Scenario: Save the conference, kill the protagonist.
Posted: Mon Jun 08, 2009 12:52 pm
The thread about a scenario for the Kirk vs Chang fight at the end of the star trek 6 film got me thinking about how I would try to make that an FC scenario. I've put this as a seperate thread, rather than hijack Enterprises thread. This isn't meant to me an exact replica of that battle, more using the film battle as an inspiration.
Fed CA vs the protagonist. The captain of the CA has discovered that a high powered diplomatic conference is going to be sabotaged by various forces who do not want to see success. He rushes to the scene to prevent the assasins from succeeding. He also knows that a new prototype cloaked ship will almost certainly be around the planet to stop him. The exact capabilities of the enemy ship are not fully known, beyond that fact that it has some super cloak.
Location map, based on a planet. Moving beyond range 35 disengages with automatic defeat for that ship.
Game length: end of turn 2 if the Fec CA does not save the conference, if he does then until someone is destoryed or disengages.
The Fed CA starts 33 hexes from the planet, facing the planet (any of the 6 hex lines emanating from the planet will do).
The protagonist does not start on the map, and will deploy per the scenario rules.
Victory. If the Fed CA does not transport a team to the planet by the end of turn 2 then the day is lost no matter what. Transport per normal - must be in 5 hexes of planet, must drop a shield, must pay the power to activate transporters. No actual marines boxes are used.
If the above is achieved then the FedCA must defeat the protagonist to ensure that the conference remains secure. The protagonist is after glory and hopfully still managing to scupper peace efforts.
The protagonist: Any vessel up to 90pts (or 91 for a gorn frigate), basically any frigate size ship. Kept secret until deployment.
Whatever ship is choosen, the following rules apply. The ship has a cloak. The cloak is free (even if it is a romulan with a listed cloak cost), no power is required. The ship may fire any weapons whilst cloaked - direct or seeking, drones may be guided whilst cloaked. Whilst cloaked the ship is automatically the 'fastest' ship for move order purposes. Other cloak restrictions apply as normal.
Deployment. The protagonist deploys at any point he wants on turn 1 or 2. He can do that at any point in any impulse (e.g. After direct fire but before seeker launch). On turn 1 he must deploy within 9 hexes of the planet, If he deploys on turn 2 he must be within 15 hexes of the planet. He can't deploy in the same hex as the Fed CA. He cannot be targeted or inspected until deployment (note the lab rules, you can't target the protagonist until the start of the turn following deployment). After deployment the ship card is freely inspectable etc as normal. The protagonist still fills out power/speed etc at the start of turns 1 and 2, he just doesn't have to actually move and is assumed to obtain whatever position he wants on deploying. He can't fire if not deployed. He can start with all normal pre-load options.
Follow the exhaust: The Fed CA may use labs to accumulate 'exhaust' points. The labs follow normal rules (+4 and half points against cloak per cloak rules). Exhaust points provides a boost to probe damage, 1 extra damage per 2 exhaust points. Remember lab points are obtained at the end of the turn. The Fed CA may start using the probe either per normal rules, or from any turn that he has some exhuast points. The probe ignores the cloak altogether.
Pedal to the metal: The Fed CA ship has broken interstellar speed limits to arrive in time to save the conference. It cannot have pre-loaded photons.
Notes:
Needs playtesting. Obviously.
Fed CA vs the protagonist. The captain of the CA has discovered that a high powered diplomatic conference is going to be sabotaged by various forces who do not want to see success. He rushes to the scene to prevent the assasins from succeeding. He also knows that a new prototype cloaked ship will almost certainly be around the planet to stop him. The exact capabilities of the enemy ship are not fully known, beyond that fact that it has some super cloak.
Location map, based on a planet. Moving beyond range 35 disengages with automatic defeat for that ship.
Game length: end of turn 2 if the Fec CA does not save the conference, if he does then until someone is destoryed or disengages.
The Fed CA starts 33 hexes from the planet, facing the planet (any of the 6 hex lines emanating from the planet will do).
The protagonist does not start on the map, and will deploy per the scenario rules.
Victory. If the Fed CA does not transport a team to the planet by the end of turn 2 then the day is lost no matter what. Transport per normal - must be in 5 hexes of planet, must drop a shield, must pay the power to activate transporters. No actual marines boxes are used.
If the above is achieved then the FedCA must defeat the protagonist to ensure that the conference remains secure. The protagonist is after glory and hopfully still managing to scupper peace efforts.
The protagonist: Any vessel up to 90pts (or 91 for a gorn frigate), basically any frigate size ship. Kept secret until deployment.
Whatever ship is choosen, the following rules apply. The ship has a cloak. The cloak is free (even if it is a romulan with a listed cloak cost), no power is required. The ship may fire any weapons whilst cloaked - direct or seeking, drones may be guided whilst cloaked. Whilst cloaked the ship is automatically the 'fastest' ship for move order purposes. Other cloak restrictions apply as normal.
Deployment. The protagonist deploys at any point he wants on turn 1 or 2. He can do that at any point in any impulse (e.g. After direct fire but before seeker launch). On turn 1 he must deploy within 9 hexes of the planet, If he deploys on turn 2 he must be within 15 hexes of the planet. He can't deploy in the same hex as the Fed CA. He cannot be targeted or inspected until deployment (note the lab rules, you can't target the protagonist until the start of the turn following deployment). After deployment the ship card is freely inspectable etc as normal. The protagonist still fills out power/speed etc at the start of turns 1 and 2, he just doesn't have to actually move and is assumed to obtain whatever position he wants on deploying. He can't fire if not deployed. He can start with all normal pre-load options.
Follow the exhaust: The Fed CA may use labs to accumulate 'exhaust' points. The labs follow normal rules (+4 and half points against cloak per cloak rules). Exhaust points provides a boost to probe damage, 1 extra damage per 2 exhaust points. Remember lab points are obtained at the end of the turn. The Fed CA may start using the probe either per normal rules, or from any turn that he has some exhuast points. The probe ignores the cloak altogether.
Pedal to the metal: The Fed CA ship has broken interstellar speed limits to arrive in time to save the conference. It cannot have pre-loaded photons.
Notes:
Needs playtesting. Obviously.