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Babylon 5 Wars - Showdowns 8

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That’s a Minesweeper?!...17

Better Lucky Than Good...18

Feint and Strike...19

Hunter-Killer...19

Last Stand of the ...20

The Drazi Front...21

Pride of the Fleet...22

The Mermas Raid...23

To Kill a Giant...23

Ace vs. Deuce...24

Swarm...24

Luck Counts...25

Bad Luck...25

One Jump Ahead...26

Operation Dross...27

Force on Force...27

Politics by Other Means...28

Not Petty Annoyance...28

Pursuit...29

Doom at Phalonak...29

The Real Enemy...30

Light as a Feather...30

Heavy As A Mountain...31

Hold the Line...31

Final Duty...32

Testing the Wall...32

Product Credits and Copyright Info...33

Abbai Ships...34 Centauri Ships...39 Drazi Ships...42 Orieni Ships...49 Raider Ships...52 Rogolon Ships...56 Usuuth Ships...63

Procurator

Afterword

Control Sheets

1. Introduction

Comes the Horsemen ...2

2. New Ships

and Rules

3. The Rogolon

Dynasty

4. The Usuuth

Coalition

5. Scenarios for

the Orieni War

The Orieni Imperium...3

The Centauri Republic...3

The Drazi Freehold...4

The Raiders...5

The Abbai Matriarchate...6

Background...7

Technology...8

The Rogolon Fleet...8

Background...10

Technology...11

The Usuuth Fleet...12

Peace and Quiet...13

The Spark...14

For Honor and Glory...14

Kill Zone...15

The Invasion of Usuuthir...16

Desperation...17

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Chapter 1:

Come the

Horsemen

Prime Senior Kovash was reaching for the errant water package that had escaped from his meal tray when an insistent beeping filled the command bridge of his Orthuus Class Battle Leader. The beeping originated from the sensor tech station, announcing the imminent activation of the Orieni jump gate. Distracted, Kovash swiped at the package and managed not only miss but knock it across the room. Admitting failure, he waved a nearby galley aide towards the errant package and glanced at his chronometer with a barely suppressed sigh. The chronometer confirmed what he already knew–– the Orieni were precisely on time...as always.

For nearly 70 years now, at precisely the same time, every thirty orbits of their jump gate around the small moon circling the system's gas giant, a supply convoy would arrive through the gate. The convoy's mission of resupplying the small base located on the moon itself would last exactly 5 days at which point the convoy would depart back through the gate. The monotonous precision of these missions was an ongoing joke at the academy––a joke Kovash had happily shared in during his time there. But that had been nearly 12 years ago and the humor had long since become very stale.

Examining the command screen, Kovash noted the charge building in the massive capacitors of the gate and the timer indicating gate activation was still several minutes away. Kovash smiled slightly. The Orieni may have been technologically superior and if what the Centauri said was true held a massive area of space, but they were not infallible. Five years ago, Usuuth technicians had cracked several Orieni signal protocols and much of the jump gate data he was reviewing was actually broadcast from the gate itself. Intercepted, decoded and waiting for his perusal. Kovash couldn't shut the gate down yet but he could listen in on its operations.

In the remaining minutes, Kovash adjusted the position of his squadron in preparation for the intercept of the convoy. Standard operating procedure was to wait until all Orieni vessels were through the gate and then broadcast the standard greeting. The greeting would indicate that the Orieni vessels were now in Usuuth space, warn them against any deviations from their course towards their base and indicate that his squadron would provide escort. After which the Orieni would promptly ignore him and go about their business as if he and the ships under his command was so much solar wind.

Kovash mentally shrugged. Welcome to another day of life with the Orieni. The Orieni were not interested in the Usuuth position on anything and never had been. Since the first appearance of one of their giant explorer ships, dialogue with the Orieni had been limited to one-sided pronouncements by Orieni leadership. The Centauri claimed that had their installations not been present when the Orieni had first arrived, the Usuuth people would have been brutally invaded by now. Only the might of the Centauri Republic had blunted the Orieni's aggressive tendencies. Of course the Centauri made all sorts of claims but in this case Kovash actually tended to agree. Not that he would ever admit it to a fan head, of course.

A second warning chime brought Kovash back from his musings as the gate activated. Intercepted gate transmissions indicated a single large and 8 smaller attending vessels waiting in hyperspace. Kovash frowned slightly at the data. The large vessel was a bit of a surprise as was the number of smaller ships. It was possible, Kovash supposed, that the oversized convoy represented an Orieni plan to expand their lunar base. If true, the large vessel would be some form of construction unit while the other 8 smaller vessels would be Resolute-class freighters backed by a couple of Steadfast Corvettes as escort. Still it was a change from the norm and needed to be reported if for no other reason than to pass the word on to the Centauri.

Kovash turned to the communications officer as the first hint of blue appeared in the midst of the gate. “Activate the command channel and hold for my message,” he ordered. Turning back to his command screen, Kovach watched the mass sensor spike as the first ship passed through the gate and into normal space. Sensors indicated a Steadfast Corvette as the mass sensor spiked again. Another Steadfast. Again the mass sensor rose as the large ship entered reality. But something was wrong. The mass trace was continuing to rise and rise, finally peaking at an impossibly high level. “So big!” wondered Kovash. What the heck was going on?

And then it was there. The enormous vessel was almost too big to be believed. Rumors from the Centauri had claimed the Orieni possessed large vessels but this was unprecedented. The sensor tech jerked within the confines of his chair and shouted, “Active weapon signatures……I have multiple targeting sensors locking on!”

Kovach blanched and shouted for counter-electronics and evasive action. On the screen several more Orieni ships were arriving from the vortex. More warships.

Weapons fire sleeted over the Kovash's squadron, crippling one of the Serron Attack Ships and blotting out several of the Baroon Escort Cutters. The Usuuth fighter squadrons did what they could but were rapidly battered down by Orieni fighters and escort vessels. From the swirling confusion several larger Orieni fighters broke through and accelerated towards Kovash's ship. Kovash keyed the previously opened command channel and shouted, “Orieni invasion in process!” Outside, the crippled Serron exploded silently while another took heavy fire, “All escort forces are fully engaged––” he continued, and then the approaching fighters arrived.

Defensive fire knocked down two of the strangely quiet fighters but the remaining four bored relentlessly in and actually impacted on the ship. The resulting explosions tore off the entire forward superstructure and burned the heart out of the Kovash's vessel. Half of the stations on the bridge exploded in fury to the mortal damage and half of the bridge simply disappeared in a massive structural collapse.

The shattered hull floated away from the last flickering moments of the brief battle. Ignoring the myriad of shattered hulls and drifting escape pods, the silent Orieni force moved towards the Usuuth home world. In the last flickers of his failing command screen Kovash watched them leave. As he stared in horror, the errant water pack floated by undamaged and still out of reach.

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Seekers performed closer reconnaissance. If their mothership was threatened, it was also the task of the Seekers to hold off the attackers long enough for the Explorer to escape, sacrificing themselves if necessary. These ships were almost solely seen in the company of Faithful Explorers, although they were occasionally attached to Paragons or Prophets as light EW support.

Starting in 2007, the Seeker's Gatling Railguns were replaced with Rapid Gatling Railguns.

The survey ships used by the Centauri Republic were monstrous vessels, carrying a larger complement of fighters than most carriers of the time along with the necessary supplies and equipment to build six jump gates. They also carried sufficient armament to hold their own in most combat situations, allowing them to operate alone in remote stretches of space. During the Orieni War, the Garut class ships saw a surprising amount of activity, due to the combination of their ability to make strategic alterations to the "terrain" of the jump network along with their ELINT capabilities and fighter capacity.

