After the release of the CC campaign, and the relative disappointment I felt when I realized it lacked the depth I really wanted, I'd been thinking about making a number of set piece "campaign" style missions, where players could get together and play out one of the famous moment in the SWU. I was stumped on where to begin rule wise, as finding a way to balance teams and maintain themes gets tricky in the SWU especially when some fights seem fairly one sided. Then I stumbled upon a post by @Mayer21 discussing the idea of NPCing one side of the conflict. He had put together a basic set of rules and I think I've fine tuned it enough for a play test....
I'd love to hear any thoughts on the idea, additions, subtractions, anything you've got.
Rebel Mission: Assault on the Death Star II (1200 point)
Setup:
Rebel players (3x) 400 point fleet (1200 total)
Imperial Player/NPC (1x) 800 point fleet
Rebel players to build fleets in compliance with rules stated on page 6 of the RRG and page 5 of the CC RRG with exception to restrictions on the number of upgrades per ship and fleet point totals.
Players lay down 3 mats. Rebels are 1st player, Imperials are 2nd player.
The Imperials start by placing the station obstacle in the center of the middle mat. Players then take turns placing 3 asteroids and 2 debris obstacles in the setup area, starting with player 1. Obstacles must be placed beyond distance 3 of each other and beyond distance 5 of the station.
Use the rules outlined on pages 15 and 16 of the CC rules reference to set up deployment, hyperspace reserves, and configure allied fleets.
Special Rules:
Imperials do not place tokens for Hyperspace Reserves and must deploy all ships and squadrons as normal.
The station will have a 45° arc on it. During each status phase, before any other effect, the station may choose to rotate it's position by 45°
The match is 8 rounds.
If all rebel ships are destroyed or the rebels fail to destroy the station by the end of round 8 the imperials win.
The station has the following stats and abilities:
-Outer shell 50 HP
-Inner shell 10 HP
-Counter 4 (to squadrons)
-Once per round, instead of activating a ship, the Imperials may choose to activate the station. The station can attack out it's arc once per activation only if it did not attack on the last consecutive turn.
-20 Black dice (anti ship)
-3 blue dice (anti squadron)
-anti ship armament ignores all range restrictions
-Critical effects cannot be contained
-(critical) if target ship is destroyed by this attack, all ships within distance 3 of the destroyed ship suffer 3 damage
-Station can deploy up to 4 new ties within distance 2 at the beginning of odd numbered rounds.
-Inner shell cannot be targeted until outer shell reaches 0 HP
-When Outer shell reaches 0, station can no longer activate, and loses (counter 4) and (ability to deploy new squadrons)
-Inner shell can only be targeted by squadrons
-When inner shell reaches 0 the game is over, Rebels win
The NPC Imperial list:
Assault on the DS II NPC fleet
Author: Darth Sanguis
Faction: Galactic Empire
Points: 800/800
Commander: Darth Vader
Assault Objective: Custom Objective
Defense Objective: Custom Objective
Navigation Objective: Custom Objective
Imperial II-Class Star Destroyer (120 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 144 total ship cost
Imperial II-Class Star Destroyer (120 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 144 total ship cost
[ flagship ] Interdictor-class Combat Refit (93 points)
- Darth Vader ( 36 points)
- Interdictor ( 3 points)
- Engine Techs ( 8 points)
- Leading Shots ( 4 points)
- Targeting Scrambler ( 5 points)
= 149 total ship cost
Raider-I Class Corvette (44 points)
- Instigator ( 4 points)
- Agent Kallus ( 3 points)
- Ruthless Strategists ( 4 points)
- Quad Laser Turrets ( 5 points)
- Flechette Torpedoes ( 3 points)
= 63 total ship cost
Arquitens-class Light Cruiser (54 points)
- Tactical Expert ( 6 points)
- Enhanced Armament ( 10 points)
= 70 total ship cost
Arquitens-class Light Cruiser (54 points)
- Tactical Expert ( 6 points)
- Enhanced Armament ( 10 points)
= 70 total ship cost
Gozanti-class Cruisers (23 points)
- Jamming Field ( 2 points)
= 25 total ship cost
Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost
2 Lamda-class Shuttles ( 30 points)
10 TIE Fighter Squadrons ( 80 points) 