As promised, here are the objectives we used for this side event. We played 4 90 minute rounds. For the most part, all of them played very well, with the exception of Convoy raid. I've copied it below unaltered, but I recommend making one key change: all the convoy freighters should activate between the end of the ship phase and start of squadron phase. Letting the controlling player use them as an activation caused some problems in actual gameplay. The event was a lot of fun, and might make a return next year (but probably with different objectives).
King of the Pirates (First Place): Nick Litrenta
Lovable Rogue Pretending to be a Pirate: Greg Whitaker (flew an all-Rebel fleet of TRC90s and YT-2400s)
I Like to Shoot From a Distance (most red dice): Stepehen Ferrara
“The better it looks, the better it flies, the better it shoots”: Weston Schrieber
“I thought this was a good idea”(came in last place): Eric Kasaukas
No such thing as too much firepower (most black dice): Jerry Hernanadez
“Bring me my brown pants” (worst single game loss): Jason Dedrick
Round 1: Turf Incursion
Setup: The Second player places one Unarmed Station in the play area beyond Distance 5 of all edges. All obstacles must be at least Distance 3 from the station and distance 1 from each other.
Deployment: The second player MUST deploy all ships and squadrons on or at Range 1-2 of the station.
End of Game: The first player adds 75 points to their score if the station is destroyed. If the station survives, the second player adds 75 points.
Round 2: Station Raid
Setup: Place the station in the center of the play area, and then place 4 objective tokens on it. Place all obstacles as normal.
Special Rule: When a ship lands on the station, it may claim one objective token. Some part of the ship base MUST overlap the station to count as landing. While a ship is on the station, it may not attack. The objective token is then placed on the ship base. If the ship is destroyed, the token is removed from play.
End of Game: Add 50 points to your score for each objective token held by a ship.
Round 3: Convoy Raid
Obstacles: Two dust clouds, six asteroids (each player contributes three), two debris fields, no station.
Convoy Freighters: Three extra flotilla units are required for this objective. GR-75, Gozantis, or custom units may be used. These flotillas represent the Freighter Convoy.
Anti Ship: 0, Anti Squad: 0, Shields: 1 per hull zone; Hull: 3, Defense Tokens: 1 Scatter, 1 Evade, Commands: Navigate, Engineering
Navigation: Speed 1, 2 yaw clicks; Speed 2: First Joint 1 Yaw, Second Joint: 2 Yaw
Setup: Place all obstacles as normal, including the dust clouds, at least distance 2 from all edges. Obstacles may be placed in deployment zones. First Player uses standard deployment zone size. Second Player deployment zone is range 4 from their edge and extends to the side edges. Second Player deploys the 3 Convoy Freighters AFTER all other ships and squadrons are deployed. Convoy Freighters may be placed anywhere within Range 2 of the Second Player’s deployed ships.
Special Rules: Second Player has initial control over the Convoy Freighters. Players may activate freighters under their control instead of their standard activations. Freighters do not count as Friendly to anyone and can only resolve Navigate and Engineering command dials/tokens. Players cannot resolve critical effects against freighters and behave like flotillas if overlapped.
Capturing Freighters: A player may capture a freighter from the other player by spending a squadron command dial from a ship that activates within Range 1 of a freighter controlled by the opposing player.
End of Game: Each player receives 60 victory points for each freighter under their control at the end of the game.
Round 4: Rescue Hondo!
Legendary pirate, renowned smuggler, and a true friend to all Hondo Ohnaka is in trouble. In what can only be described as an extreme overreaction to a small discrepancy in the quantity of goods delivered, Hondo has been taken hostage by the once great, but now rapidly fading, criminal syndicate Black Sun. Word has gone out to all the new aspiring pirates in the Outer Rim: Hondo is in trouble, and whoever rescues him will earn his eternal gratitude and mentorship, access to his extensive network of underworld contacts and secret hiding spots. Oh, he also owes you money. Quite a bit of money.
Obstacles: Six Asteroids, four debris fields.
Setup: Place the station in the center of the play area. This is an Armed Station. Place one objective token on the station. This token represents Hondo. The Armed Station has the following stats:
Attack Dice: 4 Blue; Anti-Squad: 2 Blue,
Players alternate placing obstacles starting with Second Player. Obstacles must be placed at least Distance 3 from the station and Distance 1 from each other.
Station Attacks: At the end of each round, the station MUST attack all ships and squadrons within range. It cannot attack ships or squadrons that are on the station. The station can resolve the standard critical effect and accuracies as determined by the opposing player. When attacking a ship, if the station has range and LOS to multiple hull zones than the opposing player selects the hull zone to attack. LOS and range are determined by the closest point of the station.
Disabling Station: Once all shields are depleted the station is DISABLED. Once disabled, it may be boarded to RESCUE HONDO (see below).
Rescuing Hondo: In order to claim Hondo’s token, a ship must land on the station. If it survives, it may claim the token when it reveals its command dial during the next turn. Ships on the station cannot attack or be attacked by other ships on the station. However, ships on the station may be attacked by ships and squadrons NOT on the station.
If a ship leaves the station with Hondo’s token but is destroyed, the token is placed in the play area within Distance 1 of the destroyed ship by the player whose ship was destroyed. It may be claimed by another ship when it reveals a command dial within Distance 1 of the token.
End of Game: Whoever owns the ship with Hondo’s token at the end of the game scores 75 VP. If Hondo’s token was claimed from the station, but left in the play area, then whoever destroyed the last ship to hold the token loses 75 VP. If Hondo is still on the station then both players score 0 VP for the match.