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Campaign Updates and Changes for Version 4.0 2 New Rebel Ships
and 2 New Empire Ships: Z-95 and E-Wing, The Z-95 will use X-wing
dial and upgrades for now. However, the Z95 dial has a 3 K-turn and
the only green maneuvers are 1 F, 2 F,B. The E-wing uses the
Fire-spray 31 Dial. However, only 1 banks are white, 1-3 forward
and 2 banks are green also, finally it has a 5 forward white. 2 New
Empire Ships: TIE Defender and TIE Phantom, these will be replaced
when the actual ships are sold, If using AI the most current Dial
is already in the system. -- TIE Defender - TIE Advanced Dial-
Replace the Red 4 K-Turn with a White 4 K-turn , Turn 3 maneuvers
and count as Red, Straight Maneuvers 2-4 are green -- TIE Phantom
TIE Fighter Dial - No 5 Speed Maneuvers and Cloak Action. See
Reference Cards. 3 Title Upgrades for existing Empire Ships: -- TIE
Avenger - TIE Advanced Dial - +1 Attack, and Boost Action. --
Assault Gunboat Large Ship. Uses Lambda Shuttle Dial with zero
maneuver removed. Shield Modulator, Tractor Beam, 2 Missiles and
Engine Upgrade. -- Tie Aggressor -- Uses TIE Bomber Dial. K-Turn on
4 instead of 5 and 4 Straight is Green. Gains a Rear Firing Arc and
Crew Member. -2 Hull Handling Upgrade Point Cost Differences and
Changes: Due to rules queries and user input some changes have been
made to the cost of various upgrade. Here are the rules to handle
these changes if you already have an upgrade: New upgrade cannot be
taken by your pilot or ship: You will earn full points as Global
Experience if you can no longer take the upgrade. New Point Value
is less than what you paid: You earn the difference in Category
Experience Points or Bank Points. New Point Value is greater than
what you paid: You may keep the upgrade, but you cannot sell it
back for Category Experience or Bank points, until you have paid
the difference of the new cost your old cost Ship Upgrades are now
called Modifications: All text for Ship Upgrades are now called
Modifications. This has stopped many confusing text statements.
Status Skill Level Rankings: Certain upgrades may cause you to gain
a Status skill. When this Status is gained it lasts according to
the text that that listed the Status skill. For example the Elite
Pilot Skill Expose. Earns you the Status Bulls-Eye, which lasts
until the end of the shooting phase for the round. Status Skills
earned by earning the status requirement always outrank skills
earned by upgrades if the two need to be compared. Huge Ship
Missions: There are now Missions added for Huge Ships.
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X-wing Campaign Rules
You are rookie pilots newly assigned to the Alliance Nebulon-B
Escort Frigate Timeron. You squadron Code Named: Grim Reapers, is
commanded by Captain Torno Korakk
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Build Points:
Calculate Starting Build Points: To calculate starting build
points, you must subtract your ships starting cost from 35 points.
This will give you the remaining build total to update your pilot
skill and add upgrades. Refit Points: When calculating your
starting cost of your ship. You may choose to remove any existing
upgrade to refit your ship. For each upgrade you refit, subtract 2
points from your starting cost. Key Notes: Each upgrade costs its
base value Pilot Skill can only be increased +1 max per mission
--If Pilot skill is not upgraded at this time, it will cost double
the points. So choose wisely when building your pilot You may only
take upgrades allowed by your upgrades on your ship. Example: If
you choose a rookie X-wing you would have 35-21=14 points for
upgrades you could do the following: Increase Pilot Skill to 3 for
3 points Astromech Droid: R4-K4 for 4 points Proton Torpedoes: 4
Points Keep 4 experience points Formula for Determining Overall
Point Cost for use in standard games: 2+Pilot Skill + (Weapon-2) X8
+(Agility-2)X8 +(Hull-3)x 4.25 + Shields X4.5
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Campaign Rules: All players are rookies and will have to
complete missions, to gain experience and skills, and modify your
ships by adding upgrades until youre the best, or dead. 3 Way to
Play: Human Enemy Each league member will play two games; one game
as a Rebel Pilot and then one as the Imperials. (The Imperials will
be abstractly represented by all the league members. This force
will be appropriately selected for the missions or scenarios to be
played with named Imperial pilots being used when necessary). All
league members are then split into Alpha flight and Beta flight.
Alpha plays the selected mission or scenario first with Beta
playing the Imperials. They then switch sides and play again. The
results of the mission or scenario, is calculated after both
flights have played and the results recorded along with individual
Experience Points gained. League members will then spend Experience
Points, or XP, upgrade their ships and earn Elite pilot skills. AI
Enemy If you wish you may use AI rules or maneuvering enemy ships.
Rules are Online and may be downloaded for use. One Off Missions:
Players may decide to play these missions using the standard Star
War X-wing rules and cards, which means only what they own can be
used. If players agree, its possible to play any of these missions
using those rules and not worry about experience, but just for fun.
Teams: All players present must split into teams as equally as
possible. If there are an odd number of players it is recommended
the odd member be a Rebel player. Determining Squad Build Point
Total: 1. Empire and Rebel Build Points: Each Rebel Player counts
as 30 Squad Build Points. Always use
the Number of Rebel players x 30 in points. Points can be
divided equally and/or shared by team members= (3 players would
equal 90 points)
2. Adjustment to Build Total: In the Mission Setup section of
each mission any changes to build totals will be listed. If there
is no mention of build total then use the standard build total as
described in rule 1. Anytime there is mention of a build total
difference. (for example: Empire deployment: Squad build = Number
of Rebel Players -1.) You would simply subtract 30 from the Empire
Build Total, since each rebel player counts as 30. In this case the
Rebels would have 30 more points to build their squad then the
Empire.
3. Special Ships and Upgrades: Many times under the Mission
Setup area on the mission. Both Rebels and Empire may be given
special ships, abilities, or upgrades. These count as free and do
not count towards Squad Build Point total.
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Earning Experience Points All League members earn experience
points for surviving a mission, damaging or destroying enemy
fighters, and completing missions or scenarios. Surviving the
Mission: If your ship has at least one hull point, they have earned
no other experience for the game they earn 1 XP. Being Shot Down:
Causes the lost of XP for this pilot as follows: You will lose 1
XP, or 2 XP if your ship has a Resource Modifier either negative,
zero, or positive, or 3 XP if you have bought a ship
classification. Critical Hit: If the last Hull point lost is from a
critical hit, you must roll a red die and check the results: A Hit
result counts as Pilot survived with no injuries. A Blank or Focus
result counts as Pilot survived with no injuries, earns additional
-1 XP for this mission (Cannot go below 1) and suffers -1 pilot
skill loss. A Critical Hit result counts as a dead pilot. Serious
wound, -1 Pilot skill and roll again, if rolled twice Pilot is dead
Hitting an Enemy Fighter: Any successful hits with a primary or
secondary weapon against an enemy fighter earn 1 XP. Destroying an
Enemy Fighter: One of your attacks causes an enemy fighter to be
destroyed, either as a critical hit or taking the last hull point,
earn 2 XP. Large Ships earn 3 XP. Destroying Higher Level Fighter:
If you destroy an enemy fighter with a pilot skill higher than
yours, earn a number of XP equal to the difference or 2 depending
on which is higher. Named Pilots count for XP equal to their PS/2
rounded up and Aces Earn and Addition 2 XP in addition to any other
bonuses. Complete an Objective (Specific): Specific Objectives,
like capturing a satellite or destroying a shuttle that can only be
achieved in a scenario, will earn a number of XP as listed in the
scenario briefing. Hitting Rebels while in enemy fighters: Half
experience points are earned for each of the above (With a Minimum
of 1 ) when you are flying as the empire. Teamwork Experience: When
a player earns experience and is assisted by a teammate who used a
skill or ability. Split the total experience earned in half and
each player earns that much experience (With a minimum of 1 for
both always.)
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Star Wars Rebel Ranks
0-2 Missions Flight Cadet 3-7 Missions Flight Officer 8-12
Missions Lieutenant 13-18 Missions Captain 19-24 Missions Commander
24-30 Missions Lt. General 31+ Missions General
Ranks of a pilot are based on the number of missions flown as
below. At the end of a mission where a pilot reaches a new rank
they earn 4 Experience Points.
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Spend Global Experience Points
All Global Experience points, or GXP can be spent to increase
your pilots' skill level, upgrade your Ship, Astromech, and add
other upgrades . Some of these upgrades will not exist in the basic
game or will be different then stated in the basic game. Please use
the rules for the Upgrades on the Upgrade List Pilot Upgrades: Cost
the base value * 2. You may only upgrade 1 pilot skill after a
mission is completed. If you dont upgrade your Pilot Skill, you
must wait until after your next mission. One you buy an upgrade you
will always have it unless you sell it which then goes into the
corresponding category and becomes Category Experience or Bank
Points. Upgrades are allowed only if the Ship card shows it in the
upgrade location. However, there are several new upgrade types as
listed below: Upgrades Maximums: Turret Weapon: 1 per Ship
Modifications: 1 per Ship Countermeasures: 1 per Ship Crew Members:
Max of +1 to base crew upgrade per ship. For Example (the Y-wing
starts with 0 Crew members, so could have only 1 added) Ship
Classification: 1 Per Ship System Upgrades: 1 Per Ship Bombs: 1 Per
Ship Title: 1 Per Ship Elite Pilot Skill: Based on current Pilot
Skill / 2 Honors: Based on (current Pilot Skill / 2) + 1 Special
Upgrades Status: Bonuses Earned through Combat Maximum Upgrade
Value: Remember the Max number of upgrades you can put onto your
fighter at 1 time is the Hull value +1. You may have more Upgrade
abilities in your bar, but you can still only put a number of
upgrades equal to your hull +1. Category Experience Upgrade points
(Bank Points): Changing and removing upgrades after a mission will
earn you half points rounding down, (but never lower then 1 point)
in the Category it was removed from. These are placed in the Bank
points for those categories and can only be used to purchase new
upgrades in the same category as they are banked. For instance if
you sell back your R2-F2 Droid which costs 3 points you would be
able to use 3/2=1.5 round= 1 Category Upgrade (Bank point) which
can only be used for the Category upgrade they were originally
used.
