Red Sector A

This represents a battle fought between Earth Alliance GROPOS and Minbari (Mundani?) forces during the Earth-Minbari War. The two sides nominally do not have full information about each other, so this scenario is best GM'd, with the referee giving the Human Player(s) their information seperate from the Minbari information, and likewise to the Minbari players their information seperate from the Human information.


Earth Alliance Briefing

Location: Berlin. The Berlin II Colony. Or, rather, what was left of it...

In space the Minbari war machine ruled supreme. Earth Force had yet to score even a single victory. The Minbari starships generally swept the EA ships from the sky with utter disdain. Earth Force ships basically never have a chance.

After the EA ships were decimated or driven off, Minbari warriors of the Windswords Clan landed and began a brutal ground campaign against those humans left in the colony, civilian and military alike. Fortunately, EarthDome had the forethought to reinforce the ground forces of this colony by landing the Fourth Army Corps before the Minbari got there. Unfortunately most of the Fouth Army have been wiped out by the Windswords. But not all was lost - yet. Eventually the Minbari will win, but as long as you can make it hurt, as long as you can take some of them down with you, there will be that many less Minbari that Earth Force will have to deal with later.

Somehow in the middle of all the chaos, a not completely sane pilot managed to get a tramp freighter through the Minbari blockage and land near the Red Sector A firebase, ferrying in ammo, equipment and supplies sorely needed to keep the base stocked for a while longer. Before now the base had not been found, but you're sure the Minbari tracked the freighter on its way in and that they have an idea that you're here. You're almost positive you can hear the Minbari tanks coming over the ridge.

Your Job:

Other than survive, destroy the Minbari armor units which are undoubtedly coming your way. And get the freighter unloaded; it's a Big Target(tm) that will be destroyed sooner or later (the pilot has already abandoned the idea of ever leaving again; he'd be dead moments after taking off when the warships above zero in on the freighter). The freighter has no weapons of any sort; it's pretty much just a basic haul-it ship.

Besides, you have no where to run to. If the Minbari are here, they've already broken through the front lines.

Good luck.

Your Forces:

Red Sector A Command & Supply Company ("Alpha Company")

Beta Company ("The War Hornets") Gamma Company ("Sisters Of Mercy") Fire Support ("Thunder Of Zeus") 5th Strike Troop ("Quicksilver Lightning")

Special Rules:

You have a firebase that has 1 turretted hardpoint gun (HKP/5, the gun bunker is protected with Level 5 Armor). This shares the Confidence Level of the Command Company GEV.

The 4 tractor-trucks, a troop of Loki battle tanks, and one troop of Partisan Mk II battle tanks must be set up within 4" of the freighter (the trucks will actually be set by the GM). The Command GEV, the HUUMVs, Hunter tanks and howitzer will be set by the GM. The Seidl missile tanks must be within 10" of the firebase. The infantry units must be set up either in the firebase or within 5" of it.

Some or all of Gamma Company may be set up as 'hidden' units, subject to all normal hidden unit rules. This must be decided before the scenario begins, but after the Minbari player(s) has decided where they are entering the mapboard (the Minbari player does not reveal what their decision was until after the EA has set up their forces). You get 3 dummy counters to go along with the 'hidden' units.

It takes 2 turns to load up 1 supply tractor-truck. Thus far only 1 truck has been fully loaded. As the scenario opens the next truck has been halfway filled (eg, it will be fully loaded by the end of Turn 1). The three heavy tanks have been assigned as Convoy Escort, and may not move further than 6" from the trucks. As long as the tanks are withing 6" of the trucks, they may be more than 2 " from each other and retain unit integrity.

The Loki battle tanks must escort the trucks to the firebase. They may not leave the trucks unless:

  1. The trucks are all destroyed, or
  2. Minbari units come within 15" of the convoy
At that point the Loki tanks are free to maneuver and deal with the Minbari as they see fit.

One troop of Partisan Mk II battle tanks are assigned to guard the freighter until it is unloaded. At that point they are free to move about. Until then they may not move further than 8" from the freighter. They may shoot at any legal target at any time. They are free of their guard duty only after the trucks are either all loaded or all destroyed before unloading of the freighter is complete.

The remaining units are to be set up at the discretion of the player(s), unhidden, in the Human Rear Area.

Intelligence Report:

The Minbari do not appear to use RFACs, HVCs, or HKPs. They predominantly seem to use DFFGs, HELs, and MDCs. They rarely employ SLAMS, and only occassionally send a few GMS' at human positions. IVAR seems to be universal to both sides.

