So this was my attempt to create a narrative campaign, hopefully it provides an idea for some May 4th games this weekend.
Set up:
The Rebel player places their Y-Wing, and HWK-290 (after wave 4 launches this is replaced by the Z-95) cards into a "Enlistment deck" they then shuffle it and draw 8 cards. The Imperial player then places their Tie Fighter, Tie Advanced, and Tie Bomber cards into an enlistment deck they then shuffle it and draw 10 cards. Then each player breaks their upgrade cards into the following piles:
Equipment: Turrets, Heavy Weapons, and Systems
Ordnance: Torpedoes, Missiles, and Bombs
Personal: Crew and Astromechs
Talents: Elite Pilot Talents
These decks are then shuffled and blindly drawn from for each upgrade in a ships bar, ships with multiples of the same upgrade only draw one card for that type of upgrade. When an EPT is given to a pilot that EPT is from then on attached to said pilot for the rest of the campaign.
After each mission each player may draw 2 enlistment cards until they meet the maximum of 15. If a Unique Pilot or Crew upgrade destroyed it is removed for the rest of the campaign, after that mission the Imperial player may choose to replace the lost unique pilot with the lowest Pilot Skill of the same ship.
Any containers or supplies obtained in a mission can be exchanged after the mission for 1 Equipment card, 2 Ordnance cards, or 1 Pilot.
Special Action:
Hyperspace Jump: A ship capable of jumping to Hyperspace, All Rebel ships, large ships, and the Tie Advanced, may perform this action. Roll 1 attack die on a hit result place a Hyperspace identity token, the A,B,C,D tokens from the Transport expansion, and the corresponding Hyperspace token at range 1 of the other players set up area. If a ship has and Astromech or Crew card upgrade they may skip the dice roll. When this ship is within range 1 of the Hyperspace token it may be removed from play and added back to the player's forces. If the player doesn't have the Transport expansion Target locks can be used instead.
Campaign Missions:
Mission 1: Spark of a Rebellion
Rebels: 100 pts, Empire: 80 pts.
Angered by injustice a few daring pilots attack an Imperial fighter patrol.
Rebel Victory: Destroy all Imperial forces.
Imperial Victory: Destroy all Rebel forces.
If the Empire won Mission 1
Mission 2.I: Perish the Thought
Rebels: 100 pts, Empire: 100 pts.
After the Rebels' failed first strike the empire discovers their base situated in an stroid field.
Special Set Up: The Rebel Player set up the 6 Astroids (Core Set) within range 1-3 of their edge of the play area.
Rebel Victory: Destroy all Imperial forces or 2 ships retreat to Hyperspace.
Imperial Victory: Destroy all Rebel forces.
If the Rebels won Mission 1
Mission 2.R Cargo Heist
Rebels: 100 pts (Including Outer Rim Smuggler), empire: 100 pts
Unaware of the Rebels in the area an Imperial Supply force makes its way to deliver cargo to a waiting Star Destroyer.
Special Set Up: Place 3 Cargo containers (YT Expansion) and move them 1 straight at the end of each turn. To capture a Cargo container the YT-1300 must be within range 1 to perform Action: Roll 1 attack die on a hit result add the container your forces.
Rebel Victory: Capture 2 Containers.
Imperial Victory: Move 2 Containers out of the play area or Destroy all Rebel forces.
Rebel Victory Reward: Add YT-1300 pilots to the Enlistment Deck.
If the Empire won mission 2.I
Mission 3.I: Exterminator
Rebels: 100 pts, Empire 90 pts.
With the Rebels in their weakened state the Empire employs the use of a bounty hunter supported by some fighters to hunt down Rebel Leaders.
Special Set Up: The Rebel play places a Bounty Token (Firespray Expansion) on 1 of their ships, if they are using a named pilot that ship gains the token, the ship given the token gains +1 Evasion for the mission.
Rebel Victory: Destroy all Imperial forces
Imperial Victory: Destroy the Ship with the Bounty Token.
Imperial Victory Reward: Add Firespray pilots to the Enlistment Deck.
If the Empire lost Mission 2.I or the Rebels lost Mission 2.R
Mission 3.N: V.I.P.
Rebels: 100 pts, Empire: 90 pts.
Weakened the Rebels try to regain some of their momentum by seeking the backing of a sympathetic Senator, however before the shuttle could make it to the designated spot it and its fighter escort came under fire by the Empire.
Special Set Up: Place the Senator's Shuttle (Core Set) within the Rebel set up area. At the end of each round it may move 1 straight or 1 bank forward.
Rebel Victory: Move the Shuttle out of the play area.
Imperial Victory: Destroy the Shuttle.
Rebel Victory Reward: Select 1 Crew card and add it to your forces.
Imperial Victory Reward: Select 1 Rebel Crew card and remove it from play as if it were destroyed.
If the Rebels won Mission 2.R
Mission 3.R: A Case of Sabotage
Rebels: 100 pts(Including 1 HWK-290), Empire: 100 pts.
To prepare for the coming mission the Rebels try to knock out the sectors communication system to reduce the forces that may hinder them in the delicate operation.
Special Set Up: The HWK-290 is placed at range 2 of the Rebel set up area. This ship is treated neutral and cannot be attacked unless at range 1 or if it attacks, once it attacks it can be targeted as normal for the remainder of the mission. The Imperial player sets two Communication token (Core Set) anywhere within the play area range 1 away from the edge of the play area. If the HWK-290 is within range 1 of a Communication token it may perform Action: roll 1 evasion dice, on an evade result remove that token from the play area.
Rebel Victory: Both Communication Tokens are removed from the play area
Imperial Victory: All Rebel forces are destroyed.
Rebel Victory Reward: Select 2 Imperial pilots they are unable to participate in Mission 4.
Mission 4: Starfighter Theft
Rebels: 50 pts, Empire: 110 pts.
With the help of some defecting Incom Engineers the Rebels have been able to steal 3 Prototype X-Wings and are in the process of escaping as Imperial forces scramble to shoot down the prototypes before the Rebels can gain starfighter superiority.
Special Set Up: Place 3 Rookie X-Wings at range 2 of the Imperial set up area.
Rebel Victory: 1 X-Wing escapes to Hyperspace.
Imperial Victory: All X-Wings destroyed.
Rebel Victory Reward: Add Garven Dreis to your forces.
Neutral Reward: Add X-Wing pilots to Rebel Enlistment deck.
These are the first four missions, I plan to add more. If anyone has any idea or notions on help to improve this system please post below.