|
A STAR FRONTIERSTM
GAME FEATURE
|
RAID ON THESEUS
by Doug Niles
Polyhedron Magazine, #13, pg. 20
The peoples of the Frontier have been numbered by
the savagery of the Sathar onslaught. The war is only ten days old and
already the UPF Spacefleet has been driven from a half-dozen star systems.
Courageously fighting against overwhelming odds, the Fleet has destroyed
some Sathar ships, but seems unable to stem the tide of conquest.
A few small Spacefleet vessels,
cut off from the main fleet, have fled to Theseus. Clarion (White Light
system) is blockaded, so the star route from Theseus to the rest of the
Frontier has been effectively cut.
Now these ships, repaired and
rearmed, have joined with the militia vessels of Minotaur (Theseus system)
to for the force that will have to defend the system against Sathar attacks
. . . for there is no place left to run.
* * * * *
The Ships
The militia of Minotaur
posses the following ships:
| 4 Assault Scouts: |
Gnat, Mosquito, Dragonfly, Wasp |
| HP: 15 |
ADF: 5 |
MR: 4 |
DCR: 50 |
| Weapons: |
AR (x4) |
LF |
|
| Defenses: |
RH |
|
|
| HP: 40 |
ADF: 4 |
MR: 3 |
DCR: 70 |
| Weapons: |
LC |
RB (x4) |
LB |
|
T (x2) |
|
|
| Defenses: |
RH |
MS (x2) |
ICM (x4) |
| HP: 50 |
ADF: 3 |
MR: 3 |
DCR: 75 |
| Weapons: |
LC |
RB (x4) |
LB |
|
T (x2) |
EB |
|
| Defenses: |
RH |
MS (x2) |
ICM (x5) |
The following Spacefleet vessels have joined the
militia:
| 3 Assault Scouts: |
Dirk, Blade, Needle |
| HP: 15 |
ADF: 5 |
MR: 4 |
DCR: 50 |
| Weapons: |
AR (x4) |
LB |
|
| Defenses: |
RH |
|
|
| HP: 40 |
ADF: 4 |
MR: 3 |
DCR: 70 |
| Weapons: |
LC |
RB (x4) |
LB |
|
T (x2) |
|
|
| Defenses: |
RH |
MS (x2) |
ICM (x4) |
| 1 Light Cruiser: |
Intrepid - combined flagship |
| HP: 70 |
ADF: 3 |
MR: 2 |
DCR: 100 |
| Weapons: |
DC |
LB |
EB |
|
PB |
RB (x6) |
T (x4) |
| Defenses: |
RH |
ES |
SS |
|
ICM (x8) |
|
|
This following station orbits the planet of Minotaur,
providing a base for the combined fleet's ships:
| Fortified Space Station: |
Minotaur Station |
| HP: 140 |
ADF: 0 |
MR: 0 |
DCR: 100 |
| Weapons: |
LB |
LB |
RB (x8) |
| Defenses: |
RH |
MS (x2) |
ICM (x6) |
Opposing the above vessels are the following Sathar
ships:
| 3 Destroyers: |
Villainous, Maggot, Assassin |
| HP: 50 |
ADF: 3 |
MR: 3 |
DCR: 75 |
| Weapons: |
LC |
RB (x4) |
LB |
|
T (x2) |
EB |
|
| Defenses: |
RH |
MS (x2) |
ICM (x5) |
| 2 Light Cruisers: |
Hellion, Foul |
| HP: 70 |
ADF: 3 |
MR: 2 |
DCR: 120 |
| Weapons: |
DC |
PB |
EB |
|
LB |
LB |
T (x4) |
|
RB (x8) |
S (x2) |
|
| Defenses: |
RH |
ES |
PS |
|
SS |
ICM (x8) |
|
| 2 Heavy Cruisers: |
Ghoul, Spectre |
| HP: 80 |
ADF: 2 |
MR: 1 |
DCR: 120 |
| Weapons: |
DC |
PB |
EB |
|
LB |
LB |
T (x4) |
|
RB (x8) |
S (x2) |
|
| Defenses: |
RH |
ES |
PS |
|
SS |
ICM (x8) |
|
Setting Up
Ideally, the referee
is the only player who should read the following description before the
battle is fought. The referee should fill out a ship roster form for each
of the ships listed above, and divide all players present into two teams.
If the battle is being fought as part of a campaign, the Referee may wish
to run all of the Sathar vessels, while the militia and Spacefleet ships
are divided among the other players. Otherwise, roughly half of the players
should be on each side.
The Spacefleet has
been ordered to await the enemy in the vicinity of Minotaur, so place a
counter in the middle of the map. Place a fortified station counter in
orbit around the planet to represent Theseus Station.
The two fleets
will enter the map from the opposite short map edges. The ships of each
fleet may be spread among as many hexes as the owning team wishes or stacked
together.
All of the Sathar
ships enter with a previous speed of "12". The UPF and militia ships may
be traveling at any speed from "1" to "20" as they come on the map.
The UPF and militia ships do not all have to travel at the same speed.
If the UPF has at least
one ship traveling faster than "12", it is the attacking side in the battle,
otherwise the Sathar are the attackers.
Referee's Notes
At first, this scenario
might seem a bit unbalanced since the Sathar ships are generally larger
and posses more firepower than the UPF and militia vessels. In fact, in
the hands of inexperienced players, the Frontier force may well be ignominiously
wiped out.
The key to a UPF victory
lies in utilizing the superior speed and maneuverability of its ships,
particularly the assault scouts. The assault rocket may be the deadliest
weapon in the game; if the scouts can get behind the cumbersome Sathar
cruisers, these rockets can inflict great damage. Whenever possible, assault
rockets should be launched at maximum range (4 hexes), so the scouts can
avoid the rocket batteries of their opponents.
The UPF can fully capitalize
on its advantage by entering the map with all ships traveling at the maximum
allowable speed (20). This will allow all of the militia and Spacefleet
ships to make close approaches to the enemy, while maintaining enough speed
to flee out of range if a ship is badly damaged.
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