Lothal-inspired Narrative Campaign

By Democratus, in Star Wars: Armada

I'm building a narrative campaign for my local group, inspired by the Rebels series. My fellow players have shown interest in playing a campaign without needing to worry so much about having every turn ruined by the results of the previous turn - but still with a feeling of continuity.

So I'm creating a campaign where every battle except the last uses fixed forces (unaffected by other campaign battles). Most battles will result in one side or the other getting forces added to the "force pool" for their faction. At the end of the campaign is a final climactic battle (think Scarif) where each side gets to add their force pool to the core fleet in the fight.

Here's the first mission I've built. I have yet to tweak the balance. The only Imperial goal is to live long enough to exit the board.

Last Catch of the Day

The first Interdictor-class ship is conducting trials on a remote hyperlane in the Outer Rim . They expected little more than stopping the occasional bulk freighter or smuggler. Instead they interdicted a rebel task force moving to rendezvous with a local rebel cell.

Though surprised by the sudden tactical situation, Commander Sato wasted no time in attempting to destroy the prototype ship.

Setup:

The Imperial force must set up in the center of the play area, within range 5 of a short edge of the board. The Rebel force must set up within distance 3 of the center of the play area. All ships start the game at speed 0. The Imperial player is 1st player.

Rebel forces: (275 pts.)

  • Phoenix Home : Commander Sato, Title, Pelta-class Command Ship, Major Derlin, Expanded Hangar Bays

  • CR90A: Turbolaser Reroute Circuits

  • CR90A: Turbolaser Reroute Circuits

  • Phoenix Squadron: 4x A-Wing, 2x Y-Wing

Imperial forces: (192 pts.)

  • Interdictor: Admiral Konstantine, Interdictor Suppression Refit, Title, G-8 Experimental Projector, Phylon Q7 Tractor Beams

  • Gozanti-Class Cruisers: Expanded Hangar Bay, Comms Net

  • 4x TIE Fighter

Special Rule:

Konstantine’s power will work with any friendly small or medium ship. In other words, his power can utilize the Interdictor and the flotilla.

Imperial units that exit the Rebel short edge of the board are added to the Imperial Force Pool.

Objective of the Mission:

The Interdictor must attempt to escape the sudden attack by rebel forces. The game continues until the Interdictor is destroyed or exits from the opposite short-side of the play area.

If the Interdictor survives, the Interdictor title is added to the Imperial Force Pool. If it is destroyed Konstantine may not be used as an Imperial commander in the Final Battle.

Edited by Democratus

I actually really dig this idea, and think it is probably the best blend of flavor/playable games Armada could get for a campaign. It is NOT as free flowing as Corellian Conflict, so replayability is going to be nearly 0, but balance can be on the nose. And if you keep point totals relatively low like this, it could be an awesome INTRODUCTORY campaign for Armada, like the table top RPG's have their beginner versions.

Only problem for wide distribution would be that the campaign would come with a "Must Own" list, since you couldn't tailor the fleets in the campaign to your collection.

I like the predetermined forces in these scenarios. It allows the designer to balance them and ensure that some of the obvious tricks cant break the scenario. For example in the game above if players were allowed to modify the forces then giving The interdictor a set of engine techs would let it more easily escape the trap and unlock the result too easily.

It also mixes things up a little so you aren't always playing tournament tuned fleets. A ISD-I with Quad laser turrets, Director Issard and Ruthless strategist probably wont turn up in any major tournament list, but if that is what you are given then it makes a nice change. I would encourage @Democratus to put these less usual and less optimised builds throughout his coming scenarios. If a play group cannot get all the models or upgrades to replay then allowing them to make minimal changes with opponents permission is fine. E.g. changing one CR90 to having DTTs as you only own a single TRC card.

Problem with a campaign with preset fleets, however, would be that it would locked into a particular set of upgrades that fit the flavor. For instance, your example above, what would Director Isard, a late Empire player, be doing in Lothal in the early days of Rebellion? We don't see her on screen in Rebels. It would be a stretch. So the narrative aspect is a double edged sword as far as unique upgrades go.

Certainly true. Using charachters that have obvious links to the Rebels TV episodes like Hera, Sato, Konstantine and Ketsu will of course be a natural occurrence. To be honest I haven't read any of the expanded universe books or background and have no idea where Isard fits in to the story. I just used it as an example of a less commonly used upgrade.

