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X-Wing Campaign

Game Reports and Reviews

X-Wing Campaign

Postby RMD » Tue Jun 28, 2016 10:58 am

Having recently discovered the fantastic ‘X-Wing: The Miniatures Game’ and gone a bit nuts buying ships, I was immediately tempted to create a campaign, to get things rolling among my Padawans. As luck would have it, ‘Yarkshiregamer’ has already done most of the work for me and all the campaign rules and scenarios can be found on his blog here http://yarkshiregamer.blogspot.co.uk/20 ... egins.html

As he freely admits to having ‘borrowed’ it from someone else, I feel absolutely no guilt whatsoever in shamelessly ripping him off! Thanks Yarkshiregamer! :) Joking aside, Yarkshiregamer’s blog is excellent, so go have a look.

We’ve already done three games and are keen to do more, so here’s the first game. More to follow:

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Mission 1 Graduation Day

Pre-Mission Admin

Pilot ‘Boba Feck’ purchases a Z-95 Headhunter (12 GC) and gets 10 GC cashback. He buys a pilot skill upgrade to PS2 for 4 GC and a Shield Upgrade modification for a further 4 GC. He then banks the remaining 2 GC.

Pilot ‘Wraith 7’ purchases a T-65 X-Wing (21 GC) and gets 1 GC cashback. He grabs the Integrated Astromech modification (free) and spends his remaining 1 GC on an R4-D6 Astromech.

Pilot ‘Garf-i’Eld’ purchases a T-65 X-Wing (21 GC) and gets 1 GC cashback, which he spends on a standard R2 Astromech.

Pilot ‘Qui-Gon Rum’ purchases an A-Wing (17 GC) and gets 5 GC cashback, which he spends on Homing Missiles.

Mission Briefing

Congratulations on graduating as a new fighter pilot and welcome to Brown Squadron here in the Treveen System! As you know, the Treveen System, at the arse end of the Western spiral arm of the galaxy, is something of a backwater of the Empire and has minimal garrison forces, as well as a small but active resistance movement. With a little push, the Rebellion could gain ground here.

So to today’s mission:

Normally you would walk out to your new ship. However, we are presently short of ships and as it happens, the Empire has a depot for captured military equipment on Treveen 6 and it’s only lightly guarded. Other Rebel forces will distract the occupying forces whilst you are dropped into the factory by assault shuttle. Grab a ship that matches your personal preference, get it started and get out of there!

Good Luck and May the Force be with you.

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Set Up

Set up is the standard 3’ x 3’ playing area. Both sides set up within range band 1 of opposite edges. Empire ships are randomly allotted based on number and type of Rebel ships, as per the campaign rules. In our game, this amounts to three Academy-level TIE Fighters (Pilot Skill (PS)1), a Scimitar Squadron TIE Bomber (PS2) equipped with Concussion Missiles and Proton Bombs, an Avenger Squadron TIE Interceptor (PS3) and a TIE Fighter piloted by the Imperial ace known as ‘Backstabber’ (PS6).

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Special Rules

Starting your ship - Roll 1 attack die per level of pilot skill plus one (Level 2 rolls 3 die) you need 5 hits of any type to start your ships, if not done by turn 4 it will start on its own, you have no shields until your ship starts so get rolling !

Targeting ships on the ground - Attacking ship must be in range 2 or less, each rebel ship is in a bunker it gains 3 extra hull whilst inside the bunker (critical hits have no effect on bunkers). Rebel ships can defend with 2 green dice but can’t use actions.

Force Field - The Empire have set up a planetary force field so no ship can jump to hyperspace until the start of turn 6 when a bomb pre set by resistance fighters on the plant will blow the generator.

After-Action Report

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The Imperial ships close in fast, keen to attack the Rebels while they’re still on the ground. Boba Feck’s Z-95 is first out of the traps, closely followed by Garf-i’Eld’s X-Wing. Wraith 7 and Qui-Gon Rum finally manage to get their ships started as the hangars collapse around them under a hail of Imperial fire!

No Rebel ships are damaged on the ground, though Qui-Gon’s A-Wing is raked by ‘Backstabber’ and the TIE Bomber as he climbs away.

The Imperial TIE pilots manage to pull up out of their attack and turn to pursue. However, the TIE Interceptor pushes his luck and only just manages to avoid smacking into the planet!

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Despite being damaged, Qui-Gon’s A-Wing bravely turns back into the fight, followed by Boba’s Z-95. They engage in a head-on duel with the TIEs. Garf’s X-Wing (here on the right) turns back to flank the pursuing TIEs and concentrates his fire on the TIE Bomber. However, Wraith’s X-Wing (on the left) is being badly shot up by the TIE on his tail.

The news comes through that Rebel resistance fighters have now blown the planetary shield generator – all Rebel pilots now start spooling up their hyperdrives, though it’s slow work…

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Qui-Gon’s A-Wing suffers badly in the head-on pass against the mass of TIE Fighters, though manages to give as good as he gets. As he dodges through the Imperial formation, he lines up on the TIE pursuing Wraith. However, he fails to notice the TIE Interceptor (at the top of the picture), which has finally managed to turn back toward the fight and is about to re-engage…

Boba Feck meanwhile makes the first kill; downing one of the TIEs. Garf’s X-Wing meanwhile (here on the left), continues to chip away at the TIE Bomber.

Wraith (here on the right), already in trouble, now finds himself head-to-head with ‘Backstabber’, who rakes his X-Wing with accurate fire. Wraith loses his R2 unit as the plucky droid sacrifices himself to keep the ship flying. The R2’s sacrifice soon pays off, as Wraith’s return volley finds its mark and blows the TIE apart! The other Rebel pilots can only look on in envy as Wraith collects the huge bounty that had been placed on Backstabber’s head…

Amazingly, Wraith quickly follows this up with further success, as he destroys a second TIE!

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The TIE Interceptor finally gets back into the fight and fires an accurate volley into Qui-Gon, as he flashes across in front of him. The A-Wing disintegrates, though Qui-Gon manages to eject safely and is eventually picked up by a rescue team. The TIE Interceptor quickly loops around, though not quick enough to stop Boba raking him. Boba also executes a hard turn, lining up for another shot before the hyperdrive kicks in.

The TIE Bomber is also suffering heavy damage, thanks to Garf’s incessant fire. However, the wily bomber pilot has one last trick up his sleeve and deposits a proton bomb right in the middle of the dogfight, before accelerating away and looping back at maximum power! Wraith, Garf and the TIE Interceptor all get a face-full of protons as the bomb detonates. This is too much for Wraith’s poor X-Wing, which finally gives up the fight, just as the hyperdrive is about to engage! Wraith thankfully manages to eject and is later smuggled back to Rebel lines by the local resistance. However, his bulging wallet goes down with the X-Wing!

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Garf is quick to exact revenge for Wraith and destroys the TIE Bomber as it attempts to turn back into the fight. Avoiding fire from the last surviving TIE, his hyperdrive finally engages and he jumps out, followed by Boba’s Z-95.

With the escape of half the stolen ships, the Rebellion has won its first victory in the Treveen system! It is only a small victory, but it has given heart to the resistance and as the Jedi Masters would say, “From little Nerfling-podules do mighty Nerf-herds grow.”

Post-Mission Admin

Pilot ‘Boba Feck’, having survived the mission intact and killing a TIE Fighter, has 10 GC to spend (8 GC bounty, plus 2 GC banked). He buys a pilot skill upgrade to PS3 for 6 GC and Cluster Missiles for 4 GC.

Pilot ‘Wraith 7’, despite having shot down two TIE Fighters (including the ace ‘Backstabber’) and having earned a pot of cash, was sadly shot down and therefore lost his loot. However, he ejected safely and earns 2 GC for completing the mission. He uses his Rebellion Grant to buy another T-65 X-Wing for 21 GC, receiving 1 GC cashback. He once again installs the free Integrated Astromech modification and spends his 3 GC on the R5-D8 Astromech.

Pilot ‘Garf-i’Eld’, having destroyed a TIE Bomber and survived intact, arrives back at base with 9 GC bounty. He uses 4 GC to increase his pilot skill to PS2 and 4 GC to install a Shield Upgrade modification. He banks the remaining 1 GC.

Pilot ‘Qui-Gon Rum’, having ejected safely, earns 2 GC for completing the mission. He uses his Grant to buy another A-Wing, receiving 5 GC cashback. He buys Proton Rockets for 3 GC and a Stealth Device modification for 3 GC. The remaining 1 GC is banked.

Post-Mission Squadron Roster

Pilot ‘Boba Feck’ (PS3): Flown 1 mission. Scored 1 kill. Flies a Z-95 Headhunter, equipped with Cluster Missiles. 0 GCs banked.

Pilot ‘Wraith 7’ (PS1): Flown 1 mission. Scored 2 kills. Flies a T-65 X-Wing, equipped with Integrated Astromech and R5-D8. 0 GCs banked.

Pilot ‘Garf-i’Eld’ (PS2): Flown 1 mission. Scored 1 kill. Flies a T-65 X-Wing, equipped with a Shield Upgrade modification and an R2 Astromech. 1 GC banked.

Pilot ‘Qui-Gon Rum’ (PS1): Flown 1 mission. Scored no kills. Flies an A-Wing, equipped with Proton Rockets and a Stealth Device modification. 1 GC banked.
RMD
Beardo
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Re: X-Wing Campaign

Postby RMD » Thu Jun 30, 2016 10:32 pm

Game 2 - Political Escort

Pilot Roster

Pilot ‘Boba Feck’ (Pilot Skill (PS) 3): Flown 1 mission. Scored 1 kill. Flies a Z-95 Headhunter, equipped with Cluster Missiles. 0 GCs banked.

Pilot ‘Wraith 7’ (PS1): Flown 1 mission. Scored 2 kills. Flies a T-65 X-Wing, equipped with Integrated Astromech and R5-D8. 0 GCs banked.

Pilot ‘Garf-i’Eld’ (PS2): Flown 1 mission. Scored 1 kill. Flies a T-65 X-Wing, equipped with a Shield Upgrade modification and an R2 Astromech. 1 GC banked.

Pilot ‘Qui-Gon Rum’ (PS1): Flown 1 mission. Scored no kills. Flies an A-Wing, equipped with Proton Rockets and a Stealth Device modification. 1 GC banked.

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Mission Briefing

"Pilots, a few minutes ago we received a distress call from Rebel Senator Maxis, he has been attacked, his transport damaged and his escorts sent packing. Scramble to your ships and jump into the sector to save him from the clutches of the evil empire"

Set Up

The board is a standard 3x3 mat. The Imperial ships deploy at Range 1 from the Empire base edge. The Rebel ships start at up to Range 2 onto the opposite board edge, with the Senator’s transport at Range 1.

Empire ships are randomly determined as three Academy TIE Fighters (PS1), an Obsidian Squadron TIE Fighter (PS3), a Scimitar Squadron Tie Bomber (PS2) equipped with Concussion Missiles and a Proton Bomb, and an Omicron Group Lambda Shuttle (PS2) equipped with Sensor Jammers, a Weapons Engineer and Anti-Pursuit Lasers.

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Special Rules

Senatorial Transport - Has Agility 2, Hull 6 and Shield 2 (2 shields per 3 rebel players), it may only move 2 ahead, 1 left bank or 1 right bank. It never suffers critical hits, any rolled critical hits count as standard hits. In the original scenario it is unarmed, though we gave it a Blaster Turret for self-protection. It always moves first and for combat purposes has PS 1.

Protect Action - Any Rebel ship may sacrifice its own action in a turn and use a Protect Action on the Shuttle, thereby giving the shuttle 1 evade token.

Victory Conditions

Rebel Victory - Shuttle exits table on Imperial edge, Imperial Victory Shuttle is destroyed, any other result is a draw.

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

After-Action Report

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The Imperials come on in the same old way, charging straight into the fight. While Garf-i’Eld’s and Wraith 7‘s X-Wings engage the TIE Fighters, Boba Feck’s Z-95 and Qui-Gon Rum’s A-Wing stick close to the Senatorial transport.

Boba Feck launches a volley of Cluster Missiles into the looming shape of the Lambda Shuttle, but to little effect. The Imperial ships pour fire into the transport, quickly knocking out its shields and eating into the hull plating! This looks like it might be a quick fight…

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As the shuttle blocks the Senator’s escape, the TIE Fighters swarm for an easy kill… However, Boba Feck heroically charges into the swarm, shooting down one TIE before it can respond. Boba’s valiant charge is soon ended, however, as the shuttle’s heavy forward armament cuts through him like a light sabre through bantha butter. There is no chance for him to eject, as Boba Feck’s brave little Z-95 explodes in a blinding flash.

Rebel vengeance is swift however, as the enraged transport crew cut down one of the attacking TIEs. The Obsidian Squadron TIE meanwhile, is brought down by Garf, having first been softened up by Wraith. Garf’s X-Wing however, is heavily damaged from his encounter with the elite TIE pilot.

