Introduction2 off-world trade missions were visiting the rich, independent planet of Gomeisa Prime. Both Federation and Ferengi negotiators were vying for favourable terms and exclusive contracts with the natives.
Although suspicious of each other, neither side was prepared to open hostilities. Mainly this was because the Gomeisan Maharajah had made it clear that his people wouldn't trade with anyone who started a war in their system.
All this became moot when a large, spacefaring creature was detected approaching the planet. The monster, tentatively identified as the "Kraken", would surely wreak havok on the planet and its inhabitants. At least, that's what the Gomeisans claimed when they pointed out that no treaties could be signed until the intruder was driven off.
The ships of both trade missions together would probably have the combined firepower to defeat the Kraken. However, each knew that the fleet which took less damage would be in a better negotiating position thereafter. Could they work with each other to save the planet? Read on...
This game would act as a further test of my Full Thrust event cards, as mentioned before here and here. Each side would be dealt 3 cards at random; these could be held and played as desired (though any one side could not play more than 1 event in a single turn).
Whatever it did would cause harm to millions of the local inhabitants, though the Kraken either doesn't know or doesn't care. It's not inherently aggressive, though; it will ignore spaceships unless they attack it (though the Ferengi and Federation commanders don't know this).
Its most notable features are the huge, level-6 plasma bolt launcher at the front and the very thick, 4-row shell armour. For such a large 'ship', it's surprisingly nimble with a thrust rating of 4. Oh, it also has a couple of smaller plasma bolt launchers facing side and rear. Yes, this creature really can shoot flames out of its arse!
I'll be in command of the Kraken myself, as well as acting as gamesmaster.
- USS Danube. Heavy cruiser
- USS Los Angeles. Light Cruiser
- USS Antelope and USS Ibex. Large destroyers.
- Krayton. Heavy cruiser
- Letek. Light cruiser
- Bractor. Destroyer
- Gosbok and Taarbok. Corvettes
After a couple of turns, the captain of the Danube tried a long range shot at the monster despite the explicit orders of the Federation admiral to hold his fire. This immediately brought about some retaliation from the Kraken: it launched a large plasma bolt ahead of the Danube. Both the Danube and the Los Angeles took significant damage from the blast, but due to the extremely low speed of the Federation ships the bolt missed the destroyers completely.
At this point, the befuddled Kraken destroyed a couple of the smaller Ferengi ships that were tailing it (the light cruiser Letek was completely atomised by a massive overkill), but its smaller plasma bolts failed to inflict serious damage on the heavily-shielded Federation cruisers.
Finally, the newly-arrived Ferengi battleship Hoex fired. Its opening shots also delivered an improbably large amount of damage, but more importantly it stunned the Kraken for 5 turns (In Full Thrust terms, another threshold check yielded a command bridge critical hit). Since the beast was now out of action and also because we'd run out of time, I declared the game over!
AftermathWith the Kraken drifting away from the planet, stunned and helpless, the inhabitants of Gomeisa Prime were clearly saved, though at a terrible cost. Both trade missions had lost a number of ships: the final count was as follows:
- USS Danube. Heavy cruiser: moderate damage
- USS Phoebe. Light cruiser: no significant damage
- USS Callisto. Light cruiser: no significant damage
- USS Los Angeles. Light Cruiser: destroyed
- USS Antelope. Large destroyer: destroyed
- USS Ibex. Large destroyer: destroyed
- Hoex. Battleship: no significant damage
- Krayton. Heavy cruiser: heavy damage
- Letek. Light cruiser: destroyed
- Bractor. Destroyer: destroyed
- Gosbok. Corvette: heavy damage
- Taarbok. Corvette: destroyed
Many event cards were played in this game. The Ferengi admiral was particularly lucky to have a full hand of useful events, though the Federation didn't do badly either. As it turned out, quite a few of these cards didn't have much effect on the game, other than to unsettle the Kraken, that is! However, one or two had much more significent consequences and these certainly added to the narrative.
On the other hand, the Kraken (i.e. me) didn't have any cards that were useful during this game. Humph!