This is a continuation of the X Wing Campaign, full explanation and details of Campaign rules are here
Mission Briefing
"Pilots a few minutes ago we received a distress call from Rebel Senator Maxis, he has been attacked, his shuttle damaged and his escorts sent packing, scramble to your ships and jump into the sector to save him from the clutches of the evil empire"
Set Up
Empire ships are 4 Academy Level 1 Ties a Level 2 Tie Bomber and back again Darths more famous brother Jeff Vader, all set up range 1 from Empire base edge. Rebel ships start range 2 onto the board (standard 3 x 3), the shuttle range 1.
Special Rules
Shuttle - Has agility 2, Hull 6, Shield 2 (2 per 3 rebel players), it may only move 2 ahead, 1 left or 1 right. It never suffers critical hits, any rolled criticals count as standard hits.
Protect Action - Any Rebel ship may sacrifice its own action in a turn and use a Protect Action on the Shuttle, give the shuttle 1 evade token.
Exiting to Hyperspace - To leave the table you need to declare
your attempt and then try and gain 2 critical hits, hits from previous
rolls carry forward.
Turn 1. Roll 3 attack die
Turn 2. Roll 3 attack die + Pilot Skill / 2 (round up)
Turn 3. Automatically jump
Victory Conditions
Rebel Victory - Shuttle exits table on Imperial edge, Imperial Victory Shuttle is destroyed, any other result is a draw.
How did we get on
4 Rebel pilots took on the might of the Empire, Twiki Bond was a no show but new Pilot Captain Tangent took his first flight in an A Wing.
Pilot Rick O'Shea (2) - B Wing, Shot down again, survived - Totals Missions 2, 0 GC, 1 kill
Pilot Twiki Bond - A Wing (1), Not Present - Totals Missions 1, 6 GC, 0 kills
Pilot Sir Jeremy Dodger - X Wing (2), shot down Jeff Vader !, survived - Totals Missions 2, 7 GC, 1 kill
Pilot Spike Sharpie - X Wing (2), survived but shot down - Totals Missions 2, 2 GC, 0 kills
Pilot Captain Tangent - A Wing (1), survived - Totals Missions 1, 7 GC, 0 kills
Sadly for the rebels the Empire quickly destroyed the Senators Shuttle and the Rebels jumped to hyperspace.
Jim head mechanic in the Rebel Garage was looking slightly pale after having to find another 2 ships for the next mission.
Result (2 pts for a win, 1 for a draw)
Empire Victory, Empire 3 pts, Rebels 1 pts
Game 3 - Imperial Listening Device
2 pilots has some cash to spend from the last mission, Sir Jeremy Dodger spent 6 GC to upgrade his X Wing with a 4 GC R2-D2 and also a 2 GC Flechette Torpedo, Captain Tangent spent 4 GC to upgrade to Pilot Skill 2.
Mission Briefing
"Gentlemen, another squadron has been in a skirmish with the Empire in a asteroid belt in the Phato Sector, their sensor data was examined after the incident and a small unexplained energy signature was located, our Tefal Heads believe this is at least one secret Empire Listening Device, travel to the sector, scan the area, locate and destroy any listening devices "
Set Up
Empire ships are 4 Academy Level 1 Ties a Level 2 Tie Bomber, Jeff Vader was in the infirmary after a minor injury in the Death Star Canteen when he was carrying a plate of hot Italian food without a tray, so a Level 4 Interceptor was the lead Empire ship, all set up range 1 from Empire base
edge. Rebel ships start range 2 onto the board.
Place 1 different numbered ID token on each asteroid and a corresponding numbered token in a cup.
Game lasts 10 turns, Rebels must jump to hyperspace on turn 10 or be destroyed.
Special Rules
Locating the listening device - Any rebel ship within range 1 of an asteroid can sacrifice its action for the turn and scan the asteroid. The player blindly picks one token from the cup, if that token matches the one on the asteroid he has found the device. If the token doesn't match then remove the marker from the asteroid along with the corresponding token from the cup. Continue until all asteroids are scanned. (There may be more than 1 device)
Asteroids - Standard rules however for this scenario they do not move.
Destroying Listening Devices - once discovered a device has 3 hull and 1 defence dice.
Exiting to Hyperspace - To leave the table you need to declare
your attempt and then try and gain 2 critical hits, hits from previous
rolls carry forward.
Turn 1. Roll 3 attack die
Turn 2. Roll 3 attack die + Pilot Skill / 2 (round up)
Turn 3. Automatically jump
Victory Conditions
Rebel Victory - Destroy all listening devices, Imperial Victory Listening devices survive, any other result is a draw.
How did we get on
4 Rebel pilots took on the might of the Empire in the second campaign game of the night.
Pilot Rick O'Shea (2) - Y Wing, Shot down AGAIN !!, survived - Totals Missions 3, 0 GC, 1 kill
Pilot Twiki Bond - A Wing (1), Not Present - Totals Missions 1, 6 GC, 0 kills
Pilot Sir Jeremy Dodger - X Wing (2), 1 kill, survived - Totals Missions 3, 7 GC, 2 kills
Pilot Spike Sharpie - X Wing (2), survived, 2 kills - Totals Missions 3, 8 GC, 2 kills
Pilot Captain Tangent - A Wing (2), survived - Totals Missions 1, 6 GC, 0 kills
Rick O'Shea entered the garage very timidly as Jim was seen sticking pins in a small doll dressed as a rebel pilot.
A victory for the Rebels this time, the Y Wing soaked up the Empire Firepower whilst the 2 located listening devices where destroyed.
Result (2 pts for a win, 1 for a draw)
Next report will be games 4 and 5, coming soon
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