Jump to content
Darth Meanie

Picutorion Campaign Log

Recommended Posts

The Battle for Picutorion

A 1st Edition X-Wing Miniatures Epic Campaign

     Picutorion is a little known planet in the Kwymar Sector of the Outer Rim Territories.  As the Empire grew in power, this world (and a handful of others in the Kwymar Sector) allied itself with the Alliance to Restore the Republic in defiance of the new Empire.  Seeking to quell rebellion (and make an example of rebellious worlds), the Empire invaded the region in a series of battles that became known as the Kwymar Suppressions.  Will Picutorion succumb to the Empire, or can a band of Rebels emerge to take the fight to the Empire?

 

     This campaign was created with 6 linear, “mandatory” encounters that recreate the struggles of the Picutorian rebels against the Imperial Navy.  Both players may opt to engage in Diversion battles, which would be launched in the hopes that the player choosing the diversion will gain an advantage in future encounters.  Since the campaign is set in the beginnings of the Galactic Civil War, it will emphasize ships from that era.  On the other hand, if agreeable, players could also select from First Order and Resistance ships.  Lastly, while this is mostly an Imperial vs. Rebels conflict, the aid of Scum and Villainy can be had--for the right price--on both sides.

 

     Play begins with a minimum of assets.  Picutorion must defend itself with its Planetary Defense Force, and initially the Empire doesn’t think much of Picutorian’s pitiful little band.  However, as the conflict lengthens, both sides begin to commit more to the fray.  The first encounter lists the ships available to both sides.  With the winnings of that battle, each player can begin to expand the options available for future engagements, while needing to balance this commitment with having the reserves to win the war.  This will be described more below in Asset Points.

 

Pilot Mortality

     For the duration of the campaign, if a pilot is destroyed in a mission, that pilot can no longer be used in list building by that player for any future missions (with some exceptions listed below).  In this way, the campaign emphasizes the use of generics (who are always replaceable), and can sometimes make a battle loss a bit of a victory if the foe’s favorite hero is eliminated.  On the other hand, to prevent generic-only “safety fleets,” each mission or diversion must contain one unique pilot or crew per 100 points of ships deployed.  Still, use your aces with caution: If he dies, he no longer flies.

     If a player is required to field a unique pilot or crew but cannot due to heavy losses, he has 4 choices:  (a.) he can hire a unique S&V pilot to stand in; (b.) he can recover a hero for 2 Asset Points; (c.) he can run the mission with less uniques than are required at the cost of 1 Asset Point off the total of Asset Points he would have won per AWOL hero (thus this means he is more likely to lose the scenario), or (d.) if he has no heroes at all, he forfeits the mission and the “winner” automatically gains ½ the possible awarded assets for the mission.

     The same “mortality” rule applies to all other unique Title, Astromech, and other Upgrade cards.  If Han Solo is destroyed in the Millennium Falcon with Luke and C-3PO on board, all four Uniques are lost--including access to Luke Skywalker in an X-Wing--for the duration of the campaign.  Pilots and Upgrades should also be considered an asset to be managed; players may need to plan for the long haul.

 

Imperial Chassis Tiers

Tier 1 (1 Asset Point each)

Tier 2 (2 Asset Points each)

Tier 3 (3 Asset points each)

(TIE/ln)

TAP

TIE/fo

TIE Bomber

TIE Defender

TIE/sf

TIE Advanced

TIE Aggressor

TIE Silencer

TIE Interceptor

Alpha StarWing

Upsilon Shuttle

(Lambda Shuttle)

TIE Striker

TIE Phantom

TIE Punisher

VT-49 Decimator

Firespray-31

 

TIE Reaper

 

 

Rebel Chassis Tiers

Tier 1 (1 Asset Point each)

Tier 2 (2 Asset Points each)

Tier 3 (3 Asset Point each)

(Z-95)

VCX-100

T-70

A-Wing

YT-2400

ARC-170

(YT-1300)

B-Wing

Auzituck Gunship

Attack Shuttle

Phantom II

K-Wing

E-Wing

X-Wing

Scurrg

HWK-290

Sabine’s TIE

Resistance Bomber

 

U-Wing

 

 

Y-Wing

 

 

Scum and Villainy Chassis Tiers

Tier 1 (1 Asset Point each)

Tier 2 (2 Asset Points each)

Tier 3 (3 Asset Point each)

Z-95

Kimogila

Protectorate Starfighter

Scyk

StarViper

JumpMaster 5000

Kihraxz

Y-Wing

Scurrg H-6

G1-A Starfighter

Firespray-31

Aggressor

Quadjumper

Lancer-class

 

HWK-290

YV-666

 

 

Assets

     Assets are the victory points awarded at the end of each mission, as described in each mission.  They are the currency by which the player can influence future parts in the game.  Be careful though: the player at the end of the campaign with the most Assets wins:  spend too much, and you may lose it all!

 

  • 1 point per Tier:  Gain access to a new chassis type.  Tier 1 chassis may be purchased at any time, and as many as desired.  Tier 3 ships may be banned for flavor, or if players agree, may be purchased as per a Type 2 chassis.  Only one Type 2 chassis type may be selected between main missions.  Once a chassis is purchased, the player has unlimited access to that chassis for the rest of the campaign.

  • 2 points:  Recover a MIA/KIA hero.  Death.  It’s such an ephemeral thing in Star Wars.  On the other hand, this may only be used once per campaign for a given character.  On a second loss, the hero is permanently out of the campaign.

  • 1 point:  Well-Equipped.  The player may spend 3 more points (per 100 points in the list, thus 3/6/9) on squadron building than is allowed for the scenario.  Up to 2 Asset Points may be spent, maximum (allowing for an extra 6/12/18 points in a 100/200/300 point scenario).

  • 1 point:  Derelict Ship.  The player replaces 3 asteroids with a single Huge ship.  This ship does not move, and functions strictly as an obstacle.  Up to 4 points can be spent, converting the battlefield in a ship graveyard!

  • 2 points:  **** the Torpedoes!  The player replaces up to 3 asteroids with Static Minefields.  He can spend 2 more points to change 3 more.  Treat these as obstacles, with the same rules as asteroids except damage inflicted.  If a ship’s template crosses a minefield, roll 3 dice and suffer all hits and criticals.  If a ship’s base ends on a minefield, roll 5 dice and suffer all hits and criticals.  Each minefield can be represented with a Cluster Mine token set.  While all 3 pieces of the token must touch, the player does not have to lay them in a row!

