Here are the full scenarios used...
Scenario 1 – The Sniper
There is no mistaking the silhouette of a Martian Ship of War. On earth, captains need to get up close to confirm if an Aeronef is a friend or foe, because - as the Martians like to say – all Human Ships look alike! This particular Martian Ship was VERY recognisable. In contrast to other Martian Ships with their rusty hulls, this ship had a polished metallic skin. The dolphin stencilled on the side marked it as the flag ship of Lord T, Praetorian of the Olympian Martian Hegemony. Commissar Edovich smiled. “All ships target the dolphin.” He ordered. It was no wonder that his crew called him “The Sniper”...
Fleets start on opposite table edges with up to a maximum speed of 10 inches. Each player nominates one Aeronef as “Flag Ship”. In addition to the objective of destroying as many enemy ships as possible, the mission objective is to force the surrender or capture the enemy flagship. (Also refer to Ship Boarding & Ship Morale rules). Game ends when all ships from one fleet have been destroyed or if either “Flag Ship” has been captured, surrenders or is destroyed.
Flag Ship surrenders or is captured (but is not destroyed) +5 VP
Ships captured or destroyed - Class 1 ship +5 VP, Class 2 / Class 3 ship +3 VP, Class 4 / Class 5 ship +1 VP
Scenario 2 – Reconnaissance of Mato Grosso do Sul
Lowering his large naval telescope, Admiral ”Floppy” Bartel exhaled deeply. It appeared that all of the Aeronef vessels of Captain “Lucky” von Gruenherz’s renegade Brazilian squadron were in port. “Looks like intelligence got it wrong again,” Admiral Bartel thought to himself. There were supposed to be no vessels at all at the Mato Grosso do Sul naval base and this reconnaissance mission should have been uncontested. Smoke was coming out of the stack on every vessel. “Boilers are hot” the Admiral thought, ‘It won’t take them long to intercept”
Player with largest ship by points value is the defender. If both players largest ship is the same points value, players dice for attacker / defender. Attacker is conducting recon mission & defender is scrambling to intercept the invaders. Defender places 5 surface vessels in his half of the table – no surface vessel is to be placed within 12 inches of another surface vessel. Surface Vessels are considered to have Hull Damage Capacity of 7 and can be attacked as per bombing rules (Treat as landed Aeronef. Refer core rules for bombing, not optional rules) Defender then places all Aeronef on his half of the table. These Aeronef have landed (Refer to rules for take off / landing) Attacker’s Fleets starts on opposite table edge with maximum speed of 10 inches. To conduct successful recon, the attacker ship must circumnavigate the naval base with at least one Aeronef and escape from the table edge on which they entered. Game ends when all ships from one fleet have been destroyed, surrendered or have left the table.
Attacker completes Recon circumnavigation of the Naval Base + 5 VP
Each of the Defender’s Surface Vessels that survive +1 VP
Ships captured or destroyed - Class 1 ship +5 VP, Class 2 / Class 3 ship +3 VP, Class 4 / Class 5 ship +1 VP
Scenario 3 – The Louisiana Massacre
The US Court Martial Panel retired to consider their verdict leaving Captain Stacey “the Shadow” standing in the courtroom alone with his advocate and close order guard. One of the guards spoke up breaking the oppressive silence that fell over the courtroom. “It’s a sin that the brass have charged you, sir.” Another guard added.” Dropping some bombs on those Reb bastards should be no crime – they should give you a medal! Not your fault they had already surrendered.” Once again the courtroom fell into an awkward silence. At least the Shadow didn’t have to wait long for the verdict…or the sentence…
Player with largest ship by points value is the defender. If both players largest ship is the same points value, players dice for attacker / defender. Defender chooses to place either 1 x Land Ironclad (Treat as landed Aeronef Hull Damage Capacity

or 3 x Contraptions (Damage Capacity 3) or 12 Infantry / Cavalry stands (Damage Capacity 1) and places them in his half of the table with more than 12 inches between each item and to the edges of the board. (Treat Land Ironclad as a landed Aeronef. Refer to core rules for bombing, not optional rules) Fleets start on opposite table edges with maximum speed of 10 inches. Game ends when all ships from one fleet have been destroyed, surrendered or have left the table. Ships may leave the table without penalty when all military targets on one side have been bombed (regardless of damage)
Attacker destroys Land Ironclad +12 VP
Each Contraption destroyed by attacker +4 VP
Each Infantry / Cavalry Stand destroyed by attacker +1VP
100% Military Assets survive, defender receives +12VP
50% Military Assets survive, defender receives +4
Ships captured or destroyed - Class 1 ship +5 VP, Class 2 / Class 3 ship +3 VP, Class 4 / Class 5 ship +1 VP