STAR FLEET BATTLES

PLAYTEST SCENARIO

(SP607.0) BACK-STABBED BY A THIEF

(SP607.1) NUMBER OF PLAYERS: 3; the ISC player, the Jumokian player, and the Andromedan player.

(SP607.2) INITIAL SET UP
TERRAIN: Class M planet (P2.21) in hex 2215.
ANDROMEDAN: COQ Aname1 (carrying 3xMWP and an ESU) and PYT Aname2, setup within four hexes of 2215, heading at the player’s option, speed 10, WS–III. The Andromedan player sets up first.
ISC: CS Iname1, DW Iname2, setup within four hexes of 4201 more than one hex from the board edge, heading D or E, speed 20, WS–III.
JUMOKIAN: CL Jname1 (Self-Defense and Commando Pods) and NDD Jname2 (Self-Defense Pods), setup within four hexes of 4201, heading D or E, speed 20, WS–III. The Jumokian player sets up last. See (SP607.45).


(SP0801.0) HOMEWRECKING

(SP0801.1) NUMBER OF PLAYERS: 2; the Magellanic player and the Andromedan player.

(SP0801.2) INITIAL SET UP
TERRAIN: The entire map is an asteroid field (P3.1).
MAGELLANIC: Large asteroid shipyard in hex 2215, initial facing determined by die roll, speed 0, WS–0. See (SP0801.45).
Maghadim battlecruiser docked inside shipyard, see (SP0801.46).
Eneen battle destroyer docked inside the shipyard. Facing the same as the shipyard, speed 0, WS–0, see (SP0801.47).
Two civilian cargo pinnaces and two military cargo pinnaces (a total of four pinnaces) are externally docked to the asteroid shipyard, one each in shield directions #2, #3, #5, and #6, all speed 0 (docked), facing directly towards the asteroid ship, WS–0.
ANDROMEDAN: Mobile operations sled (6xMWPs) and 3xgun sleds set up anywhere along the xx01 map edge, heading C, D, or E, speed max, WS–III. MWPs may begin the scenario launched or deployed within six hexes of the mobile operations sled.
A Python sets up anywhere along the xx30 map edge, heading A, B, or F, speed max, WS–III.


(SP0802.0) CONQUEST’S GATE

(SP0802.1) NUMBER OF PLAYERS: 2; the Klingon player and the Hydran player.

(SP0802.2) INITIAL SET UP
KLINGON: Early Dock Conquest’s Gate (2xearly cargo modules) sets up in hex 2215 of Map E, initial facing and rotation rate at the option of the Klingon player, WS–III.
C4 Kname1, D4 Kname2, D4 Kname3, D4 Kname4, D4 Kname5, D4 Kname6, D4 Kname7, F4 Kname8, F4 Kname9, F4 Kname10, and T4 Kname11 (2xCargo Pods) set up anywhere within ten hexes of Conquest’s Gate, heading F, speed max, WS–III.
HYDRAN: RNX Adversary (9xStinger-XM), with two Harrier PFLs, set up anywhere 50 hexes in direction F from the dock, heading C, speed max, WS–III.


(SP0803.0) TRADE THIS, PUDDING BOY!

(SP0803.1) NUMBER OF PLAYERS: 2; the Worb player and the Bolosco/Drex player. Optionally the Bolosco and Drex could be run by separate players.

(SP0803.2) INITIAL SET UP
TERRAIN: Class M planet (P2.21) in hex 2215.
DREX/BOLOSCO: Drex Repair Station SS-01A in hex 2015 of Map B, in standard radius 2 orbit (P8.51), initial facing at the option of the Drex/Bolosco player, rotation rate 1, WS–I.
Drex Patroller PT-050, Drex Patroller PT-101, set up within four hexes of 2215 on Map B, heading at the option of the Drex/Bolosco player, speed 4, WS–I.
Reinforcement: Drex Battledestroyer BD-76A1 arrives on Turn #8. It enters in anywhere along the 42xx map edge, heading E or F, speed max, WS–III.
Bolosco Exchanger Fillie’s Yen (self-defense pod) in hex 1812 of Map B, and Bolosco Exchanger Andrew’s Lira (self-defense pod) in hex 2112 of Map B, both heading D, speed 4, WS–I.
WORB: DH Violet Blossom, DL High Frond, FF Broad Nestling, and FF Broad Sapling, set up 26 hexes in direction A, B, or F from either Bolosco ship, heading D, speed max, WS–III. See (SP0803.45).


