Scenario Seven: Planetary Assault¶
One fleet is attempting to deploy troops onto a contested planet, either to spearhead an invasion or reinforce existing armies. They must smash through the defenders and hold off any counter-attack while they send troops down to the planet’s surface.
Forces¶
Both fleets are of equal points. The defender can spend an extra D6×10 points on planetary defences for every 500 points (or part) in his fleet. The attacker may take two free transports for every 500 points (or part) in his fleet.
Battlezone¶
A planetary assault normally takes place in the system’s primary or inner biosphere. Place a planet no more than 150 cm from one of the short table edges (roll a D6 to determine size: 1 = small, 2-5 = medium, 6 = large) and generate rings, moons etc. as normal. Declare one table edge as sunward and set up other celestial phenomena as normal.
Set-up¶
The defender can choose to place ships and squadrons either on patrol or on standby in high orbit within the planet’s gravity. Roll a D6 for each defending ship/squadron on patrol: 1-3 the attacker may set up the ship/ squadron, on a 4-6 the defender may set it up. Ships on patrol may be set up anywhere that is not within 30 cm of a table edge or within an area of celestial phenomena. The defender always decides the facing of ships, regardless of who set them up. The attacker deploys his fleet within 15 cm of the short table edge furthest from the planet. You will also need a separate low orbit table.

First Turn¶
The players roll a D6. Whoever got the highest may take either the first or second turn.
Special Rules¶
Attacking ships must move within 30 cm of the planet table edge on the low orbit table to send troops to the surface and bombard enemy positions. For each turn an attacking capital ship spends within 30 cm of the planet edge, the attacker scores 1 assault point. For each turn an attacking transport spends within 30 cm of the planet edge, the attacker scores 2 assault points. A ship deploying troops or bombarding the planet may not do anything else that turn.
Game Length¶
The game lasts until one fleet is destroyed or disengages, or the attacker has scored 10 or more assault points.
Victory Conditions¶
Add up the assault points earned by the attacker and add +1 to the total for every 500 victory points (rounding down) scored by the attacker for destroying or crippling ships and planetary defences. Deduct -1 assault point for every 500 victory points (rounding up) scored by the defender. Look up the adjusted assault point total on the table below.
| TOTAL ASSAULT POINTS | RESULT |
|---|---|
| 0-1 | Defender’s Victory The attacking forces achieved almost nothing. The pitiful amount of assaulting troops that reached the planet will be quickly annihilated. |
| 2-5 | Defender’s Marginal Win The assaulting forces are prevented from making a substantial landing on the planet. Nonetheless, enemy detachments will now have to be hunted down and destroyed. |
| 6-9 | Attacker’s Marginal Win The assault dropped enough troops, etc., to capture a large part of the planet’s resources. Ongoing battles for control of the world will rage for months, even years. |
| 10+ | Attacker’s Victory The attackers succeeded in sweeping aside the defending forces and staging decisive landings at key points all over the planet. Within a few weeks of mopping up, the attackers will have complete control of the planet. |