The following is a combined FT/LoS scenario that was inspired by the Boarding Action rules in Full Thrust.

Battle for Destiny

For over fifty years the de-militarized spaceport Destiny has spun silently around Gas Giant Aleph-12. Originally built by the Azaraim Black Empire as a frontier outpost, the over-night expansion of the neighboring Fantasian State transformed its function from frontier fort to borderland keep. Its current emptiness is a symbol of the tenuous non-aggression pact between these two stellar powers, and Aleph-12 itself now marks the center of a one-hundred light-year wide de-militarized zone.

Recently, however, the Fantasian Communist expansion has become the least of Azaraims problems. Attacked by the Legions of Steel, Azaraims Kraf Arosaltine is currently engaged in a life-and-death struggle with the Overlord Computer known as Hattin. In an attempt to break the Machines stranglehold on her native Kraf, Admiralla Sorina led her 3rd Arosaltine Fleet on a penetrating raid deep behind the Machines supply lines. Her strategy was costly--over half of her fleet was crippled in the ensuing battles--but successful--her deep-space scans indicated that the Machine Ships of the Line were abandoning their blockade of Arosaltine and entering hyperspace on their way to destroy her and re-secure their baseline. Cut off from her own shipping lanes, Admiralla Sorina turns to the only facility capable of re-fitting and repairing her badly-damaged warships--the ancient, abandoned Spaceport Destiny. Fully prepared to accept the consequences of breaking the Fantasian Peace Pact, Admiralla Sorina tosses caution to the stellar wind and sends a fast-attack task force into the de-militarized zone with the mission of re-capturing Spaceport Destiny. The most honorable of Tzorin Samurai, these Powered Marines would succeed in their mission or die trying.

Set-up

Place Spaceport Destiny in the middle of the table. On turn 1, the Black Empire Task Force enters from 7 oclock at Velocity equal to each ships Thrust rating.

On turn 2, the Fantasian Fast-Reaction Force enters from 12 oclock at Velocity equal to each ships Thrust rating.

On turn 3, the Legions of Steel vessels PK-1 and PK-2 enter from 5 oclock at Velocity 8.

On turn 4, the Legions of Steel vessel BL-1 enters from 5 oclock at Velocity 6.

For the Legions of Steel part of the scenario, set-up the Into the Mix board from the Aliens Sourcebook. Place four computer terminals spaced 1 apart roughly in the center of the room. Do not place any of the rubble or other high or low obstacles.

Victory Conditions

The combatants are fighting for control of the Spaceport. The last player with an active Marine/Machine contingent inside Spaceport Destiny wins the scenario.

Special Rules

The Black Empires Screens are super-huge versions of the Energy Fields and Assault Shields that they use in man-to-man combat. They are equally effective against energy weapons and physical ones. When attacked by an energy weapon, treat the Screens as always, but when attacked by a physical weapon, such as a railgun, missile, or torpedo, simply subtract the number of the Screens level from EACH die roll against it. So a Pulse Torpedo, which inflicts 1D6 damage, hitting a Level-2 Black Empire Screen, would subtract 2 from its damage. And a Missile, doing 2D6 damage, would subtract 2 from EACH of the 2 dice normally rolled, for a range of 0-8 damage points.

The Legions of Steel do not use crews to man their ships. Rather, a single computer is networked into the entire ships functions. As such, there is no need for access corridors or life- support. Their Naval Vessels, therefore, have much more structural integrity than those of organic sentient lifeforms. Furthermore, they are able to perform with much more agility, as they are less restricted by G-forces. In other words, use Kravak technology for the Legions of Steel. Finally, Machine contingents on board their vessels are kept powered down in cacoons until they are required for a boarding action. They take a lot less space than living creatures, and so Legions of Steel vessels are able to carry up to their entire MASS in Machines capable of boarding actions, rather than the half-mass required of other races.

The Fantasians use normal Full Thrust rules, but they dont bother with useless defensive measures like Screens or Armor. One Naval engineer lobbied for such things, but he was arrested and sentanced to the Gulag for "slave-like adherance to safety precautions".

The Spaceport blocks line of sight.

