This is a continuation of the X Wing Campaign, full explanation and details of Campaign rules are here.
Pilot Upgrades -
Rick O'Shea tricked out his B Wing with a shield modulator.
Crank Case sold his Auto Turret and replaced it with an Ion Cannon Turret.
Everyone else saved their credits.
Mission Briefing
"Everyone is in a good mood, you are returning from a successful mission against the Empire and you are jumping in to rendezvous with the frigate Tiberion before returning home.
The first thing you notice coming out of hyperspace is the Tiberion floating past the window, well bits of it anyway, then you realise that you are only a few hundred meters above the deck of an Imperial Destroyer.
As you see hangar doors open and 3 Assault Gun Boats head towards your location, you punch the hyperspace button, apart from some clunking and a high pitch wine nothing happens.
Fix your hyperdrive and get out of there"
Set Up
All rebel ships with missiles / bombs etc roll 1d6, 1-3 and the armaments were used in the action before they jumped in and are not available for this scenario.
Place Assault Gun Boats on the table, 1 for every two Rebel ships.
Place Assault Gun Boats on the table, 1 for every two Rebel ships.
Each Gunboat is armed with 2 x Proton Torpedoes and 1 x Proton Bomb and equipped with a Shield Modulator.
Use a ship deck table cover if you have one (we do but I don't have one on computer for the set up pic).
Special Rules
Destroyed Frigate Debris - Treat as normal asteroids however any Rebel ships within range 1 at the end of a turn gain a stress token.
Rebel Hyperdrive - comes back on line on turn 6 and pilots may start the jump sequence then. Units with mechs may attempt to fix their drives on turn 1, roll a hit and its fixed and functional from the next turn, however roll a crit and the poor mech fries itself. Any other result is a fail, try again next turn.
Empire Star Destroyer point defence - On turn 5 the destroyer becomes active and roll 1 attack die against each rebel ship, using usual firing rules. Add another attack die per ship per turn to a max of 4. Destroyer fires last. So each rebel ship will be attacked by 3 die on turn 7.
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 - More than half of the Rebel ships jump away.
Imperial Victory - Stop the above.
How did we get on
Rebel Pilot results below,
Pilot Rick O'Shea (3) - B Wing, survived, 1 kill - Totals, Missions 10, 5 GC, 11 kills
Pilot Spike Sharpie - X Wing (4), survived, 0 kills - Totals, Missions 10, 13 GC, 10 kills
Pilot Crank Case - Y Wing (2) survived, 2 kills - Totals, Missions 5, 10 GC 5 kills
Pilot Pop Cicle - B Wing (2) survived 0 kills - Totals, Missions 4, 9 GC, 2 kills
Pilot Commander Wayne Kerr - X Wing (2) survived 0 kills - Totals, Missions 4, 8 GC, 1 kill.
Pilot Captain Tangent - A Wing (3), survived 0 kills - Totals, Missions 6, 9 GC, 0 kills
Pilot Oi M'Groin - Y Wing (2) survived 0 kills - Totals, Missions 4, 3 GC 0 kills
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 Brian RIP
Jim head mechanic in the Rebel Garage is having a second 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 12 pts
X Wing madness will return with game 11 in a fortnight. Hopefully one day FFG will bring an Assault Gunboat model out.
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