ROGUE A.C.E.S

Alternative Campaign Environment for Snap Ships Tactics

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campaign:standalone:tier1mission1

Blind Man's Bluff

Briefing

Captain Clayton Harroway

“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.”

Play Modes

  • Solo
  • Cooperative

Setup

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

1) Setup Volatile Gas Pockets:

  • Take three Volatile Gas Pocket tiles per player.
  • Starting with the second player and proceeding clockwise, each player places a Volatile Gas Pocket tile in the play area. Tiles must be at least Range 1 apart, and may not be within Range 1 of the edge of the play area. Tiles may touch, but not overlap, any other terrain tiles.

2) Determine Fugitive Ships:

  • 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.


Mission Parameters

Objective: Hunt Down the Fugitives – Locate and destroy all fugitive vessels.

  • If all fugitive ships are destroyed, all players win.
  • If all player ships are destroyed while there are still fugitive ships active, all players lose.
  • [Fleeing Enemies] If any fugitive ships successfully flee, all players lose.

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.

Success

“Excellent work. Those fugitives won't be a problem for anyone any more.”

Failure

“You only had one job and you still failed. What do you have to say for yourselves?”

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 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)

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

Sensor Interference

  • All ships gain +2 to their base Evasion.
  • Ships cannot make any attacks beyond Range 2.

Plasma Eddies

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
  • Reroll any results that would cause the token to leave the play area.

Volatile Gas Pockets

  • Volatile Gas Pocket tiles can be overlapped and flown through without consequence, and provide no cover.
  • Attacking through a Volatile Gas Pocket tile will ignite it and cause it to explode.
    • Players may also directly attack any Volatile Gas Pocket tiles that are within weapon’s range and firing arc, and which their ship does not overlap. Volatile Gas Pocket tiles have 3 Evasion. If at least one die is a hit, it is destroyed.
  • When a Volatile Gas Pocket is destroyed, remove it from the play area, and any ships within Range 1 must roll for damage.
    • Each ship rolls a number of dice equal to its size (listed on its Chassis card), plus any modifiers from parts.
    • Each die roll of 5 or more deals the ship 1 damage.
    • Each Critical result rolled deals 1 damage and also disables one part on the ship.

Side Bets

Side Bet Name

Flynn Kady

“Side bet text goes here.”

Objective: Mission objective listed here.

  • Special rules and/or conditions listed here.

Reward: # cR

campaign/standalone/tier1mission1.txt · Last modified: by mc_tammer