Advanced Scenarios
Fleet Engagement
The fleets have been maneuvering for weeks and now a major engagement is
shaping up. This will be one for the history books.
No Quarter Given
- Models may not Withdraw until they have been reduced to 1 Structure
rating or less.
Break the Truce
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.
Search for Escape Pods
- Any model may use its Action to search for escape pods by rolling a
Skill Test. This may be done anywhere on the table.
A result of:
- [N] - No escape pods found.
- [D] - One escape pod found.
- [T+] - Two escape pods found.
- The model declaring the action will automatically load any "found" escape
pods onto itself at the end of the action resolution..
- Use tokens or dice to denote how many escape pods a model has found.
- Models may carry any number of escape pods.
- A Destroyed model forfeits all its Escape Pods.
Transfer Escape Pods
- Squadrons making a Land action automatically transfer their found escape
pods to the Capital Ship on which they are Embarked.
- Squadrons making a Launch action may take with them one found escape pod.
Captured Escape Pods
- Each escape pod on Captured ships count as two escape pods for the
capturing player!
Water Raid
Water is everything in space. It is fuel and air. Whoever controls the water
controls space.
- Deployment Zone: Standard Deployment Zone
- Deployment Type: Fleet Deployment
- Initiative: Attacker/Defender chosen by Random Selection
- Objective Points
- 3 points for having the most Victory Points after seven turns.
- 3 points for the Defender if they successfully Withdraw 5 or more units
of water on non-Crippled Capital Ships.
- 4 points for the Defender if they successfully Withdraw 10 or more units
of water on non-Crippled Capital Ships.
- 3 points for the Attacker if they successfully prevent 5 or more units
of water from Withdrawing on Capital Ships.
- 4 points for the Attacker if they successfully prevent 10 or more units
of water from Withdrawing on Capital Ships
Water Reserves
- During the first Deployment Phase, the Defender deploys a single
[Stationary] [Comet] in their deployment zone before players deploy any
models.
- During the first Deployment Phase, the Defender must distribute 10 units of
water across their Fleet.
- When deploying each model, the Defender must declare how many units of water
it is carrying.
- Exo-Armor Squadrons may be issued 1 water unit total during deployment if
not Embarked.
- Capital Ships may be issued a max of 5 water units total during deployment.
- Exo-Armor Squadrons may carry a max of 3 water units at any time, but may
only start with 1 if not Embarked.
- Capital Ships have no carrying capacity, but may only start with 5.
Surprise Attack!
- The Defending Player may not withdraw Capital Ships until Turn 4.
Mine the Comet
- The Defender may attempt to Mine the Comet with Exo-Armor Squadrons by
resolving an Assault action against the Comet.
- The Comet is considered to have a Defense rating of 4, representing the
various hazards involved in mining a comet in an active combat area.
- The Exo-Armor Squadron may only use its Lance to attack. Attack
Results of [D] mines 1 unit of water, [T] mines 2 units, and
[Q+] results mines 3 units.
- Use tokens or dice to denote how many water units a model has mined.
- Once per game, an Exo-Armor squadron may forfeit a single water unit it has
mined to gain the Fuel Pods trait.
Transfer Water
- Squadrons making a Land action automatically transfer their water units to
the Capital Ship on which they are Embarked.
- Squadrons making a Launch action may take with them up to 3 water units
from the Capital Ship on which they are Embarked.
Captured Water
- Captured Water Units count for the captor if the carrying ship is
Withdrawn.
Scavenger Hunt
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.
Valuable UIOs
- After quadrants have been chosen, place 3 Unidentified Object (UIO)
markers on the table, one in the center of the table and one each in the
center of the two quadrants that are not chosen as deployment zones.
- The UIOs may range in size from 2-4".
- UIOs may be the target of Boarding actions. Assume the UIOs do not
have a Defense rating, so the Marines board unopposed.
- UIOs may enter the Boarded state, which means Marines may engage one
another on a UIO!
- UIOs are considered to have the Hangers:2 trait, and both players may
have Squadrons Embarked simultaneously so long as they have Marines aboard
the UIO.
- If a player has no Marines aboard a UIO, any Embarked squadrons must
take a free Launch action during the End Phase.
Search a UIO
- Whichever player collects three Search tokens first for a particular UIO
is considered to have successfully Searched a UIO.
- During the End Phase, check to see if a player collects a Search token by
checking which player has more surviving Marine rating aboard a UIO:
- Equal Marines rating: 0 search tokens
- One more Marines rating: 1 search token
- At least two more Marines rating: 2 search tokens
Retrieve Intelligence
- Once a UIO has been successfully searched, any Embarked Squadron which
takes the Launch action is considered to be carrying intelligence, which
is denoted by placing an Intelligence Token next to the Squadron.
- Squadrons may transfer the Intelligence Token to a Capital Ship by taking the
Land action.
Capturing Intelligence
- If a Model carrying an Intelligence Token is Destroyed, the token is lost.
- Captured ships carrying an Intelligence Token transfer ownership of the
token to the captor.
Ambush
Attack where you are strong, and your enemy is weak.
Use a model's full point value for calculating force percentages. Calculate
Victory Points as normal.
Ambush!
- The Attacker chooses a table edge that the Defender must escape through
at the end of the first Deployment Phase.
- The Defender may only declare the Withdraw action if they are within 6" of
this table edge and 6" away from any enemy models.