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X-wing Special Rules Cardinal Rule: All special rules below are
overruled by any special rules given during a mission. Secondary
Weapons: All Secondary weapons can only fire using front Arc,
unless otherwise stated. Jumping to Light Speed: Jumping to Light
Speed requires precise calculations and up to 3 game turns in some
cases. Unless stated differently in the mission, 2 Critical Hits
rolled allow a craft jump away successfully and leave the game. If
the ship chooses to stay after turn 3 it must restart the jump
calculation all over again. Turn 1: Roll 3 attack dice. Turn 2:
Roll 3 attack dice, plus PS/2 Attack Dice (Min 1) Turn 3: Jump Away
Automatically Asteroid Movement Rules: Assume an imaginary 12
direction star over each asteroid (As a Clock) and roll both a D12
and D2. Move the asteroid in the direction of the D12, using a
straight movement token equal to the number rolled on the D3. If
movement time is not stated in the scenario this happens every 3
turns. Asteroid Collisions: When an asteroid collides with another,
put them together as one asteroid. Then continue moving the entire
new asteroid the rest of the move remaining. Asteroid and Edge of
battlefield: When an asteroid collides with the edge of the
battlefield, add 1 to its remaining movement and move it directly
away the opposite direction it just moved in. Deployment Rules: If
not otherwise stated by the scenario setup. Randomly select empire
ships based on number of TIE fighters on the Fleet Composition
Chart these will be deployed while the remaining ships will enter
the game as re-enforcements. The empire will always be with-in
range 1 of their setup area. Starting with the center of the board
and alternating left and right of center per Pilot skill as normal
with-in range 1 of each other deploy each ship. If there is no room
for other ships then start again at range 2 of their setup area.
Rebels use standard deployment Re-enforcements: Unless otherwise
stated. Re-enforcements will always be taken randomly from non
deployed ships every 2 turns after a empire ship is destroyed.
Surface Collision: If at any time a pilot receives 1 more stress
than allowed, (normally 2, but sometimes 3 or more depending on the
pilot or skill) Then, he must roll an Attack die on himself. On a
hit result he crashes into the surface or the object they are
fighting over, and suffers 4 attack dice on himself, with no
defense. Focuses are turned to hits. If destroyed counts as being
destroyed by a critical hit. Resource Modifiers: Some ships have
Positive, Zero, or Negative Resource Modifiers. This represents the
ability to get parts or replacements as well as the ease to outfit
them with upgrades. These ships must always use the Resource
Modifier for any Upgrade purchase, excluding Pilot Skill and Titles
only. Thus, if a Pilot with no Elite Pilot skill has +1 Additional
Cost Modifier and wants to buy a 2 point Elite Pilot skill. He must
pay 3+1 for Kalidor Crescent and 2+1 for the Elite pilot skill or a
total of 7 points. When Upgrades with Modifiers are sold they are
ignored in the cost. Resource Modifiers also affect cost to replace
the ship when shot down as well Pilot skill. Where after spending
the cost of your base pilot skill*2, you would then add the
Resource Modifiers to the cost. Armor: Some ships and other targets
have Armor. Armor represents steel plates welded on an angle to
deflect lasers and stop penetration damage. As long as a target has
at least 1 Armor at the start of the attack, they will always be
allowed to turn 1 focus to an Evade Result on their Defense Roll.
Bombs: In some maps their will be ground targets and air targets.
On these maps Bombs must be designated as either Ground or Air
target based. Bombs only affect targets in the designated area
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1) Rest and Aggravation/Graduation Day 2) Political Escort 3)
Imperial Listening Device 4) Kill the Relay 5) Destroy the Dallust
6) Secret Weapon 7) Pirates 8) Droid Pilot Assault 9) Wrong Journey
Home 10) Spies Like Her 11) Sensor Duty 12) Search and Destroy 13)
Free Vactooine 14) Agents of Doom 15) Convoy Defense 16) Radix Run
17) Safeguard Alert 18) Battle for Zidinor 19) Extract the Bothan
Spy 20) Triumph and Rescue 21) Liquidator 22) Heart Attack 23)
Rescue Mission 24) Star Assault 25) Hoth Evacuation 26) Graveyard
Shift 27) Meeting Engagement 28) Best Laid Plans 29) Defection 30)
Bounty At Large 31) Red Package 32) Space Husk 33) Second Aid 34)
Protect the Frigate 35) Sabotage Employed 36) The Fly Trap 37) Den
of Thieves 38) Rebel Escape 39) Shining Light 40) Jainas Ambush 41)
Evacuate 42) Sith Convoy 43) Droid Base Ground Assault
44) Gahna Gauntlet 45) Destroy the Radar Towers 46) Theft of
Imperial Shuttle 47) Cloud Planet Isenor 48) Prototype Assault 49)
Calrion Nebula Patrol
Mission List: This listing below is just a recommended order.
Missions may be played in any order you choose, by any level
pilot.. The rules allow for seasoned pilots to play with new
players, so playing the same mission over many times can be
fun.
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Special Missions: Recommended for 3 or more players. Longer then
normal missions these missions take a while to play, but are well
worth it. 1) Battle of Yavin 2) Battle of Hoth 3) Star Destroyer
Assault Recreate some of the greatest Star Wars Movie battles of
all time. Movie Scenes 1) Escape the Deathstar 2) Battle of
Yavin
Watch afewmaneuvers.com for more
missions and movie scene replays.
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Reaper Squadron Scramble! General Korakk begins, Congratulations
new pilots. Normally you would be assigned ships upon graduation.
However, our ship manufacturing factory on planet Fresia was
captured by the empire. Your assigned fighters were all built and
ready for you, before they were captured. Wedge Antilles has
volunteered to lead an attack against the facility with his unit,
which will draw the Imperials away from it as a diversion. He will
be sending his some of his Y-wings from his unit to help you get it
done. They will escort your assault shuttle to the planet Fresia.
You will be dropped in the hanger and the assault force will form a
perimeter while you get to the ships. Take any ship you want it
will become your personal ship. Be warned once the assault begins,
TIEs will be recalled from the battle. May the force be with
you!
Deployment: Randomly place all rebel star fighters in the setup
area, start in the middle and then place one 2 range away,
alternating sides. If no more space exists than change it 1 range.
Place any remaining ships anywhere they fit inside the deployment
zone.
Imperials returning to Fresia from diversion: Imperial fighters
will be returning to stop the theft of the ships. 2 turns after a
TIE is destroyed, more TIEs will enter the map in their setup area.
Use destroyed TIE only
Rebel Victory: Every Rebel fighter escapes safely
Imperial Victory: No Rebel Fighters escape.
Draw: Half rebel fighters escape.
Starting a Star Ship: The star ships are in disarray, and
many
require fuel and armaments. Thus every ship may start at
different times.
At the start of each planning phase rebel pilots must roll
attack dice equal to their pilot skill +1. 5 cumulative hits
(Critical Hits Count) will successfully start a ship.
Starting a Star Ship Automatically::
If by turn 4 you have not started you start automatically
Imperials Targeting Ground Ships: If the Imperial player is
within Range 2 (Range 3 weapons cannot be used on ground targets)
of a ship on the ground he may target them while they are on the
ground in the Bunker, any attacks on ground based fighters will
gain 1 additional attack die. While on the ground all rebel
fighters have a total of 2 extra hull points and ignore critical
hits, but do not get bonuses for range 3. Once these 2 hull points
are used the bunker has been destroyed. Rebel fighters on the
ground cannot use actions and cannot use shields.
Congratulation Cadets youve earned it. Now hear this! our ship
manufacturing
facility on Fresia was captured.
Cadets, your new ships are there and we have hatched a plan to
steal them
back.
General Torno Karokk, Star Wars
1. Rebel Setup Area
2. Rebel Edge
3. Imperial Setup Area
4. Imperial Edge
5. Rebel Exit Area
Force Field Deployed: The Imperial ground forces have activated
a planetary force field trapping all rebel ships inside. Once all
rebel fighters are airborne they cannot leave the battle field for
6 turns after the last one takes off, it will take this long for
the Rebel assault on the ground to destroy the shield
generator.
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Reaper Squadron Scramble! While on a rest at the secret rebel
outpost of Fresia. Reaper squadrons rest and relaxation is
disturbed when general quarters is sounded. Get to your ships we
are under attack! Echoed over the loud speakers. All pilots get to
your fighters and return to your assigned ships. The speakers
continued to echo, Flights of TIE Fighters detected in quadrant
Alpha. May the force be with you!
Deployment: Randomly place all rebel star fighters in the setup
area, start in the middle and then place one 2 range away,
alternating sides. If no more space exists than change it 1 range.
Place any remaining ships anywhere they fit inside the deployment
zone.
Imperials entering map to attack the base: 2 turns after a TIE
is destroyed, more TIEs will enter the map in their setup area. Use
destroyed TIE only
Rebel Victory: Every Rebel fighter escapes safely
Imperial Victory: No Rebel Fighters escape.
Draw: Half rebel fighters escape.
Starting a Star Ship: The star ships are in disarray, and
many
require fuel and armaments. Thus every ship may start at
different times.
At the start of each planning phase rebel pilots must roll
attack dice equal to their pilot skill +1. 5 cumulative hits
(Critical Hits Count) will successfully start a ship.
