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Blaze of Glory

Custom Scenarios for Firestorm: Armada

Created & Compiled by Ravager

Table of Contents

Part 1: Variety . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

Scenario 3.3: Heart of Darkness . . . . . . . . . . . . . . . . . . . . . . 36

Scenario 1.1: Running Battle . . . . . . . . . . . . . . . . . . . . . . . . . 4

Scenario 3.4: Sunstorm . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38

Scenario 1.2: Ambush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

Scenario 3.5: Invasion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40

Scenario 1.3: Critical Defense . . . . . . . . . . . . . . . . . . . . . . . . 8

Scenario 3.6: Sensor Wash . . . . . . . . . . . . . . . . . . . . . . . . . . 42

Scenario 1.4: The Gauntlet . . . . . . . . . . . . . . . . . . . . . . . . . . 10

Bonus Scenario #3: Turn up the Heat . . . . . . . . . . . . . . . . . . 44

Scenario 1.5: The Chase . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

Part 4: Fleet Actions . . . . . . . . . . . . . . . . . . . . . . . . 46

Scenario 1.6: Blockade Run . . . . . . . . . . . . . . . . . . . . . . . . . 14

Scenario 4.1: Fleet Combat . . . . . . . . . . . . . . . . . . . . . . . . . 46

Bonus Scenario #1: Eternal Midnights Grave . . . . . . . . . . . . 16

Scenario 4.2: Convoy Escort . . . . . . . . . . . . . . . . . . . . . . . . . 48

Part 2: Asymmetry . . . . . . . . . . . . . . . . . . . . . . . . . 18

Scenario 4.3: Escalation . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50

Scenario 2.1: Deep Strike . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

Scenario 4.4: Drydock Assault . . . . . . . . . . . . . . . . . . . . . . . 52

Scenario 2.2: Layered Defenses . . . . . . . . . . . . . . . . . . . . . . 20

Scenario 4.5: Scramble . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54

Scenario 2.3: Vital Plans . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

Scenario 4.6: LosTech Discovery . . . . . . . . . . . . . . . . . . . . . 56

Scenario 2.4: Blaze of Glory . . . . . . . . . . . . . . . . . . . . . . . . 24

Bonus Scenario #4: Strike & Counterstrike . . . . . . . . . . . . . . 58

Scenario 2.5: Thunder Run . . . . . . . . . . . . . . . . . . . . . . . . . . 26

Part 5: Designers Notes . . . . . . . . . . . . . . . . . . . . . 60

Scenario 2.6: Relief Force . . . . . . . . . . . . . . . . . . . . . . . . . . 28

Variety . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60

Bonus Scenario #2: Dogged Pursuit . . . . . . . . . . . . . . . . . . . 30

Asymmetry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61

Part 3: Celestial Objects . . . . . . . . . . . . . . . . . . . . . 32

Celestial Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62

Scenario 3.1: Beachhead . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

Fleet Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63

Scenario 3.2: Jovian Graveyard . . . . . . . . . . . . . . . . . . . . . . . 34

1. Variety

Scenario 1.1:
Running Battle

Both fleets have been fighting for some time now, G ame L ength
and this promises to be the decisive engagement. The game lasts until one fleet has no ships
Although heavily damaged, all ships are still remaining either through destruction or Foldcapable of fighting. The battle has been running Space entry.
for long enough now that Fold-Space Drives are
almost able to be safely used again.
Victory Conditions
Normal Victory Points are used in this scenario.

Deployment

The table is divided in half parallel to the long


edges. Players then take alternating turns placing
ships and squadrons anywhere from 6-12 from
the centreline, with all ships facing parallel to the
line in the same direction for both fleets.

Scenario

rules

Battle Damage: All ships, in both fleets, are


suffering from varying levels of damage. Roll a
D6 for each ship at the start of the game. On a 1
the ship has suffered D6 damage, distributed as
evenly as possible between HP and CP. On a 2
the ship has 0 AP. On a 3-5 the ship has lost 1 HP.
On a 6 the ship has suffered a critical hitroll
once on the critical hit table, re-rolling any rolls
of 2 or 12, but do not lose any hull points (Ships
that cannot suffer Critical Hits instead lose 1 HP
and 1 CP/AP). Damage from a critical suffered in
this way cannot be repaired during the game.
Fold-Space Entry: Enough time has passed that
most captains would risk a Fold-Space entry
in order to escape further punishment. If a ship
attempts to shunt, roll 2D6 and subtract 5. If
the total is less than or equal to the current turn
number, the ship shunts to safety. If the total is
greater than the current turn number, the ships CP
and AP are reduced to 0. If a natural 7 is rolled,

the ship immediately suffers a Containment


Rupture critical hit.

In addition, total up all the damage suffered by


either side at the start of the game (critical hits
count as 2 damage for this purpose). The fleet that
has suffered more damage gets 10 additional VP
for each point of damage it has more than the
other fleet.

1. Variety

12

Scenario 1.2:
Ambush
The attacking fleet has stumbled upon the
defenders while they are at anchor, conducting
repairs, on shore leave, or some other similarly
relaxed situation. This can only be bad news.

1. Variety

Deployment

The players roll for initiative now. The player who


gets the initiative may choose to whether to be
attacker or defender. The Defender must set up
all of his forces within 12 of the centre of the
table. The attacker must split his force in to three
groups. Each group can contain as many or as few
ships as the attacker wishes, but must contain at
least one legal ship or squadron. The attacker then
numbers these groups 1-3 and rolls a D3. The
group corresponding to the number rolled is the
Lead Element, and may deployed up to 8 up, and
6 from the adjacent sides, on any table edge. The
remaining groups are then numbered 1-2, and the
attacker rolls a D2. The group corresponding to
the number rolled becomes available from turn
2, and may enter the board from Fold-Space, the
attackers table edge, or an adjacent table edge.
The final group becomes available on turn 4, and
may enter from Fold-Space, or any table edge.

Scenario

rules

Grav Anchor: All the defenders ships are at anchor,


their drives fully powered down for maintenance,
repairs, or something similar. As such, all of the
defenders ships have two Cut Engines tokens
placed on them to represent this. Only one Cut
Engines token may removed in a turn.

Power Distribution: While their engines may


currently be out of commission, the defenders

ships still have a full complement of weapons, and


fully powered reactors. However, the engineers
must make a difficult choice, power the weapons,
or warm up the drives. If a ship chooses to warm
up its drives, all of its AD, except torpedoes, are
halved for that turn, and it removes a single Cut
Engines Token. If a ship chooses to power its
weapons instead then it fires with its full AD, but
has an additional Cut Engines token placed on it
if any Cut Engines tokens were removed this turn.
A ship may instead choose to route all power to
engines, this will remove both Cut Engines tokens
on the same turn, but all of the ships AD, PD and
Shields are reduced to 0 until the end of the turn.

Game Length

The game lasts for 6 turns.

Victory Conditions

Normal Victory Points are used in this scenario.


At the end of 6 turns, the player who has scored
more victory points is declared the winner.

1. Variety

12

(Defender)

Scenario 1.3:
Critical Defense

1. Variety

The attackers have located an installation that is


critical to the defenders control of this sector,
and must destroy it to gain strategic advantage
prior to moving their invasion fleet. The defenders
knows this, and are rushing reinforcements to the
installation as fast they possibly can.

Deployment

The players roll for initiative now. The player who


gets the initiative may choose to whether to be
attacker or defender. The Defender now picks a
table edge. The Defender gets to deploy 1 asteroid
station for each 500 points, or part thereof, his
fleet consists of. These asteroid stations must be
deployed at least 8 away from, and no more than
16 away from the Defenders table edge. The
Defender then deploys any Large or Massive ships
within 8 of each asteroid station.

Surprise Assault: Ranging ahead of the fleet, the


attackers light and medium ships have found
the objective, relaying the co-ordinates to the
larger ships who are still in transit. Roll D3+1 for
each Large or Massive ship in the attackers fleet.
That ship may enter the game from the attackers
table edge or via Fold Space Entry on the turn
corresponding to the total rolled.
Reinforcements: Roll a D6 at the start of each turn
for every 500 points in the attackers fleet. Each
roll of 1-3 means nothing is forthcoming. For each
roll of 4-5 the attacker receives a squadron of 3
Frigates. For each roll of 6 the attacker receives a
squadron of 2 Cruisers. If a double 6 is rolled, no
matter how many dice are used, the attacker may
choose to receive a Battleship instead of any other
reinforcements for that turn. These additional
ships enter the battle via Fold Space Entry, but
may re-roll the dice once if they get a 2 or 12
upon entry.

The attacker deploys all his Small and Medium G ame L ength
ships up to 8 away from the table edge opposite The game lasts for 8 turns.
the Defenders table edge.

Scenario

Victory Conditions

rules

On Patrol: The defenders lighter ships are currently


out on patrol, searching for the attacking forces.
All Small and Medium ships in the defenders fleet
must use the rules for Fold Space Entry from the
main rulebook, with the following change: Each
squadron first rolls a D6. If the result is greater
than the current turn number, then that ship or
squadron is still on patrol or in transit, and does
not arrive this turn. If the result is less than or
equal to the current turn number then that ship or
squadron arrives as normal.

The attacker must reduce all the defenders


asteroid stations to 0 HP and/or 0CP/AP in order
to score a victory. If these conditions are not met,
then the defender has successfully blunted the
attackers strike long enough for reinforcements to
arrive from other sectors.