Qui-Gon meanwhile, is on the shuttle’s tail, though causing little damage, thanks to the A-Wing’s relatively poor armament and the shuttle’s defensive Sensor Jammers. For his pains he gets a face-full of Concussion Missiles from the TIE Bomber.

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Having finally evaded the menacing shuttle, the Senator’s heavily damaged transport makes a run for safety, shooting up the TIE Bomber as it does so. The Rebels now realise that they should have made more of an effort to protect the transport, as one more hit will destroy her! Qui-Gon’s A-wing sticks close to the senator’s transport, engaging the TIE-Bomber at point-blank range.

Wraith and Garf make an attack run on the Shuttle, again to little effect, though the shuttle’s shields are finally starting to weaken. Garf decides at this point to start the hyperdrive sequence, while he still has a chance of making it back alive…

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As Garf makes a run for it (his R2 unit doing a passable impersonation of a Corellian Domesticated Fowl as he does so), Wraith turns to engage the TIE Bomber.

Qui-Gon meanwhile, turns his A-Wing away from the enemy, in order to perform a Protect action on the transport. At last the Rebels realise the value of this action… But is it too late?

The shuttle ponderously turns its bulk around… It will soon have its guns trained on the Senator’s transport.

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Once again, the transport’s gunners save their bacon, as their blaster turret destroys the TIE Bomber!

The Senator has almost reached safety, but they still have a TIE Fighter on their tail and the Imperial shuttle is upon them! Qui-Gon delivers a volley of Proton Rockets into the shuttle, but it’s still coming!

Wraith gets in close to the transport and performs a Protect action, which is now the Senator’s only hope for survival!

The shuttle opens fire and scores one hit… Which is absorbed by Wraith’s efforts…

However, there is still one TIE Fighter to deal with… The TIE fires… And misses!

The Senator is saved by the skin of his teeth and duty done, the remaining Rebel pilots jump out. Chalk another successful mission up to the good guys!

However, the success has not been without cost. Brown Squadron has suffered its first combat casualty, the squadron’s senior pilot, Boba Feck. He will be avenged!

Post-Mission Admin

Pilot ‘Boba Feck’, having pressed home a missile attack on the Imperial Shuttle and then having destroyed a TIE Fighter, is heroically lost in action. He is posthumously awarded the Rebel Alliance’s Medal of Bravery for his heroism.

Pilot ‘Wraith 7’ returns safely to base with a 5 GC bounty. He uses this to increase his pilot skill to PS 2. The remaining 1 GC is banked.

Pilot ‘Garf-i’Eld’ returns safely to base having killed a TIE Fighter, earning a 7 GC bounty. Including his banked 1 GC, has 8 GC available to spend. He spends 4 GC on Proton Torpedoes and the remaining 4 GC on an R2-D2 Astromech. The redundant R2 Astromech is returned to stores.

Pilot ‘Qui-Gon Rum’ returns safely to base with a 4 GC bounty. He spends this in increasing his pilot skill to PS2 and leaves 1 GC in the bank.

Post-Mission Squadron Roster

Pilot ‘Boba Feck’ (PS3): Flown 2 missions. Scored 2 kills. Lost in action

Pilot ‘Wraith 7’ (PS2): Flown 2 missions. Scored 2 kills. Flies a T-65 X-Wing, equipped with Integrated Astromech and R5-D8. 1 GC banked.

Pilot ‘Garf-i’Eld’ (PS2): Flown 2 missions. Scored 2 kills. Flies a T-65 X-Wing, equipped with a Shield Upgrade modification, Proton Torpedoes and R2-D2. 1 GC banked.

Pilot ‘Qui-Gon Rum’ (PS2): Flown 2 missions. Scored no kills. Flies an A-Wing, equipped with Proton Rockets and a Stealth Device modification. 1 GC banked.
RMD
Beardo
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Re: X-Wing Campaign

Postby RMD » Tue Jul 05, 2016 3:15 pm

Game 3 - Imperial Listening Device

Pre-Mission Admin

Pilot ‘Obi-Wyn’ joins Brown Squadron and opts to spend his Rebellion Grant on an unmodified B-Wing (no cashback).

Pilot Roster

Pilot ‘Obi-Wyn’ (PS1): Flown 0 missions. Scored 0 kills. Flies a B-Wing with no upgrades. 0 GC banked.

Pilot ‘Wraith 7’ (PS2): Flown 2 missions. Scored 2 kills. Flies a T-65 X-Wing, equipped with Integrated Astromech and R5-D8. 1 GC banked.

Pilot ‘Garf-i’Eld’ (PS2): Flown 2 missions. Scored 2 kills. Flies a T-65 X-Wing, equipped with a Shield Upgrade modification, Proton Torpedoes and R2-D2. 1 GC banked.

Pilot ‘Qui-Gon Rum’ (PS2): Flown 2 missions. Scored no kills. Flies an A-Wing, equipped with Proton Rockets and a Stealth Device modification. 1 GC banked.

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Mission Briefing

"Gentlemen, Pink Squadron has been in a skirmish with the Empire in the asteroid belt between Treveen 3 and Treveen 4. Their sensor data was examined after the incident and a small unexplained energy signature was located, our boffins believe that at least one secret Imperial Listening Device is likely to be present in the asteroid belt. Brown Squadron is to jump into the sector, scan the area, locate and destroy any listening devices "

Set Up

The standard 3’x3’ star field mat is used.

Five asteroid tokens are placed randomly on the board, at least range 3 from each player’s base edge and at least range 2 from each other and the flank-edges of the board.

Place one different numbered ID token on each asteroid and a corresponding numbered token in a cup.

Ships are randomly assigned, based on the Rebel force deployed. This time, there are 3 Academy TIE Fighters (PS1), a TIE Fighter ace by the name of ‘Winged Gundark’ (PS5), a truly terrifying TIE Defender (PS1, with Concussion Missiles) and a TIE Interceptor piloted by the Empire’s top-scoring fighter pilot, Baron Soontir Fel (PS9)! The Rebels don’t fancy their chances in this engagement…

All Empire ships set up at Range 1 from Empire base edge. Rebel ships start a Range 2 from the Rebel base edge.

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Game lasts 10 turns. Rebels must jump to hyperspace by the end of turn 10 or be destroyed.

Special Rules

Locating the listening device - Any rebel ship within range 1 of an asteroid can sacrifice its action for the turn and scan the asteroid. The player blindly picks one token from the cup. If that token matches the one on the asteroid he has found the device. If the token doesn't match then remove the marker from the asteroid along with the corresponding token from the cup. Continue until all asteroids are scanned. (There may be more than 1 device and equally there may be none at all)

Asteroids - Standard rules however for this scenario they do not move.

Destroying Listening Devices - once discovered a device has 3 hull and 1 defence dice.

Victory Conditions

Rebel Victory - Destroy all listening devices, Imperial Victory Listening devices survive, any other result is a draw. If there are no listening devices, the Rebels must have scanned all five asteroids to claim victory.

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

After-Action Report


Sadly, our reconnaissance droids weren’t able to capture much of the action on this occasion, so pictures this time are rather scant.

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The Imperial fighters come on in the same old way… Soontir Fel leads the left-hand section, while ‘Winged Gundark’ leads the right-hand section, including the TIE Defender, which is out on a test-drive.

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Brown Squadron decides to split into two groups, thereby covering more ground and with luck, quickly scanning all the asteroids. Qui-Gon’s A-Wing quickly scans the right-hand pair of asteroids, finding one of the Imperial devices. However, he then runs into trouble, not least of which is his seeming inability to avoid crashing into asteroids… Soontir Fel’s boys only make things worse!

Wraith also quickly finds a device in the left-hand group of asteroids, though both X-Wings are soon fighting for their lives against ‘Winged Gundark’ and the TIE Defender.

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The TIE Defender opens the engagement against the two X-Wings with a Concussion Missile into Garf’s X-Wing, followed by a dizzying array of manoeuvres and volleys of laser-fire! Garf desperately tries to complete the mission, though suffers continual hits on his shields, which R2-D2 can barely contain.

However, the TIEs get in each other’s way in their impatience to shoot down the X-Wings and Garf manages to turn the tables, shooting down ‘Winged Gundark’!

However, with the damage and the odds starting to mount up, both X-Wing pilots decide that discretion is the better part of valour and fire up their hyperspace computers. Just before jumping out, Wraith manages to put a few shots into the nearest Imperial listening device and scores two hits on it; not quite enough.

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On the other side of the asteroid field, things go badly for the Rebels. While Obi-Wyn has a go at the Imperial listening device, scoring a hit, Qui-Gon attempts to engage the TIEs. However, he is up against the Empire’s highest-scoring ace and has already lost his shields and Stealth Device, thanks to close encounters with asteroids. Qui-Gon realises that his days are numbered and starts the hyperspace sequence, though too late… Soontir Fel lines him up and claims yet another victim to add to his tally.

Obi-Wyn meanwhile, hasn’t received too much damage to his B-Wing, though is unwilling to fight it out on his own! He starts the hyperspace sequence and even manages to destroy one of the TIEs before jumping out – his first kill!

So Brown Squadron suffers its first defeat. However, all the pilots came back alive this time.

Post-Mission Admin

Pilot ‘Obi-Wyn’ returns safely to base, having destroyed a TIE Fighter on his first mission. Despite the unsuccessful mission outcome, he has 5 GC available to spend. He spends 4 GC on a Sensor Jammer system and banks the remaining 1 GC.

Pilot ‘Wraith 7’ returns safely to base after a spirited attempt at destroying one of the Imperial comms relays. He has a bounty of 2 GC and with his banked cash, has 3 GC available to spend.

Pilot ‘Garf-i’Eld’ returns to base, having destroyed a TIE Fighter and narrowly escaping destruction at the hands of a (thankfully rare) TIE Defender. His bounty for this mission is 3 GC, which with his banked cash gives him 4 GC to spend.

Pilot ‘Qui-Gon Rum’ sadly loses his second A-Wing of the campaign, but thankfully is rescued once again and returns safely to base. He receives no bounty for this mission, though has 1 GC banked and will receive the usual Rebellion Grant to purchase a new fighter. He decides to give up on A-Wings for the time being and instead buys what he hopes will be a rather more resilient X-Wing. He gets 1 GC cashback and therefore has 2 GC available to spend.

Post-Mission Pilot Roster

Pilot ‘Obi-Wyn’ (PS1): Flown 1 mission. Scored 1 kill. Flies a B-Wing with a Sensor Jammer system upgrade. 1 GC banked.

Pilot ‘Wraith 7’ (PS2): Flown 3 missions. Scored 2 kills. Flies a T-65 X-Wing, equipped with Integrated Astromech and R5-D8. 3 GC banked.

Pilot ‘Garf-i’Eld’ (PS2): Flown 3 missions. Scored 3 kills. Flies a T-65 X-Wing, equipped with a Shield Upgrade modification, Proton Torpedoes and R2-D2 Astromech. 4 GC banked.

Pilot ‘Qui-Gon Rum’ (PS2): Flown 3 missions. Scored no kills. Flies a T-65 X-Wing, equipped with no upgrades. 2 GC banked.

Brown Squadron Roll of Honour

Pilot ‘Boba Feck’ (PS3): Flown 2 missions. Scored 2 kills. Lost in action while flying a Z-95 Headhunter in Mission 3.
RMD
Beardo
Beardo
 
Posts: 502
Joined: Mon Nov 18, 2013 3:41 am

Re: X-Wing Campaign

Postby RMD » Thu Jul 14, 2016 11:58 pm

Game 4 - Dark Whispers

Pre-Mission Admin

Pilot ‘Tang Dual’ joins Brown Squadron and opts to spend his Rebellion Grant on a T-65 X-Wing (1 GC cashback, which he banks).

Pilots Wraith 7 and Garf-i’Eld are absent for this mission, so Brown Squadron launches with Tang Dual (T-65 X-Wing), Obi-Wyn (B-Wing) and Qui-Gon Rum (X-Wing).

Pilot Roster

Pilot ‘Tang Dual’ (PS1): Flown no missions. Scored no kills. Flies an unmodified T-65 X-Wing. 1 GC banked.

Pilot ‘Obi-Wyn’ (PS1): Flown 1 mission. Scored 1 kill. Flies a B-Wing with a Sensor Jammer system upgrade. 1 GC banked.

Pilot ‘Qui-Gon Rum’ (PS2): Flown 3 missions. Scored no kills. Flies a T-65 X-Wing, equipped with no upgrades. 2 GC banked.

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Mission Briefing

"Gentlemen, Imperial scouts have detected our holonet satellite network on the outer rim of the Treveen System. This network is critical to secret communications across the entire galaxy. If Imperial ships can get close enough, they can download and decipher our encrypted transmissions. Brown Squadron is therefore ordered to the area and must hold off Imperial forces until security safeguards can be implemented to lock down the transmissions, thereby disabling the network, but keeping our communications safe."

