“A trio of unmarked transports have taken off from a military airfield near Murskva, the Oruznyan capital city. They're flying dark with no IFF transponder and keeping low, so my guess is they're trying pretty hard to stay unnoticed. I think it's a safe bet that the First Minister is aboard one of them, looking to flee the country before the noose starts to tighten.
Their projected flight path suggests they're getting ready to split up and head in different directions, with two of them acting as decoys. Intercept them before that happens and force them to land. Do NOT shoot them down under any circumstances! Firstly because there may be civilians aboard, but secondly because the First Minister can't stand trial if he's dead. Check your fire, and good hunting.”
This scenario follows the rules for Custom Setup on page 25, with the following changes:
1) Determine Enemy Ships:
2) Determine Decoys:
Objective: Force the Transports to Land – Deal enough damage to the transports to force them to land, without destroying them.
Reward: 25,000 cR (per player), plus any Kill credits scored.
Destroyed Players: These players earn 50% fewer Reward credits, but receive full Kill credits.
“Outstanding work! The First Minister has been taken into military custody and will be brought before the Assembly of Nations International Court to stand trial for war crimes. The people of Oruznya will finally see him for the spineless coward that he is. It's always nice to leave a place in better shape than it was in when you arrived.”
You win the Campaign!
“With the First Minister martyred, the people of Vrukar will never get peace or closure. The sudden power vacuum has led to vicious infighting within Oruznyan ranks, which means the war is over in the short term, but it'll only be a matter of time before someone comes out on top and decides to finish what the First Minister started. You've only succeeded in delaying the inevitable.”
You lose the Campaign.
Some ships in the table below have a variable amount of Hull points. When setting up this ship, alter its starting Hull points by the value shown.
Die Roll | Wave |
---|---|
1 | Vulture Transport (-3 Hull) |
2 | Vulture Transport (-2 Hull) |
3 | Vulture Transport (-1 Hull) |
4 | Vulture Transport |
5 | Vulture Transport |
6 | Vulture Transport (+1 Hull) |
7 | Vulture Transport (+2 Hull) |
8 | Vulture Transport (+3 Hull) |
Blank or Critical | Vulture Transport (+4 Hull) |
In this scenario, enemies will not flee under any circumstances. They will only surrender if and when the ship carrying the First Minister is forced to land.