By Steve Petrick (Petrick) on Wednesday, March 12, 2008 - 03:34 pm: Edit |
The Following Scenarios are available for playtest on request. Note the following information includes only the playtest scenario number, the playtest Scenario Title, the number of players, and what units are involved in each of the scenarios. Request the scenario you would like to playtest by E-Mail.
This was updated on 20 Nov 2008 to eliminate scenarios that were published in Captain's Logs #31, #37, and #38.
(SP607.0) BACK-STABBED BY A THIEF
(SP607.1) NUMBER OF PLAYERS: 3; the ISC player, the Jumokian player, and the Andromedan player.
(SP607.2) INITIAL SET UP
TERRAIN: Class M planet (P2.21) in hex 2215.
ANDROMEDAN: COQ Aname1 (carrying 3xMWP and an ESU) and PYT Aname2, setup within four hexes of 2215, heading at the player’s option, speed 10, WS–III. The Andromedan player sets up first.
ISC: CS Iname1, DW Iname2, setup within four hexes of 4201 more than one hex from the board edge, heading D or E, speed 20, WS–III.
JUMOKIAN: CL Jname1 (Self-Defense and Commando Pods) and NDD Jname2 (Self-Defense Pods), setup within four hexes of 4201, heading D or E, speed 20, WS–III. The Jumokian player sets up last. See (SP607.45).
(SP0802.0) CONQUEST’S GATE
(SP0802.1) NUMBER OF PLAYERS: 2; the Klingon player and the Hydran player.
(SP0802.2) INITIAL SET UP
KLINGON: Early Dock Conquest’s Gate (2xearly cargo modules) sets up in hex 2215 of Map E, initial facing and rotation rate at the option of the Klingon player, WS–III.
C4 Kname1, D4 Kname2, D4 Kname3, D4 Kname4, D4 Kname5, D4 Kname6, D4 Kname7, F4 Kname8, F4 Kname9, F4 Kname10, and T4 Kname11 (2xCargo Pods) set up anywhere within ten hexes of Conquest’s Gate, heading F, speed max, WS–III.
HYDRAN: RNX Adversary (9xStinger-XM), with two Harrier PFLs, set up anywhere 50 hexes in direction F from the dock, heading C, speed max, WS–III.
(SP0803.0) TRADE THIS, PUDDING BOY!
(SP0803.1) NUMBER OF PLAYERS: 2; the Worb player and the Bolosco/Drex player. Optionally the Bolosco and Drex could be run by separate players.
(SP0803.2) INITIAL SET UP
TERRAIN: Class M planet (P2.21) in hex 2215.
DREX/BOLOSCO: Drex Repair Station SS-01A in hex 2015 of Map B, in standard radius 2 orbit (P8.51), initial facing at the option of the Drex/Bolosco player, rotation rate 1, WS–I.
Drex Patroller PT-050, Drex Patroller PT-101, set up within four hexes of 2215 on Map B, heading at the option of the Drex/Bolosco player, speed 4, WS–I.
Reinforcement: Drex Battledestroyer BD-76A1 arrives on Turn #8. It enters in anywhere along the 42xx map edge, heading E or F, speed max, WS–III.
Bolosco Exchanger Fillie’s Yen (self-defense pod) in hex 1812 of Map B, and Bolosco Exchanger Andrew’s Lira (self-defense pod) in hex 2112 of Map B, both heading D, speed 4, WS–I.
WORB: DH Violet Blossom, DL High Frond, FF Broad Nestling, and FF Broad Sapling, set up 26 hexes in direction A, B, or F from either Bolosco ship, heading D, speed max, WS–III. See (SP0803.45).
(SP0804.0) TIGER VERSUS LION
(SP0804.1) NUMBER OF PLAYERS: 2; the Kzinti player and the Lyran player.
(SP0804.2) INITIAL SET UP
KZINTI: TGC #4 a.k.a. "Tiger Stripes" with 2xCVA Pod (6xLAS and 12xTAAS), DWA Zname1, FKA Zname2, CCH Zname3, NCA Zname4, DW Zname5, FFK Zname6, MSC Zname7, setup anywhere between 38xx and 42xx inclusive, heading E or F, speed max, WS–III.
LYRAN: DNB+pm Red Claw’s Lion’s Pride (4xLynx interceptors), CWB+p Lname1, STJ+ Lname2, DWLBp Lname3, DWB+p Lname4, DWB+p Lname5, DWP Lname6 (3xLynx interceptors), NHS Lname7, setup between 01xx and 04xx inclusive, heading B or C, speed max, WS–III.
(SP0805.0) . . . AND THEY VANISHED IN THE VOID
(SP0805.1) NUMBER OF PLAYERS: 1; the monsters move by automatic rules; see (SP0805.45).
(SP0805.2) INITIAL SET UP
SELTORIAN: Nest Ship Nest of Monarch Butterflies, in hex 1824, heading B, speed 7, WS–I.
CA Mountain of Green, CL Blue Hill of Flowers, DD Golden Wind of Spring, FF Rain of Jasper, FF Hail of Ginger, FF Leaves of Basil, 2xLarge Freighter, all within 3 hexes of the Nest of Monarch Butterflies, heading B, speed 7, WS–I.
BANSHEE: 48 Banshees (SP0805.45) setup in and near hex 4230 as follows: place three Banshees in 4230, then three more in an adjacent hex along the board edge. Then place an additional three next to an existing stack of Banshees, continue doing so until all Banshees have been placed. All banshees are heading F and speed max.
(SP0809.0) ATTEMPTED MAFIA MASSACRE
(SP0809.1) NUMBER OF PLAYERS: 2; the Orion player and the ISC player.
