Three part scenario! Help appreciated

By Durham Jedi, in X-Wing

Based on an RPG campaign I'm running, I'd like to play out the Firespray scenes in X-Wing. So here's some details to set the scene:

There's only twelve Tie fighters to protect the whole planet, and all are based a few miles from the capital. Usually they patrol in pairs. The Firespray will fly down, land while the crew perform their mission, then take off and move into orbit and off to a safe hyperspace jump point.

My vision for this is as follows:

Part one

I have the Firespray battle two Academy Pilots. Any damage the Firespray suffers will be carried through to the next part, but shields will be back at full strength.

Part two

The crew carrying out their mission allowed time for six Ties to move in. So this will be a straight up fight between the Firespray and six Academy pilots. Again, damage will remain, but I thought of only recharging one shield. Another thought was rolling defence dice for each lost shield and every focus result allowing a shield to return.

Part three

I had two thoughts for this:

1. Have an eight turn countdown while the hyperdrive gets ready.

OR

2. Use the 6x4 size of my gaming mat to go from one narrow end to off the other.

Either way this would be the last four Academy pilots.

The Firespray I was thinking of is as follows:

It's an Empire one by the way

Krassis Trelix

Heavy Laser Cannon

Anti Pursuit Lasers OR Shield Upgrade

Ysanne Isard

If you're doing it as part of an RPG, you might want to consider letting the players kit out the firespray with abilities that they want for their characters to contribute.

For example: one of the characters is typically the engineer. He/she is very good at getting a little extra speed out of the ship, so maybe giving engine upgrade or ten numb's (I think that's his name, the one who make as straight maneuvers green) crew ability.

If I were the GM, I wouldn't worry about what the normal card limits for the ship aree. Let each player pick a crew/pilot ability, or an upgrade card. They'll enjoy having an awesome fireapray and then you can give a couple of the tie pilots ace abilities and not worry as much about accidentally killing the party.

Wouldn't it be more climactic if the last battle was against the 6 TIEs?

In any case, I think you should run what you have in mind a couple of times to see how it plays. I use vassal for playtesting scenarios, and things go pretty quick. That should give you an idea of how fair the scenarios are and what you can expect.

Wouldn't it be more climactic if the last battle was against the 6 TIEs?

Good idea

I'll try out the scenarios before doing it for real too.