(SP0804.0) TIGER VERSUS LION

(SP0804.1) NUMBER OF PLAYERS: 2; the Kzinti player and the Lyran player.

(SP0804.2) INITIAL SET UP
KZINTI: TGC #4 a.k.a. "Tiger Stripes" with 2xCVA Pod (6xLAS and 12xTAAS), DWA Zname1, FKA Zname2, CCH Zname3, NCA Zname4, DW Zname5, FFK Zname6, MSC Zname7, setup anywhere between 38xx and 42xx inclusive, heading E or F, speed max, WS–III.
LYRAN: DNB+pm Red Claw’s Lion’s Pride (4xLynx interceptors), CWB+p Lname1, STJ+ Lname2, DWLBp Lname3, DWB+p Lname4, DWB+p Lname5, DWP Lname6 (3xLynx interceptors), NHS Lname7, setup between 01xx and 04xx inclusive, heading B or C, speed max, WS–III.


(SP0805.0) . . . AND THEY VANISHED IN THE VOID

(SP0805.1) NUMBER OF PLAYERS: 1; the monsters move by automatic rules; see (SP0805.45).

(SP0805.2) INITIAL SET UP
SELTORIAN: Nest Ship Nest of Monarch Butterflies, in hex 1824, heading B, speed 7, WS–I.
CA Mountain of Green, CL Blue Hill of Flowers, DD Golden Wind of Spring, FF Rain of Jasper, FF Hail of Ginger, FF Leaves of Basil, 2xLarge Freighter, all within 3 hexes of the Nest of Monarch Butterflies, heading B, speed 7, WS–I.
BANSHEE: 48 Banshees (SP0805.45) setup in and near hex 4230 as follows: place three Banshees in 4230, then three more in an adjacent hex along the board edge. Then place an additional three next to an existing stack of Banshees, continue doing so until all Banshees have been placed. All banshees are heading F and speed max.


(SP0806.0) DEATHBLOSSOM IN ACTION

(SP0806.1) NUMBER OF PLAYERS: 2; the Lyran player and the Kzinti player.

(SP0806.2) INITIAL SET UP
KZINTI: CMX Deathblossom with 2xNeedle sets up in hex 4205, heading E, speed max, WS–III.
LYRAN: PV+ Lname1 (6xZ-Y fighters), DWPpB Lname2 (3xBobcat-A), F-L Lname3, F-L Lname4, F-S Lname5, and F-S Lname6, set up with four hexes of 2215, no more than one ship per hex, heading E, speed-8, WS–II.
REINFORCEMENTS: DWX Lname7 arrives on Turn #6. Place this ship 30 hexes in direction E from the CMX, before Energy Allocation of Turn #6, heading B, speed max, WS–III.


(SP0807.0) UNFORTUNATE ENCOUNTER

(SP0807.1) NUMBER OF PLAYERS: 2; the Lyran player and the Hydran player.

(SP0807.2) INITIAL SET UP
TERRAIN: Class M planet (P2.21) in hex 2215.
Small moon (P2.23) in hex 2414.
HYDRAN: HFB-S (1xStinger-TM, 2xStinger-F) (SP807.45), located on the moon’s 2414/2315 hexside. The fighters begin the scenario landed at the HFB, WS–I. (NOTE: WS–I means the fighters are fully loaded as the Stinger-TM can be selected as the armed fighter and the Stinger-Fs require no preparation unless it is desired to fit them with pods. However neither of the base’s shuttles can begin the scenario prepared for a special mission.)
LYRAN: PTC Enemy’s Blood Outlaw sets up within four hexes of 4201, heading E, speed 10, WS –II.


(SP0808.0) AH! SNAKE ATTACK!

(SP0808.1) NUMBER OF PLAYERS: 2; the Convoy player and the Andromedan player.

(SP0808.2) INITIAL SET UP
ANDROMEDAN: Python and CBR, set up anywhere between hexes 2001 and 3001 inclusive, heading D, speed max, WS –III.
CONVOY: 2xF-L, 2xF-S, and escort(s), set up within four hexes of hex 2220, heading C, speed 10, WS–II. See (SP0808.45) for possible escorts, see (SP0808.46) for other restrictions.
YEAR: Players should select a year before setting up the scenario from Y187 to Y189. This will define the availability of ships, refits, fighters, drone speeds, and other items. Y189 is assumed if no other year is selected.


