Scenarios

2.   A Tholian Base Station, under heavy attack, emits a distress beacon as it is boarded by two Orion Salvage Cruisers.  One cruiser is destroyed in the fight, but the other manages to board and assume command of it.  The distress call is heard by two Tholian Patrol cruisers, and a Necroid light cruiser.  All three units respond.

      Overview: The Orions, with help from Tholian rebels, have taken control of the Base Station to steal web ball technology.  As the Tholians enter combat range, they are unaware that the Base Station is completely under the Orion's command and engage the Salvage Cruiser.  Once the Tholians discover the truth about the Base Station, they plan for one of the following courses of action:

     1) Complete annhilation of the Base Station and Salvage Cruiser, thus protecting web ball technology.

     2) The destruction of the Salvage Cruiser and the boarding of the Base Station, and the subsequent interrogation of the Tholian rebels.

Every turn, the Tholian(s) roll 2d6.  If they roll a 2-7 (or are attacked by the Base Station), the nature of the Base Station is revealed and may be attacked.

During the attack, the Salvage Cruiser rolls 2d6 at the beginning of every turn.  If "snake eyes" are rolled, the pirates have figured out web ball technology sufficiently, and can leave the disengage.  

The Necroid angle is simple:  Take all enemy ships!

Setup:

The Base Station has 6 asteroids placed six hexes away on all sides.  They originally had webs strung between them.  The Orions have knocked them all down.  Roll 25 points of damage on the base station and ten points on the Salvage Cruiser.  The Base Stations uses Type IV Plasma-Ts.  The torp is a web generator.  The Necroid and Tholians start at opposite sides of the map.  The Salvage Cruiser may not start more than two hexes away from the Base Station.

Scenario 3:

Overview:

On the eve of a Klingon-Federation war, the Romulan Empire takes advantage of the removal of Federation ships on their border to evaluate and destroy any Federation defenses. A lone War Bird, without shields or warp engines attacks and destroys an outpost. It is intercepted by a Federation Destroyer Escort (see new ships) with damaged photon torpedo tubes.

Objectives:

The Warbird succeeds if it makes it home (off the map).  A Decisive victory is won if the Warbird destroyes the Escort as well.

The Escort's primary mission is to discover the nature of this mysterious ship.  If it can get away from the scene with information on the Warbird, its weaponry, etc., it has won.  If it can also destroy the Warbird, it wins a Decisive victory.  

Note:  It is possible for both sides to win this one.  

Setup:

Use an empty map.  Place the Warbird and Escort approximately 30 hexes from each other, facing each other.

Scenario 4:

Overview:

As the Klingons prepared to attack, a task force on the edge of the gathering sends an F5 frigate with modified sensors and extra drones to scout out an unknown flank. It travels into Tholian space, and wanders into an asteroid belt patrolled by a Tholian PC. Two asteroids of significance are in the area, one mined by a robot freighter.

The frigate's mission is to investigate the area thoroughly, and return home.  If the F5 learns about Tholian technology and layout, it wins.  If it destroys the Tholian, it wins a Decisive victory.

The Tholian's taks is to prevent incursions.  The only victory for the Tholian is to prevent the Frigate from returning home.

Setup:

We used the big map for this one, but any map can be used.  The asteroids should be about 25 hexes away from each other.  The Klingon should enter the map about 10 hexes from one of them.  The robot miner should start adjacent to the other asteroid.  The PC should be about 15 hexes away from the miner in a direction away from the F5.

Scenario 5:

Orion pirates will sell information (treasure maps), and the person who finds the teasure can then sell the stuff to whoever wants to pay.  An experimental D7 in an unexplored area of space sends out a distress signal.  An Orion Pirate, The Future Shock, comes to investigate.  It finds a 5 km long cone which the Klingon calls "Gargantua".  It has an incredibly hard hull and from the center comes a beam of immense power.  Another ship shows up and calls itself "a friend", but when asked its point of origin, it replies, "Out there".

The D7 is badly damaged.  It's warp engines are completely destroyed.  Roll for 20 more points of internal damage.  It can be run by a person, or on automatic rules (it will charge its weapons when it can, and fire if anyone tries to board it.  It will not communicate with non-Klingons).

The D7 is in close orbit (10 hexes) around a 20 hex wide planet (in the center of the map).  Based on the planet at right angles to the D7's location are two monsters:   To the right of the D7 is the Planet Crusher (48.0), and to the left is the Space Amoeba (49.0).  If a ship comes within 10 spaces of it, it will follow and attack.

The Necroid will start at the upper right part of the map.  The Orion will start at the upper left.  Use the Future Shock #1 SSD for the Orion.  The Necroid has a Necroid Frigate (see Necroid page).

The Orion wins if it takes back information.  The amount of information details the magnitude of the victory.

The Necroid wants tech.  If it can salavge a piece of either ship, it has won a Decisive victory.

