“It's been a long, relentless hunt, but we've finally located the pirates' base of operations – a space station hidden in the outer layers of the gas giant RH-881d. It looks as though they're harvesting and refining the atmospheric gases into a fuel source.
Now, the contract says we're expected to end the pirate threat 'by any means necessary,' presumably even if that means killing their women, children, elderly, and wounded in the process. I'm not happy with the idea, but the company has not afforded me the luxury of turning down this assignment, so officially, your orders are to proceed with destroying the station.
But, I would be remiss if I didn't warn you that there are many pockets of volatile gas in the area, which if dispersed in the right concentration, could cause a chain reaction that would render this entire region uninhabitable for generations. Everyone would be forced to relocate, including the colonists on Corilano. Consider yourselves warned. Good luck, and good hunting.”
This scenario follows the rules for Custom Setup on page 25, with the following changes:
1) Setup Space Station:
2) Setup Volatile Gas Pockets:
3) Determine First Wave:
Objective: End the Pirate Threat – Prevent any future raids on the Corilano colony by any means necessary.
Reward: See relevant Success result text.
Destroyed Players: These players earn 50% fewer Reward credits, but receive full Kill credits.
“Well… A contract's a contract, I guess, but that doesn't make me feel any better about it. If your conscience can be assuaged with credits, please show me how.”
Reward: 50,000 cR (per player) plus any Kill credits scored.
You win the Campaign!
“Well, I think we may have forfeited our paychecks on this one, but at least we aren't responsible for genocide. Here, this is out of my own pocket. Thanks for getting us out of this with a relatively-clean conscience.”
Reward: 10,000 cR (per player) plus any Kill credits scored.
You win the Campaign!
“All you've managed to do is piss the pirates off. I'm sure they're going to be much more ruthless in their activities from now on. We should probably get out of here while we still can, and warn the colonists on Corilano that they might want to do the same.”
You lose the Campaign.
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 | Pirate Harasser (+1 Hull) | Pirate Harasser (+2 Hull) |
2 | Pirate Harasser | Pirate Harasser (+1 Evasion) | Pirate Harasser (+2 Evasion) |
3 | Pirate Marauder | Pirate Marauder (+1 Hull) | Pirate Marauder (+2 Hull) |
4 | Pirate Marauder | Pirate Marauder (+1 Evasion) | Pirate Marauder (+2 Evasion) |
5 | Pirate Marauder | Pirate Marauder (+1 Hull, +1 Evasion) | Pirate Marauder (+2 Hull, +2 Evasion) |
6 | Reroll | Reroll | Pirate Ravager (+1 Hull) |
7 | Reroll | Reroll | Pirate Ravager (+1 Evasion) |
8 | Reroll | Reroll | Pirate Ravager (+1 Hull, +1 Evasion) |
Blank or Critical | Pirate Ravager | Pirate Ravager (+1 Hull) | Pirate Ravager (+2 Hull) |
In this scenario, enemies will not flee under any circumstances.
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.