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MTV Campaign - Unkulunkulu vs. Luches Utopia

#11
Scenario 12 - That Unsettled Feeling

Having discovered that Luches Utopia was using relatively unstable wormholes for their attack,
Unkulunkulu is now scouting and exploring relatively inhospitable corners of space looking for LU activity.
They discover LU elements in a system where the star is undergoing extreme perturbations and contractions.
The resulting gravity waves are leaving both sides discombobulated, but the Pearl Divers gamely move to attack
the surprised LU forces.

Unkulunkulu Archipelago
Pearl Divers

 Dart UAR 2 (Plt 8, Gnr 9, Luck 1, Good Shot 1)
 Dart UAR 3 (Plt 5, Gnr 6, Luck 1)
 Hell Bender 2 (Plt 8, Gnr 8, Luck 1, Quick Reflexes 1)
 Hell Bender 3 (Plt 6, Gnr 7)
 Hell Bender 4 (Plt 6, Gnr 8, Luck 1)
 Hell Bender 5 (Plt 4, Gnr 5)
 Spirit Rider II 1 (Plt 8, Gnr 8, Luck 1, Good Shot 1)
 Spirit Rider II 2 (Plt 5, Gnr 7, Luck 3)
 Spirit Rider II 3 (Plt 6, Gnr 6)
 Spirit Rider II 5 (Plt 4, Gnr 4, Luck 1)


i) Inflict more damage than you take.
ii) Give targeting preference to larger ships.
iii) Report back to command.

Luches Utopia
Consiglieris

 Spirit Rider 2 (Commissar) (Plt 8, Gnr 8)
 Epping Prime 2 (Plt 7, Gnr 6, Gnr A 6, Gnr B 4, Gnr C 6)
 Salamander II 2 (Plt 7, Gnr 8, Good Shot 1, Gnr A 3)
 Devastator 2 (Plt 6, Gnr 7, Aggressive Pilot 1, Gnr A 3, Gnr B 3)
 Devastator 3 (Plt 8, Gnr 8. Marksman 1, Gnr A 8, Gnr B 6)
 Kosmos 2 (Plt 4, Gnr 4)


i) Inflict more damage than you take.
ii) Prevent enemy from reporting your activities.
iii) Report back to command.

Terrain
Gravity Waves
i) Each turn, after shooting, each ship and torpedo drifts D4 hexes in a random direction (1D6 faces clockwise from current facing)
ii) Each turn, each ship and torpedo also turns clockwise 4DFate hex faces. (A Fate die is D3-2: -1, 0, 1 evenly distributed)
iii) Ships that collide each take 3D6 High damage and the ship that takes more damage is moved to a random adjacent hex.
iv) Ships and torpedos targeting them that drift into the same hex are resolved immediately - no dodge, no point defence.
v) Debris fields are scattered before they can form.
 
The fight takes longer than usual to unfold.
It's extremely difficult to get a missile lock when being buffeted by gravity waves, and decoys prove quite effective.
Dodge rolls for torpedoes are also unusually poor, but enough pilots have luck that most torpedoes are avoided.
The Epping Prime's PDS also proves highly effective.
In the end, LU forces run out of minigun ammo before the battle is over allowing a small number of UA survivors to hold the field.
UA achieves all objectives while LU achieves some.

