Hi guys, new to the forums and am relatively new to the game itself, I've been playing for about a month so far. I'm a huge fan of Star Wars Rebels, and the Ghost Expansion was my first purchase after the original Core Set (hell of a way to jump in the deep end but I'm making it work). I really enjoyed playing the 'Sabotage' mission that came with the Ghost Expansion, and it reminded me a lot of the Rebels season one episode, 'Out of Darkness'. With that in mind I set about trying to create a mission that used the same lists as the original, but within the scenario of an alternative ending to that episode. I hope you enjoy. C&C appreciated.
Mission 15b - 'Out of Darkness Alternate Ending':
Hera and Sabine have become stranded upon a creature-infested asteroid whilst attempting a pick-up, and the Phantom is in need of repairs. The Ghost is on its way to assist, but the Grand Inquisitor and his pack of TIEs suddenly appear and attack. The Ghost must defend itself against the Imperials long enough for the Phantom to make repairs and dock in order for the Lothal Rebels to make their escape.
MISSION SETUP
Rebel:
Kanan Jarrus (VCX-100; Ezra Bridger, "Chopper", Reinforced Deflectors, Dorsal Turret, Ghost), Hera Syndulla (Attack Shuttle; Predator, Sabine Wren, Phantom).
Imperial:
The Inquistor (Deadeye, Homing Missiles, Guidance Chips, TIE v/1), 4 Obsidian Squadron Pilots.
The Imperial player places 6 asteroids, at range 1-2 from the edges of the board, and at least range 1 from each other. The Rebel player then places the Phantom on top of the largest asteroid token, where it is considered to be inactive and unable to be attacked.
The Rebel player then positions the Ghost anywhere within range 1 along his set-up edge. The Imperial player then does so with his TIEs. The Rebel player has initiative.
SPECIAL RULES
• Repairs Completed: Should the Ghost survive 5 rounds against the Inquisitor and his TIEs, the Phantom is considered repaired and now enters active play. Upon conclusion of the fifth round the Phantom may be assigned and perform one maneuver (in the same manner as deploying from the Ghost, this does not count as revealing a dial) to clear itself of the asteroid it was stranded on, and perform one action (unless stressed or overlapping another ship or obstacle).• Reinforcements: When the Phantom has been repaired and has entered active play, the Imperial player may regain 1 Obsidian Squadron Pilot should his current count be less than 4. • In the Pocket: Once the Phantom has entered active play it may attempt to dock with the Ghost. This must be performed by maneuvering close enough to the Ghost so that the Phantom may perform the "Dock" action, where a 1-speed template may be placed between the front guides of the Phantom base and the rear guides of the Ghost base. If this action is successful the Phantom is removed from the board and is considered to be docked with the Ghost, and all standard benefits afforded by the equipped title cards now apply as per normal rules.
MISSION OBJECTIVES
• Rebel Victory: The Phantom successfully docks with the Ghost, the Ghost then flees the board.• Imperial Victory: Prevent the Ghost from surviving 5 rounds. If unsuccessful, eliminate all Rebel forces.