Threshold Cards V1.0 (LONG)

4 posts ยท Mar 19 1997 to Mar 20 1997

From: Tim Jones <Tim.Jones@S...>

Date: Wed, 19 Mar 1997 09:58:22 -0500

Subject: Threshold Cards V1.0 (LONG)

Threshold Cards
===============

[Here is my Beta release of threshold cards]

Number of cards in pack is 100. The cards are designed to be as generic as
possible.

NOTE
this deck is only designed for Full/More Thrust Weapons and doesn't
support the Kra'Vak (yet) as they would require their own deck containing
their system types.

At each threshold check the number of cards drawn is

1st - 1 cards
2nd - 2 cards
3rd - 3 cards

[This may require adjustment]

The deck is shuffled before the first threshold draw of each turn

Each a card contains multiple systems. Starting on the left of the row of
system names if a system specified exists on your ship SSD then it is
destroyed and the card is discarded. If it doesn't exist move to the next
system to the right and evaluate as before. If no systems exist on the card on
your SSD then take it as 'no effect' and the card is discarded.

Where 2 or 3 Systems are lost the same procedure is applied to each row on the
card as there is one row for each system to lose. If for any row there are no
valid systems then take it as 'no effect' and evaluate the next row.

The cards have randomised all the main systems from the core game and each
system has an equal chance of being eliminated.

The deck is presented in ASCII form but requies DTP processing onto a suitable
card like format. It would be better if the text system description were
replaced by a system icon.

