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Mammouth Defectueux

PostPosted: Fri Dec 23, 2011 10:20 am
by Chris
Image Scénario Spécial Ravage - Mammouth Défectueux. Téléchargeable ci-dessous en français, en haute et basse résolution :





Voici donc le scénario publié dans Ravage il y a plusieurs mois, maintenant en exclusivité sur le site Earth Reborn pour vous souhaiter un Joyeux Noel ;)

Sorry this scenario currently doesn't exist in English. I didn't have the time to translate it :(

Re: Mammouth Defectueux

PostPosted: Sat Jan 07, 2012 12:10 am
by Wooly
Can I ask if there are plans to translate this to English?

Say...google translate followed by a quick once over by a native English speaker for proofreading?

Re: Mammouth Defectueux

PostPosted: Thu Feb 09, 2012 11:14 pm
by Mister_Matthew
I've begun translating it into English. As translator, I release all rights to ownership and reprint of this translation to Ludically and Christophe Boelinger. Have at it, Mssrs., and plus encore.

Background

January 7, 507 P.A.

The Mammoth MKII was badly damaged during the downtown Denver mission on December 16, 506. Somehow it was brought to a workshop near NORAD City for repair. The NORAD troops left tracks in the snow during the recovery mission. The Salemites have followed the tracks.

Although the Mammoth has been restored in large part, it is currently non-operational.

The increasing incursions of the Salemites and the proliferation of zombies in NORAD territory pushed NORAD high command to marshall all their numbers and send them on various missions to the front. As a result, the workshop had to be temporarily abandoned, the personnel called for urgent missions. All entryways were sealed off.

The Salemites had been waiting for this moment to seize the Mammoth and get their hands on this advanced technology, a military asset they've been sorely lacking. Fortunately, NORAD scouts observe the movements of the Salemite troops. And when they realize that a Salemite platoon is heading for the abandoned warehouse, they begin a frantic race to reach the scene before them, finish necessary repairs on the Mammoth, and prevent the Salemites from capturing it at all costs.

This unexpected eleventh-hour mission is made all the more difficult because the NORADs don't have magnetic keycards. However, they do know where to find the easiest points of entry. The top NORAD commanders have also learned that the Mammoth is not loaded with ammunition, but there is ammunition stored in the warehouse. So there is a chance that the Salemites might take control of the Mammoth before NORAD gets there....

This mission calls for the utmost skill, both military and technical.

Re: Mammouth Defectueux

PostPosted: Sun Feb 12, 2012 4:30 pm
by Wooly
Many thanks for the good start! There are a few grammatical tense changes in the text above that seem...off to me though.

Nonetheless, it's good to get a background on the scenario. I look forward to when it's finally incorporated into an official doc.

Re: Mammouth Defectueux

PostPosted: Sun Feb 12, 2012 7:05 pm
by Mister_Matthew
Wooly wrote:Many thanks for the good start! There are a few grammatical tense changes in the text above that seem...off to me though.


Corrected a couple. Thank you for bringing them to my attention.

Scenario Setup

Construct the board according to the plan.

Remove the equipment card "Radio Scrambler" and set it aside. It will not be used for this scenario.

Remove the Toolbox card and place it on the board near the workshop.

Place the Mammoth MKII figurine on the four squares indicated on the plan, with the door.

Place the Mammoth MKII card next to the board, near the figurine.

No player controls the Mammoth at the beginning of the scenario.

Once each player has the equipment specified for his characters, the NORAD player mixes the remaining cards in the search deck under the table, then rests the deck on the table. The Salemite player can decide to cut the deck.

Initiative

The Salemite player has the initiative in each round.

NORAD Forces

The NORAD player controls:
- Nick Bolter equipped with a U43 submachine gun
- James Woo equipped with a revolver
- Lt. Vasquez equipped with a sniper rifle.

The NORAD player receives 10 CP at the start of each Initiative phase.

The NORAD player starts with 5 Mission Points.

Salemite Forces

The Salemite player controls:
- Jessica Hollister equipped with a Colt M7
- Jeff Deeler equipped with a U43 submachine gun and Zombie Serum
- Professeur Kendall
- Jack Saw

The Salemite player receives 10 CP at the start of each Initiative phase.

The Salemite player starts with 5 Mission Points.

