Nova – A short three-player scenario.
Even the survival of the race can be subordinated to petty politics, which is perhaps as it should be. Consider this: If survival is for the strong, do the weak have any right to live? This scenario is intended for three players: The American-dominated WestBloc, the Communist East- Bloc, and the Alien invaders.
Ships: Both the EastBloc and the WestBloc players select fleets using the combat strength point system and an allowance of 50 points each. EastBloc should use red and black counters; WestBloc should use red, white, and blue counters. The Alien invader receives a fleet of four corsairs (use white and black counters).
短い3人用シナリオの「ノヴァ」
人類の生存は、次元の低い政治に従う場合もあり、おそらく、そうあるべきだ。
考えて下さい:
もし強い者だけが生存すべきだとしたら、 弱い者は生きる権利を持っているのか。
このシナリオは、「米国に支配されている西洋圏」・「共産主義の東欧圏」・「侵略者エイリアン」の3人のゲーム・プレーヤーを対象とする。
船について:
西洋圏と東欧圏の役を果たすゲーム・プレーヤーは、それぞれ戦闘中の強さを基にした得点システムで、船団を選択する。それぞれ50点もらう。東洋圏は赤・黒のカウンターを使う。西洋圏は赤・白・青のカウンターを使う。「侵略者エイリアン」は一つの船団か4つの海賊をもらう。(白・黒のカウンターを使ってください)
The Enforcers have all bases on the map with the exception of Clandestine, but only the bases at Terra and Luna have planetary defences.
Victory: The Sons of Liberty win by destroying the Enforcer fleet, and, as a result, freeing Terra. If the Enforcers hide, keeping their ships grounded for twelve or more turns, then the Sons of Liberty win is automatic. The Enforcers win by staying alive. They receive promotions and extra leave in Paris if they put down the rebellion by destroying the rebels. If the rebels are indecisive and ground their fleet for at least twelve turns, the rebellion has failed and the Enforcers win.
「執行人たち(Enforcers)」は、地図上の「地下(Clandestine)」基地以外のすべての基地を保有しているが、「地球(Terra)」基地と「月(Luna)」基地のみが惑星防衛力を持つ。
勝利: 「自由の息子たち(Sons of Liberty)」は、「執行人」船団を打ち破り、その結果として「地球を」解放することによって勝利を得る。「執行人たち」が姿を隠し、船隊を12回以上待機させた場合は、自動的に 「自由の息子たち」の勝利となる。「執行人たち」は生存し続ければ勝利を得る。「執行人たち」が、反逆者たちを打ち破って反乱を鎮圧すれば、昇格してパリ特別休暇を受け取る。反乱者たちが優柔不断で、少なくとも12回の間船団を待機させると、反乱は失敗となり、「執行人たち」が勝利を収める。
The Fleet Mutiny – A short two-player scenario.
There are two versions to this historical incident, the official account, stating briefly that a small scat- tered band of dissidents, misled by a fanatic maniac, attempted and failed an insurrection in which certain fleet elements were to hold Terran cities for ransom against the establishment of an autocratic socialist government.
The other account, simply stated, is that misrule of the present administration must end, and that the fleet itself will insure that future governments more rightly respect the citizens rights and the ruler’s responsibility. The two players involved represent the Empire and the Rebels.
Ships: The Empire chooses a fleet of 12 ships and 2 orbital bases (using red, white, and blue counters). These may be placed anywhere on the map, but no ship may be closer than three hexes to any other. Vessels in gravity hexes may be assumed to be in orbit, and the direction of their orbits indicated.
Special Rules: All bases are initially under the control of the Empire. Planetary defences are not in operation. Bases may be captured. The Rebel player designates five ships and/or orbital bases, and rolls a die for each one. On a roll of W, the ship does not rebel.
SpecialRules: EastBloc and WestBloc must roll dice to determine where their colonies are and decide which parts of Terra they rule. The EastBloc selects three adjacent Terran hex sides; the WestBloc receives the other three. The WestBloc then selects one Luna hex side as a moon colony; the EastBloc then selects any other Luna hex side as its moon colony. Finally, each side rolls one die to determine where their farther colony is located: The colony has only one base somewhere on the indicated location. If both sides roll the same number, both roll again.
After all EastBloc and WestBloc ships have been placed on friendly bases, the Alien invader enters the map with its four corsairs; they may enter at any point along the map edge closest to Jupiter at a speed of one hex per turn. The Alien ships are suicide ships carrying Nova bombs. A ship carrying Nova bombs automatically activates them when in orbit around Sol. One ship doing so is sufficient to destroy the sun. Nova bombs do not use any cargo capacity.
Die Roll : Farther Colony
1 Venus
2 Mars
3 Ceres
4 Callisto
5 Clandestine
6 Mercury
Table 3: Farther Colony
Resupply is available at friendly bases. EastBloc and WestBloc bloc bases may be friendly to another player if the owning player so decides. Alien ships begin with a full load of mines.
Victory: The EastBloc or the WestBloc wins by destroying the last Alien ship. For this purpose, a ship is defined as destroyed when it receives damage which inexorably will result in destruction (i.e., a ship disabled and unable to avoid leaving the board). The Alien invader wins by successfully activating one of its Nova bombs while in orbit around the sun. When one player wins, both others lose.
Variants: Alter the size of the Alien fleet up or down depending on the relative success of previous play.
Retribution – A short two-player scenario.
The answer (as learnt and forgotten by every generation since Adam) is not to run from the tyrant but to depose him. The whispered story of the brave pilgrims’ ordeal gave heart to the oppressed of the solar system...
Ships: The Enforcers receive two corsairs, each in orbit around a different planet selected by the player, and one frigate on a base at Luna (use black with white counters for sinister effect). The Sons of Liberty receive a total of ten corvettes (red, white, and blue counters) one at a time. The next corvette does not appear until the previous has accomplished its mission or been destroyed. Each corvette may appear at any base except Luna, Ceres,or Terra.
Special Rules: Corvettes for the Sons of Liberty may fly one of two missions: A flight to Clandestine to help in the building of the Freedom fleet or a suicidal attack on Terra. Each corvette which manages to crash into Terra (and is not disabled at the time of the crash) sufficiently scares the First Citizen that he reassigns one ship to the Terran Security Patrol. Ships on Terran Security Patrol may not venture beyond detector range of Terra or Luna until after the Freedom Fleet has been formed. If three corvettes successfully crash into Terra, the three Enforcer ships must be withdrawn into Terran Security Patrol.
After all ten corvettes have appeared (or, at the Sons of Liberty player’s option, at any time prior), all corvettes which have travelled to and stopped at Clandestine may be converted into the Freedom Fleet. Total the combat strength of all corvettes at Clandestine, and double the number. Using the combat strength point system, the Sons of Liberty now select a fleet using that number of points. Torch Ships may be selected. Because the Sons of Liberty own the base at Clandestine, they treat the special asteroids as ordinary asteroids. Torpedoes and mines are available only to the Enforcers, but also only from Terran bases.