Prowls of the Razor Shark Campaign

By Darth Meanie, in X-Wing

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

Oh, I like this very much!!

PS: in the Mission II "Rebel Victory" in wrong.

Looks good. One question though. When do the asteroids move? Beginning or end of Activation phase?

Nice! I always love me some Nebulon action!

1 hour ago, Stoneface said:

Looks good. One question though. When do the asteroids move? Beginning or end of Activation phase?

I guess it would depend if you want to set difficulty to Easy or Hard. If they moved on PS 0, ships would lose Actions, vs. on PS 12 they would only strike ships for damage since actions have already been declared. . .

2 hours ago, Odanan said:

Oh, I like this very much!!

PS: in the Mission II "Rebel Victory" in wrong.

Fixed that, thanx.

Also, the light cruiser could now be an actual Raider. I wrote this before it was released.

Another question. Has anyone playing the Rebels tried overwhelming the Imps by bringing max points each mission? Out number the Imps 5:1 (in points) each round reduced casualties on the Rebel side, shorter games and a better chance for a rebel victory.

And another question. In the shipyard attack, does the light cruiser have shields?

Edited by Stoneface
Clarification
7 hours ago, Stoneface said:

Another question. Has anyone playing the Rebels tried overwhelming the Imps by bringing max points each mission? Out number the Imps 5:1 (in points) each round reduced casualties on the Rebel side, shorter games and a better chance for a rebel victory.

And another question. In the shipyard attack, does the light cruiser have shields?

So far, no. I guess another thing I implied but did not state is that the Rebels build a 24 ship roster before you start the campaign; thus you ships and upgrades are fixed. . .only ordnance is renewable. Essentially, all of your ships are embarked on the Nebulon before the patrol, so if you lose all of your Y-wings in a mission, for example, that's it.

While the Rebels can bring a 5:1 battle to bear, there are 6 missions, and more than 600 points of things to destroy. Plus, they also must run off the board, allowing for some dangerous retreating shots. Hopefully, the Rebel player is thinking about resource management, rather than overwhelming force.

And we have given the cruiser shields.

As a final word of warning, this campaign was done around Wave 5, so we have not tried it with the newer ships.

Which reminds me. . .I was thinking this would be a cool upgrade for a mission:

Mission III: The Emperor's New Groove

The Rebels attack a starfighter base housing some of ther Imperial's latest TIE prototypes. Some of the Imperial’s fighters have managed to launch, but 3 TIE Defenders (or Phantoms) 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 3 reserve TIEs 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 may launch and join the battle. On a Critical Hit, 2 fighters launch. TIEs 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).

49 minutes ago, Darth Meanie said:

So far, no. I guess another thing I implied but did not state is that the Rebels build a 24 ship roster before you start the campaign; thus you ships and upgrades are fixed. . .only ordnance is renewable. Essentially, all of your ships are embarked on the Nebulon before the patrol, so if you lose all of your Y-wings in a mission, for example, that's it.

While the Rebels can bring a 5:1 battle to bear, there are 6 missions, and more than 600 points of things to destroy. Plus, they also must run off the board, allowing for some dangerous retreating shots. Hopefully, the Rebel player is thinking about resource management, rather than overwhelming force.

And we have given the cruiser shields.

As a final word of warning, this campaign was done around Wave 5, so we have not tried it with the newer ships.

Which reminds me. . .I was thinking this would be a cool upgrade for a mission:

I like these missions! Adds a nice, new facet to the game that's shorter than the HotAC campaign. Tomorrow for sure.

9 minutes ago, Stoneface said:

I like these missions! Adds a nice, new facet to the game that's shorter than the HotAC campaign. Tomorrow for sure.

Cool and thanks. Feedback is welcome.

2 minutes ago, Darth Meanie said:

Cool and thanks. Feedback is welcome.

No problem. I'll give you a post mortem probably on Monday.

On 4/28/2017 at 9:44 PM, Darth Meanie said:

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).

I think I'm about ready to try the campaign but have one more question. Is damage done to ships repairable between scenarios? Obviously destroyed ships can't be glued back together.

1 hour ago, Stoneface said:

I think I'm about ready to try the campaign but have one more question. Is damage done to ships repairable between scenarios? Obviously destroyed ships can't be glued back together.

Yes, complete repair and reload on ships that survive for the Rebels (and Imps, too). But space dust is space dust. ;)