8
16

1. Variety

AS

AS
8

Scenario 1.4:
The Gauntlet

1. Variety

Both fleets have been located, but they are within


a region of dense celestial phenomena, amplifying
the difficulties of combat in many ways. A fleet
could try to use this to their advantage, but there is
just as much chance it would go horribly wrong.

Deployment

The players choose opposite table edges (narrow


edges if using a table larger than 4 x 4). Both
adjacent table edges count as asteroid fields for a
distance of 12 from each edge. There is no other
terrain.

Scenario

rules

Asteroid Combat: Ships can see through up to


16 of asteroid field, but only if they themselves
are within the asteroid field. Ships outside the
asteroid field can still only see the normal 8 into
it. Additionally, ships at Range Band 1 within
the asteroid fields use their FULL AD. (PD is still
halved).

Game Length

The game lasts until one fleet has no ships


remaining either through destruction or FoldSpace entry.

Victory Conditions

10

Normal Victory points are used, in addition, you


score one quarter points (rounded down) for each
of your opponents derelicts that remain on the
board.

12 (Asteroid Field)

1. Variety

12 (Asteroid Field)

11

1. Variety

Scenario 1.5:
The Chase

be placed at any point along the adjacent table


edges up to its MV multiplied by the current turn
number from the defenders table edge. Ships
It seems that a pack of cruisers has been caught arriving via outflanking can be facing a maximum
operating alone behind enemy lines, and is now of 45 away from the adjacent board edge, with
being chased out. Little do their pursuers know, the attackers table edge in their front arc.
but the cruisers are the lead element for an
entire fleet about to enter the sector. They are not G ame L ength
running from danger, but towards safety.
The game lasts until one fleet has no ships
remaining either through destruction or FoldDeployment
Space entry.
The players roll for initiative now. The player who
gets the initiative may choose to whether to be V ictory C onditions
attacker or defender. The defender places a single Normal Victory points are used, in addition the
squadron of cruisers within 6 of the centre of defender scores an additional 25 points for each
the board, with all of them facing in the same cruiser from the initial squadron that survives
direction. The attacker then places his entire fleet until the end of the battle. The attacker scores an
up to 4 on to the board on the table edge that additional 25 points for each cruiser in the initial
corresponds best to the cruisers rear arc.
squadron that he destroys.

Scenario

rules

Rapid Response: The defenders other ships are


rushing to bring aid to the cruisers, but many
are simply not fast enough to make it in time. All
ships in the defenders fleet (barring the previously
deployed cruiser squadron) start the game off the
table. At the start of each turn, each squadron
rolls a D6. If the result is greater than the current
turn number, then that ship or squadron is still in
transit, and does not arrive this turn. If the result is
less than or equal to the current turn number then
that ship or squadron arrives as normal, and may
be placed up to 8 onto the board from the edge
opposite the attackers board edge.

12

Outflanking: Instead of arriving normally, the


defenders ships may choose to outflank. You
must declare this at the start of the battle. When
an outflanking ship or squadron appears it may

Outflanking Example

1. Variety

6
8
4

13

1. Variety

Scenario 1.6:
Blockade Run

The attacker has run out of supplies for this sector, G ame L ength
and must send armed couriers through in order The game lasts until one fleet has no ships
to gain more supplies. With this completed, the remaining either through destruction or Foldattackers ships are now carrying vital cargo, and Space entry.
must make it past an enemy blockade at a vital
fold space waypoint. Its run or gun time.
Victory Conditions
Normal Victory points are used, in addition for
Deployment
each ship carrying the Precious Cargo that makes
The players roll for initiative now. The player who it off the board via the edge opposite the attackers
gets the initiative may choose to whether to be table edge, the attacker gains a number of points
attacker or defender. The attacker first chooses a equal to twice the value of that ship, and the
table edge. The defender then places all his ships defender gains nothing. However, for each ship
on the board, at least 30 away from the attackers carrying the precious cargo that is destroyed, the
table edge. The attacker then deploys, and may defender scores double the normal points value
place his ships anywhere on the board up to 6 for that ship.
away from his table edge. Both sides must deploy
all their ships on the table.

Scenario

rules

Precious Cargo: The attacker is carrying vital


supplies on his ships, and must get these past the
blockade in order to relieve beleaguered allied
forces. The attacker rolls a D3 at the start of the
battle for every 750 points, or part thereof, in
his fleet. That many squadrons are carrying the
precious cargo. Note this with a special token.
Fold Space Waypoint: The attacker is attempting
to break through the defenders formation,
hoping their fold space drives are ready in time.
If an attacking ship attempts to shunt, roll 2D6
and subtract 8. If the total is less than or equal
to the current turn number, the ship shunts to
safety. If the total is greater than the current turn
number, the ships CP and AP are reduced to 0. If

14

a natural 7 is rolled, the ship immediately suffers


a Containment Rupture critical hit.

(Defender)

1. Variety

30

6 (Attacker)

15

1. Variety

Bonus Scenario #1:


Eternal Midnights Grave
Long ago this carrier was lost, belonging to
no known race. It sits serenely in deep space,
awaiting the force that finds with many wonders
of advanced technology. Now, this legendary
ship has been found. The problem: someone else
followed you. The fleets carriers launch their
wings before going dark and hoping for the best.

Deployment

A single carrier from any force is placed in


the centre of the table. This ship is the Eternal
Midnight and she has the following stats:
DR 7; CR 10; HP 8; AP 6; PD 6. Both players roll a
D6, adding the results together. Both players then
take turns placing a total number of markers equal
to the total rolled.
Both players have a force that consists of 12 Fighter
Wings, 6 Assaulter Wings, and 4 Interceptor
Wings. these wings may be arranged in to as
many or as few Flights as the controlling player
wishes. These wings are placed on opposite board
edges. Note that this is the actual board edges,
representing the fact the wings have just arrived
in the region.

Scenario

1: Sensor Glitch. Remove the marker.


2: EMP Mine. All wings within 4 of the
marker are automatically Driven Off.
Remove the Marker.
3: Anti-fighter Mine. One wing within 4
is destroyed. All other wings within 4 are
automatically Driven Off. Remove the
Marker.
4: Flak Platform. Replace the marker with an
appropriate station or similar model. A Flak
Platform has HP 1; PD 4.
5: Micro Fold Gate. Replace the marker
with an appropriate token or model. A wing
within 2 of an MFG may travel to within
2 of any other MFG on the board without
using any movement.
6: Drone Wing. Replace the marker with a
Fighter Wing controlled by the player that
activated the marker.
Long Range Flak: The Eternal Midnight was an
advanced ship, with a great deal of defensive
batteries. The ship automatically attacks any wings
within 8, splitting fire as normally required.

Game Length

The game lasts until one fleet has either captured


and shunted; or destroyed the Eternal Midnight

Victory Conditions

16

The fleet that captures or destroys the Eternal


Anomalous Contacts: Wings sensors are much Midnight is declared the victor.
less capable than those of spaceships. As such,
whenever a wing moves within 4 of a marker,
roll a D6 and consult the table below to determine
what the marker is.
rules

1. Variety

Eternal Midnight

17

2. Asymmetry

Scenario 2.1:
Deep Strike
The attacker has managed to infiltrate a small force
of ships along a disused fold space waypoint and
get behind enemy lines. The element of surprise
belongs to them, but the defenders will be quick
to discourage any further activity.

Deployment

Both players roll for initiative now. The player that


rolls highest may choose whether to be attacker
or defender. The attacker may select a force of
any points value, but is limited to taking Small
ships. The attacker may also take a single Medium
ship (ignoring the normal squadron rules) for
each FULL 250 points in his force. The defenders
fleet is selected at twice the points value of the
attacking fleet.
The defender then deploys all his ships at least
12 from any table edge, facing in any direction
desired. The attacker rolls a D6 for each squadron
in his fleet. Each roll of 1-4 corresponds to a
single board edge (as for Last Stand). Each 5-6
allows the attacker to choose which board edge
that squadron uses. Attacking ships may be placed
up to 8 from their respective board edges, and at
least 12 away from any adjacent board edges.

destruction. After all, a damaged ship is problem


for its battlegroup, one blasted to scrap is only
a problem to the shipyards. The attacker gains
D3+1 re-rolls every turn. These re-rolls can be
used to re-roll any single dice (including a dice
for a critical hit, etc), and DO NOT carry over
between turns.
Limited: Whether by fuel, ammunition, or the
amount of time they can safely keep an emergency
shunt charged, the attackers ships are unable to
stay for the entire battle. Each time an attacking
ship suffers a point of damage, roll a D6. On a 13 the ship immediately performs a shunt (and we
mean immediately, any further attacks at the ship
will miss, and the ship is removed from the table).
On a 4-6 the ship acts as normal.

Game Length

The game lasts until the attacker has no more


ships on the table.

Victory Conditions

Total up all the damage suffered by the defending


fleet. Destroyed ships count as 2 damage,
regardless of how many HP they lost. Then total
up the damage suffered by the attacking fleet. If
the attacking fleet inflicted less damage than it
suffered then the attackers lose. If the attacking
fleet inflicted equal or more damage than they
Scenario rules
suffered, then it is a draw. If the attacking fleet
Hit & Fade: All of the attackers ships are fully inflicted two or more times the damage it suffered,
prepared to make an emergency shunt to clear then the attackers score a major victory.
the battlefield. As such, all of the attackers ships
benefit from the Fast Fold-Space Drives MAR, in
addition to any others that might be in play.

