An Unofficial Star Fleet Battles Scenario


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

Background

In Y-195 there appeared on the Federation-Klingon border a planetary system which had lain hidden in another dimension (or so Federation scientists supposed). This planetary system was surrounded by an ateroid field, and seemed to contain vast wealth, as well as only primitive subhumanoid inhabitants. As neither power wanted to be embroiled in a general, all-out war with the other and since diplomatic negotiations failed to resolve the issue of ownership (as the Klingons saw it), or the right to some day offer membership in their respective alliances (as the Federation saw it), they negotiated a limited war to gain control over the system. This limited the amount of resources which each side could pour into the struggle.

Campaign Description

This campaign includes seven mapboards (see below), numbered from -3 to +3. The mapboard nearest the Klingon border is -3 and the one nearest the Federation border is +3. These mapboards are not connected together as would appear from the diagram, but are ismply the next place for an encounter. The first battle begins on mapboard 0. The side that is destroyed or disengages determines where the next battle will be fought, since the next battle will take place on the adjacent mapboard (towards the loser's border). The campaign continues until one player or the other is forced past either map +3 or map-3. For example, if the Federation loses the first battle (map 0), then the second battle takes place at mapboard +1. If the Klingons win again, they push the third battle to mapboard +2, if the Federation wins battle 2, then they go back to mapboard 0. Map 0 is open space. Maps +1 and -1 each contian a 3 hex diameter class m planet (in the middle) and a 1 hex moon, located 3 hexes from the planet in a random direction (use playing cards or something to determine). Maps -2 and +2 are asteroid fields (random). Maps +3 and -3 contain a recently brought mobile station.

Campaign Map

-3 -2 -1 0 +1 +2 +3


Fleet Descriptions

Each side starts with 1350 BPV's worth of equipment and receives 450 BPV's worth of reinforcements for each scenario after the first. No X-class or sublight ships may be used. Neither side pays for its mobile station, and receives 3 modules for the station (fighters not included).

Special Rules

1. Because of the unusual interstellar interference in this region, all ships enter each scenario at weapons status 0, and play begins with the ships on the edge of the mapboard, speed 10.
2. (Optional) Because of rule #1 above, each commander must choose his reinforcement fleet for the following scenario at the start of the present scenario (a speedy warp powered long range shuttle is sent off the map with the request). These should be placed in a sealed envelope to be opened after the present scenario.
3. After each scenario, any ship (usually severely damaged) may head back to their mobile station at a speed of 3 mapboards/time between each battle. While they are travelling back, each ship may effect their own repairs, as per interbattle repair rules. During any scenario (while a battle is under way), that they are at the mobile station, they may have 10 turns of repair station repairs done to them. The ship may stay here for as many battles as it wants in order to finish repairs. For each map less than the three it may travel, the ship can have an additional 3 turns of repairs done to it. If a ship remains here during the interbattle travel time, can have an additional 10 turns of repairs. Please note:if more than one ship is at the station, only 10 turns of repairs can be done in total to all the ships (ie must be divided among them) not to each ship during a battle, and 10 in total during the interbattle period. Alternatively, a ship could remain at any mapboard between the current battle mapboard and the station, effect its own repairs (as per rules governing repairs during battle), so as not to fall too far behind its fleet.
4. No FRD’s may be selected by either fleet, as they are too slow and too valuable to be brought to this volatile area.
5. Each fleet is considered to have an active supply line which replaces drones, fighter pilots, repair parts etc. as needed. (Optional- limit supplies to an agreed upon amount-- 0 to a less than maximum amount).
6. Fighter pilot and P/F crew quality rules are in effect, except where they denote the sudden and unexpected capture of an enemy ship.
7. (Optional) Crew quality rules, and legendary officers may be used, with the same restriction as # 6 above.
8. Indvidual ships may leave the battle map (interstellar interference shields them from enemy detection). The ship may not return to this battle and this does not constitute a fleet disengagement. Pleas note: ships must leave off any edge of the map except the edge that their opponent’s fleet started on. Ships may not be forced off the map by a tractor beam. Keep track of its location and it must try to get back by shortest route possible, or be considered to have disengaged.
9. Transporter bombs and mines may not be used (unless both sides agree to their use).
10.(Optional) Rather than selecting your reinforcements, fleets may used the random reinforcement tables from Against the Federation Menace, with 2 cruiser table roles and 2 frigate table roles per fleet. Both fleets must use this and it should be agreed upon for use throughout the campaign.

.

Back to Scenarios Page

© 1997 admkang@oocities.com


This page hosted by GeoCities Get your own Free Home Page