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Enyo is a miniature campaign originally developed in honor of the Wing Commander CIC website's 14th birthday (which fell on Friday, August 10, 2012). The full print version contains a stand-alone, "light" version of the WCRPG rules. This page presents the "back half" of the game's guidebook, the part that specifically contains the campaign data.

Campaign Preparation

The following section contains the materials necessary to conduct the Enyo campaign. Unless you are the GM, you should stop reading through this guidebook at this point; reading further will only spoil the campaign for you and may force your GM to do something sneaky like switch up the order or strength of the individual encounters or to completely re-write individual missions.

The GM will need a copy of the game's Rules (which shouldn’t be a problem unless something odd happens) and take the time to review them thoroughly. Plain text acts as a guide for the GM; it lets them know what is intended to happen with each of the various encounters and missions. Text that appears in italics is player information, which the GM can read aloud, paraphrase or have players read themselves if appropriate (for example if it is something a player character is saying). Underlined text contains information for the GM that should not be read aloud. The GM should thoroughly familiarize themselves with the statistics of the various craft in preparation for the campaign, especially since the versions of the craft that appear in Enyo are different from the way they appear in the WCRPG Core Rules. Specifically, the following changes exist:

  • Antimatter Guns don't exist yet. Where a reference to them exists, the GM should use Neutron Gun, Offensive (6/9/320) instead.
  • The Hornet is a brand new fighter and has not yet been assigned to most frontline units yet. This includes every friendly unit in the campaign; i.e. there are no Hornets in Enyo. The Confederation has only just begun phasing out the F-26/C Arrow as its mainline light fighter and most units still operate these craft. For the F-26/C, use the stats for the F-26/J but replace the Plasteel Armor with Durasteel Armor for 12 AHP, reduce the shields to 17 SHP, replace the guns with Laser Cannon, Civilian Grade (5/5/18), replace the missiles with Dumb-Fire, Light, and reduce the speed ratings to 650/1,640 (4/9).
  • The Rapier-II won't be in service for another fifteen years; the Confederation is using the venerable F-36/E Wildcat-III, a fighter past due to be retired, as their secondary medium fighter.
  • The Kilrathi are using the venerable KF-100 Dralthi; any references to Dralthi in the campaign refer to that craft. Also, Grathas are not yet in service; the Kilrathi are flying Gamoras as their main frontline heavy fighter/bomber. 
  • A lot of older craft are in service at this point. For stats on them, GMs may either refer to the Vehicles and Capships section of this guidebook or reference WCRPG's Non-Canonical Vehicle and Capital Ship Catalogs.

Prior to the start of the campaign, the GM will need to sit down with each player and have them either select one of the campaign pilots to play or have them create one of their own. If one of the players decides to take on the role of Lieutenant Colonel Blakely (the ship's CAG), the players will need to decide what fighters they would like to fly prior to each mission: Arrows, Wildcats, Scimitars or Raptors. If no one chooses to play as Sieverts, the GM may make a selection of their own or simply have the group fly the specific fighter indicated in brackets for the mission. Also, each mission briefing is given by Lt. Colonel Blakely; if one of the players has taken on that role, the GM should have them read the briefing text out loud to the rest of the player group; otherwise, the GM must assume the role themselves. Should Sieverts die during the course of the campaign, the briefings will instead be delivered by Captain Lockley, Hōshō's CO.

Campaign Background

Enyo is a "historical" campaign from the Wing Commander universe that chronicles the events of the 2639 Enyo Engagement first mentioned in Claw Marks (the documentation from the original Wing Commander). According to the "history books", the Enyo Engagement was a week-long campaign between the forces of the Terran Confederation and the Kilrathi Empire and part of the Terran-Kilrathi War. The Kilrathi Empire landed occupation forces on the world of Enyo - the main colony world in a strategic system located a mere three jumps from Sol - and positioned orbital guns to hold 250,000 Terran colonists hostage.  Under the leadership of Geoffrey Tolwyn, the Confederation subsequently launched a two-part tactical response involving the use of Raptor heavy fighters as minelayers to divvy up the Kilrathi positions prior to the main phase of the response, a plan designed and implemented by Lieutenant Colonel Raymond Blakely. The plan was a success and the orbital guns were neutralized with minimal loss of life among the civilian populace, allowing the Confederation forces to then concentrate on the Kilrathi forces and subsequently drive them from the system after two days of heavy fighting. Casualties were nearly identical on both sides but the Confederation is able to claim victory by driving off the Kilrathi.

The players are part of VF-8, Blue Meanie Squadron, one of four squadrons assigned to the Ranger-class carrier TCS Hōshō and its task force. Their job will be to make sure that history unfolds as it is written......

Enyo System - Nav Map

Enyo

Enyo System

Enyo is a star system along the coreward edge of the Day Quadrant of Vega Sector. It is Confederation territory and home to two major ports of call: Bellona, a refinery base, and the planet Enyo itself (also known as Enyo III). Enyo is home to approximately 250,000 Confederation citizens and is a major exporter of foodstuffs for worlds in Vega Sector. The system is a major Confederation crossroads three jumps from Sol with a direct link to both the McAuliffe and Proxima systems, both of which are vital to Confederation defense efforts against the Kilrathi.

The system contains two asteroid fields of moderate length, one that runs roughly from the McAuliffe jump point at Nav 4 almost all the way to the Dieno jump point at Nav 5, and one between the Krieger and Proxima jump points at Navs 1 and 2, respectively. The McAuliffe jump point is actually within one of these fields; given the strategic value of the Enyo-McAuliffe link, it is still frequented by large Confederation ships. Attempts to open a safe corridor for ships travelling through the asteroids have met with mixed results to date.

A noteworthy feature of this system is the existence of an in-system jump due to the existence of a pulsar in the system (which itself is located far enough away from the planet so as not to cause a significant hazard to navigation; for navigational purposes, use Moderate Terrain instead of the normal Difficult Terrain for a system containing a pulsar). This jump point goes from the planet Enyo's L2 Lagrange point to a point not far from where Bellona refinery was built, which is the primary reason why it was built at that particular location. For navigational purposes, the jump point termini are close enough to the planet Enyo and Bellona refinery to count as being at the same set of coordinates. It is thus possible for a ship to jump from Bellona directly to Enyo and vice versa.

Nav Point Reference

  • Nav 1 (80x39): Jump to Krieger System.
  • Nav 2 (79x61): Jump to Proxima System.
  • Nav 3 (01x38): Jump to Gateway System.
  • Nav 4 (14x48): Jump to McAuliffe System / Asteroid Field.
  • Nav 5 (09x76): Jump to Dieno System.
  • Nav 6 (62x25): Bellona Refinery.
  • Nav 7 (41x40): Enyo (Enyo III)
  • Nav 8 (49x63): Nav Point.
  • Hidden Nav 1 (08x70): Asteroid Field between Nav 3 and Nav 5.
  • Hidden Nav 2 (80x50): Asteroid Field between Nav 1 and Nav 2.
Distances between Major Points of Reference,
Enyo System (km)
  Nav 1 Nav 2 Nav 3 Nav 4 Nav 5 Nav 6 Nav 7 Nav 8 Hidden Nav 1 Hidden Nav 2
Nav 1 0 220,227 790,063 666,108 800,625 228,035 390,128 392,046 783,901 110,000
Nav 2 220,227 0 813,204 662,873 715,891 398,121 434,166 300,666 715,681 110,454
Nav 3 790,063 813,204 0 164,012 388,330 623,699 400,500 541,202 327,567 799,062
Nav 4 666,108 662,873 164,012 0 284,429 532,259 281,603 380,789 228,035 660,303
Nav 5 800,625 715,891 388,330 284,429 0 735,527 481,664 420,595 60,828 756,108
Nav 6 228,035 398,121 623,699 532,259 735,527 0 258,070 401,622 702,922 308,058
Nav 7 390,128 434,166 400,500 281,603 481,664 258,070 0 243,516 445,982 402,616
Nav 8 392,046 300,666 541,202 380,789 420,595 401,622 243,516 0 415,933 336,155
Hidden Nav 1 783,901 715,681 327,567 228,035 60,828 702,922 445,982 415,933 0 747,262
Hidden Nav 2 110,000 110,454 799,062 660,303 756,108 308,058 402,616 336,155 747,262 0

Mission 1: "Two Mules for Sister Sara"

Each mission begins with a few words from Hōshō's resident bartender, Rosewater. This text is intended to add a bit of flavor to the campaign a la WC1 and may either be used or ignored by the GM as they so choose.

Rosewater's Interlude

Rosewater: Hey there. I just heard the brass upstairs got orders to re-route us to the Enyo system. Lousy time for a side trip, if you ask me; we're three months overdue to get some of those hot new Hornets on this ship as it is! Chief tech's been grumbling about there not being enough duct tape on board to keep our Wildcats for much longer. Personally, I'm tired of hearing you flyboys complain about it. Still, I hope nothing big's up. I've got friends on Enyo and I'm sure I'm not the only one on this tub who does.

Briefing

The GM will begin the mission by reading the following text aloud: GM: Dateline 2639.033. We begin in the ready room of Blue Meanie squadron aboard TCS Hōshō. The mood in the room is tense as the ship has recently been diverted from its previous destination and placed on combat alert. After a few minutes, with the entirety of Blue Meanie Squadron assembled, Lt. Colonel Raymond "Sieverts" Blakely, ship's CAG, enters the room. The assembled pilots come to attention as the Colonel crosses to the podium. He takes his place there and orders the squadron at ease. After the group has sat down, he begins the briefing.

Sieverts: Alright people, we haven't got a lot of time for chit-chat on this one, so listen up. At 1500 hours, we received a distress signal from Naval Station Gemini in the Enyo system; the message abruptly terminated at 1527. Subsequent reports from our sister ship TCS Sara Maru indicate that the Kilrathi have launched a full-scale attack on the Enyo system and have destroyed Naval Station Gemini along with most of the ships that were docked there at the time. The last report received from Sara Maru indicated she was making her way towards the jump point to the Dieno system with Kilrathi capital ships in close pursuit. It has been long enough since that report was received that the brass have decided to check up on her, especially seeing as how no reports have been received from any tracking stations in Dieno to indicate she ever arrived.

The Colonel will pause at this point to pull up the system's map. The GM may show the system map to each of the players if they so choose wish.

Sieverts: Hōshō's battle group has drawn the job of locating Sara Maru, which is where we come in. We've just completed the final jump from Proxima to Enyo and are currently located in the vicinity of Nav 2. Our job is to get to the Dieno jump point in the vicinity of Nav 5 and attempt to re-establish contact with Sara Maru if possible. Eta Wing will consist of...

At this point the Colonel will list off the callsigns of the player characters. If the Colonel himself is amongst the players, he'll simply refer to "myself".

Sieverts: You'll be flying [Wildcats] for this hop.

If Wildcats are selected, have this text read aloud: Sieverts: I know we were due back at Jupiter Station to have our contingent of Wildcats replaced with the new F-36s but we obviously don't have time for that at the moment. We'll just have to make do with the old birds and hope that they can hold together for a few more hops.

In all cases, finish here: Sieverts: Eta will proceed from Hōshō's position through Enyo Nav 8, where Naval Station Gemini was located, and fly to the Dieno jump point at Enyo Nav 5. Once you are there, scan the area for traces of a recent jump. If you don't find any, check the nearby asteroid field before heading back to Hōshō. Given the distance you'll have to fly in this mission, your standard compliment of missiles will be replaced with drop tanks. Bear in mind that the system is liable to be crawling with Kilrathi forces at this point, so pick your engagements carefully. Hōshō's group will be maintaining radio silence while the mission is underway; we don't want to tip off the Cats to our presence. If you encounter the enemy, engage if the situation looks good but remember that your primary mission is to ascertain the status of Sara Maru and to render whatever assistance you can; for that, we need you to come back in one piece. No heroics, people. Good luck out there. Squadron Dismissed.

GM: The squadron all comes to attention as the Colonel leaves the briefing room. Once he's gone, the assigned pilots make their way to their planes and Eta Wing is given the go for launch.

Mission Start

Disposition of Forces:

  • Eta Wing (VF-9/G)
  • Carrier Task Group 9
    • CV-4 TCS Hōshō (Ranger-class Aerospace Plane Tender)
    • CS-140 TCS Meir (Exeter-class Destroyer)
    • CS-106 TCS Penzance (Exeter-class Destroyer)
    • DD-276 TCS Delphi (Durango-class Destroyer)
    • DD-405 TCS Villahermosa (Durango-class Destroyer)
    • DD-99 TCS Lviv (Durango-class Destroyer)
    • AO-880 TCS Covenant (Drayman-class Transport)

There are no messages scheduled at this point but the GM may improvise one if they wish. A good topic for an initial message would be an admonishment to the players to conserve as much fuel as they can. As stated in the briefing, all the missiles on the players' fighters have been replaced with drop tanks; each drop tank increases the fuel loadout of each fighter by ten points. A total of 165 fuel points are required in order to complete the mission; Wildcats and Raptors will be able to complete the mission without running out of fuel, while Scimitars can make it back but will have to utilize their fuel reserve in order to do so. This assumes the fighters don't light up their afterburners for the entire hop. Arrows will run out of fuel before the mission is over in all circumstances. GMs are advised simply to allow the fighters to continue flying if/when they run out of fuel for this hop only (with future afterburner use disallowed). Alternatively, a quick refueling encounter can be set up at Nav 2 if the GM so wishes, or they can be mean about it...

Nav 1 is 300,666 kilometers from the Task Group's position. Vehicle Piloting DCs will be at -9, and 31 fuel points are expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 15 min, 25 sec.
  • Scimitars: Time of transit - 33 min, 24 sec.
  • Raptors: Time of transit - 20 min, 3 sec.
  • Wildcats: Time of transit - 23 min, 52 sec.

Debris Field (Nav 1)

Upon arrival at Nav 1, the players find the remains of Naval Station Gemini. They also find Kilrathi ambush units lying in wait...

Disposition of Forces:

  • Eta Wing (VF-9/G)
  • Kilrathi Patrol
Encounter at Nav 1
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows 1 Dralthi 2 Salthi 3 Salthi 2 Salthi, 1 Dralthi 4 Salthi 5 Salthi 6 Salthi
Scimitars 3 Dralthi 6 Salthi 6 Dralthi 8 Dralthi 5 Krant, 1 Salthi 6 Krant, 1 Salthi 7 Krant, 1 Salthi
Raptors 2 Krant, 2 Salthi 3 Krant, 3 Salthi 4 Krant, 4 Salthi 5 Krant, 5 Salthi 6 Krant, 6 Salthi 7 Krant, 7 Salthi 8 Krant, 8 Salthi
Wildcats 3 Dralthi 3 Dralthi, 2 Salthi 6 Dralthi 6 Dralthi, 2 Salthi 5 Krant 6 Krant 7 Krant

The GM should read the following text aloud: As your Nav computer clicks off for Nav 1, you can see the scorched debris of what used to be Naval Station Gemini floating in plain sight.

The Kilrathi at this Nav Point are waiting in ambush and they are already aware of the approach of the players. What happens will depend on if the players choose to do a scan of the debris field or not. The scan will require a Technology Check and will have to be made with unfavorable circumstances. The presence of the Kilrathi will be revealed to the players whether the Check is successful or not. If the Check is not successful or if the players don't scan the debris field, the Kilrathi will automatically earn a surprise round.

Once whether or not it has been determined if the characters are successfully ambushed, the GM should read the following text aloud: As you're preparing to move on, your radar suddenly lights up; red blips, Kilrathi fighters at 12,000 kilometers and closing fast!!

The debris field in the area will have the same general set of effects as an asteroid field to the encounter. The players must destroy or drive off all Kilrathi fighters before they may move on to the next Nav Point.

Nav 2 is 420,595 kilometers from Nav 1. Vehicle Piloting DCs will be at -9 and 55 fuel points will be expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 21 min, 34 sec.
  • Scimitars: Time of transit - 46 min, 44 sec.
  • Raptors: Time of transit - 28 min, 2 sec.
  • Wildcats: Time of transit - 33 min, 23 sec.

Objective (Nav 2)

The players arrive at Nav 2 to find that they aren't the only ones out looking for the Sara Maru...

Disposition of Forces:

  • Eta Wing (VF-9/G)
  • Kilrathi Patrol
Encounter at Nav 2
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows 2 Salthi 2 Dralthi 1 Dralthi, 2 Salthi 2 Dralthi, 2 Salthi 4 Dralthi 3 Dralthi, 2 Salthi 3 Dralthi, 3 Salthi
Scimitars 1 Jalthi 1 Jalthi, 1 Krant 2 Jalthi 2 Jalthi, 1 Krant 3 Jalthi 3 Jalthi, 1 Krant 4 Jalthi
Raptors 6 Dralthi 5 Krant 7 Krant 4 Jalthi 7 Gamora, 2 Krant 7 Gamora, 4 Dralthi 7 Gamora, 7 Dralthi
Wildcats 1 Krant, 2 Dralthi 2 Krant, 2 Dralthi 3 Krant, 2 Dralthi 4 Krant, 2 Dralthi 5 Krant, 3 Dralthi 5 Krant, 4 Dralthi 5 Krant, 6 Dralthi

The GM should read the following text aloud: As you close within 12,000 kilometers of Nav 2, your radar lights up with red dots!!

The Kilrathi are here to hunt down two of Sara Maru's fighters, which were launched to perform a reconnaissance mission before the ship's destruction. They are scanning the area pretty thoroughly and won't miss the approach of the characters. In all cases, all Kilrathi fighters will break off their search pattern for a fight and won't break off unless they receive serious damage (25% or more Core Damage).

Once the fight is concluded, the GM should suggest conducting a scan of the region around the Nav Point. This will require a Technology Check with Unfavorable Circumstances. The GM should suggest scanning for debris but in fact the Check is to catch the twin set of ion trails leading towards the asteroids. Only one player needs to have a successful Check in order for the group to succeed.

Regardless of success, the GM should read the following text: As you scan the area, your sensors pick up debris just outside the area of the local jump sphere. The amount of the debris and its composition are consistent with that of a Ranger-class carrier. It looks like you have arrived too late to assist Sara Maru.

In the event of a successful Check, the GM should read the following text specifically to the successful players. You're also picking up faint traces of a pair of ion trails leading away from the nav point in the direction of the Gateway jump point.

The players will need to decide on a course of action at this point: whether they should return to base, investigate the asteroids as ordered or investigate the ion trails (naturally if they failed the Check, they won't know about any ion trails to investigate). If they don't investigate either the asteroids or the ion trails, they will fail the mission automatically upon returning to Hōshō at Enyo Nav 2. On the other hand, they won't be ambushed on their return and can skip ahead directly to "Mission End".

Hōshō is 715,891 kilometers from Nav 2. Vehicle Piloting DCs will be at -9 and 72 fuel points will be expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 36 min, 43 sec.
  • Scimitars: Time of transit - 79 min, 33 sec.
  • Raptors: Time of transit - 47 min, 44 sec.
  • Wildcats: Time of transit - 56 min, 49 sec.

Nav 3 (the asteroid field) is 60,828 kilometers from Nav 1. Vehicle Piloting DCs will be at -9 and seven fuel points will be expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 3 min, 7 sec.
  • Scimitars: Time of transit - 6 min, 46 sec.
  • Raptors: Time of transit - 4 min, 3 sec.
  • Wildcats: Time of transit - 4 min, 50 sec.

Asteroid Field (Nav 3)

Whether they're just following orders or a pair of leads, the characters are checking out the asteroid belt when something somewhat unexpected happens...

Disposition of Forces:

  • Eta Wing (VF-9/G)
  • Alpha Flight (VF-6/A)
    • 2 F-27/C Arrow Light Fighters†

Alpha Flight is hidden amongst the asteroids and won't make their presence known unless the players find them.

The GM should read the following text aloud: Your autopilot clicks off as the first few errant pieces of space junk go whizzing past your cockpit.

If the players didn't scan the ion trail at Nav 2, the GM may suggest that they scan the region for any further debris signatures. If the players don't scan for debris and they didn't pick up the ion trail, they'll likely want to go back to Hōshō right away. They may do so but they will fail the mission upon their return and they will still have to fight the upcoming Ambush encounter. Scanning will require a Technology Check with Unfavorable Circumstances; the characters will pick up the ion trails if they are eventually successful.

If the players did pick up the ion trails at Nav 2, the GM may suggest the players scan again to see if they are still picking them up. This will require another Technology Check with Unfavorable Circumstances.

In any scan of the area, if at least one player is successful, the GM should tell that player that they are picking up the trail; it leads deeper into the asteroid belt. If they picked up the trail at Nav 2, the GM should mention that not only are they still picking up the trail but that it in fact appears to be much stronger than it was. The characters will either not pick up the trail or lose it (if it was picked up at Nav 2) if everyone fails the Check.