18

Anti-shipping Raid: The attackers ships have been


well drilled in the best ways to damage enemy
vessels that will require repair rather than outright

2
(Attacker)

2. Asymmetry

(Attacker)

(Defender)
(Defender)

(Attacker)

12
3

12
12

(Attacker)
4

19

2. Asymmetry

Scenario 2.2:
Layered Defenses
The attacker has managed to locate a key enemy
defensive installation. Problem is the attacking
fleet now has to get through the many and varied
defenses to even consider being able to damage
the place. And the defending fleet is not going to
make that easy.

Deployment

Both players roll for initiative now. The player that


rolls highest may choose whether to be attacker or
defender. Both players select fleets up to an equal
points value, however, the defender must include
an asteroid station (of the appropriate type) for
every full 750 points in his fleet. (eg: a Sorylian
fleet of 750 points would be able to take up to
500 points of ships, then a 250 point Sorylian
asteroid station)

Modifiers:
-1 if the ship is Small
-1 if the ship Cut Engines
+1 if the ship moved over half its movement
+1 if the ship is Large
+2 if the ship moved over 12
+2 if the ship drifted into the minefield
1: No effect.
2: 1 Mine. Resolve an AD 4 mine centered
on the attacking ship.
3: 2 Mines. Resolve 2 AD 4 mines centered
on the attacking ship.
4: 3 Mines. Resolve 3 AD 4 mines centered
on the attacking ship. In addition, place a
token next to the attacking ship. A 2 radius
around that token no longer counts as
minefield.
5: 1 Heavy Mine. Resolve an AD 8 mine
centered on the attacking ship. In addition,
place a token next to the attacking ship. A 2
radius around that token no longer counts as
minefield.
6: Cascade Detonation. Resolve an AD 8
mine centered on the attacking ship, then roll
on this table another D3 times. In addition,
place a token next to the attacking ship. A 2
radius around that token no longer counts as
minefield.

20

The defender then deploys the asteroid station(s)


within 8 of one table edge. Then he deploys all
of his ships at least 8 away but no further than
16 away from that same table edge. Finally, the
defender sets up a minefield. This is a solid belt of
mines that extends from one adjacent table edge to
the other, and extends from 24-36 away from the
defenders table edge. The minefield is assumed to
be composed of smart mines, such that when one
Mine Clearance: The minefield is incredibly
detonates, another moves to fill its place.
dense, but weaponry is still able to pass through
The attacker deploys now, placing his ships without difficulty. Wings are not targeted by the
up to 8 away from the table edge opposite the minefield (although they may still be damaged by
it). Any attacking ship that enters or is inside the
defenders table edge.
minefield and is within 2 of a friendly Wing (or
has friendly Wings attached to it) does not roll on
Scenario rules
Minefield: Whenever an attacking ship moves in the minefield chart above.
to or through the minefield, roll a D6 and consult
the following table.

Game Length

The game lasts until the attacker manages to


destroy the asteroid station(s).

Victory Conditions

The attacker wins if they manage to destroy at


least half (rounding up if there is an odd number)
of the asteroid stations deployed by the defender.
Any other result is a defender win.

(Attacker)

2. Asymmetry

Minefield

Ships
(Defender)

16

Asteroid Stations
(Defender)

21

2. Asymmetry

Scenario 2.3:
Vital Plans
An infiltration team belonging to the attacker has
managed to secure information about the key
elements of an upcoming action by the defenders.
The team has hacked the escape pods on the
station and is now awaiting pick up before the
defenders figure out exactly what happened.

Deployment

Both players roll for initiative now. The player that


rolls highest may choose whether to be attacker
or defender. The defender may use 1-4 asteroid
stations, and may deploy these anywhere on
the board. The attacker gets a force of 6 frigates
for each asteroid station used by the defender.
These frigates may squadron up in any way the
attacker desires. If two or more asteroid stations
are used, the attacker may also use a Carrier. This
carrier is equipped with solely with Rescue Boats
(these count as assaulters that have used their
AP, and each wing operates independently). The
attacker then chooses a single board edge, and
may deploy his ships anywhere up to 8 from that
board edge.

Scenario

destroyed, but instead loses D6 HP, CP and AP,


rolled separately for each stat.
Rescue Operations: The attackers ships have
been specially modified to haul in pods as rapidly
as possible. Each ship in the attacking fleet may
rescue up to 2 pods within 4 at the end of their
movement, instead of the normal 1. The defender
is unable to rescue any pods unless the station
moves directly over them, and may only rescue
1 pod per turn.
Pod Movement: While the attackers teams
managed to hack the launch codes for the pods,
the defender still has some motion control
capability over them. At the start of each turn after
the first the defender may move any and all pod
markers up to 2 in any direction.
Escape Clause: The players must roll a D6 for every
pod they rescue. On a 5 or 6, that pod contains
one of the infiltration teams. If a ship has rescued
an infiltration team, mark it with an appropriate
token (use multiple tokens if multiple teams are
rescued).

Game Length

22

The game lasts until there are no more pods on


Escape Pods: Roll D6+2 for each asteroid station the table.
at the start of turn 1. The defender places a number
of escape pods equal to the number rolled within V ictory C onditions
4 of the appropriate asteroid station.
The attacker wins if they manage to rescue more
infiltration teams than the defender.
Sabotage: The attacker rolls a D6 at the start of
turn 1 for each asteroid station. On a 1-3, nothing
has been done. On a 4-5 the asteroid station has
lost D3 HP, CP and AP, rolled separately for each
stat. On a 6 the asteroid station is suffering from
the effects of a Critical Hit. If a 2 or 12 is rolled
on the critical table, the asteroid station is not
rules

(Attacker)

2. Asymmetry

(Defender)

23

Scenario 2.4:
Blaze of Glory

2. Asymmetry

A battleship belonging to the defender has been


surrounded and cut off from escape. The crew
now plans to sell their lives at as high a cost as
possible to the attackers.

Deployment

Both players roll for initiative now. The player that


rolls highest may choose whether to be attacker or
defender. The defender deploys a single battleship
in the centre of the board. The attacker get two
squadrons of 3 frigates to deploy up to 8 from
a randomly determined board edge by rolling a
D6. Each roll of 1-4 corresponds to a single board
edge (as for Last Stand). Each roll of 5-6 allows
the attacker to choose which board edge that
squadron uses.

Scenario

rules

Running Repairs: The crew of the defenders


battleship are doing their damnedest to ensure
their ship can put out as much hurt as possible
before she goes down. As such, roll a D6 each
time the defender activates his battleship. A roll
of 1-3 has no effect. A roll of 4-5 repairs 1 HP. A
rolls of 6 repairs 2 HP or automatically repairs the
effects of one Critical.

24

Reinforcements: The attacker is moving ships


around to take opportunistic strikes at the enemy
battleship, but not all of them are swift enough
to make it there in a timely fashion. At the start
of each turn the attacker rolls a D6 and adds the
current turn number. Consult the table below to
see what he gains. These reinforcements roll a
D6 as above to determine which table edge they
arrive on.

1: Nothing
2: Nothing
3: Nothing
4: 3 Frigates
5: 3 Frigates
6: 3 Frigates
7: 2 Cruisers
7: 2 Cruisers
9: 2 Cruisers and 3 Frigates
10: 1 Battleship

Game Length

The game lasts until the defenders battleship is


destroyed.

Victory Conditions

Normal victory points are used in this scenario.


However, the attacker gets double victory points
for destroying the defenders battleship.

2. Asymmetry

1
(Defender)

(Attacker)

8
4

25

Scenario 2.5:
Thunder Run

2. Asymmetry

A small force of attacking ships has penetrated all the


way to the heart of the defenders fleet anchorage.
They must drive as deeply as possible, causing as
much damage as possible before they are destroyed.

Deployment

Victory Conditions

Both players gain a number of points for each


ship and/or wing they destroy, or their opponent
shunted, depending on both the size and the
distance it was from their opponents board edge.
Use the following table to determine how many
points each player gains. This is why it is helpful
to leave the destroyed ships aside in the 6 strips.
If a multiplier results in a fractional value, round
it down. Each destroyed ship is worth at least 1
point. A ship that shunted may be worth 0 points.

Both players roll for initiative now. The player that


rolls highest may choose whether to be attacker
or defender. The attacker picks a board edge,
the board is then divided into 6 strips running Size/Points
between the adjacent edges. The defender deploys
Wing: 1
half of his fleet, divided up in any way he sees fit
Small: 2
(ships, points, squadrons) on the table, up to 12
Medium: 3
away from his own board edge. The attacker then
Large: 4
deploys half of his fleet, divided up in any way he
Massive: 5
sees fit, up to 6 away from his table edge. The
remainder of the defenders fleet is then placed
up to 24 away from the defenders board edge. Distance from opponents board edge/Points
Finally, the remainder of the attackers fleet is Multiplier
placed anywhere on the board that is at least 12
0-6: 5
away from the defenders board edge.
6-12: 4
12-18: 3
Scenario rules
18-24: 2.5
Spatial Awareness: The attacker has to sow as
24-30: 2
much destruction in the defenders rear lines as
30-36: 1.5
possible, while the attacker has to prevent him
36-42: 1
from achieving this. Whenever a ship or wing
42-48: 0.5
is destroyed, do not remove it from the table.
48+: 0
Instead, place it to one side, within whichever 6
strip of table it was destroyed in. In addition, if a
ship shunts move it aside as for destroyed ships, Work out the points you would gain for a ship
that shunted as if it were destroyed, but halve the
but leave the shunt marker on its base.
final total.

