X wing epic scenario - feedback please

By Marauder1983, in X-Wing

Hi everyone. I am working on an epic scenario for X-wing and I would like to get some feed back from other players. Please feel free to give me honest feedback, I have thick skin. I estimate it would take around 4 hours to play.

Here re it is.

X-Wing: 3v3 Scenario – Ambush

Play Area: 4 3x3 Play surfaces arranged in a square, 6 obstacles per team

  • The imperial player will choose any number of the available obstacles for the play area, then players will then place them as normal per the rules

  • The Imperial force will choose initiative

The imperial sector fleet has been dispatching large scale patrols throughout the sector and Rebel command has been able to isolate the location of one of these patrols. Tarsis Squadron will be dispatched to engage and destroy the Imperial Patrol.

Imperial Forces (400 Points):

The Imperial Patrols have been fluctuating in size and strength composition over the last few months due to the influence of Grand Admiral Thrawns interest in pacifying the sector. Our intelligence has offered us a glimpse at the expected strength of the enemy. We believe the enemy patrol will consist of at least 1 Gozanti class patrol ship and a full squadron of fighter escorts. Due to the changing tactics of the Imperial forces we also expect to see mercenaries and Bounty Hunters flying in their formations.

  • ---------------------------------Rebel Intel on Imperial Patrol-----

  • Will include at least one Gozanti Patrol Craft (no Raiders)

  • At least 12 Small Ships (4 will be non Hyper capable)

  • Possible Scum and Bounty Hunters in the engagement

  • Possible split force that can be called in for reinforced

  • --------------------------------Imperial / Scum Setup rules------

  • Must include but not limited to 1 Gozanti Patrol craft

  • 1 player may fly scum but must only fly scum

  • All players may share points, no duplicate Aces

  • Imperial ships will place first

  • Gozanti(s) must place within 1 of any edge of the play area

  • Escort ships may place anywhere in the play area outside of 3 from any edge except the edge closest to your Patrol Ship.

  • Imperial/Scum players must have at least one ship in each quadrant of the play area

  • Reserve Forces – Imperial Players may have up to 70 points of ready reserve forces, separate from the 400 point patrol

    • Reserve forces may be called in as an action from a capitol ship only, this will become the ships action for the turn

    • Reserve forces can only be called on the turn following Imperial fleet engaging with the enemy

    • Reserve forces will deploy within 1 of the closest edge to the capitol ship during the end phase of turn in which they are called.

Rebel Forces (450 points):

Admiral Doodona has authorized one of our Transport ships to assist in the assault and offer electronic warfare capabilities. Tarsis squadron will be a combined task force element built from local Rebel cells and fleet squadron assets.

  • ----------------Imperial Intel on rebels-----------

  • Rebels threat is imminent, possible capitol ship and mixed squadron of escorts

  • Fleet might include local Rebel sympathizers in modified cargo freighters

  • No reinforcements are expected

  • ----------------Rebel Set up rules----------------

  • Must include 1 Transport, no other capitol ships are authorized

  • All players may share points, no duplicate Aces

  • Rebels will place ships during the end phase of turn 1

  • Rebel players must designate the deployment edge they will use on a folded piece of paper prior to the Imperial player setting up their forces

  • Rebel Ships must enter the player area within 1 of the edge they choose to enter from

  • Escort fighters may not deploy within 2 of the Transport or in groups of 4 or more within 2 of each other

  • Reserve Forces – Players may have up to 100 points of ready reserve forces, separate from the 450 point patrol

    • Reserve forces may be called in as an action from a capitol ship only, this will become the ships action for the turn

    • Reserve forces can only be called on the turn following engaging with the enemy

    • Reserve forces will deploy within 1 of the closest edge to the capitol ship during the end phase of turn in which they are called.

Rebel Objective:

The objective of this mission is to destroy the Gozanti Patrol Craft and 80% of the enemy escort before exiting to Hyperspace.