The Minbari have some sort of grav/repulsor drive system. Few of their units are grounded with track or wheeled (or even GEV) propulsion. This makes them pretty durn maneuverable. Only the fast GEVs of the EA can keep up (but those are few and far between).

This drive system of the Minbari tanks allows even their fixed-mount weapons units to act as if the fixed-mount gun was turreted. Danger, Will Robinson!

The jamming capabilities in Minbari tank units does not appear to be as effective as it does in their starships. This is about the only plus in the war for the Humans. Your tanks can hit theirs! But they seem to have some sort of organic armor which makes HELs a pain to use against them. They also seem to get their damaged armor units going faster than their EA counterparts. However, they do not seem to use Reactive Armor on their vehicles. If that's any comfort.

The Minbari must have nuclear capabilities, but they have not used any weapons of mass-destruction in the war so far. To date they've been pretty content with face-to-face destruction.

The Minbari use some sort of Fusion drive unit. This is almost universal with Minbari vehicles near as EA Intelligence can determine. They still have almost no clue how the Minbari do it. EA has a few Fusion engines but they are hideously expensive and prone to not functioning very well.

The Minbari have some sort of humanoid horror tank, particularly the Windswords Clan (don't know why that is). They come in a variety of designs, shapes, and sizes.They're big, bad, and scary. The first time a Minbari Walker comes within 24" of an EA unit, that unit must take an immediate reaction test at Threat Level +2. If it fails the unit then Panics and receives a "Panic" marker (which may be removed as per normal rules; see page 23 of the rulesbook).


Minbari Scenario Briefing

Location: An unheralded little orange star, known as DM +53 1321 or 'Berlin' by the human disease who murdered Dukhat.

The Minbari War Machine has been unmatched against the Earth Alliance space navy. The humans had yet to win even a single engagement. Minbari warships have been very thorough in their destruction of human starships, military or otherwise.

However, the Warrior Caste found the human ground forces to be a little more difficult to eradicate. Yes, the Directive by the Grey Council read: destroy all humans! Some were taken prisoner, but not many, and most who were died soon after (for various reasons). The Warrior Caste found their task to be easiest in space. On the ground, the human vermin could dig in, and while the Minbari enjoyed a technological superiority, the humans could give almost as good as they took. They even managed to turn aside more than a couple of Minbari ground assaults.

Not many, mind you, but more than had been expected. The humans still died, eventually. The Warrior Caste saw to that.

Berlin. Insignificant little orange star. On the planet orbiting it was one human colony, Berlin II. The space fleet fielded by the humans had been wiped from the skies. The next step was to liberate the planet from the human infestation. For the most part the Windswords have been successful in this campaign.

Then a freighter somehow slipped through the Minbari blockage and landed near a suspected human firebase. The exact location hadn't been determined yet, but would be soon. This is part of your job.

Your Mission:

You have been given a formidable armor force, more than capable of taking on anything the humans can throw in your path. But you are not immune to human weapons; they can damage, or even destroy, your armor.

You were also given a platoon of Walker units. Unfortunately two suffered problems and are...in the shop. The remaining Walker pilot opted to proceed with his part of the mission, even though it meant leaving his Walkermates behind. Obsessed with the numbers 3 and 9, going it alone is considered an evil omen. The Walker pilot may be cursed.

Your primary mission is straight-forward in nature. First and foremost destroy any/all mobile human forces (armor) you encounter. If you can force a surrender of the human forces so much the better. Your warriors are always looking for new training techniques in how to deal with The Enemy in hand-to-hand combat.

Do not worry about the freighter; it poses no threat to your forces and the warships in orbit will deal with it when it next takes off. One troop may spend a combat action to communicate the exact location of the freighter to the warships - but they must have the freighter in a direct line of sight to do so, and cannot participate in combat that turn. Nor can they be under fire. A d6 roll greater than the communicating troop's Leadership indicates a successful communication link and data transfer. No more than one troop per turn may attempt this communication link.

Finally, eradicate the human firebase.

Valen go with you.

Your Forces:

Troop 1 Heavy ("Alyt Tammerer's Tempest")

Troop 2 Medium ("Birds of Prey") Troop 3 Walker ("The Hammer of Khyl") Detached Support Platoon ("Eagles") Special Rules:

In order to reflect the technical superiority of the Minbari forces over the Human forces, your fixed mount grav tanks can 'pretend' to be turretted for purposes of this scenario. They act like big ol' turrets tehmselves, instead of having a seperate turret section.

