14/09/2016 at 19:19 #48628Jemima 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 9 – Hard Choices
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.
“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.”
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.
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.
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.
The Pokey XII must be destroyed or captured by the end of Turn 10.
Partial Rebel Victory – 2 GC Bounty
Total Rebel Victory – 4 GC Bounty
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…
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.
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.
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.
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…
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.
- This topic was modified 4 years, 5 months ago by Jemima Fawr.
My wargames blog: http://www.jemimafawr.co.uk/
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