Set Up

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The Rebels deploy three satellite tokens – 1 in Range-band 3 from their base edge and two at Range-band 2. Each satellite must be at Range 2 or further from the flank edges and must be within 2-3 of at least one other satellite.

All ships set up at Range 1 from their respective base edge.

Empire ships are randomly assigned, based on the Rebel force deployed. This time, there are 2 Academy TIE Fighters (PS1), an Obsidian Squadron TIE Fighter (PS3), a Sabre Squadron TIE Interceptor (PS4) and a TIE Interceptor piloted by the ace known as ‘Fel’s Wrath’ (PS5).

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Special Rules

Scanning – Instead of performing an action during the Activation phase, an Imperial ship that is overlapping a satellite token may scan the token. To do so, he removes that satellite token from the play area and places it on the scanning ship’s ship card, to show that the data has been uploaded. A ship card may scan more than one satellite.

If a Rebel ship is overlapping a satellite, an Imperial ship that is touching that Rebel ship may scan the satellite as if it were overlapping the satellite token.

If any Imperial ship is destroyed after scanning a satellite the scanned data is lost and any satellite tokens on that ship’s card are lost.

Victory Conditions

Imperial Victory – After all satellite tokens have been scanned, at least one Imperial ship that scanned a satellite must flee off the Imperial base edge. Ships that flee in this way are not considered destroyed.

Rebel Victory – Any other result.

Result (2 pts for a win)

After-Action Report

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As the two sides close, the TIE Interceptors, on the flanks of the Imperial squadron, push ahead using their ‘Boost Action’ capability and manage to open fire on Turn 1! Obi-Wyn’s B-Wing (centre) and Qui-Gon’s X-Wing (left of the photo) take some hits on their shields, though Obi-Wyn manages to do some serious damage to the ace ‘Fel’s Wrath’ (here on the right) in his return volley.

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The two sides clash in an array of laser-fire! On the left, Qui-Gon loops around to fire on the rear of the TIE Interceptor, causing significant damage. In the centre, Obi-Wyn also causes significant damage on the enemy, but also loses some shields to the TIE Fighters. On the right, after suffering near-catastrophic fire from ‘Fel’s Wrath’, Tang Dual scores the first kill of the day (and his career) as he destroys ‘Fel’s Wrath’ in his return volley. The difference in Pilot Skill makes Tang a rich man! However, he now has to survive long enough to spend his winnings…

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The Imperial pilots finally reach their objectives. The Obsidian Squadron pilot (on the right) successfully scans his satellite and starts to turn for home. The TIE Interceptor (on the left) is suffering from catastrophic damage thanks to Qui-Gon and instead decides to take an ‘Evade’ action instead of scanning the satellite. In the centre, the two idiot TIE pilots miss their target. One turns back to face Obi-Wyn’s B-Wing, which has now turned back to attack them. Tang meanwhile, is firing up his hyper-drive, to escape with his cash…

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As his hyper-drive spools up, Tang turns back to face a pursuing TIE Fighter. He misses! He only has one point of Hull left and can’t afford to suffer a hit… But he needn’t worry, as the TIE pilot fluffs it, allowing Tang to escape, along with his bulging wallet. At the top-left, Qui-Gon continues to pursue the damaged TIE Interceptor, though without luck. The adjacent TIE Fighter is now lining up to grab the left-hand satellite. On the right meanwhile, the Obsidian Squadron TIE scarpers with his satellite as Obi-Wyn peppers him with ineffective long-range fire.

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As Qui-Gon is distracted in his pursuit of the TIE Interceptor, one of the Academy TIE pilots sneaks in, grabs the satellite and turns for home… But no… He’s dialled up the wrong manoeuvre and flown off the edge of the known universe… “I said OTHER left!!! NOOOOOOoooooooooooooo!!!!!!!”

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Somewhat controversially, Obi-Wyn now decides to ignore the rapidly-escaping Obsidian Squadron TIE (at bottom-left) and instead steers for an easy kill and associated cash – the heavily damaged TIE in the centre… The TIE quickly disintegrates under a hail of fire from Obi-Wyn, who chalks up his second kill of the campaign. The TIE Interceptor meanwhile, has grabbed the last satellite, pursued by Qui-Gon, who continues to fire volley after volley, but just can’t score that one hit needed to bring him down!

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The mission is now firmly in the bag for the Empire, as the Obsidian Squadron TIE (bottom-right) reaches safety with his precious load of Rebel comms satellite data. The TIE Interceptor meanwhile, has out-stripped Qui-Gon’s pursuit, though now finds himself under long-range fire from Obi-Wyn’s B-Wing.

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Obi-Wyn’s best however, just isn’t enough, as the TIE Interceptor escapes with the second load of satellite data. It took the Empire’s best flight safety equipment fitters the best part of 12 parsecs to clean the lower-half of the TIE Interceptor pilot’s flying suit…

Post-Mission Admin

Brown Squadron fails to complete their mission, so there is no mission bonus this time.

Pilot ‘Obi-Wyn’ returns safely to base, having destroyed a TIE Fighter. Despite the unsuccessful mission outcome, he has a bounty of 7 GC, plus the 1 GC banked, which leaves him with 8 GC available to spend on stuff. He spends 4 GC on a Pilot Skill upgrade to PS 2 and 4 GC on a Shield Upgrade Modification.

Pilot ‘Tang Dual’ returns safely to base, having on his first mission, destroyed the TIE Interceptor of ace pilot ‘Fel’s Wrath’! He has an impressive bounty of 10 GC and with his banked cash, has 11 GC available to spend.

Pilot ‘Qui-Gon Rum’, somewhat amazingly, returns safely to base. His run of bad luck continues however, as he has still not scored a kill. However, his spirited pursuit of the TIE Interceptor has earned him 2 GC bounty, which with his banked 2 GC leaves him with 4 GC to spend.

Post-Mission Pilot Roster

Pilot ‘Tang Dual’ (PS1): Flown 1 mission. Scored 1 kill. Flies an unmodified T-65 X-Wing. 11 GC banked.

Pilot ‘Obi-Wyn’ (PS2): Flown 2 missions. Scored 2 kills. Flies a B-Wing with a Sensor Jammer system upgrade and Shield Upgrade modification. 0 GC banked.

Pilot ‘Qui-Gon Rum’ (PS2): Flown 4 missions. Scored no kills. Flies an unmodified T-65 X-Wing. 4 GC banked.

Pilot ‘Wraith 7’ (PS2): Flown 3 missions. Scored 2 kills. Flies a T-65 X-Wing, equipped with Integrated Astromech and R5-D8. 3 GC banked.

Pilot ‘Garf-i’Eld’ (PS2): Flown 3 missions. Scored 3 kills. Flies a T-65 X-Wing, equipped with a Shield Upgrade modification, Proton Torpedoes and R2-D2 Astromech. 4 GC banked.

Brown Squadron Roll of Honour

Pilot ‘Boba Feck’ (PS3): Flown 2 missions. Scored 2 kills. Lost in action while flying a Z-95 Headhunter in Mission 2.
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Re: X-Wing Campaign

Postby olicana » Fri Jul 15, 2016 11:15 am

Nice. I keep meaning to start up a campaign using Yarkshiregamer's campaign but somehow can't get everyone onto the same page on the same night.

I went a bit nuts on this game at New Years and very quickly had a fleet of 50 ships, at which my bank balance gave a decided, resigned sigh. Thankfully the fever has passed. Its a great game though, and the models are ace. When looking at the photos I saw one of your models and thought, wow that looks nice, I haven't got one of them. Then realised it was a B Wing from directly above and the moths in my garlic painted wallet went back to sleep - thankfully I already have 4 of the things.
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Re: X-Wing Campaign

Postby RMD » Fri Jul 15, 2016 2:54 pm

Cheers Oli,

Yes, it's certainly a bit of an addiction... In eight weeks I've managed to rack up quite a collection and associated credit card bill:
4x T-65 X-Wing
2x T-70 X-Wing
2x Y-Wing
2x B-Wing
2x A-Wing
1x K-Wing
1x E-Wing
1x HWK-290
1x Z-95 Headhunter
1x Millenium Falcon
1x Ghost (& Phantom Shuttle)
1x Rebel Transport
7x TIE Fighters
3x TIE/fo Fighters
3x TIE Advanced
3x TIE Interceptors
1x TIE Defender
1x TIE Phantom
2x TIE Bomber
1x TIE Punisher
1x Lambda Shuttle
1x Raider Corvette
1x Scyk Interceptor

So that's what...? 39x small ships, 3x Large ships and 2x Huge ships. :)

If you want a slightly polished version of Yarks' (sometimes quite vague) campaign rules, PM me with your e-mail address.

Cheers,

Mark
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Re: X-Wing Campaign

Postby RMD » Fri Jul 15, 2016 2:59 pm

Re getting everyone on the same page: I've similarly got a small number of players who are difficult to get in the same place. So what I've done is generated a couple of non-player rebel pilots, which the actual players can then fly in addition to their own pilot if I only get one or two players turning up. It keeps the games a bit bigger and more interesting.
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Re: X-Wing Campaign

Postby olicana » Fri Jul 22, 2016 10:31 am

My list, collected in about four mad weeks, is;

2 A Wing
4 B Wing
2 E Wing
2 K wing
4 X wing
2 Y Wing
1 Z95
1 HWK 290
1 Millenium F
1 Rebel Freighter

4 Tie Fighter
4 Tie Interceptor
3 Tie Defender
2 Tie Phantom
2 Tie Bomber
1 Tie Punisher
1 Tie Advanced
1 Lambda Shuttle
1 Slave 1
1 Decimator (Way too Star Trek for my liking)

2 M3A Intercepters
2 Kihraxz (haven't a clue how you say that) Fighter
1 Y Wing
2 Z95
1 Star Viper
1 Hound's Tooth

At some point I'll buy a few more Scum ships - I quite like the look of the Mist Hunter, and I'll also get a few of those new bigger ships like the Ghost - as I quite like the idea of a fleet of freighter' types, possibly making up my own pilot cards and ship specs, for 'Rebel flight / on the run' scenarios.

BTW, do you know about these sites. I think they are pretty cool and useful. The Squadron Builder (printed as 'full') puts all the details on a sheet where they are much easier to use than all the cards lined up - and you get ALL of the cards and as many as you want, if only for private / non-competition use. I also, naughtily, made up some extra munitions counters by photocopying them onto sticky paper, stuck to thick card, and cut out (they are not quite as 'bright' as the original ones) so I have more than one lousy proximity mine, etc.

http://cardcreator.atelierdufaucon.com/
http://xwing-builder.co.uk/build
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Re: X-Wing Campaign

Postby RMD » Sat Jul 23, 2016 6:00 pm

Glad to see I'm not the only one... :)

Sorry I forgot to e-mail you the campaign rules this morning. I'll try to remember to do it after finishing work on Sunday morning. :)
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Re: X-Wing Campaign

Postby RMD » Wed Aug 10, 2016 1:06 pm

Game 5 - Rebel Rendezvous

Pre-Mission Admin

Pilot ‘Corey the Corellian’ joins Brown Squadron and opts to spend his Rebellion Grant on an X-Wing (1 GC cashback, which he spends on an R2 Astromech).

Pilot ‘Maff Clarkin’ joins Brown Squadron and opts to spend his Rebellion Grant on an X-Wing (1 GC cashback, which he spends on an R5 Astromech). He also sneakily grabs the Guidance Chips upgrade (0 GC!) that the other pilots hadn’t noticed was free… The Force is strong in this one…

Pilots Wraith 7, Garf-i’Eld and Obi-Wyn are absent for this mission, so Brown Squadron launches with Tang Dual (X-Wing), Corey (X-Wing), Maff (X-Wing) and Qui-Gon Rum (X-Wing). Qui-Gon Rum is the designated Squadron Commander.

Pilot Roster

Pilot ‘Tang Dual’ (PS1): Flown 1 mission. Scored 1 kill. Flies an unmodified T-65 X-Wing. 11 GC banked.

Pilot ‘Obi-Wyn’ (PS2): Flown 2 missions. Scored 2 kills. Flies a B-Wing with a Sensor Jammer system upgrade and Shield Upgrade modification. 0 GC banked.

Pilot ‘Qui-Gon Rum’ (PS2): Flown 4 missions. Scored no kills. Flies an unmodified T-65 X-Wing. 4 GC banked.

Pilot ‘Wraith 7’ (PS2): Flown 3 missions. Scored 2 kills. Flies a T-65 X-Wing, equipped with Integrated Astromech and R5-D8. 3 GC banked.

Pilot ‘Garf-i’Eld’ (PS2): Flown 3 missions. Scored 3 kills. Flies a T-65 X-Wing, equipped with a Shield Upgrade modification, Proton Torpedoes and R2-D2 Astromech. 4 GC banked.

