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(8BT1) PILOTING A SHIP OUT OF STARDOCK

To prepare for your first mission, you must pilot your starship out of stardock.
(8BT1a) NUMBER OF PLAYERS
One: The Federation player.
(8BT1b) INITIAL SET-UP
Use the small hex side of the map panels. Set up one map panel. The stardock is
in hex 0515, but a stardock counter does not need to be placed on the map.
Federation: Place a Fleet Scale heavy cruiser counter on the map in hex 0515
facing direction F (toward hex 0414).
(8BT1c) OBJECTIVE
Mission-Federation: Move into hex 0109 facing direction A with the Turn Mode
satisfied.
Time Limit: 1 Turn.
Victory: End the Turn in hex 0109 facing direction A with the Turn Mode satisfied.
(8BT1d) SPECIAL RULES
The ship must move with a baseline speed of 8. The following is provided for
more explanation of the movement during the scenario.
You could move directly to hex 0113 by moving straight ahead through hexes
0414, 0314, 0213, and into 0113. You would still be facing in direction F. Then
you could turn right (leaving a Point of Turn marker in hex 0113) and move
through hexes 0112, 0111, 0110, and into hex 0109. You would be facing in
direction A.
There are other ways to accomplish the objective. Starting in hex 0515 facing F,
another way would be to move ahead through 0414 and into 0314, turn right
(placing a Point of Turn marker), move ahead through 0313 and into 0312, turn
left (placing a Point of Turn marker), move ahead through 0211 and into 0111,
turn right (placing a Point of Turn marker), move ahead through 0110 and into
0109. This would meet the objective of ending the Turn in hex 0109 facing
direction A.
Set up your ship in the starting position again and try moving your ship
differently from either of the ways described above. Just remember these things:
1. You must move only 8 hexes.
2. You must finish in hex 0109 facing direction A.
3. You must have fulfilled your Turn Mode by the time you enter hex 0109.
4. Since your Turn Mode is 2, you must always move 2 hexes straight ahead
before you can turn.
(8BT1e) FORCE DYNAMICS
Try using acceleration, deceleration, and sideslips after playing the basic scenario.
Also try using a ship from a different empire.

(8BT2) BATTLE DRILL


You are assigned to track down and destroy a series of five target drones.
(8BT2a) NUMBER OF PLAYERS
One: The Federation player.
(8BT2b) INITIAL SET-UP
Use the small hex side of the map panels. Set up one map panel.
Federation: Place a Fleet Scale heavy cruiser counter on the map in hex 0109
facing direction A.
Drones: Place one drone counter in each of these positions: hex 0101 facing
direction C, hex 0207 facing B, 0705 facing D, 0810 facing F, and 0801 facing D.
(8BT2c) OBJECTIVE
Mission-Federation: Destroy all five target drones within two Turns.
Time Limit: Two Turns.
Victory: To win an outstanding victory, you must destroy the five target drones
before the end of Turn 2. A marginal victory would be destroying three of the five
drones and scoring at least 3 damage points on each of the other two drones. A
tactical victory would mean destroying one or two of the drones and scoring at
least 3 damage points on each of the others.
(8BT2d) SPECIAL RULES
The ship must move with a baseline speed of 8 during the entire scenario. The
drones move straight ahead with a speed of 8 hexes per Turn. Each drone is
destroyed by four damage points (total, scored as part of one or more volleys).
Keep track of each drone and the damage points scored on it.
(8BT2e) FORCE DYNAMICS
You can replay this training exercise with any equivalent ship from a different
empire. This scenario can be replayed in Squadron Scale by using a Squadron
Scale ship and by modifying the drones in one of two ways. Either place another
drone beside each original drone or double the amount of damage points it takes
to destroy the original drones. Another way to replay this exercise is to use a
Squadron Scale frigate with the original five target drones.

