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Post by Chris on Sept 27, 2016 15:16:37 GMT -5
Come play Star Wars X-Wing at Round Table Games. Round Table Games X-Wing Campaign What is it? An X-Wing Strategic Target Campaign that will tie individual battles together into a larger narrative. Based on the Galactic Civil War Campaign Rules by DutchVander@hotmail.com Where does it happen? Round Table Games at 128 Main St., Ste. A Carver, MA 02330 When does it happen? The Campaign starts Friday September 1st. Battles can be fought at any time. Cost Free each month as long as you bought or ordered at least a small X-Wing ship from Round Table Games within the last month, otherwise $5 for a month's play Duration Until there is a victorious faction. To win a faction must locate and destroy all other Capital ships. What do you get? Star Wars fun with Star Wars friends A chance to win Organized Play Limited Edition promos. These will be give out at month's end for all participating players and will be based on what we have from current and past quarterly kits Chivalry points (1 point for every $ spent including the session fee). These can be saved for free drinks/ snacks or discounts on products. Plus double leaderboard point. Play enough and become ranked in the leader board and get discounts on related products. The Duke (1st place) in a game gets $5 off tournaments if at least 8 non-RTG staff compete, plus gets 10% discount on purchases related to that game. The Count (2nd place) in a game gets $3 off tournaments if at least 8 non-RTG staff compete, plus gets 8% discount on purchases related to that game. The Viscounts (3rd and 4th) in a game gets $3 off tournaments if at least 8 non-RTG staff compete, plus get a 6% discount on purchases related to that game. Barons (25% of the remaining registered players) get a 4% discount on purchases related to that game. These discounts do not stack with other discounts, sorry. Rules Latest Rules Reference Document and FAQ www.fantasyflightgames.com/en/products/x-wing/#/support-sectionRequirements You must provide your own movement and range templates, obstacles, tokens, etc. All ships and cards must be accurately represented – no proxies!! You must choose a faction and a squadron leader (named pilot). All other pilots are generics. Unique named pilots can only exist once in the campaign (there can't be 2 Boba Fetts). This unique values will be handled on a first come-first served basis. I will act as Campaign Manager and will handle all info. I will be generating a star sector over which the various factions will wage battles to increase their resources. Once we know how many total players we will have I will generate the Strategic Targets. Frequency Play any day or night that you like/ can arrange with the target of your mission. These are faction missions so any and all players that are available can participate. You have 1 week to arrange your mission with an opposing faction. If the mission fails to be flown the target sector is abandoned and becomes neutral. The Campaign manager reserves the right to defend a sector if he feels not enough effort was made to do so by the controlling faction.
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Post by Chris on Sept 1, 2017 21:35:54 GMT -5
Current week ends 10/9/17 Player | Faction | Squadron Commander | League fee through | Current Week fleet points spent | Current Week target chosen
| Mission Status | Rich Goulart | Scum | Boba Fett | Oct. 2017 | yes | yes | pending conflict
| Chris Zahnzinger | Empire | Darth Vader | Oct. 2017 | yes
| yes
| pending conflict
| Dave Bussiere | Scum | Captain Nym | Sept. 2017 | no
| no |
| Gordy Smith | Scum | Dengar | Oct. 2017 | no
| no
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| Tim Flood | Rebel | Han Solo | Oct. 2017 | no
| no
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Post by Chris on Sept 6, 2017 21:56:43 GMT -5
This Commander is not reserved until the campaign buy-in for September has been received. Mike Marquis has sided with the Rebels. His Squadron Commander is Dash Rendar.
