Full Thrust/Star Trek CCG/Micro Machines Campaign

1 posts ยท Apr 2 1997

From: Bobby Mock <hansuke@g...>

Date: Wed, 2 Apr 1997 09:30:55 -0500

Subject: Full Thrust/Star Trek CCG/Micro Machines Campaign

I have noticed that there are a lot of messages on campaigns. So here is my 2
bits worth. This campaign requires very little record keeping, does not take
very long (in the campaign sense of the word "long"), and uses three things I
like very much:Full Thrust, Star Trek CCG (I like the cards, not the game),
and micro machines (my Star Trek Fleet numbers around 33 vessels).

Put all your missions, that pertain to the two races that are being played,
into a deck and shuffle them.

Roll two dice(D6) and add four for the total amount of missions in this
sector. Shuffle all your mission cards and start laying them out in a row from
left to right, until you have laid down the total number of missions equal to
your dice roll. Duplicate missions are discarded and replaced.

The first player to complete 100 points in missions in the winner.

Each player rolls a dice. High roll gets to chose which end of the mission row
that he wants to place his outpost. The low roller places his outpost at the
other end of the mission row.

Take all the personal of your affiliation and place them in a deck, face down,
next to you after you have shuffled them. Draw the top five cards and place
them at your outpost.

Shuffle all your ship cards of your affiliation and place them in a deck, face
down, next to you. Draw the top card and place it at your outpost.

The player who lost the outpost roll gets to move first.

The first player may move his ship as far as his range will allow. Personnel
can be transferred freely between ships and outposts at the same mission
location. Turn all ships one half turn after they have moved to show that you
have moved them.

The second player may now move his ship as far as his range will allow.

If the players are at the same location, the first player may now choose to
attack. If the first player decides not to attack at a common location, the
second player may initiate an attack.

After all attacks have been solved, plays move to the next turn.

All ships are turned right side up.

The player with the most ships moves first. If players have the same number of
ships, then a die roll will solve this.

DRAW SEQUENCE START

The first player draws one personnel and places it on his outpost.

The first player adds up the total weapons rating of all his ships in play. If
his total weapons rating is less than or equal to his opponent's, then he may
draw the top ship card from his deck and place it at his outpost.

DRAW SEQUENCE END

The second player now completes the draw sequence.

MOVE SEQUENCE START

The first player now moves one of his ships. Personnel move freely between
ships and outposts at the same location.

The second player now moves one of his ships. Personnel move freely between
ships and outposts at the same location.

Players alternate moving ships until all ships have been moved, or until both
players no longer wish to move any more ships. Ship cards should be rotated 90
degrees, to show that they have been moved.

MOVE SEQUENCE END

COMBAT SEQUENCE START

The first player decides if he wants to initiate any battles where opposing
forces are at the same location.

After the first player, the second player may initiate battles at common
locations where the first player did not start a fight.

Each ship is a standard ship class equal to its weapons rating less any damage
chits. For example: A Vor'Cha class attack cruiser has a weapons rating of 8,
which means that it is a heavy cruiser. If the Vor'Cha had one damage chit, it
would be rated as a escort cruiser for this battle.

At the end of a battle, you must place damage chits on your ships, based on
the number of threshold checks you have made for each ship. For example: My
Vor'Cha had all of its first row of damage boxes checked off during battle, so
I have to put a damage chit on it after the battle. If my Vor'Cha was attacked
before I could get to an outpost and be repaired, my Vor'Cha would fight as a
escort cruiser on its next battle. This saves record keeping in between
battles.

Ships may be repaired at outposts. To be repaired, a damaged ship must start
its turn at an outpost. For its move, it may remove on damage chit. The ship
card is then turned 90 degrees to signify that it cannot move again this turn.

Adjusted Weapon Rating / Class of Ship (Standard)

1 / Courier Boat
2 / Scout Ship
3 / Corvette
4 / Frigate
5 / Destroyer
6 / Light Cruiser
7 / Escort Cruiser
8 / Heavy Cruiser
9 / Battlecruiser
10/ Battleship
11/ Battledreadnought
12/ Superdreadnought