Minbari tanks are more robust than Human tanks, but not massively so. Whenever a Minbari tank suffers from a 'Systems Down' chit, they may make repairs as normal - except they get a successful repair on a roll of 5 or 6.

You must decide where your forces will enter onto the map. This must be done prior to the EA set up. Make a note of where you will enter; you will reveal this to the EA side after they set up. All your forces enter on the same turn.

Intelligence Report:

It is known that hte Earthers use RFACs, HVCs, HKPs, HELs, GMS', SLAMs, IVARs, and on rare occassions you have encountered DFFG-mounted units. There is no reason to believe this has changed significantly since your last encounter.

Earth tech does not appear to have mastered the grav-mag/repulsor drive. Their armor units are primarily wheeled or tracked, with an occassional GEV thrown in for good measure. It's not clear if they have figured out FGP systems, or are still using HMTs for power. Doubtful. But what do you care?

Earth fire control appears to be on par with Minbari systems, and is good enough to be able to hit Minbari units (well, it is easier to hit a tank at 4km than it is to hit a starship at 40km!).

Earthers have reasonable defense systems, on par with Minbari units, against infantry and missiles but their armor appears to not be organic in any way, shape, or form, making them more susceptible to HELs than Minbari armor units. However, on occassion they do have reactive armor which has helped keep the few Minbari GMS attack successes down.

The Earthers have to have nuclear capabilities, but they haven't deployed them yet. Not that you give a flying leap. This is about their only redeeming quality at this point (and barely at that, being the vile filth that they are...).

The Earthers do not appear to have figured out how to create Walker units. In fact, they turned and ran the first time Walkers came upon them. The first time a Minbari Walker comes within 24" of an EA unit, that troop makes an immediate Reaction Check at Threat Level +2. If it fails, the unit then Panics and receives a "Panic" marker (which may be removed as per normal; see page 23 of the rulesbook).



Minbari enter from the left, the Humans set up on the right.


*Vehicle Statistics 'Cards':*

Hu'Man:

Name: Partisan Mk II
Type: Main Battle Tank
Size Class: Medium
Mobility Type: Fast Track
Basic Move: 12
FireCon: Superior
Basic Signature: 3
Stealth Level: 1
Effective Target Die: 10
ECM: Enhanded; d8
Armour Front: 2
Armour Side: 3
Points Value: 235
Weapons - 
Type/Class  Mount   UpTo Die Valid Hits|UpTo Die Valid Hits|UpTo Die Valid
HKP/4      Turrent   24   10  All        36   8  Red/Yellow  48    6   Red
            (360)
Other Equipment/Notes:

    1xAPSW
    Enhanced PDS (d8)
    HMT Engine


Name: Hermes
Type: Strike GEV Tank
Size Class: Medium
Mobility Type: Fast GEV
Basic Move: 15
FireCon: Superior
Basic Signature: 3
Stealth Level: 1
Effective Target Die: 10
ECM: Enhanced, d8
Armour Front: 3
Armour Side: 2
Points Value: 234
Weapons - 
Type/Class  Mount   UpTo Die Valid Hits|UpTo Die Valid Hits|UpTo Die Valid
HKP/3 Turret (360) 18 d10 All 30 d8 Red and Yellow 42 d6 Red
HEL/2 Turret (360) 60 d10 Red vs Reg Armor;Green vs Ablative;Yellow vs Infantry - - - - - -
HEL/2 Turret (360) 60 d10 Red vs Reg Armor;Green vs Ablative;Yellow vs Infantry - - - - - -

Other Equipment/Notes:

    1xAPSW
    HMT Engine

 
Name: 
Type: 
Size Class: 
Mobility Type: 
Basic Move: 
FireCon: 
Basic Signature: 
Stealth Level: 
Effective Target Die: 
ECM: 
Armour - 
   Front: 
   Side: 
Points Value: 
Weapons - 
  Type/Class:         Mount:


Other Equipment/Notes:





Name: 
Type: 
Size Class: 
Mobility Type: 
Basic Move: 
FireCon: 
Basic Signature: 
Stealth Level: 
Effective Target Die: 
ECM: 
Armour - 
   Front: 
   Side: 
Points Value: 
Weapons - 
  Type/Class:         Mount:


Other Equipment/Notes:





