SCENARIO #8: PIRATE RAID
Play with Cadet ships first(16 impulse chart etc..) then try with Full
scale ships.
PLAYERS: Two or three. One player
controls the pirate ship, the other controls the freighters and one
starship or a third player can control the freighters. The starship can be
Federation, Klingon, Romulan, or Gorn. The first time you play the
scenario, use the ship you are most familiar with.
REQUIRED MATERIALS: You will need
the 32-Impulse Movement Chart, the counter and SSD for the ship you
selected, the counters for all four freighters, the counter for the Orion
Pirate Raider, the eight Klingon drone counters (these will be used by the
pirate), the Damage Allocation Chart.
MAP: Use 0101 to 2817. The freighters and the defending starship cannot voluntarily leave the map. The pirate can leave the map and can tow freighters off the map or capture them and move them off the map.
SCENARIO SET UP: The four
freighters are placed (one each) in hexes 0116, 0117, 0216, and 0215. All
are headed in direction B at a speed of two hexes per turn. Each freighter
has two boarding parties (which cannot leave the freighter) and two
control stations. Otherwise, the freighters operate as in Scenario #3 (in
the section marked "And Even Later"). The Pirate Raider is placed in hex
0201 facing C. The defending starship is
placed in hex 2817 facing in direction F on
the first impulse of turn 6. For purposes of the
acceleration limits, the defending and pirate ships are presumed to have
been moving at max speed on the turn before the scenario begins.
LENGTH: The scenario will
probably end very shortly after the defending starship enters the map. In
any case the pirate must leave the map before the end of turn 12, or it
will be considered destroyed by additional arriving fleet units.
SPECIAL RULE: The defending
starship cannot fire at the freighters, even if they have been captured.
OBJECTIVE: The Orion Pirate
Raider is trying to capture freighters. To capture a freighter, the
pirate must move it off the map. This can be done by towing it off the map
by tractor beam or by capturing it with boarding parties and piloting it
off the map. The pirate wins the scenario if he captures three or more
freighters. If he captures one or two, he breaks even.
ADVICE FOR THE PIRATE: Use your weapons and drones to eliminate the freighter shields. Transport boarding parties to capture one or two freighters. Grab one or two more with tractor beams and head for the edge of the map. Don't leave the map until you have to as your weapons will be needed to slow down the starship. When it appears, launch drones to slow him down.
INSTANT REPLAY: If the pirate wins too easily, have the starship appear on the fifth turn or even earlier. Another alternative is to roll one die at the start of every turn. The starship appears when a "1" is rolled (after that, stop rolling). Replace one of the freighters with a Qship. Use the Tbomb rules.