Standard Deck 100
~~~~~~~~~~~~~~~~~

Lose 1 System:-
Submunition  Nova-Cannon  AA  C  Needle-Beam

Lose 1 System:-
Reflex-Field  Enhanced-Sensors  A  Pulse-Torpedo  B

Lose 1 System:-
Needle-Missile  Ortillery  Superior-Sensors  Individual-ECM
Pulse-Torpedo

Lose 1 System:-
C Thrust A Ortillery FTL

Lose 1 System:-
Weasel  AA  EMP-Missile  ADAF  Submunition

Lose 1 System:-
Minelayer  Wave-Gun  Enhanced-Sensors  Screen  Missile

Lose 1 System:-
Fire-Control  Minesweeper  Damage-Control  Missile  FTL

Lose 1 System:-
Area-ECM  Minelayer  Individual-ECM  Screen  Nova-Cannon

Lose 1 System:-
Screen  Weasel  Ortillery  Damage-Control  Needle-Missile

Lose 1 System:-
Pulse-Torpedo  Needle-Missile  Minelayer  Ortillery  Submunition

Lose 1 System:-
Nova-Cannon  Individual-ECM  Weasel  Submunition  Ortillery

Lose 1 System:-
AA  Pulse-Torpedo  Screen  Missile  Wave-Gun

Lose 1 System:-
Screen  ADAF  B  Nova-Cannon  Damage-Control

Lose 1 System:-
Area-ECM  Superior-Sensors  B  Thrust  A

Lose 1 System:-
Fighter-Bay  Minesweeper  EMP-Missile  PDAF  Individual-ECM

Lose 1 System:-
A  Needle-Missile  Thrust  Minesweeper  Missile

Lose 1 System:-
A  Damage-Control  Thrust  Wave-Gun  Superior-Sensors

Lose 1 System:-
Missile  Needle-Missile  FTL  Minelayer  C

Lose 1 System:-
Ortillery  Superior-Sensors  C  Minelayer  Damage-Control

Lose 1 System:-
Pulse-Torpedo  Nova-Cannon  Needle-Missile  FTL  AA

Lose 1 System:-
Reflex-Field  AA  Weasel  Superior-Sensors  EMP-Missile

Lose 1 System:-
Needle-Missile  Weasel  Fighter-Bay  Minelayer  Superior-Sensors

Lose 1 System:-
Fire-Control  Needle-Beam  Needle-Missile  AA  Weasel

Lose 1 System:-
Minelayer  B  Fighter-Bay  FTL  Wave-Gun

Lose 1 System:-
Weasel  Individual-ECM  FTL  Reflex-Field  Thrust

Lose 1 System:-
Minelayer  Pulse-Torpedo  Individual-ECM  Area-ECM  AA

Lose 1 System:-
A  Nova-Cannon  Needle-Beam  Minesweeper  Missile

Lose 1 System:-
C  Reflex-Field  Fire-Control  PDAF  Area-ECM

Lose 1 System:-
AA  Thrust  Enhanced-Sensors  C  Reflex-Field

Lose 1 System:-
AA  Minelayer  Fighter-Bay  Pulse-Torpedo  Superior-Sensors

Lose 1 System:-
Minelayer  B  Wave-Gun  Nova-Cannon  Needle-Missile

Lose 1 System:-
Wave-Gun  Reflex-Field  Enhanced-Sensors  Thrust  Screen

Lose 1 System:-
Pulse-Torpedo  Minelayer  Damage-Control  B  EMP-Missile

Lose 1 System:-
Minelayer  Nova-Cannon  A  PDAF  B

Lose 1 System:-
Reflex-Field  Fire-Control  Nova-Cannon  Weasel  A

Lose 1 System:-
AA  FTL  Minelayer  Fighter-Bay  Fire-Control

Lose 1 System:-
Reflex-Field  EMP-Missile  Fire-Control  Individual-ECM  Damage-Control

Lose 1 System:-
ADAF  AA  Needle-Missile  Enhanced-Sensors  Minelayer

Lose 1 System:-
Screen  Reflex-Field  Enhanced-Sensors  Minelayer  C

Lose 1 System:-
Minesweeper  PDAF  Wave-Gun  Screen  EMP-Missile

Lose 1 System:-
Damage-Control  Ortillery  Submunition  PDAF  Needle-Missile

Lose 1 System:-
Thrust  Needle-Missile  Enhanced-Sensors  Weasel  Pulse-Torpedo

Lose 1 System:-
Nova-Cannon  Enhanced-Sensors  B  Ortillery  Minelayer

Lose 1 System:-
Weasel  PDAF  Nova-Cannon  Minesweeper  Reflex-Field

Lose 1 System:-
Minelayer  Fighter-Bay  Individual-ECM  FTL  Wave-Gun

Lose 1 System:-
Screen  Minesweeper  Needle-Missile  A  Ortillery

Lose 1 System:-
PDAF  B  Damage-Control  Ortillery  Weasel

Lose 1 System:-
Minesweeper  ADAF  Pulse-Torpedo  Fire-Control  Superior-Sensors

Lose 1 System:-
Thrust  PDAF  B  Screen  Area-ECM

Lose 1 System:-
Submunition  Thrust  Enhanced-Sensors  A  Wave-Gun

Lose 2 Systems:-
