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KLINGON RAIDING PARTY—A GAME OF LOOT AND GLORY

RULES

The game requires a ten-sided die and a six-sided die to play.


Multiples of each die would make generating results faster.

1. Each Captain gets a copy of the KLINGON FRIGATE sheet and


names their ship. Use this sheet to keep a running total of
Hull Damage, Crew Losses, Shuttle/Missile losses and

2. Each Captain commands a Klingon F5 frigate, part of a


raiding force that is crossing into Federation space for loot
and glory. Whichever captain covers himself with the most
glory will be the winner and will earn command of the
newest D7 Battle Cruiser just out of space dock.

3. When completing a mission, Captains must each decide


whether to launch attack shuttles and/or launch missiles.
Captains may launch all their shuttles, which may or may not
be destroyed. Up to two missiles per mission may be
launched—these are always destroyed when used.

4. Each mission has a difficulty letter assigned, with A being


the easiest and E being the hardest. The harder the mission,
the more crew losses and hull damage the ship will take. But
the harder missions also earn more glory for each captain.

5. After deciding how many shuttles/missiles to launch, roll on


the following tables:
a. Ship Damage: Subtract the result from your Hull Integrity.

b. Crew Losses: Subtract the result from your Crew total

c. Glory Points: Add the result to your total Glory Points

d. Launched Shuttle: Roll for each shuttle you launched for the
mission to see if it is destroyed.

e. Unlaunched Shuttle/Missile: If you had any unlaunched


shuttles aboard during the mission, then roll once on this
chart to see if an unlaunched shuttle was destroyed in the
hanger. If you had any unlaunched missiles, roll one on this
chart to see if one of them was destroyed in its bay.

f. Kirk’s Arrival: Roll on this chart to see if the Enterprise


arrives on the scene.

6. Captains MUST begin by playing the X Mission.

7. After the X Mission is completed, Captains may use two


options:

a. Play the remaining missions in a random order (decide on


a method for randomizing them (roll dice; draw chits; etc)

b. The Captains may take turns picking which mission to play


next.

8. Inbetween each mission,Captains may opt to give shuttles or


crew to one another. Both Captains must agree to this. No
ship may carry more than 120 crew or four shuttles. Unused
missiles may NOT be moved between ships.
9. A Captain may opt to sit out a mission to repair 5 points of
hull damage. No glory points are earned for a ship that sits
things out. If all Captains sit out a mission, then it is
considered completed and a roll is still made on the Kirk’s
Arrival chart.

10. If a ship’s hull integrity is down to 40 or less, then all


further hull damage and crew losses are doubled. If hull
integrity is down to 20 or less, then all further hull damage
and crew losses are quadrupled.

11. If a ship has less than 40 crew remaining, then all


further crew losses and hull damage is doubled (after being
doubled or quadrupled from excessive hull damage as per
rule #10.)

12. A Captain may opt to use Risky Tactics. If he does so, the
total of Glory Points earned is doubled. But crew losses and
hull damage are also doubled (after any doubling or
quadrupling from rules # 10 & 11 are applied).

13. A ship that reaches 0 or less hull integrity is destroyed. That


Captain is out of the game and his Glory Point total is
reduced to 0.

14. If a ship is out of crew and no other Captain will give him
any, then he must self-destruct his ship. He is out of the
game and his Glory Point total is reduced to 0.

15. When Kirk arrives, the Captains must fight the Enterprise,
then the game is done. The surviving Captain with the most
Glory Points wins.

16. See the ENTERPRISE sheet for the procedure for the
final battle.
KLINGON FRIGATE

NAME _____________

STARTING CREW: 120

STARTING HULL INTEGRITY: 100

Anti-Matter Missiles

• o o o o o o o o

Attack Shuttles

• o o o o

HULL CREW GLORY


POINTS

1 ____ _____ _____

2 ____ _____ _____

3 ____ _____ _____

4 ____ _____ _____

5 ____ _____ _____

6 ____ _____ _____

7 ____ _____ _____

8 ____ _____ _____

9 ____ _____ _____

10 ____ _____ _____

11 ____ _____ _____


MISSIONS

X. The small raiding fleet enters Federation space through a


lightly guarded area of space, jumping a Light Cruiser
patrolling the border. The Fed ship MUST be destroyed
before it can get a message out past your jamming
signals.

Federation Light Cruiser: A

1. You run across three slow moving civilian merchant ships


escorted by a Federation destroyer. The Fed ship must be
destroyed while boarding parties are beamed aboard the
merchants to slaughter the crews and capture the valuable
cargoes.

Fed Convoy: B

NOTE: Crew losses this time will be doubled to


represent men left on the merchants as prize crews to
take them back to Klingon space.

2. You raid the dilithium mine at Cestus IV. The planetary


defense satellites will have to be destroyed first.

CESTUS IV DEFENSE: B

3. You encounter a pair of Federation destroyers moving in


towards the raiding party on an intercept course.

DESTROYERS: C

4. The raiding party leaves this system and soon finds a pair of
Federation transports (escorted by several fast attack
shuttlecraft) towing cargo pods full of colonists to a new
world. Those colonists will make good slaves for the
Empire!!!