Imperial Objective:

Complete a patrol of all 4 quadrants of the sector and return to your starting point. The Gozanti Patrol Craft must complete its patrol of at least 3 sector quadrants Then Hyperspace out or complete all 4 to end the game after the end phase of the round when the final quadrant is complete. A quadrant will be considered patrolled when the Gozanti passes within range 1 of an objective token placed in the center of each play surface. Imperial players must complete the quadrant that the Gozanti starts in last.

Special Rules (3v3 with 1 scum player only):

Hyperspace:

  • Ships entering Hyperspace must declare their jump to hyperspace as an action.

  • After declaring the jump to hyperspace the ship may make a bank or strait maneuver, no turns. The ship will make a strait maneuver only and take no action on the following turn, after the end phase the ship will enter hyperspace and exit it the play area.

  • If a ship entering hyperspace lands on an obstacle during the jump it will be considered destroyed.

Rebel Player Only:

If there is a Scum Player; in secret before the beginning of the patrol the rebel player will roll a D10. If the roll is between 7 and 9 the rebel player has learned of the Scum player’s involvement in the patrol and how much the Empire is paying them. The rebel player will then roll a second D10, in secret, to determine how much more the rebellion can offer the scum player over the Imperial players. The rebel player may then offer the new contract to the Scum player via secret note to betray the Empire at a point of their choosing.

Scum Players may demand loyalty if the fleet strength of the fleet they are allied with drops below 50% the scum player may choose to abandon the patrol or demand higher pay for their loyalty. A demand for loyalty must be announced before the Planning Phase of a turn by the scum player. In the event of a demand for loyalty each player must roll a D10 per team, write the number down on a folded piece of paper as a percentage to the scum player. The scum player must then chose to join a faction permanently or leave the game via hyperspace.

Scum Player Only:

If offered a contract by the rebellion it is at the sole determination of the scum player on when, how, and if they will betray the Empire. The player should allow the offer to influence their decision.

If the fleet strength of the fleet they are allied with drops below 50% the scum player may choose to abandon the patrol or demand higher pay for their loyalty. A demand for loyalty must be announced before the Planning Phase of a turn. In the event of a demand for loyalty each player must roll a D10 per team, write the number down on a folded piece of paper as a percentage to the scum player. The scum player must then chose to join a faction permanently or leave the game via hyperspace. This choice is up to the player and the player should allow the offers to influence their decision. However the player could just be greedy and want more money.

Imperial Players Only:

Scum Players can be bought off by the highest bidder, be vigilant for secret transmissions to your hired help. You may question your hired mercenaries at any time during the patrol as to their loyalty and at any time if you feel they have been bought off you may attack them freely. Be aware, if you attack the scum player they will no longer be allied with you and may leave or join your enemy.

Scum Players may demand loyalty if the fleet strength of the fleet they are allied with drops below 50% the scum player may choose to abandon the patrol or demand higher pay for their loyalty. A demand for loyalty must be announced before the Planning Phase of a turn by the scum player. In the event of a demand for loyalty each player must roll a D10 per team, write the number down on a folded piece of paper as a percentage then hand it to the scum player. The scum player must then chose to join a faction permanently or leave the game via hyperspace. This choice is up to the player and the player should allow the offers to influence their decision. However the player could just be greedy and want more money.
edit. Here are the pictures

image.png

image.png

image.png

Edited by Marauder1983

Needs more rules.

Are you playing one 6x6 game or 4 3x3 games? I'm having a hard time figuring out how the scenario unfolds.

One 6x6. I have some pictures of the sequence that I made but they are not cooperating with my phone atm

Edited by Marauder1983

here are few clarifying points.

The rebel del and imperial intel is the only information that would be provided to the respective teams. The build rules below the intel applies to the fleet being prepared by the players.

The sequence of play would be as follows.

Predeployment- rebel player picks entry edge and writes it down

deployment turn 1 imperial and scum deploy per scenario rules.