(SP0809.0) ATTEMPTED MAFIA MASSACRE

(SP0809.1) NUMBER OF PLAYERS: 2; the Orion player and the ISC player.

(SP0809.2) INITIAL SET UP
TERRAIN: Gas Giant (3 hexes across) (P2.22) centered in hex 1815, with a ring (P2.223) around the next layer of hexes, i.e., hexes 1813 and 1817 are ring hexes..
ISC: CF Iname1 (2xPF), CBR Iname2, DPT Iname3 with Cargo Pack, HDD Iname4 [see (SP0809.46) for configuration] (2xFDF fighters), DDX Iname5, set up within three hexes of 4215, heading F, speed max, WS –I.
ORION: SGS Oname1 (8xF-18C, 4xG-IIID), BRE Oname2, DWE Oname3, 6xBuccaneer, set up within the box bounded by hexes 1014, 1514, 1517, and 1017, heading B or C, speed 10, WS–II.


(SP0810.0) BEWARE: SNAKES HUNTING HAWKS

(SP0810.1) NUMBER OF PLAYERS: 2; the Andromedan player and the Romulan player.

(SP0810.2) INITIAL SET UP
TERRAIN: Class M planet (P2.21) in hex 2215 of map A.
ROMULAN: Allyssia Home Defense Force (ADF):
Ground Bases: 1xBMB (6xCohort-2) each on hexsides B and E. One FGB-S (6xG-D) each on hexsides D and F. One GBDP on each hexside. One GBD1 each on hexsides A, C, and E. One GWS each on hex sides B, D, and F. All at WS–III.
FRD (Power Module and Cargo Module) in hex 2217 in a standard radius two orbit (P8.51) around the planet, rotation rate one, initial facing at the option of the Romulan player, WS–III.
SAMS Socrates Station (Medical Module and Power Module) in hex 2213 in a standard radius two orbit (P8.51) around the planet, rotation rate 2, initial facing at the option of the Romulan player, WS–III.
Novahawk-K Rname1 and Sparrowhawk-A Rname2 begin docked to the FRD, see (SP0810.46), WS–0.
SEL Rname3, SEA Rname4, SEA Rname5, set up within six hexes of hex 2215 on Map A, heading at the option of the Romulan player, speed 10, WS–III.
Reinforcement: SPX Rname6 arrives at the start of Turn #10 in hex 0101 of map A, heading C, speed max, WS–III.
ANDROMEDAN: Python Androname1, Anaconda Androname2, Mamba Androname3, Mamba Androname4, Cobra Androname5, Cobra Androname6, Cobra Androname7, Cobra Androname8, Cobra Androname9, Diamondback Androname10, and Terminator Androname11, set up anywhere along hex column 22xx on map B, speed max, heading E or F, WS–III.


(SP0811.0) TAKING CARE OF ONE’S OWN

(SP0811.1) NUMBER OF PLAYERS: 2; the Orion player and the Vudar player.

(SP0811.2) INITIAL SET UP
ORION: BR Ion Assault in hex 1510, heading C, speed max, WS–III.
VUDAR: L-Q Vname1 in hex 3225, Klingon G2 #74-04 in hex 3223, both heading A, speed 5, WS–III.
REINFORCEMENTS:
Turn #3: CL Vname2 sets up in hex 0101 before Energy Allocation on Turn #3, heading C, speed max, WS–III.
Turn #4: FF Vname3 sets up within 4 hexes of 4201 before Energy Allocation on Turn #4, heading E, and FF Vname4 sets up within 4 hexes of 0130 before Energy Allocation on Turn #4, heading B, both speed max, WS–III.
Turn #5: DD Vname5 sets up within 4 hexes of 4230 before Energy Allocation on Turn #5, heading F, speed max, WS–III.


(SP0812.0) RIPOSTE

(SP0812.1) NUMBER OF PLAYERS: 2; the Federation player and the Klingon player.

(SP0812.2) INITIAL SET UP
FEDERATION: DN+ Alliance, CLV+ Virginia (12xF-8 fighters VF-22 Grifters), FFE Allam, and FFG Jason, set up within two hexes of hex 4029, heading F, speed max, WS–III.
KLINGON: C9B Terror, F5C Audacity, and F5DB Viper set up anywhere within two hexes of 1303, all heading D, speed max, WS–I.
REINFORCEMENTS: On Turn #3, the following ships arrive: D6B Barbarous, E4B Stubborn. All ships must enter on along one edge of map section D, heading B, speed max, WS–III.