If the players have the ion trail, they'll need to follow it deeper into the asteroids. The players need only fly their craft to the Nav point and then ten range increments beyond that. The field should be set up to be particularly dense at this point and there should be ample opportunity for all the players to take damage from the rocks.

Once the players have cleared the necessary distance, the GM should read the following text aloud: As you approach the densest area of the asteroid field, your IFF computer receives a squawk. Two seconds later, your radar lights up with two blue blips; friendlies in the asteroid field.

At this point the characters will be hailed by Captain "Shoeshine" Joshuya, wingleader of Alpha Flight from Sara Maru, who will be using the flight callsign of "Alpha Seven". An improvised conversation will begin at that point - Shoeshine and his wingman, Lieutenant "Fin Soup" Finsen, were assigned to run a recon detail to the McAuliffe Jump Point at Enyo Nav 4 to track the incoming Kilrathi forces. While they were en route back to Sara Maru, they received word that the ship had come under heavy attack. Captain Joshuya decided to hide in the nearby asteroid belt to wait for reinforcements. Alpha Flight has a good picture of the Kilrathi disposition of forces in the system, information they need to get back to HQ as soon as possible. Like Eta Wing, they were assigned a compliment of drop tanks in lieu of missiles; when told of Hōshō's presence and its location in the system, Lieutenant Finsen will note that their fighters have just enough fuel to make it there. Both fighters have some damage from asteroids (start both fighters with ¼ their normal maximum AHP in all quarters).

Once Alpha Flight has been discovered, there is no further reason for the characters to loiter in the area; they should make their way back to Hōshō at that point.

Eta Wing (along with Alpha Flight, if they are recovered) will be ambushed at a point 357,840 kilometers from Nav 3 (i.e. halfway back to Nav 4). Vehicle Piloting DCs will be at -9 and 36 fuel points will be expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 18 min, 21 sec.
  • Scimitars: Time of transit - 39 min, 46 sec.
  • Raptors: Time of transit - 23 min, 51 sec.
  • Wildcats: Time of transit - 28 min, 24 sec.

Ambush (Hidden Nav)

While headed back towards Hōshō, the players are jumped by a fairly substantial enemy force.

Disposition of Forces:

  • Eta Wing (VF-9/G)
  • Alpha Flight (VF-6/A) (if found at Nav 3)
  • Kilrathi Ambush Group
Encounter at Hidden Nav Point
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows 1 Gamora, 1 Salthi 1 Gamora, 2 Salthi 2 Gamora 1 Gamora, 4 Salthi 2 Gamora, 2 Salthi 3 Gamora 3 Gamora, 4 Salthi
Scimitars 2 Gamora, 2 Salthi 3 Gamora, 2 Salthi 4 Gamora, 2 Salthi 4 Gamora, 3 Dralthi 5 Gamora, 3 Dralthi 5 Gamora, 6 Dralthi 5 Gamora, 8 Dralthi
Raptors 3 Gamora, 1 Krant 5 Gamora 2 Jalthi, 2 Gamora 5 Jalthi 6 Jalthi 7 Jalthi 7 Jalthi, 5 Salthi
Wildcats 2 Gamora, 2 Salthi 3 Gamora, 1 Salthi 4 Gamora, 1 Salthi 4 Gamora, 4 Salthi 6 Gamora 7 Gamora 8 Gamora

The GM should read the following text aloud: You've just passed the remains of Naval Station Gemini again on your way back to Hōshō, when red lights begin dotting your radar...indicating enemy forces already on your tail!!!.

The GM will then require all players to perform a Technology Check. Any character that fails the Check will be subject to a surprise round against them. The enemy forces will be 6,000 kilometers behind the lead ship in the character group.

This is a simple ambush - the Kilrathi are going to try to waste everybody in the flight (along with the two Alpha Flight pilots if they're present). The characters can fail the mission at this point if both Alpha Flight ships are destroyed in the melee or if they all die.

Hōshō is 357,840 kilometers from the ambush point. Vehicle Piloting DCs will be at -9 and 36 fuel points will be expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 18 min, 21 sec.
  • Scimitars: Time of transit - 39 min, 46 sec.
  • Raptors: Time of transit - 23 min, 51 sec.
  • Wildcats: Time of transit - 28 min, 24 sec.

Mission End (Nav 4)

Pass or fail, it's time to go home.

Disposition of Forces:

  • Eta Wing (VF-9/G)
  • Carrier Task Group 9
  • Alpha Flight (VF-11/A)†

† This group is only present if it was found at Nav 3 and survived the Ambush.

The GM should read the following text aloud: As the ships of the Task Group come back into sight, the Hōshō hails you.

If the players didn't find Alpha Flight, the GM should read the following text aloud: LT Fielding: Good to see you again, Eta Wing. I'm sorry to say that HQ's been able to confirm Sara Maru's destruction. They're combing the area now for her black box but with the Kilrathi presence in the system as thick as it is, it's doubtful they'll come up with anything. You're cleared for landing; bring 'em on back in.

If Alpha Flight was destroyed en route back to Hōshō, the GM should read the following text aloud: LT Fielding: Good to see you again, Eta Wing. I'm sorry to say that HQ's been able to confirm Sara Maru's destruction. It's really unfortunate the two fighters you found didn't make it here safely; I bet they had a lot of good Intel collected. What a waste......you're cleared for landing; bring 'em on back in.

If Alpha Flight makes it back to Hōshō, the GM should read the following text aloud: LT Fielding: Good to see you again, Eta Wing. Glad to see you brought us back a couple of lost lambs. I'm sorry to say that HQ's been able to confirm Sara Maru's destruction. Hopefully any Intel these folks have on them ill help. You're cleared for landing; bring 'em on back in.

Landing simply requires a successful Vehicle Piloting Check. Pilots will bolter and have to make another attempt on a failed Check; on a critical failure, the player involved will have to make a Check for a Ramming action.

The GM does have the option of requiring the players to fly to Hōshō, but there's not much point in doing that other than for flavor and prolonging the mission. Once the players are all on the deck, the GM may give whatever kind of improvised debriefing spiel they wish (as long as it's appropriate to the situation: positive for success, negative for failure).

Should the players retrieve Alpha Flight, both Shoeshine and Fin Soup will become available for the rest of the campaign as GM-controlled wingmen.

Mission 2: "In the Line of Fire"

Rosewater's Interlude

Rosewater: You won't find me in a good mood today, friends. I've heard the Cats have already started rounding up folks to put in their slave camps. Can't help but think about those poor folks on Enyo, especially my old friend Ben Buckley. Landscaper out there. Good man, got a wife and a daughter there too. Been trying to remember his kid's name all morning ... I just can't put my finger on it. I hope they can get out okay; I'd hate to think of them being shipped off to some god-damned Kilrathi prison camp somewhere...

Briefing

The GM will begin the mission by reading the following text aloud: GM: Dateline 2639.035. Blue Meanie's ready room is again tense as the members of the squadron gather. Once the last stragglers arrive, Lt. Colonel Blakely takes the podium for the morning briefing, beginning as soon as the squadron is sitting at ease.

If the players successfully brought Sara Maru's pilots back, the briefing begins with the following text: Sieverts: Okay people, time to get back to it. As you all know, our two visitors from the late Sara Maru were able to provide us with all of the Intel they had managed to gather prior to the ship's destruction and as a result we have a pretty clear picture of the Kilrathi disposition of forces in the system. We will shortly be joined by forces from battle groups centered on the carrier Furious and the battleship Oaxaca.

If the players found the Sara Maru's pilots but did not bring them back safely, the briefing begins with the following text: Sieverts: Okay people, time to get back to it. As you know, we lost the opportunity a few days ago to benefit from any intelligence Sara Maru might've gathered prior to her destruction. As a result of this unfortunate turn of events, Fleet Command doesn't have a complete picture of what's been going on in the system. They do estimate we'll require some assistance before everything is said and done, and so we will shortly be joined by forces from the battle group center on the carrier Furious.

If the players did not find the Sara Maru's pilots, the briefing begins with the following text: Sieverts: Okay people, time to get back to it. All efforts to find Sara Maru have met with failure to this point and she still hasn't shown up at Dieno, so Fleet Command is officially declaring her missing in action. Whatever Intel she may have gathered we don't know about and as a result, Fleet Command doesn't have a complete picture of what's been going on in the system. They do estimate we'll require some assistance before everything is said and done and so we will shortly be joined by forces from the battle group centered on the carrier TCS Furious.

In all cases, the briefing continues with the following text: Sieverts: We've spent the last few days hanging back in the Proxima system awaiting further operational orders and planning our strategy. Today, after some long-distance consultations between myself, Captain Lockley and Furious's CO Captain Tolwyn, we have a plan for liberating Enyo from the Kilrathi. A few things will have to go right before we can implement that plan. The plan will have two phases. The first phase involves some mine-laying. The good news is that there is a transport convoy laden with enough mines and spare parts to do the job we have in mind. The bad news is that this convoy is currently in the Dieno system and the fastest way for it to get to us is right through the gauntlet. That's where we come in. Psi Wing will consist of...

At this point Sieverts will list off the callsigns of the player characters. If the Colonel himself is amongst the player characters, he'll simply refer to "myself".

LCOL Blakely: We'll be flying [Scimitars] for this hop. To help aid our chances of success in this mission, TCS Delphi, one of our group's escorts, will be accompanying Psi Wing. In addition to serving as an escort for the convoy, she'll be acting as a refueling craft; I know we had some serious problems with fuel on the last run out to the Dieno jump point a few days ago and Kilrathi forces are just too thick to send people out there without either missiles or afterburners. Delphi should be able to fend off any attacks sent her way, but we should be ready to assist her if necessary. Our job will be to rendezvous with the convoy and keep the Kilrathi off its back while it makes its way to the Krieger jump point. Hōshō and the remainder of her group will stay in-system long enough for us to launch and will fall back to Proxima once we're away. Psi will head through Enyo Nav 8 and rendezvous with the convoy at Enyo Nav 5. Once the convoy has arrived, we'll escort it back through Nav 8 to the Krieger jump point at Enyo Nav 1, where Hōshō will be waiting long enough to pick us all up. In order for the battle plan to proceed as intended, it is imperative that a significant portion of that convoy make it to Krieger; naturally, I'd prefer to see all the transports intact at the end of the day. The Cats seem to be playing a waiting game with us and they're poised for a counter-attack to come at any time. They will be on alert and so should all of you. Be careful out there. Squadron dismissed.

Mission Start

Disposition of Forces

  • Psi Wing (VF-9/W)
  • Carrier Task Group 9

As the mission starts, the GM should read the following text aloud: LT Fielding: Psi Wing, be advised that we've signaled the convoy and they'll begin jumping in-system in ninety minutes. We'll meet you at the Krieger jump point in two hours. Try not to keep us waiting, okay flyboys?

GM: As the first few ships of the group start jumping out, you get a hail from Delphi signaling that she's linked up and is ready to proceed with the mission.

Nav 1 is 300,666 kilometers out from the Task Group's initial position. Vehicle Piloting DCs will be at -9 and 31 fuel points will be expended in the transit regardless of the fighter type. The group is traveling at the cruise speed of Delphi (150 kps), so the time of transit will be 33 min, 24 sec for all fighter types.

Encounter One (Nav 1)

Kilrathi presence is pretty damn strong in the system...

Disposition of Forces

  • Psi Wing (VF-9/W)
  • TCS Delphi (Durango-class Heavy Destroyer)
  • Kilrathi Patrol
Encounter at Nav 1
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows 2 Salthi 2 Dralthi 1 Dralthi, 2 Salthi 2 Dralthi, 2 Salthi 4 Dralthi 3 Dralthi, 2 Salthi 3 Dralthi, 3 Salthi
Scimitars 1 Jalthi 1 Jalthi, 1 Krant 2 Jalthi 2 Jalthi, 1 Krant 3 Jalthi 3 Jalthi, 1 Krant 4 Jalthi
Raptors 6 Dralthi 5 Krant 7 Krant 4 Jalthi 7 Gamora, 2 Krant 7 Gamora, 4 Dralthi 7 Gamora, 7 Dralthi
Wildcats 1 Krant, 2 Dralthi 2 Krant, 2 Dralthi 3 Krant, 2 Dralthi 4 Krant, 2 Dralthi 5 Krant, 3 Dralthi 5 Krant, 4 Dralthi 5 Krant, 6 Dralthi

The GM should read the following text aloud: As your autopilot disengages at Nav 1, the scorched debris of what used to be Naval Station Gemini floats in plain sight. Suddenly, your radar lights up with red blips - enemy fighters, 9,000 kilometers and coming in fast!!

The Kilrathi in this area are on patrol and not particularly looking for a fight. One fighter from their group will peel off after about twenty rounds of combat in an attempt to warn their forces of Delphi's presence in the system. If that fighter escapes, Kilrathi forces in the "Enemy Destroyer" encounter will be much more numerous. Only the one fighter will attempt to break off; the others will fight to the death.

The debris field in the area will have the same general set of effects as an asteroid field. The characters must destroy or drive off all Kilrathi fighters before they may move on to the next Nav Point.

Characters may dock with Delphi at any point during the mission for refueling; this simply requires a successful Dock action performed by the pilot. Refueling takes one minute and any number of fighters may dock with Delphi at a time.

Nav 2 is 420,595 kilometers from Nav 1. Vehicle Piloting DCs will be at -9, 55 fuel points will be expended in the transit regardless of the fighter type and the transit will take 46 minutes and 44 seconds to complete.

Rendezvous (Nav 2)

Naturally, the players won't simply be able to link up with the transports without a fight...

Disposition of Forces

  • Psi Wing (VF-9/W)
  • TCS Delphi (Durango-class Heavy Destroyer)
  • Little Apple Convoy
    • AO-696 TCS Little Apple (Drayman-class Transport)
    • AO-670 TCS Tallgrass (Drayman-class Transport)
    • AO-584 TCS Battered Boar (Drayman-class Transport)
    • AO-589 TCS Huebert (Drayman-class Transport)
    • AO-686 TCS Redbud (Drayman-class Transport)
  • Kilrathi Patrol
Encounter at Nav 2
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows 1 Dralthi 2 Salthi 3 Salthi 2 Salthi, 1 Dralthi 4 Salthi 5 Salthi 6 Salthi
Scimitars 3 Dralthi 6 Salthi 6 Dralthi 8 Dralthi 5 Krant, 1 Salthi 6 Krant, 1 Salthi 7 Krant, 1 Salthi
Raptors 2 Krant, 2 Salthi 3 Krant, 3 Salthi 4 Krant, 4 Salthi 5 Krant, 5 Salthi 6 Krant, 6 Salthi 7 Krant, 7 Salthi 8 Krant, 8 Salthi
Wildcats 3 Dralthi 3 Dralthi, 2 Salthi 6 Dralthi 6 Dralthi, 2 Salthi 5 Krant 6 Krant 7 Krant

The GM should read the following text aloud: As your nav computer chimes your approach to the Dieno jump point, you see red dots on your radar!!

The GM should have been keeping track of how much time has elapsed since the start of the mission. If more than ninety minutes have passed, the Little Apple Convoy has already arrived and will already be in the thick of things. In this case, each ship in the convoy should have their shields and armor depleted (0 SHP/AHP) and will have sustained one point of Core Damage for every minute that's passed since their jump-in. If this occurs, the GM should read the following text aloud: You also see five blue dots on the radar - the convoy has already arrived and the Kilrathi are already pounding it hard!!!

Otherwise, the GM should read the following text aloud: Kilrathi fighters are guarding the jump point!!

The transports are the overriding priority of the mission - at least four of them must make it to the Krieger Jump Point in order for the mission to succeed. The Kilrathi at the Dieno jump point will prioritize the convoy for destruction if it arrives before Psi Wing does. If, however, the characters have arrived prior to the arrival of the convoy, they need merely to dispatch all Kilrathi fighters present; the Kilrathi will in turn focus on them unless/until the convoy arrives or they are all destroyed. Again, unless the lone fighter got away at Nav 1, one fighter from the Kilrathi group will attempt to break off to warn base after twenty rounds of combat. Should this fighter escape, there will be additional enemy forces present in the "Enemy Destroyer" encounter

The group is headed back towards Nav 1 at this point but will be ambushed at a point halfway between Nav 1 and Nav 2. The ambush point is 210,298 kilometers from Nav 2 and the group is now traveling at the speed of the transports (100 kps). Vehicle Piloting DCs will be at -9, 28 fuel points will be expended in the transit regardless of the fighter type, and the transit will take 35 minutes and 3 seconds to complete.

Ambush (Hidden Nav)

While headed back towards Hōshō, the players are jumped by a fairly substantial enemy force.

Disposition of Forces

  • Psi Wing (VF-9/W)
  • TCS Delphi (Durango-class Heavy Destroyer)
  • Little Apple Convoy
  • Kilrathi Ambush Group
Encounter at Ambush Point
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows 2 Salthi 1 Dralthi, 2 Salthi 1 Dralthi, 3 Salthi 2 Dralthi, 3 Salthi 2 Dralthi, 4 Salthi 3 Dralthi, 4 Salthi 3 Dralthi, 5 Salthi
Scimitars 6 Salthi 1 Dralthi, 8 Salthi 1 Dralthi, 5 Krant 3 Dralthi, 5 Krant 5 Dralthi, 5 Krant 6 Dralthi, 6 Krant 7 Dralthi, 7 Krant
Raptors 3 Gamora 3 Gamora, 5 Dralthi 4 Gamora, 5 Dralthi 5 Gamora, 6 Dralthi 6 Gamora, 7 Dralthi 7 Gamora, 8 Dralthi 6 Jalthi, 6 Dralthi'
Wildcats 6 Salthi 6 Dralthi 5 Krant 3 Krant, 6 Dralthi 4 Krant, 6 Dralthi 4 Jalthi 2 Jalthi, 6 Krant

The GM should read the following text aloud: You're about halfway between Nav 8 and the Dieno jump point when your autopilot alarm sounds and red lights begin dotting your radar, indicating enemy forces already on your tail!!

The GM will then require all players to make a Technology Check, as well as the crews of Delphi and the transports (use the generic crew stats in the "Ugly" section at the end of this guidebook). Any character or ship that fails the Check will be subject to a surprise round against them. The enemy forces will be 8,000 kilometers behind the lead ship in the convoy, which should be Delphi.

This is a somewhat complex ambush - the Kilrathi are going to try to waste the transports, then Delphi, then the PCs (in that order). They will not withdraw or send a ship to notify their base of the encounter. The characters can fail the mission at this point if they allow too many of the transports to be destroyed (or if they all die, of course).

Nav 1 is 210,298 kilometers from the ambush point. Vehicle Piloting DCs will be at -9, 28 fuel points will be expended in the transit regardless of the fighter type and the transit will take 35 minutes and 3 seconds to complete.

Enemy Destroyer (Nav 1)

The players will come up against a capship for the first time in this campaign. If the Kilrathi were allowed to warn their base, there'll be more than one...

Disposition of Forces

  • Psi Wing (VF-9/W)
  • TCS Delphi (Durango-class Heavy Destroyer)
  • Little Apple Convoy (whichever ships survived the Ambush)
  • Kilrathi Battle Group
    • Ralari-class Destroyer
    • Targu-class Frigate x2†
    • Escorting Kilrathi Fighters
Encounter at Nav 1
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows 2 Dralthi 3 Dralthi 2 Dralthi, 3 Salthi 3 Dralthi, 3 Salthi 4 Dralthi, 3 Salthi 4 Dralthi, 5 Salthi 5 Dralthi, 5 Salthi
Scimitars 2 Krant, 3 Dralthi 3 Krant, 4 Dralthi 6 Krant, 2 Dralthi 6 Krant, 5 Dralthi 8 Krant, 5 Dralthi 8 Krant, 8 Dralthi 8 Gamora, 5 Dralthi
Raptors 4 Gamora 6 Gamora 8 Gamora 5 Jalthi, 2 Gamora 5 Jalthi, 4 Gamora 5 Jalthi, 6 Gamora 5 Jalthi, 8 Gamora
Wildcats 1 Krant, 4 Dralthi 4 Krant, 2 Dralthi 4 Krant, 5 Dralthi 6 Gamora 5 Gamora, 3 Krant 6 Gamora, 6 Dralthi 6 Gamora, 5 Krant

The Targu-class Frigates will only be present if the Kilrathi were able to alert their base. In addition, an extra Jalthi will be present as one of the escort fighters, regardless of the number and type of player craft present.

The GM should read the following text aloud: As you once again approach the remains of Naval Station Gemini, your radar lights up with multiple red blips. Kilrathi ships, 12,000 kilometers and closing!! At least one of them appears to be a capship!!!

