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Traveller Wargames Discussion of the various Traveller wargames and miniatures systems.

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  #1  
Old June 3rd, 2005, 12:24 PM
SgtHulka SgtHulka is offline
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Anyone have any good Snapshot scenarios? I like the game, but the scenarios included with it are pretty inadequate. Some of them are even pretty one-sided.
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  #2  
Old June 3rd, 2005, 01:26 PM
Jeffr0 Jeffr0 is offline
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Here's what I'd do:

Either roll up characters and/or creatures with Books 1-3 or use pre-generated ones from Supplements 1 & 2.

Use one of the snapshot scenarios as a foundation. One player determines the forces on each side... the other player gets to choose which side he wants to play. Alternately, one player determines one side and determines a pool from which the other side will be drawn. The two players then take turns bidding on the fewest number of characters from the pool they'll need to defeat the other side. The low bidder picks from the pool and the fight begins!
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  #3  
Old June 4th, 2005, 12:59 PM
Piper Piper is offline
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Here's an idea or two;
"Pirates! A corsair has disabled the M-Drive of the Beowulf and a boarding party is attempting to gain control of the ship. A Mayday has been sent and a patrol vessel is on the way. Can the crew hold out until help arrives?"

The pirates have a breaching charge sufficient to pierce the hull. This creates an opening similar in size to an access plate and requires 6AP to pass through. The charge can be used on any exterior wall.
The crew either has their initial positions recorded and uses plotted hidden movement or uses inverted counters with a number of dummies. Any inverted counter in line of sight of a pirate is turned face up and becomes visible.
Pirate counters are always visible.

You can tart this up a bit by turning off lighting and/or grav plates in some or all areas of the ship. You might want to add cargo containers in the hold, as well.
Try using the characters and victory conditions from the "Boarding Party" scenario and season to taste.
For balance, you may wish to give the pirates a limited number of turns to hunt down the crew; if they fail to kill all the crew in a set time, they lose.

Another option would be to use different deckplans. There are any number of plans available on the web that would provide a good change of pace. Try the "Hijacking" scenario on a subsidized liner.

You can also try different things with the "Breakthrough" scenario. A horde of screaming TL2 barbarians can be quite a challenge.

Hope this helps.
Good luck!
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  #4  
Old June 19th, 2005, 04:16 PM
SgtHulka SgtHulka is offline
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I've started making some of my own which I plan to string together into a campaign. I figure I'll post them as I go. I've only play-tested these solitaire, so I can't say if they're completely balanced against a real opponent.

Scenario Merchant-1: SKIPPING TOWN
Six months late on payments, the Free-Trader Beowulf prepares for departure
from the Jewell Starport. Suddenly, three of the cargo crates blow open,
revealing hidden mercenaries who had smuggled themselves aboard in order to
re-possess the starship. One of the Beowulf's passengers, mistaking the mercenaries for hijackers, joins the crew in defense of their ship.

Characters: Use the following Four Crew Members for the Free Trader Beowulf's
player:
Pilot/Owner Captain Jamison779 16 AP +1Cutlass/-2 Body Pistol(+1 SMG) Bridge
Engineer575 12 AP +0SnubPistol(+0SMG) Upper Engine Room
Gunner/Steward9C3 15 AP +2BodyPistol(+3AutoRifle) Galley
Medic794 13 AP +1Revolver(+3SMG) Low Berths
Additionally, the following character joins the Beowulf's crew:
Passenger526 8 AP +0Cutlass/(+1Shotgun) Computer
The crew is wearing no armor. The weapons in parenthesis are in the
Ship's Locker, all other weapons are considered readied. Also,
The Ship's Locker has 5 Flak Jackets. Retrieving and Readying a weapon
or Flak Jacket form the Ship's Locker requires action points equal to
the character's Endurance, just as when re-loading a weapon.

Use the following Three Repo-Men, each with Cloth Armor and Tranq. Ammo:
Leader778 15 AP +0SnubPistol/+0Shotgun Cargo Hold
Veteran789 17 AP +0SnubPistol/+2Shotgun Cargo Hold
RecruitA56 11 AP -2SnubPistol/+0Shotgun Cargo Hold

The Situation: Using the deck plan for the Beowulf. First the RepoMen player
places Captain Jamison on the Bridge the
Engineer in the Upper Engine Room, the Steward in the Galley, the Medic
in the Low Berths and the Passenger in any one Stateroom. Then, the Beowulf Player places the three RepoMen in the Cargo Hold.

