Académique Documents
Professionnel Documents
Culture Documents
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.
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.
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.