End phase turn 1- rebel player enters and deploys forces on the edge that was writer down in predeployment

turn 2 through end- normal game play (with the exception of the scum turncoat rules)

Edited by Marauder1983
1 hour ago, AllWingsStandyingBy said:

Needs more rules.

What would you suggest?

I haven't got much time but here's some quick advice:

-Remove the scum loyalty swapping rules. I think that these are fairly confusing right now, and in general, side-switching during a game can be hugely disruptive. It seems like this is largely a thematic thing, not baked into the setup of the scenario, and could be a big problem during a game.

-The Rebels have a significant deployment advantage, and their mission objectives are much easier to accomplish. They just need to hurt the Imperials badly, before the Gozanti completes its winding patrol, which will probably take ~12 turns if I'm guessing right. The gozanti's mission takes it out of the fight, while the rebel's mission puts them in the fight at a great advantage.

-I'm not sure why the Gozanti is thematically obligated to complete this patrol pattern in the face of a determined Rebel attack. Presumably, it is looking for Rebels... and it seems to have found them already.

-why do the Rebels start with more points than the Imperials?

1 hour ago, Babaganoosh said:

I haven't got much time but here's some quick advice:

-Remove the scum loyalty swapping rules. I think that these are fairly confusing right now, and in general, side-switching during a game can be hugely disruptive. It seems like this is largely a thematic thing, not baked into the setup of the scenario, and could be a big problem during a game.

-The Rebels have a significant deployment advantage, and their mission objectives are much easier to accomplish. They just need to hurt the Imperials badly, before the Gozanti completes its winding patrol, which will probably take ~12 turns if I'm guessing right. The gozanti's mission takes it out of the fight, while the rebel's mission puts them in the fight at a great advantage.

-I'm not sure why the Gozanti is thematically obligated to complete this patrol pattern in the face of a determined Rebel attack. Presumably, it is looking for Rebels... and it seems to have found them already.

-why do the Rebels start with more points than the Imperials?

Thanks for the thoughts Baba. I know this scenario steps away from the standard equal strength dog fight that a standard game usually relies on. I endeavored to bring imbalance to the scenario in a way that doesn't completely follow US Army doctrine of attacking an enemy with a force roughly three times the size in order to maximize the success, this ratio was just too high for our game. No one would play a 1200 on 400 game, it would be a slaughter.

1. Scum - when I was creating this I designed the idea of side swapping to be extremely disruptive and I wanted to allow the scum player to play the role of mercinary for hire. I also wanted to ensure that the scum player was not forced into picking if they would betray his employer but rather be given the option to ensure they can make the most for thier organization as possible. I will look at cleaning up the rules around the scum element to provide a more clean read.

2. Rebel advantage - yes the rebels do have an advantage in points but there is no reason the gozanti has to stoically trudge along a predestine path. Once the rebels are on the table the imperial player has to make several tactical descisions in order to survive the ambush. The rebel player also has to rely on a small bit of luck when they pick the side of entry. Say the rebels pick the side that the imperials deploy most of thier forces to and the transport come out of hyper right in front of the gozanti and its escorts. That ship is going to get crushed in the first round or two of combat.

In order to stifle the numerical advantage what would you think of including a rule of no title for the transport.

I also tried to leave the imperial fleet options very open, they could take two gozanti patrol ships instead of just one. Set up with quad laser cannons in a staggered patrol could be very advantageous for the imperial and allow them to complete the mission more quickly.

3. The gozanti - I have played the epic format and it just reduced to a slug fest between capital ships. I wanted to give the imperial player a mission. I draw on my military experience a lot when I am working on scenarios and even in the army if you have a mission and you get attacked you still need to make every attempt to complete the mission. I could adjust the patrol way points to be secret Intel drops if that make the scenario more thematic and illicit is a sense of importance rather than just patrolling around the sector.