A vessels Marine/Machine contingent is considered systems for purposes of threshold checks. Anytime a threshold check is required, roll against each group of figures surrounded by [brackets] found in the FORCES section of the scenario. If it fails its threshold check, that group of 1-5 figures is destroyed. Each group of brackets surrounded by (paranthesis) is considered a Unit for purposes of the Legions of Steel part of this scenario.

To board the Spaceport, a vessel must end its movement phase within 2 of it at 0 velocity. During the fire phase, the vessel may dispatch its Marine/Machine contingent, which thenceforth is considered on-board the Spaceport. The dispatching of troops is simultaneous within the fire phase, so even if a vessel is destroyed while dispatching its troops the troops have still managed to safely board the Spaceport.

Once on-board the Spaceport, Marines/Machines act as Units. During the Full Thrust Movement Phase, each Unit on board the Spaceport may perform one (1) of the following actions: Search for Fire Control Station, Search for Enemy, Break up Unit, Combine Units.

To Search for Fire Conrol Station roll a d6, on a 5 or 6 that Unit discoverd a Fire Control Station. If the Unit consists of four or more figures it may immediately bring the Fire Control Station on-line and attack with an A-Battery (all four arcs of fire) against any vessel during the Full Thrust Firing Phase.

To Search for Enemy declare which enemy you are looking for (Black Empire, Machine, Fantasia) and roll a d6, on a 5 or 6 that Unit discovered an enemy unit of the proper type. Roll randomly to determine which Unit was found. If the enemy Unit is manning a Fire Control Station, place four of the unit facing each computer terminal, and the rest of the unit anywhere within the room. Roll randomly to determine where the attacking (searching) Unit enters. If the enemy Unit just found a Fire Control Station this same Movement Phase, then both attacking and defending Units roll randomly to determine where they enter. Whichever Unit destroys or drives its enemy Unit off the board wins control of the Fire Control Station. If the enemy Unit has not yet discovered a Fire Control Station, then remove the computer terminals from the map and roll randomly to determine where both Units enter. No matter how the battle turns out, neither Unit wins control of a Fire Control Station. Finally, any combat takes place during the Full Thrust Firing Phase, so Units fighting over a Fire Control Station may not fire their A-Batteries this turn.

To Break up a Unit, simply divide the chosen Unit into two new, separate Units.

To Combine a Unit, simply join two separate Units (that have both used the Combine a Unit action this turn) into a single Unit.

Forces

Note that Marine contingents for the Black Empire and Fantasians are equal to 1/2 the Mass of the respective vessels, whereas those of the Machines are equal to the Mass of the vessels. 2-Kill figures are considered Infantry Walkers and as such take Mass 4 instead of the 1 normal Powered Infantry troops take up.

Black Empire

Admiralla Sorina has sent a CA Fast-Attack Cruiser and two DT Torpedo Destroyers to Aleph-12. Their statistics and Marine Contingents are as follows:
CA-1 Fast-Attack
Cruiser, MASS 28, 14 Damage Points, Thrust rating 5, fitted with Level-2
Screens, 2 x A Batteries (3 arcs of fire), 2 x C Batteries (3 arcs of
fire), COST: 240 

Marine Contingent: ([Sairraith Drakkar] [2 x Lancer Takkar, 2 x Grenadier 
Takkar] [Aseth Drakkar, 2 x Seth Drakkar] [Aseth Drakkar, 2 x Seth 
Drakkar]) UPV: 1412 

DT-1 Torpedo Destroyer, MASS 18, 9 Damage Points, Thrust rating 7, fitted 
with Level-1 Screens, Pulse Torpedo Tube, Submunition Pack, COST: 111 

Marine Contingent: ([Tozai Drakkar] [2 x Massakar Lancers, 2 x Massakar 
Grenadiers]) UPV:  821 

DT-2 Torpedo Destroyer, MASS 18, 9 Damage Points, Thrust rating 7, fitted 
with Level-1 Screens, Pulse Torpedo Tube, Submunition Pack, COST: 111 

Marine Contingent: ([Tozai Drakkar] [2 x Massakar Lancers, 2 x Massakar
Grenadiers]) UPV:  821 

