YEEEAAA.. Onto testing of my Last of the 14 new missions i've wrote..
This has been a long way coming.
This mission is played on a 3x3 Planet map, with a 12 turn time limit, in Hostile terrain.
In the center of the planet, there is a large hexagonal command unit, with a command center, a shield generator and sensor/comm dish on top of it. Attached to it are 3 end caps, and one feed through module, leading to a small command triangle and a hanger bay. THERE IS ONLY ONE HANGER, unlike prior missions with imperial bases.
There is one fuel tank on End cap 1, a Turret on End cap 2. At three to 5 players, put a 2 nd turret on the last end-cap, and if there's six players, put a third turret out on the feed through module. At the higher PS averages, turret 1, and maybe even turret 2, gets upgraded from a regular, to a heavy.
Since ALL the 3 player testings are at PS6 average, Turret 1 only is upgraded to a heavy, turret 2 is normal.
All the rebels come in on the top left corner, with a range 2 'arc, that they can start in, and its Also their escape point.
NOTE, if in Mission 2, any defender from Gamma or Aggressor from Jericho squad escaped, the imperials will be “ON alert!”. So far, only play-test 4 and 5 at Five ships, did this occur in.
The YT-2400 uses AI pilot card #5, starting at the “Wild Space fringer (PS2)” line, with a Shield upgrade and Mangler Cannon.
If the group's PS is 5+, upgrade to Elite PS 3, Rebel special forces team leader line, with the EPT Expert Handling, and Outrider Title.
If the group's PS is 7+, upgrade to Elite PS 5, with the named Pilot Leebo , and Ion pulse missile.
If the group's PS is 9+, upgrade to the Elite PS 7 line, with the EPT Opportunist.
Once the YT docks on the base's hanger bay, each round roll 2 attack dice, it takes TWO hits (or one Critical) to advance into the Feed-through module, then Two more hits in the following round to advance to the Central hub. ONCE THERE, it requires THREE hits (or two critical hits) to GET all the prisoners. Once the rebel troops move out of the hanger, into the feed-through module, the YT may start moving again.
Imperial Forces:
Starting out-
Alpha and Beta squad - Two tie fighters each squad. Alpha in Patrol box B, Beta out of Hanger 1. As both are in 'patrol' AI, they move only 2 (1d6 roll, even = 2, odd = 3) or 3 straight moves till fired upon OR the rebels get in range 2 of them.
Reinforcements-
Charlie – Turn 2 (if alerted) or Turn 3 (if not altered), two tie bombers. (AS no running has a PS of 8 or higher average, there is no elite)
Delta – Turn 3 (If alerted) or turn 4 (if not alerted) coming out of hyperspace, one tie defender.
ADDED IF ALERTED – Falcon – One tie bomber. Out of hanger 3. On turn 3.
Gamma – Turn 6, One Tie advance prototype, upped to an elite for ALL runnings. Out of hyperspace.
Sigma – Turn 6 also. One Decimator, with +2 shield. Also coming out of hyperspace.
Falcon and Charlie squad's Strike AI has them going after the YT TILL it has docked, then shifts to targeting the central hub. Gamma squad's Strike AI has them Prioritizing rebel fighters, in order of A-wings, then X-wings, then Y-wings and lastly B-wings. They will ONLY SHOOT the YT, if its at range 1 AND they have no shot on a rebel fighter. If they have no shot on their PRIORITY Target, they can shoot OTHER rebel fighters at range 1 or 2. While Delta's defender has a reversed priority order. Starting with Y wings first, then B wings, then X wings and lastly A-wings... They can shoot the YT if its at range 1, EVEN IF they have a range 2 or 3 shot on their priority fighter target, OR at range 1 or 2, if they have NO shot on any rebel fighters!!
Sigma's Decimator, will ALWAYS try to fire its PRIMARY attack, on the rebel fighters ONLY. The secondary attack, and its “Agent Kallus” ability WILL be used on the freighter. IF ITS docked, it instead shoots the command hub. Any ordinance it gains, are ONLY usable against rebel B or Y-wings.
Mission Goals:
Destroy or disable the shield generator, and Sensor/comm dish
Escort the YT, till it docks, and Protect it and the base.
Hold the base till the end of the time limit.
Penalty – IF the YT is destroyed, everyone loses their most expensive ordinance. IF THE BASE gets destroyed once taken, everyone loses their most expensive NON Ordinance upgrade.
For the rebels.
Any rebel at range 1 of the YT or the base, may perform protect actions on it. IF they wish, they can NOT DESTROY any turrets, and hope the troops take the facility over, so they can control those turrets, but that is a RISK.
Ship assignments for 3 players ( i am KEEPING exactly the same assignments as before).
1st running. A-wing Drogo, X-wing Reign-fire, and B-wing Grood (PS averages to 6)
2nd running. A-wing Gruff, X-wing Tin-bok and B-wing Shunt (PS averages to 6)
3rd running. A-wing Blue-thunder, X-wing Chaka and Y-wing Dozer (PS averages to 6)
4th running. X-wing Squeaky, B-wing Wilt and Y-wing Unca (PS averages to 7), so both the Decimator and YT get upped, and both turrets are heavy.
5th running. A-wing Red-bull, Y-wing Cmoz and B-wing Spot (PS averages to 6)
6th running. X-wing Jinn, and the Y-wings of Imo-thep and Crack. (PS averages to 6)
NOTE: NOT ONE of the runnings at 3 players, did anyone in Gamma or Jericho squadron get to escape, so in no runnings, will the empire be 'on alert'.
Also, since the base converts to rebel control IF they take it, and that includes taking over any turbolaser turrets, i MAY have to remove that as one of the primary goals..
Edited by LTuser