(SP0813.0) STRENGTHS AND WEAKNESSES

(SP0813.1) NUMBER OF PLAYERS: 2 (or 3); the Klingon player and the Alliance player(s).

(SP0813.2) INITIAL SET UP
TERRAIN: Class M planet (P2.21) in hex 2215.
ALLIANCE: Federation DD+ Tamerlane and Gorn COMF Skyfire set up in one hex anywhere along the 42xx map edge, heading E or F, speed max, WS–III.
KLINGON: GBDP and GWS on 2215/2214, GBDP and FGB-S (6xZ-Y) on 2215/2216, all at WS–III.
REINFORCEMENTS: F6B Kname1 arrives on Turn #2, anywhere along 01xx map edge, heading B or C, speed max, WS–III.
G2 Guide arrives on Turn #3, anywhere along 01xx map edge, heading B or C, speed max, WS–III.


(SP0814.0) THE COST OF DIVISION

(SP0814.1) NUMBER OF PLAYERS: 3; the Federation player, the Romulan House Pentalion player, and the Romulan House Aurellius player.

(SP0814.2) INITIAL SET UP
TERRAIN: Class M planet (P2.21) in hex 2215.
FEDERATION: DCS Boudica (12xF-18B+, 6xF-111), DWR Indira Gandhi, DWR Benazir Bhutto, FFV+ Lydia Litvyak (6xF-18B+), FRA Themistocles, NCA Seoul, NCL+ Vittorio Veneto, NCL+ Rurik, DW Dudayev, DW Permadassa enter anywhere on the 01XX hexrow, all ships heading B or C, speed max, WS–III.
ROMULAN HOUSE PENTALION: Police Base Station in 2214, with fighter module (6xG-II), repair module, and power module, in standard orbit (P8.0) around the planet, rotation rate and initial facing at the player’s option, WS–II.
Star Police District Command Headquarters in 2215-E. This consists of four ground-based defense phaser-1s [all linked in a power grid (R1.28P)], two ground-based plasma-Fs, one medium bomber base (6xCohort-1 bombers) and one small power station [all linked in a power grid (R1.28P)], and one ground military garrison, WS–II.
Police Flagship Prefect Tellen, Armed Cutter Flexible, Security Skiffs Officer Tantak, Officer Cerbus, and Officer Volra, all within five hexes of 2215, heading at player’s option, speed 3, WS–II.
LAC City of Nodn’ool begins scenario docked to the base station (docking station as the player’s option), WS–I.
ROMULAN HOUSE AURELLIUS: Commercial platform with cargo modules in 2216, in standard orbit (P8.0) around planet, rotation rate and initial facing at player’s option, WS–II.
Dilithium Mining Facility #139 in 2215-B. This consists of one civilian small operations base and one small mining station, both linked together in a power grid (R1.28P), WS–I.
Seeker Skiffs Director Henech and Director Markus begin the scenario landed on the planet’s surface on the skiff pads at the operations base at 2215-B, WS–I.
Prime Corvette Aurellian Talon, within three hexes of 2216, heading a player’s option, speed 1, WS–II.
SAH Nest of Hur’Kaz (6xTribune) within three hexes of 2217, heading at player’s option, speed 3, WS–II.
CONVOY within 3 hexes of 2216 consisting of:
Large Armed Freighter Litia with command skid, type-1 self-defense skid, and power ducktail;
Large Freighter Nehra with type-2 self-defense skid, standard skid, and standard ducktail;
Large Q-Ship Ambuscade;
Small Auxiliary Scout Professor Fruchtus;
Small Armed Freighter (plasma) #1134 with power skid and standard ducktail;
Small freighter #3445 with general skid and standard ducktail;
Small freighter #4219 with type-3 defense skid and power ducktail
All convoy ships facing at the player’s option, speed 0, WS–I.


(SP0815.0) BLINDSIDED

(SP0815.1) NUMBER OF PLAYERS: 2; the Federation player and the Klingon player.

