Bonus
Scenario Pirate Q-Ship at the Base
One or more freighters carrying refugees from a colony that was attacked
and forced to evacuate are en-route to the nearest base station. One or
more of the freighters is actually a Pirate Q ship trying to take out the
base by capture. It carries commandos 20 in addition to the Q ship's 3 BP.
You can't stop the freighters from getting to the base because refugees
will die from the delay, but you must inspect each freighter for security
reasons (to discover if there is a Q ship).
Set-up
Player SSD areas for Fed and Orion for use with this scenario. You may
choose any race to play. Use a Pirate that passes through you races
territory. Feds have All clans except Cluster Omega Kublai and Cirentus-Ta
that operate in their space. See Pirate War scenario for some example
optional weapons loadouts.
The Base rotates on spd 4 column. Place the base in the center of which
ever map you choose to use.
The base has a picket ship defending it. The Picket ship is a DD of any Race. If no DD is available use 2 Q-ships or 1 Q ship and 1 FF as the picket. The Picket Q ship is not hiding as a freighter. Start the picket anywhere within 10 of the base.
Freighters are range 5 to the base. Max speed.
Roll a D6 +4 for how many freighters are present.
Assign each freighter an order for the refugees to beam aboard the base and another for which order you will inspect them in. Roll randomly for each.
Reinforcements start 30 hexes from the base or the map edge closest to that distance.
Play
Each turn the assigned freighter and base drop a mutually facing shield to beam over the refugees ( or the entire compliment of commandos) they reveal themselves as commandos at the end of the turn and begin boarding combat. Use the table in scenario 8 but Commandos enjoy a +1 modifier to the rolls.
Each turn the picket ship can go to range 5 or less of any one freighter
and demand to board it to perform a security check.
If the Q ship is selected the Q ship may ...
1) agree to the inspection and use the down shields to surprise fire at the picket ship and or beam BPs aboard the picket ship in an attempt to capture it. The picket may not return fire on that impulse but may on the next.
2) refuse and thus reveal it is the Qship and make a run to reach R0 of the base where it forces a dock and all BPs force their way onto the base and attempt to capture. This is a special cadet dock rule non standard to the full SFB rules.
3) allow the inspection and
roll a 1 on a D6 to pass the inspection
roll 2-3 and the inspection continues into next turn where you roll again to try to pass
roll 4-6 and fail the inspection.
If Inspection has failed you can make a run for the base or attempt to flee the map.
Once the pirate Q ship is revealed or the base is boarded, then in 2 turns
reinforcements arrive for the pirate force. Pick a ship class as a
reinforcement(Orion CA or DW or use any races ship as if that race was the
one trying to capture the base). 1 turn after the pirate reinforcements
arrive a picket reinforcement arrives that is one ship size larger than
the pirate reinforcement (or equal size and an additional Q ship). If the
revealed Q ship is captured before the pirate reinforcements arrive the
scenario ends. If the base is captured and there is not enough boarding
parties on the base + picket ship + freighters to try to recapture the
scenario ends.
The base defender may use the bps of the picket and freighters to defend or recapture the base (or Q ship directly), the defender may also convert the refugees into a militia to defend but not recapture the base. Each freighter has 40 refugees, they convert to militia at a rate of 4 to 1. Militia act as a BP but have a -1 to their combat roll. Do not mix militia and BP in groups for rolling. Once boarding combat begins on the base no more refugees may be beamed aboard.
If the base is not captured before the defender reinforcements arrive,
then the battle continues until the base is recaptured, the attacking
force is destroyed or the defender is destroyed. Freighters with
refugees aboard may not engage in combat. The base must defend freighters
with refugees aboard from any seeking weapons launched at them if there is
a chance of destroying the seeking missiles or shuttles, or reducing the
plasmas by at least 1 point or more.
Defending player objective is to not be captured.
Attacker player objective is to capture the base at all costs.