Defense of A Colony Planet

This is the scenario used at the Hot Lead convention. It's been tested several times and seems to be well balanced. It is designed as a gamemaster vs the players type of game, and therefore plays a little differently than most. The gamemaster being the invaders, the players being the defenders. I've also provided multiple scenarios, in case you want to use different races. It is designed for 1 or 2 gamemasters and 3 to 6 players.

WARNING: The below description contains spoiler information. If you intend to be a player in this scenario, read no further than the Defenders Briefing. The set up is intended only for the GM, and you will upset the game balance if you read further. You will only be spoiling your own fun.

Defenders Briefing

Something is out there. Ships beyond the frontier have been disappearing without a trace. And now entire colony sites. Mining operations, research stations, suddenly go silent. Scout ships sent to investigate report that there is nothing left, the sites are totally destroyed. And the trail of destruction runs in a straight path directly towards the most heavily populated world in the sector. A call for help has gone out, and all colonies in the area have responded with all the forces they can spare. They know, if the threat cannot be stopped here, they may be next.

Invaders Briefing - for gamemaster only

Destroy !!!

Game Setup

This scenario works best when used on a large table. Width is more important than depth. Decide how big the battle is to be, and divide the points up among the defenders. We've played with three defenders, 300 pts (100 pts each) quite successfully. The attacker (you) should have the same number of points and be the same tech level as the defenders.

The game is designed as a multi player scenario. Each player controls one battle squadron from the defending world or a squadron sent from one of the surrounding colonies. Each player gets an equal number of points to create their squadron, between 50 and 100 points each should be enough, depending on the number of players and the size of the playing area. The smaller the playing area, or the more players, the smaller the squadrons should be. All ships should be dreadnaughts or smaller with battleships being most common. All fleets should be all the same tech level (or with only one fleet 1 TL higher representing the most modern forces available from the races home world). One player is given control of the civilian space station and may spend up to 25% of his points on stationary defense bases, deployed within 12 inches of the defenders table edge, representing the worlds defense satelites.

The defenders set up their squadrons anywhere along the table edge labeled 'A', speed 0. This table edge represents the colony planet they're defending. The blue strip represents the upper atmosphere, all ships MUST stay out of this strip. Any ship that touches the planets atmosphere is considered destroyed. There is a civilian space station located in the center of the defenders deployment area, its specs are shown below. It has one important function, its deep space telemetry equipment can detect incoming ships. The player controlling the space station is informed of this ability and is warned that the station has detected incoming ships arriving turn two from each corner of the attackers edge (positions 'B'). The defenders have one turn to begin accelerating or launching fighters (if they have them) before the intruders arrive.

The attackers are broken up into three equal pointed waves. How many turns pass between waves depends on the size of the table and the size of the fleets. For smaller tables or fleets, less time should pass between waves. We used a quick calculation of : each foot between the attackers edge and the defenders edge equals one turn of delay. This may need to be 'fudged' so that each wave arrives after the previous one has taken heavy damage from the defenders, but before it's been completely destroyed. Remember, the defenders get a one turn warning as long as the space station survives. Attackers arrive with speed 12 (or 8 for smaller tables).

The first wave consists of smaller ships, with half entering at each point marked 'B'. This wave has three objectives: 1) scout the defenders deployments. 2) draw the defenders ships away from the center of the table. 3) cause as much damage and confusion as possible.

The second wave consists of large ships arriving together at point 'C'. Their objectives are: 1) destroy the civilian space station. (they received data on it from the first wave) 2) destroy as many defenders as possible. Remember, if the space station still survives, the defenders are told one turn in advance when ships will be arriving at location 'C'.

The final wave consists of the Titan (possibly with support ships) at point 'C'. By now the defenders should be starting to despair that the waves will never end. Actually the defenders have the advantage in this scenario since the attackers have to arrive piecemeal. The Titans only objective is simple: destroy all defenders that are left so it can begin to bombard the planet.

Civilian Station

The deep space telemetry is shown as a 'T' in the special weapons boxes. When lost, the station can no longer detect incoming ships. The station has a limited secondary armament for self defense. The one shown here is designed as tech 4.
Various Attackers

Berserker vs Anybody

This is the standard generic scenario. Any race can be the defenders, and the Berserkers can be any tech level to match. The first wave should be destroyers & cruisers, second wave should be battleships & dreadnaughts, final wave is the titan mothership. Berserkers can be designed any way you prefer as they are completely generic ships.

Borg vs Federation

This makes the assumption that the next Borg intrusion comes as a balanced fleet. The first wave being scout ships (fast battleships, mass 10), the second wave; borg spheres (dreadnaughts or super dreadnaughts), the final wave; the cube itself.

Imperial vs Rebel

A cross between the Battle of Yavin and the Battle of Endor. The advance on Yarvin 4, but using the fleet instead of just one vulnerable Death Star. Use 24 mass Star Destroyers as the second wave, since the Death Star in the final wave should be the only titan. The first wave should consist of many small ships (bulk cruisers?) and a good percentage of the tie fighter compliment from the Star Destroyers. The rebel fleet awaits them.

Vorlons vs Centauri

If Mollari had a little more time to get the fleet back, what might have happened? The Centauri are tech 5 of course, but to make the game work the Vorlons must be redesigned as tech 6. The waves should be similar to the berserkers with the final wave being the planet killer of course. Make the main weapon a pretty big particle cannon super weapon, and yes - it can fire at enemy ships.

Tyranid vs Eldar

The Iyanden Craftworld once found itself in the path of a Tyranid Hive fleet. The resulting battles almost destroyed both. The defenders world is the craftworld itself, the atmosphere strip is treated as the leading edge of the hull. Any ship that rams it is destroyed with no damage to the craftworld (it's too big). Attacking waves arrive as per the berserkers.

Notes

VICTORY CONDITIONS - an all or nothing scenario. If the attacking Titan survives and destroys all the defenders, the attackers win. If the Titan is destroyed, the defenders win.

Remember, you're acting as a GM not as an opponent. You're controlling the attackers, but this scenario is not meant to be a simple GM vs the players. Your job is to make it a fun game for them. They have a slight advantage in deployment (after all, you have all the info), and should be able to win. This does not mean make it easy for them.

Mix and match as you see fit. The convention scenario we played was the Borg vs Star Blazers (they were tough). The Federation should try lots & lots of plasma cannons at close range if they want to blow up Borg Cubes.