I think you have to allow a little leeway, possibly including a few named characters or squadrons that "may" have played peripheral off camera parts in the overall campaign even though we didn't see them personally on the TV episodes. There is also the Warhammer 40K approach where they allow you to use say an Ultramarine named character giving your force certain benefits even if it is in a non Ultramarine chapter such as Nova Marines. Its a big galaxy after all and it would be a shame to limit everything to non unique cards.

Edited by Mad Cat

Corvette Summer

A number of hammerhead corvettes were “stolen” from Leia Organa by the fledgling rebellion. These vessels were needed to perform an operation masterminded by General Dodonna to rescue key rebel personnel being transferred aboard a Star Destroyer to the Empire’s notorious Dathomir Prison.

Setup:
Players set up terrain as per normal. The Imperial player is 1st player and must obey the rules under Imperial Forces.

Rebel forces: (249 pts.)
All forces must set up at distance 3 of the Rebel short edge of the board.

1x Hammerhead Torpedo: Garel's Honor
2x Hammerhead Torpedo: Task Force Organa, Boarding Engineers
1x CR90B: General Dodonna
4x Z-95
2x A-Wing
2x Y-Wing

Imperial forces: (227 pts.)
All forces must set up within distance 5 of the Imperial short edge of the map. All ships start at speed 2.

1x VSD-1 Steel Talon (Prisoner Transport): Admiral Motti, Tua, Reinforced Blast Doors, Veteran Gunners
2x Gozanti Cruisers
4x TIE Fighters
2x TIE Interceptors
2x TIE Bomber

Special Rules:

  • Steel Talon may only exit the map via the Rebel short side of the play area.
  • Rebel saboteurs have damaged the navigation controls on the Steel Talon. The ship can not execute a [maneuver] command more than twice during the battle. Steel Talon may not use any clicks on its [maneuver] tool unless it has issued a [maneuver] command. (It must go straight unless it has Maneuver command)
  • While designed to ram other ships these hammerheads are not yet reinforced to withstand the same treatment themselves. Any Hammerhead ship which is overlapped by Steel Talon is considered destroyed.
  • If the ship carrying General Dodonna is destroyed, he may not be the Rebel commander in the final battle. However, the Rebels will add the title Dodonna's Pride to their Force Pool.

Length of Game:
The game continues until all forces on one side have been destroyed or until the Steel Talon exits the map.

Objective of the mission:
The rebel player must score Crew criticals on the Steel Talon . These disruptions provide enough distraction for a Rebel prisoner to make an escape via pod. For each such crit scored, the Rebel team may free one rebel ace pilot from the prisoner list (see below) and add that squadron to their Force Pool. If the Steel Talon is destroyed the Rebels may get no more prisoners and those still on board are considered removed from the campaign.

Prisoner List:

  • Tycho Celchu
  • Keyan Farlander
  • Corran Horn
  • Jan Ors
  • Lieutenant Blount
Edited by Democratus

Any comments, balance ideas, or scenario ideas are welcome.

I'm struggling to come up with missions that are different and interesting. I don't want too many of the missions to be "Rebels grab a pile of units, Imp tries to kill them, survivors added to Force Pool."

How about something that includes Imperials that are defecting to the Rebel Movement?

21 minutes ago, Democratus said:

Any comments, balance ideas, or scenario ideas are welcome.

I'm struggling to come up with missions that are different and interesting. I don't want too many of the missions to be "Rebels grab a pile of units, Imp tries to kill them, survivors added to Force Pool."

I love what you have so far, and I don't think I could get it any better. Likely worse.

If you don't want all the missions to be Rebs assaulting Imps, try turning the tables.

E.G.

You dare resist?

Intelligence reports a mustering of Rebel vessels in a distant system. A light task force is sent to destroy it.

Setup:

Rebel forces: (305 pts.)
All forces must set up within distance 5 of the Rebel short edge of the map. All ships start at speed 0.
2x Nebulon-B Support
2x CR90A: TRC
1x Nebulon-B Escort: Admiral Cracken
4x A-Wing

Imperial forces: (302 pts.)
All forces must set up within distance 5 of the Imperial short edge of the map. All ships start at speed 2.

1x ISD-1 An appropriate Name : General Tagge
2x Arquitten Cruisers
6x TIE Fighters

Special Rules:

  • The Rebels may only exit the map via the Imperial short side of the play area.
  • Any Rebel vessels that make it off the map are added to the rebel force pool.

Length of Game:
The game continues until all Rebel forces have been destroyed or until they exit the map.