  • 1 point:  Mine! Mine!!  Mine!!!  The player replaces 6 asteroids with static mines.  For a second point, he can replace all 12 asteroids.  For the mines, take a small ship base, and use it to replace 1 asteroid as an obstacle.  Use the rules for Proximity Mine rules and damage (despite the smaller base size).  The mine is not able to be targeted by ship attacks.

  • 1 point:  Asteroids Do Not Concern Me.  After asteroid set up, the player may add 6 more asteroids.

  • 1 point:  This One Goes Here, That One Goes There.  Got It?  After asteroid set up, the player may remove and redeploy 2 of the asteroids.

  • 1 point:  Static Defenses:  After asteroid set up, the player may add 3 minefields.

  • 1 point:  Battle in the Clouds.  After asteroid set up, the player may change 2 of them to ion clouds.

  • 1 point:  Slug Fest.  After asteroid set up, the player may add a Space Slug to one asteroid.

  • 1 point:  Benched.  The player may deny the use of a Unique pilot in the next game.

  • 1 point per Tier:  Hired Help.  The player gains access to a S&V pilot.  If that pilot is Unique, the opposing player no longer has the option of taking that pilot.  If, during a mission, both players arrive with the same Unique Scum pilot, they are both played that game.  If one player’s copy of that pilot is killed, he loses control of that pilot and it now belongs to the other player.  If both copies are killed, that pilot is lost for the rest of the campaign.  If both copies survive, the player who won the scenario gains control of the pilot and the other player may no longer access him.

  • 2 points:  Plot Diversion:  The player choses a mission not in the line of the campaign to foil the other player.  Each player may purchase a Diversion one time only, and only 1 Diversion between each Episode.

 

The Six Campaign Episodes

     The following six missions will be played by any players participating in the campaign.  The form the core of the campaign’s story arc in the battle for Picutorion.  In between each mission, each player may choose a single Diversion Mission.  These Diversions are not mandatory, and in fact cost the player Asset Points to engage (see below).  Thus, the campaign will be at minimum 6 engagements, and may consist of as many as 10 more engagements, if both players select a Diversion at every opportunity.  Regardless of the outcome of an Episode, a player earns a minimum of 2 Asset Points.

 

Episode I:  Assault on Picutorion

     The Imperial have arrived to conquer Picutorion.  In accordance with the Tarkin Doctrine, the Imperial want to cut off Picutorion’s ability to effectively communicate with the outside galaxy.  To this end, they must destroy its communications network.  The Picutorion Planetary Defense Force has mustered what ships they can to repel the attack.

 

Episode II:  Rebel Restock

     The Rebels make a daring raid with 3 GR-75s to steal supplies from the Imperials.

 

Episode III:  Blockade Run

     Having failed to completely quell Picutorion, the Imperial Navy has established a blockade of the planet to prevent further strengthening of the rebellion there.  This blockade is slowly choking the Rebels ability to fight. . .they need more supplies.  In a daring run, with a new secret weapon prototype, the Rebels attempt to bust the blockade and sent supplies to Picutorion.

 

Episode IV:  Scramble the Fighters!

     Imperial ambush!  The Rebels are caught off guard while having a secret meeting on a remote space station.  A VIP vital to the Picutorion resistance is present and must get away.  Rebel fighters are scrambled to buy time as the VIP is rushed to an available shuttle for an escape to hyperspace.

 

Episode V:  The Rebellion Strikes Back

     The Rebels have finally decided to take the fight to the Empire.  (If they are winning, they are emboldened.  If they are losing, they are getting desperate.)  Spies have located an Imperial refueling facility.  If they can destroy Imperial resources, they can finally begin to gain some ground in repelling the Imperial incursions in the Kwymar Sector.  Unfortunately, the facility is well-guarded. . .

 

Episode VI:  The Last of the Leaders

     The enemy is nearly defeated!!  The player with the most Assets after Episode V and any Diversions launches an attack against the leaders of the opposition.  A secret meeting in a remote sector of space has been discovered by the agents of the ascendant player, and an attack is launched in hopes of finishing the enemy once and for all.  On the other hand, if the ambush is unsuccessful, it may only mean that defeat is inevitable. . .

     [Whoever with the most Asset points is the Attacker.  Every leader killed is worth 2 Asset points to the Attacker, every leader that survives is worth 4 points to the underdog.  If the margin is close, the loser might just become the winner!!  Also, if the Defending player does not have enough unique pilots left, see the section on Pilot Mortality (above) for his options.]

 

Diversion Missions

     These missions are completely optional.  A player choosing a Diversion will spend Asset Points to “purchase” the Diversion, essentially choosing to divert resources in an attempt to gain the upper hand later in the campaign.  A player may purchase a Diversion only once, but each Diversion is available to both players so a single Diversion may be played twice during the course of the campaign if the players seek the same advantages during the campaign.  The player spending Assets to select the mission is the “Purchasing Player;” his opponent is the “Defending Player.”  The Purchasing Player has Initiative for the Diversion Mission. 

     At the end of each Campaign Mission, each player must announce whether they are selecting a Diversion, and if so, which Diversion they have chosen.  The player who lost the Campaign Mission then selects the order in which the Diversions are played.  (If the Campaign Mission was a tie, use a coin toss to determine Diversion Mission order.)  Any results of a Diversion Mission are applied immediately, and thus may affect the choices and resources of the next Diversion (and the rest of the campaign).  When all selected Diversion Missions have been played, the players then play the next Campaign Mission.

 

Diversion (300 points):  Factory Strike

Purchasing player chooses a chassis the other player currently does not have access to.  The defending player cannot spend more than 150 points of his list fielding the chosen chassis.  If the Attacking player destroys all the ships of the chosen chassis, the defender loses access to that chassis for the rest of the campaign.  If the Defending player wins, he gains access to that chassis for the rest of the campaign.  The Attacking player may flee the board after destroying all pilots of the chosen chassis.

 

Diversion (300 points):  Unplanned Obsolescence

Purchasing player chooses a chassis the other player currently has access to.  The defending player builds a list that is 1/3 the targeted chassis, 1/3 generic and unmodified TIE/lns or Z-95s, and 1/3 player’s choice.  When destroyed, the defender’s TIEs or Z-95s respawn from the corners of the battle field.  On the turn after the ship is destroyed, before dials are set, the player replaces the ship within Range 1 of both table edges, and sets a dial for it.  It may then move and attack as normal.  (The Purchasing player’s TIE/lns or Z-95s do not respawn!)  If the Attacking player destroys all the ships of the chosen chassis, the defender loses access to that chassis for the rest of the campaign.  The Attacking player may flee the board after destroying all pilots of the chosen chassis.

