Post by warchariot on Jun 10, 2010 14:20:26 GMT -5
Like Vultures to the Feast is taken from Battlestar Prometheus, Season 3, Episode 1, Home Coming by R. A. Keeton and can be found here:
sites.google.com/site/battlestarprometheus/
“Dradis contact!”
General Connor had known it was a Cylon trap all along, he knew deep in his soul. But why had the Cylons waited until the two Guardian class Gunstars Spirit and Saber had cleared the planet? It didn’t make any sense.
“Sitrep” he barked out. “Three Cylon Basestars, two Type IIs and a Sword, sir” replied the Ops officer. “Bearing… what’s their bearding?” the general shouted. “Bearding three one five karem zero eight four, sir”.
Now it all became clear, they had jumped in between the Gunstars and his two Mercury class Battlestars, the Eternal and Olduvai. They would hold off the Battlestars while pounding the gunstars to space dust. He had delivered the 2,000 survivors of Leonis into the Cylon’s gun sites in two gift wrapped packages. The Cylons knew he couldn’t abandon the ships, so it could all end here and now.
“Their launching Raiders, sir” the Ops officer reported. “Wonderful” the general snapped, “launch the alert Vipers, set condition one…”
Orders Of Battle
Colonial Defense Fleet
Rescue Fleet Connor
Starting Forces:
Two Guardian class Gunstars
• Spirit
• Saber
Two Mercury class Battlestars
• Eternal-General Connor, Commanding
• Olduvai
Reinforcements:
One Nova class Battlestar
• Prometheus –Admiral Turner, Commanding
Cylon Attack Fleet
Strike Force Jezebel
Starting Forces:
Two Type II class Basestars
• Death-No. 3 Model Cylon, Jezebel, Commanding
• Darkness
One Sword class Basestar
• Enforcer
The Table
The hex map we used is 20x36 hexes divided into 3 inch hexes. There was no terrain on the map.
Dispositions
Colonials
Our refight begins with the two Gunstars just leaving the gravity well of Leonis. Find a row of hexes which runs from one short side corner of your hex map on an angle (catty-corner) toward the opposite short side corner. This is know has the “Mother Row” and must be a minimum of 25 hexes long. Place the Saber on the corner of the mother row facing toward the middle of the board. Place the Spirit in an adjacent hex, facing the same direction, but not in the mother row.
The Olduvai is placed along the mother row 25 hexes deeper into the map from the Saber, it is facing the middle of the map and towards Saber. The Eternal is placed anywhere within 4 hexes of the Olduvai, but no closer than 25 hexes to either Gunstar. It also faces the Gunstars. All Colonial ships are placed first and are moving at a speed of five. The Battlestars may have one, and only one, fighter squadron deployed as CAP for the two Battlestars. Place it within one hex of either Battlestar. The Prometheus arrives as reinforcement at the beginning of turn 3 before initiative roll anywhere within 2 hexes of either Battlestar.
Cylons
The three Basestars are tightly grouped in the middle of the board between the Gunstars and the Battlestars. One Basestar is positioned along the mother row no closer than 11 hexes to a Colonial ship. The two remaining Basestars must be within 3 hexes of the first, cannot be on the mother row, and not closer than 10 hexes to any Colonial ship. They deploy after the Colonial ships as they have just jumped in. They are moving at speed five and may not have fighters deployed.
Victory
The Cylons would like to destroy all Colonial ships, but would consider it a victory if they could obliterate the two Gunstars while reducing at least one Battlestar to 50% hull points.
The Colonials are here to rescue the survivors of Leonis and make it back to their colony safely and undetected. To accomplish this, the two Gunstars, regardless of damage, must jump out, followed by the rest of the force. To ensure they are not followed, the Cylons must lose 50% of their total hull points in damaged and/or destroyed Basestars. One Battlestar must also survive the battle. Any other result is a draw.
Special Rules
To jump, a ship must have a current velocity of five and their FTL has to be spun-up. At the start of the movement phase, roll a 1D10 and note the number in the margin of your sheet. Each movement phase roll again and add the numbers together. Once the total is 12 or more the ship may immediately jump away. The ship can hold a spun-up FTL indefinitely. While a ship is spinning up or sustaining its FTL power, it temporarily loses 1 point of Delta. ( This is the same procedure as warp point transit, but without the warp piont. see p. 79 of rules.)
The Cylons must withdraw-jump away, if they incur 50% or more total hull damage points on the three combined Basestars. This can be in any combination of damage or destroyed ships. In other words, add up the hull points of all three Basestars and divide by two. The result is the total number of hull point damage the Cylons can take before jumping away. They must start the jump process, on all Basestars, during the next movement phase after this threshold is met.
Selected Sources
sites.google.com/site/battlestarprometheus/
“E.M. confirms sir! We have a ship jumping in right on top of us!” ’The Ops officer added.
