All,
here is a concept for a patrol scenario that I am looking to include in a larger campaign. Any feedback is welcome.
Patrol Scenario
Galactica’s Combat Air Patrol (CAP) is searching the surrounding area for intel on Cylon positions, looking for hiding Colonial forces or civilians, or searching for useful resources to stay in the fight. Galactica is damaged and has a limited ability to defend herself.
Setup:
The Cylon player has 15 Raiders. The Cylons must secretly assign them to 5 groups with the possibility of no Raiders in a group. These groups are designated as Bravo, Constellation, Icon, Nebula and Reserve.
The Colonial player create 5 Patrol Groups from Galactica’s available fighters (2 Vipers / group). Designate the Patrol groups as Alpha, Bravo, Constellation, Icon and Nebula. Alpha group is flying near Galactica. The Colonial player also designates 2 Vipers on “Alert” Status.
Both players reveal what pilots and fighters are located in the same area.
Wave 1:
In any patrol (Bravo, Constellation, Icon or Nebula) in which there are both Raiders and Vipers, play out the dogfight until only one side remains. Pay attention to what round the scenarios end.
Wave 2:
At the conclusion of all battles, remaining forces will move to Galactica. Setup the CAP around Galactica and determine when forces arrive. Place them at the end of the turn they would arrive from the corresponding player edge of the game mat.
For example: If Bravo ended on turn 15, Constellation ended on turn 18, Icon ended on turn 6 and Nebula ended on turn 23; Fighters from those scenarios would arrive on turns 9, 12, 0 and 17 respectively. The fighters from Icon would be placed on the mat after the CAP forces are placed.
Continue to fight until all forces belonging to one side are destroyed.
Alert Vipers: The spare 2 Vipers can be launched at any time during wave 1 or 2. If launched during Wave 1, they arrive on turn 15 for that battle. Either one or both Vipers can be launched. Each alert Viper can fight in a separate sortie. Alert Vipers can reach the conflict on Turn 5, but with a Fuel penalty. Vipers will start with 35 fuel points instead of 50.
Reserve Raiders: Reserve Raiders can be added to any conflict in Wave 1 after turn 5. Once they have been added to a specific conflict, they cannot be redeployed to another patrol area. If the Reserve Raiders are held back until Wave 2, they may enter the final battle as if they were in a Wave 1 area ending on turn 25.
Galactica Batteries: Use the rules for Galactica’s batteries found in the Ragnar scenario. There is a limit of 15 firing rounds for Galactica (low ammunition levels).
Galactica Damage: Galactica has a structure of 50. Armor belts prevent Raiders from dealing more than 1 damage chit per attack. Special damage has no effect. Keep a separate tally of damage done to Galactica and return counters to the pool.
Cylons win if they destroy Galactica. Colonials win if they destroy all 15 Raiders.
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