This is a continuation of the X Wing Campaign, full explanation and details of Campaign rules are here.
Pilot Upgrades -
Rick O'Shea decided that a shield modulator wasn't for him, traded it in and went up to Pilot Skill 4
Pop Cicle increased to Pilot Skill 3
Commander Wayne Kerr increased to Pilot Skill 3
Crank Case increased to Pilot Skill 3
Everyone else saved their credits.
Mission Briefing
"A female spy has just escaped from our secure facility on a nearby planet, she has escaped in her modified Firespray before we could even get the door open.
She has information valuable for the Empire and she must be stopped, she has details of a new computer virus we are about to unleash on the Imperial troops
She must be stopped, shoot her down before she escapes"
Set Up
Empire Set up with the Spy in her upgraded Firespray and 1 Tie per rebel, 1 in 3 (or part off) Ties will be a named pilot the remainder a random squadron pilot. Shuffle together all your named pilots and let the Rebels draw the required pilots (we had Howlrunner and Mauler Mithel) same with the Squadron guys (we had 1 Academy PS1 and 2 Black Sqn PS4.
The Firespray has :- Heavy Laser Canon, Proximity Mines, Mercenary Co-Pilot, Slave 1, Proton Torpedoes, Proton Laser and Nanotech Hull (see below for rules for last two upgrades)
Game lasts 10 turns.
Special Rules
Proton Laser - 4 attack die, unlimited range, requires lock on (which is unlimited) defender gets extra defence die on anything over range 3.
Nanotech Hull - New Tech shields the hull, ignore all Critical Hits, discarding them totally doing no damage at all.
Computer Virus - unknown to the Rebels before the game starts, every time they fire at the Firespray roll 1 extra attack dice and on a critical they become infected.
Roll 1d6 for effect (for the duration of this scenario)
1 - Any Astromech stops working.
2. Any "Computer" upgrades stop working.
3. Ships engines are effected, treat as ionised this turn, roll 1 attack die per turn afterwards and any critical ionises the engine for another turn.
4. Lock on capability is lost.
5. Targeting Computer is broken, treat any Critical Hits as Normal Hits
6. Ships Firewall fights off the virus, no effect.
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 - Kill the spy before turn 10.
Imperial Victory - Spy survives after turn 10.
How did we get on
Rebel Pilot results below,
Pilot Rick O'Shea (4) - B Wing, survived, 1 kill - Totals, Missions 11, 3 GC, 12 kills
Pilot Spike Sharpie - X Wing (4), shot down but survived, 0 kills - Totals, Missions 11, 13 GC, 10 kills
Pilot Crank Case - Y Wing (3) survived, 0 kills - Totals, Missions 6, 7 GC 5 kills
Pilot Pop Cicle - B Wing (3) survived 0 kills - Totals, Missions 5, 6 GC, 2 kills
Pilot Commander Wayne Kerr - X Wing (3) survived 1 kill - Totals, Missions 5, 8 GC, 2 kills.
Not Present
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
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
Roll of Honour
Pilot Brian RIP
Jim head mechanic in the Rebel Garage was back at work this work after his fortnight off.
Result (2 pts for a win, 1 for a draw)
Rebel win
Campaign overall score is, Empire 8 pts, Rebels 14 pts
We've used some different tech and rules in these scenarios I'd be interested on what you think to the upgrades etc. X Wing madness will return with game 12 in about a fortnight.
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