The discussion of the Alien series of films and the props used in them is the aim, but if it's got Big Bugs and Big Guns, then they are welcome too!





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 Post subject: Skirmishers - thoughts on this please?
PostPosted: Sun Feb 15, 2009 2:03 am 
Miscreant and Foukérre
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Specially Skirmishers who appreciate awesome TV :)

"Caprica"

This scenario involves two teams - "Cylons" and "Humans".

The Human team must either:

Steal high-explosives from the Cylons, and use them to destroy the Cylon Resurrection Hubs that enable them to respawn.
Or:
Hack the Resurrection Hub systems to manually shut them down.
Or:
Kidnap a Cylon player and force them to deactivate the Resurrection Hubs.


The Cylon players must:
Stop the Human players from destroying the Resurrection Hubs.
And:
Identify and kidnap a number of Cylon "Sleeper Agents" within the Human forces.



At the start of the game, the Cylons are in possession of three Hubs - one at Camp Canadia, one at Befrazzed Base and one at the Tree Fort.

The explosives are stored at the Freight Yard, behind the Village.


Cylon players begin the game at a Hub of their choice.

When shot, Cylons are considered "Wounded". They must freeze, and call for a medic. They may say where they are, but no further information may be given.
Any member of their team may tie a bandage onto a wrist or ankle - At which point the player is considered "Bandaged". They may play as normal, but if a "Bandaged" player is shot again, they are "Dead".

When "Dead", Cylon players must return to a Hub to respawn. If unbandaged for 5 minutes, Cylons MUST respawn.

If all three Hubs are active, respawning is instantaneous.

For every Hub that the Human team destroy, a minute is added to the respawn time and an extra "spawn buddy" is required.
( So if one Hub has been destroyed, Cylon players must spawn in pairs, and count down from one minute before re-entering play. If two Hubs have been destroyed, three players are required to spawn, and they must wait for two minutes. )

Once respawned, Cylon players must leave the vicinity of the Hub - and are considered "not there" until they are out of sight of the Hub and any nearby Human players. Once this is the case, they may re-enter play as normal.

Cylon players have unlimited lives while all Hubs are in play, but may only respawn three times in a row from any one Hub.
After this, they must use another of their choice at least once before going back ( Should they wish to do so ).



Human players may choose two "Drop Zones" that will act as starting- and static spawn-points.

They also have a number of medics who carry M*A*S*H Units.

When shot, Humans are considered "Wounded". They must freeze, and call for a medic. They may say where they are, but no further information may be given.
Any member of their team may tie a bandage onto a wrist or ankle - At which point the player is considered "Bandaged". They may play as normal, but if a "Bandaged" player is shot again, they are "Dead".
Bandaged players should seek a Medic as soon as possible, as Medics may remove a player's bandage - Putting them fully back in play.

Human players may be wounded and bandaged as many times as they like.

When "Dead", Human players must return to either a M*A*S*H Unit or a Drop Zone.
Spawning is instantaneous, and Human players may respawn alone FIVE TIMES.

After the fifth solo respawn, Human players must return to a Drop Zone and wait for a full squad to be present before they all rejoin play. ( Representing another troop carrier landing at the Drop Zone. )
[ N.B. - Squad sizes are dependant on turnout and will be decided on the day. ]



To destroy a Resurrection Hub:
Using high-explosives: Human players must place an explosive charge against one of the marked Stress Points within the base area. Destruction is immediate and irreversible.

By hacking the system: Human players must enter the base with a Laptop. For every five minutes a live Human player is inside the base with a Laptop, the Hub will be shut down for a minimum of thirty minutes, or until a Cylon player reactivates the system.
To do this, the Cylon player must enter a base and announce that they are doing so. The process takes one minute. If the player is wounded mid-reactivation, the process must be restarted and the minute recounted.
If a hacking session is kept up for fifteen minutes, the shutdown is irreversible.

To kidnap a Cylon player: A Human must touch a "Wounded" Cylon player, who should go with them. If a wounded Cylon player is taken to a Drop Zone and kept there for five minutes, they will "Defect" to the Human side.
"Defector" Cylons may shut down a Hub simply by walking into a base and announcing that they wish to do so. This will deactivate the Hub for a minimum of thirty minutes, or until a Cylon player reactivates the system.

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PostPosted: Sun Feb 15, 2009 9:42 pm 
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Sounds like a fun scenario. The only concern I would have would be "forcing" a Cylon to reveal info.

Otherwise, sounds like fun!

Russ

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PostPosted: Sun Feb 15, 2009 9:45 pm 
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Russ Krook III wrote:
Sounds like a fun scenario. The only concern I would have would be "forcing" a Cylon to reveal info.

Otherwise, sounds like fun!

Russ


all you have to do is hook up some electrcity to two large nails, and jabb them into his thighs and flik the swtich till he cracks...

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PostPosted: Sun Feb 15, 2009 11:03 pm 
Miscreant and Foukérre
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Tried it today - Turnout of 60 bloody players! Bit more than expected :)

Need slimmed down a touch in terms of complexity, but overall was fun!

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PostPosted: Sun Feb 15, 2009 11:14 pm 
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so it worked out ok sounded good. sorry missed it cars are bloody expensive when they go wrong :cry:


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PostPosted: Mon Feb 16, 2009 1:03 am 
Miscreant and Foukérre
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LOL
Bugger.
( Forgot you were on here too, dude! Want me to bring those trousers in tomorrow? )

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Wasteland Workshop
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Steve Fletcher : Maker, Scavenger, and Junksmith.
linktr.ee/wastelandworkshop


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PostPosted: Mon Feb 16, 2009 1:24 am 
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cheers that be cool


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