Game #1: the Volturnus Squadrons

The Eorna and Mechanon fighter craft take the battle to the worms this time, in a free for all in space! Sathar transports are positioned around Volturnus, collecting the retreating troops and their equipment. Several dozen shuttlecraft are making their way back to their host craft in order to retreat back to their homeworlds. The heroes of Volturnus have decided to land one final blow against these invading foes to ensure they never forget their humiliating defeat at Volturnus.



--- Set Up ---

 


Counters:

15 Sathar Destroyers

7 Sathar Light Cruisers

25 Sathar Fighters

6 UPF Fighters

6 UPF Assault Scouts
1 Planet counter


Place a planet counter at the center of the fold out hex map. The 15 Sathar Destroyer counters represent Sathar troop transports recovering Sathar warriors, the 7 light cruiser counters represent freighters recovering equipment and cyber-beasts. The 25 Sathar fighters represent shuttles. All transports start at a speed of zero, shuttles are moving at a speed of three hexes per turn. Troop transports can be placed anywhere but no closer than 6 hexes to the planet, freighters can be placed anywhere no closer than ten hexes to the planet. Shuttles can be placed anywhere, no closer than four hexes away from any transports or three hexes to the planet.

The UPF fighters represent Mechanon fighters, the assault scouts are the Eorna heavy fighters. They may begin in any hex orbiting the planet and facing any direction away from the planet (as facing the planet would result in a crash landing), with a speed of 1 hex/turn.

Replacements: none, although every three turns (during the repair turn) two sathar shuttles can leave Volturnus' surface (as PC craft, starting with a speed of 1 hex/turn in any orbit hex around the planet) for every three that were destroyed or recovered. This represents the sheer number of shuttle craft that landed versus the limited number of transports that remained to collect them (as there were heavy troop and equipment losses during the ground battle).



--- Special Rules ---

> Eorna fighters must land on the surface in order to resupply their rockets. They must end their turn in orbit with a speed of zero, the next turn they may enter the atmosphere. The third turn is spent on the ground, by the fourth turn they may exit the atmosphere and rejoin the battle (craft leaving the atmosphere begin with a speed of 1 and may face any direction away fromthe planet in one of the six orbit hexes around the planet). Care must be taken during these maneuvers...as the Eorna fighters can become sitting ducks to any nearby Sathar transports. No repairs can be made during the re-entry or take off turns (although if the repair turn comes up during the rearming turn, repairs can be effected).

> Sathar craft must have matching velocities and direction in order for the shuttles to dock. Both ships must be in the same hex to enable this. A freighter can recieve four shuttles, a troop transport can recieve eight, but once a freighter takes on three shuttles or a troop transport recieves six they will attempt to leave the board (although more shuttles may dock if they can match speed and direction). Craft that make it off the board with a minimum compliment of shuttles are out of play and can be considered as safely retreated from the skirmish.



--- New Equipment ---
 
Forward Firing Rockets (FFR): Simply put, the FFR is a set of fixed launchers similar to those found on a Rocket Battery, but instead of having a 360º field of fire they are forward firing weapons. Damage Table Modifiers are as a RB system, 2d10 with a range of 40,000km (four hexes), treat as an assault rocket for the resolution (head on bonuses are applicable). Restrictions are FF, MPO, LTD

Laser Turret (LT): A smaller scale version of a Laser Battery. Treat as a LB for all regards with a range of 40,000km (four hexes).

Pod Laser (PL): As described in Dragon Magazine, the Pod Laser is a set of laser cannons (down scaled laser battery guns) fixed to a fighter's hull. Treat as a Laser Cannon for combat resolution, 1d10 damage and a range of 50,000km (five hexes).



--- Victory Conditions ---



The Volturnus Squadrons must destroy at least 8 troop transports and four freighters

Sathar must evacuate at least 8 troop transports each having recovered at least six shuttles, and 4 freighters each having recovered at least three shuttles.

If fewer than 8 transports/4 freighters escape or 8/4 escape without the minimum compliment of shuttles and all Volturnus forces are destroyed in the process, it is a draw (note that characters may bail out of destroyed craft, to be picked up later by a reserve Eorna craft).