Objective of the mission:
The imperial player must destroy the Rebel Vessels to prevent them from joining the main fight.

The points calculations may be off, I did 'em in my head.

I'm not sure of the balance - maybe reduce the Rebs a bit? But anyways, it's a thought. . . Another one (unfleshed out) would be an assault by the Rebs on a factory/research lab - if they lose, they Imps get access to new vessel types - ISD-II, Defender, VSD-II, etc.

Edited by GhostofNobodyInParticular
2 minutes ago, GhostofNobodyInParticular said:

I'm not sure of the balance - maybe reduce the Rebs a bit? But anyways, it's a thought. . . Another one (unfleshed out) would be an assault by the Rebs on a factory/research lab - if they lose, they Imps get access to new vessel types - ISD-II, Defender, VSD-II, etc.

The cool thing about games like this is balance means something different. A mission like this needs to be designed so that the Rebels take losses. Every ship isn't meant to survive.

It's a matter of "save what you can, sacrifice the rest". Which is a lot of fun!

This just might be a trap

Home One was recalled from its deep space exploration mission when the Mon Calamari decided to join the Rebellion. A deep-cover agent aboard the ship sent a homing signal and attempted to destroy Home One by overloading the engines.

Thanks to the tough construction of the ship, it survived the explosion but was left dead in space until repairs could be affected. Nearby Imperial forces approached in response to the signal. Fortunately for Akbar the response was uncoordinated and sporadic.

Setup:

The Rebel player chooses one short edge of the map as the Rebel start point. Empire forces enter from the edges of the map on a schedule provided below. The Imperial player is the 1st player.

Rebel forces:
Placed in the center of the play area with its back shield dial touching the Rebel short board edge. Speed is set to 1.

MC80 Assault Cruiser: Home One, Admiral Akbar, Damage Control Officer, Medical Team, Advanced Projectors, Redundant Shields, Ion Cannon Batteries, Quad Turbolaser Cannons
6x Z-95

Imperial Forces:
At the start of each turn (before the Command Phase) the Imperials roll one 6-sided die, applying the modifier for the turn. The resulting force is deployed on the map within either standard deployment area (over 5 from short edge, within 3 of long edge).

Any given die roll result can only occur a limited number of times (shown as the limit). If a result is rolled and the limit has been exceeded, go to the next higher result.

Roll Modifier

  • Turns 1-2: +0
  • Turns 3-4: +1
  • Turns 5-6: +2
  • Turns 7+ : +3

Modified Die Roll Result

  1. 2x TIE Advanced, 2x TIE Bomber (no limit)
  2. 1x Raider 1-Class Corvette (limit 2)
  3. 1x Gozanti Cruisers, Extended Hangars, 2x TIE Fighter, 2x TIE Bomber (limit 2)
  4. 1x Arquitens Light Cruiser (limit 2)
  5. 1x Gladiator 1-Class Star Destroyer, 2x TIE Fighters (limit 1)
  6. 1x VSD (some upgrades), 1x Gozanti Cruisers, 2x TIE Interceptor, 2x TIE Fighter, 2x TIE Bomber (limit 1)
  7. 1x Quasar Fire I-Class Cruiser Carrier, 2x TIE Advanced, 2x TIE Interceptor, 2x TIE Bomber (limit 1)
  8. 1x ISD (some upgrades), 1x Arquitens Light Cruiser, 1x TIE Advanced, 2x TIE Interceptor, 2x TIE Bomber (limit 1)
  9. 1x ISD, 2 Gozanti Cruiser, 4x TIE Advanced, 4x TIE Interceptor, 4x TIE Bomber (limit 1)

Objective of the Mission:
Home One merely wishes to survive until it can hyperspace out. The Imperials wish to destroy the ship.

If Home One escapes via hyperspace, the Home One title is added to the Rebel Force Pool. If it is destroyed Admiral Akbar may not be the Rebel commander in the Final Battle and the Defiance title is added to the Rebel Force Pool.

Special Rules:

Broken Engines
Home One is hobbled by engine damage. It will go speed 1 for the entire scenario and is incapable of issuing [Maneuver] commands.

If Home One escapes via hyperspace, the Home One title is added to the Rebel Force Pool. If it is destroyed Admiral Akbar may not be the Rebel commander in the Final Battle and the Defiance title is added to the Rebel Force Pool.

