So, I was going to playtest this first, but it might not be til next month. So, I thought I would toss up here and let y'all poke holes in it that I can fix before its first flight.
The inspiration was owning the turbolaser towers, and wanting something other than DD's Trench Run scenario as an option. Also, the inclusion of a Huge ship was something I wanted.
As an opening doubt, I can't decide whether set-up should be along the 6' edges or the 3' ones.
Shielded Defenses
An “Epic Plus” Mission for X-Wing Miniatures
In this scenario, Rebel forces must assault an Imperial emplacement and destroy its shield generators. If the Rebels can successfully drop the Imperial shields, they win. This could be an attack on a space station that allows Rebel commandoes to enter the base, the beginnings of an assault on an Imperial depot, or represent a squadron sent to destroy the main generators for an Imperial Star Destroyer. Victory by the Rebel player sets the stage for phase two of the operation. . .failure means the Rebels are repulsed by Imperial defenses, and the rest of the operation is doomed!
Set Up:
6x3 play area
Each player brings a 300 point list. It may include Scum mercenaries; see below. In addition, the Rebels deploy up to 5 Epic points with of Huge ships totaling no more than 180 points. The Imperials have an additional 12 TIE/ln fighters that are held in reserve.
Minefield Mapper is banned.
A 3’ long, 1” wide board should be placed in the middle of the Imperial player’s deployment zone. Two shield generator tokens should be placed at 1’ from each end. Use 2 unused small ship bases to designate the generators. Two Turbolaser emplacements are placed at each end of the board. The Turbolaser emplacements do not rotate and have a fixed field of fire out for the board edge. This can be marked with an unused small ship base template.
Instead of asteroids, the Imperial player places 12 mines in the play area. Use empty small ship bases. If a mine is struck (using the same rules as for obstacles), the Imperial rolls 3 attack dice and the ship suffers all damage rolled. The mine token is then removed from play. Huge ships with the Reinforce action can negate one damage and do not automatically suffer critical hits, allowing them to act as mine sweepers.
Space Station Security Pilot (TIE/ln)
15 points
PS 2, with the Twin Ion Engine upgrade. Special Ability: When within Range 2 of the Space Station (the board) add 1 Attack die.
On each turn after Turn 2, before dials are set, roll an attack die for Hangar Bays 1, 2 and 3. On a Hit, deploy 1 SSS Pilot on the board in that zone. On a Critical Hit, you may deploy 1 or 2 TIEs.
Turbolasers
Attack 4, Range 3-5, 0 Defense, 8 Hull, 0 Shields. Critical hits count as 2 damage. Treat ranges 3-5 as if they were Ranges 1-3: +1 Attack at Range 1, +1 Defense at Range 5.
Shield Generators
Attack 0, 0 Defense, 6 Hull, 0 Shields. Critical hits count as 2 damage.
Condition (Unique): I’m In It For the Money
5 points
You may select 1 Unique pilot from the Scum and Villainy Faction to add to your list.
Condition (Unique x2): Unsavory Friends
1 point
If you have played the “I’m In It For the Money” Condition, you may play up to 2 of this condition.
You may select 1 non-Unique pilot from the Scum and Villainy Faction to add to your list.
Edited by Darth Meanie