(SP0809.2) INITIAL SET UP
TERRAIN: Gas Giant (3 hexes across) (P2.22) centered in hex 1815, with a ring (P2.223) around the next layer of hexes, i.e., hexes 1813 and 1817 are ring hexes..
ISC: CF Iname1 (2xPF), CBR Iname2, DPT Iname3 with Cargo Pack, HDD Iname4 [see (SP0809.46) for configuration] (2xFDF fighters), DDX Iname5, set up within three hexes of 4215, heading F, speed max, WS –I.
ORION: SGS Oname1 (8xF-18C, 4xG-IIID), BRE Oname2, DWE Oname3, 6xBuccaneer, set up within the box bounded by hexes 1014, 1514, 1517, and 1017, heading B or C, speed 10, WS–II.
(SP0810.0) BEWARE: SNAKES HUNTING HAWKS
(SP0810.1) NUMBER OF PLAYERS: 2; the Andromedan player and the Romulan player.
(SP0810.2) INITIAL SET UP
TERRAIN: Class M planet (P2.21) in hex 2215 of map A.
ROMULAN: Allyssia Home Defense Force (ADF):
Ground Bases: 1xBMB (6xCohort-2) each on hexsides B and E. One FGB-S (6xG-D) each on hexsides D and F. One GBDP on each hexside. One GBD1 each on hexsides A, C, and E. One GWS each on hex sides B, D, and F. All at WS–III.
FRD (Power Module and Cargo Module) in hex 2217 in a standard radius two orbit (P8.51) around the planet, rotation rate one, initial facing at the option of the Romulan player, WS–III.
SAMS Socrates Station (Medical Module and Power Module) in hex 2213 in a standard radius two orbit (P8.51) around the planet, rotation rate 2, initial facing at the option of the Romulan player, WS–III.
Novahawk-K Rname1 and Sparrowhawk-A Rname2 begin docked to the FRD, see (SP0810.46), WS–0.
SEL Rname3, SEA Rname4, SEA Rname5, set up within six hexes of hex 2215 on Map A, heading at the option of the Romulan player, speed 10, WS–III.
Reinforcement: SPX Rname6 arrives at the start of Turn #10 in hex 0101 of map A, heading C, speed max, WS–III.
ANDROMEDAN: Python Androname1, Anaconda Androname2, Mamba Androname3, Mamba Androname4, Cobra Androname5, Cobra Androname6, Cobra Androname7, Cobra Androname8, Cobra Androname9, Diamondback Androname10, and Terminator Androname11, set up anywhere along hex column 22xx on map B, speed max, heading E or F, WS–III.
(SP0811.0) TAKING CARE OF ONE’S OWN
(SP0811.1) NUMBER OF PLAYERS: 2; the Orion player and the Vudar player.
(SP0811.2) INITIAL SET UP
ORION: BR Ion Assault in hex 1510, heading C, speed max, WS–III.
VUDAR: L-Q Vname1 in hex 3225, Klingon G2 #74-04 in hex 3223, both heading A, speed 5, WS–III.
REINFORCEMENTS:
Turn #3: CL Vname2 sets up in hex 0101 before Energy Allocation on Turn #3, heading C, speed max, WS–III.
Turn #4: FF Vname3 sets up within 4 hexes of 4201 before Energy Allocation on Turn #4, heading E, and FF Vname4 sets up within 4 hexes of 0130 before Energy Allocation on Turn #4, heading B, both speed max, WS–III.
Turn #5: DD Vname5 sets up within 4 hexes of 4230 before Energy Allocation on Turn #5, heading F, speed max, WS–III.
(SP0815.0) BLINDSIDED
(SP0815.1) NUMBER OF PLAYERS: 2; the Federation player and the Klingon player.
(SP0815.2) INITIAL SET UP
TERRAIN: Map #2 is an asteroid field (P3.1). See (SP0815.45).
FEDERATION: BS+ Fname1 (PAM 2xCP +5BP) in hex 2225 of Map #3, initial facing and rotation rate at the Federation player’s Option, WS–III.
CA+ Fname2, CL+ Fname3, DDM Fname4, FFG Fname5, FFG Fname6, and POL Fname7, all within 5 hexes of the BS on Map #3, initial heading at the Federation player’s option, speed max, WS–III.
KLINGON: BS+ Kname1 (PAM 2xCP +5BP) in hex 2205 of Map #1, initial facing and rotation rate at the Klingon player’s Option, WS–III.
D7B Kname2, D6B Kname3, F5C Kname4, F5B Kname5, F5B Kname6, G2 Kname7, and G2 Kname8, all within 5 hexes of the BS on Map #1, heading at the Klingon player’s option, speed max, WS–III.
NEUTRAL: SAMS Blindside Station (no pods) in 2215 of Map #2, facing A, no rotation, WS–0. See (SP0815.46).
(SP0816.0) THREE-RING CIRCUS
(SP0816.1) NUMBER OF PLAYERS: 2; the Hydran player and the Jindarian player.
(SP0816.2) INITIAL SET UP
TERRAIN: The entire map is an asteroid field (P3.1).
HYDRAN: Map #1: Small Mining Station Hname1 on a large asteroid (P3.4) in hex 3206.
F-OL Hname2 and Security Skiff Hname3 set up within three hexes of hex 3206, initial heading at the Hydran player’s option, speed 8, WS–I.
Map #3: Small Mining Station Hname4 on a large asteroid (P3.4) in hex 0523, WS–I.
F-S Hname5, F-S Hname6 and Security Skiff Hname7 set up within three hexes of hex 0523, initial heading at the Hydran player’s option, speed 8, WS–I.
Map #4: Small Mining Station Hname8 on a large asteroid (P3.4) in hex 3812. Small Ground Warning Station Hname9 on a large asteroid (P3.4) in hex 3812, both WS–I.
