Flight Deck - Travel Cards idea

By patrickmahan, in Star Wars: Imperial Assault

The idea is simple, copy the travel deck from Descent and incorporate it into Imperial Assault. However since IA takes place in space and different planets, obviously changes have to be made. Here is the idea that I came up with:

Since some campaign missions have the rebel heroes sneak in, sneak out, hurry in, hurry out, are already at the mission site, or stay at the mission site; each mission's rules state whether to draw a Flight Deck card at the beginning of the mission, end of the mission, or never draw a card for this mission. After each card is resolved it gets placed back into the Flight Deck and the deck is reshuffled.

The Flight Deck consists of 5 cards. 2 cards are Blank, 1 card is TIE Fighter Ambush, 1 card is Defensive Line, and 1 card is Hunk of Junk.

The 2 Blank cards have no effect. Consider this meaning nothing happened while entering/leaving the mission zone.

The TIE Fighter Ambush card reads as follows;

TIE Fighter Ambush

Your ship is ambushed by a squadron of TIE Fighters on your way to/from the

mission site. Choose one hero to make a :Tech1: check or a :Tech3: check.

_____________________________________________________________

If the heroes succeed at the :Tech1: check, they evade the TIEs and escape

safely.

_____________________________________________________________

If the heroes succeed at the :Tech3: check, they destroy the TIE squadron.

Imperial Command is displeased with your results and is considering a

demotion. The Imperial Player loses 1 influence.

_____________________________________________________________

If the heroes fail at either check, their ship is damaged but they manage to

barely escape. Imperial Command is pleased with your results and is considering

a promotion. The Imperial Player gains 1 influence.

_____________________________________________________________

I got one! - Luke Skywalker

The Defensive Line card reads as follows;

Defensive Line

The mission site is littered with Anti-Air laser batteries. It'll take some fancy

flying to not get blasted to pieces. Choose one hero to make a :perception1:

or a :perception3: check.

_____________________________________________________________

If the heroes succeed at the :perception1: check, they evade the Imperial's

defenses and land at the rendezvous point.

_____________________________________________________________

If the heroes succeed at the :perception3: check, they notice a hole in the

Imperial's Anti-Air grid. Exploiting this weakness the rebels are able to land

closer to the rendezvous point then initially planned. Start the mission

at round 0.

_____________________________________________________________

If the heroes fail at either check, their ship takes a powerful blast from an

Imperial Turbolaser. There is no permanent damage but with their shield's

gone the rebels are forced to land farther than initially planned and must walk

to the mission site. Start the mission at round 2.

_____________________________________________________________

Good, our first catch of the day. - Xamuel Lennox

The Hunk of Junk card reads as follows;

Hunk of Junk

Desperate times call for desperate measures for the Rebellion. Unfortunately

that means your starship in this case. That blast door is broken again and

won't open. Choose one hero to make a :strength1: or a :strength3: check.

_____________________________________________________________

If the heroes succeed at the :strength1: check, they manage to pry the blast

door open enough... but it'll still take some repairs back at Rebel Base.

_____________________________________________________________

If the heroes succeed at the :strength3: check, they manage to open the blast

door completely without tearing it out. Knowing they have someone strong enough

in the crew, maybe they can save some of their funds for repairing for other things.

The rebel heroes gain 50 credits per hero.

_____________________________________________________________

If the heroes fail at either check, the blast door doesn't move at all. With half your

crew cut off from the other side of the ship you need to make a detour and pay

for repairs with your own money. The rebel heroes lose 50 credits per hero.

_____________________________________________________________

Hear me baby, hold together. - Han Solo

As you can see, each card has a risk/reward mechanic. The rebel heroes can go for the safer but unrewarding option or they can go for the riskier but rewarding option. This is incase the play group doesn't have a hero with a certain high check skill or if they feel that they don't actually need the reward and don't want risk losing anything. However there is always the chance that they lose even the 1 stat checks. The blank cards are there so these effects don't happen all the time and give some tension each time the deck is drawn from.

Simple and, most importantly, not game breaking. Robinson Crusoe had a similar expansion for the starting beach tile.

The only missions I dont see this working with is forced missions like "Impounded" and defense missions like "Under Siege" and "Celebration". But that's a minor detail.

Looks neat :)

Starting on Round 2 is variably game breaking. There are a fair number of missions that would be virtually impossible with this. But I like the concept.

Edited by tomkat364

I like the idea and the effort put into it. My Rebels were surprised there wasn't any sort of between mission traveling or story line, just an upgrade phase and you are back into the next mission. I guess it sort of plays like a season of Rebels, but they would rather have it play like Clone Wars.

Edited by FrogTrigger

I think the idea works but needs some balance developments. As is there's almost never a reason for the heroes to try the three test (8/9 chance of nothing vs <20% of +x and otherwise -x).

Also one needs to think about hero abilities and how (or I suppose if) they work with this (most notably force adept).