All interior doors are open except for the door to the passenger's Stateroom; it is closed. The air lock and outer doors are closed in preperation for lift-off. The Repo-Men do not wish to kill the crew; each RepoMan can only use
his Tranquilizer rounds until he is fired upon by one of the crew.

VICTORY: The Repo-Men are attempting to secure the bridge before the Free Trader
can lift-off. Lift off will occur within 5 minutes (20 turns), provided that at
least one conscious crew member is on the bridge at that time. If the Repo-Men
prevent lift-off, they have achieved victory.

COMBAT TRACKER</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Veteran AP +0SnubPistol/+2Shotgun
00000 00000 00000 00 AP ooooooo oooooooo ooooooooo Wounds
Captain Jamison +1Cutlass/-2 Body Pistol(+1 SMG)
00000 00000 00000 0 AP ooooooo ooooooo ooooooooo Wounds
Gunner +2BodyPistol(+3AutoRifle)
00000 00000 00000 AP ooooooooo oooooooooooo ooo Wounds
Leader +0SnubPistol/+0Shotgun
00000 00000 00000 AP ooooooo oooooooo oooooooo Wounds
Medic +1Revolver(+3SMG)
00000 00000 000 AP ooooooo ooooooooo oooo Wounds
Engineer +0SnubPistol(+0SMG)
00000 00000 00 AP ooooo oooooooo ooooo Wounds
Recruit -2SnubPistol/+0Shotgun
00000 00000 0 AP oooooooooo ooooo oooooo Wounds
Passenger AP +0Cutlass/(+1Shotgun)
00000 000 AP ooooo oo oooooo Wounds</pre>[/QUOTE]
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  #5  
Old June 21st, 2005, 12:15 PM
SgtHulka SgtHulka is offline
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Scenario Scout-1: HOSTAGE SITUATION
During its yearly overhaul, several Solomani terrorists infiltrated the
Intrepid disguised as Starport Inspectors, over-powered the Intrepid's engineer,
and began setting explosives that would turn the ship's engines into a nuclear device.
Now only the Intrepid's remaining crew know of the impending terrorist
attack and they don't have time to warn the Starport authorities. They must
take down the terrorists and take back their ship alone.

Caracters: Use the following Five Crew Members for the Intrepid's player:
Owner/Engineer658 13 AP (HOSTAGE), Callsign SkipJack
Gunner888 16 AP +2Dagger/+0LaserCarbine, Callsign Tex
Medic786 14 AP +0AutoPistol/+1Rifle, Callsign Tylenol
Pilot87C 19AP +2Dagger/+0LaserCarbine, Callsign Humpback
They are all wearing Cloth armor except for the Skipper.

Use the following Three Terrorists for the Solomani player:
CellLeader987 15 AP (+1AutoPistol)/+2AssaultRifle
Idealogue85A 15 AP (-2AutoPistol)/+0Shotgun
Saboteur588 16 AP (+0AutoPistol)/+2AssaultRifle
They are all wearing Flak Jackets and one, chosen by the Solomani player in
secret, is also wearing Reflec.

The Situation: Use the deck plan for the Intrepid. All interior doors are
closed. The Solomani Player chooses one character to hold the hostage.
Indicate the effect by stacking this character's counter and the
hostage's counter. This character may now only be armed with an AutoPistol.
The hostage is the Intrepid character "Skipjack", but so long as the hostage-
holder is armed with an AutoPistol and keeps "Skipjack" stacked in the
same square, the Skipjack must move with the hostage-holder. The hostage-holder
must always move as if "Sneaking", and receives that -3 defensive bonus.
In addition, whenever the hostage-holder is attacked, if the attack misses,
roll for an attack on Skipjack at -3. Success means Skipjack is hit.
Automatic Weapons, Shotguns and HE weapons hitting the hostage-taker automatically
hit Skipjack. The Solomani Player may place the hostage-taker anywhere
within the Intrepid. The Solomani Player then must place one of the remaining
characters on the bridge and the last character in the drive room.

The Intrepid player may enter any of his characters through the Intrepid's main
airlock or through the rear, drive airlock. He need not tell the Solomani player
where his characters are entering until they actually enter.

Victory: If the Intrepid player is not in sole control of the bridge after 50 turns
(five minutes) the Solomani Player wins. If the Intrepid player kills the hostage,
but then takes control of the bridge, it is a draw. If the Intrepid player rescues
the hostage and takes control of the bridge before 50 turns, the Intrepid player wins.