Unkulunkulu Archipelago
Pearl Divers
Dart 2 hits Salamander 2. Spends luck to avoid a torp. (-1 luck) Hits Epping. Locks 10 missiles on Salamander 2. Wins initiative on turn 4, 5, 6. Destroyed by a torpedo. Pod ejects, pilot dead inside.
Dart 3 hits Salamander 2. Locks 10 missiles on Salamander 2. Spent luck in attempt to avoid a hit. Hits Epping twice. (-1 luck, 16 XP)
Hell Bender 2 hits Devastator 2. Takes 24 from 10 missiles. Destroyed by cannon fire. Pod ejects, pilot injured. (10 XP)
Hell Bender 3 hits Devastator 2 twice. Destroyed by cannon fire and torps. Pod ejects, pilot uninjured. (12 XP)
Hell Bender 4 hits Devastator 2. Hits Epping thrice. Hits Epping twice. Wins initiative on turn 8, 9. (22 XP)
Hell Bender 5 collides with Devastator 3 due to gravity waves. Destroyed in the collision. Pod ejects, pilot uninjured. (8 XP)
Spirit Rider II 1 hits Epping. Dodged a torp. Hits Devastator 2. Hits Devastator 3. Destroyed by 10 missiles. Pod ejects, pilot injured. (18 XP)
Spirit Rider II 2 spends luck to avoid a torp. Hits Devastator 2. Hits Kosmos 2. Hits Devastator 3, killing pilot. Destroyed by missiles. Pod ejects, pilot uninjured. (-1 luck, 14 XP)
Spirit Rider II 3 hits Epping. Hits Commissar, dazing him. Destroyed by torp, cannon fire. Pod ejects, pilot uninjured. (1 luck, 12 XP)
Spirit Rider II 5 hits Epping. Spends luck to avoid a torp. Hits Epping. Hits Commisar and destroys him. Hits Epping and destroys it. (-1 luck, 16 XP)

Luches Utopia
Consiglieris
Spirit Rider 2 (Commissar) wins intitiative on turn 7. Destroyed by cannon fire. Pod ejects, pilot uninjured. (5 XP)
Epping Prime 2 destroyed by massed cannon fire on left. Pod ejects, pilot and Gnr C uninjured, Gnr A and B injured. (4 XP)
Gnr A fails to defeat enemy DR. (4 XP)
Gnr B locks 10 missiles on Hell Bender 4. Hits Hell Bender 4. Locks 10 missiles on Spirit Rider 2 and destroys it. (13 XP)
Gnr C locks 10 missiles on Hell Bender 2. (6 XP)
Salamander II 2 hits Spirit Rider 3. Escapes. (6 XP)
Gnr A hits Spirit Rider 3. (6 XP)
Devastator 2 destroyed by cannon fire. Pod ejects, pilot and gunner B uninjured, gunner A dead in pod. (4 XP)
Gnr A dead in escape pod.
Gnr B hits Hell Bender 3. Hits Hell Bender 3. (8 XP)
Devastator 3 wins initiative on turn 1, 2, 3. Hits Hell Bender 5. Collides with Hell Bender 5 due to gravity waves. Pilot killed by crit, gunners captured after ammo runs out.
Gnr A hits Hell Bender 5. Hits Hell Bender 2. Captured. (8 XP)
Gnr B hits Hell Bender 5. Hits Hell bender 3. Hits Hell Bender 2. Hits Dart 3. Captured. (12 XP)
Kosmos2 locks 10 missiles on Spirit Rider 1, destroying it. Escapes. (2 luck, 9 XP)

Scenario 12 experience spent

Unkulunkulu Archipelago
Pearl Divers
Dart 3 (-1 luck, 16 XP) improves to Pilot 6, Gnr 8.
Hell Bender 2 (10 XP) adds Good Shot 1.
Hell Bender 3 (12 XP) improves to Gnr 8 and adds Good Shot 1.
Hell Bender 4 (22 XP) adds Marksman 1, Good Shot 1.
Hell Bender 5 (8 XP) improves to Pilot 5, Gnr 6.
Spirit Rider II 1 (18 XP), improves to Gnr 10.
Spirit Rider II 2 (-1 luck, 14 XP) improves to Gnr 8 and adds Good Shot 1.
Spirit Rider II 3 (1 luck, 12 XP) improves to Gnr 8.
Spirit Rider II 5 (-1 luck, 16 XP) improves to Pilot 6, Gnr 6.