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Post by Chris on Sept 8, 2017 22:02:31 GMT -5
Campaign Map 12 Strategic Targets + Trade Route (5 players so far) 1. Outpost (mining) w/ ionized dust cloud worth 20 Fleet Points 2. Dead World (Toxic) w/ no asteroids worth 0 Fleet Points (unexplored) 3. Space Installation (Scrapyard) w/ comet worth 2 Fleet Points 4. Dead World (Ice World) w/ minefield worth 0 Fleet Points (unexplored) 5. Space Installation (Construction Yard) w/ dense asteroids worth 6 Fleet Points 6. Settled World (Industrial) w/potpourri worth 20 Fleet Points 7. Outpost (chop shop) w/ no asteroids worth 2 Fleet Points 8. Space Installation (repair depot) w/ no asteroids worth 2 Fleet Points 9. Space Installation (Scrapyard) w/ dense asteroids worth 2 Fleet Points 10. Dead World (Toxic) w/ regular asteroids worth 0 Fleet Points (unexplored) 11. Gas Giant (Low-Yield) w/ regular asteroids worth 2 Fleet Points 12. Dead World (Barren) w/ derelict worth 0 Fleet Points (unexplored) 13. Trade Route
Chop Shop: During the Purchase Reinforcements campaign phase, each player in a faction that controls a Chop Shop may choose up to three points worth of generic astromech, salvaged astromech, modification, system, tech and/or illicit upgrades to add to their Squadron. A player may choose a single upgrade that costs more than three points by paying the difference in Fleet Points (ex. one Fleet Point for a Sensor Jammer). Faction restrictions must be observed. Unspent points are lost.
Comet: Battles in this location take place near a large mass of loosely aggregated rock and ice. Six unique asteroids (each player chooses 3) are used with the player with initiative placing the first one anywhere outside Range 2 of all board edges. All subsequent asteroids must be placed outside Range 2 of all board edges and touching at least one previous asteroid, to create one large obstacle rather than six individual ones.
Construction Yard: For each Construction yard owned by their faction, a player may choose one of their ships to install or uninstall a time-intensive upgrade without sitting idle for a turn.
Dense Asteroids: Battles in this location use 8 unique asteroids (each player chooses 4). Asteroids must be placed outside Range 2 of all board edges and outside Range 1 of all other asteroids.
Derelict: Battles in this location take place near an abandoned starship hulk, long since stripped of anything valuable. Use one huge ship and three debris clouds as obstacles. The player with initiative can choose to place the huge ship obstacle (and which huge ship to use) or three debris clouds of their choice (all at once). The other player will place the remaining obstacle(s). All obstacles must be placed outside Range 2 of all board edges and outside Range 1 of all other obstacles.
Flare Activity: Battles in this location are subject to frequent solar flares. These do little to equipment but can temporarily blind pilots. At the start of the game, randomly mark one of the non-starting edges as the flare edge. In the event there are no non-starting edges, choose an edge randomly. During the End Phase of every turn, roll a defense die. On an [evade] result, every ship on the board that has the flare edge in arc (at any range) receives a stress token. Battles in this location also use 6 unique asteroids (each player chooses 3). Asteroids must be placed outside Range 2 of all board edges and outside Range 1 of all other asteroids.
Ionized Dust Cloud: Battles in this location take place within a highly charged collection of gas and dust. At the end of each turn, each ship rolls an attack die. On a [crit] result, that ship has been affected by ionization. Remove any blue target lock tokens on that ship, and if the affected ship has no shield tokens, it receives an ion token. Target locks are removed during the End Phase if the locking ship and its target are outside Range 3 of each other. Battles in this location also use 6 unique asteroids (each player chooses 3). Asteroids must be placed outside Range 2 of all board edges and outside Range 1 of all other asteroids.
Minefield: Battles in this location take place in an old minefield. Players place four Proximity Mine tokens and four single Cluster Mine tokens as if they were asteroids. Mines must be placed outside Range 2 of all board edges and outside Range 1 of all other mines.
No Asteroids: Battles in this location do not use any asteroids. Just a whole lotta nothin’.
Potpourri: Battles in this location take place near an eclectic collection of junk. Starting with the player with initiative, players alternate placing the following tokens in the play area. Tokens must be placed outside Range 2 of all board edges and Range 1 of all other tokens.
o 1x Proximity Mine token
o 1x Cluster Mine token (and individual, not a set of 3)
o 1x Conner Net token
o 1x Asteroid token (placer’s choice)
o 1x Debris Field token (player’s choice)
o 1x Satellite token (Core Set)
o 1x Disabled Ship token (Lambda-class Shuttle expansion)
Satellite token: At the end of the End Phase, assign one stress token to every ship at Range 1. The token has no other effects.
Disabled Ship token: Ships collide with this token as if it were a ship, causing blocked movement and skipped perform action steps. The token has no other effects.
Regular Asteroids: Battles in this location use 6 unique asteroids (each player chooses 3). Asteroids must be placed outside Range 2 of all board edges and outside Range 1 of all other asteroids.
