eet size, but if you do, make sure that both players useeither a military or a civilian eet composition.
SAmPLE SCENARIO: DRY RUN
One player commands a Convoy of civilian ships with amilitary escort, and the other player controls a Battlegroupof enemy ships. The Battlegroup does not know the preciselocation of the ships in the Convoy, which are representedby Threat tokens at the start of the game. The Convoy isalso able to stagger the arrival of its ships, but its ships arelimited in their ability to use Fold Space.The Convoy consists of
1
Nostradamus,
2
Mantis and
2
Aries, escorted by
245
points of military ships. TheBattlegroup consists of
400
points of military ships. Theobjective of the Convoy is to exit the table from the tableedge of the Battlegroup deployment area, and the objectiveof the Battlegroup is to destroy the Convoy.
CONVOY DEPLOYmENT
These scenarios assume that the Convoy has performeda
Shunt
in the last few hours, and is travelling at sub-lightspeed when it is ambushed. Therefore the Convoy cannotuse the rules for
Fold Space Entry
(
Pae 62 of the CoreRule Book
). The Convoy can deploy its ships anywherewithin
6”
of its own table edge, which is opposite theBattlegroup table edge. At the start of the game you use
1
Threat token to representeach ship in the Convoy. The advantage of using Threattokens is that the Convoy player can manoeuvre his shipswithout his opponent knowing which of the tokens is either a civilian or a military ship. The simplest method of creatingThreat tokens is to use damage tokens and mark them onthe reverse side with details of the ship they represent or a simple ID.
•
The Threat tokens are deployed with the ID sidehidden, though the Convoy player can look at theID at any time to remind himself of which tokensare which
•
The ships in the Battlegroup
CANNOT
re at aThreat token, as they do not know that the shipsare there, they have to move closer and identifythem
•
If a Threat token uses a
Broadsides
, Turret or Torpedo attack, uses Point Defence or performs aBoarding Assault, it is replaced with the ship thatis represents
•
A Threat token can lay Mines, launch Wings,recover Wings and/or rescue Pods (
Optional Rules
,
see
Pae 61
) and remain undetected
•
If a ship from the Battlegroup is within
Rane Band1
of a Threat token (and there are no interveningObstacles) during any part of the game (in either player’s turn), the Threat token is replaced withthe ship that it represents
•
Once a Threat token has been replaced with aship, that ship
CANNOT
return to its ‘hidden’status and
CANNOT
become a Threat tokenYou can stagger the deployment of ships in the Convoy bykeeping any number of the ships in reserve. You
CANNOT
break up Squadrons by doing this, but remember that youare not obliged to keep ships within Command Distanceonce they are on the table. When you activate a Squadronthat is in reserve, you can move it on to the table from your deployment area during any of the rst
3
turns. You
mUST
move all of the reserve Squadrons on to the table whenyou activate them on the 4
th
turn.
BATTLEgROUP DEPLOYmENT
The player that controls the Battlegroup can use therules for
Fold Space Entry
, and can do so with any of the Squadrons in the Battlegroup. Any ships that enter thetable during the game from Fold Space
CANNOT
then
Shunt
off of the table using the
Fold Space Travel
rules(
Pae 32
). The Battlegroup can otherwise deploy its shipsanywhere within
6”
of its own table edge, which is oppositethe Convoy table edge.
Fold Space Exit
Performing two
Shunts
in quick succession is a riskyproposition, which is why civilian eets are often ambushedat way points in the shipping lanes that are well known aslocations for fold space entry. It is therefore important thatyou keep track of what Turn it is in the game, so that youknow what the dangers are for the Convoy.Roll
2D6
when a ship in the Convoy performs a
Shunt
action and compare it to the Turn number, you might for example roll a
9
when it is Turn
4
. If the combined rollis equal to the Turn number, the ship is destroyed andreplaced with a Distortion Field. If the roll is greater thanthe Turn number, the whole crew (not just the
CP
,
AP
) iswiped out in a power surge. The ship is not only derelict,all of its systems are disabled and it does not perform a
Shunt
.
VICTORY CONDITIONS
You ignore the Victory Points (
VP
) table in the book for this scenario. The Convoy scores the
FULL
point cost of any civilian ship that exits the table from the Battlegroupdeployment area. The Battlegroup scores the
FULL
pointcost of any civilian ship that it captures, and still hascontrol over at the end of the game. If a ship is captured ina Boarding Assault, it does not have to perform a
Shunt
onthe following turn, it simply drifts.The game ends when all of the civilian ships have either exited the table or been destroyed or captured, althoughit is worth continuing for bragging rights if there are stillmilitary ships on the table.