The process of becoming a "Lion of the Galaxy" forced the Centauri to make some early realizations. One of these was that logistics, while unglamourous and boring, is an absolute necessity. The Virlisi Logistics ship is just that, unglamorous and boring in its un-Centauri like bulk but vitally necessary. At the start of the Orieni War, Virlisi units were scattered throughout the Republic and several years would pass before they could be concentrated. However, once massed for the push into Orieni space, fleet trains of Virlisi and other support vessels were one of the most impressive sights to behold.

The Centauri

Republic

Garut Class Survey Ship

Virlisi Class Logistics Ship

Base Hull (Restricted Deployment 10%)

Base Hull (Unlimited Deployment)

Chapter 2: New

Ships & Rules

The Orieni

Imperium

During the war, these exploration vessels were put to work scouting out new jump routes into the Centauri Republic, and occasionally to gather intelligence on Centauri systems and ship movements. Although not designed for combat, the Faithful's weapons suite was adequate for self-defense. In addition to a squadron of Templar Interceptors, each Faithful operated a pair of Seeker MCV, a specialized ELINT variant of the Steadfast.

These ships were often deployed on very long missions far from home, and as a result, their upgrades came slowly. Starting in 2005 the Laser Lances were replaced with Heavy Laser Lances, and it wasn't until 2009 that they began to receive Rapid Gatling Railguns in place of their GRs. It was common for individual units to lag quite far behind these dates.

The standard Orieni military freighter. The cargo pods can be replaced with H-K conveyor pods, to support large fleet actions. In this role, the H-Ks are either launched on automatic, or used as a second wave, controlled from other ships.

In 2007 the Gatling Railguns are replaced with Rapid Gatling Railguns.

Built as consorts for the Faithful, Seekers could datalink with their mothership to form a very long baseline sensor array - extremely effective both for Hyperspace exploration and long-range realspace observation. When exploring a new star system, the Faithful would remain at a distance, while the

Faithful Search Explorer

Resolute Military Freighter

Seeker Reconnaissance Corvette

Base Hull (Limited Deployment 33%)

Base Hull (Unlimited Deployment)

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of the pro-Orieni factions, leading the Freehold proper to sit out the war and continue reform attempts.

The only Drazi warship of the era equipped with Jump Engines, Peregrines were vital to the fleet's strategic mobility. Although outfitted with a fairly powerful defensive weapons suite, they were too valuable to be committed casually to battle, and were always heavily escorted. The Peregrine also operated a squadron of fighters, as uncommon in the Drazi navy then as now.

The Nightowl was a recent addition to the Freehold fleet at the time of the Orieni War. Though quite effective in the performance of it's mission of exploration and beacon route development, it was clearly not meant for combat. Retreat has never been the Drazi way, but it's the best course when one of these valuable ships unexpectedly finds itself amongst enemies.

At the turn of the 21st century, the Shrike was the standard Drazi combatant. This ship and its variants made up the vast majority of the fleet. A competent design, it was a dangerous opponent, if not quite the equal of it's Centauri counterparts.

One of the first agile ships operated by the Drazi, many captains and crews loved the aggressive, well-armed little Merlin for it's superior handling.

The Dragon was the standard Drazi fighter through the war. Although fragile, it was superior to the Centauri fighters of the time, and not much inferior to the superb Orieni Templar. Unfortunately, the Drazi operated few carriers, and Dragons were always in short supply.

Peregrine Jump Cruiser

Nightowl Hyperspace Probe

Shrike Heavy Destroyer

Merlin Frigate

Dragon Light Fighter

Base Hull (Limited Deployment 33%)

Base Hull (Restricted Deployment 10%)

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

Armus Long Haul Freighter

/ Capit Priority Freighter

Base Hull (Unlimited Deployment)

By the early 1700's, the Centauri Empire had expanded to the point where existing freighters could no longer make the longest runs without incurring significant crew degradation due to exposure to long term zero-gee. The need for gravity positive environment became so acute on the fringes of the Republic that several houses in conjunction developed and then marketed the Armus Long Haul Freighter. The new Armus consists of a rotating nose section, followed by a series of cargo canisters that ends with the engineering and primary drive section.

By the 1900's, the wildly successful Armus could be found throughout the Republic. Even short haul carriers made use of the Armus and its comfortable working environment. In 1970, the final component to this excellent freighter was added when a jump engine module was developed which could be easily added to existing Armus structures though at the cost of roughly ¼ of the total cargo capacity. Though never as numerous as the Armus, the new jump freighter, now called the Capit Priority Freighter proved to be highly successful.

The Drazi Freehold forces of this era were even more disorganized and scattered than those of the 23rd Century. Like the Centauri, the Drazi have also been on a slow and bumpy road towards centralization, and during this era had no regular forces. Instead, the overwhelming majority of the population belonged to factions that maintained their own military and naval forces. Each had its own funding, recruiting and theories of organization and training, and many were known to indulge in piracy or privateering. The Orieni had made contact with some Drazi factions and were using technological bribery to turn the Drazi into a client state.

The intent was to have another nation on the other side of the Republic to draw away Centauri forces from the Orieni boarder. The Drazi factions went every possible way. Some were enthusiastic. Others saw this as a great danger. Most wanted to wait and see. What happened was the quick defeat

The Drazi

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Brigand Attack Cruiser

Corsair

Adder Light Fighter

Looter Support Cruiser

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

Base Hull (Limited Deployment 33%)

On the Drazi-Centauri border, old Drazi warship hulls were the most common types operated by Raiders, although exceptions were far from unheard of. The Freehold regularly sold off obsolescent, mothballed ships to privateers for use as wartime auxiliaries, many of which later went missing. Wealthier Raider bands often operated ships like this, based on the hull of the old Osprey Destroyer. Although quite capable for a pirate ship, it wasn't really up to a toe-to-toe encounter with a warship.

Like the Attack Cruiser, this ship was based on an old Drazi hull - in this case, the Flycatcher Frigate. These ships were the type most commonly operated by Raiders during the Centauri-Orieni War period.

Originally obtained through the Drazi privateering program, this older Drazi fighter was eventually in small-scale production by several organizations. Along with the Usuuth Rowlon, this was one of the more common fighters in Raider hands. Incapable of standing up to more modern fighters, they were more than enough to subdue merchantmen.

Freighters have always offered a cheap baseline unit for developing a raider vessel. It is therefore hardly surprising that the Centauri Armus/Capit series of freighters have seen their share of conversions. Though a large and somewhat complex freighter, the gravity positive section, the large cargo holds and most importantly, the jump engine model that was developed for the Armus/Capit have made this a particularly coveted conversion.

In Raider hands, two-thirds of the Capit's remaining cargo is replaced by a long cylinder permanently welded to the habitation section. Into this volume was crammed a number of system upgrades, weapons and a significant fighter compliment. Though it remains a poor match to most navy cruisers, the Looter Support Cruiser offers true deep space penetration for its owners by virtue of it jump engine, gravity positive section and

Dudroma Defense Satellite

Kromala Defense Base

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

The standard Drazi orbital defense satellite of the time, the Drudroma were routinely installed around the more strategic military locations within the Freehold. However, its appearance around throughout the remainder of Drazi space tended to be somewhat erratic.

Originally equipped with heavy plasma cannons, they were replaced in 1998 with particle cannons, though the plasma armed version would remain in service for some time.

The standard Drazi starbase of the era, this powerful defensive installation was found above any planetary facility of significance. As a cornerstone of Freehold defense, the Kromala had priority for the refit to Particle Cannon.

Mankind, in all of its guises and forms, has always been plagued with piracy, banditry and raiders in one form or another. Those who disapprove of raiders publicly often support them privately.