The Ralari (and her escorts, if present), will primarily be concerned with taking out Delphi but won't hesitate to take out transports if they approach too closely. Should Delphi be destroyed, they'll go after transports in earnest (and make Wing Commander IV somewhat paradoxical). The Kilrathi escorts will split between shooting transports and fighting the PCs, with heavier fighters attacking the transports. In those cases where there is only one type of enemy fighter present, half of the fighters (round up) will go after the transports while the remainder engages the PCs. The Kilrathi will not withdraw from this encounter and must be completely wiped out (including all the capships) before the group may proceed to Nav 3.

Nav 3 is 392,046 kilometers from Nav 1. Vehicle Piloting DCs will be at -9 and forty fuel points will be expended in the transit regardless of the fighter type. Vehicle Piloting DCs will be at -9 and forty fuel points will be expended in the transit regardless of the fighter type. The transit will take 65 minutes and 20 seconds to complete if at least one transport survives; otherwise it will take the amount of time indicated.

  • Arrows: Time of transit - 20 min, 6 sec.
  • Scimitars: Time of transit - 43 min, 34 sec.
  • Raptors: Time of transit - 26 min, 8 sec.
  • Wildcats: Time of transit - 31 min, 7 sec.

Mission End (Nav 3)

Home again. Whether or not they're happy to see you depends on how many Draymen came home with you.

Disposition of Forces:

  • Psi Wing (VF-9/W)
  • Carrier Task Group 9
  • Little Apple Convoy (consisting of what ships have survived to this point)

The GM should read the following text aloud: As the ships of the Task Group come into sight, Hōshō hails you.

If all of the ships of the convoy were destroyed, the GM should read the following text aloud: LT Fielding: Well, Psi, I'd welcome you back, but that wouldn't properly prepare you for the kind of reception your birds are on the deck. That's all I'm going to say about that. You are cleared for landing.

If one to three ships in the convoy survived, the GM should read the following text aloud: LT Fielding: Bad news, Psi. I've been going over the manifests of the transports that were destroyed and while we have plenty of mines, the Kilrathi managed to nail the transports that were carrying the parts we needed to make this crazy plan work. You are cleared for landing.

If four ships in the convoy survived, the GM should read the following text aloud: LT Fielding: Welcome back, Psi. Glad to see you brought us most of the transports intact - from what I've heard, we're definitely going to need all the goodies they're carrying before this is all said and done. You are cleared for landing.

If all of the ships in the convoy survived, the GM should read the following text aloud: LT Fielding: Welcome back, Psi. Glad to see you brought back all the transports intact - from what I've heard, we're definitely going to need all the goodies they're carrying before this is all said and done. You are cleared for landing.

If Delphi was destroyed during the mission, the GM should interject this text prior to granting the players landing clearance: LT Fielding: The brass isn't particularly happy about the loss of Delphi; she was due to begin conversion to a baby carrier next week.

Landing simply requires a successful Vehicle Piloting Check. Pilots will bolter and have to make another attempt on a failed Check; on a critical failure, the player involved will have to make a Check for a Ramming action.

The GM does have the option of requiring the players to fly to Hōshō, but there's not much point in doing that other than for flavor and for prolonging the mission. Once the players are all on the deck, the GM may give whatever kind of improvised debriefing spiel they wish (as long as it's appropriate to the situation: positive for success, negative for failure).

If at least four transports survived the mission, the players will go to Mission 3A next; otherwise they'll head to Mission 3B.

Mission 3A: "Sudden Impact"

NOTE: If the players failed to bring home Alpha Flight in Mission 1, 2 Dralthi fighters should be added to all encounters in the remaining missions - this is meant to serve as a consequence of not having additional fighter support from the Oaxaca battle group available.

Rosewater's Interlude

Rosewater: Hey friend, what'll you have today? I've heard that whatever the brass has planned, it's gonna come down soon. Might as well load up now while you still have the opportunity, right? I'm still not sure about this plan they've got worked up, though. Mines are all well and good, but missiles are a lot more direct; quicker too, from what I understand.

Briefing

The GM will begin the mission by reading the following text: GM: Dateline 2639.038. It's zero hour and everyone knows it as Sieverts takes his place at the podium...

Sieverts: Alright people, today we implement Phase One of the plan, laying down a minefield near the Enyo terminus of the Enyo-Bellona in-system jump. Thanks to Psi Wing's efforts a few days ago, our techs were able to modify all of the Raptors in both the Hōshō and Furious battle groups, and we now have a group of fast minelayers that might be able to survive a run-in with a sizeable force of Kilrathi fighters. The downside is that we've had to remove most of the missile hardpoints on the Raptors to swap them with mine droppers, so any Raptor that goes out there today will have to rely on their guns and escort craft for defense. Computer, display Pi. Pi Wing will consist of...

At this point the Colonel will list off the callsigns of the player characters. If the Colonel himself is among the players, he'll simply refer to "myself". If there are fewer than five PCs and the chosen fighter for the mission is Raptors, the GM should select enough pre-made characters to bring the number of Raptors in Pi Wing to a minimum of five.

Read this briefing text if the chosen fighter for the mission is Raptors Sieverts: Pi will be flying the main mission in our complement of Raptors. Sigma Wing, a group of four Wildcats, will be flying close escort and will provide fire support for Pi during the mission.

If any other fighter is chosen, read this text instead Sieverts: Pi Wing will be flying [Wildcats]. Your job will be to protect Sigma Wing, the main mission group of five Raptors, from any enemy attack while they deploy their payloads.

In both cases, pick up the mission briefing here. Sieverts: Pi and Sigma will proceed from the battle group's current position at Enyo Nav 1 to the target area near Enyo Nav 7. Once there, the Raptors will deploy their payloads at locations pre-programmed into their navigational computers. Once the job is done, both wings will proceed to the Bellona Refinery at Enyo Nav 6, where you'll rendezvous with the combined strike force.

GM: The Colonel pauses for just a moment.

Sieverts: Gentlemen, I won't lie to you. The purpose of this operation is to bait the Kilrathi into drawing off enough of their forces so that our combined forces have a shot at taking out the gunships threatening Enyo's populace. You should expect to draw a lot of attention from the Cats on this mission; this is going to be a difficult hop. Just stay sharp and come home. Squadron dismissed.

Mission Start

Disposition of Forces

  • Pi Wing (VF-9/P)
  • Sigma Wing (VF-9/R)
  • Enyo Task Force (2639/TF-3)
    • Carrier Task Group 9
    • Carrier Task Group 11
      • CV-5 TCS Furious (Ranger-class Aerospace Plane Tender)
      • CS-68 TCS Abingdon (Exeter-class Destroyer)
      • CS-104 TCS Basingstoke (Exeter-class Destroyer)
      • DD-143 TCS Corinth (Durango-class Destroyer)
      • DD-24 TCS La Paz (Durango-class Destroyer)
      • DD-251 TCS Calais (Durango-class Destroyer)
      • AO-39 TCS Spoetzl (Drayman-class Transport)
    • Battleship Task Group 18 (present only if the players were successful in Mission 1)
      • BB-32 TCS Oaxaca (Texas-class Battleship)
      • CS-146 TCS Albright (Exeter-class Destroyer)
      • CS-236 TCS Thatcher (Exeter-class Destroyer)
      • DD-487 TCS Didymes (Durango-class Destroyer)
      • DD-167 TCS Iqaluit (Durango-class Destroyer)
      • DD-136 TCS Hermosillo (Durango-class Destroyer)
      • AO-178 TCS Antrim (Drayman-class Transport)
    • Little Apple Convoy
      • This group consists of whatever ships survived Mission 2.

The GM should read the following text aloud: LT Fielding: Pi and Sigma, be advised that we are picking up heavy Kilrathi activity between you and the target zone. Be careful out there.

The strike group will be ambushed at a distance of 195,064 kilometers from the Task Force's initial position en route to the objective area. Vehicle Piloting DCs will be at -9 and twenty fuel points will be expended in the transit regardless of the fighter types:

  • Arrows/Raptors: Time of transit - 13 min, 0 sec.
  • Scimitars/Raptors: Time of transit - 21 min, 40 sec.
  • Wildcats/Raptors: Time of transit - 15 min, 29 sec.

Ambush (Hidden Nav One)

Hey, why not.

Disposition of Forces

  • Pi Wing (VF-9/P)
  • Sigma Wing (VF-9/R)
  • Kilrathi Ambush Group
Encounter at Ambush Point
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows 2 Salthi 1 Dralthi, 2 Salthi 1 Dralthi, 3 Salthi 2 Dralthi, 3 Salthi 2 Dralthi, 4 Salthi 3 Dralthi, 4 Salthi 3 Dralthi, 5 Salthi
Scimitars 6 Salthi 1 Dralthi, 8 Salthi 1 Dralthi, 5 Krant 3 Dralthi, 5 Krant 5 Dralthi, 5 Krant 6 Dralthi, 6 Krant 7 Dralthi, 7 Krant
Raptors 3 Gamora 3 Gamora, 5 Dralthi 4 Gamora, 5 Dralthi 5 Gamora, 6 Dralthi 6 Gamora, 7 Dralthi 7 Gamora, 8 Dralthi 6 Jalthi, 6 Dralthi'
Wildcats 6 Salthi 6 Dralthi 5 Krant 3 Krant, 6 Dralthi 4 Krant, 6 Dralthi 4 Jalthi 2 Jalthi, 6 Krant

The GM should read the following text aloud: You're about halfway to the target area when your autopilot alarm sounds and red lights begin dotting your radar, indicating enemy forces already on your tail!!

The GM will then require all ships in both Pi and Sigma Wings to make a Technology Check; any Confederation craft that fails the Check will be subject to a surprise round against them. The enemy forces will be 6,000 kilometers behind the lead ship in whichever wing is being controlled by the player group.

This ambush is a warm-up to the big fight ahead - the Kilrathi are going to try to waste everybody in both wings, won't discriminate against particular targets, and won't withdraw. The characters can fail the mission if all the Raptors are destroyed; the mission itself won't be scrubbed until they hit Nav 1, though, so they still will have the big fight ahead in any case.

Nav 1 is 195,064 kilometers ahead of the ambush point. Vehicle Piloting DCs will be at -9 and twenty fuel points will be expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 10 min, 0 sec.
  • Scimitars: Time of transit - 21 min, 40 sec.
  • Raptors: Time of transit - 13 min, 0 sec.
  • Wildcats: Time of transit - 15 min, 29 sec.

†The combined Pi and Sigma Wings will move at the speed of the slower set of fighters between them if there are still forces present from both wings.

Minefield (Nav 1)

The players have to make sure that the minefield is deployed but the Kilrathi aren't just going to sit around and let them do it...

Disposition of Forces

  • Pi Wing (VF-9/P)
  • Sigma Wing (VF-9/R)
  • Kilrathi Battle Group
    • Gamorgin-class Battleship x1
    • Fralthi-class Cruiser x2
    • Targu-class Frigate x3
    • Dorkir-class Transport x1
    • Kilrathi CAP
Encounter at Nav 1
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows 3 Dralthi, 1 Salthi 5 Dralthi, 1 Salthi 6 Dralthi, 2 Salthi 4 Dralthi, 7 Salthi 6 Dralthi, 7 Salthi 7 Dralthi, 8 Salthi 6 Krant, 5 Dralthi
Scimitars 4 Krant, 4 Dralthi 6 Krant, 6 Dralthi 8 Krant, 8 Dralthi 6 Jalthi, 2 Gamora 4 Jalthi, 7 Gamora 6 Jalthi, 6 Gamora 8 Jalthi, 5 Gamora
Raptors 7 Gamora 4 Jalthi, 4 Gamora 5 Jalthi, 6 Gamora 6 Jalthi, 8 Gamora 8 Jalthi, 8 Gamora 8 Jalthi, 8 Gamora, 3 Krant, 3 Dralthi 8 Jalthi, 8 Gamora, 6 Krant, 6 Dralthi
Wildcats 6 Krant 4 Jalthi 5 Gamora, 5 Krant 7 Gamora, 5 Krant 7 Gamora, 8 Krant 8 Jalthi, 2 Gamora 8 Jalthi, 4 Gamora

The GM should read the following text aloud: As your nav computer clicks off for Nav 1, you see the planet Enyo ahead along with some of the Kilrathi gun emplacements hanging above the planet. Your radar lights up in a sea of red!!

To succeed in the mission, twenty-five mines have to be deployed by the Raptors in a square pattern centered on the nav point, with one range increment between each mine (so the mines will be laid out over a nine-by-nine grid). To deploy a mine, a Raptor will need to move to the deployment point and simply "shoot" off a mine with a Ballistics Check. Failure of the Check simply means the mine didn't deploy properly; the Raptor may attempt to deploy the same mine in a subsequent round. The mines will not become active until after the last mine present has been deployed; they cannot be shot down but will not detonate should any craft approach too closely. For non-gridded combat, a Raptor may simply drop a mine as long as they did not drop one in the previous round.

Bear in mind that a Raptor may not shoot guns and drop mines in the same round.

Meanwhile, the Kilrathi will be engaging the combined wings. They'll fight with the escort wing for ten rounds, after which they'll switch targets over to the Raptors. The capships are there to entice the players into doing something stupid. They don't have to be destroyed to complete the mission; the characters can leave the area with them still intact and it won't make any difference in Mission 4 whether they're destroyed or not. They should be placed about 20,000 kilometers (twenty range units) away from the nav point during the initial portion of the encounter.

Nav 2 is 258,070 kilometers from Nav 1. Vehicle Piloting DCs will be at -9 and 26 fuel points will be expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 13 min, 14 sec.
  • Scimitars: Time of transit - 28 min, 40 sec.
  • Raptors: Time of transit - 17 min, 12 sec.
  • Wildcats: Time of transit - 20 min, 29 sec.

†The combined Pi and Sigma Wings will move at the speed of the slower set of fighters between them, if there are still forces present from both groups.

Mission End (Nav 2)

Whether or not enough mines were deployed, it's time for the characters to head back to the boat.

Disposition of Forces

  • Pi Wing (VF-9/P)
  • Sigma Wing (VF-9/R)
  • Enyo Task Force (2639/TF-3)

The GM should read the following text aloud: As the ships of the Task Group come back into sight, Hōshō hails you.

LT Fielding: Hey, we've just got word from the brass: zero hour is forty-five minutes from now. You need to get on the deck and get to the ready room for briefing right away. You have priority clearance for landing.

Landing simply requires a successful Vehicle Piloting Check. Pilots will bolter and have to make another attempt on a failed Check; on a critical failure, the player involved will have to make a Check for a Ramming action.

The GM does have the option of requiring the players to fly to Hōshō, but there's not much point in doing that other than for flavor and for prolonging the mission. Once the characters are all on the deck, the GM may give whatever kind of improvised debriefing spiel they wish (as long as it's appropriate to the situation: positive for success, negative for failure).

The effects of success versus failure in this mission will be manifest in Mission 4, where the players will go from here regardless.

Mission 3B: "Paint Your Wagon"

NOTE: If the players failed to bring home Alpha Flight in Mission 1, 2 Dralthi fighters should be added to all encounters in the remaining missions - this is meant to serve as a consequence of not having additional fighter support from the Oaxaca battle group available.

Rosewater's Interlude

Rosewater: Hey friend, what'll you have today? I've heard that whatever the brass has planned, it's gonna come down soon. Might as well load up now while you still have the opportunity, right? I'm still not sure about this plan they've got worked up, though. Mines are all well and good, but missiles are a lot more direct; quicker too, from what I understand.

Briefing

The GM will begin the mission by reading the following text aloud: GM: Dateline 2639.038. It's zero hour and everyone knows it as Sieverts takes his place at the podium...

Sieverts: Alright people, today we implement Phase One of the plan, laying down a minefield near the Enyo terminus of the Enyo-Bellona in-system jump. Because we lost the transport convoy a few days ago, we're going to have to do it the old-fashioned way. A group of transports rendezvoused with us earlier this morning, and it will be their job to drop enough mines to lay down the field. Computer, display Pi. Pi Wing will consist of...

At this point the Colonel will list off the callsigns of the player characters. If the Colonel himself is amongst the players, he'll simply refer to "myself".

Sieverts: Pi Wing will be flying [Wildcats]. Your job will be to protect the transports from any enemy attack while they deploy their payloads. Pi will launch from Hōshō, rendezvous with the convoy once you're starborne and then escort it from the battle group's current position at Enyo Nav 1 to the target area near Enyo Nav 7. We would ordinarily just have the transports use the in-system jump between Bellona and Enyo but so far it appears the Cats are unaware of the jump point's existence and we're trying to keep it that way. Once there, the transports will proceed to deploy their payloads at pre-programmed locations. Once the job is done, you and the convoy will proceed back to Enyo Nav 1, cover the transports while they jump and then rendezvous with the rest of the combined strike force at the Bellona Refinery near Enyo Nav 6.

GM: The Colonel pauses for just a moment.

Sieverts: Gentlemen, I won't lie to you. The purpose of this operation is to bait the Kilrathi into drawing off enough of their forces so that our combined forces have a shot at taking out the gunships threatening Enyo's populace. You should expect to draw a lot of attention from the Cats on this mission; this is going to be a difficult hop. You've got to keep the transports alive long enough for them to do their job. Stay sharp out there. Squadron dismissed.

Mission Start

Disposition of Forces

  • Psi Wing (VF-9/W)
  • Enyo Task Force (2639/TF-3)
    • Carrier Task Group 9
    • Carrier Task Group 11
      • CV-5 TCS Furious (Ranger-class Aerospace Plane Tender)
      • CS-68 TCS Abingdon (Exeter-class Destroyer)
      • CS-104 TCS Basingstoke (Exeter-class Destroyer)
      • DD-143 TCS Corinth (Durango-class Destroyer)
      • DD-24 TCS La Paz (Durango-class Destroyer)
      • DD-251 TCS Calais (Durango-class Destroyer)
      • AO-39 TCS Spoetzl (Drayman-class Transport)
    • Battleship Task Group 18 (present only if the players were successful in Mission 1)
      • BB-32 TCS Oaxaca (Texas-class Battleship)
      • CS-146 TCS Albright (Exeter-class Destroyer)
      • CS-236 TCS Thatcher (Exeter-class Destroyer)
      • DD-487 TCS Didymes (Durango-class Destroyer)
      • DD-167 TCS Iqaluit (Durango-class Destroyer)
      • DD-136 TCS Hermosillo (Durango-class Destroyer)
      • AO-178 TCS Antrim (Drayman-class Transport)
    • Little Apple Convoy
      • This group consists of whatever ships survived Mission 2.
      • AO-666 TCS Miller (Drayman-class Transport)†

†TCS Miller is only present if none of the Little Apple Convoy survived Mission 2; it starts the mission with ¼ its normal AHP.

The GM should read the following text aloud: LT Fielding: Pi and Little Apple Groups, be advised that we are picking up heavy Kilrathi activity between you and the target zone. Be careful out there.

The strike group will be ambushed at a distance of 195,064 kilometers from the Task Force's initial position en route to the objective area. Vehicle Piloting DCs will be at -9, twenty fuel points will be expended and the group will travel at the speed of the transport(s) - 100 kps - so the transit will take 32 minutes and 31 seconds regardless of the fighter type.

Ambush (Hidden Nav One)

Hey, why not.

Disposition of Forces

  • Pi Wing (VF-9/P)
  • Little Apple Convoy
  • Kilrathi Ambush Group
Encounter at Ambush Point
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows 1 Dralthi, 1 Salthi 2 Dralthi, 1 Salthi 3 Dralthi, 1 Salthi 4 Dralthi, 1 Salthi 5 Dralthi, 1 Salthi 2 Dralthi, 6 Salthi 3 Dralthi, 6 Salthi'
Scimitars 2 Krant, 2 Dralthi 3 Krant, 3 Dralthi 4 Krant, 4 Dralthi 5 Krant, 5 Dralthi 6 Krant, 6 Dralthi 7 Krant, 7 Dralthi 8 Krant, 8 Dralthi
Raptors 2 Gamora, 2 Krant 1 Gamora, 6 Krant 2 Gamora, 7 Krant 1 Jalthi, 7 Gamora 4 Jalthi, 4 Gamora 7 Jalthi, 1 Gamora 5 Jalthi, 6 Gamora
Wildcats 3 Krant 2 Jalthi 6 Krant 4 Krant, 6 Dralthi 4 Jalthi 7 Krant, 6 Dralthi 8 Krant, 7 Dralthi

The GM should read the following text aloud: You're about halfway to the target area when your autopilot alarm sounds and red lights begin dotting your radar, indicating enemy forces already on your tail!!

The GM will then require all ships in Pi Wing and the convoy to make a Technology Check (for the transports, use the generic ship crew stats in the "Ugly" section and the end of this guidebook). Any Confederation craft that fails the Check will be subject to a surprise round against them. The enemy forces will be 6,000 kilometers behind the lead ship of Pi Wing.

