Jump to content

RedKnightRob

Members
  • Content Count

    27
  • Joined

  • Last visited


Reputation Activity

  1. Like
    RedKnightRob got a reaction from Darth Meanie in Who’s sticking with 1st Ed. because they don’t want to remake all their custom cards?   
    Staying with 1st.  I don't feel like getting a second job to be able to afford all new cards for the ships I already have.  I enjoy what I have and I can make custom cards if I need something "new" for my 1st edition stuff.
  2. Sad
    RedKnightRob got a reaction from Darth Meanie in Picutorion Campaign Log   
    Ouch!  That did not go well for the Imperials at all.
  3. Like
    RedKnightRob reacted to Darth Meanie in A 2.0 Campaign   
    A Spark of Hope
         It is a dark time for the Resistance.  A single MC 85 Star Cruiser, the Judicious, is being relentlessly pursued by the First Order’s Resurgent-class Battlecruiser, the Insidious Inception.  Outmatched, the Runaway needs to escape the sector and the clutches of the First Order before it’s too late.  Can the Runaway perform a fighting withdrawal to escape with its precious but limited resources and regroup with Resistance Command, or is this the beginning of the end for the Republic?
     
         An MC-85 carries four squadrons.  For the Judicious, this is Green Squadron (12 RZ-2 A-Wings}, Red Squadron (12 T-70 X-Wings) and Blue Squadron (12 T-70 X-Wings), and the remnants of Cobalt Squadron (7 MG-100 StarFortresses).  Meanwhile, a Resurgent-class Battlecruiser carries 2 wings (12 squadrons, or 144 ships!!).
     
         To emphasize this disparity, the Resistance player is allowed to deploy 700 points of fighters for each mission unless otherwise noted.  On the other hand, he cannot exceed the total of 41 ships, (as noted above, and in the numbers noted above) during the course of the scenario.  If players want to be even more restrictive, the Resistance player may only use generics from the appropriate squadron. . .and if all of Red Squadron is destroyed (12 ships), only Blue Squadron pilots are available.  If he runs out of fighters before the objectives are completed, the First Order player automatically wins. 
         The First Order player must always deploy the standard 600 points. . .but never runs out of fighters.  However, the First Order is limited to utilizing 1 Upsilon, 1 TIE Silencer and 1 flight (4 ships) of TIE/so per list in an engagement.
         Since this a campaign, named pilots and unique droids or ships cannot be used again if destroyed in an engagement.  Disposable ordnance (missiles, etc.) are in unlimited supply for the Resistance.
     
    Mission 1:  You Need a Pilot
         Poe and Finn are trapped on the Insidious Inception.  Can they escape in a stolen TIE and make it back to the Resistance?
        Set Up:  6x3 play area.  Players deploy along the short ends of the board within Range 3 of the table edge.  Players place 12 Asteroids as usual.  The Resistance player designs a TIE/so with Poe’s 1.0 pilot ability and Initiative 6 that does not count towards his list total. 
        Play:  The First Order has Initiative.  Play is as typical, with the following in game special effects:
         A countdown timer (a 6-sided die) is set to 6.  Each turn, roll an Attack die.  On a Hit, reduce the count by 1.  On a Critical Hit, reduce the count by 2.  On any other result, do not reduce the timer.  When the count reaches 0, the stolen TIE/so appears from the hangar bay of the FO battlecruiser (i.e., from the FO player’s side of the board).  The Resistance player sets the TIE for any desired maneuver and deploys the TIE from anywhere along the FO player’s edge.  They then execute the chosen maneuver from the table edge in normal Initiative order.
         The Resistance player must fly the stolen TIE off their table edge.  Once the TIE has appeared on the board, pilots may flee any table edge to avoid being destroyed.  Note that the stolen TIE may not flee any table edge. . .it must cross the board.
         Victory Conditions:  If the stolen TIE is destroyed, Finn and Poe are killed and lost!
     
    Mission 2:  Cannon Cleanse
         To protect the Judicious from long-distance barrage, the Resistance mounts a mission to destroy the Insidious Inception’s long-range guns.
        Set Up:  6x3 play area.  Players deploy along the long edges of the board within Range 1 of the edge.  The First Order player places 6 Surface Cannons instead of the usual 12 Asteroids.  Each Cannon must be within Range 3-4 of any table edge, and more than Range 5 from each other.
        Play:  The First Order has Initiative.  Play is as typical, with the following in game special effect:
         Each Cannon has Initiative 1, 4 Attack (as a single mobile turret), 0 Agility, 8 Hull and 0 Shields.  It can Calculate or Rotate as an Action.  There are no range modifiers when attacking; instead, all defenders double their agility when attacked.
         Victory Conditions:  When all the Surface Cannons are destroyed, any remaining Resistance Ships can jump to hyperspace by fleeing any table edge.
     
