Captain’s Log Supplemental: We have determined the science team entered the jungle to investigate an unknown energy source; one that seems responsible for the sentient, animate plant life we have discovered here on Hubbard’s World. This planet is fraught with danger; we have already lost Ensign Gatwick, and we discovered the body of Ensign Jorgensen, a botanist assigned to Dr. Hubbard’s science team. Further, a Klingon spy managed to escape the camp before we could stop him. What he was doing here is unknown, however it’s a good bet the communications array fell victim to Klingon sabotage, and that the Klingons now know everything we do. We are going into the jungle to find the source of the strange energy and to discover the fate of our missing scientists.
The humidity was oppressive and brutal. Even Spock was showing signs of exertion. All around them, the flora of Hubbard’s World seemed an impenetrable, dark curtain; eerily silent, with none of the insect or animal sounds common to jungles on planets everywhere. Still, Captain James T. Kirk felt as though they were being watched.
Dr. McCoy wiped his forehead with his sleeve. “Are we there yet?”
Spock consulted his tricorder. “I assume you are speaking rhetorically, Doctor. Scans indicate we are still some distance from the source of the energy readings.”
“Your Vulcan physiology may be used to this kind of heat, Spock,” said McCoy, irritably, “but we humans aren’t meant to live like this, breathing soup.”
“Although my planet’s temperatures average several degrees higher than the current temperature here on Hubbard’s World,” Spock replied,”Vulcan is an arid, desert planet with far less atmospheric carbon dioxide. We would all breathe more comfortably there.”
McCoy smirked. “So, you’re saying it’s not the heat, it’s–“
“Finish that sentence at your own risk, Bones,” said Kirk. “What else is that tricorder telling you, Spock?”
“It is presently informing me that we are not alone, Captain.”
At that moment, a disruptor blast incinerated a nearby tree. The three men quickly took cover.
Kirk scowled and drew his phaser. “Klingons!”
Scenario: The crew of the Enterprise, in search of the missing science team, is making their way through the inhospitable jungle to the source of the strange energy readings that seems to be affecting the plant life on Hubbard’s World. The Klingons are doing the same.
Victory Conditions: The teams are searching for clues to find the source of the energy. This is represented by a series of 3 encounter markers. The first team to discover the path to the energy source by finding the last clue may nominate a point within 6″ of the model that discovered it. The first team to move all their models off the board from this point wins.
Dense Foliage: The jungle is dense and difficult to move through. Speeed is halved, and models must pass a Brawn test every round to avoid becoming entangled.
It’s not the heat, it’s the humidity: The jungle is oppressive; all models have a penalty of -1 to their Brawn and Melee scores for the scenario. (In addition, any miniature who utters the name of this rule aloud is immediately attacked by his own teammates.)
Ambush!: Because the Klingon player won the last scenario and the spy escaped, the Klingons have been forewarned and have had time to set up ambushes in the jungle. The Klingon player may replace up to 2 encounter cards with ambush cards. When activated by a Starfleet model, place a Klingon model 6″ behind the model that activated the encounter. This model attacks immediately and counts as Gettin’ the Drop on the Starfleet model. The model will activate normally on the next turn. If this encounter is activated by a Klingon model, it counts as no effect. Shuffle the card back into the deck.
Forces: The Enterprise crew is down a man, as Ensign Gatwick fell victim to the dangerous plant-beings of Hubbard’s World last scenario. As a result, only Kirk, Spock, McCoy and Ensign Heathrow are available for this scenario. The Klingons consist of Korgal, a Klingon lieutenant, and four Klingon warriors, plus any that are activated by ambush encounters.
Turn 1: The Enterprise crew gets initiative. Spock activates first and moves to within 3″ of an an encounter marker. Being Observant, he can activate it from there. The card drawn is “What are you doing here?” A friendly Grade 1 model is lost in the jungle, and immediately joins the team. Ensign Stansted, a security officer, somehow got separated from the team. He’s back now! Korgal, the Klingon lieutenant activates, moving towards a nearby encounter marker, but not close enough to activate it.
Dr. McCoy heads off towards another marker. Like Spock, he’s Observant, and soon discovers a clue! Tricorder readings indicate that the energy signature is strongest in this direction. (This is the first of three clues needed to discover the path to the source.)
The rest of the turn (out of sequence) has the remaining Klingons moving into the jungle towards encounter markers, getting closer to the Enterprise crew. Kirk uses his Voice of Command twice, first to allow Ensign Heathrow to move (he promptly gets entangled in the jungle), then to make Ensign Stansted move. Finally, Kirk moves. No one can activate any more encounter markers, and no one else gets entangled.
Turn 2: The Enterprise crew retains initiative. McCoy moves and activates an encounter: it’s an ambush! A Klingon soldier appears behind McCoy and immediately fires, but McCoy manages to dodge aside. Ensign Heathrow fires at the Klingon lieutenant, inflicting one wound!
One of the Klingons meets one of the more dangerous plants on Hubbard’s World: a Deathspitter, so named for its ability to spit death. It immediately does so, dissolving the screaming Klingon into a puddle of goo with its caustic digestive juices.
