Post by Wargamer on Sept 19, 2007 18:19:26 GMT
Overview:
This region of space is home to a titanic Starship Graveyard. Many forces have come to claim this place, and scavenge the technologies therein. During a salvaging mission, two fleets clash in search of riches.
Fleet Size:
The Starship Graveyard is played with fleets of up to 500 points. Both fleets are composed solely of Escorts, which follow the modified rules below.
Terrain:
Set up the terrain in a mutually agreeable manner, placing D3 Celestial Phenomena.
Both players then take it in turns to place Hulks around the board. For this, you can use any Cruisers or Battleships you have (or Orbital Defences - representing failed security orbitals, or abandoned scavenging stations). Each Hulk should not be within 15cm of another Hulk, a terrain feature, or 30cm of a board edge.
Both fleets set up along the long board edge, up to 15cm onto the board.
Special Rules:
The following rules apply in this scenario.
Fleet Skirmish: All Escorts function on their own - they do not form Squadrons.
In addition, when an Escort is reduced to 0 Hits, roll a D6 on the following table:
1 = Vessel Destroyed: the ship detonates in a massive explosion. Remove it from play.
2-3 = Vessel wreaked: the ship becomes just another Hulk. Add another Hulk to the Graveyard.
4-6 = Damage Control: the crew fight a desperate battle to keep the systems online. The vessel remains in operation, but all future attacks gain a left column shift. These are cumulative (so multiple Damage Controls give multiple column shifts).
Hulk Raiding:
The Fleets have come to the Graveyard to plunder it. In order to extract salvage from a Hulk, each ship need only move into Base Contact. At the end of the Boarding Phase, roll a D6 for each ship in contact with a Hulk - on a roll of 4+, a Salvage Counter is added to the ship.
Each Hulk has a differing number of counters aboard = an Escort has 1 Counter, a Cruiser has 2, a Heavy / Grand / Battlecruiser has 3, and a Battleship has 4. Orbitals have D3, rolled for when first boarded.
Escort Hulks created during the battle hold whatever Salvage Counters they had collected. Adeptus Mechanicus and Necron ships have an additional +1 Salvage Counter, to represent the importance of these fleet's technologies.
In order to secure Salvage, an Escort must either leave the board, or end the game in its own Deployment Zone. Any other result does not count.
The side with the most Salvage Counters wins.
This region of space is home to a titanic Starship Graveyard. Many forces have come to claim this place, and scavenge the technologies therein. During a salvaging mission, two fleets clash in search of riches.
Fleet Size:
The Starship Graveyard is played with fleets of up to 500 points. Both fleets are composed solely of Escorts, which follow the modified rules below.
Terrain:
Set up the terrain in a mutually agreeable manner, placing D3 Celestial Phenomena.
Both players then take it in turns to place Hulks around the board. For this, you can use any Cruisers or Battleships you have (or Orbital Defences - representing failed security orbitals, or abandoned scavenging stations). Each Hulk should not be within 15cm of another Hulk, a terrain feature, or 30cm of a board edge.
Both fleets set up along the long board edge, up to 15cm onto the board.
Special Rules:
The following rules apply in this scenario.
Fleet Skirmish: All Escorts function on their own - they do not form Squadrons.
In addition, when an Escort is reduced to 0 Hits, roll a D6 on the following table:
1 = Vessel Destroyed: the ship detonates in a massive explosion. Remove it from play.
2-3 = Vessel wreaked: the ship becomes just another Hulk. Add another Hulk to the Graveyard.
4-6 = Damage Control: the crew fight a desperate battle to keep the systems online. The vessel remains in operation, but all future attacks gain a left column shift. These are cumulative (so multiple Damage Controls give multiple column shifts).
Hulk Raiding:
The Fleets have come to the Graveyard to plunder it. In order to extract salvage from a Hulk, each ship need only move into Base Contact. At the end of the Boarding Phase, roll a D6 for each ship in contact with a Hulk - on a roll of 4+, a Salvage Counter is added to the ship.
Each Hulk has a differing number of counters aboard = an Escort has 1 Counter, a Cruiser has 2, a Heavy / Grand / Battlecruiser has 3, and a Battleship has 4. Orbitals have D3, rolled for when first boarded.
Escort Hulks created during the battle hold whatever Salvage Counters they had collected. Adeptus Mechanicus and Necron ships have an additional +1 Salvage Counter, to represent the importance of these fleet's technologies.
In order to secure Salvage, an Escort must either leave the board, or end the game in its own Deployment Zone. Any other result does not count.
The side with the most Salvage Counters wins.