4. Rebel advantage - you never attack an enemy with the same sized force in an ambush where you do not have territorial advantage or cover advantage. Since the "home field" advantage is with the imperial player with respect to starting location, force placement, and obstacle numbers choice I gave the rebels the advantage of force size. If I were planning an assault on an enemy patrol of 4 combatants I would bring at least 8-12 soldiers. Since this is unrealistic for X wing, as said above, I brought the numbers down a bit. I have been going back and forth on the rebel reinforcements though. I am wondering if that is to much advantage for them.

Edited by Marauder1983

4.Attacker advantage in numbers - that's not really as effective in xwing as it would be in others games. There are no defensive potions the defenders can use. You'd be better off keeping the points the same here.

I will admit my eyes glazed over a bit. Lot of complication added with all the rules. Streamlining would be good.

I added some pics to the main post that might add some clarity. I also realized that in the "Intel" is what would be provided to the enemy force and is not part of the build requirements for the fleets.

Edited by Marauder1983

First off, this a very cool scenario. I like the idea of a rebel ambush; it feels very thematic for the Rebellion to come out of hyperspace into an attack like this. That said, I have some thoughts about it.

5 hours ago, Marauder1983 said:

Play Area: 4 3x3 Play surfaces arranged in a square, 6 obstacles per team

  • The imperial player will choose any number of the available obstacles for the play area, then players will then place them as normal per the rules

  • The Imperial force will choose initiative

The imperial sector fleet has been dispatching large scale patrols throughout the sector and Rebel command has been able to isolate the location of one of these patrols. Tarsis Squadron will be dispatched to engage and destroy the Imperial Patrol.

Thoughts: Too complicated. Just have the Empire setup all obstacles (no need to choose how many), and leave initiative alone. Also, I'm not sure why you've named the Rebel Squadron, I'd leave that up to the players.

Imperial Forces (400 Points):

The Imperial Patrols have been fluctuating in size and strength composition over the last few months due to the influence of Grand Admiral Thrawns interest in pacifying the sector. Our intelligence has offered us a glimpse at the expected strength of the enemy. We believe the enemy patrol will consist of at least 1 Gozanti class patrol ship and a full squadron of fighter escorts. Due to the changing tactics of the Imperial forces we also expect to see mercenaries and Bounty Hunters flying in their formations.

  • ---------------------------------Rebel Intel on Imperial Patrol-----

  • Will include at least one Gozanti Patrol Craft (no Raiders)

  • At least 12 Small Ships (4 will be non Hyper capable)

  • Possible Scum and Bounty Hunters in the engagement

  • Possible split force that can be called in for reinforced

  • --------------------------------Imperial / Scum Setup rules------

  • Must include but not limited to 1 Gozanti Patrol craft

  • 1 player may fly scum but must only fly scum

  • All players may share points, no duplicate Aces

  • Imperial ships will place first

  • Gozanti(s) must place within 1 of any edge of the play area

  • Escort ships may place anywhere in the play area outside of 3 from any edge except the edge closest to your Patrol Ship.

  • Imperial/Scum players must have at least one ship in each quadrant of the play area

  • Reserve Forces – Imperial Players may have up to 70 points of ready reserve forces, separate from the 400 point patrol

    • Reserve forces may be called in as an action from a capitol ship only, this will become the ships action for the turn

    • Reserve forces can only be called on the turn following Imperial fleet engaging with the enemy

    • Reserve forces will deploy within 1 of the closest edge to the capitol ship during the end phase of turn in which they are called.

Thematic Thoughts: Consorting with Scum sounds like the tactics of an Empire losing its grasp. I would use that; say the Empire is stretched thin in this sector, and has had to hire bounty hunters and mercenaries to bolster their patrols. It makes the Rebel attack more credible if they're trying to jump on an Empire that's overreaching.

Gameplay Thoughts: Seems good, though a little wordy. I would probably give the Empire a bigger reinforcement block, or give them two reinforcement groups.

Rebel Forces (450 points):

Admiral Doodona has authorized one of our Transport ships to assist in the assault and offer electronic warfare capabilities. Tarsis squadron will be a combined task force element built from local Rebel cells and fleet squadron assets.

