By Jim Ryan (Jrr) on Thursday, January 19, 2006 - 05:04 am: Edit |
(T___.0) TERRORISTS (Y181-Y188) (Jim Ryan, Texas)
A new radical religious movement called the J’had has appeared in Federation space near the Klingon border. They collect followers on poor planets and converted the border planet Irate to their “religion”, making it their base of operations. Their ultimate goal is to destroy the “Infidels” (non-believers). They support and train terrorists to attack “Infidel” installations.
The J’had leader, Osa’Bum Laden, moves to various J’had planets to evade capture. He directs his followers with hidden messages sent through various public communications systems. His followers are fanatical and sometimes seem insane. Their ultimate goal is to give their lives for J’had.
Though J’had attacks were mainly directed at the Federation, the terrorists attacked any “Infidels” and other races were often attacked. Only the Federation took direct action against the J’had. This mini-campaign depicts various actions that took place between Y-181 and Y-188 and the responses they provoked.
(T___.1) CAMPAIGN SEQUENCE OF PLAY
This mini-campaign is organized into 36 plays of 7 scenarios. These scenarios should be played in order to get the feel of the action and time sequence. The scenario action took place as follows:
1. Play (T___S1) three times.
2. Play (T___S2), (T___S3) and (T___S4) twice each. Play (T___S1) after each scenario.
3. Play (T___S5) once.
4. Play (T___S1) three times.
5. Play (T___S2), (T___S3) and (T___S4) once each. Play (T___S1) after each scenario.
6. Play (T___S6) once.
7. Play (T___S1) three times.
8. Play (T___S2), (T___S3) and (T___S4) once each. Play (T___S1) after each scenario.
9. Play (T___S7) once.
(T___.2) CAMPAIGN NOTES
(T___.22) Scenarios (T___S3) and (T___S4) use passenger ships. Conversions are given in (IR101.1), (IR101.2), (IR101.3), (IR101.4), and (IR101.5) in the Reference section. SSDs are included.
(T___.23) Scenarios (T___S2), (T___S3), and (T___S4) use Terrorist Prime Teams (TPT); Modifications are described in the rules.
(T___.24) Many scenario variations suggest the use of export fighters (IR101.F1) and generic fighters (IR101.F2).
(T___.25) Scenarios (T___S2), (T___S3), and (T___S4) use the (D16.0) Advanced Marine Boarding Parties rules and boarding party displays (BPD). Player may select to use the standard (D7.0) boarding party rules.
(T___.26) All fighters, drones, pilots and other equipment are replaced at the end of each scenario. Players may wish to track pilots and pilot quality from scenario to scenario to get excellent pilots. All new pilots are green.
(T___.5) CAMPAIGN VICTORY CONDITIONS: Add the victory points for each scenario. Use the total.
By Jim Ryan (Jrr) on Thursday, January 19, 2006 - 05:04 am: Edit |
(T___S1.0) PATROLLING IRATE (Y181-Y188) (Jim Ryan, Texas)
Irate is a planet converted by the J’had on the Federation/Klingon border. In Y-180 their ruler, Cad A’Fly, purchased large quantities of military hardware, including fighters for “local defense”, from the Klingons. Irate pilots were fanatical, if untrained. The Federation found it necessary to send fighter patrols into the area to keep track of developments.
In Y181 the Irate claimed all areas within 300,000 km (30 hexes) of their planet, stating that they would defend the area from the “Infidels”. Other independent planets claim an area of 180,000 km (18 hexes) by agreement and the Federation was determined to enforce this limit. The Federation sent fighter patrols into the area and the Irate responded.
(T___S1.1) NUMBER OF PLAYERS: 2; the Irate player and the Federation player.
(T___S1.2) INITIAL SETUP:
TERRAIN: Class-M planet (Irate) in 3015.
IRATE: forces vary, see (T___S1.45); on the planet, WS-3, launch from the facing side of the planet.
FEDERATION: forces vary, see (T___S1.46); in the 01xx hex row, facing B or C, speed max, WS-3.
(T___S1.3) SCENARIO LENGTH: Until all of one player’s units are destroyed, captured, or disengaged.
(T___S1.4) SPECIAL RULES
(T___S1.41) MAP: The map is fixed (S1.4). Federation units must exit through the 01xx hex row or they are considered destroyed. Irate units cannot disengage.
(T___S1.42) SHUTTLES AND PFs
(T___S1.421) Fighters do not have WBP (due to mission priorities).
(T___S1.422) Use the Dogfight rules (J7.0).
(T___S1.423) There are no PF, MRS, or admin shuttles in this scenario.
(T___S1.43) COMMANDERS OPTIONS
(T___S1.431) All drones are fast (speed 32), type-I or type-VI (no type-III or special drones).
(T___S1.432) Players may purchase up to 10% of their fighter BPV as special warheads for the above drones.
(T___S1.44) REFITS: No units are refitted except as listed in (T___S1.45) and (T___S1.46).
(T___S1.45) IRACKIAN SETUP
(T___S1.451) At the beginning of the scenario the Irate player rolls two dice to determine his fighter forces using this chart:
2 = 6x Z-V 3 = 6x Z-Y
4 = 2x Z-1; 4x Z-V 5 = 2x Z-Y; 4x Z-2
6 = 6x Z-1 7 = 6x Z-2
8 = 6x Z-1 9 = 2 x Z-V; 4 x Z-1
10 = 2 x Z-2, 4x Z-Y 11 = 6x Z-V
12 = 6x Z-Y
(T___S1.452) The Irate player rolls for pilot quality with an adjustment of -2 to the die roll.
(T___S1.452) These units launch from the planet on turn 1. They cannot be fired at until they clear the atmosphere.
(T___S1.46) FEDERATION SETUP
(T___S1.461) At the beginning of the scenario the Federation player rolls two dice to determine his fighter forces using the following chart:
2 = 6x F-14 3 = 6x F-15
4 = 4x F-14, 2x F-18B 5 = 4x F-18B, 2x F-15
6 = 6x F-18 7 = 4x F-18
8 = 6x F-18 9 = 4x F-18B, 2x F-14
10 = 4x F-15, 2x F-18B 11 = 6x F-14
12 = 6x F-15
(T___S1.462) The Federation player rolls for pilot quality with an adjustment of -1 to the die roll.
(T___S1.47) If a Federation fighter moves within 18 hexes of the planet it must disengage immediately.
(T___S1.5) VICTORY CONDITIONS: Use the Modified Victory Conditions.
(T___S1.6) VARIATIONS
(T___S1.61) The Kzintis often raid Irate. Substitute Kzinti fighters of equal BPV for Federation fighters.
(T___S1.62) Add defense satellites or GBDP (or both) to the planet and allow the federation to roll for two groups of fighters.
(T___S1.63) Use export (IR101.F01) or generic (IR101.F02) fighters for the Irate forces.
(T___S1.64) The Irate could not get enough fast drones. All Irate drones after the initial load are Medium speed (type-M).
(T___S1.7) BALANCE: This scenario is not designed to be balanced.
(T___S1.8) TACTICS: The scenario has too many variants to give tactics for every variant. Standard fighter tactics should be used.
(T___S1.9) NOTES: This scenario is a Revised Version of the original (SH12.0) by Stephen Cole.
By Jim Ryan (Jrr) on Thursday, January 19, 2006 - 05:05 am: Edit |
(T___S2.0) POLITICAL TERROR (Y181-185) (Jim Ryan- Texas)
This scenario depicts J’had terrorist attacks on Federation planetary installations and embassies. Federation intelligence proved that J’had leaders directed them.
(T___S2.1) NUMBER OF PLAYERS: 2; the Federation player and the Terrorist player.
(T___S2.2) INITIAL SETUP: variable; see (T___S2.45) and (T___S2.47).
(T___S2.3) LENGTH OF SCENARIO: Until the Terrorists are killed, have captured the Federation unit, or have disengaged.
(T___S2.4) SPECIAL RULES
(T___S2.41) MAP: No map is used in this scenario.
(T___S2.42) SHUTTLES AND PFs: No shuttles or PF are used in this scenario.
(T___S2.43) COMMANDERS OPTIONS: No commander’s options are used in this scenario. See (T___S2.472)
(T___S2.44) REFITS: There are no refits for any unit.
(T___S2.45) THE TERRORISTS
(T___S2.451) Terrorist boarding parties are Prime Teams (G32.0) and function for all purposes as Prime Teams except as modified in the following rules. They are designated as TPT.
(T___S2.452) At the beginning of the scenario the Terrorist player rolls two dice and adds 2 to the result. This is the number of TPT he has.
(T___S2.453) The TPT are inactive and cannot be attacked until activated, but may be activated by various actions. The Terrorist player may activate any or all TPT at any time.
