Thursday, 21 April 2022

Colonial Proving Grounds Scenario - A Full Thrust scenario for original series Battlestar Galactica

 

I wanted to run a scenario using the community made Full Thrust Project Continuum ruleset. The scenario is designed to test out my new SSD's for both the original series Colonial Battlestar and Cylon Basestar. The background would be as a simulation for the Colonial Navy to test out its new prototype Battlestar concept. So, for the purist, this would mean that the scenario would be set some 500 yarn prior to the original series of Battlestar Galactica, which is when the Galactica was built (if I remember correctly).

Engines to full thrust!

The set-up is a simple face-off against a single Colonial prototype battlestar (Battlestar Rycon), and a single Cylon Basestar. The ships begin at either end of the table and see who walks away at the end of the day. No fighters are involved in this scenario as its designed to test the ship SSD's against one another.

Ahhhh...I think I see him Skipper...

The battle area is open space. So no obstacles to impede movement or targeting.

Set up at opposite ends and at the sound of the hooter, charge!

The protagonist (booo! booo!)

Prototype Battlestar Rycon (Yeah!)

Shedding a little light on the subject.

As this is a solo game, so as to test out the SSD's before putting to sea in a proper match, I need a way to randomise the movements and speed of the Cylon Basestar. The first Movement Phase I will plot out for both sides, but after that, I want to randomise the movements of the Cylon ship in order to simulate facing off against an opponent. When it comes to the Shooting Phase, both sides will open up with everything they have in arc of their opponent. So no secrets there.

So here's what I came up with...

Cylon Movement - Using a GW target dice, movement for the Cylons is determined by a die roll at the beginning of the Movement Phase.

ON COURSE - No change in speed or heading from previous turn


INCREASE SPEED - Speed is increased up to the maximum thrust (i.e. Thrust 4). A 1d4 is rolled to determine the speed increase.

REROLL - This symbol is not used in this scenario but could be used for clocked equipped ships (in other games) to represent orders to Cloak or Uncloak.

COURSE CHANGE - Change course to port or starboard, up to the maximum turn rate (i.e. up to a 2 point Turn). Direction is determined by a standard 1d6 die roll, odds is Starboard, evens is Port. Turn rate is determined by using 1d4 (1-2 = 1 point, 3-4 = 2 points).

DECREASE SPEED - Reduce speed by up to the maximum thrust (i.e. Thrust 4). A 1d4 is rolled to determine the speed decrease this turn.

REROLL -  This symbol isn't used in this scenario and so the die is rerolled if this symbol comes up on the roll.

Stay tuned for the Battle Report on this scenario!