In Sheep's Clothing

Briefing

Captain Clayton Harroway

“We've picked up a faint distress call, purporting to be from survivors of previous pirate raids, who've managed to escape captivity and commandeer a number of enemy craft. I'm well aware that this could be a trap, but in my long career, I have never once turned my back on a spacer in distress. There are a thousand ugly ways to die out here, and next time, it could easily be us stranded in that dark, uncaring void. We wouldn't want anyone to ignore our calls for any reason, would we?

Of course, that doesn't mean we shouldn't be careful. Anvil Squadron will fly out to intercept and verify that they are who they claim to be. I don't want them anywhere near this ship until they've been thoroughly vetted. So get out there, scan them and make sure they're not carrying any kind of harmful substances, then escort them the rest of the way to the ship. Dismissed.”

Play Modes

  • Solo
  • Cooperative

Setup

This scenario follows the rules for Custom Setup on page 25, with the following changes:

1) Determine Survivor Ships:

  • Each player rolls two dice and refers to the Survivor Ships table, below.
  • Roll one additional die for each level of Preparedness.
  • For each die result, gather the listed AI deck and build the corresponding ship.

2) Determine Traitors:

  • Take the numbered Beacon tokens and mix them with the number face-down.
  • Divide the Beacon tokens into as many stacks as there are survivor ships, as evenly as possible.
  • Assign one stack to each survivor ship, without looking at the numbers.
  • Roll one die, with the result determining which Beacon token represents a traitor aboard armed with explosives (Reroll any Blank or Critical results).
  • Roll one additional die for each level of Preparedness, determining any additional traitors (Reroll any Blank or Critical results).


Mission Parameters

Objective: Intercept the Survivor Ships – Scan the survivors for dangerous substances before they reach the ship.

  • If all ships with a traitor aboard are destroyed, all players win.
  • If any ship with a traitor aboard crosses the player deployment edge, all players lose.

Reward: 10,000 cR (per player) plus any Kill credits scored.
Destroyed Players: These players earn 50% fewer Reward credits, but receive full Kill credits.

Success

“Great work out there. The survivors we rescued will be repatriated as soon as we get back to civilization. Until then, they'll be fed and taken care of as our guests.”

Failure

“What an absolute catastrophe… We've sustained a major hull breach, but thanks to the tireless efforts of our damage control teams, we were able to save the ship. Even so, we lost eighteen crewmembers, with another thirty-seven injured. That's a lot of letters to a lot of families. Repairs will also take time, and divert resources away from our operational readiness. You really dropped the ball on this one. I ought to have you all thrown in solitary.”

Increase Preparedness by 1.

Survivor Ships

Some ships in the table below have a variable amount of Hull and/or Evasion points. When setting up this ship, alter its starting Hull/Evasion points by the value shown.

Die Roll Ship
Blank Player Choice (No modifiers)
1 Player Choice (-2 Hull)
2 Player Choice (-2 Evasion)
3 Player Choice (-1 Hull)
4 Player Choice (-1 Evasion)
5 Player Choice (+1 Evasion)
6 Player Choice (+1 Hull)
7 Player Choice (+2 Evasion)
8 Player Choice (+2 Hull)
Critical Player Choice (+2 Hull, +2 Evasion)

Enemy Resolve

In this scenario, enemies will not flee under any circumstances.

Special Rules

Survivor Ship Movement

Scanning Survivor Ships

Side Bets

Side Bet Name

Flynn Kady

“Side bet text goes here.”

  • Side bet conditions listed here.
  • Reward: # cR