BATTLE TRACKER
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> Humpback +2Dagger/+0LaserCarbine
00000 00000 00000 0000 AP oooooooo ooooooo oooooooooooo Wounds
Saboteur (+0AutoPistol)/+2AssaultRifle
00000 00000 00000 0--- AP ooooo oooooooo oooooooo Wounds
Tex +2Dagger/+0LaserCarbine
00000 00000 00000 0--- AP oooooooo oooooooo oooooooo Wounds
Cell Leader (+1AutoPistol)/+2AssaultRifle
00000 00000 00000 ---- AP ooooooooo oooooooo ooooooo Wounds
Idealogue (-2AutoPistol)/+0Shotgun
00000 00000 00000 ---- AP oooooooo ooooo oooooooooo Wounds
Tylenol +0AutoPistol/+1Rifle
00000 00000 0000- ---- AP ooooooo oooooooo oooooo Wounds
SkipJack (HOSTAGE)
00000 00000 000-- ---- AP oooooo ooooo oooooooo Wounds</pre>[/QUOTE]
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  #6  
Old June 22nd, 2005, 02:12 AM
SgtHulka SgtHulka is offline
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Scenario Merchant-2: RESCUE ON RUIE (Adapted from Best of JTAS 1-4 Amber Zone)
A year ago Sergei hault-Oberlindes disappeared on the balkanized planet of Ruie.
Since then, it has been discovered that he was arrested within Nebelthorn, a Tech
Level 7 Ruie nation antagonistic to the Imperium. Marc hault-Oberlindes, father to
Sergei and owner of the Oberlindes Lines Megacorporation, has hired the crew of the
Free Trader Beowulf to rescue his son. The Beowulf's crew succeeded in rescuing the
young man, along with his paramour, political prisoner Princess Glorinna Firella.
But during the operation the hidden position of the Beowulf was discovered by
a Nebelthorn recon team, which is currently in the process of exploring the
starship when the crew arrives. The Beowulf's crew must take the bridge in
order to seal the ship against guards still pursuing them from the prison.

Characters: Use the following characters for the Beowulf's crew:
Owner/Pilot779 16 AP +1Cutlass/+1 SMG, AKA "Captain Jamison"
Engineer575 12 AP +0SnubPistol/+0SMG, AKA "Termite"
Gunner/Steward9C3 15 AP +2BodyPistol/+3AutoRifle AKA "Cookie"
Medic794 13 AP +1Revolver/+3SMG AKA "Flatline"
Sergei894 13 AP +2Revolver/+4Rifle AKA "The Package"
Glorinna4A6 16 AP +1Revolver/+2Rifle AKA "Extra Baggage"
They are all wearing Flak Jackets except for Sergei and Glorinna, who aren't
wearing armor.

Use the following characters for the Nebelthorn Recon team:
ReconSergeant56B 18 AP +0AutoPistol/+2SMG
ReconCorporal457 12 AP +0AutoPistol/+1SMG
ReconSpecialistA86 14 AP +0AutoPistol/+2AutoRifle
ReconPrivateB93 12 AP +0AutoPistol/+2SMG
The Recon team wears Flak Jackets.
And use the following character stat for the Nebelthorn Prison guards:
Guard583 12 AP +2Revolver/+4Rifle
Guard284 12 AP +1Revolver/+5Rifle
Guard757 12 AP +0Revolver/+0Rifle
The Guards wear Cloth armor. On turn 2 enter Guard583. On turn 3 enter
Guard284. On Turn 4 enter Guard757. On Turn 5 enter a second Guard583,
and so forth. Continue to cycle through the Guards as the situation warrants.

Situation: Use the Beowulf's deck plan. All iris valves and sliding doors are
open. The Nebelthorn player places the ReconSergeant and the ReconPrivate in
the Bridge. The Beowulf player places the ReconCorporal and ReconSpecialist
anywhere on the Beowulf's second deck. On turn one, the Beowulf player enters
the Beowulf crew, one at a time, through either of the two Beowulf's airlock.
On turn two, and every turn thereafter, the Nebelthorn player enters a single
Guard through either airlock. If the Beowulf player has a character in sole
possession of the bridge, and expends a number of that character's action points
equal to its Endurance rating, the Beowulf player can seal the airlocks and prevent
further guard reinforcements.

Victory: If the Beowulf player seals the airlock and eliminates the Recon and Guard
characters on-board the Beowulf, the Beowulf player wins. If the Nebelthorn player
eliminates the Beowulf crew and captures Sergei the Nebelthorn player wins. If
Sergei is killed, it is a draw.

