Bonus
Scenario Pirate Q-Ship at the Base
This is best played as a two player scenario. The pirate player records which freighters are q-ships in the delayed tab.
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. 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.
You can't stop the freighters from getting to the base because refugees
will die from the delay because the freighters life support systems are
over taxed, but you must inspect each freighter for security reasons (to
discover if there is a Q ship). The DD is not going to be able to inspect
every ship as they will beam as soon as they reach range.
Due to the attack on the colony the base, picket and reinforcements are
holding fully armed weapons.
You may choose any race to play. Use a Pirate cartel that passes through your races territory. Feds for instance have all clans except Cluster Omega Kublai and Cirentus-Ta that operate in their space. See Pirate War scenario for some example optional weapons load-outs.
The picket must keep at least one BP aboard for inspection duties.
Set-up
Place the base close to the center bottom of which ever map you choose to use, 30 hexes from a corner.
Reinforcements start 30 hexes from the base or the map edge closest to that distance.
The picket rolls a D6 for the direction from the base it starts and another 2D6 for the range from the base.
The picket must be at least 5 away from the closest freighter.
The first 2 Freighters are range 5&10 to the base. The next 2 are another 5(10&15), the next 2 another 5, repeat until the map edge is reached then spread any additional ships 5 hexes more along the edge. Freighters(and Q's) are Max speed.
Set-up Part 2 How many
Qships/freighters.
Roll a D6 +4 for how many freighters are present.
3 Freighters are guaranteed to be just freighters, 1 is guaranteed to be a q-ship. So the D6 die roll is how many additional freighters to add.
Each of the additional freighters rolls to see if it is a q-ship.
1st freighter has 1-3 on a D6 chance of being a Q, 2nd has a 1-2 chance, 3rd to 6th ones on a roll of a 1.
Play
The Freighter closest to the picket will be the first inspected. The next closest the next. If 2 or more are the same distance then roll randomly.
The Qship carries 20 commandos in addition to the Q ship's 3 BP. Each additional Q ship, if any, only has 5 boarding parties in addition to it's 3. The Commandos may be rearranged as you wish.
The Base gets 2 free tacs a turn, 1 per quarter turn and one it can use on any impulse except impulse 1. You can pay for more.
Each turn any freighter in range and base drop a mutually facing shield to beam over the refugees ( or the entire compliment of commandos). They may reveal themselves as commandos at the end of the turn or wait more turns to see if more Qships are able to transport aboard. At the end of the turn where they decide to reveal themselves boarding combat begins. They take casualties the turn they reveal themselves at half the rate. Both the freighters and base can initiate transport. Use the table in scenario 8 for casualties(or in the DranNDrop charts) but Commandos enjoy a +1 modifier to the rolls. (The table has been copied and pasted to the bottom of this page.)
Forced docking - If reveled as a Qship it may end a turn at range zero or one with the base and all BPs force their way onto the base over the next turn and attempt to capture. This is a special cadet dock rule non standard to the full SFB rules. The Q-ship ends the turn at range zero or one and spends a turn forcing a dock. Q ships have a tractor beam for this purpose(it is destroyed before the first excess damage hit). Pay 1 point for the tractor on the turn approaching the base where it will end at range zero or one or on the turn it is in the same hex or adjacent hex. At the end of the turn spent docking the BPs and commandos are available for combat. The turn it ends at zero or one the base may attack the qships BPs and commandos as if they too are commandos This is to replicate the increased casualties they would take as they push their way into the station. Example T1 a Qship approached the base and ends the turn at range 1 (or 0). The Qships BPs/Cmdos are attacked by the bases BPs at the end of turn 1 as if commando. At the end of T2 the Q-ships BPs/Cmdos continue to attack the base as they are also attacked but now the bases BPs roll as standard BPs. All of turn two the Qship is speed 0 and unable to move or tac. Turn 3 the emptied Q ship can begin moving again. If the base and Qship fire on each other while docked neither are protected by shields as the ships facing shield is down ( the base blocks all fire at that shield from other ships, and the bases facing shield is down to the Qship but up for other ships.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 before or after it has
beamed off it's refugees. The base does not perform security checks it
simply transports the refugees aboard. A freighter undergoing inspection
does not force dock with the base nor may it or the base beam off it's
refugees(commandos) to the base. The Qship may initiate beaming at combat
rates (1 bp per turn) if it wishes but this reveals the Qship.
If the Q ship is selected the Q ship may ...