Security Skiff Hname10 sets up within three hexes of hex 3812, initial heading at the Hydran player’s option, speed 8, WS–I.
REINFORCEMENTS: Hydran DCS Hydramax (8xStinger-2, 4xHarrier+) enters Map #4, on Turn #2, within 3 hexes of hex 1630, heading A, B, or C, speed max, WS–III. See (SP0816.46).
JINDARIAN: 6xMeteor-3 Fighters, 3xPFs, and DD Jname1, are set up as per (SP0816.45), all speed 10, heading at the option of the Jindarian Player, WS–III.
(SP0817.0) THE DAY OF THE FIGHTER HAS ARRIVED
(SP0817.1) NUMBER OF PLAYERS: 2-20; the Federation player and the Klingon player. Possibly another 2 or more Federation players (to command fighters and their drones exclusively), and another 2 or more Klingon players to control Fighters, PFs and drones exclusively.
(SP0817.2) INITIAL SET UP
WARNING: This Scenario has many fighters, PFs, and drones, so this battle will take much longer than other battles of this size.
FEDERATION: CVA+ Zhukov (12xF-14AM 116th Ghostriders, 6xA20FM 10th Space Badgers, 2xE-2A SWACS 3rd Space Warning Squadron), NAC Fname1, DWA Fname2, DWA Fname3, NVS Indefatigable (12xF-18B+ 35th Royal Tigers), NAC Fname4, DWA Fname5, NHS Fname6, NCA Chicago, DW Fname7, BCG Australia, 12xF-18B+ 213th Minutemen, from LTV Venture from off-map, all set up anywhere within ten hexes of xx42 edge of Maps #3 and #6, heading E or F, speed max, WS–III. See (SP0817.46).
KLINGON: BATS (PFM, 2xHBM, CarM, SciM, 6xG1, 12xZ-Y fighters) in hex 2230 of Map #1, initial facing and rotation rate at the Klingon player’s option, WS–III.
C7 Pestilence, D7VK Kname1 (12xZ-Y fighters), AD5 Kname2, AF5 Kname3, D5P Kname4 (6xG1), F5SB Kname5, D5K Kname6, F5L Kname7, F5K Kname8, and F5K Kname9, all set up with 10 hexes of hex 2230 on Map #1, heading B or C, speed 10, WS–III.
By Steve Petrick (Petrick) on Friday, November 21, 2008 - 01:43 pm: Edit |
Updated List of Scenarios available for playtesting. If you want to playtest one of these, E-Mail me and request the scenario you wish to playtest.
(SP607.0) BACK-STABBED BY A THIEF
(SP607.1) NUMBER OF PLAYERS: 3; the ISC player, the Jumokian player, and the Andromedan player.
(SP607.2) INITIAL SETUP
TERRAIN: Class M planet (P2.21) in hex 2215.
ANDROMEDAN: COQ Aname1 (carrying 3xMWP and an ESU) and PYT Aname2, setup within four hexes of 2215, heading at the player’s option, speed 10, WS-III. The Andromedan player sets up first.
ISC: CS Iname1, DW Iname2, setup within four hexes of 4201 more than one hex from the board edge, heading D or E, speed 20, WS-III.
JUMOKIAN: CL Jname1 (Self-Defense and Commando Pods) and NDD Jname2 (Self-Defense Pods), setup within four hexes of 4201, heading D or E, speed 20, WS-III. The Jumokian player sets up last. See (SP607.45).
(SP0802.0) CONQUEST’S GATE
(SP0802.1) NUMBER OF PLAYERS: 2; the Klingon player and the Hydran player.
(SP0802.2) INITIAL SETUP
KLINGON: Early Dock Conquest’s Gate (2xearly cargo modules) sets up in hex 2215 of Map E, initial facing and rotation rate at the option of the Klingon player, WS-III.
C4 Kname1, D4C Kname2, D4 Kname3, D4 Kname4, D4 Kname5, D4 Kname6, D4 Kname7, F4 Kname8, F4 Kname9, F4 Kname10, and T4 Kname11 (2xCargo Pods) set up anywhere within ten hexes of Conquest’s Gate, heading F, speed max, WS-III.
HYDRAN: RNX Adversary (9xStinger-XM), with two Harrier PFLs, set up anywhere 50 hexes in direction F from the dock, heading C, speed max, WS-III.
(SP0803.0) TRADE THIS, PUDDING BOY!
(SP0803.1) NUMBER OF PLAYERS: 2; the Worb player and the Bolosco/Drex player. Optionally separate players could run the Bolosco and Drex.
(SP0803.2) INITIAL SETUP
TERRAIN: Class M planet (P2.21) in hex 2215.
DREX/BOLOSCO: Drex Repair Station SS-01A in hex 2015 of Map B, in standard radius 2 orbit (P8.51), initial facing at the option of the Drex/Bolosco player, rotation rate 1, WS-I.
Drex Patroller PT-050, Drex Patroller PT-101, set up within four hexes of 2215 on Map B, heading at the option of the Drex/Bolosco player, speed 4, WS-I.
Reinforcement: Drex Battledestroyer BD-76A1 arrives on Turn #8. It enters in anywhere along the 42xx map edge, heading E or F, speed max, WS-III.
Bolosco Exchanger Fillie’s Yen (self-defense pod) in hex 1812 of Map B, and Bolosco Exchanger Andrew’s Lira (self-defense pod) in hex 2112 of Map B, both heading D, speed 4, WS-I.
WORB: DH Violet Blossom, DL High Frond, FF Broad Nestling, and FF Broad Sapling, set up 26 hexes in direction A, B, or F from either Bolosco ship, heading D, speed max, WS-III. See (SP0803.45).