(T___S2.454) Activated TPT function as if they were just transported aboard the unit.
(T___S2.455) Each TPT counts as 2 boarding parties for combat, but take casualties as a single boarding party.
(T___S2.456) One TPT must be assigned to guard every 10 BP or officers, or for every 20 crew units, militia units, or passenger units held hostage.
(T___S2.457) While guarding hostages a TPT may take no other action. If it is the only TPT remaining it will immediately kill all remaining hostages as its only action that turn.
(T___S2.46) TERRORIST ACTIONS
(T___S2.461) Each TPT may take one action each turn. TPT that have taken an action cannot be used in combat that turn but, if activated, may be used as causalities.
(T___S2.462) A TPT may take hostages (one passenger unit, crew unit, BP, or Legendary Officer); the terrorist player rolls two dice; if the result is a 6, 7 or 8 he takes the objective group hostage. The Federation player rolls 2 dice; if the result is 3, 4, 10 or 11 the TPT is activated and the hostages are killed.
(T___S2.463) A TPT may sabotage the Federation unit. The TPT player rolls two dice and uses (D8.21) to determine the type of sabotage. The Federation player rolls two dice. If the result is 5, 6, 8, or 9 the TPT is activated. Sabotage can be repaired as critical hits (D8.3).
(T___S2.464) A TPT may conduct hit-and-run raids (D7.8) before they are activated. If they return safely they remain inactive. Otherwise that TPT is activated (not destroyed).
(T___S2.465) Activated TPT not involved in combat during a turn may take any of the above actions at the end of a turn.
(T___S2.466) Inactive TPT cannot be involved in combat or be casualties.
(T___S2.467) The Terrorist player captures the Federation unit if no Federation crew units or boarding parties remain (not including hostages). If this occurs the Terrorists leave the Federation unit in shuttles with any captured hostages.
(T___S2.47) FEDERATION UNITS
(T___S2.471) The Federation player may convert 2 crew units to militia on the first turn in which a TPT becomes active and 1 each turn thereafter.
(T___S2.472) The Federation unit may receive extra crew units equal to 50% of his units’ original number (unless it has a Barracks Module). Each crew unit added gives the Terrorists an additional victory point.
(T___S4.473) The Federation unit is located on a planet (what planet is unimportant). The Federation player rolls 2 dice to determine what type of unit he has using the following chart.
2 = BS 3 = BSC 4 = SAM
5 = CPL 6 = MB-P2 7 = CPL
8 = MB-P2 9 = CPL 10 = SAM
11 = BSC 12 = BS
(T___S2.474) The Federation player rolls 2 dice for each module space to determine what modules are on his unit as follows:
2 = BarM 3 = SciM 4 = HosM
5 = VIPM 6 = CarM 7 = VIPM
8 = CarM 9 = VIPM 10 = HosM
11 = SciM 12 = BarM
(T___S2.48) Use the (D16.0) Advanced Marine Boarding Party Combat rules and the boarding party displays.
(T___S2.5) VICTORY CONDITIONS: The player with the highest total victory points wins.
FEDERATION: The Federation player receives victory points equal to the number of crew and passenger units on his unit at the start of the scenario. He loses 1 victory point for each unit (of any type) taken hostage. He loses 2 victory points for each crew unit killed and 3 victory points for each passenger unit or officer killed. He gains 5 victory points for each TPT killed.
TERRORISTS: The Terrorists receive 1 victory point for each BP or militia unit killed, 2 points for each passenger unit or officer killed, and 3 points for each unit (of any type) hostage. He loses 5 points for each TPT killed. If he captures the Federation unit he receives a 5 victory point bonus for each hostage unit he escapes with minus the number of TPT he started the scenario with.
(T___S2.6) VARIATIONS
(T___S2.61) Bid the number of TPT needed to win with the lowest bidder taking the Terrorist role and the number of TPT he bid. In this variation the players will bid after the Federation unit is selected.
(T___S2.62) Allow the Federation player to use a Prime Team.
(T___S2.7) BALANCE: The scenario can be balanced between players of different skill levels by one or more of the following:
(T___S2.71) Allow the terrorist player to add 4 to the (T___S2.451) die roll result.
(T___S2.72) Allow the Federation player to convert 2 crew units to militia each turn.
(T___S2.8) TACTICS:
FEDERATION: Your goal is to stop the Terrorists and save as many hostages as possible. Take out the terrorists.
TERRORISTS: Your objective is terror. Escape may not be an option, but you must disable the Federation weapons, tractors and transporters to escape. If there is no chance of escape kill as many hostages as possible.
HISTORICAL OUTCOME: Varied, no consistent outcomes.
(T___S2.9 NOTES: A new use for Prime Teams, unusual but realistic.
By Jim Ryan (Jrr) on Thursday, January 19, 2006 - 05:06 am: Edit |
(T___S3.0) UNCIVIL TERROR (Y181-Y188) (Jim Ryan, Texas)
This scenario depicts J’had terrorist attacks on Federation civilian installations and ports. Federation intelligence proved Jihad leaders directed the attacks.
(T___S3.1) NUMBER OF PLAYERS: 2; the Terrorist player and the Federation player.
(T___S3.2) INITIAL SETUP: variable; see (T___S3.45) and (T___S3.47).
(T___S3.3) LENGTH OF SCENARIO: Until the Terrorists are killed, have captured the Federation unit, or have disengaged.
(T___S3.4) SPECIAL RULES
(T___S3.41) MAP: No map is used in this scenario.
(T___S3.42) SHUTTLES AND PF: No shuttles or PF are used in this scenario.
(T___S3.43) COMMANDERS OPTIONS: No commander’s options are used in this scenario. See (T___S3.472)
(T___S3.44) REFITS: There are no refits for any unit.
(T___S3.45) THE TERRORISTS
(T___S3.451) Terrorist boarding parties are all considered Prime Teams (G32.0) and function for all purposes as Prime Teams except as modified in the following rules. They are designated as TPT.
(T___S3.452) At the beginning of the scenario the Terrorist player rolls 2 dice and adds 2 to the result. This is the number of TPT (Terrorist Prime Teams) he has.
(T___S3.453) TPT are inactive and cannot be attacked until activated, but may be activated by various actions.
(T___S3.454) The Terrorist player may activate any or all TPT at any time. Activated TPT function as if they were just transported aboard the unit.
(T___S3.455) Each TPT counts as 2 boarding parties for combat, but takes casualties as a single boarding party.
(T___S3.456) One TPT must be assigned as guard for every 10 BP or officers, or every 20 crew units, militia units, or passenger units hostage on the passenger ship.
(T___S3.457) While guarding hostages a TPT may take no other action. If it is the only TPT remaining it will kill all remaining hostages immediately.
(T___S3.46) TERRORIST ACTIONS
(T___S3.461) Each TPT may take one action each turn. TPT that have taken an action cannot be used in combat that turn but, if activated, may be used as causalities.
(T___S3.462) A TPT may take hostages (one passenger unit, crew unit, BP, or Legendary Officer); the terrorist player rolls two dice; if the result is a 6, 7 or 8 he takes the objective group hostage. The Federation player rolls 2 dice; if the result is 3, 4, 10 or 11 the TPT is activated and the hostages are killed.
(T___S3.463) A TPT may sabotage the Federation unit. The TPT player rolls two dice and uses (D8.21) to determine the type of sabotage. The Federation player rolls two dice. If the result is 5, 6, 8, or 9 the TPT is activated. Sabotage can be repaired as critical hits (D8.3).
(T___S3.464) A TPT may conduct hit-and-run raids (D7.8) before they are activated. If they return safely they remain inactive. Otherwise that TPT is activated (not destroyed).
(T___S3.465) Activated TPT not involved in combat during a turn may take any of the above actions at the end of a turn.
(T___S3.466) Inactive TPT cannot be involved in combat or be casualties.
(T___S3.467) The Terrorist player captures the Federation unit if no Federation crew units or boarding parties remain (not including hostages). If this occurs the Terrorists leave the Federation unit in shuttles with any captured hostages.
(T___S3.47) FEDERATION UNITS
(T___S3.471) The Federation player may convert 2 crew units to militia on the first turn in which a TPT becomes active and 1 each turn thereafter.
(T___S3.472) The Federation unit may receive extra crew units equal to 50% of his units’ original number (unless it has a Barracks Module). Each crew unit added gives the Terrorists an additional victory point.