Scenario 6:

As the Klingon war with the Federation escalated, the Kzinti looked for an opportunity to establish forward bases against their traditional enemy. Deploying scout ships along the informal border, the Kzinti soon discovered the perfect target: an unmapped, unsettled class M planet right on the border. The scout ship sent the information back to the Patriarchy in code, and then contact was abruptly broken. A Klingon E4-S intercepted the transmission and, flying for personal glory, tried to get to the planet before the Kzinti. The Kzinti, fearing that the Klingons might have destroyed their scout, dispatched a frigate, to be followed by other fleet elements, to hold the planet and find out what destroyed the scout.  The two approach from opposite sides of the planet.

This is a fight for supremacy.  The one who leaves, loses!

Setup:

One Terran planet in the middle of the map.  One moon 12 hexes away.  This moon has a Phaser IV which will fire on any ship which stays within a range of 10 hexes for 3 turns or more.  It takes 100 points of damage to knock it out.

Scenario #7:

As the war heats up between the Federation and the Klingons and Romulans, a technology trade is set up in Romulan space between the Klingon Empire and the Romulan Empire.  The trade: The cloaking device for Klingon disruptor technology.  Unfortunately, more parties are aware of this transaction then was intended.  Two antagonistic Klingon clans both send D6s out to greet the Romulan emissary.  But when they get there, it's not a Romulan ship, but an Orion Frigate (The Future Shock) that greets them.  As these Klingons have never seen a Romulan ship recently, they are not aware that this is not their intended meeting place.   Speeding madly toward the scene is the true emissary, a Romulan War Eagle.  Not far behind is a Gorn Light Cruiser, on a dangerous mission behind enemy lines to stop the transfer!  It promises to be a chaotic scenario.

Setup:

The first D6 enters on the left side of the map, speed 8, while the other approaches from the bottom, also speed 8.  The Orion Frigate is in the upper right quadrant, stationary.  The War Eagle enters from the top left quadrant on turn 6, speed 16.  Also on turn 6, the Gorn ship arrives in top left quadrant, speed 16.  All weapons may be armed, all batteries charged.

Goals:

The cloaking device entails 20 points of data that must be trasmitted from the Romulan ship to win.  Victory conditions are as follows:

D6 #1 and #2: There are three levels of victory: Marginal, Substantial, and Decisive.  Each satisfied requirement for victory is additional towards the higher victory status.  The requirements are:

1) Obtaining the cloaking device information. 2) Beaming over an ambassador to the Romulan War Eagle (NOT the Orion faker) 3) Keeping the other Klingon from obtaining the cloaking device info.

Orion: Getting an ambassador or the cloaking device plans entails a decisive victory.  Getting a good scan of the Klingon or Romulan or Gorn ships is worth a Marginal as that info can be sold.

Romulan: Victory only occurs if the information is transferred properly (ambassador for tech).

Gorn: If the transfer of the ambassador can be stopped, Substantial victory.  If the cloaking device transfer can be stopped, decisive victory.

(Yes we played this one!  It ended up with one destroyed D6, one non-mobile D6 being towed away by the Orion, a dead Gorn, and a really mad Romulan!--but the Romulan DID eventually scare the Orion off and get what was left of the victorious D6)

Scenario 8:

Our friend, the Necroid Frigate (scenario 5), having failed to steal disruptor technology, is on the prowl again.  This time, he tries Kzinti space.  Raiding deep in their territory, he intercepts a call for help from a Kzinti large freighter with an engine malfunction.  A Kzinti Frigate responds to the call.

Setup:

The freighter should be one third closer to one edge of the map (lengthwise) than the other.  The Necroid appears on turn one on the far side (we used the big map--you can use two blue maps on edge).  The Kzin appears on turn two on the other side of the map.  Battery disposition is optional.  The freighter's warp engines are marked as destroyed.  Every turn that they spend energy on damage control, a roll of one or two brings an engine back to life.  If the Kzinti beam or shuttle a repair party on board, the roll jumps to 1, 2, or 3.  

Goals:

The Necroid wants to blast both ships out of existence, and salvage the tech. Decisive victory if this happens.  Overwhelming victory if any of the ships are taken home!

The Kzin wants to defend the freighter (and itself).  Destruction of the Necroid is a Decisive victory.  Causing the Necroid to flee is a Substantial victory.

Note: Kzinti Frigate may be replaced with a Heavy Frigate (add a Phaser 1 FA)

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Scenario #9

An Orion Pirate base defended by a CR is investigated by a Federation CA.  Details to follow.

