Updated 12.6.97
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.
The Sa'Vasku have pursued the Apollo into this system with a small strike force to destroy the Apollo and its escorts. The crew of the Apollo have sent out a distress signal to the rest of the Desert Sharks' fleet for support in case of attack and the "S.S. Harlock" Superdreadnaught and supporting ships have been sent to protect the Apollo. The Sa'Vasku have found the Apollo, however, and are preparing to attack. Can the Apollo hold out until reinforcements arrive or will the Sa'Vasku rid themselves of this annoyence once and for all?
Forces:
Sa'Vasku:
2x MASS 50 Ships with 4 Drone Groups ready on each
1x MASS 44 Ship
4x MASS 16 Ships
Apollo and Escorts:
1x Fleet Carrier (the Apollo)
w/- no Screens, half Thrust (engine damaged from a failed Threshold roll,
10 points of damage and
only 4 complete fighter groups
3x Super Destroyers (the Comet, the Meteor and the Josephine.)
Reinforcements:
1x Superdreadnaught (the Harlock)
1x Battleship (the Galaxy)
1x Strike Cruiser (the Andromeda)
2x Heavy Cruisers (the Johnson and the Jupiter)
3x Super Destroyers (the Streak, the Fireball and the Sentinel)
Set-up:
The Apollo is set up in the very centre of the table with the escorts
within 2 inches of her. The Apollo should be facing one of the long
table edges, the other ship's facings are irrelevant. All have a
starting velocity of 0. The Apollo may attempt to repair the screens
(and any other damage) in the end phase as per normal Damage Control
rolls. The Engines will be full repaired on a D6 roll of 3+ if they
take no further damage (the crew have been working on them for quite
some time, hence the relative ease with whichthey will come back
on-line).
The Sa'Vasku set up on one of the short edges of the table and enter at a velocity of 6 (this is decided by the Sa'Vasku player at the start of the game and should not be revealed to the Mercenary player).
The reinforcements will arrive at the end of turn 4 and will turn up on one of the long edges at a velocity of 4 (again this should be determined secretly by the Mercenary player before the game begins).
Victory Conditions:
Special rules:
"Crippled" means that the FTL and Drives are destroyed with little hope of repair. (After that it really is just a matter of time, isn't it?)