual ECM System Extra Fire Control System:
2 Damage Control Party: 2
I'm a little new at this, as you may be able to tell. I've played the game,
though not as recently as I would like, and am not entirely sure about how
workable this scenario seems to others. If anyone wants to know the background
of the scenario, please just ask me. It's a litle long to go into unsolicited.
I know the ship is grotesque; it's meant to be. You can
see why I don't want it fully functional as the game begins. Any/all
suggestions would be appreciated. As I said, I need all the help I can
get....
> It's going to be enough for your players that are attacking to deal
I plan to actually playtest this a few times before the actual game, and I
think I'll try it both ways. I'll try the first test with the ship completely
dead, and see how things work. It the atttackers have an overwhelming victory,
I'll try giving the Juggernaut a few systems to start out with. Of course, I
can always add a few defenders, too. The other idea I'm playing with involves
having the ship be extremely battle damaged to the point where it requires the
repair facilities of a major installation.
(I
want to use the ship, can you tell? It's just so damn impressive looking....)
It's a demo game, so I want to use as many actual ships as I can without
bogging things down. The more players I can accomidate, the better. Should I
just skip the big ship, or is it workable?
> Given the general pace of technological advancement and this ship is
> and/or the D batts that have been mentioned here. In this way you
> to modern ships it wouls be outgunned at range (representing both
> One thing which could, of course, invalidate my argument is if you go
> for the retro style sci-fi, such that the ancients had fantastic
Yeah, you've got me. Basically, interstellar civilization collapsed when the
FTL drive being used abruptly stopped working. Now that it's functioning
again, everyone is cheerfully trying to murder his neighbor again. Ah, the
joys of civilization! Actually, as far as the Juggernaut goes, it's not the
tech that's the problem, it's the fact that nobody
currently has the money/resources available to duplicate it.
> OK, so my ideas may not be great but what the heck, it may spark
Like I said, any help at all is appreciated.....
> I plan to actually playtest this a few times before the actual
(I
> want to use the ship, can you tell? It's just so damn impressive
If you have an appropriate rules system (Space Hulk, Legions of Steel, or
something similar) you could make both
sides attempt to bring the ship on-line for their respective nations. I
did something similar in my Full Thrust/Legions of Steel cross-over
scenario Battle for Destiny, which you can check out for ideas, and plan to do
so again in a Kra'vak vs. NAC vs. Aliens scenario using Tony Lin's Aliens
rules for Legions of Steel.
This complicates things, of course, so it may not be something you'd want to
do.
> John Crimmins
On Tue, 23 Jul 1996 18:36:29 -0400 John Crimmins <johncrim@voicenet.com>
writes: (slice)
> Should I just skip the big ship, or is it workable?
I like the idea. When I ran the ine with the SSD, it was basically me against
all of them. they idea of the SSD coming on line added a sense of urgency and
dread to the misison. the look of terror on their faces when the first "A"
battery lashed out was unforgettable. The mission was a failure, but I think
the game was an overwhelming success!
TRy it!