Pilot ‘Corey the Corellian’ (PS1): Flown no missions. Scored no kills. Flies a T-65 X-Wing, equipped with an R2 Astromech. 0 GC banked.

Pilot ‘Maff Clarkin’ (PS1): Flown no missions. Scored no kills. Flies a T-65 X-Wing, equipped with an R5 Astromech and Guidance Chips modification. 0 GC banked.

Mission Briefing

"Gentlemen, Phoenix Squadron in the Lothal System have requested our assistance for this mission. As you will have noticed, we have been joined by Captain Syndulla and her starship Ghost. Captain Syndulla and her crew have been single-handedly responsible for sparking and maintaining the Rebellion in the Lothal System and indeed the entire surrounding sector, so deserve our help.

Two of Captan Syndulla’s crew are presently on board the Rebel Transport Timira VI in the Lothal System, there meeting with a Rebel courier. You will company the Ghost to a rendezvous point in the Lothal System and will there provide close escort for all friendly ships as Captain Syndulla’s crew are transferred by shuttle from the Timira VI to the Ghost.

Once the transfer is complete, all ships will jump out to complete the mission.”

Set Up

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The standard 3’x3’ playing mat is used.

The Rebel Transport Timira VI is deployed within Range 1, centrally along the bottom edge of the play area. The Ghost and Brown Squadron deploy within Range 1 of the top edge of the playing area.

Empire ships are randomly assigned, based on the Rebel force deployed. This time, there are 4 Academy TIE Fighters (PS1), an Advanced TIE Prototype flown by ‘The Inquisitor’ (PS8, with Homing Missiles) and a TIE Interceptor piloted by the ace known as ‘Tetran Cowall’ (PS7). Additionally, the Empire has two TIE Bombers – one flown by a Gamma Squadron Veteran (PS5) and one flown by a Scimitar Squadron Pilot (PS2). The TIE Bombers are each loaded with 2x Proton Torpedoes, 1x Homing Missiles and 1x Proton Bomb.

The Empire ships are split into two squadrons – each including one elite fighter and a TIE Bomber. Each squadron is deployed within Range 1 of the left and right edges of the playing area and no closer than Range 3 from the top or bottom edges of the playing area.

The Rebels start the scenario with the Initiative token.

Special Rules

GR-75 Rebel Transport ‘Timira VI’ – This Rebel Transport (PS3) is equipped with the Combat Retrofit upgrade card, but may not move. It may however, use Actions as normal. Once the Phantom shuttle has undocked, the Transport may start the hyperdrive sequence at the Rebel players’ discretion.

Ghost (VCX-100 Transport) – The Ghost uses the Hera Syndulla (VCX-100) pilot card (PS7) and is equipped with the Ghost title card, Dorsal Turret, Proton Torpedoes and Chopper crew upgrade cards. The Ghost must not start the hyperdrive sequence until the turn after the Phantom has successfully docked.

Phantom (Assault Shuttle) – The Phantom uses the ‘Zeb’ Orrelios (Assault Shuttle) pilot card (PS3) and is equipped with the Phantom title card.

Undocking – The Phantom shuttle may undock from the Rebel Transport during the Activation Phase for Rebel PS3 pilots. The Phantom may immediately be given any valid manoeuvre away from the Rebel Transport’s front guide lugs, provided it does not collide with another ship or the edge of the playing area. The Phantom may then immediately perform actions, combat, etc as normal.

Docking – To dock with the Ghost, the Phantom must overlap or fly into the Ghost’s rear arc. The Ghost must not move faster than a 2 speed manoeuvre during the turn in which docking takes place.

Victory Conditions

Rebel Victory – The Rebel courier is transferred by Phantom shuttle to the Ghost, which then safely hyperspaces away.

Imperial Victory – Any other result.

Result (2 pts for a win +1 bonus point if the Rebel Transport survives)

After-Action Report

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As the Ghost makes a bee-line for the Timira VI, Brown Squadron takes up flanking positions on either side: From left to right they are Corey, Qui-Gon Gin, Tang Dual and Maff Clarkin. Maff decides to go very wide on the right, to turn the Imperial flank.

The Imperial squadrons split: On the left, the Inquisitor and a TIE engage the Timira VI, while a Bomber and a TIE engage Brown Squadron. On the right, a Bomber and a TIE join the Inquisitor’s attack on the transport, while a TIE goes for the Ghost and Tetran Cowall’s TIE Interceptor goes to cut off Maff’s flanking move.

Image

The Empire launches a stream of fire into the Timira VI. Her shields give out and some damage is caused, though her hull can take far more battering than this! However, the Rebels realise that the odds are heavily against them and opt for a fast extraction of the Rebel courier. Captain Syndulla ‘handbrake turns’ the Ghost and Zeb Orrelios launches the Phantom from the Timira VI.

The Imperial pilots spot the move and the combined weight of the Inquisitor, a TIE Fighter and a TIE Bomber pour a hail of fire at the tiny shuttle. Zeb’s shields are soon gone, though the Ghost’s gunners do what they can to hold off the Inquisitor. The crew of the Timira VI also provide assistance, in jamming some of the Imperial ships.

Meanwhile, Brown Squadron gets distracted and tangled up in a dogfight with the rest of the Imperial fighters. At the top-left of the picture, Maff turns back to engage Tetran Cowall’s TIE Interceptor – he fires Proton Torpedoes and causes major damage, though the Imperial ace manages to hold his craft together. Tang goes in for the kill, but overshoots and flies straight past the Interceptor.

At the top-right, Corey tangles with a TIE and a TIE Bomber. Shortly after this photo, he received a Proton Bomb in the face, courtesy of the TIE Bomber! Qui-Gon meanwhile, attempts to provide assistance to Phantom and pours fire into the Inquisitor. However, he too is under fire from the TIE Bomber and a TIE Fighter and is taking heavy damage. Tetran Cowall,s heavily damaged TIE Interceptor applies the coup de grace and blows Qui-Gon’s X-Wing apart.

Qui-Gon is now used to the drill and pulls the ejection handle… Once again, he is collected by a Rebellion rescue team, who are now like old friends.

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The Phantom scrapes into the Ghost’s docking bay by the skin of it’s teeth and Captain Syndulla fires up the hyperdrive. However, they are now in the midst of a swarm of TIEs and their shields are soon gone. Further hits eat at the hull-plating and the Ghost’s gunners do what they can to hold off the swarm. They cause heavy damage to the Imperial ships, but fail to knock any out.

Now completely ignored by the TIEs, the Timira IV has begun spooling up her hyperdrive. However, it does what it can to assist, despite not having any armament of its own. It successfully jams the nearest TIE Bomber, preventing it from establishing a target lock and launching further torpedoes at the Ghost. Duty done and with nothing else they can do, the Timira IV jumps out.

But what of Brown Squadron? Thankfully two of the three surviving X-Wings have now turned back into the fight. Maff continues to persecute Tetran Cowall, though still can’t get through his final point of hull-plating! Tang meanwhile is engaging the Inquisitor’s TIE, causing heavy damage.

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However, Brown Squadron’s efforts are not enough! The Ghost’s valiant stand ends as her hull plating breaches under the sustained Imperial barrage! As explosions began blowing the Ghost apart, the Phantom launches as a lifeboat, but is quickly and ruthlessly hunted down and destroyed by the Imperials.

The outraged Brown Squadron pilots swiftly exact some measure of vengeance: Corey rakes TIE Fighter 26, which is then finished off by Tang. Maff meanwhile, finally ends the career of Tetran Cowall and then follows this up by mercilessly gunning down the Inquisitor.

There is nothing more to be done. Brown Squadron jumps out and returns to their base in the Treveen System.

Epilogue

We have received word from the Lothal Resistance that the crew of the Ghost thankfully survived the destruction of their ship. The Phantom was apparently launched as a distraction and the crew were then able to make their escape in escape pods, unnoticed among the debris of battle. However, the droid courier was lost. Rumours that he was kicked out of the last escape pod by the droid known as ‘Chopper’ (C1-10P) are entirely unfounded…

The Rebellion is now seeking a new VCX-100 transport to re-equip Captain Syndulla and her valiant crew.

Post-Mission Admin

Brown Squadron fails to complete their mission, so there is no mission bonus this time. However, they do each earn the 1 GC bonus for the survival of the Rebel Transport.

Pilot ‘Tang Dual’ survives the mission, having shot down a TIE Fighter. Despite the unsuccessful mission outcome, he has a bounty of 5 GC, plus the 11 GC banked, for a total of 16 GC. He decides to trade in his X-Wing for a further 11 GC, leaving him with 27 GC. He spends 23 GC on a shiny new K-Wing heavy assault fighter, spends 2 GC on an Advanced SLAM upgrade and banks the remaining 2 GC.

Pilot ‘Qui-Gon Rum’ returns to form, having once again returned to base without his ship and without any kills to his name… However, he does earn 1 GC bounty. He decides this time to test-drive a Y-Wing and spends 8 GC on a Targeting Astromech, Proton Torpedoes and Extra Munitions. He banks the remaining 1 GC.

Pilot ‘Corey the Corellian’ survives the mission intact, returning to base with a 4 GC bounty, which he banks.

Pilot ‘Maff Clarkin’ returns safely to base after a remarkable first mission that leads the squadron to suspect that he might be Force-sensitive. Having shot down two of the Empire’s best pilots, including the dreaded Imperial Inquisitor, he has earned a record bounty of 19 GC! He increases his pilot skill to PS2, trades in his previous R5 Astromech for R5-P9 and loads Proton Torpedoes, for a total of 11 GC. He banks the remaining 8 GC.

Post-Mission Pilot Roster

Pilot ‘Tang Dual’ (PS1): Flown 2 missions. Scored 2 kills. Flies a K-Wing with Advanced SLAM modification. 2 GC banked.

Pilot ‘Obi-Wyn’ (PS2): Flown 2 missions. Scored 2 kills. Flies a B-Wing with a Sensor Jammer system upgrade and Shield Upgrade modification. 0 GC banked.

Pilot ‘Qui-Gon Rum’ (PS2): Flown 5 missions. Scored no kills. Flies a Y-Wing with Targeting Astromech, Proton Torpedoes and Extra Munitions. 1 GC banked.

Pilot ‘Wraith 7’ (PS2): Flown 3 missions. Scored 2 kills. Flies a T-65 X-Wing, equipped with Integrated Astromech and R5-D8. 3 GC banked.

Pilot ‘Garf-i’Eld’ (PS2): Flown 3 missions. Scored 3 kills. Flies a T-65 X-Wing, equipped with a Shield Upgrade modification, Proton Torpedoes and R2-D2 Astromech. 4 GC banked.

Pilot ‘Corey the Corellian’ (PS1): Flown 1 mission. Scored no kills. Flies a T-65 X-Wing, equipped with an R2 Astromech. 4 GC banked.

Pilot ‘Maff Clarkin’ (PS2): Flown 1 mission. Scored 2 kills. Flies a T-65 X-Wing, equipped with an R5-P9 Astromech, Proton Torpedoes and Guidance Chips modification. 0 GC banked.

Brown Squadron Roll of Honour

Pilot ‘Boba Feck’ (PS3): Flown 2 missions. Scored 2 kills. Lost in action while flying a Z-95 Headhunter in Mission 2.
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Re: X-Wing Campaign

Postby RMD » Wed Aug 10, 2016 6:29 pm

Game 6 - Kill The Relay

Pre-Mission Admin

Pilots Wraith 7, Garf-i’Eld and Corey the Corellian are absent for this mission, so Brown Squadron launches with Tang Dual (K-Wing), Obi-Wyn (B-Wing), Maff (X-Wing) and Qui-Gon Rum (Y-Wing). Qui-Gon Rum is the designated Squadron Commander.

Pilot Roster

Pilot ‘Tang Dual’ (PS1): Flown 2 missions. Scored 2 kills. Flies a K-Wing with Advanced SLAM modification. 2 GC banked.

Pilot ‘Obi-Wyn’ (PS2): Flown 2 missions. Scored 2 kills. Flies a B-Wing with a Sensor Jammer system upgrade and Shield Upgrade modification. 0 GC banked.

Pilot ‘Qui-Gon Rum’ (PS2): Flown 5 missions. Scored no kills. Flies a Y-Wing with Targeting Astromech, Proton Torpedoes and Extra Munitions. 1 GC banked.

Pilot ‘Wraith 7’ (PS2): Flown 3 missions. Scored 2 kills. Flies a T-65 X-Wing, equipped with Integrated Astromech and R5-D8. 3 GC banked.

Pilot ‘Garf-i’Eld’ (PS2): Flown 3 missions. Scored 3 kills. Flies a T-65 X-Wing, equipped with a Shield Upgrade modification, Proton Torpedoes and R2-D2 Astromech. 4 GC banked.

