Hopping With the Humma

jedion357's picture
jedion357
November 29, 2010 - 12:37am
the last part of the Zebs G to the Humma is about adventures in the fokrik system

first off I have a rough idea to detail a series of one off encounters that can be used as filler in a larger campaign or for station layovers in the Fokrik system

and maybe a series of linked encounter that would qualify as a mini module.

that said this thread is for hashing and bashing and brainstorming ideas for those encounters.

Guide lines:
these encounters should tie into some specific detail about the humma, their society, or their system otherwise the encounter is probably just a generic encounter that readily fits anywhere. The should compliment the subject of the guide.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!
Comments:

jedion357's picture
jedion357
November 29, 2010 - 12:46am
I'll offer some examples to start the ball

1. in light of the rocky past the ifshnits may have had (that is still under discussion in another thread) a CFM captain is looking to hire extra muscle for a run to Fokrik. A hummarin house has bought a shipment of arms from Wartech mega corp. and that corp has contracted the CFM captain to do the delivery. the hummarin house has rivals and will likely view the shipment as provocative.

2. Bar brawl! Why? do humma really need a reason why for this activity?

3. A member of a disgraced lineage is looking or help to clear his/her family name.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
jedion357
December 3, 2010 - 5:14pm
House X is looking to encroach on boon'sheh lands

PCs are highered to deal with the situation, Why?
1. the king cant open up a can of worms politically right now so he's distancing him self and his house by bringing in expendables
2. the boon'sheh are well aware of their standing in the over all society and bring in outside muscle (almost makes this a Magnificent 7 scenario)
3. CFM has proffited well from the concession sold to them by the boon'sheh and need enforcers to stop the encroachment.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Will the Stampede's picture
Will the Stampede
December 4, 2010 - 11:53am
jedion357 wrote:
House X is looking to encroach on boon'sheh lands

PCs are highered to deal with the situation, Why?
1. the king cant open up a can of worms politically right now so he's distancing him self and his house by bringing in expendables
2. the boon'sheh are well aware of their standing in the over all society and bring in outside muscle (almost makes this a Magnificent 7 scenario)
3. CFM has proffited well from the concession sold to them by the boon'sheh and need enforcers to stop the encroachment.

4. One of the PCs is Boon'sheh, and this happens to be the home he turned his back on....
" 'Beware the Beast, Man, for he is the Devil's pawn. Alone among God's primates, he kills for sport, for lust, for greed. Yea, he will murder his brother to possess his brother's land. Let him not breed in great numbers, for he will make a desert of his home and yours. Shun him; drive him back into his jungle lair, for he is the harbinger of death."

Will the Stampede's picture
Will the Stampede
December 4, 2010 - 3:15pm
Three Humma escaped from a UPF penal colony try to make it back home to Hum. Along the way, they meet up with the Malthar, a one-eyed Eruditi preacher, three seductive bounty hunters, and a Boon'Sheh who sold his soul to the Devil, all while recording a hit single and getting involved in the election for the Highest One.

I call it "O Humma, Where Art Thou...."
" 'Beware the Beast, Man, for he is the Devil's pawn. Alone among God's primates, he kills for sport, for lust, for greed. Yea, he will murder his brother to possess his brother's land. Let him not breed in great numbers, for he will make a desert of his home and yours. Shun him; drive him back into his jungle lair, for he is the harbinger of death."

jedion357's picture
jedion357
December 4, 2010 - 8:08pm
Elitist And Bully wrote:
Three Humma escaped from a UPF penal colony try to make it back home to Hum. Along the way, they meet up with the Malthar, a one-eyed Eruditi preacher, three seductive bounty hunters, and a Boon'Sheh who sold his soul to the Devil, all while recording a hit single and getting involved in the election for the Highest One.

I call it "O Humma, Where Art Thou...."