B  Reflex-Field  Superior-Sensors  Weasel  Ortillery

Superior-Sensors  Submunition  Minelayer  C  Individual-ECM

Lose 2 Systems:-
Nova-Cannon  ADAF  Needle-Beam  Fighter-Bay  Minesweeper

Minelayer AA PDAF Ortillery Screen

Lose 2 Systems:-
Enhanced-Sensors  Thrust  Pulse-Torpedo  Area-ECM  EMP-Missile

ADAF  PDAF  AA  Screen  Damage-Control

Lose 2 Systems:-
Weasel  Pulse-Torpedo  B  Submunition  Needle-Missile

Weasel  B  Enhanced-Sensors  EMP-Missile  Wave-Gun

Lose 2 Systems:-
Thrust  Superior-Sensors  Fighter-Bay  Weasel  Wave-Gun

Screen  Wave-Gun  A  EMP-Missile  Area-ECM

Lose 2 Systems:-
Fire-Control  Damage-Control  Weasel  Wave-Gun  A

Ortillery  A  Area-ECM  Minesweeper  EMP-Missile

Lose 2 Systems:-
Minelayer  Superior-Sensors  Enhanced-Sensors  Nova-Cannon  Screen

Needle-Missile  Ortillery  FTL  Fire-Control  Submunition

Lose 2 Systems:-
Enhanced-Sensors  Weasel  A  Needle-Missile  Individual-ECM

Superior-Sensors  Ortillery  EMP-Missile  Nova-Cannon  Area-ECM

Lose 2 Systems:-
B  Reflex-Field  Needle-Missile  Wave-Gun  AA

Needle-Missile  ADAF  Minesweeper  Damage-Control  PDAF

Lose 2 Systems:-
Superior-Sensors  Pulse-Torpedo  Ortillery  Individual-ECM  PDAF

Enhanced-Sensors  C  PDAF  FTL  Minelayer

Lose 2 Systems:-
PDAF  Minesweeper  AA  Ortillery  Wave-Gun

A  Needle-Beam  Area-ECM  Needle-Missile  Pulse-Torpedo

Lose 2 Systems:-
Damage-Control  Submunition  Needle-Missile  Weasel  EMP-Missile

Superior-Sensors  Needle-Missile  Fire-Control  A  FTL

Lose 2 Systems:-
Area-ECM  Fire-Control  ADAF  Individual-ECM  Needle-Beam

B  A  PDAF  Area-ECM  Submunition

Lose 2 Systems:-
Missile  Area-ECM  Damage-Control  Thrust  Enhanced-Sensors

Damage-Control  Individual-ECM  Thrust  Screen  C

Lose 2 Systems:-
AA  Missile  Needle-Beam  EMP-Missile  Wave-Gun

Wave-Gun  Screen  Needle-Missile  Minelayer  Minesweeper

Lose 2 Systems:-
EMP-Missile  Area-ECM  Screen  Enhanced-Sensors  ADAF

Area-ECM  B  AA  Fighter-Bay  Fire-Control

Lose 2 Systems:-
Wave-Gun  FTL  AA  Ortillery  Screen

AA  PDAF  Ortillery  Nova-Cannon  ADAF

Lose 2 Systems:-
Ortillery  Needle-Beam  Fighter-Bay  Screen  Pulse-Torpedo

Fighter-Bay  Ortillery  Wave-Gun  PDAF  FTL

Lose 2 Systems:-
Pulse-Torpedo  Thrust  Fighter-Bay  B  Damage-Control

Area-ECM  Missile  A  EMP-Missile  Needle-Beam

Lose 2 Systems:-
Pulse-Torpedo  Area-ECM  AA  C  Damage-Control

EMP-Missile  Missile  Individual-ECM  Screen  Weasel

Lose 2 Systems:-
Fire-Control  Enhanced-Sensors  A  Minesweeper  Fighter-Bay

Weasel  Pulse-Torpedo  Enhanced-Sensors  Thrust  Submunition

Lose 2 Systems:-
EMP-Missile  Individual-ECM  Fighter-Bay  Minesweeper  Wave-Gun

Minesweeper  Nova-Cannon  Pulse-Torpedo  Weasel  Needle-Missile

Lose 2 Systems:-
Fire-Control  Needle-Beam  B  A  Enhanced-Sensors

A  Damage-Control  FTL  C  AA

Lose 2 Systems:-
EMP-Missile  AA  B  Thrust  Fighter-Bay

A  FTL  Fire-Control  B  Minesweeper

Lose 2 Systems:-
Minelayer  Damage-Control  EMP-Missile  Thrust  Missile

Submunition  C  ADAF  Superior-Sensors  Needle-Beam

Lose 2 Systems:-
ADAF  Superior-Sensors  Fire-Control  Individual-ECM  Missile

Superior-Sensors  Individual-ECM  Minesweeper  Submunition  Nova-Cannon

Lose 2 Systems:-
Fighter-Bay  Weasel  Minelayer  B  Submunition

PDAF  Minelayer  Superior-Sensors  C  B

Lose 2 Systems:-
Pulse-Torpedo  A  Nova-Cannon  Missile  Minesweeper

FTL  Pulse-Torpedo  Wave-Gun  Superior-Sensors  Individual-ECM

Lose 2 Systems:-
Damage-Control  A  PDAF  Weasel  Needle-Beam

ADAF  Pulse-Torpedo  Fighter-Bay  Thrust  Needle-Missile

