Spade Squadron redux IC: Mission Zero- The basics

By Rakaydos, in Star Wars: Age of Rebellion Beginner Game

Last turn: (everyone moved up to Short except Spade 4, who went all the way to Med1)

Range bands: (Jump point ( Med2 ( Med1 ( Short ( Engaged ) Short ) Med1 ) Med2 ) Long1 )

Beacon 1 is at engaged, beacon 2 and 3 are in the nebula at Long 1 range, and also at long1 range from each other., and also at long range from each other.

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This turn (resetting ranges from the squadron- everyone is at Engaged now, except Spade 4, who is at short):

Range bands: ( Jump point ( Long1 ( Med2 ( Med1 ( Short ( Engaged ) Short ) Med1 ) Med2 )

Beacon 1 is at short (back), beacon 2 and 3 are in the nebula at med 2 range, and also at long1 range from each other.

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"Good pace Spade 4... When you reach the beacon, scan it."

Piloting vs nebula (1 handling, 2 blues from astromech, and a red downgrade)

Piloting the nebula: 2eA+2eP+3eB+1eC+3eD+2eS 1 success, 1 threat
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1 system strain, moving to short

Astromech copilot

Astromech copilot check: 2eA+1eP+2eD 4 successes, 3 threat
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Assist astromech

Vulc pulls back the throttle to the BTL-A4 Y-Wing's midway point. He thought "Wish my astromech could keep the pace!" happy to receive a compliment from Spade 1. Vulc comms "Will do Spade 1".

Spade 4 was still maintaining a decent pace at half the speed. R3-D0 beeps "Vulc, I am getting a read on some ionization clouds shifting which will give us a brief clearing!". The astromech's calculations was able to provide the pilot with enough sensory information to break through the difficult terrain. Vulc took advantage of the clear space and closed-in on Beacon 2.

Range Bands: Starting at Short Range and Beacon 2 at Med 2.

Vulc incidentals down to Speed 2. Vulc Fly/Drive maneuvers in nebula with wingman assist and a rank of skilled jockey.

Nebula Piloting Speed 2 + Wingman Boost & Rank 1 Skilled Jockey: 2eP+2eA+1eB+2eC+1eS 2 successes, 2 advantage, 1 Triumph
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1x Advantage boost for Vulcs next check; 1x Advantage boost for R3-D0 next Co-pilot action.

1x Triumph for a 3rd free maneuver

Nebula Copilot +1 Boost from Vulc: 1eP+2eA+1eB+2eD 2 successes, 5 advantage
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3x Advantages to ignore penalizing terrain or stellar effects until the end of the next turn (Will use next turn).

2x Advantages used for Vulc's 2nd Drive/Drive maneuver this turn (2 boosts)

2x Success Reduces 2x Red Dice

Vulc Fly/Drives his 2nd maneuver in nebula with wingman assist, boost from prior check and a rank of skilled jockey.

Nebula Piloting Speed 2 + Wingman Boost, Prior Piloting Boost & Rank 1 Skilled Jockey: 2eP+2eA+2eB+2eC+1eS 0 successes, 3 advantage
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Nebula Piloting Speed 2 boost: 1eB 0 successes, 1 advantage
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Nebula Piloting Speed 2 Boost: 1eB 1 success, 1 advantage
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Needed the 2x boosts from R3-D0's Copilot to succeed this 2nd maneuver.

5x Advantages open for Spade Squadron; Vulc will claim if unused :D

Vulc Fly/Drives his 3rd maneuver in nebula with wingman assist and a rank of skilled jockey.

Nebula Piloting Speed 2 + Wingman Boost & Rank 1 Skilled Jockey: 2eP+2eA+1eB+2eC+1eS 1 success, 3 advantage
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2x Advantages for Vulc next round; 1x Advantages for R3-D0.

Summary: 3x maneuvers at speed 2, moving 1 and half range bands. Started from Short range and ended at Med1 1/2. Beacon 2 is at Med2 (half a band away).

"Think you can manage some navigation, Ellie?"

"[I'll give it a shot.]"

Astrogation [Plot Course]: 4eA+2eD+2eB 1 success, 3 advantage
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Using 2 advantage from @Vergence, Ellie manages to cut out one setback. Ellie assists, giving Walter a blue die for Piloting. She also gives out a blue for Walter's next check, as well as giving out another blue for him.

"[Can't see much, but I got something.]"

With that in mind, Walter decides to play it fast and loose, just to blow off some steam.

"Hey, Ellie, you know when I said I was going to go slow?"

"[Yes...?]"

"Let me turn it down a bit..." he says with a grin before hitting full power. He had to admit, it was fun being a Rebel sometimes.

"[Wait, that isn't-waAAAAAAAA!]"

Piloting [Full speed into a nebula again]: 1eP+2eA+2eC+2eD+8eB+2eS 3 successes, 3 advantage
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Moving to short range, spending 3 Advantages to ignore penalizing surrounding terrain next turn.

The Y-Wings go full speed, making it past the section easily.

Walter and his wingman prepare to follow Spade 4 in, who isn't too far away.

Piloting [Full speed into a nebula again]: 1eP+2eA+2eC+2eD+1eB 1 success, 3 threat
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Not sure if removing penalizing terrain means to remove all the setback or remove the challenge dice. I am going for the former.

They get closer to Spade 4, but while they are heading towards him, Walter gets a sudden chill. It feels like something could go wrong...

Will leave it up to @Rakaydos to determine what 3 threat means to them.

Edited by satkaz

Caleb deftly maneuvers through the nebula. "See, Scout, nothing to it. It just takes an experienced pilot, and a steady ha.."

Before he finishes, out of nowhere, a heavy blast of ionization washes over the aged starfighter.

"WttThhFrrrk!?!?"

Character Scout
Campaign Spade Squadron
Description Copilot
Results 1eA+1eP+2eD: 2 failures, 1 advantage [1eA=A] [1eP=S] [2eD=F/F, F]
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Edgehawk
Character Caleb
Campaign Spade Squadron
Description Maneuver in Nebula
Results 3eA+1eP+1eB+2eD+2eC: 3 successes, 1 advantage, 1 Despair [3eA=A, S/A, S/S] [1eP=A/A] [1eB=S] [2eD=Th, Th] [2eC=Th, D]
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