Remote Rendezvous
or, We Don’t Need Another Hero
Alliance intelligence has discovered the location of a deep space meeting of key military officers. If Rebel forces can jump in and strike fast, they may be able to capture of kill a number of VIPs all at once. The problem. . .the rendezvous point is in a very hazardous sector of space.
Set Up:
6x3 play area.
Hazards include 3 ion storm tokens (from the HotAC campaign materials), 7 asteroids, and 3 mine fields (also from HotAC). All hazards must be placed further than Range one from a table edge and further than Range 1 from each other. The hazards are placed as follows: ion storms first (Imperial player deploys first), followed by the seven asteroids (again, the Imperial player places first), and the finally the 3 mine fields (which are all placed by the Imperial player). Finally, each player choses 1 asteroid to be inhabited by a space slug. This gives the Imperial an advantage in board set up, since the Empire choose the meeting location in the first place. Hazard density will be higher than normal. . .
The Imperial places all ships first, anywhere in the central area of the board further than Range 3 from any table edge. The Rebels then place all forces along a single table edge within Range 1 of that table edge. Once the Rebels have deployed, the Imperials may rotate (but not displace) any or all ships to a new facing based on Rebel deployment.
Each player brings a 300 point list. The Imperial player must include 4 Unique Imperial Crew members. These cards do not count against the 300 points they are allowed to spend on their squadron list. Furthermore, the Imperial player cannot use the EPTs Veteran Instincts or Adaptability (but may use different EPTs in their stead).
Minefield Mapper is banned.
Play:
The Rebels have initiative. Play proceeds normally.
All Imperial Pilots start with +2 to PS. When the first Imperial VIP is killed, this drops to +1 PS. After the second VIP is killed, pilots have their natural PS. After 3 VIPs are killed, Imperial pilots are at -1 PS. The Emperor, if used, counts as 1 VIP, but his loss results in an additional -1 PS when he is killed.
Victory Conditions:
The Imperial must kill all Rebel raiders. The Rebels, on the other hand, win if they can kill all 4 Imperial VIPs present at the meeting, regardless of remaining Imperial forces.
Options:
This scenario can be reversed, with the Empire trying to eliminate heroes of the Rebellion.