Wednesday 27 January 2016

X Wing - The Campaign - Game 22 - Filling Up Under Fire

Welcome to 2016 in X-Wing World

A New Year a new X Wing Campaign Game, welcome back, if you didn't know this is a continuation of the X Wing Campaign, full explanation and details of Campaign rules are here. This set up page is updated on a regular basis.

Mission Briefing


Deep Space scanners have picked up an Imperial Squadron en route to intercept one of our CR-90s the "Bold Light" which is having to re fuel following a malfunction on board.

Get in and protect the ship whilst it gets underway and escort it off table. I don't have to remind you that lasers and missiles don't mix with space fuel.

May the Force be with you"

Team "Rebel Scum"

Back to our hardcore of 5 Rebel players for our first adventure of the new year.

Rick O'Shea PS 5 K6/B Wing (Hex Ace)
Spike Sharpie PS 4 E Wing (Triple Ace)
WK Jnr PS3 T70 X Wing
Pop Cicle PS 4 HWK-290 (Ace)
Crank Case PS4 Y Wing (Double Ace)

1 x CR-90 "Bold Light" with 20 points of upgrades (players choice), see below for special rules

Team "Glorious Empire"

Back to our usual Imperial ships this week

Firespray 31, Kath Scarlett PS 7
Tie Bomber, Captain Jonus PS6
Tie Advanced, Storm Squadron "Jeff Vader" PS4
Tie Fighter, PS 5 x 2 Night Beast and Winged Gundark
Tie Fighter x 2, 1 PS3 and 1 PS4

Empire set up is as follows, Start with the Firespray and then take one ship per Rebel Player plus one, so our 5 players fight 6 Imperials plus the Firespray.

The first ship after the Firespray will be a Tie Fighter Sqn Pilot (PS drawn at random), the next a named Tie Pilot (drawn at random) and then a random Imperial Ship (see campaign rules for how to choose, all pilots random) and then back to the Tie Sqn Pilot and so on.

Load outs are as follows;
Firespray with Heavy Laser Cannon, Mercenary Co-Pilot, Slave 1 and Proton Torpedoes.
Tie Bomber - 2 x Proton Torpedo, 2 x Concussion Missile and Proton Bomb
Tie Advanced - Concussion Missile

Set Up

Game should be played on a 5 x 3 table.

Set up

Place the CR 90 halfway along the table range 2 from the left hand table edge with a large pod next to it to represent the fuel bowser. Rebel players set up range 2 from the CR90 facing in any direction.

Imperial players set up anywhere on the bottom table edge range 1 from the edge.

Game lasts until one side secures victory or the end of turn 8.

Special Rules

Docking Container - Contains the fuel for the CR90, It has 5 hit points and 2 dodge dice. If the hit points reach 0 the container explodes regardless of the amount of fuel left in it. Place the range stick next to the container so that the 3 zone is on the edge of the container. ANY ship in the 3 area receives an attack of 3 dice, in 2 two dice and 1 at maximum range. These "attacks" occur when the explosion occurs and ignore PS, any hits cannot be modified in any way. Place 5 counters on the Container to represent the fuel supply.

CR90 "Bold Light" - Starts with no energy and during the activation phase it receives 1 energy / fuel from the container by exchanging 1 fuel counter for 1 energy counter as an action. Whilst stationary the CR90 can choose to use its energy counters as per the standard game rules however it can only gain energy counters from the refuelling process.

At any time the Rebel player can choose to disengage from the fuelling pod, however the number of energy counters it has when it disengages is the maximum energy level it can have from that point onwards.

Once the CR90 starts to move use the normal rules however energy is limited to the number of counters you had when you disengaged and you must spend 1 energy to move 1 or 2 and 2 energy to move 3 each turn.

So for example if you disengage the CR90 from the fuel with three energy counters that is your maximum energy for the remaining turns. You can spend 1 on moving and have two left to spend as normal, you regain energy from movement but can never have more than 3.

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

Victory Conditions

Rebel Victory -  The CR90 exits the table by the top table edge.
Imperial Victory - One section of the CR90 is crippled.
Draw - Any other result.