Starting a Star Ship Automatically::
If by turn 4 you have not started, you start automatically
Imperials Targeting Ground Ships: If the Imperial player is
within Range 2 (Range 3 weapons cannot be used on ground targets)
of a ship on the ground he may target them while they are on the
ground in the Bunker, any attacks on ground based fighters will
gain 1 additional attack die. While on the ground all rebel
fighters have a total of 2 extra hull points and ignore critical
hits, but do not get bonuses for range 3. Once these 2 hull points
are used the bunker has been destroyed. Rebel fighters on the
ground cannot use actions and cannot use shields.
Battle Stations !!! Get to your ships and launch at once! We are
under
attack!!
Loud Spreaker of Frecisa Rest and Relaxation Base
1. Rebel Setup Area
2. Rebel Edge
3. Imperial Setup Area
4. Imperial Edge
5. Rebel Exit Area
Force Field Deployed: The Imperial ground forces have activated
a planetary force field trapping all rebel ships inside. Once all
rebel fighters are airborne they cannot leave the battle field for
6 turns after the last one takes off, it will take this long for
the Rebel assault on the ground to destroy the shield
generator.
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Reaper Squadron Scramble! General Korakk states, A few minutes
ago, we received a long range transmission from an escort of
Senator Maxis Rezne. The Senator is from the planet Restril, which
is a vital resource in helping our cause. His shuttle was attacked
and the fighter escorts protecting it, were destroyed. His shuttle
narrowly escaped, but received severe damage to its Hyper Drive and
Sensors. He is floating a sector from Restil and we need you to
jump in and escort his shuttle protecting it until it gets into the
atmosphere where he can be rescued. We must protect the Senator and
the Shuttle, get out there and save him!
Senators Shuttle: Place the senators shuttle in rebel setup
area, within range 1.
Rebels: Place the rest of the rebels within Range 2 of the
Rebel setup area. No rebels can take any actions until the
start of 2 turn. (They are still disoriented from the Jump
in)
Imperials: As normal, but ensure one of them is a TIE
Bomber.
Rebel Victory: The shuttle must flee the imperials edge of
the table.
Imperial Victory: Destroy the Senators shuttle.
Draw:. All Rebel Fighters Destroyed, but Shuttle makes it
off
Imperial Edge
Ultimate Defender: Win or lose the Rebels must decide
which of them as a team defended the shuttle best. This
player will receive 2 XP.
The Shuttle Stats: Counts as a Rebel Ship. Agility 2, Hull
6,
+2 shield for every 3 players, up to max +6
Shuttle Movement: Before the planning phase, The rebel
player may move the senators shuttle one of 3 possible
maneuvers. 1 Bank Right, 2 Straight Ahead, 1 Bank Left
Shuttle Damage: The Shuttle never suffers critical hits. All
critical hits counts as hits.
Protect Action: Rebel ships may use a protect action when within
range 1 of the shuttle. When using a protect action, the Rebel
player places one evade token on the Shuttle. When attacked the
shuttle may spend the evade token to add one additional evade
result to the defense dice rolled. There is no limit to the number
of evade tokens that may be placed on the Senators shuttle. During
the end phase all evade tokens are removed from the Senators
Shuttle.
Re-enforcements: The imperials want this shuttle downed.
Reinforcements will arrive 2 turns after one tie is
destroyed.
These are randomly chosen from the destroyed fighters.
Imperial AI: The imperials will always target the shuttle as
primary and will only fire at other targets when they cant.
Incoming Rebel message, Mayday! Senators Rezne Shuttle is hit!
We
defended it , my controls are fried, I cannot eject. Im going
down, send
help!"
Lt. Warren Maul. Restril Defense Force
1. Rebel Setup Area
2. Rebel Edge
3. Imperial Setup Area
4. Imperial Edge
5. Rebel Shuttle
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Reaper Squadron Scramble!. General Korakk called his pilots to
the ready room. Instead of speaking, he signals everyone to not
talk and uses a display screen. The screen says, One of our other
squadrons had a skirmish with some imperials near the asteroid
field in the Phato sector. Since then we have detected a small
energy reading from the asteroids. We believe there is some type of
sensor array on the asteroids. We need you to scan the Asteroids
and destroy this array. These are sending information from our
databanks and communications. This is the reason why Im letting you
read this instead of speaking with you.
Rebel Victory: All listening devices destroyed.
Imperial Victory: Some listing devices remaining and
valuable information can be retrieved
Searching for Listening Device Action:
A rebel player within Range 1 of an asteroid, which contains an
ID token, may use Action to identify if a listening device exists
on the asteroid. The rebel player draws and ID token from the cup
and compares it to the id token of the one he is searching. ID
Token is the same: Device found. Place a Marker to show that a
device exists on the this asteroid
ID Token is Different: Device not found. Locate the asteroid
with the ID token just drawn from the cup and move the ID token
from the asteroid just searched to that asteroid. Finally, remove
both of the ID tokens that match the one just drawn from the
game.
Number of Listening Devices:
Continue to do this until only number of rebel players -1 (Max
6) remain. These are the asteroids with devices and when searched
will automatically reveal a Listening device. Asteroid Moving:
Use rules for Asteroid Movement. When using AI the Imperials
will always choose the Asteroid furthest from their deployment
zone, which has not moved.
The rebel fools dont even know we are listening to their every
word. Soon we
will know all their plans
General Sorix Careel
1. Rebel Setup Area
2. Rebel Edge
3. Imperial Setup Area
4. Imperial Edge
5. Asteroids
Asteroids Listening Devices: Place an asteroid field (6 in
total) in the middle of the table. Equal distance from both
players. Take 1 ID token per player +1 (Max of 6) and place
one on each asteroid. Starting with he center and then
alternating side randomly. Finally, place the corresponding
ID tokens and keep them aside in a cup
Game Length: The rebels have 10 turns until the Star
Destroyer arrives and the game ends.
Asteroid Damage:
Sometimes after an asteroid moves it may hit a ship. When this
happens use basic rules for ships moving through asteroids.
Asteroids hitting each other cause no damage to themselves or any
listening devices Attacking Listening Devices:
Listening devices must be attacked at range 1, they have 3 Hull.
1 defense
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Reaper Squadron Scramble! General Korakk summons the pilots to
the ready room and begins, We have detected an Imperial
communications array in the Chalet Sector. We have a fix on the
location, the plan is simple. Split into two teams. Alpha team will
draw away the fighters from the Communication satellites, and
engage the TIEs defending it. Shortly after Beta team will enter
behind the Communication satellites and destroy them.
Corner Deployment: All non- reserve rebels deploy in corner
setup. Rebels deploy first Imperial Deployment: All imperials
deploy at the same time, Split between both zones randomly. Range 1
Relay Satellites: Place one relay Satellite per every 2 rebel
players anywhere from Range 1-2 in the Imperial deployment zone.
Basically Max Range 2 from the corner. Rebel Reserves: The rebel
player will keep half of his ships, rounded down off the table.
This will be the flanking team. Retreat: The rebel player may jump
away at any time during the end phase ignoring the standard light
speed jump rules, to avoid being shot down
Rebel Victory: Destroy all Communication Relays.
Imperial Victory: Keep the Relays from being destroyed
Reserves: All Rebel forces held in reserve will enter the on the
start of Turn 3. Satellite Stats: Shield 1, Hull 3. Protect Action:
Imperial ships may use a protect action when within range 1 of the
satellite. The Imperial player places one evade token on the
Satellite. When attacked the satellite may spend the evade token to
add one additional evade result to the defense dice rolled. A
maximum of 2 evade tokens that may be place on the satellite during
one turn. During the end phase all evade tokens are removed from
the Satellite. Protectors: Randomly designate 1 imperial ship for
every two rebel players, they will circle the Satellite, remaining
in the Satellite deployment area at all times and will always use a
protect action if given a choice, when one is destroyed the closest
Tie will make for the Satellite area End Game: After 10 turns the
game ends as the Star Destroyer Maximus arrives to defend the
Satellites. All rebels must jump away
We have detected a signal hidden in our transmissions. Go and
destroy this
Communication Relay!
General Crix Madine
1. Rebel Setup Area
2. Rebel Edge
3. Imperial Setup Area
4. Satellite
5. Rebel Flanking Edge
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General Koraak states, An Imperial escort carrier the Daullust
has been disabled on the plantet Yuka, in the Kamino System. It
collided with our new space mines, and became disabled forcing an
emergency landed on Yukas surface. They have set a perimeter and
sent out repair droids. The extreme temperatures are causing
repairs to go slower then expected. We must jump in and destroy the
Dallust while its being repaired, before it can escape. We have no
time to prepare your ships for such extreme temperatures, so get
this done quickly before your engines freeze up. May the force be
with you!
Imperial: TIE Fighters only 2 per Rebel player and One
Random Imperial TIE Fighter Named Pilot .
Imperial Deployment: Divide their forces evenly. Then
deploy by PS at Range 2 and Range 1 as even as possible.
Dallust: The entire imperial setup area counts as the
Dallust.
Limited Temporary Shielding: A small limited shield has
been quickly erected around the Dallust. These shield
provides 2 Armor and 2 Agility. Once the ship takes 2
damage, then the temporary shielding is destroyed and
from then on has an Agility of 0.
Rebel Victory: Destroy the Dallust before the end of 10
turns and half of the Rebels escape earn 6 XP. If less than
half of the Rebels escape earn 3 XP
Imperial Victory: Dallust is not destroyed by the end of the
10 turn. Earn 0 XP
Surface Collision: See Standard Surface collision rules.
Re-enforcements: 2 turns after a fighter is destroyed and
new Academy TIE Pilot will be setup in the Imperial
deployment area.
Dalllust :
- Ship Stats: 3x the number of rebel players in Hull Points.
Thus with 4 players the ship would have 12 Hull Points. There are
no shields due to mine damage - Lasers: Armed with Lasers, which
can fire at any range 2 from Ship. Attack 2, Pilot Skill: 0.
