Scenarios
Tons More To Come.....Check Back Soon
Opening Shots(EA vs. Rebels) The Chase(EA vs. Rebels) Free Proxima(EA vs. AOL)
First Victory(Vorlon vs. Shadow) Gorash 7(Narn vs. Shadow) Cut-Off(EA vs. Minbari)
Raiding Bust(EA vs. AOL) Ambush (Narn vs. Centauri) Fleet Excersises (EA vs. Minbari)
Secret Alliance(EA/Narn vs. Centauri)Unstoppable Enemy(EA vs Minbari)Strategic Deployment(EA vs AOL)
Base Assault(Narn vs Centauri)Incursion(Drazi vs Centauri)Return Fire(Drazi vs Centauri)
Lost Weapons(EA vs Narn vs Centauri)Victory Test #1(ISA vs League)
Opening Shots
When President Clark declared martial law, many opposed him. Earth Force General Hague began leading a coup against Clark. Clark's forces ambushed Hague's near the transfer point on Io.
Hague's Forces
1 Omega Class Destroyer: EAS Alexander
12 Starfuries, 12 Thunderbolts
2 Hyperion Class Heavy Cruisers: EAS Coleman, EAS Kirov
12 Starfuries
Clark's Forces
1 Omega Class Destroyer: EAS Excaliber
24 Starfuries
1 Nova Class Dreadnought: EAS Shwarzkopf
12 Starfuries
1 Hyperion Class Heavy Cruiser: EAS Jamestown
6 Starfuries
Other Forces
Jumpgate on map A.
Setup
Hague's forces deploy in either map c or d with fighters launched. Clark's forces deploy anywhere with fighters in hangar.
Victory Conditions
The Hague player wins by jumping two out of the three cap ships one must be the Alexander. Clark's win by preventing this.
The Chase
Four out of the five ships which had joined Hague were destroyed. The Alexander was then caught up in a series of fire fights with Earth ships.
Hague's Forces
EAS Alexander & full fighter compliment
Clark's Forces
1 Hyperion Class Heavy Cruiser: EAS Clarkstown & full fighter compliment.
Other Forces
Jumpgate on map A.
Setup
Hague's forces setup in map E. Clark's in map F. The Alexander has taken several hits. It's jump engines are damaged and it has taken several structural hits. When playing you and your opponent should decide how much damage.
Victory Conditions
For Hague to win the Alexander an at least 6 fighters must escape. Clark must prevent this.
Free Proxima
President Clark ordered six Omega class destroyers to blockade Proxima 3 in order to support his ground campaign to recover the planet. When Captain Sheridan declared war on Earth Alliance, he personally led an attack to retake Proxima 3 from the forces holding it.
Army Of Light Forces
15 Whitestar Class Gunboats
18 Starfuries
12 Thunderbolts
Setup
Jump gate in upper left corner of map A. The Octurion is bottom right corner of map A surrounded by the supply ships. Other Centauri ships are deployed in maps B, C, D.
3 Drazi ships jump in through the jump gate at the start of turn 1. The other Drazi ships may jump in where the player wants, when the player wants. All ships must have jumped by the end of turn 7.
Special Rules
The Octurion and supply ships start off at speed zero and may not begin moving until turn 5.
Victory Conditions
The Drazi have to destroy the Octurion and escape with at least 1 ship. The Centauri must prevent this from happening.
Lost Weapons
During the Earth/Minbari War, the Narns sold many weapons to the Earth Alliance. One weapon shipment contained several dozen high-yield nuclear weapons. The supply ship carrying these weapons were disabled by a Centauri Cruiser on a routine patrol. After the end of the war, the Earth Alliance, Nanrs and the Centauri learned about these weapons and sent expeditions to recover them. All 3 groups of ships arrived at roughly the same time and a battle ensued.
Earth Forces
1 Hyperion Class Heavy Cruiser w/6 Starfuries
1 Oracle Class Scout Cruiser
2 Olympus Class Corvette
Narn Forces
1 G'Quon Class Heavy Cruiser w/12 Frazis
2 G'Karith Class Patrol Cruisers w/6 Goriths each
Centauri Forces
1 Primus Class Battlecruiser w/12 Raziks
2 Centurion Class Attack Cruisers
2 Vorchan Warships
Setup
There is a Narn supply ship in the center where maps B and E meet. This ship cannot move but it may fire burst beams(explained in special rules). There is a jump gate in the bottom right hand corner of map F. The Earth fleet jumps in through the jump gate at the start of turn 1. The Centauri fleet jumps in in the top right hand corner of map C at the start of turn 3. The Narn fleet jumps in in the bottom left hand corner of map D. All fleets immediatly begin heading for the supply ship.
Special Rules
Before the supply ship was disabled by having the crew killed, an defensive targetting mode was programed into the firing system. If any ship comes withing four hexes it will fire it may fire a shot from the closest burst beam. Only one shot could be fired. Roll a 1d20. If the target is a fighter, the burst beam will fire on a roll of 8 or lower. If it is any other ship it will fire on a roll of 14 of lower. The supply ships is an applicable target for others.
The Earth Hyperion has not yet recieved the hvy laser upgrade and has heavy plasma cannons in the place where the lasers would normally be. In addition, one of the Corvettes fought in the Battle of The Line and has not yet had it's missile launchers reloaded. Hence one Corvette will have only four missiles.
Victory Conditions
In order to retrieve the weapons, one side must move one of their capital ships into an adjacent hex to the supply ship and remain there for 5 turns. This ship must then escape.
Victory Class Test #1
In 2264, the Interstellar Alliance began using advanced simulators to train crews for their White Star Destroyers. The first scenario that was used was two of the destroyers, the IAS Victory and the IAS Excaliber, being sent to engage a renegade League fleet that is threatening Alliance targets.
Interstellar Alliance Forces
2 Victory Class Destroyers: IAS Victory, IAS Excaliber
League Forces
5 Brakiri Avoiki Cruisers
7 Drazi Sunhawks
Setup
The League ships are deployed anywhere in maps C, D, E or F. None of the ships are moving. The IAS Excaliber jumps out in map A, moving at speed 4. The IAS Victory jumps out in map B, moving at speed 4.
Special Rules
The League ships may decide to withdraw. At the beginning of each League turn, after turn 3, roll a d20. They will leave on a modified roll of 16 or higher. Use the following modifiers:
Avoiki Destroyed +3
Sunhawk Destroyed +1
IAS Victory Destroyed -9
IAS Excaliber Destroyed -7
Victory Conditions
The Alliance must destroy the opposing forces or force a withdraw. The League ships must destroy the Alliance ships.
Back To Main Page