(SP0804.0) TIGER VERSUS LION
(SP0804.1) NUMBER OF PLAYERS: 2; the Kzinti player and the Lyran player.
(SP0804.2) INITIAL SETUP
KZINTI: TGC #4 a.k.a. "Tiger Stripes" with 2xCVA Pod (6xLAS and 12xTAAS), DWA Zname1, FKA Zname2, CCH Zname3, NCA Zname4, DW Zname5, FFK Zname6, MSC Zname7, setup anywhere between 38xx and 42xx inclusive, heading E or F, speed max, WS-III.
LYRAN: DNB+pm Red Claw’s Lion’s Pride (4xLynx interceptors), CWB+p Lname1, STJ+ Lname2, DWLBp Lname3, DWB+p Lname4, DWB+p Lname5, DWP Lname6 (3xLynx interceptors), NHS Lname7, setup between 01xx and 04xx inclusive, heading B or C, speed max, WS-III.
(SP0805.0) . . . AND THEY VANISHED IN THE VOID
(SP0805.1) NUMBER OF PLAYERS: 1; the monsters move by automatic rules; see (SP0805.45).
(SP0805.2) INITIAL SETUP
SELTORIAN: Nest Ship Nest of Monarch Butterflies, in hex 1824, heading B, speed 7, WS-I.
CA Mountain of Green, CL Blue Hill of Flowers, DD Golden Wind of Spring, FF Rain of Jasper, FF Hail of Ginger, FF Leaves of Basil, 2xLarge Freighter, all within 3 hexes of the Nest of Monarch Butterflies, heading B, speed 7, WS-I.
BANSHEE: 48 Banshees (SP0805.45) setup in and near hex 4230 as follows: place three Banshees in 4230, then three more in an adjacent hex along the board edge. Then place an additional three next to an existing stack of Banshees, continue doing so until all Banshees have been placed. All banshees are heading F and speed max.
(SP0809.0) ATTEMPTED MAFIA MASSACRE
(SP0809.1) NUMBER OF PLAYERS: 2; the Orion player and the ISC player.
(SP0809.2) INITIAL SETUP
TERRAIN: Gas Giant (3 hexes across) (P2.22) centered in hex 1815, with a ring (P2.223) around the next layer of hexes, i.e., hexes 1813 and 1817 are ring hexes.
ISC: CF Iname1 (2xPF), CBR Iname2, DPT Iname3 with Cargo Pack, HDD Iname4 [see (SP0809.46) for configuration] (2xFDF fighters), DDX Iname5, set up within three hexes of 4215, heading F, speed max, WS -I.
ORION: SGS Oname1 (8xF-18C, 4xG-IIID), BRE Oname2, DWE Oname3, 6xBuccaneer, set up within the box bounded by hexes 1014, 1514, 1517, and 1017, heading B or C, speed 10, WS-II.
(SP0810.0) BEWARE: SNAKES HUNTING HAWKS
(SP0810.1) NUMBER OF PLAYERS: 2; the Andromedan player and the Romulan player.
(SP0810.2) INITIAL SETUP
TERRAIN: Class M planet (P2.21) in hex 2215 of map A.
ROMULAN: Allyssia Home Defense Force (ADF):
Ground Bases: 1xBMB (6xCohort-2) each on hexsides B and E. One FGB-S (6xG-D) each on hexsides D and F. One GBDP on each hexside. One GBD1 each on hexsides A, C, and E. One GWS each on hex sides B, D, and F. All at WS-III.
FRD (Power Module and Cargo Module) in hex 2217 in a standard radius two orbit (P8.51) around the planet, rotation rate one, initial facing at the option of the Romulan player, WS-III.
SAMS Socrates Station (Medical Module and Power Module) in hex 2213 in a standard radius two orbit (P8.51) around the planet, rotation rate 2, initial facing at the option of the Romulan player, WS-III.
Novahawk-K Rname1 and Sparrowhawk-A Rname2 begin docked to the FRD, see (SP0810.46), WS-0.
SEL Rname3, SEA Rname4, SEA Rname5, set up within six hexes of hex 2215 on Map A, heading at the option of the Romulan player, speed 10, WS-III.
Reinforcement: SPX Rname6 arrives at the start of Turn #10 in hex 0101 of map A, heading C, speed max, WS-III.
ANDROMEDAN: Python Androname1, Anaconda Androname2, Mamba Androname3, Mamba Androname4, Cobra Androname5, Cobra Androname6, Cobra Androname7, Cobra Androname8, Cobra Androname9, Diamondback Androname10, and Terminator Androname11, set up anywhere along hex column 22xx on map B, speed max, heading E or F, WS-III.
(SP0811.0) TAKING CARE OF ONE’S OWN
(SP0811.1) NUMBER OF PLAYERS: 2; the Orion player and the Vudar player.
(SP0811.2) INITIAL SETUP
ORION: BR Ion Assault in hex 1510, heading C, speed max, WS-III.
VUDAR: L-Q Vname1 in hex 3225, Klingon G2 #74-04 in hex 3223, both heading A, speed 5, WS-III.
REINFORCEMENTS:
Turn #3: CL Vname2 sets up in hex 0101 before Energy Allocation on Turn #3, heading C, speed max, WS-III.
Turn #4: FF Vname3 sets up within 4 hexes of 4201 before Energy Allocation on Turn #4, heading E, and FF Vname4 sets up within 4 hexes of 0130 before Energy Allocation on Turn #4, heading B, both speed max, WS-III.
Turn #5: DD Vname5 sets up within 4 hexes of 4230 before Energy Allocation on Turn #5, heading F, speed max, WS-III.
(SP0815.0) BLINDSIDED
(SP0815.1) NUMBER OF PLAYERS: 2; the Federation player and the Klingon player.