Luches Utopia
Consiglieris
Spirit Rider 2 (Commissar) (5 XP) adds Good Shot 1.
Epping Prime 2 (4 XP) improves to Pilot 8.
Gnr A (4 XP) improves to Gnr 7
Gnr B (13 XP) improves to Gnr 7
Gnr C (6 XP) banks his points.
Salamander II 2 (6 XP) adds Marksman 1.
Gnr A (6 XP) improves to Gnr 4.
Devastator 2 (4 XP) improves to Gnr 8.
Gnr B (8 XP) improves to Gnr 5
Devastator 3
Gnr A (8 XP) adds Good Shot 1
Gnr B (12 XP) improves to Gnr 8.
Kosmos2 (2 luck, 9 XP) improves to Pilot 5, Gnr 5.
  Reply

#12
(09-25-2017, 04:09 PM)Tom McCarthy Wrote: I played the game with the Target Speed Restrictions on the ship sheets, but I think the Sorenson IV Quadautocannon SR is a typo.

Yeah- looks like it should be Target SR ≤ 10 (Iceberg has the same quad mount).

Love the scenario objectives, terrain, & as was pointed out the MTV experience rules. Poor Luches.
"Make the spaceships rounder but more square!"

I can't change this sig. until I paint a longboat & post pics.
Mission Accomplished: 1/3/23

  Reply

#13
(09-29-2017, 06:14 PM)Tom McCarthy Wrote: Scenario 12 - That Unsettled Feeling

Having discovered that Luches Utopia was using relatively unstable wormholes for their attack,
Unkulunkulu is now scouting and exploring relatively inhospitable corners of space looking for LU activity.
They discover LU elements in a system where the star is undergoing extreme perturbations and contractions.
The resulting gravity waves are leaving both sides discombobulated, but the Pearl Divers gamely move to attack
the surprised LU forces.

Unkulunkulu Archipelago
Pearl Divers

 Dart UAR 2 (Plt 8, Gnr 9, Luck 1, Good Shot 1)
 Dart UAR 3 (Plt 5, Gnr 6, Luck 1)
 Hell Bender 2 (Plt 8, Gnr 8, Luck 1, Quick Reflexes 1)
 Hell Bender 3 (Plt 6, Gnr 7)
 Hell Bender 4 (Plt 6, Gnr 8, Luck 1)
 Hell Bender 5 (Plt 4, Gnr 5)
 Spirit Rider II 1 (Plt 8, Gnr 8, Luck 1, Good Shot 1)
 Spirit Rider II 2 (Plt 5, Gnr 7, Luck 3)
 Spirit Rider II 3 (Plt 6, Gnr 6)
 Spirit Rider II 5 (Plt 4, Gnr 4, Luck 1)


i) Inflict more damage than you take.
ii) Give targeting preference to larger ships.
iii) Report back to command.

Luches Utopia
Consiglieris

 Spirit Rider 2 (Commissar) (Plt 8, Gnr 8)
 Epping Prime 2 (Plt 7, Gnr 6, Gnr A 6, Gnr B 4, Gnr C 6)
 Salamander II 2 (Plt 7, Gnr 8, Good Shot 1, Gnr A 3)
 Devastator 2 (Plt 6, Gnr 7, Aggressive Pilot 1, Gnr A 3, Gnr B 3)
 Devastator 3 (Plt 8, Gnr 8. Marksman 1, Gnr A 8, Gnr B 6)
 Kosmos 2 (Plt 4, Gnr 4)


i) Inflict more damage than you take.
ii) Prevent enemy from reporting your activities.
iii) Report back to command.

Terrain
Gravity Waves
i) Each turn, after shooting, each ship and torpedo drifts D4 hexes in a random direction (1D6 faces clockwise from current facing)
ii) Each turn, each ship and torpedo also turns clockwise 4DFate hex faces. (A Fate die is D3-2: -1, 0, 1 evenly distributed)
iii) Ships that collide each take 3D6 High damage and the ship that takes more damage is moved to a random adjacent hex.
iv) Ships and torpedos targeting them that drift into the same hex are resolved immediately - no dodge, no point defence.
v) Debris fields are scattered before they can form.
 
