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. The set up page is updated on a regular basis.
"Gentlemen,
A rescue mission today boys, Queen Sante the Rebel sympathiser has been captured by a Bounty Hunter and is en route to a nearby Imperial Interrogation Centre. She holds vital secrets in her head and we doubt she will be able to resist questioning for long.
Our only hope is to get her before she reaches the inquisitors hands. Deal with any escorts but your main mission is to disable the Bounty Hunter and get the Queen away unharmed.
The General won't be impressed if you vapourise her and the Bounty Hunter !
May the Force be with you"
Team "Rebel Scum"
Rick O'Shea was at Rebel HQ for Tea and Medals and thus missed a mission for the first time.
Spike Sharpie PS 4 E Wing (Triple Ace) (Squadron Leader)
WK Jnr PS3 T70 X Wing (Ace)
Pop Cicle PS 4 HWK-290 (Ace)
Crank Case PS4 Y Wing (Double Ace)
Captain Tangent PS3 A Wing
Obi Two X Wing
Team "Glorious Empire"
Firespray 31, Kath Scarlett PS 7
Tie Advanced, Storm Squadron "Jeff Vader" PS4
Tie Fighter, PS 6 Dark Curse
Tie Fighter x 5, 4 PS1 and 1 PS4
Empire ship selection is as follows, Start with the Firespray add 1 Tie per Rebel player, every third Tie will be a random named pilot, all other Ties are PS1. Add 1 specialised Empire ship per six Ties, we ended up with Jeff Vader again, for the second game running.
Load outs are as follows;
Firespray with Heavy Laser Cannon, Mercenary Co-Pilot, Slave 1 and Proton Torpedoes.
Tie Advanced - Concussion Missile
Set Up
Game should be played on a 3 x 3 table.
Set up
Rebel Players set up anywhere on the top table edge range 1 from the edge.
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 10.
Special Rules
Imperial Re-enforcements - When the Rebel Rescue Shuttle arrives the Imperials will receive 2 PS1 Tie Fighters who will arrive on a random table edge, these ships sole mission is to attack the Shuttle.
Firespray 31 - Contains the Queen, when the ship drops to 2 hull points its electrics will short and the ship will drift and its weapons are disabled. From this point the ship will drift, moving a straight 1 towards the furthest away table edge for the remainder of the game. If the Rebels get a bit enthusiastic with their shooting and shoot down the Firespray the Queen is killed and the game lost.
Empire ships cannot target the Firespray.
Rescuing the Queen - When the Firespray is disabled a Rebel Shuttle (use a captured Imperial Shuttle PS8 & Anti Pursuit Lasers) enters play. When the shuttle is within range 1 of the Firespray it can use an action to place a tractor beam on the Bounty Hunter and take it in tow.
Once under tow the two ships move as one with the Firespray placed behind. Imperial ships may not target the Shuttle from its rear arc for fear of killing the Queen.
Protect Action - Any rebel ship within range one of the Shuttle can use a Protect Action and place an evade token on the shuttle, sacrificing its own action for that turn.
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 Firespray exits the table with the Queen alive inside.
Imperial Victory - The Firespray remains on table after 10 turns or the Rebels kill the Queen.
Draw - Any other result.
How did we get on
Tonight saw the first ever mission without the mighty Rick O'Shea on table, having been involved in the previous 22 games it was certainly unusual to not have his K6/B Wing blasting everything out of the stars. Spike Sharpie our last remaining veteran of all 23 missions stepped up into the Squadron Commanders seat for the evening,
Much to the joy of the Imperials Jeff Vader was back, after not being involved for a number of months he turned up two weeks running, wet tray in hand.
Captain Tangent managed to get his A Wing a little too far forward and ended up taking an early bath. Blown out of the sky by the Firespray. He survived the dice of death and will be back in a new ship soon.
Our Hawk didn't survive either, this fragile ship just never seems to survive long enough to get tricked out enough to become a decent ship, I think Pop Cicle has his eyes on a new K Wing.
It was the Rebels who managed to stay on Mission this week, they only shot 2 ships down during the course of the game and managed, just to disable the Firespray without blowing it up. The Shuttle arrived and just managed to get the tractor beam on the Queens ship and escort it off table on turn 10, a close scenario which could have gone either way.
Result (2 pts for a win, 1 for a draw)
Rebel Win
Campaign overall score is, Empire 21 pts, Rebels 25 pts
X Wing madness will return with game 24 on the 16th of March 2016. A mission which will see our Rebel Pilots protecting a Frigate from a swarm of Imperial Assault Gunboats.
GEEK ZONE
Jim head mechanic in the Rebel Garage has his work cut out as two ships failed to turn up back at base, anyone got a spare K Wing manual.
Pilot upgrades prior to start of game 23
Pilot Pop Cicle added an Ion Bomb to his HWK-290
Pilot Spike Sharpie bought a Shield Upgrade for his E Wing.
Pilot Ensign WK Jnr bought an R2-D2 unit for his T70 X Wing.
Pilot Crank Case stuck a set of Advanced Proton Torpedoes on the Y Wing,
Pilot Captain Tangent bought a Kalidor Crescent for himself.
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 Spike Sharpie - E Wing (PS4), survived, 0 kills, 3 GC - Totals, Missions 23, 8 GC, 18 kills
Pilot Ensign WK Jnr (PS3) - T70 X Wing, survived, 2 kills, 8 GC - Totals Missions 8, 15 GC, 7 kills
Pilot Pop Cicle - HWK-290 (PS4) shot down but survived, 0 kills, 0 GC - Totals, Missions 16, 0 GC, 6 kills
Pilot Crank Case - Y Wing (PS4) survived, 0 kills, 4 GC - Totals, Missions 17, 5 GC 11 kills
Pilot Captain Tangent - A Wing (PS3), shot down but survived, 0 kills, 0 GC, Totals, Missions 11, 4 GC, 0 kills
Pilot Obi Two - X Wing (PS1), survived, 0 kills, 3 GC, Totals, Missions 2, 3 GC, 0 kills
Not Present
Pilot Rick O'Shea - K6/B Wing (PS5) Totals, Missions 22, 9 GC, 32 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
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 with Shield Upgrade
Pop Cicle - awaiting new ship
Rick O'Shea, Kalidor Crescent - K6/B Wing
WK Jnr - T70 X Wing with R2-D2 mech
Crank Case, Kalidor Crescent with Barrel Roll - Y Wing with Adv Proton Torpedoes
Captain Tangent - awaiting a new ship.
Obi Two - X Wing unmodified.
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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