Repair Depot: For each Repair Depot owned by his faction, a player may choose one ship to repair one turn faster than normal.
Scrapyard: If a player’s faction controls a Scrapyard, he receives 2 Fleet Points for every one of his ships that is destroyed in a battle where he controls the field at the end.
Trade Route : Trade Routes are not randomly generated, every system always has one. They do not represent a single physical location and are not held by a faction from turn to turn. By choosing a Trade Route as a target, a faction is attempting to exert control over the commerce, merchants and shipping routes of a system. Should a faction win control of it, it grants an income of 10 Fleet Points and reduces the income of the enemy faction by 4 Fleet Points. Because a Trade Route is not held between turns, factions do not suffer the “Lost a Strategic Target this turn” penalty because of it.
The Trade Route represents multiple shipping lanes between many locations over a large volume of space, so it does not have a fixed Unusual Feature like other strategic targets. Instead, immediately before each battle (after squads are chosen), roll on the Unusual Feature table. Conceptually this represents your ships being on patrol and not knowing when or where they will encounter the enemy. It also allows players the opportunity to encounter Unusual Features that might not have been rolled for any of the strategic targets
Unexplored Worlds : The first faction to take control of an Unexplored World rolls on an exploration table.
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Post by Chris on Sept 8, 2017 22:03:37 GMT -5
Conducting the Campaign
Each campaign turn has the following phases.
• Purchase Reinforcements
• Choose Strategic Targets
• Determine Scenarios
• Construct Squads and Conduct Battle
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Post by Chris on Sept 8, 2017 22:04:02 GMT -5
Purchase Reinforcements Phase All players start the campaign with 300 Fleet Points. At the beginning of each subsequent turn, each player receives Fleet Points equal to their faction’s total score the previous turn. This is not calculated individually for each player; they all get the same score. A faction’s score cannot go below zero and is the sum of the following factors: • +20 per turn (automatic) • +20 for capturing a new Strategic Target last turn (can only be earned once per turn) • -25 for losing a Strategic Target last turn (can only be earned once per turn)* • +5 for each battle won last turn • -5 for each battle lost this turn • +X where X is the total value of strategic targets controlled at the end of the previous turn *This does not apply to the Trade Route strategic target. During this phase, players may spend Fleet Points to purchase new assets, as well as transferring assets between themselves. All players must complete this phase before moving to the next one (you have to purchase things before seeing what scenarios will be played). Conducting the Campaign Each campaign turn has the following phases. • Purchase Reinforcements • Choose Strategic Targets • Determine Scenarios • Construct Squads and Conduct Battle
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Post by Chris on Sept 8, 2017 22:04:43 GMT -5
Choose Strategic Targets Phase Each faction may declare one attack for each player it has. Player may each pick one strategic target to attack or the faction leader may choose all targets and assign them to his subordinates. Each strategic target may only be attacked by one player per faction each turn. Factions are not required use all of their attacks, but they are required to participate in each attack they declare. Conducting the Campaign Each campaign turn has the following phases. • Purchase Reinforcements • Choose Strategic Targets • Determine Scenarios • Construct Squads and Conduct Battle
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Post by Chris on Sept 8, 2017 22:05:22 GMT -5
Determine Scenarios Phase After all factions have chosen their targets, roll to determine the scenario and squad size for each resulting battle. A battle happens if one faction attacks a strategic target controlled by another (in which case the owner takes the scenario’s defender role) or if two factions attack the same uncontrolled target (in which case randomly determine attacker and defender). If only one faction attacks an uncontrolled target, they gain control of it without a battle. Optional: Particularly during the first turn of a campaign, it is possible for attacks to be declared in such a way that there will not be enough battles for every player to participate in one. Should this happen when there is a desire for every player to play (such as during tabletop play), you may pair the unassigned players and generate extra battles for them. These extra battles take place around the strategic target of least value. If there is more than one candidate target, randomly determine one. Conducting the Campaign Each campaign turn has the following phases. • Purchase Reinforcements • Choose Strategic Targets • Determine Scenarios • Construct Squads and Conduct Battle
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Post by Chris on Sept 8, 2017 22:06:07 GMT -5
Construct Squads and Conduct Battle Phase After all scenarios have been determined, players construct squads from their Squadrons for individual battles. Battles are considered to be occurring simultaneously, so individual ships, pilots, equipment and ordnance can only be used once per campaign turn. Similarly, the results or material gain of one scenario cannot affect another scenario the same turn. Players of the same faction are encouraged to communicate and coordinate what they are attacking and defending (or have their faction leader assign responsibility). Factions are not required to defend strategic targets they control, in which case control is ceded to the attacker without a battle. Players may be required to play more than one battle per campaign turn if they conduct multiple attacks and/or oppose enemy attacks. The victor of a battle gains or retains control of the strategic target. A draw results in the control of the target remaining unchanged (belonging to the defender or uncontrolled). Players will need to track the results of the battle (damaged/destroyed ships, wounded pilots, expended ordnance, etc.) and update their Squadrons accordingly. If a player does not show for a battle, they are considered to have lost, but no battle takes place (and thus no XP earned). There must be a good faith effort made to fight a battle for the involved pilots to earn XP. No fleeing on Turn 1 to farm XP. Conducting the Campaign Each campaign turn has the following phases. • Purchase Reinforcements • Choose Strategic Targets • Determine Scenarios • Construct Squads and Conduct Battle
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Post by Chris on Sept 10, 2017 18:43:40 GMT -5
Unexplored Worlds
The first faction to take control of an Unexplored World rolls on the following table.
