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Blaze of Glory Custom Scenarios for Firestorm: Armada Created & Compiled by Ravager

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Custom Scenarios for Firestorm: Armada

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  • Blaze of GloryCustom Scenarios for Firestorm: Armada

    Created & Compiled by Ravager

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Table of Contents

  • the ship immediately suffers a Containment Rupture critical hit.

    Game LenGthThe game lasts until one fleet has no ships remaining either through destruction or Fold-Space entry.

    Victory conditionsNormal Victory Points are used in this scenario.

    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.

    Both fleets have been fighting for some time now, and this promises to be the decisive engagement. Although heavily damaged, all ships are still capable of fighting. The battle has been running for long enough now that Fold-Space Drives are almost able to be safely used again.

    depLoymentThe 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 ruLesBattle 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,

    Scenario 1.1: Running Battle

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  • 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.

    depLoymentThe 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 ruLesGrav 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 LenGthThe game lasts for 6 turns.

    Victory conditionsNormal 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.

    Scenario 1.: Ambush

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    (Defender)

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  • 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.

    Game LenGthThe game lasts for 8 turns.

    Victory conditionsThe 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.

    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.

    depLoymentThe 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.

    The attacker deploys all his Small and Medium ships up to 8 away from the table edge opposite the Defenders table edge.

    scenario ruLesOn 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.

    Scenario 1.: Critical Defense

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    16

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    8

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    AS

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    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.

    depLoymentThe 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 ruLesAsteroid 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 LenGthThe game lasts until one fleet has no ships remaining either through destruction or Fold-Space entry.

    Victory conditionsNormal Victory points are used, in addition, you score one quarter points (rounded down) for each of your opponents derelicts that remain on the board.

    Scenario 1.: The Gauntlet

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    12 (Asteroid Field)

    12 (Asteroid Field)

    8 8

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    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 arriving via outflanking can be facing a maximum of 45 away from the adjacent board edge, with the attackers table edge in their front arc.

    Game LenGthThe game lasts until one fleet has no ships remaining either through destruction or Fold-Space entry.

    Victory conditionsNormal Victory points are used, in addition the defender scores an additional 25 points for each cruiser from the initial squadron that survives until the end of the battle. The attacker scores an additional 25 points for each cruiser in the initial squadron that he destroys.

    It seems that a pack of cruisers has been caught operating alone behind enemy lines, and is now being chased out. Little do their pursuers know, but the cruisers are the lead element for an entire fleet about to enter the sector. They are not running from danger, but towards safety.

    depLoymentThe players roll for initiative now. The player who gets the initiative may choose to whether to be attacker or defender. The defender places a single squadron of cruisers within 6 of the centre of the board, with all of them facing in the same direction. The attacker then places his entire fleet up to 4 on to the board on the table edge that corresponds best to the cruisers rear arc.

    scenario ruLesRapid 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.

    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

    Scenario 1.: The Chase

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    Outflanking Example

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    The attacker has run out of supplies for this sector, and must send armed couriers through in order to gain more supplies. With this completed, the attackers ships are now carrying vital cargo, and must make it past an enemy blockade at a vital fold space waypoint. Its run or gun time.

    depLoymentThe players roll for initiative now. The player who gets the initiative may choose to whether to be attacker or defender. The attacker first chooses a table edge. The defender then places all his ships on the board, at least 30 away from the attackers table edge. The attacker then deploys, and may place his ships anywhere on the board up to 6 away from his table edge. Both sides must deploy all their ships on the table.

    scenario ruLesPrecious 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

    a natural 7 is rolled, the ship immediately suffers a Containment Rupture critical hit.

    Game LenGthThe game lasts until one fleet has no ships remaining either through destruction or Fold-Space entry.

    Victory conditionsNormal Victory points are used, in addition for each ship carrying the Precious Cargo that makes it off the board via the edge opposite the attackers table edge, the attacker gains a number of points equal to twice the value of that ship, and the defender gains nothing. However, for each ship carrying the precious cargo that is destroyed, the defender scores double the normal points value for that ship.

