Corellian Conflict Prologue
This lengthens the campaign by adding a “prologue” section which takes place prior to the first “real” campaign turn. Battles against fleets of 150-300 points determine control of the starting locations in the Corellian sector. No Campaign Points are gained during the prologue.
Battles use the Task Force Skirmish style rules. The play area is 3’ x 3’, most objectives are altered to have their point values and/or number of objective tokens in play halved. This is elaborated on in the Battle Phase.
Fleets
The starting fleets are built at 150 points, only one upgrade per ship. Commanders are not required, however no fleet without a commander may have a unique upgrade or unique squadron. Fleets are limited to 300 points.
Starting setup
On the campaign map, the Imperials control Corellia and no other planets. The Rebellion has no presences on the map, but begins with 1 Spynet, 1 Diplomat, and 1 Skilled Spacers token, and a reserve of 50 resource points which it will have access to on the Management Phase of the first prologue turn.
Gaining New Worlds and the Prologue Structure
The prologue dramatizes the initial location selection process of the Corellian Conflict. Instead of just taking turns to choose starting locations, the two factions will have to fight for their right to claim a planet.
The tempo of the Strategy Phase is fixed, mimicking the order that the factions normally pick starting locations. In a 3 vs 3 campaign, locations would normally be picked in the following order: Imperial, Rebel, Rebel, Imperial, Rebel, Rebel, Imperial, Rebel, Rebel. This, then, is the order attacks are declared in, with the respective Grand Admirals deciding which location is to be attacked.
Only neutral locations may be attacked (note that this makes Diplomats more useful).
Special assaults are not used during the prologue.
Inciting Incident
The prologue begins with a combat using the Take the Station scenario, with two fleets from each faction participating (any other fleets engage in normal battles). The final score of each player in the scenario is the amount of bonus resource points gained by their faction during this first prologue turn. Note that although fleets can retreat into hyperspace before the end of the scenario, points are scored for the “ships and squadrons remaining in the play area” (emphasis added).
Assuming a 3 vs 3 campaign, the prologue turns will look like this:
Turn 1
-Take the Station scenario (2 players from each team)
-Imperial attack
Turn 2
-Rebel attack
-Rebel attack
-Imperial attack
Turn 3
-Rebel attack
-Rebel attack
-Imperial attack
Turn 4
-Rebel attack
-Rebel attack
On the final prologue turn, if there are players who would be left out of battles (as above), they pair off and play a match according to Task Force Scenario rules (using fleet points values to determine first and second player, as normal). These “leftover” battles do count — for each such battle won that team has chance to pick one otherwise off-limits location in the Aftermath.
Note that both teams may agree to extend the prologue, if necessary (see Aftermath for more).
Battle Phase
Battles are fought on a 3’ x 3’ play area. Obstacles are the station plus 3 others (debris field or asteroid, selected at the time of placement).
Objectives are altered:
Red
Precision Strike - Gain 8 points per victory token instead.
Advanced Gunnery - The point cost of a destroyed objective ship is increased by half.
Opening Salvo - No change (since you can only gain points based on the number of ships in the point value).
Most Wanted - The point cost of a destroyed objective ship is increased by half the ship’s cost before upgrades.
Station Assault - Each station has only 5 hull and the points gained is halved to 20.
Blockade Run - Deploy like normal, place obstacles like normal. The scoring zone for second player is still the 1st player’s deployment zone. Scoring is not halved (due to number of ships limiting reward).
- Comments: This objective is the most difficult to translate, and both sides must agree that it can be used in the campaign.
Close-Range Intel Scan - Place only 1 dust field, no change in scoring, this is limited by half size.
Targeting Beacons - Place only 2 objective tokens.
Yellow
Fleet Ambush - No change
Hyperspace Assault - Only 2 tokens.
Contested Outpost - Each victory token is only worth 10 points.
Fire Lanes - Three objective tokens, 8 points per victory token.
Jamming Barrier - Replace only one debris field with one dust field.
Planetary Ion Cannon - Only 2 tokens.
Fighter Ambush - Gain 8 points per victory token instead.
Capture the VIP - Gain 25 points instead.
Blue
Minefields - Only 3 tokens.
Intel Sweep - Gain 38 points instead.
Dangerous Territory - There are only 3 obstacles, plus the station.
Superior Positions - Gain 8 points per victory token instead.
Salvage Run - Add only 1 dust field, and 2 objective tokens. Still gain 20 points per victory token.
Solar Corona - No change, neutral sides are still the corona-able zones.
Navigational Hazards - Station plus 3 obstacles, you gain 8 points per victory token instead.
Sensor Net - Place only 2 tokens, but still gain 15 points per victory token.
Management Phase
While no Campaign Points are gained for winning battles during the prologue, a successful attack allows that faction to place a base (or presence marker) at that location. Only the attacker may do this, and only if they won the battle. If the attacker lost, they may not attempt to attack that location again during the prologue (the opposing faction, however, may attack there later).
This means that each side only gets one chance to claim a particular location. It is therefore important to keep a record of which locations were attacked, by whom, and what the outcome was.
Since no Campaign Points are amassed during the prologue, any Victory Bonus value at a location is instead subtracted from the cost of claiming that planet.
During the Management Phase, locations generate their usual resources and strategic effects.
Each faction gains 15 refit points, instead of 30.
When scrapping a fleet, the new fleet has a minimum value of 200 points, with only 1 upgrade per ship and no unique squadrons or upgrades without a commander. (Yes, this means that on the first campaign turn, a team that did very poorly might have a net gain by scrapping their fleets and starting over. This is intentional as a team doing that badly right out of the gate would likely get steamrolled for the rest of the prologue.)
Aftermath
Once the requisite number of battles have been fought, it is likely that neither faction will have been able to claim their required number of starting locations. If both sides agree, they may extend the prologue for a certain number of turns (however many can be agreed on).
Whenever the prologue is deemed to be over, if there are any starting locations still needing to be placed, the factions simply place them in the same order they would at the beginning of a campaign (Imperial, Rebel, Rebel, etc) with the exception that locations are still off-limits to a faction that failed an attack there. If any “leftover” battles were played, a faction may ignore the off-limits restriction for one location per “leftover” battle won.
When transitioning between the prologue and the start of the campaign proper, the following rules apply:
Players may start with new fleets. These follow the normal fleet construction rules at the outset of a campaign (400 points, only 1 upgrade per ship, etc). That player’s prologue fleet is broken up, and any uniques are available to be used by elsewhere.
Players may keep their prologue fleets. They are raised to 400 points. Any new ships bought can only have 1 upgrade. Existing ships with more than 1 upgrade can gain no more at this time. The fleet must gain a commander if it doesn’t currently have one.
Any commander used during the prologue and carried over to the campaign becomes a veteran commander and gains a veteran token. When revealing a ship’s command dial, a veteran commander’s token can be spent to change the dial to any other command. Once used, the veteran token is discarded for the rest of the campaign. (Yes, you can only use it once, ever.)
Any ships, squadrons, commanders, or other upgrades that were in fleets scrapped during the prologue are available again during the campaign.
Note that the transition between prologue and campaign is a good time to change players, bring in new ones, or even switch around teams.