(T___S3.473) The Federation player rolls 2 dice to determine what type of unit he has using the following chart:
2 = BS 3 = BSC 4 = MB-P2
5 = CPL 6 = SAM 7 = CPL
8 = SAM 9 = CPL 10 = MB-P2
11 = BSC 12 = BS
(T___S3.474) The Federation player rolls 2 dice to determine what modules are on his unit as follows:
2 = BarM 3 = SciM 4 = HosM
5 = VIPM 6 = CarM 7 = VIPM
8 = CarM 9 = VIPM 10 = HosM
11 = SciM 12 = BarM
(T___S3.48) Use the (D16.0) Advanced Marine Boarding Party Combat rules and the boarding party displays.
(T___S3.5) VICTORY CONDITIONS: The player with the highest total victory points wins.
FEDERATION: The Federation player receives victory points equal to the number of crew and passenger units on his unit at the start of the scenario. He loses 1 victory points for each unit (of any type) taken hostage. He loses 2 points for each crew unit killed and 3 points for each passenger unit or officer killed. He gains 5 victory points for each TPT killed.
TERRORISTS: The Terrorists receive 1 victory point for each BP or militia unit killed, 2 points for each passenger unit or officer killed, and 3 points for each unit (of any type) hostage. He loses 5 points for each TPT killed. If he captures the Federation unit he receives a 5 victory point bonus for each hostage unit he escapes with minus the number of TPT he started the scenario with.
(T___S3.6) VARIATIONS
(T___S3.61) Bid the number of TPT needed to win with the lowest bidder taking the Terrorist role and the number of TPT he bid. In this variation the players bid after the Federation unit is selected.
(T___S3.62) Allow the Federation player to use a Prime Team.
(T___S3.7) BALANCE: The scenario can be balanced between players of different skill levels by one or more of the following:
(T___S3.71) Allow the terrorist player to add 4 to the (T___S3.451) die roll result.
(T___S3.72) Allow the Federation player to convert 2 crew units to militia each turn.
(T___S3.8) TACTICS:
FEDERATION: Your goal is to stop the Terrorists and save as many hostages as possible. Take out the terrorists.
TERRORISTS: Your objective is terror. Escape may not be an option. You must disable the Federation weapons, tractors and transporters to escape. If there is no chance of escape kill as many hostages as possible.
HISTORICAL OUTCOME: Varied, no consistent outcomes.
(T___S3.9 NOTES: A new use for Prime Teams, unusual but realistic.
By Jim Ryan (Jrr) on Thursday, January 19, 2006 - 05:06 am: Edit |
(T___S4.0) J’HAD HIJACKERS (Y181-Y188) (Jim Ryan, Texas)
J’had terrorists hijacked passenger ships, forcing the crews to dock at civilian installations. They made demands and killed passengers if their demands were not met. Negotiations took place, but the terrorists consider themselves martyrs. They have nothing to lose.
(T___S4.1) NUMBER OF PLAYERS: 2; the Terrorist player and the Federation player.
(T___S4.2) INITIAL SETUP:
TERRORISTS: varies, see (T___S4.45) and (T___S4.471); docked to Federation unit.
FEDERATION: varies, see (T___S4.46), (T___S4.472), and (T___S4.473) to determine Federation forces.
(T___S4.3) LENGTH OF SCENARIO: Until the terrorists surrender, are killed, or capture the Federation unit.
(T___S4.4) SPECIAL RULES
(T___S4.41) MAP: No map is used in this scenario.
(T___S4.42) SHUTTLES AND PF: No shuttles or PF are used in this scenario.
(T___S4.43) COMMANDERS OPTIONS: No commander’s options are used in this scenario.
(T___S4.44) REFITS: There are no refits for any unit.
(T___S4.45) THE TERRORISTS
(T___S3.451) Terrorist boarding parties are considered Prime Teams (G32.0) and function for all purposes as Prime Teams except as modified in the following rules. They are designated as TPT (Terrorist Prime Teams).
(T___S4.452) At the beginning of the scenario the Terrorist player rolls 2 dice and adds 2 to the result. This is the number of TPT he receives.
(T___S4.453) Each TPT counts as 2 boarding parties for combat, but takes casualties as a single boarding party.
(T___S4.454) Each TPT may take one action each turn. TPT that have taken an action cannot be used in combat that turn but, if activated, may be used as causalities.
(T___S4.455) One TPT must be assigned as guard for every 10 BP/officers or every 20 crew units, militia units, or passenger units hostage on the passenger ship.
(T___S4.456) While guarding hostages a TPT may take no other action. If it is the only TPT remaining it immediately kills all hostages.
(T___S4.457) The Federation unit is considered captured if no Federation crew units or boarding parties remain (not including hostages). If this occurs the Terrorists leave the Federation unit in the captured passenger ship with any captured hostages.
(T___S4.46) FEDERATION CREWS
(T___S4.461) Some of the Federation crew remain on the passenger ship. They are inactive and are only activated if the Federation player attempts a “main-force rescue” (T___S4.465). No BP remain on the passenger ship.
(T___S4.462) The Federation player does not know how many crew units remain on the passenger ship. The terrorist player secretly rolls two dice to determine the number.
(T___S4.4621) If the die roll is 2/12, 60% remain; If 3/11, 40% remain; If a 4/5/9/10, 20% remain; If the roll is 6/7/8, none remain. Round fractions up.
(T___S4.4622) All crew units (not passenger units) on the passenger ship are considered militia when activated.
(T___S4.463) The Federation player converts crew units to militia at normal rates.
(T___S4.464) The Federation unit has 50% more crew units than the number originally on his unit (within game limits) unless it has a Barracks Module. The passenger ship has its normal crew.
(T___S4.465) The Federation player may attempt a “main-force rescue” if the negotiation points are less than “0” (a negative number).
(T___S4.4651) If a “main-force rescue” is attempted the Federation player must destroy all TPT in a single turn by boarding party combat. The passenger ship’s crew is immediately converted to militia and released to fight.
(T___S4.4652) If the rescue is successful all hostages are rescued. IF not 2 units (any type) are killed.
(T___S4.466) The Federation player may conduct hit-and-run raids to attempt to rescue hostages. If the result is a safe return one hostage unit is rescued. If the result is BP destroyed, both the BP and the hostage unit are killed.
(T___S4.467) Use the (D16.0) Advanced Marine Boarding Party Combat rules and the boarding party displays.
(T___S4.47) SHIPS
(T___S4.471) The Federation player rolls 2 dice to determine what passenger ship was captured as follows:
2 = FXP 3 = PTP 4 = FTP
5 = SPT 6 = LPT 7 = SPT
8 = LPT 9 = SPT 10 = FTP
11 = PTP 12 = FXP
(T___S4.472) The Federation player rolls 2 dice to determine what unit the ship is docked to using the following chart:
2 = BS 3 = BSC 4 = SAM
5 = CPL 6 = MB-P2 7 = CPL
8 = MB-P2 9 = CPL 10 = SAM
11 = BSC 12 = BS
(T___S4.473) The Federation player rolls 2 dice for each module space to determine what modules are on his unit as follows:
2 = BarM 3 = SciM 4 = HosM
5 = VIPM 6 = CarM 7 = VIPM
8 = CarM 9 = VIPM 10 = HosM
11 = SciM 12 = BarM
(T___S4.474) The ship is docked to the base and within it’s shields. The ship cannot operate shields while docked.
(T___S4.48) NEGOTIATION STATUS
(T___S4.481) Negotiation status is zero at the start of each turn.
(T___S4.482) A negotiation status of more than four is considered to be four.
(T___S4.483) A negotiation status of less than zero is considered to be zero.
(T___S4.484) Negative modifiers of negotiation status are as follows:
(T___S4.4841) For each passenger unit released that turn subtract one.
(T___S4.4842) For each TPT killed on previous turns subtract one each subsequent turn.
(T___S4.4843) If the terrorists have no hostages subtract two.
(T___S4.4844) If a “main-force rescue” is successful subtract two each turn.
(T___S4.4845) If a “hit-and-run” raid successfully rescues hostages subtract 1 that turn.
(T___S4.485) Positive modifiers of negotiation status are as follows:
(T___S4.4851) If boarding party combat occurred that turn add one for that turn.
(T___S4.4852) For each successful hit-and-run raid by either player add one for that turn.
(T___S4.4853) If any passenger units are killed add two that turn and one on subsequent turns.
(T___S4.4854) If the Federation controlled unit is crippled add two that turn and one on subsequent turns.
(T___S4.4855) For each TPT killed that turn add two that turn, see negative modifiers for subsequent turns.
(T___S4.4856) If a “main-force rescue” is attempted and fails add two on that turn and one on subsequent turns.
(T___S4.4857)
(T___S4.486) The Federation player rolls one die at the end of each turn and uses the (T___S4.487) chart to determine the number of negotiation points he receives.
