Académique Documents
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Table of Contents
Part 1: Variety . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Part 2: Asymmetry . . . . . . . . . . . . . . . . . . . . . . . . . 18
Variety . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Asymmetry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Celestial Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Fleet Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
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
Scenario
rules
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
Scenario
rules
Game Length
Victory Conditions
1. Variety
12
(Defender)
Scenario 1.3:
Critical Defense
1. Variety
Deployment
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
8
16
1. Variety
AS
AS
8
Scenario 1.4:
The Gauntlet
1. Variety
Deployment
Scenario
rules
Game Length
Victory Conditions
10
12 (Asteroid Field)
1. Variety
12 (Asteroid Field)
11
1. Variety
Scenario 1.5:
The Chase
Scenario
rules
12
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
14
(Defender)
1. Variety
30
6 (Attacker)
15
1. Variety
Deployment
Scenario
Game Length
Victory Conditions
16
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
Game Length
Victory Conditions
18
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
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
Game Length
Victory Conditions
(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
Scenario
Game Length
22
(Attacker)
2. Asymmetry
(Defender)
23
Scenario 2.4:
Blaze of Glory
2. Asymmetry
Deployment
Scenario
rules
24
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
Victory Conditions
2. Asymmetry
1
(Defender)
(Attacker)
8
4
25
Scenario 2.5:
Thunder Run
2. Asymmetry
Deployment
Victory Conditions
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
Deployment
Scenario
rules
28
Game Length
Victory Conditions
CD
CD
CD
2. Asymmetry
(Attacker)
CD
CD
Installation Chain
(Defender)
29
2. Asymmetry
Scenario
rules
30
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
Scenario
rules
Game Length
Victory Conditions
32
(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
Scenario
Game Length
34
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
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
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
40
(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
Scenario
rules
42
Game Length
Victory Conditions
3. Celestial Objects
12
43
3. Celestial Objects
Deployment
Game Length
Scenario
rules
44
Victory Conditions
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
46
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
Scenario
rules
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
Scenario
rules
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
Scenario
rules
52
Game Length
Victory Conditions
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
Scenario
rules
Game Length
The game lasts until one force has lost both of its
carriers.
Victory Conditions
54
Enemy Carrier
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
Scenario
rules
56
Game Length
Victory Conditions
6
6
(Moon)
12
12
12
(Moon)
4. Fleet Actions
(Planet)
6
6
57
4. Fleet Actions
Deployment
Scenario
rules
Game Length
Victory Conditions
58
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
Asymmetry
5. Designers Notes
61
5. Designers Notes
Celestial Objects
62
Fleet Actions
5. Designers Notes
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.
63