A) Agree to the inspection and if it chooses may use the down shields to surprise beam or fire at it in an attempt to damage or capture it or perform hit and run raids. The picket may not return fire on that impulse (unless hit and run raid was chosen) but may on the next. B) Refuse and thus reveal it is the Qship (all other q ships at the same range are also revealed, others may volunteer ID) and make a run to reach R0 of the base where it forces a dock . C) Allow the inspection and roll a 1-3 and the inspection continues into next turn where you roll again to try to pass but add 1 to the die roll if 1-3 is rolled. roll 4 on a D6 to pass the inspection(even if it is a qship) roll 5-6 and fail the inspection, that is if it is a qship it is revealed. If Inspection has failed you can make a run for the base or attempt to flee the map. |
If playing as a solo scenario the pre-start Qship rolls are known to you but you may not act on the information until revealed. For the inspection choices just roll a die 1-2=A, 3-4=B, 5-6=C.
Once a pirate Q ship is revealed or the base is boarded, then in 2 turns
reinforcements arrive 1-3 for the defending force, 4-6 for the pirate for
-1 for each qship present in addition to the 1 guaranteed. 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
reinforcements arrive the other sides reinforcements arrive. The picket
reinforcement is one ship size larger than the pirate reinforcement (or
equal size and an additional Q ship). Or if looked at the other way the
pirate is one class smaller.
The base defender player may use the bps of the picket and freighters to defend or recapture the base (or the Q ship directly), the defender may also convert the refugees into a militia. 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 the base is captured no more refugees may be beamed aboard and count as militia.
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 and may attack the base the picket or other freighters.
The freighters(and Q) use 1 transporter to emergency beam the
"refugees/BPs" aboard the base in one transport (at a cost of 0.5). Such
transported troops are not able to fight back the turn of beaming. The
regular rate is 1 BP per transporter but they are able to fight. Each
shuttle can carry 2 BPs or commandos.
Winning/losing
If the only revealed Q ship is captured/destroyed before the pirate reinforcements arrive the scenario ends unless the other Q ships reveal themselves. If the base is captured and there is not enough boarding parties on the base + picket ship + freighters to try to recapture it the scenario ends.
(D7.0)
BOARDING PARTY COMBAT
This section is somewhat simplified from the Captain's Edition. Ships have
a limited ability to transport boarding parties onto enemy ships or
freighters for the purpose of capturing them. Each boarding party consists
of six humans (or five Gorns, who are larger and take more space on the
transporter platform). As a practical matter, capturing an enemy starship
is very difficult but not impossible.
Boarding parties (BPs) arrive by transporter during various impulses of
the turn. Boarding party combat is resolved at the end of the turn, after
all of the impulses. To resolve boarding party combat, conduct the
following steps for each ship that has boarding parties from both sides:
1. Determine how many BPs each side has on board.
2. If one side has more than 10 BPs, divide these into a group of 10 and a
group of less than 10 (whatever is left over; if there are more than 20,
there will be two groups of 10 plus a smaller group, etc.).
3. For each group, roll one die and cross-index the result with the number
of BPs in the group on the chart below.
DIE ROLL |
NUMBER OF BOARDING PARTIES | |||||||||
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
1 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 1 |
2 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 |
3 | 0 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 3 | 3 |
4 | 0 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 4 | 4 |
5 | 1 | 1 | 2 | 2 | 3 | 3 | 4 | 4 | 5 | 5 |
6 | 1 | 1 | 2 | 2 | 3 | 4 | 4 | 5 | 5 | 6 |
4. The result is the number of "casualty points," that is, the number of
enemy boarding parties eliminated. Both sides attack simultaneously.
EXAMPLE: Fourteen Klingon boarding parties are fighting 8 Federation
boarding parties. The Federation player rolls a 5, producing 4 casualties.
The Klingon player rolls a 3 for his group of 10 (3 casualties) and a 2
for his group of 4 (producing 1 casualty). The Federation is reduced from
8 boarding parties to 4, the Klingons from 14 to 10.
5. If all enemy boarding parties have been eliminated and additional
casualty points have been scored, then each one of those points indicates
one control station (Bridge, Emergency Bridge, Auxiliary Control) has been
captured. (For example, to capture the Federation cruiser it would be
necessary to capture six control stations (two bridge boxes, two emergency
bridge boxes, and two auxiliary control boxes on the SSD) by scoring six
casualty points over and above the number required to eliminate the
boarding parties. When all enemy-held control stations have been captured,
the ship has been captured. (Freighters have two control stations.)
6. A captured enemy ship may be moved and controlled by the capturing
player, but the weapons cannot be fired because of the coded computer
interlocks. These can be decoded, but this will take more time than is
represented in one scenario.
Boarding Parties Carried on board:
DN/base =14, BCH=12, BC/CC/CA =10, CL/CW=8, DD/DW=6, FF/FW=5, PC=4 Qship=3, Frighter =2