Escape the Death Star mission

By drail14me, in X-Wing

I've been working on some fun missions to play at our LGS. "Escape the Death Star" is up soon.

I'm thinking Rebels get ONLY the Chewbacca Falcon (Why Chewbacca? Cause he was the one flying when they fought the 4 sentry ties) with the only crew available being Han, Luke, Leia, R2 or C3PO. They have 60 points for the Falcon, Crew and upgrades.

The empire gets 4 Tie Fighters and 60 points for unique pilots and upgrades.

Does that seem balanced enough?

60 v. 60 should be balanced. My only gripe would be that the only really good build is to use C3PO and Luke as crew. Han and Leia were designed with Epic in mind. R2 could be another option, but against TIEs you really want Luke's gunner ability.

Seems like a cool idea!

Predator, Luke, C3PO, Engine Upgrade, Evade title ... 60 points.

3PO was tied in wires. You have a thematic reason to pull him if he plays too powerful.

55 minutes ago, LagJanson said:

3PO was tied in wires. You have a thematic reason to pull him if he plays too powerful.

Believe you have your escapes confused.

1 minute ago, Vykk Draygo said:

Believe you have your escapes confused.

Help! I think I'm melting. This is all your fault.

I've done this scenario once. The Problem is that there is not much tactical challenge for the Falcon player.

I'll offer the suggestion that you create thematic abilities for Leia and Han. No reason why you can't be creative yourself, especially if the TIEs are a bit strong with their upgrades. Some quick ideas:

For Han: "She'll Hold Together." - Action: Roll one attack die, on a hit result discard one facedown damage card.

For Leia: "Here They Come!" - Discard this card to perform a free target lock action.

Edited by Biff
clarity - changed a single word to be in better alignment with "rules" lingo.
21 hours ago, LagJanson said:

Help! I think I'm melting. This is all your fault.

Yep, my bad, you are correct.

Edited by Vykk Draygo

Allow both Chewie and Han as possible pilots. Rewrite crew cards as needed for Luke, Leia, ect.

Allow all TIEs except Defenders, Strikers, First Order stuff, Punishers and Bombers. Optionally include Defenders and Strikers. Also option of a Decimator starting at generic pilot and 30 pts of TIE fighters and/ or upgrades/pilots

just to shake it up a little

My suggestion is this:

Allow just the characters who were actually there for the Falcon, but it gets unlimited crew slots.

The Imperial player cannot field non-unique TIE Fighters.

No points limit.

2 hours ago, Kieransi said:

My suggestion is this:

Allow just the characters who were actually there for the Falcon, but it gets unlimited crew slots.

The Imperial player cannot field non-unique TIE Fighters.

No points limit.

Unlimited is never a good idea, even with your "only characters there" restriction.

Try reversing the "crew slot reduction formula," so then ((pilot+crew)x2)-pilot)= Real # of crew slots.

For the Falcon this would be 5 crew slots: Room for Luke, Leia, Chewie (or Han), R2-D2, C-3P0.

Incidentally I'm a fan of maximizing the Rebel build points so the imperials can get the best and it's more of a challenge.

Han Solo (46)
Millennium Falcon (1)
Push the Limit (3)
Chewbacca (4)
Luke Skywalker (7)
Leia Organa (4)
R2-D2 (Crew) (4)
C-3PO (3)
Engine Upgrade (4)
Concussion Missiles (4)
Total: 80

Edited by gabe69velasquez
13 hours ago, gabe69velasquez said:

Unlimited is never a good idea, even with your "only characters there" restriction.

Try reversing the "crew slot reduction formula," so then ((pilot+crew)x2)-pilot)= Real # of crew slots.

For the Falcon this would be 5 crew slots: Room for Luke, Leia, Chewie (or Han), R2-D2, C-3P0.

Incidentally I'm a fan of maximizing the Rebel build points so the imperials can get the best and it's more of a challenge.

Han Solo (46)
Millennium Falcon (1)
Push the Limit (3)
Chewbacca (4)
Luke Skywalker (7)
Leia Organa (4)
R2-D2 (Crew) (4)
C-3PO (3)
Engine Upgrade (4)
Concussion Missiles (4)
Total: 80

The reason I said unlimited points is that it ends up being pretty balanced, in my opinion. The most expensive non-uniques the Imperial player could take would be all Black Squadron Pilots with Expertise and Shield or Engine Upgrade, for a total of 88 points. I feel like that's a fair enough matchup, since the Falcon would be allowed to bend the rules so much at that point. Plus, the Falcon could theoretically take Smuggling Compartment and also add an Illicit upgrade, at the price of not being able to perform boosts, and take a more expensive missile and EPT, and get awfully close to that 88 point Imperial maximum.

On 7/16/2017 at 2:38 PM, Hawkstrike said:

Predator, Luke, C3PO, Engine Upgrade, Evade title ... 60 points.


Yup, this is the optimal (read: only) Falcon build. I don't think four basic TIE Fighters will ever beat it if the Falcon player is at all competent. Engine means it should rarely get shot at by more than 1 or 2 TIEs per round, and Evade + Threepio means it's night but immune to a lone TIE in the endgame so basically wins when it's killed three of the four TIEs. There's really no way for the Empire to win against this Falcon, but I suppose that's pretty thematic. Those four TIEs had no chance in ANH either.

I think you'll need a special scenario win/loss condition:

"That was too easy..."

Rebel Victory: If the Rebel player destroys all of the TIEs and the Falcon has 3 or fewer damage cards, the Rebel player wins. The Falcon crew suspect that their escape was orchestrated by the Empire, and instead of taking the plans directly to Yavin IV they reroute to another spaceport where they can find another way to get the plans to Rebel Command. Vader's gambit has failed, as the Death Star's flaw will be revealed yet the Empire shall be no closer to finding the Rebel stronghold.

Draw: If the Rebel player destroys all the TIEs but has 4 or more damage cards on the Falcon, then the game is a draw. The Falcon crew breathe a sigh of relief in their narrow escape and unwittingly lead the Imperials right to the Yavin IV base via the hidden homing beacon. The Rebels succeed in obtaining the Death Star plans, but they have compromised their hidden base...

Imperial Victory: If the Falcon is destroyed, the Imperial player wins. Lord Vader overestimated Obi-Wan's new friends and the plan to track them to the hidden Rebel base has failed, but at least the Death Star's fatal design flaw is now a well-kept secret. Krennic's ultimate weapon is now an unopposed manifestation of the Emperor's will.


This gives both players a reason to play until the end, and otherwise I don't see how this isn't always a Rebel blow-out.