This was equally true in the Earth year 2000 as any other time. During this period, piracy was alive and well. Many races were noted in the ranks of pirate bands, but the stereotypical force would have been Drazi or Centauri. Ships used for piracy came from a variety of sources, but the same two were often the origin there as well. This is not to say that others didn't also allow or support piracy, and other races were normally represented in pirate bands even if they were dominated by a specific race.

Pirates of this earlier period make somewhat less use of fighters, and are less likely to have access to jump drives. They are more likely to be privateers or naval units freelancing than in the later periods, as several nations had only partial control over their forces.

One important constant of raiding and piracy is that conflict distracts the fleets that otherwise would control the spacelanes and protect those who transport wealth.

Raider bands are normally small, as even Drazi factions feel the need to plausibly deny raider operations that go sour, so small forces with limited support are spun off where their loss will be survivable. As in later periods, notice by a real navy

The Raiders

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Tetrav Heavy Frigate

Selatra Shield Base

Bochi Defense Satellite

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

The stablemate of the Kastona, the Tetrav represents one of the few heavy combat vessel designs ever fielded by the Abbai. With construction costs similar to equivalent capital class vessels, the less robust HCV class vessels were viewed by Abbai Admiralty in a dim light. Nevertheless, the Tetrav represented a reasonable addition of fleet capability and was the also fielded enhanced coverage gravitic shields debuted in the Kastona.

Though quick and agile for its size the Tetrav suffered in encounters with larger, heavily armored vessels where its Laser Cutters were of limited effectiveness. This problem was somewhat balanced by the replacement of the Laser Cutters in the 2019 Refit with Assault Lasers.

Ultimately, the design was allowed to fall out of service with replacement returning to the larger and safer capital class vessel. The actual structural design plans where turned over the Alacans with the delivery of the first mothballed Kastona. Though the Alacan lacked the wherewithal to construct HCV class vessels, they were able to produce a scaled down design known as the Tacomi Patrol Cutter.

One of the primary reasons the Centauri could never take advantage of the Abbai was the bases the Abbai constructed. Very large for their time, the well armed and even better defended Selatra Class Shield Bases would see service for nearly 350 years before finally being replaced by the Pirocia Starbase. By 1989 the offensive weapon mix included Laser Cutters and Medium Lasers. All lasers were later replaced in 2020 with the new Assault Laser which served to enhance the fearsome reputation of the base.

The primary defense grid satellite for the Abbai, the Bochi was deployed in an even mix of Medium Laser equipped versions and Laser Cutter versions. The update in 2030 replaced both laser with the Assault Laser but more importantly improved the shield generator to the point where full 360 shield coverage could actively maintained.

The Abbai

Matriarchate

Kastona Cruiser

Base Hull (Unlimited Deployment)

The Kastona cruiser represents an evolutionary improvement in gravitic shield technology. To date, capital class vessels required no less than 6 shield units to achieve 100% coverage. The cost, in terms of space taken up by the shields and supporting shield generator, was prohibitive. As a result, the Kastona was designed in an attempt to reduce the number of shield projectors. The result was a slightly undersized cruiser that achieved 100% shield coverage with only 4 shield projectors. This allowed the mounting of a smaller shield generator while retaining the same level of active shield coverage. A pair of laser cutters were supplemented by a single medium laser to give larger rakes against larger units.

In 2016, the Kastona upgraded to include a single new Assault Laser in place of the medium laser. The Assault Laser was the result of backwards engineered of the Centauri weapon. A second refit in 2040 further improved shield protection and firepower. The forward gravitic shield ratings were improved at the cost of smaller coverage zones while the aft shield coverage was expanded (though not improved). The laser cutters were replaced by additional assault lasers creating the most heavily armed Abbai vessel to date.

Production of the Kastona was finally halted when it proved impossible to upgrade the old cruiser to include first the twin array and later the particle impeder. Initial replacement of the Kastona began 2182 with the appearance of the first generation of Lakara cruiser. The last Kastona would stand down from fleet service in 2205. Three of the Kastona hulls were ultimately saved from the breakers when they were sold to the young Alacan race. Stripped of their shield systems, jump drives and refitted to the original laser armament; these old cruisers would serve with distinction at the center of the Alacan navy in the form of the Atrimis Light Cruiser.

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Chapter 3:

The Rogolon

Dynasty

Warriors and Peasants

The Rogolons built a feudal nation, divided by clan and caste. There were peasants of various social levels and warriors of various social levels. The highest status warriors became the nobility, also of various standings. Clans were based around the retainers of noble families, and were geographically centered for the most part. Though Rogolon society was quite old, a long period of stasis occurred due to the importance of custom and tradition, which stifled innovation.

It is likely that this would have remained the same until discovery by the rest of the galaxy had not a remarkable Rogolon noble named Len Davi had a profound effect on their society. Over a lifetime of bloody war and feuding, he was able to place his clan firmly on top of Rogolon society, becoming their first imperial family. Over the next few centuries, a mix of traditional wars and new explorations gave the warriors a reason for existence, with some nasty civil wars to break the routine. The Davi Dynasty saw the Rogolons grow from a people dependent on muscle and wind power to the internal combustion engine and electricity. Change was slow and deliberate, and each new advance was carefully evaluated to ensure it did no permanent damage to the traditional way of doing things. Occasionally this failed, and for one reason or another the old ways died, but the whole of Rogolon society attempted to limit changes to what they thought were improvements. One of the main causes of new ways was the paradoxical warrior caste. They were the pillars of convention and reaction, but also their efforts to find the most efficient means to war upon each other, and the urge to explore, caused the most changes to their beloved ways.

Nota Deep Space Scout

Sensor Spear

Comm Jammer

Base Hull (Restricted Deployment 10%)

Class: Electromagnetic Modes: Special

Class: Electromagnetic Modes: Special

Originally designed as an exploration vessel, the Nota was re-equipped to act as a fleet ELINT asset due to the continuos pressure of the Centaui military arrayed on the Abbai border. Though somewhat lightly armed the Nota carries both the Sensor Spear and Comm Jammer in addition to its formidable sensor array. The Nota was due for replacement at the time of the Orieni Centauri war and never received the Assault Laser upgrade. The often delayed first generation Shyarie Jammer Frigate that finally replaced the Nota would not arrive until 2090 forcing the Nota to soldier on but the Shyarie would arrive with improved ELINT and the new Comm Disrupter which combined the effects of the Sensor Spear and Comm Jammer.

One of two systems that would ultimately be replaced by the multi-function Comm Disrupter, the Sensor Spear degraded enemy sensors via a directed electromagnetic surge. Faster firing than the later Comm Disrupter the Sensor Spear was 50% less effective.

The second system to be replaced by the Comm Disrupter, the Comm Jammer used electromagnetic interference to block the communications array of the targeted ship. Originally intended to target fleet command ships, the Comm Jammer was never deployed in large numbers and suffered from a shorter range than its next generation cousin, the Comm Disrupter.

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Rogolon

Technology

The Rogolon

Fleet

Plasma Weapons and Missiles

Missiles

Tovin Small Warship

Perhaps because of their highly stylized, almost ritualistic, rules of combat the Rogolons did not invest a lot of effort into the development of weapons technology. Tried and true plasma weapons and missiles were relied upon to the exclusion of other development and no active defense weapons or interceptors of any kind were even seriously considered.

The Rogolon ships of the era only used Basic and Heavy missiles. No other special missile types are available to the Rogolon fleet.