 

Diversion (300 points):  Scientia and Sapientia

The Purchasing player attacks an enemy Transport carrying technical parts and crew.  The defending player must field as least one Transport Huge ship.  If the Transport is destroyed, the Purchasing player selects 3 upgrades cards that cannot be used by the Defending player for the rest of the campaign.  The Attacking player may flee the board when the Transport is destroyed.

 

Diversion (300 points):  Hostage Situation

Purchasing player creates a S&V list.  This list has not been hired by the purchasing player, so that player does not retain control of unique pilots at the end of the mission, but any unique pilots killed are lost in the campaign.  The opposing player must field at least 5 unique crew and/or pilots.  Any uniques destroyed are actually taken hostage by the pirates.  The defending player may ransom each unique for 2 Asset points.  If the ransom is not paid, the uniques are lost from the campaign.  This battle is to the death.

 

Diversion (300 points):  Capital Gains

Purchasing Player launches a strike against a Huge ship to destroy it.  The Defending player must use one of the Titles for the Raider or CR-90.  If the corvette is destroyed, the Title is lost for future missions (as per losing a Unique Pilot) and the Purchasing player earns 4 Asset Points.  The Attacking player may flee the board after the Huge ship is destroyed.

 

Diversion (200 points):  Kessel Run

Can you make the Kessel Run in 12 f/s?  Even when someone is trying to kill you?  Each player must use a large base ship as their racer; the rest of the list must be small base ships.  Both players alternate playing 24 Asteroids!!  Each player wagers any number of Asset points.  Both large Racer ships deploy along the same short edge of the board; the small ships deploy along the long edges across from each other.  Each player must race his large Racer ship from the starting edge to within R2 of the opposite edge, and then back off the starting edge.  The first ship off the board has crossed the finish line, and that player wins Asset points equal to double their wager.  The loser loses all of his wager.  Either player can hire a large based S&V pilot to fly (at normal costs to hire S&V; if the pilot is not destroyed, that pilot can be added to the player’s list of available pilots).

 

Diversion (200 points):  The Extraction

Purchasing player chooses 1 enemy Unique Crew to be the target.  The Defending player must build a 200 point list that includes that crew upgrade.  During play, the Purchasing player may attempt an extraction of the traitorous crew.  To accomplish this: (A): the enemy ship carrying the crew to defect must be fully ionized; (B): the Purchasing player must bump the ship containing the chosen enemy unique crew while that ship is fully Ionized; (C): the bumping ship must contain an available Crew Upgrade slot, and (D): the Purchasing player’s ship with the defector must flee the board edge.  If the Purchasing player is successful, that enemy crew card may be used in as a friendly crew future missions!  The battle is to the death or until the Defecting Crew escapes the board edge.

 

Diversion (200 points):  A Hero Reborn

Purchasing player chooses on of his KIA unique pilots to use in the scenario.  If the unique pilot survives the Diversion, the purchasing player may again use that pilot (until destroyed again).  The purchasing player also gains 4 Asset points.  If the KIA pilot is destroyed again, defending player gains 3 Asset Points. player.  The battle is to the death.

 

Diversion (200 points):  Munitions Dump

Purchasing player attacks the foe’s supply dump.  The Purchasing player deploys 6 asteroids on his side; the Defending Player deploys 6 Cargo Containers on his half of the board.  For each Crate destroyed, purchasing player can deny 1 type of torpedo, missile, or bomb for the rest of the campaign.  The Purchasing player can flee off table edge at any time to end the scenario.  The Crates have Hull 4, 0 Agility, 0 Attack, and 0 Shields.  A critical hit on a crate is considered 2 damage.  When destroyed, the crates explode for 2d damage to any ship at Range 1.

 

Diversion (100 points):  Two Ships Enter, One Ship Leaves

Each player must bring a 2 ship list, with both ships being unique pilots.  Either player may flee the table edge when one of their ships is destroyed.

 

Diversion (100 points):  Never Tell Me the Odds

The Purchasing player builds a 100 point squad.  The Defending player builds a 110 point squad.  If the purchasing player wins, he gains 4 Asset Points.  The engagement is to the death.

 

Diversion (100 points):  All Squadrons Reporting In

Each player choses 1 chassis.  All ships in the list must be of the same type, and at least 1 unique Squad Leader is required.  If the purchasing player wins, he gains 4 Asset points.  If the opponent wins, he gains 2 Asset points.  The engagement is to the death.

 

Diversion (100 points):  The Hit

Besides purchasing the Diversion, the Purchasing player also purchases 100 points of S&V (which he may add to his roster after this encounter).  He chooses 1 enemy Pilot to be the target.  The Defending player must build a 100 point list that includes that pilot.  An easy chance to remove an annoying target.  The engagement is to the death.

 

Diversion (100 points): Personnel Transfer

Purchasing player chooses 1 enemy Unique Crew to be the target.  The Defending player must build a 100 point list that includes that crew upgrade.  An easy chance to remove an annoying target.  The battle is to the death.

 

Diversion (100 points): I Want That Ship, Not Excuses

Purchasing player chooses 1 enemy Unique Ship Title to be the target.  The Defending player must build a 100 point list that includes that chassis with the Title upgrade equipped.  The battle is to the death.

 

Diversion (100 points): Look, Sir.  Droids!

Purchasing player chooses 1 enemy Unique Astromech, Droid Crew, or Droid Pilot to be the target.  The Defending player must build a 100 point list that includes that chassis with the Title upgrade equipped.  The battle is to the death.

 

Diversion (100 points): The Prototype

If Tier 3 chassis have been banned, purchasing player chooses 1 ship from that roster and builds a 100 point list including 1 pilot in that ship.  If the pilot in the chosen ship type survives the Diversion, that pilot may be used in the rest of the campaign (until killed).  Alternatively, if Tier 3 chassis are not available in the campaign, no players may select this Diversion.  Players may flee the board once the prototype is destroyed.

 

Diversion (100 points): Not This Ship, Sister

The Purchasing player chooses 1 ship with a Unique Pilot.  If the unique pilot survives the Diversion, that pilot may be used in any mission the rest of the campaign (that is, the pilot is never struck from available pilots even if destroyed).  This engagement is to the death.