2D6 Result
2-3 Crashed Ship: Scouts picked up a homing beacon and followed it to a crashed ship. The pilot did not survive, but his ship can be added to one member’s Squadron, though it will require a turn for repairs. Roll on the Crashed Ship table to determine the type of ship.
4 Volunteers: Various locals have volunteered or been made to volunteer for your cause. Each player in your faction may select up to 10 points worth of generic crew upgrades and add them to their Squadron. Unspent points are lost.
5 Weapons Stash: They fell off the freighter, I swear. Each player in your faction may select up to 10 points worth of secondary weapons and add them to their Squadron. Unspent points are lost.
6 Resource Cache: You are sure this box of precious metals and rare gemstones does not belong to anyone. Roll 1D6 and add the result to your faction score this turn.
7 Nothing: Boring planet anyway.
8 Surface Resources: The resources of this world are unusually easy to exploit. The value of this strategic target is permanently increased by 2 Fleet Points.
9 Salvage: The crew was dead when you found them, but they would not have wanted their equipment to go to waste. Each player in your faction may select up to 10 points worth of generic astromech, salvaged astromech, modification, system, tech and/or illicit upgrades and add them to their Squadron. Unspent points are lost.
10 Pirates!: You stirred up a local nest, and they shot up everything they could on the way out. Each player in the campaign (all factions) rolls 2D6 and subtracts the result from the Fleet Points they collect next turn.
11-12 Lost Outpost: What’s that? It’s not on any of the charts. Replace this Strategic Target with a random Outpost and place it under the control of the discovering player’s faction.
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Post by Chris on Sept 12, 2017 8:36:46 GMT -5
Here are the first targets. Gordy did not submit one so a target was generated randomly Week of 9/11/17 1. Outpost (mining) w/ ionized dust cloud worth 20 Fleet Points EMPIRE vs SCUM 2. Dead World (Toxic) w/ no asteroids worth 0 Fleet Points (unexplored) unclaimed 3. Space Installation (Scrapyard) w/ comet worth 2 Fleet Points unclaimed 4. Dead World (Ice World) w/ minefield worth 0 Fleet Points (unexplored) unclaimed 5. Space Installation (Construction Yard) w/ dense asteroids worth 6 Fleet Points REBEL 6. Settled World (Industrial) w/potpourri worth 20 Fleet Points EMPIRE 7. Outpost (chop shop) w/ no asteroids worth 2 Fleet Points unclaimed 8. Space Installation (repair depot) w/ no asteroids worth 2 Fleet Points REBEL 9. Space Installation (Scrapyard) w/ dense asteroids worth 2 Fleet Points EMPIRE vs SCUM 10. Dead World (Toxic) w/ regular asteroids worth 0 Fleet Points (unexplored) unclaimed 11. Gas Giant (Low-Yield) w/ regular asteroids worth 2 Fleet Points unclaimed 12. Dead World (Barren) w/ derelict worth 0 Fleet Points (unexplored) REBEL vs SCUM 13. Trade Route unclaimed Read more: roundtablegames.proboards.com/thread/192/new-galactic-civil-war-campaign#ixzz4sTHYyiM9
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Post by Chris on Sept 12, 2017 9:29:14 GMT -5
So we have till end of day Monday 9/18/17 to fly the following battles. If possible each player should fly at least 1 mission to have the chance to increase their pilots' experience. If that cannot happen another faction member can fly more than 1 mission.