The fight takes longer than usual to unfold.
It's extremely difficult to get a missile lock when being buffeted by gravity waves, and decoys prove quite effective.
Dodge rolls for torpedoes are also unusually poor, but enough pilots have luck that most torpedoes are avoided.
The Epping Prime's PDS also proves highly effective.
In the end, LU forces run out of minigun ammo before the battle is over allowing a small number of UA survivors to hold the field.
UA achieves all objectives while LU achieves some.

Unkulunkulu Archipelago
Pearl Divers
Dart 2 hits Salamander 2. Spends luck to avoid a torp. (-1 luck) Hits Epping. Locks 10 missiles on Salamander 2. Wins initiative on turn 4, 5, 6. Destroyed by a torpedo. Pod ejects, pilot dead inside.
Dart 3 hits Salamander 2. Locks 10 missiles on Salamander 2. Spent luck in attempt to avoid a hit. Hits Epping twice. (-1 luck, 16 XP)
Hell Bender 2 hits Devastator 2. Takes 24 from 10 missiles. Destroyed by cannon fire. Pod ejects, pilot injured. (10 XP)
Hell Bender 3 hits Devastator 2 twice. Destroyed by cannon fire and torps. Pod ejects, pilot uninjured. (12 XP)
Hell Bender 4 hits Devastator 2. Hits Epping thrice. Hits Epping twice. Wins initiative on turn 8, 9. (22 XP)
Hell Bender 5 collides with Devastator 3 due to gravity waves. Destroyed in the collision. Pod ejects, pilot uninjured. (8 XP)
Spirit Rider II 1 hits Epping. Dodged a torp. Hits Devastator 2. Hits Devastator 3. Destroyed by 10 missiles. Pod ejects, pilot injured. (18 XP)
Spirit Rider II 2 spends luck to avoid a torp. Hits Devastator 2. Hits Kosmos 2. Hits Devastator 3, killing pilot. Destroyed by missiles. Pod ejects, pilot uninjured. (-1 luck, 14 XP)
Spirit Rider II 3 hits Epping. Hits Commissar, dazing him. Destroyed by torp, cannon fire. Pod ejects, pilot uninjured. (1 luck, 12 XP)
Spirit Rider II 5 hits Epping. Spends luck to avoid a torp. Hits Epping. Hits Commisar and destroys him. Hits Epping and destroys it. (-1 luck, 16 XP)

Luches Utopia
Consiglieris
Spirit Rider 2 (Commissar) wins intitiative on turn 7. Destroyed by cannon fire. Pod ejects, pilot uninjured. (5 XP)
Epping Prime 2 destroyed by massed cannon fire on left. Pod ejects, pilot and Gnr C uninjured, Gnr A and B injured. (4 XP)
Gnr A fails to defeat enemy DR. (4 XP)
Gnr B locks 10 missiles on Hell Bender 4. Hits Hell Bender 4. Locks 10 missiles on Spirit Rider 2 and destroys it. (13 XP)
Gnr C locks 10 missiles on Hell Bender 2. (6 XP)
Salamander II 2 hits Spirit Rider 3. Escapes. (6 XP)
Gnr A hits Spirit Rider 3. (6 XP)
Devastator 2 destroyed by cannon fire. Pod ejects, pilot and gunner B uninjured, gunner A dead in pod. (4 XP)
Gnr A dead in escape pod.
Gnr B hits Hell Bender 3. Hits Hell Bender 3. (8 XP)
Devastator 3 wins initiative on turn 1, 2, 3. Hits Hell Bender 5. Collides with Hell Bender 5 due to gravity waves. Pilot killed by crit, gunners captured after ammo runs out.
Gnr A hits Hell Bender 5. Hits Hell Bender 2. Captured. (8 XP)
Gnr B hits Hell Bender 5. Hits Hell bender 3. Hits Hell Bender 2. Hits Dart 3. Captured. (12 XP)
Kosmos2 locks 10 missiles on Spirit Rider 1, destroying it. Escapes. (2 luck, 9 XP)

