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Torpedoes

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The Black<br />

Hole<br />

Mike Trudgeon and<br />

Harvey Newcomb had<br />

been working the pilots<br />

in their squadrons like<br />

dogs. Today, they each<br />

had half of their best<br />

pilots out on training<br />

exercises, scrimmaging<br />

each other. As the<br />

protectors of one of the<br />

most highly prized<br />

planets in the galaxy,<br />

the Unkulunkulu<br />

Seapilots had to be<br />

ready to take on vastly<br />

superior forces and win.<br />

Since the Seapilots’<br />

resources were severely<br />

limited when compared<br />

to many of their opponents’,<br />

their dogfighting<br />

abilities had to<br />

make up for what they<br />

lacked in ordnance.<br />

108<br />

Scenario 5: The Black Hole<br />

Always trying to keep in tip-top form lest<br />

other try to rob them of their freedom, the<br />

pilots of the Unkulunkulu Archipelago often<br />

spend long hours running training<br />

missions in deep space. It was during one<br />

such run that the Unkulunkulu Seapilots<br />

ran afoul of a raiding force from the Luches<br />

Utopia.<br />

To avoid a run-in with the Utopians, the<br />

Seapilots made a dash for the outskirts of a<br />

nearby black hole, hoping that the raiders<br />

wouldn’t be foolhardy enough to follow<br />

them inside of the hole’s domain. Sadly,<br />

their hopes were dashed as the Utopians<br />

failed to be swayed by the imminent danger.<br />

Forces<br />

Elements from the Unkulunkulu Seapilots:<br />

Set up first in Areas C, D, E and/or F.<br />

Dart A — Pilot (Plt 9, Gnr 9)<br />

Dart B — Pilot (Plt 6, Gnr 8)<br />

Dart C— Pilot (Plt 5, Gnr 7)<br />

Dart D — Pilot (Plt 5, Gnr 5)<br />

Hell Bender A — Pilot (Plt 7, Gnr 6)<br />

Hell Bender B — Pilot (Plt 5, Gnr 6)<br />

Hell Bender C — Pilot (Plt 5, Gnr 5)<br />

Hell Bender D — Pilot (Plt 2, Gnr 5)<br />

The Utopian Raiders: Set up second<br />

along Edge 1.<br />

Sorenson III A — Pilot (Plt 7, Gnr 5)<br />

Gunner (Gnr 6)<br />

Salamander A — Pilot (Plt 6, Gnr 4)<br />

Gunner (Gnr 5)<br />

Blizzard A — Pilot (Plt 5, Gnr 6)<br />

Blizzard B — Pilot (Plt 5, Gnr 5)<br />

Blizzard C — Pilot (Plt 5, Gnr 3)<br />

Blizzard D — Pilot (Plt 1, Gnr 5)<br />

Pit Viper A — Pilot (Plt 8, Gnr 7)<br />

Pit Viper B — Pilot (Plt 5, Gnr 1)<br />

Special Rules<br />

1) Use the rules for black holes on page<br />

80. There is one black hole on the board,<br />

and it has a radius of 10 hexes.<br />

2) Use the slingshotting rules on pages<br />

70–71.<br />

3) The Unkulunkulu player places the<br />

black hole in Area E or F before either<br />

side sets up.<br />

Victory Conditions<br />

At the end of 10 game turns, both sides<br />

total up the Total Point Values of all enemy<br />

starcraft destroyed. The side with the<br />

highest total wins. A tie result is a draw.

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