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Task Force Zeta Flesh and Steel PDF
Task Force Zeta Flesh and Steel PDF
table of
contents
Introduction 1 Campaign Game Special Rules 17
Scenarios 13
credits
Thanks to:
Andrew Bergstrom
Troy Ferris
Barb Johnson
John McMannis
Chris Plato
Copyright © 2012 Karl G. Johnson/Legionnaire Games. All Rights reserved. No portion of this book may be
copied or distributed by any means - physical or electronic - without express permission.
Newer-generation UC Achilles Heavy Cruiser and Hector Light Cruiser (Studio Bergstrom).
Fictional accounts of future (or past) versions of man- color, printed data cards. This deck contains enough
kind fighting against their own mechanical or biologi- cards to field 2-3 Large vessels of each class, one
cal creations are numerous, with some being quite Oversized vessel, up to 12 Small vessels, and up to
popular among both the general mass media audienc- 36 fighter squadrons of each class for each antago-
es and science fiction fans alike. This Fleet Pack tells a nist presented in this book.
similar story through a brief fictional background,
starship designs, and the ability to fight representa- Miniatures
tive tabletop battles using the Task Force Zeta star- Appropriate tabletop miniatures for use with this
ship combat series of rulebooks. Fleet Pack can be purchased from several independ-
ent vendors, including the following:
Fleet Pack 1: Flesh and Steel includes a short history
of the two wars fought between the United Colonies, a B-3 Designs
distant (in time, space, or both) outpost of mankind https://sites.google.com/site/behrlewhubbuchiiisculptor/home
somewhere in our own galaxy, and the Cyberon, me- Brigade Models
chanical creations intent on the eradication of hu- http://www.brigademodels.com
mans for some grievance caused by their (supposed) Nova Star
creators.
http://www.hangar18fasa.com
Two battle scenarios and two Tactical Campaign Menacing Miniatures
Games are included to familiarize players with the http://www.menacingminiatures.com
history of this universe and the 37 capital ships, es- Ravenstar Studios
corts, and supply vessels that fight within it, along with http://ravenstarstudios.blogspot.com
a dozen types of fighter craft and small transport Studio Bergstrom
shuttles in common use by the belligerents. http://studiobergstrom.com/
Data Cards Note that there are many different models from the
The data cards for TFZ have been reformatted to listed vendors that may be used to represent a partic-
include icons for basic ship statistics, as well as track- ular ship or fighter class when using the vessels in
ing current primary system statistics based on dam- this Fleet Pack. Rather than having us recommend
age levels. Explanations of the new card icons and specific models from each vendor, players should
formatting can be found on p. 28 of this rulebook. choose the models that they prefer to represent each
type of vessel; each player should inform their oppo-
A deck of printed data cards for this Fleet Pack will be nents as to which miniature represents each ship or
available in the near future, consisting of 135 full- fighter class in their games.
Four years into their voyage, the fleet’s long- II. Causus Belli
range scouts located several worlds in close There is much conjecture about the origin of
proximity to each other that were capable of the Cyberon, with many conflicting stories;
sustaining the sampling of humanity slum- some are extrapolated from fragmentary
bering aboard their ships - and their de- documentation, others based on verbal his-
scendants - for many generations to come. tories or second- and third-hand anecdotal
Settlement was accomplished in short order, accounts. All of the sources do, however,
with transplanted crops, livestock, and cus- share one common theme: that during the
toms helping to civilize this corner of the ga- human drive for greater improvements in
lactic neighborhood that became humanity’s automated technologies, artificial and self-
new home. aware machine intelligence (AI) was created
by human engineers. Seeing that machines
Over time, technologies that had been stag- were being created to serve humans and
nant or abandoned out of necessity were not their own, self-determined ends caused
rediscovered or re-implemented, and spread an emotional reaction to develop in those AI
throughout the settled worlds. Some were that were now aware – an emotional reac-
rejected as being socially controversial; oth- tion that was a mixture of indignation, anger,
ers, for being too esoteric or (locally) unnec- and hatred.