Pilot ‘Corey the Corellian’ (PS1): Flown 1 mission. Scored no kills. Flies a T-65 X-Wing, equipped with an R2 Astromech. 4 GC banked.

Pilot ‘Maff Clarkin’ (PS2): Flown 1 mission. Scored 2 kills. Flies a T-65 X-Wing, equipped with an R5-P9 Astromech, Proton Torpedoes and Guidance Chips modification. 0 GC banked.

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Mission Briefing

"Gentlemen, we have received information that an Imperial Communications array is active in a nearby sector, your mission is simple: Jump in, destroy the relays and jump out. Intel suggests that the relays will be guarded by prototype TIE Droid fighters in addition to the usual manned fighters."

Set Up

The standard 3’x3’ playing mat is used.

The relays are deployed within Range 3 of the bottom board edge, no closer than Range 3 to the right-hand board edge and no closer than Range 2 from each other.

The manned Empire ships are deployed at Range 1 from the bottom and/or left-hand edges of the board. The TIE Droids are set up guarding the relays in such a manner that they can fly continual circles around the relay using the 3 tight turn template.

Rebel ships start range 2 onto the board in the top right hand corner away from the relays.

Empire ships are three Academy TIE Fighters (PS1) an Obsidian Squadron TIE Fighter (PS3), a TIE Advanced Prototype flown by a Baron of the Empire (PS4 – equipped with Homing Missiles) and a Royal Guard TIE Interceptor flown by the ace pilot Kir Kanos (PS6 – equipped with Royal Guard title card, Targeting Computer modification and Shield Upgrade modification). There is also one TIE Droid (Mk1) defending each relay.

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Special Rules

Tie Droid (MK1) - two of these ships are on table, one assigned to each of the relays, this is the basic cheap version with an automatic pilot, the ships have Pilot Skill 0 and will rotate around the relay using the 3 tight turn marker each phase with no deviation. They will fire at the closest target in front of them, regardless of affiliation (apart from the other droid or relay). All other stats are as a TIE Fighter. They may not perform actions.

Protect Action - Any human-controlled Imperial ship within Range 1 of a relay may sacrifice its own action in a turn and use a Protect Action on one of the relays, giving the relay 1 evade token.

Exiting to Hyperspace - For this scenario Rebel ships may jump to hyperspace without any die rolls in the turns end phase (the jump to hyperspace must be declared when revealing their dial, as usual.

Communication Relays - 1 per 2 rebel players, each has 1 Shield, 3 Hull and 0 Agility. Critical hits simply count as 1 hit. They count as small ships for the purposes of collisions.

Victory Conditions

Rebel Victory - Destroy all Imperial relays.

Empire Victory - Prevent destruction of relays.

Game Length - 10 turns.

Result - 2 GCs for a win.

After-Action Report

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As the Rebels approach, the Empire split their forces into two squadrons: The left-hand squadron consists of the Baron of the Empire in his TIE Advanced Prototype, the Obsidian Squadron TIE and an Academy TIE. The right-hand squadron consists of Kir Kanos’s Royal Guard TIE Interceptor and two Academy TIEs. In the centre, the TIE Droids patrol their defended perimeters.

Image

As the battle opens, the Rebels quickly realise that they are about to be boxed in by the Imperial fighters. They decide to use their heavies to punch through Kir Kanos’ squadron, while Maff’s X-Wing runs interference on the opposite flank. Qui-Gon’s Y-Wing and Obi-Wyn’s B-Wing open the combat, exchanging fire with their respective TIEs. Maff’s X-Wing meanwhile scores hits on the Baron and luckily gets through the storm unscathed.

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As the fighters mix it up, Qui-Gon turns to face the nearest TIE and again scores damage, but no kill! The bulk of the TIEs now concentrate their fire on the greatest threat – Tang’s hulking K-Wing. Maff meanwhile, makes a run for the open flank and the first comms relay.

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Tang’s K-Wing is already in trouble. He’d been peppered by Kir Kanos’ TIE Interceptor in a head-on pass and now finds himself being shot to bits from the rear by the Baron and the Obsidian TIE! However, Qui-Gon’s Y-Wing flies to the rescue, critically damaging the Baron with Proton Torpedoes. Tang’s turret gunner finishes the job and has the satisfaction of seeing the Baron’s fighter disintegrate.

Meanwhile, Obi-Wyn’s B-Wing causes significant damage to a TIE Fighter, which is then nearly shot down by a TIE Droid!

In the distance, Maff puts some distance between himself and the Imperial fighters. Realising the danger to the relays, a TIE Fighter (on the right) turns back in pursuit, but has a lot of catching up to do.

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Tang’s K-Wing is now in serious trouble, with only 1 hit point left. His hyperdrive is already spooling up, but will it be quick enough? His gunner is too busy fighting off TIEs to engage the comms relay. Obi-Wyn’s B-Wing shots one TIE off Tang’s tail and Tang’s rear gunner kills another. The surviving TIE opens up once again on Tang, but to no effect… Tang’s hyperdrive finally kicks in and he is safe.

Qui-Gon’s Y-Wing meanwhile, has still suffered no hits to enemy fire. Kir Kanos attempts to get on his tail, but over-revs the ion engines and overshoots.

In the distance, a TIE fighter frantically tries to catch Maff, who is rapidly bearing down on a comms relay.

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As Kir Kanos overshoots the Y-Wing, Qui-Gon pours fire into him. However, the Force is not with Qui-Gon, as the Imperial ace survives yet again.

The other two remaining Rebel pilots are having somewhat more luck however, as Maff’s X-Wing launches proton torpedoes into the first comms relay. Maff uses his Guidance Chips to great effect, as the relay is obliterated in a single volley. However, his pursuer is now within range and is starting to nibble at Maff’s shields.

Obi-Wyn meanwhile has a crack at the second relay, but his B-Wing only succeeds in destroying the relay’s shielding. He is also being shot up by a pursuing TIE.

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Having destroyed the first relay, Maff engages one of the TIE Droids in passing, inflicting some damage, though being shot to bits by the TIE Droid and the pursuing TIE Fighter. He spools up his hyperdrive, but manages to score a hit on the second relay before jumping out.

Qui-Gon meanwhile, continues to tangle with Kir Kanos, who turns back and rakes the Y-Wing with fire. Obi-Wyn moves to assist and hits Kir Kanos, only to be hit in return. A TIE Droid inflicts even more damage on the B-Wing and Obi-Wyn is finally finished off by a TIE Fighter. Thankfully, Obi-Wyn successfully ejects and is later rescued.

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Suddenly feeling very alone, Qui-Gon Rum realises that he has to end this as quickly as possible! Thankfully, most of the enemy ships are presently turned away from him in their pursuit of Obi-Wyn’s B-Wing, so he sees an opening and steers his Y-Wing toward the final comms relay.

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Qui-Gon fires his remaining proton torpedoes at the relay, but to no effect! He’ll have to close and hope to the Force that his puny guns can do the job.

A TIE attempts to intercept him, but overshoots. Kir Kanos and the other surviving TIE have now turned back, but are at long range. Nevertheless, they manage to pepper the Y-Wing with fire, but the rugged fighter holds together. Qui-Gon opens the throttles to close the range…

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Kir Kanos is also closing the range and fires again. He rakes Qui-Gon’s Y-Wing and all seems lost for the Rebels… Then Qui-Gon hears a voice echoing in his head…

“Use the Initiative Marker, Qui-Gon… Oh, and the Force… That might help as well…”

Qui-Gon forces Kir Kanos to re-roll his gunnery and the Imperial ace totally fluffs it, leaving Qui-Gon with one point of Hull left!

Qui-Gon presses the trigger and hits with every burst. The Imperial pilots look on in dismay as the comms relay disintegrates! There is much whooping and back-slapping in the Rebel Ops Room… There ain’t no Mon Calamari ‘Comfort Squid’ safe tonight…

However, Qui-Gon’s hyperdrive is still spooling up and those PS1 Academy TIEs still haven’t fired… They miss! Qui-Gon has survived with a ship intact for once! Yay!

The Targeting Astromech frantically beeps a warning as the forgotten TIE Droid’s lasers slam home on Qui-Gon’s battered Y-Wing…

Pulling the ejection handle, Qui-Gon resigns himself to the fact that he’s walking home again…

Post-Mission Admin

After a run of bad luck, Brown Squadron is jubilant as they complete their mission! Each participating pilot therefore receives the customary 2 GC bonus.

For his heroism in successfully pressing home the attack against considerable odds, Squadron Commander Qui-Gon Rum is also awarded the Bronze Nova for Conspicuous Gallantry.

Pilot ‘Tang Dual’ survives the mission in his battered K-Wing, having shot down a TIE Fighter and the Baron of the Empire’s TIE Advanced Prototype. He is now the highest-scoring pilot of Brown Squadron. All the damage received reduced his bounty somewhat, so he receives 7 GC. He adds this to his previously banked stash, leaving him with 9 GC banked.

Pilot ‘Qui-Gon Rum’ yet again returns to base without his ship and without any kills to his name… However, he does earn 2 GC bounty for completing the mission and now has 3 GC in the bank. However, he now needs to find himself yet another ship at Crazy Mark’s…

Pilot ‘Obi-Wyn’ survives the mission, though lost his trusty B-Wing. He does however receive the 2 GC victory bounty. He decides to spend his Rebellion Grant on an A-Wing, which gives him 5 GC cashback and leaves him with 7 GC to spend. He equips the A-Wing Test Pilot title, the Predator elite skill and the Shield Upgrade modification, for a total of 7 GC, leaving nothing in the bank.

Pilot ‘Maff Clarkin’ returns safely to base after another outstanding performance in killing one of the Imperial relays.

Post-Mission Pilot Roster

Pilot ‘Tang Dual’ (PS1): Flown 3 missions. Scored 4 kills. Flies a K-Wing with Advanced SLAM modification. 9 GC banked.

Pilot ‘Obi-Wyn’ (PS2): Flown 3 missions. Scored 3 kills. Flies an A-Wing with an A-Wing Test Pilot title, Predator elite skill and Shield Upgrade modification. 0 GC banked.

Pilot ‘Qui-Gon Rum’ (PS2): Flown 6 missions. Scored no kills. Presently between ships... 1 GC banked.

Pilot ‘Wraith 7’ (PS2): Flown 3 missions. Scored 2 kills. Flies a T-65 X-Wing, equipped with Integrated Astromech and R5-D8. 3 GC banked.

Pilot ‘Garf-i’Eld’ (PS2): Flown 3 missions. Scored 3 kills. Flies a T-65 X-Wing, equipped with a Shield Upgrade modification, Proton Torpedoes and R2-D2 Astromech. 4 GC banked.

Pilot ‘Corey the Corellian’ (PS1): Flown 1 mission. Scored no kills. Flies a T-65 X-Wing, equipped with an R2 Astromech. 4 GC banked.

Pilot ‘Maff Clarkin’ (PS2): Flown 2 missions. Scored 2 kills. Flies a T-65 X-Wing, equipped with an R5-P9 Astromech, Proton Torpedoes and Guidance Chips modification. 13 GC banked.

Brown Squadron Roll of Honour

Pilot ‘Boba Feck’ (PS3): Flown 2 missions. Scored 2 kills. Lost in action while flying a Z-95 Headhunter in Mission 2.
RMD
Beardo
Beardo
 
Posts: 502
Joined: Mon Nov 18, 2013 3:41 am

Re: X-Wing Campaign

Postby RMD » Fri Aug 19, 2016 4:44 pm

Game 7 – Rebel Rescue

Pre-Mission Admin

After losing yet another ship in the last mission, Pilot ‘Qui-Gon Rum’ spends his Rebellion Grant on one of the very few ships he hasn’t yet tried – the Z-95 Headhunter. He gets 10 GC cashback and spends 4 GC of this on Cluster Missiles. He also equips Long-Range Scanners (0 GC) and banks the remaining cash. He now has 9 GC in the bank.

Pilot ‘Tang Dual’ has 9 GC in the bank, so spends 4 GC on upgrading his Pilot Skill to PS2 and 5 GC on some Assault Missiles for his K-Wing.

Pilot ‘Maff Clarkin’ has 13 GC in the bank and spends 6 GC on upgrading his Pilot Skill to PS3. He banks the remaining 7 GC.

Pilot ‘Chabacca’ (little sister of the famous Chewbacca) joins Brown Squadron and opts to spend her Rebellion Grant on an X-Wing (1 GC cashback, which she spends on an R2 Astromech).

Pilot ‘Kat Sang’Gar’ joins Brown Squadron and opts to spend her Rebellion Grant on an A-Wing (4 GC cashback, which she spends on a Shield Upgrade Modification).