Critical Hits count 2 normal hits. -- Point Defense: When targeted
with Secondary Weapons,
roll 5 defense dice,
Extreme Temperatures: Keep track of how many turns a
ship is on the map. Starting on their 4th turn and every
turn after. At the start of the Activation phase any ships
failing to move 3 or more on a previous turn must roll 1
attack die on themselves. On a Critical hit, they count as
being Ionized. After Turn 8 this increases to 2 attack dice
due to engine freezing.
1. Rebel Setup Area
2. Rebel Edge
3. Imperial Setup Area
4. Imperial Edge
5. Trench
1. Rebel Setup Area
2. Rebel Edge
3. Imperial Setup Area
4. Imperial Edge
5. Trench
1. Rebel Setup Area
2. Rebel Edge
3. Imperial Setup Area
4. Imperial Edge
General Koraak, We must destroy this Escort Carrier before it
can escape.
Otherwise, it will report discovery of our mines field near
Yuka!
-
Reaper Squadron Scramble! General Korakk states The Empire has
tested a new weapon on a small moon in the Vega system. It
destroyed the moon completely and left massive space anomalies. We
had a small rebel tracking device on that moon that had been
gathering intelligence for months. Recently, we received an
automated transmission from it showing it was still active. We need
that device! The Mon Calamari cruiser, the Waterhawk, will move in
and engage the Star Destroyer, Vindicator as a diversion action.
One of our Bothan spies will destroy the air locks on the
Vindicators hangar bays when we arrive, thus not allowing it to
launch any more fighters. We must engage the remaining forces left
behind and battle through the space anomalies so we can find the
Intelligence device. Only after the space is cleared can one of our
Sensor ships find the device before they put on a mobile
platform.
Deployment: Range 2 to Range 2 of the enemy
deployment zone. Randomly determine 12 Asteroids, Place 4 in the
center of the board. 2 range from the edge and 2 range from each
other and 1 range from the Range 2 on the Ship deployment markers.
For each Asteroid Roll 1d12 and assign it a marker show what kind
of Asteroid it is from the chart below: 1-4) Standard Asteroid -
Roll another 1d6 1-3) Standard Asteroid 4-5) Space Debris Take 2
medium asteroids and put them together they now count as 1 6)
Massive Chunk - Take two large asteroids and over lap them they now
count as 1 5-6) Ion Storm(Any combat through a cloud counts as
blocked. Any ship that hits a cloud must roll an attack dice. On a
hit it suffers 1 Ionization and on a critical hit suffers 2
Ionizations. 7-8) Volatile Rock (5 Agility, 1 Hull) If a ship hits
this rock roll 2 attack dice). May be targeted and destroyed in
combat phase. 9-10) Gaseous Cloud (Attacks through the cloud count
as obstructed. But have no other effect 11-12) Gravity Well -- If
the center of this object is in the side arc of a ship and it is
turning away, lower its dial by 1 and if turning towards it raise
its dial by +1. If the ship has no maneuver due to the change in
dial, then it earns a stress token. It cannot perform any actions
free or otherwise, but may perform the maneuver anyway.
Asteroid Movement: All Asteroids, Volatile Rocks, Ion
Storms, and Gaseous Clouds will move as per standard
asteroid rules.
Imperial Deployment: Use Standard Deployment.
Insulated Hull: All ships have been upgrades been outfitted
with Insulated Hull Countermeasure.
Rebel Victory: All Empire Fighters Destroyed.
Imperial Victory: All Rebel Fighters Destroyed or Fled
Draw: Neither side destroys the other.
So Many Weird Anomalies: When a ship first enters the
Asteroid Starting location or if it leaves fully and re-enters
it
gains a Stress token.
Magnetic Fields: All Lock-ons require a Roll of an Attack
Dice. On a Hit, the Lock-on is successful.
Destroy all of the enemy so our scout craft can find the
Intelligence Device
General Torno Korakk, Star Wars
1. Rebel Setup Area
2. Rebel Edge
3. Imperial Setup Area
4. Imperial Edge
5. Rebel Exit Area
-
General Korakk states, We received a distress call from the
CR-90 Blockade Runner, the Triumph. It has become disabled due to a
new type of mine the Empire has deployed. We need you to jump in
and protect the Triumph until it can complete repairs and jump away
to safety. We know nothing about these new mines so be alert and
stay away from them. May the Force be with you!
Rebel Victory: CR-90 Blockage Runner Survives 10 turns,
Without either Fore or Aft section crippled.
Draw: Either Fore or Aft Section is crippled, but not both
Imperial Victory: Both Fore and Aft sections are crippled
and the CR-90 is destroyed.
Ion Mines Remaining: Place 4 large Asteroids. Start with 1 in
front
of the Blockade Runner at range 2. Then place one on each side
of
it at range 2. If a ship hits a mine, roll 2 attack dice if
either is a
hit or Critical hit it suffers 2 Ionization tokens and 1 damage.
Ships
with Insulated Hull suffer 1 Ionization token and 1 damage.
CR-90 - to represent the Triumph. The Blockade Runner does not
move due to damage from the mines. It always gains 3 energy each
turn as if it moved 2 forward. Upgrade Points: The Rebel player 30
points to add Upgrades to the CR-90, Remember it cannot move so
upgrades that work on its movement should not be taken Rebel
Deployment: Rebels deploy first according to PS as normal.
They may deploy any direction or facing. Empire Deployment: Use
4+( Number of Rebel Players). 1 must be
a Gunboat for every 3 rebel players (Minimum 1). The Empire
forces are split evenly into 2 strike squads. Bombers and
Gunboats
will always be on the Assault force. The first is Cap Remover,
the
second is Assault.
Bombers and Assault Gunboats(2x Concussion Missiles, 2x Proton
Torpedoes, 1 Proton Bomb, Enhanced Ship Frame: Shield Modulator,
Tractor Beam) will always be in the Assault force.
Each force will enter the table in a random deployment zone.
Roll
a D6 for both the Cap Remover and Assault Force, on a 1-4
they
enter in that deployment zone. On a 5 or 6 the Rebels get to
choose the entry zone.
The Cap force enters on start of the game and the Assault force
on
Turn 3.
General Karokk Get to your ships and protect the Triumph until
it can jump
away to safety
1. Imperial Setup Area
2. Imperial Edge
3. Rebel Setup Area
4. Rebel Edge
Imperial AI: The Cap removers will always focus on enemy
ships. The Assault Force will always focus on the Triumph.
Re-enforcements: Whenever an empire ship is destroyed, it
is replaced by a Academy Squadron TIE PS1. They will
enter the map randomly as in deployment, and join the
force which lost the ship.
Game Length: 10 Turns
1
2 4
3
-
Reaper Squadron Scramble! General Korakk begins, Pirates have
hi-jacked an Imperial Convoy using stolen Y-wings. Our spies have
told us one of the convoys containers actually contains the plans
for a new star fighter for the Imperials He continued We need to
scan the containers and find the one with the plans, then Hack the
systems and steal them. We have already detected an imperial
assault force heading towards the Pirates which confirms our
assumptions. We must have those plans! You will be fighting Pirates
and Imperials, so be prepared for anything! May the force be with
you!
Deployment: Pirates will deploy first. The Pirates have the
following ships:
--1 Y-wing, for every 2 players, Upgrades: Ion Cannon in turret
--1 Z-95 for every 2 players - Upgrades: Assault Missiles --1
Firespray-31 Bounty Hunter for every 3 players -
Upgrades: 1 for every player, starting with Heavy Laser Cannon
as the first: Heavy Laser Cannon (7), Proximity Mines (3),
Mercenary Copilot (2), Slave-1 (0) and Proton Torpedoes (4)
-Imperials:: As standard deployment, subtracting - 1 from
the number of ships. Minimum of 1
Pirates: If the container with the plans makes it off the
board opposite of starting area
Rebel Victory: Plans are scanned and hacked
Imperial Victory: No Containers Escape. Or the Rebel with
the plans is destroyed.
Containers: In one of the 3 containers, the plans for the new
imperial star ship exist. Place an ID token on each container and
put the matching ID token in a cup. The Imperials will try to
destroy them, while the Rebels will need to scan them and hack the
plans. The pirates are simply trying to survive against both
Imperials and rebels and get the containers to a CR-90 Corvette
waiting for their arrival.
Scanning a Container: Rebels may scan a container when they are
at range 1. The simply declare it as an action and roll a red
attack die. If a critical hit or hit is rolled, then the scan was
successful. After the first time a container is scanned any
non-blank dice result will make a scan successful. Pick an ID token
from the cup. If the number picked is the container number then the
plans are found. That Rebel ship must exit off of their map side to
safety. If a Rebel ship carrying the plans is destroyed, the
imperials win the game instantly. Remember none of the 3 factions
know which contain the plans are in. The pirates dont even know
they have plans.
Container Movement and Stats: Movement 2 Straight,
Stats: Hull is equal to number of rebel players -1 (minimum)
of 1, Armor 1 (Armor means always subtract 1 from
damage). and always move first. They never get actions or
suffer critical hits (Count as standard Hits) and if they
overlap they follow the standard overlap rules.
Pirates have stolen our ships and captured Imperial supply
containers. We must scan those containers and get the plans hidden
with-in them. ---General Korakk
1. Rebel Setup Area
2. Rebel Edge
3. Imperial Setup Area
4. Imperial Edge
5. Pirate Deployment
Re-enforcements: These containers are so valuable to the
empire that every turn after an imperial ship is destroyed a
new one will enter the map. Use only the destroyed
Imperial ships
Order of Firing : The empire will always target the
containers first, then next closest enemy. The Pirates will
always target the enemy nearest to cargo, then the nearest
enemy first, At start of game pirates will break into two
groups equally to fight each threat.