1. Outpost (mining) w/ ionized dust cloud worth 20 Fleet Points
EMPIRE vs SCUM
Space Superiority 100 point squadrons (must be submitted to me privately in advance) Description
A pure, glorious furball where the only objective is to own this piece of space by dispersing the enemy across it. This is the standard X-wing scenario from the core rulebook with some modification.
Setup
1. Place all terrain features. Obstacles must be beyond Range 2 from all edges and beyond Range 1 of other obstacles.
Battles in this location also use 6 unique asteroids (each player chooses 3). Asteroids must be placed outside Range 2 of all board edges and outside Range 1 of all other asteroids.
2. Ships are then deployed in order of pilot skill, lowest to highest. In the event of a tie, the player with initiative deploys his ships first. All ships must be placed within Range 1 of their owner’s starting edge.
Initiative
Each player rolls five dice. The one with the most [focus] results chooses who gets initiative. The player with the smallest squad point total may reroll one initiative die.
Special Rules
Ionized Dust Cloud: Battles in this location take place within a highly charged collection of gas and dust. At the end of each turn, each ship rolls an attack die. On a [crit] result, that ship has been affected by ionization. Remove any blue target lock tokens on that ship, and if the affected ship has no shield tokens, it receives an ion token. Target locks are removed during the End Phase if the locking ship and its target are outside Range 3 of each other. Victory Conditions
Victory is achieved by being the only player with at least one ship remaining on the board.
9. Space Installation (Scrapyard) w/ dense asteroids worth 2 Fleet Points
EMPIRE vs SCUM
Asset Recovery 125 point squadrons (must be submitted to me privately in advance) Description
An act of plot has left a number of ships floating dead in space. These are full of useful materiel, important personnel and/or solid gold, so you better go get it before the enemy does. This is an adaptation of the Undeniable Assets scenario from the Lambda-class Shuttle expansion.
Setup
1. Place one disabled ship token in the center of the play area. Then, starting with the player that has initiative, each player places one additional disabled ship at Range 3 of the first. The third disabled ship cannot be at Range 1 of the second.
2. Place all terrain features. Obstacles must be beyond Range 2 from all edges, beyond Range 1 of other obstacles and beyond Range 1 from disabled ship tokens.
Dense Asteroids: Battles in this location use 8 unique asteroids (each player chooses 4). Asteroids must be placed outside Range 2 of all board edges and outside Range 1 of all other asteroids. 3. The player with initiative chooses one map corner. His starting zones are then the Range 1-2 box in that corner and the corner opposite it. The Range 1-2 boxes in the remaining two corners are the starting zones for the other player.
4. Ships are deployed in order of pilot skill, lowest to highest. In the event of a tie, the player with initiative deploys his ships first.
Initiative
Each player rolls five dice. The one with the most [focus] results chooses who gets initiative. The player with the smallest squad point total may reroll one initiative die.
Special Rules
• Disabled ship tokens count as ships for the purposes of collisions but cannot execute maneuvers, perform actions, attack or be destroyed. Each disabled ship contains four units of cargo (tracking tokens).
• All ships involved in this mission gain the RECOVER action on their action bar. Any ships within Range 1 of a disabled ship may perform a RECOVER action to move one unit of cargo from the disabled ship to their ship. Ships may only carry one cargo token at a time. If a ship is destroyed, so is any cargo it is carrying.
• A ship may SECURE cargo by fleeing the play area. SECURED cargo has been recovered by that faction and is removed from the fleeing ship. A ship that has fled to SECURE cargo may choose to remain out of play OR to return at the end of the End Phase of the turn in which it fled. It if returns, it is placed touching a map edge within one of its starting zones. If possible it must be outside Range 3 of all enemy ships.
