“Our position in orbit has spotted a flight of Oruznyan stealth bombers heading towards the Vrukarin capital city of Krav, being escorted by only a couple of fighters. The fighters are flying pretty far ahead of the bomber formation, possibly as decoys to lure defenders away and allow the heavies to slip by, or to simply shoot down any resistance and clear the flight path.
In any case, it seems the Oruznyans are feeling pretty confident about their stealth capabilities, so it probably hasn't even occurred to them that we know they're coming. This gives you the upper hand.
Get out there, deal with the fighters, and then intercept the bombers. They cannot be allowed to reach their targets. Good hunting.”
This scenario follows the rules for Custom Setup on page 25, with the following changes:
Determine First Wave:
Objective: Destroy All Enemy Aircraft – Defeat the first wave of fighters, then destroy the bombers to prevent them from reaching their target.
Reward: 15,000 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 bombers down, the city is safe – at least for now. We got lucky in that their overconfidence led them to get sloppy, but I don't know if they'll make that mistake again. Stay vigilant.”
Begin the Campaign – Proceed to Act II.
“They targeted civilians… A shopping center and apartment complex have been destroyed. Rescue crews are digging through the rubble looking for survivors, but I have a feeling the death toll is only going to go up as time runs out.”
Replay this Mission, or decrease Morale by 1 and proceed to Act II.
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 |
---|---|---|
1 | Talon Fighter | Wraith Bomber (-1 Hull) |
2 | Talon Fighter (-1 Hull) | Wraith Bomber |
3 | Talon Fighter | Wraith Bomber (+1 Hull) |
4 | Talon Fighter (+1 Hull) | Wraith Bomber |
5 | Talon Fighter | Wraith Bomber (+1 Evasion) |
6 | Talon Fighter (+1 Evasion) | Wraith Bomber |
7 | Talon Fighter | Wraith Bomber (-1 Evasion) |
8 | Talon Fighter (-1 Evasion) | Wraith Bomber |
Blank or Critical | Talon Fighter (+2 Evasion) | Wraith Bomber (+2 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 determining the composition of the next Wave. Roll a die but use the Wave column that corresponds to the number of the new 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.