COMBAT TRACKER</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">00000 00000 00000 000 ReconSergeant +0AutoPistol/+2SMG 5 6 11 Wounds
00000 00000 00000 0-- Captain Jamison +1Cutlass/+1 SMG 7 7 9 Wounds
00000 00000 00000 0-- Excess Baggage +1Revolver/+2Rifle 4 10 6 Wounds
00000 00000 00000 --- Cookie +2BodyPistol/+3AutoRifle 9 12 3 Wounds
00000 00000 0000- --- ReconSpecialist +0AutoPistol/+2AutoRifle 10 8 6 Wounds
00000 00000 000-- --- Flatline +1Revolver/+3SMG 7 9 4 Wounds
00000 00000 000-- --- The Package +2Revolver/+4Rifle 8 9 4 Wounds
00000 00000 00--- --- ReconCorporal +0AutoPistol/+1SMG 4 5 7 Wounds
00000 00000 00--- --- Termite +0SnubPistol/+0SMG 5 7 5 Wounds
00000 00000 00--- --- ReconPrivate +0AutoPistol/+2SMG 11 9 3 Wounds
00000 00000 00--- --- Guard Turn 2,5,8 +2Revolver/+4Rifle 5 8 3 Wounds
00000 00000 00--- --- Guard Turn 3,6,9 +1Revolver/+5Rifle 2 8 4 Wounds
00000 00000 00--- --- Guard Turn 4,7,10 +0Revolver/+0Rifle 7 5 7 Wounds</pre>[/QUOTE]
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  #7  
Old June 22nd, 2005, 06:27 AM
Piper Piper is offline
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SgtHulka;
These are great!
Thank you for posting these.
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  #8  
Old June 22nd, 2005, 07:07 PM
SgtHulka SgtHulka is offline
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I'm glad you like them. I'm having a lot of fun playing and tweaking them, even if I am only playing against myself.
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  #9  
Old June 23rd, 2005, 06:42 PM
SgtHulka SgtHulka is offline
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Scenario Scout-2: SALVAGE ON SHARMUN (Adapted from Best of JTAS 1-4 Amber Zone)
During an outbreak of plague, Kinson, an ex-Scout and old friend of Skipjack,
informs him of a stockpile of medicine that went down several years ago in
the hold of a Free Trader that crashed on the nearby but interdicted planet
Sharmun. If Kinson's friends and the Intrepid's crew could recover the medicine,
it could be used to help stop the spread of the disease. Unfortunately, shortly
after the Scouts detected the Free Trader submerged in a lake under 60 meters
of water, Kinson and his lackeys double-crossed Skipjack's crew, hijacking the
Intrepid. There is no medicine aboard the submerged Free Trader, it turns
out; instead the prize is an Imperial Naval Payroll. Skipjack and his crew
managed to escape in the Air/Raft. In the meantime, Kinson has submerged the
Intrepid and docked it with the Free Trader. In order to recover their ship,
the Intrepid's crew must dive underwater, enter the flooded hulk of the Free
Trader, and overpower Kinson and his lackeys.

Characters: Use the following four Characters for the Intrepid's crew:
Owner/Engineer658 13 AP +0Bayonet, Callsign SkipJack
Gunner888 16 AP +2Dagger/+0LaserCarbine, Callsign Tex
Medic786 14 AP +0Bayonet, Callsign Tylenol
Pilot87C 19AP +2Dagger/+0LaserCarbine, Callsign Humpback
They're each wearing hardshell Vacc Suits (treat as Cloth).

And use the following stats for Kinson's team:
Kinson887 +0SnubPistol/+0AcceleratorRifle
Ex-Scout67A +0SnubPistol/+0AcceleratorRifle
Ex-Merchant657 -2SnubPistol/-2AcceleratorRifle
Ex-Marine9A7 +2Cutlass/+1AcceleratorRifle
They're each wearing Diving Suits (treat as Jack).

Situation: Use both the Beowulf and the Intrepid's deck plans, docked together via
each vessel's side airlock. The Beowulf's iris valves and sliding doors are both
open and in-operable. Its hatches and access panels, however, are closed and operable.
The Intrepid's doors are all closed.

The Kinson player places two of his characters on the Intrepid's bridge, the
Intrepid player places the two remaining Kinson characters anywhere on-board the
Beowulf. The Intrepid player enters his characters through the Beowulf's rear
airlock.

The Beowulf is completely flooded. Movement costs are tripled, and evasive movement
and running are impossible. Furthermore, the liquid environment interferes with the
laser carbines' effectiveness. While on-board the Beowulf, reduce the laser carbines'
damage at Long range to 1D, at Medium range to 2D, and at Short range to 3D.

