Hi,
I'm working on a campaign that will feature 4 (maybe 5) scenarios.
I have finished already the main story arc and scenario 2. For the other scenarios I have plenty of ideas and just need to write them down (when my newborn daughter allows me some free time). This means I'll be updating this thread every now and then as I add new scenarios.
The Story so far
The Perlemian Trade Route is one of the oldest and most well-traveled hyperlanes in the galaxy. One of the major trading posts along the Perlemian is The Wheel, an enormous, circular hub- and spoke style space station near the outer edge of the Mid Rim. The Wheel holds a special status in the Empire, as it holds no formal Imperial presence. This makes The Wheel not only a major tourist destination, with popular casinos and entertainment zones, but also a meeting point for smugglers and pirates and their fences.
Usually, the Empire is glad to leave those smugglers and pirates alone, as the apparent neutrality of The Wheel makes it a worthwhile asset for Imperial Intelligence. Lately, though, a band of pirates calling themselves the Insurrection Privateers have become so bold, that their criminal acts can no longer be tolerated. Imperial Intelligence has found out that the profits of the Insurrection Privateers is being funneled to fund the burgeoning Rebel Alliance.
A Nebulon B Frigate, the Triumphant has been sent to the nearby systems with its full battle complement; its mission: to track and destroy the pirate group. The commander of the Frigate, a promising young officer called Captain Gilad Pellaeon, has devised a ruse to capture the pirates. His technicians have inserted special tracking codes in the program of several droids. Several droid shipments with the tampered droids have been sent along the Perlemian Trade Route, following the side lanes where the pirates have been known to attack. The Imperial spies under Pellaeon's command have been busy selling information in The Wheel about these shipments' routes.
Soon enough, the information reaches the pirates, one of the shipments is attacked by the Insurrection Privateers, and the Triumphant's hunt commences...
General Campaign Rules
There will be two sides in the campaign, the Pirates and the Imperials.
Victory
Each scenario will have at least one Major and one or more Minor objectives. Completing a Major objective nets that player 3 Campaign Points (CPs). Completing a Minor objective nets a player 1 Campaign Point.
Add all CPs obtained in the campaign scenarios and keep track of them, as they may influence the setup of some scenarios.
The campaign is won by the player with the highest amount of CPs after playing the last scenario. If the victory comes with a 5+ point margin, then it is considered a Resounding Victory.
Experience (XP)
Each ship that survives an scenario will receive 1 XP. Surviving an scenario means staying alive and not disabled inside the playing area until for the number of rounds mentioned in the Objectives section of the scenario, or fulfilling an escape objective, if there is one for a particular ship.
Keep track of these ships. If they are used in another scenario later in the campaign, you may use them in the following ways:
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Spending XP: A non-unique ship may spend its XPs to increase its Pilot Skill without increasing its point value. At most, a non-unique ship can increase its Pilot Skill in this way until it reaches 5, at which point it becomes a special unique pilot. It's adviced to give a cool name to your unique pilot and to brag about having reached such skill pinnacle.
Once spent in this way, the decision can no longer be changed (you cannot decide to later Hoard this XP).
For example, an X-Wing Rookie pilot (initial Pilot Skill of 2) that survives 3 or more battles could spend a maximum of 3 of these XPs to increase his Pilot Skill to 5, while still costing only 21 Squad Points. -
Hoarding XP: A non-unique ship may, and unique ships must, hoard XPs. During a scenario, a ship can spend his hoarded XPs to reroll one die in one of its own rolls. Once spent, they cannot be used again until the next scenario (if the ship survives the battle). Hoard XPs can be used to:
Once hoarded in this way, the decision can no longer be changed (you cannot decide to later Spend this XP to increase the Pilot Skill of a non-unique ship).
For example, a TIE Fighter with 2 Hoarded XPs is attacked and rolls two blank dice and one Evade result with his Defence dice. He can decide to spend 1 or 2 of his Hoarded XPs to reroll one or both blank dice. Once spent, he can no longer use them again in the same scenario, but they will be available to him again in future scenarios if he survives the battle.