 

Diversion (100 points): The Force is With Me, and I Am One With The Force

If the purchasing wins this encounter, he gains 1 Force Asset token.  He may spend this Force Asset at any time in any future game to choose the result of a die roll.  This engagement is to the death.

 

Diversion (100 points): Cloak and Dagger

If the purchasing player wins this encounter, he gains 1 Counterintelligence Asset token.  He may spend this Counterintelligence Asset at any time to require his opponent to choose a different Diversion.  Alternatively, that player may spend an additional 3 Asset Points to continue with the chosen Diversion.  This battle is to the death.

 

Diversion (100 points): I Can Fly Anything

The purchasing player chooses any chassis he has access to, and assigns any Pilot Ability currently in the game (even across factions) to that chassis.  The resulting pilot is PS 6 and has an EPT slot.  If this homebrew pilot survives this encounter, the player may use this pilot in future missions.  If killed, the Pilot is permanently lost.

     This Diversion costs 2 asset points to the purchasing player.  Players may flee the board if the homebrew pilot is killed.

 

Diversion (100 points): An Army of (Pilot Skill) One

Each player must build a 100 point list with all PS 1 Pilots save for a single unique Squad Leader.  The winner of the mission gains a number of Asset Points in proportion to the PS of the Squadron Leader.  If the Squadron Leader was PS 1-3, the winner gains 4 Asset Points.  If the Leader was PS 4-6, the winner gains 3 Asset Points.  If the Leader was PS 7-9, the winner gains 2 Asset Points.  If the winner was not the Purchasing player, deduct 2 points from these totals.  This engagement is to the death.

 

Edited by Darth Meanie

Share this post


Link to post
Share on other sites

Episode I:  Assault on Picutorion

Mission 1 of 6 in the Kwymar Suppressions Campaign

The Imperials have arrived to conquer Picutorion.  In accordance with the Tarkin Doctrine, the Imperials want to cut off Picutorion’s ability to effectively communicate with the outside galaxy.  To this end, they must destroy its communications network.  The Picutorion Planetary Defense Force has mustered what ships they can to repel the attack.

 

List Building:

     Each player brings a 300 point list.  The Rebels are limited to 2 chassis: the venerable Z-95 (the Planetary Defense Force) and Outer Rim Smugglers in the YT-1300 (civilians willing to throw in what help they can).  Expecting an easy victory, the Empire sends only the stalwart TIE Fighter and the Lambda Shuttle.

     No one has any Asset Tokens yet, so there is no way to influence the engagement.

 

Set Up:

6x3 play area.  Players deploy along the long ends of the board.  Players begin by placing 6 Asteroids as usual.  Once the asteroids are placed, the Rebel player then deploys all 12 satellite tokens (from the Basic Sets).  Satellite tokens must be Range 1 from any table edge and Range 2 from each other.

 

Play:

The Imperial player has Initiative.  Play is as typical, with the following in game special effects:

 

Satellites have 2 Hull and 1 Shield.  They have 0 Agility and no attack (but gain an Evade die for Range 3 or Obstructed attacks).  They can be Target Locked.  Treat a critical hit as 2 damage.  They do not count as obstacles, but any ship landing on a satellite treats this as a bump (the ship does not displace off the satellite and may still attack, but may not take an action).  In addition, if a Rebel ship is with Range 1 of a Satellite that is hit, that pilot may choose to suffer one of the hits or critical hits instead of the satellite (once per turn).  Multiple ships within Range 1 of a satellite may distribute inflicted damage among ships; a 3 hit attack on a satellite may be negated by distributing the damage amongst 3 different ships at Range 1.

 

After round 5, pilots may flee any table edge to avoid being destroyed.

 

Victory Conditions:

For each satellite destroyed, the Imperials gain 1 Asset Point.  For each Satellite remaining, the Rebels gain 2 Asset Points.

 

If a player would earn less than 2 Asset Points, he receives 2 Asset Points.

Edited by Darth Meanie

Share this post


Link to post
Share on other sites

After Action Report:

The Imperial divide into Snap Shot Flight and Crack Shot Flight, with shuttles spread evenly.  Heavy resistance is expected with cruise missiles, to the TIEs are assigned to draw fire from the shuttles.

LABuuhS.jpg

Snap Shot Flight takes heavy losses.  Only SS3 is left, but he heroically bags 3 of the 8 satellites destroyed this mission, making him the Imperial MVP.  He will receive the Medal of Order (posthumously, of course).

6EmmZtH.jpg

Crack Shot Flight meets heavy resistance. . .

93Lk8S4.jpg

But is able to penetrate the defender's line and bag 2 more satellites.  Despite a heroic effort by Youngster, a Outer Rim Smuggler prevents him from bagging his satellite.

9dYi5Bs.jpg

In the mid-field, the lambda shuttles are able to destroy a couple of the satellites, but otherwise stymied from making any amazing contributions.

l4TzRHG.jpg

In the end, despite heavy (ahem, complete) losses, the Imperials did well enough.

KIA:  Imperials:  Mauler Mithel, Scourge, Youngster.  Rebels:  Some Z-95 Redshirt that probably didn't even have a girlfriend dirtside.

Assets:  Imperials:  8 satellites destroyed = 8 Asset Points.  Rebels:  4 satellites saved = 8 Asset Points.

Expenditures:  Imperials:  Purchased TIE Advanced chassis (1), TIE Punisher chassis (1), TIE Defender chassis (2), and launched the Personnel Transfer Diversion to kill Han Solo (2).  2 Asset Points in the kitty.  Rebels:  Purchase B-Wing chassis (2).  6 Asset Points in the kitty.

