“Anvil Squadron has been hired to escort a freighter convoy delivering humanitarian relief supplies to a colony that, until just recently, was embroiled in a decade-long civil war.
It's vitally important that you protect the convoy and ensure the supplies reach their destination. We've received reports of pirates operating in the area, so keep your head on a swivel. Should you encounter any pirate activity, your orders are to engage defensively, and buy time for the convoy to escape the area.
Best of luck, and good hunting.”
This scenario follows the rules for Custom Setup on page 25, with the following changes:
1) Build Freighters:
2) Determine Escorts:
3) Determine First Wave:
Objective: Escort the Convoy – Protect the freighter convoy from pirates and ensure the supplies they carry are delivered to their destination.
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.
“Excellent work out there! The colony's new coalition government is extremely appreciative of your efforts, and the supplies you helped deliver are already being put to use in rebuilding their devastated world.”
“With the loss of the convoy, the situation on the colony is rapidly deteriorating. We’ve already received reports of widespread riots and looting, and without adequate medical supplies, it probably won’t be long before we see the outbreak of a global pandemic.”
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 |
2 | Pirate Harasser (+1 Hull) |
3 | Pirate Harasser (+1 Evasion) |
4 | Pirate Marauder |
5 | Pirate Marauder (+2 Hull) |
6 | Pirate Marauder (+2 Evasion) |
7 | Pirate Ravager |
8 | Pirate Ravager (+2 Hull) |
Blank or Critical | Pirate Ravager (+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.