Happy Star Wars Day everyone!
I thought I'd share with you a few pictures of what I spent the Star Wars day with. Took half a day off and celebrated with watching movies 4-7 and giving a shot to a HotAC variant, I think
@Stefan
designed, Battlestar "Pallas".
It basically plays exactly like HotAC but you have a Gozanti Transport as your mobile base and you use it in missions as well. It looked very promising after I read into the rules and missions so I thought I will give it a try.
I will post Questions and/or Feedback about the Missions as well, marked in green .
So I made up 3 pilots, got my 90x90 table ready with my DIY star pattern cloth and here we go.
It is a period of fierce space battles. Many pilots have been shot down. Many more have died.
In the ATURI CLUSTER, a peripheral system without much presence from either side, some pilots have been
interred in a secret Imperial prison.
A small group of daring pilots is sent to rescue the prisoners. Just before the mission starts, an Imperial
GOZANTI Assault Carrier docks at the prison. The rebels devise a daredevil new plan...
Mission 1: Flying school
While flying a standard training mission, a small patrol of TIE fighters is interrupting your exercise. Instead of
following standard protocol to disengage and flee the area, being the hotheaded jocks that you are, you
decided to take on the enemy despite not being exactly in the most combat-fitted craft ever devised by the
Alliance. You’re pretty sure you’ll cover yourself in glory with this stunt.
Standard 3x3, in open space (no asteroids, etc.)
Mission Objectives:
Destroy all enemy craft.
Bonus:
If no player ship is shot down, gain 2XP.
If no player ship takes hull damage, gain 3XP.
Rebel Setup:
The Rebel players start in vector 7 in a Z95 Headhunter outfitted with Assault Missiles. They cannot use their
starting ships for this mission.
Fair enough, so I got 3 Z-95 with Assault missiles against... 2 waves with 3 TIEs each, let's crash them boys.
Turn 1
We bank in to engage, nothing happens.
Turn 2
First salvo distance. TIEs moved first so they all got evades, group decides not to spend unmodified missiles on 3 AGI + Evade for fear of the missiles being wasted so normal shots exchanged, Z-95 hit for nothing, left most takes 2 shield damage. Oh boy. What a start.
Turn 3
Left and right wingmen do a koiogran, middle on hits the brakes in hope to still be in distance 2 for the missile shot. TIEs zoom past, at least only shots for us this time, rewarding us with a generous 0 damage again. Oh boy.
Turn 4
New hostile fighters on the radar, left and right wingmen do a 1 straight to clear the stress, middle one now koiogran. TIEs mess up their formation flying and bump into each other a lot. Yay! Some distance 1 shots with no focus tokens for the TIEs means we manage to kill a TIE outright.
Turn 5
Koiograns again for the left and right wingmen, since we move last TIEs in front of us bump again so they're set up perfectly for another Range 1 barrage. Unfortunately the second squadron closes the distance fast for 3 range 1 shots which come with very hot dice. The lucky middle Z-95 does not survive. He didn't do a single damage yet, so no xp, no contribution to the fight at all and dice results were just laughable until now. Let me name him Lucky right here and now here comes the eject roll...
... goodbye Lucky it is.
A permanent character death on the first mission? That guy shouldn't have put on his red shirt when the day started.
Turn 6
Straight 1s from the 2 remaining Z-95 and a gigantic bump-fest of all remaining TIEs make the double use of Assault Missiles practically mandatory. Finally the dice come in hot for us for once and 2 TIEs go up in flames, all the other ones have only 1 HP left. Meanwhile both Z-95 are down on 2 hull, no shields left.
Turn 7
Another koiogran for the left Z-95 and a very unlucky defense roll for the bumped TIE ensures his death, meanwhile the right wingman follows the koiogran'd TIE and after surviving the fire with a sensor array critical hit, firing back ensures another dead imperial.
Turn 8
Right Z-95 tries to flee and succeeds in repairing the damaged sensor array while the left one does a perfect prediction of the TIE maneuver to ensure another distance 1 shot to clear the stage.
So far so good, at the start I thought I'm gonna end up so dead because the AI had so hot dice everywhere it was madness but it evened out in the end and managed to pull off a victory in the end.
[Questions / Feedback]
- A pilot that dies, has to eject in this mission as well and roll 2 dice?
- What if he dies like Lucky did?
- Will that cost the team experience?
- Do I have to make up for that destroyed Z-95? Buy a new one?