Like vultures to the feast, Connors thought to himself, “What the hell is it?”
General Connor‘s comments
From Battlestar Prometheus Web Series.
sites.google.com/site/battlestarprometheus/
“Dradis contact!”
General Connor had known it was a Cylon trap all along, he knew deep in his soul. But why had the Cylons waited until the two Guardian class Gunstars Spirit and Saber had cleared the planet? It didn’t make any sense.
“Sitrep” he barked out. “Three Cylon Basestars, two Type IIs and a Sword, sir” replied the Ops officer. “Bearing… what’s their bearding?” the general shouted. “Bearding three one five karem zero eight four, sir”.
Now it all became clear, they had jumped in between the Gunstars and his two Mercury class Battlestars, the Eternal and Olduvai. They would hold off the Battlestars while pounding the gunstars to space dust. He had delivered the 2,000 survivors of Leonis into the Cylon’s gun sites in two gift wrapped packages. The Cylons knew he couldn’t abandon the ships, so it could all end here and now.
“Their launching Raiders, sir” the Ops officer reported. “Wonderful” the general snapped, “launch the alert Vipers, set condition one…”
Orders Of Battle
Colonial Defense Fleet
Rescue Fleet Connor
Starting Forces:
Two Guardian class Gunstars
• Spirit
• Saber
Two Mercury class Battlestars
• Eternal-General Connor, Commanding
• Olduvai
Reinforcements:
One Nova class Battlestar
• Prometheus –Admiral Turner, Commanding
Cylon Attack Fleet
Strike Force Jezebel
Starting Forces:
Two Type II class Basestars
• Death-No. 3 Model Cylon, Jezebel, Commanding
• Darkness
One Sword class Basestar
• Enforcer
The Table
The hex map we used is 20x36 hexes divided into 3 inch hexes. There was no terrain on the map.
Dispositions
Colonials
Our refight begins with the two Gunstars just leaving the gravity well of Leonis. Find a row of hexes which runs from one short side corner of your hex map on an angle (catty-corner) toward the opposite short side corner. This is know has the “Mother Row” and must be a minimum of 25 hexes long. Place the Saber on the corner of the mother row facing toward the middle of the board. Place the Spirit in an adjacent hex, facing the same direction, but not in the mother row.
The Olduvai is placed along the mother row 25 hexes deeper into the map from the Saber, it is facing the middle of the map and towards Saber. The Eternal is placed anywhere within 4 hexes of the Olduvai, but no closer than 25 hexes to either Gunstar. It also faces the Gunstars. All Colonial ships are placed first and are moving at a speed of five. The Battlestars may have one, and only one, fighter squadron deployed as CAP for the two Battlestars. Place it within one hex of either Battlestar. The Prometheus arrives as reinforcement at the beginning of turn 3 before initiative roll anywhere within 2 hexes of either Battlestar.
Cylons
The three Basestars are tightly grouped in the middle of the board between the Gunstars and the Battlestars. One Basestar is positioned along the mother row no closer than 11 hexes to a Colonial ship. The two remaining Basestars must be within 3 hexes of the first, cannot be on the mother row, and not closer than 10 hexes to any Colonial ship. They deploy after the Colonial ships as they have just jumped in. They are moving at speed five and may not have fighters deployed.
Victory
The Cylons would like to destroy all Colonial ships, but would consider it a victory if they could obliterate the two Gunstars while reducing at least one Battlestar to 50% hull points.
The Colonials are here to rescue the survivors of Leonis and make it back to their colony safely and undetected. To accomplish this, the two Gunstars, regardless of damage, must jump out, followed by the rest of the force. To ensure they are not followed, the Cylons must lose 50% of their total hull points in damaged and/or destroyed Basestars. One Battlestar must also survive the battle. Any other result is a draw.
Special Rules
To jump, a ship must have a current velocity of five and their FTL has to be spun-up. At the start of the movement phase, roll a 1D10 and note the number in the margin of your sheet. Each movement phase roll again and add the numbers together. Once the total is 12 or more the ship may immediately jump away. The ship can hold a spun-up FTL indefinitely. While a ship is spinning up or sustaining its FTL power, it temporarily loses 1 point of Delta. ( This is the same procedure as warp point transit, but without the warp piont. see p. 79 of rules.)
The Cylons must withdraw-jump away, if they incur 50% or more total hull damage points on the three combined Basestars. This can be in any combination of damage or destroyed ships. In other words, add up the hull points of all three Basestars and divide by two. The result is the total number of hull point damage the Cylons can take before jumping away. They must start the jump process, on all Basestars, during the next movement phase after this threshold is met.
Selected Sources
sites.google.com/site/battlestarprometheus/
“E.M. confirms sir! We have a ship jumping in right on top of us!” ’The Ops officer added.
Like vultures to the feast, Connors thought to himself, “What the hell is it?”
General Connor‘s comments
From Battlestar Prometheus Web Series.