Lose 2 Systems:-
Fighter-Bay  Minelayer  AA  Needle-Beam  C

Superior-Sensors  Missile  Individual-ECM  Pulse-Torpedo  Screen

Lose 2 Systems:-
Nova-Cannon  Needle-Missile  A  AA  Needle-Beam

Individual-ECM  EMP-Missile  Needle-Beam  Fighter-Bay  Screen

Lose 2 Systems:-
Thrust  Submunition  C  Missile  Fire-Control

Weasel  A  Enhanced-Sensors  AA  Minesweeper

Lose 2 Systems:-
EMP-Missile  Area-ECM  Damage-Control  Ortillery  Nova-Cannon

Fighter-Bay  Enhanced-Sensors  Needle-Beam  Individual-ECM
Damage-Control

Lose 3 Systems:-
C  Damage-Control  Weasel  Reflex-Field  A

Needle-Missile  Fighter-Bay  AA  Weasel  Missile

Enhanced-Sensors  FTL  C  Individual-ECM  A

Lose 3 Systems:-
A  C  Fire-Control  Minesweeper  AA

Weasel  Minelayer  Fighter-Bay  Nova-Cannon  Ortillery

Individual-ECM  Pulse-Torpedo  Minesweeper  Needle-Missile  FTL

Lose 3 Systems:-
Needle-Missile  FTL  Thrust  Minelayer  C

Individual-ECM  Missile  Area-ECM  Weasel  Screen

Fire-Control  Weasel  Area-ECM  Superior-Sensors  Ortillery

Lose 3 Systems:-
Missile  Individual-ECM  Fire-Control  Minelayer  Wave-Gun

ADAF  Area-ECM  Nova-Cannon  Pulse-Torpedo  Screen

Enhanced-Sensors  ADAF  Individual-ECM  EMP-Missile  Fire-Control

Lose 3 Systems:-
EMP-Missile  FTL  Pulse-Torpedo  Area-ECM  Needle-Beam

Enhanced-Sensors  Fighter-Bay  Thrust  ADAF  Individual-ECM

Superior-Sensors  Pulse-Torpedo  Submunition  Fighter-Bay  AA

Lose 3 Systems:-
Area-ECM  Fire-Control  PDAF  Missile  Pulse-Torpedo

Enhanced-Sensors  Damage-Control  Superior-Sensors  Individual-ECM  ADAF

Superior-Sensors  Enhanced-Sensors  Minesweeper  Fire-Control
Reflex-Field

Lose 3 Systems:-
Needle-Beam  Area-ECM  PDAF  Missile  Pulse-Torpedo

Screen  Reflex-Field  Fire-Control  Submunition  Wave-Gun

Nova-Cannon  Submunition  Fire-Control  AA  Superior-Sensors

Lose 3 Systems:-
Fire-Control  Wave-Gun  Ortillery  Submunition  Area-ECM

Fire-Control  EMP-Missile  B  PDAF  Area-ECM

Fighter-Bay  Reflex-Field  Ortillery  PDAF  Needle-Missile

Lose 3 Systems:-
Reflex-Field  Nova-Cannon  ADAF  Individual-ECM  C

Fire-Control  Screen  ADAF  Needle-Beam  Wave-Gun

Nova-Cannon  Fighter-Bay  Thrust  FTL  PDAF

Lose 3 Systems:-
Minesweeper  Ortillery  Enhanced-Sensors  ADAF  B

EMP-Missile  Reflex-Field  Submunition  B  Damage-Control

Needle-Beam  Superior-Sensors  ADAF  Screen  Area-ECM

Lose 3 Systems:-
Area-ECM  Ortillery  Damage-Control  Nova-Cannon  Submunition

Fire-Control  PDAF  FTL  Area-ECM  Reflex-Field

Needle-Beam  Missile  ADAF  Ortillery  Fighter-Bay

Lose 3 Systems:-
FTL Minesweeper Thrust B C

PDAF  EMP-Missile  Fighter-Bay  Nova-Cannon  Superior-Sensors

C  Wave-Gun  B  Superior-Sensors  Minesweeper

Lose 3 Systems:-
Reflex-Field  Missile  Needle-Beam  Submunition  EMP-Missile

Minesweeper  Submunition  FTL  EMP-Missile  C

Nova-Cannon  ADAF  Missile  Screen  Fighter-Bay

Lose 3 Systems:-
Submunition  PDAF  Reflex-Field  EMP-Missile  Screen

C  Thrust  Enhanced-Sensors  Damage-Control  Minesweeper

Damage-Control  Reflex-Field  C  Wave-Gun  Enhanced-Sensors

Lose 3 Systems:-
Damage-Control  ADAF  Reflex-Field  Needle-Beam  B

Submunition  Thrust  ADAF  PDAF  Nova-Cannon

Missile  Needle-Beam  Reflex-Field  Minesweeper  C

Lose 3 Systems:-
Missile  C  ADAF  Reflex-Field  Needle-Beam

Wave-Gun  Reflex-Field  FTL  Submunition  Needle-Beam

C  Thrust  Reflex-Field  Submunition  B

Additions
~~~~~~~~~
In addition to the straight threshold cards you might like to add in the
following in the suggested proportions (number of cards)

