Game #2: The Battle of Zebulon

The Sathar artifact on Volturnus sent out a subspace transmission the moment it detected approaching spacecraft. By the time anyone had discovered it, things were already set into motion. The Sathar battle fleet arrived in Zebulon, bent on destroying any life on Volturnus' surface. Nonetheless, a call was sent out to Truane's Star, who responded with confirmation of dispatching warships of their own. Sadly the worms were already en route long before the Truane's Star government could muster up an offensive, hence the large scale ground battle between the natives of Volturnus and the worms.


But the Truane's Star government did make it to Zebulon while the Sathar were present, despite the immense ground warfare going on. This is the tale of that epic deep space battle, where allied forces comprised of Palean militia vessels, Streel Corporation ships, and detached duty UPF warships acted together in an attempt to cleanse the newly discovered system of the Sathar threat once and for all. 

--- Set Up ---


Counters:

1 Sathar Heavy Cruiser
1 Sathar Assault Carrier
5 Sathar Destroyers
1 Sathar Frigate
10 Sathar Fighters
3 Pirate Corvettes
1 Pirate Frigate

1 UPF Light Cruiser
1 UPF Destroyer
2 UPF Frigates
1 white on orange Frigate
2 white on orange Assault Scouts
1 black on gray Frigate
3 black on gray Assault Scouts
1 freighter
6 UPF fighters
black on lt green Frigate
white on dk blue Frigate
white on dk blue Assault Scout
black on yellow Frigate
white on brown Frigate


All Sathar counters represent their respective craft. The three pirate Corvette counters represent the Gunned Scout Ships and the pirate frigate counter represents the supply ship.

The UPF Cruiser and destroyer counters represent their respective craft, the two UPF frigates represent the assault transports. The white on orange counters represent the Pale militia craft (frigate = frigate and assault scouts = gunned escorts), the black on gray counters represent the Streel ships (frigate = corproate frigate and assault scouts = merchant scouts). The freighter counter represents Streel's carrier conversion, and the 6 UPF fighters represent the Streel fighters.

The four colored frigates each represent a government subsidized craft: black on lt green Frigate = Anchor, black on yellow Frigate
 = Fathom, white on dk blue Frigate = Steelwagon, white on dk blue Assault Scout = Solar Flare, and white on brown Frigate = Trudger.

Allied forces may begin the game on the left side of the fold out hex map, no more than ten hexes inside the left border. Sathar forces begin at the right side of the map, no more than ten hexes inside the right border. All craft have a start speed of 10 hexes/turn.

Replacements: none

--- Special Rules ---



The Sathar Supply Ship will not engage in the battle, rather it will hover near the right edge of the map. At least one gunned scout ship will remain behind to escort the supply ship. Any Sathar craft that dock with the supply ship (matching speed and direction in the same hex) can rearm itself. In addition, any sathar ship docked to the supply ship during the repair round may utilize up to half of the supply ship's DCR in addition to the docked vessel's own DCR for repair attempts. Naturally the Sathar should place a priority on defending this vital craft if any enemy craft venture toward its proximity.



--- New Equipment ---


Same as Game #1




--- Victory Conditions ---



The Allied Forces must destroy at least half of the Sathar capital ships (cruiser, carrier, destroyers, and frigate), including the heavy cruiser. In addition, the supply ship must be destroyed as well. Once this requirement is met, remaining Sathar craft will attempt to retreat from the battle and escape (possibly taking out any pursuing craft with them, up to and including ramming). Fighters without a carrier to return to will continue fighting to cover the retreat, once this is effected they will attempt to ram any allied craft.

The Sathar Fleet must destroy at minimum all of the Pale militia craft, the Streel corporate frigate, UPF light cruiser, and the destroyer. Once this requirement is met, remaining Allied Craft must retreat and escape.

Any other outcome is a draw.