“We've gotten the drop on a pirate freighter, in the process of taking on fuel and illicit cargo from a number of smaller raiders, likely in preparation for a long haul back to the pirates' home base. She's powering up to run and the smaller craft are breaking off to engage us, likely trying to buy time for the freighter to escape.
Your job is to disable all the key subsystems on the freighter in the correct order, so as to disable but not destroy her. That will enable us to board and secure the ship, catalogue its contents, and return all stolen goods to their rightful owners – pirating from the pirates, if you will. If any fighters decide to get in your way, take them out. Good luck, and good hunting.”
This scenario follows the rules for Custom Setup on page 25, with the following changes:
1) Setup Freighter:
2) Determine First Target:
3) Determine Enemy Ships:
Game Length: This scenario lasts a maximum of 10 rounds. Use the Round Tracker Wheel in the Downloads section to keep track.
Objective: Disable the Freighter – Attack the freighter's subsystems in the correct order to disable them and prevent the ship's escape.
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 freighter under our control, we can take our time and sweep it thoroughly from stem to stern, securing any contraband and cataloguing items to be returned to their appreciative owners.”
“Hell, we lost the freighter! If she was carrying any weapons shipments, you can bet those will be used against us in the future.”
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 | Ship |
---|---|
1 | Pirate Harasser (+1 Evasion) |
2 | Pirate Harasser (+1 Hull) |
3 | Pirate Harasser |
4 | Reroll |
5 | Reroll |
6 | Pirate Marauder |
7 | Pirate Marauder (+1 Hull) |
8 | Pirate Marauder (+1 Evasion) |
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) |