• At the end of the End Phase, each faction may call for one reinforcement for each of their ships that was destroyed or fled without returning. Reinforcements are placed touching a map edge within one of their starting zones. If possible they must be outside Range 3 of all enemy ships. PS1 Academy Pilots in stock TIE Fighters for Imperial players, PS1 Binayre Pirates in stock Z-95s for Scum players • After the battle, each player may redeem RECOVERED cargo tokens to gain random assets. Cargo may be redeemed in any combination. Any cargo not redeemed is lost. To redeem cargo, follow this process:
o Spend a number of your cargo tokens. The number of tokens spent will determine the Fleet Point value of the asset gained.
Tokens Spent Upgrade Value (Fleet Point)
1 1
2 2
3 3
4 4+
o Roll on the below table to determine the type of the asset gained.
1-12 Upgrade Type
1 Fleet Points*
2 Astromech
3 Torpedo
4 Missile
5 Bomb
6 Turret
7 Cannon
8 Crew
9 System
10 Tech
11 Modification
12 Illicit
*Collect a number of Fleet Points equal to the number of cargo tokens spent.
o Randomly receive one upgrade that matches the value and type above. Receiving any ordnance upgrade counts as having purchased them (so you get three copies).
o Example: Player A spends 3 cargo tokens and rolls a 3 on the Upgrade type table. He will randomly receive either an Ion Pulse Missile, Proton Rockets or Advanced Homing Missiles (use random.org or something).
o Example: Player B spends 4 cargo tokens and rolls a 6 on the Upgrade type table. She will randomly receive either a Mangler Cannon, Autoblaster or Heavy Laser Cannon.
o If no upgrades exist of the appropriate value and type, reroll on the Upgrade Type table.
Victory Conditions
Victory is achieved by the player that SECURES the most cargo. If both players SECURE an equal amount of cargo, the battle is a draw.
Notes
Recover something your faction cannot use? Too bad; deal with it in therapy. Or use it to fill containers in your next Supply Raid.
This mission predates huge ships, hence the now overloaded RECOVER action. I trust you can keep the two separate.
12. Dead World (Barren) w/ derelict worth 0 Fleet Points (unexplored)
REBEL vs SCUM
VIP Escort 125 point squadrons (must be submitted to me privately in advance) Description
Circumstances dictate that someone more important than useful be escorted to or from the combat zone, and you drew the short straw. This is the Political Escort scenario from the core rulebook with some modification. The defender takes the “Rebel” role, and the attacker takes the “Imperial” role.
Setup
1. Place all terrain features. Obstacles must be beyond Range 2 from all edges and beyond Range 1 of other obstacles.
Derelict: Battles in this location take place near an abandoned starship hulk, long since stripped of anything valuable. Use one huge ship and three debris clouds as obstacles. The player with initiative can choose to place the huge ship obstacle (and which huge ship to use) or three debris clouds of their choice (all at once). The other player will place the remaining obstacle(s). All obstacles must be placed outside Range 2 of all board edges and outside Range 1 of all other obstacles. 2. The defending player places his shuttle token directly facing the attacker’s starting edge. The shuttle token must be within Range 1 of the defender’s starting edge in the exact center of the board.
3. The defending player places all of his ships within Range 2 of his starting edge.
4. The attacking player places all of his ships within Range 2 of his starting edge.
Initiative
Each player rolls five dice. The one with the most [focus] results chooses who gets initiative. The player with the smallest squad point total may reroll one initiative die.
Special Rules
• The defending player gets a Senator’s Shuttle token which counts as a friendly ship with an agility value of 2, a hull value of 6 and a shield value of 6. At the start of each Activation Phase, the defending player may move the shuttle by having it execute a 2 straight or a 1 bank maneuver. The shuttle cannot perform actions or attack. Any faceup damage cards on the shuttle are flipped facedown without resolving their effects.
• Defending ships within Range 1 of the shuttle may perform a PROTECT action to place an evade token on the shuttle. There is no limit to the number of evade tokens the shuttle may have, but it can only spend one per attack.
• During the End Phase, the attacking player may call for one reinforcement for each of his ships that was destroyed that round.
• To represent external support for this mission, the attacking player receives special Fleet Points equal to 20% of his starting squad size. He receives these points at the end of the battle as long as he makes a good faith effort in the fight (no free points for running away). The attacker gets these points regardless of the mission outcome.
Victory Conditions
The attacker wins by destroying the shuttle. The defender wins by fleeing the shuttle off the attacker’s starting edge.