Edited by Darth Meanie

Share this post


Link to post
Share on other sites

This looks like an excellent Epic campaign - nicely done! Can we get the descriptions and the batreps for the other main missions (beyond Episode 1)? :)

Couple of suggestions on the rules:

  1. You may want to pre-set who has the initiative in the scenario (thematically it should probably be the "attacker" in most missions)
  2. IIUC unique pilots are the only "persistent" resource between missions, and players have access to all the unique pilots for chassis they own, right?
    1. This setup strongly favours the chassis like X-wing or Tie Fighter which have many unique pilots available. To make the matters more interesting, you can consider limiting the unique pilots to at most 2 per chassis to put all of the chassis on even footing. 
    2. There could be an incentive to limit the losses in the mission. For example, for every 100 points left on the table at the end of the mission (rounded up) a player is awarded 1 Asset Point. This will IMO increase the realism :)
  3. Do players have unlimited access to the unique upgrades for their faction (for the chassis they own)? What about access to unique crew and astromechs? I suggest pricing some/all of the unique upgrades in Asset Points.
    1. For the unique titles (i.e. ships) the model may be that one "buys" them to permanently become part of their squadron 
    2. Another model may be to buy the help for a single mission. Want Palpatine to help you in Episode X? Sure thing, but pay for it in "prestige" (i.e. Asset Points). 
    3. There can be a hybrid model: buy Palpatine for 1 mission: 1 Asset Point. Get Palpatine permanently: 4 points?
  4. You can specify if Unique Pilots can be used as crew (where applicable). For example, a player can put Luke in a YT1300 as a Gunner (and same "mortality" rules would apply)

Hope this helps :)

Cheers!

Share this post


Link to post
Share on other sites
8 hours ago, vladamex said:

Can we get the descriptions and the batreps for the other main missions (beyond Episode 1)? :)

Yep.  Basically the point of this thread, so stay tuned!!

OTOH, I don't mind critiques, so:

1.  I like the idea of set Initiative.  Implemented.

2.  Yes, once they "own" the chassis, they get access to all unique pilots.  Until KIA, of course.

2-1:  The TIE Fighter and X-Wing could be over-represented in a campaign centered on the OT?  Oh, no. . .  :P

2-2:  You really have to watch balance with this idea.  If a player wins a scenario, AND takes minimal losses (which is likely--they won), it's a double-whammy to the loser and quickly creates a landslide scenario.  To wit, in the above scenario, it was a draw--Imps got 8 Assets, and Rebels also got 8.  If Imperial loses were factored in (or Rebel non-losses in this case), the battle now becomes a landslide for the Rebels.

3.  Players have unlimited access to all unique Titles, Astromechs, et. al., until destroyed once.  Then they are gone for the duration of the campaign.

3-1-3:  I would just operate on the KISS principle here, unless balance issues arose.  Too much paperwork.

4.  Yes.  If Luke (crew) dies, Luke (pilot) is gone.  In fact, I am choosing the Diversion of trying to kill a unique crew off and choosing Han Solo as crew--specifically because I don't want to see him piloting a YT-1300!!

Edited by Darth Meanie

Share this post


Link to post
Share on other sites

 

Quote

 

Diversion (100 points): Personnel Transfer

Purchasing player chooses 1 enemy Unique Crew to be the target.  The Defending player must build a 100 point list that includes that crew upgrade.  An easy chance to remove an annoying target.  The battle is to the death.

 

 

The Imperials attempted to get Solo.  It didn't work.  Maarek bumped and missed killing a B-wing, and then Chewie was able to stay clear of the last 2 Defenders long enough for the B-wing to clean up.  The YT-1300 was down to 2 Hull at the end, so it was a nail-biter:

04peXsc.jpg

 

The Rebels did not choose a Diversion.

 

Maarek Steele was KIA.

Edited by Darth Meanie

Share this post


Link to post
Share on other sites

Episode II:  Rebel Restock

Mission 2 of 6 in the Kwymar Suppressions Campaign

The Rebels make a daring raid with 3 GR-75s to steal supplies from the Imperials.

 

Set Up:

6x3 play area.  Players deploy along the short ends of the board.

 

Instead of asteroids, the Imperial player places 12 cargo container tokens.  Cargo containers must be greater than Range 3 from the short edges of the board, greater than range 1 from the long edges of the board, and greater than Range 2 from each other.  The Imperial player must place 6 containers on each ½ of the board.  Cargo containers count as asteroids, except to the GR-75 transports.

 

Each player brings a 200 point list.  The Rebel player also brings 150 points in GR-75 transports.  The Imperial player designs a 100 point reinforcement list--but these ships must be hyperdrive equipped!!  Currently, this excludes the TIE/ln, TIE/FO, TIE Interceptor, TIE Bomber, TIE Punisher, and TIE Striker (unless loaded on a Gozanti).

 

Minefield Mapper is banned for the Rebel faction but may be used by the Imperials.

 

Imperial forces set up within range 2 of the Imperial edge, with the exception of the Imperial reinforcements.  All Rebel ships set up within Range 2 of the Rebel edge.  Set up proceeds as normal by PS.  The Imperials have initiative.

 

Play:

The Rebels have Initiative.  Play proceeds normally.

 

Whenever a Medium Transport overruns or stops on a cargo container (based on the GR-75’s base, not the movement templates), remove that cargo contained from play and place it on the base of the GR-75 Transport that acquired it.  There is no maximum to the number of cargo containers a single GR-75 can acquire.

 

After the Rebels are spotted, the Empire calls for reinforcements.  At the beginning of turn 5, before dials are set, the Imperials must deploy all of their reinforcements.  They may deploy along any table edge, within Range 1 of the edge.  They set dials and move as usual during turn 5.

 

On any turn after Imperial reinforcements arrive, the GR-75s may jump to hyperspace by fleeing the table edge.  Any cargo containers on an escaped GR-75 become the possession of the Rebel player.  If a GR-75 is destroyed, any cargo containers on that vessel become the property of the Imperial player.

 

Victory Conditions:

Control of the cargo containers is the goal of this mission.  Cargo containers still on the table or secured from destroyed GR-75s belong to the Imperial player.   Cargo containers aboard GR-75s (both on the table or having made the jump) belong to the Rebel player.  Each cargo container is worth 1 Asset Point to the player controlling it at the end of the mission.

 

If a player would earn less than 2 Asset Points, he receives 2 Asset Points.

Share this post


Link to post
Share on other sites

Imperial Dirty Trick #1:  The Punishers use Minefield Mapper to booby-trap as many crates as possible:

H9fBrfV.jpg

mw0YTn8.jpg

The Rebels come out fast to get the crates.  Vessery and Brath scream up the side to attack a Transport, while the main fleet hangs back a little.

RwchfEv.jpg

Combat is light, as the Imperial wait for reinforcements to arrive.  Then, the Rebels feel the full might of the Imperial Navy!!

unGXnpg.jpg

As expected, the first transport explodes under a withering blaze of cruise missiles.