(8BT3) UNDER ATTACK


Your starship has been assigned by Star Fleet Command to patrol a certain area
as a show of force and determination during treaty negotiations at a nearby
planet. The Klingons want your ship to leave the area so that the planetary
government will see the Federation is weak. The Klingon Empire is hopeful that
the planetary government will turn to them for exclusive trade agreements. The
Klingons, however, are not willing to engage you directly in combat. To force you
to retreat, they have launched drones into your patrol area.
(8BT3a) NUMBER OF PLAYERS
One: The Federation player.
(8BT3b) INITIAL SET-UP
Use the small hex side of the map panels. Set up two map panels side by side.
Federation: Place a Fleet Scale heavy cruiser counter on the left map in hex 0913
facing direction A.
Drones: Place one drone counter in each of these positions on the left map: hex
0109 facing C, hex 0301 facing D, and hex 1101 facing D. Place drones in these
positions on the right map: hex 0301 facing E, 1101 facing E, hex 1403 facing E,
1408 facing E, and 1415 facing F.
(8BT3c) OBJECTIVE
Mission-Federation: Do not leave the area and do not allow your ship to receive
significant damage from the drones.
Time Limit: The scenario continues until the drones are destroyed or the ship
leaves the map.
Victory: To win an outstanding victory, you must destroy all the drones and not
receive more than one internal damage point. A marginal victory would result
from destroying all of the drones and not receiving more than three internal
damage points. A tactical victory would mean destroying all of the drones and not
receiving more than one internal damage point from any individual drone. A
tactical loss would mean destroying all the drones, but receiving more than one
internal damage point from any individual drone. A marginal loss would mean
receiving more than 10 internal damage points. An overwhelming loss would
mean leaving the map. An extraordinary loss would mean allowing your ship to
become crippled (having more than half its internal boxes damaged) or
destroyed.
(8BT3d) SPECIAL RULES
The ship must move with a baseline speed of 8 during the entire scenario. These
drones move with a speed of 8 hexes per Turn and are seeking weapons targeted
on the ship. Each drone is destroyed by receiving four damage points. In Fleet
Scale, each drone will cause six points of damage if it impacts your ship. In
Squadron Scale, the drones will each cause twelve points of damage.

(8BT3e) FORCE DYNAMICS


You can replay this training exercise with any equivalent ship from a different
empire. You may also replay it with a different starting position for your ship. Try
changing your starting position on the left map to hex 0415 facing A or hex 0110
on the right map.

(8BT4) CONVOY RAID


A neutral planet has refused to sell its products to the Klingon Empire, preferring
instead to sell to the Federation. A convoy of four loaded freighters is now headed
toward the Federation border. Your battlecruiser has been assigned to pursue and
destroy the convoy to prevent it from reaching Federation territory (and to teach
the neutral planet a lesson).
(8BT4a) NUMBER OF PLAYERS
One: The Klingon player. There is a two-player variant (see the Force Dynamics
section).
(8BT4b) INITIAL SET-UP
Use the small hex side of the map panels. Set up two map panels side by side.
Klingon: Place a Squadron Scale D6 battlecruiser counter on the map in hex 0104
facing direction C.
Freighters: Place four Squadron Scale small freighters in hex 0112, 0110, 0309,
and 0311. All freighters are facing direction B.
(8BT4c) OBJECTIVE
Mission-Klingon: Prevent the freighters from reaching Federation space by
destroying them before they exit the map.
Mission-Freighters: Exit the right side of the right map.
Time Limit: The scenario continues until all of the freighters are destroyed or
have left the map.
Victory: To win an outstanding victory you must destroy all four freighters and not
have any internal damage scored on your ship. To win a marginal victory you
must destroy all the freighters and have no more than 10 internal damage points.
To win a tactical victory you must destroy the freighters, but have more than 10
internal damage points. Allowing any of the freighters to escape is considered a
loss.
(8BT4d) SPECIAL RULES
The Klingon ship must move with a baseline speed of 8 during the entire scenario.
The freighters move with a baseline speed of 0 for the entire scenario, but must
accelerate on every even numbered Impulse if they have the power to do so.
Drones move with a speed of 8 hexes per Turn.
The freighters move directly ahead until they each the right map, at which point
each freighter will turn to face direction C.
The freighters fire their phasers using these automatic rules. A freighter will not
fire at the Klingon ship if a drone is targeted on it. It will fire its phaser at any
drone that impacts it. If no drone is targeted on a freighter, it will fire its phaser
at the Klingon ship on any Impulse that the Klingon ship is at a range of 3 hexes
or less. If a freighter has not fired its phaser by the last Impulse and has the
power to do so, it will fire at the Klingon ship regardless of the range unless a
drone is targeted on it (then it will fire at the drone regardless of the range).

