You are on page 1of 6

Sci-Fi Scenarios by Nathaniel Weber

Freebie scenarios!
These two scenarios will feature in Off World, soon to be released. Players have permission to
use them as they would like, with acknowledgement of their source, but not to reproduce them in
their own products. If you have comments, criticisms, questionsplease email me
thedogsbrush@gmail.com
SCENARIO 1: Whats a Space Pirates Favorite Letter?
Jupiter-Saturn Transit, 2270
Though the UNEM and OIP Navies made piracy extremely difficult along the
Earth/Mars/Asteroid Belt axis, the vaster distances between the gas giants were hard to
police. Much space travel security was left to individual ships themselves, which
frequently carried weapons and privately contracted marines. By the time of the
Amalgam War, this region of space became even more lawless, as military resources
were stripped to support the fighting on Earth.
A particularly violent pirate attack occurred on 5 February 2270, when several pirate
vessels attacked the Titan Infinity, Inc. heavy cargo ship Titan-Maru, which carried a
major shipment of ice and food stuffs from Jupiter to the Saturn stations. The massive
cargo ship employed a large crew and security force, which the pirates engaged in a
lengthy boarding action.
Pirates:
4x Leaders
1x Pirate Heavy Boarding Party
4x Pirates, Firepower 5, Firefights +1, Good Body Armor (-1), Bloodthirsty
4x Pirate Boarding Parties
4x Pirates, Firepower 4, Firefights +1
Quality 4, Morale 4
2x Boarding Robots
Each can be used as a Breaching Robot as per the urban combat rules.
Alternatively, a unit with a Boarding Robot may use it to nullify 2 casualties from
a single phase of enemy fire (either Ranged or Defensive). Then, remove the
robot. This represents the pirates using the robot as a moving shield.
Pirate Deployment:
The pirates enter the game through two boarding ships. Each ship carries at least one
pirate unit. The pirates may choose any point on an exterior corridor on the ship and
deploy their ship there. On turn one, the pirates enter through that area.
Pirate Objective:

Sci-Fi Scenarios by Nathaniel Weber

The pirates win if they take control of Engineering and the Bridge. They count as
controlling these areas if, at the end of the Ships Crew turn, there are pirates in these
areas and there are no ships crew in these areas.
Titan-Maru Crew:
3x Leaders
6x Ships Crew Parties
4x crew, Quality 5, Morale 4, Firepower 3, No Body Armor (+1 to hit)
2x Security Teams
4x mercenaries, Quality 4, Morale 3, Firepower 4, Good Body Armor (-1 to hit),
Titan Maru Crew Deployment:
One crew party begins in each of the following areas:
The bridge
Engineering
Docking bay
The remaining crew and security teams begin anywhere in the ship.
Titan Maru Crew Objective:
Prevent Pirate objectives.
Special Rules:
Low Velocity Weapons: Both sides employ primarily low velocity weapons, such as
pistols, submachine guns, and shot guns, to avoid damage to the ships hull and vital
components. The maximum range for fire combat is 16.
Corridors: Corridors are only one unit wide.
Confines of the Ship: Use the urban combat rules for fighting in the shipcounting
corridors as streets, the docking bay as a large open area, and individual rooms on the
ship as though they are buildings that can only be entered through their door.
Like the Back of My Hand: The crew and security team of the Titan Maru may use the
All Around Us rule, as on page 38, to represent their familiarity with the ship and the
ducts, access tubes, etc. They may not use this rule on the first two turns of the game.
Doors: All the doors on the ship are locked. Titan Maru personnel can pass through
locked doors without penalty. The pirates must breach a door to pass through it. To
breach, a pirate unit must begin its move in contact with the door and roll a D6. On a 2+,
the door is breached, may be moved through by pirate units without penalty, and cannot
be closed. On a 1, the attempt fails.
Security Controls: If the pirates take Security, a single unit that begins its move in the
room may hack the ships computer and unlock all doors on the ship.