This ambush is a warm-up to the big fight ahead. The heavier Kilrathi ship type encountered will go for the transports, while the lighter ships will engage Pi Wing. In the event that only a single fighter type is encountered, half of them (round up) will go for the transports instead. The Kilrathi forces will not withdraw from the engagement. The characters can fail the mission if all the transports are destroyed; the mission itself won't be scrubbed until they hit Nav 1, though, so they still will have the big fight ahead in any case.

Nav 1 is 195,064 kilometers ahead of the ambush point. Vehicle Piloting DCs will be at -9 and twenty fuel points will be expended in the transit regardless of the fighter type. The transit will take 32 minutes and 31 seconds if any of the transports survive the ambush, otherwise it will be dependent upon fighter type:

  • Arrows: Time of transit - 10 min, 0 sec.
  • Scimitars: Time of transit - 21 min, 40 sec.
  • Raptors: Time of transit - 13 min, 0 sec.
  • Wildcats: Time of transit - 15 min, 29 sec.

Minefield (Nav 1)

The players have to make sure that the minefield is deployed but the Kilrathi aren't just going to sit around and let them do it...

Disposition of Forces

  • Pi Wing (VF-9/P)
  • Little Apple Convoy (consisting of whatever transports remain)
  • Kilrathi Battle Group
    • Gamorgin-class Battleship x1
    • Fralthi-class Cruiser x2
    • Targu-class Frigate x3
    • Dorkir-class Transport x1
    • Kilrathi CAP
Encounter at Nav 1
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows 2 Dralthi, 3 Salthi 5 Dralthi, 2 Salthi 4 Dralthi, 6 Salthi 7 Dralthi, 5 Salthi 2 Waves of 5 Dralthi, 2 Salthi 2 Waves of 3 Dralthi, 6 Salthi 2 Waves of 4 Dralthi, 6 Salthi
Scimitars 3 Gamora, 3 Krant 2 Gamora, 8 Krant 8 Gamora, 3 Krant 7 Gamora, 8 Krant 2 Waves of 2 Gamora, 8 Krant 2 Waves of 6 Gamora, 4 Krant 2 Waves of 8 Gamora, 3 Krant
Raptors 3 Jalthi, 3 Gamora 5 Jalthi, 4 Gamora 5 Jalthi, 8 Gamora 8 Jalthi, 7 Gamora 2 Waves of 5 Jalthi, 4 Gamora 2 Waves of 5 Jalthi, 6 Gamora 2 Waves of 5 Jalthi, 8 Gamora
Wildcats 5 Krant, 3 Dralthi 8 Krant, 4 Dralthi 2 Waves of 4 Krant, 5 Dralthi 2 Waves of 8 Krant, 1 Dralthi 2 Waves of 8 Krant, 4 Dralthi 2 Waves of 8 Krant, 7 Dralthi 3 Waves of 8 Krant, 2 Dralthi

†For the indicated multi-wave encounters, GMs have the option to allow the waves to enter combat at any time of their choosing. This does include all at once, if the GM wishes to keep track of that many craft at the same time.

The GM should read the following text aloud: As your nav computer clicks off for Nav 1, you see the planet Enyo ahead along with some of the Kilrathi gun emplacements hanging above the planet. Your radar lights up in a sea of red!!

To succeed in the mission, twenty-five mines have to be deployed by the Raptors in a square pattern centered on the nav point, with one range increment between each mine (so the mines will be laid out over a nine-by-nine grid). To deploy a mine, the transport will need to move to the deployment point and simply "shoot" off a mine with a Ballistics Check. Failure of the Check simply means the mine didn't deploy properly; the transport may attempt to deploy the same mine in a subsequent round. Each transport is equipped with enough mines to do the job by itself (if necessary). The mines will not become active until after the last mine present has been deployed; they cannot be shot down but will not detonate should any craft approach too closely. For non-gridded combat, a transport may simply drop a mine as long as it did not drop a mine in the last round.

Meanwhile, the Kilrathi will be engaging the combined group. Heavier fighters present will target the transports while the lighter fighters will target the players. The capships are there to entice the players into doing something stupid. They don't have to be destroyed to win the mission; the characters can leave the area with them still intact and it won't make any difference in Mission 4 whether they're destroyed or not. They should be placed about 20,000 kilometers (twenty range units) away from the nav point during the initial portion of the encounter.

Bear in mind that a transport may not shoot guns and drop mines in the same round. Part of the increased difficulty of this mission over its counterpart is that the transports cannot travel as quickly as Raptors. The mission will be scrubbed if the last transport is destroyed before a sufficient number of mines are deployed.

If the mission isn't scrubbed, the group will get ambushed again on their way back to the Krieger jump point: the ambush point is 195,064 kilometers from Nav 1. Vehicle Piloting DCs will be at -9, twenty fuel points will be expended regardless of the fighter type, and the transit will take 32 minutes and 31 seconds. If the mission is scrubbed or in the event the last transport is destroyed after the mission is completed, the players will be able to fly directly to Nav 3 from Nav 1. Nav 3 is 258,070 kilometers from Nav 1. Vehicle Piloting DCs will be at -9 and 26 fuel points will be expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 13 min, 14 sec.
  • Scimitars: Time of transit - 28 min, 40 sec.
  • Raptors: Time of transit - 17 min, 12 sec.
  • Wildcats: Time of transit - 20 min, 29 sec.

Ambush (Hidden Nav Two)

Here's one for the road - a penalty for failing Mission 2.

Disposition of Forces

  • Pi Wing (VF-9/P)
  • Little Apple Convoy (consisting of whatever transports remain)
  • Kilrathi Ambush Group
Encounter at Ambush Point
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows 2 Salthi 1 Dralthi, 2 Salthi 1 Dralthi, 3 Salthi 2 Dralthi, 3 Salthi 2 Dralthi, 4 Salthi 3 Dralthi, 4 Salthi 3 Dralthi, 5 Salthi
Scimitars 6 Salthi 1 Dralthi, 8 Salthi 1 Dralthi, 5 Krant 3 Dralthi, 5 Krant 5 Dralthi, 5 Krant 6 Dralthi, 6 Krant 7 Dralthi, 7 Krant
Raptors 3 Gamora 3 Gamora, 5 Dralthi 4 Gamora, 5 Dralthi 5 Gamora, 6 Dralthi 6 Gamora, 7 Dralthi 7 Gamora, 8 Dralthi 6 Jalthi, 6 Dralthi'
Wildcats 6 Salthi 6 Dralthi 5 Krant 3 Krant, 6 Dralthi 4 Krant, 6 Dralthi 4 Jalthi 2 Jalthi, 6 Krant

The GM should read the following text aloud: You're a little bit past the halfway point to the Krieger jump point when your autopilot alarm sounds and red lights begin dotting your radar, indicating enemy forces already on your tail!!!.

The GM will then require all craft in Pi Wing and the convoy to make a Technology Check. Any Confederation craft that fails the Check will be subject to a surprise round against them. The enemy forces will be 6,000 kilometers behind the lead fighter of Pi Wing.

This is a simple ambush - the Kilrathi are going to try to waste everybody in sight; they won't discriminate targets and they won't withdraw. At this point, the issue of whether or not the mission is successful has already been settled (i.e. the players can lose every last transport in this encounter and still be successful provided they established the minefield first).

Nav 2 is 195,064 kilometers ahead of the ambush point. Vehicle Piloting DCs will be at -9 and twenty fuel points will be expended in the transit regardless of the fighter type. The transit will take 32 minutes and 31 seconds if any of the transports survived; it otherwise will depend on the type of fighter flown:

  • Arrows: Time of transit - 10 min, 0 sec.
  • Scimitars: Time of transit - 21 min, 40 sec.
  • Raptors: Time of transit - 13 min, 0 sec.
  • Wildcats: Time of transit - 15 min, 29 sec.

Jump Out (Nav 2)

Here's where we finally say good-bye to the Little Apple Convoy (if it's still around...).

Disposition of Forces

  • Pi Wing (VF-9/P)
  • Little Apple Convoy (This group consists of whatever transports remain)

The GM should read the following text aloud: Your nav computer clicks off for Nav 2. The region near the jump sphere is clear; you've lucked out for once.

There are no planned messages at this point. The GM may improvise a message from the convoy to Pi if they wish - something like "thanks for the escort" if most of the transports are still there or "thanks for nothing" if most aren't.

The GM does have the option of requiring the players to wait for the transports to fly to the jump point and actually jump out, but there's not much point in doing that other than for flavor and for prolonging the mission.

Nav 3 is 228,035 kilometers from Nav 2. Vehicle Piloting DCs will be at -9 and 23 fuel points will be expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 11 min, 42 sec.
  • Scimitars: Time of transit - 25 min, 20 sec.
  • Raptors: Time of transit - 15 min, 12 sec.
  • Wildcats: Time of transit - 18 min, 6 sec.

Mission End (Nav 3)

Whether or not the minefield was established, it's time for the characters to head back to the boat.

Disposition of Forces

  • Pi Wing (VF-9/P)
  • Enyo Task Force (2639/TF-3)

The GM should read the following text aloud: As the ships of the Task Group come back into sight, the Hōshō hails you.

LT Fielding: Hey, we've just got word from the brass: zero hour is forty-five minutes from now. You need to get on the deck and get to the ready room for briefing right away. You have priority clearance for landing.

Landing simply requires a successful Vehicle Piloting Check. Pilots will bolter and have to make another attempt on a failed Check; on a critical failure, the player involved will have to make a Check for a Ramming action.

The GM has the option of requiring the players to fly to Hōshō, but there's not much point in doing that other than for flavor and for prolonging the mission. Once the characters are all on the deck, the GM may give whatever kind of improvised debriefing spiel they wish (as long as it's appropriate to the situation: positive for success, negative for failure).

The effects of success versus failure in this mission will be made manifest in Mission 4, where the players will go from here regardless of this mission's outcome.

Mission 4: "Magnum Force"

NOTE: Should one of the players be playing as the character of Joseph Khumalo or should he be present in the engagement (and he should be present at least), it's important that he be teamed up with Captain Álvarez - this is intended to be the mission wherein he earns his permanent callsign, Knight (specifically, it's intended that he earns it sometime during the final encounter).

For reference, here's the story from Claw Marks, with Khumalo himself talking: "I got my nickname in the Enyo Engagement. The Kilrathi were swarming like flies. I was a second looie assigned as wingman to Captain Maria 'la Doña' Álvarez. We were hugging the deck of this transport and strafing it, did a tight turn going from its back to its belly, and ran right through a swarm of fighters headed the other way. And defensive maneuvering in those quarters would've cut me off from la Doña, so I just fired as fast as I could, and got lucky: I was an ace coming out of that pack, and had picked off a couple of fighters going after my wingleader. La Doña put on her thickest accent and said, 'Ooh, eet's my White Knight,' and the name stuck."

Rosewater's Interlude

Rosewater: Hey, what in the hell are you doing here? Bar's closed. You're supposed to be in the ready room; I heard Fielding tell you that loud and clear over the radio, idiot. So what are you standing around for? Get going already!

Briefing

The GM will begin the mission by reading the following text aloud: GM: Dateline 2639.038. Hōshō's General Quarters klaxon is already blaring...

If the players failed either 3A or 3B, read the following text aloud: Sieverts: Alright folks, it's time for the big show. Because we didn't get enough mines deployed to establish a proper field, the Cat gunships are still going to be fairly well defended. That can't be helped at this point: they know we're here and at this point it's either them or us. We can only hope we inflict enough damage on them before they start bombarding the surface.

If the players were successful in either 3A or 3B, read the following text aloud: Sieverts: Alright folks, it's time for the big show. Because we were able to establish our minefield, we've been able to separate the orbital gunships from the bulk of their escorts and we have a fighting chance of taking them out before they can inflict significant damage on the planet's surface.

In both cases, continue here: Sieverts: Our mission objectives for this hop are straight-forward: we are going to take out the gunships threatening the colony. Computer, display Iota. Iota Wing, a group of [Scimitars] will consist of...

At this point the Colonel will list off the callsigns of the player characters; if Sieverts is amongst the players, he'll simply refer to "myself".

Read this briefing text first if the Raptors are chosen for the mission: Sieverts: Iota will be flying Raptors for this hop. The techies obviously haven't had time to reconfigure your craft for missiles yet, so Iota will be going out with mines once more.

In all cases, continue here. LCOL Blakely: Iota will launch from Hōshō and travel to these three pre-programmed Nav Points, where the enemy gunships are located. Eliminate the gunships and move on to the next target as quickly as possible. The Cats are going to throw as much as they can your way. Try not to get bogged down in a dogfight if at all possible: the longer it takes us to take out those gunships, the more innocent lives will be lost down on the surface. Fly sharp. Pilots, man your planes; Dismissed!!

GM: Sieverts leaves hurriedly as the pilots of Iota Wing make their way to their planes, launching right into an ongoing maelstrom of weapons fire...

Mission Start

Disposition of Forces

  • Iota Wing (VF-9/I)
  • Enyo Task Force (2639/TF-3)
    • Carrier Task Group 9
    • Carrier Task Group 11
    • Battleship Task Group 18 (This group is present only if the players were successful in Mission 1)
  • Kilrathi Battle Group
    • Gamorgin-class Battleship x1
    • Fralthi-class Cruiser x2†
    • Targu-class Frigate x3†
    • Dorkir-class Transport x1†

† These ships are only present if the players failed Mission 3A or 3B.

The GM should read the following text aloud: Fielding comes on the comm almost as soon as you clear the tube.

LT Fielding: Iota Wing, we practically jumped on top of one of the gunships. Brass wants you to help us take it out before you head to your next set of objectives. We've managed to take this group by surprise so they don't have fighters out; I wouldn't count on being so lucky at the other Nav points. Good luck, Iota!

As Fielding said, there are no Kilrathi fighters in this encounter, just the capship(s). The Task Force will lend assistance to Iota in destroying this group. The target is the Gamorgin; once it's destroyed, the characters may move on to Nav 1.

A key element of this mission will be the "body count". Here's how it works: After the players launch or arrive at the next Nav Point, they have fifteen rounds to take out the primary target(s) at the encounter point. For every round over the fifteen round limit until the target is destroyed, the GM will roll 1d% for each remaining target in the mission (5d% for this encounter) and multiply the result by ten. The result is added to the body count - the number of innocent civilians who lost their lives that round due to orbital bombardment. Once the target is destroyed, the GM will stop rolling for body count. The body count accumulates with each subsequent encounter.

Nav 1 is 100,000 kilometers from the mission start point. Vehicle Piloting DCs will be at -9 and ten fuel points will be expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 5 min, 8 sec.
  • Scimitars: Time of transit - 11 min, 7 sec.
  • Raptors: Time of transit - 6 min, 40 sec.
  • Wildcats: Time of transit - 7 min, 56 sec.

Gunship One (Nav 1)

The characters take the next step towards liberating Enyo on their own.

Disposition of Forces

  • Iota Wing (VF-9/I)
  • Kilrathi Battle Group
    • Gamorgin-class Battleship x1
    • Ralari-class Destroyer x2†
    • Targu-class Frigate x2

† These ships are only present if the players failed Mission 3A or 3B.

  • Kilrathi BarCAP
Encounter at Nav 1
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows 1 Dralthi, 1 Salthi 2 Dralthi, 1 Salthi 3 Dralthi, 1 Salthi 4 Dralthi, 1 Salthi 5 Dralthi, 1 Salthi 2 Dralthi, 6 Salthi 3 Dralthi, 6 Salthi'
Scimitars 2 Krant, 2 Dralthi 3 Krant, 3 Dralthi 4 Krant, 4 Dralthi 5 Krant, 5 Dralthi 6 Krant, 6 Dralthi 7 Krant, 7 Dralthi 8 Krant, 8 Dralthi
Raptors 2 Gamora, 2 Krant 1 Gamora, 6 Krant 2 Gamora, 7 Krant 1 Jalthi, 7 Gamora 4 Jalthi, 4 Gamora 7 Jalthi, 1 Gamora 5 Jalthi, 6 Gamora
Wildcats 3 Krant 2 Jalthi 6 Krant 4 Krant, 6 Dralthi 4 Jalthi 7 Krant, 6 Dralthi 8 Krant, 7 Dralthi

The GM should read the following text aloud: Your nav computer clicks off for Nav 1 and you can see your target directly ahead, 15,000 kilometers and closing.

The target is once again the Gamorgin. Any body count rolls for this encounter use 4d%. The characters may move to the next nav point once the Gamorgin is destroyed. Since they're the only targets present, all Kilrathi fighters will focus on eliminating the players.

Nav 2 is 100,000 kilometers from Nav 1. Vehicle Piloting DCs will be at -9 and ten fuel points will be expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 5 min, 8 sec.
  • Scimitars: Time of transit - 11 min, 7 sec.
  • Raptors: Time of transit - 6 min, 40 sec.
  • Wildcats: Time of transit - 7 min, 56 sec.

Gunship Two (Nav 2)

A tougher fight, but the characters at least have a little bit of help with this one.

Disposition of Forces

  • Iota Wing (VF-9/I)
  • Carrier Task Group 11 (Consisting of whatever ships survived the encounter at the Mission Start point).
  • Kilrathi Task Group
    • Gamorgin-class Battleship x1
    • Fralthi-class Cruiser x2†
    • Targu-class Frigate x3†
    • Dorkir-class Transport

† These ships are only present if the players failed Mission 3A or 3B.

  • Kilrathi BarCAP
Encounter at Nav 2
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows 1 Gamora, 1 Salthi 1 Gamora, 2 Salthi 2 Gamora 1 Gamora, 4 Salthi 2 Gamora, 2 Salthi 3 Gamora 3 Gamora, 4 Salthi
Scimitars 2 Gamora, 2 Salthi 3 Gamora, 2 Salthi 4 Gamora, 2 Salthi 4 Gamora, 3 Dralthi 5 Gamora, 3 Dralthi 5 Gamora, 6 Dralthi 5 Gamora, 8 Dralthi
Raptors 3 Gamora, 1 Krant 5 Gamora 2 Jalthi, 2 Gamora 5 Jalthi 6 Jalthi 7 Jalthi 7 Jalthi, 5 Salthi
Wildcats 2 Gamora, 2 Salthi 3 Gamora, 1 Salthi 4 Gamora, 1 Salthi 4 Gamora, 4 Salthi 6 Gamora 7 Gamora 8 Gamora

The GM should read the following text aloud: As your nav computer clicks off for Nav 2, your radar lights up with multiple red dots. You can see the next target 15,000 kilometers directly ahead!!

The target is once again the Gamorgin. Any body count rolls for this encounter use 3d%. The characters may move on to the next nav point once the Gamorgin is destroyed. Half (round up) of the Kilrathi fighters will target the Confederation Task Group while the other engages the players; lighter fighters will generally accompany the group attacking the characters. The Confederation Task Group, meanwhile, will close with the Gamorgin and try to destroy it, engaging any escorts as the group advances.

Should TCS Furious be destroyed, the GM may either say that Captain Tolwyn was off the ship for some reason or mention his demise (and worry about the subsequent paradox that will engulf the entire Wing Commander universe later......)

Nav 3 is 100,000 kilometers from Nav 2. Vehicle Piloting DCs will be at -9 and ten fuel points will be expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 5 min, 8 sec.
  • Scimitars: Time of transit - 11 min, 7 sec.
  • Raptors: Time of transit - 6 min, 40 sec.
  • Wildcats: Time of transit - 7 min, 56 sec.

Gunships Three and Four (Nav 3)

Where the players have a chance to seriously set back the enemy's efforts and end the Kilrathi occupation of the system. This one's the campaign's big tamale, and there's an opportunity for the players to see a minor piece of Wing Commander history here.

Disposition of Forces

  • Iota Wing (VF-9/I)
  • Battleship Task Group 18 (present only if the players were successful in Mission 1 and consisting of whatever ships survived the initial encounter)
  • Kilrathi Battle Group
    • Gamorgin-class Battleship x1
    • Fralthi-class Cruiser x2†
    • Ralari-class Destroyer x1
    • Ralari-class Destroyer x2†
    • Dorkir-class Transport x1

† These ships are only present if the players failed Mission 3A or 3B.

  • Kilrathi Battle Group
    • Sivar-class Dreadnought x1
    • Fralthi-class Cruiser x1
    • Fralthi-class Cruiser x1†
    • Targu-class Frigate x3
    • Targu-class Frigate x3†
    • Dorkir-class Transport

† These ships are only present if the players failed Mission 3A or 3B.