No Effect (5)

Draw 2 threshold cards (10)

Draw 3 threshold cards (5)

Draw 1 event card (10)

Optional rule if the FTL drive is destroyed, roll D6 on a 6 the ship explodes
due to the titanic forces unleashed, this should be noted on all cards with an
FTL system

Event Cards
-----------
Events are a separate deck of cards which can be picked in response to a
threshold card or other mechanism.

The number of cards in the deck is as required to give a reasonable spread of
events. I would suggest 50 cards as a reasonable selection. Given the smaller
frequency of events occuring the event deck is not shuffled.

These events can be tailored for your background, here are some generic ideas.
The events can fall into the Good or Bad category, mix the deck as
appropriate.

Bad Events
~~~~~~~~~~
Reactor Hit The main reactor has been hit and the ship blows up unless 6
rolled on 1D6

Computer Down The main computer is overloaded you may either fire or move next
turn but not both. If you move you cannot fire, if you fire you cannot change
your current course or speed.

Fire Control Failure
The energy from the last attack have over-loaded the Fire Control
circuits. You cannot fire next turn.

Thruster Control Failure
The energy from the last attack have over-loaded the Maneuvering
circuits. You cannot alter course or speed next turn

Coolant Leak The main drive coolant lines have ruptured filling the
engineering section with lethal gas. Thrust level is reduced by half and you
loose a Damage Control team to the gas.

Fuel Tank Hit The main fuel tanks rupture and explodes inflicting 1D6 damage.
Magazine Hit A weapon magazine is hit and explodes inflicting 1D6 damage.

Bridge Hit The bridge is hit an the command crew all killed. The exec takes
control from the auxilliary control room, you cannot fire or move from current
course for 2 turns.

Hull Breach The hull has been breached and air is leaking into space at an
alarming rate. Everyone was luckily suited up must now perform their duties in
a space suit which impairs their efficieny, some weren't so lucky. Subtract 1
from any to hit rolls until repaired. Keep this card as a reminder until
repaired.

Yellow Streak Your nerve breaks under the threat of your near destruction by
the enemy, you break and run for 2 turns, avoiding all enemy ships and only
returning fire if directly fired upon.

Paranoia You are gripped by xenophobic paranoia that the enemy are
infiltrating your ship and fleet. Your orders are irrational as you don't
trust your crew or fleet. Move in a random direction and velocity next turn
and fire on the

closest ship - regardless of which side its on. After which you are
relieved of command by the exec.

Mutiny The crew mutiny as they feel they will all die under your command. The
ship heads out of the game area at full thrust and only returns fire if fired
upon. You try to rally the loyal crew every turn and gain control on 6 on 1D6.

Sabotage An enemy agent sabotages your ship you are unable to change course of
fire for 1D6 turns. The agent is found and shot.

Shields Down The shield controls are fused, all shields drop for the next turn
after which you manage to raise them again.

Virus Attack The enemy have downloaded a virus across the comm system, you
have it contained but it is attacking your defence systems. All defence
systems are down for one
turn (C PDAF ADAF Shield Reflex-Field)

Good Events
~~~~~~~~~~~
Pre-cognition
Your high Psi rating gives you a brief glimpse of the immediate future. You
may move your ship after all other ships have moved and you don't have to
write down its movements orders until after moving. You may keep this card and
use it once

