Welcome back to Wargames With Sirna Kolrami. (See also Part 1 and Part 2).
The uninhabited Braslota system in Oneamisu Sector is designated a Starfleet strategic simulation site, and was where in 2365 the Enterprise-D first engaged in a wargame (Operation Lovely Angel) against the stripped-down U.S.S. Hathaway (Constellation-class). That exercise was unfortunately interrupted by the arrival of the Ferengi, but aside from that incident, the system proved well-suited for battle simulations, and continued to host other Starfleet wargames.
After 2365, Sirna Kolrami created a special Security Clearance Level 3 holoprogram designated ‘Kolrami Kei-Yuri‘, a set of battle simulations in the Braslota system. It can be run on a single holodeck, or in two adjacent holodecks simultaneously if the crew wishes to captain separate ships against each other.
The diagram below is a distillation of the original okudagram of the Braslota system. The lines and orbits create usable Zones, and the planets are expanded to allow for more detailed use of Zones. If inside the planet circle, the Zone represents the planet curvature or atmosphere providing cover/concealment and Scale issues. Likewise, the rings of the second planet form Zones as well. Departing the outermost zones of the planet maps will require the ship to indicate which wider Zone it entered in the Braslota system.
Likewise, the Zones inside the star indicate that the ship is using the corona and solar flares for cover. Complications while using the star’s corona could be disastrous, however.
If desired, the comet can come into play, providing fragile cover. Also feel free to subdivide the larger zones into smaller ones if needed.
Click on the image for a JPEG, or on the link further down for the PDF version.
If using Kolrami’s holoprogram, the GM may use any range of simulated ships that the Federation has encountered frequently. A hologram of Kolrami will appear to do a briefing and answer questions in his usual haughty manner.
While in the simulation, the current Threat and Group Momentum pools will not be used, so if they are relevant, note down the numbers. When the simulation starts running, set a temporary number of Threat, Group Momentum, and Complication Range, depending on the level of difficulty desired. Parameters for the challenge, such as size of enemies or number of targets may also be adjusted as needed. Here are two examples from Kolrami’s Kei-Yuri simulations, but feel free to design your own. The scenarios can also be modified for use in the actual Braslota system.
Kolrami Kei-Yuri One: This is the same as the first objective of the original “Operation Lovely Angel”. Two ships battle to control the near-planetary space of Braslota 2 (Yuri). Though not seen in the episode “Peak Performance”, there is a simulated threat from Braslota 3 (Kei). The GM may summon virtual starships (use Maquis Raider stats) at 2 Threat each to complicate things. Winning conditions: ‘destroy’ three systems on the rival ship (if the main enemy ship is computer-controlled, do not use NPC Starship Damage for it).
Kolrami Kei-Yuri Two: This is the same as the second objective in the original “Operation Lovely Angel”. The ship would have to simulate an assault against predetermined planetside targets on Braslota 1 (Totoro), and incur fewer than a set number of virtual damage points from the opponent. For example, set 4 planetside targets, one in each quadrant of the planetary map. Use D7 Battle Cruiser stats (without the ability to move) for the bases, which will defend themselves from the surface, and use the NPC Starship Damage rules. Winning conditions: Destroy all four targets without taking more than 8 Breaches across all systems.