Prowls of the Razor Shark
The Razor Shark is a Nebulon B2 frigate assigned to harass Imperial forces in the Gaulus Sector. She is dispatched with her full complement of 24 starfighters, and given six objectives to complete.
The Rebel player is allowed to deploy 500 points of fighters (or 24 ships, whichever is less) during the course of the scenario. . .but he can deploy any point total for any given scenario! On the other hand, if he runs out of fighters before the objectives are completed, the Imperial player automatically wins. The Imperial player must always deploy the standard 100 points. . .but never runs out of fighters.
Since this a campaign, named pilots and unique droids or ships cannot be used again if destroyed in an engagement. Disposable ordnance (missiles, etc.) are in unlimited supply for the Rebels.
Mission I: Ship Yard Attack
The Rebels assault an Imperial ship yard to destroy a nearly-complete light cruiser.
Points: 100 Empire, plus the light cruiser (use the Corellian Corvette, but it does not move or fight back).
Setup: As normal for the Rebels. 100 points of Imperial ships begin as usual; the light cruiser is placed at Range 3 from the Imperial table edge.
Imperial Victory: All ships destroyed.
Rebel Victory: Light cruiser destroyed; remaining Rebel ships escape to table edge (jump to hyperspace).
Mission II: The Mine Field
The Rebels must destroy a communications relay protected by mines.
Points: 100 for the Empire.
Setup: As normal for the Rebels. The Imperial player sets up his ships as normal. In addition, before ships are deployed, he places up to 8 proton bombs anywhere he likes and the Imperial satellite in the middle of the playing field. The satellite has 6 Hull points, cannot perform any Actions, and does not suffer Critical Hits. Any ship touching a proton bomb (mine) suffers its effects.
Imperial Victory: All ships destroyed.
Rebel Victory: Satellite destroyed; any remaining Rebel ships escape to table edge (jump to hyperspace).
Mission III: The Hornet’s Nest
The Rebels attack a starfighter base. Some of the Imperial’s fighters have managed to launch, but 8 TIE/lns remain in the docking bay.
Points: 100 Empire, plus 100 more in the bay.
Setup: As normal for the Rebels. 100 points of Imperial ships begin as usual; up to 8 reserve TIE/lns remain against the very back edge of the table. Each turn after the 1st, the Imperial player rolls one attack die: on a Hit, 1 TIE/ln may launch and join the battle. On a Critical Hit, 2 fighters launch. TIE/lns still in the docking bay may be fired upon, and get no defensive rolls!!
Imperial Victory: All ships destroyed.
Rebel Victory: All ships destroyed; any remaining Rebel ships escape to table edge (jump to hyperspace).
Mission IV: Asteroids!
The battle takes place in an asteroid field.
Points: 100 for Empire.
Setup: Standard setup for asteroids. However, each turn roll d4 and d6. The asteroids move each turn. D4 determines direction: 1 = toward Rebels, 2 = right, 3 = towards Imperials, 4 = left. D6 determines template: 1-2 = 1 Straight, 3-4 = 1 Bank, 5-6 = 1 Turn.
Imperial Victory: All ships destroyed.
Rebel Victory: All ships destroyed; any remaining Rebel ships escape to table edge (jump to hyperspace).
Mission V: Furball
The Rebels misjump into an Imperial patrol zone.
Points: 100 for Empire.
Setup: Ships are placed anywhere on the playing field, by the opposing player, alternating turns (Rebel places 1 Imperial ship, Imperial places 1 Rebel ship, etc.). Ships cannot be placed closer than Range 3 from another ship or Range 2 from the table edge. They can be placed facing any direction, but must be able to maneuver enough to not be forced from the playing field.
Imperial Victory: All ships destroyed.
Rebel Victory: All ships destroyed; any remaining Rebel ships escape to table edge (jump to hyperspace).
Mission VI: Enemy Commander
An Imperial communique has been intercepted, and the travel plans of the local Moff are known!
Points: 100 for Empire, plus 1 Lambda shuttle of any point cost.
Setup: Standard. The Lambda shuttle must remain in the board for 6 turns. After the sixth turn, it must run from the Imperial half of the playing field off the Rebel’s table edge. (If the shuttle is on the Rebel side on the beginning of the 7th turn, it must return to the Imperial side before fleeing!)
Imperial Victory: All ships destroyed.
Rebel Victory: Lambda shuttle destroyed; any remaining Rebel ships escape to table edge (jump to hyperspace).
Edited by Darth Meanie