Another of the less standard missions. I prefer the 1st edition rules in which the blockade fleet is scattered, rather than the 2nd edition rules in which the blockade fleet sets up as it likes but is inactive the first turn. Because under 2nd edition rules, blockade runners with speed at least 12 are pretty well guaranteed to get through.
Turn 1: All Power To Engines. The ship is now 18" from the starting edge.
Turn 2: Close Blast Doors. This is the one chance the blockaders have to stop it, otherwise it's now 30" from the starting edge.
Turn 3: All Power To Engines. The ship is now 48" from the starting edge, i.e. off the other side of a 4' wide table.
A fortunate layout of asteroids or a lucky critical might stop something like a Demos or a White Star. Not much else will.
Another tactic which I read on the forum a while ago is for the Narn to use a T'Loth. Barring criticals (which it now has a 1/6 chance of avoiding by using Close Blast Doors), it just lumbers across the table absorbing damage - it has more damage points than most Battle level ships.
Turn 1: All Power To Engines. The ship is now 18" from the starting edge.
Turn 2: Close Blast Doors. This is the one chance the blockaders have to stop it, otherwise it's now 30" from the starting edge.
Turn 3: All Power To Engines. The ship is now 48" from the starting edge, i.e. off the other side of a 4' wide table.
A fortunate layout of asteroids or a lucky critical might stop something like a Demos or a White Star. Not much else will.
Another tactic which I read on the forum a while ago is for the Narn to use a T'Loth. Barring criticals (which it now has a 1/6 chance of avoiding by using Close Blast Doors), it just lumbers across the table absorbing damage - it has more damage points than most Battle level ships.