Miracle Worker Your Damage Control teams perform exceptional feats due to
their inspired leadership. All Damage Control rolls on a 5 OR 6 this turn. You
may keep this card and use it once

Sensor Wizard Your sensor tech is the best in the fleet and manages to deduce
amazing things even with the standard kit. Get complete scans of two vessels
of your choice within 48 inches. You may keep this card and use it once

Marksman Your gunnery officer is the finest in the fleet and manages to
produce incredibly accurate fire. Add 1 to every to hit number of a firing
phase. You may keep this card and use it once

Helmsman Your helmsman really knows how to fly this ship and can out maneuver
anyone in the fleet. Add half your current thrust rating to available thrust
for one movement phase and no restrictions on the amount of thrust for course
changing. You may keep this card and use it once

From: Donald A. Chipman III <tre@i...>

Date: Wed, 19 Mar 1997 11:10:59 -0500

Subject: Re: Threshold Cards V1.0 (LONG)

Good work, Tim. I like the addition of the events cards. I do have a question,
though: what do you do if you have more than one of the system
indicated?  For example, I draw a card that says my C-Battery is
destroyed,
but I have 4 C-Batteries on my ship.  Which one gets destroyed, and who
decides?

Just curious,

From: Tim Jones <Tim.Jones@S...>

Date: Wed, 19 Mar 1997 12:44:38 -0500

Subject: Re: Threshold Cards V1.0 (LONG)

> Tre wrote:

--I do have a question, though: what do you do if you have more than one
of the system
--indicated?  For example, I draw a card that says my C-Battery is
destroyed,
--but I have 4 C-Batteries on my ship.  Which one gets destroyed, and
who decides?

I'd say the owner of the ship decides with the caveat that the batteries with
facings in the arc of the incoming fire that forced the roll should be
considered first. Thus if I have

              |
             -C-

           -C   C-

And the fire came in through the forward arc, then only one battery is facing
into that arc so it gets toasted. If in this instance it had been the port arc
then you could choose between either of the two batteries facing in the port
arc. if it had been the aft arc then, its your choice of any of the three and
you'd probably choose one of the one arc batteries. This is a weakness but the
solution would be to have specific card systems for all possible battery arcs
which would make the deck messy and large.

Alternatively you could say the deciding factor between tied candidates would
be to take out the most expensive weapon (in point cost) first. This would
prevent better weapons surviving. However if we start costing weapons in
threshold rolls I think we are loosing sight of the point of a simple card
system and you might as well roll the D6.

Sincerely Tim Jones

From: Brian Bell <bkb@b...>

Date: Thu, 20 Mar 1997 00:31:36 -0500

Subject: Re: Threshold Cards V1.0 (LONG)

Or if you don't want to go to the trouble of making 100 cards (and shuffleing)
you can use percential dice to select the Threshold Effect.

Justin Case