Sci-Fi Scenarios by Nathaniel Weber

Map: The game is played on a 3x3 table. The map below shows corridors and rooms. The
docking bay is 9x12. The bridge, mess and engineering are all 4x6. The other rooms are
3x3. The corridors are 2 wide. The docking bay should be liberally scattered with crates,
cargo equipment, and a shuttle craft. red lines on the map below indicate doors. The black
arrows indicate the directions from which the pirates can land on the ship. Their breaching craft
will deposit them into the corridor or room that is adjacent to the black lines on the edge of the
map, which indicate the ships hull.

Engineering

Security

Mess

Bridge

Docking
Bay

Sci-Fi Scenarios by Nathaniel Weber

SCENARIO 2: Diaz Corner


The Corporate City, 2244
Background:
When public funds were insufficient to rebuild Los Angeles after the 2188 Big One, a
consortium of multinational corporations approached the California Republic and offered
to buy the ruins, hoping for physical territory on Earth but outside UNEM legal authority.
The cash-strapped C.R. happily agreed and the Corporate City was born.
Decades later, the city was a mix of vast skyscrapers, state of the art space ports, and
multi-decked highways. In between these glorious mountains of steel and glass were the
slums, teeming with millions of Angelinos displaced by the quakes and the Baja War.
The corporations, each of which had its own sector in the City, engaged one another in
economic warfare, including cutthroat espionage, assassination, and open conflict. They
usually hire the gangs in the slums to do the dirty work.
This scenario represents two such corporate-aligned gangs fighting a turf-war in the
slums of the Corporate City.
Forces:
Red Boys Gang
Leaders x3
2x Heavies
3x gangers
Firepower 4, Firefight +1, Armor -1, Cover Denying Weapons
Quality 5, Morale 3
2x Runners
5x gangers
Firepower 3, Short Ranged Weapons, Firefight +2
Quality 5, Morale 4
2x Gunners
2x Gangers
Firepower 2, 1x poor quality AT-2 rockets (16 range)
Quality 5, Morale 4
1x The Tank
1x Ganger
Firepower 4, 1x man-pack plasma weapon (AT 3, Blast Weapon, 16 range),
Armor -1, Tough, Shock Infantry, Brute Strength, Leaderless, Fearless
Quality 4, Morale 3

Sci-Fi Scenarios by Nathaniel Weber

Objective:
The Red Boys Gang have had control of the Diaz Corner for over a year and have no
plans to move out. They win if, at the end of the game, they achieve two of these three
objectives:
1) No De Shazos within 6 of Diaz Corner at the end of the game
2) Inflict 10 casualtes on the De Shazos
3) Kill 2 De Shazo leaders (these leaders dont count toward the De Shazo
casualites for Objective 2)
Deployment:
One unit of Runners and one unit of Gunners start within 6 of Diaz Corner. The
remaining forces enter the game from the tables south edge on turn 1.
The De Shazos
3x Leaders
3x Knives
5x Gangers
Firepower 2, Melee Troops, Blood Thirsty
Quality 5, Morale 4
3x Guns
5x Gangers
Firepower 3, +1 Weapons
Quality 5, Morale 4
2x Gun Trucks
Up-armored soft-skinned vehicles
Heavy machine guns, Firepower 4, normal speed
Can transport 5 troops
Quality 5, Morale 4
Objectives:
The De Shazos have been humiliated by the Red Boys for the last time. They have
moved out to take control of the Diaz Corner. The De Shazos win if they achieve 2 of
these three objectives:
1.) No Red Boys are within 6 of the Diaz Corner at the end of the game.
2.) Set fire to the Red Bar. (Setting fire to the bara De Shazo unit within 3 of
the bar, instead of shooting, can throw Molotov cocktails at the bar. Roll a d6.
4+, the bar is set on fire.)
3.) Kill the Tank.

Sci-Fi Scenarios by Nathaniel Weber

Deployment:
All the De Shazos enter the table from the north edge on turn 1.
Game Length:
8 turns.
Victory Conditions:
Note that because of the two sides objectives, it is possible that both sides can claim
victory in the game.
Map:
Diaz Corner is played on a 3x3 table. The map below shows the arrangement of the
streets and the placement of the Red Bar, which should be 2 stories high. The rest of the
table should be full of shacks, shanties, shipping containers, areas of trash and other
debris, and low walls.

North

The
Red
Bar

Diaz Corner

You might also like