Bonus
Scenario Fleet Action 1
Your Hydran fleet is on the run from a superior Klingon force. You
see a temporary wormhole form and decide to save your fleet by diving
through it unexplored. After a few hours on the other side you locate your
position as either in or near Kzinti space along the Klingon border. You
have sent a narrow beam distress call to Federation space (an ally against
the Klingons). Just as you are about to set course for home a Kzinti fleet
discovers you and they are not in a mood for talking. If they are anything
like Lyrans they are more in a mood for eating.
Set-up
Hyran fleet starts in the center of the map, previous turns speed
is zero, so top speed this turn is speed 10. The worm hole is 30 hexes
away in the opposite direction of the Kzinti. If the map isn't large
enough float the map by shifting counters when you reach one map edge.
Kzinti fleet starts 20 hexes away behind the Hydrans. Max speed is
available.
Kzinti Fleet DDV, CL, 2xCA
Hydran Fleet 2xFF, DD, CL, CA
Play
What to do? As the Hydran player you only want to get home. The
Kzinti are coming up fast on your aft. If you turn to fight they will over
run you. If you flee they will still close to combat range. Fight or flight
or both?
From turn 3 onward each turn roll a die:
1 - A federation force arrives and convinces the Kzinti to let you go.
Scenario ends.
2 - A federation force arrives and aids you in your battle against the
Kzinti. Future rolls of 2 become a 3.
3 - A Kzinti reinforcement arrives. Add a roll 1)CL, roll 2) DN, roll 3) CA
drone cruiser, roll 4-6 Q ship to the Kzinti force.
4 - A klingon ship arrives and decides to harass both you and the Kzinti.
Each turn you and the Kzinti player take turns controlling the klingon. Any
drones in flight at the other player continue in play. Add a Klingon Cadet
Drone Cruiser. Future rolls of 4 become a 5 or 6 Roll a D6 to decide 1-3=5
4-6=6, and the switching ship joins that force.
5 - A small Klingon fleet arrives and the Kzinti leaves to attack it.
Scenario ends, you leave for Federation space or through the wormhole.
6 - The large Klingon fleet has followed through the Wormhole. Their engines
will provide no movement for 1 turn, but will provide power. Add DN, CA, CL,
DD, DDK, FF. Stop rolling each turn. What is left of you and the Kzinti join
forces to take on the Klingon, or you try to reach the wormhole and pass
through.
If you enter the wormhole before Turn 6 roll a die
1 - The klingons are waiting for you on the other side and your force is
destroyed.
2 - The Klingons are waiting for you and you play that battle to see if you
survive. Start the klingons on the map edge.
3 - The Klingons are not there and you make it to safety.
4 - The wormhole became unstable and destroyed half your ships.
5 - The wormhole became unstable and destroyed your entire force.
6 - The Kzinti followed you through and they decide to ignore you and fight
the Klingons. Join them if you choose or leave. Get to the opposite map edge
or 30 hexes away from the Klingons.
Any ships coming through the wormhole will be unable to move other than
Tacing for one turn. The engines do provide power.