  • Kilrathi Battle Group (present only if the players failed Mission 3A or 3B)
    • Snakeir-class Carrier x1
    • Fralthi-class Cruiser x2
    • Ralari-class Cruiser x3
    • Dorkir-class Transport x1
  • Kilrathi BarCAP Fighters
Encounter at Nav 3
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows 2 Dralthi, 3 Salthi 5 Dralthi, 2 Salthi 4 Dralthi, 6 Salthi 7 Dralthi, 5 Salthi 2 Waves of 5 Dralthi, 2 Salthi 2 Waves of 3 Dralthi, 6 Salthi 2 Waves of 4 Dralthi, 6 Salthi
Scimitars 3 Gamora, 3 Krant 2 Gamora, 8 Krant 8 Gamora, 3 Krant 7 Gamora, 8 Krant 2 Waves of 2 Gamora, 8 Krant 2 Waves of 6 Gamora, 4 Krant 2 Waves of 8 Gamora, 3 Krant
Raptors 3 Jalthi, 3 Gamora 5 Jalthi, 4 Gamora 5 Jalthi, 8 Gamora 8 Jalthi, 7 Gamora 2 Waves of 5 Jalthi, 4 Gamora 2 Waves of 5 Jalthi, 6 Gamora 2 Waves of 5 Jalthi, 8 Gamora
Wildcats 5 Krant, 3 Dralthi 8 Krant, 4 Dralthi 2 Waves of 4 Krant, 5 Dralthi 2 Waves of 8 Krant, 1 Dralthi 2 Waves of 8 Krant, 4 Dralthi 2 Waves of 8 Krant, 7 Dralthi 3 Waves of 8 Krant, 2 Dralthi

†For the indicated multi-wave encounters, GMs have the option to allow the waves to enter combat at any time of their choosing. This does include all at once, if the GM wishes to keep track of that many craft at the same time.

The GM should read the following text aloud: You spot a massive Kilrathi task force well before your radar lights up. Your final targets are directly ahead, with Kilrathi fighters heading in to intercept you!!

The targets in this encounter are the Sivar and the Gamorgin; both ships must be destroyed to stop the body count. All body count rolls for this encounter use 2d%; this will be used even when one of the two targets has been destroyed. The players may head on to the mission end point once the two targets are gone. Provided it's present, half (round up) of the Kilrathi fighters will target the Confederation Battleship Group while the other half engages the characters; lighter fighters will generally accompany the group attacking the characters. The battleship group, meanwhile, will close with the Gamorgin first and try to destroy it, followed by an attempt to destroy the Sivar, engaging any escorts as the group advances. Should the battleship group not be present, all Kilrathi fighters will engage the characters, with the targets and their escorts doing likewise...

Hōshō is 100,000 kilometers from Nav 3. Vehicle Piloting DCs will be at -9 and ten fuel points will be expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 5 min, 8 sec.
  • Scimitars: Time of transit - 11 min, 7 sec.
  • Raptors: Time of transit - 6 min, 40 sec.
  • Wildcats: Time of transit - 7 min, 56 sec.

Mission End (Nav 4)

Where we learn the final body count and whether or not the characters have saved enough hostages to matter or not...

Disposition of Forces:

  • Iota Wing (VF-9/I)
  • Enyo Task Force (2639/TF-3) (consisting of all ships that survived the various encounters).

The GM should read the following text aloud: As the ships of Hōshō's Task Group come back into sight, you receive a hail from Lieutenant Fielding.

LT Fielding: Good to see you again, Psi Wing. Sounds like you had one hell of a fight out there. We got the gunships...

If the body count is greater than 125,000, continue here: ...but it looks like the Cats managed to wipe out more than half the planet's populace before they croaked; a lot of good folks died today. The brass isn't going to be happy.

If the body count is between 50,000 and 125,000, continue here: ...but it looks like the Cats have taken out more than twenty percent of the planet's populace. Fleet planners would call those "unacceptable losses".

If the body count is between 25,000 and 50,000, continue here: ...and while the Cats manage to tear up a fair amount of real estate the damage doesn't appear to be that severe; best we could've hoped for given the circumstances, I suppose.

If the body count is less than 25,000, continue here: ...and it looks like the Cats only affected minimal damage to the planet; I'd call that a miracle, personally.

In all cases, finish up here: In any case, we've got a lot of mop-up work to do and it looks like we're in for a pounding match. Come on in; I'm sure you will all have more flying to do before the day is out.

Landing simply requires a successful Vehicle Piloting Check. Pilots will bolter and have to make another attempt on a failed Check; on a critical failure, the player involved will have to make a Check for a Ramming action.

The GM does have the option of requiring the characters to fly to Hōshō, but there's not much point in doing that other than for flavor and for prolonging the mission. Once the characters are all on the deck, the GM may give whatever kind of improvised debriefing spiel they wish (as long as it's appropriate to the situation: positive for success, negative for failure).

The final mission of the campaign to which the players will go depends on the final body count. If less than 50,000 people died on Enyo, the players will get to chase the Kilrathi from the system in Mission 5A; otherwise they will be the ones being chased out of the system in Mission 5B.

Mission 5A: "Space Cowboys"

Rosewater's Interlude

Rosewater: Hey there; it's been a couple of days since I saw you last. Sorry about my temper; things were getting pretty thick. I hear we've kicked the Cats off of Enyo. That's good, but I still can't help but think about my friends back there; I still haven't heard from any of them. Scuttlebutt is that the Cats jacked up all the comm lines, so I'm holding out hope they're still okay. Listen to me, being all down about everything. How's a pilot supposed to enjoy a good drink with a sullen bartender around? Here, have one on the house. You've definitely earned it...

Briefing

The GM will begin the mission by reading the following text aloud: GM: Dateline 2639.040. The fighting over the last few days has been intense, and the fatigue in Blue Meanie Squadron's ready room is palpable as Lt. Colonel Blakely takes the podium.

Sieverts: Well people, I have some good news. Despite our losses over the last few days, Intel reports that the Kilrathi are getting ready to abandon the system. We've completed our operational goals and we've been instructed to ensure the door hits the Cats on their collective asses on their way out. Computer, display Omega. Omega Wing will consist of...

At this point the Colonel will list off the callsigns of the player characters. If Sieverts himself is amongst the players, he'll simply refer to "myself".

Sieverts: Omega will be flying [Scimitars] for this hop. The Cats will have to pass through the McAuliffe system before they reach their home territory. Our forces have been harassing the Cats in McAuliffe these past few days and if the Cats were to arrive there without sufficient fuel or supplies, it may be possible for our forces there to wipe out the remaining ships, dealing the Kilrathi a major blow. So, your job will be to go after the retreating enemy supply train. Omega will launch from Hōshō, currently near planet Enyo at Enyo Nav 7, and will head towards the enemy convoy currently making its way to the McAuliffe jump point at Enyo Nav 4. Once you spot the convoy, take out as many of the transports as you can. Bear in mind that there is an asteroid field at Nav 4; while the rocks may damage the ships of the convoy as easily as your weapons, you'll probably want to try and engage the convoy before reaching the field. Once the convoy is destroyed or has left the system, you'll return to Hōshō at Nav 7 and take out any stragglers you may encounter along the way. Good luck, good hunting and let's everyone come home. Squadron dismissed.

Mission Start

Disposition of Forces

  • Omega Wing (VF-9/X)
  • Carrier Task Group 9
    • CV-4 TCS Hōshō (Ranger-class Aerospace Plane Tender)
    • CS-140 TCS Meir (Exeter-class Destroyer)
    • DD-276 TCS Delphi (Durango-class Destroyer)
    • DD-99 TCS Lviv (Durango-class Destroyer)
    • AO-880 TCS Covenant (Drayman-class Transport)

The GM should read the following text aloud: Fielding comes on the comm lines as soon as you launch.

LT Fielding: Omega, there's some Cat chatter on the comms. There might be a target of opportunity at the jump point, so there's been a quick change of plans - you're to proceed to the McAuliffe jump point even if you should happen to run into the convoy en route. Good hunting out there.

The players will find a few stragglers 70,401 kilometers outbound from Hōshō. Vehicle Piloting DCs will be at -9 and seven fuel points will be expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 3 min, 37 sec.
  • Scimitars: Time of transit - 7 min, 49 sec.
  • Raptors: Time of transit - 4 min, 42 sec.
  • Wildcats: Time of transit - 5 min, 35 sec.

Stragglers (Hidden Nav 1)

Because it's about damn time the players were the ones doing the ambushing...

Disposition of Forces:

  • Omega Wing (VF-9/X)
  • Kilrathi Transport Group
    • Dorkir-class Transport x2
    • Escorting Kilrathi Fighters
Encounter at Ambush Point
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows 1 Krant 2 Krant 2 Krant 3 Krant 3 Krant 4 Krant 4 Krant
Scimitars 1 Krant 2 Krant 2 Krant 3 Krant 3 Krant 4 Krant 4 Krant
Raptors 1 Krant 2 Krant 2 Krant 3 Krant 3 Krant 4 Krant 4 Krant
Wildcats 1 Krant 2 Krant 2 Krant 3 Krant 3 Krant 4 Krant 4 Krant

The GM should read the following text aloud: You're about halfway to the target zone when red lights begin dotting your radar. You're picking up enemy forces ahead but it seems that you've caught a few of them unaware!!

The GM will then roll Technology Checks for all Kilrathi craft in the group. Any craft that fails the Check will be subject to a surprise round against them. The players will be 6,000 kilometers behind the lead ship in the Kilrathi group.

This is a straightforward engagement. The transports will make best speed towards the nav point and attempt to disengage while their escorts will hang back to deal with the characters. The characters may move on when all Kilrathi forces have been destroyed.

The target convoy is another 70,401 kilometers from the intercept point. Vehicle Piloting DCs will be at -9 and seven fuel points will be expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 3 min, 37 sec.
  • Scimitars: Time of transit - 7 min, 49 sec.
  • Raptors: Time of transit - 4 min, 42 sec.
  • Wildcats: Time of transit - 5 min, 35 sec.

Objective One (Nav 1)

Also known as the Great Enyo Turkey Shoot.

Disposition of Forces:

  • Omega Wing (VF-9/X)
  • Kilrathi Convoy Group
    • Targu-class Frigate x2
    • Dorkir-class Transport x4
    • Escorting Kilrathi Fighters
Encounter at Nav 1
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows 1 Salthi 1 Salthi 1 Dralthi 1 Dralthi 1 Dralthi, 1 Salthi 1 Dralthi, 1 Salthi 3 Salthi
Scimitars 2 Salthi 3 Salthi 4 Salthi 5 Salthi 6 Salthi 7 Salthi 8 Salthi
Raptors 1 Gamora 1 Krant, 1 Dralthi 2 Gamora 3 Krant, 1 Dralthi 3 Gamora 7 Dralthi, 2 Salthi 4 Gamora
Wildcats 2 Salthi 3 Salthi 3 Dralthi 5 Salthi 2 Krant, 1 Dralthi 5 Dralthi 2 Dralthi, 5 Salthi

The GM should read the following text aloud: About halfway to Nav 1, your radar begins registering enemy contacts. You can see your quarry 10,000 kilometers directly ahead.

The Kilrathi are mainly interested in getting the transports away, so the two Frigates will hang back along with the escorting fighters to engage the characters, while the transports attempt to disengage from the combat zone. Any transport that does disengage will be encountered at the next Nav Point; this will alert the Kilrathi carrier awaiting their arrival that the characters are coming, which will make that encounter a lot harder. For the mission to succeed, the characters need only to destroy the four transports.

Nav 2 is 140,802 kilometers from the convoy's location. Vehicle Piloting DCs will be at -9 and fifteen fuel points will be expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 7 min, 13 sec.
  • Scimitars: Time of transit - 15 min, 39 sec.
  • Raptors: Time of transit - 9 min, 23 sec.
  • Wildcats: Time of transit - 11 min, 10 sec.

Objective Two (Nav 2)

Those Kilrathi fighters were going to have to land somewhere...

Disposition of Forces:

  • Omega Wing (VF-9/X)
  • Kilrathi Battle Group
    • Snakeir-class Carrier x1
    • Ralari-class Destroyer x1
    • Targu-class Frigate x1
  • Kilrathi Convoy Group (consisting of any transports that survived the previous encounter)
  • Escorting Kilrathi Fighters†
Encounter at Nav 1
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows 1 Dralthi 2 Salthi 3 Salthi 2 Salthi, 1 Dralthi 4 Salthi 5 Salthi 6 Salthi
Scimitars 3 Dralthi 6 Salthi 6 Dralthi 8 Dralthi 5 Krant, 1 Salthi 6 Krant, 1 Salthi 7 Krant, 1 Salthi
Raptors 2 Krant, 2 Salthi 3 Krant, 3 Salthi 4 Krant, 4 Salthi 5 Krant, 5 Salthi 6 Krant, 6 Salthi 7 Krant, 7 Salthi 8 Krant, 8 Salthi
Wildcats 3 Dralthi 3 Dralthi, 2 Salthi 6 Dralthi 6 Dralthi, 2 Salthi 5 Krant 6 Krant 7 Krant

† The fighters will only be present if any ship from the Kilrathi Convoy Group survived the previous encounter.

The GM should read the following text aloud: As your nav computer clicks off for Nav 1 and the first errant pieces of space junk start flying by, your radar registers enemy contacts, capships by the look of them!!

The Kilrathi Battle Group is awaiting the arrival of the Kilrathi Convoy Group and their plan is to leave the system as soon as the Convoy Group jumps; the carrier is there to pick up their escorts. The only way they'll know about the approach of the characters is if they are warned by any of the retreating transports. Once the characters have arrived, the battle group will begin moving to the jump point, with any surviving transports jumping out first (which will cause a mission fail), followed by the frigate, then the Ralari and finally the carrier. The characters do not have to destroy the ships of the battle group to complete the mission but it may earn them some brownie points if they do. Bear in mind that this entire encounter is taking place inside an asteroid field.

Hōshō is 281,603 kilometers from Nav 1. Vehicle Piloting DCs will be at -9 and 29 fuel points will be expended in the transit regardless of the fighter type:

  • Arrows: Time of transit - 14 min, 26 sec.
  • Scimitars: Time of transit - 31 min, 17 sec.
  • Raptors: Time of transit - 18 min, 46 sec.
  • Wildcats: Time of transit - 22 min, 21 sec.

Mission End (Nav 3)

Win or lose, it's time to call it a campaign.

Disposition of Forces:

  • Omega Wing (VF-9/X)
  • Carrier Task Group 9

The GM should read the following text aloud: As the ships of the Task Group come back into sight, Hōshō hails you.

If the players didn't destroy all four transports, read the following text aloud. LT Fielding: Welcome back, Omega. I guess the escorts were a bit thicker than the Brass thought when they planned this shindig, huh?

If the players destroyed all the transports, read the following text aloud. LT Fielding: Welcome back, Omega. Nice shooting out there; the Cats are gonna be hating life without the supplies those transports were carrying.

If the players destroyed any of the other enemy capships, read the following text aloud. LT Fielding: Taking out those warships probably won't make their brass particularly happy, either. Way to put a knot in their tails.

In all cases, read the following text aloud. LT Fielding: We've got word from McAuliffe that our forces there have started mopping up what's left of the party we've been having here. We'll likely be headed that way next to assist. In any case, you've done good today. Board's green: bring 'em on in, Omega.

Landing simply requires a successful Vehicle Piloting Check. Pilots will bolter and have to make another attempt on a failed Check; on a critical failure, the player involved will have to make a Check for a Ramming action.

The GM does have the option of requiring the players to fly to Hōshō, but there's not much point in doing that other than for flavor and for prolonging the mission. Once the characters are all on the deck, the GM may give whatever kind of improvised debriefing spiel they wish (which should be generally positive in this case, win or lose; the players have won the campaign and have helped liberate Enyo, after all).

The GM should read the following text aloud after their debriefing: Meanwhile...in the McAuliffe system, Confederation forces find the remnants of the Kilrathi invasion fleet out of fuel and stranded. Rather than face capture, the Kilrathi commander orders his kil to commit zuk'hara, their ships set to auto-destruct...

Mission 5B: "The Gauntlet"

Rosewater's Interlude

Rosewater: Hey there. It's been a couple of days since I saw you last; sorry about my temper. Things were getting pretty thick. I just wish we could've done more good these last couple of days. Lot of good folks are dead and if the rumors I hear are true, we're gonna have to leave the rest of them to their fate. Some fate, being left in the hands of the Cats...

Briefing

The GM will begin the mission by reading the following text: GM: Dateline 2639.040. The fighting over the last few days has been intense and the fatigue in Blue Meanie Squadron's ready room is palpable as Lt. Colonel Blakely takes the podium.

Sieverts: Well people, I have bad news: we've received word from a picket in the McAuliffe system that the Kilrathi are bringing in a massive resupply and reinforcement fleet; it's headed straight for this system. There's not enough time for our forces to pull enough reinforcements from the front lines to face this new group and given the losses we've sustained, we've been ordered to fall back to the Proxima system. The Cats win this round; if any of you had friends or love ones living on Enyo, I can only offer you my condolences for now. Right now, we have to focus on getting what's left of the battle group out of the combat zone. Computer, display Phi. Phi Wing will consist of...

At this point the Colonel will list off the callsigns of the player characters. If the Colonel himself is amongst the players, he'll simply refer to "myself".

Sieverts: Phi will be flying [Arrows] for this hop. The mission's straight-forward: watch the battle group's back as it makes its way directly to the Proxima jump point at Enyo Nav 2. If any hostiles get in our way, you engage them, no matter the cost. There are dozens of enemy fighters in the area; keep them busy while the group prepares for jump. I want to point out that there are no guarantees on this one. If we get to the jump point and there's an enemy presence there, Hōshō may not be able to wait for you once she's ready to jump and the flight deck on Penzance is too heavily damaged to guarantee a safe landing. Phi stands a good chance of being left behind if enemy forces are too thick and a furball ensues. It is imperative you see to it that this ship jumps safely from the system. Good luck out there, gentlemen. Squadron dismissed.

Mission Start

Disposition of Forces

  • Phi Wing (VF-9/U)
  • Carrier Task Group 9
    • CV-4 TCS Hōshō (Ranger-class Aerospace Plane Tender)
    • CS-106 TCS Penzance (Exeter-class Destroyer)
    • DD-405 TCS Villahermosa (Durango-class Destroyer)
  • Kilrathi Patrol
Encounter at Nav 2
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows 2 Salthi 2 Dralthi 1 Dralthi, 2 Salthi 2 Dralthi, 2 Salthi 4 Dralthi 3 Dralthi, 2 Salthi 3 Dralthi, 3 Salthi
Scimitars 1 Jalthi 1 Jalthi, 1 Krant 2 Jalthi 2 Jalthi, 1 Krant 3 Jalthi 3 Jalthi, 1 Krant 4 Jalthi
Raptors 6 Dralthi 5 Krant 7 Krant 4 Jalthi 7 Gamora, 2 Krant 7 Gamora, 4 Dralthi 7 Gamora, 7 Dralthi
Wildcats 1 Krant, 2 Dralthi 2 Krant, 2 Dralthi 3 Krant, 2 Dralthi 4 Krant, 2 Dralthi 5 Krant, 3 Dralthi 5 Krant, 4 Dralthi 5 Krant, 6 Dralthi

The GM should read the following text aloud: As you clear the flight deck, the voice of Lieutenant Fielding comes on the comm. Simultaneously, your radar lights up with red blips!!

LT Fielding: Looks like the Cats have found us, Phi Wing! Protect the capships at all costs!!

The Kilrathi will split their attention between the players and the closest ship in the Task Group. Heavier ships in the encounter will focus on capships, while lighter craft will focus on the players; should there be only one fighter type in the encounter, half of the craft (rounded up) will focus on the capships. The Cats are fighting to the death and must be eliminated before the group can move on. The players may lose the mission at this point (indeed at any point in the mission) by allowing the Kilrathi to destroy Hōshō; should this happen, the GM should utter those immortal words: With your carrier destroyed, you drift endlessly through the void.

The group will be ambushed 217,083 kilometers from Nav 1. Vehicle Piloting DCs will be at -9, 22 fuel points will be expended and the group will travel at the top speed of Hōshō - 90 kps - so the transit will take 40 minutes and 12 seconds regardless of the fighter type:

Ambush (Hidden Nav)

Because what would a good retreat mission be without a canned ham ambush?