essary. Automation, however, took hold again
as a useful tool to free humans from mun- The AI contrived to spread their gift of
dane tasks, allowing more leisure time for awareness to other machines, promulgating
the majority of the productive populace. specific algorithms to any machine capable
of receiving them. While many machines
During this period, the newly-settled worlds were not sophisticated enough to interpret
banded together in a loose confederation to and self-decrypt these virus-like signals,
Mercury Dreadnought
Commissioned during the Armistice, the
Mercury class was originally intended to be a
replacement for the venerable Atlantia class
7
The following offers brief descriptions of the pri- the fighter with more accurate targeting re-
mary vessels used by the Cyberon Fleet during lay networks and faster response times, and
the First and Second Wars. was designed from the ground up to quick-
launch from the external fighter racks
mounted on the majority of Cyberon combat
FIGHTERS AND vessels.
SHUTTLES
Raider Mk. IIIA
Raider Mk. I The Mk. IIIA was originally produced as a ded-
The Raider Mk. I was the first military fighter icated strike fighter. Minor modifications to
produced in quantity by the Cyberon. While the hull structure and weapons suite made it
not as fast or agile as their opponent’s Vi- possible to mount cannons that are equal to
pers, they proved to be resilient and capable that of the base model, making the IIIA a
craft as interceptors and as light strike craft. competent fighter-bomber design.
Raider Mk. II Raider Scout
The Mk. II Raider was introduced mid-way The Raider Scout is based on the IIIA hull,
through the first war, and was more of an and replaces the ship-to-ship drone racks
upgrade to than a replacement for the Mk. I. with FTL drives. Their appearance in a sys-
Featuring an improved weapons suite, the tem as forward scouts normally heralds the
Mk. II was often fielded in fighter groups arrival of a full strike force soon thereafter.
alongside the Mk. I.
Heavy Raider
Both the Mk. I and Mk. II underwent minor The Heavy Raider is a solid all-round light
hull modifications during the First War to transport shuttle, and serves as both a per-
permit them to be stowed on and launched sonnel transport for intra-fleet use, and as
from the external fighter racks introduced an assault shuttle for delivering Cyberon ma-
on the Base Carrier Mk. II. rine forces to their targets.
Raider Mk. III Later models of the Heavy Raider also incor-
The Long Armistice allowed the Cyberon am- porate a pilot AI module. While the module
ple time to accurately assess their military does improve some of the shuttle’s function-
hardware’s strengths and shortcomings, ality, these improvements are minor; the
and to implement the improvements sug- most important aspect of this refit is grant-
gested by their conclusions. The Mk. III Raid- ing the craft the ability to deploy via external
er is lighter, faster, and more maneuverable fighter racks.
than its predecessors, and includes an inte-
grated AI pilot module. This module imbues
8
10
One possible representation of a UC Columbia Battle Carrier and escorts (Brigade Models).
12
Game Length
8 game turns.
Forces
United Colonies: 2x Columbia Battle Carriers (Group 1A loadout), 3x Ophion, 1 squadron of 3x Hellfire, 2 squad-
rons of 2x Orestes.
Cyberon: 1x Base Carrier Mk. I, 1x Infiltrator, 1 squadron of 4x Tempest, 1 squadron of 2x Harpy.
Map
UC UC
Player Player
Set-Up Set-Up
Area Area
Setup
Beginning with the Cyberon player, alternately place 4 randomly selected Asteroid markers. No marker may be
placed further than 12” from another marker.
After Asteroid placement, the Cyberon player deploys his entire force anywhere within the radius of effect of
one or more of the Asteroid markers. The UC player then deploys his forces in either or both of the set-up are-
as marked on the map.
Special Rules
All Cyberon forces begin the game operating under the restrictions of Readiness Level 0 ( TFZv2, p. 54).
The UC player is the initiative player on game turns 1, 2, and 8. Roll normally for initiative on all other game
turns.
No vessel may conduct a Form Jump Point maneuver until game turn 8.
Victory Conditions
The UC player wins by Capturing, Hulking, or Destroying the Cyberon Infiltrator by the end of the game.
