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 PageDESTRUCTONS 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,