Name: 
Type: 
Size Class: 
Mobility Type: 
Basic Move: 
FireCon: 
Basic Signature: 
Stealth Level: 
Effective Target Die: 
ECM: 
Armour - 
   Front: 
   Side: 
Points Value: 
Weapons - 
  Type/Class:         Mount:


Other Equipment/Notes:





Name: 
Type: 
Size Class: 
Mobility Type: 
Basic Move: 
FireCon: 
Basic Signature: 
Stealth Level: 
Effective Target Die: 
ECM: 
Armour - 
   Front: 
   Side: 
Points Value: 
Weapons - 
  Type/Class:         Mount:


Other Equipment/Notes:





Name: 
Type: 
Size Class: 
Mobility Type: 
Basic Move: 
FireCon: 
Basic Signature: 
Stealth Level: 
Effective Target Die: 
ECM: 
Armour - 
   Front: 
   Side: 
Points Value: 
Weapons - 
  Type/Class:         Mount:


Other Equipment/Notes:



 
Name: 
Type: 
Size Class: 
Mobility Type: 
Basic Move: 
FireCon: 
Basic Signature: 
Stealth Level: 
Effective Target Die: 
ECM: 
Armour - 
   Front: 
   Side: 
Points Value: 
Weapons - 
  Type/Class:         Mount:


Other Equipment/Notes:





Name: 
Type: 
Size Class: 
Mobility Type: 
Basic Move: 
FireCon: 
Basic Signature: 
Stealth Level: 
Effective Target Die: 
ECM: 
Armour - 
   Front: 
   Side: 
Points Value: 
Weapons - 
  Type/Class:         Mount:


Other Equipment/Notes:





Name: 
Type: 
Size Class: 
Mobility Type: 
Basic Move: 
FireCon: 
Basic Signature: 
Stealth Level: 
Effective Target Die: 
ECM: 
Armour - 
   Front: 
   Side: 
Points Value: 
Weapons - 
  Type/Class:         Mount:


Other Equipment/Notes:





Name: 
Type: 
Size Class: 
Mobility Type: 
Basic Move: 
FireCon: 
Basic Signature: 
Stealth Level: 
Effective Target Die: 
ECM: 
Armour - 
   Front: 
   Side: 
Points Value: 
Weapons - 
  Type/Class:         Mount:


Other Equipment/Notes:





Name: 
Type: 
Size Class: 
Mobility Type: 
Basic Move: 
FireCon: 
Basic Signature: 
Stealth Level: 
Effective Target Die: 
ECM: 
Armour - 
   Front: 
   Side: 
Points Value: 
Weapons - 
  Type/Class:         Mount:


Other Equipment/Notes:



 
Name: 
Type: 
Size Class: 
Mobility Type: 
Basic Move: 
FireCon: 
Basic Signature: 
Stealth Level: 
Effective Target Die: 
ECM: 
Armour - 
   Front: 
   Side: 
Points Value: 
Weapons - 
  Type/Class:         Mount:


Other Equipment/Notes:





Name: 
Type: 
Size Class: 
Mobility Type: 
Basic Move: 
FireCon: 
Basic Signature: 
Stealth Level: 
Effective Target Die: 
ECM: 
Armour - 
   Front: 
   Side: 
Points Value: 
Weapons - 
  Type/Class:         Mount:


Other Equipment/Notes:





Name: 
Type: 
Size Class: 
Mobility Type: 
Basic Move: 
FireCon: 
Basic Signature: 
Stealth Level: 
Effective Target Die: 
ECM: 
Armour - 
   Front: 
   Side: 
Points Value: 
Weapons - 
  Type/Class:         Mount:


Other Equipment/Notes:





Name: 
Type: 
Size Class: 
Mobility Type: 
Basic Move: 
FireCon: 
Basic Signature: 
Stealth Level: 
Effective Target Die: 
ECM: 
Armour - 
   Front: 
   Side: 
Points Value: 
Weapons - 
  Type/Class:         Mount:


Other Equipment/Notes:





Name: 
Type: 
Size Class: 
Mobility Type: 
Basic Move: 
FireCon: 
Basic Signature: 
Stealth Level: 
Effective Target Die: 
ECM: 
Armour - 
   Front: 
   Side: 
Points Value: 
Weapons - 
  Type/Class:         Mount:


Other Equipment/Notes:





[minbari special
* - 'fixed' in position, but vehicle may maneuver as if it were a turret,
unless immobilized]