--- Experience Rewards ---


Award 2-6XP per player based on participation (2 for low participaiton, 4 for medium, 6 for highly active). Double XP rewards if the Volturnus Squadrons achieve their goals.

Sathar Transports & Shuttles

Sathar Assault Transport

HS:9  HP:45  Powerplant: 3 Ion B
ADF:1  MR:3  DCR:60  Crew: 32 + 800 troops
Armament: LB, RB(x4)
Defenses: RH
Comm/Detection: SSRadio, Radar
Misc: armory/repair lab

Cargo Accomodation: 0

Crew Accomodations: 16 double dreamsleep berths
Passenger Accomodations: 200 quad dreamsleep cabins plus armory
Ship's Vehicles: 8 shuttles
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Sathar Freighter


HS:12  HP:60  Powerplant: 4 Ion B
ADF:1  MR:2  DCR:56  Crew: 12-24
Armament: LB
Defenses: RH, MS(x2)
Comm/Detection: SSRadio, Radar
Misc: 2 cargo arms

Cargo Accomodation: 12

Crew Accomodations: 12 double dreamsleep berths
Passenger Accomodations: 15 quad dreamsleep cabins
Ship's Vehicles: 4 shuttles
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Sathar Drop Shuttle


HS:2  HP:10  Powerplant: 2 chemical A
ADF:1  MR:4  DCR:25  Crew: 1-2
Armament: none
Defenses: RH
Comm/Detection: SSRadio, Radar
Misc: streamlined

Cargo Accomodation: 1 (freighter) or 0 (assault transport)

Crew Accomodations: 2 seat cockpit
Passenger Accomodations: 4 acceleration couches* (freighter) or 50 acceleration couches* (assault transport)
Ship's Vehicles: n/a

* acceleration couches seat two each

Volturnus Fighter Craft

E-1A Eorna Heavy Fighter

HS: 2  HP: 14  Powerplant: 2 sub-atomic A (jump governor installed)
ADF: 5  MR: 4  DCR: 40  Crew: 3-4
Armament: FFR(x4), LT
Defenses: RH
Comm/Detection: SubSpace Radio, Radar, Intercom
Misc Equipment: Streamlined, Medium Armor

COMPUTER

Alarm(2) Analysis(2) Astrogation(2) Computer LockOut(3) Computer Security(3) Damage Control(2) Drive, Atomic A(4) Forward Firing Rocket(2) Industry(1) Information Storage(1) Installation Security(3) Laser Battery(1) Life Support(1) Maintenance(2)

Cargo Capacity: 0
Crew Accomodations: 0
Passenger Accomodations: 3 command chairs (optional fourth chair for a rocket gunnery assistant on the bridge)
Ship's Vehicles: none

Deck Plans


Deck 1: Bridge -
The helm is inverted 90º, a secondary command chair can be added to the starboard side (opposite of the hatch) for a rocket gunner to assist with the forward firing rockets

Deck 2: Gunnery - controls for the fighter's laser turret are here, along with a small galley for crew dining as well as  afresher on the starboard side.

Deck 3: Maintenance - an engineer may coordinate repairs from this station, as well as monitoring the drives. The hatch leads to an airlock below, where the outer hull hatch is located. Space suits can be stowed near the shielded port drive bulkhead when not in use.

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NME-16 Neo-Mechanon Enhanced Fighter

HS: 1  HP: 6  Powerplant: 1 sub-atomic A (jump governor installed)
ADF: 6  MR: 6  DCR: 30  Crew: 0 (automated)
Armament: PL
Defenses:RH
Comm/Detection: SubSpace Transmitter, Radar, Camera System
Misc Equipment: Streamlined, Light Armor

COMPUTER

Alarm (1)
Analysis (4)
Astrogation (2)
Computer Security (4)
Damage Control (1)
Drive, Atomic A (4)
Guidance/Analysis (3) = LVL:1 pilot
Information Storage (1)
Installation Security (2)
Laser Cannon (1)
Maintenance (1)


Cargo Capacity: 0
Crew Accomodations: 0
Passenger Accomodations:0
Ship's Vehicles: none