A buddy of mine wrote these up for our home games and given the communities want of missions I thought I'd post for general use. They played fine as written.
Mission 1 - Rendezvous at Farpoint Sigma
The Alliance has recently received reliable inside Intel on an unscheduled Imperial personnel transfer in the Sigma system. A lightly armed convoy will be rendezvousing with Damocles Shuttle 113, and escorting it to the nearby Farpoint Station. Due to localized spacial instability, the shuttle's hyperspace point of arrival is located 2 parsecs from the station - allowing a short window of opportunity to attack. Capturing Shuttle Damocles 113 and the high ranking imperial personnel onboard will give intelligence a decided advantage in the coming conflict.
Mission Setup
Rebels - 125 points that must include the YT-1300. The YT-1300 gains the "Boarding Action" token, indicating that it has a squad of Rebel Commandos on board.
Empire - 100 points of mixed Tie fighters and Tie interceptors, plus the 21 point Lambda Shuttle with no enhancements.
The mission is played on a 3x3 map.
After astroid placement as normal, the Imperial player places all ships except the Lambda at range 1-3 of the Imperial edge of the map. Then the Rebel player places ships at range 1 of the Rebel edge.
Special Rules
- Shuttle Arrival: At the start of round 3, the Imperial Shuttle Damocles 113 drops out of hyperspace and onto the map. The Imperial player must place his shuttle at range 1-3 of the Imperial edge, no closer than range 1 from an asteroid, ship or map edge.
- Shuttle Departure: At the end of round 12, the shuttle is ready to reenter hyperspace and escape. Whichever side is in control of the shuttle determines the winner.
Special Note: While the shuttle is still under Imperial control, it may not be fired upon by the Imperial player. However, the round after the Rebel player takes control of the Damocles, Imperial Navy protocol dictates it must be destroyed.
- Rebel Boarding Party: After the shuttle's shields have been eliminated, the Rebel player may attempt a boarding action. The YT-1300 assigned the Boarding Action token must close to range 1 with Shuttle Damocles 113 and announce his intent. This action takes the place of the normal action on its turn (although it may still perform free actions assigned from other sources). The cargo bay opens and the Rebel Commando team zips over to the shuttle using magnetic grapple guns.
On the next turn (and every subsequent turn), the Commandos may attempt an Overtake action to wrestle control of the shuttle. This includes 1) laser cutting an entry point, 2) subduing the crew, and 3) slicing the door to the cockpit controls.
Each round, both Imperial and Rebel players roll 2 dice (offense and defense respectively). For each Rebel *, one of the 3 steps is achieved. Each Imperial evade cancels one *. If no * are left afterwards, no progression was made that round by the commando team. During this struggle, the shuttle can continue to perform under control of the Imperial player. But upon achieving step 3 (slicing the cockpit door), the shuttle control is handed to the Rebel player.
Objectives
Rebel - Capture the Imperial Shuttle Damocles 113 and have it under alliance control during round 12.
Imperial - Prevent the capture of Imperial Shuttle Damocles 113 and keep it under Imperial control for round 12.
Neutral Victory - Shuttle Damocles an its VIP cargo are destroyed.
------------------------
Mission 2 - End of the Line
Imperial Intelligence has recently discovered existence of a secret Rebel Tibanna Gas mining facility in the Arakus System. The installation operates in extremely low orbit around the system's largest gas giant, effectively using the planet's heavy electromagnetic distortions to mask its presence. This particular mining operation is vital to the Rebel Alliance's supply line. Its destruction will sever the line, and fragment their pathetic fleet.
Mission Setup
Rebel - 150 points that must include the GR-75 medium Transport. <<Mission 1 Victory Advantage>> Just in the nick of time, the captured VIPs provide detailed information about the attack. An emergency evacuation alert has been sent to the Arakus Tibanna Mining Facility. Rebels gain the initiative for the encounter, and Tibanna Containers may begin moving on round one.
Imperial - 200 point squad. <<Mission 1 Victory Advantage>> Foiling the Rebel scum at Farpoint Sigma has emboldened the Imperial brass to step up its timescale on the attack. Without any kind of advanced warning, the facility is vulnerable and taken by surprise. Containers don't begin moving until turn 3, and Arakus Station loses its Backup Shield Generator.
No asteroids are used for this match, played on a 3x5 surface.
The Rebel player places the Arakus Mining Facility (represented by 2 large ship bases side by side) anywhere range 2-3 of the Rebel map edge. Next, the Rebel player places 5 container tokens anyplace at exactly range 1 of the Mining Facility. They cannot be within range 1 of each other or any ship or map edge.
Lastly, the Rebel player places his defending ships anyplace range 1-5 of the Rebel map edge, no closer than range 1 of a container or the Arakus Facility. Then the Empire player places his attacking ships range 1 along the Imperial map edge.
Special rules
- Gas giant atmosphere: The attack takes place in high atmosphere of a type 3 Gas Giant. Extreme electromagnetic distortions and violent winds make difficult maneuvering even tougher. All Hard 3, 4 Straight, 4k, 5k and 5 Straight maneuvers have a chance of causing stress. Roll a die after completing the maneuver: on a *, the ship gains a stress token (or an extra stress token in the case of a red maneuver on the dial).
- The Arakus Mining Facility: An unarmed mining platform with 3 shields and 6 hull. It does not move or have agility (but still benefits from range) and cannot focus. But it generates 1 energy per turn with a 1 energy maximum, and comes equipped with a Backup Shield Generator. Colliding with the Station uses the same rules for colliding into huge ships.
- The Tibanna Containers: Begin moving towards escape on the Imperial edge of the map on turn 2 (unless changed from victory advantages). The containers are droid controlled, Pilot Skill 1, and can only make forward 1 & 2 or soft 1 & 2 maneuvers. They are not programmed for defense, but receive a bonus die for range like any ship. They have 3 hull each, and explode like a seismic charge (1 damage range 1) when destroyed. Colliding with containers uses the same rules as colliding with ships.
Objectives
Rebel Victory #1- Evacuate at least 1 container of Tibanna gas.
Or...
Rebel Victory #2- Eliminate Imperial ships before Arakus Station is destroyed.
Imperial Victory - Destroy all 5 Tibanna containers and the mining facility.
Sent with AquaMail for Android