I know creating homemade campaigns is the new hotness around and I'm kinda late, but I've been working in a narrative-type legacy-style campaign since the Corellian Conflict was released and... Was not very popular among my friends, which were expecting more adventure and less snowballing battles. Feel free to test this first scenario and send me any feedback.
STAR WARS - THE CORELLIAN LEGACY
The GALACTIC EMPIRE has stablished a lockdown on the CORELLIAN SYSTEM. Nobody goes in or our without Imperial permission. Rumors spread like wildfire through the sector, and even imperial officers assigned to guard duty have little information of what they're protecting.
The situation reaches the ears of the REBEL ALLIANCE, prompting them to send a small group of ships to investigate this imperial operation. But after weeks of searching the systems surrounding the Corellian sector they find no way to cross the blockade.
Then, from their lookout spot on the Raider's Point nebula, the rebel ships pick up a distress signal. Some ships have escaped the blockade and are now under attack by the Empire....
Imperial Briefing:
The Interdictor has intercepted a convoy leaving the Corellian system through the outskirts of Radier's Point. You know the orders: Nobody leaves the area without proper authorization. These traitors have it coming; your mission is to simply arrive, assist the Interdictor in taking down this convoy and executing all of these rebels on the spot. And speaking of rebels... There have been reports of Alliance starships on the viciniy. They may show up to defend the convoy. If they do, you must protect the Interdictor and prevent them from rescuing any survivors!
Rebel Briefing: We just received a distress call from Raider's Point. Looks like a civilian convoy escaped the Corellian system but they were intercepted by an Interdictor cruiser. We expect the Imperial justice to murder these innocent people in order to make an example of them. We must intervene and help as much as we can. Your priority is to escort these civilian ships beyond the Interdictor's gravity wells and rescue any survivors you may find. Maybe they'll tell us more of what is happening in their homeworlds. Expect imperial opposition, but priorize the rescue of those civilians!
SPECIAL RULES
Corellian Conflict hyperspace jump rules apply as do Interdiction rules.
Each side creates a fleet of up to 300p that will be used during the first mission (see MISSION 1 details below). Then, each side creates a SECOND fleet, with the same restrictions, that will NOT be used during the first mission. Note down each ship with its upgrades and each squadron for each side: They are the FLEET POOL for each team. After the first mission, players will choose ships and squadrons from their faction's FLEET POOL until they meet that mission's point limit.
When deploying or activating ships, the whole team is considered one player: Teams will take turns activating their ships in any order they prefer, even if the same player makes several activations in a row. During the battle, squadrons are considered a common resource, and if the player that brought them agrees to do so, another player may activate friendly squadrons that belong to another player with a squadron command.
Initiative is chosen by the team that lost last mission. For the first mission, the Rebel team chooses initiative.
MISSION 1 - A DISTRESS CALL
Total fleet size per side:
300p to share among participants.
Maximum ship value allowed:
70 base points.
Upgrade restrictions:
No unique upgrades allowed. No commander allowed. One upgrade per ship.
Squadron restrictions:
Generic Tie Fighters, Interceptors, Bombers and Lambda Shuttles only for the Empire, Generic A-Wings, X-Wings, Y-Wings and VCX-100 only for the Rebellion.
GAME SETUP
Special requirements:
Remove the station. You will need 7 small bases, a GR-75 ship card and an INTERDICTOR. You will need the 3 additional asteroid field tokens and the dust fields from Corellian Conflict.
Obstacles:
6 asteroid fields and 2 dust fields.
Obstacle setup type:
"Blockade run" misión style.
Special rules: After deploying obstacles, the Rebel team must place 7 small bases in one side of the "Blockade run" deployment zones. They are the CIVILIAN CONVOY SHIPS and use the GR-75 maneuver chart. The opposite deployment area is considered the "Escape zone". Then, the Imperial team places the INTERDICTOR as close as possible to the center of the board, without overlapping obstacles, with any portion of its front arc containing any portion of the Civilian Convoy Ships deployment side border. Then, the Imperial team removes two small bases and replaces them with the debris fields, and places two objective tokens on each debris field. They are ESCAPE PODS.
Deployment type: Standard. Because of the obstacle placement, there may be obstacles on each deployment zone. A ship may deploy overlapping an obstacle, but must immediately resolve its effect.
Special rules (Interdictor): The Imperial Team adds an INTERDICTOR to its fleet, deployed at speed 0. The Interdictor may use its defense tokens regardless. No rebel ships are allowed to jump to hyperspace at all while the Interdictor is in the play area. It is equipped with a TARGETING SCRAMBLER and the INTERDICTOR title. It must be the last ship to activate on the Imperial Team. When it does, the player activating it may choose any command and resolve it as if it had spent a dial and a token. When attacking, the Interdictor must target a Civilian Convoy Ship, if possible. After it activates, set its speed back to 0. After it activates, if the Interdictor has any damage cards assigned to it, remove it from the play area: It flees the battle, and the Rebel team gains 3 Victory tokens. If the game ends with the Interdictor in the play area, the Empire gains 3 Victory Tokens.
Special rules (Civilian Convoy Ships): All "empty" small bases are Civilian Convoy Ships. The Rebel team may activate the Civilian Convoy Ships at any time. When it does, they resolve no commands or perform any attacks, but they may perform any speed maneuver from the GR-75 maneuver chart. They ignore the effects of overlapping obstacles, but will take damage from overlapping ships (without dealing any). When they're attacked, you may reroll any number of attack dice before resolving damage. If they're assigned a faceup damage card, ignore the text of the card and place it facedown. Once a civilian convoy ship suffers 5 damage, it is destroyed. Place an objective token within distance 1 of the destroyed ship, then remove it from the play area. The Empire gains 2 victory tokens for destroying a civilian ship. If a Civilian Convoy Ship is on the Escape Area and beyond distance 1-5 of the Interdictor at the start of its activation, it retreats. Remove it from the play area, and the Rebel Team gains 3 Victory points. If the Interdictor is no longer in the play area, it may retreat after its activation, and the Rebel team gains 3 victory tokens.
Special rules (Escape Pods): All objective tokens are escape pods. Escape pods may be attacked by Imperial ships using their anti-ship batteries, as long as they have an unobstructed line of sight to the center of the token. Imperial squadrons may attack them using their anti-squadron batteries. After the initial rolling, if there is an ACCURACY icon and a HIT icon, remove the targeted objective token from the play area. The Imperial Team gains 1 Victory token. If there is not, cancel all dice from the attack pool. Before the Squadron phase, the Rebel Team may move each objective token so it's within distance 1-2 of its current position. If a token overlaps a Rebel Ship (or the other way round), assign that token to that Rebel ship. When a Rebel ship with tokens assigned is destroyed, the Empire gains as many victory tokens as objective tokens assigned to the destroyed ship. If a rebel ship with objective tokens retreats or survives until the end of the sixth round, the Rebel team gains as many Victory tokens as that ship had assigned.
End of game: The team with the most points gains 3 additional Victory Tokens. The team with the most victory tokens wins this mission. In case of a tie, the Rebels win this mission.
ATTENTION: DO NOT REMOVE DAMAGE CARDS FROM ANY SHIP YET.
Edited by BillHimclaw