Was that the election that Brock Ohumma was running for the seat of Highest One? I hope he's a "One and Done" highest one and the next election sweeps in a new Highest One. It will be preferable if the next Highest One does not come from that icy waste land of Pale. I'm pretty sure I wont like someone from the Palon Republic. Wink
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Will the Stampede's picture
Will the Stampede
December 4, 2010 - 9:22pm
Actually no, that election's between Papi Odanyell and Humma Stokes.Laughing
" 'Beware the Beast, Man, for he is the Devil's pawn. Alone among God's primates, he kills for sport, for lust, for greed. Yea, he will murder his brother to possess his brother's land. Let him not breed in great numbers, for he will make a desert of his home and yours. Shun him; drive him back into his jungle lair, for he is the harbinger of death."

jedion357's picture
jedion357
December 5, 2010 - 9:02pm
Alright Will, I guess we went off topic there but humma escaping form a UPF prison and trying to return to the Rim is usable.

1. they've been tracked to desolate wastes of the planet Larg. Someone needs to go down and find them (PCs), they may be hiding in mountains on the boon'sheh preserve and the boon'sheh will have something to say about all this.

2. they stow away on the PCs ship in the Frontier.- give song and dance about why, may try to hijack the ship.

3. One of the Highest One's chiefest rival houses has just recieved the 3 escapees (only 1 is a humma) and is helping them hide. Star Law is demanding extridition but the situation is tricky. Can the PCs negotiate for their being handed over? (House Z will readily turn the 2 non humma over if the players can successfully negotiate for it) but a Jean Luc Picard will not get this done, its going to take a Kirk. It may be that the PCs must meet a test: traditional krik hunt, participation in an mating ritual fight (Like Kirk and Spock when spock was feeling his 7 year urge)
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
jedion357
December 5, 2010 - 9:13pm
Do humma gamble?

Is Star play looking for a concession from the boon'sheh to build a resort casino?

I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Will the Stampede's picture
Will the Stampede
December 6, 2010 - 9:50pm
I don't see why Humma wouldn't gamble. 
" 'Beware the Beast, Man, for he is the Devil's pawn. Alone among God's primates, he kills for sport, for lust, for greed. Yea, he will murder his brother to possess his brother's land. Let him not breed in great numbers, for he will make a desert of his home and yours. Shun him; drive him back into his jungle lair, for he is the harbinger of death."

jedion357's picture
jedion357
December 7, 2010 - 3:29am
Elitist And Bully wrote:
I don't see why Humma wouldn't gamble. 


I agree but I think the humma's motive will likely be different then a human's- average human that I deal with gambles with the dream that they will get rich and be on easy street.

Average Humma is likely to gamble out of status seeking.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

iggy's picture
iggy
December 7, 2010 - 12:48pm
@jedion357, good point!

Beating the other guy is really important to a Humma.  To that end the amount of chance in gambling may be frustrating to a Humma who would prefer to stack every thing in his favor.  Humma are more likely to gamble on fights, races, and other games where there are opponents they can size up and take sides for or against.  They would likely find little satisfaction in non-competitive games like slot machines, keno, and such where you are just hoping for events to fall in your favor.  Humma want to be an active manipulator in the game.

Ifshnit may say, "A Humma playing dice is cheating", because the only way to be in control of dice to a Humma's satisfaction is to load the dice. Wink
-iggy

Will the Stampede's picture
Will the Stampede
December 7, 2010 - 5:14pm
I think Humma would take the following to heart:

Rule 31 wrote:
Only cheaters prosper

and, definitely:

Rule 37 wrote:
There is no overkill. There is only "open fire," and "I need to reload."

(Sergeant Schlock sometimes wishes he were Humma....)
" 'Beware the Beast, Man, for he is the Devil's pawn. Alone among God's primates, he kills for sport, for lust, for greed. Yea, he will murder his brother to possess his brother's land. Let him not breed in great numbers, for he will make a desert of his home and yours. Shun him; drive him back into his jungle lair, for he is the harbinger of death."

jedion357's picture
jedion357
December 7, 2010 - 6:26pm
great comments Iggy and Will

i think a paragraph is warrented in the society section about betting and competition.
I'll add that to the to do list and get to it soon; any other ideas?
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
jedion357
December 9, 2010 - 5:04pm
Notes on Sathar raid of Fokrik
Humma: Fokrik Defense Fleet (the best ships which are owned by the Highest ONe) supported by the "House" Fleet 1d6+6 fighters/armed shuttles

and suitable sathar raiding force.