-
Reaper Squadron report! General Korakk begins, Men the empire
has created a new Droid. Now you may ask what does this have to do
with us. Well let me tell you., He continued. This is not an
ordinary Droid, it is a Droid pilot of a Droid fighter. We know
next to nothing about it. One of our listening posts in the Acurla
sector has detected a fleet of these Droid fighters. We have heard
whisperings that this droid pilot functions even under the greatest
of stress and can think more quickly as such, can do some
incredible things. We want to test this theory first hand. You must
engage these fighters, so we can study their strengths and
weaknesses. Each of your ships will record their movements for
further studies. Then get out of there? They have small Droid
carrier nearby, so you must not tempt fate. Get to your ships and
take out those droids!
Asteroid: Use standard asteroid placement rules
Droid Tie Fighters: 3 Droid TIE fighters for the first rebel
player and 2 more for every rebel player after the first .
No
other Star fighters allowed for imperials. All Droid Tie
Fighters start with Average of Rebel Pilot Skill +1
Game Length 8 Turns: After 8 turns the rebels ship
scanners have gained enough data to leave the area.
Rebel Victory: Stay for 8 turns or more, gain +1 VP for each
turn after 8 stayed. Up to 10 turns Max.
Imperial Victory: All Rebels destroyed or stayed 7 or less
turns
Jumping Out: Rebel ships may leave the battlefield at any
time at the end of a turn.
Automatic System Links: Droid Tie fighters have automatic
System Links which links the Droid Pilot directly to the
ship.
This allows the following below:
Concentration: Droid Tie Fighters never suffer and critical hits
with the Pilot Status
Feedback: Direct Hit Critical Damage automatically destroy the
Tie Droid no matter how many hull it has
remaining
Stress: Droid Tie fighters never earn stress tokens. When they
receive a stress token, they immediately ignore any
effects and remove it.
Re-enforcements: A small Droid fighter transport is nearby
and can redeploy more Droid Fighters. Every 2 Turns up to
2 destroyed Droid Fighters can be added to Droid
Deployment zone.
Maximum XP: All XP earned for damaging and destroying
Droid ties will always earn 1 XP max.
Droid Transport radar agent reporting. Several Rebel Fighters
have engaged
our Droid Fighters Droid Transport Commander, Send re-
enforcements and destroy them all quickly
1. Rebel Setup Area
2. Rebel Edge
3. Imperial Setup Area
4. Imperial Edge
-
After just escorting a convoy to safety with little resistance .
fit appeared as if the imperials were not ready for the fight and
they quickly retreated after we fired some long range shots..
Reaper Squadron just jumped to the designated location of their
Frigate, the Tiberon. However, the Tiberon is not there! Where is
the Tiberon? While running a scan of your ships computers to
confirm your location is correct. The computer reports a small
radio wave has been detected. Then, you see the remnants of a
X-wing float by you. Seconds later a wave of Assault Gunboats and
the Star Destroyer Infinity arrive. Your computers report the
Hyperdrive has been overridden and a small device has been detected
on your ship. It will take some time for your computer to repair
the Hyperdrive so you can jump away to safety.
Space Station Mat: This should be played on the space station
map, but could be played on any mat Destroyed Ship Parts: There is
a variety of destroyed ship
parts floating around the area. and other debris random in
size and shape. Roll a D6 for each piece of space junk. Re-
roll if a number has already been rolled previously.
1- Use a Standard Small Asteroid
2-3 Use two standard small asteroid and place them
together
4 Use a Medium Asteroid and a small Asteroid together
5 Use a Large Asteroid
6 Use 2 Large Asteroids together
Imperial Deployment: 1 Xg-1 Star Wing Assault Gunboat for up to
every 2 Rebel Players. Use Standard Squad
Composition but use number of rebel players 1 for every
Assault Gunboat. 1 (Minimum 1)
Rebel Victory: More than Half of the Rebel Ships Jump Away
Imperial Victory: More than Half of the rebel ships
Destroyed
Draw: Exactly Half the Rebel Ships Jump Away.
Bonus XP: Any ship that jumps away safely earns 2XP, as
they return with valuable information about this new ship.
Survive And Jump Away: On Turn 6 the Rebel computers will
have
overridden the device. and may now try to jump away as
normal.
Out of Ammo: Each Rebel Player must roll a D6 for every
Secondary or Proton Torpedo they have (that must be
discarded
after use) On a 1,2,3 result this weapon has been used in
previous battle and must be discarded.
Flying Through Ship Parts: When a rebel player flies through
a
Rebel Ship part object, in addition to normal object results,
they
must roll 1 attack die and on a blank result they receive a
stress
token.
Ship Collision: See Standard Surface collision rules Shield
Modulator Use: Each gunboat will enter the game with all shields on
the front of the ship. Before combat phase begins each will decide
to move them wherever, the most numerous enemy fighters that can
target them (Front or back) or not at all if they are equal.
1. Rebel Setup Area
2. Rebel Edge
3. Imperial Setup Area
4. Empire Edge
Commander Sai Calron, Star Destroyer Infinity , watching the
rebels jump in and realizing its a trap.
Orders Star Squadron Leader, Destroy the Rebel Scum , before
they escape!
Star Squadron Leader, Arnox Meltor answers, It
will be done!
Repair Hyperdrives: Action: Any Rebel pilot with an Astromech
Droid on board may attempt to repair the Hyperdrive earlier then
Turn 6. But the device is booby trapped and it may cause them their
Droid. It requires two successful turns in a row and each time you
must roll 1 attack dice, on a critical hit the Droid is lost, on a
hit the Droid begins repairs, which take 2 turns. Roll again next
turn if successful two turns in a row. This ship can now attempt to
jump away as per standard Jump rules. Ships with destroyed Droids
can still jump to light speed as per normal rules.
-
Reaper Squadron Scramble! General Korakk begins, A female spy
Lexila Moraga a changeling has just escaped our base on Morilia.
She is flying a Firespray-31 with new technology. She has Valuable
information about our strategies and a computer virus we were
planning to use on the Empires new Droid Tie fighters. She must be
stopped at once. Go shoot her down! Before she reaches the
imperials with her information!
Deployment: Spy Deploys in Range 3 of the empire edge of
the table facing away from the Rebels with Empire Escorts.
--1 Firespray-31 (Lexila Moraga) Use Krassis Trelix- Upgrades: 1
for every player, (5) Heavy Laser Cannon (7), Proximity Mines (3),
Mercenary Copilot (2) (Use the Chewbacca rules, but dont gain a
shield.) Proton Laser (Attack 4 range unlimited ) must have
lock-on, Slave-1 (0) and Proton Torpedoes (4)
Empire: Deploys in the middle of the table behind Spy
forming a line
Rebel Victory: Spy is shot down
Imperial Victory: Spy survives 10 turns and escapes
Computer Virus: Unknown to the rebels, the spy has altered a
computer virus and released it amongst the rebel communications
background net before escaping. At the start of turn 4 and every
planning phase after, all Rebel ships must roll 1 attack dice every
turn add one dice for every 2 turns after 4. (I.e. Turn 6 you would
roll 2 dice, etc.). On a critical hit their computers have been
infected;
D6:
1) Astromech Droids no longer work 2) Upgrades with the word
Computer in them no longer work 3) Ships engines shut down for this
turn, count the ship as Ionized for this turn. 4) For the rest of
the game the Ship can no longer lock on 5 )Electronic targeting
Malfunction, for the rest of the game critical hits count as normal
hits 6 )No Effect
Jumping Away: Use standard Light Speed Jump rules
Re-enforcements: On turns 4 and 8 and every 2 turns after an
imperial ship is destroyed. First Turn: Empire ships are taken by
surprise and dont move at all. The can only shoot back, and all
start with stress tokens.
This Spy must be dealt with quickly, before she gives any of our
secrets away. ---General Korakk
1. Rebel Setup Area
2. Rebel Edge
3. Imperial Setup Area
4. Imperial Edge
5. Spy Deployment
Nanotechnology Hull: The Spys ship never takes damage
from a ship critical hit. It ignores them completely
discarding them
Game Length: 10 Turns
-
Reaper Squadron Scramble! General Korakk began, Hours ago a
Bothan spy named Zezor Cantros was working with a series of Sensor
Buoys that are positioned just outside of the Coothan system. He
was loading fake information into the sensor array, but was spotted
by a patrol of Empire TIES. He was able to down 3 of them, but the
4th one got his ship, so he bravely rammed into the TIE destroying
it and killing himself. However, this did stop the TIE from
reporting its findings. We know more will be sent since they failed
to report in. Until its turned on, no Imperial ships can be allowed
to get within range and make a data scan of the Sensor systems.
These Sensors hold valuable information about Rebel spies in the
sector. We need to keep the empire from scanning them and
collecting the information. We must not allow them to be scanned,
destroy all enemies before they get the information.
Sensor Tokens: Rebel player places one Sensor in Range 3 from
Rebel deployment, another at Range 2, and another at Range 1.
Finally, the Empire player places the last at Range 2 of the Rebel
Setup Area
Empire: Force is created as Rebel players +1
Asteroids: Place 3 large asteroids across center of the table
and randomly move them once at the start of the game. Asteroid
Movement: As per standard rules, but move every
turn.
Rebel Victory: 0-1 Sensors Scanned.
Imperial Victory: 3-4 Sensor Scanned
Draw: 2 Sensors Scanned
Scanning the Sensors:
Imperial ships can scan a sensor buoy by being within range 1 of
the buoy and using an action to scan it. Once scanned the Imperial
ship must attempt to leave the area via their board edge. They must
exit after scanning for Objectives to count.
Re-enforcements:
Valuable target: TIE Fighters and reinforcements will arrive 2
turns after one tie is destroyed. Or the start of a turn after a
TIE leaves from scanning. Imperial AI: Split the empire forces
evenly and assign one as the scanning force and the others as
cover. The scanning force will focus on the Sensors, while the
other will attack the rebels.