Notes
This scenario presents complications in a campaign format because the defender gets a free ship that is the attacker’s target, while the attacker has to let the defender shoot at him largely unopposed, then likely try to flee even if the objective is accomplished. The bonus Fleet Points given to the attacker are intended to help offset this bias.
Derelict: Battles in this location take place near an abandoned starship hulk, long since stripped of anything valuable. Use one huge ship and three debris clouds as obstacles. The player with initiative can choose to place the huge ship obstacle (and which huge ship to use) or three debris clouds of their choice (all at once). The other player will place the remaining obstacle(s). All obstacles must be placed outside Range 2 of all board edges and outside Range 1 of all other obstacles.
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Post by Chris on Sept 19, 2017 15:44:32 GMT -5
We are at the Purchase Reinforcements Phase.
You must decide what ships/ pilots/ upgrades you want to add to your fleet before choosing your next objective.
Please email me (has to be by email please) your fleet choices or simply say no additions.
At that point I will ask you for your objective for this turn.
The faster choices are made, the faster we can determine who flies what next round.
Rules modifications: Campaign Limitations: You may have no more than 5 (# of players) large ships in your fleet at any one time. The special abilities of the Scum faction have been removed for balance, and to allow a Scum player to actually win the campaign.
We will begin each choosing our own missions from this point forward. No more coordinating between factions as we are now all our own unique groups.
Campaign Map
12 Strategic Targets + Trade Route (5 players so far)
1. Outpost (mining) w/ ionized dust cloud worth 20 Fleet Points CONTROLLED BY RICH G.)
2. Dead World (Toxic) w/ no asteroids worth 0 Fleet Points (unexplored)
3. Space Installation (Scrapyard) w/ comet worth 2 Fleet Points
4. Dead World (Ice World) w/ minefield worth 0 Fleet Points (unexplored)
5. Space Installation (Construction Yard) w/ dense asteroids worth 6 Fleet Points
6. Settled World (Industrial) w/potpourri worth 20 Fleet Points
7. Outpost (chop shop) w/ no asteroids worth 2 Fleet Points
8. Space Installation (repair depot) w/ no asteroids worth 2 Fleet Points
9. Space Installation (Scrapyard) w/ dense asteroids worth 2 Fleet Points
10. Dead World (Toxic) w/ regular asteroids worth 0 Fleet Points (unexplored)
11. Gas Giant (Low-Yield) w/ regular asteroids worth 2 Fleet Points
12. Dead World (Barren) w/ derelict worth 0 Fleet Points (unexplored)(CONTROLLED BY TIM F.)
13. Trade Route
Admiral: Chris Zahnzinger
Faction: Empire
Squadron Leader (10): Darth Vader (TIE Advanced) (1xp) (10)
Starting Fleet Points = 300
Destroyed ships (84) = Lambda-class Shuttle Alfa (19pts.), Upsilon-class Shuttle Alpha (28 pts.), VT-49 Decimator Alpha (37 pts.)
Current Undamaged Fleet = none
Current Captured Pilots (4) = Omicron Group Pilot Alfa (Lambda-Class Shuttle) (2pts.)(1xp) (prisoner of Rich), Starkiller Base Pilot Alfa (Upsilon-class Shuttle) (2pts.) (1xp) (prisoner of Rich)
Current Wounded Pilots (3) = Patrol Leader (VT-49 Decimator) (3 pts.) (1xp): must sit out Campaign Round 2
Current Available Pilots = None
Destroyed upgrades (7): Sensor Jammer (4), Ion Cannon (3)
Available Ordnance (2): Ion Bombs (2 remaining)
Turn 2 points (15) +20 for turn, -5 for battle lost
Current Fleet points = 205
Admiral: Gordy Smith
Faction: Scum
Squadron Leader (11): Dengar (Jumpmaster 5000) (1xp) (11)
Starting Fleet Points = 300
Current Undamaged Fleet = none
Turn 2 points (20) +20 for turn
Current Fleet points = 309
Admiral: Dave Bussiere
Faction: Scum
Squadron Leader (7): Captain Nym (Scurrg H-6 Bomber) (1xp) (7)
Starting Fleet Points = 300
Destroyed ships (47) = Scurrg H-6 Bomber Alfa (23 pts.), M3-A Interceptor Alfa (12 pts.), M3-A Interceptor Bravo (12 pts.)
