Occasionally, your warband will meet theopportunity to begin a Quest. Pursuing a Quest will send you all over the map,
carrying out the tasks that complete the adventure, before obtaining unique rewards at the end of it all. While most encounters you will face are stand-alone battles, resolved within one campaign turn, a Quest consists of multiple encounters that are connected.
“A nearby star erupts with a massive solar flare, causing intense radiation bursts.”
Rule Change: During the game, all ships within 12″ of a star suffer -1 to their armor saves and have their shields reduced by half due to radiation interference.
“A mysterious dimensional rift opens in the midst of the battle, warping space-time.”
Rule Change: At the beginning of each turn, roll a D6 for each ship on the battlefield. On a roll of 1-3, the ship suffers a random critical damage effect due to dimensional instability.
” An expanding nebula envelops the battlefield, shrouding it in a dense cosmic mist.”
Rule Change: All ships suffer -1 to their Ballistic Skill and Weapon Skill due to reduced visibility within the nebula. Additionally, torpedo attacks are made at +1 range due to the nebulaic interference.
” A massive gravitational vortex forms, pulling nearby ships into its crushing embrace.”
Rule Change: At the end of each movement phase, all ships within 6″ of the vortex must pass a Leadership test. Failure results in the ship being pulled 2D6″ towards the vortex’s center. Colliding with the vortex causes immediate critical damage.
” A massive solar storm engulfs the battlefield, disrupting navigational systems and energy fields.”
Rule Change: At the beginning of each turn, roll a D6 for each ship on the battlefield. On a roll of 1-2, the ship’s shields are reduced by half due to energy fluctuations caused by the solar storm. On a roll of 3-4, the ship’s engine power is halved. On a roll of 5-6, the ship’s communications are disrupted, and it cannot receive orders for that turn.