OPERATION PHOENIX A campaign for 2 or 4 players by Jerry Hawthorn
Operation Phoenix is a campaign of 4 battles written by Jerry Hawthorn. Be prepared! You will fight on huge battle zones where some Special Weapons and Technical Devices might revealed themselves more efficient than others. You can play this campaign with any size of fleet (9, 12 or 15), including Salvation and Avatar expansion features. «Forge» warships can also be an option in this campaign if you have it. To get all the flavor of these epic battles, we recommend you to play either 1vs1 with 15 classes of ships, or 2vs2 with 9 classes of ship per players. Fly Safe. 2
Scenario 1: Rescue at Tanzer Transmission: Captain, the Phoebean secret weapons research outpost TS543 has broadcast an emergency signal requesting immediate assistance in Tanzehr sector 821. They are there to study a black hole, but it has become unstable. Catastrophic failure is imminent. They need transport with gamma containment for a class 1 experimental weapon known as a Gamma Bomb. The crew is expendable, the weapon is not. The signal was broadcast on open channels, and could have been intercepted by the Amycles fleet. Proceed to Tanzehr with all haste and prevent that weapon from falling into enemy hands. Setup: Set up the map as shown. One player deploys his fleet in the blue deployment field, the other player deploys in the yellow field. Place a gamma Bbmb token on the outpost. Each player must place 2 asteroid fields anywhere on the map. Both fleets must contain a "science class vessel" (use a technical ship miniature, Class 1 with 12 Hule Points, 0 Firepower, and no technical device). Neither fleet can contain a gamma bomb special weapon. Amycles go first in this scenario. Objective: Both players have the same objective. Capture the outpost and obtain the secret weapon (it's an experimental version of a gamma bomb). Special Rules: To capture the outpost, you must have a ship in the same field and use a green special die result. Once captured, you may take the gamma bomb. The gamma bomb stays with that ship. Place the token on that ship's base. A ship you control that is transporting the gamma bomb will receive 2 damages at the start of each of your turns. Science class vessels are immune to this damage as they have containment fields designed to dampen the gamma effect. If a ship carrying the gamma bomb is destroyed by an adjacent enemy ship. Move the bomb to that enemy ship. If a ship carrying the gamma bomb is destroyed by any other means, leave the token in its space. It can be picked up by any other ship in the space it occupies by the use of a green special die result. Victory: Victory goes to the player who moves a ship carrying the gamma bomb off her starting board edge. If the Phoebe player wins go to scenario 2 "Aggressive Diplomacy". If the Amycles wins, go to scenario 3 "Strike on Rellik". 3 G. Temp. G. Temp. Grav. Field B.Hole Outpost Grav. Field w Deployment Zone w
Scenario 2: Aggressive Diplomacy Transmission: Captain, congratulations on your victory at Tanzehr. Unfortunately, your request for shore leave must be denied for the moment. You will proceed with haste to the Duren Blockade where negotiations have broken down into yet another impasse. You will be accompanied by 4 aid ships carrying food and medical aid for the besieged Duren system. Those ships must get through, lives depend on it. Use the experimental gamma bomb to help punch a hole in the Amycles blockade and escort the aid ships to Duren safely. Setup: Set up the map as shown. The Amycles player deploys his fleet in both the blue and yellow deployment fields. The Amycles player cannot deploy any ships to the blue deployment field that are higher than class 2. The Phoebean player deploys his fleet off board. Each player must place 2 asteroid fields and 1 gravitational field anywhere on the map. The Phoebean player's fleet must include the gamma bomb special weapon. The Phoebean fleet also must have 4 "Mule" ships. These are not counted toward your fleet total, and are not armed with any technical devices. They depict humanitarian aid ships. These are Class 1 ships with 0 Firepower, 12 Hule Points and no technical devices. The Phoebean player goes first in this scenario. Objectives: The Phoebean player immediately wins if he can get 2 of the 4 Mules to the yellow end zone. The Amycles player wins if he can destroy 3 Phoebean Mules. Special Rules: The Phoebean player will use the hidden deployment optional rules from the Fleet Commander rule book, and the following special use. The Phoebean player's fleet starts off board. On his turn, the Phoebean player can move onto the board using the jump gate. Choose signal tokens that match ships available in your fleet. Place them on the jump gate, then use a movement die to move them off the gate. You may not end a turn with any signal tokens occupying the jump gate. w Jump Gate Victory: The winner will be the attacker and have an advantage in the final scenario: Operation Phoenix. 4
Scenario 3: Strike on Rellik Commander's Log: We must seize this opportunity to deal a massive blow to the Phoebean armada. Science officer Lt Shang is developing a special missile warhead using components salvaged from the stolen gamma technology. She calls the new weapon a "siege missile". We will prepare this siege missile during transit to the Rellik sector. I feel it will be instrumental in destroying the Phoebean battle station in the Rellikian belt. Setup: Setup the map as shown. The Ameclys player deploys his entire fleet in the yellow start zone. The Phoebean player must deploy half of his fleet in the central blue deployment zone, and the other half in the remaining blue deployment zones. The Amycles fleet must include at least 1 Battleship armed with the gamma warheads special weapon. The Phoebean fleet includes a battle station. The Phoebean player can arm the station with a special weapon chosen and kept secret until used. The Amycles player goes first. Objective: The Amycles player wins if he can destroy the battle station. The Phoebean player wins if he can destroy 2/3 points of enemy ships by the end of any of his turns. Special Rules - Gamma Warheads : These are fitted to a battleship instead of any special weapons. When attacking a battle station or other structure, you must use a gamma warhead instead of normal firepower. Use the red directional dice like a normal weapon (even at range). Gamma warheads can only be used alone without support from other ships, and can only be used against structures (not against warships). It can be blocked by a shield used by a warship located on the same sector as the structure. Victory: Once you manage 3 hits with this weapon on the battle station, it is destroyed and the game ends. The winner of this scenario will be the attacker in the final scenario: Operation Phoenix. w Deployment Zone w B.Stat. w Deployment Zone w 5
Final Scenario: Operation Phoenix Transmission: Commander, you have struck a decisive blow to the enemy fleet. Even now reports are stating the enemy Class 5 Flag Ship is burning amid a sea of wreckage. Your task is to finish off the enemy by completely destroying their flag ship. Setup: Setup the map as shown. The player who lost the previous scenario will be the defender and must setup their entire fleet first. The defender's fleet must include a single Class 5 ship to act as the Flag Ship. Reduce the starting hull points of this ship by 10 points to show that it has been damaged. The defending player places their flag ship in one of the central blue start zones. The rest of the defending fleet must be deployed in the remaining blue start zones. The player that won the previous scenario is the attacker. After the defender has deployed, the attacker can place his entire fleet in the yellow start zone. The attacking player goes first. Objective: The attacking player wins if he can destroy the enemy flag ship. The defending player wins if he can destroy 2/3 points worth of enemy ships. Special Rules: The winner of this scenario, wins the campaign. Attacker deployment Zone Defender deployment Zone 6