End Game: The game will end in 10 turns. At that time if there
are any TIEs that have scanned but not left the board, the game
will continue until all ties that have scanned are shot down.
Hours ago, one of our counter intelligence operations was
detected.
We need to get there and stop the Empire from analyzing their
Sensors!
General Korakk, Star Wars
1. Rebel Setup Area
2. Rebel Edge
3. Imperial Setup Area
4. Imperial Edge
5. Sensor Tokens
-
General Korakk states, We just received and encoded message from
one of our soldiers onboard the CR-90 Shantipole which was used to
evacuate Verpine was infiltrated by an Empire strike spy and strike
team and is headed towards Roche Asteroid field. He stated The
Empire killed everyone onboard except for him and heard their plans
from his hiding space We have a rebel facility on the far end of
the asteroid, which we use for mining Bacta to heal our injured
soldiers. The Empire are planning to attack it with our own
Blockade Runner as Empire escort. A small squadron of Roche Pilots
have launched and will help your during your attack. We must attack
and destroy it before it passes through the asteroid field and
destroys our facility! .
General Karokk Get to your ships and stop that CR-90!
Empire Target Priority: Targets will always be shot at in
the
following order with in the same range band. Huge, Large,
Small, then PS and finally randomize.
Game Length: 8 Turns: At the End of the 8th Turn the CR-90
Destroys the rebel mining facility.
CR-90 AI: Allocate and Spend Energy:
Laser Cannons: Whenever either a Quad Laser cannon is
fully charged and an enemy target exists they will shoot
using Target Priority. This is before spending energy
Energy Phase:
Roll 1D6: If a result cannot be taken then go to the result
below it on the list:
1-2 Add 1 energy to both lasers, 3-4 Use Comms Booster, 5-
6 Add 2 energy. Roll a d6 (on a 1-3 Quad Laser, 4-6- Turbo
Lasers.
Roll 1d6 if the result cannot be taken then go to the result
above it on the list
Actions: If hull damage not suffered.
Fore: 1-3 Target Lock nearest Defender,4- 6- Coordinate .
Aft:: 1-3 Reinforce. Pick either front or back depending on
which has more enemy ships at range 1-2. If tied then pick
the front, 4-6 Recover, start with the section that has
lower
shields and alternate..
Actions:: Hull Damage suffered
Fore: 1-2 Tibanna Gas, 3-5 Target Lock nearest defender, 6
Coordinate
Aft: 1-3 Web -15 Repair droid, 4-5 Reinforce. Pick either
front or back depending on which has more enemy ships at
range 1-2. If tied then pick the front, 6 Recover: start
with
the section that has lower shields and alternate..
1. Rebel Setup Area
Random setup
2. Rebel Edge
3. Imperial Setup Area
4. Imperial Edge
1
2 4
3 Rebel Forces Build: If there are less than 4 Rebel players,
then each rebel player may add other ships up to 30 points.
Equipped as using base rules or Campaign rules, players choice. No
named pilots allowed Empire Forces: CR-90 (the Shantipole). The
Blockade Runner does not move on the map. However it always gains 3
energy each turn as if it moved 2 forward while passing through the
asteroid field.. CR-90 Loadout: Fore: Comms Booster (4), Gunnery
Team(4), Quad Laser Cannon (6), Enhanced Targeting Scopes (2) (Han
Solo) Crew Member. Tibanna Gas Supplies (4) Aft: Wed 15 Repair
Droid (2), Backup Shield Generator (4) , Single Turbo Lasers(8)
Empire Build and Deployment: Equal to number of Rebel Players.
Will deploy within 1 range of CR-90 all facing forward towards
the
rebels edge
Rebel Deployment: Random Roll a 1D6, on a 1 to 4 deploy in
that
zone. On a 5 or 6 Choose your zone. Ships must be 2 range in
from the corners of the map
Imperial Victory: CR-90 Blockage Runner Survives 8 turns,
Without either Fore or Aft section crippled.
Draw: Either Fore or Aft Section is crippled, but not both.
Rebel Victory: Both Fore and Aft sections are crippled and
the CR-90 is destroyed before end of 8th turn.
-
Reaper Squadron Scramble!! General Korakk states, Vactooine a
major mining facility reported to us that they have not received a
shipments of Callous Element. A key element used in the making of
shields for starships. An A-wing was sent on a recon mission to the
sector, and barely returned with the following Intel. A new type of
Empire Droid Cruiser has been detected in that sector. It has been
destroying all transports From previous analysis of a captured
Droid Tie, we have created a computer virus which must be inserted
into a key point on the Battle Cruiser. As far as we can tell this
is completely run by Droids and no other Empire soldiers are
present. We need to drop an R8-X2 Droid in a strategic location and
let it connect to the Droid ship. Then uplink with your ship to
implant the computer virus after it connects. Good Luck!
Space Station Mat: The mat must be setup as shown in the mission
setup.
R8-X2 Droids: All rebel players have 1 modular R8-X2 Droid.
Droid Plug Location markers: Gather 6 search markers. Place one
of the gathered markers on each location listed
on the map.
Droid Tie Fighters: 3 Droid TIE fighters for the first rebel
player and 2 for every rebel player after the first . No
other
Star fighters allowed for imperials. All Droid Tie Fighters
start with Average of Rebel Pilot Skill +1
Rebel Victory: X2 Droid is Deployed and picked up after
deploying
the virus. Earn 2 XP if escape is made Via Jump
Imperial Victory: Virus is not deployed
Draw: Connection to Cruiser made, but escape after pickup
fails.
Surface Collision: See Standard Surface collision rules
Dropping of X2 Droid Action: The rebel player must end in the
Imperial Setup Area to use this Action. Once dropped as long as the
ship that dropped them is still the map the X2 will continue to
function. X2 Droids: As long as the ship that dropped them is still
the alive the X2 will continue to function. Use a corresponding ID
token to mark each X2s location and the ship they are linked with.
An X2 has a PS: 0 and uses movement markers of 1 any type, and can
go 2 straight ahead or make a 2 Koigran (K-turn) which does not
cause stress. Connecting to the Droid Cruiser: After moving, when
on top of a Droid Plug-in location roll a D6. The roll to succeed
needs to be lower than or equal to the number of plug-in locations
searched already. (Rolls of 1 or If the last search marker is being
searched. result is an automatic success). Uplink and Pick Up:
After the droid finds the correct
location. The rebel player must fly on top the X2 and use an
action to pick up the Droid, which passes the virus to the ship.
Any rebel ship that doesnt have X2 droid on board or large ship can
use this action.
1. Rebel Setup Area
2. Rebel Edge
3. Imperial Setup Area
4. Empire Edge
5. 6 Plug-In
Locations(6 max)
1 2
4
3
General Korakk: We must help our X2s connect and uplink the
Virus to the
Droid Battle Cruiser
5 6
Automatic System Links: Droid Tie fighters have automatic
System
Links which links the Droid Pilot directly to the ship. This
allows the
following below:
Concentration: Droid Tie Fighters never suffer and critical hits
with the Pilot Status
Feedback: Direct Hit Critical Damage automatically destroy the
Tie Droid no matter how many hull it has remaining
Stress: Droid Tie fighters never earn stress tokens. When they
receive a stress token, they immediately ignore any effects and
remove it.
Re-enforcements: Every 2 Turns up to 2 destroyed Droid
Fighters
can be added to Droid Deployment zone.
Maximum XP: All XP earned for damaging and destroying Droid
ties will always earn 1 XP max.
Jumping Out: Rebel ships may leave the battlefield at any time
at
the end of a turn, however their X2 droid will stop working.
-
Reaper Squadron Scramble! General Korakk begins, An undercover
team of imperial agents was found stowed away aboard a rebel convoy
of ships. The rebel captain of the convoy issued the command to
disable all the engines of every ship in the convoy and trapped the
spies in the cargo hold of each ship. Then, he and his small group
of pilots each used an escape pod and ejected from their ships.
Unfortunately, he couldnt destroy the convoy because each of the
transport ships has the new T9 droids implanted in the ship which
maintain their defenses and each contains critical information on
the Empires new Weapon. The Empire has sent a Shuttle and escorts
to free the captives. We must destroy the captive agents before
they are rescued by the empire, but leave the convoy ships
undamaged so we can recapture the droids. Take your shots carefully
and do not destroy the escorts.
Disabled Convoy Ships: 2 ships for up to the first 2 rebel
players, adding 1 additional ship 1 for every 2 rebels
beyond
2. Deploy each ship, starting in middle of table then
equally at range 3 of the first. (I.e. for 4 players there
would
be 3 ships). Each ship has 4 imperial spys on board.
Imperial Shuttle: 1 Omicron Imperial shuttle for every 4
Rebel Players, armed with Anti Pursuit Lasers, Gunner.
Empire Forces: Standard empire force build. Deployment
is split between both empires zone. All ships are deployed
randomly.
Deployment Zones: All zones are range 2x2 squares. If no
room left, ships will enter from their zones on turn 2 and
must be split equally amongst them..
Rebel Victory: All enemy ships destroyed or number of
agents destroyed is equal to number of rebel players +2
Imperial Victory: All rebel ships are destroyed, or number
of
agents rescued is equal to number of rebel players +1
Draw: 10 turns passed and neither side has achieved their
objectives
Disabled Ships:
Stats: Treat each disabled ship as an imperial ship with an
agility value of 3. They cannot move, only drift, and may not take
any other actions. They may never suffer damage or be destroyed
Drifting: Every 2 turns Roll a Defense die and move the disabled
ship 1 in the direction of the evade arrow. If no arrow is rolled
the ship does not drift.
Imperial Rescue Actions: When with-in range 1 of a disabled
ship. Empire ships which have not taken any hull damage excluding
the Shuttle. May take an action (This may not be a free action of
any type) to rescue the imperial agents. They rescue 1 agent that
turn, but suffer damage equal to their movement dial of that turn.
