I wrote this for use in a campaign, feel free to use, change or ignore.
First contact
Long range sensors have detected an anomaly on the outer most edge of the system. An enormous energy spike equal in magnitude to over 20 jump points opening simultaneously, followed shortly after by a powerful sensor sweep which has remained continuous.
Fleet command has ordered that you investigate. Further orders to follow.
Rules
For this campaign turn a new strategic target is effectively added to the campaign map. Each player must investigate the anomaly as well as make their own standard campaign actions.
Fleets
Each player secretly chooses a fleet of 1-4 FA (players choice, yes that means each fleet may be a different size) at RAID priority level. Each player must write their fleet list before revealing to the other players what FA level they are using.
Pre-battle preparation
Roll for initiative and then roll d4 for setup location starting with the winner
Scenario Rules
Players roll Initiative as normal, and move their fleets in the order of the lowest roll upwards. Each player’s entire fleet will be moved at the same time, rather than just one ship. Otherwise, play as normal.
Game length
10 turns or until only 1 fleet has active ships on the table.
Spoils of war
Winner gains 20RR plus one ship which took part and survived gains a free roll on the other duties table.
Victory or defeat
This scenario uses victory points to determine who wins.
Victory points
As standard table plus,
Completing primary mission = 15 vp
Completing secondary mission = 5 vp
Orders from fleet command
Primary missions
d6 Mission Aim
1 Data acquisition Spend 2 full turns within 4"of anomaly at full stop without firing
2 Back off ! Do not allow any enemy ship to remain within 4" of anomaly for more than 1 turn
3 Repo man Board and capture 1 enemy ship of PL equal to or higher than your highest
4 If I can't have it Destroy anomaly
5 Warmonger Make most kills
6 Equality Kill at least 1 ship of each enemy fleet
Secondary missions
d6 Mission Aim
1 Leave my sky Force an enemy ship to withdraw
2 1st among equals Make the first kill
3 Pacifist Make no kills (re-roll if primary 5 or 6)
4 Resource management Do not lose any ships
5 Survivor Have at least 1 ship survive (even if withdrawn)
6 Soft targets Skeleton crew 4 enemy ships
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The Anomaly
Speed: N/A
Damage: 100
Craft: N/A
Turn: N/A
Crew: N/A
Troops: N/A
Hull: 5
Special: Interceptors 5, Self repairing 1d6.
Weapon Range Arc AD Special
Sensor pulse 8 T 1 Pulse*, Ap, Anti- fighter
*Pulse, At the end of every turn the anomaly unleashes a sensor pulse. Each ship/Flight
within 8” is attacked by 1AD on a successful hit roll 1d6 on the table below.
1-2 No effect.
3-5 Ship counts as crippled/Skeleton crewed for next turn. (Fighters may not act).
6 As 3-5 plus roll critical as normal. (Fighters destroyed).
If the anomaly is destroyed it explodes and all ships within a range equal to1d6+however many minus damage points it was reduced to are attacked as above by 10AD, Crippled/Skeleton effect is not cumulative (only lasts 1 turn).
The anomaly takes an extra d6 damage instead of rolling on the critical table. And may not be boarded.