    Scenario 1.: Blockade Run

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    6 (Attacker)

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    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 LenGthThe game lasts until one fleet has either captured and shunted; or destroyed the Eternal Midnight

    Victory conditionsThe fleet that captures or destroys the Eternal Midnight is declared the victor.

    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.

    depLoymentA 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 ruLesAnomalous Contacts: Wings sensors are much 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.

    Bonus Scenario #1: Eternal Midnights Grave

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    Eternal Midnight

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    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 1-3 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 LenGthThe game lasts until the attacker has no more ships on the table.

    Victory conditionsTotal 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 suffered, then it is a draw. If the attacking fleet inflicted two or more times the damage it suffered, then the attackers score a major victory.

    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.

    depLoymentBoth 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.

    scenario ruLesHit & Fade: All of the attackers ships are fully prepared to make an emergency shunt to clear 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.

    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

    Scenario .1: Deep Strike

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    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.

    depLoymentBoth 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)

    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 detonates, another moves to fill its place.

    The attacker deploys now, placing his ships up to 8 away from the table edge opposite the defenders table edge.

    scenario ruLesMinefield: Whenever an attacking ship moves in to or through the minefield, roll a D6 and consult the following table.

    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.

    Mine Clearance: The minefield is incredibly dense, but weaponry is still able to pass through without difficulty. Wings are not targeted by the minefield (although they may still be damaged by it). Any attacking ship that enters or is inside the minefield and is within 2 of a friendly Wing (or has friendly Wings attached to it) does not roll on the minefield chart above.

    Game LenGthThe game lasts until the attacker manages to destroy the asteroid station(s).

    Victory conditionsThe 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.

    Scenario .: Layered Defenses

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  • 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 LenGthThe game lasts until there are no more pods on the table.

    Victory conditionsThe attacker wins if they manage to rescue more infiltration teams than the defender.

    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.

    depLoymentBoth 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 ruLesEscape Pods: Roll D6+2 for each asteroid station at the start of turn 1. The defender places a number of escape pods equal to the number rolled within 4 of the appropriate asteroid station.

    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

    Scenario .: Vital Plans

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  • 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.

    depLoymentBoth 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 ruLesRunning 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.

    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: Nothing2: Nothing3: Nothing4: 3 Frigates5: 3 Frigates6: 3 Frigates7: 2 Cruisers7: 2 Cruisers9: 2 Cruisers and 3 Frigates10: 1 Battleship

    Game LenGthThe game lasts until the defenders battleship is destroyed.

    Victory conditionsNormal victory points are used in this scenario. However, the attacker gets double victory points for destroying the defenders battleship.

    Scenario .: Blaze of Glory

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  • Victory conditionsBoth 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.

    Size/Points

    Wing: 1Small: 2Medium: 3Large: 4Massive: 5

    Distance from opponents board edge/Points Multiplier

    0-6: 56-12: 412-18: 318-24: 2.524-30: 230-36: 1.536-42: 142-48: 0.548+: 0

    Work out the points you would gain for a ship that shunted as if it were destroyed, but halve the final total.

    A ship taken as a prize that is then shunted gives the side that initiated the shunt 10 points. No other points are scored for that ship.

    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.

    depLoymentBoth 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 between the adjacent edges. The defender deploys half of his fleet, divided up in any way he sees fit (ships, points, squadrons) on the table, up to 12 away from his own board edge. The attacker then deploys half of his fleet, divided up in any way he 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. Finally, the remainder of the attackers fleet is placed anywhere on the board that is at least 12 away from the defenders board edge.

    scenario ruLesSpatial Awareness: The attacker has to sow as much destruction in the defenders rear lines as possible, while the attacker has to prevent him from achieving this. Whenever a ship or wing is destroyed, do not remove it from the table. 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, but leave the shunt marker on its base.

    Game LenGthThe game lasts until one fleet has no further ships remaining on the board, either through destruction or fold space entry.

