Scenario: Poor mans planet killer

Banichi

Cosmic Mongoose
Inspired by mollari uk's planet killer scenario I've been kicking around an idea for a scenario for a couple of days now, and a quite spell at work today let me set pen to paper. I can't be sure it's balanced, as I havn't been able to playtest it at all, but I think it has potential, so here it is.

Poor mans planet killer

Two waring races have been fighting over a settled world for several months. Finally, when one side looks set to claim victory, the loosing side plays dirty.

Lacking the resourses, or know-how to make a true planet killer, they take the biggest asteroid they can find in the system, and propel it onto a crash course with the unfortunate planet.

The planets defenders detect the asteroid's approach at the last minute, and deploy everything they can to stop it. But the asteroid isn't unguarded. There is a group of enemy ships defending it, who have sworn to see it through to its target. Or die trying.

Fleets:

This is a raid level scenario. The fleet trying to destroy the asteroid (the defenders) have 5 FA points. As they represent a fleet made up of "all that could be grabbed at a moments notice" the ships all randomly roll their crew quality. As with the campaign rules, two ships may swap their CC scores.

The fleet defending the asteroid (the attackers) have 3 FA points. These ships are crewed by hardcore fanatics, who have sworn on their lives to get the asteroid to its target. They all have CC of 6. (this represents not only their level of training, but also their single minded devotion to getting the mission done.

Pre-Battle Preparation:

This scenario is played lenghtways, on a standard 6 by 4 table. The 6 inches at each end of the table are the players deployment zones. Fleets are set up following the normal rules.

The asteroid starts the game in the centre of the attackers deployment zone, one inch away from the table edge.

Scenario Rules:

The Asteroid

-The asteroid counts as having hull 6, and 150 damage points. But no crew score at all. It doesn't take crits as normal, if you roll for a crit on the attack table just count it as a 6/2 (secondary explosions) roll on the crit table. Bulkhead hits still count, they just represent a hit that didn't do much damage. Double, and triple damage weapons work against it as normal.

-It will move 6 inches towards the defenders table edge in the endphase of every turn. just like an adrift ship. Its speed can't be altered any way, unless it is destroyed it will just plod on down the table.

-It can't do any special orders at all, and can't be boarded.

-The attackers ships may attempt to defend it by performing the Manoevre to Sheild Them! special action. they are that dedicated. The attackers flights may support it as they would a ship, and act as interceptors.

Game lenght:

The game runs until the asteroid leaves the table via the defender's edge, or is destroyed.

Victory and Defeat:

This is simple. If the defenders reduce the asteriod to 0 damage they win. The rock has been blown into pieces small enough to burn up in the planets atmosphere, doing little or no serious damage.

If the asteroid leaves the table via the defenders edge, with any damage points left then the defenders loose.

It doesn't matter if the attacker looses every ship in this scenario. They knew what they were signing up for. The only thing that counts for them is smashing the planet.


Well there you go. Like I said, there has been no playtesting, so it may not be perfect. But feel free to change, or add anything you want. (Just tell me, I'd be interested)

Have fun.
 
Maybe allow boarding. The first troops to land gain control automatically. Subsequent boardings are made according to usual rules.

The defender must retain control of the asteroid for 6 successive turns. It takes the troops that long to plant the thermonuclear demolition charges. Not being suicidal, they'll then evacuate in whatever shuttles or small craft brought them there, and at the end of the next turn the asteroid will be destroyed. The asteroid counts as an exploding ship with 150 starting damage points, meaning it's not a good idea for any other ship to be within 4" of it when the demolition charges go off.

This may affect the balance of the scenario as it gives the defenders another way to win. But it also gives them the chance to pretend to be John "Starkiller" Sheridan. It would also make this an Armageddon scenario played at Raid level. :D
 
I'd thought about letting the defender boarding the asteroid to plant nukes. It could lead to some cool game moments. Especially if their transport gets taken out while they are busy. I don't think the bomb they plant should destroy the rock in one go, just be another way of causing damage.

A couple of things I forgot to mention in the OP.

Ships with the escort trait can use it to protect the asteroid.

The defender could try ramming the asteroid, the final act of desperation, but there wouldn't need to be an opposed CC test. Lets face it, the rock isn't going to jink. Probably the P&P rules for ramming would be best.

Any ship that rams is pretty much sure to go splat I guess.

Meeting up with Darken in a bit to play. Maybe we'll try it out and see how it goes.

Saint

Cool. If you do, could you let us know how it went?
 
We played this today finally managed to kill the bloody rock the turn before it would have left the table!!
 
Darken said:
We played this today finally managed to kill the bloody rock the turn before it would have left the table!!

