Scenario Two: The Bait¶
A lone ship has been sent into a system to lure out the defending forces in an extended pursuit. Unknown to the pursuers, the fleeing vessel has some friends lying in wait up ahead.
Forces¶
This scenario is a raid, so it plays well with forces worth up to 750 points. These are divided up as shown below.
Pursuing forces: Up to 500 points.
Pursued forces: One ship or squadron worth up to 250 points initially, with up to 500 points of reinforcements.
Battlezone¶
This battle is most likely to take place in the outer reaches at the edge of a system, or in deep space near the jump point. If you are using a random battlezone generator, roll a D6: 1-3 = outer reaches, 4-6 = deep space.
Set-up¶
The pursued vessel is placed in the centre of the table first, facing one of the short edges. The pursuers are deployed more than 60 cm away behind it. Reinforcements for the pursued ship enter from the table edge in front of it.

First Turn¶
The fleeing ship takes the first turn.
Special Rules¶
Any reinforcements for the fleeing ships may enter the table on any turn, including Turn 1. If the reinforcing ships enter after turn 1, they may be deployed up to 30 cm along the long table edges for each turn after the first.
For example, a Slaughter class cruiser enters as reinforcements on turn 4, so it may be placed on the short table edge or up to 90 cm along one of the long edges.
Game Length¶
The game continues until one fleet disengages or is destroyed.
Victory Conditions¶
Standard victory points are earned for ships crippled or destroyed.