Game Length

26

The game lasts until one fleet has no further ships A ship taken as a prize that is then shunted gives
remaining on the board, either through destruction the side that initiated the shunt 10 points. No
other points are scored for that ship.
or fold space entry.

0.5

Initial Deployment
0-6 (Attacker)

5
4

1.5

2.5

2.5

24

Secondary Deployment
12-24 (Defender)

4
5

2
Secondary Deployment 36
12-36 (Attacker)

12

2. Asymmetry

Initial Deployment
0-12 (Defender)

1.5
1
0.5

27

Scenario 2.6:
Relief Force

2. Asymmetry

The attacker is currently laying siege to a number


of installations that are important to the defenders
war effort. The defender must get reinforcements
to aid these installation as quickly as possible.

Deployment

Both players roll for initiative now. The player


that rolls highest may choose whether to be
attacker or defender. Both players create fleets
to a specified points value. The defender then
picks a number of installations with a total value
of up to 250 points for every 750 points or part
thereof in the attackers fleet. The defender places
the installations anywhere on the board, with sole
caveat that all the installations must be within
command distance of at least 1 other installation.
The attacker then places his ships anywhere on
the board.

Scenario

rules

Besieged: The defenders installations are suffering


from varying levels of damage. Roll a D6 for each
installation at the start of the game. On a 1 the
installation has suffered D6 damage, distributed
as evenly as possible between HP and CP. On a 2
the installation has 0 AP. On a 3-5 the installation
has lost 1 HP. On a 6 the installation has suffered
a critical hitroll once on the critical hit table,
re-rolling any rolls of 2 or 12, but do not lose any
hull points (Installation that cannot suffer Critical
Hits instead lose 1 HP and 1 CP/AP). Damage
from a critical suffered in this way may be repaired
during the game.

28

Hard Flying: The defender is getting ships to bolster


his defenses as quickly as possible, but its still not
fast enough. At the start of every turn, roll a D6.

On a 1, the defenders ships remain in transit. On


a 2 the defender may bring in a single Small ship
(this ship still remains part of its squadron, but
will never count as the commanded element). On
3-5 the defender may bring in up to 2 Small or
Medium ships (these will count as a commanded
element). On a 6 the defender may bring in either
an entire squadron of Small or Medium ships, or
a single Large or Massive ship. All of these ships
arrive via the rules for fold space entry.

Game Length

The game lasts for eight turns.

Victory Conditions

The attacker wins if he can capture or destroy all


the defenders installations before the game ends.
If any installations remain at the end of the eighth
turn, the defender wins as he has brought enough
time for a major relief force to exit fold space
practically on top of the attackers.

CD

CD

CD

2. Asymmetry

(Attacker)

CD

CD
Installation Chain
(Defender)

29

2. Asymmetry

Bonus Scenario #2:


Dogged Pursuit

FSD Damage: The cruisers fold space drives have


been damaged, and they must buy time for repairs
to be made. The defender may not shunt during
The attacker is chasing a small squadron of the game.
defending ships that have vital information
regarding their plans. They must be stopped, no G ame L ength
The game lasts until the defenders cruisers are
matter the cost.
destroyed or exit the board via the table edge
opposite the one the attackers started on.
Deployment
Both players roll for initiative now. The player that
rolls highest may choose whether to be attacker or V ictory C onditions
defender. The defender has a single squadron of The attacker wins if he can destroy both cruisers.
2 cruisers, which he may deploy up to 16 away
from any board edge, and the ships must face in If only one cruiser is destroyed, it is a draw.
the same direction. The attacker has 3 squadrons
of 3 frigates. Two squadrons are deployed on the The defender wins if both cruisers exit the board
board edge, one within the aft channel of each via the table edge opposite the one the attackers
cruiser. The final squadron is in hot pursuit, but started on.
remains off the board.

Scenario

rules

The Chase: The attackers final frigate squadron


rolls D3+1 at the start of the game. This is the turn
they will arrive on. The reserve squadron appears
on the attackers board edge within the aft arc of
either cruiser.
Long Range CAP: The defender rolls a D6 at
the start of every turn. On a roll of 1-3 nothing
happens. On a roll of 4-5 the defender gains a
flight of 2 wings of fighters. On a roll of 6 the
defender gains a flight of 2 wings of bombers.
These wings are placed 12 away from the
defenders cruisers in their fore channel.

30

Engine Damage: Roll a D6 for each cruiser before


it moves. On a 1-3 it may only move 2. On a 4-5
it may move half its normal move distance. On a
6 it may move as normal.

Cruisers
(Defender)

Exit

2. Asymmetry

16

Frigates
(Attacker)

31

3. Celestial Objects

Scenario 3.1:
Beachhead
Both fleets have arrived at this system, hoping
to establish a vital forward base. The problem
now lies in securing the most viable location
from enemy intrusion, and that means combat is
inevitable.

Deployment

Both players roll a D6, adding the results together.


The total is the diameter of the Planet that will be
placed at the centre of the table. Players then take
turns placing squadrons one at a time until all
squadrons are deployed. Ships may be deployed
up to 8 from their own board edge, and at least
6 from the adjacent edges.

Scenario

rules

Hold at all costs: Ships close to the planet know


that holding it is vital, and will go above and
beyond to ensure their force secures it. All ships
within 4 of the planet (measured from the planets
edge) count as having two less damage counters
when working out their PD and AD.

Game Length

The game lasts until one side has no more ships


left on the table through destruction or fold space
entry.

Victory Conditions

32

The player that still has ships on the board


(excluding derelicts) at the end of the game is the
victor. They have driven off the enemy fleet long
enough to establish a hidden base on the surface.

(Planet)

8
6

3. Celestial Objects

2D6

33

3. Celestial Objects

Scenario 3.2:
Jovian Graveyard

1:
2:
3:
4:
5:
6:

No Effect
2 AD
3 AD
4 AD
5 AD
Decompression Critical

Both fleets have stumbled upon the site of a


past battle, somewhere near a Jovian planet. The
fact that some of these wrecks might be worth
salvaging is not lost on either side, nor is the
danger of the debris fields.
Drifting Hulk: Replace the marker with a ship of
any kind. This counts as a Medium capital ship
Deployment
with 4 DR, 6 CR, 4 HP, 0 CP, 0 AP and PD 2.
A planet 18 in diameter is placed in the centre of The ship moves 2 in a randomly determined
the board. One player then rolls a D6that many direction at the start of each turn. The ship may
moons are present. Each moon has a diameter of be boarded and claimed as a prize, in which case
D6, and will be placed 4D6 away from the central it is worth 50 additional victory points to the side
planet in a randomly determined direction.
that manages to Shunt it out of the battlefield.
Derelict Graveyard: Replace the marker with
D6 Small ships and D3 Medium ships, and roll a
further D6. On a 5+ a Large ship is also present.
Each ship must be placed within 6 of the marker,
but each ship may have a different facing. These
ships are very old, and as such count as having
only 3 DR, 5 CR, 1 HP, and no other stats. In
addition, any critical will cause the ships to
Players then take turns placing squadrons one at a simply break up, rather than rolling on the critical
time until all squadrons are deployed. Ships may table. The derelicts will not move, and pose no
be deployed up to 8 from their own board edge, danger to navigation.
and at least 6 from the adjacent edges
Both players now use a set of 5 counters, marking
underneath them whether they are a debris field,
drifting hulk or a derelict graveyard. You may
have any combination of markers, but must have
at least 1 of each type. These markers are then
placed within 8 of the planet, or within 4 of a
moon, on your opponents side of the board.

Scenario

Game Length

34

The game lasts for six turns.


Markers: Whenever a ship passes within 2 of a
marker, the player who owns the marker must turn V ictory C onditions
it over and reveal what it represents.
The player with the most victory points wins. A
player will score additional victory points if they
Debris Field: A debris field has a radius of 4 have a ship within 4 of a derelict graveyard at the
from the centre of the marker. This is treated as an end of the game. For each Small ship they gain an
asteroid field from now on, except that it rolls on extra 10 VP, for each Medium ship they gain an
the following table to see what the effect is.
extra 25 VP, and for each Large ship they gain an
extra 75 VP.
rules

4D6
18

4D6

( Jovian Planet)

(Moon)

4D6

3. Celestial Objects

(Moon)

(Moon)

35

3. Celestial Objects

Scenario 3.3:
Heart of Darkness
The fleets have no choice, they were transiting
near a black hole when another fleet exited fold
space nearby. Battle lines must be drawn, and
only one can be the victor.

Deployment

Gravitys Playthings: At the start of each turn,


both players roll a D6. On a total of 2-5 nothing
happens. On a total of 6-8 an asteroid field is
pulled on to the table at a random point on the
board edge opposite the singularity. On a total of
9-11 a distortion field is pulled on to the table at
a random point on the board edge opposite the
singularity. On a total of 12 a Planet is pulled on
to the table at a random point on the board edge
opposite the singularity.