  • ----------------Imperial Intel on rebels-----------

  • Rebels threat is imminent, possible capitol ship and mixed squadron of escorts

  • Fleet might include local Rebel sympathizers in modified cargo freighters

  • No reinforcements are expected

  • ----------------Rebel Set up rules----------------

  • Must include 1 Transport, no other capitol ships are authorized

  • All players may share points, no duplicate Aces

  • Rebels will place ships during the end phase of turn 1

  • Rebel players must designate the deployment edge they will use on a folded piece of paper prior to the Imperial player setting up their forces

  • Rebel Ships must enter the player area within 1 of the edge they choose to enter from

  • Escort fighters may not deploy within 2 of the Transport or in groups of 4 or more within 2 of each other

  • Reserve Forces – Players may have up to 100 points of ready reserve forces, separate from the 450 point patrol

    • Reserve forces may be called in as an action from a capitol ship only, this will become the ships action for the turn

    • Reserve forces can only be called on the turn following engaging with the enemy

    • Reserve forces will deploy within 1 of the closest edge to the capitol ship during the end phase of turn in which they are called.

Thoughts: I don't like that the Empire gets false information. To go from 'no reinforcements are expected' to 100 points joining the fight is pretty shocking. I like the secret deployment though.

Rebel Objective:

The objective of this mission is to destroy the Gozanti Patrol Craft and 80% of the enemy escort before exiting to Hyperspace.

Imperial Objective:

Complete a patrol of all 4 quadrants of the sector and return to your starting point. The Gozanti Patrol Craft must complete its patrol of at least 3 sector quadrants Then Hyperspace out or complete all 4 to end the game after the end phase of the round when the final quadrant is complete. A quadrant will be considered patrolled when the Gozanti passes within range 1 of an objective token placed in the center of each play surface. Imperial players must complete the quadrant that the Gozanti starts in last.

Thoughts : The Rebel objective should probably be to destroy a certain number of points, rather than a certain percentage. Easier to calculate. I agree with the earlier comment; the Imperials' objective feels strange, to keep patrolling while under attack. I would instead tweak the scenario; have the Empire be destroying secret Rebel satellites or data relays or something. Let the Rebel player place six satellite tokens on the field after all the asteroids are down, has to be at least one in each quadrant, and the Empire has to destroy all of them. That means they have to move around and split their fire. That being the case, I would also give the Empire the superior force; let them have 500 points, since they'll be scattered when the Rebels attack. Having all the Rebel forces in one group is a huge advantage.

Special Rules (3v3 with 1 scum player only):

Hyperspace:

  • Ships entering Hyperspace must declare their jump to hyperspace as an action.

  • After declaring the jump to hyperspace the ship may make a bank or strait maneuver, no turns. The ship will make a strait maneuver only and take no action on the following turn, after the end phase the ship will enter hyperspace and exit it the play area.

  • If a ship entering hyperspace lands on an obstacle during the jump it will be considered destroyed.

Rebel Player Only:

If there is a Scum Player; in secret before the beginning of the patrol the rebel player will roll a D10. If the roll is between 7 and 9 the rebel player has learned of the Scum player’s involvement in the patrol and how much the Empire is paying them. The rebel player will then roll a second D10, in secret, to determine how much more the rebellion can offer the scum player over the Imperial players. The rebel player may then offer the new contract to the Scum player via secret note to betray the Empire at a point of their choosing.

Scum Players may demand loyalty if the fleet strength of the fleet they are allied with drops below 50% the scum player may choose to abandon the patrol or demand higher pay for their loyalty. A demand for loyalty must be announced before the Planning Phase of a turn by the scum player. In the event of a demand for loyalty each player must roll a D10 per team, write the number down on a folded piece of paper as a percentage to the scum player. The scum player must then chose to join a faction permanently or leave the game via hyperspace.

Scum Player Only:

If offered a contract by the rebellion it is at the sole determination of the scum player on when, how, and if they will betray the Empire. The player should allow the offer to influence their decision.

