“Omicron Sercantii is a highly-magnetized rotating pulsar, blasting out beams of intense electromagnetic radiation in every direction. We suspect the pirates might be using it as a transit corridor, relying on the elevated levels of EM interference to mask their movements from pursuers.
Your task is to recon the area and determine if there's any pirate activity. If so, make sure none of them have a chance to raise the alarm about their secret passage being discovered. And watch out for those radiation spikes. They could very easily cook you if you get caught up in the path of one. Good luck, and good hunting.”
This scenario follows the rules for Custom Setup on page 25, with the following changes:
1) Setup Pulsar:
2) Determine Cardinal Directions:
3) Determine First Wave:
Objective: Suppress Pirate Activity – Destroy all enemy ships to prevent them from alerting the others about the transit corridor being compromised.
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. With the pirate traffic confirmed, we can set up some monitoring buoys and maybe find out where they're going.”
“We've tipped our hand. The pirates now know this route is compromised and won't be sending traffic through here anymore.”
Increase Preparedness by 1.
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 | Wave 1 | Wave 2 | Wave 3 |
---|---|---|---|
1 | Pirate Harasser (-1 Hull) | Pirate Harasser | Pirate Harasser |
2 | Pirate Harasser | Pirate Harasser (+1 Hull) | Pirate Harasser (+1 Hull) |
3 | Pirate Harasser (+1 Hull) | Pirate Harasser (+2 Hull) | Pirate Harasser (+2 Hull) |
4 | Pirate Marauder (-1 Hull) | Pirate Marauder | Pirate Marauder |
5 | Pirate Marauder | Pirate Marauder (+1 Hull) | Pirate Marauder (+1 Hull) |
6 | Reroll | Reroll | Pirate Marauder (+2 Hull) |
7 | Reroll | Reroll | Pirate Ravager (-1 Hull) |
8 | Reroll | Reroll | Pirate Ravager |
Blank or Critical | Pirate Ravager (-1 Hull) | Pirate Ravager | Pirate Ravager (+1 Hull) |
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.
Die Roll | Spike Direction |
---|---|
Blank | No spike |
1 | North |
2 | North-East |
3 | East |
4 | South-East |
5 | South |
6 | South-West |
7 | West |
8 | North-West |
Critical | Radiation pulse in all directions |