Updated 12.6.97

Hell's Highground

a Scenario

by Brian Bell

For the Full Thrust war game
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Unless otherwise specified, assume all optional rules from More Thrust are used!


Crude Metric Conversion

Please accept my appolgy for this crude estimation of metric conversion. I have never seen a non-american version of the FT rules. I tried to make by conversion easy to use.

3' = 1m
1"= 25mm
so a 6'x3' table would be approx 3x1m.
each point of thrust would move a ship 25mm.


This scenario takes place in a stellar system with a pulsar at its heart. Pulsars are collapsed stars that emit huge amounts of radiation in 2 cone shaped areas. These areas move around the axis of the pulsar. From a stationary place, it appears as if the star is pulsing, thus giving the star its name.

Stellar object JB-34295p holds a unique strategic value. It has Jump range to 4 inhabited stellar systems of the NSL and 2 inhabited system in ESU space (one of which has a major shipyard). Both governments want to hold this "high ground" to keep the other from exploiting it. Because of the danger to ships in the system and the system's strategic value, the system is unofficially known as Hell's High Ground

Special rules for this scenario:

The radiation cone covers the play area every 4 rounds. During this time, the radiation obscures the ships sensors. To simulate this, every 4th round players write movement orders for 2 rounds (round 3 and round 4). The ships are moved for round 4. Damage from asteroid collisions and from the Spinal Mount Nova Cannon (if fired on turn 2 or 3). Fire control teams may attempt to repair damage. No weapons may be fired. Round 1 is then played using the ship movement previously written.

Missiles, Fighters, & Mines (also any other small, independent weapons [but not the Spinal Mount Nova Cannon plasma generator]) are destroyed by the radiation cone when it covers the play area (round 4). If these weapons are inside a ship, they are protected. Any fighter group that fails 1 morale roll must, immediately, return to the Mother Ship.

Ships unprotected by shields (including armored ships) may suffer damage from the radiation cone. Each ship will roll 1d6. On a 6 the ship may have suffered damage. For each such ship roll 1d6 for each weapon system. On a 6 that system is disabled (Threshold Point roll).

The jump zone also rotates around the pulsar. Ships may leave under FTL drive on round 2 of the 4 round cycle. Ships must announce at the begining of round 1 (of the 4 round cycle) their intent to leave the table under FTL on the next turn and which ship is intending to leave.

Each player will have equal value of FTL ships. I recommend 600-1000 points per side. No "system boats" (non-FTL) ships are allowed. Fighters are discouraged because they are destroyed every 4 rounds if not inside a Fleet ship. Play continues until one player is reduced to 25% (Number of ships or tons which ever is reached first). Ships that leave the tabel are considered "lost" and may not re-enter the game. Fleet Morale is not used.

Ships enter from opposite sides of the game area. Movement orders are written for round 1 before ships are placed on the table.