    Mission 3:  Permission to Blow Something Up?
         The Resistance has discovered a juicy target:  a lone, recommissioned corvette, the Sunslicer, that is being used by the First Order.
        Set Up:  6x3 play area.  Players deploy along the long edges of the board within Range 1 of the table edge.  Players place 12 Asteroids as usual.
        Play:  The Resistance has Initiative.  Play is as typical.
         Victory Conditions:  When the Sunslicer is destroyed, any remaining Resistance Ships can jump to hyperspace by fleeing any table edge.  If the Resistance wins, they can recover a Unique pilot.
     
    Mission 4:  At What Cost?
         Bombs away!!  The Resistance must destroy a target with bombs.
        Set Up:  6x3 play area.  Players deploy along the long edges of the board within Range 1 of the table edge.  Players place 12 Asteroids as usual.  The First Order than places an empty large ship base further than Range 3 from any table edge.
        Play:  The Resistance has Initiative.  Play is as typical.  To destroy the target, the Resistance must hit it with a bomb; no other attack can damage the target.  Bombing runs follow normal rules for deploying bombs.  Treat the target as an obstacle when overlapped by a ship or when fired through.  Seismic charges can damage the target as if it were a ship, but do not automatically remove it like other obstacles.  The target has 6 HP.
         Victory Conditions:  When the target is destroyed, any remaining Resistance Ships can jump to hyperspace by fleeing any table edge.
     
    Mission 5:  The Search For Luke (or, There and Back Again, a Jedi’s Tale)
         The Resistance needs Skywalker.  The Millennium Falcon must escape the clutches of the First Order in order to find him.
        Set Up:  6x3 play area.  Players deploy along the short ends of the board within Range 3 of the table edge.  Players place 12 Asteroids as usual.  The Resistance player’s list must feature a single Scavenged YT-1300 as part of his 700 point list.  
        Play:  The First Order has Initiative.  Play is as typical.  However, the Resistance player’s YT-1300 must cross the board to at least at Range 3 of the First Order’s edge, turn around, and fly off the Resistance player’s edge.
         Victory Conditions:  If the YT-1300 succeeds, the Resistance may recover a lost Crew Upgrade.  If the YT-1300 is destroyed, any remaining Resistance ships may flee any table edge.
     
    Mission 6:  Resistance Command
         The First Order has discovered the location of the Tantive IX, a Corellian Corvette carrying General Leia.  The First Order launches a strike to destroy the corvette, and with it, the leaders of the Resistance. 
        Set Up:  6x3 play area.  Players deploy along the long edges of the board within Range 1 of the table edge.  Players place 12 Asteroids as usual.
        Play:  The Resistance has Initiative.  Play is as typical.
         Victory Conditions:  If the Tantive IX is destroyed, any remaining Resistance Ships can jump to hyperspace by fleeing any table edge.  If the Resistance wins, they may use a YT-1300 in a final attempt to. . .
     
    Mission 7:  Save the Resistance
         The ragtag Resistance fleet makes a final run for the Outer Rim.  Can they withstand the barrage of the Insidious Inception, or will they be pulverized before they can make the jump to lightspeed?
        Set Up:  6x3 play area.  Players deploy along the short ends of the board within Range 3 of the table edge.  Players place 12 Asteroids as usual.  The Resistance player’s list is made up of 3 GR-75s, maybe a YT-1300 (see Mission 6), and all remaining ships.  If all remaining ships will exceed 700 points, they may not have any upgrades assigned to them.
        Play:  The Resistance.  The Resistance must have at least one ship make it off the First Order’s table edge. However, no ships may exit the battlefield until all the GR-75s are lost, or until one GR-75 leaves the table.
         In addition, the Resistance is being bombarded at long range by the Insidious Inception.  At the end of each turn, the First Order player makes a 5 die attack against any Resistance ship he chooses.  This die roll cannot be modified.  The Resistance player defends as normal.  For the effects of the Reinforce action, consider the attack to be coming from the Resistance edge of the table!
         Victory Conditions:  If a resistance ship survives, they are the spark that will ignite the flame of rebellion.  If they fail, and you witness the destruction of the rebel fleet, all remaining systems will bow to the power of the First Order!!
  4. Like
    RedKnightRob got a reaction from weisguy119 in I finally finished writing my blog article for my Epic/Cinematic Play asteroid base scenario, The Battle of the PAW Installation   
    Freaking Sweet!
    Thanks for the write up.  I would love to run something like that.
  5. Like
    RedKnightRob reacted to morphelia in M's tinkerer's workshop   
    You think the Millenium Falcon is a piece of junk? Behold the YT1300 armored transport "Stag Beatle"!

    Could it use a polishing? Sure.
    Has it seen better days? Maybe.
    But is it a sturdy trusty workhorse? You bet!
    Reinforced hull around the extended canopy and propulsion systems. A military-grade hyperdrive scavenged from a captured sentinel-class landing craft.

     
    An additional port-mounted heavy laser turret from a discarded Clone Wars Juggernaut. Additional external missile bays on starboard provide the extra punch. She even has a couple of cosy Gundark leather passenger seats to offer, as long as you are willing to operate the quad lasers!