(8BT4e) FORCE DYNAMICS


You may also play this scenario with another player. The other player should be
given a Federation heavy cruiser that would be placed in hex 1401 facing E at the
beginning of Turn Four. The Klingon objective in this situation would be to destroy
at least three of the freighters and escape from the north, south, or western edge
of the map.

(8BT6) THE PLANET KILLER


From a distant corner of the galaxy comes word that something is destroying
entire planets. It is the size of several large ships and seems to be either a living
thing or perhaps some massive ship sent on a raid by a hostile empire. Your ship
locates the monster just as it approaches another inhabited world.
(8BT6a) NUMBER OF PLAYERS
One: The Federation player. The Planet Killer moves by automatic rules (see
Special Rules).
(8BT6b) INITIAL SET-UP
Use the small hex side of the map panels. Set up two map panels side by side.
Place a planet counter on the right map in hex 1213.
Planet Killer: Place a counter for the Planet Killer on the left map in hex 0101.
Federation: Place a heavy cruiser counter on the right map in hex 1203. It may
be facing any direction you desire.
(8BT6c) OBJECTIVE
Mission-Federation: Save the planet from destruction.
Mission-Planet Killer: Destroy the planet.
Time Limit: The scenario continues until either the Federation ship has been
destroyed or the Planet Killer has been destroyed.
Victory: The Planet Killer wins if it can inflict 200 damage points on the planet. If
the ship leaves the map before the Planet Killer is destroyed, the Planet Killer
wins. The player wins an overwhelming victory if the Planet Killer is destroyed
without any damage to the planet. A marginal victory means the destruction of
the Planet Killer and fewer than 50 damage points on the planet. A tactical victory
means the Planet Killer is destroyed and the planet receives 50 damage points up
to 199 damage points.
(8BT6d) SPECIAL RULES
The Planet Killer moves like a seeking weapon toward the planet. It always moves
8 hexes per Turn (it cannot accelerate or decelerate). It has a Turn Mode of 0
(meaning it can change direction freely at any time). If it moves into a hex
adjacent to the planet it will stop and cease moving unless it is lured away to
follow the ship. If it can move into either of two hexes to fulfill its seeking
movement, make a die roll to determine which way it will move (odd=left,
even=right).
If the ship is within two hexes of the Planet Killer at the beginning of any SubPulse, it will begin to follow the ship. It will continue to follow the ship until the
ship moves farther than two hexes from it (at which point the Planet Killer will
resume moving toward the planet).
During the Offensive Fire Phase of the first Impulse during a Turn when the ship is
within six hexes of the ship, the Planet Killer will fire its weapon. The weapon can
fire in any direction and damage is scored according to this chart:
Die roll (Damage) 1 (40) 2 (30) 3 (20) 4 (10) 5 (5) 6 (1).

Range has no effect on the result, but the weapon is limited to a range of six
hexes. If the Planet Killer is within range of the planet, it will fire at the planet. It
can only fire its weapon once during each Turn.
An exception to the firing rule for the Planet Killer occurs when it has not already
fired its weapon during a given Turn and it begins following the ship. If the ship is
still two hexes away (or less) when the Offensive Fire Phase occurs, the Planet
Killer will fire its weapon at the ship. Therefore, if the Planet Killer has not fired its
weapon during a particular Turn and is about to come within range of the planet,
the ship can move to within two hexes of the Planet Killer and force it to fire its
weapon at the ship instead of the planet.
The Planet Killer has a close-in defense system that operates just like an antidrone system. It will fire at any drone that impacts it. Make a die roll to
determine the outcome. A result of 1-3 means the drone hit the Planet Killer and
scores damage. A result of 4-6 means the drone was destroyed before it could
cause any damage. The Planet Killer will also use this system on any shuttle or
fighter that moves within three hexes of it, but it will only fire at a given shuttle
or fighter once per Turn.
At the start of this scenario, you do not have enough information to know how to
destroy the Planet Killer. Your labs will provide you with this information. When
you have accumulated 100 points of information, roll one die and consult this list
to determine how to destroy the Planet Killer:
Die Result
1 - An 18-point suicide shuttlecraft must hit the Planet Killer to destroy it.
2 - A tractor beam will rip its hull apart and destroy it.
3 - It can be destroyed by 200 damage points (including up to 150 prior to this
roll).
4 - It can be destroyed by an anti-matter probe fired as a weapon.
5 - It can be destroyed by a successful Hit-and-Run Raid.
6 - Insufficient data. Gather another 50 points of information and roll again.
Note: only in the case of the 3 result can anything be done prior to the die roll.
The results of rolls 1, 2, 4, and 5 can only be done after the die roll is made.
(8BT6e) FORCE DYNAMICS
Start the scenario with the Planet Killer either closer to or farther away from the
planet. You could also start the ship closer to the Planet Killer.