(T___S4.487) NEGOTIATION STATUS CHART
DIE ROLL OF: 1 2 3 4 5 6
Negotiation Status = 0 5 4 3 2 1 0
Negotiation Status = 1 4 3 2 1 0 -1
Negotiation Status = 2 3 2 1 0 -1 -2
Negotiation Status = 3 2 1 0 -1 -2 -3
Negotiation Status = 4 1 0 -1 -2 -3 -4
(T___S4.49) NEGOTIATION POINTS
(T___S4.491) The Federation player has no negotiation points at the start of the scenario.
(T___S4.492) Players should keep track of negotiation points throughout the scenario.
(T___S4.493) The negotiation points at the end of each turn determine the actions of the players.
(T___S4.494) If negotiation points are above zero (a positive number), one passenger unit is released that turn.
(T___S4.495) If negotiation points are less than zero (a negative number), one passenger unit is killed that turn.
(T___S4.496) If negotiation points reach -50 (negative 50), the terrorists kill all remaining hostages and self-destruct their ship. Note the ship is docked and the Federation unit’s shields will not protect it.
(T___S4.497) If negotiation points reach +50 (positive 50), the terrorists release all hostages and surrender.
(T___S4.498) The Federation player rolls one die at the end of each turn and uses the above chart to determine the number of negotiation points he receives or loses that turn.
(T___S4.5) VICTORY CONDITIONS:
(T___S4.51) If all hostages are released by negotiation and no hostages were killed the Federation wins an astounding victory and the terrorists win a diplomatic victory.
(T___S4.52) If all hostages are released by negotiation and hostages were killed, the Federation wins a diplomatic victory and the terrorists win a tactical victory.
(T___S4.53) If the terrorists capture the Federation unit they win a decisive victory; If they capture it without killing any hostages they win an astounding victory. In either case the Federation player loses.
(T___S4.54) If all hostages were killed the terrorists win a pyrrhic victory and the Federation loses.
(T___S4.55) If all the terrorists were killed and no hostages were killed, the terrorists lose and the Federation wins a tactical victory.
(T___S4.56) If all the terrorists were killed and hostages were killed, the terrorists lose and the Federation wins a marginal victory.
(T___S4.57) If the Federation player rescues the hostages by a “main-force rescue” and no hostages were killed he wins a substantial victory. The terrorist player loses.
(T___S4.58) If the Federation player rescues the hostages by a “main-force rescue” and hostages were killed he wins a tactical victory. The terrorist player gets a marginal victory.
(T___S4.59) Any other result is a draw.
(T___S4.6) VARIATIONS
(T___S4.61) Bid the number of TPT needed to win with the lowest bidder taking the Terrorist role and the number of TPT he bid. In this variation the Terrorist player will bid after the Federation unit is selected.
(T___S4.62) Allow the Federation player to use a Prime Team. If the Prime Team is killed his victory level is reduced two levels.
(T___S4.7) BALANCE: The scenario can be balanced between players of different skill levels by one or more of the following:
(T___S4.71) Allow the terrorist player to add 4 to the (T___S4.451) die roll result.
(T___S4.72) Allow the Federation player to convert 2 crew units to militia each turn.
(T___S4.73) Adjust the Negotiation Status die roll up or down.
(T___S4.8) TACTICS:
(T___S4.9) NOTES: Note the use of passenger ships. Conversions are given in (IR101.1), (IR101.2), (IR101.3), (IR101.4), and (IR101.5) in the Reference section. SSDs are included.
By Jim Ryan (Jrr) on Thursday, January 19, 2006 - 05:07 am: Edit |
(T___S5.0) RECIPROCAL TERRORISM (Y186) (Jim Ryan, Texas)
In Y186 the Federation attacked Irate in retribution for support of J’had terrorists. Military targets were the objective and there was proof of Irate’s support for terrorists, but the J’had, Klingons, and some Federation members called this attack terrorism. The attack surprised the J’had, whose intelligence forces warned of an attack but were ignored.
(T___S5.1) NUMBER OF PLAYERS: 3; the Federation player, the Klingon player, and the Irate player.
(T___S5.2) INITIAL SETUP:
TERRAIN: Planet (Irate) in hex 3215.
IRAK FORCES: Irate units are surprised (D18.0), they did not expect this attack.
Defense Satellites: 3 x Phaser-II, orbiting the planet at range 1.
Ground Bases: 3 x GBD-2, 3 x GMB, 6 x GMG, 6 x FGB-S (6 x Z-2 each), 2 x FGB-M (12 x Z-1 each), FGB-M (12 x Z-V); Distributed evenly around planet, no more than 4 per hex side of the planet.
KLINGON FORCES: 2 x F-AS (drone racks); Orbiting the planet at range 2, WS-0, any facing.
FEDERATION FORCES: All in the 01xx hex row, any speed, facing planet, WS-3.
CVBG: CVA (12 x F-14B, 10 x A-10, 2 x SWAC, MRS), NAC, DEA, FFA;
CVSG: CVB (12 x F-18C, MRS), NEC, DEA, FFA;
NVSG: NVL (12 x F-18C, MRS), NAC, DWA;
A-20: 12 x A-20 fighters enter on turn 2.
(T___S5.3) LENGTH OF SCENARIO: The scenario continues until the Federation forces are destroyed or have disengaged.
(T___S5.4) SPECIAL RULES
(T___S5.41) MAP: The map is fixed; it does not float. Any unit leaving the map has disengaged and cannot return.
(T___S5.411) Federation forces must disengage through the 01xx hex row.
(T___S5.412) Klingon forces must disengage through the 42xx hex row.
(T___S5.413) Irate forces cannot disengage.
(T___S5.414) Any unit disengaging in the wrong area is considered destroyed.
(T___S5.42) SHUTTLES AND PF: All shuttles have warp booster packs.
(T___S5.421) Only the Federation units have MRS shuttles, as listed in (T___S5.2).
(T___S5.422) Use the standard deployment patterns (one EWF for each squadron of 8 or more fighters) for EW fighters.
(T___S5.423) There are no PF in this scenario.
(T___S5.43) COMMANDER'S OPTION ITEMS:
(T___S5.431) Players can purchase additional or special equipment as Commander's Option Items (e.g., T-bombs, extra marines, etc.) up to 20% (Federation 30%) of their Combat BPV. See (S3.2) for details and exceptions.
(T___S5.432) All drones are "fast," speed-32.
(T___S5.433) Klingon and Irate units can purchase additional drones, but their drones must all be type-I or type-VI.
(T___S5.434) All players must pre-allot their drone load-outs and keep track of the drones they have remaining.
(T___S5.44) REFITS: All Federation units are fully refitted.
(T___S5.45) FEDERATION LIMITATIONS
(T___S5.451) Federation ships must stay 20 or more hexes from the planet; if they move closer they must immediately disengage. They may only fire at fighters, shuttles, and drones.
(T___S5.452) Federation fighter pilots have orders not to fire at Klingon units unless a Klingon unit fires at Federation units (seeking weapons excluded).
(T___S5.453) Federation A-20s are at the limits of their endurance and must disengage by the end of turn 10.
(T___S5.454) The Federation player rolls normally for pilot quality.
(T___S5.46) Klingon units cannot fire at Irate units unless Irate units fire at them.
(T___S5.47) Klingon units can fire at any seeking weapon.
(T___S5.48) Irate units cannot fire at Klingon units unless the Klingons refuse to fire at Federation seeking weapons.
(T___S5.49) The Irate player rolls for pilot quality with a -2 adjustment to his die rolls.
(T___S5.5) VICTORY CONDITIONS: Use the Standard Victory Conditions with the following bonuses:
FEDERATION: Twenty points for each GMG destroyed, 10 points for each FGB destroyed, and 5 points for other ground bases destroyed.
KLINGON: Receives a 50-point bonus if he does not fire at Federation units (seeking weapons excepted).
IRAK: Receives a 100-point bonus for each Federation ship they destroy.
(T___S5.6) VARIATIONS: The scenario can be played again under different conditions by making one or more of the following changes:
(T___S5.61) Delete the Klingon units for a two-player variant.
(T___S5.62) Delete the CVSG and NVSG from the Federation forces and half of the Irate fighter forces.
(T___S5.63) Use export or generic fighters for the Irate.
(T___S5.7) BALANCE: The scenario can be balanced between players of different skill levels by one or more of the following:
(T___S5.71) Add a FFS to the Federation forces.
(T___S5.72) Don’t use the (D18.0) Surprise rules for the Irate.
(T___S5.73) Replace the A-20 fighters with F-111s.
(T___S5.8) TACTICS:
FEDERATION: Keep your ships together to fend off drones and fighters. Identify drones. Use A-20s and A-10s to break through to the ground bases. Load Admin shuttles as shatter-packs.
