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SW Campaign V4.0

Date post: 03-Oct-2015
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x-wing campaign, i did not write these rules, but looks pretty cool.
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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.
Transcript
  • 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.

  • 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

  • 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

  • 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.

  • 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.)

  • 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.

  • 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.

  • 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

  • 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.

  • 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.

  • 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.

  • 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.

  • 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

  • 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

  • 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

  • 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


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