I had some great fun with an epic scenario this weekend. It was cinematic and… well.. EPIC.
Princess Leia Organa: Han!
Han Solo: Yes, Your Highnessness?
Princess Leia Organa: I thought you had decided to stay.
Han Solo: Well the bounty hunters we ran into in Ord Mantell changed my mind.
This is the story of the near-disastrous mission at Ord Mantell that changed Han’s mind.
During the consolidation of many remote rebel outposts to Echo Base on Hoth, the GR75 Transport, “Bright Hope” was moving troops and materiel on a route that brought it through the Ord Mantell system. The heroes of Yavin were also near that system on other matters and were asked to escort Bright Hope on the last leg of its mission.
Upon arrival in system, the Millenium Falcon was recognized by a low-level member of the Hutt cartel and an alert was quickly sent to Jabba the Hutt. The rendezvous between the rebel forces occurred as expected and the small fleet set a course out of the planet’s gravity well bound for hyperspace… only the find a blockade of bounty hunters emerging to cut-off their hyperspace vector!
Objectives:
S&V: Capture/Kill Han Solo… and anyone else who might be of value to either the Empire or the Hutt cartel.
Rebels: Run the blockade and escape to the hyperspace barrier (The S&V deployment edge).
Deploy on 6x3 play area. At opposite short ends. The Rebels MUST deploy along the short table edge within range 1 as standard. S&V may deploy within range one of their deployment edge and may also deploy in extended boxes along each long edge. Area defined as range 3 of deployment edge and range 1 of long edge.
S&V MUST field all bounty hunters seen on the bridge of the Executor in ESB: Boba Fett, Bossk, Dengar, IG88, Zuckuss and 4LOM, in any combination of pilot/crew.
Rebels MUST field the 6 movie characters: Luke, Leia, Han, Chewie, R2- D2 and C-3PO. They must field the Bright Hope (with Leia as Crew) and the Millenium Falcon (with Han as pilot). The remaining characters can appear in any combination of pilot/crew/astromech.
Special Rules: All Rebel ships may depart from the S&V deployment zone. Ships leaving the engagement this way are escaped and will not contribute victory points to S&V.
Game End Conditions:
-The Millenium is destroyed.
Or
-All 6 required rebel characters are no longer in play.
Victory conditions:
- If the Millenium Falcon is destroyed, Instant Victory for Scum.
- If all 6 Rebel movie characters escape, Victory for Rebels.
- For any other scenario (E.G.: Han escapes, but Luke is destroyed) victory will be decided by points.
Special Squad Rule: Because the bar for Rebel victory is so high, and because they have a non-weaponed ship, rebels have a 10%-point advantage.
S&V may field up to 300 points. Rebels up to 330.
WHAT WE ACTUALLY PLAYED:
YT-1300: · Han Solo
(46)
Determination (1)
Counter-Measures (3)
· Chewbacca (4)
· C-3PO (3)
· Millennium Falcon (1)
GR-75 Medium Transport: GR-75 Medium Transport (30)
· Leia Organa (4)
· Bright Hope (+2 Energy) (5)
Comms Booster (4)
Shield Projector (4)
Frequency Jammer (4)
X-Wing: · Luke Skywalker (28)
Marksmanship (3)
· R2-D2 (4)
Integrated Astromech (0)
X-Wing: · Wedge Antilles (29)
Wingman (2)
· R7-T1 (3)
Y-Wing: Gold Squadron Pilot (18)
Twin Laser Turret (6)
· R3-A2 (2)
BTL-A4 Y-Wing (0)
HWK-290: · Kyle Katarn (21)
Ion Cannon Turret (5)
· Moldy Crow (3)
· Jan Ors (2)
B-Wing: · Nera Dantels (26)
Extra Munitions (2)
Advanced Proton Torpedoes (6)
Fire Control System (2)
A-Wing: · Jake Farrell (24)
Lightning Reflexes (1)
Proton Rockets (3)
Stealth Device (3)
A-Wing Test Pilot (0)
Push The Limit (3)
X-Wing: · Tarn Mison (23)
R5-K6 (2)
Integrated Astromech (0)
VS:
Aggressor: · IG-88B (36)
Autoblaster (5)
Heavy Laser Cannon (7)
Reinforced Deflectors (3)
IG-2000 (0)
Aggressor: · IG-88D (36)
"Mangler" Cannon (4)
Ion Cannon (3)
Fire Control System (2)
IG-2000 (0)
Firespray-31: · Boba Fett (39)
Outmaneuver (3)
Cluster Missiles (4)
Conner Net (4)
Bombardier (1)
· Slave I (0)
Extra Munitions (2)
G-1A Starfighter: · Zuckuss (28)
Fire Control System (2)
Stealth Device (3)
· 4-LOM (1)
· Mist Hunter (0)
Inertial Dampeners (1)
Tractor Beam (1)
JumpMaster 5000: · Dengar (33)
Deadeye (1)
Advanced Proton Torpedoes (6)
Extra Munitions (2)
Guidance Chips (0)
Recon Specialist (3)
R4 Agromech (2)
YV-666: · Bossk (35)
Marksmanship (3)
· Experimental Interface (3)
Weapons Engineer (3)
Navigator (3)
K4 Security Droid (3)
· Hound's Tooth (6)
"Hot Shot" Blaster (3)
RESULT:
S&V Victory by points (171 to 134) . The Millenium Falcon, aided by MANY Evade tokens granted by the Moldy Crow managed to survive. Wedge Antilles bug-splatted in a fantastically ill-advised attempt to cross the Bright Hope’s path. The loss of Wedge removed just enough covering fire that the Bright Hope could not survive and Luke was taken down at the edge of the hyperspace boundary by a final shot from one of the Aggressors.
Jake Farrell and Nera Dantels, and the Moldy Crow all survived the engagement, and in fact Jake and Nera proved to be amazingly effective with their ordnance, taking out the Mist Hunter, the Slave I and one of the Aggressors.
Dengar and Bossk tore through everything they got close to. Once Wedge, Tarn and the Stresshog went down, there was nothing much left to protect the Bright Hope’s aft.
Rebel Players
I played Jake, Nera, Bright Hope.
My Girlfriend played Luke, Wedge, Tarn.
Her daughter controlled the Falcon, Moldy Crow and Stresshog.
Scum Players
My brother, (AKA Rocmistro on this forum) headed up the Scum forces piloting Bossk and Dengar
One of our friends played the Brobots,
Another good buddy flew the Mist Hunter and the Fett.
We all found this to be an amazingly fun and surprisingly well-balanced scenario.