If the fleet strength of the fleet they are allied with drops below 50% the scum player may choose to abandon the patrol or demand higher pay for their loyalty. A demand for loyalty must be announced before the Planning Phase of a turn. In the event of a demand for loyalty each player must roll a D10 per team, write the number down on a folded piece of paper as a percentage to the scum player. The scum player must then chose to join a faction permanently or leave the game via hyperspace. This choice is up to the player and the player should allow the offers to influence their decision. However the player could just be greedy and want more money.

Imperial Players Only:

Scum Players can be bought off by the highest bidder, be vigilant for secret transmissions to your hired help. You may question your hired mercenaries at any time during the patrol as to their loyalty and at any time if you feel they have been bought off you may attack them freely. Be aware, if you attack the scum player they will no longer be allied with you and may leave or join your enemy.

Scum Players may demand loyalty if the fleet strength of the fleet they are allied with drops below 50% the scum player may choose to abandon the patrol or demand higher pay for their loyalty. A demand for loyalty must be announced before the Planning Phase of a turn by the scum player. In the event of a demand for loyalty each player must roll a D10 per team, write the number down on a folded piece of paper as a percentage then hand it to the scum player. The scum player must then chose to join a faction permanently or leave the game via hyperspace. This choice is up to the player and the player should allow the offers to influence their decision. However the player could just be greedy and want more money.
Thoughts: I agree with the others; this is very cool thematically, but it's a terrible idea for the game. An epic game of this scale is already such a huge investment in time and energy, to have one player turn on their allies halfway through sounds very cool in theory, but in actual practice, it would be bitter and probably cause arguments. Especially true, since the Scum player is much more likely to turn if things are starting to go badly for the Empire, which is just kicking the Imperials while they're down. I would drop this, and drop the hyperspace rules (since they'd no longer be necessary).
Edited by MortalPlague

The size isn't so much a terrible idea. It is however an investment likely spanning most of four or five hours if you can keep the game running quickly, longer if not! Not a bad length for a convention based scenario. The rules need some simplification and the scenario itself play tested and adjusted for balance.

Thank you everyone for the thoughts. I will do some work on this tonight and tweak it using the input.

I am really looking forward to play testing it. I like the idea of a second wave of imp reinforcements and the modification of the objective. I am definitely inclined toward the satellite or data aspect but I want to make sure that I don't make it to easy for the imperial player to just run ships over to the objectives and destroy them with small ships. Maybe collect them and return them to the Gozanti or keep the gozanti as the main capture/kill source. Perhaps only ships equipped with tractor beams can capture the satellites and move them to the capitol ship for extraction and when moving them a ship an shoot but is limited to up to a 2 strait and bank, no hard turns or they lose the satellite they are carrying. Dropping it 1 behind the ship if they do.

Keep the comments coming and I will put a second version up when it is adjusted.

The naming of of the squadron was just part of the creative process when I built this thing, easy fix. Same with the bad intel, that was a left over from the rough draft that I missed.

Edited by Marauder1983
5 hours ago, Marauder1983 said:

...I want to make sure that I don't make it to easy for the imperial player to just run ships over to the objectives and destroy them with small ships. Maybe collect them and return them to the Gozanti or keep the gozanti as the main capture/kill source. Perhaps only ships equipped with tractor beams can capture the satellites and move them to the capitol ship for extraction and when moving them a ship an shoot but is limited to up to a 2 strait and bank, no hard turns or they lose the satellite they are carrying. Dropping it 1 behind the ship if they do.

You want your primary objective to be simple. Forcing the Empire to have tractor beams and slowly move satellites around would be complicated at the table. I can see that you want to have the Gozanti play a big role in the objective, but considering the speed of epic ships, I think that would be a mistake. It would take the thing forever to actually navigate the battlefield.

I would have each satellite have 10 hit points or so. The Empire would have to commit a few ships to each one, or attack it slowly over the course of a few rounds. If they spread out and attack all of them, they would spread themselves thin enough that the Rebels could overwhelm them.

