Last week I posted several missions along with the Ace Pilot system being used in my home games. Here's mission 3...
Mission 3 - Convoy
Losing the Arakus Tibanna resource has cost the Rebel Alliance a critical foothold in the Bakur Sector. We've been forced to pull back our forces regroup at the Alliance staging area outside Yavin. Luckily, our inside informant has again provided the us with some valuable Intel. We've analysed the data, and command has come up with a plan that should improve our strategic position.
Our target is Imperial convoy LV428, conducting a routine resupply and prisoner pickup in the Korfu system. Our Intel indicates Senator Tuvok, an influential and outspoken Alliance supporter, is being transfered into Imperial custody at this stopover, and scheduled for interrogation. Securing his release before the Imperial interrogators get to him will be a big win for the Alliance. Destroying (or optionally capturing) convoy LV426 should be a considered a low priority secondary objective.
Mission Setup
Rebels - 200 squad points that must include the Corvette.
Empire - 175 squad points that must include Slave I & Boba Fett.
No asteroids are used for this battle, played on a 3x3 map.
To begin, the Imperial player takes 5 proton bomb tokens, and marks one of them with a wet erase pen. The bombs represents cargo transports, with the marked transport being the one that contains Senator Tuvok. The Imperial Player places the transports in a row, perpendicular to the edge, down the center of the map. They must be exactly range 1 from the Imperial edge, bases close to touching one another. The marked token is flipped face down to hide its location from the Rebel players. Then he places 1 large ship base next to the convoy that represents the supply barge.
Next the imperial player places his fleet within range 1-3 of the Imperial edge. Finally, the rebel places his fleet at range 1 of the Rebel edge of the map.
Special Rules
Convoy LV426 - The transport ships are unarmed, have 0 agility, 3 hull, and are currently in a low power condition for resupply and refuel. However, as the battle begins, the ships start powering up and plotting hyperspace coordinates. On round 12, any ship that is not disabled will potentially be able to enter hyperspace to safety. Roll 1 defense die for each transport every round after 12. On an evade, the ship has jumped, and its cargo is safe. Cargo transports may not be fired upon at any time by the Imperial player. Collision is calculated as a small ship.
Scanning the transports - Once approaching range 1 of a Transport, any Rebel ship can perform a "scan" action. One scan token is placed on the transport, and another on the ship performing the scan. If the scanning ship survives the round, the scan action is complete. At the start of the activation phase next round, the transport can be flipped over to reveal if it is cargo or Senator Tuvok.
The supply barge - The barge is a slow moving hyperspace capable fusion reactor, designed to rendezvous with small convoys such as LV426. It has 0 agility, 5 hull, and currently in low power mode to refuel and resupply the convoy. It will begin powering up on round 1, and like the convoy, potentially escape on round 12. Destroying it has no mission significance, but if destroyed, the barge does area damage as a proton bomb. Collision is calculated as a large ship.
Capturing a cargo transport - once he's been revealed, the Senator, or any other transport, may be captured 2 different ways.
1) Any small Rebel ship at range 1-2 may declare a "disable" attack during the combat round. Attack is rolled as normal, with only a single * required for success. No damage is sustained. The Transport is considered disabled, and a damage token is placed on its base to represent this condition. The next round, any ship at range 1 can declare a Tow Action to fire a tow cable to the transport. The transport token immediately is placed directly behind the towing ship, and accompanies it for the remainder of the battle. The towing ship needs only disengage off any edge to escape with the stolen cargo.
2) The corvette aft may tractor the transport at range 1-3. Tractored cargo transports do not need to be disabled prior, and once engaged in the tractor beam, cannot jump to hyperspace after round 12. To tractor, the corvette aft section must declare a tractor action, and expend 1 energy. The container moves towards the closest corner of the corvette at speed one, and it is considered captured the moment the bases touch. Tractor movement is executed on the activation phase of each round, immediately following the corvette. The capitol ship has space for 1 transport, and once captured, it cannot be removed from the corvette for the remainder of the battle. The corvette needs only disengage off the map to escape with the stolen cargo.
Victory Conditions
Rebel - Rescue Senator Tuvok
<<Bonus victory>> Rescue Tuvok & destroy the 4 remaining Imperial cargo transports.
<<Bonus bonus victory>> Rescue Tuvok, steal 1 or more cargo transports, destroy the rest.
Imperial - Prevent the rescue of Senator Tuvok
<<bonus victory>> Prevent the rescue of Senator Tuvok & Destroy all rebels
<<bonus bonus victory>> Prevent the rescue of Tuvok, destroy all rebels, and end with all cargo intact and accounted for.