KLINGON: Remain in orbit and defend the planet. Failure to do so permits the Irate to fire at you. DON’T fire at Federation units.
IRAK: Let the carriers run out of drones. Concentrate on defending ground bases. Destroy Federation fighters or they will be repaired.
HISTORICAL OUTCOME: The Federation destroyed all of the GMG and half of the other ground bases.
(T___S5.9) NOTES: Unusual objective for the Federation. Large number of fighters, good for group play.
By Jim Ryan (Jrr) on Thursday, January 19, 2006 - 05:07 am: Edit |
(T___S6.0) DEATH OF THE BUTTRESS (Y188) (Jim Ryan, Texas)
Buttress delivered F-18C fighters to a CVSG patrolling Irate space. The J’had detected the delivery and set a trap for the Buttress.
(T___S6.1) NUMBER OF PLAYERS: 2; the Jihad player and the Federation player.
(T___S6.2) INITIAL SET UP
TERRAIN: Asteroid Field [use the map from Module B or S1, or use the (P3.1) layout].
FEDERATION: Aux-CVA Buttress (12 x F-18, 12 x F-8) and FFE within 5 hexes of 2230; speed 15; heading A; WS-0.
J’HAD: 12 x Z-V and 12 x Z-2 fighters hidden deployed in any asteroid hexes, any facing, speed 0, WS-3.
(T___S6.3) LENGTH OF SCENARIO: The scenario continues for 10 turns. J’had units must disengage by the end of turn 10 (Fighters from the CVSG arrive on turn 11).
(T___S6.4) SPECIAL RULES
(T___S6.41) MAP: Use a floating map. Asteroids extend for 100 hexes in all directions.
(T___S6.42) SHUTTLES AND PF: All J’had shuttles have warp booster packs. Federation shuttles do not.
(T___S6.421) No ship in this scenario is qualified to carry MRS shuttles. In a variant where that is possible, they may be purchased [up to the limits in (J8.5)] under (T___S6.431).
(T___S6.422) Use standard deployment patterns (one EWF for each squadron of eight or more fighters) for EW fighters.
(T___S6.423) There are no PF in this scenario.
(T___S6.43) COMMANDER'S OPTION ITEMS:
(T___S6.431) Each ship can purchase additional or special equipment as Commander's Option Items (e.g., T-bombs, extra marines, etc.) up to 10% of its Combat BPV. See (S3.2) for details and exceptions. Note that whatever is spent here counts in the Standard or Modified (select one of the two) Victory Conditions (S2.2) as victory points for the enemy.
(T___S6.432) All drones are "fast," speed-32.
(T___S6.433) The Aux-CVA is low on priority for special drones. It may only carry type-I and type-VI drones.
(T___S6.44) REFITS: No unit has refits except as listed in (T___S6.2).
(T___S6.45) J’had fighter pilots are good.
(T___S6.46) The Federation player rolls for fighter pilot quality with a -1 die roll adjustment.
(T___S3.47) Federation ships cannot move in direction C, D or E; they are trying to get within range of the CVSG coming to their aid from direction A.
(T___S3.48) Federation units must remain at WS-0 until a Jihad unit is exposed.
(T___S6.5) VICTORY CONDITIONS: Use the Standard Victory Conditions with the following bonuses:
FEDERATION: Receives 50-point bonus if Aux-CVA escapes.
JIHAD: Receives 100-point bonus if the Aux-CVA is destroyed; 25 point bonus if it escapes crippled.
(T___S6.6) VARIATIONS: The scenario can be played again under different conditions by making one or more of the following changes:
(T___S6.61) Use any race in place of the Federation.
(T___S6.62) Use generic or export fighters for the Jihad.
(T___S6.63) Bid the number of Z-V and Z-2 fighters a player will use. The player with the lowest bid plays the Jihad with the fighters he bid.
(T___S6.64) The CVSG arrives on turn 11, but the Jihad units can continue to fight (they do not have to disengage).
(T___S6.65) Replace the Aux-CVA with an Aux-CVL (12 x F-18) and delete the Z-2 fighters.
(T___S6.7) BALANCE: The scenario can be balanced between players of different skill levels by one or more of the following:
(T___S6.71) Increase or decrease the number of Z-V or Z-2 fighters the Jihad have.
(T___S6.72) Replace some of the Z-V fighters with Z-2s or some of the Z-2s with Z-Vs.
(T___S6.73) Delete the FFE.
(T___S6.74) Replace the Aux-CVA with a Aux-CVL (12 x F-18).
(T___S6.8) TACTICS:
FEDERATION: At WS-0 you will have a tough time surviving the first turns.
JIHAD: Do as much damage as possible the first two turns then evaluate your ability to destroy the AuxCV; Note you have no reloads.
HISTORICAL OUTCOME: The Buttress was destroyed; All Z-2 fighters and four Z-V fighters were destroyed.
(T___S6.9) NOTES: An interesting scenario with the Federation unable to fight for several turns.
By Jim Ryan (Jrr) on Thursday, January 19, 2006 - 05:08 am: Edit |
(T___S7.0) LAST DEFENSE (Y188) (Jim Ryan, Texas)
As retribution for the unprovoked attack on the Buttress, the Federation used a large force of ships to destroy ALL J’had military installations on Irate, hoping the Irate government and J’had support would collapse. The J’had called on the Klingons for aid in repelling the attack and the result was this clash of wills.
(T___S7.1) NUMBER OF PLAYERS: 3; the Federation player, the Klingon player, and the Jihad player.
(T___S7.2) INITIAL SET UP
TERRAIN: Planet (Irate) in 3015.
FEDERATION: start in the 01xx hex row, facing the planet, speed max, WS-3.
Turn 1: CVBG - CVA (12 x F-14B, 10 x A-10, 2 x SWAC), NAC, DEA, FFA;
CVSG - CVB (12 x F-15C), NAC, DEA, FFA;
NVSG - NVL (12 x F-18C), NAC, DWA;
CC, NCL, DD, NMS, NSC;
Turn 3: CVLG - GS-CVL (6 x F-18C), NAC, FFA;
Turn 5: 6 x A-20, 6 x F-111;
J’HAD: start on planet, WS-3.
Ground Bases: 3 x FGB-M (12 x Z-1 each), 3 x FGB-M (12 x Z-2 each), 2 x FGB-M (12 x Z-V each), 2 x FGB-M (12 x Z-YB each), 3 x GMB, 3 x GMG, 2 x PFGB (6 x INT each), 6 x GBD-2.
Defense Satellites: 2 at range 1 and 3 at range 3, all phaser type.
Mines: Mine package (all captors are phaser type, no sensor mines) distributed at players’ discretion within 12 hexes of the planet.
KLINGON: SAM [1 x PAM and 1x PFM (G1P PF flotilla)] in hex 3017, standard orbit, any facing, WS-3.
KLINGON REINFORCEMENTS: All enter from the 42xx hex row, facing planet, speed max, WS-3
Turn 6 - PF flotilla (standard - from D6P);
Turn 9 - D7L (2 x PF on mech links), D5S, F5B, D6P;
Turn 12 - D7V (12 x Z-YC), AD5, AF5;
Turn 15 - 6 x Z-H.
(T___S7.3) LENGTH OF SCENARIO: The scenario continues until all of one side’s forces are destroyed, captured, or have disengaged.
(T___S7.4) SPECIAL RULES
(T___S7.41) MAP: The map is fixed. Units leaving the map have disengaged and cannot return. Units must disengage through their entry hexes or they are considered destroyed. Federation A-20 and F-111 fighters must disengage by the end of turn 15 or they are considered destroyed (they are at their operational limits). Klingon Z-H must disengage by the end of turn 25 or they are considered destroyed (they are at their operational limits). Jihad forces cannot disengage.
(T___S7.42) SHUTTLES AND PF: All shuttles, Interceptors, and PF have warp booster packs.
(T___S7.421) MRS shuttles may be purchased [up to the limits in (J8.5) under (T___S7.431)].
(T___S7.422) Use standard deployment patterns (one EWF for each squadron of eight or more fighters) for EW fighters.
(T___S7.423) Each PF flotilla is a standard flotilla including one leader and one scout.
(T___S7.424) All Jihad INT and PF are Klingon types.
(T___S7.43) COMMANDER'S OPTION ITEMS:
(T___S7.431) Each ship can purchase additional or special equipment as Commander's Option Items (e.g., T-bombs, extra marines, etc.) up to 20% of its Combat BPV. Federation ships can purchase up to 30%. See (S3.2) for details and exceptions. Whatever is spent here counts in the Standard Victory Conditions (S2.2) as victory points for the enemy.