Legions of Steel

The Hattin Overlord Computer has sent three vessels in pursuit of the Black Empire task force--a BL Blood Lord Cruiser and two PK Pack-Hunt Destroyers.
BL-1 Blood Lord Cruiser, MASS 30, 15 Damage Points, Thrust rating 6, 
fitted with Level-1 Armor, 2 x Class 2 Railguns (front arc of fire), 2 x 
Class 1 Railguns (respective side arcs), Heavy Fighter Group, COST: 251 

Machine Contingent:  ([Mk II Assault Fiend] [Mk I Assault Fiend] [Mk I 
Assault Fiend] [4 x G3 Predators] [4x G3 Predators] [C2 Centurian] [Mk IA1 
Assault Fiend] [G6 Sniperbot, G1B Nightmare]) UPV: 1,706 

PK-1 Pack-Hunt Destroyer, MASS 14, 7 Damage Points, Thrust rating 8, 
fitted with 2 x Class 2 Railguns (front arc of fire), 3 x Scattergun 
Charges, COST: 109 

Machine Contingent:  ([Mk I Assault Fiend] [5 x G1 Nightmares] [5 x G1 
Nightmares]) UPV: 588 

PK-2 Pack-Hunt Destroyer, MASS 14, 7 Damage Points, Thrust rating 8, 
fitted with 2 x Class 2 Railguns (front arc of fire), 3 x Scattergun 
Charges, COST: 109 

Machine Contingent:  (Mk I Assault Fiend] [5 x G1 Nightmares] [5 x G1 
Nightmares]) UPV: 588 

Fantasians

Anticipating such blind aggression from their mistrusted allies, the Fantasians had secretly installed deep-space sensors throughout the de-militarized zone calibrated to detect any spacial anomolies (such as ships entering the area through hyperspace) and had permanantly stationed a fast-reaction force on the edge of the zone to respond immediately to any breach of the non-aggression pact. The fast-reaction force consists of 2 AC Micro-Carriers and 2 CM Missile Cruisers.
AC-1 Micro-Carrier, MASS 30, 15 Damage Points, Thrust rating 3,
fitted with 2 x Fighter Groups, 1 x A Battery (3 arcs of fire), COST: 188

Marine Contingent:  ([Stormtrooper Corporal, 2 x Stormtroopers, PKM
Gunner, SS-2000 Gunner] [Stormtrooper Corporal, 2 x Stormtroopers, PKM
Gunner, SS-2000 Gunner] [Stormtrooper Starshina] [T85/34]) UPV: 865 

AC-2 Micro-Carrier, MASS 30, 15 Damage Points, Thrust rating 3, fitted 
with 2 x Fighter Groups, 1 x A Battery (3 arcs of fire), COST: 188 

Marine Contingent:  ([Stormtrooper Corporal, 2 x Stormtroopers, PKM Gunner,
SS-2000 Gunner] [Stormtrooper Corporal, 2 x Stormtroopers, PKM Gunner,
SS-2000 Gunner] [Stormtrooper Starshina] [T85/34]) UPV: 865 

CM-1 Missile Cruiser, MASS 24, 12 Damage Points, Thrust rating 5, fitted 
with 5 x Missiles, 2 x C Batteries (3 arcs of fire), COST: 192 

Marine Contingent: ([PI Sergeant, AK Rifleman, RPK Gunner, RPK 
Gunner] [PI Corporal, AK Rifleman, Dynamo, RPG Gunner] [T85/37]) UPV: 601 

CM-2 Missile Cruiser, MASS 24, 12 Damage Points, Thrust rating 5, fitted 
with 5 x Missiles, 2 x C Batteries (3 arcs of fire), COST: 192 

Marine Contingent:  ([PI Sergeant, AK Rifleman, RPK Gunner, RPK 
Gunner] [PI Corporal, AK Rifleman, Dynamo, RPG Gunner] [T85/37]) UPV: 601

Final Notes

This scenario could be altered to include either UNE or Infranite forces. I would recommend UNE to use normal Full Thrust rules, and to have a force consisting of ~500 FT points and 3,000 UPV. Infranites should be the same (though maybe, for grins, they should use Sa'Vasku bio-ships?)