I'm working on the skeleton of a campaign and a big part of it is trying to get players away from just playing 100 point deathmatches. The way this will work is that players will select their squads without knowing what scenario they will be playing. Also, there are squad building limitations in place (no named pilots, all ships selected must be the lowest available pilot skill, etc. This allows ships to upgrade their pilot skill and add modifications, upgrades and titles as they earn experience and renown). So without further ado:
1 - The bait. One squad has spotted a lone enemy ship and has given pursuit. But they've been lured into a trap!
Players pick even sized squads, and roll off to see who is the pursuing player and who is the fleeing player.
The fleeing player must deploy one ship in the centre of the table, facing directly towards his own board edge. The rest of his ships start the game in reserve. The pursuing player deploys all his ships within range 1 of his board edge. At the end of the first turn, the fleeing player deploys the rest of his ships anywhere on his board edge, in ascending pilot skill order. These ships must be placed with part of their base touching the board edge.
Normal victory conditions apply.
2 - Escalating engagement. Two squadrons are patrolling an area looking for each other. One element from each squad encounters the other and signals for reinforcements.
Each played divides his squad as evenly as possible in half. He randomly selects one half of the squad to start on the table, and the remainder of his ships start in reserve. Before deployment, each player randomly selects one of the neutral board edges to be his reinforcement edge. At the end of the first turn, roll a D6 for each friendly ship that was in reserve. On a 4+, that ship may be placed anywhere on that players reinforcement edge, in ascending pilot skill order. Second and subsequent ships placed in this way must be placed within range 2 of the first ship.
Any remaining ships in reserve are automatically placed at the end of turn 2, and must be placed by the same method.
Normal victory conditions apply.
3 - Blockade run. Your ships are trying to push past an enemy blockade.
Randomly determine one side to be the attacker and one to be the defender.
For the purposes of deployment, each defending ship counts as having a higher pilot skill than any ship on the attacking side.
If an attacking ship moves off the defending sides board edge, the attacking player may add that ships value to his victory points for this match. When the defender destroys an enemy ship, the attacked must subtract that ships value from his victory points.
For example, the defender flies a rookie pilot off the defenders board edge. He scores an extra 21 points. However, another of his rookie pilots is shot down, so he subtracts 21 points from his total.
These are early prototype scenarios, I'm really looking for some feedback and thoughts to help improve them!