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SkerboL




Dołączył: 18 Gru 2005
Posty: 229 Przeczytał: 0 tematów


PostWysłany: Czw 15:37, 19 Kwi 2007 Powrót do góry

For this mini-campaign, both fleets start with a 2000-point fleet list as normal for a campaign. As this war is based in a particular system rather than in a sector as a whole, both sides will start with a fixed amount of repair points.

In addition, the war for Belis Corona is critical to both sides, and significant resources will be poured into it. At the end of every battle, each player gets an additional Appeal to roll for reinforcements or other additions such as Forces of Chaos, etc.

Because of the scope and timeline of this minicampaign, ships currently on the fleet list cannot roll for refits during the course of the campaign, but up to 10% of the starting fleet list can take on one refit rolled randomly from
the table on p.156 of the rulebook. In addition, any reinforcements granted on an appeal roll of 5+ can also take a refit before being added to the fleet list. Each ship that takes a refit must add 10% to its point value, and no ship can take more than one refit. No ship starts the campaign with any special crew skills, but they can be acquired normally in the course of the
campaign.


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Ostatnio zmieniony przez SkerboL dnia Czw 16:14, 19 Kwi 2007, w całości zmieniany 2 razy
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SkerboL




Dołączył: 18 Gru 2005
Posty: 229 Przeczytał: 0 tematów


PostWysłany: Czw 15:50, 19 Kwi 2007 Powrót do góry

BATTLE #1: THE CROWN BELT

The following four scenarios can be played, in order, as a mini-campaign representing some of the possible action in the Belis Corona sector at the time of Abaddon’s 13th Black Crusade. Why not play them through and see how the outcome of your campaign compares to the outcome of the wider war...

Forces: Both fleets are of equal points, but the defender must allocate 90 points of his fleet total for the orbital dock being defended. If desired, the defending fleet may spend up to D6x30 points taken from its fleet total on planetary defences situated no more than 15cm from the orbital dock at the start of the game. Note that the fleet commanders of both sides may participate in EITHER Battle #1 or #2, but not both. Each player can choose which of the two battles they want their fleet commander to participate in.

Battlezone: Malusoir and the Crown Belt are set in the outer reaches of the Belis Corona system. An asteroid field must be placed 1/3 of the way along the table from one of the short table edges. The asteroid field is D6x5cm wide, stretching halfway across the short width of the table. The sun edge is the short table edge nearest to the asteroid field (the defender’s table edge). Roll for additional celestial phenomena normally, but do not place any other celestial phenomena within 45cm of the asteroid field, and ignore any result that produces additional asteroid fields. Any result that produces a planet should be ignored but can be replaced, if desired, with one of the many battered moons that orbit Malusoir
ignore more than one of this result).

Set-Up:
Both fleets deploy within 15cm of their respective table edges. The orbital dock is placed the same distance away from the short table edge as the asteroid field and no more than 30cm away from the asteroid field itself. If planetary defences are used, they are placed no more than 15cm away from the orbital dock.

First Turn: Both players roll a D6. Whoever scores the highest may take either the first or second turn.

Special Rules: The asteroid field has a high percentage of radioactive, heavy metals. Ships and escort squadrons attempting to cross it suffer -1 leadership. Attack craft markers that attempt to travel through it are removed on a D6 roll of 5+ instead of the normal 6. Any time torpedoes strike the asteroid field, attack craft markers within it are removed or ships travelling through it take hits, roll a D6. On a roll of 6, all ordnance markers within 3D6cm are removed, and all ships within the same distance take D3 fire criticals. The orbital dock is a remote monitoring station in solar co-orbit with planet Malusoir. As the planet is not nearby, any critical hit against the rulebook table on p.36 that results in Orbit Lost instead drifts the station 1D6cm toward the asteroid field until it is repaired.

Game Length:
The game lasts until one fleet is destroyed or disengages, or the orbital dock is destroyed.

Victory Conditions: Both fleets score victory points as normal. In addition, attackers win if the station is destroyed, and defenders win if the attacking fleet is driven off and the station remains intact (even if crippled).


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SkerboL




Dołączył: 18 Gru 2005
Posty: 229 Przeczytał: 0 tematów


PostWysłany: Czw 15:55, 19 Kwi 2007 Powrót do góry

BATTLE #2: BAIRSTEN PRIME

Forces: Agree on a points limit for this battle. The attacker may spend up to this points limit in total, while the defender may spend up to 50% more than this total. Neither fleet may use any ships that were used in Battle #1, though ships earned through Appeal as reinforcements
(and NOT those simply gained as free Ld6 replacements for destroyed ships) may be used. The defender may spend an extra D6x10 points on planetary defenses for every 500 points (or part) in the attacker’s fleet.
The attacker may take two free transports or one free heavy transport for every 500 points on their fleet list, but for every heavy transport taken, two transports must be taken before taking another heavy transport. Convoy transport variants may be taken if desired, but their cost is taken against the attacker’s point allowance.

Battlezone:
Bairsten Prime is set far in the outer reaches of the Belis Corona system. Set a medium planet on the table, as it would be for the Planetary Assault scenario on p.76 of the rulebook (roll for a moon if desired). Roll for Outer Reaches celestial phenomena normally, ignoring any result that produces another planet.

Set-Up: The defender sets up first, with the 1/3 of the defending fleet set up using the normal planetary assault rules. The attacker sets up
their fleet normally, within 15cm of the table edge farthest from the planet. The rest of the defending fleet is divided into divisions represented by at least four numeric Contact markers. Any mix of vessels can be in a
division, but escort squadrons cannot be divided between divisions. The Contact markers must be placed along either of the long table edges no more than 15cm from the short table edge closest to the planet. A separate low-orbit table will be required.

First Turn: Both players roll a D6. Whoever scores the highest may take either the first or second turn.

Special Rules: In the defender’s turn (after the movement phase but before the shooting phase) they may move their Contact markers along the long table edge toward the attacking fleet up to the maximum move distance of the slowest ship in the division. After the movement phase of the defender’s second turn, roll a D6 for each Contact marker in play.
On a roll of 6, the Contact marker is replaced by the division it represents, with those ships appearing along the table edge within 10cm of the marker. The amount needed to activate a marker (signifying their arrival in defence of the planet) is reduced by 1 in each of the defender’s subsequent turns, with a +2 modifier for any enemy ships or ordnance markers within 30cm and a -1 modifier for any celestial phenomena within 15cm. Ships that
arrive in this manner can start facing any direction the defending player chooses but cannot make any special orders in the same turn they are revealed except Brace For Impact. Enemy ships cannot shoot at Contact markers that have not yet been revealed. At any time in the defending player’s movement phase, they can elect to withdraw any unrevealed Contact markers not within 30cm of enemy vessels or ordnance simply by removing the Contact marker from the table. All rules for planetary assaults as listed on p.76 apply to this scenario as well.

Game Length: The game lasts until one fleet is destroyed or disengages, or the attacker has scored 10 or more assault points.

Victory Conditions: These are determined normally for planetary assaults as described on p.76 of the rulebook.


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Ostatnio zmieniony przez SkerboL dnia Czw 16:08, 19 Kwi 2007, w całości zmieniany 1 raz
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SkerboL




Dołączył: 18 Gru 2005
Posty: 229 Przeczytał: 0 tematów


PostWysłany: Czw 15:55, 19 Kwi 2007 Powrót do góry

BATTLE #3: LAURENTIX


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SkerboL




Dołączył: 18 Gru 2005
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PostWysłany: Czw 15:56, 19 Kwi 2007 Powrót do góry

BATTLE #4: BELIS CORONA


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