On paper this looks workable, John:
Illuminati Mind Control Laser System Mass: 3 (6 arcs) Range: 6"
The system rolls 4 die, less 1 per screen level. For each 5-6 rolled, 1
CF mutinies and fights a boarding action against the "loyalist" crew. If any
sixes are rolled, a single hull box is destroyed by the fighting in that turn
(maximum of 1 hull box for the turn regardless of number of mutineers or IMCLS
systems used). The boarding action doesn't reduce available boarding parties,
as the crew are assumed to have been subdued or otherwise removed from mind
control (often to the brig). If the mutineers win (or all crew mutiny) treat
the vessel as Bridge Destroyed for the rest of the game; however the ship will
make minimal manouevres in order to avoid terrain (asteroids, planets,
exploding suns etc) and will repair any core systems currently damaged.
Neath Southern Skies -http://home.pacific.net.au/~southernskies/
[MKW2] Admiral Peter Rollins - Task Force Zulu-Beta
[Firestorm] Battletech PBeM GM
> -----Original Message-----
> At 12:35 PM 1/30/01 +1100, you wrote:
Wow. All right, then -- I'll have to put together a scenario to give
this a try. It'll need to be installed on a big ship to have any chance of
getting close enough to use it, but that's part of the fun. I already have an
idea for the symbol: An equilateral triangle with a dot in the center of the
uppermost angle.
Ask on this list, and ye shall recieve. Although I'm rather suprised that no
one recognized the "angry enough to strangle a manitee in the nude" comment as
being a quote from the late lamented "Bloom County"....
From: "Robertson, Brendan" <Brendan.Robertson@dva.gov.au>
> > Well, there's the Illuminati Mind Control Laser System.... Short
I had been toying around with a similar idea, but without using the boarding
action rules (I don't have MT).
Attacking player designates a system on the enemy ship (or, rather, the crew
members operating that system) for each dice throw. Determine mind control
'hits' as described above. If a 5 is thrown that system's operator is
confused, dazed, goes berserk or is otherwise out of action. It takes the rest
of the crew 1 turn to get him out of the way and to return to normal
operations If a 6 is thrown, that system's operator is actually under the
attacker's control. The controlled crewman can use it do actually harm the
defenders. It takes the rest of the crew 1 turn to get him out of the way and
to return to normal operations
Effect on various systems:
One Weapon: Dice throw of 5: Weapon cannot fire for one whole turn. Dice throw
of 6: Weapon fires under enemy control. Note that missiles shot in this phase
are placed by the enemy, but will
still not attack ships of their own side - Their IFF system is
autonomous.
One FCS and ADFC:
5/6 System down for one turn.
Fighter bays:
5 No fighters can be launched/recovered from one bay this turn
6 1 Squadron of Fighters launched and moved as the controller wishes. They
will not attack a friendly ship.
Launched Fighter squadron (targeted as a separate system) 5 Fighters move as
controller wishes 6 Fighters move and attack (even own side) as controller
wishes
Bridge 5 Ship continues moving on previous course next turn 6 Ship moves under
enemy control
Engines 5 Ship can only turn OR change velocity, not both (in vector: either
turn or thrust) 6 Ship moves under enemy control