(SP0815.2) INITIAL SETUP
TERRAIN: Map #2 is an asteroid field (P3.1). See (SP0815.45).
FEDERATION: BS+ Fname1 (PAM 2xCP +5BP) in hex 2225 of Map #3, initial facing and rotation rate at the Federation player’s Option, WS-III.
CA+ Fname2, CL+ Fname3, DDM Fname4, FFG Fname5, FFG Fname6, and POL Fname7, all within 5 hexes of the BS on Map #3, initial heading at the Federation player’s option, speed max, WS-III.
KLINGON: BS+ Kname1 (PAM 2xCP +5BP) in hex 2205 of Map #1, initial facing and rotation rate at the Klingon player’s Option, WS-III.
D7B Kname2, D6B Kname3, F5C Kname4, F5B Kname5, F5B Kname6, G2 Kname7, and G2 Kname8, all within 5 hexes of the BS on Map #1, heading at the Klingon player’s option, speed max, WS-III.
NEUTRAL: SAMS Blindside Station (no pods) in 2215 of Map #2, facing A, no rotation, WS-0. See (SP0815.46).
(SP0815.3) LENGTH OF SCENARIO: The scenario continues until all forces, belonging to one side, have been destroyed, captured, or have disengaged.
(SP0816.0) THREE-RING CIRCUS
(SP0816.1) NUMBER OF PLAYERS: 2; the Hydran player and the Jindarian player.
(SP0816.2) INITIAL SETUP
TERRAIN: The entire map is an asteroid field (P3.1).
HYDRAN: Map #1: Small Mining Station Hname1 on a large asteroid (P3.4) in hex 3206.
F-OL Hname2 and Security Skiff Hname3 set up within three hexes of hex 3206, initial heading at the Hydran player’s option, speed 8, WS-I.
Map #3: Small Mining Station Hname4 on a large asteroid (P3.4) in hex 0523, WS-I.
F-S Hname5, F-S Hname6 and Security Skiff Hname7 set up within three hexes of hex 0523, initial heading at the Hydran player’s option, speed 8, WS-I.
Map #4: Small Mining Station Hname8 on a large asteroid (P3.4) in hex 3812. Small Ground Warning Station Hname9 on a large asteroid (P3.4) in hex 3812, both WS-I.
Security Skiff Hname10 sets up within three hexes of hex 3812, initial heading at the Hydran player’s option, speed 8, WS-I.
REINFORCEMENTS: Hydran DCS Hydramax (8xStinger-2, 4xHarrier+) enters Map #4, on Turn #2, within 3 hexes of hex 1630, heading A, B, or C, speed max, WS-III. See (SP0816.46).
JINDARIAN: 6xMeteor-3 Fighters, 3xPFs, and DD Jname1, are set up as per (SP0816.45), all speed 10, heading at the option of the Jindarian Player, WS-III.
(SP0817.0) THE DAY OF THE FIGHTER HAS ARRIVED
(SP0817.1) NUMBER OF PLAYERS: 2-20; the Federation player and the Klingon player. Possibly another 2 or more Federation players (to command fighters and their drones exclusively), and another 2 or more Klingon players to control Fighters, PFs and drones exclusively.
(SP0817.2) INITIAL SETUP
WARNING: This Scenario has many fighters, PFs, and drones, so this battle will take much longer than other battles of this size.
FEDERATION: CVA+ Zhukov (12xF-14AM 116th Ghostriders, 6xA20FM 10th Space Badgers, 2xE-2A SWACS 3rd Space Warning Squadron), NAC Fname1, DWA Fname2, DWA Fname3, NVS Indefatigable (12xF-18B+ 35th Royal Tigers), NAC Fname4, DWA Fname5, NHS Fname6, NCA Chicago, DW Fname7, BCG Australia, 12xF-18B+ 213th Minutemen, from LTV Venture from off-map, all set up anywhere within ten hexes of xx42 edge of Maps #3 and #6, heading E or F, speed max, WS-III. See (SP0817.46).
KLINGON: BATS (PFM, 2xHBM, CarM, SciM, 6xG1, 12xZ-Y fighters) in hex 2230 of Map #1, initial facing and rotation rate at the Klingon player’s option, WS-III.
C7 Pestilence, D7VK Kname1 (12xZ-Y fighters), AD5 Kname2, AF5 Kname3, D5P Kname4 (6xG1), F5SB Kname5, D5K Kname6, F5L Kname7, F5K Kname8, and F5K Kname9, all set up with 10 hexes of hex 2230 on Map #1, heading B or C, speed 10, WS-III.
(SP0819.0) STATIC
(SP0819.1) NUMBER OF PLAYERS: 2; the Vudar player and the Andromedan player.
(SP0819.2) INITIAL SETUP
TERRAIN: Class M (P2.21) planet in hex 2215.
VUDAR: CSOB with two security skiffs (delete the drone racks and reduce their BPV by two points each), a modular cutter, and a PFR see (SP__.45) located on hexside 2215/2116 of the planet; five defense satellites (either ion cannon or phaser-2 versions, Vudar player’s choice) in a 2- or 3-hex orbit around the planet, WS-III.
SAMS with PF a Module (6xPF Ion Flotilla #43) and a P-C1 attached in hex 2416 located in a 2-hex orbit (P8.0) around hex 2215, initial facing at the Vudar player’s option, rotation rate 1, WS-III.
LMN Vname1 with a support pallet, FFW Vname2, both set up anywhere within six hexes of the planet, initial heading at the Vudar player’s option, speed 6, WS-III.
REINFORCEMENTS: DWX Vname3, see (SP0819.46).