or the encounter is set up for 3 humma players and 1 sathar player (or 1 sathar and 1 zuraquor player) each player has separate goals and objectives- House player 1 must preserve his hulls (loss of space vessels will reduce the House's status but since his house is based on Forge he cannot allow the sathar to bomb the planet, House 2 needs to preserve hulls as well but the Victory point penalty for losing one is less then player 1 and he is looking to gain status by swooping in and scoring kills after someone elses vessels take a beating.
player 3 has been plotting to advance its position and its pilots will charge hard at the sathar and score big Victory points for being the first to score hits on enemy ships but must not loose its ships.

The FDF must not allow the many of the sathar to leave the system or it could cause a loss of confidence in the Highest One, these crews are intensely loyal and loss of a vessel is no penalty

Sathar has variable objectives (roll on table 1.raid planet, 2 destroy defending craft, 3. raid civilian shipping, 4. ..... etc.) same with zuraquor different objectives from the sathar.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Will the Stampede's picture
Will the Stampede
December 14, 2010 - 5:26pm
Office Politics(A Proposed KH Scenario)

Upon entering the Capella system, the Krokrik and its escort of four Springblade-class machines and six Leap Smash heavy fighters are set upon by ten White Blaze interceptors and six Springblade-class patrol combatants displaying Lineage Eruditi markings and colors.

The inbound ships are not answering comms, and the Highest One is unwilling to call in outside assistance to help him fight his battles, as that would engender a severe loss of face on his part, and bring his ability to lead his people into question.

However, neither the CFM's own militia, nor the Flight wing in the Capella system will allow the fighting in system to last too long without intervening to remove a danger to intra-system traffic, regardless of the Ifshnit and the Flight's reluctance to involve themselves in Humma internal politics.

Setup

Highest One's forces:

Krokrik(Adjudicator-class DD), set up anywhere on the western edge of the hexmap, speed 20.

Longknife, Tail Claw, Slashing Spear, Neck Breaker(Springblade-class patrol combatants), set up one hex row(but no more than one hex apart) in front of Krokrik, speed 20.  

Six Leap Smash heavy fighters, set up two hex rows(but no more than a hex apart)in front of Krokrik, speed 20.

Lineage Eruditi Forces:

Six Springblade-class PCs, set up anywhere along east side of the map, speed 20.

Ten White Blaze fighters, set up anywhere along east side of the map, speed 20.

Special Rules:

The Lineage Eruditi forces must destroy the Krokrik and at least two of the Springblades within five turns(50 minutes) of initiating combat, no matter the cost to themselves.

The Highest One's forces are under similiar constraints, save they must destroy or cripple at least nine of the sixteen attacking ships within five turns, without either losing the Krokrik, or the Krokrik suffering more than 50% loss to its starting HP. 

During the start of turn six, a task force of three Flight and three CFM destroyers, escorted by two squadrons of patrol combatants(again, one each CFM and Flight)will enter from the northern edge of the map on an intercept vector at speed 25, chasing off any surviving Lineage Eruditi ships and escorting the survivors of the Highest One's forces to Faire.

Victory Conditions:

Highest One's forces:

Decisive Victory: Krokrik undamaged, no more than 50% of other ships lost, all lineage Eruditi forces crippled or destroyed(crippled Eruditi ships will self destruct).

Major Victory: Krokrik undamaged, no more than 80% of other ships lost, 75% of lineage Eruditi forces crippled or destroyed.

Minor Victory: Krokrik suffers less than 50% hull damage, at least nine lineage Eruditi ships crippled or destroyed.

Draw: Krokrik suffers 50% or greater hull damage, at least nine lineage Eruditi ships crippled or destroyed.

Minor Defeat: Krokrik suffers 50% or greater hull damage, less than nine lineage Eruditi ships crippled or destroyed.

Major Defeat: Krokrik suffers 50% or greater hull damage, no lineage Eruditi ships crippled or destroyed; Highest One loses face and must fight for his lineage's continued right to lead.

Crippling Defeat: Krokrik destroyed. Lineage Eruditi influences election of next Highest One.  