    Scenario .: Thunder Run

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    Initial Deployment0-12 (Defender)

    Initial Deployment0-6 (Attacker)

    Secondary Deployment12-24 (Defender)

    Secondary Deployment12-36 (Attacker)

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  • 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.

    depLoymentBoth 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 ruLesBesieged: 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.

    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 LenGthThe game lasts for eight turns.

    Victory conditionsThe 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.

    Scenario .: Relief Force

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    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 game.

    Game LenGthThe game lasts until the defenders cruisers are destroyed or exit the board via the table edge opposite the one the attackers started on.

    Victory conditionsThe attacker wins if he can destroy both cruisers.

    If only one cruiser is destroyed, it is a draw.

    The defender wins if both cruisers exit the board via the table edge opposite the one the attackers started on.

    The attacker is chasing a small squadron of defending ships that have vital information regarding their plans. They must be stopped, no matter the cost.

    depLoymentBoth players roll for initiative now. The player that rolls highest may choose whether to be attacker or defender. The defender has a single squadron of 2 cruisers, which he may deploy up to 16 away from any board edge, and the ships must face in the same direction. The attacker has 3 squadrons of 3 frigates. Two squadrons are deployed on the board edge, one within the aft channel of each cruiser. The final squadron is in hot pursuit, but remains off the board.

    scenario ruLesThe 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.

    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.

    Bonus Scenario #: Dogged Pursuit

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  • 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.

    depLoymentBoth 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 ruLesHold 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 LenGthThe game lasts until one side has no more ships left on the table through destruction or fold space entry.

    Victory conditionsThe 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.

    Scenario .1: Beachhead

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  • 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.

    depLoymentA planet 18 in diameter is placed in the centre of the board. One player then rolls a D6that many moons are present. Each moon has a diameter of D6, and will be placed 4D6 away from the central planet in a randomly determined direction.

    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.

    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 ruLesMarkers: Whenever a ship passes within 2 of a marker, the player who owns the marker must turn it over and reveal what it represents.

    Debris Field: A debris field has a radius of 4 from the centre of the marker. This is treated as an asteroid field from now on, except that it rolls on the following table to see what the effect is.

    1: No Effect2: 2 AD3: 3 AD4: 4 AD5: 5 AD6: Decompression Critical

    Drifting Hulk: Replace the marker with a ship of any kind. This counts as a Medium capital ship with 4 DR, 6 CR, 4 HP, 0 CP, 0 AP and PD 2. The ship moves 2 in a randomly determined direction at the start of each turn. The ship may be boarded and claimed as a prize, in which case it is worth 50 additional victory points to the side 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 simply break up, rather than rolling on the critical table. The derelicts will not move, and pose no danger to navigation.

    Game LenGthThe game lasts for six turns.

    Victory conditionsThe player with the most victory points wins. A player will score additional victory points if they have a ship within 4 of a derelict graveyard at the end of the game. For each Small ship they gain an extra 10 VP, for each Medium ship they gain an extra 25 VP, and for each Large ship they gain an extra 75 VP.

    Scenario .: Jovian Graveyard

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  • 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.

    Fold-Space Entry: In desperate times, a ship might attempt a second shunt before fully dumping their charge. If a ship attempts to shunt, roll 2D6. 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.

    Game LenGthThe game lasts until one side has no more ships left on the board through destruction, fold space entry, or the singularity swallowing them whole.

    Victory conditionsThe player that scores more victory points will be the winner.

    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.

    depLoymentRoll 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.

    Players then take turns placing squadrons one at a time until all squadrons are deployed. Ships may be deployed up to 4 from their own board edge, and must be at least 12 away from the Singularitys board edge.

    scenario ruLesSingularity: At the end of each turn, both players roll a D6, adding the rolls together. Everything on the table is then moved that distance in inches towards the singularity. In addition, if both players roll the same number, every ship on the table is turned 90 towards the Singularity.

    Accretion Disk: The singularity is large enough to have a plasma and debris filled disk around 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.