ANDROMEDANS: Missionary Aname1 (12xMWP), Conquistador Aname2 (Diamondback); setup within five hexes of 4230, heading D, speed max, WS-III. The MWPs can begin the scenario deployed on the board at the Andromedan player’s option.
(SP0819.3) LENGTH OF SCENARIO: The scenario continues until all forces belonging to one side have been destroyed, captured, or have disengaged.
(SP0823.0) RESISTANCE REINFORCEMENTS
(SP0823.1) NUMBER OF PLAYERS: 2; the Attacking player and the Defending player.
(SP0823.2) INITIAL SETUP
TERRAIN: Class M (P2.21) planet in hex 2215.
DEFENDER: See (SP0823.45), both within three hexes of 2215, heading E or F, speed 6, WS-III.
ATTACKER: See (SP0823.46), enter the map on Turn #1 anywhere along the 01xx map edge, heading C or D, speed max, WS-III.
YEAR: Players should select a year before setting up the scenario. This will define the availability of ships, refits, fighters, drone speeds, and other items. Y178 is assumed if no other year is selected. If playing in the Lesser Magellanic Cloud prior to the Andromedan conquest, Y150 is assumed.
(SP0823.3) LENGTH OF SCENARIO: The scenario continues until all forces belonging to one side have been destroyed, captured, have disengaged, or until the end of Turn #6. Any attacker ships that have not disengaged by exiting the map at the end of Turn #6 are assumed to have been destroyed by reserve forces sent in pursuit.
(SP0824.0) POLICE BUST
(SP0824.1) NUMBER OF PLAYERS: 2; the Orion player and the Police/National Guard player.
(SP0824.2) INITIAL SETUP
TERRAIN: Small moon (P2.23) in hex 2215.
The rest of the map is an asteroid field (P3.1).
ORION: GMG, GSO, GPS, Ground Based Heavy Weapon (Cartel appropriate), all linked by a power grid (R1.28P), all either on hexside 2215/2214, or 2215/2216 of the small moon at the option of the Orion player. Two Federation Cargo pods landed on the same hexside as the ground bases. The Ground Military Garrison only has half (6) of its normal boarding parties.
MR, DW, LR+, 2xSlaver, Viking, FRS, all within three hexes of 2215, initial facing at the option of the Orion player, speed 0, WS-I. See (SP0824.46).
POLICE: 500 BPV of ships, fighters, drones, etc., see (SP0824.45), enter from any map edge(s), heading towards hex 2215, speed 15, WS-III.
YEAR: Players should select a year before setting up the scenario. This will define the availability of ships, refits, fighters, drone speeds, and other items. Y170 is assumed if no other year is selected.
(SP0825.0) FUZZY WUZZYS DON’T CARE
(SP0825.1) NUMBER OF PLAYERS: 2; the Galactic player and the Masters player.
(SP0825.2) INITIAL SETUP
GALACTIC PLAYER: Division Control Ship (12xClass-III fighters, 6xPFs), set up anywhere within six hexes of 2215, heading a the player’s option, but all units must have the same heading, speed 8, WS–III.
MASTERS PLAYER: Six PFs and 12 fighters as described in (SP0825.45), enter from any map edge, heading at the player’s option, speed max, WS–III.
YEAR: Players should select a year before setting up the scenario. This will define the availability of ships, refits, fighters, drone speeds, and other items. Y190 is assumed if no other year is selected.
(SP0826.0) A KLINGON REBELLION
(SP0826.1) NUMBER OF PLAYERS: 2; the Rebel player and the Klingon player.
(SP0826.2) INITIAL SETUP
TERRAIN: Class M (P2.21) planet in hex 2215.
Small moon (P2.23) in hex 1815.
REBEL: 6xFederation B-52 heavy bombers [see (SP0826.451)], 6xKlingon Z-B1 medium bombers [see (SP0826.452)], 12xZ-2 fighters [see (SP0826.453)], all within four hexes of hex 2215, initial heading A, E, or F, speed max, WS-III.
BMB on 1815/1916, FGB-M, GMG, GBDD, and GBP2 on 2215/2214 [linked in a power grid (R1.28P)], GBDD and GBP2 on 2215/2316 [linked in a power grid (R1.28P)], GBDD and GBP2 on 2215/2116 [linked in a power grid (R1.28P)].
5xdisruptor-armed DefSats, initial set up at the option of the rebel player within the listed restrictions; two at an orbit (P8.0) of radius two (P8.51) (must be on directly opposite sides of the planet from each other, and three at an orbit of radius three (P8.52) (must be evenly spaced apart).
KLINGON: Klingon monitor Kname1 with support palllet, F5P Kname2, E4IB Kname3, E4IB Kname4, E4GB Kname5, FTR Kname6, FTK Kname7, 12xZ-2, all within four hexes of hex 0101, heading C, speed 6, WS-I.
(SP0827.0) LATE TO THE PARTY
(SP0827.1) NUMBER OF PLAYERS: 2; the Gorn player and the Romulan player.
(SP0827.2) INITIAL SETUP
TERRAIN: Class M (P2.21) planet in hex 2215.
6xGMG, one on each hexside of the planet, see (SP0827.45).
GORN: DNG GName1, BDV GName2, (8xG-18 fighters) BDA GName3, all within six hexes of 2215, initial heading at the option of the Gorn player, speed 9, WS-II. See also (SP0827.45) and (SP0827.46).
DDF GName4, FTR GName5, FTR GName6, all within four hexes of hex 2201, heading D, speed 10, WS-II.
ROMULAN: 2201KER RName1, SBH RName2 (2xCenturion on mech links), SKA RName3, SKG RName4, CE RName5, enter the map on Turn #1 anywhere between hexes 0120 and 1030, heading B, C, or D, speed max, WS-III. See also (SP0827.47).
