Rebel squad points in the transport scenario missions

By doubledown, in X-Wing Rules Questions

In the Escape from Hoth campaign scenarios included with the GR-75, do the point values for the GR-75 and Combat Retrofit count towards the Rebel squad points they're permitted to field? For example, 125 for mission one.

Edit:

I see in the rules that it states the GR-75 Ship card and "Combat Retrofit" don't count towards the 200 squad points when assembling your fleet on the roster sheet. And the roster sheet example they show has essentially the listing below, which makes me think only the upgrades count towards the points you actually field in a mission.

Ship

------

GR-75 Medium Transport

Upgrades

------------

Bright Hope

Tibanna Gas Supplies

(some upgrade I can't read)

Backup Shield Generator

Cost

-------

16

Edited by doubledown

I agree that the directions are very difficult to follow. I'm sorry, but they're not done very well.

Also, I believe the upgrade you can't seem to read (because their sample is so freaking small) is Chewbacca.

I'm about to start the transport campaign tomorrow as Rebels, so I had to reread it.

From what I understand:

-You have a fleet max of 200 points

-You have a reserve of 8 upgrade cards (cost isn't an issue here)

-You can write down "permanent" upgrade cards on your small or large ships if their pilot is unique only, as part of your fleet list.

-Generic small or large ships may not have permanent upgrade cards in the fleet list, but can equip reserve cards

-The transport (even though it's generic) may also have upgrade cards beyond Combat Retrofit, but these have to paid for in cost.

-Your unique pilots may gain free upgrade cards if they play in and survive a mission (constraints: any number of cards, total combined cost not exceeding 5 points, may be from the reserve OR not from the reserve - the rules absolutely don't explain if you can replace an existing upgrade slot that's already filled with a different card)

-Each mission has their own points limitations

Exception: Transport (30) + Combat Retrofit mod (10) = 40, these never count towards either your fleet max or your mission squad points limits.

Examples:

A-Wing, Jake Farrel (24) + A-Wing Test Pilot (0) + PTL (3) + Autothrusters (2): total of 29 squad points

Reserve card; Proton rockets (3)

During mission squad building, you can choose:

Jake as is, for 29 points

Jake with prockets reserve card, for 32 points

Equivalent generic (PTL and A-wing Test Pilot become invalid), for 17 points

Equivalent generic + prockets reserve card, for 20 points.

If Jake survives a mission, you could transform that prockets as a free upgrade, costing you to field Jake with prockets for only 29 points instead of 32 in the following missions.

Edited by Mu0n

Its been a while since I did the mission,but from what I remember your fleet must be 200 points including any upgrades that your ships start with.
For the transport you only count the points for the upgrades it starts with (excluding Combat retrofit).
Resource upgrades are in addition to the 200 points for building your fleet, may be listed only once but can be equipped to multiple ships (paying the cost when building your squad for a mission twice etc).
You can equip an upgrade from your resources only if there are slots available on your ships.
If you have already outfitted your ships with upgrades, you can not swap later with one from your resources. Same goes with any free upgrades you might get later on.

For example, if you start Biggs with R2-D2 and Shield upgrade already equipped, then no one but him can use R2-D2. In addition, you can not make that a free upgrade later even if you win a mission.
If Biggs dies, the R2-D2 and Shield upgrade will be automatically equipped to the Rookie X-Wing that will take his place.
If you start Biggs with no upgrades and R2-D2 in your resources, then you can ad R2-D2 to any ship that has a R2 Slot available. In addition, if you win a mission and you have R2-D2 in your resources list, you can make that a free upgrade for Biggs.
Also, its not a good idea to start with a pilot skill upgrade equipped, since if you lose the unique ship the rookie pilot that will take his place wont be able to equip it.

Like I said, its been a while since we did the campaign, so a few of these things may have been clarified or FAQed differently recently.

Here is the roster I used for the rebels last time.

Gr-75 (With CR) , Upgrades: Quantum storm, WED-15,Backup Shield Gen., Comms Booster. Cost 13

Han Solo, Upgrades: C-3PO, Falcon. Cost 50

Jan Ors. Cost 25

Ibtisam. Cost 28

Biggs. Cost 25

Horton Salm. Upgrades: R2-D6, PTL. Cost 29

Wedge. Cost 29

Squad cost 199/200

And as resources: Opportunist, R2-F2, Stealth Device, HLC, Ion CT, EM Emitter, Toryn Farr, Tibana

Edited by tsondaboy

Might not be good to put PTL on a unique pilot right away, but the alternative also has a drawback: you put it in your resources and you might lose it forever if you lose either the 1st or 2nd mission.

I went with:

Transport + Combat Retrofit + Engine Booster + Quantum Storm + Toryn Far + Backup Shield Generator

Dash + Outrider + HLC + Kyle Katarn + Engine + PTL

Tala

Tala

Blue Squadron + FCS