That sounds like it would have been an exciting game!

Just out of interest, which fleets were involved?
 
It was Cent vs Narn:

Cent. (Torey)
2 Centurions and 2 Vorchans guarding the rock
Narn (Saint and Darken)
3 ka'Tans, 4 sho'Kov, 3 var'Nic
Saint-Kov's and Tan's
Dark-all Nic's

Narn Pincher formation with ka'Tans and sho'Kovs on the flanks with the Nics bringing up the middle.
Centauri formation of 'lets stand in front of the big rock'

My notes are kinda sketchy but it started out like this:
Full burn to the center with the 1st casualty being a Centurion running adrift (this guy would be adrift for most of the game).
The next round saw the center units closing in on each other and the Narn flanks turning in to add to the fray. The second Centurion runs adrift thanks to a Nic and then the Vorchans start hammering on the Nics with one taking a lot of crew loss. All Centauri focus of the Nics and 2 take a beating. All the Narn Flankers barely scratch the Cent.
Next round has the Nics and 2 ka'tans continue through and pass the Cent heading for the Asteroid while the sho'Kov and other Tan pursue the Cent. who are trying to turn around and re-engage the Nics. The shots to the Asteroid are useless and maybe 10 points were inflicted. No real damage to any ship that round with the exception of 1 Nic.
The Asteroid passes all the center Narn the next round and the first death is a Centurion. With the Narn trying to turn around the Cent. focus on the flailing Nic and then take it out. At this point, all the Cent. are on their last leg and all he can do is drive towards the center to distract the Tans and Nics. Within the next 2 rounds all Centauri are dead and all Narn are trying to intercept the Asteroid.

As Darken noted above, the last round before the Centauri would win, the last barrage blew up the Asteroid. The first few rounds saw barely 15% damage to the rock with the last 3 rounds basically doing 50-60% to kill it. The biggest chuck came from a beam shot from a Nic doing 20-30 some odd points.

Honestly, I thought it was pretty well balanced and played very well.
 
oh yeah it was a blast thought for sure i was going to loose 2 nics but I only lost the one and barely managed to repair the front guns on the the second in time to nail the rock (Had to use all hands on deck to pull it off) was a really fun game
 
basaint said:
It was Cent vs Narn:

Cent. (Torey)
2 Centurions and 2 Vorchans guarding the rock
Narn (Saint and Darken)
3 ka'Tans, 4 sho'Kov, 3 var'Nic
Saint-Kov's and Tan's
Dark-all Nic's

Narn Pincher formation with ka'Tans and sho'Kovs on the flanks with the Nics bringing up the middle.
Centauri formation of 'lets stand in front of the big rock'

My notes are kinda sketchy but it started out like this:
Full burn to the center with the 1st casualty being a Centurion running adrift (this guy would be adrift for most of the game).
The next round saw the center units closing in on each other and the Narn flanks turning in to add to the fray. The second Centurion runs adrift thanks to a Nic and then the Vorchans start hammering on the Nics with one taking a lot of crew loss. All Centauri focus of the Nics and 2 take a beating. All the Narn Flankers barely scratch the Cent.
Next round has the Nics and 2 ka'tans continue through and pass the Cent heading for the Asteroid while the sho'Kov and other Tan pursue the Cent. who are trying to turn around and re-engage the Nics. The shots to the Asteroid are useless and maybe 10 points were inflicted. No real damage to any ship that round with the exception of 1 Nic.
The Asteroid passes all the center Narn the next round and the first death is a Centurion. With the Narn trying to turn around the Cent. focus on the flailing Nic and then take it out. At this point, all the Cent. are on their last leg and all he can do is drive towards the center to distract the Tans and Nics. Within the next 2 rounds all Centauri are dead and all Narn are trying to intercept the Asteroid.

As Darken noted above, the last round before the Centauri would win, the last barrage blew up the Asteroid. The first few rounds saw barely 15% damage to the rock with the last 3 rounds basically doing 50-60% to kill it. The biggest chuck came from a beam shot from a Nic doing 20-30 some odd points.

Honestly, I thought it was pretty well balanced and played very well.

sounds a fun scenario - odd Centauri fleet :wink:

Would probably have been better with Balvarin or Elutarin, 3 Demos, 2 Kutai,
 
Yeah-not sure why he picked 'em. I honestly thought I was going to be the Attacker but he said he'd do the whole "destroy narn" thing. Maybe he thought the Centurions could blast a hole through the middle when he got into range. If that had been me, I would've stayed closer to the Asteroid until the the Defender came into range.

And fighters couldve intercepted too. But we're still practically newbs cept for Dark (and even he's rusty) so we're still learning (game took over 2 hrs).
 
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