Reversal of Fortunes

Briefing

Captain Clayton Harroway

“We've gotten the drop on a pirate freighter, in the process of taking on fuel and illicit cargo from a number of smaller raiders, likely in preparation for a long haul back to the pirates' home base. She's powering up to run and the smaller craft are breaking off to engage us, likely trying to buy time for the freighter to escape.

Your job is to disable all the key subsystems on the freighter in the correct order, so as to disable but not destroy her. That will enable us to board and secure the ship, catalogue its contents, and return all stolen goods to their rightful owners – pirating from the pirates, if you will. If any fighters decide to get in your way, take them out. Good luck, and good hunting.”

Play Modes

  • Solo
  • Cooperative

Setup

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

1) Setup Freighter:

  • Take a number of Beacon tokens from the supply, totaling two per player plus two (Example: A two-player game uses six tokens), and mix them with the number face-down.
  • Starting with the second player and proceeding clockwise, each player turns a token face-up, then places it in the middle of the play area to form the shape of a ship.
    • Players may get creative with the layout (i.e. box, delta, cruciform, asymmetrical, etc.)
  • Tokens must be at least one base-length apart, and may not be within Range 1 of the edge of the play area.

2) Determine First Target:

  • Roll one die to determine which numbered Beacon token must be destroyed first.
    • Subsequently, roll one die after each subsystem is destroyed to determine the next target.
  • Reroll any Blank, Critical, and repeat results, or if that token was not used during the Setup Freighter phase.

3) Determine Enemy Ships:

  • Each player rolls two dice and refers to the Enemy Ships table, below.
    • Roll one additional die for each level of Preparedness (Example: In a two-player game with 2 Preparedness, roll for six enemy ships in total).
  • For each die result, gather the listed AI deck and build the corresponding ship.

Game Length: This scenario lasts a maximum of 10 rounds. Use the Round Tracker Wheel in the Downloads section to keep track.


Mission Parameters

Objective: Disable the Freighter – Attack the freighter's subsystems in the correct order to disable them and prevent the ship's escape.

  • If all the freighter's subsystems have been disabled in the correct order by the end of Round 10, all players win.
  • If any of the freighter's subsystems are destroyed out of order, all players lose.
  • If the freighter still has active subsystems at the end of Round 10, all players lose.
  • If all player ships are destroyed before the freighter is disabled, all players lose.

Reward: 10,000 cR (per player) plus any Kill credits scored.

  • Bonuses: 1,000 cR for each subsystem destroyed.

Destroyed Players: These players earn 50% fewer Reward credits, but receive full Kill credits.

Success

“Excellent work. With the freighter under our control, we can take our time and sweep it thoroughly from stem to stern, securing any contraband and cataloguing items to be returned to their appreciative owners.”

Failure

“Hell, we lost the freighter! If she was carrying any weapons shipments, you can bet those will be used against us in the future.”

Increase Preparedness by 1.

Enemy 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
1 Pirate Harasser (+1 Evasion)
2 Pirate Harasser (+1 Hull)
3 Pirate Harasser
4 Reroll
5 Reroll
6 Pirate Marauder
7 Pirate Marauder (+1 Hull)
8 Pirate Marauder (+1 Evasion)
Blank or Critical Pirate Ravager

Enemy Resolve

An optional roll can be made when generating enemy ships to determine the enemy pilot's level of Resolve. An enemy's Resolve determines the damage threshold at which they will attempt to flee. A fleeing enemy will no longer attack, and will only make a Long move towards its initial deployment edge during its turn. Fleeing enemies can still be attacked and destroyed by player ships.

Die Roll Resolve Level Damage Threshold
Blank Cowardly Hull < 50% of its starting value
1 – 4 Average Hull < 35% of its starting value
5 – 8 Brave Hull < 25% of its starting value
Critical Foolhardy None (Enemy will fight to the death)

Special Rules

Destroying Freighter Subsystems

Side Bets

Side Bet Name

Flynn Kady

“Side bet text goes here.”

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