Roll a D6. On a 1-3 the singularity is located on


the short edge to the player who rolled the dies
right. On a 4-6 it is on the short edge to their left. Fold-Space Entry: In desperate times, a ship might
attempt a second shunt before fully dumping their
Players then take turns placing squadrons one charge. If a ship attempts to shunt, roll 2D6. If
at a time until all squadrons are deployed. Ships the total is less than or equal to the current turn
may be deployed up to 4 from their own board number, the ship shunts to safety. If the total is
edge, and must be at least 12 away from the greater than the current turn number, the ships CP
and AP are reduced to 0. If a natural 7 is rolled,
Singularitys board edge.
the ship immediately suffers a Containment
Rupture critical hit.
Scenario rules
Singularity: At the end of each turn, both players
roll a D6, adding the rolls together. Everything on G ame L ength
the table is then moved that distance in inches The game lasts until one side has no more ships
towards the singularity. In addition, if both players left on the board through destruction, fold space
roll the same number, every ship on the table is entry, or the singularity swallowing them whole.
turned 90 towards the Singularity.

Victory Conditions

36

Accretion Disk: The singularity is large enough The player that scores more victory points will be
to have a plasma and debris filled disk around the winner.
its core, which poses a great hazard to all
shipping. Whenever a ship comes within 6 of the
Singularity, roll a D6. On a 1 nothing happens.
On a 2-5 it suffers a Raging Fire Critical. On a 6
the maelstrom of plasma and debris and tears the
ship apartremove it from play. In addition, if a
ship moves off the table via the Singularity it is
assumed to be destroyed so completely not even
the light of its passing will be noticed.

Singularity

3. Celestial Objects

12
4

37

38

3. Celestial Objects

Scenario 3.4:
Sunstorm

every ship on the table counts as having 1 less G ame L ength


shield, and unshielded ships suffer an attack with The game lasts until one side has no more ships
a number of AD equal to their starting HP at the left on the board through destruction or fold space
Both fleets have entered a system rich in mineral end of their turn. Any ships that take damage this entry.
resources and rare materials, and seek to claim it way will also have a Raging Fire marker placed on
as their own. The star at the heart of the system is them, which takes effect on a failed repair roll.
Victory Conditions
not going to make things easy, being very different
The player that scores more victory points will be
from other suns in the sky.
Pulsar: Rapidly pulsing neutron stars that literally the winner.
spew out radiation in all wavelengths, making
Deployment
communications difficult. Roll a D6 at the start
Roll a D6 at the start of the game. Number the of each turn. On a 1 there is no effect. On a 2board edges as in last stand, re-rolling any rolls 3 ships are unable to Link Fire with other ships.
of 5-6. The number rolled indicates the sunwards On a 4-5 players may only use a single command
edge. Both players then roll another a D6, adding card that turn. On a 6 ships are unable to Link
the results together. The total is the diameter of the Fire for any reason, no command cards can be
Planet that will be placed at the centre of the table. played, and the command distance for all ships
One player then rolls a D6that many moons are is halved.
present. Each moon has a diameter of D6, and
will be placed 3D6 away from the central planet Magnetar: These are small, dense stars with
in a randomly determined direction.
astronomically powerful magnetic fields, and even
being near one is hazardous. Roll a D6 at the start
Players then take turns placing squadrons one at a of each turn. On a 1 there is no untoward effect.
time until all squadrons are deployed. Ships may On a 2-5 all ships count as having 1 less DR and
be deployed up to 8 from their own board edge, 1 less CR as the magnetic field begins to tear apart
and at least 6 from the adjacent edges.
their molecular structure. On a 6 the ship with
the most HP remaining in each fleet loses 1 HP
Scenario rules
at the end of the turn as its structure twists and
Savage Stars: At the start of turn 1, both players warps in the insanely powerful magnetic field.
roll a D6 to determine the type of star the fleets Any ships that take damage this way will also
have encountered. A total of 2-4 indicates a Wolf- have a Decompression marker placed on them,
Rayet Star. A total of 5-9 indicates a pulsar. A which takes effect on a failed repair roll.
total of 10-12 indicates a magnetar. Each star has
differing effects outlined below.
Sheltered: Even against the fiercest sunstorms,
planets provide ample cover, allowing ships
Wolf-Rayet Star: These are massively unstable behind them to shelter in safety. Ships within 8
stars with powerful stellar winds that propel rich, of the planet (or within 4 of a moon), and on
dense plasma at great speeds. Roll a D6 at the the opposite side of the planet (or moon) from
start of each turn. On a 1 this has no untoward the sunwards edge ignore all the negative effects
effect. On a 2-5 all ships are pushed D6 in a described above.
random direction by stellar turbulence. On a 6

4
Safe

(Moon)

2D6

3D6
8

(Planet)

Safe

3D6

(Moon)
Sunwards

3. Celestial Objects

Safe

39

3. Celestial Objects

Scenario 3.5:
Invasion
A fast fleet of attacking ships is seeking to land
forces on a world claimed by the defenders. While
the battle rages in space, troops and vehicles rain
down upon the planet in a seemingly endless
stream.

Deployment

Players roll for initiative now. The player that rolled


highest may choose to be the attacker or defender.
The defender then places a planet anywhere on the
board that is at least 8 from any table edges. The
attacker is then assigned the table edge furthest
from the planet. The defender may now place up
to half of their ships on standby within 8 of the
planet. All these ships must have the same facing,
and will have a Cut Engines token placed on
them. The remainder of the defenders fleet may be
placed anywhere that is at least 6 from any table
edge. Roll a D6 for each remaining squadron to
placed this way. On a 1-3, the defender may place
it as normal. On a 4-6, the attacker may place it
instead.

Ground Forces: Once on the planet, the fighting


1: Critical Miss. Lose D3 assault tokens and
is fierce with both sides unwilling to give any
the enemy gains 1 assault token.
quarter. The planet is assumed always have the
2: Splash. No effect on target.
same AP as the total number of attacking AP
3: Splash. No effect on target.
currently on the surface. At the end of each turn
4: Hit. Gain 1 assault token.
resolve a single round of melee combat on the
5: Hit. Gain 1 assault token.
surface. If the planet has more AP remaining at the
6: Direct Hit. Gain 2 assault tokens and
end of the combat, the defender gains one assault
remove 1 enemy assault token.
token. If the attacker has more AP remaining at
the end of the combat, then the attacker gains one G ame L ength
assault token.
The game lasts until one side has no more ships
left on the board through destruction or fold space
Air Strikes: Fightercraft from both sides make entry.
daring raids down in the atmosphere, strafing
enemy positions and bombing vital installations V ictory C onditions
and landing zones. Wings that contact the planet Total up the assault tokens gained by each player
are not destroyed. Roll a D6 for each wing and at the end of the game. If the attacker scored at
compare it to the effects given below.
least 50% more than the defender, the invasion
is a success. If the defender scored at least 50%
Fighter: On a roll of 5 or more, gain 1 assault more than the attacker, the invading forces have
token.
been successfully pushed back. Any other result
Bomber: On a roll of 2-5, gain 1 assault is a draw, the attacker has been bloodied, but
token. On a roll of 6 gain 2 assault tokens.
now has bridgehead, although the defenders may
Interceptor: On a roll of 5 or more, remove be able to call on reinforcements in time to halt
one enemy assault token.
them.
Assaulter: On a roll of 4 or more gain 1
assault token.

40

Once all the defenders ships have been deployed,


the attacker deploys his ships up to 6 away from
Orbital Strikes: Nearby ships will often help
his own table edge.
ground forces by firing precision bombardments
at the planets surface. However, the slightest
Scenario rules
Orbital Drop: Attacking ship near the planet will inaccuracy can often have disastrous results.
launch their assault forces towards the surface in Any attacking ship within Range Band 1 of the
the hopes some will survive. Attacking ships that planet may initiate an orbital strike. It may use as
are within 4 of the planet may declare they are many or as few AD from a single weapon in the
landing troops. This uses all the ships AP, and is appropriate arc. For each AD rolled, consult the
treated as a normal boarding action. The planet following table for the result:
has a nominal 4 PD, but may use its full PD
against all attacks made against it.

(Planet)

(Defender A)

(Defender B)

(Attacker)

3. Celestial Objects

2D6

41

3. Celestial Objects

Scenario 3.6:
Sensor Wash
Both fleets have entered the system from opposite
sides, and have nothing more than a rough fix
on where and what the enemy force actually is.
Sensors are almost blind due to stellar wakes and
the dense obstacle fields nearby.

Deployment

Divide the table up into 12 squares, then roll a


D6 for each square. On a 4+ that square has an
obstacle in it rolled for normally. You may re-roll
any rolls of Singularity or Gravity Well if desired.
In addition, only one planet may be present on
the tabletop, so if an additional planet is rolled,
treat as D3 asteroid fields/meteors.
Players then take a number of counters equal
to the number of ships and flights in their fleet,
and mark down which ship corresponds to which
counter. Players then take turns deploying these
markers as if they were regular ships, alternating
placing markers until both players have no
markers left to place.

Scenario

rules

42

Subterfuge: Ships in space rich with obstacles will


often attempt to mask or alter their emissions and
other properties in order to fool their enemies.
As such, when moving and shooting, a ship may
choose to move a minimum of one quarter speed,
or hold back any number of AD or PD. However,
Shields, Mines, DR and CR cannot be held back.
In addition, until they are revealed, ships may act
as squadrons in any combination the controlling
player sees fit. (So a hidden squadron of 2 Fury
Cruisers and 1 Conqueror could act together,
masquerading as a Hammer Frigate squadron for
example.)