The Rogolon forces appear initially as a carbon copy of the Drazi though with less advanced technology and a more flawed doctrine. This become less obvious as closer inspection shows the Rogolon clans to be loyal to the Royal family and centrally controlled. The Rogolons had a traditional and rather stylized manner of fighting which rewarded personal honor and espoused lack of concern for active protection. Passive defenses were acceptable, but active attempts to avoid injury were cowardly. The Rogolons never had enough exposure to the rest of the galaxy to overcome this initial start. Exposure to raiders was not dangerous enough to show the limits of Rogolon doctrine and the existing attempts to build more capable ships and fighters was seen as sufficient to correct any weaknesses.

This vessel was the first Rogolon reaction to the discovery of alien races. At this time, it quickly became obvious that existing Rogolon ships were not powerful enough to compete with these new races, yet despite this realization, the Rogolons still

Base Hull (Unlimited Deployment)

The Final Frontier

New Worlds

The day finally arrived in the Earth year 1863 when Rogolon Warriors set foot on their closest world, laying a ceremonial knot on the site to show piety and their loyalty to the Dynasty and their clanfathers. An observatory on this almost airless world spotted a small object in the farthest reaches of their system, which gave every appearance of being artificial. They were not alone. The imperial family ceremonially renamed themselves after their people, becoming the Rogolon Dynasty.

The warriors and their patrons made this the new objective. Great ships were sent on farther and farther trips into the beyond until the day came that an expedition was able to set up a base on a nearby asteroid and begin studies. The whole society expected any aliens to be roughly as themselves, so an effort was made to build a powerful fleet for the expected traditional conflicts, on the new wider stage. The Rogolons prepared gleefully for their new place in the universe.

By 1889 the first missions into the gate took place, and the terrible process of exploring hyperspace began. The Rogolons began to build a small network of bases to allow deeper exploration as each new system was found, but there was no interest in actually staying in these new systems. Only scholars and those tasked with supporting long term exploration stayed, the warriors came and went, always returning to the home system. In 1956 exploration teams from the Dynasty met an exploration team from the Orieni Empire. The Rogolons quickly realized they were outmatched in every way. The Orieni were large, wealthy and powerful. Shortly afterwards, contact was made with the Centauri Republic, but the only thing that saved the Rogolon Dynasty was the inconvenience of their location, close to the Orieni but away from the current line of expansion, close to the Centauri, but far enough away to be inefficient to conquer. The major powers found themselves too focused on each other to pick the Rogolon Dynasty off.

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attacks by this time, and as soon as adjustments were made for the increased range, the fighters were lost. The fighters were certainly respectable, with sturdy armor, good structure and a powerful armament, but the numbers were too low to make the doctrine work against the Centauri.

A lackluster light fighter, this 1951 design was intended for defense of the fleet against enemy fighters, a concept not appreciated by the fleet itself, no matter how vital it appeared at the command level. The light fighter was reluctantly accepted as a way to engage in honorable duels with enemy fighter pilots, but the Rogolon fighter pilots always remained touchy about their essentially defensive role.

This class of base was an impressive sight, though they were never a popular posting with offence-minded Rogolon warriors. It was a capable design within the limitations of Rogolon technology and doctrine but, like the rest of their forces it was no match for either of their neighbors.

These OSATs were an important part of Rogolon defenses, seeded within minefields and around bases. It was an adequate, if uninspired design.

Chelek Light Fighter

Shogalov Planetary

Defense Base

Tasco Defense Satellites

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

failed to appreciate warfare as the rest of the galaxy practiced it. In response, the Rogolons developed a small ship which could be easily constructed and used the resulting Tovin to quickly bulk up their navy. Larger vessels would follow in years to come. While the Tovin's size is comparable to conventional frigates or corvettes, it was not a screening vessel by design and is best thought of as a little cruiser. Packing a significant offensive firepower in its heavy plasma cannons and class-SO missile racks, the Tovin shows the Rogolon's total disregard for active defenses.

This ship was the second Rogolon warship constructed after contact with others. This ship was a larger Tovin with light fighter capacity added. The ship was intended to be the standard warship of the fleet, but concern arose that it still wasn't competitive with Centauri or Orieni ships. This reduced the Tolov to merely another stepping stone towards the definitive warship, but it was still constructed in large numbers while the Rogon Large Warship was under development. The ship was dangerous at any range, provided it was not under fire from fighters with a ship-killing capability or massed ballistics.

The Rogon was the final Rogolon ship of the era. It was a larger Tolov with improved fighter capacity and even more firepower. The vessel epitomized Rogolon warship theory and was a potent vessel by any standard, in the correct circumstances. Unfortunately, it also appears to be overly specialized for ritualistic Rogolon battles, not warfare as it occurs in the rest of the galaxy.

This was a large and potent assault fighter with a missile heavy armament and an aft turret to supplement the pair forward. The fighter entered service in 1974, intended to allow ship killing fighter strikes in which small teams of warriors could prove their mettle against the foe. The Centauri had learned from Orieni HKs how to deal with fighter

Tolov Warship

Rogon Large Warship

Vostor Super Heavy Fighter

Base Hull (Unlimited Deployment)

Base Hull (Limited Deployment - 33%)

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shove. The growing technology base had led to the ability to reliably reach the local moon, and for protection, it was decided that no other faction could be allowed to dominate orbit.

Since it was now possible to use local space, but each faction agreed the others were too dangerous to possess such abilities, the only solutions were all, none, or a new group. The last was the choice made. The Coalition Fleet was created from members of every important faction. Each standing faction was charged with recruiting a percentage of the manpower required for the fleet, and the fleet was responsible for paying for itself using the aggressive exploitation of available resources, after a period of endowment to start the operation.

The fleet felt the need to prevent the others from possessing or gaining control of space by force if needed, so from the very beginning large portions of their ships were armed and designed as warships. That there was no opponent was beside the point, they were to keep an opponent from being created at home. This process served them well for many years. Then the universe changed.

In the Earth year 1936, the Centauri Republic made contact with the Usuuth Coalition. The Centauri were perfectly willing to set up the needed steps to allow for the conquest of this new discovery, and their incorporation as Centauri subjects. But then the unthinkable happened; The Orieni Empire also discovered the Usuuth. Neither side bothered to speak to the Usuuth about the situation, but instead sat down to discuss what to do with this new border zone as part of comprehensive talks held several times over the period of Cold War between the major powers. The Usuuth became a buffer state. The Centauri built and operated a commercial gate orbiting one of the moons of the major gas giant, while the Orieni operated one orbiting one of the moons of the more ornamental gas giant. The Usuuth began a major armaments program, lest they be dashed to pieces between these rivals. Usuuth merchants began to operate throughout known space followed by those criminals who found reasons to belong to the existing raider bands. The Coalition Fleet aggressively punished raiders in their own system, earning the reluctant

The Coalition Fleet

Competition

Chapter 4:

The Usuuth

Coalition

Genesis

The Violent Years

The Usuuth were a relatively normal nation, of relatively normal beings. They neither excelled nor otherwise deviated from the norm in appreciable ways. This changed in the Earth Year 745, with the rise of a new religion, created and led by a charismatic new leader who was soon known as The Founder. He was able to rapidly turn large portions of the planet into dedicated believers and crusades swept the continents to unify the people in religion and politics. Great influence was placed on philosophy, learning and the search for greater understanding of everything, to include the universe. This was the golden era of scholarship.

By the death of the Founder, only remote and tiny populations had not been unified into the new order. These remote areas were gradually incorporated and a period of wonder and magnificence arrived. There was plenty for all, all were agreed. Or so it seemed. The grandson of the Founder finally succeeded his father, and within a month was dead. With no siblings, schisms appeared. Some desired to follow the most direct descendant of the Founder. Others desired to follow the most direct male descendant, while others followed the appointed religious leader in the Founder's home province. Within three years, the unified people spit into faction and group.

