“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!”
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.
2) Determine First Wave:
Objective: Systems Test – Test out new ships and upgrade configurations in three rounds of simulated combat.
Reward: 0 cR
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) |
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 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.
“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.
Reward: 5,000 cR