How did we get on

Tonight saw the Imperial ships concentrating "on mission" for once, the 2 Ties led by Jeff Vader (Darth's younger, less talented brother, the type of Jedi who would use his powers solely to levitate Chicken Pakora from plate to mouth) went straight for the fuel bowser with the usual 5 straight Imperial subtlety. The Firespray drove towards the Rebel ships to act as a missile magnet whilst the remaining Imperial ships were sent off on a flanking move.

An almighty scrap took place in the centre of the table with missiles and lasers firing everywhere however Jeff and his two bessie mates snook through and on turn 4 the fuel bowser blew. Fantastic result for the Imperials as the CR 90 had only just disengaged and the resulting damage roll hit the rear of it 3 times.

It wasn't such good news for the Tie Sqn Pilot who was flying next to the rear of the CR90 who blew up with the fuel container, Jeff only just survived being reduced to one hit point, it must have been the wet canteen tray which saved him ! (If that doesn't make sense google "Death Star Canteen").

The Firespray took the brunt of the Rebel fire and at one point had 4 target lock counters on it, it managed however to take out the rear section of the CR90 with its Heavy Laser Canon just before the Rebels took it out.

A good game for the Imperials who would have struggled without going all out on the mission, the Rebels managed to help themselves to 4 kills so didn't loose out completely.

Result (2 pts for a win, 1 for a draw)

Imperial Win

Campaign overall score is, Empire 21 pts, Rebels 23 pts

X Wing madness will return with game 23 on the 17th of February 2016. A mission which will see our Rebel Pilots attempting to rescue the Queen of a Rebel Sympathising Planet. Another rescue I hear the Rebels say, if you want to drift round the universe randomly blowing stuff up, join the Empire !


Jim head mechanic in the Rebel Garage has begun to relax as all the rebel ships returned home, a bit of polyfilla and a lick of paint and jobs done.

Pilot upgrades prior to start of game 22

Pilot Pop Cicle added a Bomb Slot to his new HWK-290
Pilot Spike Sharpie bought the Sniper trait for his pilot.

The K6/B Wing is a B Wing upgrade for the Campaign, it costs 15 GC. The B Wing exchanges its manoeuvre dial for an X Wing dial, gains 1 hull and may add a Heavy Laser Cannon as an upgrade, it is only available to pilots with a PS of 5 or above.

Rebel Pilot results below,

Pilot Rick O'Shea (PS5) - B Wing, survived, 1 kills, 3GC - Totals, Missions 22, 9 GC, 32 kills
Pilot Spike Sharpie - E Wing (PS4), survived, 1 kill, 3 GC - Totals, Missions 22, 9 GC, 18 kills
Pilot Ensign WK Jnr (PS3) - T70 X Wing, survived, 1 kill, 5 GC - Totals Missions 7, 11 GC, 5 kills
Pilot Pop Cicle - HWK-290 (PS4) survived, 1 kill, 1 GC - Totals, Missions 15, 6 GC, 6 kills
Pilot Crank Case - Y Wing (PS4) survived, 0 kills, 2 GC - Totals, Missions 16, 7 GC 11 kills

Not Present

Pilot Captain Tangent - A Wing (PS3), Totals, Missions 10, 7 GC, 0 kills
Pilot Obi Two - Kihraxz Fighter(PS1),Totals, Missions 1, 0 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 (At the going down of the twin suns, we will remember them)
Pilot Brian sadly lost after only 2 missions, RIP
Pilot Commander Wayne Kerr veteran of 7 Missions, RIP

Ship Zone

Uber geeks area for those who want to see what our intrepid pilots fly.

A Kalidor Crescent is bought for 5 GC and adds a pilot skill slot.

Spike Sharpie, Kalidor Crescent with Sniper Trait - E Wing, unmodified
Pop Cicle - HWK-290 with Plasma Turret, Bomb Slot
Rick O'Shea, Kalidor Crescent - K6/B Wing 
WK Jnr - T70 X Wing unmodified
Crank Case, Kalidor Crescent with Barrel Roll - Y Wing unmodified
Captain Tangent - A Wing with Homing Missiles and Failsafe
Obi Two - awaiting new ship
Baby Brian - awaiting new ship
Oi Mi'Groin - Y Wing with R10 Astromech and Autoturret
Sir Jeremy Dodger - X Wing with R2-D2 and shield upgrade
Twiki Bond - A Wing unmodified

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