With the fall of the world-state, the remaining factions scrambled for dominance or influence. After a period of chaos, surviving groups were able to create regions in which they were dominant, or devise ways of remaining in existence despite lack of a state. Wars and struggles became the normal state of life, and by the Earth year 1898, semi-permanent coalitions of factions were in place. There were two major religious groups defined by who they believed was the successor to the Founder, and a competing secular coalition. None of these were absolute and all had splinters that more or less agreed, but were willing to split if push came to

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Usuuth

Technology

Particle Projector

Light Particle Projector

Heavy Particle Projector

Particle Hammer

Light Particle Gun

Class: Particle Modes: Standard

Class: Particle Modes: Standard

Class: Particle Modes: Standard

Class: Particle Modes: Standard

Class: Particle Modes: Standard

Purchased by the Usuuth from Centauri traders, the Particle Projector was used as the baseline for all internal advanced particle weapon development. From this basic weapon, the Usuuth managed to develop no less than 5 other weapons systems in a surprisingly short period of time. None of which, unfortunately, did any good when the Orieni arrived in force.

The light particle projector is simply a miniaturized version of the Particle Projector, trading damage and range for a reduction in size and increased fire rate. Some historians believe the light particle projector was subsequently copied and improved by the Centauri who renamed it the Light Particle Beam. An equal number feel the Centauri achieved the LPB through parallel development.

Simply an enlarged version of the Particle Projector, the Usuuth inserted additional capacitors and enlarged the primary emitter to create a harder hitting and longer ranged weapon. The price for these increases came in the form of a longer reload time and greater power demand.

The ultimate expression of the particle projector technology, the particle hammer was intended to land the heaviest blow possible in a single directed burst. While deadly to light vessels and many of the more fragile Centauri units, the incredible bulk of the Orieni's mother ships reduced the shock effect of this weapon to little more than an annoyance

The Light Particle Gun is simply a Light Particle Projector mounted on a fighter. However, due to size constraints and the limited power source on the Usuuth fighters a number of modifications were necessary to mount a pair of the new weapons. The primary result was a slight reduction in damage. approval of the Centauri and Orieni, who each

maintained public support for raider suppression, and each saw use for raiders who covertly did as they desired.

The Usuuth found themselves in a trap. There were two ways out of their home system, and both were occupied by powerful nations, beyond the Coalition Fleet's ability to handle. Hyperspace navigation was difficult at best, but with virtually no supplies of Quantium-40, there was basically no way to build a fleet of explorers to seek an Usuuth solution. Talks were attempted with each major power seeking to buy or lease habitable worlds to settle, but both major powers were greatly amused at the thought the Usuuth might possess enough treasure to compensate for the loss of a habitable world.

Unknown to the increasingly desperate Usuuth, the Orieni had long seen them as the key in the future final war between the Centauri and Orieni. The increasing fortification between the major powers made an offensive into that region virtually suicidal. The defenses on the Centauri side of the Usuuth Coalition were much less powerful. When the war finally arrived in 2001, the Orieni committed the Strike Group and Elite to quickly suppress the Coalition Fleet and position themselves to spearhead the breakthrough into the Republic. The Coalition Fleet quickly realized the worst was underway when Orieni battle units began to arrive, and began a short but gallant defense. The Coalition picket units at the Orieni gate were destroyed with only enough time to raise the alarm. Usuuth pickets at the Centauri end warned the Centauri and requested aid, as part of the pre-arranged defense plan for the Coalition. But the Republic wasn't ready, and no forces were committed. The Usuuth mobilized all forces available for a defense of the homeworld. They were not able to resist the overwhelming assault, and a forlorn hope was sent to destroy the Orieni flagship. In less than a week, all organized resistance was crushed, occupation troops were landing to replace the Elite, and the most destructive war since the 13th Century was underway.

Dilemma

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Rowlon Armored Fighter

Dovarum Micro-Sat

Usuuth Mines

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

A reasonably well-armored type for its time, this medium fighter mounted two linked Light Particle Guns. Designed to counter Centauri aggression, this fighter's primary use would instead be against the Orieni, where its heavy armor was useless and its low thrust its Achilles heal. Orieni Templar interceptors would inflict catastrophic losses on the Rowlons they encountered, which in turn opened the way for successful H-K strikes.

With resources limited to a single system (and even that somewhat contested by the Centauri and Orieni), the Usuuth were forced to establish a fleet capable of dealing with a major strike from either of its neighbors. This left very little resources for static planetary defenses such as base stations and defense satellites. With little recourse the Usuuth settled on a massive easily produced minefield and the odd little Dovarum Micro-Sat.

Essentially a super heavy fighter, the Usuuth engineers provided an engine and thrusters that left the unit only able to pivot. With extra space made available by the reduced engine and the removal of the crew, the Usuuth were able to pack a number of heavier weapon most fighters would have never been able to carry or arm. Better than mines, less than true defense satellites, shoals of these small satellites where inserted into orbit only to be blow away by the oncoming Usuuth hoard.

The Usuuth had enough time to begin experimentation with mine warfare, but only a few important locations were properly defended and all were weak by galactic standards.

Sootha Proximity Mine, Cost 8, Damage 14, Signature 2

Orthine Proximity Mine, Cost 6, Damage 12, Signature 3

Ruga Captor Mine, Cost 18, Range 4, accuracy +4, Signature 2

The Usuuth

Fleet

Orthuus Battle Leader

Serron Attack Ship

Sarlon Sniper

Baroon Escort Cutter

Base Hull (Limited Deployment - 33%)

Base Hull (Unlimited Deployment)

Serron Variant (Rare)

Base Hull (Unlimited Deployment)

The largest warship built by the Usuuth, it was the only class they ever constructed which possesses a jump drive. A well-balanced ship, the Orthuus mounts a diverse particle weapon load-out backed by a fighter group of no less than 2 full squadrons. Very few of these expensive vessels were completed before the Coalition fleet was wiped out by the Orieni invasion.

The primary warship of the Usuuth Coalition, the Serron Attack ships packs two heavy particle projectors into a reasonably maneuverable hull. It was hoped that if enough Serron could be produced it would make any assault on the Usuuth system to expensive to justify. The theory was ultimately proven wrong but the Serron acquitted themselves before being wiped out.

In order to test the new Particle Hammer, scheduled for installation in the new Orthuus Battle Leader under design, the Usuuth modified two Serron Attack ships as a weapon test beds. While the bugs were hammered out of the new weapon, Coalition Commanders rapidly came to appreciate the longer range offered by the Particle Hammer. In theory, a mix of this new vessel with the Serron would provide a nice solid mix of covering fire and close assault. While most of the Particle Hammer construction would be dedicated to the new Orthuus, sufficient numbers were available to outfit a few of the new Sarlon Snipers.

Serving as both an Escort for fleet units and a local area police vessel, the Baroon could be launched from the planets surface thereby easing maintenance and deployment headaches. Lightly armed, the Baroon had excellent maneuverability and was valued for its anti-fighter abilities.

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Historical Outcome

Set Up

Special Rules

Victory Conditions

Historical Outcome

The Raiders defeated the Centauri escorts and captured one of the Logistics ships. The other ship escaped to a nearby Centauri outpost. This latest and most daring attack led the Centauri to begin to take the raiders more seriously, and a trap was set.

(2000) The Centauri allowed information to be leaked about a shipment of valuable materials being transferred to the nearby outpost. The trap had been baited and set.

