| (SG_.0) MISFIRE |
| by Frank Brooks, Missouri |
At a secret weapons research base, work on a new energy weapon had finally reached the "let’s blow something up" phase. A large asteroid had been positioned near the base for use as a target.
Enemy intelligence had gotten wind of the base and its activities. While the exact nature of the weapon was unknown, it was been decided that this research could not be allowed to continue. A task force was assembled with the objective of destroying the base. Intelligence also discovered that the base’s defense ships had been sent out on a training exercise, and would be away from the area until some time after the testing was complete.
The task force arrived at the base just as the testing was beginning. The sudden influx of energy (caused by their warp engines) had an unexpected effect on the new weapon, causing it to suffer a massive failure. This resulted in the destruction of the science module where the research was being conducted, and in the totally unexpected (and rather shocking) formation of a black hole downrange of the target asteroid.
Intelligence had been only partially correct about the base’s defense ships. The ships were out on a training exercise, but they returned shortly after the attack began.
(SG_.1) NUMBER OF PLAYERS: 2; the base player and the attacking player.
(SG_.2) INITIAL SET UP TERRAIN: Black hole in hex 2215. See (SG_.45). Large asteroid in hex 1512. See (SG_.46). BASE PLAYER: BATS with one science module in hex 1210, initial facing and rotation rate at player’s option, WS-II. See (SG_.47). REINFORCEMENTS: Up to 3 ships, no more than one size class 3, total combined BPV of 300 (including Commanders Options and drone upgrades), enter map between 3201 and 4201 on Turn #3, heading D or E, speed max, WS-III. ATTACKING PLAYER: Up to 6 ships (no more than two size class 3), total combined BPV of 600 (including Commanders Options and drone upgrades), enter map in any hex between 3230 and 4230, heading A or F, speed 10, WS-III. YEAR: Players should select a year before set up. This year will define available ship, weapons, and refits. Y172 is assumed if no other decision is made.
(OS21.3) LENGTH OF SCENARIO: The scenario continues until either the BATS is destroyed, or all attacking units have been captured, destroyed, or have disengaged.
(OS21.4) SPECIAL RULES (SG_.421) MRS shuttles may be purchased [up to the limits in (J8.5)] under (SG_.431). (SG_.423) PFs are available if the year selected for the scenario allows their use. (SG_.432) Drone speeds will depend on the year selected for the scenario. Each drone-armed ship can purchase special drones up to the historical racial percentages as part of the Commander's Option Items. Note that (S3.2) allows drone ships extra points for this purpose. Example: On Impulse #4, a crippled frigate falls into the black hole, which causes a 20 point gravity wave. On that same impulse, the BATS fires 3 Ph-4 at another frigate, which causes a 30 point gravity wave. During Step (6E), one 50-point gravity wave will be produced.
(SG_.5) VICTORY CONDITIONS: If the BATS is destroyed and at least one attacking ship (size class 4 or bigger) survives, the attacking player wins. If the BATS survives, the base player wins. If the BATS is destroyed and none of the attacking units (size class 4 or larger) survive, the scenario is a draw.
(SG_.6) VARIATIONS: The scenario can be played again under different conditions by making one or more of the following changes:
(SG_.7) BALANCE: The scenario can be balanced between players of different skill levels by one or more of the following:
(SG_.41) MAP: The map is fixed; it does not float. The attacking forces can only disengage from the xx30 map edge. The base forces can disengage from any other map edge. Units which disengage in unauthorized areas are considered destroyed.
(SG_.42) SHUTTLES AND PFs: Shuttles and PFs will have warp booster packs depending on the year selected for the scenario. If the year is Y180 or later, all shuttles will have warp booster packs. If the year is 178 or later, all Interceptors will have warp packs. PFs will always have warp packs.
(SG_.45) GRAVITY WAVES: Due to the unusual way in which the black hole was created, it is not entirely stable. Objects falling into it or weapons fired in its vicinity will cause gravity waves. These gravity waves will operate as defined in (P9.4), except as modified below.
(SG_.47) BATTLE STATION:
(SG_.61) The scenario can be made more challenging by making the gravity waves bigger. This will cause more damage to the base, but attacking ships generating the waves will also take more damage.
(SG_.62) For a larger battle, use a larger base, with a corresponding increase in the attacking force.
(SG_.63) For a smaller, quicker battle, use an attacking force of 400 BPV (one size class 3 unit). Only allow 150 BPV for the base station reinforcements (no size class 3 units).
(SG_.71) Allow the less experienced player more points to purchase ships.
(SG_.72) Allow the more experienced player less points to purchase ships.
(SG_.73) Change the arrival turn for the base reinforcements arrive in favor of the less experienced player.