Ongoing Repairs
If Home One gives an [Engineering] command it can spend two engineering points to roll a 6-sided die. It may spend up to 6 engineering points in this fashion in a single turn, allowing up to 3 dice to be rolled. Engineering points not spent on rolling dice may be spent as per the normal rules.

The results of these dice rolls are added to a running total. Once this total exceeds 30 Home One has repaired its hyperdrive. On its next activation it may discard a command dial to hyperspace and escape the map.

Probe Droids
Home One is loaded with numerous exploration probe droids. Tech teams are modifying them into makeshift fighters. If Home One gives a [Squadron] command, treat the ship as if it had Rapid Launch Bays and an unlimited number of Z-95 fighters set aside.

...

Balance Ideas: Maybe add a rebel flotilla with comms net and repair crews to be servicing Home One and maybe hand off a few tokens before it is inevitably destroyed?

Edited by Democratus

I like the idea of adding these missions to the game. I might even try them!

Be warned that I'm only writing the rough drafts. I haven't done any playtesting yet to see if there is even a semblance of balance. :D

How about for the Final Battle, you could do Scarif and have a shield gate marked by the station. Each squadron that flies into the shield gate before turn 2(when it closes) scores points equal to twice the squad's value, and is set aside off the board, though they are not treated as destroyed. In order for a squadron to fly into the gate, its plastic base must be entirely on the station.

Also, every turn, the station may perform 2 attacks, and has

Anti-squadron: 4 blue die at close range

Battery armament: 3 red die at Close-Long range

Also, the station has 30 hull value. If it is destroyed, the rebels gain 100 points. If it is not destroyed by the end of the game(however long it may be, you decide) the Imperials gain 100 points. If a ship overlaps the station, normal overlapping effects apply.

Hope you like it :D .

Edited by anonymousguy
4 hours ago, Democratus said:

Corvette Summer

A number of hammerhead corvettes were “stolen” from Leia Organa by the fledgling rebellion. These vessels were needed to perform an operation masterminded by General Dodonna to rescue key rebel personnel being transferred aboard a Star Destroyer to the Empire’s notorious Dathomir Prison.

Setup:
Players set up terrain as per normal. The Imperial player is 1st player and must obey the rules under Imperial Forces.

Special Rules:

  • Steel Talon may only exit the map via the Rebel short side of the play area.
  • Rebel saboteurs have damaged the navigation controls on the Steel Talon. The ship can not execute a [maneuver] command more than twice during the battle. Steel Talon may not use any clicks on its [maneuver] tool unless it has issued a [maneuver] command. (It must go straight unless it has Maneuver command)
  • While designed to ram other ships these hammerheads are not yet reinforced to withstand the same treatment themselves. Any Hammerhead ship which is overlapped by Steel Talon is considered destroyed.
  • If the ship carrying General Dodonna is destroyed, he may not be the Rebel commander in the final battle. However, the Rebels will add the title Dodonna's Pride to their Force Pool.

Length of Game:
The game continues until all forces on one side have been destroyed or until the Steel Talon exits the map.

Objective of the mission:
The rebel player must score Crew criticals on the Steel Talon . These disruptions provide enough distraction for a Rebel prisoner to make an escape via pod. For each such crit scored, the Rebel team may free one rebel ace pilot from the prisoner list (see below) and add that squadron to their Force Pool. If the Steel Talon is destroyed the Rebels may get no more prisoners and those still on board are considered removed from the campaign.

Prisoner List:

  • Tycho Celchu
  • Keyan Farlander
  • Corran Horn
  • Jan Ors
  • Lieutenant Blount

OK, I have to point out that this mission favors Imperials so heavily I can't see a good reason to play it out. The Imperials essentially cannot maneuver, cannot engage effectively beyond close range, and are entirely dependent on the Rebels not getting critical effects from a ship that deals automatic critical effects.

The only way I could see this being anything but a complete blowout for the Rebels is if if you condensed the game board down to a single 3x3 mat, which would give Imperials maybe 4 turns to dash to the opposing side if they deployed right. Doing this for 5 feet of distance is basically going to end up with a crippled VSD that quite likely cannot actually reveal commands and may have been stopped dead in its tracks by Comm Noise and other effects.

54 minutes ago, thecactusman17 said:

OK, I have to point out that this mission favors Imperials so heavily I can't see a good reason to play it out. The Imperials essentially cannot maneuver, cannot engage effectively beyond close range, and are entirely dependent on the Rebels not getting critical effects from a ship that deals automatic critical effects.