(8SS7) THE SPACE BLOB


Your ship is on patrol in a far flung sector and detects an unusual energy reading.
Your science officer traces the reading to a nearby sector, so you order the
navigator to plot a course to intercept. Upon arrival, you discover a huge
amorphous life form that is many times larger than your starship. The science
officer reports that it is radiating a form of energy that is extremely harmful to
humanoid life and must be neutralized. Unfortunately, neither the science officer
nor the computer has any idea how to do that. You order your ship to move closer
to investigate further.
(8SS7a) NUMBER OF PLAYERS
One: The Federation player. The Space Blob moves by automatic rules (see
Special Rules).
(8SS7b) INITIAL SET-UP
Use the small hex side of the map panels. Set up two map panels side by side.
Space Blob: Place a counter for the Space Blob on the left map in hex 0408.
Federation: Place a heavy cruiser counter on the right map in hex 1401 facing
direction E.
(8SS7c) OBJECTIVE
Mission-Federation: Neutralize the Space Blob.
Mission-Space Blob: Who knows?
Time Limit: The scenario continues until either the Federation ship has been
destroyed or the Space Blob has been neutralized.
Victory: There is only one level of victory for this scenario. The player must
neutralize the Space Blob.
(8SS7d) SPECIAL RULES
The Space Blob moves with a baseline speed of 0, but accelerates on evennumbered Impulses (it essentially moves 4 hexes per Turn).
It moves randomly. During each even-numbered Impulse, make one die roll to
determine the direction it moves. 1=A, 2=B, 3=C, 4=D, 5=E, 6=F. The Space
Blob moves last in the order of movement.
You may fire weapons at the Space Blob to accumulate damage points for
possible use later.
The primary action in this scenario is the scientific investigation of the creature.
During the Turn, note the closest approach your ship makes to the Space Blob.
Also note which shield was facing the creature at that point. At the end of the
Turn, but before the End of Turn procedures take place, figure how many
information points were gathered about the Space Blob. Divide the total amount
of information points in half to find the number of damage points that were
inflicted against the shield that faced the Space Blob at your closest approach.
Probes may assist in obtaining information.
Once 400 points of information are gathered about the Space Blob, make a die
roll and consult this chart:

Die Result
1 - An 18-point suicide shuttlecraft must hit the Space Blob to destroy it.
2 - A tractor beam will destroy it.
3 - It can be destroyed by 200 damage points (including any accumulated up to
this roll).
4 - It can be destroyed by an anti-matter probe fired as a weapon.
5 - Insufficient data. Gather another 100 points of information and roll again.
6 - Communication is established with the Space Blob. It is friendly, and you are
not required to destroy it. You have neutralized it by convincing it to avoid areas
where humanoid life exists. If you have scored damage on it, you automatically
lose this scenario.
Note: only in the case of the 3 result can anything be done prior to the die roll.
The results of rolls 1, 2, and 4, can only be done after the die roll is made.
(8SS7e) FORCE DYNAMICS
The strength of the Space Blob can be adjusted to the ship used by the player
with this equation:
N = (V / 140) x 400
N is the number of points of information that must be accumulated in order to
determine what will neutralize the Space Blob. Round off N to the nearest tenth
(0.1).
V is the point value of the ship being used.
(8SS7f) DESIGNERS NOTES
This scenario was converted from SM2.0 (The Space Amoeba) in the old Star
Fleet Battles Commanders Edition.

