IanSolo_FFG

Custom mission : Gall spaceport

6 posts in this topic

I've been talking about a custom mission I was working on here and there on the forum.  I have finally come up with something that I'm willing to share.  

The mission is inspired on the Gall spaceport mission from the mid-90s Shadows of the Empire video game (the reason I harassed my parents to get me an N64 console at that time!).  

It mostly uses tiles/figures from the Core box but also some components  from Twin Shadows/wave 2 expansions (some tiles and some figures).  There's also a Wampa figure in the starting group which would be required from Return to Hoth.  There was Wampas in the video game (called cliff wampas with brownish fur to distinguish them from Hoth's wampas)  hence why I included one in the mission.  However, it could possibly be replaced with something else (some thoughts might be needed but a nexu might work) in case someone who wants to try the mission does not have the Return to Hoth expansion.

I would like to thanks fellow forum member  @a1bert for sharing his templates, which allowed me to present the mission briefing with a more "official" look.  It's not perfect as I know there are some formatting issues and most certainly translation errors (English is not my first language) so feel free to report them if they are game breaking (and even if they are not).

 

https://www.dropbox.com/sh/qpdij8ca63k72d7/AACYfiZxCFUyW3xw9tSJvlrka?dl=0

I've only play tested it twice, so I do not pretend it is balanced.  If you decide to try it, I would be very curious to read about your experience (heroes, threat level, imperial class and agenda decks, ect), so please post your experiences!

So I said I've play tested this mission twice.  I'll give a bit more info on that below.  

This mission was intended to be a end-of-campaign mission.  My play tests were done with that in mind, i.e. at threat level = 6.  The heroes were as follow :

Vinto : Hair trigger pistol, Combat coat (Tier I), Desperado (reward), Shot on the run (1xp), Sharp shooter (2xp), Battlefield experience (2xp), Dead on (3xp) and Rapid fire (4xp)

Gideon : Holdout blaster, Admiral's uniform (Tier III), Called shot (1xp), Air of command (2xp), Mobile tactician (2xp), Rallying shout (3xp), Masterstroke (4xp)

Mak : Modified energy cannon (Tier III), Sniper Scope (III), Disruption cell (III), Disengage (1xp), Jeswandi training (2xp), Target acquired (2xp), Execute (3xp), No escape (4xp)

Verena : Hand cannon (Tier I), Spread barrel (Tier II), Combat momentum (1xp), K'tara maneuver, Student of battle (2xp), Point blank shot, Master operative (4xp)

The imperial player used :

 

Nemesis class deck : Powerful foe, Inspirational, Prepare the ambush (1xp), Ringleader (2xp), I'm on the leader (2xp), Leave them to me (3xp), Indomitable (4xp)

Agenda cards in hand at the time of play testing : On Jabba's order (1 influence, from Jabba's Empire), Best of the Best (1 influence, from Crimson Empire), ISB enforcers (2 influences, from Imperial security bureau)

Open groups : Elite Stormtroopers, elite ISB agents, elite Jet troopers 

Escort groups from special setup : regular Royal guard and regular Imperial officer

Using the setup described above, both play tests ended up very close.  One game was won by the imperials while Boba Fett had 1 or 2 health points remaining, while the second game ended with Mak being the only healthy hero left.  In both play tests, the Royal guard champion was deployed (at a low threat cost thanks to the Nemesis deck) before the first door was opened in attempt to slow down and harass the heroes.  Again, I give no guarantee that it is balanced.  Other combination of heroes/imperial classes/agenda cards might "break" the mission, but I'd still be curious to know how it went. 

I've wanted to stick to the (legend) stories surrounding the Shadows of the Empire era.  For thematic reasons, I've ruled out the possibility for the rebels to bring the main OT rebel characters.  It may be too restrictive after all but as some might already know, I like, no I love thematic gameplay experience!

Edited by IanSolo_FFG

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I have glanced at the thing and I'm looking forward to running it. At first glance, it seems a bit ambitious and complex, but I'll give it a og when I can find the time :)

(Perhaps you'd like to playtest some of my homemade missions too at some point?)

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5 hours ago, angelman2 said:

I have glanced at the thing and I'm looking forward to running it. At first glance, it seems a bit ambitious and complex, but I'll give it a og when I can find the time :)

Thanks!  I'll be looking forward to any comments/suggestions/improvements you might have.

5 hours ago, angelman2 said:

(Perhaps you'd like to playtest some of my homemade missions too at some point?)

Of course!  I'd love to try homemade missions.  Whenever you want to share, please do so!

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I’m gonna give this a try! Glancing at your hero setup, they have 12 xp each, but only Mak has tier 3 equipment. To distribute fairly amongst heroes, whilst keeping it “balanced” how much tier 3 and 2 equipment would you suggest?

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1 hour ago, DKNecrosis said:

I’m gonna give this a try! Glancing at your hero setup, they have 12 xp each, but only Mak has tier 3 equipment. To distribute fairly amongst heroes, whilst keeping it “balanced” how much tier 3 and 2 equipment would you suggest?

Thanks for trying it out.  You are asking a very good question.  I wrote down the heroes I used in my play tests as an illustrative example.  I did not build the hero group specifically for that mission.  In fact, the heroes I used were various end-of-campaign heroes that I picked.  They were built this way during the course of their respective campaign that I played.   Now that you bring that point, it may not be the most optimal or realistic equipment upgrade at all.  

With that being said, I've only play tested twice with the same group of heroes, with the same XP cards and with the same equipment.  So I have no idea how other combination of heroes, other combination of XP cards or other equipement could affect "balance" of the mission (if we can even say so, like I said I've only play tested twice ... to soon to talk about a balanced scenario).

That's why I'm really interested and curious to read reports of anyone who will have found time to play the mission with their group.

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3 hours ago, IanSolo_FFG said:

Thanks for trying it out.  You are asking a very good question.  I wrote down the heroes I used in my play tests as an illustrative example.  I did not build the hero group specifically for that mission.  In fact, the heroes I used were various end-of-campaign heroes that I picked.  They were built this way during the course of their respective campaign that I played.   Now that you bring that point, it may not be the most optimal or realistic equipment upgrade at all.  

With that being said, I've only play tested twice with the same group of heroes, with the same XP cards and with the same equipment.  So I have no idea how other combination of heroes, other combination of XP cards or other equipement could affect "balance" of the mission (if we can even say so, like I said I've only play tested twice ... to soon to talk about a balanced scenario).

That's why I'm really interested and curious to read reports of anyone who will have found time to play the mission with their group.

I’ll try randomly look at win/lose rewards and then the players will get that amount. I will report our results :)

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