(T___S7.432) All drones are "fast," speed-32.
(T___S7.433) Each drone-armed ship can purchase special drones up to the historical racial percentages as part of the Commander's Option Items. Note that (S3.2) allows drone ships extra points for this purpose.
(T___S7.434) All players should pre-allot their drone load-outs and track their drone usage.
(T___S7.44) REFITS: All units have all available refits for Y188.
(T___S7.45) All crippled ships must disengage immediately. They can no longer fire (except in defense) or control seeking weapons.
(T___S7.46) Federation and Klingon players roll for fighter pilot and PF crew quality normally. The Jihad player rolls with a -1 adjustment for fighter pilot quality and a -2 adjustment for INT crew quality.
(T___S7.47) Federation units may only fire at Klingon units if a Klingon unit has fired at a Federation unit.
(T___S7.48) Klingon units may only fire at Jihad units if a Jihad unit has fired at a Klingon unit.
(T___S7.49) Jihad units may only fire at Klingon units if the Klingon player does not become decisively engaged (in the Jihad player’s opinion). If the Jihad player fires at Klingon units the Klingons will only defend their SAMS.
(T___S7.5) VICTORY CONDITIONS: Use the Standard Victory Conditions (S2.20). The Federation player receives a 10 point bonus for each Jihad GMG he destroys, 5 points for any other ground base he destroys, 60 points if he destroys all Jihad fighters, and 40 points if he destroys all Jihad INT.
(T___S7.6) VARIATIONS: The scenario can be played under different conditions by making one or more of the following changes:
(T___S7.61) Replace Jihad fighters with export or generic fighters.
(T___S7.62) Eliminate the Klingon units and the Federation turn 3 reinforcements.
(T___S7.63) Allow the Klingon player to select equivalent BPV ships for each arriving group and use tactical intelligence.
(T___S7.7) BALANCE: The scenario can be balanced between players of different skill levels by one or more of the following:
(T___S7.71) Change the Z-V fighters into Z-YB fighters.
(T___S7.72) Replace the SAM with a BS (PF, power, and cargo modules).
(T___S7.73) Replace the Jihad INT with PFs.
(T___S7.74) Change the Klingon response time (decrease or increase the turns they enter the scenario).
(T___S7.8) TACTICS:
FEDERATION: Clear the minefield and defense satellites before many Klingon units arrive. Try to catch Jihad units in atmosphere. Use fighters to defend units sent to attack planetary defenses and destroy Jihad units. Group fighter carriers and escorts allowing them to approach closer to the planet for EW support. Heavy fighters cannot be reloaded so use them carefully.
JIHAD: Launch all units immediately and attack (carefully). Your initial force exceeds the Federation forces but cannot defend the planet if they all reload at once (they must land to reload). Crippling fighters is no help, as they will be repaired.
KLINGON: Your arrival may be too late to help the Jihad. Protect your assets and damage Federation units if you can do so without becoming decisively engaged.
HISTORICAL OUTCOME: The Federation destroyed all Jihad units and lost 50% of their fighters. Halfway through the battle they had to move ships closer to the planet to complete their mission, with heavy damages. The Klingons mostly provided defense for the Jihad planet and were attacked by the Jihad halfway through the battle. The Irate government fell 2 weeks later.
(T___S7.9) NOTES: This scenario is very large; Good for group play.
By Steve Petrick (Petrick) on Thursday, January 19, 2006 - 12:40 pm: Edit |
Jim Ryan:
You need to review the rules in (S8.0). There are very real reasons why we put a limit on the numbers of fighters that can appear in a scenario. Your last has not less than 52 single space drone-armed fighters, and a dozen double space drone-armed fighters ON ONE SIDE. On top of that, you have 19 warships on one side, which itself is in excess of what is allowed under (S8.0).
Since that one scenario is the culmination of your entire campaign, I have to ask you to rethink it and revise the entire campaign to be consistent with the existing rules in (S8.0) for such deployments.
NOTE: The above should not be taken to mean that I have in fact reviewed all of your campaign rules, but only that I glanced over them briefly before hitting this conunundrum. And this does make it unpublishable without being heavily revised.
By Scott Tenhoff (Scottt) on Thursday, January 19, 2006 - 03:38 pm: Edit |
Jim Ryan, just out of curiousity how many BPVs do each side have in the battles?
It seems like lots are very one-sided for the Feds (as I understand they will be because of the Campaign). But it's hard to convince someone to play a scenario where they are out BPVed 2:1.
By Alan Trevor (Thyrm) on Thursday, January 19, 2006 - 03:53 pm: Edit |
The LAST DEFENSE scenario takes place in Y188, and is obviously a very high priority operation for the Federation, since they send both a CVA and a CVB, as well as numerous other fighter squadrons. Granted, even by Y188 neither X-ships nor megafighters are common. But the GW is over and given the high priority of this operation, I submit it is unlikely that there would be no X-ships or megafighter squadrons committed at all.
By Jim Ryan (Jrr) on Thursday, January 19, 2006 - 04:36 pm: Edit |
Note: I have not played SFB for ~12yrs. Just posted these from my "SFB archives". Maybe someone can adjust them to the new rules/ships.
By Steve Cole (Stevecole) on Thursday, January 19, 2006 - 04:48 pm: Edit |
Those rules are more than 12 years old. They go back to 1991.
By Jim Ryan (Jrr) on Friday, January 20, 2006 - 01:08 pm: Edit |
(T__S5.0) RECIPROCAL TERRORISM (Y186) (Jim Ryan, Texas)
In Y186 the Federation attacked Irate in retribution for support of J’had terrorists. Military targets were the objective and there was proof of Irate’s support for terrorists, but the J’had, Klingons, and some Federation members called this attack terrorism. The attack surprised the J’had, whose intelligence forces warned of an attack but were ignored.
(T__S5.1) NUMBER OF PLAYERS: 3; the Federation player, the Klingon player, and the Irate player.
(T__S5.2) INITIAL SETUP:
TERRAIN: Planet (Irate) in hex 3215.
IRAK FORCES: Irate units are surprised (D18.0), they did not expect this attack. [12 x Z-1 = 84; 12x Z-2 = 72; 12 x Z-V = 96; 3x DefS = 60; 6x FGB-S = 72; 3x GBD-2 = 21; 3x GMB = 36; 6x GMG = 120; TOTAL= 561]
Defense Satellites: 3 x Phaser-II, orbiting the planet at range 1.
Ground Bases: 3 x GBD-2, 3 x GMB, 6 x GMG, 2x FGB-S (6 x Z-2 each), 2x FGB-S (6 x Z-1 each), 2x FGB-S (6 x Z-V each);
Distributed around planet, no more than 4 per hex side of the planet.
KLINGON FORCES: 2 x F-AS (drone racks); Orbiting the planet at range 2, WS-0, any facing.
FEDERATION FORCES: All in the 01xx hex row, any speed, facing planet, WS-3.
CVSG: CVB (12 x F-18C, MRS), NEC, DEA, FFA;
A-20: 6 x A-20 fighters enter on turn 2.
(T__S5.3) LENGTH OF SCENARIO: The scenario continues until Federation forces are destroyed or have disengaged.
(T__S5.4) SPECIAL RULES
(T__S5.41) MAP: The map is fixed; it does not float. Any unit leaving the map has disengaged and cannot return.
(T__S5.411) Federation forces must disengage through the 01xx hex row.
(T__S5.412) Klingon forces must disengage through the 42xx hex row.
(T__S5.413) Irate forces cannot disengage.
(T__S5.414) Any unit disengaging in the wrong area is considered destroyed.
(T__S5.42) SHUTTLES AND PF: All shuttles have warp booster packs.
(T__S5.421) Only the Federation units have MRS shuttles, as listed in (T__S5.2).
(T__S5.422) Use the standard deployment patterns (one EWF for each squadron of 8 or more fighters) for EW fighters.
(T__S5.423) There are no PF in this scenario.
(T__S5.43) COMMANDER'S OPTION ITEMS:
(T__S5.431) Players can purchase additional or special equipment as Commander's Option Items (e.g., T-bombs, extra marines, etc.) up to 20% (Federation 30%) of their Combat BPV. See (S3.2) for details and exceptions.
(T__S5.432) All drones are "fast," speed-32.
(T__S5.433) Klingon and Irate units can purchase additional drones, but their drones must all be type-I or type-VI.
(T__S5.434) All players must pre-allot their drone load-outs and keep track of the drones they have remaining.
(T__S5.44) REFITS: All Federation units are fully refitted.
