[GZG-ECC VII]
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Saturday Evening Schedule

NOTE: This schedule may change without warning.

Saturday, February 28th, 2004, 7:30pm-11:30pm

Table 1 | Table 2 | Table 3 | Table 4 | Table 5 | Table 6

TABLE #1
Game Name Game Type Game Master Players
Full Thrust Tournament Round 3 and 4 Full Thrust Jon Davis 4-8 Players
Description
Complexity: Moderate

Continuation of the Full Thrust Tournament. See Saturday Morning, Table 1 for more information, or visit:

http://home.nycap.rr.com/davisje/gzgecc/tournament.html


TABLE #2
Game Name Game Type Game Master Players
Full Thrust Tournament Round 3 and 4 Full Thrust Jon Davis 4-8 Players
Description
Complexity: Moderate

Continuation of the Full Thrust Tournament. See Saturday Morning, Table 1 for more information, or visit:

http://home.nycap.rr.com/davisje/gzgecc/tournament.html


TABLE #3
Game Name Game Type Game Master Players
Full Thrust Pirates -- Too Many Sharks, Not Enough Fish Full Thrust Scott Field 4-8
Description
Complexity: Introductory

Each player controls 2-5 raider ships (DD-to-CL class), trying to catch a merchant convoy before it can escape. Sounds simple, right? But there just aren't enough freighters to go around. Players can cooperate with each other and settle for a small piece of the action (yeah, right) or compete with each other to try and grab more than their fair share.


TABLE #4
Game Name Game Type Game Master Players
OGRE Bash Dirtside II Variant Mark Kochte and John Lerchey 6-8
Description
Complexity: Moderate

It was another lonely, chilly night for the outpost observers. The stars were shining brightly in the near-twilight sky, but Sgt. Zigg had no eyes for them. Instead, he was concentrating, worried about the telefax he had just received.

"Sir, I think you'd better come look at this," called Pvt. Zanichelli. Zigg did not move.

"Sir?"

Zigg looked up and attempted to cover the concern in his eyes. He had a feeling...

"Sir, the seismometers are picking up some odd things. I'm not sure, sir, but it seems that there is a whole lotta something coming our way...but it's coming from two directions," the private reported.

"Send a drone," replied Zigg, absently. He knew what it would find.

"To which area?" asked Pvt. Kutner.

"What?"

"To which area, sir? We're picking up seismic disturbances to both the East and West. Where do you want me to send the drone?"

East *and* West. That wasn't in the telefax!

"East," said Zigg. He already had an idea what was coming from the West.

The small drone, no larger than a football, launched. It would be 20 minutes before they would get information relayed back from its sensor net. The three men waited, nervous. The minutes ticked by slowly, then a signal came through. Fuzzy at first, but Zanichelli was an ace at electronics and managed to pull in a clean signal. On the monitor there could be no mistaking what was being shown.

"Ogre!" exclaimed Zigg under his breath. Two directions? Damn, they were outflanked!

Then the signal cleared up remarkably for a moment, then burst to a field of static as the drone was destroyed. It was not one OGRE that the drone had found. There were several...

OGRE. The very word is enough to give even hardened veterans sweats and chills. To stop one? A single moderate-sized OGRE requires an entire company of armour to stand a chance of knocking it out. A larger OGRE? A battalion. What's the best way to fight an OGRE? With more OGREs.

Players should be familiar with the DirtSide II rules, and should look at: http://okapi.andrew.cmu.edu/lerchey/www/DSII/OGRE-DSII.html for more familiarity of the minor changes that will be used.


TABLE #5
Game Name Game Type Game Master Players
FMA Sheep 2: They're Baa-ck! FMA Skirmish Variant Chris "Narnproof" DeBoe and Guilty Bystander 2-8
Description
Complexity: Introductory

Sheep on the planet Kismet are valuable. And the colony of Kismet has a surplus of them.

http://quixnet.net/~deboe/links/fmasheep2.htm

[Webmaster Note: The GZG-ECC committee is not responsible for any sort of mental therapy you may need after playing this event. :-)]


TABLE #6
Game Name Game Type Game Master Players
The Old Guard DS2 w/ FMA Mike Miserendino 4-6
Description
Complexity: Introductory

First Contact

A new enemy has recently revealed itself to the Concordiat. The Kra’Vak, a warring race, has started invasions of Concordiat colonies in the outer expanse. It is not known why the Kra’Vak started attacking the colonies as this is the first contact with them and unfortunately a hostile one. Already fighting on two different fronts, the Concordiat military has few additional resources to spare to defend this area of known space.

Little is known about the Kra’Vak or their technology except that they appear to be fierce warriors and possess some advanced form of mass driver weapons. So far, the only outpost to survive a Kra’Vak attack was one protected by Bolos. For the Kra’Vak, it was the first time they had encountered a Bolo. This information and additional details has recently been made available and is now being forwarded via SWIFT to all Concordiat military units in the area.

Dramune

Dramune is a small planet in the Zeta Herculis system. This Concordiat colony is made of several scattered mining installations. The colony has only a small Colonial Guard emplacement and some older Bolos from the 126th Lancers, 7th Dinochrome Brigade to defend itself.

Early warning satellites in the system have detected the presence of a large cluster of ships of unknown configuration on an approach vector to Dramune. EW satellites in the vicinity have stopped transmitting and are believed to have been intentionally destroyed. It is believed that this is a Kra’Vak assault force. All military units have been placed on full alert. The invasion has begun.

Dirtside II with custom oversized vehicle rules and FMA will be used. New players welcome. Rules will be taught

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