Red Alert! - Missions
...of, by and for the players...
SLDWeb Master's Notes: Please send in your Missions
to SALT2002@aol.com and
I'll post them here.
Hijacked!
Mission Type Theft
Players 2 to 4
Point Value 100
Teams 2
Factions Any vs. Any
Mission: A covert strike team has infiltrated an enemy ship
and captured it! They are heading for friendly lines, but enemy
forces are in hot pursuit.
Setup: Both teams select the races they wish to play, then
designate one player as the "Hijacker". The hijacker
may select one ship of the opposing race before fleets are chosen.
The hijacked ship starts in the middle of the table, all other
ships start within Range: 1 of their respective table ends.
Restrictions: The hijacker may place his own crew on the hijacked
ship as he wishes, but the ship's crew was able to sabotage several
vital systems before being eliminated. No upgrade tech may be
chosen for this ship, and the maximum speed is reduced to 2 (non-modifiable).
Victory:
Both sides: Points for ships
Hijacker: Points for hijacked ship if it leaves friendly end of
the table
Pursuit: Double points for destroying hijacked ship
Triple points for recapturing hijacked ship and escaping friendly
table end
- Phoenix
keallen@mail.stic.net
-
-
- "Redemption" - the Klingon Civil War (part I
& II).
- by Phoenix (Kevin E. Allen) <keallen@mail.stic.net>
Part I
Mission Type Civil War
Players 2 to 4
Point Value 60
Teams 2
Factions Klingon vs. Klingon
- Mission: The sisters of Duras rebel against Gowron, rightful
leader of the Klingon High Council, and try to claim the throne
for their House! They must be stopped!
- Setup: Chose any mutually agreeable terrain. Both sides use
Klingon-faction disks. If both sides wish to use the same unique
disk, they should blind-bid points for the disk, minimum bid
being the disk's original point cost (write your bid on paper,
then reveal at the same time - high bidder gets the disk, at
the bid point cost). The House of Duras may purchase up to 10
points of Romulan Intel crew. Gowron's forces may purchase Lt.
Cmdr. Worf (Federation). Each side sets up all ships within
Range: 1 of its end of the table.
- Restrictions: None
- Victory: Points for ships
Part II
Mission Type Blockade
Players 2 to 4
Point Value 100
Teams 2
Factions Romulan vs. Federation
- Mission: The Klingon civil war goes poorly for the forces
of the House of Duras. The must be resupplied immediately. Though
unwilling to interfere
in the war directly, the meddling Federation has enacted a blockade
to stop the supplies. That materiel must get through!
- Setup: Place a "Supplies" marker on each Romulan
ship. All ships set up within Range: 1 of their end of the table.
No terrain is used.
- Restrictions: Romulan ships may be equipped with a Type II
or Type III cloak for normal cost. The Federation has erected
a complicated tachyon
detection grid, however. Any disk which grants the ability to
detect a Type I-cloaked ship may also detect Type II or III.
- Victory: Romulan: 10 points for every Supply marker which
exits from the Federation edge of the map. These points are only
scored if the ship exits
with no Federation ship within Range:1 Federation: 10 points
for every Supply marker destroyed or exited from a map edge other
than the Federation.
"The Pegasus" by Will <hindmar@earthlink.net>
Mission Type: Search and Recover
Players: 2
Point Value: 60
Factions: Starfleet vs Romulans
- Mission: Search the asteroid field for the USS Pegasus. It
has been lost within one of the asteroids in the region for years.
On board is a secret phase/cloak device which, if revealed, could
destroy relations between the Federation and the Romulans.
- Set Up: Assemble as many asteroid disks as you like. Ten
or more are recommended. Mark one side of one counter with a
sticker, black mark, or what have you. This disk represents the
resting place of the USS Pegasus. Shuffle the asteroids and distribute
them randomly across the table. Next, select a Tech disk to represent
the Phase/Cloak and set it aside for now. The Romulans start
within Range: 1 of one end of the table, Starfleet within Range:
1 of the opposite end. Starships may scan asteroids within Range:
1 of themselves by issuing a Fire order. When scanned, turn over
the asteroid in secret and then replace it.
- Once discovered, you must beam an away team to the asteroid
in order to claim the Phase/Cloak Device. In the event that the
device is contested, the team with the highest Command rating
lays claim to the device after any crew combat is resolved. Note
that for purposes of claiming the device (and these purposes
ONLY) Admiral Pressman or Commander Riker are worth double Command
points.
- The device may be beamed back to any vessel with capacity
remaining available. After one complete phase has passed, the
Phase/Cloak is operational. The affected vessel may now move
through obstacles without consequence. Note that the Cloak is
only Type I and so, in this particular arena, most likely visible
to the Romulans (and to any ship bearing Admiral Pressman).
- The asteroid containing the device may be destroyed with
two torpedo hits (do not check for damage).
- Restrictions: Admiral Pressman OR Commander Riker may be
purchased for only 5 points. The Romulans may replace their Type
I cloak with the Phase/Cloak Device.
- Victory: 50 points for bringing the Phase/Cloak off your
side of the board. 30 points for destroying the Phase/Cloak device.
-20 points for the Federation if a Starfleet ship displays use
of the device. Points for Ships.
In a message dated 10/16/00 10:06:05 AM, mcolville@mindspring.com
writes:
<<You should beef up the Cube. It should regenerate Hull
as well as Shields, although I don't remember how much we decided
it should regenerate per phase.>>
We blew the Borg Cube up pretty quickly when we played that
scenario at Origins, basically one player zipped in and took it
down with 3 ships. Then we made a few changes and re-read the
scenario, and it was MUCH tougher the next few times we played
it.
- 1) In addition to the raising of shields on each phase (IIRC),
we have the Borg cube regenrate 1-5 Points of hull per phase
or turn (I don't remeber which we used, try it both ways and
make a judgement call), based on 5 disk drops at the end of the
phase/turn (a HIT! = +1 point).
- 2) Concerning Jelico/Martok/Whoever and the double fire and
damage to the Borg... We play so that if playing with only one
faction (i.e. everybody playing Feds), we treat each player as
a different faction for damage purposes on the Borg (see the
details on the scenario disk about the damage "cycle").
This way, one player just can't zoom in
with 5 ships and take it out, since only the first hit counts.
As an example, once one ship hits, the Borg have adapted to any
other attacks from the same or different ships from the same
player/faction, even if it's still the same phase. Additionally,
in the case of double fires, only Jellico's first fire would
work, as
the Borg have already adapted to his second fire. Makes things
a bit tougher! You have to wait until all the other players take
at least one shot on the Cube before you can do damage again
by remodulating your weapons.
- 3) In one of the FAQs for Red Alert, I read that the concept
of "Unlimeted" Disks was left out of the rulebook.
It basically means that you can have multiples of away teams
and security on a ship, but only one of a particular type of
tech, so you can't have 2 Double Disruptors or 2 Transport Refits
on the same ship. You could spread this tech out though, so say
both the Endeavor and the Enterprise both have 1 Transport Refit
each.
- 4) We also played around with Tech and Crew theft by the
Borg for any ship with it's shields down. Either have the Borg
assimilate tech and crew right off the ship, or have it send
drones over to board and take a ship that way. You'll have to
make your own rules for this, since we only tried it once. This
had the effect of making the Borg tougher turn by turn until
they were unstoppable, but hey, that's how assimilation goes...
Just my thoughts.
Brian <greenfire@radix.net>