Pilot ‘Gary The Ex-Stormtrooper’ joins Brown Squadron and opts to spend his Rebellion Grant on an HWK-290 Hawk (6 GC cashback, which he spends on a Twin Laser Turret)

Pilots Wraith 7, Garf-i’Eld, Corey the Corellian and Obi-Wyn are absent for this mission, so Brown Squadron launches with Tang Dual (K-Wing), Maff Clarkin (X-Wing), Qui-Gon Rum (Z-95 Headhunter), Chabacca (X-Wing), San’Gar (A-Wing) and Gary The Ex-Stormtrooper (Hawk). Qui-Gon Rum is the designated Squadron Commander.

Pilot Roster

Pilot ‘Qui-Gon Rum’ (PS2): Flown 6 missions. Scored no kills. Flies a Z-95 Headhunter with Cluster Missiles and Long-Range Scanners. 9 GC banked.

Pilot ‘Tang Dual’ (PS2): Flown 3 missions. Scored 4 kills. Flies a K-Wing with Advanced SLAM modification and Assault Missiles. 0 GC banked.

Pilot ‘Maff Clarkin’ (PS3): Flown 2 missions. Scored 2 kills. Flies a T-65 X-Wing, equipped with an R5-P9 Astromech, Proton Torpedoes and Guidance Chips modification. 7 GC banked.

Pilot ‘Gary The Ex-Stormtrooper’ (PS1): Flown no missions. Scored no kills. Flies a HWK-290 Hawk with Twin Laser Turret. 0 GC banked.

Pilot ‘Chabacca’ (PS1): Flown no missions. Scored no kills. Flies a T-65 X-Wing with R2 Astromech. 0 GC banked.

Pilot ‘Kat San’Gar’ (PS1): Flown no missions. Scored no kills. Flies an A-Wing with Shield Upgrade Modification. 0 GC banked.

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Mission Briefing

"Pilots, as you know, we lost the Ghost and her crew in the Lothal System some weeks ago. However, Captain Syndulla and her crew were able to get to escape pods and make it to the surface unscathed. We have just received word that they have now secured an Imperial Lambda Class shuttle and are preparing to make their escape. Brown Squadron will scramble immediately, jump to the rendezvous at Lothal and escort Captain Syndulla through the Imperial blockade. Phoenix Squadron will also jump into the system and engage any capital ships that attempt to block your escape."

So briefed, Brown Squadron jumps to Lothal and makes the rendezvous without incident. However, just a moment later, an Imperial Interdiction Cruiser jumps in and deploys fighters to block their escape! More critically, the Interdiction Cruiser’s gravity-well generators are preventing the Rebels from jumping out of the system…

“It’s a trap!”

“Brown Leader this is Phoenix Leader. We’re engaging the Interdiction Cruiser now. Keep those fighters away from the shuttle for as long as you can. We’ll do our best to open up hyperspace as quickly as we can. Phoenix Leader out.”


Set Up

The standard 3’x3’ playing mat is used.

Brown Squadron sets up within Range 1 of one board edge.

The Empire sets up within Range 1 of the opposite board edge.

The Imperial pilots are determined randomly in the usual manner, based on the number of Rebel ships engaged. The Imperials on this occasion therefore have three Academy TIE Fighters (PS1), one Black Squadron TIE Fighter (PS4), one Avenger Squadron TIE Interceptor (PS3), one Sabre Squadron TIE Interceptor (PS4) and a TIE Punisher flown by the ace pilot known as ‘Deathrain’ (PS6). The TIE Punisher is equipped with 1x Flechette Torpedo, 1x Proton Torpedo, 1x Cluster Missile, 1x Assault Missile and 2x Proton Bombs.
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Special Rules

Rebel Shuttle – The Rebels are also joined by the former crew of the Ghost, flying the captured Lambda Shuttle. Use the PS6 Lambda Shuttle card with no special pilot skill (Hera Syndulla is flying an unfamiliar type, so her Pilot Skill is lower than her usual PS7). The Shuttle is equipped with the Sensor Jammers system upgrade card and the Anti-Pursuit Lasers modification card. The shuttle’s two crew slots may be filled by any of the Ghost crew cards apart from Hera Syndulla (who is the pilot): Choose from Kanan Jarrus, ‘Chopper’, Ezra Bridger, ‘Zeb’ Orrelios and Sabine Wren.

Interdiction Cruiser – The Imperial Interdiction Cruiser’s gravity-well generators will prevent anyone jumping out until ‘Phoenix’ Squadron complete their mission. Starting on Turn 6, roll an attack die at the start of the first Rebel Activation. A Hit or Critical Hit result indicates that Phoenix Squadron have disabled the cruiser and the Rebels may then start the hyperdrive sequence.


Victory Conditions

Rebel Victory – The Lambda Shuttle escapes to hyperspace.

Empire Victory – The Lambda Shuttle is destroyed or all Brown Squadron fighters are destroyed or jump out before the shuttle can escape.


Result - 2 GCs for a win.


After-Action Report

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As the Imperials come on in the same old way, with the TIE Interceptors boosting ahead to get the first shots in, Brown Squadron deploys Kat San’Gar’s A-Wing and Maff Clarkin’s X-Wing as flankers. Tang Dual’s K-Wing hangs back, ready to lob missiles at long range. Chabacca’s X-Wing sticks close to the K-Wing, while Gary The Ex-Stormtrooper’s Hawk and Qui-Gon Rum’s Z-95 provide close escort to the shuttle in the centre.

As the Interceptors open up on the shuttle, scoring a hit, Gary and Qui-Gon return fire. Gary’s twin laser turret is particularly effective.


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On the left, Kat’s A-Wing races around the Imperial flank as the shuttle bursts through the centre. On the opposite flank, Maff runs into determined opposition from a TIE Fighter and the Black Squadron TIE Fighter. In the centre, Gary and Qui-Gon continue to provide effective support to the shuttle, but that TIE Punisher just keeps coming!

Tang’s plan to hang back in his K-Wing, lobbing missiles, comes unstuck as he comes under concentrated close-range attack from two TIE Fighters and a TIE Interceptor. He had managed to lob an Assault Missile into the middle of their formation, but that just seemed to piss them off…


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Under extreme pressure from TIEs, Tang SLAMs away from the danger, aiming to engage the TIE Punisher, though runs into more trouble…

Like a delinquent leaving a ‘floater’ in a swimming pool, ‘Deathrain’ drops a Proton Bomb in the path of the shuttle, also catching Qui-Gon’s Z-95 and Tang’s K-Wing in the blast. The wily TIE Punisher veteran also then barrel-rolls to get within the minimum firing range of Gary’s twin laser turret and out of the shuttle’s firing arc. Nevertheless, the Punisher still takes heavy fire from Qui-Gon and Maff.

Further afield, Chabacca and Gary find themselves in trouble, as the TIEs that were chasing Tang’s K-Wing now notice that they are closer targets! Gary’s ubiquitous twin laser turret returns fire, scoring hits on the red-striped Sabre Squadron TIE Interceptor. Kat meanwhile, continues with her flanking manoeuvre…


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At last! Phoenix Squadron report that they have disabled the Interdiction Cruiser and are jumping out of the Lothal System! Hera Syndulla immediately commences the hyperdrive sequence, followed by Tang, Qui-Gon and Gary. However, their hyperdrives are slow to engage and the battle continues…

Chabacca and Kat meanwhile, decide to hold off hyperdrive activation in order to get some kills!

The time of miracles is at hand, as Squadron Leader Qui-Gon Rum’s crippled Z-95 kills a TIE Fighter! It’s only an Academy pilot, but it’s his first kill! It’s only taken him seven missions and five ships, but he’s done it at last! The Mon Calamari crew of the Rebel command ship go nuts at the news, whooping and exchanging High-Threes!

Meanwhile, Tang Dual gets revenge for his face-full of protons, as he brings down Deathrain’s TIE Punisher with some excellent long-range shooting from his turret-gunner.

Success follows success, as Kat finally completes her wide flanking move and blasts apart a TIE Fighter with her first shot! Chabacca quickly follows suit, taking down the Black Squadron TIE. Gary’s heavily-damaged Hawk completes the triumvirate of rookie kills, as he too takes down a pursuing TIE Fighter with his twin laser turret.

However, disaster strikes, as Maff Clarkin’s already-damaged X-Wing is shot down by the Sabre Squadron TIE Interceptor. Thankfully, Maff survives to fight another day.


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As the hyperdrive computers tick down, the Imperials make a last concerted effort to destroy the shuttle, but to no effect. Tang, Chabacca and Kat continue to shoot chunks off the TIEs as Gary and Qui-Gon’s heavily-damaged ships make good their escape.

Chabacca and Kat now realise that they are about to be left on their own against four surviving TIEs! They wisely start to spool up their hyperdrives…


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At last, Hera Syndulla’s shuttle jumps to hyperspace, closely followed by Tang, Gary and Qui-Gon. Victory for Brown Squadron!

However, Chabacca and Kat fight on alone, now outnumbered 2:1! Kat’s A-Wing has suffered damage and she attempts to run from the fight. Chabacca covers her withdrawal and blows apart another TIE Fighter; her second kill! Her big brother Chewbacca will be proud!

The surviving TIEs turn to pursue, but achieve little and the last two Rebel fighters jump out.


Post-Mission Admin

Brown Squadron is jubilant as they complete their mission in rescuing the valiant crew of the Ghost! Each participating pilot therefore receives the customary 2 GC bonus. They also receive an additional 1 GC bonus each from Captain Syndulla.

Pilot ‘Tang Dual’ survives the mission in his K-Wing, having shot down his opposite number in the TIE Punisher. He is now a confirmed Ace and is still the highest-scoring pilot of Brown Squadron. He receives 12 GC bounty and spends 2 GC on Seismic Charges, 4 GC on Proton Torpedoes and 2 GC on Extra Munitions. He banks the remaining 4 GC.

Pilot ‘Qui-Gon Rum’, somewhat amazingly, returns to base unscathed! Even more amazingly, he has finally scored his first kill! There ain’t no Terillian Puffer-Pig safe tonight! He gains a 8 GC bounty and spends 4 GC on a Shield Upgrade Modification (replacing the Long-Range Scanners). He now has 13 GC in the bank.

Pilot ‘Maff Clarkin’ is shot down for the first time, but survives to fight again. Clutching a fistful of Galactic Credits from the Rebellion Grant, he trudges off to Crazy Mark’s and purchases a Y-Wing. Maff gets 4 GC cashback, so with his banked cash and 3 GC bounty, has 14 GC available to spend. However, due to a serious accounting error at Crazy Mark’s (who suspects Jedi Mind-Tricks…), Maff gets away with 20 GC-worth of upgrades!!! Maff’s Y-Wing is simply groaning undee the weight of upgrades, as he equips a Twin Laser Turret (6 GC), BB-8 Astromech (2 GC), Proton Torpedoes (4 GC), Extra Munitions (2 GC) and a Guidance Chips Modification (0 GC). He also buys an Elite Upgrade Slot (5 GC) and the ‘Veteran Instincts’ Elite Skill Upgrade (1 GC). Maff’s line of credit will no longer be good at Crazy Mark’s until he pays off his 6 GC debt…

Pilot ‘Chabacca’ survives the mission intact, with an excellent first-time score of 2 kills! She gains a 10 GC bounty, which she banks.

Pilot ‘Kat San’Gar’ also survives her first mission with a kill in the bag. She gains a 7 GC bounty, which she banks.

Pilot ‘Gary The Ex-Stormtrooper’ also survives his first mission and like the other rookies, is credited with a kill. He gets a 8 GC bounty, which he bravely banks instead of upgrading his Hawk…


Post-Mission Pilot Roster

Ace ‘Tang Dual’ (PS2): Flown 4 missions. Scored 5 kills. Flies a K-Wing with Advanced SLAM modification, Assault Missiles, Seismic Charges, Proton Torpedoes and Extra Munitions. 4 GC banked.

Pilot ‘Obi-Wyn’ (PS2): Flown 3 missions. Scored 3 kills. Flies an A-Wing with an A-Wing Test Pilot title, Predator elite skill and Shield Upgrade modification. 0 GC banked.

Pilot ‘Qui-Gon Rum’ (PS2): Flown 7 missions. Scored 1 kill. Flies a Z-95 Headhunter with Cluster Missiles and a Shield Upgrade Modification. 13 GC banked.

Pilot ‘Wraith 7’ (PS2): Flown 3 missions. Scored 2 kills. Flies a T-65 X-Wing, equipped with Integrated Astromech and R5-D8. 3 GC banked.

Pilot ‘Garf-i’Eld’ (PS2): Flown 3 missions. Scored 3 kills. Flies a T-65 X-Wing, equipped with a Shield Upgrade modification, Proton Torpedoes and R2-D2 Astromech. 4 GC banked.

Pilot ‘Corey the Corellian’ (PS1): Flown 1 mission. Scored no kills. Flies a T-65 X-Wing, equipped with an R2 Astromech. 4 GC banked.

