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The Predrzen IV Incident
By Felix
BACKGROUND
This scenario takes place sometime before the events in Encounter at
Farpoint.
The Federation colony of Predrzen IV was far away from the fighting on
the Cardassian-Federation border, and the colonists were quite happy with
their way of life.
Star Fleet often used Predrzen IV's capital city of Nikámor for
shore leave, abounded as it did with small taverns and restaurants. Nikámor
often played host to Star Fleet personnel on their way to the fighting
on the Cardassian front.
It was a quiet evening in Nikámor, crews from the USS Crazy Horse
and USS Melbourne mingled with Star Fleet Marines - the foot soldiers
of the Federation. Security Officers, armed with phasers patrolled the
streets, more to allay the fears of Nikámor's residents then prevent
trouble breaking out.
However, trouble was soon to break out, as four Cardassian warships dropped
out of warp and started attacking the two Star Fleet ships in orbit. The
Melbourne was badly damaged and was forced to flee, one of the Cardassian
warships suffered a warp core breach after a particularly violent onslaught
of photon torpedoes from the Crazy Horse. As the fighting continued, one
of the Cardassian ships broke off and headed away, it began transporting
troops to the surface to capture key installations and attack any Federation
personnel they could find. A second Cardassian ship also broke away and
began transporting troops and heavy weapons to the surface. The third,
believing that they had permanently damaged the Crazy Horse attempted
to move to transporter range, when the USS Saratoga, and the USS Melbourne
dropped out of warp and began attacking the Cardassian warships.
Long range sensors on all the Star Fleet ships showed that more Cardassian
warships were on their way, and that unless Star Fleet reinforcements
showed up quickly, then they had better get out of the area. The starship
captains decided not to leave many people on the surface, knowing full
well what Cardassians did to their prisoners, immediately began transporting
personnel from the surface, using ship and surface transporters.
SCENARIO
This is a two player game, but can be played solo. It represents a small
group of Federation personnel attempting to use a surface transporter
to get to safety, however they face constant attack from ever increasing
numbers of Cardassian soldiers.
THE FEDERATION
You have the following forces, they may be placed anywhere on the table:
Commander Felicia McFarlane: a security officer assigned to the communications
relay at Nikámor. She is well experienced and carries a standard
Federation Phaser Rifle. Three Action Points
Lieutenant Dexter Fletcher: McFarlane's second-in command, carries
a standard Federation Phaser. Three Action Points
Chief Alexander Dimitri: one of the best Federation engineers based
at Nikámor, and a real wiz with transporters, normally... he
is armed with a standard Federation Phaser. Three Action points
Three Security Officers: the remaining part of McFarlane's squad
of security officers, they all carry a standard Federation Phaser
Rifle. Two Action Points each.
Michael Shannon: a colonist who runs one of the local taverns, he
is armed with a standard Federation Phaser. Two Action Points.
Amanda Klintonak: a colonist with a long hatred of Cardassians, who
killed both her parents, she has a Federation Phaser Rifle, which
she has spent many an evening improving and adding components, as
a result it is more powerful and has a longer range than a standard
Federation Phaser Rifle. Two Action Points.
Four unarmed colonists: currently unarmed, they can use dropped weapons.
One Action Point each.
With regard to action points, refer to rules later on.
The surface transporter is currently out of action, each turn one person
can attempt to fix the transporter and get it working.
Roll a D10 and get equal or below to get the transporter working (note
0 is equal to 10).
| Turn |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10+ |
| Score |
1 |
1 |
2 |
2 |
3 |
3 |
4 |
4 |
4 |
5 |
All, except Chief Dimitri and Commander McFarlane, have to add one to
their dice roll. Once the transporter is fixed it can transport three
people to a starship each turn. Luckily the transporter is protected from
Cardassian Disrupter fire (see map), unless they can get within 1"
of it.
Your objective is to get all the people off the surface.
CARDASSIANS
You are Gul Nortak of the Third Order, Cardassian Central Command has
sent you and your squad of motivated and dedicated Cardassian soldiers
to liberate the illegally held planet of Predrzen.
Each turn look at the table, and roll a dice if required, this indicates
the number of Cardassian soldiers that arrive to help liberate this illegal
Federation colony. Roll a D6 for the location that each soldier enters
the table (see map).
| Turn |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10+ |
| Number of Cardassians |
3 |
D3 |
D3 |
D3+1 |
2D3 |
2D3 |
D6 |
D6 |
D6 |
D6+1 |
Each Cardassian soldier is armed with a standard Cardassian Disrupter
and has two Action Points.