Terrain: Standard map, floating

Centauri: Balciron Destroyer (1985 refit), 2 Navask Escort Destroyers, 4 Tacit Police Cruisers, 3 Virlisi Logistics Cruisers

Raiders: 2 Looter Support Cruisers, 2 Brigand Attack Cruisers, 4 Corsairs

Fighters: the Looters are fully loaded with Adder light fighters. Also see Special Rules below.

One of the Virlisi, chosen by the Centauri player, has been modified to carry fighters. Each cargo bay carries 12 Phalan-M missile fighters (armed with 4 missiles each) and the fighters can be launched at a rate of 6 per turn. The raiders cannot detect which Logistics ship has been modified until the fighters have been launched. (While a scan of the ship would detect the modifications the Raiders do not suspect the trap and have no reason to perform such a scan). Standard rules for a Jump engagement and Jumping into Combat are in force.

The Centauri win if they disable or destroy all the Raider ships. The Raiders win a significant victory if they can disable or destroy the Centauri ships.

The Centauri ambush managed to disable or destroy most of the Raider ships. More importantly, they managed to capture the computer records of one of the Looters virtually intact. Using its navigational data they backtracked the raiders to their hidden base and prepared to launch an

Kindling

Chapter 5:

Scenarios from

the Orieni War

Peace and Quiet

(2000) Drazi raiders had begun attacking shipping in a border sector with increasing frequency. The Royal Navy responded by sending additional supplies to a key outpost, to better equip it to deal with the increased raider activity. No one seriously believed that the raiders would dare attack a Centauri military convoy.

Terrain: Standard

Centauri: Navask Escort Destroyer, 2 Virlisi Logistics Ships, 2 Tacit Police Cruisers . All Centauri ships are moving at speed 6 and must be set up within 2 hexes of another Centauri ship.

Raiders: Looter Support Cruiser, 3 Corsairs. The Raiders enter through a jump point formed by the Looter, in a location and heading determined by the Raider player (and the results of the Jumping into Combat roll). All Raider ships emerge from the jump point at speed 4.

Fighters: The Looter is fully loaded with Adder lighter fighters. These fighters start in their hanger.

This is a Jump Engagement using the Jumping into Combat rules. Using the setup restrictions above, the Centauri player secretly records his ships location near the center of the map. The Raider player then determines which hex his jump point will form in on turn 1 using the Jumping into Combat rules. The scenario uses a floating map.

To make things more realistic, but harder on the Centauri, have all Centauri ships at Patrol Stations.

The Centauri win if they destroy all the raider ships and/or disengage the Virlisi Logistics Ships. The Raiders win if they destroy or drive off the

Set Up

Special Rules

Options

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The Spark

(2001) Having located the raider base of operations, the Centauri launched an assault to destroy it. Unfortunately the local House insisted that it had jurisdiction over this sector and that its forces lead the assault. However, the Royal Navy was allowed to send vessels to act in support.

Terrain: Standard map. A moon, 3 hexes in diameter, is located in the upper right quadrant of the board, centered in hex 3509.

House Forces: Celerian Warcruiser, 2 Felenna Garrison Ships, 2 Tacit Police Cruisers

Royal Navy Forces: Balciron Destroyer, 2 Navask Escort Destroyers

Raiders: Looter Support Cruiser, 3 Brigand Attack Cruisers, 4 Corsairs

Fighters: The Felennas carry full loads of Glaive light fighters. The Felennas' assault shuttles are not prepped for combat and are thus unavailable. The Looter is fully loaded with Adder light fighters.

There is a raider outpost on one hex (chosen by the Raider player) of the small moon. The outpost has 100 boxes of structure and 2 points of armor, but is unarmed. The House forces and Royal Navy forces support each other. The House forces are lead by a total incompetent and are subject to the Unprofessional Squadron rules. Furthermore, they may only attack the raider base or a raider unit that is either within 20 hexes of the base or that has fired upon one of their ships. The Looter Support Cruiser has an Expert Technician. Standard rules for a Jump engagement and Jumping into Combat are in force. The Balciron destroyer has received all applicable refits.

The Centauri win if they destroy the Raider base and disable or destroy all the Raider forces.

The Centauri win a major victory if they destroy the Raider base, disable the Looter Support Cruiser and disable or destroy all other Raider units.

If the Raiders successfully disengage the Looter Support Cruiser, the Centauri lose.

If the Celerian is destroyed or all House forces are disabled the Centauri lose.

The Raiders win if they cause a Centauri loss.

Set Up

Special Rules

Victory Conditions

The Raiders win a major victory if they destroy or disable all the Centauri ships, and also disengage the Looter Support Cruiser.

Despite the House commander's best efforts to the contrary, the Centauri managed to defeat the raiders with minimal losses. Aboard the captured Looter Support Cruiser, the Centauri discovered an Orieni technical advisor, a finding that would have momentous results.

(2001) The Centauri maintained a standing battle force near the Orieni border, ready to attack at a moment's notice. Service on the ready fleet was a highly prestigious position and many commanders looked forward to taking prominent places within the Republic after their term of military service ended. When word reached the ready fleet of the declaration of war against the Orieni, many of these ambitious young commanders saw it as a golden opportunity to win honor and glory for their Houses and the Republic (and to ensure their rank and privilege). Unfortunately for them it was these dreams of glory, rather then sound tactical plans, that filled the minds of the commanders as they jumped into Orieni space.

Note: This is a large battle that takes place in 3 stages.

Terrain: standard map

Centauri Forward Attack Squadron: Talvan Attack Cruiser, 6 Balciron Destroyers, 2 Balcirax Strike Destroyers, and 4 Navask Escort Destroyers.

Orieni Fleet: Prophet Command Ship, 4 Steadfast Escort Corvettes, 2 Storm Front Missile Corvettes, and 3 Vengeful Laser Frigates enter via jump point on turn 1, speed 4.

Fighters and Missiles: The Prophet carries 2 flights Templar Interceptors and 3 flights Shining Star Improved H-Ks. The Storm Front Missile Corvettes each carry 12 Heavy Missiles.

Historical Outcome

Set Up

For Honor and Glory

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Fighters: The Kendari carries 1 flight of Glaive Light Fighters. The Centaurum Battleship carries 2 flights of Phalan M Missile Fighters armed with 4 missiles each and equipped with navigators. The Prophet carries 2 flights of Templar Interceptors and 3 flights Shining Star Improved H-Ks. An additional 3 flights of Shining Star Improved H-Ks, launched from the nearby Orieni base, are under the control of the Commune Group Leaders.

All Centauri jump engines were recently used and have only had 5 turns to recharge. Standard rules for a Jump engagement and Jumping into Combat are in force.

Orieni Victory: The Orieni win if they destroy the Centaurum and the Kendari. Any other result is a Centauri victory.

The Centauri forces, in their eagerness to engage the enemy, deployed badly, with their combat screens too far ahead of their main force and carrier squadrons. The Orieni were able to defeat the fleet in detail, destroying the command ships, scouts and carriers. The Centauri disintegrated into a routed mob, and were allowed to retreat to Centauri space.

(2001) In the first days of the war, the Orieni successfully fed the Centauri the information they wanted them to see. Time and again, the Centauri responded just as the Hand of the Blessed expected them to. Lulled into a false sense of security and a feeling of their own superiority, the 8th Superb Fleet moved to attack an Orieni system where they believed they would have an easy victory. The Orieni had only to wait while the Centauri moved into the prepared kill zone, where they then mowed them down.

Terrain: Use two maps arranged so that the field of play is 42x60 hexes. The lower edge of the resulting map is the atmosphere of an Orieni planet.

Special Rules

Victory Conditions

Historical Outcome

Set Up

Kill Zone

by: Bruce Graw

Special Rules Victory Conditions Set Up Special Rules Victory Conditions Set Up

All Centauri jump engines were recently used and have only had 5 turns to recharge. Standard rules for a Jump engagement and Jumping into Combat are in force.

