This is the first mission in the multi-level play style that I'm working on. You can find my latest ruminations on that in this thread. At this moment, this mission sounds like a good idea on paper (or computer screen), but I haven't tested it out. Hell, I don't even own a HWK-290, though I plan to have one soon. I'm hoping you guys can give me some feedback here and tell me how I might tweak it to make it an exciting mission.
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"Trebuchet, this is TB-2-10," the comm crackled. "I'm picking up ambient heat among those asteroids. We're going to check that out."
"Farkled," Jasc Garzana cursed as he saw the TIEs come about to head in his direction.
His bucket-of-rusty-rivets craft, the 'Last Orokeet' - an old Corellian HWK-290 - came alive as he restarted the engines. He had hoped that by running silent he would have evaded detection. It appeared these imperials were a bit more thorough than the local authorities. It was regrettable, but it squared with the information that he carried.
"What are you doing?" Anda called up from the sensors. Anda Trevver was the recon specialist who had been compiling that information.
"We've got company," he said as he hit the thrusters, "and they ain't the kind that's gonna leave politely."
Now he needed to get that information into the datapads of those who needed to know it. He wanted to survive doing it too. He was one of few Alderaanians left in the galaxy, and he didn't want to see that number diminish any further. Thankfully, the route home was plotted, as was an alternate route which wouldn't let the imps vector trace his destination. Of course, that alternate route would take him four long days to circumnavigate, in addition to the two days to get back to base.
The ways those TIEs were coming at him, he was about to have to make some decisions. Try to bug out to lightspeed (the long way or the short way?), quickly send the data over subspace with as much encryption as he could muster, and/or kill off these TIEs before their friends arrived.
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In the middle of the map, set up an asteroid field, with 12 asteroids spaces no less than a #2 straight movement marker away from eachother. The asteroids get placed according to the normal alternating method of asteroid placement, but no asteroids should be placed within a 1-3 range marker of each side (right or left) of the playing field. The 1-2 range on the rebel and imperial sides are fair game, however. The Empire sets up on their side of the table as normal.
The 'Last Orokeet' in the middle of them, facing the Empire side of the table.
Rebel Operative (HWK-290)(16) + Recon Specialist(3) + Blaster Turret(4)
vs.
2x Academy Pilot (TIE/ln)
To transmit data:
At the end of each round, unused focus tokens are turned into data tokens. To transmit the data, the Rebel Operative needs to perform an action [ transmit data]. The number of data tokens represents the degree to which the data is encrypted. The more it is encrypted, the less likely the Empire will be able to decrypt the data, which will include the subspace path it is dialed to transmit over (ie. lead them to the data's destination).
To go to Hyperspace:
The Orokeet can jump to hyperspace while all of the following conditions are met:
* Be more than range 1-2 away from any asteroid.
* Facing the edge of the map to the rebel player's right (and the Imperial player's left) OR the opposite edge. the rebel player's right means Jasc has chosen the long way around, and his left means he's taking the shorter (but more traceable rout).
* Not have any of the following critical damages:
- Damaged Sensor Array
- Console fire
- Thrust Control Fire
- Damaged Engine
* Perform Action [engage hyperdrive]
Imperial Reinforcements
Once the Orokeet begins to move, the Imperials are alerted to an escaping craft, and they call for backup. At the end of the second round roll one attack dice. On a focus result, the Imperial player places another two Academy TIEs on the playing field. They will be in the Empire's set-up zone and no more than range 1 removed from one another.