The shuttle may move 0 and gain a stress token, then still take a
rescue action and may rescue 2 agents per turn. If it continues to
move 0 more than one turn while rescuing, it will not gain any more
stress tokens.
Our spies have been detected while on their escape plan. We must
rescue them, send in our shuttle with escorts.
General Makaus Threa, Star Destroyed Malice
1. Rebel Setup Area
2. Rebel Edge
3. Imperial Setup Area
4. Imperial Edge
Destroying Agents: For every unsaved critical hit a disabled
ship suffers 1 agent is destroyed. This represents accurate fire to
blow off the Oxygen generators on the disabled ship.
Securing Passengers: Imperial ships may only secure 1 passenger
excluding the Shuttle which may hold 4. When an Imperial ships
limit is met the Imperial ship will head for their setup edge. If
they leave the edge they secure the agents. If they are shot down
before leaving the edge, the rebels gain the destroyed agents. Any
ship leaving with passengers will re-enter in next turn as is, but
with room for passengers .
-
Reaper Squadron Assemble ! General Korakk states, Our base on
the Planet Radix has been discovered by the Empire. They have
already destroyed the main headquarters, but our hidden locations
have not been touched. We have a small convoy of scientists that
are carrying delicate cargo in stolen Empire HTVs . The need to
exit the hidden base and be escorted to the safety of a transport
ship waiting for them in our hidden underground docking area. You
must protect the convoy until it reaches our secret loading dock so
they can safely return to our Frigate. Protect them at all
costs!
Imperial: Deployment - Standard Composition With 1 Tie
Bomber for every 4 players (Minimum 1) (Equivalent to 1
Small fighter Base.)
Imperial Ground Forces: Add 1 Imperial Ground Force for
every Rebel Player. Stats: Firing Arc 360 degrees, A=1,
A=1, H=2, S=0.
-- Movement: Can move 1 straight in any of the 4 directions.
-- Lock Ons: Cannot be Locked on to
Stolen Empire HTVs Juggernaut A6: Start with 1 ATV and
Add 1 for up to every 2 rebel players. (2 Players would be 2
ATVs) -- Stats: Attack 1, Agility 2, Hull 2, Armor 2
Rebel Deployment: Place each HTV in the Rebels Setup area
starting anywhere within range 3. Then with range 1 of
Rebel Edge as normal in ascending PS order.
Rebel Victory: Half or more of the HTVs reach the Imperial
Deployment zone.
Imperial Victory: More than half of the HTVs are destroyed.
Re-enforcements: 2 turns after an Imperial ship is destroyed, a
new Academy TIE PS 1, will enter the map in the Imperial Setup
Area. Protect Action: Rebel ships may use a protect action when
within range 1 of the rebel HTV. The Rebel player places one Evade
token on the HTV. When attacked the HTV may spend the Evade token
to add one additional Evade result to the defense dice rolled.
There is no limit to the number of evade tokens that may be placed
on the HTV. During the end phase all evade tokens are removed from
the HTV Ground to Air attacks: When a HTV attacks a space ship add
1 to Agility value of the ship Air to Ground: When a ship attacks
an HTV add 1 to the Agility Value of the HTV and cannot use a Focus
token when attacking. Bombs: Bombs can only affect air or Ground
targets. When dropped the dropped must designate which it is.
Imperial AI: All Ships and Ground Forces will always target HTVs as
primary target, when shooting, if at range 1 or 2 HTVs will be
primary, then any other eligible target
Rebel Commander Asim: We need cover to make it to our docking
bay? Can you help us? General Koraak Reaper Squadron is on the way
to lend support, hang in there
HTV Movement - Rebel HTVs can move 1 and 2 forward
and bank, 3 forward
Rocky Terrain: When performing a 3 forward, roll 1 attack
die after moving, on a critical the vehicle suffers 1
damage.
HTV Critical Hits: Rebel HTV never suffer critical hits all
critical hits count as normal hits.
Surface Collision: Use Standard Surface Collision Rules
HTV Escape: At the end of a turn when an HTV reaches
the Imperial Ground Setup zone they escape
End Game: 10 Turns
1. Setup Area
2. Rebel Edge
3. Imperial Setup Area
4. Imperial Edge
5. Imperial Ground
Force Setup zone
-
General Korakk states, After narrowly escaping empires invasion
forces on the Planet Radix. A transport carrying Rebel Scientists
just blasted into Orbit. We need escort them to escape the Empire
Blockade. As of right now the Ion cannons on the planet are still
Rebel controlled and should be able to aid you for a short time. We
intercepted a message and we know the Empire has called
re-enforcements, in the form of the Star Destroyer Black Vengeance
and other support craft. You must escort the transport until it can
complete the preparations to jump to light speed.
Rebel Victory: GR75 must survive 8 turns to safely jump
away.
Imperial Victory: GR75 Destroyed.
Rebel Deployment: Rebels must deploy first and using normal
deployment rules in their Setup area . Rebels that cannot deploy
due to space will come on the table edge during turn 2. Initiative:
Rebels will always have Initiative. Rebel GR75 Transport - Load out
(10 pts Combat Retrofit, +2 Hull and +1 Shield) - Your team has 20
more load out points to equip the transport. Imperial Deployment
and Setup: 2+(number of rebel players+1), 1 of which must be a TIE
Bomber with Proximity Mine. Their ships will be split randomly
amongst 5 groups, ensure each group has one ship then begin adding
a second to each group until all ships are in groups.
Scope Tokens and Group Tokens: Deploy group 1 on the board in
the Imperial Setup area.. Keep the other 4 groups off the
battlefield. Assign each remaining group a group token from A -
D
Bombardment Tokens: The Rebels take 2 Ion Blast Tokens, and
the
Imperials gain 3 Turbo Laser Tokens.
Imperial Communications Officer Reporting, Weve taken Radix, but
a
Rebel Transport has escaped. General Adin Sparn Set up a
Blockade
around the Planet and destroy that Transport!
1. Rebel Edge
2. Rebel Setup Area
3. Imperial Edge
4. Imperial Setup Area
5. Scope Tokens
Empire Ships Inbound: Each group will enter on the game turn
with-in 1 of the corresponding Scope Token.
-Turn 2: Group A - Turbo Laser at Scope B
-Turn 4: Group B - Turbo Laser at Scope C
-Turn 6: Group C - Turbo Laser at Scope D
-Turn 7: Group D
Heavy Bombardment:
--Imperial Placement At the start of the Turn 2 End Phase.
Using
the chart above. The Imperials will use place Turbo Laser
token
within range 2 at the Scope Indicated. It will always be turned
to
point 45 degrees in front of the most ships it can get in its
arc.
-- Rebel Placement:
The Rebels can place their tokens at any time and must be within
2
of the edge of the map facing any direction they like.
Crossfire: At the end of each activation phase, ANY ship
within
range1-2 of a Turbo Laser Token or Ion Blast Token and in its
arc
will be Targeted. Ships overlapping with a token also be
Targeted.
Targeted ships must roll an evade die, on any result but an
evade
they are hit and must roll as below:
--Turbo Lasers: Roll 3 attack dice . For each hit (Not Critical)
suffer
1 damage.
--Ion Blasts: Gain 1 Ion Token, and roll 2 Attack Dice. For each
hit
(Not Critical) they suffer 1 damage.
A
C
B
D
Imperial AI: Will always focus on the Huge Ship as a primary
target
and will only target rebel ships if there are no other
targets.
Imperial ships will never move directly towards an oncoming
Huge
ship at 12 Oclock unless out of range. Otherwise they will
chose
11 or 1 to turn away, never in front of, depending on direction
of
Huge ship.
Surface Collision: When the GR75 overlaps any ship. Use Standard
Surface collision rules. The GR75 suffers a number of attack die
damage depending on the size of the ship. Small=1/Large=2/Huge=3.
For each hit or Critical Hit the GR75 suffers 1 damage.
-
Reaper Squadron Scramble! General Korakk begins, Men a few
minutes ago, Orange Squadron. Wonder upon the Super Star Destroyer
Dark Callous. They retreated and hid in the Cron Drift Asteroid
Field. The is field is notorious for destroying large ships. Due to
its Large Asteroid Clumps. Rather then enter the field the Star
Destroyer deployed some type of Ion Weapon which entered the field
and exploded sending and Ion Blast across the entire field.
Trapping Orange Squadron inside the field. Mils Tarnol was in an
X-wing on the outer edges of the field, and far enough away from
the blast that he was only slightly affected. He reported the rest
of Orange squardron is ionized or has suffered damage, but is
trapped in the Cron Drift. The empire must be affected by the
weapon also, because they waited a long time before deploying ships
to destroy Orange Squadron. We need you to enter the field and
protect Orange Squadron, until all their fighters can start up and
get out of the field.
Disabled X-wing Deployment: 1 Disabled X-wing for every
2 rebel pilots. Start in middle of table and then alternate
left
and right, within 1 range of each other, until all are
deployed. All rebel pilots have Determination Upgrade and
a base pilot skill determined by average rebel pilot skill.
Asteroid Field Deployment: Deploy 6 Asteroids around the
Disabled X-wings. Not within Range 1 of a rebel or range 1
of another Asteroid. Try to make a circle around the rebels.
Imperial Deployment: Use standard deployment rules,
however, count the rebels as having +1 players
Rebel Deployment: Deploy as standard.
Rebel Victory: # of Rebel Disabled Ship(s) /2 (Min of 1 and
Rounded up) must escape. With one ship it must escape
Imperial Victory: # of Rebel Disabled Ship(s)/2 (Min of 1
are
destroyed.
Draw: Half rebel fighters escape.
Extra XP: The rebel player who protects the disabled ships
the most times, earns a bonus 2 XP.