The only way I could see this being anything but a complete blowout for the Rebels is if if you condensed the game board down to a single 3x3 mat, which would give Imperials maybe 4 turns to dash to the opposing side if they deployed right. Doing this for 5 feet of distance is basically going to end up with a crippled VSD that quite likely cannot actually reveal commands and may have been stopped dead in its tracks by Comm Noise and other effects.

The point of the mission isn't for the Imperials to win.

This is a mission where the Rebels are trying to free prisoners. To do this they must get Crew criticals.

If the VSD blows up too soon the Rebels get fewer ace pilots later on. If they only get Ship criticals they don't get any pilots.

The VSD has Reinforced Blast Doors, allowing them to flush the face-down damage that could be flipped with Boarding Engineers. Or it could choose to keep the damage so that it dies sooner and denies Rebels the prize. The two VSD [Maneuver] commands might also be timed right to instantly destroy a careless Hammerhead.

The Rebels must time their attacks well and hope for a little luck to get everything from the mission.

I'll freely admit that I haven't tweaked all the variables yet. But don't look at this mission like a straight "kill the baddies" fight.

Edited by Democratus
1 hour ago, anonymousguy said:

How about for the Final Battle, you could do Scarif and have a shield gate marked by the station. Each squadron that flies into the shield gate before turn 2(when it closes) scores points equal to twice the squad's value, and is set aside off the board, though they are not treated as destroyed. In order for a squadron to fly into the gate, its plastic base must be entirely on the station.

Also, every turn, the station may perform 2 attacks, and has

Anti-squadron: 4 blue die at close range

Battery armament: 3 red die at Close-Long range

Also, the station has 30 hull value. If it is destroyed, the rebels gain 100 points. If it is not destroyed by the end of the game(however long it may be, you decide) the Imperials gain 100 points. If a ship overlaps the station, normal overlapping effects apply.

Hope you like it :D .

Very cool! I love the "squadrons through the gate" idea. Simply fantastic!

3 minutes ago, Democratus said:

Very cool! I love the "squadrons through the gate" idea. Simply fantastic!

There is more where that came from! :D

Here are a couple ideas:

1. Blockade run. No, literally. Each ship they run in, that ship brings supplies to the people that the Imps are blockading, therefore recruiting more people to the Rebel Movement. they can add 10 points to their "force pool." After the game, the points are used to spend on squadrons or support/weapon teams upgrades for the 'Force Pool."

2. Rebels have to steal ships from a shipyard. There are to be 3 "docked" Nebulon-B Escort Frigates that cannot shoot, move, or reveal command dials, due to power not being connected to them yet. A rebel task force is to show up, and the shipyard's defense force is to defend. Each Rebel ship will have an objective token. At the beginning of a ship's activation, if that ship with its objective token is at close range of a "docked" Nebulon-B frigate, it may reveal its command dial and discard it and its objective token to transport boarding soldiers and crew to the docked frigate. That "docked" frigate is now removed from the play area and is added to the "Force Pool."

A Clash of Titans

With the increasing tempo of rebel strikes and imperial reprisals, both sides had a need for resupply. Secret convoys plied the hyperspace lanes in the outer rim carrying ordnance, food, parts, and other goods. Both sides wished to hide their logistic efforts; the Rebels in an attempt to keep their bases hidden, the Empire to disguise just how effective Rebel disruption had become.

Little known hyperlanes became frequently traveled by these convoys. Remote systems were used to drop out of hyperspace and re-calculate the next jump. It was inevitable that one of these crossroads would be used by both sides.

Setup:
This is played as a normal game of Armada but with no objectives. It will last 6 turns (after which all ships will jump to hyperspace to preserve supplies and/or report traffic in the system).
Setup is as a standard game. The Rebel player is 1st player.

Rebel forces: (185 pts.)
Setup in the standard deployment area.

1x Nebulon-B Escort Frigate: Redemption Title, Projection Experts
3x GR-75 Combat Retrofits
6x Z-95

Empire forces: (186 pts.)
Setup in the standard deployment area.

1x Arquitens-Class Command Cruiser: Projection Experts
1x Gozanti-Class Cruisers: Repair Crews
2x Gozanti-Class Cruisers
6x TIE Fighters

Mission Objective:
Preserve your vital supply ships while destroying the enemy’s. Survive to escape once hyperjump calculations are complete.

Special Rules:

Vital Supplies
Destroying enemy supplies will severely hamper their operations in the area. The loss of a supply flotilla far outweighs the loss of a minor warship.

