ROGUE A.C.E.S

Alternative Campaign Environment for Snap Ships Tactics

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campaign:piratesofthehydaeleonrift:act2mission3

Deliverance

Briefing

Captain Clayton Harroway

“Seeing as how most people aren't exactly chomping at the bit to live inside a volatile, radioactive hellscape, the pirates are staring down the barrel of a genetic diversity crisis. Without new blood to introduce into the gene pool, it'll only result in a steadily-shrinking population of inbred degenerates. And it seems they know this, because they've been 'recruiting new settlers' over the course of some of their raids.

An 'acclimatization facility' has been discovered on a nearby asteroid, where captive colonists are inprocessed and 'prepared' for the conditions in the rift to try and increase their chances of survival. I'll leave it to you to imagine what goes on in there. Naturally, we're heading up a rescue operation, but it'd be naive to even hope that a place like this would be anything less than well-defended.

They have a number of anti-aerospace gun emplacements set up around the site which you need to take down before we can effect any kind of rescue. Otherwise, the rescue craft are just going to get lit up and shredded upon arrival. We also have reason to believe that a quick reaction force of enemy fighters is garrisoned nearby, so this certainly won't be easy. But you all know what to do. Take out those AA guns, and if enemy reinforcements do show up, take them out too. Good hunting.”

Play Modes

  • Solo
  • Cooperative

Setup

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

1) Setup Asteroid Facility:

  • Place the Enemy Facility tile in the center of the play area.

2) Setup AA Gun Emplacements:

  • Take two Beacon tokens per player, plus one extra for each level of Preparedness.
  • Starting with the second player and proceeding clockwise, each player places a token in the play area, forming a loose perimeter around the asteroid. Tokens must be at least one base-length apart, and may not be within Range 1 of the edge of the play area.


Mission Parameters

Objective: Rescue the Captives – Destroy all anti-aerospace gun emplacements and clear the way for the rescue teams.

  • If all AA gun emplacements are destroyed, all players win.
  • If all players are destroyed while AA gun emplacements are still active, all players lose.

Reward: 10,000 cR (per player) plus any Kill credits scored.

  • Bonuses: 2,500 cR for each AA gun emplacement destroyed.

Destroyed Players: These players earn 50% fewer Reward credits, but receive full Kill credits.

Success

“Great job out there. The rescue teams were able to make it inside and get everyone out. The former captives are going to be repatriated and will get to see their families again, thanks to you.”

Failure

“I hope you don't need me to tell you this, but that was an absolute disaster. The enemy forces are digging in now, and any future rescue attempts will be all but impossible. You blew the only chance we had… The law may entitle you to three meals and bed to sleep in, but if it were up to me, you'd get what those captive colonists are getting right now.”

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 Ship
1 Pirate Marauder (+2 Hull)
2 Pirate Marauder
3 Pirate Marauder (+1 Hull)
4 Pirate Marauder
5 Pirate Ravager
6 Pirate Ravager (+1 Hull)
7 Pirate Ravager
8 Pirate Ravager (+2 Hull)
Blank or Critical Pirate Ravager (+3 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)

Special Rules

Enemy Facility

  • The Enemy Facility tile is considered an obstacle and follows the rules for Collisions on page 9, with the following changes:
    • During the Resolve collision damage step, each die roll of 5 or more deals the player ship 1 damage.
    • Each Critical result rolled deals 1 damage and also disables one part on the player ship.
    • Enemy ships can overlap the Enemy Facility tile with no penalty.
    • When attacking, the Enemy Facility tile is considered hard cover and follows the rules for Attacking Through Terrain Tiles on page 16.

AA Gun Emplacement Defenses

  • Any player ship that gets within Range 1 of a Beacon token is automatically targeted and fired upon by the AA gun emplacements. AA gun emplacements have a 360-degree firing arc and fire their MK16 Autocannon at any ship that is within range (Roll 4 dice, hitting on 2 + Evasion, dealing 1 damage per hit).

Destroying AA Gun Emplacements

  • Players may attack any Beacon tokens that are within weapon’s range and firing arc, and which their ship does not overlap. Beacons have 3 Evasion. If at least one die is a hit, it is destroyed.
  • When an AA gun emplacement is destroyed, the player responsible collects the token and places it beside their ship's chassis. Each token can be redeemed for a bounty of 2,500 cR at the end of the mission.

Enemy Reinforcements

  • For every two AA gun emplacements destroyed, roll one die. If the result is equal to or less than the Preparedness level (or is a Blank or Critical result), a wave of enemy fighters deploy. Each player rolls a die and refers to the Enemy Ships table, above. For each die result, gather the listed AI deck and build the corresponding ship.

Side Bets

Side Bet Name

Flynn Kady

“Side bet text goes here.”

  • Side bet conditions listed here.
  • Reward: # cR
campaign/piratesofthehydaeleonrift/act2mission3.txt · Last modified: by mc_tammer