Sensor Resolution: At short range, no amount


of camouflage or electronic warfare is going to
mask the size and shape of ships. If a ship or wing
enters range band 1 of a marker, that marker is
immediately replaced with the ship it represents,
and that ship must act only as it would normally
be able to from then on.

Game Length

The game lasts until one side has no more ships


left on the table through destruction or fold space
entry.

Victory Conditions

The player that scored the most victory points is


declared the winner.

3. Celestial Objects

12

43

3. Celestial Objects

Bonus Scenario #3:


Turn up the Heat

the Heat Tokens, rounding down, that caused the


Raging Fire are then discarded.

Both fleets have encountered severe problems with


their coolant systems, limiting the amount of heat
they can effectively bleed off. To make matters
worse, an enemy fleet has suddenly arrived nearby
and the projected course of battle takes them all
too close the atmosphere of a nearby planet.

Flash Cooling: Once per game each ship may


perform a flash-cooling cycle. This must be
declared at the start of the ships activation. The
ship then moves and fires as normal. At the end
of its activation the ship discards D3+1 Heat
Tokens.

Deployment

Game Length

Place terrain through any mutually agreeable


method. Players then take turns placing squadrons
one at a time until all squadrons are deployed.
Ships may be deployed up to 8 from their own
board edge, and at least 6 from the adjacent
edges.

Scenario

rules

Heatsink Damage: The ships have all been


damaged to a greater or lesser degree, especially
in their cooling systems, as such, the following
rules apply. Whenever a ship moves more than
HALF of its maximum move it gains a Heat Token.
All primary weapons may be safely fired at HALF
AD, rounding down as normal. If a ship fires a
primary weapon at full AD, it gains a Heat Token
for each Broadside, Channel, and/or Turret fired.
If a ship uses its PD more than once during the
turn, it gains a single Heat Token, regardless of
how many extra times its PD is used. Torpedoes,
Mines and Wings do not generate Heat Tokens.

44

If, at the end of any activation a ship has more heat


tokens than its current HP, it automatically suffers
the effects of a Raging Fire critical (although it
will not lose any HP), which only takes effect on
a failed repair roll. If the ships heat tokens double
or triple its current HP, the ship suffers another
Raging Fire for each multiple of its HP. Half of

The game lasts until one side has no more ships


left on the table through destruction or fold space
entry.

Victory Conditions

The player that scored the most victory points is


declared the winner.

3. Celestial Objects

8
6

45

4. Fleet Actions

Scenario 4.1:
Fleet Combat
Both fleets are advancing in formation, hoping
to catch the other off guard. Ships are clustering
together to concentrate fire, speeding along flanks,
or spreading out to envelop the enemy. The fleets
formation is key.

Scenario

rules

Reserves: Certain deployment types require ships


to be placed in reserve. Where this is the case, roll
D3+1 for each squadron in reserve. The number
rolled is the turn that squadron becomes available
on. When that squadron is activated it may be
Deployment
placed anywhere on a board edge that is inside
Place terrain through any mutually agreeable one of your own deployment zones.
method. Players then choose a deployment
scheme from those given belowillustrated in the Fleet Co-ordination: Each deployment type has
map to the right.
specific advantages and disadvantages when facing
the others. This is shown as an Initiative bonus in
Concentrated: Your fleet has chosen to cluster its the table below, and is added to the Initiative roll
ships in order to maximise firepower at a single in addition to the Fleet Tactics bonus.
point of the enemy fleet. Your fleet must deploy in
Concentrated: +2 vs Flanking
the Concentrated deployment zone as illustrated
Flanking: +2 vs Dispersed
on the map to the right. All squadrons must be
Dispersed: +2 vs Concentrated
deployed in base contact, and the distance
between any two squadrons cannot be greater
than your fleets Command Distance.
Game Length
The game lasts until one side has no more ships
Flanking: Your fleet has chosen to try and outflank left on the table through destruction or fold space
the enemy fleet. Divide your fleet in half by points entry.
value. One half of your fleet may de deployed in
the Flanking deployement zones as illustrated on V ictory C onditions
the map to the right. The number of squadrons The player that scored the most victory points is
in each flank zone must be as close to even as declared the winner.
possible. The second half of your fleet starts the
game in reserve.
Dispersed: Your fleet has chosen to spread out
its forces in order to envelop the enemy. Your
fleet must deploy in the Dispersed deployment
zone as illustrated on the map to the right. All
sqaudrons must be deployed with their ships
Command Distance apart, and each squadron
must be at least 6 from next closest squadron.

46

Any squadrons that cannot be deployed this way


are placed in reserve.

12

12

12

12

Flanking

4. Fleet Actions

Concentrated

12

Flanking

24

24
12

Dispersed
48

47

4. Fleet Actions

Scenario 4.2:
Convoy Escort
A small force of military vessels is attempting to
safeguard the passage of vital supplies through
raider territory. While the raiding force is small,
it is also exceedingly dangerous to the transport
vessels.

Deployment

1. Two Wings or 1 MN5 Mine


2. Four Wings or 2 MN5 Mines
3. Six Wings or 3 MN5 Mines
4. 1 Squadron of up to 50 points of Small
ships
5. 1 Squadron of up to 50 points of Small
ships
6. 1 Squadron of up to 100 points of Medium
ships

Place terrain through any mutually agreeable G ame L ength


method. Roll for Initiative now, with the highest The game lasts until either all the transports
roll choosing whether to be attacker or defender. have exited the table via the exit corridor, or are
destroyed.
The defender must take at least one squadron of
2 Hopper Planetary Landers. For every 2 Hoppers V ictory C onditions
the defender may choose up to 50 points worth The Defender wins if they can get more than half
of military ships to protect them, and can ignore the transports, rounding up, off the table via the
normal fleet composition guidelines. Each exit corridor. The attacker wins if they can destroy
squadron of Hoppers is then placed on one of the more than half the transports, rounding up. Any
entry zones on a short board edge, as shown in other result is a draw.
the map to the right.
The attackers forces are generated randomly and
are represented by D3+1 Force Markers, with an
additional Force Marker for every 2 Hoppers in the
defenders convoy. Force Markers may be placed
in any of the three white attacker deployment
zones, and each zone must have at least one Force
Marker before any zone can have a second.

Scenario

rules

Raiding Forces: The attacker only has small


commerce raiders in this area, and as such, their
forces are generated randomly from the table
below whenever an enemy ship moves within 8
of a Force Marker. As soon as they are revealed,
the attacking forces may be placed anywhere
within 4 of the Force Marker. Once the attacking
forces are in place, the Force Marker is removed.

48

Exit

Entry

12

Entry

Attacker A

12

Attacker B

4. Fleet Actions

12

Exit

12

Attacker C

49

4. Fleet Actions

Scenario 4.3:
Escalation

The game lasts until one side has no more ships


left on the table through destruction or fold space
Advance elements of both fleets have made entry. Ships in reserve do not count as destroyed.
contact, and are now waiting on reinforcements
as they do battle with their opposing numbers.
Victory Conditions
The player that scored the most victory points is
Deployment
declared the winner.
Place terrain through any mutually agreeable
method. Each player must now divide their fleet
into 2 Fleet Elements for every 500 points, or part
thereof, of their fleets forces.
Randomly determine which Fleet Element is
the Lead Element. All the squadrons in the Lead
Element may be deployed anywhere on the table
that is at least 6 from a table edge, and at least
24 from any enemy ships.
All other Fleet Elements are in reserve, and will
enter the table under the rules for Fold Space
Entry on a randomly determined turn.

Scenario

rules

Reserves: Both fleets are advancing at top speed,


but are still somewhat behind their Lead Elements.
When a Fleet Element arrives is dependent on the
size of the largest ship in the element.
A Fleet Element with only Small ships rolls a D3,
and will arrive on the turn rolled.
A Fleet Element with at least one Medium ship
rolls D3+1, and will arrive on the turn rolled.
A Fleet Element with at least on Large ship rolls
D3+2, and will arrive on the turn rolled.
A Fleet Element with at least one Massive ship
will arrive on turn 6.

50

Game Length

4. Fleet Actions

51

4. Fleet Actions

Scenario 4.4:
Drydock Assault
A small attacking fleet has chanced upon the
co-ordinates of a frontline repair station, and is
currently attempting to destroy the ships docked
there. The defenders are currently in full shutdown,
and must scramble to get their systems online as
quickly as possible.

Deployment

The only terrain is the massive drydock structure


(black region on the map to the right) which blocks
of line of sight and cannot be moved across. Roll
for Initiative now. The highest roll can choose
whether to be attacker or defender.
The attacker creates a fleet of up to 750 points.
The defenders fleet is composed of 2 Large ships
and 6 Medium ships, in any legal combination, of
up to 1000 points. Any points not spent on ships
may be used to purchase defensive installations.
The defender may deploy their forces in any way
desired within the defender deployment zones
shown on the map to the right. The attacker may
deploy their fleet up to 18 away from their own
table edge.

Scenario

rules

Full Shutdown: The defenders ships are


completely offline, having been undergoing
maintenance and repair procedures. As such, they
have the following tokens placed on them, with
all the effects they imply. No Fore, No Port, No
Starboard, No Aft, No Turrets, No PD, No Shields,
Cut Engines.

52

These tokens are removed by repair as normal.