Scenario #10

The Legend of Colonel Green

On the border of Kzinti, Klingon, and Federation space lies a planet with a moon of immeasurable wealth.  On this planet is a strange derivative of dilithium.  The mineral is unique in that you can rig two wires to a piece of crystal and get warp power from it--without refining!  The Federation immediately sent a mining party and built a base station on the planet.  Technically, the planet is within Kzinti space so permission was given from the Kzinti government (sort of a client state of the Federation).  Unfortunately, someone in the Federation felt this was such a high priority that it warranted sending out the first dreadnought (still in trials) to guard the planet.  This was beacon that attracted all opportunists, Klingon, Human, and Kzinti alike.  While stationed at the planet, a number of the crew found out just how valuable a resource they were guarding, and Federation or no, were starting to get greedy.  The commander of the base recognized the signs of an impending mutiny, thought the Captain of the dreadnought seemed oblivious.  Thus, Colonel Green was called in: savior of Lindstrom III, hero of the last Human-Kzinti skirmish, inventor of the stealth toaster, and son-in-law of the Senator of Rigel Quadrant.  Former Federation, he is the one man the commander knows will not betray the Federation (see The Last Boy Scout).  Unfortunately, his current ship is the Pegasus--a large freighter.  His job is to take a load of crystal and make it back to the Federation such that if the planet is lost, they can synthesize from the samples, more crystal.  Meanwhile, the Klingons are about to make a breakthrough on the front and are heading for the planet.  The Kzinti don't want the Klingons to have the crystal, so they are sending out a brand new KCV to secure the crystal.

Setup:

The planet is in the middle of the map, with the moon 10 spaces to the right away.  The Base is incomplete.  They have one phaser IV bank (two phasers) which can me put on line in three turns.  The DN is in orbit, and once the mutiny occurs, a battle will ensue for control of the ship.  Assume 2/3 of the boarding parties are fighting against 1/3 with each side holding one half of the control centers.  When the mutiny is over, roll d6 divided by two and cross off that many loyalist controlled control centers (determine beforehand, but it's probably the Bridge at least).

The Large Freighter starts in orbit around the moon, and has a gimmick.  One cargo bay is full of crystal and has been wired.  It now has 25 points of warp energy in addition to its normal amount.  Talk about reinforcement!  The other bay is full of Federation marines (from the base).  That's 25 extra boarding parties!  Max speed is still Warp 3, however so even if it is running away at full speed from the DN, if it has not disengaged, the DN will eventually catch up.  It will not win in a chase, even if the rules say it can keep it up forever.  Finally, the ship is equipped with a stealth shuttlecraft.  It is painted with sensor reflecting paint, and will only be seen at range 1 by a casual scan and range two by a concerted scan (looking for that shuttle).  

The CV shows up on turn two on the right side of the map, moving at speed 16 towards the planet, all weapons armed, all batteries charged.

Goals:

Colonel Green wins if he gets his ship out of there.  He gets a draw if he just survives (that's what the shuttle is for--he's as valuable as the crystal to the Federation).  

The Dreadnought wins big if it secures a lot of crystal (say from the Pegasus).  They get a draw if they escape with the DN.

The CV gets a draw if it can ensure that the Klingons cannot use the base (use your imagination).  They get a victory if they can get some crystal (from Pegasus or from the planet somehow).  Note: The Kzinti will not know the freighter has the crystal unless told.  Be careful when assigning parts...

(This game is like the Kobayashi Maru for the freighter.  The freighter did come ONE ROLL from taking over the DN, however.  As it was, each party went home with one piece of crystal in their pocket... marginal victories for all.)

Scenario #11:

NOTE!  BEST PLAYED AS BLIND GAME.  TO BE READ BY GM ONLY IN THAT CASE!

The Klingo-Kzinti war rages on.  The front moves rapidly into Kzinti space.  Relations between the Federation and the Kzinti Hegemony are soured by a recent political incident, but the alliance continues.  A lone Federation CL escorts a large freighter filled with arms and ship supplies through Kzinti territory to a staging area.  The corridor was formerly secure, but with the advancement of the Klingon front, nothing is certain.  It has orders to maintain radio silence, and to quiet the transponder that identifies the ships as Federation.  Meanwhile, a Kzinti CL is in the area patrolling the frontier.  It;s orders are to reconoiter and blast away any Klingon ships.  Aptly enough, a D6, princess of the fleet at the time (156) probes the Kzinti front, looking for prey.

Setup:

Federation CL on right side of map, warp 2, batteries charged, 2 hexes from edge, facing left.  Large freighter one hex behind it.

Kzinti CL 30 hexes up-left from the Fed CL, heading towards it, batteries charged, warp 2.

Klingon D6, 60 hexes down from CL, heading up.  Warp 2.  Batteries charged.

Goal:

If played as a blind game, this could result in a tragic case of mistaken identity in war-time.  The Kzinti player may end up attacking the Federation ship.  Or they may ally against the D6.  

Federation: The freighter must get to a Kzinti base.  The CL is expendable.  Losing the CL only reduces the victory to substantial.

Kzinti: Losing the ship is a failure.  Doing nothing results in a draw.  Securing the freighter results in a substantial victory.  Crippling the D6 gives a decisive victory.  Destroying it gives an overwhelming victory, while capturing it will give the Kzin a name for sure!  The destruction of the CL has no effect on the Kzin's victory.

Klingon: It's all gravy here.  We'll do it by points for this one:

Being Crippled: -5

Being Destroyed: -10

Being Boarded: -20

Destroying/Capturing FCL: +5/10

Destroying/Capturing KCL: +5/10

Destroying Freighter: +10

Capturing Freighter: +20

Scouting all ships: +5

Minor Victory: 5 points

Substantial Victory: 15 points

Decisive Victory: 25 points

Overwhelming victory: 35 points

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