The Intrepid is not flooded so treat all movement and combat aboard normally. If the
Intrepid's airlock's exterior iris valve is opened, the airlock will flood. When the
airlock is flooded it's inner door will not open until the outer door is closed and
the airlock pumped. It takes an entire turn for the airlock to pump. If the
airlock's inner iris valve is opened, the outer iris valve will not open until the
inner door is closed.

Combat Tracker</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">00000 00000 00000 0000 Humpback +2Dagger/+0LaserCarbine 8 7 12
00000 00000 00000 00-- Ex-Marine +2Cutlass/+0AcceleratorRifle 9 10 7
00000 00000 00000 00-- Ex-Scout +0SnubPistol/+0AcceleratorRifle 6 7 10
00000 00000 00000 0--- Tex +2Dagger/+0LaserCarbine 8 8 8
00000 00000 00000 ---- Kinson +0SnubPistol/+0AcceleratorRifle 8 8 7
00000 00000 0000- ---- Tylenol +0Bayonet 7 8 6
00000 00000 000-- ---- SkipJack +0Bayonet 6 5 8
00000 00000 00--- ---- Ex-Merchant -2SnubPistol/-2AcceleratorRifle6 5 7</pre>[/QUOTE]
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  #10  
Old June 26th, 2005, 01:08 PM
SgtHulka SgtHulka is offline
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Scenario Merchant-3: PREPARE FOR BOARDING
Late on his payments and trying to save every last credit, Captain Jamison decides
to refuel from a planetary ocean rather than spend money on refined fuel. The fuel,
it turns out, is contaminated, and at the farthest reaches of the system the
Beowulf's jump drive fails. A Type S Scout approaches and offers aid to the Beowulf,
but Captain Jamison senses a trap and warns his crew to be prepared. Sure enough,
when the airlock doors open, the Scouts reveal themselves to be pirates and open
fire, hoping for an easy prize.

Characters: Use the following characters for the crew of the Free Trader Beowulf:
Owner/Pilot779 16 AP +1Cutlass/+1 SMG, AKA "Captain Jamison"
Engineer575 12 AP +0SnubPistol/+0SMG, AKA "Termite"
Gunner/Steward9C3 15 AP +2BodyPistol/+3AutoRifle AKA "Cookie"
Medic794 13 AP +1Revolver/+3SMG AKA "Flatline"
They all wear flak jackets.
Use the following characters for the Pirates:
PirateLeader486 14 AP +2AutoRifle
PirateFirstMate5B5 17 AP +4LaserRifle
PirateEngnr475 13 AP +0SMG
PirateMedic8AA 20 AP +5AutoRifle/+1VaccSuit
PirateGunner558 13 AP +0AutoRifle/+1VaccSuit
PirateThug876 13 AP +1SMG
They all wear either mesh or vacc suits (see below).

Situation: Use the Beowulf's Deckplans. Interior sliding doors and iris valves may
be open or closed at the Beowulf player's option, decided at the beginning of the
game. The Beowulf player sets up first, placing his character anywhere he chooses.
Then play begins, with the Pirate player entering his characters through the
Beowulf's side airlock.

Alternatively, the Pirate player may enter characters through the Beowulf's rear
airlock. This requires the characters to space-walk, however. In order to enter
a character through the rear airlock, the Pirate player must throw a 7+, with
+1 on the throw for every level of VaccSuit skill the character possesses.
Success indicates the Pirate player enters the character immediately. Failure
means the Pirate player must wait until the next turn before he can attempt
to enter the character again. Any characters entered through the rear airlock
wear Vacc Suits (treat as jack) instead of mesh armor.

Victory: The Beowulf player wins if he
incapacitates the Pirates. The Pirate player wins if he incapacitates the Beowulf's crew.

COMBAT TRACKER
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">00000 00000 00000 00000 PirateMedic +5AutoRifle/+1VaccSuit 8 10 10
00000 00000 00000 00--- PirateFirstMate +4LaserRifle 5 12 5
00000 00000 00000 0---- CaptainJamison +1Cutlass/+1SMG 7 7 9
00000 00000 00000 ----- Cookie +2BodyPistol/+3AutoRifle 9 12 3
00000 00000 0000- ----- PirateLeader +2AutoRifle 4 8 6
00000 00000 000-- ----- Flatline +1Revolver/+3SMG 7 9 4
00000 00000 000-- ----- PirateEngnr +0SMG 4 7 5
00000 00000 000-- ----- PirateThug +1SMG 8 7 6
00000 00000 000-- ----- PirateGunner +0AutoRifle/+1VaccSuit 5 5 8
00000 00000 00--- ----- Termite +0SnubPistol/+0SMG 5 7 5</pre>[/QUOTE]
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