Each side can win if they disable or destroy more of their opponent's ships then they lose themselves.

Terrain: standard map

Centauri Carrier Squadron: Sakar Carrier, 2 Kasta Support Carriers, 2 Navask Escort Destroyers

Orieni Fleet: 2 Prophet Command Ships, 2 Steadfast Escort Corvettes enter by jump point on turn 1, speed 4.

Fighters: The Sakar carriers 4 flights of Glaive Light Fighters and 4 Flights of Phalan Assault Fighters. Each Kasta Support Carrier carries 2 flights of Phalan Assault Fighters. The Prophets each carry 2 flights of Templar Interceptors and 3 flights Shining Star Improved H-Ks.

All Centauri jump engines were recently used and have only had 5 turns to recharge. Standard rules for a Jump engagement and Jumping into Combat are in force.

Orieni Victory: The Orieni win if they destroy all the Centauri carriers.

Centauri Victory: The Centauri win if they can prevent the Orieni victory.

Terrain: standard map

Centauri Fleet Flagship Squadron: Centaurum Battleship, 4 Talvan Attack Cruisers, Kendari Fleet Scout, 6 Balciron Destroyers, 2 Navask Escort Destroyers.

Orieni Fleet: Prophet Command Ship, 6 Steadfast Escort Corvettes, 2 Storm Front Missile Cruisers, 3 Commune Group Leaders, 3 Vengeful

Stage 2

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The Invasion of Usuuthir

(2001) The Usuuth had long existed in a state of fragile neutrality, trapped between two giants whom they could neither avoid nor defeat. When word of open hostilities between the Centauri and Orieni reached the Coalition Fleet Command, they mobilized their best ships against the possibility of invasion. The hope was that the two great powers would be unwilling to risk a direct assault against the homeworld defenses. Unfortunately, hope was not enough. The first Orieni units jumped into the Usuuthir system not far from the secondary jump gate and fell on the Coalition picket forces without mercy.

Terrain: Standard map

Orieni Strike Force: Paragon Strike Force Command Ship, 1 Benevolent Heavy Scout, 6 Steadfast Escort Corvettes, 3 Vengeful Laser Frigates. Orieni units enter through a jump point on turn 1, speed 4.

Usuuth Coalition Fleet: Orthuus Battle Leader, 2 Sarlon Snipers, 4 Serron Attack Ships, 12 Baroon Escort Cutters

Neutral: Jump gate

Fighters: The Paragon is fully loaded with Templar Interceptors and Shining Star Hunter-Killers. The Assault shuttles are being held back for the ground invasion of Usuuthir, and will not take part in this battle. The Benevolent is fully loaded with Templar Interceptors. The Othuus Battle Leader is fully loaded with Rowlon Light Fighters.

The Benevolent Heavy Scout must expend 1 EW every turn to jam Usuuth communications to prevent them from warning the main fleet of the Orieni arrival. This jamming has a range of 40 hexes. The Usuuth must get at least one ship (not fighter) outside the range of this jammer to broadcast a warning to their homeworld. All ships have the applicable refits. Standard rules for a Jump engagement and Jumping into Combat are in force.

Usuuth victory: a warning is broadcast to homeworld or the capital ship manages to disengage off the far map edge

Miraculous Usuuth Victory: All Orieni forces disabled or destroyed

Set Up

Special Rules

Victory Conditions

Centauri: 1 Centaurum battleship, 1 Nalor armored cruiser, 1 Balciron, 1 Celerian, 1 Kendari, 1 Leevan minesweeper, 2 Navask, set up within 5 hexes of 2130, facing down, speed 10 or less.

Orieni: 1 Prophet, 1 Benevolent, , 3 Obedient, 1 Commune, 3 Steadfast, 2 Storm Front, Vengeful, Vigilant are divided as desired by the Orieni player into two groups. One begins within 5 hexes of the left map edge, the other within 5 hexes of the right map edge, facing center, speed 12 or less. Each group must contain at least 2,000 points of ships not including fighters. There is also one Skywatch in 1055 and another in 3355, facing the Centauri.

Fighters: Both sides have appropriate fighters for the year (2001). Players can choose which fighters they wish to have except that all Orieni hangar bays capable of carrying H-Ks are using them instead of other fighter types. This early in the war, only every fourth H-K flight is made up of Shining Stars (the others are Shining Lights). Centauri fighters are all aboard their carriers, while up to half of all Orieni fighters can begin play deployed in the same hex as their carrier (having launched on the previous turn).

The Centauri may not begin jumping out until turn 10. The Centauri cannot leave the combined map. If they do, they are destroyed. Their only means of disengaging is jumping out. All ships have received the applicable refits

Centauri Major Victory: Destroy both satellites and at least three ships escape this trap.

Centauri Minor Victory: Destroy both satellites and at least one ship escapes.

Draw: Destroy both satellites but no ships escape.

Orieni Minor Victory: One satellite survives. Orieni Major Victory: Both satellites survive.

The Centauri rolled over one of the satellites, but could not destroy the other before their entire fleet was lost.

Special Rules

Victory Conditions

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Historical Outcome

The Usuuth attacked courageously and managed to seriously damage the Command Ship before the crippled Orthuus completed its mission, ramming and shattering the giant Prophet. Unfortunately, the Usuuth were mistaken about the identity of the mother ship. It was not Strike Admiral Hakei's command ship, but rather one of several Prophets that had escorted the ground forces into the system. While its loss was a blow to Orieni pride, it had no effect on the invasion. Usuuthir was formally declared a protectorate of the Orieni Empire roughly a day later.

(2001)When the Orieni forces arrived in the Lukantha system, they found the large but uncoordinated Centauri 23rd Standard Fleet in a state of near hysteria. Without a strong central command presence, the 23rd had deteriorated into a collection of individually controlled task groups. Task group commanders responded to the impending invasion with ill-considered and often conflicting orders. Some commanders opted to abandon Lukantha altogether, jumping out for the Zwiest system. Most of those lacking jump capable ships chose instead to hurl their forces at the well-coordinated ranks of the Orieni fleet, a brave but ultimately futile gesture. A few slipped into hiding at the fringes of the system with, the hope of later striking a more telling blow.

One such force managed to intercept a communication indicating the need for a minesweeper to take care of the dense mine fields surrounding the Lukantha colony. The Centauri commander on the spot reasoned that if he could pick off the minesweeper, he could delay the invasion, thus slowing down the Orieni advance and giving the Republic time to organize. Though he commanded only an undersized strike group, the commander reasoned that he'd only be engaging support elements, which would offer only light resistance. It would be a glorious victory.

Unfortunately, the Centauri commander failed to reckon with the Orieni predilection for large multi-mission vessels. The lightly armed minesweeper turned out to be a little bigger than he bargained for.

That's

a Minesweeper?!

by: Richard Bax

Orieni Victory: All Usuuth ships, but not fighters, disabled or destroyed

Total Orieni Victory: All Usuuth units disabled or destroyed and no warning is sent to Usuuthir

One of the Serron Attack Ships managed to escape the Orieni jamming long enough to broadcast a warning to Usuuthir before the entire picket force was destroyed. The Coalition was thus as prepared as it could possibly be when the Orieni Strike Force arrived. It is doubtful that this made any difference in the long run.

(2001) The Coalition fleet gathered to defend Usuuthir, only to be swept aside by the sheer power of the Orieni Strike Force. Even as the first Orieni assault ships carrying their ground forces began to jump into the system, the scattered remnants of the Usuuth forces made a desperate attempt to at least slow the invasion. They believed they had located Strike Admiral Hakei's command ship, directing the invasion from a remote point beyond the main force. A handful of undamaged ships recalled from the picket force near the Centauri jump gate were ordered to destroy Hakei's ship, whatever the cost.