(SP0815.2) INITIAL SET UP
TERRAIN: Map #2 is an asteroid field (P3.1). See (SP0815.45).
FEDERATION: BS+ Fname1 (PAM 2xCP +5BP) in hex 2225 of Map #3, initial facing and rotation rate at the Federation player’s Option, WS–III.
CA+ Fname2, CL+ Fname3, DDM Fname4, FFG Fname5, FFG Fname6, and POL Fname7, all within 5 hexes of the BS on Map #3, initial heading at the Federation player’s option, speed max, WS–III.
KLINGON: BS+ Kname1 (PAM 2xCP +5BP) in hex 2205 of Map #1, initial facing and rotation rate at the Klingon player’s Option, WS–III.
D7B Kname2, D6B Kname3, F5C Kname4, F5B Kname5, F5B Kname6, G2 Kname7, and G2 Kname8, all within 5 hexes of the BS on Map #1, heading at the Klingon player’s option, speed max, WS–III.
NEUTRAL: SAMS Blindside Station (no pods) in 2215 of Map #2, facing A, no rotation, WS–0. See (SP0815.46).


(SP0816.0) THREE-RING CIRCUS

(SP0816.1) NUMBER OF PLAYERS: 2; the Hydran player and the Jindarian player.

(SP0816.2) INITIAL SET UP
TERRAIN: The entire map is an asteroid field (P3.1).
HYDRAN: Map #1: Small Mining Station Hname1 on a large asteroid (P3.4) in hex 3206.
F-OL Hname2 and Security Skiff Hname3 set up within three hexes of hex 3206, initial heading at the Hydran player’s option, speed 8, WS–I.
Map #3: Small Mining Station Hname4 on a large asteroid (P3.4) in hex 0523, WS–I.
F-S Hname5, F-S Hname6 and Security Skiff Hname7 set up within three hexes of hex 0523, initial heading at the Hydran player’s option, speed 8, WS–I.
Map #4: Small Mining Station Hname8 on a large asteroid (P3.4) in hex 3812. Small Ground Warning Station Hname9 on a large asteroid (P3.4) in hex 3812, both WS–I.
Security Skiff Hname10 sets up within three hexes of hex 3812, initial heading at the Hydran player’s option, speed 8, WS–I.
REINFORCEMENTS: Hydran DCS Hydramax (8xStinger-2, 4xHarrier+) enters Map #4, on Turn #2, within 3 hexes of hex 1630, heading A, B, or C, speed max, WS–III. See (SP0816.46).
JINDARIAN: 6xMeteor-3 Fighters, 3xPFs, and DD Jname1, are set up as per (SP0816.45), all speed 10, heading at the option of the Jindarian Player, WS–III.


(SP0817.0) THE DAY OF THE FIGHTER HAS ARRIVED

(SP0817.1) NUMBER OF PLAYERS: 2-20; the Federation player and the Klingon player. Possibly another 2 or more Federation players (to command fighters and their drones exclusively), and another 2 or more Klingon players to control Fighters, PFs and drones exclusively.

(SP0817.2) INITIAL SET UP
WARNING: This Scenario has many fighters, PFs, and drones, so this battle will take much longer than other battles of this size.
FEDERATION: CVA+ Zhukov (12xF-14AM 116th Ghostriders, 6xA20FM 10th Space Badgers, 2xE-2A SWACS 3rd Space Warning Squadron), NAC Fname1, DWA Fname2, DWA Fname3, NVS Indefatigable (12xF-18B+ 35th Royal Tigers), NAC Fname4, DWA Fname5, NHS Fname6, NCA Chicago, DW Fname7, BCG Australia, 12xF-18B+ 213th Minutemen, from LTV Venture from off-map, all set up anywhere within ten hexes of xx42 edge of Maps #3 and #6, heading E or F, speed max, WS–III. See (SP0817.46).
KLINGON: BATS (PFM, 2xHBM, CarM, SciM, 6xG1, 12xZ-Y fighters) in hex 2230 of Map #1, initial facing and rotation rate at the Klingon player’s option, WS–III.
C7 Pestilence, D7VK Kname1 (12xZ-Y fighters), AD5 Kname2, AF5 Kname3, D5P Kname4 (6xG1), F5SB Kname5, D5K Kname6, F5L Kname7, F5K Kname8, and F5K Kname9, all set up with 10 hexes of hex 2230 on Map #1, heading B or C, speed 10, WS–III.

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Last updated 17 March 2008