|Looks like Jeff has had a few sherrys|
After a long series of battles you deserve a rest.
I have booked you all on a long weekend skiing break to the lovely mountainous planet of Alderaan.
Its in a quiet sector, stay out of trouble and we will see you back for action next week.....
As you jump in the planet has gone and there is a huge asteroid field there instead. As you are about to jump away you detect a hologram transmitter with a Rebel frequency emitting from somewhere in the belt. Get the thing back to base, it may contain vital information about the sudden lack of planet.
May the Force be with you"
|The Rebel Scum|
Rick O'Shea in his K6/B Wing (Hex Ace) (Squadron Leader)
Spike Sharpie, PS 4 E Wing (Triple Ace)
Pop Cicle, PS 4 K-Wing (Ace)
Crank Case, PS4 Y Wing (Double Ace)
Captain Tangent, PS3 T-70 X Wing
Ensign W K Junior PS4 T-70 X Wing (Ace)
Team "Glorious Empire"
Tie Interceptor PS6 Kir Kanos
Tie Interceptor PS6 Royal Guard Pilot
Tie Advanced PS4 "Jeff Vader"
Tie Fighter, PS 9 "Howlrunner"
Tie Fighter, PS 5 "Night Beast"
Tie Fighter x 4, 2 PS1 and 2 PS3
Empire ship selection is as follows,1 Tie per Rebel player plus 1, every third Tie will be a random named pilot, all other Ties are random Sqn Pilots (Roll a d6, 1 or 2 PS1, 3 or 4 PS3 and 5 or 6 PS4). Add 1 Random Imperial reinforcement per two Rebel Players.
Load outs are as follows;
Tie Advanced - Concussion Missiles
|NB The map program doesnt have a K Wing pic|
Rebel Players set up on their table edge
Imperial players set up anywhere on the bottom table edge range 1 from the edge.
Set up 15 (yes 15 ! it's whats left of a planet) asteroids in the central belt of the table in three rows, add 1 counter to the central asteroid closest to the Rebels, 3 counters at random to the central row and 2 at random to the nearest row to the Imperials.
If the hologram transmitter is recovered ships may start to try and jump to hyperspace on turn 6, if you reach turn 8 without locating the device ships may begin to jump then, maximum game length is 10 turns.
Hologram Transmitter - is located beneath one of the six counters on the asteroids, any Rebel ship within range 1 of a counter can use their action for the turn to scan a counter. Roll 1 d6 and the transmitter is located on a 6, each counter searched after the first with get a minus one on the roll, i.e. the 3rd counter will have the transmitter on a roll of 4,5 or 6. If more than one search is done in a turn search in PS order highest first. Once searched if unsuccessful the counter is removed.
The ship that finds the transmitter must carry it and escape with it, it cannot be transferred between ships.
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
Asteroids - Use the standard asteroid rules as per normal game play. The asteroids will randomly move on turns 2, 5 and 8. Roll a d12 and a d4, d12 gives the direction of movement on a clock face, the d4 gives distance. 1= no movement, 2 or 3 = move 1 and 4 move 2.
Rebel Victory - Find the transmitter and exit the table with it.
Imperial Victory - Stop the transmitter leaving the table.
Draw - Any other result.
How did we get on
Six Rebel pilots mustered again for the game.
The Imperials did particularly poorly on their reinforcement rolls and as we advance further into the campaign the newer Rebel ships are more than a match for Tie Interceptors and even the legend that is Jeff Vader.
It didn't take long for the Transmitter to be located with the K Wing finding and loading the precious cargo on turn 3, it couldn't have gone much worse for the Imperials, the game winning item was on board the biggest ship.
Captain Tangent managed to shock the gathered crowd by scoring his second kill of the campaign, after waiting over a year for the first one they are coming thick and fast now, he did spoil it however by getting shot down himself the next turn. But the dice gods where good to the captain and he safely ejected rather than taking the one way trip to Valhalla.
Comedy moment as usual was provided by the Imperials as yet again, like a scene from the movies, a Tie managed to explode after colliding with an asteroid.
The game then turned into a game of chase the K Wing which turned out to be a thankless task as the SLAM action makes it nearly impossible to catch.
So after a few close match ups this was a bit of a rout, the Rebels completed their mission on Turn 8 as the K Wing exited the table through hyperspace. 5 Imperial ships where shot down against the one Imperial.
Result (2 pts for a win, 1 for a draw)
Campaign overall score is, Empire 23 pts, Rebels 29 pts
X Wing madness will return with game 27 on 13th of July 2016 when our intrepid pilots will find themselves between a rock and a hard place.
|A Tie Fighter exploding on an Asteroid surely not|
Jim head mechanic in the Rebel Garage is measuring Captain Tangent for another new pilot chair.
Pilot upgrades prior to start of game 26
Pop Cicle bought some Advanced Homing Missiles
Crank Case added a Plasma Cannon Turret to his Y Wing
Ensign WK Jnr levelled up to PS 4
Rick O'Shea sold his Stealth Coating and bought the Pilot Skill Chess Player.
Rebel Pilot results below,
Pilot Spike Sharpie - E Wing (PS4), survived, 1 kills, 7 GC - Totals, Missions 26, 17 GC, 20 kills
Pilot Rick O'Shea - K6/B Wing (PS6), survived, 1 kills, 7 GC - Totals, Missions 25, 7 GC, 36 kills
Pilot Pop Cicle - K Wing (PS4) survived, 0 kills, 2 GC - Totals, Missions 19, 4 GC, 6 killsPilot Crank Case - Y Wing (PS4) survived, 1 kills, 4 GC - Totals, Missions 20, 3 GC 13 kills
Pilot Captain Tangent - T70 X Wing (PS3), shot down but survived, 1 kills, 0 GC, Totals, Missions 14, 4 GC, 2 killsPilot Ensign WK Jnr (PS4) - T70 X Wing survived, 1 kill, 2 GC- Totals Missions 9, 9 GC, 8 kills
Pilot Oi M'Groin - Y Wing (2), Totals, Missions 4, 3 GC 0 kills
Pilot Sir Jeremy Dodger - X Wing (2), Totals Missions 3, 7 GC, 2 kills
Pilot Twiki Bond - A Wing (1), Totals Missions 1, 6 GC, 0 kills
Pilot Baby Brian - X Wing (1) survived, 0 kills, 1GC - Totals Missions 3, 1 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 & Z2-K8 Droid
Pop Cicle - K Wing - with Advanced Homing Missiles
Rick O'Shea, Kalidor Crescent, Lighting Reflexes, Playing Possum and Chess Player- K6/B Wing with Heavy Laser Cannon, Engine Upgrade and Advanced Sensors.
WK Jnr - T70 X Wing with R2-D2 mech
Crank Case, Kalidor Crescent with Barrel Roll - Y Wing with Adv Proton Torpedoes (x2) and Plasma Cannon Turret.
Captain Tangent - Kalidor Crescent awaiting 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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