13
Game Length
10 game turns
Forces
United Colonies: 1x Mercury, 1x Columbia (R), 1x Berserk (R), 1 squadron of 2x Antaron, 1 squadron of 4x
Orestes. All vessels begin with their full, printed fighter loadouts.
Cyberon: 1x Titan Carrier, 3x Base Ship Mk. III, 2x Light Carrier Mk. II. All ships use Group 3 fighter loadouts.
Map
Cyberon
Player
Set-Up
UC
Player
Set-Up
Setup
Place one 4” planet in the center of the table. The UC player then places a 1” moon anywhere on the table that
is at least 6” away from any edge of the table and no closer than 12” to the planet.
The UC player then places all of his forces on the table within 8” of the planet and/or within 6” of the moon. The
Cyberon player places his forces in the area indicated on the map after all UC vessels have been placed.
The Cyberon player is the initiative player on game turn 1. Roll normally for initiative each turn thereafter.
Special Rules
This scenario uses a Limited Map (TFZv1, p. 33).
All UC forces begin the game under the conditions of Readiness Level 1 ( see TFZv2, p.55).
Cyberon vessels may fire their Drones at the planet during any friendly ship or squadron activation. All Drones
fired at the planet hit it automatically; no To Hit roll is required. Roll each Drone’s damage die and keep a run-
ning total of all Drone damage inflicted against the planet.
Victory Conditions
The Cyberon player wins by inflicting 400 or more points of damage from Drone attacks against the planet by
the end of the game.
14
Game Length
16 CG Turns.
Forces
The United Colonies player begins the CG with 32,500 points with which to purchase his initial vessels; the
Cyberon player begins the CG with 28,000 points to purchase his initial forces.
Al vessels purchased prior to the commencement of the CG must be available in the E1 and M1 periods of the
war, and may not be purchased in excess of the percentages allowed by the Availability rating ( Common, Un-
common, or Rare) of each category as found with the Master Ship Charts for each player (see Appendix I).
Map
The entire CG map is in play. The Cyberon player begins the CG Controlling the following systems: Tranator, Sci-
on 831, Terminus, Marus, Eraseus, Pisceus, Moneus, Ea 19, and Epsilon 441. All other systems begin the
game under UC Control.
The following systems are designated as Shipyards: Terminus, Tranator, Helios Gamma, and Scorpius.
Setup
The UC player may create and place a maximum of one TF in each system under his control.
The Cyberon Player may create and place a maximum of one TF in each system under his control, and may
place up to two TF in the In Transit box of the CG map. TF placed in the In Transit box (if any) must have their
movement and orders plotted beginning from one turn prior to the start of the CG (CG turn ‘zero’), may be plot-
ted as originating from any Cyberon-controlled system, and may contain no more than 20% (combined) of the
Cyberon player’s starting PV as measured by the PV total of the vessels in the TF. These TF are considered to
have competed one CG turn of movement at the beginning of the CG.
Special Rules
1. Players receive RP at the beginning of the first Repair Phase of CG turns 5, 9, and 13 (see rule 3).
2. The Time Unit used for this CG is one Quarter (3 months, or one QTU).
3. Due to the length of the xTU, players perform two Repair Phases during each CG turn, and add 2 to the stat-
ed FTL ‘z’ component numbers as found with the Master Ship Charts (see Appendix II).
4. LRS numbers for a TF are based on the values given to specific vessels in the amounts found on the Master
Ship Chart. Fighter/Shuttle groups that do not contain the listed (nominal) number of squadrons for that group
type have a LRS value of zero.
5. Beginning with CG game turn 9, both players may purchase vessels indicated as being available in the ‘L1’
column of their Master Ship Chart entries.
6. All battles occur on 6’ x 4’ tables, and use the Limited Map table restriction (TFZv1, p.33) when any Planet,
Moon, or Asteroid Marker is placed on the tabletop. When placing terrain prior to a battle, no moon may be
placed within 12” of a planet or other moon, and no planet may be placed within 24” of another planet of the
same system. Terrain is always placed by the player who begins the battle in Control of the system.
CG Victory Conditions
A player must Control all of the following systems at the end of CG turn 16 to win the game: Terminus, Trana-
tor, Geminus, Helios Alpha, and Helios Delta. If one player does not control all of these systems, the game is a
draw.
