Happy Holidays to all our readers old and new, just in case you don'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.
A regular patrol today everyone, we are part of a team exploring an uncharted area of space looking for potential base locations.
As you jump into the sector you are contacted by another Rebel Sqn, you receive an open channel communication, "Glad you're here, we have just discovered a wounded Imperial Destroyer nearby follow us and together we can destroy it"
You spot the Rebel Sqn behind you in an asteroid field, but something, not sure what, but something is not quite right.
May the Force be with you (you might need it !)"
Team "Rebel Scum"
A good turn out this evening with 7 Rebel players, including one newbie, we even had enough for a third Imperial player !
Rick O'Shea PS 5 K6/B Wing (Qunit Ace)
Spike Sharpie PS 4 E Wing (Triple Ace)
WK Jnr PS3 X Wing
Pop Cicle PS 4 HWK-290 (Ace)
Crank Case PS4 Y Wing (Double Ace)
Captain Tangent PS3 A Wing
Obi Two PS1 Kihraxz Fighter
Team "Glorious Empire, Shadow Squadron"
A chance for our Imperial players to have a go in some rebel ships.
YT-1300 PS9 Captain Kagi
X Wing PS6 Backstabber
X Wing PS5 Night Beast
3 x X Wing PS 1
Y Wing PS7 Major Rhymer
2 x Y Wing PS2
Empire set up is unique to this game. Start with 1 X Wing and then add 1 further ship per Rebel player, start with a second X Wing then alternate with a Y Wing adding a YT-1300 for 4 or more players.
Pilots skills are random but remember these are Imperial Pilots who will retain their skill (if they have one) whilst flying the Rebel ship. Use Tie pilots for the X Wings, one named pilot per three and Tie Bomber Pilots for the Y Wings (again 1 random named per three) and a random pilot for the Falcon.
Load outs are as follows;
X Wings - R2 Unit (All 1 and 2 moves are green)
Y Wings - 1 x Proton Torp, Ion Cannon
YT-1300 - Engine Upgrade, Smuggler Addiction and Weapons Engineer.
Game should be played on a 5 x 3 table.
Randomly set up 6 asteroids starting range 1 from the Imperial Table edge, maximum range 3 from that start location.
Rebel players set up range 3 from the furthest forward asteroid, each player rolls 1d6, 1 or 2 set up on the left, 3 or 4 in the middle, 5 or 6 on the right. All facing away from the Imperial table edge.
Imperial players roll 1d6 with the same results as the rebels however they also throw a second d6 with 5 or 6 setting up in the asteroid field closest to the rebels, 1 or 2 furthest and 3 or 4 in the middle. All facing the rebel players.
At the end of turn 6 roll a d6 and the game ends on a 5 or 6, it ends at the end of turn 7 on a 3-6 otherwise it will end at the end of turn 8.
It's a Trap ! - Rebel players at the start of turn 1 roll 1 attack die per level of pilot skill (min 3), count criticals as two points and hits as one point, if a player gets 4 points he sees through the deception of the shadow squadron and can move as normal, any failures will see their PS temporarily reduced to 1. Any failed pilots must roll again at the start of move two carrying forward any points from the last turn and stay at PS 1 until they pass.
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
Rebel Victory - At the end of the game there are more Rebel ships in play than Imperial
Imperial Victory - At the end of the game there are more Imperial ships than Rebel in play.
Draw - Any other result.
How did we get on
A cracking turn out this evening, the last campaign game of 2015 saw 7 Rebels and 3 Imperial players, not bad for the 21st game of our series.
It was good fun for the Imperial Players to have a go in the Rebel ships with those shield thingies, the fragile Tie Fighters will seem even worse in our next game. All but one of the Rebel pilots spotted the Shadow Squadron deception on turn 1, so it was straight into a shoot out.
The Imperial pilots excelled in the much better (than normal) ships and it was a heavy night for the Rebels, 3 pilots were shot down, the biggest loss for them was Crank Cases' Y Wing which was fully tricked out. All the Rebels managed to successfully eject so live to fight another day.
Rick O'Shea bagged another couple of kills which takes him to 31, Spike got the other Rebel kill of the evening to take him to 17. With the loss of Crank Cases Y Wing, Ricks' ship is light years better than anything else on the table.
Captain Tangent yet again failed to shoot anything down so that's 10 missions without a kill ! He did managed to hit something though and actually left the table 2 Galactic Credits better off for a change.
Result (2 pts for a win, 1 for a draw)
Campaign overall score is, Empire 19 pts, Rebels 23 pts
X Wing madness will return with game 22 on the 20th of January 2016. A mission which will see or intrepid band brought in to protect a Rebel CR90 Corvette as it re fuels and re arms, Starfighters, lasers, missiles and a fuel bowser, what could possibly go wrong !
Jim head mechanic in the Rebel Garage has cancelled Xmas leave for the rest of his crew, lots of damaged ships limped home and three new ships to prep.
Pilot upgrades prior to start of game 20
Pilot Pop Cicle added a Plasma Turret to his new HWK-290
Pilot WK Jnr increased to PS 3
Pilot Rick O'Shea added Reflective Coating and a Heavy Laser Cannon to his K6/B Wing
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, 2 kills, 4GC - Totals, Missions 21, 6 GC, 31 kills
Pilot Spike Sharpie - E Wing (PS4), survived, 1 kill, 1 GC - Totals, Missions 21, 12 GC, 17 kills
Pilot Ensign WK Jnr (PS3) - X Wing, shot down but survived, 0 kills, 0 GC - Totals Missions 6, 6 GC, 4 kills
Pilot Pop Cicle - HWK-290 (PS4) survived, 0 kills, 4 GC - Totals, Missions 14, 6 GC, 5 killsPilot Crank Case - Y Wing (PS4) survived but shot down, 0 kills, 0 GC - Totals, Missions 15, 2 GC 11 kills
Pilot Captain Tangent - A Wing (PS3), survived, 0 kills, 2GC - Totals, Missions 10, 7 GC, 0 kills
Pilot Obi Two - Kihraxz Fighter(PS1), survived but shot dowm, 0 kills, 0 GC, 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
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 - E Wing, unmodified
Pop Cicle - HWK-290 with Plasma Turret
Rick O'Shea, Kalidor Crescent - K6/B Wing
WK Jnr - awaiting new ship
Crank Case, Kalidor Crescent with Barrel Roll - awaiting new ship
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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