“Krav International Airport is under attack by Oruznyan airborne infantry, supported by a wing of fighters. No doubt they're looking to seize the airport so that it can be used as a sky bridge to bring in more troops, supplies, and equipment.
Sortie ASAP and establish air superiority over the area, so that Vrukarin ground forces can move in and retake the airport. Or, if worse comes to worst, destroy the runway so that the enemy can't make use of it. That should be considered a last resort, though, since the airport could be a valuable asset to the Vrukarin forces themselves.”
This scenario follows the rules for Custom Setup on page 25, with the following changes:
1) Setup Runway:
2) Determine First Wave:
Objective: Gain Air Superiority – Survive against three waves of enemy fighters. Destroy the runway only as a last resort.
Reward: 15,000 cR (per player) plus any Kill credits scored
Destroyed Players: These players earn 50% fewer Reward credits, but receive full Kill credits.
“Thanks to your timely intervention, Vrukarin forces were able to repel the assault and secure the airport. They also managed to capture several Oruznyan soldiers and pilots, which should hopefully provide them with useful intel.”
Increase Morale by 1.
“Well, the Oruznyan flag has been raised over the airport and their troops are digging in. They're already flying in ground-based air defense systems, so retaking the airport will be costly. They've got a foot in the door now, and their forces will be able to come and go with impunity.”
Decrease Morale by 1.
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 | Wave 1 | Wave 2 | Wave 3 |
---|---|---|---|
1 | Talon Fighter (-1 Hull) | Talon Fighter | Talon Fighter (+1 Hull) |
2 | Talon Fighter (+1 Hull) | Talon Fighter (+1 Hull) | Talon Fighter |
3 | Talon Fighter | Talon Fighter | Talon Fighter (+2 Hull) |
4 | Talon Fighter (+1 Evasion) | Talon Fighter (+1 Evasion) | Talon Fighter |
5 | Talon Fighter (-1 Evasion) | Talon Fighter | Talon Fighter |
6 | Reroll | Reroll | Talon Fighter (+2 Evasion) |
7 | Reroll | Reroll | Talon Fighter |
8 | Reroll | Reroll | Talon Fighter (+1 Evasion) |
Blank or Critical | Talon Fighter (+2 Evasion) | Talon Fighter (+2 Hull) | Talon Fighter (+3 Evasion) |
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) |
When all enemy ships in the current Wave have been destroyed, players finish the current round before determining the composition of the next Wave. Roll a die but use the Wave column that corresponds to the number of the new Wave (Wave 2 or Wave 3). Once all enemy ships for the next Wave are ready, players begin a new round. All player ships will already be in the play area, but the new AI ships deploy normally as they activate.