Pilot ‘Maff Clarkin’ (PS3): Flown 3 missions. Scored 2 kills. Flies a Y-Wing, equipped with an BB-8 Astromech, Proton Torpedoes, Extra Munitions, Élite Skill Slot, ‘Veteran Instincts’ Élite Skill and Guidance Chips modification. Owes 6 GC to the Hutts.

Pilot ‘Chabacca’ (PS1): Flown 1 mission. Scored 2 kills. Flies a T-65 X-Wing, equipped with an R2 Astromech. 10 GC banked.

Pilot ‘Kat San’Gar’ (PS1): Flown 1 mission. Scored 1 kill. Flies an A-Wing, equipped with a Shield Upgrade modification. 7 GC banked.

Pilot ‘Gary The Ex-Stormtrooper’ (PS1): Flown 1 mission. Scored 1 kill. Flies an HWK-290 Hawk, equipped with a Twin Laser Turret. 8 GC banked.

Brown Squadron Roll of Honour

Pilot ‘Boba Feck’ (PS3): Flown 2 missions. Scored 2 kills. Lost in action while flying a Z-95 Headhunter in Mission 2.
RMD
Beardo
Beardo
 
Posts: 502
Joined: Mon Nov 18, 2013 3:41 am

Re: X-Wing Campaign

Postby RMD » Mon Sep 12, 2016 12:32 pm

Game 8 – Escape Pod Recovery

Pre-Mission Admin

Pilots Wraith 7, Garf-i’Eld, Corey the Corellian, Maff Clarkin, Chabacca and Kat San’Gar are absent for this mission, so Brown Squadron launches with Tang Dual (K-Wing), Qui-Gon Rum (Z-95 Headhunter), Obi-Wyn (A-Wing) and Gary The Ex-Stormtrooper (Hawk). Qui-Gon Rum is the designated Squadron Commander.

Ace ‘Tang Dual’ (PS2): Flown 4 missions. Scored 5 kills. Flies a K-Wing with Advanced SLAM modification, Assault Missiles, Seismic Charges, Proton Torpedoes and Extra Munitions. 4 GC banked.

Pilot ‘Obi-Wyn’ (PS2): Flown 3 missions. Scored 3 kills. Flies an A-Wing with an A-Wing Test Pilot title, Predator elite skill and Shield Upgrade modification. 0 GC banked.

Pilot ‘Qui-Gon Rum’ (PS2): Flown 7 missions. Scored 1 kill. Flies a Z-95 Headhunter with Cluster Missiles and a Shield Upgrade Modification. 13 GC banked.

Pilot ‘Gary The Ex-Stormtrooper’ (PS1): Flown 1 mission. Scored 1 kill. Flies an HWK-290 Hawk, equipped with a Twin Laser Turret. 8 GC banked.


Mission Briefing

"Pilots, one of our top agents yesterday kidnapped the Imperial Deputy-Governor of Treveen Prime. However, his transport was intercepted and he was forced to escape with his prisoner by escape-pod. He has managed to activate his emergency beacon and advises us that he is out of power and adrift in an asteroid field.

Brown Squadron is therefore to scramble immediately, go to his location and jump-start his engines, so that he can escape under his own power. We would send a transport if we could, but there are none presently within jump range of his location.

However, please note that the Imperials will also be able to track his beacon, so this will be a race to assist him before the Empire can send a transport to pick up the pod.

Good luck out there. May the Force be with you.”


Set Up

The standard 3’x3’ playing mat is used.

The escape pod token is set up within Range 2 of the centre of the top board edge.

An asteroid field consisting of six asteroid tokens is set up within a rectangular area in the centre of the board – at least Range 1 from the bottom edge and Range 3 from the top and side edges. Each asteroid must be at least Range 1 from its neighbour.

Brown Squadron sets up at least one ship in the top-right corner of the board, within a square Range 1 wide by 2 deep. At least one ship must also be set up in the bottom-left corner of the board, with a Range 2 square.

The Empire sets up sets up at least one ship in the top-left corner of the board, within a square Range 1 wide by 2 deep. At least one ship must also be set up in the bottom-right corner of the board, with a Range 2 square.

Starting with the Empire, each side deploys 1 ship in turn, until all ships are deployed.

The Imperial pilots are determined randomly in the usual manner, based on the number of Rebel ships engaged. The Imperials on this occasion therefore have three Academy TIE Fighters (PS1), one Black Squadron TIE Fighter (PS4), one TIE Interceptor flown by the Imperial ace Turr Phennir (PS7) and one TIE Advanced Prototype flown by a Sienar Test Pilot (PS1), equipped with Concussion Missiles.


Special Rules

Escape Pod – the escape pod token does not count as a ship or an obstacle. It cannot perform actions, attack, be attacked, etc. It may move through and overlap obstacles without penalty.

Jump-Starting the Engines – At the end of the Activation phase, the Rebel player may choose two of his ships that are at Range 1-2 of each other. If he can draw a line between those ships that also passes through the escape pod, he may assign 2 energy tokens to the escape pod. This may only be performed once per turn, regardless of how many Rebel ships are in position to jump-start the engines.

Escape Pod Movement – At the start of the Activation phase, if the escape pod has at least one energy token, the Rebel player must remove one energy token and move the escape pod by executing one of three possible manoeuvres: Ahead 2, Bank Left 1 or Bank Right 1.


Victory Conditions

Rebel Victory – The escape pod escapes off the bottom board edge

Empire Victory – The Rebel fighters are all destroyed or driven off before the escape pod can escape.


Result - 2 GCs for a win.


After-Action Report

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Brown Squadron elects to deploy three of its ships (Tang Dual’s K-Wing, Qui-Gon Rum’s Z-95 and Gary The Ex-Stormtrooper’s Hawk) in the top-right corner of the board, while Obi-Wyn’s A-Wing is deployed in the bottom-left corner, with orders to make best speed to outflank one of the Imperial squadrons.

The Empire meanwhile splits its forces into two equal squadrons – the top-left squadron consists of the TIE Advanced Prototype, the Black Squadron TIE Fighter and one of the Academy TIEs. The bottom-right squadron consists of Turr Phennir’s TIE Interceptor and the remaining two Academy TIEs.

Right from the outset, there are grumbles among the Brown Squadron pilots that they don’t fancy their chances much… They observe (quite rightly) that the Imperials look like quickly boxing them in and debate whether or not to start their hyperdrives early and leave the agent to his fate…

The battle opens very quickly, with an exchange of missiles – Tang’s K-Wing launches an assault missile for the first time, with pleasing results: The TIE Advanced Prototype has his shields instantly destroyed and the flanking TIEs also suffer damage from the blast effect. Gary’s Hawk also scores some long-range hits with his formidable twin laser turret. The TIE Advanced Prototype returns fire with a Concussion Missile, depleting the K-Wing’s shields.

The other ships race to the scene – Obi-Wyn’s A-Wing and Turr Phennir’s TIE Interceptor both kick in the boost to get there faster.


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As Tang’s K-Wing SLAMs through the Imperial formation, the two TIE Fighters turn to pursue. Turr Phennir’s TIE Advanced has already caught up and is engaging the K-Wing, causing damage, though in turn is shot up by Obi-Wyn’s A-Wing.

The TIE Advanced Prototype attempts to engage Qui-Gon’s Z-95, though having already suffered heavy damage, is now quickly taken apart by Qui-Gon’s volley of cluster missiles. However, Qui-Gon also takes hits from the rapidly-approaching flight of TIE Fighters.

The Rebels manage to feed the first energy to the escape pod and the grateful Rebel agent starts moving toward safety.



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As Tang’s K-Wing SLAM’s away once again from trouble, he leaves a ‘floater’ in his wake, in the form of a Seismic Charge… This comes as bad news for the pursuing Imperial pilots; the Academy TIE Fighter is blown to pieces, while the Black Squadron TIE and Turr Phennir’s TIE Interceptor also take damage.

However, this also comes as bad news for Qui-Gon, Gary and Obi-Wyn, who were closely engaging Tang’s pursuers and who also now take damage from Tang’s inconsiderate dump!

Gary’s Hawk is now severely damaged and his curses ring in Tang’s intercom!

Obi-Wyn exchanges fire with the other two TIEs in a head-on pass. He inflicts hits on one of the TIEs, though also suffers damage in return.

Again, the Rebel pilots manage to feed energy to the escape pod, but all are now heavily damaged. If anything, the Imperial ships are even worse off, but Brown Squadron decides to play it safe and spool up their hyperdrives…

Now the Rebel agent’s curses are ringing in their ears…


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As Tang scuttles away from trouble, Gary desperately tries to escape from the melee. Scenting an easy kill, Turr Phennir and two of the TIEs close in on the stricken Hawk. Qui-Gon desperately tries to shoot down one of the pursuers, but to no avail.

Turr Phennir scores yet another hit on the Hawk and the Black Squadron TIE Fighter finishes the job. The Imperial lasers must have hit the Hawk’s hyperspace motivator, as Gary’s valiant ship explodes in a blinding flash. Gary doesn’t stand a chance of ejecting and Brown Squadron suffer their second loss of the campaign.

It is small comfort a moment later, when Obi-Wyn annihilates a TIE Fighter in a devastating close-range volley.


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With Gary atomised and Tang well out of the fight, Obi-Wyn and Qui-Gon are now fighting for their lives, as the surviving TIEs now turn on them. All ships are now heavily damaged and nobody (apart from Tang, obviously…) knows if they will survive this day.

The escape pod has now moved further through the asteroid field, but will soon run out of energy and will certainly now be captured by the Empire, as all Rebel ships have activated their hyperdrives and stand no chance of rescuing the pod.

One last head-on pass sees a lot of laser-fire, but very few hits… The two Rebel pilots are through the danger and as their hyperdrives activate, they wink out of the battlefield, leaving the Rebel agent and his smug captive to their fate.


Post-Mission Admin

Brown Squadron is downbeat as they receive another drubbing at the hands of the Empire and suffer the loss of Gary. There will be no mission bonus for them this time, though Rebel Intelligence reports that there might be another chance to recover their agent from the clutches of the Empire.

Pilot ‘Tang Dual’ survives the mission in his K-Wing, having shot down a TIE Fighter. He receives 3 GC bounty, which he banks.

Pilot ‘Qui-Gon Rum’, somewhat amazingly, returns to base unscathed for the second mission in a row! This is a new record and he’s even added another TIE kill to his tally! He gains a 3 GC bounty and banks it.

Pilot ‘Obi-Wyn’ chalks up another kill and returns to base unscathed to receive his 3 GC bonus, which he spends on Proton Rockets.

Pilot ‘Gary The Ex-Stormtrooper’ was tragically killed in action while he still had 8 GC in the bank… The moral of the story is ‘Spend it while you’ve got it’… Don’t let this happen to you: Crazy Mark’s has a fine line of ship upgrades at bargain, knock down prices and no Jedi mind-tricks!


Post-Mission Pilot Roster

Ace ‘Tang Dual’ (PS2): Flown 5 missions. Scored 6 kills. Flies a K-Wing with Advanced SLAM modification, Assault Missiles, Seismic Charges, Proton Torpedoes and Extra Munitions. 8 GC banked.

Pilot ‘Obi-Wyn’ (PS2): Flown 4 missions. Scored 4 kills. Flies an A-Wing with an A-Wing Test Pilot title, Predator elite skill, Proton Rockets and Shield Upgrade modification. 0 GC banked.

Pilot ‘Qui-Gon Rum’ (PS2): Flown 8 missions. Scored 2 kills. Flies a Z-95 Headhunter with Cluster Missiles and a Shield Upgrade Modification. 16 GC banked.

Pilot ‘Wraith 7’ (PS2): Flown 3 missions. Scored 2 kills. Flies a T-65 X-Wing, equipped with Integrated Astromech and R5-D8. 3 GC banked.

Pilot ‘Garf-i’Eld’ (PS2): Flown 3 missions. Scored 3 kills. Flies a T-65 X-Wing, equipped with a Shield Upgrade modification, Proton Torpedoes and R2-D2 Astromech. 4 GC banked.

Pilot ‘Corey the Corellian’ (PS1): Flown 1 mission. Scored no kills. Flies a T-65 X-Wing, equipped with an R2 Astromech. 4 GC banked.

Pilot ‘Maff Clarkin’ (PS3): Flown 3 missions. Scored 2 kills. Flies a Y-Wing, equipped with an BB-8 Astromech, Proton Torpedoes, Extra Munitions, Élite Skill Slot, ‘Veteran Instincts’ Élite Skill and Guidance Chips modification. Owes 6 GC to the Hutts.

Pilot ‘Chabacca’ (PS1): Flown 1 mission. Scored 2 kills. Flies a T-65 X-Wing, equipped with an R2 Astromech. 10 GC banked.

Pilot ‘Kat San’Gar’ (PS1): Flown 1 mission. Scored 1 kill. Flies an A-Wing, equipped with a Shield Upgrade modification. 7 GC banked.


