ROGUE A.C.E.S

Alternative Campaign Environment for Snap Ships Tactics

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campaign:skiesofvrukar:act2mission1

Close the Sky

Briefing

Captain Clayton Harroway

“Krav International Airport is under attack by Oruznyan airborne infantry, supported by a wing of fighters. No doubt they're looking to seize the airport so that it can be used as a sky bridge to bring in more troops, supplies, and equipment.

Sortie ASAP and establish air superiority over the area, so that Vrukarin ground forces can move in and retake the airport. Or, if worse comes to worst, destroy the runway so that the enemy can't make use of it. That should be considered a last resort, though, since the airport could be a valuable asset to the Vrukarin forces themselves.”

Play Modes

  • Solo
  • Cooperative

Setup

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

1) Setup Runway:

  • Take a number of Beacon tokens from the supply equaling the number of players plus three.
  • Evenly space the Beacon tokens in a straight line, running through the center of the play area (either vertically, diagonally, or horizontally).

2) 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.
  • For solo play, roll twice to randomly generate two enemy aircraft.


Mission Parameters

Objective: Gain Air Superiority – Survive against three waves of enemy fighters. Destroy the runway only as a last resort.

  • If all enemy aircraft in Wave 3 are destroyed, all players win.
  • If at least half of the Beacon tokens are destroyed before the end of Wave 3, all players win.
  • If all players are destroyed before the third wave, all players lose.
  • If all players are destroyed during the third wave, and more than half of the Beacon tokens remain, all players lose.

Reward: 15,000 cR (per player) plus any Kill credits scored

  • Maluses: 2,500 cR is deducted from the reward pool (for all players) for each section of runway destroyed.

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

Success

“Thanks to your timely intervention, Vrukarin forces were able to repel the assault and secure the airport. They also managed to capture several Oruznyan soldiers and pilots, which should hopefully provide them with useful intel.”

Increase Morale by 1.

Failure

“Well, the Oruznyan flag has been raised over the airport and their troops are digging in. They're already flying in ground-based air defense systems, so retaking the airport will be costly. They've got a foot in the door now, and their forces will be able to come and go with impunity.”

Decrease Morale 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 Talon Fighter (-1 Hull) Talon Fighter Talon Fighter (+1 Hull)
2 Talon Fighter (+1 Hull) Talon Fighter (+1 Hull) Talon Fighter
3 Talon Fighter Talon Fighter Talon Fighter (+2 Hull)
4 Talon Fighter (+1 Evasion) Talon Fighter (+1 Evasion) Talon Fighter
5 Talon Fighter (-1 Evasion) Talon Fighter Talon Fighter
6 Reroll Reroll Talon Fighter (+2 Evasion)
7 Reroll Reroll Talon Fighter
8 Reroll Reroll Talon Fighter (+1 Evasion)
Blank or Critical Talon Fighter (+2 Evasion) Talon Fighter (+2 Hull) Talon Fighter (+3 Evasion)

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 determining the composition of the next Wave. Roll a die but use the Wave column that corresponds to the number of the new Wave (Wave 2 or Wave 3). 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

Destroying the Runway

  • The Beacon tokens can only be attacked after the start of Wave 3.
  • 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.

Side Bets

Side Bet Name

Flynn Kady

“Side bet text goes here.”

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