“The Strait of Sevyansk is one of the most important commercial waterways in the region, and for Vrukar, is their only route to the ocean and thus to the wider world at large. The majority of their international trade is conducted through the strait and by extension, most of their infrastructure is built to facilitate commercial shipping. The Oruznyans have mined the strait in an attempt to cut off Vrukarin access to trade and cripple their economy.
Demining operations are already underway, but have come under fire from Oruznyan fighters on several occasions, so your job is to provide air cover while they do their thing. Keep those fighters occupied and as far away from the minesweepers as you can, so they can concentrate on making the strait safe for shipping again.”
This scenario follows the rules for Custom Setup on page 25, with the following changes:
1) Build Minesweeper:
2) Setup Sweep Area:
3) Determine First Wave:
Objective: Protect the Minesweeper – Engage the enemy fighters and keep them distracted while the minesweeper clears the strait.
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.
“With their access to the ocean restored, Vrukarin goods can start moving out again, and vital supplies can finally come in. In wartime, even something as simple as having access to fresh fruit can make all the difference in the world.”
Increase friendly Morale by 1.
“I can't help but notice that the minefield is still intact. Until that changes, no goods can move in or out.”
Replay this mission, or decrease friendly Morale 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 | 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) |
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 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.