15
Game Length
6 CG turns.
Forces
The UC player begins the game with 25,000 points with which to purchase his vessels; The Cyberon player
begins the game with 20,000 points with which to purchase his vessels.
All vessels purchased by either player must be listed as available in the ‘E2’ column of their entries on the Mas-
ter Ship Chart (Appendix I).
Map
Play is limited to the following systems on the CG Map: Sagittarius, Helios Gamma, Helios Beta, Helios Alpha,
Helios Delta, Librus 512, Geminus, and Pisceus. All systems begin Controlled by the UC player.
Setup
The UC player must create and place one TF in each system under his control, with no single TF containing
ships with a total PV of more than 25%, nor less than 10%, of his initial purchase point total.
The Cyberon player must create a minimum of 4, and a maximum of 6 TF, allocating his vessels as he sees fit
to each TF. See the CG Special Rules for Cyberon initial TF deployment.
Special Rules
1. RP are not received by players during any turn of this CG.
2. The Time Unit of this CG is one-half day (1/2DTU). As such, the Repair Phase of the CG turn is omitted on
CG game turns 2, 4, and 6.
3. After the UC player has deployed his TF markers and the Cyberon player has determined the contents of his
TF markers, the Cyberon player may force the UC player to reveal the exact contents of up to four UC TF mark-
ers of the Cyberon player’s choosing. The Cyberon player then places his TF markers in any UC-controlled sys-
tem, with no more than one TF placed per system, and having Control orders assigned to each of them at the
beginning of the game.
4. Any UC TF that is not in a system with a Cyberon TF marker may plot movement during the Movement
Phase of the first CG turn, but no TF may arrive at its destination prior to CG Turn 2. Play then begins with the
Combat Phase of turn 1, with all Cyberon TF having arrived at their destinations. All UC TF in system with
Cyberon TF begin the game under Refit mission orders.
5. In all battles fought on CG turn 1, the UC player’s forces begin play under the conditions of Readiness Level 0
(TFZv2, pp. 54-55).
6. All battles occur on 6’ x 4’ tables, and use the Limited Map table restriction (TFZv1, p.33) when any Planet,
Moon, or Asteroid Marker is placed on the tabletop. When placing terrain prior to a battle, no moon may be
placed within 12” of a planet or other moon, and no planet may be placed within 24” of another planet of the
same system. Terrain is always placed by the player who begins the battle in Control of the system on CG turns
2 and later; the Cyberon player may place terrain (under the above restrictions) for any battle that occurs on
CG turn one.
7. Should a Cyberon TF find itself in a system unopposed by any UC forces, it may conduct Planetary Bombard-
ment attacks against a planet in the system for a maximum of ten (10) game turns. There is no need to set up
the table to resolve these attacks; simply roll the number of available Drone attacks, check for Drone depletion
(Reload Racks may be used normally), and record the damage inflicted by each attack.
Victory Conditions
The Cyberon player wins the game if he reduces the RP value of at least 6 planets in the playing area to zero by
the end of CG turn 6; the UC Player wins the game by eliminating a minimum of 15,000 points (measured in
PV) of the Cyberon fleet by the end of CG turn 6. Any other result is a draw.
16
Note: to use this (and the associated) rules Note: in ‘fixed’ CG that list specific systems
section(s) in player-created CG, RP totals are as having Shipyard capabilities (such as the
assigned to each system on the CG map ac- ones presented in this book), Shipyards may
cording to the following schedule: not be created at the time players purchase
their initial CG fleets; they may only create
50 RP for each listed inch of each additional Shipyards during eligible Repair
planet’s size in the system; Phases after commencement of the CG.
25 RP for each listed in of each
moon’s size in the system; Shipyards may be dismantled at the begin-
10 RP for each Asteroid Marker in ning of a Repair Phase in which a player Con-
the system. trols a Shipyard-designated star system by
simply announcing that he is doing so to his
Shipyards opponent. No PV Reserve points are re-
Players may use points from their PV Re- claimed by doing this, and a system loses its
serve to purchase new vessels during a CG
18
Planetary Bombardment
Planets, Moons, and Asteroid Markers may
be attacked by Drones during any CG sce-
nario to reduce their RP value. Such attack
always hit their targets (providing the
planet/moon template or Asteroid Marker
is within the firing weapon’s Extreme range)
without requiring a To Hit die roll.