Game Length

The game lasts for four turns.

Victory Conditions

The attacker must destroy either all of the


defenders Large ships OR all of the defenders
Medium ships in order to claim victory. Any
other result is a defender win. Any defender ships
claimed as prizes and subsequently shunted count
as destroyed for this objective.

12

Drydock
(Impassable)

12

12

(Defender)

18

18

(Defender)

12

4. Fleet Actions

18

(Attacker)

53

4. Fleet Actions

Scenario 4.5:
Scramble
Fleet scouts have run into each other, and the only
vessels close enough to respond are carriers. Thus
begins a tense game of cat and mouse between
scoutships, attack craft, and distant carriers.

Deployment

Place terrain through any mutually agreeable


method. Each player now selects a force of ships
of up to 400 points that must include 2 carriers
with full berths. Any remaining points may be
spent on Small ships.
The small ships are placed up to 36 from your
own table edge, in a 6 corridor that is at least
24 away from the table edge to your right. (If
playing on a 4 x 4 table, 18 away from the edge
to your right).
The carriers are then placed up to 4 away from
the table edge to your left.

Scenario

rules

Scramble: Due to the nature of the mission, Escorts


may be treated as if they were regular Small ships
if both players agree to it.

Game Length

The game lasts until one force has lost both of its
carriers.

Victory Conditions

54

The player that destroys their opponents carriers


fastest is the winner. The game ends as soon as
one force has lost both carriers.

Enemy Carrier

Friendly Small Ships

Enemy Small Ships

Friendly Carrier

4. Fleet Actions

36
24

55

4. Fleet Actions

Scenario 4.6:
LosTech Discovery
Two fleets have stumbled across an abandoned
research outpost, one rumored to harbour great
technological secrets, maps showing secret fold
space waypoints, or even the last known position
of a Leviathan class command vessel.

Deployment

There will be a planet 12 in diameter at the


centre of the board. 12 away from the planet,
out towards either short table edge, will be a
Moon 6 in diameter. Six Abandoned Stations are
then placed in the locations shown by the black
squares on the map to the right, 6 away from the
Planet/Moon.
Both players deploy their fleets in the normal
fashion, up to 8 away from their table edge, and
at least 6 away from the adjacent edges.

Scenario

rules

Systems Defense Network: All of the stations are


booby-trappedor possibly sabotagedto foil
boarding attempts. Whenever a boarding assault
is launched at an Abadoned Station, the boarders
will only score hits on a roll of 6 (which still count
as 2 hits and allow a re-roll).
This rule applies even if the station is boarded
multiple times by both fleets.

56

Assault Rams: Specially crafted for just this


purpose, both fleets Assaulters are equipped with
breaching charges, scanners and hardened armour.
Boarding assaults launched from Assaulter Wings
ignore the Systems Defense Network special rule
given above.

Game Length

The game lasts for six turns.

Victory Conditions

The player that controls the most abandoned


stations at the end of the game is declared the
winner. To control an abandoned station a player
must have at least 1AP present on the station, and
no enemy AP present on the station.

6
6

(Moon)

12

12

12

(Moon)

4. Fleet Actions

(Planet)
6
6

57

4. Fleet Actions

Bonus Scenario #4:


Strike & Counterstrike
Both fleets have run afoul of each other in fold
space, and are now decanting as rapidly as
possible, hoping to get the drop on any enemy
ships already in realspace.

Deployment

Place terrain through any mutually agreeable


method. No ships will be deployed at the start of
the battle.

Scenario

rules

Fold Space Entry: This rule works exactly as


described in the main rulebook, with the following
additions.
If any ships would wind up in or on obstacles,
they count as having drifted into that obstacle.
Squadrons may use STAR cards while still in fold
space, but this must be declared at the start of the
turn. If the squadron does not end its shunt on the
turn the card is used, then the card is immediately
discarded.

Game Length

The game lasts until one side has no more ships


left on the table through destruction or fold space
entry. Ships still in fold space do not count as
destroyed.

Victory Conditions

58

The player that scored the most victory points is


declared the winner.

4. Fleet Actions

59

5. Designers Notes

Variety
The Running Battle scenario is meant to represent
two fleets that have taken a real pounding, and are
still slugging it out until either one fleet retreats or
is blown to bits. The additional damage to all ships
makes it a game of careful tactics, as everything
is working at reduced effect. The Fold-Space Entry
rules mean that after turn 3 Shunting becomes a
viable option for preventing your opponent from
gaining any more VPs for destroyed ships, but
its still a risky option. The VPs for damage is to
reflect the fact that one fleet might be fighting at a
severe disadvantage compared to the other fleet.
Ambush is designed after the classic ambush
scenario. The defender has either become
complacent, or simply could not travel further
without resting the ship or crew. The defender
starts with a tight formation, allowing for lots of
linked fire, but is unable to move. The attacker
has multiple smaller forces, raiding elements that
have to be called in from other nearby sectors to
take advantage of the situation.

60

At the start the defender has local numerical


superiority, but the attacker has tactical
superiority due to movement. In the second turn
it turns further in favour of the attacker as more
ships show up while the defenders struggle to
bring their ships online. By turn 3, the defender
may be able to rally and bring his ships to bear
on the attacking fleet in time to do some serious
damage. The attackers final force then becomes
available on turn 4, and with proper positioning,
will swing the battle. The final two turns will see
some serious combat as both sides try to claw a
victory from the jaws of defeat.

Critical Defense is primarily a variation on the


ambush theme, except that the defender now has
something that will anchor his forces in place.
Asteroid stations are admittedly very tough, but as
the attacker need only destroy those, he could, if
desired, ignore the enemy ships to concentrate on
the task at hand. While the average asteroid station
costs in excess of 200 points, the reinforcements
the attacker gets, on average, will be in the
region of 300 points. This provides an interesting
dynamic to the scenario, as the defender gets full
use of his additional points from the start, while
the attackers extra points take longer, but are
technically invulnerable until they arrive.

normal game, the additional points for saving/


destroying the starting cruiser squadron makes it
worthwhile trying to seriously take them out.

Blockade Runs are meant to be similar to, but


functionally distinct from the convoy escort
scenario provided with the civilian ships
download. Instead of protecting a few light vessels
from commerce raiders this is a desperate action
to get military supplies to where they are needed.
The double points for getting precious cargo off
the table encourages the attacker to risk moving
through the defenders fleet, while the attacker
scoring double for destroying the same ships
means concentrating on those ships is likely, but
Going on for 8 turns makes this a very difficult fight could see his fleet worn down by the other vessels
for the defender, as he not only has to protect the in the attackers fleet.
asteroid stations, but concentrate on where to bring
his ships, and pray they arrive on time. Having Grave of the Eternal Midnight is designed to
the Large and Massive ships serve as defensive provide a more tactical challenge, as well as
emplacements helps over the first few turns, but providing a very different experience from gaming
those ships will quickly take a battering if the with only ships. Players must think carefully
attacker elects to split fire between the objective about how they arrange their flights, and whether
and ensuring the safety of his own ships.
to make a straight shot for the Eternal Midnight or
wait for their opponent to try and soften it up first.
The Gauntlet is essentially a thematic variation The markers provide a further tactical element,
on the Hide and Seek mission. Here though, in that while they are mostly damaging, a player
both players use full fleets, and the asteroid could get lucky and gain a reinforcement wing,
fields become tactical opportunities. Players can or get a Flak Platform that discourages either side
advance down the centre swiftly while taking from flying nearby. And if both players get a MFG,
heavy fire, or slow down and move through the then the battle could become very interesting
asteroids to gain some measure of protection. with ships zipping from one side of the board to
However, if both sides start using the asteroids, the other.
things start to get interesting as players risk moving
full speed, or turn to present better broadsides.
The requirement that the Eternal Midnight be
shunted when captured allows the other player
The Chase is yet another variation on the ambush a last gasp action to try and either re-capture or
theme, where instead of catching the fleet napping, destroy the ship before their opponent can claim
the attack has been suckered in by the defenders a complete victory.
evasive tactics. While not too different from a

Asymmetry

The Layered Defenses scenario is very hard on


the attacker unless he plays smart. The minefield
punishes any attempt to cross it quickly very
severely. However, the attacker can either exploit
this by rushing a couple of small ships through
and hoping detonations clear a path, or he can
use Wings to clear mines safely. This means the
attacker has to decide whether his wings will be
dogfighting or used for clearance, and they cant
protect everything at once.

