[Mission]: I Don't Know, Fly Casual (Epic Plus)

By Darth Meanie, in X-Wing

I Don’t Know, Fly Casual

An “Epic Plus” Mission

Here we are 5 years in, and still no Shuttle Tydirium. Not tonight. Kill a few Bothans, steal a shuttle, and rush to the rescue of Rebel prisoners currently held by the Galactic Empire. Can the strike team sneak in, save the prisoners, and race back out before they are blasted to space dust?

List Building:

The Rebel player brings a 300 point list. In addition, the Rebel player can choose 3 Unique Rebel crew to be rescued, and has the option of one of them being a new crew card, Imperial Captive (which works identically to Rebel Captive). The Rebel player does not pay the costs of these crew cards in their list, nor for the cost of Chewbacca (in Lambda Shuttle), or Shuttle Tydirium title. Sensor, Cannon, and (non-rescued) Crew for the shuttle are paid for as normal.

Each Imperial Player brings a 300 point list with no restrictions.

Set Up:

6x3 play area. Players deploy along the short ends of the board. Asteroid set-up as usual.

At the Imperial end of the board, the Imperial player places 3 Escape Pod tokens in a band at least Range 2 from the end of the board, not more than Range 4 from the edge, and at least Range 2 from either side of the board. These represent the held Rebel prisoners, one per Escape Pod. The Rebel player gives the Imperial player his 3 crew card prisoners, and the Imperial player places one crew card under each Escape Pod token, face down.

Imperial forces set up within range 3 of the Imperial edge. Rebels set up within Range 5 of the Rebel edge. The Shuttle Tydirium can deploy anywhere on the Rebel half of the board. Set up proceeds as normal by PS.

Play:

The goal is for the Rebels to free at least one prisoner, and flee off the Rebel table edge. Only one prisoner is required for a Rebel win; rescuring extra prisoners could be useful for helping the shuttle survive to escape.

A prisoner is rescued when the shuttle lands on an Escape Pod token. The shuttle cannot be the target of attacks while on an Escape Pod token (the Imperial Navy has a strict policy about firing upon Escape Pods). When a prisoner is rescued, he or she is added to the shuttle as crew, and the shuttle gains access to all that crew card’s abilities.

The Shuttle Tydirium may not be attacked by the Imperial until (a) a prisoner is rescued, (b) the shuttle attacks and Imperial ship, or (c) the Imperial detect that the shuttle is stolen.

Imperial detection of the shuttle is determined as follows:

Each ship gets a single roll of a number of attack dice equal to 1/3 modified PS (rounded down) when it first comes within Range 3 of the shuttle. Thus, PS 1-2 pilots do not get a roll, PS 3-5 pilots roll 1 die, PS 6-8 pilots roll 2 dice, and PS 9+ pilots roll 3 dice. On an Crit result, the shuttle’s identity is compromised and may be attacked by all Imperial forces on the next turn. Note than each pilot is allowed 1 roll for the game. . .if that roll fails, that pilot is duped for the rest of the game until another pilot detects the intrusion.

Victory Conditions:

The Rebel must rescue at least one prisoner. The Imperial thus win of they destroy the shuttle.

The bits:

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Brilliant!!

Once again, Well Done!