Deployment

The NORAD player places his three figurines along the red line formed by the stripes on Frames 4 and 5.

The positions marked on the map are only given as an example.

The Salemite player places his four figurines along the red line formed by the stripes on Frames 1 and 8.

The positions marked on the map are only given as an example.

Special Rules

The Toolbox

The Toolbox can be retrieved in the workshop (Workshop). A character needs to obtain at least a search point in order to do this. Before beginning the search, the player controlling that character must specify whether to dig through the search deck or simply pick up the toolbox. If he decides to retrieve the tool box, he can't go through the search deck.

The Defective Mammoth

As the Mammoth MKII hasn't been repaired yet, it remains neutral and any character can pass through it. No character has the ability to attack with the Mammoth as it was not repaired and therefore it is not controlled by either faction.

Repairing the Mammoth MKII

Any character adjacent to Mammoth MKII and facing it can try to repair it. For this, the character in question must successfully complete the following SPI line: {the SPI line is in the PDF}

Ammunition for the Mammoth MKII

The Mammoth MKII is not loaded with ammunition at the start of the game. It can't use its gun, or use its special ability to destroy walls using firepower.

The ammunition card is in the search deck. Once the Mammoth MKII carries the Ammunition equipment card, he can then use his gun and his special ability. However, it will still run out of ammo when all Broken Wall markers have been used.

NORAD Territory

The NORAD player can not convert the espionage points to Mission Points.

Length of the Scenario

The scenario ends after the eighth turn.

Victory Conditions

The player who controls the mammoth MKII at the end of the scenario gains 20 mission points.

If the Mammoth MKII is destroyed, neither player gains MPs.

All other means of gaining MPs are valid (Espionage, Search, Laptop, etc.)

The player who possesses the most points when the mission ends after eight turns is declared the winner.

Re: Mammouth Defectueux

PostPosted: Sun Feb 19, 2012 11:51 pm
by Mister_Matthew
Could an administrator start a new topic for the translation, s'il vous plait?

Re: Mammouth Defectueux

PostPosted: Mon Feb 20, 2012 3:43 am
by Wooly
If you don't terribly mind, if I may suggest the following changes to your excellent translation?

Background

January 7, 507 P.A.

A Mammoth MKII was badly damaged during the downtown Denver mission on December 16, 506. Somehow it was brought to a workshop near NORAD City for repair. The NORAD troops left tracks in the snow during the recovery mission. The Salemites have followed the tracks.

Although the Mammoth has been restored in large part, it is currently non-operational.

Increasing Salemite incursions and the proliferation of zombies into NORAD territory have pushed NORAD high command to marshall all their numbers and send them on various missions to the front. As a result, the workshop was temporarily abandoned - the personnel recalled for urgent missions. All entryways were sealed off.

The Salemites have been waiting for this moment to seize the Mammoth and get their hands on this advanced technology - a military asset they've been sorely lacking. Fortunately, NORAD scouts observed the movements of the Salemite troops. And when they realize that a Salemite platoon is heading for the abandoned warehouse, they begin a frantic race to reach the scene before them, complete the necessary repairs on the Mammoth, and prevent the Salemites from capturing it at all costs.

This unexpected eleventh-hour mission is made all the more difficult because the NORADs don't have magnetic keycards. However, they do know where to find the easiest points of entry. The top NORAD commanders have also learned that while the Mammoth is not loaded with ammunition, there is ammunition stored in the warehouse. So there is a chance that the Salemites might take control of the Mammoth before NORAD gets there....

This mission calls for the utmost skill, both military and technical.

Re: Mammouth Defectueux

PostPosted: Mon Feb 20, 2012 4:28 pm
by Mister_Matthew
Wow! It's been a long time since I've had an editor. Thanks for that. I might have too great a fondness for the pluperfect, and our Francophone friends tend toward it as well. Feel free to consider your edits the official edits... to my unofficial translation.

Re: Mammouth Defectueux

PostPosted: Tue Feb 21, 2012 2:37 am
by Wooly
You are too kind! :D

You did the heavy lifting after all!

But I'm sure that there's another editor in the wings that would be able to spot anything I missed!

Re: Mammouth Defectueux

PostPosted: Mon Feb 27, 2012 4:28 am
by Mister_Matthew
Hey there Wooly! Did you notice the rest of the translation?