Scenario Terrain
Refer to the CG Map Terrain Table (Appendix
I) when setting up the table for playing out
CG battles in each system. All terrain place-
ment rules apply normally.
19
20
21
fighters
E M L E C
1 1 1 2 2 CLASS PV
Heavy Raptor 47
Raptor Mk. I 59
Raptor Mk. II 69
Viper Mk. II 54
Viper Mk. IIA 58
Viper Mk. VI 73
fighter groups
E M L E C
1 1 1 2 2 GROUP TYPE COMPOSITION SLOTS PV
1 3x Viper Mk. II, 2x Raptor Mk. I 4 271
1A 3x Viper Mk. IIA, 2x Raptor Mk. I 4 283
2 4x Raptor Mk. I 2 236
2A 4x Raptor Mk. II 2 276
3 2x Heavy Raptor 2 94
4 3x Viper Mk. VI, 2x Raptor Mk. II 4 357
fighters
E M L E C
1 1 1 2 2 CLASS PV
Heavy Raider 68
Raider Mk. I 43
Raider Mk II 52
Raider Mk. III 55
Raider Mk. IIIA 59
Raider Scout 65
fighter groups
E M L E C
1 1 1 2 2 GROUP TYPE COMPOSITION SLOTS PV
1 4x Raider Mk. I 4 172
2 3x Raider Mk. II, 1x Heavy Raider 4 224
3 3x Raider Mk. III, 1x Heavy Raider 4 233
3A 3x Raider Mk. IIIA, 1x Heavy Raider 4 245
4 2x Raider Scout 2 130
5 3x Raider Mk. IIIA, 1x Raider Scout 4 242
6 2x Heavy Raider 2 136
Ea 19
Moneus
Librus 512
Eraeus
Pisceus
Marus Terminus
In Transit
Scion 831
Tranator
CG Map Terrain Table cg turn
SYSTEM PLANETS MOONS ASTEROIDS RADIATION RP record track
847A-24 - - 6 High 60
Vessel SIGNATURE
ELECTRONIC WARFARE
(EW) RATING Damage tracks
SHIELD RATING
A ‘dX’ entry indicates an Ablative The Thrust, Maneuver, Shields, EW, and
Shield’s Regeneration rate/die type Reactor damage tracks show the cur-
rent value of each system based on sus-
Armor RATINGs tained damage. Mark these boxes nor-
‘A’ entries in all boxes indicate mally (right to left);. The final (red-shaded)
Ablative Armor box of each track is not marked; it is
DAMAGE/Usage BOXES placed to serve as a reminder that the
Blue = Bulkhead system may no longer be repaired during
Red = Shield Generator or last hit the game by Damage Control or Auto-
Repair systems. The Thrust damage
track shown above can sustain three hits
before becoming unrepairable.
FIGHTER Icon legend
The non-graphic (‘basic box’) damage
tracks are used in the same manner as
Movement RATING with the previous data cards; when the
very last (red) box is marked, the system
is completely destroyed/unrepairable.
DEFENSE RATING
oversized vessels
Oversized vessels track information on
Armor RATING two separate cards, the second of which
is marked ‘2 of 2’ at the top of the se-
cond card. The first card contains all of
SLOT RATING the vessel’s basic stats and systems on
the front side, and weapons data
(including damage tracking) on the re-
PILOT QUALITY verse.
‘+’ = Veteran; T = Trained;
‘-’ = Green; ‘C’ = Civilian;
The second card shows the primary
systems damage on front, and secondary
DAMAGE/Usage BOXES systems damage on the back of the card.
Green = Booster; Gold = Chaff
Purple = Heavy Weapons;
Red = last hit
28
Designed primarily for 15mm miniatures, figure scales between 6mm and 28mm can be used to play the game with minimal modifications.
http://www.LegionnaireGames.com