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Scenario Three: The Raiders

A small attacking force has been sent in to cripple or destroy as much of the enemy fleet as possible before they are destroyed themselves. If the attackers succeed, the defending fleet will be put out of operation for months, enabling the attacker’s main fleet to roam the system unhindered.

Forces

Agree a points limit for the battle. The defender may spend up to this points limit in total, while the attacker can spend up to half this total.

Battlezone

The attack could take place on a fleet near a planet, or on one out in deep space, so set up celestial phenomena in any mutually agreed fashion.

Set-up

The defender deploys his whole fleet first. The defending fleet must be set up with all the ships facing the same table edge and at least 30 cm from any table edge. Each defending ship or squadron must be set up at least 20 cm apart. The attacker moves his fleet on to the table from any edge in his first turn.

First Turn

The attacker takes the first turn and moves his fleet on from one table edge.

Special Rules

For the first D6 turns, all the defender’s ships suffer a -1 Leadership penalty to represent their reduced state of alert.

Game Length

The game continues for eight turns, or until one fleet disengages.

Victory Conditions

Both fleets score victory points as normal and the fleet with the highest victory points total at the end of the battle wins.