Lineage Eruditi:

Decisive Victory: Krokrik destroyed without loss. Lineage Eruditi greatly influences election of next Highest One.

Significant Victory: Krokrik destroyed, less than nine lineage Eruditi ships crippled or destroyed. Lineage Eruditi influences election for next Highest One.

Major Victory: Krokrik reduced to 50% of its originial hull points, at least one lineage Eruditi survives combat. Lineage Eruditi forces leadership challenge.

Minor Victory: Krokrik reduced to 50% of its originial hull points, no lineage Eruditi ships survive battle. Lineage Eruditi forces leadership challenge.

Draw: Krokrik suffers 50% or greater hull damage, at least nine lineage Eruditi ships crippled or destroyed. Hum of lineage Eruditi and Highest One both lose face.

Minor Defeat: Krokrik suffers less than 50% hull damage, at least nine lineage Eruditi ships crippled or destroyed. Hum of lineage Eruditi disavows all knowledge of the attack, blaming it on dissident elements within the lineage.

Major Defeat: Krokrik undamaged, no more than 80% of other ships lost, 75% of lineage Eruditi forces crippled or destroyed. Hum and other lineage Eruditi leaders replaced by Highest One's supporters within the lineage.

Disastrous Defeat: Krokrik undamaged, no more than 50% of other ships lost, all lineage Eruditi forces crippled or destroyed. Highest One will call for the heads of lineage Eruditi leaders on a stake.

NOTE: If combat lasts longer than five turns, the CFM and the Flight will intervene as above. In this case, the result is treated as a draw, and both sides lose face.

EDIT: Changed turn length. More edits coming.

" 'Beware the Beast, Man, for he is the Devil's pawn. Alone among God's primates, he kills for sport, for lust, for greed. Yea, he will murder his brother to possess his brother's land. Let him not breed in great numbers, for he will make a desert of his home and yours. Shun him; drive him back into his jungle lair, for he is the harbinger of death."

jedion357's picture
jedion357
December 12, 2010 - 7:24pm
Will have you had a KH's game go 20 turns? I've run a few at the hobby bunker with miniatures of UPF vs sathar forces usually bash it out in about 6 turns or 7 turns (the caveat to that is that on a 4' X 8' wargame table, which is a big compression of space it favors the sathar with their heavier ships- the fast and nimble UPF ships just dont have room to exploit their advantages- even on the 8' X 16' table the sathar have won).

that said there are a heck of a lot of hulls in this scenario and I think that it will bog down because of that.

Without having play tested this my first reaction is cut the number of hulls in half and the number of turns in half. (I think I will enlist the wargaming clubs help but break out the die cut counters and  hex map for this- but with the heavy pressure and tons of extra work through the holidays I'm not likely to have time off till January) look forward to hearing other's game reports on this
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Will the Stampede's picture
Will the Stampede
December 13, 2010 - 1:09am
The turn lengths are placeholders, as it's my first time with a scenario with this many hulls(most I've done is four or five on each side), and I want to see how a combat of this scale would play out.

I'll edit after I have a couple more run throughs.


" 'Beware the Beast, Man, for he is the Devil's pawn. Alone among God's primates, he kills for sport, for lust, for greed. Yea, he will murder his brother to possess his brother's land. Let him not breed in great numbers, for he will make a desert of his home and yours. Shun him; drive him back into his jungle lair, for he is the harbinger of death."

jedion357's picture
jedion357
December 13, 2010 - 6:24pm
alright I'm currious to hear your game reports- they should make a good baseline for large battles with lots of small craft.

