Star Ship Grave Yard
 
An anomalous gravity belt near an uninhabited star system is a gave yard of
lost ships. The belt grabs ships out of hyperspace and holds them crewless
and waiting in slow orbit around a white dwarf.  A treaty between to
Antagonistic nations divides the system into two polar half’s with the
stars equatorial orbit as a neutral zone.  Privateers are hired to retrieve
the strange wrecks from the neutral zone at there own risk.
Special rules:  Map floats east to west. Privateer ships enter from North
and South (opposite ends of table) at same speed (roll 2D6 for starting
speed).  No ship may leave map by FTL.   Six Derelict vessels are in center
of table heading east to west at speed 8. To capture a Derelict vessels you
must board it and hold it.  Boarding is done using the standard methods. If
a unmanned ship is boarded and held uncontested (no one else on board) for two
turns (after turn boarded) the prize crew activates ships systems in the
following order.  If a system is damaged it must be fixed unless noted
separately all system are undamaged.
Turn       system
3              1/2 maneuver drive speed, Power core, Bridge, Life support.
4              1 shield, full maneuver drive, 1 fire control
                 all weapons -- Wave guns may start charging
5              2 shields, full maneuver drive, 2 fire control all weapons
6              all above plus Sensors and ECCM and a third Fire control
7              all above plus cloak and a forth Fire control
8              add one more fire control per turn. 

               FTL works but cannot be used in this scenario.
 
The prize ship is yours once you get it off your side of the table.  The
other way to get the ship off the table is to tow it with a tug.  To grab a
ship the tug must match speed and direction (plus or minus 1) of the ship
for one turn while staying 3 or less units away from the ship.  The tug and
ship change speed a rate equal to the tugs speed times (the total mass of
both ships/the tugs mass)
Speed towing = speed tug * ((Mass tug + mass Towed)/ Mass tug)
 A speed 6, mass 10, tug with a 20 mass ship moves as a speed 2 ship.
Victory Conditions:  To win you must retrieve more points in ships than you
lose getting them.
Alternate Victory Conditions:  One player on each side has 25% insurance on
his letter of mark.  If he takes more than 10% damage he will get 25% of his
ships cost as pay whether or not the mission succeeds. 
 
 
Spades
A. Millennium Falcon                   8.  1701B
2. Quark                               9.  1701C
3. Jupiter II                         10.  1701D
4. Searcher                            J.  Galactica
5. MST3K                               Q.  Protector
6. 1701                                K.  Red Dwarf
7. 1701A
 
Hearts
A. Fireball XL5                         8.  D7
2. Light Freighter (FB1 pg 42)          9.  White Star
3. Medium Freighter (FB1 pg 42)       10.  U.S.S. Lexington
4. East Indiaman                        J.  Lexx
5. EAS Charon                           Q.  Last Star fighter (note sensors show mass as 20)
6. Slave II                             K.  Imperial Star Destroyer
7. Honor Harrington style

    Ship of the wall
 
Clubs
A. Free Trader (FB1 pg 42)             8.  Trade Federation Carrier *
2. Cloaked Blockade Runner             9.  Clipper
3. Romulan War Bird or Bird of Pray   10.  Queen Marry
4. BattleStar Atlantia                 J.  Cylon Base Star *
5. Cardasian                           Q.  Moya  **
6. Dominion                            K.  The Pride
7. Ferengi
 
Diamonds
A. Talyn                                8.  Space Ghost's Phantom Cruiser
2. Yamato or Yamato Revised            9.  Defiant
3. Space 1999 Eagle or Hawk            10.  Protoss Carrier *
4. Mon Calamari Cruiser                 J.   Nord II
5. Darkstar                            Q.   Q Ship
6. Borg Cube * or Borg Cube2 *         K.   1701E
7. Draconian Flag Ship
 
 
*   Automaton ship --  Ship crewed with robot or cyborg crew in a shut down mode.

                       Roll once for first boarding group.
                       Roll 1 or 2 – normal salvage operation.

                       Roll 3 – Ship activates does whatever it needs to do to escape.
                       Roll 4 – Ship activates does whatever it needs to destroy all the forces of the border.
                       Roll 5 – Ship activates does whatever it needs to destroy all other forces.
                       Roll 6 – Ship activates, and is under control of border.       
 
**  Weapon system locked out --  Weapons may not be used unless you roll 1 on three six side dice one roll per turn.