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X-Wing Mission: The Last Transport is Away 
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(Craig- feel free to pretty this up and post it with your X-Wing resources!)
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NOTE: The forces below are recommended. If you don't use them, we recommend using roughly 90-100 points for the Rebels and 120 or so for the Imperials. Feel free to experiment and let us know. The Blockade Runner is pretty powerful, but the TIEs being constantly recycled acts as a balancing factor.

REBEL FORCES:
X-Wing w/ Biggs Darklighter w/ R5D8 and Proton torpedoes*
X-Wing with Wedge Antilles and Proton Torpedoes
Grey squadron Y-Wing with ion cannon and Protons

CR90 Blockade Runner: The Long Shadow
(*Note that Biggs' special ability may NOT be used to protect the CR90)


IMPERIAL: MEREK STELE'S SQUADRON
MEREk STELE in TIE Advanced w/ Cluster Missiles
Black Squadron TIE Fighter w/ Marksmanship
Black Squadron TIE Fighter w/ Marksmanship

IMPERIAL: HOWL RUNNER'S SQUADRON
TIE Fighter- Howlrunner w/ Swarm Tactics
Black Squadron TIE Fighter w/ Expert handling
Black Squadron TIE Fighter w/ Expert handling

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SCENARIO "The Last Transport is Away":
The evacuation of Hoth is underway, and the Rebel fleet has largely escaped unscathed. Several high ranking officials have boarded their vessel- The Long Shadow, and are attempting to escape with the last of the Fighters. The Ion Cannon has disabled the Star destroyer in its final moments, but not before a squadron of TIE Fighters could be launched.

SETUP:
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The Scenario is played on a 6x4 board. Place the Blockade Runner with it's bow exactly 24" back from the imperial board edge, perpendicular to the imperial board edge, and along the center line of the table. The Rebels deploy their fighters anywhere in their HALF of the board. The Imperials deploy their fighters within 1 of their board edge. The squadrons must be deployed such that the Black squadron TIEs begin the game within range 2 of their squadron commander.

IMPERIAL RESERVES:
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When a standard TIE fighter (NOT TIE advanced) is eliminated, it may return during the end phase as an Academy Pilot with no special upgrades. The TIE fighters are endless! Place the TIE fighter within 1 of the imperial edge. It may receive orders on the following turn as normal.

VICTORY CONDITIONS
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REBELS:
The Blockade Runner must survive to the end of Turn 10 in order to make the jump to lightspeed.

IMPERIALS:
The Blockade Runner must be taken down!

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THE BLOCKADE RUNNER
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*The Blockade Runner has pilot skill 0, Shields 10, Hull 10, and Agility 1 (to represent armor plating).
*The Blockade Runner does not move- it is assumed to be moving slowly with the fighters battling around it.
*The Blockade Runner is comprised of 9 subsystems: Shield Generator, Dorsal and Ventral Sensor suites, Dorsal and Ventral twin turbolasers, 2x port turbolasers, and 2x starboard turbolasers.
*When shooting AT the blockade runner, measure to any part of the ship. Range modifiers DO apply when shooting AT the blockade runner. (+1 attack die at close range, +1 defense die at long range)
*When the Blockade Runner is shooting, measure from any part of the ship for all weapons. Range modifiers DO NOT apply when shooting FROM the Blockade runner. (The close range is mitigated by increased transversal velocity)
*The "Engine Block" of the Blockade Runner counts as an obstacle when shooting over it (including shots FROM the Blockade runner- if the LOS from the turret firing passes over the engine, it counts as firing across an obstacle, even though range is still measured from the engine). Shooting AT the blockade runner's engines do not count as an obstacle. Similarly, only the Engine counts as an obstacle for 2 fighters firing across the blockade runner.
*If a fighter ends their turn "overlapping" the Blockade Runner (we used the actual ship model since the Blockade Runner has no real base), the fighter may NOT fire at the blockade runner, but the blockade runner may still fire at the fighter.
*every operational weapon on the blockade runner may fire as if they were independent ships


SHIELDS AND THE SHIELD GENERATOR
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*At the end of the orders phase, but before any ships move, the Rebel player may roll one green die while the Shield Generator is still operational.
On any result other than a blank, the Blockade runner regenerates 1 shield point.
*As long as shields still remain, the Blockade Runner ignores all critical hits.

SENSORS
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*At the end of the orders phase, but before any ships move, the Rebel player may attempt to gain one target lock for each operational sensor suite. For each sensor, declare a target and roll a green die. On any result other than a blank, a target lock is achieved.
*When a sensor suite is knocked out, randomly determine which (if any) target lock is removed.

DORSAL AND VENTRAL TWIN TURBOLASERS
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*2 Attack Dice with no range modifiers (as above)
*360 degree field of fire

PORT AND STARBOARD TURBOLASERS
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*1 attack die each with no range modifers (as above)
*180 degree field of fire
*may fire individually, or linked with operational weapons on their same side (thus rolling 2 dice for one shot, rather than 2 shots with 1 die)

CRITICAL HITS ON THE BLOCKADE RUNNER
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Once the shields are down, the Blockade runner takes critical hits in the following way:

For each critical hit, first remove 1 hull point as usual.
Then roll a d6 and consult this chart:

1) The Shield Generator is Destroyed
2) One of the sensor suites is destroyed
3) One of the twin turbolasers is destroyed
4) One of the port turbolasers is destroyed
5) One of the starboard turbolasers is destroyed
6) Take an additional point of damage to the hull

If a subsystem is hit that is already knocked out, apply the hit as if a 6 had been rolled.

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Fri Oct 12, 2012 3:06 pm
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Nicely done. I like the modifications made to the Blockade Runner (i.e. big ship) where the subsystems can go down separately before the whole ship is destroyed.

I get why the blockade runner is “static”, but feel it might be more appealing if it actually moved “straight 1” each turn and it just so happened to be placed 10 “straight 1” moves away from the board edge it needs to flee from (assuming a long enough board). That would have the same effect as your “10 turn” scenario without having the need to track turns and it would give some “movement” aspect to the Blockade Runner which might come off better that just “sitting there.”

But all and all looks to be a cool scenario to play and I’d love to throw down with you on it!

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Fri Oct 12, 2012 3:40 pm
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Posts: 6306
The reason we decided not to have it move was because it didn't make sense that a fighter could be like 4" away and fly off the board. Thus, we decided to just have it as the center piece and assume the battle is raging around it :)

I'd like to find an Imperial ship and have a duel going on between the 2 cap ships as fighters dart about. Was thinking this could work as an outer rim patrol boat: http://www.amazon.com/Star-Wars-Revenge ... ck+playset

But I'm not gonna pay that much for it. I've seen it on eBay periodically for cheap though.

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Fri Oct 12, 2012 3:43 pm
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