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"TMP Generic SF Scenario List (WIP)" Topic


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RTJEBADIA03 Feb 2012 3:29 p.m. PST

Someone on another thread suggested that TMPers make a generic SF scenario list.

So lets get this started.

Go as detailed or undetailed as you want… think about the old Rogue Trader scenario list. It had everything from "there is a rebellion on an Imperial Planet" to "The roboticist goes crazy and tries to take over the research station with his army of robots! The rest of the crew have to stop him!"

This isn't a generator, its a list. So don't worry about making it too big for the die roll type…. if you really want to go random, pick a die, choose that number of scenarios from the list, and roll.

Note that most of mine will work best for small level skirmish games, military or otherwise…. also some work as space combat games, too. Depends on how you view it.

* The local cantina gets into a brawl when one of your team sees someone he knows. You can choose to draw your weapons, but that increases the danger… then again, if he draws first (instead of a fist fight), you're in a bad place!

* Several pirates came aboard one of the ships in the caravan you're flying with. The pirates on one ship have already taken the passengers hostage and taken control, but there could also be more 'sleeper' pirates on other ships in the caravan…. this makes a good mini campaign. Do you start blowing up 'pirate' ships, or do you try to get on board with a small assault team? Do you satisfy their commands and risk giving them some firepower and losing the whole fleet, or do you try to stall while you try to prevent future insurrection?

* A man/cult/corporation claims (or perhaps they keep it secret… seems more likely…. you find out through some other investigation) to have made contact with an ancient and powerful alien race sleeping beneath the crust of this hostile world. They seem to now act as the servants of these cosmic monsters. Your nation/corporation/curiosity sends you to the caverns where the aliens are said to sleep. Fight your way through the Servants to try to reach the Masters. (on a roll of 1 at the start of any turn the caverns explode- the Servants are willing to die to keep their masters from being discovered…. something about their plot requires that they wait!)

* On a small, hostile planet, there are only two colonies. They are within walking distance of each other. When their parent countries/corporations declare war on each other, they are forced to fight each other by politics and need to survive while the shipments of resources have stopped coming for a certain amount of time.

* In an academy, a student who was being being experimented on by biotechs/was born to be psychic/was possessed by an alien/whatever starts going on a rampage. While the security, students, and staff try to fight off the monstrosity, the government sends a black ops team to cleanse the academy and take the monster to turn into an assassin. Extra creepy if the academy is for smaller children.

* Hive Aliens/quickly created robots get into a fight with you. Everytime you kill one, a new alien or robot is created the next turn with +1 armor against the weapon that killed the last one. The eggsack/manufacturing plant can be destroyed fairly easily, if it is reached, however, and will also power off/paralyze the remaining enemies.

* Two competing merc teams/black ops units are trying to secure the same data stache. When the first team finds it, they realize that both teams are in much greater danger… either the two nations/teams are being played against each other by a greater power, or the stache contains information about the deadly aliens that are surrounding the two combatting teams at this very moment….

* Your military's laser star (think like a space ship sniper)/solar conditions/something else is currently in view/acting up. All enemy ships are either grounded or have had to fly in complex, changing orbits to stay out of view for the next two days. This gives your side a chance to make a strike at the enemy's beach head on your planet. Fight through the landed ships, dug in positions, and outnumbered enemy camp.

* An orbital satellite with a powerful laser/kinetic weapon is controlled by a computer site in neutral territory. Both nations send forces to try to seize the site to prevent the enemies from raining fire on their heads and to annihilate their opponents.

* Your crew is sent on a mission to investigate a ship that has gone silent. No one knows what happened to them, though they made contact with several ships during flight before they went silent. They could all be dead by some alien monstrosity, or it could all be a complex trap by your employers who secretly want you dead…. or the crew could be dead, and its all a complex way of framing your crew for murder, or some political enemy for murder….. Really you can get anywhere with investigating an empty ship.

clkeagle03 Feb 2012 3:59 p.m. PST

I think this is an awesome idea! There were some good suggestions in this thread: link

-Chris K.

Rassilon03 Feb 2012 4:04 p.m. PST

Great idea in general, and scenario ideas as well. :)

jpattern203 Feb 2012 4:24 p.m. PST

The old Rogue Trader book included dozens of scenarios for battles, from small skirmishes to larger conflicts. Maybe someone could type some of them up. (Not me, too dang busy.)

Covert Walrus03 Feb 2012 4:55 p.m. PST

One favourite for Rogue Trader was for a military/paramilitary garrison; A "Business" woman and her 'girls' appear at the gates of the compound asking for permission to enter for the night, not only for 'work' but as the weather is inclement for travel/their transport is out of fuel, they also claim succour. Whether or not they are let in, about an hour after dawn/after the group leaves in the morning, the "business" woman returns . . . In her offical uniform as Inquisitor/UN inspector/Government heavyweight/Media personality, demanding justification for the way the commander acted the previous night and prepared to arrest/harrass/depose him.

Others I can think of -

*Chemicals suitable for making WMDs are being stored at a small facility; the fighting is miles away, and the outnumbered lower tech force decides that this might tip the odds in their favour. However, there is already an engineering crew and a small unit of regulars currently securing the material for safekeeping. The lower tech force have to push their way in to get the stuff by weight of numbers, the defenders have to hold them off long enough to locate the stuff among all the other items at the facility's warehouse.

ordinarybass03 Feb 2012 5:01 p.m. PST

The "Campaigns" book from In The Emperor's name has a couple dozen scenarios. Being 40k/Inquisitor oriented, it's not totally generic, but it's definitely worth looking at, and it's free!

link

RTJEBADIA04 Feb 2012 12:16 p.m. PST

I have Rogue Trader, I could list some of those…. They were pretty generic, too.

I also have some Traveller ones that could be pretty easily translated into generic wargaming scenarios…

* Two Legions/Chapters/Regiments/whatever of elite space marines are sent to a rebellious desert planet where the local nomadic aliens/human group have been acting up. The planet becomes cut off from communications (the wormhole there was temporarily off line, perhaps?) When it becomes unclear which tribes are actually against the Empire and which are actually trying to fight in favor of the Empire, the two units end up on opposite sides. Whoever wins may very well have to deal with the consequences of treason if they picked the wrong side….

* The enemy has taken an informant/double agent (actually on your side… you think) hostage. This informant has previously spied against your current allies, and allowing them to find him could cost the alliance. A rescue team must fight through the wartorn jungle/desert/city/town/mountains to save the hostage and return him to safety…. avoiding allies and enemies alike, who are engaged in a large battle at the same time!

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