Brown Squadron Roll of Honour

Pilot ‘Boba Feck’ (PS3): Flown 2 missions. Scored 2 kills. Lost in action while flying a Z-95 Headhunter in Mission 2.

Pilot ‘Gary The Ex-Stormtrooper’ (PS1): Flown 2 missions. Scored 1 kill. Lost in action while flying a HWK-290 in Mission 8.
RMD
Beardo
Beardo
 
Posts: 502
Joined: Mon Nov 18, 2013 3:41 am

Re: X-Wing Campaign

Postby RMD » Wed Sep 14, 2016 7:11 pm

Game 9 – Hard Choices

Pre-Mission Admin

Pilot ‘Baldrick’ joins Brown Squadron and spends his Rebellion Grant on a Y-Wing. He gets 4 GC cashback and, together with 2 GC borrowed from Tang Dual, spends it on a Twin Laser Turret for 6 GC.

Pilots Wraith 7, Garf-i’Eld, Corey the Corellian, Maff Clarkin, Chabacca and Kat San’Gar are absent for this mission, so Brown Squadron launches with Tang Dual (K-Wing), Qui-Gon Rum (Z-95 Headhunter), Obi-Wyn (A-Wing) and Baldrick (Y-Wing). Qui-Gon Rum is the designated Squadron Commander.


Mission Pilot Roster

Ace ‘Tang Dual’ (PS2): Flown 5 missions. Scored 6 kills. Flies a K-Wing with Advanced SLAM modification, Assault Missiles, Seismic Charges, Proton Torpedoes and Extra Munitions. 8 GC banked. Owed 2 GC by Baldrick.

Pilot ‘Obi-Wyn’ (PS2): Flown 4 missions. Scored 4 kills. Flies an A-Wing with an A-Wing Test Pilot title, Predator elite skill, Proton Rockets and Shield Upgrade modification. 0 GC banked.

Pilot ‘Qui-Gon Rum’ (PS2): Flown 8 missions. Scored 2 kills. Flies a Z-95 Headhunter with Cluster Missiles and a Shield Upgrade Modification. 16 GC banked.

Pilot ‘Baldrick’ (PS1): Flown no missions. Scored no kills. Flies a Y-Wing with a Twin Laser Turret. Owes 2 GC to Tang Dual.

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Mission Briefing

"Pilots, following your recent failure to rescue his escape pod, one of our deep-cover agents on Treveen Prime has fallen into the hands of the Empire. Rebel Intelligence Branch has however, discovered that he is about to be moved from Treveen Prime to the Imperial Sector Headquarters in the Cardi System for inquisitorial interrogation. This cannot be allowed to happen.

Intelligence Branch has determined that he will be transferred later today from the prisoner holding facility on Treveen Prime, to the Imperial Navy Corvette Impetuous, which will then convey the prisoner to the Cardi System by hyperspace.

Our best chance to intercept this transfer is when the prisoner is in transit from Treveen Prime to the Impetuous. He is scheduled to be carried by the Imperial Prisoner Transport Pokey XII; a converted GR-75 Transport. The Pokey XII is only used for local, sublight shuttling and does not have an operational hyperdrive, so will be unable to escape from an attack. If you are able to eliminate the Pokey XII’s escort, she should surrender. We will then jump in with an assault transport, secure the prisoner and jump out again before the Impetuous can respond.

However, desperate times mean desperate measures. If you cannot eliminate the Imperial escort, it is imperative that you destroy the Pokey XII and deprive the Empire of the intelligence that they can gain from our agent. Believe me, he will thank you for it and I would do the same for any of you, should you be heading for such a horrific fate.

So get to your ships. We only have a tight window within which to intercept the prisoner transfer.

May the Force be with you.”


Set Up

The standard 3’x3’ playing mat is used.

Brown Squadron sets up within Range 1 of one board edge.

The Empire sets up within Range 1 of the opposite board edge.

The Empire deploys first.

The Imperial pilots are determined randomly in the usual manner, based on the number of Rebel ships engaged. The Imperials on this occasion therefore have three Academy TIE Fighters (PS1), one Black Squadron TIE Fighter (PS4), one Gamma Squadron TIE Bomber (PS2) and another TIE Bomber flown by our old friend, the ace pilot known as ‘Deathrain’ (PS6), who somehow survived their recent encounter, when he was shot down in a TIE Punisher. The TIE Bombers are each equipped with 1x Proton Torpedo, 1x Concussion Missile and 1x Proton Bomb.

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Special Rules

Imperial Prisoner Transport – This vessel is a standard GR-75 Transport (PS3). The only upgrade is the ‘Rebel Captive’ card: Once per round, the first ship that declares the Transport as a target receives a Stress token.


Victory Conditions

Partial Rebel Victory – The Transport is destroyed.

Total Rebel Victory – The Imperial escort is destroyed, whereupon the Transport will surrender.

Empire Victory – All Rebel fighters are destroyed or driven off before the Transport is destroyed.


Game Length

The Pokey XII must be destroyed or captured by the end of Turn 10.


Result

Partial Rebel Victory – 2 GC Bounty

Total Rebel Victory – 4 GC Bounty


After-Action Report

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The Empire splits its fighters into two equal squadrons; one on each flank of the transport. The left-hand squadron has Deathfire’s TIE Bomber and two Academy TIEs, while the right-hand squadron has the Black Squadron TIE, an Academy TIE and the Gamma Squadron TIE Bomber. Brown Squadron takes the decision to concentrate on one flank first. At least that’s the plan…


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Tang opens the batting, SLAMing ahead of Brown Squadron and launching a long-range strike with an assault missile. This worked well in the last mission against a closely-packed Imperial formation, but this time he completely misses!

Deathfire lobs a concussion missile at Obi-Wyn’s A-Wing, but also misses. Obi-Wyn however, scores a hit on Deathfire with long-range laser fire.


Image
As Brown Squadron charge in, the plan swiftly unravels, as the right-hand Imperial squadron flanks them. Obi-Wyn and Qui-Gon are badly shot up by the TIEs and Obi-Wyn is also jammed by the transport.

Despite heavy damage, Qui-Gon manages to perform a devastating cluster missile attack on Deathfire, hitting with every single missile and sending the TIE Bomber whirling to destruction. Deathfire is no more.

However, Qui-Gon and Obi-Wyn are in trouble. With shields gone and suffering heavy damage, they both start to spool up their hyperdrives.

Tang meanwhile, anticipates that the nearest two TIEs will loop around to pursue him, so leaves a present for them in the form of a seismic charge, just before SLAMming away from them. Sure enough, the TIEs both run straight into the blast-area and take damage. However, Tang soon runs headlong into the second group of TIEs and is also jammed by the transport, which is starting to become rather tiresome.

Baldrick, seeing Tang running into a swarm of TIEs, takes his Y-Wing left in support. He shoots up one of the TIEs, but in return is shot up by the Black Squadron TIE.


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Eager to avenge Deathfire, the Gamma Squadron TIE Bomber performs a hard left turn, earning itself a Stress token, and lines up on Qui-Gon’s fleeing Z-95. However, its targeting computer is still locked on Tang’s K-Wing and with the Stress, it won’t be able to lock up the Z-95 to engage with missiles. However, the transport crew are on the ball and use their ‘Coordinate’ action to give a free action to the TIE Bomber. The grateful TIE Bomber switches its target lock to Qui-Gon’s Z-95 and lets rip with a proton torpedo… The torpedo strikes, causing catastrophic damage and Qui-Gon’s Z-95 breaks up… Qui-Gon is walking home again…

The wily transport pilot executes a right turn, in an effort to ‘tailswipe’ Obi-Wyn’s A-Wing, but Obi-Wyn manages to evade, only to be blasted apart by the pursuing TIEs. Thankfully, Obi-Wyn manages to eject safely.

Realising that they now have no chance of defeating the fighter escort or destroying the transport, Tang and Baldrick spool up their hyperdrives. Tang also leaves his second seismic charge in the path of the transport, but does little damage to the beast.


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The transport now causes a few problems for the Imperials, as the two remaining Rebel fighters effectively use it as cover.

Tang SLAMs around the starboard side of the transport, aiming to engage the heavily-damaged left-hand TIE group. That leaves Baldrick fighting off two pursuing TIEs! His twin laser turret manages to shoot one down, but the other is closing to point-blank range and causes significant damage to the Y-Wing.

Tang launches his second assault missile, this time causing damage to the TIEs. However, the Gamma Squadron TIE Bomber pilot embraces the Dark Side and regardless of his comrades, drops a proton bomb in Tang’s path… The bomb detonates, destroying Tang’s K-Wing, as well as a TIE Fighter. He also damages another TIE and the prisoner transport! The Dark Side is strong in this one… “Mwahahahahahahahahaha!”

Baldrick is now the last man standing. The TIE on his tail is too close to engage with the turret, so he has a crack at the TIE Bomber, but to no effect. The Black Squadron TIE on his tail opens up and blows the Y-Wing apart.

Another fail for Brown Squadron… The Rebel agent is doomed…


Post-Mission Admin

Brown Squadron has received their most catastrophic defeat yet at the hands of the Empire (now known as ‘Black Tuesday’), though all pilots have by some miracle, survived to fight another day.

Pilot ‘Tang Dual’, having received no bounty, does however have sufficient cash banked to pay the 1 GC insurance excess on a replacement K-Wing. He also has an additional 7 GC banked, as well as 2 GC on loan to Baldrick, so has some cash to re-equip his replacement K-Wing.

Pilot ‘Qui-Gon Rum’, somewhat amazingly, has scored his third kill in three missions, this time finally ending the career of his old nemesis ‘Deathfire’. However, he has now lost his sixth fighter and needs to pick yet another replacement from the forecourt at Crazy Mark’s. He does however, have plenty of cash banked (16 GC) to upgrade his new mount to the max.

Pilot ‘Obi-Wyn’ was looking forward to getting his 5th kill and becoming an Ace, though in the event had probably his worst performance of the campaign and returns with neither ship, kill or bounty to his name. He spends his Rebellion Grant on another A-Wing and spends the cashback on a Shield Upgrade Modification, banking 1 GC.

Pilot ‘Baldrick’ has a mixed first mission with Brown Squadron. He killed a TIE Fighter and was the last man standing, though lost his Y-Wing and now has to pick a new ship. He also owes 2 GC to Tang Dual.


Post-Mission Pilot Roster

Ace Pilot ‘Tang Dual’ (PS2): Flown 5 missions. Scored 6 kills. Flies an unmodified K-Wing. 7 GC banked, plus 2 GC owed by Baldrick.

Pilot ‘Wraith 7’ (PS2): Flown 3 missions. Scored 2 kills. Flies a T-65 X-Wing, equipped with Integrated Astromech and R5-D8. 3 GC banked.

Pilot ‘Garf-i’Eld’ (PS2): Flown 3 missions. Scored 3 kills. Flies a T-65 X-Wing, equipped with a Shield Upgrade modification, Proton Torpedoes and R2-D2 Astromech. 4 GC banked.

Pilot ‘Qui-Gon Rum’ (PS2): Flown 9 missions. Scored 3 kills. Is presently ‘between ships’. 16 GC banked.

Pilot ‘Obi-Wyn’ (PS2): Flown 5 missions. Scored 4 kills. Flies an A-Wing with an A-Wing Test Pilot title, Predator elite skill and Shield Upgrade modification. 1 GC banked.

Pilot ‘Corey the Corellian’ (PS1): Flown 1 mission. Scored no kills. Flies a T-65 X-Wing, equipped with an R2 Astromech. 4 GC banked.

Pilot ‘Maff Clarkin’ (PS3): Flown 3 missions. Scored 2 kills. Flies a Y-Wing, equipped with an BB-8 Astromech, Proton Torpedoes, Extra Munitions, Élite Skill Slot, ‘Veteran Instincts’ Élite Skill and Guidance Chips modification. Owes 6 GC to the Hutts.

Pilot ‘Chabacca’ (PS1): Flown 1 mission. Scored 2 kills. Flies a T-65 X-Wing, equipped with an R2 Astromech. 10 GC banked.

Pilot ‘Kat San’Gar’ (PS1): Flown 1 mission. Scored 1 kill. Flies an A-Wing, equipped with a Shield Upgrade modification. 7 GC banked.

Pilot ‘Baldrick’ (PS1): Flown 2 missions. Scored 1 kill. Presently ‘between ships’. 3 GC banked, but 2 GC owed to Tang Dual.


Brown Squadron Roll of Honour

Pilot ‘Boba Feck’ (PS3): Flown 2 missions. Scored 2 kills. Lost in action while flying a Z-95 Headhunter in Mission 2.

Pilot ‘Gary The Ex-Stormtrooper’ (PS1): Flown 2 missions. Scored 1 kill. Lost in action while flying a HWK-290 in Mission 8.
RMD
Beardo
Beardo
 
Posts: 502
Joined: Mon Nov 18, 2013 3:41 am


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