This is a continuation of the X Wing Campaign, full explanation and details of Campaign rules are here.
After your (reasonably) successful mission last time out on the planet Radix you have been retained in the area to help evacuate the scientists you helped rescue from the planets surface.
Loaded onto an unarmed freighter the scientists are going to be taken into the safety of hyper space, your job is to protect the freighter until it can wind up its jump drive and escape.
Look out for Planetary Defence fire, the battle around you is still ongoing and they will fire at anything which moves.
To your ships, May the Force be with you"
Pilot Upgrades - (from the ongoing Campaign)
Crank Case added a Barrel Roll to his action bar and traded in his old droid for a R5-K7.
Spike Sharpie spent a whole GC on a R2-D4 droid keeping back some money in case he needed to pay his insurance excess again.
Pop Cicle added another Torp slot to his A Wing filling it with some Flechette Torpedoes.
Ensign WK Jnr was in a new basic X Wing after losing his HWK last time out
Rick O'Shea levelled up to a big PS5 and traded in his Pilot ability for Playing Possum.
Game should be played on a 5 x 3 table with the Freighter travelling along the 5ft length, entry points should be range 2 from the table edge and 1/3 and 2/3 down the length.
Rebel players set up on the top of the map within range 2 of the table edge, the Scientists set up in the centre of the table as shown.
Empire Set up with 3 ships only, a random Sqn Tie (PS1 for us), a random named Tie (Night Beast) and a Random Empire Ship with a named pilot (again random) we had Lt Lorir in his Interceptor.
Game lasts until the Rebel Scientists exit the Imperial Table edge or are killed.
GR75 Freighter - Do not use normal rules, ship is travelling in a straight line winding up its jump drive. It can move forward any speed each turn, Add 3 extra shield to its base fit. The ship will jump to hyperspace when it reaches the end of the table. We treated the GR75 as a mobile asteroid for collision purposes.
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
Imperial Ships - On turns 3,5,7 and 9 3 Imperial Ships will arrive on the table, randomly at one of the 4 entry points, they enter after movement dials have been set but before movement takes place. They can set up within Range 1 of the entry point facing in any direction, they can perform an action for that turn but will not move on their first turn on the table. After their entry turn they will revert to normal movement.
Select one Sqn Tie, one named Tie and one Random Ship with a named pilot (see rules link at the start of the post if you are not familiar with how we choose these).
Planetary Defence Fire - Each even numbered turn pick at random one of the entry points, this will be the focus for the PDF, any ship within range 2 of the point will be subject to 3 attack die. PDF is performed after all firing has taken place.
Rebel Victory - Get the scientists to safety.
Imperial Victory - Destroy the GR75.
Draw - Any other result.
How did we get on
Five rebel scum this evening, in what was always going to be a tough campaign game, the Rebels need a bit of luck to get this one done, they didn't have any.
It all started going wrong very early on, after the initial skirmish with the outnumbered Empire ships the first group of Empire re-enforcements turned up on entry point A (we had a PS4 Tie, Dark Curse and Mareek Steele in his Tie Adv) just on the flank of the Rebels and the GR75.
It was all over on Turn 5 when the second group of Imperial ships entered on the same point (PS4 Tie, Howlrunner and Darth Vader in his Tie Adv !) directly behind the rebels and they easily finished off the Freighter.
There was a bit of a kill fest for the Rebel pilots though as they were fighting the Imperials in dribs and drabs, 5 Imperial ships were lost in the game quite a tally and two of them went to PS1 Ensign WK Jnr, clearly out to avenge the death of his father.
The planetary defence didn't hit anyone, this is a nice random scenario which could change very quickly, a planetary burst taking out a couple of Empire ships would change the balance as would a re enforcement turning up at the other end of the table. In our game they didn't and the Rebels lost, all pilots did however jump to safety.
|Game of Chicken|
Pilot Rick O'Shea (5) - B Wing, survived, 3 kills, 9GC - Totals, Missions 17, 9 GC, 21 kills
Pilot Spike Sharpie - E Wing (4), survived, 0 kills, 1 GC - Totals, Missions 17, 6 GC, 13 kills
Pilot Crank Case - Y Wing (3) survived, 0 kills, 4GC - Totals, Missions 12, 8 GC 9 kills
Pilot Pop Cicle - A Wing (3) survived, 0 kills, 1 GC - Totals, Missions 10, 3 GC, 2 kills
Pilot Ensign WK Jnr (1) - X Wing, survived, 2 kills, 10 GC - Totals Missions 3, 11 GC, 3 kills
Not PresentPilot Captain Tangent - A Wing (3), not present, 2GC - Totals, Missions 8, 3 GC, 0 kills
Pilot Baby Brian - A Wing (1) not present - Totals Missions 1, 0 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
Jim head mechanic in the Rebel Garage was still asleep
Result (2 pts for a win, 1 for a draw)
Campaign overall score is, Empire 14 pts, Rebels 20 pts
X Wing madness will return with game 18 on the 2nd September. A battle to save another Rebel Squadron stranded in Empire Space with no power.