    Scenario .: Heart of Darkness

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  • Both fleets have entered a system rich in mineral resources and rare materials, and seek to claim it as their own. The star at the heart of the system is not going to make things easy, being very different from other suns in the sky.

    depLoymentRoll a D6 at the start of the game. Number the board edges as in last stand, re-rolling any rolls of 5-6. The number rolled indicates the sunwards edge. Both players then roll another a D6, adding the results together. The total is the diameter of the Planet that will be placed at the centre of the table. One player then rolls a D6that many moons are present. Each moon has a diameter of D6, and will be placed 3D6 away from the central planet in a randomly determined direction.

    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 ruLesSavage Stars: At the start of turn 1, both players roll a D6 to determine the type of star the fleets have encountered. A total of 2-4 indicates a Wolf-Rayet Star. A total of 5-9 indicates a pulsar. A total of 10-12 indicates a magnetar. Each star has differing effects outlined below.

    Wolf-Rayet Star: These are massively unstable stars with powerful stellar winds that propel rich, dense plasma at great speeds. Roll a D6 at the start of each turn. On a 1 this has no untoward effect. On a 2-5 all ships are pushed D6 in a random direction by stellar turbulence. On a 6

    every ship on the table counts as having 1 less shield, and unshielded ships suffer an attack with a number of AD equal to their starting HP at the end of their turn. Any ships that take damage this way will also have a Raging Fire marker placed on them, which takes effect on a failed repair roll.

    Pulsar: Rapidly pulsing neutron stars that literally spew out radiation in all wavelengths, making communications difficult. Roll a D6 at the start of each turn. On a 1 there is no effect. On a 2-3 ships are unable to Link Fire with other ships. On a 4-5 players may only use a single command card that turn. On a 6 ships are unable to Link Fire for any reason, no command cards can be played, and the command distance for all ships is halved.

    Magnetar: These are small, dense stars with astronomically powerful magnetic fields, and even being near one is hazardous. Roll a D6 at the start of each turn. On a 1 there is no untoward effect. On a 2-5 all ships count as having 1 less DR and 1 less CR as the magnetic field begins to tear apart their molecular structure. On a 6 the ship with the most HP remaining in each fleet loses 1 HP at the end of the turn as its structure twists and warps in the insanely powerful magnetic field. Any ships that take damage this way will also have a Decompression marker placed on them, which takes effect on a failed repair roll.

    Sheltered: Even against the fiercest sunstorms, planets provide ample cover, allowing ships behind them to shelter in safety. Ships within 8 of the planet (or within 4 of a moon), and on the opposite side of the planet (or moon) from the sunwards edge ignore all the negative effects described above.

    Game LenGthThe game lasts until one side has no more ships left on the board through destruction or fold space entry.

    Victory conditionsThe player that scores more victory points will be the winner.

    Scenario .: Sunstorm

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    Ground Forces: Once on the planet, the fighting is fierce with both sides unwilling to give any quarter. The planet is assumed always have the same AP as the total number of attacking AP currently on the surface. At the end of each turn resolve a single round of melee combat on the surface. If the planet has more AP remaining at the end of the combat, the defender gains one assault token. If the attacker has more AP remaining at the end of the combat, then the attacker gains one assault token.

    Air Strikes: Fightercraft from both sides make daring raids down in the atmosphere, strafing enemy positions and bombing vital installations and landing zones. Wings that contact the planet are not destroyed. Roll a D6 for each wing and compare it to the effects given below.

    Fighter: On a roll of 5 or more, gain 1 assault token.Bomber: On a roll of 2-5, gain 1 assault token. On a roll of 6 gain 2 assault tokens.Interceptor: On a roll of 5 or more, remove one enemy assault token.Assaulter: On a roll of 4 or more gain 1 assault token.

