Theseus Scenario

Rules Addenda

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Common Sense

1. This is a high action game; you will be running around for a reasonable amount of time shooting and dodging. The game is planned so you won't be running without stops; still, if you need a break, warn your teammates, go to a stairwell and sit there for a minute or so. It is not likely it will hurt your team significatively.

2. Human body needs water, food and sleep. Be sure you got enough of those before game so you don't collapse.

3. People tend to get more adrenaline. For safety, do not run into ZoC of an enemy.

4. People tend to get stressed. A bit of roleplay is ok, but keep in mind we are mostly MIT students trying to have fun, not a paramilitary organization.

Game Time

Game will run on May 14th, from 1pm to 7pm. You don't need to be there before 1pm, but if you are too late your role can be punted. Game will run twice, with teams swapping sides; during the interval, copies of these pages will be handed out to the new teams, and GMs will be running around putting things in order.

Each run is expected to last no more than 2 hours. Wrapup should start around 6pm.

Game Casting ("Why do the bad guys have my character sheet as well?")

Theseus Scenario will be run twice during gametime (this is how we get a 90-minute SIK game to take 6 hours). Each player will play once as a PC human "last chance for humanity's survival" part, and once as a Warbot. While the Warbot mechanics are relatively simple, the PC mechanics are less so. As such, we have distributed the PC character sheets to the appropriate players on both sides.

The group who is playing the first-run Warbots has also been given access to the Team Voltron portion of the packet website. The other group (the first-run PCs) will receive a packet after the first run. The second-run Voltron team commanders will receive the Warbot mechanics ahead of time with explicit instructions not to metagame; when these people are revealed as your commanders, try to give them the benefit of the doubt, as they've had a bit more time to study the mechanics. We realize this may be a bit confusing and a bit suboptimal, but we think this is better than springing complex mechanics on all of game with only 30 minutes for them to digest said mechanics.

Mission Overview

Your units have been tapped to drop into two nearly-identical mothballed FSA hyperspace research facilities, dubbed "Omaha Complex" and "Utah Complex". Due to their knowledge of base systems and research projects, FSA forces are in overall command of this mission. The strike force is composed by the following squads:

OMAHA COMPLEX UTAH COMPLEX Specialty
Phyraxian Dominions: 12th LSOF Phyraxian Dominions: 17th LSOF Responsible for scouting people in open air areas (4th floor), since they can fly, and providing support (both healing and back up fire power).
FSA Omaha Complex Strike Command Team FSA Utah Complex Strike Command Team Responsible for overall command, deactivation of technical systems in the main areas of the target complex (1st floor).
DHI Omaha Complex Titan Contingent DHI Utah Complex Titan Contingent Unspecified heavy weaponry and fast, limited-use heavy-duty hacking capabilities.
Camelot Interstellar:
Detachment "Numbakrunchaz"
Camelot Interstellar:
Detachment "Bedmonsters"
Hackers. Smart - but not strong. They need to jack into terminals to get IFF codes so you can move between different areas. They also can deal with technological stuff in general.

Game Space

Buildings 24, 26, 34, 36 and 38 are in game, first to fourth floor, besides some basements. All second floors are cyberspace, you cannot enter there unless you know otherwise. All fourth floors are Open Air. Stairs will be clearly labeled as whether you can use them or not. Elevators are not in game.

Open Air

Open Air areas are basically areas with low gravity. The follow restrictions apply at Open Air areas, depending on whether you can fly, hover or none of the options:

Flying Can run, dodge, and otherwise completely ignore Open Air rules.
Hovering Can walk at normal pace speed. Cannot run. Can dodge reasonably. When firing a gun, IS rooted (cannot move the feet) until 10 seconds after the last shot.
[no descriptor] Can only more heel-toe. When firing a gun is rooted (cannot move the feet) until 10 seconds after the last shot.

Building Connectivity

As indicated in the map, all building passages are sealed in 1st and 3rd floors except the passage between 34-3 and 24-3. To change buildings, PCs will need to use the 4th floor to fly between buildings, and use transponders loaded with the appropriate IFF codes to enter via an appropriate stairwell. (36-front stairwell and 36-front lobby is considered to be part of building 34.)

Additional Mechanics: Transponders

The station system uses a encrypted protocol to block intruders passage between buildings (see Rules Addenda). In order to move from a building to another, the following steps must be completed:

Headbands

Headband colors will be clarified at game start. Expect red for PD, blue for FSA, yellow for Project Titan, and green for Warbot; Camelot Interstellar headbands will be contingent on whether we have enough headbands for a fifth distinct color. Purple is, as always, obviously alien (non-human, weirdshit). All stealth in Theseus Scenario will be represented by grey headbands.

Packet navigation: [ PD | FSA | PT | Camelot | Maps | Tech | Voltron | Rules Addenda | PD/FSA Standard Rules | PD/FSA Technical Readout | PD/FSA Military Ranks and Insignia ]


Theseus Scenario: In the end we shall shoot you.
SIK Game
 
Albanian Heavy Industries
Jim Waldrop, David Leung, Clint Lohse,
Telmo Correa, Ekaterina Kuznetsova and Eli Stickgold.