(8SS8) THE STAR SERPENT


From the galactic core comes a new and dangerous life form. Thousands of
kilometers long and made of an unknown type of molecular plasma, the creatures
streak directly toward a star and dive into it. Why they do this is unknown, but
the result is a star flaring into a nova expansion and a solar system burned to
ashes. As more and more of Star Serpents begin to reach into sectors inhabited
by humanoid life, the Fleet is called in to destroy the menace. Your ship has been
summoned to intercept a Star Serpent before it causes a star to go nova and kill
a research team on a planet in its solar system.
(8SS8a) NUMBER OF PLAYERS
One: The Federation player. The Star Serpent moves by automatic rules (see
Special Rules).
(8SS8b) INITIAL SET-UP
Use the small hex side of the map panels. Set up six map panels, three across
and two high. The Star Serpent is headed toward a point of the star located on
the upper western map panel in hex 0101. Place a planet counter on the same
map panel in hex 0504. There is a research team of 200 scientists, engineers,
and support personnel on the planet.
Star Serpent: Place a counter for the Star Serpent on the lower map panel of the
easternmost edge in hex 1407.
Federation: Place a heavy cruiser counter on the middle map panel of the
southernmost edge in hex 0715 facing direction A.
(8SS8c) OBJECTIVE
Mission-Federation: Destroy the Star Serpent or, failing that, rescue the research
team.
Mission-Star Serpent: Dive into the star and cause it to go nova.
Time Limit: The scenario continues until the Star Serpent has been destroyed, the
Federation ship has been destroyed, or the research team has been rescued and
taken off the southern edge or the right edge of the map.
Victory: If the ship is destroyed, the player loses. If the Star Serpent is destroyed
before reaching the star, the player wins. Lacking either of these clear-cut
conditions, the success of the player is determined by the evacuation of the
research team and information gained about the creature. Each point of
information is worth one victory point (up to a maximum of 200). The 200 people
on the planet are grouped into 20 crew units (10 people = 1 crew unit). Each
crew unit evacuated from the planet is worth 10 victory points. Because of the
radiation from the star, Emergency Evacuation is not possible. Each transporter
box on the ship can be used to transport one crew unit per Turn. Success is
evaluated according to these levels:
0-100 victory points = Captain is considered a failure and relieved of command.
101-200 points = Captain is considered disappointing and will be forced to retire
within a year (baring some notable success).
201-300 points = Captain is considered to have done his/her best in a difficult

situation and is neither condemned nor commended.


301-399 points = Captain is considered to have salvaged some success from a
situation considered hopeless.
400 points = Captain is considered to be daring and bold in the face of
unprecedented adversity. Given command of a small squadron, he/she is placed
in charge of the Star Serpent Menace Task Force.
(8SS8d) SPECIAL RULES
The Star Serpent moves with a baseline speed of 0, but accelerates on evennumbered Impulses (it essentially moves 4 hexes per Turn). The Star Serpent
moves last in the order of movement.
It always moves like a seeking weapon toward the star. However, any time the
ship is within five hexes of the Star Serpent, it will strike at the ship. Make one
die roll and score the damage as follows: Die roll (Damage) 1 (20) 2 (18 ) 3 (15)
4 (12) 5 (10) 6 (5).
The Star Serpent will make only one attack per Turn against each target
(starship, drone, fighter, etc.), but it can attack any number of targets in a Turn.
Score damage points just as you would if the attack came from an enemy ship.
You may fire weapons at the Star Serpent to accumulate damage points for
possible use later. Since the Star Serpent is composed of a form of plasma,
plasmatic pulsar devices and plasma torpedoes have no effect on it.
You do not have enough information to know how to destroy the Star Serpent at
the beginning of this scenario. Your labs will provide you with this information.
When you have accumulated 400 points of information, roll one die and consult
this chart to determine how to destroy the Star Serpent:
Die Result
1 - An 18-point suicide shuttlecraft must hit the Star Serpent to destroy it.
2 - A tractor beam will destroy it.
3 - It can be destroyed by 200 damage points (including any accumulated up to
this roll).
4 - It can be destroyed by an anti-matter probe fired as a weapon.
5 - Insufficient data. Gather another 100 points of information and roll again.
6 - The Star Serpent cannot be destroyed by the forces at your disposal.
Note: only in the case of the 3 result can anything be done prior to the die roll.
The results of rolls 1, 2, and 4, can only be done after the die roll is made.
If the Star Serpent reaches hex 0101, the star goes nova. An expanding sphere of
destruction begins moving out from the star at a speed of one hex per Turn (SubPulse 4 of Impulse #8 ). All hexes within this sphere are considered to be affected
by the solar radiation. If the starship is within it, the ship is destroyed. If there
are any crew units on the planet and the radiation sphere reaches the planet,
those crew units are killed. If the starship leaves the map, it is considered to have
escaped the expanding radiation from the star.
FORCE DYNAMICS
You can balance this scenario by changing the speed of the Star Serpent.

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