I had the same thought. I am almost done with the revisions.

Here is Version 2

X-Wing: 3v3 Scenario – Hasty Ambush

Play Area: 4 3x3 Play surfaces arranged in a square, 6 obstacles per team. Each team will bring 3 Satellite and 6 Objective Tokens

  • The imperial player place all asteroids and debris fields
  • The Rebel Player will place all objective tokens and secretly identify which 6 tokens are satellites, minimum 1 per quadrant
  • The Imperial force will choose initiative

Situation:

The imperial sector fleet has been dispatching large scale patrols throughout the sector in an effort to identify Rebel Spy satellite networks. The imperial Patrol will attempt to destroy the satellite network, the rebel forces will attempt to defend and destroy the imperial forces.

Objectives:

Rebel Objective:

The objective of this mission is to destroy the Gozanti Patrol Craft and 300 points of the enemy escort or 400 points of the enemy fleet before exiting to Hyperspace. At least 2 satellites must survive.

Imperial Objective:

Identify and destroy 6 spy satellite relays then Hyperspace out.

Intelligence reports: (Provide these to the indicated teams)

Rebel Alliance-

The Imperial Patrols have been stretched thin over the last few months due to the influence of Grand Admiral Thrawns efforts in pacifying the sector. Our intelligence cell has identified an imperial patrol that is set to investigate one of our spy satellite networks in your area. We believe the enemy patrol will consist of at least 1 Gozanti class patrol ship and a full squadron of fighter escorts. Due to the wide spread deployment of the Imperial forces we also expect to see mercenaries and Bounty Hunters being used to bolster their ranks. General Madine has authorized the use of one of our Transports in this attack, no other capitol ships will be available.

You will organize a hasty ambush of the imperial forces to be deployed from Task Force 1. In order to take full advantage of the situation, your force will drop out of hyperspace after the Imperial forces have entered the sector. Your Force will then take advantage of their dispersal efforts to locate the satellites. General Madine has also set aside a backup fighter squadron to be on standby at the edge of the Task force to be called in as support.

  • Will include at least one Gozanti Patrol Craft (no Raiders)
  • Possible Scum and Bounty Hunters in the engagement
  • Expect at least one, possibly two waves of reinforcements (60-80 Points each)

Imperial-

We have located a suspected spy satellite network in our sector. Command has issued orders to seek and destroy these satellites. A Gozanti Patrol craft and escort will be dispatched to the suspected area. Intelligence operatives have identified 12 possible locations that will be marked in your sector for investigation. Scan the areas and discern the location of the satellites. Once the Satellites has been located you will destroy them. The Rebel Alliance is monitoring the area and is expected to respond in force to defend the network. Expect heavy resistance.

Due to the wide spread deployment of our forces you are authorized to hire local mercenary groups and Bounty hunters to bolster your forces. Be aware that the Rebel Alliance has agents within these factions and will attempt to influence the local mercenaries.

  • Rebels threat is imminent, possible capitol ship and mixed squadron of escorts
  • Rebel Force is not expected to be on site when Imperial forces arrive
  • Fleet composition is expected to be primarily mixed Fighter Squadrons and could include Rebel sympathizers in modified cargo freighters
  • Reinforcements are expected, minimum one wave of 90-110 points

Fleet Build Restrictions and Requirements:

Imperial Forces (400 Points):

  • --------------------------------Imperial / Scum Setup rules------
  • Must include but not limited to 1 Gozanti Patrol craft
  • 1 player may fly scum but must only fly scum (100 point Maximum)
  • All players may share points, no duplicate Aces
  • Imperial ships will place first
  • Gozanti(s) must place within 1 of any edge of the play area
  • Escort ships may place anywhere in the play area outside of 3 from any edge except the edge closest to your Patrol Ship.
  • Imperial/Scum players must have at least one ship in each quadrant of the play area
  • Reserve Forces – Imperial Players may have 2 waves of reinforcements up to 75 points of ready reserve forces each, separate from the 400 point patrol
    • Reserve forces may be called in as an action from a capitol ship only, this will become the ships action for the turn
    • Reserve forces can only be called on the turn following Imperial fleet engaging with the enemy
    • Reserve forces will deploy within 1 of the closest edge to the capitol ship during the end phase of turn in which they are called.
    • Each wave of reserve forces must be separated by at least two turns