I'd like to see this scenario with a swarm of fighters for Lineage Eruditi and none of the HS4 ships for them (just stands to reason that a lineage would have fewer resources)

However maybe we can do something with sathar capitol ships and a swarm of humma small craft- 2 ideas on that either something vary much like your first proposal

or review the capitol ship vs Fighters thread in the general forums looking for ideas (that threas has gone off topic with a discussion of SEU currency IIRC but there maybe ideas to pilfer early on) basically I was thinking of trying to do something a bit different (something that may not even be covered by the rules) something that feels like Star Wars small craft flying against capitol ships.

currently the idea I have it to print out a poster size version of one of AZ GAmer's sathar ship images and overlay it with a schematic and hex map. The schematic would have some ship systems on it and some blank circles (the sathar player or a random dice roll would determine where a handful of weapons would go in those blanks) Game plays on the map with each player being a humma house or lineage and the first to destroy a sathar capitol ship wins bragging rights for his house or lineage. OR the schematic map could be an extra map and the KHs scenario plays out as normal but when a humma fighter closes to range 0 at a speed of 1 or 2 more thant the speed of the capitol ship then the fighter moves to the schematic map where it gets to make a strafing run on the sathar trying to knock out critical systems for victory points At the end of the run it emerges one hex away on the other side of the sathar (movement on the schematic map is obviously abstracted) and the humma player might need to make a pilot check to force the sathar player to reveal his speed for the turn before the humma player has to declare his speed.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Will the Stampede's picture
Will the Stampede
December 14, 2010 - 5:25pm
Well, for one, twenty turns was a bit too long. More along the lines of five, at most.

Sunday night at the Humma fights:

Lineage Eruditi decided to set up as a single stack 24 hexes from the Krokrik and its escorts, unfortunate, as the Highest One's player got first move and first fire, and, boy, howdy did they get up close and personal. The six Springblades(running at speed 24) turned their guns on the fighters, while launching torps at four of the enemy HS 4 hulls.

Krokrik chose to fire her LC×2 at one of the remaining enemy Springblade, and all four of her torps and her electron battery at the last one, while the Leap Smash fighters each took on a enemy Springblade.

In the ensuing melee, six of the enemy fighters were vaporized instantly(with 20, 14, 9, 12, 8, and 11 points of damage respectively from linked pod lasers), while the laser batteries combined to cripple the remaining four White Blazes(at 3,3, 4 and 3 points respectively).

Meanwhile, ten torpedos, six assault rockets, two laser cannon, and an electron battery combined to remove four of the Eruditi Springblades from the Highest One's sky(with 84, 63, 61, and 50 points of damage respectively), while the remaining two were crippled(with 10 and 8 points of damage respectively).

The Highest One didn't have everything his way, as defensive fire from the White Blazes eliminated five of the six Leap Smash fighters(with 15, 12, 10, 8, and 10 points of damage respectively) and a Springblade(a direct hit of 15 points damage from two fighters, taking the masking screen into account) while damaging a second Springblade(2 points, after accounting for the masking screen),

Defensive fire from the Eruditi Springblades damaged the Krokrik(8 points, after accounting for her masking screen), further damaged the Springblade damaged by fighters(an additional 8 points, after accounting for the masking screen), crippling it, while another Springblade was completly destroyed by an Eruditi Springblade firing pod lasers and his laser battery(15 points damage exactly after taking the masking screen into account.)

So, at the end of turn 1, the Highest One was left with the Krokrik(32HP remaining), two Springblades(one with 5HP remaining) and one Leap Smash heavy fighter, while Lineage Eruditi was left with two crippled Springblades(with 5 and 7 HP remaining), and four crippled White Blaze fighters(with 2,2,1 and 2 HP remaining).

Even though he'd already lost in the first turn, the Lineage Eruditi player still wanted to fight, so I suspended the condition that crippled Eruditi ships self-destructed, and let him go at it.

There was no movement(fortunate for the Eruditi player), and he succeeded in eliminating one of final two of the Highest One's Springblades with one of his Springblades' PLs and LB(7 points of damage total on the damaged Springblade) while damaging the Krokrik with a torpedo(six additional points damage, leaving the Highest One's flagship with 26 HP), while the four crippled White Blazes only winged the surviving Leap Smash fighter(3 points of damage), and scarred the paint off the other of the Highest One's Springblades(5 points of damage).

The Highest One's defensive fire finished the whole thing, with Krokrik's LCs vaporizing one Eruditi Springblade(24 points of damage against the ship with 7 HP remaining), and her EB wiping out a White Blaze(8 points of damage), while the Highest One's remaining Springblade destroyed the last Eruditi Springblade with its pod lasers(12 points of damage against the one with 5HP remaining), while its LB destroyed another White Blaze(6 points of damage), and the last of the Highest One's heavy fighters dispatched one of the last two remaining Eruditi fighters with its pod lasers(8 points of damage).

