This is a continuation of the X Wing Campaign, full explanation and details of Campaign rules are here.
Pilot Upgrades -
Rick O'Shea was back in another new B Wing and used 1 GC for Advanced Sensors.
Spike Sharpie spent 8 GC to go to pilot level 4.
Crank Case sold his R2 unit and bought a R7A mech along with some Photon Torps.
Pop Cicle decided to end his exploding X Wing disease by getting a B Wing.
Commander Wayne Kerr was back in a new X Wing.
Mission Briefing
"Following your last successful mission where you gained vital data on the new Empire Tie Droid Fighter its time to engage them in combat and see what they can do. Rebel spies have reported a Imperial Carrier in the Midlandius Sector on a shake down run with a wing of these new fighters"
"Jump in and engage these fighters in combat, you will need to stay long enough to collect enough data for our scientists to build a better picture of these ships. Beware of Imperial back up"
Set Up
Place Tie Droids on the table, 2 for the first Rebel ship, another 1 for the second, 2 for the third and so on.
Roll 1 attack die for each Tie Droid, a crit hit and PS is 4, a hit PS is 3 anything else is a PS1.
Special Rules
Tie Droid Fighter - Stats and dial as a normal Tie Fighter, however all Red moves are white. Regardless of circumstances they can never have a stress marker. Ignore all Pilot critical hit effects and treat as a normal damage, however any hull critical causes feedback in the electrical system and the ship will explode regardless of how many damage it has left.
Tie Droid Fighter |
Empire re enforcements - when two or more Tie Droids have been destroyed roll 1 attack die per pair, roll a crit and a pair of Fighters appear at the start of the turn at a random location on the board edge. Roll a hit and they arrive at the start of the next turn. Any other result and nothing appears.
Asteroids - Move
randomly every 3 turns, roll 1 d12 for clock face direction and 1d4, 1 doesn't move, 2 or3 move straight 1, 4 straight 2, damage etc as main rules.
Jump 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 - Survive 8 turns.
Imperial Victory - Stop the above.
How did we get on
Rebel Pilot results below,
Pilot Rick O'Shea (3) - B Wing, survived, 3 kills - Totals, Missions 9, 5 GC, 10 kills
Pilot Spike Sharpie - X Wing (4), survived, 2 kills - Totals, Missions 9, 8 GC, 10 kills
Pilot Crank Case - Y Wing (2) survived, 1 kill - Totals, Missions 4, 5 GC 3 kills
Pilot Pop Cicle - B Wing (2) survived 0 kills - Totals, Missions 3, 3GC, 2 kills
Pilot Commander Wayne Kerr - X Wing (2) survived 1 kills - Totals, Missions 3, 6 GC, 1 kill.
Not Present
Pilot Sir Jeremy Dodger - X Wing (2), Not Present - Totals Missions 3, 7 GC, 2 kills
Pilot Twiki Bond - A Wing (1), Not Present - Totals Missions 1, 6 GC, 0 kills
Pilot Captain Tangent - A Wing (3), Not Present - Totals, Missions 5, 5 GC, 0 kills
Pilot Oi M'Groin - Y Wing (2) Not Present - Totals, Missions 3, 0 GC 0 kills
Pilot Brian RIP
Jim head mechanic in the Rebel Garage is having a week in Skegness as theres nowt to fix.
Result (2 pts for a win, 1 for a draw)
Rebel win
Campaign overall score is, Empire 8 pts, Rebels 10 pts
X Wing madness will return with game 10 in the first week of March. Hopefully one day FFG will bring a Tie Droid model out.
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