Players gain victory points (VPs) by:
In Fleet deployment the entirety of both fleets deploy within their deployment zone (or up to 1/4 the width of the table). The attacker deploys all their Capital ships first, then the Defender deploys all their capital ships. The attacker then deploys all their Exo-Armor and Fighters models, then the defender deploys their Exo-armor and Fighter models. Exo-Armor and Fighters may be kept back in reserve and enter the game in any deployment phase.
In Random Deployment each player places four markers anywhere on the table at least 12” from another marker and not within the opponent’s deployment zone. At least two of a player’s markers must be placed at least 6” outside their deployment zone if possible. The player with the most models is the attacker. The players alternate placing markers starting with the attacker.
During the first deployment phase each player divides their fleet into four groups and numbers them 1-4. Each group must contain at least one Capital ship and two Exo-armor or Fighter models and may not contain more than 50% of the fleet measured by points. Randomize each group to a marker. Players take turns starting with the attacker deploying all the model in a group with at least part of each base within 3" of the marker.
The player without initative deploys one Capital Ship with up to two Exo-Armor or Fighter models. The Capital Ship is deployed within 12" of a friendly table edge. The Exo-Armor or Fighter models are deployed within 6" of the Capital Ship. Note that a second capital ship with the Escort trait can replace one of the Exo-Armor or Fighter models.
In their first turn deployment phase the player with initiative deploys one Capital Ship within 12" of their friendly table edge. Up to two Exo-Armor or Fighter models may be deployed within 1" of the Capital Ship. Note that a second capital ship with the Escort trait can replace one of the Exo-Armor or Fighter models.
In their first turn deployment phase the player without initative does not deploy any additional models.
In the second turn during their deployment phase the active player may deploy two Capital Ships or Squadrons. Up to two additional squadron models may be deployed within 1" of each of these newly deployed models. Note that a capital ship with the Escort trait can replace one of the Squadron models.
In their Second turn each player may roll skill to deploy squadron models that were not deployed escorting capital ships. This requires a [D+]. These deploy using the unoccupied Hangers of deployed ships as noted by the Hanger Trait.
Two fleets are hunting for each other. As scouting ships discover the location of enemy ships they call in reinforcements and prepare to engage.
A powerful solar eruption has blanketed the area with powerful solar winds, blinding sensors and forcing crews into hardened shelters deep within ships. The Admiral has spread the fleet out to prevent accidental collisions. As the solar storm starts to ebb two fleets realize that they are suddenly within striking distance.
The fleets have been maneuvering for weeks and now a major engagement is shaping up. This will be one for the history books.
A truce has been called to allow both sides to search for escape pods. While searching two ships fire upon each other and restart the conflict. Finding survivors will aid in future victories!
Water is everything in space. It is fuel and air. Whoever controls the water controls space.
Example: A model that rolls [D2, T4] result gains 6VPs. Roll the hazard point defense each round that a model or marines continues the boarding action. The VPs an Exo-Armor model gains can be transferred to a capital ship within 3” using a special action.
Reports of valuable intelligence or technology have triggered a rush of interest at high command. Ships are rushing into the area and conflict is unavoidable.
Attack where you are strong, and your enemy is weak. This scenario should not be played in a one-off game, only as part of a campaign.