This is a continuation of the X Wing Campaign, full explanation and details of Campaign rules are here.
"Gentlemen, today we fly in support of a major fleet action with a special mission.
Using the cover of the general mayhem of the main battle we need to to sneak in close to an Imperial Droid Fighter Carrier. The firepower of that ship will be being directed elsewhere and we hope they wont notice your small squadron sneak through.
Your ships have been equipped with specialised R2 units, drop them on the surface of the carrier, then guide them to a network port and download a virus onto their system whilst uploading important data about the carrier.
Once you've retrieved your R2 get out of there, expect some attention from the Droid Fighters who will defend their mother ship."
Pilot Upgrades - (from the ongoing Campaign)
Rick O'Shea bought himself some Lightening Reflexes.
Commander Wayne Kerr saved his cash.
Crank Case took the miserly option and saved.
Spike Sharpie turned up in a smart new E Wing.
Set Up
Scenario should be played on a space station map if avaliable |
Rebel players set up on the top edge of the map.
Empire Set up is 2 Tie Droids per Rebel Player, PS is random from the Squadron Pilots (1,3 or 4) drawn at random from available cards. No random ships.
Empire Set up is 2 Tie Droids per Rebel Player, PS is random from the Squadron Pilots (1,3 or 4) drawn at random from available cards. No random ships.
Place 6 markers on the table as shown to represent the data ports on the carrier deck.
Game lasts 10 turns.
Lack of model R2s lead to improvisation. |
Special Rules
OOHHH shiny E Wing |
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. You cannot attempt to jump until after turn 4.
Turn 1. Roll 3 attack die
Turn 2. Roll 3 attack die + Pilot Skill / 2 (round up)
Turn 3. Automatically jump
Tie Droid Fighters Mk2 - Usual rules, Tie Droids act and have stats as normal TIEs except,
1) Not effected by Stress, they never earn a stress token, so can red manoeuvre for free.
2) Droid pilots are immune to critical pilot hits just take the hit.
3) Droid fighters are fragile, they explode due to feedback on any Hull Critical regardless of the number of hull points left.
Tonight's comedy Empire moment, 4 Ties collide with each other in a rush to be the first to shoot at an E Wing |
Victory Conditions
Rebel Victory - Download more than half the R2 units, victory points are only given to those who successfully escape with a droid full of data.
Imperial Victory - Less than half of the R2 units are downloaded.
Draw - Any other result.
How did we get on
Sickness and shift work had thinned the ranks this evening and only four pilots took on the "might" of the empire this evening.
This led to tragedy early in the game as (queue solemn music, wailing and gnashing of teeth) Wayne Kerr was caught in the crossfire of 4 Tie Droids and shot down, he rolled the dice of death, a sharp intake of breath, A CRIT !!! R.I.P Wayne. Survivor of 7 (and a bit missions).
Goodbye Wayne |
It was a week where rather than crashing into each other (apart from one notable comedy moment photographed above), asteroids and rolling hand full of blanks that the Empire actually had some decent dice. Tie Droids are a bit fragile (basically a standard Tie with the added ablity to blow up with a single crit hit). All the rebel ships had lost their shields towards the end of the game and only two R2 units got deployed before everyone jumped away.
WK Jnr survived (just) and with a succesful robot deployment has a few quid to trick out his Hawk, it will be interesting to see how this ship develops. Mostly ignored in a points / competition style game it could be quite useful in a campaign format
An honourable draw. As a scenario it would probably have worked better with more Rebels, as a campaign game it was a challenge for the Rebs.
Rebel Pilot results below,
Pilot Rick O'Shea (4) - B Wing, survived, 2 kills, 3GC - Totals, Missions 14, 3 GC, 17 kills
Pilot Spike Sharpie - E Wing (4),survived, 2 kills, 3GC - Totals, Missions 14, 5 GC, 13 kills
Pilot Crank Case - Y Wing (3) survived, 2 kills, 2GC - Totals, Missions 9, 5 GC 7 kills
Pilot Commander Wayne Kerr - Shot down and killed.
Pilot Ensign WK Jnr (1) - HWK-290, survived, 0 kills, 7 GC - Totals Missions 1, 7 GC, 0 kills
Not Present
Pilot Pop Cicle - A Wing (3) not present - Totals, Missions 7, 10 GC, 2 kills
Pilot Captain Tangent - A Wing (3), not present, 0GC - Totals, Missions 7, 6 GC, 0 kills
Pilot Oi M'Groin - Y Wing (2) not present - 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
Pilot Commander Wayne Kerr veteran of 7 Missions, RIP
Is that a Hawk ! |
Jim
head mechanic in the Rebel Garage was busy down the local book shop looking for a Haynes Workshop Manual for a HWK-290.
Result (2 pts for a win, 1 for a draw)
Draw
Campaign overall score is, Empire 12 pts, Rebels 16 pts
X Wing madness will return with game 15 on 24th June, a big game with 3 huge ships, cue chaos.
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