With one barely functioning fighter left, the Eruditi player chose the better part of valor and limped away.

In short, the combat lasted two turns. That being said, I think I will change the scenario to make it between Krokrik, a reduced escort force, and Eruditi fighters.

Why?

1) I realized that Eruditi probably wouldn't have any HS 4 ships in its arsenal

and, most importantly

2) Bookkeeping was a nightmare, even using the Basic Game rules, and probably would've been a great deal worse if John(my Eruditi player) hadn't put all his ships into a single stack and positioned them to where Steve(who played the Highest One)could get to him in a single move.

I'll edit the scenario post presently.

Thanks to my good neighbor Steven Fulmek and his World of Warcraft buddy John(whose last name I never got)for giving up a Sunday night of night elf mohawking to help me out. UPF counters were used to run the Highest One's ships, while Sathar counters were used to run the Lineage Eruditi forces, with a tattered, dog-eared, chicken-greased and coffee stained Tactical Operations Manual and an equally tattered hexmap(collected from my last trip to Georgia)to guide things. 

" 'Beware the Beast, Man, for he is the Devil's pawn. Alone among God's primates, he kills for sport, for lust, for greed. Yea, he will murder his brother to possess his brother's land. Let him not breed in great numbers, for he will make a desert of his home and yours. Shun him; drive him back into his jungle lair, for he is the harbinger of death."

TerlObar's picture
TerlObar
December 14, 2010 - 5:47pm
A couple comments:

A single ship can only fire one torpedo a turn, not 4 as the post seemed to imply:
Quote:
Krokrik chose to fire her LC×2 at one of the remaining enemy Springblade, and all four of her torps and her electron battery at the last one
  That may have made a bit of a difference in the outcome of the first round, maybe not.

It would have been interesting to see how it played out with the damage table being employed.  It's a lot of book keeping but it completely changes the nature of the game.

Anyway, I agree that 20 turns is probably too long, even with advanced game rules. 
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Will the Stampede's picture
Will the Stampede
December 14, 2010 - 6:00pm
I realized that post-game, that Steve(my Highest One player) couldn't fire four torps at once(tho, with only 15 HP, even one torpedo still would've most likely have finished a Springblade-class ship). 

I probably made other mistakes as well, as I've said, bookeeping was a nightmare and a half.

I went with the Basic Game rules, simply because the Campaign Book recommended it, but I am curious as to how things would've turned out if I'd used the Damage Table.

Oh, yeah, like I said, five or six turns at most is a good length, and that's still being conservative.

(Personally, I think Steve is an honor graduate of the Richard J. Rose-Art Eaton School of Whupazz)
" 'Beware the Beast, Man, for he is the Devil's pawn. Alone among God's primates, he kills for sport, for lust, for greed. Yea, he will murder his brother to possess his brother's land. Let him not breed in great numbers, for he will make a desert of his home and yours. Shun him; drive him back into his jungle lair, for he is the harbinger of death."

jedion357's picture
jedion357
December 15, 2010 - 8:01am
I agree with Will on the eruditi not having heavier hulls- it is likely that a lineage would only have fighters. I'm not surprised it was a very quick blood bath using basic game rules- (I'm contemplating a new table to speed advanced game combat damage allocation- I'll see if I can bash that together for issue 17)

Ok here's a tweek for your scenario- Since the unwritten rule is that the royal seats are frozen in position "till the sathar threat is removed" and the last house to pull a power grab got boot stomped into a greasy spot; a number of houses have decided to try to shake things up but by proxy so that the Highest One cannot come back at them. Secretly money has been poured into highering mercenaries (former corporate security personel who are based out of Zebulon) and disgraced humma have been offered a chance at redemption if they succeed so they have been given a flight of fighters. (in fact a humma exiled by the king is leading the humma element of the ambush-and he'll comm the highest one as a challenge to a brawl hoping to suck him in and ensure he'll not call on help from the Flight or CFM)