TRANSPORTS: C

NOTE: The need to leave prize crews for the


transports means all crew losses are doubled this
round.

5. A Federation outpost nearby is guarding an archeology dig


that has turned up ancient alien technology-- technology
that should belong to the Klingon Empire!!!! But a Federation
Missile Cruiser is orbiting the planet as well, making it a
tough nut to crack.

OUTPOST: C

SPECIAL RULE: If you launch a shuttle by remote


control containing electronic countermeasures to
draw away Fed missiles, that shuttle will earn extra
Glory Points. (Roll 1d10 for every ECM shuttle in
addition to the normal bonus when calculating Glory
Points.) BUT that shuttle will definitely be destroyed.
You may launch as many of these ECM shuttles as you
want.

6. A Federation Light Cruiser--an experimental craft equipped


with extra photon torpedo tubes--has arrived to try to stop
the raiding party. It must, of course, be destroyed. Or
perhaps even captured for study by Klingon military
analysts! Captains must agree to destroy or capture. If there
is no majority for one option, then a roll of the dice decides
(odds=destroy; evens=capture)
FED CRUISER: C (or E if attempt is made to capture it.)

NOTE: IF you opt to attempt to capture the ship, then


crew losses are doubled to account for the prize crew
left on the ship.

7. A giant space amoeba attacks the raiding party! No one


attacks a Klingon ship and lives!!!

AMOEBA: E

8. A Gorn Destroyer and a Federation Light Cruiser are present


in the same system for a secret diplomatic mission.
Attacking and destroying them can only serve to weaken the
cursed Federation by keeping tensions with the Gorns high!

FED & GORN SHIPS: D

9. A Vulcan science ship is encountered near a black hole. A


valuable prize with valuable slaves if captured.

VULCAN SHIP: B

NOTE: Double Crew losses to account for the prize


crew left on the science ship. Also, double ship
damage to account for hull stresses from the nearby
black hole.

10. Space Station K-7 has some valuable cargo in its hold. The
raiding party must fight past the stations own defenses and
the Federation Scout Ship located nearby in order to capture
that cargo.
SPACE STATION: C
CHARTS

Glory Points (roll for each


ship)
Ship Damage (roll for
each ship—subtract A = 2d10 + 1 per
result from Hull Integrity) shuttle/missile

A = 1d10 B=3d10 + 2 per


shuttle/missile
B = 1d10 + 1d6
C=4d10 +3 per
C= 2d10 +1d6
shuttle/missile
D=2d10 +2d6
D=5d10 +4 per
E=3d10+2d6 shuttle/missile

E=6d10 +5 per shuttle/missile

Crew losses (roll for each


ship—subtract result from
Launched Shuttle loss (roll
surviving crew number)
once for each shuttle
A = 2d6 launched.)

B=3d6 Roll a d10. If the result falls


within the range of the
C=3d6 + 1d10
number in parentheses, then
D= 3d6 +2d10 the shuttle has been
destroyed.
E=3d6+3d10
A: (1)

B: (1-2)

C: (1-3)

D: (1-4)

E: (1-5)
Unlaunched Shuttle/Missile
loss (roll once for shuttles &
KIRK’S ARRIVAL (find the total
once for missiles)
number of missions
Find the total hull damage completed. Do not count the
taken on the mission. Roll a first mission in this. Roll a
d10. If the result falls within d10. If the result falls within
the range of the numbers in the range of the numbers in
parentheses, then an parentheses, then the
unlaunched shuttle or missile Enterprise arrives. No further
is destroyed. missions are carried out and
Captains immediately go to
1-10: (1)
the final round)
11-20: (1-2)

21-30: (1-3)
1: (1)
31-40: (1-4)
2: (1-2)
40+: (1-5)
3: (1-3)

4: (1-4)

5: (1-5)

6: (1-6)

7: (1-7)

8: (1-8)

9: (1-9)

10: KIRK ARRIVES


ENTERPRISE

THE FINAL BATTLE

1. When the Enterprise arrives, no other missions are played


out. The Captains fight the accursed Captain Kirk (or run for
home like cowards) and then the game ends.

2. A Captain may choose to run for home without fighting. Any


Captain who does so suffers a penalty of -100 Glory Points. If
all Captains run, then all are executed for cowardice upon
return to the Klingon homeworld and no one wins.

3. Any Captain that stays and fight may launch all remaining
shuttles and missiles (the two missile max per mission limit
is lifted). In fact, there’s no reason not to.

4. Every Captain that fights earns 5d10 Glory Points for daring
to confront Kirk even if they don’t destroy him.

5. There is a 2% chance of destroying the Enterprise. For every


shuttle/missile launched, another 2% is added to this. Any
Captain using Risky Tactics adds another 2% each. If the
Enterprise is destroyed, then each Captain who fights earns
another 5d10 glory points.

6. Regardless of whether Kirk is beaten, each ship takes 4d10


hull damage and 4d10 crew losses. Remember to
double/quadruple this result according to rules #10, #11 &
#12 above.

7. Each ship that survives returns to Klingon space. The


Captain with the most Glory Points wins. If there’s a tie, a
duel is fought (roll dice to resolve) to see who the final
winner is.

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