    Orbital Strikes: Nearby ships will often help ground forces by firing precision bombardments at the planets surface. However, the slightest inaccuracy can often have disastrous results. Any attacking ship within Range Band 1 of the planet may initiate an orbital strike. It may use as many or as few AD from a single weapon in the appropriate arc. For each AD rolled, consult the following table for the result:

    1: Critical Miss. Lose D3 assault tokens and the enemy gains 1 assault token.2: Splash. No effect on target.3: Splash. No effect on target.4: Hit. Gain 1 assault token.5: Hit. Gain 1 assault token.6: Direct Hit. Gain 2 assault tokens and remove 1 enemy assault token.

    Game LenGthThe game lasts until one side has no more ships left on the board through destruction or fold space entry.

    Victory conditionsTotal up the assault tokens gained by each player at the end of the game. If the attacker scored at least 50% more than the defender, the invasion is a success. If the defender scored at least 50% more than the attacker, the invading forces have been successfully pushed back. Any other result is a draw, the attacker has been bloodied, but now has bridgehead, although the defenders may be able to call on reinforcements in time to halt them.

    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.

    depLoymentPlayers 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.

    Once all the defenders ships have been deployed, the attacker deploys his ships up to 6 away from his own table edge.

    scenario ruLesOrbital Drop: Attacking ship near the planet will launch their assault forces towards the surface in the hopes some will survive. Attacking ships that are within 4 of the planet may declare they are landing troops. This uses all the ships AP, and is treated as a normal boarding action. The planet has a nominal 4 PD, but may use its full PD against all attacks made against it.

    Scenario .: Invasion

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  • 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.

    depLoymentDivide 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 ruLesSubterfuge: 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 LenGthThe game lasts until one side has no more ships left on the table through destruction or fold space entry.

    Victory conditionsThe player that scored the most victory points is declared the winner.

    Scenario .: Sensor Wash

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  • 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.

    depLoymentPlace 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 ruLesHeatsink 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.

    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 Heat Tokens, rounding down, that caused the Raging Fire are then discarded.

    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.

    Game LenGthThe game lasts until one side has no more ships left on the table through destruction or fold space entry.

    Victory conditionsThe player that scored the most victory points is declared the winner.

    Bonus Scenario #: Turn up the Heat

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  • 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.

    depLoymentPlace terrain through any mutually agreeable method. Players then choose a deployment scheme from those given belowillustrated in the map to the right.

    Concentrated: Your fleet has chosen to cluster its ships in order to maximise firepower at a single point of the enemy fleet. Your fleet must deploy in the Concentrated deployment zone as illustrated on the map to the right. All squadrons must be deployed in base contact, and the distance between any two squadrons cannot be greater than your fleets Command Distance.

    Flanking: Your fleet has chosen to try and outflank the enemy fleet. Divide your fleet in half by points value. One half of your fleet may de deployed in the Flanking deployement zones as illustrated on the map to the right. The number of squadrons in each flank zone must be as close to even as 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.

    Any squadrons that cannot be deployed this way are placed in reserve.

    scenario ruLesReserves: 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 placed anywhere on a board edge that is inside one of your own deployment zones.

    Fleet Co-ordination: Each deployment type has specific advantages and disadvantages when facing the others. This is shown as an Initiative bonus in the table below, and is added to the Initiative roll in addition to the Fleet Tactics bonus.

    Concentrated: +2 vs Flanking Flanking: +2 vs Dispersed Dispersed: +2 vs Concentrated

    Game LenGthThe game lasts until one side has no more ships left on the table through destruction or fold space entry.

    Victory conditionsThe player that scored the most victory points is declared the winner.

    Scenario .1: Fleet Combat

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  • 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.

    depLoymentPlace terrain through any mutually agreeable method. Roll for Initiative now, with the highest roll choosing whether to be attacker or defender.

    The defender must take at least one squadron of 2 Hopper Planetary Landers. For every 2 Hoppers the defender may choose up to 50 points worth of military ships to protect them, and can ignore normal fleet composition guidelines. Each squadron of Hoppers is then placed on one of the entry zones on a short board edge, as shown in 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 ruLesRaiding 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.