Disabled Ships:: Can only move with 1 or 2 Maneuvers,
Until the R2 droids can repair their engines. At the start
of
round 5. The engines are fully charged and the ship may
move as normal. Rebels can decide their movements
anyway they see fit.
Disabled Ships escaping: One a Disabled ship has its
engines repaired, it can escape off the Rebel Exit edge by
moving off of the edge of the board
Imperial Re-enforcements: As per standard re-enforcement
rules.
Get in their and keep the Empire busy until Orange Squadron can
get away
General Torno Korakk, Star Wars
1. Rebel disabled
Ships Setup Area
2. Rebel Exit Edge
3. Imperial Setup Area
4. Imperial Edge
5. Rebel Setup Area
Protect Action: Rebel ships may use a protect action when within
range 1 of a disabled X-wing. When using a protect action, the
Rebel player places one evade token on the disabled X-wing. When
attacked the disabled X-wing may spend the evade token to add one
additional evade result to the defense dice rolled. There is no
limit to the number of Evade tokens that may be placed on any
Disabled X-wing. During the end phase all evade tokens are removed
from all Disabled X-wings.
-
Reaper Squadron Scramble! General Korakk continued, The Planet
Zidinor. Has key elements for our Shields, they have been supplying
us with it the entire war. The empire has found out about it.
Zidinor has activated a new device called a SeisMet which turns the
ring of ion protecting their planet into a new type of Ion Field.
This stops all large ships and their weapons. However , the empire
detonated several small devices in the Ion field rings which as
caused the ring to break and leak. This now allows several small
units of bombers and fighters to infiltrate the rings and attack
the Ion Mines. We must defend them from attack!
Imperial: Standard force layout adding 1 Tie Bomber for up to
every 2 rebel players (Rounded up). Leave TIE bombers off the table
at start of game. In addition to other rolled upgrades Tie Bombers
have 3 Ground Destroyers bombs. Mining Facilities: 1 Ion mining
facility for every 2 rebel players rounded up. Use the reverse side
of a Maneuver template to represent them. Place one at range 1 of
the rebel setup area, then alternate placing them at range 2 away,
left and right. If no more space remains in the deployment zone
start again at range 3, and continue to place facilities.
Rebel Victory: Half the Mining Facilities Survive
Imperial Victory: More than half of the Mining Facilities
Destroyed
TIE Bombers Entry: At the start of turn 4 TIE bombers will enter
in empire setup area (2 per each Rebel player rounded up). Starting
with one in the middle of the deployment zone and the next at range
2 on either side, ensuring to alternating sides until all bombers
are deployed. These bombers main target focus are the mining
facilities.
Ground Destroyer Bombs:
Attack 6, Break Lock-on. Range 1.
Protect Action: Rebel ships may use a protect action when within
range 1 of a mine. When using a protect action, the Rebel player
places one evade token on the mine. When attacked the mine may
spend evade tokens to add one additional evade result to the
defense dice rolled. There is no limit to the number of evade
tokens that may be placed on the mining facility. During the end
phase all evade tokens are removed from the Mining facilities.
Mining Facility Stats: Hull: 5, AG 2
Surface Collision: Use Standard Surface Collision Rules
General Koraak, Protect those facilities from Imperial
Attack
1. Rebel Setup Area
2. Rebel Edge
3. Imperial Setup Area
4. Imperial Edge
5. Mining Facilities
-
Reaper Squadron Scramble!! General Korakk states, We received a
message from one of our Bothan Spies. He is aboard a new Space
Station code named Death Star. He has been gathering data for some
time now. He contacted us via subspace transmission, because he
claims the space station is capable of destroying an entire planet.
He claims the technical readouts he has will prove this to us. He
contacted one of our undercover rebel spies, in the Vega System,
that poses as an imperial ambassador. She has informed us the Space
Station has erected Radar dampening field which allows no
transmissions in or out. We need to extract him from the Space
Station to get the technical readouts he has on that Space
Station.
Space Station Mat: The mat must be setup as shown in the mission
setup. There are six possible extraction locations on the map for
the spy Imperial Build: Use standard build rules, but count 1 more
rebel player then actually playing. Extraction Location markers:
Gather search markers equal to the number of rebel players+1 (If 6
or more always use 6). Place one of the gathered markers on each
location using the number on the map as the order of placement.
(i.e. 3 markers would be placed at location 1, 2, 3)
Rebel Victory: Shuttle escapes with Spy off of the edge of the
Rebels
Imperial Victory: Spy is not rescued
Surface Collision: See Standard Surface collision rules
Searching for the Spy Action: When with-in range 1 of a search
location, a rebel ship may use an action to search for the spy.
Each ship doing so earns 1 XP, if the spy is found earn 2 XP Roll a
D6: Count the number of markers you have searched already. This is
the number or lower that is needed to be a success. (Rolls of 1 or
If the last search marker is being searched the result is an
automatic success) Success: You have found the spy. See Enter the
Shuttle Special Rules Fail: Remove the search marker from the map
and continue to search other markers Re-enforcements: Every 4 turns
after an imperial ship is destroyed. Randomly select a destroyed
ship and deploy it. It will have a Pilot Skill of 1 and no
upgrades. .
1. Rebel Setup Area
2. Rebel Edge
3. Imperial Setup Area
4. Empire Edge
5. 6 Extraction
Locations(6 max)
1 2 4
3
General Korakk: We must extract this spy. He has vital
information for the
Rebels about the Space Station
5 6
Enter the Shuttle: At the start of the planning phase after the
spy was found. 1 Omicron Imperial shuttle (for the
rebels) will enter the game from any edge on the rebel half
of the map. It will be defensively armed with Anti Pursuit
Lasers, Gunner, Engine Upgrade (Boost). Any rebel player
may control the shuttle, but it must be chosen on entry.
Imperial AI: When the Shuttle enters all ships will focus on
destroying it.
Rescue the Spy: This Shuttle must rescue the spy. It may do this
by using a free action when with-in range 1 of the
spy location. However, the shuttle will suffer damage
equal to its movement dial for that turn. (I.e. if the
shuttle
moved 1 to get in range and then performed a rescue
Action it would suffer 1 damage as normal)
-
Reaper Squadron Assemble. General Korakk States one of our Mon
Calamari Cruisers just reported a battle with the Star Destroyer
Liquidator. In the battle the Star Destroyer was heavily damaged
but escaped. Several groups of fighters have been dispatched to
search for the damaged Star Destroyer. Im sure the empire will be
monitoring our transmissions, so no long range radio contacts can
be made. Thus, you must report in on time. You will be on Patrol
near Delrakkin. Good Luck! While on patrol Rebel ships suddenly
appear from a light speed jump. They look like they have received
damage from a fight. The lead ship radios We have found the Target,
follow us its behind an asteroid field, its using as cover.
Shadow Squadron Pilots: Imperial Pilots who trained in flying
Captured Rebel ships were member of the Shadow Squadron. Only the
best imperial pilots would be chosen to part of Shadow Squadron.
Thus all Imperial Pilots have Pilot Skill equal to average rebel
base Pilot skill + Roll 1 attack dice for each. Blank or Focus +1,
on a hit add +2, on a Critical Hit add +3.
Imperials: Start with 1 X wing, then for each rebel player
alternate 1 X-wing and 1 Y-wing per each rebel player, 1 A-wing per
every full 2 players, 1 YT-1300 or Fire Spray 31 (Which ever you
have a ship for) for every full 4 players. Loadouts: X-wing,
Astromech R2 Class, 1 Proton Torpedo, Y-Wing, Astromech R2-F2
Class, Turret w/Ion Cannon, 1 Proton Torpedo A-Wing, Concussion
Missiles YT-1300/Fire Spray 31, Smuggler Addition, weapons
engineer, engine upgrade Asteroid Placement: 6 Asteroids will be
placed on the Imperial Side of the map using standard 1 range
rules. Deployment: Rebels must all deploy facing directly away from
the Asteroid field at range 2. Imperials start range 1 inside the
asteroid field.
Rebel Victory: At least half their forces jump away
Imperial Victory: More than half rebel pilots are shot down
Extra XP: Gain +1 XP for each ship shot down
Seeing through the Trap: Before the first planning phase each
rebel pilot must roll Attack dice equal to their base pilot skill
1. (A Minimum of 3 Dice Always) If 2 Critical hits are rolled, the
pilot senses the trap and may move as normal on turn 1 Failed
pilots all count as Pilot Skill 1 for the first turn of the game
and start with a stress token. Escape: After 6 Turns Rebels may
jump away at the end of any end phase. Starting on Step 2 of the
Jump to Light Speed rules.
Admiral Termo Orders his Liquidator behind a star from the
planet Delrakkin, while repairs are made. Then, he orders Shadow
Squadron to take out any Rebels which may show up. Using the
captured Rebels Ships from Fresia as they have done many times
before.
1. Rebel Setup Area
2. Rebel Edge
3. Imperial Setup Area
4. Imperial Edge
-
General Korakk states, We have intercepted a Imperial signal
which states they are going to attack the CR-90 , The Sundered
Heart. At the Burnda Refueling Station. It is carrying a small
contingent of Rebel Assault troops to help the people of the planet
Tiems, deal with an Empire invasion. You must project the Sundered
Heart, so it can refuel and make it to Tiems and deploy our ground
forces
Rebel Victory: CR-90 Blockage Runner must flee the imperial
edge of the play area completely or destroy all empire
ships.
Imperial Victory: One section either Fore and Aft is
crippled
Map: Space: 3 wide X 5 long CR-90 - to represent the Sundered
Heart. --Upgrade Points: The Rebel player has 30 points to add
Upgrades to the CR-90. CR-90 and Docking Container Deployment::
CR-90 must be
deployed between range 2 of the rebel edge. Equal distance
from
both neutral edges and parallel of the