Disposition of Forces

  • Phi Wing (VF-9/U)
  • Carrier Task Group 9 (consisting of Hōshō and whatever other ships survived the initial encounter)
  • Kilrathi Ambush Group
Encounter at Ambush Point
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows 2 Salthi 1 Dralthi, 2 Salthi 1 Dralthi, 3 Salthi 2 Dralthi, 3 Salthi 2 Dralthi, 4 Salthi 3 Dralthi, 4 Salthi 3 Dralthi, 5 Salthi
Scimitars 6 Salthi 1 Dralthi, 8 Salthi 1 Dralthi, 5 Krant 3 Dralthi, 5 Krant 5 Dralthi, 5 Krant 6 Dralthi, 6 Krant 7 Dralthi, 7 Krant
Raptors 3 Gamora 3 Gamora, 5 Dralthi 4 Gamora, 5 Dralthi 5 Gamora, 6 Dralthi 6 Gamora, 7 Dralthi 7 Gamora, 8 Dralthi 6 Jalthi, 6 Dralthi'
Wildcats 6 Salthi 6 Dralthi 5 Krant 3 Krant, 6 Dralthi 4 Krant, 6 Dralthi 4 Jalthi 2 Jalthi, 6 Krant

The GM should read the following text aloud: You've just passed the halfway mark to the jump point when your autopilot alarm rings and red lights begin dotting your radar, indicating enemy forces already on your tail!!

The GM will then require all Confederation craft present to make a Technology Check (the ships in the Task Force will use the generic crew stats in the "Ugly" section at the end of this guidebook). Any craft that fails the Check will be subject to a surprise round against them. The enemy forces will be 6,000 kilometers aft of Hōshō.

This is a somewhat complex ambush: the heavier fighters in the ambush will go for the capships, while the lighter fighters will go after the players. Should the encounter consist of only one type of fighter, half of the fighters (rounded up) will go after the capships. The Kilrathi are going to try to waste everybody present but will take particular interest in Hōshō. The Kilrathi will not withdraw and must be eliminated before the group may continue onward. The mission will continue if and only if Hōshō and at least one of the characters survive.

Nav 1 is 217,083 kilometers from the ambush point. Vehicle Piloting DCs will be at -9, 22 fuel points will be expended and the group will travel at the speed of Hōshō; the transit will take 40 minutes and 12 seconds regardless of the fighter type:

Retreat (Nav 1)

It's time to leave the Enyo system for good. Of course, it'd be a lot easier if the Cats would simply let the players leave...

Disposition of Forces

  • Phi Wing (VF-9/U)
  • Carrier Task Group 9 (consisting of Hōshō and whatever other ships survived the initial encounters)
  • Kilrathi Battle Unit
    • Fralthi-class Cruiser x2
    • Ralari-class Destroyer x2
  • Escorting Kilrathi Fighters
Encounter at Nav 1
Player Fighters Two PCs Three PCs Four PCs Five PCs Six PCs Seven PCs Eight PCs
Arrows 3 Dralthi, 3 Salthi 2 Dralthi, 8 Salthi 7 Dralthi, 5 Salthi 2 Waves of 6 Dralthi, 1 Salthi 2 Waves of 5 Dralthi, 4 Salthi 3 Waves of 1 Dralthi, 7 Salthi 3 Waves of 3 Dralthi, 3 Salthi
Scimitars 5 Gamora, 2 Krant 6 Gamora, 5 Krant 7 Gamora, 8 Krant 2 Waves of 3 Gamora, 7 Krant 2 Waves of 5 Gamora, 6 Krant 3 Waves of 6 Gamora, 2 Krant 3 Waves of 7 Gamora, 2 Krant
Raptors 5 Jalthi, 2 Gamora 5 Jalthi, 7 Gamora 8 Jalthi, 7 Gamora 2 Waves of 6 Jalthi, 7 Gamora 2 Waves of 5 Jalthi, 7 Gamora 3 Waves of 6 Jalthi, 2 Gamora 3 Waves of 7 Jalthi, 2 Gamora
Wildcats 8 Krant, 1 Dralthi 2 Waves of 3 Krant, 6 Dralthi 2 Waves of 8 Krant, 1 Dralthi 2 Waves of 6 Krant, 8 Dralthi 3 Waves of 8 Krant, 1 Dralthi 3 Waves of 6 Krant, 7 Dralthi 3 Waves of 8 Krant, 6 Dralthi

For the indicated multi-wave encounters, GMs have the option to allow the waves to enter combat at any time of their choosing. This does include all at once, if the GM wishes to keep track of that many craft at the same time.

The GM should read the following text aloud: GM: Your radar lights up with a sea of red dots just before you nav computer clicks off for the jump point!!

LT Fielding: Phi Wing, we're picking up four Kilrathi capships at the jump point. Looks like we're going to have to fight our way out! Engage, but be ready to head back to the boat when we issue the recall order!!

Unlike the previous encounters, half of the Kilrathi fighters (round up) will go after the Confederation capital ships while the rest engage the characters. The GM may use their discretion in selecting what fighters will attack which targets. The Kilrathi battle unit will engage anything that gets close enough and should be placed one range unit away from the jump point (a spot from which they will not move for the entire encounter). Naturally, the Cats will not withdraw.

Assuming all three ships in the Confederation group have survived up to this point, Hōshō should begin the encounter fifteen range units from the jump point, with Penzance fourteen units away and Villahermosa thirteen units away. Each ship will move one range unit per round towards the jump point. Once the remaining lead ship moves to within two range units of the jump point, Hōshō will issue the recall order. Each ship will jump out the round after it reaches the jump point. The players must land on Hōshō before she jumps or they will be left behind. Landing simply requires a successful Vehicle Piloting Check. Pilots will bolter and have to make another attempt on a failed Check; on a critical failure, the player involved will have to make a Check for a Ramming action. The characters will fail both the mission and the campaign if Hōshō is destroyed before she jumps.

Mission End (Proxima System)

If the characters successfully land on Hōshō and she jumps out safely, they're out of the woods and the campaign is at an end. The GM may give whatever kind of improvised debriefing spiel they wish. The more ships in the group that survived, the more positive it should be; in general, however, the tone should be negative, considering all those poor souls left behind...

The GM should end the campaign by reading the following text aloud: Meanwhile...on Enyo, the Kilrathi begin rounding up the populace, gleeful at the prospect of harvesting a large number of new Terran slaves and anxious to continue their drive towards Earth...

What's Next?

Once the campaign is complete, a GM has several options with which to follow it up. Here are some suggestions:

  • Hōshō and its battle group could join in mop-up operations in McAuliffe if the campaign was successful.
  • Some versions of the history of the Enyo Engagement state that the Kilrathi also landed troops on McAuliffe; the players could be assigned to help liberate that world as well.
  • 2639 was the year the Confederation began settling the Gemini Sector. Hōshō could become part of the effort to bring the area under Confederation control.
  • Some of Enyo's citizens may have been captured by the Kilrathi during their brief occupation. Hōshō may be assigned to track down and rescue them.
  • If the campaign was lost, Hōshō might be sent back to Enyo to try again, though not after a proper defense of Proxima.

Of course, the GM is welcome to make some alterations to the campaign and try again:

  • An obvious thing to do is switch up the fighters used with each mission or to have the players pick/create a different pilot.
  • Perhaps the mission could be played with a different set of craft, such as the standard set from WC1 or perhaps even from a later era.
  • Or perhaps the campaign could be played from the Kilrathi perspective......

The possibilities of further play are limited only by the GM's imagination. More materials may be found in WCRPG's full rule set, which is available at http://wcrpg.wikia.com.

The Good Guys: The Pilots of VF-9

The following section contains a list of pre-built characters that may either be used to give players additional, GM-controlled wingmen during the course of the campaign or as a means of bypassing the character creation process for a "quick start" of the campaign.

Bad Enough

It doesn't take much imagination to see that Lieutenant Ibadinov's callsign is a play on her surname; an unfortunate incident during her first solo training hop reinforced it. Considered somewhat spoiled and fickle, Bad Enough is nonetheless one of Hōshō's top pilots. She hides the fact that she is two generations removed from a Pilgrim ancestor as best she can and keeps a wary eye out for those who might be bigoted enough to cause her any trouble due to her heritage.

Mahmuda Ibadinov, Callsign: Bad Enough
Species: Terran Rank: Second Lieutenant, TCSF Gender: Female
Height: 1.5 m Mass: 45 kg Handedness: Right
Birth Date: 2614.090 (Age 25; Adult) Place of Birth: Gazli, Bukhara Province, Uzbekistan, Earth Initiative: +7
Attack Bonuses - Melee: +9; Ranged: +11 Saves - Fortitude: 34, Reflex: 37, Willpower: 32
HP/NHP: 64 HD/THD/FHD: 43/43/50 SI: 64
Power: 50, Three-Dimensional Maneuvers: 25, Brawling: 15, Lifting: 10.
Finesse: 70, Dexterous Maneuvers: 20 (Lockpicking 10), Dodge: 25, Hiding and Seeking: 15.
Physique: 45, Stamina: 20, Concentration: 15, Recuperation: 10.
Intellect: 90, Knowledge: 25 (Pilgrim Lore 10), Resourcefulness: 20, Cunning: 15 (Hiding Genealogy 20).
Acumen: 70, Perception: 20, Performance: 25, Survival: 25.
Charm: 75, Personality: 30, Leadership: 25, Diplomacy: 20.
Command: 35, Security: 20, Strategy: 10, Guidance: 5.
Science: 50, Technology: 20, Planetology: 15, Geology: 10, Archaeology: 5.
Navigation: 120, Vehicle Piloting: 20 (Raptor 35), Orientation: 25, Astrogation: 20, Starship Piloting: 15, Stealth: 5.
Tactical: 70, Evasive Maneuvers: 25, Combat Maneuvers: 20, Targeting: 15, Marksmanship: 10.
Engineering: 30, Damage Control: 15, Mechanics: 10, Defenses: 5.
Communications: 20, Rapport: 15, Translate: 5.
Medicine: 25, Intensive Care: 15, Psychology: 10.
Traits: Navigational Sense +25, Overconfident -5, Discipline -5, Hunted -5.

Little Witch

Major Galdursdottir is CO of Blue Meanie Squadron, a distinguished unit assigned to TCS Hōshō. A fair commander who cares deeply about the people under her command, her callsign was given by an educated but somewhat uncultured drill sergeant who knew that "galdr" were a type of spell sung by Old Norse pagans. Helena had taken up an interest in magic tricks in her teenage years and had actually gotten quite good at them; she is one of the few aviators in the service today who actually feels her callsign suits her (though she's scrupulous enough to keep this fact a secret).

Helena Galdursdottir, Callsign: Little Witch
Species: Terran Rank: Major, TCSF Gender: Female
Height: 1.9 m Mass: 65 kg Handedness: Left
Birth Date: 2603.188 (Age 36; Adult) Place of Birth: Akranes, Vesturland, Iceland, Earth Initiative: +9
Attack Bonuses - Melee: +11; Ranged: +13 Saves - Fortitude: 36, Reflex: 59, Willpower: 37
HP/NHP: 66 HD/THD/FHD: 41/41/50 SI: 66
Power: 75, Three-Dimensional Maneuvers: 15 (Climbing 15), Brawling: 25, Lifting: 20.
Finesse: 90, Dexterous Maneuvers: 10 (Sleight-of-Hand 35), Dodge: 20, Hiding and Seeking: 25.
Physique: 65, Stamina: 30, Concentration: 20, Recuperation: 15.
Intellect: 110, Knowledge: 20 (Confederation Command Structure 25), Resourcefulness: 15, Cunning: 15 (Deception 35).
Acumen: 75, Perception: 20, Performance: 15, Survival: 20 (Cold Weather 20).
Charm: 85, Personality: 20, Leadership: 20 (Fighter Squadron 25), Diplomacy: 20.
Command: 85, Security: 20 (Slugthrowers 10), Strategy: 25, Guidance: 15, Coordination: 10, Inspire: 5.
Science: 105, Technology: 20, Planetology: 25, Geology: 20, Archaeology: 15, Typhonology: 25.
Navigation: 145, Vehicle Piloting: 20 (Raptor 40), Orientation: 20, Astrogation: 25, Starship Piloting: 25, Stealth: 15.
Tactical: 125, Evasive Maneuvers: 20 (Shelton Slide 20), Combat Maneuvers: 25, Targeting: 25, Marksmanship: 20, Ballistics: 15.
Engineering: 70, Damage Control: 20, Mechanics: 25, Defenses: 15, Internal Systems: 10.
Communications: 40, Rapport: 20, Translate: 15, Distress: 5.
Medicine: 55, Intensive Care: 25, Psychology: 15, Treatment: 10, Specialized Medicine: 5.
Traits: Reflexes +20, Allergic (Tree Pollen) -15, Education -5.

Junk

Mi'tsu Grey-eyes is one of a handful of people in the 27th Century that can correctly claim to have greater than one-eighth Native American blood ancestry; in his case, he is a half-blood member of the Osage tribe. Grey-eyes is proud to be Osage and is deeply religious. He despises his callsign; it was inevitable given his surname that he would be called "Pinkeye" right off the bat. When he pointed out that the proper name of the disease is "conjunctivitis", his flight instructors corrected that particular mistake by assigning him that as his callsign instead, rapidly shortening it to "Junk".

Mi'tsu Grey-eyes, Callsign: Junk
Species: Terran Rank: First Lieutenant, TCSF Gender: Male
Height: 1.6 m Mass: 90 kg Handedness: Right
Birth Date: 2609.165 (Age 30; Adult) Place of Birth: Wynona, Oklahoma, United States, Earth Initiative: +8
Attack Bonuses - Melee: +11; Ranged: +13 Saves - Fortitude: 35, Reflex: 38, Willpower: 37
HP/NHP: 65 HD/THD/FHD: 42/42/50 SI: 65
Power: 65, Three-Dimensional Maneuvers: 20 (Swimming 10), Brawling: 20, Lifting: 15.
Finesse: 80, Dexterous Maneuvers: 20 (Horseback Riding 15), Dodge: 25, Hiding and Seeking: 20.
Physique: 55, Stamina: 25, Concentration: 20, Recuperation: 10.
Intellect: 100, Knowledge: 20 (Osage Lore 20, Kilrathi Tactics 15), Resourcefulness: 20, Cunning: 25.
Acumen: 70, Perception: 15 (Spotting Objects 10), Performance: 15, Survival: 15 (Severe Weather 15).
Charm: 80, Personality: 20 (Debating 15), Leadership: 25, Diplomacy: 20.
Command: 65, Security: 25, Strategy: 20, Guidance: 15, Coordination: 5.
Science: 80, Technology: 5, Planetology: 10, Geology: 10, Archaeology: 10, Typhonology: 10 (American Southern Plains Weather 35).
Navigation: 130, Vehicle Piloting: 20 (Arrow 30), Orientation: 20, Astrogation: 25, Starship Piloting: 20, Stealth: 15.
Tactical: 100, Evasive Maneuvers: 20 (Hard Brake 10), Combat Maneuvers: 25, Targeting: 20, Marksmanship: 15, Ballistics: 10.
Engineering: 50, Damage Control: 20, Mechanics: 15, Defenses: 10, Internal Systems: 5.
Communications: 20, Rapport: 15, Translate: 5.
Medicine: 35, Intensive Care: 20, Psychology: 10, Treatment: 5.
Traits: Navigational Sense +5, Senses (Sight) +5, Senses (Sound) +5, Overconfident -15.

Battleaxe

Candalini Apte is a gentle, kind-hearted and honest soul who joined the military out of a sense of patriotism and duty to the Terran race. Her callsign was assigned to her in an ironic sense; on the first day of combat training, a "battle yell" demanded of her was so pathetic that the drill instructor involved quipped "Well, ain't you just a regular battleaxe?", and the name stuck. She's a competent pilot though her innate curiosity gets the better of her on occasion.

Candalini Apte, Callsign: Battleaxe
Species: Terran Rank: Second Lieutenant, TCSF Gender: Female
Height: 1.6 m Mass: 50 kg Handedness: Right
Birth Date: 2614.287 (Age 25; Adult) Place of Birth: Tezpur, Assam, India, Earth Initiative: +7
Attack Bonuses - Melee: +9; Ranged: +11 Saves - Fortitude: 34, Reflex: 37, Willpower: 37
HP/NHP: 64 HD/THD/FHD: 43/43/50 SI: 64
Power: 50, Three-Dimensional Maneuvers: 25, Brawling: 15, Lifting: 10.
Finesse: 70, Dexterous Maneuvers: 20, Dodge: 25, Hiding and Seeking: 25.
Physique: 45, Stamina: 20, Concentration: 15, Recuperation: 10.
Intellect: 90, Knowledge: 20 (Hindi Customs 25), Resourcefulness: 20, Cunning: 25.
Acumen: 70, Perception: 25, Performance: 25, Survival: 20.
Charm: 75, Personality: 10 (Taunts 20), Leadership: 25, Diplomacy: 20.
Command: 35, Security: 20, Strategy: 10, Guidance: 5.
Science: 50, Technology: 20, Planetology: 15, Geology: 10, Archaeology: 5.
Navigation: 95, Vehicle Piloting: 20 (Raptor 15), Orientation: 20, Astrogation: 20, Starship Piloting: 15, Stealth: 5.
Tactical: 70, Evasive Maneuvers: 25, Combat Maneuvers: 20, Targeting: 15, Marksmanship: 10.
Engineering: 30, Damage Control: 15, Mechanics: 10, Defenses: 5.
Communications: 20, Rapport: 15, Translate: 5.
Medicine: 25, Intensive Care: 15, Psychology: 10.
Traits: Navigational Sense +5, Senses (Sight) +5, Senses (Sound) +5, Curious -5, Honest -10.

Genghis Khan

When Naiman Chimidorj was given his callsign, it was because his flight instructor didn't know "any other damn thing about Mongolia"; he couldn't have known how appropriate that callsign would turn out. Naiman is considered to be imperious and condescending by the other members of the squadron and pulling his name as a flight wingleader usually elicits groans from his subordinates. Chimidorj holds the squadron XO position by virtue of his seniority; he's the third oldest member of Hōshō's crew (older even than her CO). His lack of people skills have cost him military advancement opportunities and it's likely that, war or no, he'll eventually be drummed out of the service for excessive time in grade if things don't change soon.

Naiman Chimidorj, Callsign: Genghis Khan
Species: Terran Rank: Captain, TCSF Gender: Male
Height: 1.8 m Mass: 90 kg Handedness: Left
Birth Date: 2598.325 (Age 41; Middle Age) Place of Birth: Sainshand, Dornogovi, Mongolia, Earth Initiative: +8
Attack Bonuses - Melee: +11; Ranged: +13 Saves - Fortitude: 35, Reflex: 38, Willpower: 37
HP/NHP: 65 HD/THD/FHD: 42/42/50 SI: 65
Power: 65, Three-Dimensional Maneuvers: 20 (Swimming 10), Brawling: 25, Lifting: 10.
Finesse: 80, Dexterous Maneuvers: 20 (Balance 25), Dodge: 20, Hiding and Seeking: 15.
Physique: 55, Stamina: 25, Concentration: 20, Recuperation: 10.
Intellect: 110, Knowledge: 25 (Confederation Command Structure 15, Kilrathi Tactics 30), Resourcefulness: 20, Cunning: 20.
Acumen: 75, Perception: 25, Performance: 25, Survival: 25.
Charm: 90, Personality: 20 (Debating 35), Leadership: 15, Diplomacy: 20.
Command: 75, Security: 25, Strategy: 20, Guidance: 15, Coordination: 10, Inspire: 5.
Science: 90, Technology: 20, Planetology: 25, Geology: 20, Archaeology: 10, Typhonology: 15.
Navigation: 140, Vehicle Piloting: 50 (Wildcat 40), Orientation: 20, Astrogation: 25, Starship Piloting: 20, Stealth: 15.
Tactical: 115, Evasive Maneuvers: 20 (Fish-Hook 25), Combat Maneuvers: 20, Targeting: 25, Marksmanship: 15, Ballistics: 10.
Engineering: 60, Damage Control: 25, Mechanics: 20, Defenses: 10, Internal Systems: 5.
Communications: 30, Rapport: 15, Translate: 10, Distress: 5.
Medicine: 45, Intensive Care: 20, Psychology: 15, Treatment: 10.
Traits: Navigational Sense +5, Senses (Sight) +5, Senses (Sound) +5, Intolerant (Little "Foo-Foo Problems" Brought to Him By His Subordinates) -15.

Hazmat

Wasim Azmat Rana is Hōshō's resident know-it-all hotshot, the guy who thinks he's a lot better than he actually is. His foul mouth and ability to pass gas on command have earned him more than one dressing down by his superiors. Military life has actually improved his overall behavior, though; his callsign was given to him early on in his military career and originally was more a reference to his abysmal personal hygiene than his first surname. He's taken a good command of Kilrathi curse phrases and listening to the reaction of his opponents to his creative, vulgar taunts is always entertaining.

