To Do or Die in a Stolen TIE
An Epic Plus Mission
Rebel agents QuickSnack and BlueSauce have infiltrated the ISD Git Gud and sliced valuable intel from her computers. Extraction was going to be easy: steal a ship, and run. Now, the Imperials have managed to throw a hydrospanner into the works. QuickSnack is still on the ISD, but BlueSauce has been transferred to the Raider-class corvette assigned to the fleet. In a desperate gambit, the Rebels have sent a strike force to harass the Imperials, in an effort to screen QuickSnack’s dash to grab BlueSauce, reach the strike force, and jump to safety.
List Building:
The player brings a 300 point list. The Rebel player must include a large base transport. Using a corvette or medium transport is theoretically not banned, but might be more problematic in the final escape. The Imperil player must include a Raider corvette.
In addition, the Rebel player may kit out a Stolen TIE (QuickSnack) that does not cost against his list total. The Rebel player chooses 1 unique crew card (BlueSauce) that is not part of his 300 point list. Both of these cards come into play as the scenario unfolds.
The Imperial player brings 8 TIE/ln Academy Pilots that are not part of his list. At least 2 will see deployment, the rest may not.
Set Up:
6x3 play area. Players deploy along the long ends of the board. Asteroid set-up as usual.
The Imperial side of the board will represent the hull of the ISD Git Gud. Place 3 range rulers spaced evenly along the table edge. They are hangar bays of the ISD. Next, place an empty small fighter base at Range 1 from the end of each range ruler, 6 in total. These are the star destroyer’s turbolaser emplacements. They have a firing arc as designated by a small ship base.
Play:
The Rebels have a sequence of objectives that must be fulfilled in order to win. They are (a) weaken the hangar bay shields to allow QuickSnack to escape, (b) rescue BlueSauce from the Raider, (c) transfer BlueSauce to the transport, and (d) have the transport jump to hyperspace with BlueSauce and the intel. These are discussed in sequence below:
A: Free QuickSnack. Before play commences, the Imperial player secretly picks which hangar bay Variable has stolen a TIE from and records it. During play, to free QuickSnack, the Rebel player must make an ionizing attack (turret, torpedo, etc.) against a hangar bay. This “releases” 3 TIE fighters immediately, which are placed on top of the range ruler, one in each Range band. If the hangar bay is the one the Imperial has chosen to hold QuickSnack, the Imperial places the Rebel player’s stolen TIE into play, plus two TIE/lns. If not, the Imperial player places 3 TIE/lns. These ships move at the beginning of the next turn, however, they may be considered in play immediately if the Rebel player can coordinate further attacks against these enemy ships. The TIEs defend normally in this event.
B. Rescue BlueSauce. Once liberated, QuickSnack must get to BlueSauce. This involves simply flying to the Raider in the Stolen TIE. If the Rebels need help (the scenario is going badly), this could be a “free flight” in that no detection is possible. To collect BlueSauce, QuickSnack must bump into the Raider. This does not cause damage to the TIE, but does cause the Stolen TIE to lose its action and attack. Also, the Rebel player may use any of BlueSauce’s crew skills for the Stolen TIE!
C. Transfer BlueSauce to the Transport. Once the Stolen TIE leaves the Raider, it needs to fly to the Rebel transport and perform the same “friendly bump” to transfer BlueSauce to the transport. However, the game is up. At the beginning of the turn after leaving the Raider, the Stolen TIE loses the Captured TIE upgrade automatically. Thus, the Stolen TIE is allowed one free (undercover) move away from the Raider before the Imperials discover BlueSauce (and the plans) are missing. Again, BlueSauce’s crew skills are available to the transport.
D. At the end of the turn in which BlueSauce is transferred to the transport, the Imperial player places a hyperjump point marker anywhere on the Rebel side of the board. If the transport can reach it before it is destroyed, the Rebels win! If BlueSauce is killed, the Imperials win.
The Imperial turbolasers fire at PS 0 each turn with a 4 die attack at Range 2-3. Each Turbolaser may attack one available target. Targets double their evade against the turbolasers. The turbolasers have 4 Hull and may be destroyed by the Rebels. Any critical hit against a Turbolaser counts as 2 damage.
Victory Conditions:
If BlueSauce escapes, the Rebels win. If BlueSauce is killed, the Imperials win.