The Defenders continue to tangle with 2 B-wings while slowly beating down another transport.

sDDpcMO.jpg

The Punishers do their job:  Cutlass 2 sacrifices himself to a ramming attack to bomb the oncoming transport:

obdMcjc.jpg

Storm squadron finishes the final transport, ending the Rebels chances of recovering any crates.

cL3SwBk.jpg

On the other hand, the B-Wings use Seismic Topedos to destroy all the remaining crates, depriving the Imperials of their Assets.

Assests:  Imperials:  6 crates = 6 Asset Points.  Rebels:  0 crates = 2 Asset Points.

KIA:  Imperials:  Howlrunner.  Rebels: BoShek, and Carlist Reeikan.

Expendatures:  Imperials buy the TIE Reaper (2) and launch a Diversion (2).  4 Asset Points in the kitty.  Rebels launch a Diversion (2).

 

 

Edited by Darth Meanie

Share this post


Link to post
Share on other sites

My bother and I chose the same Diversion:

Diversion (300 points):  Scientia and Sapientia

The Purchasing player attacks an enemy Transport carrying technical parts and crew.  The defending player must field as least one Transport Huge ship.  If the Transport is destroyed, the Purchasing player selects 3 generic upgrade cards (of any type: crew, droids, sensors, modifications, munitions, etc.) that cannot be used by the Defending player for the rest of the campaign.  The Attacking player may flee the board when the Transport is destroyed.

I protected the Gozanti first:

UqWJryA.jpg

One of the problems with listbuilding weeks in advance, is that I forget the why's of my list.  Kagi was supposed to fly near the Gozanti as support.  Instead, he simply blocked the incoming B-Wings with everyone else:

r3kITlv.jpg

The Gozanti was able to run over an ionized B-wing, but in the end succumbed to a full on frontal assault by B-wings.

KIA:  Moff Jerjerrod and Ten Numb.

The Imperial loses access to the x7 title, Guidance Chips, and Cruise Missiles.

*****

Next up:  the Imperials attack a Medium Transport.

I spread wide for a pincer attack.  The threat of Cruise Missiles pulled all the B-Wings to one side of the table:

mCji4T9.jpg

The sucker punch worked.  The rest of my squad raced in to attack the aft of the transport, and Storm Squadron refused to engage.  Lando hung out near the transport to scoop all my crits.  Storm squadron then K-turned to flank the B-Wing brawl:

cUoZv6X.jpg

Near the end.  Juno Eclipse flew off the table this round (a VERY disappointing way to lose an ace), and Rexler Brath was destroyed.  The Medium transport pulled a 1 turn, and fish tailed the aft off the board, technically giving me the kill.  We played out the round (to see if Brath died) and then started the next round.  As it turns out, Storm squadron was able to race right towards the bow of the fleeing transport and hit it hard with 2 cruise missiles.  Verified Imperial kill in any event:

P5rSlLt.jpg

The Rebels lose access to Thrust Corrector, Advanced Sensors, and Guidance Chips.  (Maybe my brother will stop playing B-Wings, but I doubt it.)

KIA:  Rexler Brath, Juno Eclipse.

Edited by Darth Meanie

Share this post


Link to post
Share on other sites

Episode III: Blockade Run

Mission 3 of 6 in the Kwymar Suppressions Campaign

Having failed to completely quell Picutorion, the Imperial Navy has established a blockade of the planet to prevent further strengthening of the rebellion there.  This blockade is slowly choking the Rebels ability to fight. . .they need more supplies.  In a daring run, with a new secret weapon prototype, the Rebels attempt to bust the blockade and sent supplies to Picutorion.

 

List Building:

     The Rebel player brings a 300 point list which may include huge ships.  In addition, he also gets a single Bladewing prototype designed as he sees fit; this ship does not count against the 300 point list.  The Imperial player builds a 400 point list that must contain between 3 and 6 Epic Points of huge ships.

     The Rebel player secretly assigns 20 Asset Points to his fleet as cargo.  They may be distributed in any manner, with the following limitations:  a small ship may be assigned no more than 1 Asset, [a medium ship may be assigned no more than 3 Assets], a large ship may be assigned for more than 5 Assets, and a huge ship may be assigned no more than 10 Assets.

 

Set Up:

6x3 play area.  Players deploy along the short ends of the board.  Players place 12 Asteroids as usual.  The Rebel player deploys out to Range 3; the Imperial player deploys out to Range 5.

 

Play:

The Rebels have Initiative.  Play is as typical, with the following in game special effects:

 

The goal of the Rebel player is to pass through the screen of Imperial ships and off the Imperial edge of the board.  As noted above, the Rebel player has access to a new secret weapon: a B-Wing prototype armed with a Composite Beam Laser.  The Rebel may choose to have Hera pilot the B6 (new pilot card below) or any other B-Wing pilot.

 

After round 5, Rebel pilots may flee any table edge to avoid being destroyed.  If these pilots have any hidden assets, no player is awarded points for them.

 

Victory Conditions:

The Rebel player keeps any hidden Asset tokens successfully flown off the Imperial edge of the table.  The Imperials are rewarded 1 Asset point for each hidden asset successfully destroyed.

 

If a player would earn less than 2 Asset Points, he receives 2 Asset Points.

 

vqgA9fU.jpgv3EzaU3.jpg

 

 

 rGK41aU.jpgAXmUXCG.jpg

Edited by Darth Meanie

Share this post


Link to post
Share on other sites

The blockade:

Dtz47xJ.jpg

It's always exciting when you minefield map some cluster mines and my brother cries out "What is happening!!??"

The Imperial forces advance.  The TIE Advanced fighter head towards a pair of YT-1300s, while the Defenders head into a mass of B-Wings.  The Raider heads up the middle, supporting both sides as much as possible,  The Gozanti holds back, to screen for anything that might get thru.

QewNbhG.jpg

One YT-1300 vears to the middle and the other stays along the table edge.  Since the B6 is towards the middle, the TIE Advanceds also vear inward to give chase:

BPu5LGA.jpg

IP1Gtpx.jpg

Things get hot and heavy in the middle.  The TIE Punisher earns more stripes by dropping a row of clusters in front of Chewie, who managed to hit all of them!!

