“Conditions inside the rift are playing merry hell with our sensors, but even so, it's obvious that LV-826 has been abandoned. We're not detecting any life signs, there aren't any surface lights on the night side, and the settlements all look like they're half-buried in regolith so obviously, no one's home.
We can't just go poking our way blindly after them, though. That's a great way to get jumped. But if they've passed through this area at all recently, there may be some drive signatures that we can follow. A small wing of fighters ought to be able to get close enough to sweep the area for any signatures without completely obliterating them in the process, so get out there and start sniffing around. But keep your head on a swivel. We know we're not alone in here.”
This scenario follows the rules for Custom Setup on page 25, with the following changes:
1) Setup Search Area:
Objective: Pick Up the Trail – Figure out which way the pirates have gone by following their drive signatures.
Reward: 10,000 cR (per player) plus any Kill credits scored.
Destroyed Players: These players earn 50% fewer Reward credits, but receive full Kill credits.
“Excellent work. Now we've got some idea of where we're going, and the enemy is none the wiser. Get some rest while you can. There could be anything out there, and you've got to be ready.”
Begin the Campaign – Proceed to Act II.
“Are you serious? I send you out there on a milk run, and instead of results, I've got to come and fish all of you out of the wreckage of your ships? For Pete's sake… I hope you at least have the self-awareness to be embarrassed. This is unacceptable.”
Replay this Mission, or increase Preparedness by 1 and proceed to Act II.
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 (-1 Hull) |
2 | Pirate Harasser (+1 Hull) |
3 | Pirate Harasser (+2 Hull) |
4 | Pirate Harasser |
5 | Pirate Marauder |
6 | Pirate Marauder (+2 hull) |
7 | Pirate Marauder (+1 Hull) |
8 | Pirate Marauder (-1 Hull) |
Blank or Critical | Pirate Ravager |
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) |