12/09/2016 at 12:38 #48516Jemima FawrParticipant
My padawans and I have for the last few weeks, been conducting a co-operative campaign for ‘X-Wing: The Miniatures Game’. Each pilot takes the role of a Rebel fighter pilot and with each mission hopefully earns credits to upgrade his pilot and ship. The campaign rules are adapted from the original campaign by ‘Yarkshiregamer’ and can be found on his blog here http://yarkshiregamer.blogspot.co.uk/2014/11/x-wing-campaign-begins.html
Game 8 – Escape Pod Recovery
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.
“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.”
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.
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.
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.
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.
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.
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…
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.
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.
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.
- This topic was modified 4 years, 5 months ago by Jemima Fawr.
My wargames blog: http://www.jemimafawr.co.uk/
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