ROGUE A.C.E.S

Alternative Campaign Environment for Snap Ships Tactics

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campaign:piratesofthehydaeleonrift:act2mission1

The Celestial Clockwork

Briefing

Captain Clayton Harroway

“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.”

Play Modes

  • Solo
  • Cooperative

Setup

This scenario follows the rules for Custom Setup on page 25, with the following changes:

1) Setup Pulsar:

  • Place one Beacon token in the center of the play area, representing the pulsar.

2) Determine Cardinal Directions:

  • Pick an edge of the play area to represent Galactic North, and relative to that, determine the other cardinal directions. These directions will be used when the pulsar unleashes radiation spikes.

3) Determine First Wave:

  • Each player rolls a die and refers to the Enemy Ships table, below.
  • For each die result, gather the listed AI deck and build the corresponding ship.


Mission Parameters

Objective: Suppress Pirate Activity – Destroy all enemy ships to prevent them from alerting the others about the transit corridor being compromised.

  • If all enemy ships are destroyed, all players win.
  • If all player ships are destroyed with enemy ships still active, all players lose.

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.

Success

“Excellent work. With the pirate traffic confirmed, we can set up some monitoring buoys and maybe find out where they're going.”

Failure

“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.

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 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)

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

Radiation Spikes

  • At the end of each round, roll one die to determine the direction of the radiation spike.
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

Radiation Spike Effects

  • Any ship within Range 3 of the pulsar and within a 90-degree arc of the spike direction is hit (Example: A North spike will hit any ships within Range 3, located between the North-West and North-East ordinals) and must roll for damage.
    • Each ship rolls a number of dice equal to its size (listed on its Chassis card), plus any modifiers from parts.
      • For each level of Preparedness, enemy ships roll one fewer die.
    • Each die roll of 5 or more adds 2 Heat to a part that has no heat, or if all parts already have heat, deals the ship 1 damage.
    • Each Critical result rolled deals 1 damage and also disables one part on the ship.

Side Bets

Side Bet Name

Flynn Kady

“Side bet text goes here.”

  • Side bet conditions listed here.
  • Reward: # cR
campaign/piratesofthehydaeleonrift/act2mission1.txt · Last modified: by mc_tammer