Kraelian Deserter

Kraelian Deserter is the second Encounter in the game. The second Kraelian encounter is much tougher than the first one, as the Intruder has 4 more AI cards, which brings its hit points to a whopping 11 total. The new cards also feature some mobility-based tricks. Otherwise the Encounter plays quite similarly. Mission follows standard deployment, with some terrain features.

Enemy attributes
The enemy uses Kraelian Patrol-profile. Kraelian Patrol: Speed 5, Size: Large, Basic Attack: Autoblaster [1 Range, 2+ to Hit, 1 Damage] The AI-deck is formed from all 6 Kraelian T0 cards and all 4 Kraelian T1 cards. The Hit Location deck is formed from Common Hit Location and Kraelian Hit Location decks.

Terrain
2 Small and 2 Large Asteroid Clusters: Asteroids give +2 to Evasion while inside, but entering them requires either an action or roll a die: Unless 7+ was rolled, suffer 1 damage to Hull. Players may set the asteroids anywhere on the board. Intruders ignore terrain altogether.

1 Supply Station. Station is Dangerous Terrain (1) until Kraelian Patrol has taken first damage. After that the Supply Station is inactive. Player cruisers may spend movement and action to loot the Supply Station, removing it from play. If the looting cruiser survives the encounter, a small reward is granted in the end. If Kraelian Patrol is destroyed before Supply Station is looted, the opportunity is lost and the Supply Station self-destructs.

AIs:
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Hit Locations:
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Rewards & Aftermath:
Destroying Kraelian Deserter gives players 3 Rare Elements and 3 Fusion Cores. In addition players receive 3 unlocked Anti-Matter Core modules. If players are defeated and unable to return from Encounter, resolved Failed Interception special event.