An Unofficial Star Fleet Battles Scenario


Coming Soon! Admiral Kang's Captured Federation Tactics Manual!

Background

At a time when the Klingon Empire was locked in mortal combat with the Kzinti and the Federation was deeply involved in a war with the Romulan Empire, an incident along the Federation/Klingon Border sparked a border war. Because of their other commitments, neither side could commit themselves to a full scale invasion. Nonetheless, many a spaceman on both sides found themselves in a starry grave before one side sued the other for peace. It all began when a Federation convoy travelling along the border was attacked and disappeared. The Feds claim that before transmissions were jammed, one of the freighter commanders was cursing “The foul-breathed Klingons” on open airwaves. Their chief diplomat immediately asked for restitution and was summarilly rebuffed. The Klingons stated that they had recently lost several convoys in the area to Orion pirates, and that Federation freighter captains needed new glasses. No one knows for sure what happened. The Romulans or the Kzinti may even have been behind it all. But before the diplomats could find a satisfactory solution to the situation, the beefed up border patrols began to spar with one another, and several skirmishes took place. These crews were probably disappointed about being assigned to this border, rather than gaining the glory of conquest on the other.

Initial Setup

The campaign consists of several campaign turns, which each consist of 8 battles. The Admiral of each fleet divides his fleet into equal combat groups of not more than 500 points each (a few points over is allowed) Each admiral can choose any drone within the limits allowed for their race The BPV’s for the drones are included in the 500 pt.limit. All drones are medium speed.

At Start Forces

Klingon Federation
C8 DNH
D7W CVA+12Ftrs
3xD7 CC
D7V+12Ftrs 3xCA
D6P+6PF NCA
D6Y+5Ftrs 2xCL
D6F 3xNCL
D5W 2xDWL
D5F 2xDD
D5J DDG
2xFWL DWV+8Ftrs
2xF5W 6xFFG
FWV+8Ftrs Tug(BT)
2xF6 NPF+6PF
F5L 4xPF
3xF5 12 Ftrs
2xE4
E4D
TugA(BT)
4PF
12 Ftrs

-Once the eight battle groups for each side have been determined for the campaign turn, each player selects one of their battle groups for the first skirmish. This continues until both have used all of their 8 battle groups. The skirmishes are considered to be taking place during the same period of time. As such, once the campaign turn has begun, the composition of the other battle groups cannot be changed.

Special Rules

-After each campaign turn, both fleets roll for reinforcements. Since both sides are involved in a more major war than this one, player choice is quite limited. Basically, you get what is not needed elsewhere. Use Table I to determine which column of Table 2 to use. Roll 2X for cruisers, 4X for frigates etc, 1X for fighters and 1X for P/F. Carriers come in with a full complement of fighters but P/F tenders do not come with P/F's.

Klingon Table I

Cruiser Roll Use Column Frigate Roll Use Column
2-5 D7 2-6 Frigates
6-8 D5 7-9 Destroyers
9-12 D6 10-12 Escorts

Klingon Table II

Dice Roll D7 D6 D5 Dice Roll Frigates Destroyers Escorts Dice Roll Fighters __P/F__
2 D7Y AD6 D5W 2 F5E FWV E4A 2 20 ZY 10 P/F
3 D7D D6V D5W 3 F5D FWV E4A 3 16 ZY 8 P/F
4 D7W D6V D5W 4 F5J FWL E4D 4 12 ZY 6 P/F
5 D7W D6Y D5L 5 F5V* F6 E4D 5 12 ZY 6 P/F
6 D7W D6F D5L 6 F5L FWL E4 6 10 ZY 5 P/F
7 D7 D6 D5 7 F5L FWL E4 7 8 ZY 4 P/F
8 D7 C7 D5F 8 F5 F5W E6 8 10 ZY 5 P/F
9 D7V* D6P D5J 9 F5 F5W E6 9 12 ZY 6 P/F
10 D7L D6P D5P 10 F5L HF5 E6 10 12 ZY 6 P/F
11 D7L D6M D5V 11 F6 HF5 E4V* 11 16 ZY 8 P/F
12 D7L D6J MD5 12 F6 HF5 E4V* 12 20 ZY 10 P/F

Federation Table I

Dice Roll Use Column Dice Roll Use Column
2-5 Old Cruiser 2-6 Frigates
6-8 New Cruiser 7-9 War Destreoyer
9-12 Cruiser II 10-12 Destroyers

Federation Table II

Dice Roll Old Cruiser New Cruiser Cruiser II Dice Roll Frigates War Dest. Destroyers Dice Roll Fighters __P/F__
2 CCH NCA CCH 2 FFA DWV DAR 2 20 F18 10 P/F
3 CCH NCA CCH 3 FFA DWV DAR 3 16 F18 8 P/F
4 CCH NCA CCH 4 FFD DWD DD 4 12 F18 6 P/F
5 CA CLC CL 5 FFG DWA DD 5 12 F18 6 P/F
6 CA CLC CL 6 FFG DWC DD 6 10 F18 5 P/F
7 CC NCL CL 7 FFG DWC DD 7 8 F18 4 P/F
8 CA NAC/NER* BC 8 FFG DW DDL 8 10 F18 5 P/F
9 CVS NCP CLE 9 FFV DW DDL 9 12 F18 6 P/F
10 CVB NCP CLE 10 FFV HDW DDG 10 12 F18 6 P/F
11 CVS NVS CLV 11 FFR HDW DDG 11 16 F18 8 P/F
12 CVB NCD CLV 12 FFB HDW DDG 12 20 F18 10 P/F


-No fleet may disengage from a skirmish before turn #6.

-Each fleet is given a Battle Tug and 3 other pods of their choice.

-Ships may repair themselves between turns, as per normal repair rules. If a player chooses, up to 400 points worth of ships may be withheld from turn, and sent to a nearby Star Base for a complete overhaul. This may decrease the size of their combat fleet for that campaign turn, so it may be a gamble.

-Players may purchase the drones they want, according to the rules, but all drones are medium speed regardless.

-At the start of each skirmish, players roll for terrain:

-In addition to the 500 points worth of ships, each player gets scouts. Because of the other wars, only the following are available:

Federation player- 6 (old) Light Survey Cruisers with + refit and 4 F-18 each

2 (old) Light Drone Crusiers

Klingon player-6 modified D4 Light Cruisers with 4 ZY each

2 D6 Drone cruisers

These ships are not added into the point totals for each fleet. The D4’s had been brought out of mothballs (from museums even!) and pressed into service because of the war with the Kzinti. Add 2 special sensors to the wing positions (1 each) and 4 shuttle to the shuttle bay.

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