This is a spin-off from the thread:
and as I already set up the First Mission from the first Tour of Duty from X-Wing, I thought its own separate thread is more useful:
Follows the Rebel Alliance as it attempts to gain the aid of the Sullastans while under constant scrutiny by the Empire. The final mission depicts a daring operation to covertly board and subsequently eliminate an Imperial Star Destroyer.
Tour of Duty 1, Mission 1
Setup:
Place a imperial BFF-1 Flottilla and a neutral Cr90 in close distance in the middle of the board.
The Rebel Force may be placed anywhere on the board in distance 3 of that ships.
The Rebels player begins.
Rebel Forces:
2 X-Wing Squadrons
Lambda-class_Shuttle (Faction set to: Rebel)
-> Armada fitting replacement:
VCX-100
Free play:
45 Points of fighters.
Imperial Forces:
Nebulon-B-Escort Frigate (Faction set to: Imperial)
-> Armada fitting replacement: Arquittens Light Cruiser
2 Squadrons of TIE-Fighters
BFF-1 Flottila
-> Armada fitting replacement: Gozanti (no armament) or GR-75 Medium transport (Faction set to: Imperial)
Free play:
50 Points of ships
18 Points of figthers
Special rules:
The neutral CR90 joins the Rebel Forces, once the Lambda-class_Shuttle spends one activation in base contact with it without attacking or moving.
All Rebel fighters gain the Rogue Keyword.
The Imperial Warships count as having equipped "Rapid Launch Bays"
The Imperial Warships may be placed in Distance 4 to a table edge at the start of the second turn.
Victory conditions:
Rebel Victory points:
+40 Points if the CR90 escapes of the board without a damage card
+30 Points if the CR90 escapes of the board with at least one damage card
+5 Points if the Lambda class shuttles survives the battle
+10 points if both X-Wing squadrons survive the battle
+10 points if both X-Wing squadrons survive the battle without taking more than 1 point of hull damage
Imperial Victory points:
+40 Points if the BFF-1 flottila survives
+50 Points if the BFF-1 flottila survives without a damage card
+5 Points if the Lambda class shuttles are destroyed
+5 points if the CR90 has 3 damage cards but suvives
+15 points if the CR90 is destroyed
+10 points if all enemy X-Wings are destroyed.
Tour of Duty 1, Mission 2
Setup:
The Imperial player places and ISD-I, two Imperial Cr90 and an Nebulon-B Frigate and two BFF-1 Flottilas in at least distance 5 of the table edges.
The Rebel Force may be placed anywhere on the board.
The Rebels player begins.
Rebel Forces:
1 A-Wing Recon Squadron
-> Armada fitting replacement: A-Wing / Y-Wing (
gains Intel and Rogue
"
If you dont attack in your activation, gain a scatter defense token until the end of your next activation.")
Free play:
17 Points of fighters.
Imperial Forces:
Imperial-I class star destroyer
Nebulon-B-Escort Frigate (Faction set to: Imperial)
-> Armada fitting replacement: Arquittens Light Cruiser
2 Squadrons of TIE-Fighters
1 squadron of TIE-Interceptors
2 BFF-1 Flottila
-> Armada fitting replacement: Gozanti (no armament) or GR-75 Medium transport (Faction set to: Imperial)
2 Cr 90
-> Armada fitting replacement: Raider
Free play:
180 Points of ships, 20% must be unarmed
30 Points of figthers
Special rules:
The Imperial Warships count as having equipped "Rapid Launch Bays"
Victory conditions:
Rebel Victory points:
+10 Points for passing each imperial warship with the fighter squadron in distance 1
+5 Points for passing each imperial BFF-1 Freighter with the fighter squadron in distance 1
+5 Points (extra) for passing an Imperial Star Destroyer with the fighter squadron in distance 1
+5 points if the Fighter squadron survives the battle
+5 points if the Fighter squadron survives the battle without taking more than 1 point of hull damage
Imperial Victory points:
+25 Points if the Rebel Fighter squadron is destroyed
+5 Points for each imperial ship that was not passed in distance 1 by the Rebel Fighter squadron
Tour of Duty 1, Mission 3
Setup:
The Rebel player places his forces in close to medium range to the center of the board, with the exception of the Shuttles. In turn one he may remove one ship or squadron, instead of activating it (as if it had resolved the "Hyperspace escape" upgrade card). The Shuttle is placed at the start of turn 3 anywhere in close to medium range to the center of the board.
The Imperial Player places its force after the first and second activation of the Rebel player.
The Rebels player begins.
Rebel Forces:
1 X-Wing Squadron
1 Y-Wing Squadron
1 VCX-100 Squadron
2 YT-2400 Squadron
1 Lambda class shuttles Squadron
2 Cr90 Crovettes
1 Nebulon-B Suporrt frigate
Free play:
60 Points of fighters, 45 must be spend on squadron with 6 hull or more and one Lambda class shuttle squadron
100 Points of ships
Imperial Forces:
Imperial-I class star destroyer
2 Squadrons of TIE-Fighters
1 Squadrons of TIE-Bombers Anti-Squadron Ordnance
Free play:
110 Points of ships
30 Points of figthers
Special rules:
The Imperial Warships count as having equipped "Rapid Launch Bays"
All ships count as having equipped "Hyperspace escape"
Victory conditions:
Rebel Victory points:
+100 Points if the Lambda squadron leaves the board without damage
+75 Points if the Lambda squadron leaves the board
+20 Points for each escaping Rebel ship
+10 Points for each escaping Rebel squadron with Hullvalue over 5 beside the Y-Wings
+5 Points for each escaping Rebel squadron with Hullvalue that leaves the battlefiewld undamaged
Imperial Victory points:
+15 Points for each Rebel Fighter squadron that is destroyed
+5 Points for each Rebel Fighter squadron that took damage destroyed
+50 Points if the Lambda squadron is destroyed
Cards:
And btw stealing the time from my other project:
Edited by DScipio