    1. Two Wings or 1 MN5 Mine2. Four Wings or 2 MN5 Mines3. Six Wings or 3 MN5 Mines4. 1 Squadron of up to 50 points of Small ships5. 1 Squadron of up to 50 points of Small ships6. 1 Squadron of up to 100 points of Medium ships

    Game LenGthThe game lasts until either all the transports have exited the table via the exit corridor, or are destroyed.

    Victory conditionsThe Defender wins if they can get more than half the transports, rounding up, off the table via the exit corridor. The attacker wins if they can destroy more than half the transports, rounding up. Any other result is a draw.

    Scenario .: Convoy Escort

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    Advance elements of both fleets have made contact, and are now waiting on reinforcements as they do battle with their opposing numbers.

    depLoymentPlace 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 ruLesReserves: 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.

    Game LenGthThe game lasts until one side has no more ships left on the table through destruction or fold space entry. Ships in reserve do not count as destroyed.

    Victory conditionsThe player that scored the most victory points is declared the winner.

    Scenario .: Escalation

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  • 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.

    depLoymentThe 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 ruLesFull 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.

    These tokens are removed by repair as normal.

    Game LenGthThe game lasts for four turns.

    Victory conditionsThe 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.

    Scenario .: Drydock Assault

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  • 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.

    depLoymentPlace 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 ruLesScramble: 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 LenGthThe game lasts until one force has lost both of its carriers.

    Victory conditionsThe player that destroys their opponents carriers fastest is the winner. The game ends as soon as one force has lost both carriers.

    Scenario .: Scramble

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  • 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.

    depLoymentThere 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 ruLesSystems 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.

    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 LenGthThe game lasts for six turns.

    Victory conditionsThe 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.

    Scenario .: LosTech Discovery

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  • 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.

    depLoymentPlace terrain through any mutually agreeable method. No ships will be deployed at the start of the battle.

    scenario ruLesFold 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 LenGthThe 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 conditionsThe player that scored the most victory points is declared the winner.

    Bonus Scenario #: Strike & Counterstrike

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    VarietyThe 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.

    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.

    Going on for 8 turns makes this a very difficult fight for the defender, as he not only has to protect the asteroid stations, but concentrate on where to bring his ships, and pray they arrive on time. Having the Large and Massive ships serve as defensive emplacements helps over the first few turns, but those ships will quickly take a battering if the attacker elects to split fire between the objective and ensuring the safety of his own ships.

    The Gauntlet is essentially a thematic variation on the Hide and Seek mission. Here though, both players use full fleets, and the asteroid fields become tactical opportunities. Players can advance down the centre swiftly while taking heavy fire, or slow down and move through the asteroids to gain some measure of protection. However, if both sides start using the asteroids, things start to get interesting as players risk moving full speed, or turn to present better broadsides.

    The Chase is yet another variation on the ambush theme, where instead of catching the fleet napping, the attack has been suckered in by the defenders evasive tactics. While not too different from a

    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 could see his fleet worn down by the other vessels in the attackers fleet.

    Grave of the Eternal Midnight is designed to provide a more tactical challenge, as well as providing a very different experience from gaming with only ships. Players must think carefully about how they arrange their flights, and whether to make a straight shot for the Eternal Midnight or wait for their opponent to try and soften it up first. The markers provide a further tactical element, in that while they are mostly damaging, a player could get lucky and gain a reinforcement wing, or get a Flak Platform that discourages either side from flying nearby. And if both players get a MFG, then the battle could become very interesting with ships zipping from one side of the board to the other.

    The requirement that the Eternal Midnight be shunted when captured allows the other player a last gasp action to try and either re-capture or destroy the ship before their opponent can claim a complete victory.

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    AsymmetryIn the Deep Strike scenario, both sides are in for a tough battle, as the attacker has less points to use by far, and less versatility, but gains a strategic advantage at the start by being able to surround the defenders fleet. The attacker then has to try and inflict as much damage as possible before the defending fleet drives them off. Forcing medium ships to operate independently is also hurtful, but allows those ships to back up lighter squadrons where needed.