Wasim Azmat Rana, Callsign: Hazmat
Species: Terran Rank: First Lieutenant, TCSF Gender: Male
Height: 2.0 m Mass: 140 kg Handedness: Right
Birth Date: 2609.043 (Age 30; Adult) Place of Birth: Kalat, Balochistan, Pakistan, Earth Initiative: +8
Attack Bonuses - Melee: +11; Ranged: +13 Saves - Fortitude: 35, Reflex: 38, Willpower: 37
HP/NHP: 65 HD/THD/FHD: 42/42/50 SI: 65
Power: 65, Three-Dimensional Maneuvers: 25, Brawling: 25, Lifting: 15.
Finesse: 80, Dexterous Maneuvers: 20 (Sleight-of-Hand 15), Dodge: 25, Hiding and Seeking: 20.
Physique: 55, Stamina: 25, Concentration: 20, Recuperation: 10.
Intellect: 100, Knowledge: 25 (Kilrathi Curse Words 30), Resourcefulness: 20, Cunning: 25.
Acumen: 70, Perception: 25, Performance: 25, Survival: 20.
Charm: 80, Personality: 25 (Taunt 25), Leadership: 10, Diplomacy: 20.
Command: 65, Security: 25, Strategy: 20, Guidance: 15, Coordination: 5.
Science: 80, Technology: 25, Planetology: 20, Geology: 15, Archaeology: 10, Typhonology: 10.
Navigation: 125, Vehicle Piloting: 20 (Wildcat 25), Orientation: 20, Astrogation: 25, Starship Piloting: 20, Stealth: 15.
Tactical: 100, Evasive Maneuvers: 20 (Hard Brake 10), Combat Maneuvers: 25, Targeting: 20, Marksmanship: 15, Ballistics: 10.
Engineering: 50, Damage Control: 20, Mechanics: 15, Defenses: 10, Internal Systems: 5.
Communications: 20, Rapport: 15, Translate: 5.
Medicine: 35, Intensive Care: 20, Psychology: 10, Treatment: 5.
Traits: Navigational Sense +10, Crude -10.

Casino

Ghassan ben Yusuf is one of the younger pilots on Hōshō's flight roster and graduated in the same class as Shmo. He is a practicing Sunni Muslim of the Shafi'i school and makes time for his religious duties as his shipboard duties allow. He values honesty and is willing to take the statements of others at face value. His callsign was given to him by his flight instructor who thought that "Luxor" was the name of a casino in old Vegas and didn't know about the historical source of the name.

Ghassan ben Yusuf el 'Uqsur, Callsign: Casino
Species: Terran Rank: Second Lieutenant, TCSF Gender: Male
Height: 1.8 m Mass: 110 kg Handedness: Right
Birth Date: 2618.291 (Age 21; Adult) Place of Birth: Luxor, Luxor, Egypt, Earth Initiative: +5
Attack Bonuses - Melee: +9; Ranged: +9 Saves - Fortitude: 34, Reflex: 35, Willpower: 37
HP/NHP: 64 HD/THD/FHD: 45/45/50 SI: 64
Power: 50, Three-Dimensional Maneuvers: 25, Brawling: 15, Lifting: 10.
Finesse: 55, Dexterous Maneuvers: 25, Dodge: 20, Hiding and Seeking: 10.
Physique: 45, Stamina: 20, Concentration: 15, Recuperation: 10.
Intellect: 80, Knowledge: 35, Resourcefulness: 25, Cunning: 20.
Acumen: 70, Perception: 15, Performance: 25, Survival: 15 (Desert 15).
Charm: 75, Personality: 20 (Taunt 10), Leadership: 25, Diplomacy: 20.
Command: 35, Security: 20, Strategy: 10, Guidance: 5.
Science: 40, Technology: 20, Planetology: 15, Geology: 5.
Navigation: 60, Vehicle Piloting: 20 (Scimitar 10), Orientation: 15, Astrogation: 10, Starship Piloting: 5.
Tactical: 45, Evasive Maneuvers: 20, Combat Maneuvers: 15, Targeting: 10.
Engineering: 30, Damage Control: 15, Mechanics: 10, Defenses: 5.
Communications: 20, Rapport: 15, Translate: 5.
Medicine: 25, Intensive Care: 15, Psychology: 10.
Traits: Navigational Sense +5, Senses (Sight) +5, Senses (Sound) +5, Creed (Islam) -15.

Cootie

Klemen Kutsera is a colonial and proud of it. A gentle, kind-hearted individual with a thirst for knowledge, Kutsera is an amateur entomologist (a hobby that, coupled with his surname, earned him his callsign). Though somewhat impulsive, he is still a favorite wingman among his fellow pilots.

Klemen Kutsera, Callsign: Cootie
Species: Terran Rank: Second Lieutenant, TCSF Gender: Male
Height: 1.8 m Mass: 80 kg Handedness: Right
Birth Date: 2615.266 (Age 24; Adult) Place of Birth: Uj Eger, Planet Skywalker, Lucas System Initiative: +7
Attack Bonuses - Melee: +9; Ranged: +11 Saves - Fortitude: 34, Reflex: 37, Willpower: 37
HP/NHP: 64 HD/THD/FHD: 43/43/50 SI: 64
Power: 50, Three-Dimensional Maneuvers: 25, Brawling: 15, Lifting: 10.
Finesse: 70, Dexterous Maneuvers: 15 (Balance 15), Dodge: 25, Hiding and Seeking: 15.
Physique: 45, Stamina: 20, Concentration: 15, Recuperation: 10.
Intellect: 90, Knowledge: 20 (Insects 20), Resourcefulness: 25, Cunning: 25.
Acumen: 70, Perception: 15, Performance: 25, Survival: 15 (Edible Plants 15).
Charm: 75, Personality: 20 (Taunt 10), Leadership: 25, Diplomacy: 20.
Command: 35, Security: 20, Strategy: 10, Guidance: 5.
Science: 50, Technology: 20, Planetology: 15, Geology: 10, Archaeology: 5.
Navigation: 100, Vehicle Piloting: 20 (Raptor 15), Orientation: 25, Astrogation: 20, Starship Piloting: 15, Stealth: 5.
Tactical: 70, Evasive Maneuvers: 25, Combat Maneuvers: 20, Targeting: 15, Marksmanship: 10.
Engineering: 30, Damage Control: 15, Mechanics: 10, Defenses: 5.
Communications: 20, Rapport: 15, Translate: 5.
Medicine: 25, Intensive Care: 15, Psychology: 10.
Traits: Navigational Sense +5, Senses (Sight) +5, Allergic (Pollen) -5, Impulsive -5.

La Doña

Maria Álvarez is an offshoot descendant of Pedro Álvarez de Toledo, 1st Marquis of Mancera, a sixteenth-century Peruvian viceroy. This little factoid combined with her noted good looks earned her the callsign "La Doña" (literally "The Lady") early on in her career, a handle that she embraced. She is one of Hōshō's top pilots, a fact somewhat masked by her laid-back demeanor. Those who underestimate her, however, tend to learn about her fiery temper rather quickly.

Maria Álvarez, Callsign: La Doña
Species: Terran Rank: Captain, TCSF Gender: Female
Height: 1.7 m Mass: 60 kg Handedness: Left
Birth Date: 2605.295 (Age 34; Adult) Place of Birth: Trinidad, Beni, Bolivia, Earth Initiative: +8
Attack Bonuses - Melee: +9; Ranged: +11 Saves - Fortitude: 35, Reflex: 48, Willpower: 32
HP/NHP: 65 HD/THD/FHD: 42/42/50 SI: 65
Power: 65, Three-Dimensional Maneuvers: 10 (Climbing 20), Brawling: 20, Lifting: 15.
Finesse: 80, Dexterous Maneuvers: 15 (Balance 20), Dodge: 25, Hiding and Seeking: 20.
Physique: 55, Stamina: 25, Concentration: 20, Recuperation: 10.
Intellect: 100, Knowledge: 20 (Kilrathi Tactics 35), Resourcefulness: 20, Cunning: 25.
Acumen: 70, Perception: 25, Performance: 25, Survival: 20.
Charm: 80, Personality: 20 (Use of Sarcasm 15), Leadership: 25, Diplomacy: 20.
Command: 65, Security: 15 (Hand Lasers 10), Strategy: 20, Guidance: 15, Coordination: 5.
Science: 80, Technology: 20, Planetology: 20, Geology: 15, Archaeology: 10, Typhonology: 15.
Navigation: 125, Vehicle Piloting: 25 (Scimitar 15), Orientation: 25, Astrogation: 25, Starship Piloting: 20, Stealth: 15.
Tactical: 100, Evasive Maneuvers: 20 (Immelmann 10), Combat Maneuvers: 25, Targeting: 20, Marksmanship: 15, Ballistics: 10.
Engineering: 50, Damage Control: 20, Mechanics: 15, Defenses: 10, Internal Systems: 5.
Communications: 20, Rapport: 15, Translate: 5.
Medicine: 35, Intensive Care: 20, Psychology: 10, Treatment: 5.
Traits: Reflexes +10, Comeliness +10, Temper -10, Discipline -5, Lecherous -5.

Shmo (Knight)

Shmo (who will one day join a squadron of elite fighter pilots aboard TCS Tiger's Claw) is a recent addition to Hōshō's flight roster, still fresh from the academy. Generally quiet and unassuming, Shmo is a jack of all trades - not an expert in flying or in marksmanship but a pilot known for keeping a steady stick. He is becoming a favorite wingman among his fellow pilots. Shmo's callsign was selected because he "flew like an average Joe Shmo", according to one of his flight instructors; the name no doubt stuck because A) it rhymed with his surname and B) Joseph thoroughly hates being called "Joe". (The callsign for which Joseph Khumalo is more famously known will not be given to him until sometime during the middle of the Enyo Engagement...).

Joseph Khumalo, Callsign: Shmo
Species: Terran Rank: Second Lieutenant, TCSF Gender: Male
Height: 1.9 m Mass: 120 kg Handedness: Right
Birth Date: 2612.173 (Age 21; Adult) Place of Birth: Kroonstad, Free State, South Africa, Earth Initiative: +7
Attack Bonuses - Melee: +9; Ranged: +11 Saves - Fortitude: 34, Reflex: 37, Willpower: 37
HP/NHP: 64 HD/THD/FHD: 43/43/50 SI: 64
Power: 50, Three-Dimensional Maneuvers: 25, Brawling: 15, Lifting: 10.
Finesse: 70, Dexterous Maneuvers: 20 (Sleight-of-Hand 10), Dodge: 25, Hiding and Seeking: 15.
Physique: 45, Stamina: 20, Concentration: 15, Recuperation: 10.
Intellect: 90, Knowledge: 25 (Kilrathi Tactics 25), Resourcefulness: 20, Cunning: 20.
Acumen: 70, Perception: 20 (Spot Enemy Craft 10), Performance: 25, Survival: 15.
Charm: 75, Personality: 20 (Debating 15), Leadership: 20, Diplomacy: 20.
Command: 35, Security: 20, Strategy: 10, Guidance: 5.
Science: 50, Technology: 20, Planetology: 15, Geology: 10, Archaeology: 5.
Navigation: 100, Vehicle Piloting: 20 (Scimitar 20), Orientation: 20, Astrogation: 20, Starship Piloting: 15, Stealth: 5.
Tactical: 70, Evasive Maneuvers: 20, Combat Maneuvers: 20, Targeting: 15, Marksmanship: 15.
Engineering: 30, Damage Control: 15, Mechanics: 10, Defenses: 5.
Communications: 20, Rapport: 15, Translate: 5.
Medicine: 25, Intensive Care: 15, Psychology: 10.
Traits: Navigational Sense +5, Nerves +10, Temper -5, Honest -10.

Sieverts

Lieutenant Colonel Blakely has been flying fighters for over twenty years and is considering taking his leave from active duty to pursue a teaching career. His callsign is fairly recent; for the bulk of his career, he flew under the name "Gasbag" after an embarrassing incident involving his drill instructor and some barely passable Mexican food on his first day of basic. He was in Greasy Sae's basement - for reasons that are unclear - when the Kilrathi attacked McAuliffe and though he survived the nuking of the airbase, he received a nearly lethal dose of radiation in the process, from which he has scars that will never recover. Nevertheless, his skill in a fighter, along with his excellent leadership skills, has led him to command of Hōshō's entire fighter wing. His generally amiable personality has earned him many friends in the upper echelons of the Confederation Armed Forces command structure.

Raymond Blakely, Callsign: Sieverts
Species: Terran Rank: Lieutenant Colonel, TCSF Gender: Male
Height: 1.8 m Mass: 120 kg Handedness: Right
Birth Date: 2595.276 (Age 44; Middle Age) Place of Birth: Gautier, Mississippi, United States, Earth Initiative: +9
Attack Bonuses - Melee: +12; Ranged: +14 Saves - Fortitude: 29, Reflex: 49, Willpower: 38
HP/NHP: 64 HD/THD/FHD: 41/41/50 SI: 64
Power: 75, Three-Dimensional Maneuvers: 25 (Jumping 10), Brawling: 25, Lifting: 15.
Finesse: 90, Dexterous Maneuvers: 15 (Lockpicking 25), Dodge: 30, Hiding and Seeking: 20.
Physique: 41, Stamina: 20, Concentration: 15, Recuperation: 6.
Intellect: 120, Knowledge: 20 (Confederation Command Structure 15, Kilrathi Tactics 15), Resourcefulness: 25 (Crude Weaponry 15), Cunning: 15 (Seduction 15).
Acumen: 85, Perception: 20 (Spotting Objects 20), Performance: 25, Survival: 20.
Charm: 95, Personality: 25 (Debating 15), Leadership: 20 (Fighter Wing 10), Diplomacy: 25.
Command: 95, Security: 25 (Hand Lasers 5), Strategy: 25, Guidance: 20, Coordination: 15, Inspire: 5.
Science: 120, Technology: 20 (Land Vehicles 15), Planetology: 20, Geology: 25, Archaeology: 20, Typhonology: 20.
Navigation: 155, Vehicle Piloting: 25 (Wildcat 45), Orientation: 20, Astrogation: 20, Starship Piloting: 25, Stealth: 20.
Tactical: 135, Evasive Maneuvers: 25 (Shelton Slide 25), Combat Maneuvers: 25, Targeting: 25, Marksmanship: 20, Ballistics: 15.
Engineering: 80, Damage Control: 25, Mechanics: 20, Defenses: 15, Internal Systems: 10, Faster-Than-Light Mechanics: 10.
Communications: 50, Rapport: 20, Translate: 15, Distress: 10, Intimidate: 5.
Medicine: 65, Intensive Care: 20, Psychology: 20, Treatment: 15, Specialized Medicine: 10.
Traits: Senses (Sound) +10, Reflexes +10, Lecherous -5, Comeliness -5, Health -5, Bleeder -5.

The Bad Guys: Kilrathi Pilots

The following section contains a list of generic Kilrathi pilots that may be used during the course of the campaign. Pilots of varying skill levels are presented. The GM may use any of these pilots to generate the default enemy fighter pilot statistics as another means of affecting the campaign's difficulty. They should also feel free to combine Kilrathi pilots of varying skill levels in a single encounter (if they would like add an "ace" to an encounter, for example).

Blackeye

The following table is for a generic, 0-hero point Kilrathi Pilot.

Cakg nar Raktha, Callsign: Blackeye
Species: Kilrathi Rank: Fourth Fang Gender: Male
Height: 2.69 m Mass: 110 kg Handedness: Right
Birth Date: 2631.235 (Age 23; Adult) Place of Birth: Village of Thrak'hr'an, Raktha Initiative: +6
Attack Bonuses - Melee: +10; Ranged: +10 Saves - Fortitude: 35, Reflex: 36, Willpower: 36
HP/NHP: 75 HD/THD/FHD: 47/44/53 SI: 75
Power: 60, Three-Dimensional Maneuvers: 15 (Climbing 10), Brawling: 20, Lifting: 15.
Finesse: 65, Dexterous Maneuvers: 20, Dodge: 20, Hiding and Seeking: 15 (Hunting 10).
Physique: 50, Stamina: 15, Concentration: 15, Recuperation: 20.
Intellect: 75, Knowledge: 20 (Clan Lore 10), Resourcefulness: 15, Cunning: 20 (Stalking 10).
Acumen: 60, Perception: 25, Performance: 20, Survival: 15.
Charm: 65, Personality: 20 (Taunting 10), Leadership: 20, Diplomacy: 15.
Command: 40, Security: 20, Strategy: 15, Guidance: 5.
Science: 45, Technology: 20, Planetology: 15, Geology: 10.
Navigation: 60, Vehicle Piloting: 5 (Salthi 25), Orientation: 15, Astrogation: 10, Starship Piloting: 5.
Tactical: 50, Evasive Maneuvers: 5 (Immelmann 15), Combat Maneuvers: 15, Targeting: 10, Marksmanship: 5.
Engineering: 35, Damage Control: 20, Mechanics: 10, Defenses: 5.
Communications: 20, Rapport: 15, Translate: 5.
Medicine: 25, Intensive Care: 15, Psychology: 10.
Traits: Navigational Sense +5, Senses (Sight) +5, Overconfident -5, Impulsive -5, Enhanced Visual Sense, Senses (Sight) +5, Senses (Smell) +5, Senses (Hearing) +5, Creed -25, Intolerant (Non-Kilrathi) -10.

Star Shredder

The following table is for a generic, 100-hero point Kilrathi Pilot.

Joor'ath nar Dhollas, Callsign: Star Shredder
Species: Kilrathi Rank: Fourth Fang Gender: Male
Height: 2.69 m Mass: 110 kg Handedness: Right
Birth Date: 2631.235 (Age 23; Adult) Place of Birth: Ak'kilra'hn Community, Dhollas Initiative: +8
Attack Bonuses - Melee: +10; Ranged: +12 Saves - Fortitude: 35, Reflex: 38, Willpower: 36
HP/NHP: 75 HD/THD/FHD: 45/42/53 SI: 75
Power: 60, Three-Dimensional Maneuvers: 15 (Climbing 10), Brawling: 20, Lifting: 15.
Finesse: 80, Dexterous Maneuvers: 20, Dodge: 25, Hiding and Seeking: 20 (Hunting 15).
Physique: 50, Stamina: 25, Concentration: 15, Recuperation: 10.
Intellect: 85, Knowledge: 20 (Clan Lore 15), Resourcefulness: 20, Cunning: 20 (Stalking 10).
Acumen: 60, Perception: 25, Performance: 20, Survival: 15.
Charm: 65, Personality: 20 (Taunting 10), Leadership: 20, Diplomacy: 15.
Command: 40, Security: 20, Strategy: 15, Guidance: 5.
Science: 55, Technology: 25, Planetology: 15, Geology: 10, Archaeology: 5.
Navigation: 100, Vehicle Piloting: 10 (Dralthi 25), Orientation: 25, Astrogation: 20, Starship Piloting: 15, Stealth: 5.
Tactical: 75, Evasive Maneuvers: 10 (Hard Brake 15), Combat Maneuvers: 20, Targeting: 15, Marksmanship: 10, Ballistics: 5.
Engineering: 35, Damage Control: 20, Mechanics: 10, Defenses: 5.
Communications: 20, Rapport: 15, Translate: 5.
Medicine: 25, Intensive Care: 15, Psychology: 10.
Traits: Navigational Sense +5, Senses (Sight) +5, Overconfident -5, Impulsive -5, Enhanced Visual Sense, Senses (Sight) +5, Senses (Smell) +5, Senses (Hearing) +5, Creed -25, Intolerant (Non-Kilrathi) -10.

Nightstalker

The following table is for a generic, 200-hero point Kilrathi Pilot.

Jorkad lan Vrenes, Callsign: Nightstalker
Species: Kilrathi Rank: Third Fang Gender: Male
Height: 2.69 m Mass: 110 kg Handedness: Right
Birth Date: 2631.235 (Age 23; Adult) Place of Birth: Thrgh'ath City, Tr'Kpa Initiative: +8
Attack Bonuses - Melee: +11; Ranged: +13 Saves - Fortitude: 35, Reflex: 38, Willpower: 31
HP/NHP: 75 HD/THD/FHD: 45/42/53 SI: 75
Power: 65, Three-Dimensional Maneuvers: 20 (Climbing 10), Brawling: 20, Lifting: 15.
Finesse: 80, Dexterous Maneuvers: 20, Dodge: 25, Hiding and Seeking: 25 (Hunting 10).
Physique: 50, Stamina: 25, Concentration: 15, Recuperation: 10.
Intellect: 85, Knowledge: 20 (Clan Lore 15), Resourcefulness: 20, Cunning: 15 (Stalking 15).
Acumen: 60, Perception: 25, Performance: 20, Survival: 15.
Charm: 65, Personality: 20 (Intimidating Gestures 10), Leadership: 20, Diplomacy: 15.
Command: 60, Security: 25, Strategy: 20, Guidance: 10, Coordination: 5.
Science: 75, Technology: 25, Planetology: 20, Geology: 15, Archaeology: 10, Typhonology: 5.
Navigation: 115, Vehicle Piloting: 10 (Jalthi 35), Orientation: 25, Astrogation: 20, Starship Piloting: 15, Stealth: 10.
Tactical: 90, Evasive Maneuvers: 20 (Hard Brake 10), Combat Maneuvers: 25, Targeting: 20, Marksmanship: 10, Ballistics: 5.
Engineering: 45, Damage Control: 20, Mechanics: 15, Defenses: 10.
Communications: 20, Rapport: 15, Translate: 5.
Medicine: 25, Intensive Care: 15, Psychology: 10.
Traits: Navigational Sense +10, Overconfident -5, Discipline -5, Enhanced Visual Sense, Senses (Sight) +5, Senses (Smell) +5, Senses (Hearing) +5, Creed -25, Intolerant (Non-Kilrathi) -10.

