Blowing on Sparks

Star Fleet Universe Discussion Board: Star Fleet Battles: SFB Proposals Board: New Scenarios: Blowing on Sparks
By Charles E. Leiserson, Jr. (Bester) on Friday, April 18, 2003 - 04:35 pm: Edit

In Y86, tensions between the Federation and the newly discovered Klingon Empire were high. Both powers were gobbling up unclaimed planets on the ill-defined border, resulting in Federation colonies in Klingon space and vice-versa, but neither had the resources in place to do anything about it. The Klingons were at war with the Hydrans, and the Federation was busy setting up a police force.

Daxar Cilya, chairman of the Orion firm Cilya Heavy Industries and a ruthless pirate, saw an opportunity to distract the Federation away from the police crackdown by starting a war. Several years prior, he had managed to capture an old warp-refitted D3 cruiser. Combined with a captured F3 he had purchased from the Hydrans in exchange for maps of the Federation, he had a small Klingon task force at his disposal.

He placed his fleet, supported by two YLRs, in an asteroid field on the Federation-Klingon border, and waited for a Federation patrol of at least two ships to pass by. He wasn't long in waiting.

The Republic-class heavy cruiser U.S.S. Columbia and YDD U.S.S. Victory were on standard patrol. Their course brought them within 30,000km of the asteroid field, at which point the "Klingons" attacked.

Number of Players: Two; the Orion player and the Federation player.

Initial Setup
Orion: Klingon D3 Warleader in 4208 on Map A, speed max, WS-III, heading E.
Klingon F3 Pummeler in 4207 on Map A, speed max, WS-III, heading E.
YLRs Magnum and Colt arrive as reinforcements from an asteroid hex on Map B, speed 10, WS-0, any heading.
Federation: YCA Columbia and YDD Victory within 5 hexes of 1127 on Map A, speed 10, WS-I, heading A.

Length of Scenario: The scenario continues until all forces belonging to one side have been destroyed, captured, or have disengaged.

Special Rules
MAP: Use a series of floating maps. The 42xx edge of Map A adjoins the 01xx edge of Map B. Use the Asteroid Field Map for Map B.
Federation units may only disengage by acceleration in directons E or F. Ships that have dropped their warp engines may disengage by sublight evasion if no enemy ships are within 35 hexes. Orion ships may disengage in any direction.
KLINGON SHIPS: The Orions are trying to provoke a war between the Federation and the Klingon Empire. As such, the "Klingon" ships may not self-destruct unless they are boarded (H&R raids do not count) or the game is already up. Their booms are separable.
ORION REINFORCEMENTS: The YLRs are shut down as much as possible in an asteroid hex. During any EA phase, the Orion player may call for reinforcements. One or both YLRs appear in any asteroid hex on Impulse #1, speed 10, WS-0, any heading.

Victory Conditions:
• If the Orion scores internal damage on one or more ships, he can claim a draw.
• If the Orion scores enough damage on one or more ships to cause crew unit casualties, he scores a Marginal Victory.
• If the Orion cripples a ship, he scores a Substantive Victory.
• If the Orion destroys a ship, he scores a Decisive Victory.

• If any "Klingon" vessel is boarded (not including Hit & Run raids), and the Federation BPs escape the scenario, the Orions suffer a Tactical Defeat regardless of victory points.
• If all Federation ships are destroyed, the Orions suffer a Marginal Defeat regardless of victory points.
• If either YLR enters combat, the game is up and the highest level of victory that may be reached is a Tactical Victory, but the mission will be a failure.
• If any ship operated by the Orion player is captured, the Orions suffer a Devastating Defeat.

Destruction of one of the "Klingon" vessels increases the Orion victory by one level, as the wreckage is obviously Klingon. Destruction of both negates this bonus due to expense.

The Federation uses the standard victory conditions.

Variations: The scenario can be played again under different conditions by making one or more of the following changes:
• Upgrade the Ph-2s on the Federation ships to Ph-1s and replace the F3 with another D3.
• Change the Federation force to a YDD and YFF and delete the YLRs.
• Replace the YDD with a Vulcan heavy cruiser. Each turn, if the YVC has an undestroyed special sensor, roll a die. On a die roll of 1, one of the LRs has been noticed. The Orion player may choose not to tip his hand, and the YLR will attempt to disengage under automatic rules. Or, he may use the YLR as immediate reinforcements. This die roll is made after the Orion player decides on whether or not to call for reinforcements.

Balance: The scenario can be balanced between players of different skill levels by one or more of the following:
• Change the YCA to a YDD or vice-versa.
• Change a YLR to a YCR.
• Allow the Orions to upgrade some of their phasers to Ph-1s.

Historical Outcome: Combined fire from both Klingon vessels took out several shields and the forward phasers of the YDD, at the cost of a nearly crippled F3. When an entire barrage of disruptor fire went wide, Cilya decided to cut his losses and retreat. The YLRs never revealed themselves, so the Orion involvement remained secret. The Federation was too busy with rising Kzinti tension to pursue the matter, and so the incident was forgotten as just another border clash.


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