While very similar to Last Stand scenario in the


rulebook, Blaze of Glory is meant to evoke a
different image, that of a lone ship desperately
fighting against impossible odds. As the game goes
on, the attacker gets more and more dangerous
forces, until eventually getting a battleship of
his own. To help temper the odds, the defenders
battleship has the ability to slowly repair minor
damage, meaning it will take a lot of fire (or one
very lucky critical) to destroy. Having the attacker
score double points for killing the battleship helps
The defender, on the other hand, has roughly even the odds in a long-running game, as the
33% less mobile assets than the attacker, meaning battleship is likely to destroy a lot of frigates.
he has to be smart about his deployment and
manoeuvering, as otherwise he could quite quickly Both sides have the same objective and victory
be surrounded and overwhelmed. The asteroid conditions in the Thunder Run scenario. However,
stations themselves will help the defender, but the attacker gains the advantage in deployment,
will not a big issue until the attacker makes it past allowing him to surround and isolate parts of his
the minefield and the defending ships.
opponents fleet. This provides a tough choice for

the defender: go all out and hope his central ships


can take out the attackers force head on, or hold
back the heavy hitters and hope they can weather
the storm until help arrives.
The unique points system for this scenario also
means that destroying your opponents ships
swiftly is key, especially if you can take out a
large ship while it is still close to home. It also
forces both fleets to drive forwards, lest they hand
easy points to their opponent.
In comparison to most of the other scenarios
in the asymmetry section, Relief Force is a
very tough mission for the defender to win, as
his installations are already damaged, and his
reinforcements are only arriving piecemeal, if at
all. The attacker wont have it all his way though,
as most installations are armed to the same degree
as a similarly sized ship, and can move to some
degree as well.
Dogged Pursuit is a simple scenario for those
wanting to play a quick game. The defender has
to run as fast possible, but with only cruisers
on deck being pursued by frigates this is not
an easy task, especially with damaged drives.
The reinforcement squadron should help if the
attacker starts running low on ships, about midgame, while the long range fighters and bombers
can deter certain attack paths from being taken by
the attacker.

5. Designers Notes

Given the difficulty of the mission, the attacker


only has to destroy half of the installations, as
In the Deep Strike scenario, both sides are in for getting there will be quite rough, and even losing
a tough battle, as the attacker has less points to only half of the installations will still seriously
use by far, and less versatility, but gains a strategic hurt the defenders war effort in the sector.
advantage at the start by being able to surround
the defenders fleet. The attacker then has to try Vital Plans is also very difficult for the attacker,
and inflict as much damage as possible before the as he has to move in close in order to rescue
defending fleet drives them off. Forcing medium the pods, which may or may not contain any
ships to operate independently is also hurtful, but infiltration teams. The defender has an almost
allows those ships to back up lighter squadrons overwhelming firepower advantage, while the
where needed.
attacker has enough ships to saturate the stations
guns. While raw damage doesnt really help
The victory conditions ensure that a canny attacker either side in this scenario, destroying a ship
will have a decent chance at winning, as all they with rescued infiltration teams on board is sure
have to do is inflict a few points of damage each, to hurt the attackers cause. By the same notion,
then Shunt away. The problem is that the defender if a carrier is involved, rescue boats swooping
may well be able to smash several of the attackers in to scoop up escape pods and being almost
ships before he has inflicted enough damage to impervious to retribution is sure to aggravate the
make shunting away a sure win.
defender just as much.

61

5. Designers Notes

Celestial Objects

Given the power of the singularity, one good


roll late in the game could see it swallowing
Both players have an even chance to win in a everything, which is also an entertaining ending.
Beachhead scenario, with the only variable being While a little frustrating, both players should still
the planet dead centre. With the special rules have a running tally of VPs to go on.
on offer, this is sure to make the area around the
planet a hotly contested space.
With the Sunstorm scenario, we once more we
have some interesting effects. This time, savage
The Jovian Graveyard scenario is designed to give stars that can be just as disruptive or destructive
both sides an even chance of success. While the as the enemy fleet. However, with a planet and
terrain may not always make this possible, most moons scattered around the table, ships have
times it should be close. The real trick comes down some safe havens to hide behind. This makes life
to deciding how to arrange your markers. Should interesting, as fleets dash from cover to cover,
you only place one hulk and one graveyard, with trying to get the best angle on the enemy fleet
the other three as debris fields. What if you hold while staying protected from the effects of the
that side of the field at the end of the game?
savage stars.

the planets surface. However, only the attacker


is willing to allow larger ships to fire down on
the planet, hoping that the gunners are accurate
enough to make it count.

On top of this, you only have six turns. Do you


hold back, and try to capture whatever happens
to be on your side of the field, or do you drive
forwards and try and stop your opponent
capturing anything you placed. Are you going use
the planet as cover, or risk breaking formation to
move around it. With so many variables, this can
be a very interesting scenario to play.

There are a lot of variables in this scenario,


especially with the density of the terrain. However,
it should play well, something like the hunt for
the red october, das boot, or other submarine
movies.

62

Heart of Darkness is a bit of a madcap scenario,


something that is very unlikely, but it could still
happen. Both players have even chances again,
but the pull of the singularity, and the randomly
appearing terrain will throw everything off. Even
deployment is critical, as some ships may not be
able to recover if the singularity pulls hard enough.
So do you place ships in the middle, hoping you
opponent will do the same to counteror else
risk a strong flanking attackor do you play it
safe, deploying as far away from the monster as
possible.

As normal victory point are used, the challenge in


this scenario comes from knowing when to move,
and when to hold back. It could well be to a fleets
advantage to Cut Engines if a particularly bad
effect is rolled up, but a daring opponent might
just risk moving out to get the easy shot before the
damage is applied at the end of the turn.
Invasion is an attack/defense type scenario, but
with the primary focus being the planet, hence
the large number of special rules relating to it. The
attacker has to drive forwards as fast as possible to
deliver his AP to the surface, but the defender has
a chance to then capture his ships and deprive
ground forces of vital support. However, as only
assault tokens count in this mission, capturing
ships gains no advantage aside from removing
them from play.
As only the attacker can land troops on the planet,
the defender has to rely on PD fire, and hoping
his dice rolls go well. The attacker meanwhile has
the ability to use wings practically unmolested at

In Sensor Wash, players start with even odds, but


a large element of mystery is thrown in, with both
sides trying to determine exactly what each marker
hides, and where it might move to. Could that
lone marker be a frigate playing chicken, or could
it be an actual battleship moving at full speed but
holding back weapons. Could that cluster of 3
ships be cruisers or frigates, or a carrier and its
wings. Could that marker moving so quickly be
a frigate trying to flank, or is it a wing trying to
avoid PD fire.

Turn up the Heat is all about careful planning and


thinking ahead. It is also trying to incorporate an
element of realistic space combat into the game.
With the way heat builds up, ships are going
to have to advance cautiously, and rely more
on torpedoes than primaries at the start of the
game. In the mid-game ships will have to choose
carefully between moving and firing at full, as
each action will generate at least one heat token,
and any damage to a ship could easily push it
over the fire threshold. Ships that start with more
HP are naturally going to be able to do more,
but damage to them could easily see that fact
becoming a menace as concentrated fire could
drop them right down to the fire threshold.

Fleet Actions

Another balancing factor in this scenario is the


reserve system. Simply put, the more space a
force can occupy, the less ships it can use to do
so. This means that while flanking and dispersed
have geographical superiority, they lack the
numerical support to turn it into an overwhelming
advantage.

A Convoy Escort can be a difficult mission for


either the attacker or the defender. It all comes
down to what the attackers force markers are
actually hiding. Having this double-blind adds
a great amount of tension to the game, as when
a transport passes a marker, it cant be sure if The small forces, dual carriers, and pre-dominace
its going to reveal a meagre pair of Wings, or a of Wings ensure that this scenario plays differently
mighty Gunship.
to any of the others in this set, hopefully adding
some unique flavour to the game.
The idea behind the Fleet Engagement scenario
is to force players to think differently about how The LosTech Discovery scenario is inspired from
they use their forces, especially as they wont all many other sources, most of which have either
be arriving at the same time. Having to split forces deep history, or less reliable FTL travel. In any
also helps with the decision making. However, case, the idea is to discover some technological
as both sides have this problem, balance is not a secret hidden within the depths of the research
large issue.
facilities in the system.
In addition, there is also the question of how to
distribute forces. Have an element composed of
only Small ships to get to the field faster, or mix
them in with bigger vessels and hope for a lucky

5. Designers Notes

In a Fleet Combat scenario, both players have


a relatively even chance of winning, with the
biggest factor being the chosen deployment type.
Therefore it is recommended that both players
record their choice in secret. In the long run
though, it is tactical ability that will tell the victor
of this scenario.

roll? All in all, it should prove to be an interesting be wiser to hold back and soften them up first, or
scenario for both players.
hope to disable their PD systems before sending
in a wave of Assaulters.
The Drydock Assault represents one of the hardest
scenarios for the attacker. Not because of the As the last scenario in this compendium, Strike
power of the defenders forces, but because of the & Counterstrike would have to be something a
tight time limit. Four turns in which to destroy two little different. And yes, that map is a joke. What
large or six medium ships is no easy feat. Given makes the scenario unique is that neither side
the fact that they may well be split across both knows when, or where, their ships are going to
repair slips just adds difficulty.
appear. Some ships may well not appear at all,
while others could be delayed several turns.
Defender force selection can also make this a hard
task, especially if a dreadnaught or gunships are Once the first squadron is down though, all
present. Additionally, while the defenders ships bets are off, as enemy squadrons will attempt to
appear helpless, they wont stay that way for long, outflank or surround it with their fold space exit
and any fleet with torpedoes (ie, all of them) can points, and may or may not succeed in doing so.
still inflict some damage that way on the attacker. Then the first squadrons supporting ships may
come to the rescue by dropping right on top of the
Scramble scenarios represent two things; first is enemy ships, and everything cacades down from
the chance to dust off some underutilised carrier there into a short ranged, highly unpredictable
models, and second is to have a scenario where slugging match.
Wings play a much larger role than normal.

Admittedly, six abandoned stations actually


represent a fairly dangerous force in their own
right, but as the idea is to capture them, this should
hopefully be mitigated fairly quickly. However,
given the difficulty of capturing the sations, it may

63

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