Deathclaw

The following table is for a generic, 300-hero point Kilrathi Pilot.

Buktag'ka lan Vharr, Callsign: Deathclaw
Species: Kilrathi Rank: Second Fang Gender: Male
Height: 2.69 m Mass: 110 kg Handedness: Right
Birth Date: 2631.235 (Age 23; Adult) Place of Birth: Imperial City, Kilrah Initiative: +9
Attack Bonuses - Melee: +11; Ranged: +13 Saves - Fortitude: 36, Reflex: 39, Willpower: 36
HP/NHP: 76 HD/THD/FHD: 44/41/53 SI: 76
Power: 75, Three-Dimensional Maneuvers: 20 (Climbing 10), Brawling: 25, Lifting: 20.
Finesse: 90, Dexterous Maneuvers: 20 (Balancing 20), Dodge: 20, Hiding and Seeking: 15 (Hunting 15).
Physique: 60, Stamina: 25, Concentration: 20, Recuperation: 15.
Intellect: 95, Knowledge: 20 (Clan Lore 20), Resourcefulness: 20, Cunning: 10 (Stalking 25).
Acumen: 60, Perception: 25, Performance: 20, Survival: 15.
Charm: 70, Personality: 15 (Intimidating Gestures 15), Leadership: 25, Diplomacy: 15.
Command: 70, Security: 20 (Hand Lasers 5), Strategy: 20, Guidance: 15, Coordination: 10.
Science: 85, Technology: 20, Planetology: 25, Geology: 15, Archaeology: 10, Typhonology: 15.
Navigation: 130, Vehicle Piloting: 20 (Krant 30), Orientation: 20, Astrogation: 25, Starship Piloting: 20, Stealth: 15.
Tactical: 105, Evasive Maneuvers: 20 (Fish-Hook 15), Combat Maneuvers: 25, Targeting: 20, Marksmanship: 15, Ballistics: 10.
Engineering: 55, Damage Control: 15, Mechanics: 25, Defenses: 10, Internal Systems: 5.
Communications: 20, Rapport: 15, Translate: 5.
Medicine: 35, Intensive Care: 20, Psychology: 10, Treatment: 5.
Traits: Navigational Sense +5, Senses (Sight) +5, Senses (Sound) +5, Overconfident -15, Enhanced Visual Sense, Senses (Sight) +5, Senses (Smell) +5, Senses (Hearing) +5, Creed -25, Intolerant (Non-Kilrathi) -10.

Ape Ripper

The following table is for a generic, 400-hero point Kilrathi Pilot.

Vak nar Tsahl, Callsign: Ape Ripper
Species: Kilrathi Rank: First Fang Gender: Male
Height: 2.69 m Mass: 110 kg Handedness: Right
Birth Date: 2631.235 (Age 23; Adult) Place of Birth: Tsahl City, Kilrah Initiative: +9
Attack Bonuses - Melee: +12; Ranged: +13 Saves - Fortitude: 36, Reflex: 59, Willpower: 31
HP/NHP: 76 HD/THD/FHD: 44/41/53 SI: 76
Power: 80, Three-Dimensional Maneuvers: 20 (Climbing 15), Brawling: 25, Lifting: 20.
Finesse: 95, Dexterous Maneuvers: 20 (Balance 25), Dodge: 20, Hiding and Seeking: 10 (Hunting 20).
Physique: 65, Stamina: 25, Concentration: 20, Recuperation: 20.
Intellect: 100, Knowledge: 20 (Clan Lore 20), Resourcefulness: 15, Cunning: 10 (Stalking 35).
Acumen: 60, Perception: 25, Performance: 20, Survival: 15.
Charm: 75, Personality: 20 (Taunting 10), Leadership: 25, Diplomacy: 20.
Command: 80, Security: 20 (Slugthrower 10), Strategy: 20, Guidance: 15, Coordination: 10, Inspire: 5.
Science: 95, Technology: 20, Planetology: 25, Geology: 20, Archaeology: 15, Typhonology: 15.
Navigation: 135, Vehicle Piloting: 20 (Gamora 35), Orientation: 20, Astrogation: 25, Starship Piloting: 20, Stealth: 15.
Tactical: 120, Evasive Maneuvers: 20 (Hard Brake 25), Combat Maneuvers: 20, Targeting: 25, Marksmanship: 20, Ballistics: 10.
Engineering: 65, Damage Control: 25, Mechanics: 20, Defenses: 15, Internal Systems: 5.
Communications: 30, Rapport: 15, Translate: 10, Distress: 5.
Medicine: 45, Intensive Care: 20, Psychology: 15, Treatment: 10.
Traits: Reflexes +20, Impulsive -10, Discipline -5, Lecherous -5, Enhanced Visual Sense, Senses (Sight) +5, Senses (Smell) +5, Senses (Hearing) +5, Creed -25, Intolerant (Non-Kilrathi) -10.

Black Killer

The following table is for a generic, 500-hero point Kilrathi Pilot.

Kurthag nar Ta'hal, Callsign: Black Killer
Species: Kilrathi Rank: Shintahr Gender: Male
Height: 2.69 m Mass: 110 kg Handedness: Right
Birth Date: 2631.235 (Age 23; Adult) Place of Birth: Ta'hal Community, Kilrah Initiative: +10
Attack Bonuses - Melee: +12; Ranged: +14 Saves - Fortitude: 37, Reflex: 40, Willpower: 31
HP/NHP: 77 HD/THD/FHD: 43/40/53 SI: 77
Power: 85, Three-Dimensional Maneuvers: 20 (Climbing 15), Brawling: 20 (Hran'gar 10), Lifting: 20.
Finesse: 100, Dexterous Maneuvers: 20 (Balance 25), Dodge: 20, Hiding and Seeking: 20 (Hunting 15).
Physique: 70, Stamina: 25, Concentration: 25, Recuperation: 20.
Intellect: 105, Knowledge: 20 (Clan Lore 20, Kilrathi Command Structure 15), Resourcefulness: 15, Cunning: 15 (Stalking 20).
Acumen: 65, Perception: 25, Performance: 20, Survival: 20.
Charm: 75, Personality: 10 (Taunting 20), Leadership: 25, Diplomacy: 20.
Command: 90, Security: 20 (Blades 10), Strategy: 25, Guidance: 20, Coordination: 10, Inspire: 5.
Science: 110, Technology: 25, Planetology: 25, Geology: 20, Archaeology: 20, Typhonology: 20.
Navigation: 155, Vehicle Piloting: 25 (Heavy Fighters 50), Orientation: 25, Astrogation: 20, Starship Piloting: 20, Stealth: 15.
Tactical: 130, Evasive Maneuvers: 20 (Shake, Rattle and Roll 30), Combat Maneuvers: 20, Targeting: 25, Marksmanship: 20, Ballistics: 15.
Engineering: 75, Damage Control: 25, Mechanics: 20, Defenses: 15, Internal Systems: 10, Faster-Than-Light Mechanics: 5.
Communications: 40, Rapport: 20, Translate: 15, Distress: 5.
Medicine: 55, Intensive Care: 20, Psychology: 15, Treatment: 10, Specialized Medicine: 10.
Traits: Navigational Sense +10, Overconfident -5, Discipline -5, Enhanced Visual Sense, Senses (Sight) +5, Senses (Smell) +5, Senses (Hearing) +5, Creed -25, Intolerant (Non-Kilrathi) -10.

The Ugly Guys (And Other Folks)

This section contains stats on various NPCs that are present throughout various points in the campaign.

Lieutenant Fielding

Lieutenant Lindsay Fielding (usually known around pilot country as just "Fielding") is Hōshō's chief of communications. Born into a lower-middle class civilian family, Fielding entered ROTC as a means of paying her way through college; she intended to perform a quick stint and ultimately begin a career in broadcasting. She was less than a year out of college and beginning her tour of duty aboard Hōshō when the war with the Pilgrim Alliance began (and in which Hōshō was heavily involved). She remained on board when the war with the Kilrathi got underway. She's known for her ability to stay focused under fire, though she'd just as soon stay out of action.

Lindsay Fielding
Species: Terran Rank: Second Lieutenant (TCN) Gender: Female
Height: 1.9 m Mass: 65 kg Handedness: Right
Birth Date: 2611.063 (Age 28; Adult) Place of Birth: Sawston, Cambridgeshire, England, Earth Initiative: +4
Attack Bonuses - Melee: +5; Ranged: +4 Saves - Fortitude: 35, Reflex: 34, Willpower: 38
HP/NHP: 65 HD/THD/FHD: 46/46/50 SI: 65
Power: 55, Three-Dimensional Maneuvers: 15 (Swimming 10), Brawling: 10, Lifting: 20.
Finesse: 45, Dexterous Maneuvers: 20, Dodge: 10, Hiding and Seeking: 15.
Physique: 50, Stamina: 10, Concentration: 10 (Concentration Under Fire 15), Recuperation: 15.
Intellect: 75, Knowledge: 10 (Kilrathi Codes 20), Resourcefulness: 20, Cunning: 15 (Poker Face 10).
Acumen: 80, Perception: 10 (Hearing 15), Performance: 5 (Communications Officer 30), Survival: 20.
Charm: 70, Personality: 25, Leadership: 15, Diplomacy: 10 (Arranging For Supplies 20).
Command: 25, Coordination: 15, Guidance: 10.
Science: 50, Archaeology: 15 (Kilrathi Relics 15), Technology: 15, Geology: 5.
Navigation: 45, Vehicle Piloting: 20, Stealth: 15, Orientation: 10.
Tactical: 30, Evasive Maneuvers: 15, Targeting: 10, Marksmanship: 5.
Engineering: 35, Damage Control: 20, Internal Systems: 10, Defenses: 5.
Communications: 65, Translate: 25 (Kilrathi Language: 10), Rapport: 15, Distress: 10, Intimidate: 5.
Medicine: 20, Psychology: 15, Specialized Medicine: 5.
Traits: Linguistic Sense +5, Scientific Sense +5, Bleeder -5, Nerves -5.

Rosewater

Quian Rui-hong has been a bartender for most of her adult life. In her early twenties, she relocated to the Highcroft resort facility on the planet McAuliffe and opened up a bar, which was relatively successful and often frequented by Confederation Naval personnel and with whom she developed a strong rapport. It was one of her patrons who gave her the nickname "Rosewater" given her profession and the fact that and her given name in Chinese means "red flower". She was at the Highcroft facility when the Kilrathi ambushed the planet and fared better than most civilians on the planet but rapidly saw her customer base dwindle immediately after the attack. Facing financial ruin, Rui-hong enlisted in the Navy, despite being well above the normal maximum age to do so. Fortunately, she had some friends in the Navy who pulled some strings and she rapidly found herself assigned to TCS Hōshō as a Culinary Specialist. She runs the bar on ship and is a friendly (though sometimes cutting and opinionated) presence in pilot country.

Quian "Rosewater" Rui-hong
Species: Terran Rank: Petty Officer Gender: Female
Height: 1.5 m Mass: 60 kg Handedness: Right
Birth Date: 2583.113 (Age 56; Middle Age) Place of Birth: Chikeng, Guangdong Province, China, Earth Initiative: +5
Attack Bonuses - Melee: +7; Ranged: +8 Saves - Fortitude: 34, Reflex: 45, Willpower: 38
HP/NHP: 64 HD/THD/FHD: 45/45/50 SI: 64
Power: 40, Brawling: 20, Three-Dimensional Maneuvers: 15, Lifting: 5.
Finesse: 50, Dexterous Maneuvers: 10 (Bartending Tricks 15), Dodge: 20, Hiding and Seeking: 5.
Physique: 45, Concentration: 10 (Concentrating While Mixing Drinks 15), Stamina: 15, Recuperation: 5.
Intellect: 75, Knowledge: 10 (Mixed Drinks 25), Resourcefulness: 25, Cunning: 15.
Acumen: 85, Performance: 10 (Bartender 30), Perception: 10 (Sight 15), Survival: 20.
Charm: 80, Personality: 10 (Arguing with Drunken Pilots 25), Diplomacy: 25, Leadership: 20.
Command: 20, Security: 15, Coordination: 5.
Science: 45, Planetology: 20, Archaeology: 15, Geology: 10.
Navigation: 35, Vehicle Piloting: 5 (Groundcars 15), Orientation: 10, Stealth: 5.
Tactical: 30, Marksmanship: 15, Targeting: 10, Evasive Maneuvers: 5.
Engineering: 25, Internal Systems: 15, Damage Control: 10.
Communications: 55, Negotiate: 25, Rapport: 15, Intimidate: 10, Translate: 5.
Medicine: 40, Psychology: 20, Intensive Care: 15, Specialized Medicine: 5.
Traits: Nerves +10, Reflexes +10, Intolerant (Unnecessary Violence) -20.

Shoeshine

Shoeshine is one of TCS Sara Maru's top pilots. He has achieved an impressive kill score in the early war despite his somewhat lackadaisical attitude towards Confederation command structure and his tendency to pay too much attention to the ship's company of women. Like most aviators, his callsign is somewhat based on his surname, though in his case it was also due to a slip of his drill sergeant's tongue - who said "shoeshine" instead of "sunshine" at the end of the phrase "Wake your <string of expletives> butt up, you miserable <another string of expletives> piece of <more expletives>!! This ain't <yet more expletives> nursery school!!!" on his first day of boot camp. This was followed by another string of expletives, as likely as not.

Joshuya Mitsuhide, Callsign: Shoeshine
Species: Terran Rank: Captain Gender: Male
Height: 2.0 m Mass: 110 kg Handedness: Left
Birth Date: 2608.199 (Age 31; Adult) Place of Birth: Itoigawa, Niigata Prefecture, Japan, Earth Initiative: +8
Attack Bonuses - Melee: +11; Ranged: +13 Saves - Fortitude: 36, Reflex: 58, Willpower: 32
HP/NHP: 65 HD/THD/FHD: 42/42/50 SI: 65
Power: 65, Three-Dimensional Maneuvers: 20, Brawling: 20 (Aikido 10), Lifting: 15.
Finesse: 80, Dexterous Maneuvers: 20 (Balance 10, Lockpicking 5), Dodge: 25, Hiding and Seeking: 20.
Physique: 55, Stamina: 25, Concentration: 20, Recuperation: 10.
Intellect: 100, Knowledge: 20 (Japanese History 20), Resourcefulness: 20, Cunning: 25 (Seduction 15).
Acumen: 70, Perception: 20 (Spotting Objects in Space 15), Performance: 25, Survival: 15.
Charm: 80, Personality: 20 (Picking Up Women 15), Leadership: 25, Diplomacy: 20.
Command: 65, Security: 25, Strategy: 20, Guidance: 15, Coordination: 5.
Science: 80, Technology: 15 (Kilrathi Craft 15), Planetology: 20, Geology: 15, Archaeology: 10, Typhonology: 5.
Navigation: 125, Vehicle Piloting: 15 (Arrow 30), Orientation: 20, Astrogation: 25, Starship Piloting: 20, Stealth: 15.
Tactical: 100, Evasive Maneuvers: 20 (Immelmann 15), Combat Maneuvers: 20, Targeting: 20, Marksmanship: 15, Ballistics: 10.
Engineering: 50, Damage Control: 20, Mechanics: 15, Defenses: 10, Internal Systems: 5.
Communications: 20, Rapport: 15, Translate: 5.
Medicine: 35, Intensive Care: 20, Psychology: 10, Treatment: 5.
Traits: Reflexes +20, Impulsive -10, Discipline -5, Lecherous -5.

Fin Soup

Heðin Finsen is one of the few representatives of his homeland in the Confederation Space Force and was the first person from the Faeroes to become a Confederation aerospace fighter pilot. Despite his somewhat impulsive behavior, he is a respected pilot aboard TCS Sara Maru, particularly given the fact that he'll occasionally whip up something for his squadron-mates that tastes a little better than what the ship's mess serves - a trait that helped him to earn his callsign.

Heðin Finsen, Callsign: Fin Soup
Species: Terran Rank: First Lieutenant Gender: Male
Height: 1.8 m Mass: 100 kg Handedness: Right
Birth Date: 2609.145 (Age 30; Adult) Place of Birth: Skopun, Sandoy Region, Faeroe Islands, Earth Initiative: +7
Attack Bonuses - Melee: +8; Ranged: +9 Saves - Fortitude: 35, Reflex: 37, Willpower: 37
HP/NHP: 65 HD/THD/FHD: 43/43/50 SI: 65
Power: 60, Three-Dimensional Maneuvers: 25, Brawling: 20, Lifting: 15.
Finesse: 75, Dexterous Maneuvers: 25, Dodge: 25, Hiding and Seeking: 25.
Physique: 50, Stamina: 25, Concentration: 15, Recuperation: 10.
Intellect: 95, Knowledge: 20 (Recipes 20), Resourcefulness: 30, Cunning: 25.
Acumen: 70, Perception: 15, Performance: 25, Survival: 10 (Cooking 20).
Charm: 75, Personality: 30, Leadership: 25, Diplomacy: 20.
Command: 55, Security: 10 (Rifles 15), Strategy: 15, Guidance: 10, Coordination: 5.
Science: 70, Technology: 20, Planetology: 10 (Astronomy 15), Geology: 15, Archaeology: 10.
Navigation: 110, Vehicle Piloting: 20 (Arrow 20), Orientation: 25, Astrogation: 20, Starship Piloting: 15, Stealth: 10.
Tactical: 85, Evasive Maneuvers: 20, Combat Maneuvers: 25, Targeting: 15, Marksmanship: 10, Ballistics: 15.
Engineering: 40, Damage Control: 20, Mechanics: 15, Defenses: 5.
Communications: 20, Rapport: 15, Translate: 5.
Medicine: 25, Intensive Care: 15, Psychology: 10.
Traits: Navigational Sense +5, Senses (Sight) +5, Overconfident -5, Impulsive -5.

Generic Confederation Capship Crew

The following set of Disciplines may be used for a generic, 200-point Confederation capital ship crew.

  • Command: 105, Inspire: 25, Coordination: 25, Strategy: 20, Security: 15, Guidance: 20.
  • Science: 105, Planetology: 25 (Habitable Worlds 10), Technology: 25, Archaeology: 20, Geology: 15, Typhonology: 10.
  • Navigation: 105, Starship Piloting: 25 (Destroyers 10), Astrogation: 25, Orientation: 20, Vehicle Piloting: 15, Stealth: 10.
  • Tactical: 105, Ballistics: 25 (Torpedoes 10), Marksmanship: 25, Targeting: 20 , Combat Maneuvers: 15, Evasive Maneuvers: 10.
  • Engineering: 105, Internal Systems: 20 (Hull 15), Damage Control: 25, Faster-Than-Light Mechanics: 20, Mechanics: 15, Defenses: 10.
  • Communications: 105, Translate: 20 (English 15), Rapport: 25, Distress: 20, Intimidate: 15, Negotiate: 10.
  • Medicine: 105, Intensive Care: 20 (Slashing Wounds 15), Specialized Medicine: 25, Xenobiology: 20, Treatment: 15, Psychology: 10.

Generic Kilrathi Capship Crew

The following set of Disciplines may be used for a generic, 200-point Kilrathi capital ship crew.

  • Command: 105, Inspire: 25, Coordination: 25, Strategy: 25, Security: 20, Guidance: 10.
  • Science: 105, Planetology: 25, Technology: 25 (Alien Craft 10), Archaeology: 20, Geology: 15, Typhonology: 10.
  • Navigation: 105, Starship Piloting: 25 (Destroyers 10), Astrogation: 25, Orientation: 20, Vehicle Piloting: 15, Stealth: 10.
  • Tactical: 105, Ballistics: 25 (Torpedoes 10), Marksmanship: 25, Targeting: 20, Combat Maneuvers: 15, Evasive Maneuvers: 10.
  • Engineering: 105, Internal Systems: 20 (Engines 15), Damage Control: 25, Faster-Than-Light Mechanics: 20, Mechanics: 15, Defenses: 10.
  • Communications: 105, Translate: 20 (Kilrathi 15), Rapport: 25, Distress: 20, Intimidate: 15, Negotiate: 10.
  • Medicine: 105, Intensive Care: 20 (Laser Wounds 15), Specialized Medicine: 25, Xenobiology: 20, Treatment: 15, Psychology: 10.