ROGUE A.C.E.S

Alternative Campaign Environment for Snap Ships Tactics

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campaign:skiesofvrukar:act2mission3

Smash and Grab

Briefing

Captain Clayton Harroway

“Vrukarin Intelligence has received word that an Oruznyan engineer wants to defect, offering the complete technical data package for Oruznya's latest next-gen fighter in exchange for asylum. Sounds almost too good to be true, doesn't it? Well, Vrukar agrees. That's why they want you to go get him instead of risking one of their own.

The engineer's being transferred from his desk at the state design bureau to a new factory to oversee the start of production on the new fighter. This presents a unique window of opportunity to nab him while he's en route. He'll be traveling by helicopter, escorted by two fighters. Now, apparently his pilot is sympathetic and will follow you back to Vrukarin airspace if you can take down the escort fighters. So, get out there, destroy the fighters, and bring the engineer back. Good hunting.”

Play Modes

  • Solo
  • Cooperative

Setup

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

1) Build VIP Transport:

2) Determine Escort Fighters:

  • 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.
  • Players take turns rolling until two enemy ships have been generated.
  • For solo play, roll twice to randomly generate two enemy aircraft.


Mission Parameters

Objective: Retrieve the Engineer – Shoot down the enemy fighters and escort the engineer back to friendly lines.

  • If the VIP transport crosses the player deployment edge, all players win.
  • If the VIP transport crosses any other edge, all players lose.
  • If the VIP transport is destroyed, all players lose.
  • If all players are destroyed before the VIP transport crosses the player deployment edge, all players lose.

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.

Success

“Apparently, our engineer friend was on the level. I'm just as surprised as you. He's provided Vrukar with everything they need to either build a copy of the new fighter themselves, or find a weakness to exploit.”

Increase friendly Morale by 1.

Failure

“It's unfortunate that Oruznya's next-gen fighter program will be able to proceed as planned. If what the engineer had offered was genuine, it would have gone a long way towards making Vrukar more self-reliant.”

Decrease friendly 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 Ship
1 Talon Fighter (+1 Hull)
2 Talon Fighter
3 Talon Fighter (+2 Hull)
4 Talon Fighter
5 Talon Fighter
6 Talon Fighter (+2 Evasion)
7 Talon Fighter
8 Talon Fighter (+1 Evasion)
Blank or Critical 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)

Special Rules

Enemy Deployment

  • The VIP transport and escort fighters deploy along an edge perpendicular to the player's deployment area, as far from the player deployment edge as possible.

VIP Transport Movement

  • Until the escort fighters are destroyed, the VIP transport will make one Short move every round towards the edge opposite from where it deployed (representing the transport “playing along” and following its original heading towards the factory).
  • Once the escort fighters are destroyed, the VIP transport will change course towards the player's deployment edge and make a Long move in that direction each round.

Enemy Reinforcements

  • As soon as the VIP transport changes course, each player rolls a die to generate a new Wave of enemy reinforcements.
  • Enemy reinforcement fighters will prioritize the VIP transport as their target, unless the transport is further than Range 1 and there is a player ship they can attack at Range 1 instead.

Side Bets

Side Bet Name

Flynn Kady

“Side bet text goes here.”

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