(T__S5.45) FEDERATION LIMITATIONS
(T__S5.451) Federation ships must stay 20 or more hexes from the planet; if they move closer they must immediately disengage. They may only fire at fighters, shuttles, and drones.
(T__S5.452) Federation fighter pilots have orders not to fire at Klingon units unless a Klingon unit fires at Federation units (seeking weapons excluded).
(T__S5.453) Federation A-20s are at the limits of their endurance and must disengage by the end of turn 10.
(T__S5.454) The Federation player rolls normally for pilot quality.
(T__S5.46) Klingon units cannot fire at Irate units unless Irate units fire at them.
(T__S5.47) Klingon units can fire at any seeking weapon.
(T__S5.48) Irate units cannot fire at Klingon units unless the Klingons refuse to fire at Federation seeking weapons.
(T__S5.49) The Irate player rolls for pilot quality with a -2 adjustment to his die rolls.
(T__S5.5) VICTORY CONDITIONS: Use the Standard Victory Conditions with the following bonuses:
FEDERATION: Twenty points for each GMG destroyed, 10 points for each FGB destroyed, and 5 points for other ground bases destroyed.
KLINGON: Receives a 50-point bonus if he does not fire at Federation units (seeking weapons excepted).
IRAK: Receives a 10-point bonus for each uncrippled ground base and a 20-point bonus for each undamaged ground base.
(T__S5.6) VARIATIONS: The scenario can be played under different conditions by making one or more of the following changes:
(T__S5.61) Delete the Klingon units for a two-player variant.
(T__S5.63) Use export or generic fighters for the Irate.
(T__S5.7) BALANCE: The scenario can be balanced between players of different skill levels by one or more of the following:
(T__S5.71) Add a FFS to the Federation forces.
(T__S5.72) Don’t use the (D18.0) Surprise rules for the Irate.
(T__S5.73) Replace A-20 fighters with F-111s.
(T__S5.8) TACTICS:
FEDERATION: Your goal is to destroy his defenses/ground bases. Keep your ships together to fend off drones and fighters. Identify drones. Use A-20s to destroy ground bases and F18s to defend the A20s. Load Admin shuttles as shatter-packs. Disengage when he has enough fighters to do serious damage.
KLINGON: Remain in orbit and defend the planet. Failure to do so permits the Irate to fire at you. Kill drones; DON’T fire at Federation units.
IRAK: Concentrate on arming fighters and defending ground bases. Let them run out of drones. Destroy Federation fighters or they will be repaired.
HISTORICAL OUTCOME: ???????
(T__S5.9) NOTES: Unusual objective for the Federation. Large number of fighters, good for group play.
Any better? Not sure the victory conditions are good. Working on the other scenarios.
By Jim Ryan (Jrr) on Friday, January 20, 2006 - 01:09 pm: Edit |
(IT001S1.0) PATROLLING IRATE (Y181-Y188) (Jim Ryan, Texas)
Irate is a planet converted by the J’had on the Federation/Klingon border. In Y-180 their ruler, Cad A’Fly, purchased large quantities of military hardware, including fighters for “local defense”, from the Klingons. Irate pilots were fanatical, if untrained. The Federation found it necessary to send fighter patrols into the area to keep track of developments.
In Y181 the Irate claimed all areas within 300,000 km (30 hexes) of their planet, stating that they would defend the area from the “Infidels”. Other independent planets claim an area of 180,000 km (18 hexes) by agreement and the Federation was determined to enforce this limit. The Federation sent fighter patrols into the area and the Irate responded.
(IT001S1.1) NUMBER OF PLAYERS: 2; the Irate player and the Federation player.
(IT001S1.2) INITIAL SETUP:
TERRAIN: Class-M planet (Irate) in 3015.
IRATE: forces vary, see (IT001S1.45); on the planet, WS-3, launch from the facing side of the planet.
FEDERATION: forces vary, see (IT001S1.46); in the 01xx hex row, facing B or C, speed max, WS-3.
(IT001S1.3) SCENARIO LENGTH: Until all of one player’s units are destroyed, captured, or disengaged.
(IT001S1.4) SPECIAL RULES
(IT001S1.41) MAP: The map is fixed (S1.4). Federation units must exit through the 01xx hex row or they are considered destroyed. Irate units cannot disengage.
(IT001S1.42) SHUTTLES AND PFs
(IT001S1.421) Fighters do not have WBP (due to mission priorities).
(IT001S1.422) Use the Dogfight rules (J7.0).
(IT001S1.423) There are no PF, MRS, or admin shuttles in this scenario.
(IT001S1.43) COMMANDERS OPTIONS
(IT001S1.431) All drones are fast (speed 32), type-I or type-VI (no type-III or special drones).
(IT001S1.432) Players may purchase up to 10% of their fighter BPV as special warheads for the above drones.
(IT001S1.44) REFITS: No units are refitted except as listed in (IT001S1.45) and (IT001S1.46).
(IT001S1.45) IRACKIAN SETUP
(IT001S1.451) At the beginning of the scenario the Irate player rolls two dice to determine his fighter forces using this chart:
2 = 6x Z-Y (54)
3 = 6x Z-V (48)
4 = 2x Z-1; 4x Z-V ((46)
5 = 2x Z-Y; 4x Z-2 (42)
6 = 3x Z-1; 3x Z2; (39)
7 = 2x Z-1; 2x Z2 (26)
8 = 3x Z-1; 3x Z2; (39)
9 = 3 x Z-2; 3 x Z-V (42)
10 = 3 x Z-2, 3x Z-Y (45)
11 = 6x Z-V (48)
12 = 6x Z-Y (54)
(IT001S1.452) The Irate player rolls for pilot quality with an adjustment of -2 to the die roll.
(IT001S1.452) These units launch from the planet on turn 1. They cannot be fired at until they clear the atmosphere.
(IT001S1.46) FEDERATION SETUP
(IT001S1.461) At the beginning of the scenario the Federation player rolls two dice to determine his fighter forces using the following chart:
2 = 6x F-14 (66)
3 = 4x F-14, 2x F-18B (62)
4 = 4x F-18B, 2x F-14 (58)
5 = 4x F-14 (44)
6 = 4x F-18 (32)
7 = 3x F-18 (24)
8 = 3x F-14 (33)
9 = 4x F-18B (36)
10 = 4x F-14 (44)
11 = 2x F-14, 4x F-18B (58)
12 = 6x F-14 (66)
(IT001S1.462) The Federation player rolls for pilot quality with an adjustment of -2 to the die roll. They used these sorties as training missions.
(IT001S1.47) If a Federation fighter moves within 18 hexes of the planet it must disengage immediately.
(IT001S1.5) VICTORY CONDITIONS: Use the Modified Victory Conditions.
(IT001S1.6) VARIATIONS
(IT001S1.61) The Kzintis often raid Irate. Substitute Kzinti fighters of equal BPV for Federation fighters.
(IT001S1.62) Add defense satellites or GBDP (or both) to the planet and allow the federation to roll for two groups of fighters.
(IT001S1.63) Use export (IR101.F01) or generic (IR101.F02) fighters for the Irate forces.
(IT001S1.64) The Irate could not get enough fast drones. All Irate drones after the initial load are Medium speed (type-M).
(IT001S1.7) BALANCE: This scenario is not designed to be balanced.
(IT001S1.8) TACTICS: The scenario has too many variants to give tactics for every variant. Standard fighter tactics should be used.
(IT001S1.9) NOTES: This scenario is a Revised Version of the original (SH12.0) by Stephen Cole.
By Jim Ryan (Jrr) on Friday, January 20, 2006 - 01:18 pm: Edit |
(T__S6.0) DEATH OF THE BUTTRESS (Y188) (Jim Ryan, Texas)
Buttress delivered F-18C fighters to a CVSG patrolling Irate space. The J’had detected the delivery and set a trap for the Buttress.
(T__S6.1) NUMBER OF PLAYERS: 2; the Jihad player and the Federation player.
(T__S6.2) INITIAL SET UP
TERRAIN: Asteroid Field [use the map from Module B or S1, or use the (P3.1) layout].
FEDERATION: Aux-CVA Buttress (12 x F-18, 12 x F-8) within 5 hexes of 2230; speed 15; heading A; WS-0. [96+72+120/80 = 388/348]
J’HAD: 12 x Z-V and 12 x Z-2 fighters hidden deployed in any asteroid hexes, any facing, speed 0, WS-3. [96+72 = 168]
(T__S6.3) LENGTH OF SCENARIO: The scenario continues for 10 turns. J’had units must disengage by the end of turn 10 (Fighters from the CVSG arrive on turn 11).
(T__S6.4) SPECIAL RULES
(T__S6.41) MAP: Use a floating map. Asteroids extend for 100 hexes in all directions.
