Scenario Six: Convoy¶
In this scenario, the defender must escort a convoy of vital transport vessels into a star system threatened by enemy forces. In order to catch the convoy, the attacking forces have seeded a wide area of space with ships lurking on minimal power to avoid detection and clusters of ‘deadfall’ torpedoes which will activate and launch as soon as an enemy ship registers on their sensors. But this convoy is desperately needed and must run the gauntlet of ships and missiles to deliver the supplies it carries.
Forces¶
The convoy must include at least two transport ships. For every two transports the defender may choose up to 100 points of ships to protect the convoy, which may be deployed in a maximum of one squadron per pair of transports in the convoy. The transports may be formed into a single squadron if you want.
The attackers are generated randomly. Make D3 rolls on the table below plus one extra roll for each pair of transport ships in the convoy.
| D6 ROLL | RESULT |
|---|---|
| 1 | One deadfall torpedo or attack craft cluster |
| 2 | Two deadfall torpedo or attack craft clusters |
| 3 | Three deadfall torpedo or attack craft clusters |
| 4 | A squadron of escort ships worth up to 100 points |
| 5 | A squadron of escort ships worth up to 150 points |
| 6 | One capital ship worth up to 200 points |
Escort squadrons and capital ships are chosen from the attacker’s fleet list.
Battlezone¶
The convoy could be attacked near a planet, or out in deep space, so set up celestial phenomena in any mutually agreed fashion. If you wish, you can use battlezone generators for the Convoy scenario. Roll to see which region of space the convoy is moving through and then generate celestial phenomena on the appropriate battlezone generator.
Set-up¶
The attacking player sets up first. Place a face down Contact marker on the table for each capital ship, squadron, deadfall missile or attack craft cluster. Markers must be placed at least 30 cm apart and may not be placed within 30 cm of a table edge. If all of the counters cannot fit onto the table, start to double them up by placing an extra counter on top of each one already placed.
The convoy player then rolls a D6 to determine which short table edge the convoy enters from. Place one ship from the convoy at the edge of the table to mark the point where the convoy will move on from. The convoy may not enter the table within 45 cm of either of the long table edges.

First Turn¶
The convoy player takes the first turn. The convoy moves onto the table from the point indicated. Any ships which do not enter the table on the first turn must move on in the second convoy player’s turn. Any convoy ships which fail to enter play on the second turn are considered to be lost in the warp and do not take part in the game.
Special Rules¶
The attacker’s face down counters are activated by a convoy vessel moving within 30 cm of them. Turn the activated counter face up as soon as the vessel moves within range and then complete the vessel’s movement. Once the convoy player’s Movement Phase is finished, deploy the attacking forces for any activated counters as follows.
The attacking player may voluntarily activate one counter at the start of his own Movement Phase to represent his forces detecting the approaching convoy. If any of the convoy player’s ships are using special orders the attacking player may voluntarily activate up to two counters.
Deadfall torpedoes¶
Replace the Contact marker with a D6+2 Strength torpedo salvo. The attacking player may orientate the torpedo salvo to fire in whichever direction he wishes. The torpedoes have a speed of 30 cm and start moving in the next Ordnance Phase.
Attack Craft¶
Replace the Contact marker with D3+1 squadrons of attack craft. The attacking player can select any mix of fighters, [bombers]((../the-ordnance-phase.md#bombers) or assault boats and may place them together into a wave if he wants. The attack craft start moving in the next Ordnance Phase.
Squadron¶
Place one ship from the squadron on top of the Contact marker. The rest of the squadron is placed in formation with the first ship, no closer to the enemy than the first ship placed. The squadron may be deployed facing in any direction, but all the ships in it must be pointing in the same direction.
Capital Ship¶
Place the capital ship on top of the Contact marker, facing in any direction the attacking player chooses.
Game Length¶
The battle continues until the last transport leaves the table or is destroyed.
Victory Conditions¶
The success or failure of the convoy depends on the number of transports which get through. Only transports which cross the board and move off the opposite short table edge count for victory purposes.
| TRANSPORTS EXISTING | RESULT |
|---|---|
| None | Attackers Win The defending forces have performed miserably. The attackers will feast well on their captured booty. |
| One | Attackers Marginal Win A single transport getting through was barely worth the risk of sending forces into hostile space. If the attackers can maintain this kind of stranglehold, the system is doomed. |
| Two | Convoy Marginal Win The convoy has been defended adequately – two of the valuable transports made it. More would have been better though. |
| Three or more | Convoy Win The convoy has made it through with enough transports to stave off the current crisis. Medals and promotions all round! |