L'amiral Grotfish a réussit à ramener le prototype de téléporteur à sa base. Tous les plus grands scientifiques Aquan se mirent alors immédiatement au travail aidés des chercheurs Terrans afin de mettre au point la production à grande échelle du prototype. Après qqs tests, échecs, réglages et améliorations, quelques vaisseaux Kuraks se portèrent volontaires pour tester ce téléporteur : ils allaient attaquer des sites sensibles en opérations commandos, se téléportant profondément au coeur des lignes ennemies.
L'alliance Kurak disposera bientôt d'un atout considérable pour gagner la guerre, et la ligue Zenian, après avoir exécuté ceux qui furent désignés responsables de ce fiasco, se prépare à mettre toutes ses forces en action pour repousser ces attaques éclairs.Scenar Alpha :
A small attacking fleet has shunt upon the co-ordinates of a frontline repair station, and is currently attempting to destroy the ships docked there. The defenders are currently in full shutdown, and must scramble to get their systems online as quickly as possible.
The only terrain is the massive drydock structure (black region on the map to the right) which blocks of line of sight and cannot be moved across. Roll for Initiative now. The attacker creates a fleet of up to 750 points.
The defender’s fleet is composed of 2 Large ships and 6 Medium ships, in any legal combination, of up to 1000 points. Any points not spent on ships may be used to purchase defensive installations.
The defender may deploy their forces in any way desired within the defender deployment zones shown on the map to the right. The attacker may deploy their fleet up to 18” away from their own table edge.
Full Shutdown: The defender’s ships are completely offline, having been undergoing maintenance and repair procedures. As such, they have the following tokens placed on them, with all the effects they imply. No Fore, No Port, No Starboard, No Aft, No Turrets, No PD, No Shields, Cut Engines.These tokens are removed by repair as normal.
The game lasts for five turns.
The attacker must destroy either all of the defender’s Large ships OR all of the defender’s Medium ships in order to claim victory. Any other result is a defender win. Any defender ships claimed as prizes and subsequently shunted count as ‘destroyed’ for this objective.Scenar Beta
The attacker has managed to infiltrate a small force of ships along a disused fold space waypoint and get behind enemy lines. The element of surprise belongs to them, but the defenders will be quick to discourage any further activity.
Both players roll for initiative now. The attacker may select a force of 500 points value, but is limited to taking Small or medium ships.
The defender’s fleet is selected at twice the points value of the attacking fleet. The defender then deploys all his ships at least 12” from any table edge, facing in any direction desired. The attacker rolls a D6 for each squadron in his fleet. Each roll of 1-4 corresponds to a single board edge (as for Last Stand). Each 5-6 allows the attacker to choose which board edge that squadron uses. Attacking ships may be placed up to 8” from their respective board edges, and at least 12” away from any adjacent board edges.
Hit & Fade: All of the attackers ships are fully prepared to make an emergency shunt to clear the battlefield. As such, all of the attackers ships
benefit from the Fast Fold-Space Drives MAR, in addition to any others that might be in play.
Anti-shipping Raid: The attacker’s ships have been well drilled in the best ways to damage enemy vessels that will require repair rather than outright destruction. After all, a damaged ship is problem for its battlegroup, one blasted to scrap is only a problem to the shipyards. The attacker gains D3+1 re-rolls every turn. These re-rolls can be used to re-roll any single dice (including a dice for a critical hit, etc), and DO NOT carry over between turns.
Limited: Whether by fuel, ammunition, or the amount of time they can safely keep an emergency shunt charged, the attacker’s ships are unable to stay for the entire battle. Each time an attacking ship suffers a point of damage, roll a D6.
On a 1- 3 the ship immediately performs a shunt (and we mean immediately, any further attacks at the ship will miss, and the ship is removed from the table).
On a 4-6 the ship acts as normal.
The game lasts until the attacker has no more ships on the table.
Total up all the damage suffered by the defending fleet. Destroyed ships count as 2 damage, regardless of how many HP they lost. Then total up the damage suffered by the attacking fleet. If the attacking fleet inflicted less damage than it suffered then the attackers lose. If the attacking fleet inflicted equal or more damage than they suffered, then it is a draw. If the attacking fleet inflicted two or more times the damage it suffered, then the attackers score a major victory. Scenario Gamma
A small force of military vessels is attempting to safeguard the passage of vital supplies. But the ennemy is in ambush...
Place terrain through any mutually agreeable method. Roll for Initiative no.
The defender must take at least 3 squadrons of 2 Hopper Planetary Landers. For every 2 Hoppers the defender may choose up to 50 points worth of military ships to protect them, and can ignore normal fleet composition guidelines. Each squadron of Hoppers is then placed on one of the entry zones on a short board edge, as shown in the map to the right.
The attacker’s forces are generated randomly and are represented by D3+1 Force Markers, with an additional Force Marker for every 2 Hoppers in the defender’s convoy.
Force Markers may be placed in any of the three white attacker deployment zones, and each zone must have at least one Force Marker before any zone can have a second.
Raiding Forces: The attacker only has small raiders in this area, and as such, their forces are generated randomly from the table below whenever an enemy ship moves within 8” of a Force Marker. As soon as they are revealed, the attacking forces may be placed anywhere within 4” of the Force Marker. Once the attacking forces are in place, the Force Marker is removed.
1. Two Wings or 1 MN5 Mine
2. Four Wings or 2 MN5 Mines
3. Six Wings or 3 MN5 Mines
4. 1 Squadron of up to 50 points of Small ships
5. 1 Squadron of up to 75 points of Small ships
6. 1 Squadron of up to 100 points of Medium ships
The game lasts until either all the transports have exited the table via the exit corridor, or are destroyed.
The Defender wins if they can get more than half the transports, rounding up, off the table via the exit corridor. The attacker wins if they can destroy more than half the transports, rounding up. Any other result is a draw.