Rebel Forces (450 points):

  • ----------------Rebel Set up rules----------------
  • Must include 1 Transport, no other capitol ships are authorized
  • All players may share points, no duplicate Aces
  • Rebels will place ships during the end phase of turn 1
  • Rebel players must designate the deployment edge they will use on a folded piece of paper prior to the Imperial player setting up their forces
  • Rebel Ships must enter the player area within 1 of the edge they choose to enter from during the end phase of turn 1
  • Escort fighters may not deploy within 2 of the Transport or in groups of 4 or more within 2 of each other
  • Reserve Forces – Rebel Players may have up to 100 points of ready reserve forces, separate from the 450 point patrol
    • Reserve forces may be called in as an action from a capitol ship only, this will become the ships action for the turn
    • Reserve forces can only be called on the turn following engaging with the enemy
    • Reserve forces will deploy within 1 of the closest edge to the capitol ship during the end phase of turn in which they are called.

Special Rules:

Satellites:

  • Objective tokens placed in the play area will represent the possible locations of satellites.
  • The rebel player will make a sketch of the play area and mark on the sketch which of the 12 objective tokens contain a satellite.
  • Imperial ships must end movement within range 1 of these tokens the use their scanner (action) to investigate the location
  • If the location is revealed to be a satellite the players will replace the objective token with a satellite token – Satellites have no shields but a hull value of 8 and no evade dice.
    • Critical hits will count as 2 hits
  • Satellite defensive systems include a turret based laser cannon with a range of 1-2 with an attack of 2
  • Satellites may only fire once per round at the first ship targeting them at them and only after they have been identified.

Hyperspace (Optional Thematic Rule):

If Players chose to not use this rule the game will end when either objective is achieved.

  • Ships entering Hyperspace must declare their jump to hyperspace as an action.
  • After declaring the jump to hyperspace the ship may make a bank or strait maneuver, no turns. The ship will make a strait maneuver only and take no action on the following turn, after the end phase the ship will enter hyperspace and exit it the play area.
  • If a ship entering hyperspace lands on an obstacle during the jump it will be considered destroyed.

Special Rules for 3 vs 3 (1 scum player):

Scum Loyalty (Optional Role Playing Rule):

If there is a Scum Player; in secret before the beginning of the game the rebel player will roll a D10. If the roll is between 7 and 9 the rebel player has learned of the Scum player’s involvement in the patrol and how much the Empire is paying them. The rebel player will then roll a second D10, in secret, to determine how much more the rebellion can offer the scum player over the Imperial players. The rebel player may then offer the new contract to the Scum player via secret note to betray the Empire at a point of the scum player’s choosing.

In the event that the battle goes poorly for the allied forces, the strength of the fleet they are allied with drops below 200points, the Scum Players may abandon the patrol or demand higher pay for their loyalty. A demand for loyalty must be announced before the Planning Phase of a turn by the scum player. In the event of a demand for loyalty each player must roll a D10 per team, write the number down on a folded piece of paper as a percentage to the scum player. The scum player must then chose to join a faction permanently or leave the game via hyperspace. This choice is up to the player and the player should allow the offers to influence their decision. However the player could just be greedy and want more money.

Self serving bump

The touch-ups look really good. I think having the satellites shoot back is a needless complication, but your mileage may vary.

I still think the Empire needs the points advantage to be competitive in this scenario. They will be scattered at the start of the game, and they need to split their forces to achieve their objective while the rebels don't. I would suggest giving the Empire a 50-100 point advantage on the starting force, rather than their current 50 point disadvantage.

Given the size I am already working with, points wise, maybe reducing the rebels might be easier.

Edited by Marauder1983