Rules v1.2.4

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 Bombing 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(/traits#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.