Current Undamaged Fleet (12) = M3-A Interceptor Charlie
Current Wounded Pilots (1) = Karthakk Pirate Alfa (1 pt.) (1xp): must sit out Campaign Round 2
Current Available Pilots (6) = Cartel Spacer Alfa (M3-A Interceptor) (2 pts.) (1xp), Cartel Spacer Bravo (M3-A Interceptor) (2 pts.) (1xp), Cartel Spacer Charlie (M3-A Interceptor) (2 pts.) (1xp)
Destroyed upgrades (15): Twin laser turret (6), Bomblet Generator (3), Havoc title (1), Guidance Chips (1), “Heavy Scyk” Interceptor x 2 (4)
Used Ordnance (2): Seismic Torpedoes (2) (0 remaining)
Available Ordnance (4): Cluster Missiles (4) (1 remaining)
Turn 2 points (15) +20 for turn, -5 for battle lost
Current Fleet points = 221
Admiral: Rich Goulart
Faction: Scum
Squadron Leader (9): Boba Fett (Firespray-31 (9) (6xp)
Starting Fleet Points = 300
Current Undamaged Fleet (34) = Firespray-31 Alfa (30 pts.), Andrasta title (1), equipped with Scavenger Crane (2) and Guidance Chips (1)
Current Damaged Fleet (36) = Lancer-class Pursuit Craft Alpha (31 pts.), Shadowcaster title (3), equipped with Gyroscopic Targeting (2): must sit out Campaign Round 2
Current Available Pilots (2) = Shadowport Hunter (Lancer-class Pursuit Craft) (2 pts.) (3xp)
Current Available Crew (3) = “Gonk” (2), Ketsu Onyo (1)
Available Non-time-intensive upgrades (4): Bomblet Generator (3), Black Market Slicer Tools (1)
Available Ordnance (10): Homing Missiles (5) (2 remaining), Proton Bombs (5) (2 remaining)
Turn 2 points (65) +20 for turn, +20 for capturing a new strategic target, +5 for battle won, +20 for controlling strategic target 1
Current Fleet points = 288
Current POW’s held = Omicron Group Pilot Alfa (Lambda-Class Shuttle) (Chris) Starkiller Base Pilot Alfa (Upsilon-class Shuttle) (Chris)
Controlled objectives: 1. Outpost (mining) w/ ionized dust cloud worth 20 Fleet Points CONTROLLED BY RICH G.)
Admiral: Tim Flood
Faction: Rebel
Squadron Leader (20): Han Solo (YT-1300) (1xp )(20)
Starting Fleet Points = 300
Current Damaged Fleet (0) = Z-95 Headhunter: must sit out Campaign Round 2
Current Undamaged Fleet (112) = B-Wing Alfa (20pts.) equipped with Fire-Control System (2), B-Wing Bravo (20pts.) equipped with Fire-Control System (2), B-Wing Charlie (20pts.) equipped with Fire-Control System
(2), T-70 X-Wing Alfa (22pts.) equipped with Integrated Astromech (1), T-70 X-Wing Bravo (22pts.) equipped with Integrated Astromech (1)
Current Available Pilots (10) = Blue Squadron Pilot Alfa (B-Wing) (2pts.) (2xp), Blue Squadron Pilot Bravo (B-Wing) (2pts.) (3xp), Blue Squadron Pilot Charlie (B-Wing) (2pts.) (1xp), Blue Squadron Novice Alfa (T-70 X-
Wing) (2pts.) (2xp), Blue Squadron Novice Bravo (T-70 X-Wing) (2pts.) (1xp)
Current Available Astromechs (2) = R2 Astromech (1) x 2
Turn 2 points (40) +20 for turn, +20 for capturing a new strategic target, +5 for battle won
Current Fleet points = 201
Controlled objectives: 12. Dead World (Barren) w/ derelict worth 0 Fleet Points (unexplored)(CONTROLLED BY TIM F.) Found a crashed ship (Z-95 Headhunter)
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Post by Chris on Sept 26, 2017 13:38:04 GMT -5
Campaign Updated start of round 3 Attachments:Campaign.pdf (493.11 KB)
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Post by Chris on Oct 3, 2017 10:58:30 GMT -5
Campaign at start of round 4 Attachments:Campaign.pdf (506.58 KB)
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