Terrain: Standard Map

Orieni Fleet: 1 Prophet Command Ship, 4 Steadfast Escort Frigates

Usuuth Coalition: Orthuus Battle Leader, 3 Baroon Escort Cutters

Fighters: The Prophet only has 6 Templar Interceptors; all other fighters and H-Ks have been lost, and its assault shuttles are already landing ground troops outside the capitol on Usuuthir. The Orthuss is fully loaded with Rowlon Light Fighters

The Usuuth fighters and LCVs may ram. The Orthuus battle leader may ram if it has lost at least 2 structure blocks.

Usuuth: destroy the Prophet Command Ship Orieni: prevent the destruction of the Prophet

Historical Outcome

Set Up

Special Rules

Victory Conditions

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annihilated. However, there would be no second pass, as heavy fire from the Vigilant backed by the returning Steadfasts and Obedients erased the remains of the Centauri task force. The Vigilant would limp into orbit and proceed to sweep the minefield away, though it would be some time before it would be fully repaired.

(2001) As the Orieni achieved success after success in their initial push into Centauri space, it appeared that their prewar objectives would all be met regardless what happened between the Centauri and the Drazi. After Kazat was bypassed and Lerrust had fallen, the next target was Quadrant 3. The arrival of replacement ground forces was critical to this operation, and convoy of Enlightenment assault ships and Resolute freighters was duly assembled. Given the state of the Centauri military and the defensive capabilities of the Enlightenments, it was decided not to spend the time needed to gather an escort force. On this occasion, however, fortune deserted the Orieni.

Terrain: Standard

Centauri: 1 Garut survey ship, 1 Celerian, 1 Nalor enter via jump point on turn 1, speed 4.

Orieni: 2 Enlightenment invaders, 2 Resolute freighters

Fighters: Both Enlightenments are carrying two flights of Templars, which begin the scenario in the hangar. The Garut is carrying Glaive interceptors, which begin the scenario within two hexes of their mother ship.

The Orieni ships are at Patrol Stations. Standard rules for a Jump engagement and Jumping into Combat are in force. All ships have the applicable refits.

The Centauri win a minor victory if they destroy both of the Resolutes without loss. They win a major victory if both of the Enlightenments is destroyed, regardless of Centauri losses.

Better Lucky than Good

By: Darryl Hushaw

Set Up Special Rules Victory Conditions Set Up Special Rules Victory Conditions Historical Outcome

Terrain: Use standard map layout with no terrain.

Centauri: Balciron, Falenna, 3 Tacit within 2 hexes of hex 0303, facing direction C at Speed 9. Orieni: Vigiliant, 2 Steadfast, 2 Obedient, 4xResolute freighters within 3 hexes of hex 3924, facing direction F at Speed 6.

Fighters: The Orieni Vigilant has 6 Templars and 6 Minesweeping Shuttles in its hangar at the start of the scenario. The Centauri Falenna has 6 Glaives deployed in the same hex as the Falenna, with 6 Lakrit Assault Shuttles still in the hangar.

The Orieni force must exit the map on the opposite side with the Vigilant and as many Resolute Freighters as possible (The freighters are carrying spare minesweeping shuttles and supplies for the assault fleet). Ships that exit the map on any other side are assumed destroyed. Centauri units that exit any side of the map are assumed disengaged and are lost for the remainder of the scenario. The Orieni force jumped in system 10 turns ago using the Vigilant's jump engine and thus cannot jump out for another 15 turns. Neither side's fighters may ram until their particular carrier is destroyed. The Centauri ships have the applicable refits.

Centauri Major Victory: Vigilant and all freighters destroyed

Centauri Minor Victory: Vigilant and 2 freighters destroyed.

Draw: Vigilant destroyed.

Orieni Minor Victory: Vigilant and 2 freighters survive.

Orieni Major Victory: Vigilant and all freighters survive.

Despite their initial shock over the size of the Orieni minesweeper, the Centauri drove in towards the Orieni force. Met short of their main target by Orieni escorts and the Vigilant's fighters, the Centauri managed to fight their way through. In the resulting close range pass, the Vigilant was heavily damaged and two freighters were

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Fighters: The Kasta carries one flight each of Glaive interceptors and Phalan assault fighters, each deployed within 2 hexes of the carrier, speed 8, facing A. Both Paragons are carrying two flights of Templars and 6 assault shuttles but no Hunter-Killers, which are still being saved for the attack on the base. Their assault shuttles are not prepped for combat. The fighters begin the scenario deployed.

Use a floating map and require Centauri units to disengage by either distance or acceleration; add a Celerian or remove the Communes from the battle groups to adjust the scenario's balance.

Jump Engagement and Jumping into Combat rules are in force. All Centauri jump engines were recently used and have had only 2 turns to recharge. Both Paragons have elite crews.

The objective of the Orieni ambush is to eliminate the Centauri squadron as an effective fighting force. The Centauri commander, having been drawn into a trap, must escape it with his force as intact as possible. The Orieni win if they disable or destroy all the Centauri ships, while the Centauri win if half of their force escapes off the bottom edge of the map intact.

Although the commander of the Centauri task force was quick to realize his error, the use of two veteran Strike Force battle groups to spring the trap meant that only a single crippled Balciron returned to its base with news of the disaster.

(2001) With the Centauri fleets removed, the Orieni advanced upon the outposts themselves. Using Hunter-Killers and long-range bombardment they crippled the Centauri defenses, and then moved in to mop up the rest.

Terrain: Standard.

Terrain: Set up two maps next to each other so that the field of play is 42 X 60 hexes.

Options Special Rules Victory Conditions Historical Outcome Set Up

Hunter-Killer

The Orieni win a minor victory if the Centauri are driven off without losing more than one freighter. A victory is achieved if the Garut is destroyed and at least one Enlightenment survives. They win a major victory if a Centauri warship is destroyed and the Enlightenments both survive.

The Centauri ships, which had exited hyperspace sure that intelligence reports of a possible troop convoy in the area would prove false, could not believe their good fortune at finding it by chance and in an unprepared state. After destroying a Resolute in his first pass, the task group commander was unnerved by the fighters and missiles that began launching from the assault ships. Steeling himself for a second attack, he pressed it home, losing the Nalor, but destroying the second freighter and mortally wounding one of the Enlightenments. The loss of troops and supplies in this engagement contributed significantly to the overall poor performance of Orieni forces during the siege of Quadrant 3.

(2001) Centauri outposts were well defended, not only with well-armed bases and minefields, but also with defensive fleets. In order to overwhelm the bases, these fleets had to be eliminated. The Orieni began a series of raids, trying to draw the Centauri out, and away from the protection of their fixed defenses. Unfortunately for the Republic, they succeeded.

Terrain: Standard.

Centauri: 1 Celerian war cruiser, 1 Kasta support carrier, 1 Balcirax attack destroyer, 2 Balciron, 1 Navask. All ships within three hexes of 2221, facing A, speed 8.

Orieni: decoy group–1: Commune battle leader, 2 Steadfast, 1 Obedient within 2 hexes of 2206, facing A, speed 6. Battle group–1: 1 Paragon, 1 Commune, 2 Steadfast, 1 Vengeful, 1 Storm Front, 1 Obedient. Battle group–2: 1 Paragon, 1 Commune, 3 Steadfast, 2 Obedient, 1 Vengeful. The battle groups each enter through a jump point using the Jumping into Combat rules.

Historical Outcome

Set Up

References

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