    The victory conditions ensure that a canny attacker will have a decent chance at winning, as all they have to do is inflict a few points of damage each, then Shunt away. The problem is that the defender may well be able to smash several of the attackers ships before he has inflicted enough damage to make shunting away a sure win.

    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.

    The defender, on the other hand, has roughly 33% less mobile assets than the attacker, meaning he has to be smart about his deployment and manoeuvering, as otherwise he could quite quickly be surrounded and overwhelmed. The asteroid stations themselves will help the defender, but will not a big issue until the attacker makes it past the minefield and the defending ships.

    Given the difficulty of the mission, the attacker only has to destroy half of the installations, as getting there will be quite rough, and even losing only half of the installations will still seriously hurt the defenders war effort in the sector.

    Vital Plans is also very difficult for the attacker, as he has to move in close in order to rescue the pods, which may or may not contain any infiltration teams. The defender has an almost overwhelming firepower advantage, while the attacker has enough ships to saturate the stations guns. While raw damage doesnt really help either side in this scenario, destroying a ship with rescued infiltration teams on board is sure to hurt the attackers cause. By the same notion, if a carrier is involved, rescue boats swooping in to scoop up escape pods and being almost impervious to retribution is sure to aggravate the defender just as much.

    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 even the odds in a long-running game, as the battleship is likely to destroy a lot of frigates.

    Both sides have the same objective and victory conditions in the Thunder Run scenario. However, the attacker gains the advantage in deployment, allowing him to surround and isolate parts of his 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 mid-game, while the long range fighters and bombers can deter certain attack paths from being taken by the attacker.

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  • Celestial ObjectsBoth players have an even chance to win in a Beachhead scenario, with the only variable being the planet dead centre. With the special rules on offer, this is sure to make the area around the planet a hotly contested space.

    The Jovian Graveyard scenario is designed to give both sides an even chance of success. While the terrain may not always make this possible, most times it should be close. The real trick comes down to deciding how to arrange your markers. Should you only place one hulk and one graveyard, with the other three as debris fields. What if you hold that side of the field at the end of the game?

    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.

    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.

    Given the power of the singularity, one good roll late in the game could see it swallowing everything, which is also an entertaining ending. While a little frustrating, both players should still have a running tally of VPs to go on.

    With the Sunstorm scenario, we once more we have some interesting effects. This time, savage stars that can be just as disruptive or destructive as the enemy fleet. However, with a planet and moons scattered around the table, ships have some safe havens to hide behind. This makes life interesting, as fleets dash from cover to cover, trying to get the best angle on the enemy fleet while staying protected from the effects of the savage stars.

    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

    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.

    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.

    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.

    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.

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    Fleet ActionsIn 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.

    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 its going to reveal a meagre pair of Wings, or a mighty Gunship.

    The idea behind the Fleet Engagement scenario is to force players to think differently about how they use their forces, especially as they wont all be arriving at the same time. Having to split forces also helps with the decision making. However, as both sides have this problem, balance is not a large issue.

    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

    roll? All in all, it should prove to be an interesting scenario for both players.

    The Drydock Assault represents one of the hardest scenarios for the attacker. Not because of the power of the defenders forces, but because of the tight time limit. Four turns in which to destroy two large or six medium ships is no easy feat. Given the fact that they may well be split across both repair slips just adds difficulty.

    Defender force selection can also make this a hard task, especially if a dreadnaught or gunships are present. Additionally, while the defenders ships appear helpless, they wont stay that way for long, and any fleet with torpedoes (ie, all of them) can still inflict some damage that way on the attacker.

    Scramble scenarios represent two things; first is the chance to dust off some underutilised carrier models, and second is to have a scenario where Wings play a much larger role than normal.

    The small forces, dual carriers, and pre-dominace of Wings ensure that this scenario plays differently to any of the others in this set, hopefully adding some unique flavour to the game.

    The LosTech Discovery scenario is inspired from many other sources, most of which have either deep history, or less reliable FTL travel. In any case, the idea is to discover some technological secret hidden within the depths of the research facilities in the system.

    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