“A gang of dangerous fugitives has managed to slip through a planet-wide dragnet and have disappeared into a nearby nebula. Local authorities have contracted Anvil Squadron to assist, so we’re sending you in to find them.
However, conditions inside the nebula aren't exactly favorable. Visibility is low and EM interference will render sensors all but useless, so you'll have to fly by eye. Also, beware of the many pockets of volatile gas scattered throughout the nebula. If you're too close to one when it ignites, you're in for a bad time, so check your fire.
Good luck and good hunting.”
This scenario follows the rules for Custom Setup on page 25, with the following changes:
1) Setup Volatile Gas Pockets:
2) Determine Fugitive Ships:
Objective: Hunt Down the Fugitives – Locate and destroy all fugitive vessels.
Reward: 10,000 cR (per player) plus any Kill credits scored.
Destroyed Players: These players earn 50% fewer Reward credits, but receive full Kill credits.
“Excellent work. Those fugitives won't be a problem for anyone any more.”
“You only had one job and you still failed. What do you have to say for yourselves?”
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 | Pirate Harasser |
2 | Pirate Harasser (+2 Hull) |
3 | Pirate Harasser (+3 Hull) |
4 | Pirate Marauder |
5 | Pirate Marauder (+2 Hull) |
6 | Pirate Marauder (+3 Hull) |
7 | Pirate Ravager |
8 | Pirate Ravager (+2 Hull) |
Blank or Critical | Pirate Ravager (+3 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) |
At the start of each round, roll 1 die for each Volatile Gas Pocket tile.
Die Roll | Effect |
---|---|
1 – 2 | Move the token 1 Short towards the left-hand edge |
3 – 4 | Move the token 1 Short towards the right-hand edge |
5 – 6 | Move the token 1 Short towards the upper edge |
7 – 8 | Move the token 1 Long towards the bottom edge |
Blank or Critical | Reroll |