    After she was found adrift in the Raxus system, badly-hit and missing all escape pods, she ended up on Raxus Prime, in the industrious hands of the Si'fit brothers, two Bothan mechanics and Rebel sympathizers. They hid the ship from their employer's eyes, a Rodian scrap merchant, and secretly sourced parts from the endless scrapyards. It was also them who christened the ship "Stag Beatle", after that arm-long creature that attacked them when they first opened the water conditioning tanks (it is now stuffed on display in the cockpit). Her old designation "The Booming Meadows of Zeltros" really didn't seem fit any longer, and obviously hadn't brought her much luck anyway. After several years of clandestine repairs and modifications, the freighter was spaceworthy again! In a daring escape (which included the illicit use of a garbage pit cannon) the Bothans "quit their job", eluded their employer's henchmen and got away. After some shady errands for various clients, the ship finally arrived in the Aturi cluster, stationed with a small Rebel cell. Designated for quick-and-dirty transport jobs, the Stag Beatle does not seize to impress when other freighters would be blown to pieces! The missing escape pods have never been replaced.

    [updated picture links]
  6. Thanks
    RedKnightRob got a reaction from Darth Meanie in Clinker Squadron   
    Nice.  I like the squads you come up with.
  7. Like
    RedKnightRob got a reaction from Odanan in Homemade Upgrade Cards...   
    Oh wow, those look great.  Do you mind if I use them in my own games?
    I tried this one for fun.

  8. Like
    RedKnightRob got a reaction from weisguy119 in A photo album battle report for The Battle of the PAW Installation (Prototype Assessment Way station) - 47 pics + 1 video   
    I play 1st edition and can't see myself moving on to 2nd edition.  I don't do/enjoy tournaments and prefer to fly casual with friends and/or playing solo using Heroes of the Aturi Cluster Campaign rules for co-op play. 
    I have heard the values are approximately double as well.
  9. Like
    RedKnightRob reacted to RedLeader23 in A photo album battle report for The Battle of the PAW Installation (Prototype Assessment Way station) - 47 pics + 1 video   
    That is so awesome, love the Arquitens and Nebulon-B. Can’t wait to see this on Friday Night X-wing.
  10. Like
  11. Like
    RedKnightRob reacted to weisguy119 in A photo album battle report for The Battle of the PAW Installation (Prototype Assessment Way station) - 47 pics + 1 video   
    Battle Report (47 pics + 1 video):
    https://imgur.com/a/ypV7DHV
    Here’s a picture log of how it went down.  Look for the video of the exploded base where I display some masterful voice acting work.  Lol.
    In the coming days, I’ll do a full write-up for the Friday Night X-wing blog that will discuss my inspirations for the project and sources for the components used.  The article will include a full components list, an outline of the mission objectives and special rules, high res images of all the custom cards, galleries explaining the custom mechanics of the custom Huge ships, a full written Batrep of every round, ship by ship, and the full picture log of this project.  I took a whopping 82 pictures and one video.
    This project has been around a year in the making and took a full five days to set up, play test and tear down.  I’m pretty happy with how it all turned out.  It’s basically just an excuse to throw all the cool things I’ve come across onto the mat and let the dice fly.  After this, it’s on to my “Strike on Imperial Base Felucia” land/air scenario.  The fun never ends!
  12. Like
    RedKnightRob got a reaction from weisguy119 in A photo album battle report for The Battle of the PAW Installation (Prototype Assessment Way station) - 47 pics + 1 video   
    Dang!  That looked fun.  Congrats for getting it done.  I look forward to your write up/novel of the battle of the PAW Installation. It looks like the Empire will retain the upper hand thanks to the escape of Zaarin.
  13. Like
    RedKnightRob got a reaction from weisguy119 in The stage is set. Tomorrow, The Battle of the PAW Installation begins!   
    I actually prefer to have cards on the table, not an App.  I play Star Wars to get away from electronics for a while.
  14. Like
    RedKnightRob got a reaction from weisguy119 in The stage is set. Tomorrow, The Battle of the PAW Installation begins!   
    I am looking forward to reading the writeup.  😀
  15. Like
    RedKnightRob got a reaction from Darth Meanie in Squall Squadron (or, An Exercise in Narrative X-Wing)   
    Go Buck Rogers!
  16. Like
    RedKnightRob reacted to benlane17 in Showcase: Y-wing   
    Super Mario Bros themed Y-Wing
  17. Like
  18. Like
    RedKnightRob got a reaction from Darth Meanie in Picutorion Campaign Log   
    If you are looking for a way to spend the points....
    A.  You could include an "upkeep" charge.   If you don't do anything, you still have to pay upkeep for your fleet.
    or
    B.  You could have Scum & Villainy be a diversion for the player that spent nothing.  They wont earn as much as picking a diversion (maybe 50% maximum?), and have a chance to lose the same amount as they gain if they lose (if you can gain 2 maximum, then you can lose 2 maximum).  The Scum and VIllainy team are raiders and pirates and merely want to steal ships, kidnap pilots and crew for ransom, revenge, etc.
     
×
×
  • Create New...