Simulator Run

Briefing

Flynn Kady

“Got your eye on a new ship, or thinking about picking up some fancy upgrades? Try before you buy! 100% true-to-life accuracy, guaranteed.

No credits rewarded for this one, but think about the experience! Can you really put a price on that? Hell, I oughta be charging you!”

Play Modes

  • Solo
  • Cooperative
  • 1v1 Head-to-Head
  • Teams Head-to-Head
  • Multiplayer Free-For-All

Setup

For a head-to-head or free-for-all game, follow the rules for Custom Setup on page 25.

For a cooperative or solo game against the AI, follow the rules for Custom Setup, with the following changes:

1) Player Ship Setup: Each player builds a ship following standard build rules. The Point Cost of the chosen chassis card determines the difficulty level of the scenario. Players may field ships of different Point Costs if desired.

  • 3 Points: Hard
  • 4 Points: Normal
  • 5 Points: Easy
  • 6+ Points: Arcade

2) Determine First Wave:

  • Each player rolls a die and refers to the Enemy Ships table, below. (Note: This scenario can be played with any number and ship type of the players' choice.)
  • For each die result, gather the listed AI deck and build the corresponding ship.


Mission Parameters

Objective: Systems Test – Test out new ships and upgrade configurations in three rounds of simulated combat.

  • [Cooperative] If all enemy ships in Wave 3 are destroyed, all players win.
  • [Cooperative] If any player is destroyed before the third wave, all players lose.

Reward: 0 cR

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

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)

Ending a Wave

When all enemy ships in the current Wave have been destroyed, players finish the current round before each rolling a die to determine the composition of the next Wave. 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.

Special Rules

Side Bets

(Virtual) Ace in a Day

Flynn Kady

“5,000 cR says you can't go three rounds against five enemies in an exact replica of your ship.”

Objective: A single player must survive against three waves of AI opponents using the exact configuration of ship they currently fly, outfitted only with weapons and upgrades they currently own.

  • The player rolls two dice for Wave 1, two dice for Wave 2, and one die for Wave 3.

Reward: 5,000 cR