I've got a local guy that loves Tie Punishers. I've always been a Tie Bomber guy and never really liked the idea of the Punisher. Well, the way I looked at them were that they were just too expensive for what they brought. I know they are designed as a heavy hitter type of ordnance carrier. I figured they would probably shine in a mission that was made for just them. So, I let the idea peculate for a couple months and listened to Babaganoosh' thought on mission design. I came up with a mission that I think is going to be fun, no matter who wins. Yes, it might be tilted towards the Tie Punishers, but I'm OK with that. I do want to test it out to see how balanced it is. I don't want it to be TOO easy for one side.
NOTE: I am going under the idea that the Tie Punisher has hyper drives. Yes, I know that there is little canon about it and it generally points towards the Tie Punisher not having hyper drives, but I'm going to ignore it as I think it makes more sense that it does.
I will also recommend using terrain from the HotAC (Heroes of the Aturi Cluster campaign) for various terrain bits. It's what I'll be using.
Background:
Pirates have been plaguing the local system for months and Imperial forces have not been able to discover their base. A droid on one ship that was captured managed to hide on-board and was able to send a signal to authorities to discover the location of the pirate base. Asteroids and mines make it impossible for an Imperial Star Destoryer to jump in to take care of it. A heavy strike force being deployed to smash base. This consists of Black Eight Squadron being sent in with a large load of ordnance and a Gozanti bringing in small fighter support consisting of Tie Fighters from Black Squadron. Gran Moff Tarkin has taken an interest in the engagement and is taking command from the Gozanti since fighting pirates is how he achieved prominence in the first place (or perhaps it's before he became Gran Moff).
Since Imperial scouts know that there are mines and turbo lasers protecting the base, the Gozanti will need to jump in and release Tie Fighter support, but wait for the Tie Punishers to clear out the turbo lasers and mines before advancing.
Setup:
Use a 3x6 game table used long ways. Put the pirate base in the middle of the table at R2 from the board edge. Use HotAC components for the base and two attachments. The two attachments to the main base should have 2 Shield Use HotAC smaller star base attachments for 4 Single Turbo Lasers within R2 from the center mark of the table. They should be spread out evenly. Spread out 6 mine templates from the HotAC components outside of R1 of the center line, but outside the Imperial Deployment.
Special Rules:
- Pirate turrets are 5 hull turrets with no evade dice. They each have a Single Turbo Laser in each, but no extra energy for modifying shots each turn . They have no action or evade dice. They can fire 360. Single Turbo Lasers are 4 red dice and the defender doubles their green defensive dice. R 3-5, but no range modifiers for secondary weapons.
- Mines are 3 hull points and no evade. If any ship runs over them or lands on them, they detonate with as many red dice as hull points remain. Ship suffers all hit or crit results.
- Main pirate base is 10 hull points and no evade dice. It cannot be damaged until the two Shield Generators are destroyed. If this is destroyed, the Imperials win the game.
- Shield Generators have 2 shield and 2 hull, but no evade dice. If they are destroyed, the Imperials may target the main pirate base.
- Starting each round the pirates get 3 tokens (use energy, critical, or stress tokens) per turn. Each token counts as 5 pts. These tokens can be spent at the end of the round to buy new ships. These ships start off on top of the pirate base and move like normal. Any facing you want. There is no change given for the tokens and they are spent in chunks of 5 pts. No unique pilots, except Graz the Hunter. No ordnance is allowed. Mines and Bombs are allowed.
Objective:
Imperials win if they can destroy the Pirate main base
Deployment:
- Imperials - deploy all ships within R3 of the far end of the game area, on the opposite side from the pirate base. Gozanti is fully powered up.
- Pirates - Wave 1 of Pirates starts anywhere behind R3 of the pirate side of the table. Reinforcements deploy on the space station
Imperial Strike Force:
Black Eights Squadron:
- "Redline" : Extra Munitions, Proton Torpedo, Cluster Missiles, Homing Missiles, Ion Bombs, Proton Bombs, Sensor Jammer, and Guidance Chip.
- "Deathrain" : Extra Munitions, Proton Torpedo, Cluster Missiles, Homing Missiles, Ion Bombs, Proton Bombs, Sensor Jammer, and Guidance Chip.
- 2 x Black Eight Squadron Pilots: Extra Munitions, Proton Torpedo, Cluster Missiles, Homing Missiles, Ion Bombs, Proton Bombs, Sensor Jammer, and Guidance Chip.
SaberSquadron:
- 1 x Saber Squadron Tie Interceptors
- 3 x Avenger Squadron Tie Interceptors
The Suppressor (Gozanti Class Cruiser):
- Suppressor title, Grand Moff Tarkin, Optimized Generators, Construction Droid, Sensor Team, Docking Clamps, Broadcast Array, Single Turbo Laser
Pirate Force:
Wave 1:
- 3 x Tansari Point Veteran Scyks: Heavy Scyk title and Ion Cannon
- Kaa'to Leeachos (Z-95): Predator, Shield Upgrade, and Glitterstim
- 4 x Binayre Pirates Z-95
Reinforcments:
Starting e ach round the pirates get 3 tokens (use energy, critical, or stress tokens) per turn. Each token counts as 5 pts. These tokens can be spent at the end of the round to buy new ships. These ships start off on top of the pirate base and move like normal. Any facing you want. There is no change given for the tokens and they are spent in chunks of 5 pts. No unique pilots, except Graz the Hunter. No ordnance is allowed. Mines and Bombs are allowed.
Here are some examples (but you are not limited to only these):
- Graz the Hunter: Glitterstim, and Vectored Thrusters (6 tokens)
- Binayre Pirates : Dead Man's Switch (3 tokens)
- Cartel Space : Hvy Scyk title and Ion Cannon (4 tokens)
- Syndicate Thug : Ion Cannon Turret, BTL-A4 title, and Unhinged Astromech (5 tokens)
- Ruthless Freelancer : Fire Control Systems (5 tokens)
- Mandolorian Mercenary: (7 tokens)
- Spice Runner: Ion Cannon Turret, Outlaw Tech, and Dead Man's Switch (5 tokens)
- Contracted Scout : (5 tokens)
- Cartel Marauder: (4 tokens)
- Black Sun Enforcer: (5 tokens)
OK...I have some more thoughts to go over, but I need to take care of something in the real world first. So, I post this before it's lost.
Edited by heychadwick