(T__S6.42) SHUTTLES AND PF: All J’had shuttles have warp booster packs. Federation shuttles do not.
(T__S6.421) No ship in this scenario is qualified to carry MRS shuttles. In a variant where that is possible, they may be purchased [up to the limits in (J8.5)] under (T__S6.431).
(T__S6.422) Use standard deployment patterns (one EWF for each squadron of eight or more fighters) for EW fighters.
(T__S6.423) There are no PF in this scenario.
(T__S6.43) COMMANDER'S OPTION ITEMS:
(T__S6.431) Each ship can purchase additional or special equipment as Commander's Option Items (e.g., T-bombs, extra marines, etc.) up to 10% of its Combat BPV. See (S3.2) for details and exceptions. Note that whatever is spent here counts in the Standard or Modified (select one of the two) Victory Conditions (S2.2) as victory points for the enemy.
(T__S6.432) All drones are "fast," speed-32.
(T__S6.433) The Aux-CVA is low on priority for special drones. It may only carry type-I and type-VI drones.
(T__S6.44) REFITS: No unit has refits except as listed in (T__S6.2).
(T__S6.45) J’had fighter pilots are good.
(T__S6.46) The Federation player rolls for fighter pilot quality with a -1 die roll adjustment.
(T__S3.47) Federation ships cannot move in direction C, D or E; they are trying to get within range of the CVSG coming to their aid from direction A.
(T__S3.48) Federation units must remain at WS-0 until a Jihad unit is exposed.
(T__S6.5) VICTORY CONDITIONS: Use the Standard Victory Conditions with the following bonuses:
FEDERATION: Receives 50-point bonus if Aux-CVA escapes.
JIHAD: Receives 100-point bonus if the Aux-CVA is destroyed; 25 point bonus if it escapes crippled.
(T__S6.6) VARIATIONS: The scenario can be played again under different conditions by making one or more of the following changes:
(T__S6.61) Use any race in place of the Federation.
(T__S6.62) Use generic or export fighters for the Jihad.
(T__S6.63) Bid the number of Z-V and Z-2 fighters a player will use. The player with the lowest bid plays the Jihad with the fighters he bid.
(T__S6.64) The CVSG arrives on turn 11, but the Jihad units can continue to fight (they do not have to disengage).
(T__S6.65) Replace the Aux-CVA with an Aux-CVL (12 x F-18) and delete the Z-2 fighters.
(T__S6.7) BALANCE: The scenario can be balanced between players of different skill levels by one or more of the following:
(T__S6.71) Increase or decrease the number of Z-V or Z-2 fighters the Jihad have.
(T__S6.72) Replace some of the Z-V fighters with Z-2s or some of the Z-2s with Z-Vs.
(T__S6.73) Delete the FFE.
(T__S6.74) Replace the Aux-CVA with a Aux-CVL (12 x F-18).
(T__S6.8) TACTICS:
FEDERATION: At WS-0 you will have a tough time surviving the first turns.
JIHAD: Do as much damage as possible the first two turns then evaluate your ability to destroy the AuxCV; Note you have no reloads.
HISTORICAL OUTCOME: ?????
(T__S6.9) NOTES: An interesting scenario with the Federation unable to fight for several turns.
By Jim Ryan (Jrr) on Friday, January 20, 2006 - 02:23 pm: Edit |
Try this:
(T__S7.0) LAST DEFENSE (Y188) (Jim Ryan, Texas)
As retribution for the unprovoked attack on the Buttress, the Federation used a large force of ships to destroy ALL J’had military installations on Irate, hoping the Irate government and J’had support would collapse. The J’had called on the Klingons for aid in repelling the attack and the result was this clash of wills.
(T__S7.1) NUMBER OF PLAYERS: 2; the Federation player and the J’had player.
(T__S7.2) INITIAL SET UP
TERRAIN: Planet (Irate) in 3015.
FEDERATION: start in the 01xx hex row, facing the planet, speed max, WS-3. [1321/1275]
Turn 1: CVSG: CVB (12 x F-15, MRS), NEC, DEA, FFA; [156+102+104+90+156 = 608]
NMS, NSC; [116/90+120/100 = 236/190]
Turn 3: CC+, NCL, DD+ [147+116+100 = 363]
Turn 5: 6 x F-111; [114]
J’HAD: start on planet, WS-3. [901/943].
Ground Bases: 2 x FGB-M (12 x Z-V), 1 x FGB-M (12 x Z-YB), 3 x GMB, 3 x GMG, 6 x GBD-2. [45+36+60+42+96+264 = 543] Defense Satellites: 2 at range 1 and 3 at range 3, all phaser type. [100]
Mines: Mine package (all captors are phaser type, no sensor mines) distributed at players’ discretion within 12 hexes of the planet. [100]
SAM [1x PAM and 1x PFM (Klingon type INT flotilla)] in hex 3017, standard orbit, any facing, WS-3. [38+18+12+90/132 = 158/200]
(T__S7.3) LENGTH OF SCENARIO: The scenario continues until all of one side’s forces are destroyed, captured, or have disengaged.
(T__S7.4) SPECIAL RULES
(T__S7.41) MAP: The map is fixed. Units leaving the map have disengaged and cannot return. Units must disengage through their entry hexes or they are considered destroyed. Federation F-111 fighters must disengage by the end of turn 15 or they are considered destroyed (they are at their operational limits). Jihad forces cannot disengage.
(T__S7.42) SHUTTLES AND PF: All shuttles, Interceptors, and PF have warp booster packs.
(T__S7.421) MRS shuttles may be purchased [up to the limits in (J8.5) under (T__S7.431)].
(T__S7.422) Use standard deployment patterns (one EWF for each squadron of eight or more fighters) for EW fighters.
(T__S7.423) Each PF flotilla is a standard flotilla including one leader and one scout.
(T__S7.424) All Jihad INT and PF are Klingon types.
(T__S7.43) COMMANDER'S OPTION ITEMS:
(T__S7.431) Each ship can purchase additional or special equipment as Commander's Option Items (e.g., T-bombs, extra marines, etc.) up to 20% of its Combat BPV. Federation ships can purchase up to 30%. See (S3.2) for details and exceptions. Whatever is spent here counts in the Standard Victory Conditions (S2.2) as victory points for the enemy.
(T__S7.432) All drones are "fast," speed-32.
(T__S7.433) Each drone-armed ship can purchase special drones up to the historical racial percentages as part of the Commander's Option Items. Note that (S3.2) allows drone ships extra points for this purpose.
(T__S7.434) All players should pre-allot their drone load-outs and track their drone usage.
(T__S7.44) REFITS: All units have all available refits for Y188.
(T__S7.45) All crippled ships must disengage immediately. They can no longer fire (except in defense) or control seeking weapons.
(T__S7.46) Players roll for fighter pilot. The Jihad player rolls with a -1 adjustment for INT crew quality.
(T__S7.5) VICTORY CONDITIONS: Use the Standard Victory Conditions (S2.20). The Federation player receives a 10 point bonus for each Jihad GMG he destroys, 5 points for any other ground base he destroys, 60 points if he destroys all Jihad fighters, and 40 points if he destroys all Jihad INT.
(T__S7.6) VARIATIONS: The scenario can be played under different conditions by making one or more of the following changes:
(T__S7.61) Replace Jihad fighters with export or generic fighters.
(T__S7.7) BALANCE: The scenario can be balanced between players of different skill levels by one or more of the following:
(T__S7.71) Change the Z-V fighters into Z-YB fighters.
(T__S7.72) Replace the SAM with a BS (PF, power, and cargo modules).
(T__S7.73) Replace the Jihad INT with PFs.
(T__S7.8) TACTICS:
FEDERATION: Clear a hole in the minefield using fighters to defend the MS. Destroy the defense satellites. Use fighters to defend units sent to attack planetary defenses and destroy Jihad units. Group fighter carriers and escorts allowing them to approach closer to the planet for EW support. F111s cannot be reloaded so use them carefully.
JIHAD: Launch all units immediately and attack (carefully). Your force exceeds the Federation forces but cannot defend the planet if they all reload at once (they must land to reload). Crippling fighters is no help, as they will be repaired.
HISTORICAL OUTCOME: ??????
(T__S7.9) NOTES: This scenario is large; Good for group play.
By Jim Ryan (Jrr) on Monday, January 23, 2006 - 05:05 pm: Edit |
Changed the Set-ups for S1, S5, S6 & S7 above; Also made other changes. Hope they're more balanced and within the limits.
There has to be some difference in the balance; these are terrorists fighting a large power. They have to use terror as they cannot afford the expensive hi-tech weapons.
Any suggestions? These are a work in progress - not a complete work.
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