Gul Nortak has a standard Cardassian Disrupter and has three Action Points.
Your objective is to liberate Predrzen, stop anyone escaping (by whatever
means necessary) and generally be Cardassian... In this area, you can't
destroy the surface transporter unless you are within 1" of the transporter.
RULES
You can of course use your own rules for this scenario, however I thought
I would include some simple rules, which unashamedly are "borrowed"
with some major modifications from Leading Edge's ALIENS boardgame. They
are based on a 6'x4' table.
WOUNDS
Each character has a number of wounds equivalent to their number of Action
Points. If a character is wounded, you can either say it has no effect.
This will require some book-keeping, you could say a wound reduces movement
by 1" and when firing the character must add 2 to the dice.
TURN PHASE
Each turn each character may take the number of actions they have, they
can use them to fire weapons, aim weapons, move, fix transporters, activate
the transporter, pick up weapons, etc...
Each turn the Cardassian player and the Federation player take it in
turns to move their characters, expending the first Action Point, they
continue to take turns, using the second Action Point.
For example, the Federation player moves McFarlane 4", the Cardassian
Player moves one of his Cardassian soldiers (#1) a full move of 4".
The Federation player can then move another character (they are unable
to move McFarlane as she has moved, so the Federation player makes Fletcher
fire his Phaser). The Cardassian player moves another of his Cardassian
soldiers (this time #2) this time only 2".
Once all characters have expended one Action Point, characters can then
expend their second Action Point. Once all characters, who can, have expended
their second Action Point, they can utilise the third Action Point.
Action Points can not be held over.
MOVEMENT
Move 4" for all except Lieutenant Fletcher who can move 5",
and Amanda Klintonak who only moves 3" because her Phaser Rifle is
heavy and awkward to carry. Wounded characters
Moving across an obstacle costs 2".
FIRING
To fire measure the range check the number required, throw a D10, you
need to get equal to or under to hit and wound.
Dice throws are subject to the following modifiers:
| Aimed Shot |
-2 |
| Target in open |
-1 |
| Wounded |
+2 |
| Federation Phaser - one wound |
| Range |
0-6" |
6-12" |
12-18" |
18-24" |
24-30" |
30-36" |
| Score |
7 |
5 |
3 |
~ |
~ |
~ |
| Federation Phaser Rifle - two wounds |
| Range |
0-6" |
6-12" |
12-18" |
18-24" |
24-30" |
30-36" |
| Score |
9 |
7 |
6 |
4 |
2 |
~ |
| Amanda Klintonak's upgraded Phaser Rifle - three wounds |
| Range |
0-6" |
6-12" |
12-18" |
18-24" |
24-30" |
30-36" |
| Score |
9 |
8 |
5 |
5 |
3 |
2 |
| Standard Cardassian Disrupter - one wound |
| Range |
0-6" |
6-12" |
12-18" |
18-24" |
24-30" |
30-36" |
| Score |
8 |
6 |
4 |
2 |
~ |
~ |
HAND-TO-HAND COMBAT
Once in base-to-base contact, a character must expend one Action Point
to make a hand-to-hand attack, it costs no Action Points to defend.
Each character must roll a D10, subject to the following modifiers:
Felicia McFarlane +2
Gul Nortak +2
other Cardassian +1
other Federation Security Personnel +1
Wounded -2
Unarmed colonist -2
If the attacking character scores higher than the defending character,
then the attacking character has caused one wound, if they score higher
by equal to or more than four, then they have caused two wounds.
If the scores are equal then the result is a draw.
If the defending player scores higher than the attacking player then
it is also a draw, but if they score higher by equal to or more than four,
then they have caused a wound on the attacking character.
SOLO PLAY
To play this game solo, the Cardassians, will move first and fire second
each turn on a roll of 1,2,3 on a D6 and fire first and move second on
4,5,6. Each Cardassian soldier will move towards the nearest Federation
character.
RESULTS
If the Federation get four or less people off the surface, or fail altogether,
then the Cardassians have won.
If the Federation get more than four but less than eight people off the
surface, then it is a draw.
If the Federation get eight or more off the surface, then the Federation
have won.
FIGURES
As yet no official figures, well one can dream, use cardboard counters...
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