Kirk uses Voice of Command to command Ensign Stansted to act; he triggers another ambush, this time with fatal consequences. The dirty Klingon shoots him right in the back, and Ensign Stansted’s brief tenure with the landing party comes to an end! Another Klingon finds the second clue: More tricorder readings indicate the energy is this way!
Kirk activates and shoots the Klingon that took a backshot at McCoy, vaporizing him instantly. Spock moves, but doesn’t do much else. Finally, two Klingons team up to take down the Deathspitter, as neither one wants to end up like their friend.
Turn 3: The Klingons gain initiative. Korgal moves towards cover and fires at Ensign Heathrow, killing him! Sadly, that accounts for all the Starfleet security officers in the landing party. Spock stumbles into some quicksand and begins to sink. He’ll have to pass a Brawn test to get out on his own, because the only person close enough to assist him is a Klingon soldier! He shoots Spock instead, causing one wound! McCoy and a Klingon soldier exchange fire, but neither one hits the other.
Captain Kirk sprints towards Korgal, trusting in good old-fashioned brawling to get the job done. He takes a Heroic Action to charge the lieutenant, but it doesn’t go well for him. Kirk falls victim to the Klingon’s Dirty Tricks, which gives Korgal an extra die to roll in Melee. Kirk is bested this round and takes a wound!
Turn 4: The Klingons get initiative, and Korgal must act first. He’s locked in melee with Kirk, so it’s 23rd century fisticuffs right out of the gate. Kirk rolls two 10’s, which not only beats the Klingon’s roll, it increases the strength of the attack by 4! The Klingon lieutenant falls below the double hand chop of Captain Kirk! Then, Kirk acts, firing at the Klingon who is facing down McCoy. He rolls yet another natural 10, increasing the attack strength and vaporizing the Klingon soldier! (That’s why he’s the Captain.)
Spock passes his Brawn test easily and extricates himself from the quicksand, but the Klingon fires at him again, causing another wound. Spock is KO’ed! McCoy finds nothing of interest when he finally gets close to an encounter marker.
Another Klingon blunders into another Deathspitter, with similar results as last time. The Klingon’s Wilhelm scream quickly turns into more of a gurgle as his whole body is reduced to essential salts and amino acids. The final Klingon sprints towards the center of the board, where one of the last two encounter markers is located. Could it be the last clue?
Turn 5: Spock fails his Will test to recover, so he’s still out cold. The Klingons get initiative. The one who moved last takes cover and shoots at Captain Kirk, causing a wound. Kirk only has 1 wound left! Kirk returns fire and kills the Klingon. The sole remaining Klingon fires at the Deathspitter, rolling exceedingly well. Well enough to kill it, in fact. Then he continues his movement towards the encounter marker in the bottom corner of the board. Dr. McCoy moves towards Kirk to administer medical aid, but doesn’t get close enough.
Turn 6: Spock once again fails to pass his Will test and remains unconscious. The Klingon gets initiative again, after a truly abysmal roll by Starfleet. He moves closer to the encounter marker in the corner, betting all his chips on it being the last clue. Captain Kirk activates the encounter marker in the center. It turns out to be nothing, which means the Klingon is going to discover the last clue and likely win the scenario, unless he is stopped! McCoy moves closer to Kirk, but that’s about all he can do…
Turn 7: Spock remains unconscious! The Enterprise crew (what’s left of it, anyway) gains initiative. Kirk uses Voice of Command to order McCoy to fire on the Klingon. Despite rolling a natural 10, McCoy misses! (The Klingon rolled a 10 on his Dodge, which resulted in a tie.) The Klingon can’t reach the encounter marker, so he fires at Kirk. He hits! Kirk goes down!
Turn 7: Spock fails his Will test AGAIN. Kirk fails his Quick Recovery test. Both remain unconscious. On the last turn, it’s just Dr. McCoy and the last Klingon. McCoy takes his (thematically appropriate) action to revive Kirk, but the Klingon has more than enough time to discover the final clue and make his escape.
Victory to the Klingons!
The hiss of a hypospray preceded Kirk’s return to consciousness by several seconds. His eyes fluttered open. Instantly alert, he tried to stand, only to be firmly pushed prone.
“Easy, Jim,” McCoy said. “You’re not there yet.”
“Bones!” Kirk sat up anyway, ignoring his doctor. “The Klingons-“
“Got away,” McCoy said. “With Spock.”
“We have to go after him!”
“How convenient for you,” said a sneering voice. “for here he is.” Korgal and several Klingons surrounded the pair, disruptors drawn. Two of them held Spock between them. The Vulcan was bound and unconscious.
“Take them,” ordered Korgal.
Analysis: This was a dramatic game! The final clue was the last encounter marker activated, so the encounter deck was fully exhausted. It didn’t go very well for Starfleet; despite having better quality forces, they were just outnumbered. The Klingon ambushes really gave them an advantage, both with the free attacks and additional forces.
Although we were pretty good about making the recovery rolls for Spock, we forgot all about Korgal. As a Grade 2 model, he was entitled to recovery rolls too. Also, I’m pretty sure we forgot to roll for entanglements due to Dense Foliage most of the time.
The next scenario was supposed to be the last of the campaign, but in true Fantastic Worlds/.45 Adventure fashion, we need to play a “Captured” scenario first, as all the heroes have been taken prisoner.
Check back soon for “Captured!” (I couldn’t think of another title.)