Hey everyone,
So a friend and I have been throwing around an idea for an Imperial Assault campaign that ties in with the exciting space battles of X-Wing.
I’m glad to say we are on the right track. Our first major hurdle was plotting out the campaign. I took the liberty of mapping out all the available FFG campaigns to see how they size up, with out counting side missions. What I learned was how it is a much simpler flow chart than I anticipated.
You can find that flow chart here: Imperial Assault Flowchart
So with that in mind we set off and tried to make a compelling 3 Act journey for 5 rebels to partake in
We came up with this
A better view of Our campaign flowchart
The Campaign starts with the rebels stealing a Gozanti, this will be their flag ship through out the campaign. My original Idea was giving them a Ghost as it was smaller and have all the rebels fight in different positions 2/3 on turrets on controlling the Ghost itself and on in the Phantom.
While playing with this idea a friend from my local gaming store mentioned the Gozanti might be a better idea. I was initially opposed to it, but the more I thought about it the better it got. Giving the rebels a means to buy their own ships and deploy them from a huge ship seemed like such a cool concept.
Players upgrade every two missions, instead of one. And there are no side missions, though it is possible to obtain side mission rewards by completing mission throughout the campaign. One of the finales, if the rebels win, they get all their red side mission rewards.
From there it was a matter of figuring out the bones of the story and this is what we currently have:
Act 1: The Small Rebel Cell (up to 5 players) find out that the imperials are working on an assault craft the size of a CR90, and seek to tell the Alliance to Restore the Republic about it. The Imperials see the threat these rebels pose and deem them a minor threat. With no clue how to contact the Alliance, the rebels seek to obtain the information from the Imperials, as well as any more details about the Raider. The finale is a space mission where the rebels find the whereabouts of a Rebel Cell in contact with the High Command and send them a brief message about the Raider. They are given a rendezvous point and told to meet there.
Act 2: The rendezvous is on a remote system in Hutt controlled space. On their way to the point the are assaulted by Bounty Hunters. The rebels are caught between a rock and indiscriminate blaster fire, and they soon find themselves in front of Jabba the Hutt. Jabba makes them an offer, either meet his contact in the Hoth system, where the Black Suns have begun to plot against the Hutt, or meet his contact in Cloud City and raid Bespin’s supply of Tibanna Gas. The Hutt explains that your bounty is quite high, but he will take care of it so long as you do him this favor. As you finish up one of the missions, you receive a distress call from the contacts you just helped. As you begin to shift your engines, you get a second distress call from the team you didn’t help. After you make your choice you all return to Jabba to see if he will hold up his end of the bargain. He does, but he holds up his end of his bargain with the Empire. You fight your way out of the palace and make your way to the rendezvous.
Act 3: While at the rendezvous with the Tantive IV, it is made clear you now have the full attention of the Empire and are ambushed by some of their best pilots. You do your best to fight them off, but in the process, lose the Tantive IV. All who were aboard are in escape pods drifting in various directions through space. The rebels do their best to make sure everyone is saved, including C3PO and Princess Leia. The rebels find them selves searching for Leia and come across the Imperials most feared champions. Once Leia is recovered she tells of the things she learned, while imprisoned by the Empire and deems the time to strike is now. In the finale, you fight against the Emperor himself.
We had to re work a good amount of the X-Wing rules to better fit with an Imperial Assault campaign, while we are in a good place with them, its not perfect. We ran a proof-of-concept mission and it went well, though we didn’t use all the ins-and-outs of X-Wing, we feel it does work. I have been looking at Heroes of The Aturi Cluster for Ideas. Some work some don’t.
We also have a few ideas we are working on to make the X-Wing portion feel more along the lines of Imperial Assault.
We decided that each Rebel Hero will get their own pilot card. Since they can buy their own ships there wont be a specific ship, and their upgrade bar will be blank. The Pilot cards will have unique abilities, and wont count as pilot abilities, so the can buy one later on.
Another thing we decided is to make class decks for X-Wing, in the same fashion of Imperial Assault.
The classes we have are:
Pilot: Focus on better maneuverability
Gunner: Focus on more damage
Engineer: Makes better use of modifications
Navigator: Makes better use of systems
Captain: stays and upgrades the Gozanti
The Imperial player will receive a deck twice the size of regular decks, right now we only know of one of the 0xp cards: When summoning or activating a Imperial TIE Fighter, you may summon or Activate 2 additional Imperial TIE Fighters.
We do have rules in place for when a rebel player loses a ship: the go from normal, to damaged (flip the card), to wrecked. While wrecked the draw a card from a new damage deck, that is a semi-permanent detriment. They will have to pay to get rid of it and it may affect their ship, or their figure, i.e. being exposed to the vacuum of space could lower your overall health.
There is still a ton a work, rework and balance that will have to playtest, but we wanted to see how it’s was received so far. We are really excited about it.
I’ll be updating this as he and I go.
Have a good one!!
Edited by AlexGamz