YVcVJKE.jpg

P61O4iW.jpg

The final stages begin to show.  The YT-1300 in the middle doesn't stand a chance against the Raider, and the B6 (piloted by Nera Dantels) is destroyed by missile fire from the TIE Advanceds.  Sadly, Commander Alozen smacks a rock and explodes.  Chewie races past the Gozanti in a bid for the planet's surface.  Ignored, a second YT-1300 is on her way as well.

qKTEivg.jpg

While the Raider tried to cut off the remaining B-wings, most are able to race past.  As they go by, they pound the Gozanti, dropping her shields.  A lone B tries to land a killing shot on the ship, but the Gozanti (with Mara Jade), Recovers her shields and becomes an impossible target for a single B.  The Raider destroys it.

faBweMH.jpg

Chewie and another YT-1300 run the blockade, along with 4 B-Wings.

piczFv1.jpg

Most valuable card:  Chewie's Hull Upgrade.  Chewie survives with JUST ONE HULL, the one provides by that card!!

Coolest maneuver:

IP1Gtpx.jpg

iU2E8de.jpg

The raider squeaks between those two asteroids and never hits them!!

Results:

The Rebels get 10 Assests to the planet's surface.  The Imperials destroy 10 assets in space.

KIA:  Nera Dantels for the Rebels, and Commander Alozen for the Empire.

Basically a tie.

Rebels purchase the X-Wings chassis (2 points) and the A-Wing chassis (1 point).  They also launch a Diversion attack against an Imperial Munitions Dump (2 points).  11 Points in the kitty.

Imperials purchase the Gunboat chassis (2 points) launch The Prototype Diversion to acquire Whisper (2 points) and hires Talonbane Cobra (1 point).  9 points in the kitty.

Edited by Darth Meanie

Share this post


Link to post
Share on other sites
1 hour ago, Npmartian said:

This is really awesome! I'd totally try it myself if I had all the stuff to do so, but I don't. If 2nd edition gets Epic, do you intend to convert the scenario?

Yeah, I have slowly come to realize that the scenarios I write tend to cater to lunatics like myself that bought a whole lot of ships.  :lol:  OTOH, this is DIY; use YASB for the list and specs and just fake the models.  Besides, y'all bought a Raider for Palps, right? ;)

For converting, I don't think there is much to do.  Tier 3 is essentially FO and Resistance (and even the Imperial Firespray), so I have already pulled them out.  You might not need Tier 1 vs. Tier 2 if all the 2.0 ships turn out to be equal; otherwise, reorganize based on new powers.

If 2.0 is all balanced, maybe you can just play straight up with any lists at all--drop the "purchase a chassis" mechanic (except maybe to add back FO and Resist) and just play with the ships you have plus pilot mortality.

Edited by Darth Meanie

Share this post


Link to post
Share on other sites
1 hour ago, Darth Meanie said:

Yeah, I have slowly come to realize that the scenarios I write tend to cater to lunatics like myself that bought a whole lot of ships.  :lol:  OTOH, this is DIY; use YASB for the list and specs and just fake the models.  Besides, y'all bought a Raider for Palps, right? ;)

All right! I'll definitely consider it. No raider model available, I joined the game around wave 9/10 and never picked up epic. I do have friends though!

Share this post


Link to post
Share on other sites
18 hours ago, RedKnightRob said:

This is great.  I hope to see more of the Episodes.  Do you have the starting conditions for each episode already predetermined?  Love to know what they are from Ep.1-6.  Keep up the fun!

Glad you like it!!

Yes, each main-line episode is already written; most of them I have even playtested once or twice already as a stand alone night of XWM and tweaked a little.

Since I am doing this as a record for myself as we go along, I am just trying to keep things in a row.  We are supposed to play our 2 Diversion missions 11/8 (so I'll post the after action reports), and then I'll post Episode IV's rules.

One new thing I have decided is that I need some Diversions that force the opponent to lose assets.  Right now my brother just keeps sitting on his kitty of points.  Which means I can't spend too may points to do my own thing, or he'll be way in the lead at the end.  So I need to incorporate a mechanism that either

A.  Penalizes a player for just sitting on all the winnings all the time (because: lame)

or

B:  Allows the one player to negatively affect the other player's kitty to keep things even if he spends but the other guy won't.

My current idea is to write Diversions that use S&V to bash on the opposing player for a loss, but the Purchasing Player does not buy or keep the S&V pilots for the rest of the campaign.  Plus, it can be a way to get some Scum action into the game.

Edited by Darth Meanie

Share this post


Link to post
Share on other sites

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.

 

Share this post


Link to post
Share on other sites
41 minutes ago, RedKnightRob said:

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.

 

A.  Well, to be fair, upkeep should be even, so that wouldn't help.

B. Is more what I am thinking of.   Since the attacking player is running S&V, he is not risking his pilots and fleet.  Also, I could make it that you can only select those diversions if you are behind in points. . .

Share this post


Link to post
Share on other sites

option C.

even if you do nothing, you will have to spend at least one point.  This point is spent to ensure the "safety" of your fleet.  This includes patrols to keep away the riff-raff, training to remain in tip-top shape, etc.  (resources are spent even when doing nothing)

Share this post


Link to post
Share on other sites

It's almost embarrassing to post this; I played like bantha poodoo last night.  Anyways. . .it was Diversion night:

Diversion (200 points):  Munitions Dump

Purchasing player attacks the foe’s supply dump.  Set up is along the short edges of the board.  The Defending player deploys 6 asteroids on the Purchasing Player’s half of the board, then deploys 6 Cargo Containers on his side (use normal placement rules for asteroids].  Both forces may deploy out to Range 3.  For each Crate destroyed, purchasing player can deny 1 type of torpedo, missile, or bomb for the rest of the campaign.  The Purchasing player can flee off table edge at any time to end the scenario.  The Crates have Hull 4, 0 Agility, 0 Attack, and 0 Shields.  A critical hit on a crate is considered 2 damage.  When destroyed, the crates explode for 2d damage to any ship at Range 1.

 

My brother was tired of my missile and mines.  Especially because, as usual, after deployment I mined his approach vectors:

5w7oq1A.jpg

 

Forcing him to go around:

Srh94JB.jpg

 

Vader and the 2 Rhos go up the left.  In my first genius maneuver, Vader moves in for the kill, screams "I have you nowWHAT THE **** ARE YOU FLYING SO CLOSE TO ME FOR??!!" and bumps the Rho, losing his actions while parked in front of a flight of X-Wings.  I don't even have a photo I was so pissed.  So, since is the internet, it never happened.*

 

In better news for the Imperials, the TIE Punisher dumps his last 2 sets of cluster mines in beautiful proximity to the X-Wings, managing to cripple one and kill another.  Seriously, this guy never lets me down!!

j67zfen.jpg

5pm9muq.jpg

 

Which, of course, means I've used up my karma, and it's time to fly like a bonehead again.  One Rho flies off the table of his own accord, and another whacks a rock.  And wait, let's just hit a rock with the Reaper for good measure.

d1JtDyx.jpg

 

All of this just puts me out of range as the Rebel forces sweep in and destroy every last munitions crate.  The Reaper lollygags around, until I realize the X-Wings are NOT going to fly off, but instead are coming back around to get Palpatine in the Reaper!

b7ya0G6.jpg

 

It's not much of a contest, though, and the Reaper scoots off the far table edge (thank you adaptive ailerons!].

xx6CN3t.jpg

 

KIA:  Darth Vader* and Hobbie Kilvin.

