You are on page 1of 2
DESTRUCTOR’S REVENGE A Scenario for BOARDING PARTY by David W. Crump Cees. mereu inspoctes tne damaged Command Control Computer of the DESTRUCTOR Cruiser with a cold and critical eye. The damage was not irreparable — but nearly so. If he could only fix the thing and do a little reprogramming, itwould sure come in handy. Marine ‘Sgt. Jacobs nearly knocked the Cap- tain off his feet as he dashed into the room. He stopped short, and then. reported between gasping breaths: "'Guard Robots have just crashed through the first deck airlock, Sir."” ‘Just what we needed,”” the Cap- tain mumbled. The bloody battle — could it be just nine hours ago? — with those metal monsters flashed through his mind. It was @ battle which had nearly cost them all thei lives. But there was no time left for reflection now. It was time to act. Capt. Morrow began organizing his, crew to meet the new crisis. THE SCENARIO. The situation: The Human Player's forces are scattered on the various decks of the DESTRUCTOR Crusier. They are preparing the ship for their ‘own use. The crew is unaware that another DESTRUCTOR Cruiser has just materialized, and has sent a boarding party to retake the sister ship. Victory Conditions: The Robot Player's objective is to repair and reactivate the Command Computer (deck three, center). To achieve this, the Robot Player must have a Repair Robot in the Command Computer compartment for two consecutive tums, or two Repair Robots for one tum, ‘before the end of the game (turn 14). The Repair Robots will only function to repair the Command Computer if no conscious humans are in that compartment. In order to win, the Human Player must stop the Robot Player from achieving the victory conditions. Setup: Human Player The Human Player may use all of the human units in the counter mix. He may set up his units freely, ex- cept for the following restrictions: 1) No more than three crew members may be placed in any given compartment. 2) No more than three crew members may be placed on decks ‘one or four. 3) The Captain begins the game in the Command Computer compart- ment (deck three, center). 4) No crew fhember may be set up in any of the gravity shafts or airlocks, 5) Blast packs must be stacked with a crew member. ‘The Human Player sets up first. He should invert his units until after the Robot Player has set up his boarding parties. At this time the human units are turned face up, and remain face up throughout the game. ‘Setup: Robot Player The Robot Player may use only the following units: all five Guard Robots, two Slaver Robots, two Repair Robots, and all five Dummy Counters. Prior to turn one, the Robot Player must decide which airlock each of the counters (units) ‘Continued on Next Page DESTRUCTONS REVENGE —Continued will use to enter the game. The Robot Player may use either or both of the airlooks, and his units enter the designated airlock in any order during any movement phase of his choosing. All Robot and Dummy counters stay inverted throughout the game unless human units sight them. Special Rules: (4.1) The Robot Player has the in- itiative, and will move and fice first. Therefore, the Sequence of Play must be adjusted as follows: 1, Robot Movement 2. First Simultaneous Action Phase: Robot actions then Human actions. 3, Human Movement 4. Second Simultaneous Action Phase: Robot actions than Hurnan actions. 5. Check for Victory and Advance Turn Marker (5.0) All “AUTOMATED DEFENSES” are inactive. All doors will open and close for either Human. or Robot units. At the start of the geme, no doors are considered blown open far sighting purposes. (5.3) Humans may not enter locks, and only three Robot units, are allowed in an aitlock at any one time. (8.2 — 8.3) All Robot units are fully controlled by the Gommand Computer on the other DESTRUC- TOR ship. Therefore, the Robot Player has full control of the move- ment of all his units. None of the rules for random movement are us- ed in this scenario. All Robot units may move up to two spaces per tum, at the Robot Player's discre- tion, with the exception of any situa tion in which automatic programm- ing takes control (see below), (8.31) Most of the automatic pro- gramming remains in force as follows: 11. No robot (with the exception of @ Dummy robot) will leave @ room Which contains a conscious human. However, all robots, with the excep- tion of ‘Slavers, will ignore un- conscious humans, 2. Ifa human leaves a room which contains an active robot, the robot will follow the human on the subse- quent robot movement phase. The robot will revert to player control after entering the first room that the human entered after leaving the room of the encounter. However, the Robot Player will not regain con trol of the unit if some other automatic programing takes effect at this point. 26 3. Any robots (with the exception of Repair Robots} in adjacent cor necting rooms will enter a room in which combat is taking place on their next move. This is true only as long as there are conscious humans remaining in the room. (9.0) Note the change in the se- quence of actions during the Simultaneous Action Phases. The Robot Player has the initiative, and will fire first. This is followed by any Human actions. (9.1} Automatic Programming, as indicated in this rules section, re- mains in force in regard to how and when the Robots will attack, (9.2) Note: No doors are con- sidered to be blown open at the start of this scenario. Thus, unless:a con- necting door is blown open in the course of this scenario, sighting will only occur if robot units are in the same room, of in @ gravity shaft, with a human unit. (10.422) When one human is en- countered alone, Slaver Robot will siill attempt to capture and render him unconscious. However, the Slaver is not required to take the human to the slave quarters until the Command Computer is reactivated (after the game ends in a Robot Player victory) (10.58) Blast packs may be used two ways in this scenario: Thay may less brutality; not as a rule and otherwise only in moderation. There» wo cont condone ve CH Cistians and Lions be used to blow open doors (and therefore enhance sighting), of to at- tack units in a given room. To be used in the second way, the explo- sive charge must be set by an explosives expert as an action dur- ing a previous Simultaneous Action Phase. The explosives expert may then go into an adjacent room and trigger the explosion during any movement or Simultaneous Action Phase thereafter. The explosive blast will have the effect af attack- 12 all units in the room at the time of triggering. A roll should be made for each unit in that compartment using the table for the Blaster weapon. The robots cannot sense the danger of the explosive charge. Therefore, the Human Player should invert the blast pack counter, and may use inverted, unprinted Gowunters to confuse the Robot Player as to the actual location of an explosive charge. (14.0) This rule section is not used in this scenario, since the Command Computer is not active. (12.1) The Human Player will need to roll'to determine how many blast packs he will have available. (12.21) Victory Conditions are dit- ferent than the original game. See the Victory Conditions for’ this scenario. * ‘any satisfaction you derive from the howis of the dying, and the maimed is your ‘own responsibility Our game is a tactical simulation of a historical phenomenon, intended soley for educational / / purposes. “Tne lesson it toaches is that historically God may have been on the side of the righteous only - HE HASN'T ALWAYS LISTENED CHRISTIANS AND LIONS-Introductory level; one hour playing time; five scenarios. CHRISTIANS AND LIONS, copyright 1983, ean be purchased for $5.00 from THE OMICRON GAMES COMPANY, PO Box 428, Caldwell, NJ 07008,

You might also like