All flotillas are worth double victory points. The Rebel frigate and Imperial light cruiser are worth half victory points.

Well Prepared
The faction that wins this battle can choose 1st or 2nd player in the Final Battle.

Edited by Democratus
22 hours ago, Democratus said:

Any comments, balance ideas, or scenario ideas are welcome.

Just make more of this!!!

3263h.jpg

3262h.jpg

Neat!

It's weird. Seeing them formatted like that makes me worry even more about having to playtest and balance these things. I've only written rough drafts and have no idea if I got in the ballpark. :)

If you haven't already, join KDY and I'll turn ownership of the card entries over to you so you can edit to your heart's content ^_^

On 8/2/2017 at 5:52 PM, Democratus said:

The point of the mission isn't for the Imperials to win.

This is a mission where the Rebels are trying to free prisoners. To do this they must get Crew criticals.

If the VSD blows up too soon the Rebels get fewer ace pilots later on. If they only get Ship criticals they don't get any pilots.

The VSD has Reinforced Blast Doors, allowing them to flush the face-down damage that could be flipped with Boarding Engineers. Or it could choose to keep the damage so that it dies sooner and denies Rebels the prize. The two VSD [Maneuver] commands might also be timed right to instantly destroy a careless Hammerhead.

The Rebels must time their attacks well and hope for a little luck to get everything from the mission.

I'll freely admit that I haven't tweaked all the variables yet. But don't look at this mission like a straight "kill the baddies" fight.

I see what you're getting at. The issue, then, is that the VSD really is both defenseless and cannot maneuver, and if it's going to be defenseless and cannot maneuver then I'd suggest instead making the VSD "immortal" yet useless, and giving the Imperial player a slightly larger escort force that they can use to defend it.

Special Scenario: The Heist

The Victory-1 Star Destroyer S teel Talon is transporting vital Rebel prisoners to an Imperial interrogation facility on Coruscant. Rebel saboteurs have disabled the ship's navigation system as it drops out of hyperspace at its final transfer point, and it is locked on a straight line course until the engineering team repairs the navigation controls. As a Rebel ambush fleet closes in, an Imperial sector patrol fleet desperately races to defend and repair the Steel Talon with a crew of experienced Engine Technicians.

Setup:

Players set up on the small table edges. Place the Steel Talon with its nose at 2 ruler lengths from the center of the Imperial player's table edge and pointed directly at the opposite table edge. The Steel Talon ignores the effects of ending its movement on obstacles. Place 4 objective tokens on the Steel Talon .

Remove the Station obstacle and add both Dust Field obstacles. Players alternate placing obstacles beyond 2 ruler lengths of the player edges, starting with the Rebel player.

The Imperial player sets up the rest of their fleet within Distance 5 of the Imperial table edge. Rebels set up their fleet within two ruler lengths of the Rebel player edge.

Special Rules: At the start of each ship phase, the Steel Talon counts as though it revealed a Repair Command dial . It then may make an attack from one hull zone. The Steel Talon then must move straight forward at speed 2 and cannot turn or slow down for any reason. If the Steel Talon would end its movement overlapping a ship, that ship is immediately destroyed and the Steel Talon is placed without slowing down.

At the end of the status phase, the Rebel player receives one objective token if any face-up damage cards with the Crew trait are on the Steel Talon . Then remove all damage cards from the Steel Talon and reshuffle them into the damage deck.

End of Game: The game ends when all ships in the Rebel or Imperial fleet are destroyed, or when the Steel Talon flies off the Rebel player's board edge. For each destroyed Rebel ship, The Imperial player may take back one objective token that was earned by the Rebel player. Rebel players with objective tokens can trade those tokens for the following prisoners to add to their forces in subsequent battles on a 1-for-1 basis:

  • Tycho Celchu
  • Jan Ors
  • Keyan Farlander
  • Corran Horn
  • Lieutenant Blount


Rebel fleet: as described above

Imperial fleet: 244
Interdictor Suppression Refit

  • Admiral Motti
  • Targeting Scramblers
  • G8 Grav Projector
  • Interdictor

Gozanti-Class Cruiser

  • Repair Crews

Gozanti-Class Cruiser

  • Comms Net

Squadrons

  • 4x TIE Fighters
  • 2x TIE Interceptors
Edited by thecactusman17

Very interesting, @thecactusman17 . That's a pretty cool approach.

Let me read over it a few times - but I think you have really improved on the original concept. Thanks!