Bloodmoon

Blood-moon

The lunar eclipse which coincided with the moon being closest to earth was a rare thing indeed. It won’t happen again until 2035. Too bad it was overcast as usual here in Uppsala but it got me thinking about a scenario during an eclipse. Download the scenario Data cards and the eclipse map here, and the latest rules etc here.

A Mercenary cruiser without its onboard cutters, is tasked with prohibiting drug runners from Luna to land. The lunar cartel launches two ships, one Freetrader and one Fartrader, both unloaded to try to land on earth while the mercs job is making sure they don’t. The Broadsword class is pretty hard to damage by the traders but Surface, Power and Thrust sections can be damaged. If both tráders surviva landings that side wins a major victory, if only one trader lands the traders win a marginal victory. If none of the traders manage to land the mercenaries win.

Traders start two squares south in the lunar shadow column, the mercenary cruiser start two squares north in the earth the sun column (which is 3 squares wide), speed is 0 in both cases. Broadsword is side A and the traders side B. If you want you can play this as a three player scenario where Broadsword is A, Fartrader is B and Freetrader is C. Whoever lands first wins, if nobody lands the mercs win.

Broadsword

High Gs and very tough to damage but you’ll have to hinder two separate ships from landing.

  • 2.9 Gs. 2G every turn, 3G on turn 1, 2 and 3 of every four turns.
  • -2 on beam firing when thrusting due to underpower.
  • +0 Visual/IR, +2 Radar.

FreeTrader

Low Gs but OK Visual/IR sensor and cold start missiles

  • 1.8 Gs, 1G every turn, 2G on turn 1, 2 and 3 of every four turns.
  • -2 on beam firing when thrusting due to underpower.
  • -1 Visual/IR, -3 Radar
  • This ship has 3G15 Coldstart missiles instead of the usual 5G15 used by the FarTrader

FarTrader

High Gs but easy to spot and shitty Visual/IR sensor

  • 2.5 Gs, 2G every turn, 3G on turn 1, and 3 of every four turns.
  • -2 on beam firing when thrusting due to underpower.
  • -3 Visual/IR, -3 Radar

This scenario will teach you how Sun column and Shadow column works so look that section up and read carefully. Also note that your landing must take aerobrake into account, don’t try to land with too high speed as this may cause your ship to burn and crash.

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