(SP0828.0) ANNIHILATION GOD
(SP0828.1) NUMBER OF PLAYERS: 2; the Attacker player and the Defender player.
(SP0828.2) INITIAL SETUP
TERRAIN: Class M (P2.21) planet in hex 2215.
DEFENDER: MB (1xHanger Module and 1xCargo Module), in hex 2015 in standard radius 2 orbit around the planet, initial facing and rotation rate at the option of the Defender player, WS-II. See (SP0828.46).
NCA and 2xDW anywhere within 4 hexes of 2215, initial heading at the Defender player’s option, speed 6, WS-II. see (SP0828.45).
ATTACKER: DLX enters the map on Turn #1 anywhere along 01xx map edge, heading B or C, speed max, WS-III. See (SP0828.47).
(SP0829.0) RUN SILENT, RUN CLOAKED
(SP0829.1) NUMBER OF PLAYERS: 2; the Orion player and the ISC player.
(SP0829.2) INITIAL SETUP
TERRAIN: Class M (P2.21) planet in hex 3225.
ORION: BHP Lizard’s Horde (BUC-L, 2xBUC, BUC-S, 2xBUC-G) in hex 0101, cloaked, heading, C, speed 4, WS-III.
ISC: FLG IName1 in hex 3020, heading E, speed 4, WS-0. See (SP0829.47).
NCA IName2, DW IName3, DW IName4, all in a radius three orbit of the planet, initial hex locations and orbital facingat the ISC player’s option, but no ship can be closer than five hexes to any other ship, WS-0.
GWS, GBDP, GMS are combined in a power grid (R1.28P) on 3225/3226; BHB (6xHBMR), GMS are combined in a power grid (R1.28P) on 3225/3224. One HBMR is fully armed as CAP, all others are fully unloaded. See (SP0829.46).
(SP0830.0) ESCORT TRAINING
(SP0830.1) NUMBER OF PLAYERS: 2; the Player #1 player and Player #2. There is a four player option in (SP0830.45).
(SP0830.2) INITIAL SETUP
PLAYER #1: CWA anywhere within four hexes of hex 1015 of map A, heading F, speed 10, WS-III. See (SP0830.46).
Fighters enter the map B on Turn #1 anywhere along the 42xx map edge, heading E or F, speed max, WS-III. See (SP0830.45).
PLAYER #2: CWA anywhere within four hexes of hex 3115 of map B, heading B, speed 10, WS-III. See (SP0830.46).
Fighters enter the map A anywhere along the 01xx map edge, heading B or C, speed max, WS-III. See (SP0830.45).
(SP0831.0) DEFYING DESTINY
(SP0831.1) NUMBER OF PLAYERS: Two, the Auroran player and the Trobrin player.
(SP0831.2) INITIAL SETUP
AURORAN: CR Throne of Ozymondas, set up (on Map A) in hex 1515, heading C, speed 12, WS-III.
TROBRIN: CC Restitution, set up (on Map A) in hex 1615, heading C, speed 10, WS-I.
FF Reduction, set up (on Map A) in hex 1612, heading C, speed 10, WS-I.
PT Roam, set up (on Map A) in hex 1618, heading C, speed 10, WS-I.
(SP0832.0) THE ROCK EATER
(SP0832.1) NUMBER OF PLAYERS: 1; the monster moves by auto-matic rules; see (SP0832.45).
(SP0832.2) INITIAL SETUP
TERRAIN: The entire map is an asteroid field (P3.1).
MONSTER: Set up in hex 0130, see (SP0832.45).
DEFENDER: One cruiser of no more than 105 BPV including all refits, drone speed upgrades, and commander’s options. Set up within four hexes of hex 2201, heading F, speed 10, WS-I.
YEAR: Players should select a year before setting up the scenario. This will define the availability of ships, refits, fighters, drone speeds, and other items. Y140 is assumed if no other year is selected.
(SP0833.0) CLOAKING KLINGON WHERE ART THOU?
(SP0833.1) NUMBER OF PLAYERS: 2; the Klingon player and the FRAX player.
(SP0833.2) INITIAL SETUP
KLINGON: D7C Kname1, F5C Kname2, F5B Kname3, E4B Kname4, and F5SB Kname5, set up anywhere between hexes 1530 and 2930, heading A, speed 10, WS-II. See (SP0833.45).
FRAX: CC Fname1, DW Fname2, DWD Fname3, FFD Fname4, and DWS Fname5, set up anywhere between 1501 and 2901, heading D, speed 10, WS-II.
(SP0834.0) PIRATE EXTERMINATION
(SP0834.1) NUMBER OF PLAYERS: 2; the Police player and the Orion player.
(SP0834.2) INITIAL SETUP
TERRAIN: Class M (P2.21) planet in hex 2215.
POLICE: Commercial platform (with 2x cargo modules) in hex 2015, initial facing and rotation rate at the Police player’s option, in standard clockwise orbit (P8.0), WS-0.
REINFORCEMENTS: See (SP0834.47), enter the map on Turn #1 anywhere between 1401 and 2801, heading C, D, or E, speed max, WS-III.
ORION: See (SP0834.45) and (SP0834.46), enter the map on Turn #1 anywhere between 0130 and 4230, heading A, B, or F, speed max, WS-III.
YEAR: Players should select a year before setting up the scenario. This will define the availability of ships, refits, fighters, drone speeds, and other items. Y173 is assumed if no other year is selected.
(SP0835.0) PUDDING, IT IS WHAT IS FOR DINNER
(SP0835.1) NUMBER OF PLAYERS: 2; the Bolosco player and the Souldra player.
(SP0835.2) INITIAL SETUP
TERRAIN: Class M (P2.21) planet in hex 2215.
