Scenario 14, prepared by David Ternes
Setup.
All Klingon ships must setup in the locations indicated on the Setup Chart. The Federation forces enter as described in the Federation information.
Chasing Ships That Warp Out.
On the turn after a ship or ships warps out, the enemy has the option to chase the ship(s). To catch a chased ship, the chasing ship(s) must be able to move at least one cruising warp factor faster than the chased ship(s). In obvious situations the Game Master may rule on the outcome of the encounter. Questionable situations may be resolved by a die roll or by gaming the encounter.
Neither side should be told they may chase until they ask. Only the side which asks should be told of this rule.
Definition Of "Operational".
An "operational" Klingon ship, is defined as any warship, except a Mobile Repair Facility, which has a crew onboard and is not listed as "not operational". To count toward the Federation scouting total, the Federation player must be aware that the ship is operational. This may be accomplished by locking on to a ship and noting one of the following;
Civilian freighters do not count toward the Federation scouting total.
Destroying Non-Operational Ships.
The Federation may send boarding parties to non-operational ships to blow them up. A group of at least ten (10) personnel must remain on such a ship for one complete turn. The ship will blow up at the end of the same phase in the following turn. Unlike ship explosions, no other vessel will be harmed by the explosion.
The boarding personnel must declare secretly to the referee that their purpose is to blow up the ship when they beam onboard. If a ship has been captured by melee, additional personnel must board the vessel after it has been captured in order to blow it up (i.e., a standard boarding party does not carry the necessary explosives).
Anyone remaining on the ship for one full phase (this includes the turn the explosion is to occur) may disarm the explosive device. If Federation personnel are trapped on the ship (i.e., they are unable to beam off), they will automatically disarm the explosive device. They may spend one phase to reset it at a later time.
This information is to be revealed to Federation players only if they inquire about how to board and destroy enemy ships. The Federation players must think up this possibility on their own.
Victory Conditions.
Unless there is a clear victor in the combat, then determine the level of victory by comparing the amount of damage suffered by each side in the battle.
Step 1. Determine the total Federation damage received.
Step 2. Determine the total Klingon damage received.
Step 3. Compare the Federation Value Lost to the Klingon Value Lost.
Step 4. If the number of Federation ships which were destroyed is equal to or greater than the number of ships in the Klingon Cruiser, Defense, or Repair Squadrons which were destroyed (include the Mobile Repair Facilities in this Klingon total), then shift the victory result by one level in favor of the Klingons.
Step 5. If less than six Klingon ships were destroyed, then regardless of the previous computations, the battle will be considered to be an Intermediate Klingon Victory, and the Federation commander will be court martialed for cowardice in the face of the enemy upon return to a Federation base (assuming he survives).