THE CORELLIAN LEGACY - MISSION 1

By BillHimclaw, in Star Wars: Armada

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

CLEANUP

After the battle, each ship flips facedown any CREW faceup damage card. Then, each ship removes as many damage cards as their engineering value, starting with the facedown damage cards. If any damage cards are left, note them down next to that ship's registry, including which faceup damage cards they had left. If they're used on the next battle, these ships will begin the mission with those damage cards assigned, but with full shields. If they're not used on next battle, you may erase the damage from the registry. Damaged squadrons get back to full health after the battle.

Destroyed squadrons and ships are removed from the game unless they are the target of EMERGENCY REPAIRS (see rewards, ahead). Erase them from the registry.

Lost unique upgrades and squadrons are gone forever.

IMPERIAL VICTORY:

Imperial Debriefing: Well done, gentlemen. We've shown the entire sector how the Empire deals with traitors and the incompetence of the Rebellion. I'm sure a promotion is on the way for you. Now, however, we must be ready. The Rebellion is stubborn and insistant. They will surely attempt to enter the Corellian System now, but we will be ready. THE IMPERIAL TEAM GAINS 3 REWARDS.

Rebel Debriefing: What a disaster. All those innocents slaughtered. The entire sector is cowering in fear. The few survivors we managed to rescue have little to no information on the Imperial operations within the system. And all this secrecy... I have a bad feeling about this. We must push harder now, and find our a way to enter the system. THE REBEL TEAM GAINS 2 REWARDS AND CHOOSES THE NEXT MISSION.


REBEL VICTORY:

Imperial Debriefing : The Empire does not look highly on defeat. You failed to impose the will of the Emperor. Now that these traitors have escaped our blockade, more of them will attempt to break it. And what is worse, the Rebellion may find some information on our operations there. Secrecy is of the utmost importance. We must take the initiative and strenghten our blockade. THE IMPERIAL TEAM GAINS 2 REWARDS AND CHOOSES THE NEXT MISSION.

Rebel Debriefing: Your actions saved many lives, people. Good job. We will now relocate these civilians and help them find a safe place to hide for the time being. However, some interesting information is coming out of this: All the survivors we rescued have litte information, but intelligence is putting all these pieces together. We'll soon know more of what is the Empire up to. THE REBEL TEAM GAINS 3 REWARDS.


REWARDS: Teams may choose to receive the same reward more than once.

-EXPERIENCED CREW : You gain 6 veteran points. Use 1 veteran point to obtain a copy of any non-unique OFFICER, WEAPONS TEAM, and/or SUPPORT TEAM upgrade, or use 2 veteran points if you want to obtain a unique upgrade of any of those kinds. Assign the upgrades obtained to any friendly ship or ships.

-ARMS RACE : You gain 6 weapon points. Use 1 weapon point to obtain a copy of any non-unique TURBOLASER, ION CANNON or ORDNANCE upgrade, or use 2 weapon points to choose a unique upgrade of those kinds. Assign the chosen upgrades to any friendly ship or ships.

-SUPPORT MODIFICATIONS: You gain 6 support points. Use 1 support point to obtain a copy of any non-unique FLEET COMMAND, FLEET SUPPORT, DEFENSIVE RETROFIT, EXPERIMENTAL RETROFIT or TITLE upgrade, or use 2 support points to obtain a unique upgrade of any of those kinds. Assign the upgrades obtained to any friendly ship or ships.

-EMERGENCY REPAIRS: You gain 6 repair points. You may spend 1 repair point to discard 1 facedown damage card from any friendly ship, 1 repair points to prevent a single destroyed squadron from being removed from the game, or 2 repair points to discard 1 faceup damage card from friendly ship, or 6 repair points to prevent a destroyed ship from being removed along with any squadrons assigned to it (This ship and its squadrons cannot be used on next battle).

-READY THE SQUADRONS: You gain 6 squadron points. You may spend 1 squadron point to add a single unlocked non-unique squadron to your fleet reserve, 2 squadron points to upgrade one of your squadrons into a unique version of it, 4 squadron points to add a unique unlocked squadron to your fleet reserve or 6 points to unlock a squadron type that is not available to your team yet and add 2 non-unique units of that squadron type to your fleet reserve.

-SHIPYARDS READY: You gain 6 shipyard points. You may spend 1 shipyard point to take any number of upgrades from one ship and reassign them to other ships on the fleet (or discard them), 2 points to change a ship type to another of its available types (remove any upgrades from this ship that are no longer permitted. You may reassign those upgrades to other ships on the fleet. Upgrades that cannot be reassigned are discarded), 3 points to add an unlocked ship to the fleet reserve (you may equip one single non-unique upgrade to this ship), or 6 points to add a ship type that is not available to your team yet to unlock it for your team (you must unlock small ships first, then medium ships, then huge ships) and add a single ship of that type to the fleet pool, with a single non-unique upgrade assigned.

- - - - - - -

And this is basically it. I have other missions ready, but the basic idea is that the losing player defines the new battlefield. They know the mission they are embarking into, while their rivals do not, giving them an edge. I want to have a balancing point so that the losing players may come back with a vengeance.

Commanders will play their roles as REINFORCEMENT cards, which you can bring to a battle Hyperspace assault style, at the cost of less rewards after the battle.

Edited by BillHimclaw

I dig a lot of this. I'm not quite sure how the missions are supposed to work..like are the objective cards left out of this? Every fight is a custom mission?

Also, how does this end? Does it just keep going until one side gives up? Cause that could happen after like 2 losses. Is there a grand VP target like the FFG campaign? If there is I think the losing side should get more rewards than the winner, but the winner gets VP. That would soften the snowball problem. It also even makes sense to me in an odd way..if a faction reports heavy losses, they get more reinforcements from command. If a faction is doing well, command sends supplies where it's needed more.

I like the fleet pool idea (though in practice its probably pretry hard to manage ). I like the permanence of the damage cards and the reward concepts. Hopefully it would cause players to mix and match their fleets from game to game instead if the same ones each time.

If the Rebs and Imps have to build 2 fleets, but have ship limitations each round what they can take, and the buildup is so slow with the limited rewards, most notably only being able to save 1 ship per round with emergency repairs at the expense of ALL other rewards including forward advancement... I don't know. I see this going very poorly very quickly as if the team loses 1 ship and loses the round half their reward will go just to saving the ship. If they lose 2 ships and lose the round ALL rewards will go to saving ships. If they lose 3 or more than lose the round they are just screwed. The balance just seems way too far off for this to be something I would give a go at.

A++ for theme, love that A TON

just needs a lot of love from a balance perspective.

@homedrone Yes, every mission is a scenario. Each mission advances the story, and currently it ends on the 5th mission. The idea is closer to a narrative campaign of Imperial Assault than the Corellian Conflict. It's a buildup to the final battle where it is a win all/lose all situation. There are a few balancing tweaks to do still tho.

@BrobaFett I do punish you for losing ships: You will have tough choices between saving your toys or getting new ones. Still, as the story progresses, rewards increase and the losing team gets compensation in the form of reinforcements they can summon (as in "Vader's on that ship" and whatnot). I agree there needs to be some testing and balancing tho. We've barely tested it, but this first scenario is a blast to play.

Edited by BillHimclaw