BOLOSCO: 3xFGB-S and 3xGBD1, one of each type on hexsides 2215/2214, 2215/2316, and 2215/2116. The fighters of the FGB-Ss have already been launched.
Exchanger Bname1 (with a small support pod), Express Boat Bname2, and 18x Conjuror-D fighters, all within four hexes of the planet, heading at the Bolosco player’s choice, speed 10, WS-III.
SOULDRA: CL Sname1 (2xBlack Shards, 2xViolet Shards), DD Sname2 (2xBlack Shards, 2xRed Shards), FF Sname3 (2xBlack Shards, 2xRed Shards), FF Sname4 (2xBlack Shards, 2xRed Shards), all within two hexsof 0303, heading C, speed max, WS-III.
(SP0835.3) LENGTH OF SCENARIO: The scenario continues until all forces belonging to one side have been destroyed, captured, or have disengaged, or until the end of Turn #15.
(SP0836.0) ROBOT BEE-SWATTERS ON DUTY
(SP0836.1) NUMBER OF PLAYERS: 2; the Drex player and the Hiver player.
(SP0836.2) INITIAL SETUP
DREX UNITY: BD Dname1, BS Dname2, 8xPF, 16xX-7 fighters, set up within four hexes of hex 0202, heading C, speed max, WS-III.
HIVERS: DNH Hname1 (4xB-2), BC Hname2 (3xB-2), CM Hname3 (3xB-2), CL Hname4, SCL Hname5, CLJ Hname6, 12xDD #1 thru #12, set up within fives hexes of hex 4028, heading F, speed max, WS-III.
(SP0837.0) DOES EROSION WORK AGAINST CARBONITES?
(SP0837.1) NUMBER OF PLAYERS: 2; the Mæsron player and the Trobrin player.
(SP0837.2) INITIAL SETUP
MÆSRON: SCS Mname1 (8xASF, 4xATF, 2xAMF, 1xPFL, 3xPF), CE Mname2, FFN Mname3, FFN Mname4, CBA Mname5, set up within four hexes of hex 4230, heading F, speed max, WS-III.
TROBRIN: DCS Tname1 (7xBFa, 2xSFia, 2xDFia, 1xPFL, 3xPF), FE Tname2 (2xBFa, 1xSFia), FE Tname3 (2xBFa, 1xSFia), CB Tname4, FB Tname5, set up the ships within four hexes of hex 0101, heading C. The fighters or PFs may be set up within six hexes of hex 0101, heading C, all units at WS-III.
(SP0838.0) SECOND WAVE ASSAULT
(SP0838.1) NUMBER OF PLAYERS: 2; the ISC player and the Andromedan player.
(SP0838.2) INITIAL SETUP
ISC: LTT Iname1 and NAX Iname2 located in hex 2215, heading B, speed 8, WS-II. See (SP0838.45).
DDX Iname3 and FFX Iname4 set up within two hexes of hex 2215, heading B, speed 8, WS-II. See (SP0838.45).
CVE Iname5 (8xFDF), FFA Iname6, HPL Iname7 set up within three hexes of hex 2215, heading B, speed 8, WS-II.
ANDROMEDAN: Exploiter Aname1 and Exploiter Aname2, set up within four hexes of hex 0101, heading B, speed max, WS-III.
(SP0839.0) DISSECTING A HURRICANE
(SP0839.1) NUMBER OF PLAYERS: 2; the Andromedan player and the Alliance player, alternatively the Mæsrons and Koligahr could be controlled by two separate players.
(SP0839.2) INITIAL SETUP
TERRAIN: Class M (P2.21) planet in hex 2215 of map A.
ANDROMEDAN: Satellite Base with 2xPHB set up in hex 2217 of map in standard radius 2 orbit around the planet, initial facing and rotation rate at the option of the Andromedan player, WS-III.
Dominator Hurricane in hex 2114 of map A, in standard radius 1 orbit around the planet, initial facing B, speed 0, WS-I.
Repair Sled RS-01 and Repair Sled RS-02, both docked o the Dominator in hex 2114 of map A, RS-01 is docked with its #2 docking station linked to the Hurricane’s #5 docking station, RS-02 is docked with its #6 docking station linked to the Hurricane’s #3 docking station. Both repair sleds are at WS-I.
Exploiter Aname1 and 12xMWP set up within eight hexes of hex 2215 on map A, all initial heading B, speed max WS-III.
ALLIANCE: MÆSRON: CBA Mname1, CVS Mname3 (8xASF, 4xATF, 2xAMF).
KOLIGAHR: DN Kname1 (1xPF on mechlink), PFT Kname2 (5xPF), DD Kname4 (1xPF on mechlink), DD Kname5 (1xPF on mechlink).
All Alliance forces enter the map anywhere between hex columns 38xx and 42xx on map B, heading E or F, speed max, WS-III.
By Steve Petrick (Petrick) on Thursday, August 26, 2010 - 03:12 pm: Edit |
Canadi'en expanded R section and new SSDs, carriers, escorts, and a frigatte, uploaded for playtesting.
http://www.starfleetgames.com/sfb/playtest/playtest_base.shtml
By Steve Petrick (Petrick) on Tuesday, August 31, 2010 - 02:29 pm: Edit |
Added Notes On The Canadi'ens:
All of the fighter data tables list "future" for heavy fighters because no Canadi'en Heavy Fighters have been designed as of yet. They have been assigned the codeword "Walnut" (just as their Admin Shuttles are "Peanuts").
The ADD on the Klingon Large Q-Ship is deleted as part of the conversion to make it a Canadi'en Q-Ship (my apologies, I do not know how I missed that one).
The rule number for the Canadi'en Stellar Fortress should be (R1.89-59), not (R1.89-89).
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