The Highest One is travelling to Osak to address the Board of the Rim Coalition and on board his ship is the newly appointed Adjudicator. Part of the Highest One's schedule includes a tour of the High tech and Ag facilities on Wonma in Osak- its far enough out from the Flight's base at Osaka that very few if any Flight assets can respond. This is where the ambush will go down. There is an armed space station over Wonma and the Highest One can seek the safety of its guns but at a loss of face. there is also a CFM armed freighter (CFM captains carry reserve commissions in the Flight but he'll only get involved if directly asked to and will remain docked with the station.) if he's ask to aid to help the Highest One looses face. There is a variable chance that Flight assets will show up after a certain number of turns (On every turn after 2 roll a d10 if a 1 a Flight asset- most likely a springblade will turn up with speed of 1d10+10 on a map edge determined by a d8 corresponding to 4 sides and 4 corners)

Set up
The ambushers could not be certain of the exact course to Wonma so they have positioned the mercs 15 hexes from the short side of the map and 10 hexes from the long side; the humma ambushers are 15 hexes from the same short side and 10 hexes from the other long side.  as fate would have it the Highest One's course is directly between them place his ships in the exact center of the short side the ambushers are closest to- all ships must be within 2 hexes of the highest one's. On the other side of the map is Wonma and the space station in the center of the short side 12 hexes from the short side with the satation orbiting.

OOB:
Mercenaries: 2 assualt scouts or similar Speed: 0
Humma ambushers: squadron of fighters Speed:0
Highest One: 2-3 hulls Speed:10

Mercanaries dont fight to the death and will flee if Flight (not CFM) assets can threaten them They must avoid capture and destruction their goal is only to destroy the Highest One's ship.
Humma ambushers will fight to the death (its always a good day to die) and since they're already disgraced they have nothing to lose.

Highest One has a lot to lose- if he dies his House will fall and civil war will errupt in Fokrik, if he loses face it could be almost as bad. But losing face will not necessarily cause his house to fall and he has an obligation to his house and lineage to think of. He can flee to the safety of the armed space station's guns (Mercs will withdraw), call for the CFM vessel's help, issue a distress call- (means from now on 2 Flight vessels turns up on a 1 or 2 of a 1d10 roll with speeds of 2d10+10 but each vessel rolls separately for arrival location by d8 and the CFM frieghter becomes involved)- any of those three things mean a minor victory for the ambushers- destruction of the Highest Ones ship while he loses face is a total victory. everything else fall inbetween.

advanced game rules are recommended for the variableness they provide- a torp no longer means 4-40 HP but it could be 1-10 HP and 3 other system hits; makes things a lot less certain and gives players a chance to fix damage. also the initial ships involve should give the ambushers enough wt. to take out the Highest One. Forcing him to play smart to survive - if a Flight asset shows up naturally (he didn't call for it) then he wont lose face and now the balance of power tips for him.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Will the Stampede's picture
Will the Stampede
December 15, 2010 - 4:15pm
I like that. I like that a lot. 
" 'Beware the Beast, Man, for he is the Devil's pawn. Alone among God's primates, he kills for sport, for lust, for greed. Yea, he will murder his brother to possess his brother's land. Let him not breed in great numbers, for he will make a desert of his home and yours. Shun him; drive him back into his jungle lair, for he is the harbinger of death."

jedion357's picture
jedion357
December 15, 2010 - 5:32pm
Elitist And Bully wrote:
I like that. I like that a lot. 


thought you might- as per terl obar's comment in the orbit thread elsewhere we could add one of Wonma's moons 20-30 hexs away as a bit of terrain on the map. it likely wont move unless the game goes on for 16 turns and even then best to just say the moon wont move at all during the course of the battle for simplicity sake. Might even experiment with the armed space station's orbit too- 2hexes from the planet and following a hex shaped orbital path moving 1 hex every 4 turns.

We'll still need a sathar incursion scenario into Fockrik and at least 3 AD style encounters (I'd prefer 4 or 5 AD style encounters but I'd also settle for 3 but I expect those will fall into place once Phase 1 and 2 are 100% complete in the humma project) I wont mind a 3rd KHs encounter either if one comes up.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!