Mini campaign event - need some ideas for custom cards

By Magnus Grendel, in X-Wing

We're looking at doing a one-day mini event at my LGS - not tournament style, but actually playing some of the scenarios.

Looking for some advice on the scenarios and custom cards I'm going to be doing for the event.

The outline of the scenario is generic star wars fodder:

"The Rebellion against the GALACTIC EMPIRE has reached a critical stage as the REBEL ALLIANCE launches one of its first major attacks.


DARTH VADER has dispatched the star destroyers UNNECESSARILY BRUTAL OPPRESSION and SERIOUSLY EXCESSIVE VIOLENCE to repress the hell out of a peaceful star system in the outer rim. Because it was tuesday and he does stuff like that

on tuesdays.

Motivated by the ideals of Freedom, Justice and the promise of an open bar back on HOME ONE for any survivors, a sizeable Rebel force is moving in to try and save the day..."


The event is going to be three games (don't want to try and fit in more than that in one day when I'm not sure how time will go - don't necessarily want to restrict the games to tournament length). Also don't want to overstrain what resources I have to hand, so for the most part, looking at

Game 1: The rebels ambush the imperials as they pass through the planet's asteroid belt. I wanted to start with a generic dogfight, but was suggesting double the normal number of asteroids, which will make flying rather more challenging.

Game 2 (Rebel Advantage): a 2 v 2 on a double-sized board. I was thinking of 2 or more of the Senator's Shuttles (how many would be a fair number of targets to escort in a 200 point dogfight?) full of refugees that the rebels are trying to get to safety in the window they've bought

Game 2 (Imperial Advantage): 2 v 2 on a double-sized board. Blowing up orbital infrastructure - half a dozen orbital beacons with a few hit points that the rebels are trying to defend.

Game 3: 3 v 3 on a triple sized board. I have an A0 star destroyer 'mat' but want to try and get one twice that size -that'll be about the right size for a victory class destroyer. Essentially, the destroyer's fighter complement is elsewhere (aside from the 300 points of defenders) and most of the weapons are off-line due to plot-device shennanigans. The rebels get to bring back destroyed ships (a bit) whilst the destroyer will provide supporting fire (a bit). Any ship not firing at anyone else can fire at the destroyer if it's in arc (and it's going to be most of the board, so that shouldnt be hard!), with 1 point for every damage done or 2 points for damage done to the bridge/shield tower. I'm not sure how many points will be needed for a 'win'.

Any suggestions for details on the scenario would be welcomed; especially for the numbers of shuttles/durability of beacons/hit points of the destroyer.

Card-wise, just to add a bit of uniqueness, I was doing two 'squadron' title cards.

The Imperials get Harlequin Squadron whilst the rebels get Steel Squadron. Each player gets one zero-cost card, which can only go on non-unique small ships. I need to figure out an ability for each which is more or less balanced.

Harlequin Squadron (i.e. our LGS imperial players) are noted for hooning around like a bunch of fruitbats on nitrous oxide, so I'm thinking of a defensive talent triggered by barrel rolls and/or koiograns. My suggestion is "When you complete a Barrel Roll Action or Red Manouvre, gain an Evade Token".

Steel Squadron (i.e. our LGS rebel players) can pretty much be summed up by the phrase "intensify forward firepower", and their ability should reflect this. No fancy manouvres, just a green straight and sustained, focused killyness. Rule suggestions welcome.

I would also like to do a "Harlequin Leader" and "Steel Leader" title cards instead for the (team-nominated) captains, but have no idea what to do for rules.

Also, for the last game, the rebels will get a handful of "Sustained Assault" cards - discard to allow the (non-unique) ship in question to come back on when destroyed, whilst the Imperials get "Intensify Firepower" cards - discard to get one or more turbolaser volleys (using the turbolaser battery rules from the corvette) at rebel ships with no imperials within range 1.

DARTH VADER has dispatched the star destroyers UNNECESSARILY BRUTAL OPPRESSION and SERIOUSLY EXCESSIVE VIOLENCE to repress the hell out of a peaceful star system in the outer rim. Because it was tuesday and he does stuff like that

on tuesdays.

:lol: Funniest thing I've read on this forum.

For game 1, have the ambushing faction set up in secret, hiding behind asteroids by marking the asteroids on the bottom, out of sight of the imperial player. Little strips of post-its with an arrow to show which way the ship is facing for instance.

Then, have the imperial player set up and move until he either stumbles upon a rebel ship or until the rebel triggers the trap.

Rebel ships are detected when an imp ship declares a scan for an action (custom action). If the primary firing arc reaches behind an asteroid where a rebel ship is hiding, it is detected (or if you want to make it harder, roll evade dice to avoid detection or somesuch).

Shouting of "It's a trap!!" is not required, but highly encouraged.

Played well, it can make for some tense first turns, as the rebel player is just waiting around and the imperial is slowly moving up the field trying to look around the corners.

It is up to you wether a dropped bomb hitting a hidden ship triggers the trap :P I'd suggest hiding not more than two ships behind a single asteroid. The cost of ambushing is being out of formation.

Oh, nearly forgot, on the markers, indicate the ID numbers as well...

Edited by Dagonet

Harlequin Squadron, as written is a bit hmz, giving out evade tokens to the shuttles. :P .

How about

"After you succesfully perform a k-turn, perform a barrel roll. If this causes you to overlap an obstacle, roll for damage as normal ".

Not making it optional, to stress the careless abandon of hooning like a fruitbat on nitrous oxide.

Steely Squadron, the game already favours attacking, intensifying the red die some more?

"whenever you perform a green maneuvre, you may reroll 1 attack die" or something like that.

Or Double Front Deflectors

"when attacked by an enemy inside your primary arc, remove 1 shield for each 2 hits, rounded down".

Harlequin Squadron, as written is a bit hmz, giving out evade tokens to the shuttles. :P .

How about

"After you succesfully perform a k-turn, perform a barrel roll. If this causes you to overlap an obstacle, roll for damage as normal ".

Not making it optional, to stress the careless abandon of hooning like a fruitbat on nitrous oxide.

Steely Squadron, the game already favours attacking, intensifying the red die some more?

"whenever you perform a green maneuvre, you may reroll 1 attack die" or something like that.

Or Double Front Deflectors

"when attacked by an enemy inside your primary arc, remove 1 shield for each 2 hits, rounded down".

Not as bad as it sounds - there'll be a limited number (probably 1-2 per player) of Harlequin Squadron cards, and they'll be limited to non-unique small ships, so no hooning around in a marble void gnu.

Have had a talk to some of the guys and for steel squadron we're going with "after you perform a green straight manouvre, you may add 1 attack die when attacking this turn."

I would go with just a green manouvre rather than a green straight, because I wouldn't mind gentle banks, but this is meant to be a straight-ish manovre and concentrated forward firepower; I don't want it just to be a free attack die for A-wings or someone with an R2 unit.

Possibly manually assign squadrons using not often used pilots to give them some love?