The Imperial lose access to:

Cruise Missiles

Cluster Missiles

Cluster Mines

Concussion Missiles

Proton Rockets

Ion Torpedoes

 

*And I spend Asset Points to. . . 

  • 2 points:  Recover a MIA/KIA hero.  Death.  It’s such an ephemeral thing in Star Wars.  On the other hand, this may only be used once per campaign for a given character.  On a second loss, the hero is permanently out of the campaign.

 

 

 

Edited by Darth Meanie

Share this post


Link to post
Share on other sites

So, for my part, I try to score a TIE Phantom:

Diversion (100 points): The Prototype

If Tier 3 chassis have been banned, purchasing player chooses 1 ship from that roster and builds a 100 point list including 1 pilot in that ship.  If the pilot in the chosen ship type survives the Diversion, that pilot may be used in the rest of the campaign (until killed).  Alternatively, if Tier 3 chassis are not available in the campaign, no players may select this Diversion.  Players may flee the board once the prototype is destroyed.

My brother deploys mostly on the left, so I deploy on the lower right.

pGEw78P.jpg

Unfortunately, sneaking around doesn't really work, and Talonbane and Whisper both wind up with a face-full of enemy:

Otla6ct.jpg

BoShek does his magic on Talonbane, parking him in front of the B-Wings, but pays for it with his life.

Whisper runs, and runs into a rock.  He shakes it off, screams away, and flips on his cloaking device.  He's at long-range, cloaked, and obstructed.

6PMbGnI.jpg

3.  Natural.  Crits.

Time for bed.

KIA:  Talonbane Cobra, Whisper, and BoShek.

Edited by Darth Meanie

Share this post


Link to post
Share on other sites

Episode IV: Scramble the Fighters!

Mission 4 of 6 in the Kwymar Suppressions Campaign

Imperial ambush!  The Rebels are caught off guard while having a secret meeting on a remote space station.  A VIP vital to the Picutorion resistance is present and must get away.  Rebel fighters are scrambled to buy time as the VIP is rushed to an available shuttle for an escape to hyperspace.

 

List Building:

     The Rebel player brings a 300 point list.  In addition, he also must field a single ship to act as the VIP shuttle; this ship does not count against the 300 point list nor does it count towards the 1 Unique per 100 points of list requirement.  The VIP shuttle must be a Sheathipede Shuttle, Attack Shuttle, or HWK-290.  It must be assigned one unique crew as the VIP.  The Imperial player builds a standard 300 point list.

 

Set Up:

6x3 play area.  Players deploy along the short ends of the board.  Players place 12 Asteroids as usual.  In addition, the Rebel player deploys a space station (something about the size of a dinner plate) within Range 5 of the Rebel edge.  Rebel fighters deploy out to Range 5.  The Imperial player deploys out to Range 3.

 

Play:

The Imperials have 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, reduce the count by 1*.  When the count reaches 0, the VIP is finally aboard the shuttle and ready to escape.  On this turn, the Rebel player sets the shuttle for any desired maneuver and deploys the shuttle from any edge of the space station.

 

Once the shuttle is away, pilots may flee any table edge to avoid being destroyed.

 

Victory Conditions:

The Rebel player must fly the shuttle off the Imperial edge of the board.  If successful, the Rebel player earns 6 Asset Points.  If the Imperials destroy the shuttle, they gain 4 Asset Points.

 

If a player would earn less than 2 Asset Points, he receives 2 Asset Points.

 

*Random:  Roll an Attack die.  On a Hit, reduce the count by 1.  On a Critical Hit, reduce the count by 2.

Share this post


Link to post
Share on other sites

Finally, game night.

Princess Leia is trying to escape the clutches of the Galactic Empire. . .

GXCq5AL.jpg

Since I'm waiting for the Princess to show up, I slowly advance on the space station.  My brother takes the same tactic, which creates 2 turns of dials and nothin.'  They are fast turns, however, so no biggie.

nYEsGLW.jpg

Finally, engagement.  Basically a face-to-face bash fest, with most of the losses coming from the Rebels.  A Glaive Squadron Defender throws an impressive unmodified 4 Evades.  Hot dice for the Empire!

pRbm15v.jpg

The Princess makes it to her shuttle and appears on turn 6:

O5hNanM.jpg

Lt Karsabi SLAMs past the line of scrimmage and attacks Leia's HWK in the back field, landing a 3 crit volley!!  Unfortunately, Leia ionizes him and screams by his disabled ship. . .

oAPa8xw.jpg

Thinking that Leia is all but in the bag, the Empire decides "I want that ship, not excuses" and tries to cut off Chewbacca in the Falcon.

GxeekzR.jpg

Chewie dodges the Imperial blockade, and, leaving Leia to the wolves, makes a run for the table edge!

xBg6Icp.jpg

It's up to Glaive Squadron to complete the mission.  The first Glaive flies past and asteroid and K-turns, but has to barrel roll to get the shot.  Unfortunately, this means his wingman not only hits the rock, but bumps as well.  The Glaive's shot misses!!  Suddenly, there is the very real possibility the Imps could punt on this one, as there have been significant casualties, including Countess Ryad and Major Vynder!  Also, Leia ionizes Glaive 2, making sure he's stuck going the wrong direction!!

HrOBkvc.jpg

Surrounded, it's up to Glaive 1 to bag the Princess:

CRrI7OL.jpg

He out guesses her on dials, and winds up in close range.  Hope runs dry. . .

9Yd7iIL.jpg

KIA:  Countess Ryad, Major Vynder, and Princess Leia.

Assets:  4 Imperial, 2 Rebel.

Kitty Totals:  11 points Rebel.  9 Points Imperial.

Imperials launch the "Your Debts Are Due" diversion.

Rebels launch the "Capital Gains" diversion.

Edited by Darth Meanie

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...