Scenario 12 experience spent

Unkulunkulu Archipelago
Pearl Divers
Dart 3 (-1 luck, 16 XP) improves to Pilot 6, Gnr 8.
Hell Bender 2 (10 XP) adds Good Shot 1.
Hell Bender 3 (12 XP) improves to Gnr 8 and adds Good Shot 1.
Hell Bender 4 (22 XP) adds Marksman 1, Good Shot 1.
Hell Bender 5 (8 XP) improves to Pilot 5, Gnr 6.
Spirit Rider II 1 (18 XP), improves to Gnr 10.
Spirit Rider II 2 (-1 luck, 14 XP) improves to Gnr 8 and adds Good Shot 1.
Spirit Rider II 3 (1 luck, 12 XP) improves to Gnr 8.
Spirit Rider II 5 (-1 luck, 16 XP) improves to Pilot 6, Gnr 6.

Luches Utopia
Consiglieris
Spirit Rider 2 (Commissar) (5 XP) adds Good Shot 1.
Epping Prime 2 (4 XP) improves to Pilot 8.
Gnr A (4 XP) improves to Gnr 7
Gnr B (13 XP) improves to Gnr 7
Gnr C (6 XP) banks his points.
Salamander II 2 (6 XP) adds Marksman 1.
Gnr A (6 XP) improves to Gnr 4.
Devastator 2 (4 XP) improves to Gnr 8.
Gnr B (8 XP) improves to Gnr 5
Devastator 3
Gnr A (8 XP) adds Good Shot 1
Gnr B (12 XP) improves to Gnr 8.
Kosmos2 (2 luck, 9 XP) improves to Pilot 5, Gnr 5.

Admiral McCarthy, Dear Glorious Leader Simon Luches demands an update! Any news from the Unkulu Front?   Big Grin
"Pathetic earthlings. Hurling your bodies out into the void, without the slightest inkling of who or what is out here..."

- Ming the Merciless
  Reply

#14
No news in the campaign.
I misplaced my password for a while, then got distracted by business travel, sending my oldest off to university (one of Scott MacGregor's last students, if that name rings any bells), etc.
Lately, I've been prepping a Full Thrust game and a Wingman Smash for an upcoming convention.
Perhaps I'll get back to Scenario 13 after that...
  Reply

#15
(03-15-2018, 08:18 PM)Tom McCarthy Wrote: No news in the campaign.
I misplaced my password for a while, then got distracted by business travel, sending my oldest off to university (one of Scott MacGregor's last students, if that name rings any bells), etc.
Lately, I've been prepping a Full Thrust game and a Wingman Smash for an upcoming convention.
Perhaps I'll get back to Scenario 13 after that...

I fully understand how life loves to get in the way of life (Oh, brother, do I! @#%@%$!!!). 

Full Thrust is indeed a fine game (played my first game after too many years in fact just last week, and had a great 'ole time being blown into radioactive debris by none other than a battlestar with escorts!).

Pleaaaaaase if you can, take some in game pix of your Wingman Smash event and share them here! We love such eye candy, ya know!

Oh, and give the good Professor MacGregor my warm regards, and tell him to get his academic self over here and join the party! We could use some more Caledonian wit and wisdom what with all the Colosians and Luches scoundrels running about these days...  Big Grin
"Pathetic earthlings. Hurling your bodies out into the void, without the slightest inkling of who or what is out here..."

- Ming the Merciless
  Reply

#16
(08-06-2019, 08:11 AM)Kamunfign Wrote: Yep- I can see the sense behind that. Looking forward to watching this evolve.
Its nudged me to get my arse in gear and fight the bash Ive set up- I finished the campaign pre-amble about 6 months ago...

In which case we're more than a little interested on an AAR! It's one thing for us chickens to run our ships around, but additional input from others is far more valuable, so do tell! Cool

C'mon now! Share! Big Grin
"Pathetic earthlings. Hurling your bodies out into the void, without the slightest inkling of who or what is out here..."

- Ming the Merciless
  Reply



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