Yeah it’s the follow up to my previous Trek post so I won’t stretch your patience, feel free to click away now to something that’s more your bag. Man.
I started to write a blow by blow account of the catch the pigeon mission but realised early on that an account showing what’s possible with the rules is probably more interesting than the ins and outs of each die roll.
The game modelled an encounter between two vessels, one from the Romulan Star Empire (boo hiss) and one from the United Federation of Planets (yay for the good guys). Both ships are on different randomly generated missions and both are broadly comparable in capability. The Romulan ship is a Carrion class cruiser the IRW Varak and the Federation vessel is the Constitution class USS Eisenhower. The Ike is a bit faster than the Varak but the Varak is a bit easier to manoeuvre. Although they are both of a similar size they have differing load outs and specific capabilities.
The Varak is on patrol looking for Federation vessels near the neutral zone and has standing orders to scan any Federation vessels they encounter for new technology.
The Eisenhower has been chasing a stolen shuttle with a Romulan agent who has some top secret plans on board. The shuttle has been damaged during its escape but has just managed to limp into an asteroid field on the border of the neutral zone.
To win the Romulan player must obtain four elements of intelligence information from the Federation vessel but for extra points can deny the Eisenhower the ability to complete its own mission. The Eisenhower needs to catch the spy and recover the shuttle while potentially frustrating the Romulan’s objective.
The game lasted an hour and took about 13 turns.
Anywhoo… here’s what happened.
The game area. Eisenhower on the right, Varak on the left and the shuttle (a teeny tiny counter) in the centre of the asteroid field. |
No shooting has occurred up to this point and the Captain of the Eisenhower decides to hail the Romulan ship in order to avoid losing ten of his potential victory points. It costs him a precious action and it doesn’t go well. In a dice off the Romulan Captain beats the Federation captain, gaining valuable intelligence that’s unwittingly revealed in the exchange. This counts as one of the four levels of intel he needs to obtain to complete his mission. The only plus side to the encounter for the Eisenhower is that the Romulan’s aggressive rhetoric presents an obvious threat, allowing them to raise their shields.
Somewhere around this point the Romulan player found he didn’t have enough action points to use his sensors to scan the Eisenhower for further intel, but he did have enough points to try hailing the Federation vessel and taunting them a bit. Another die roll off between the two captains saw the Romulan win again and gain a further level of intel from the exchange. The Ike’s captain should learn to keep his big yap shut! Players are only allowed two hailing exchanges between opposing vessels.
With the Federation vessel about to drag the shuttle out of the way the Varak’s captain plays his second burn card which is a « secret weapon ». I’ve not specified what the weapon actually is but its effects bypass all of the usual defence options and badly damage four of the Eisenhower’s critical systems.
The gloves are finally off and the Eisenhower is now cleared to fight back, except, with the damage it’s just received it’s not able to. The captain decides his first priority is to get the shields back on line and spends two of his three action points getting them working again.
One of the oddities in my rules is that movement, once a ship is under way, costs no action points, but changing its heading does (though different types of vessel have limitations on how many heading changes they can make in a turn). It’s a bit like skating on ice. You keep whizzing along unless you make an effort to change your velocity or vector. The Eisenhower swings wide around the Varak’s stern as further hurried repairs are undertaken and the weapon systems come back on line.
Suspecting that the Varak will pick up the shuttle, the Eisenhower tries to cut off their escape route as engineers manage to fix the bridge systems by shining a salt shaker with a blinking light on over a bunch of fluorescent tubes. With bridge and weapon systems now fully functional they can engage the enemy at last.
The photon torpedoes strike home, killing and injuring a significant proportion of the crew, causing major hull damage (red dice) and damaging the comms system. |
So the Eisenhower takes control of the Varak, seizing the shuttle craft and spy that’d been previously taken on board her. With 50 points for completing their mission, extra points for the damage caused to the Varak and no deductions for failing to communicate prior to hostilities it’s a very convincing (if not very lucky) last minute win for the good guys. Huzzah.
This was my third proper battle with the rules and they worked splendidly, if I do say so myself. It’s gratifying to bring something to a conclusion that’s been gestating for so long. I’ve a couple more models to paint up and a campaign to organise but otherwise I can consider this an itch well and truly scratched.
If you’ve stuck with the post this far I admire your fortitude! Rest assured you’ve made an old man very happy, which is hopefully reward enough in this crazy mixed up world.
Toodleooh.