This is the 5
th
mission of my Star Wars X-wing League using these
Rules.
As the rules outline, each player is a rebel pilot in the ad-hoc fighter squadron “
The Reapers
” assigned to the rebel Nebulon B2 Escort Frigate “
Timeron
“. The time-line of the missions starts roughly a few weeks before the fateful showdown at Yavin IV.
4
th
Mission: Critical Equipment Escort
A G75 transport carrying critical supplies to the Rebel base on Yavin IV needs escort from “The Reapers”. This vital cargo must make it thru a Imperial picket line which has been thrown up outside the system. They know we are here and are planning something big. So let's be on our toe's out there.
Imperial Perspective
A Imperial picket line of 9 Black Squadron TIE fighters. When they have lost 1/3 their force Howlrunner, Night Beast and Winged Gundark will arrive as backup. The Rebels start the game by entering on the first turn so the imperials will not no were the transport will enter.
The Reapers
Widowmaker –
PS 6 w/ 8 Kills, 35xp w/ 4xp banked, X-wing (SP=49)
-
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Ship Upgrades: Shields+1, Hull+1
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Pilot Upgrades: Swarm Tactics, Marksmanship, Ace
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Droid Upgrades: R2-D2 & R2-F2
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Notes: 4 Missions flown - Gains Swarm Tactics and Marksmanship for free and with 3 kills in mission #3 he becomes the first Ace. Followed that up with 2 more kills well barely making it back in one piece.
Joker –
PS 3 w/ 4 Kills, 22xp w/ 3xp banked, X-wing (SP=44)
-
-
Ship Upgrades: Shields+1, Hull+1, Stealth Device
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Pilot Upgrades: Marksmanship
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Droid Upgrades: R2-D2
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Notes: 3 Missions flown – Gains Marksmanship by have kills in three consecutive games.
Darkstar –
PS 3 w/5 Kills, 25xp w/3xp banked, X-wing (SP=42)
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-
Ship Upgrades: Shields+1
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Pilot Upgrades: Marksmanship, Ace
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Droid Upgrades: R2-D2
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Notes: 4 Missions flown - Shot down twice and injured in his last ejection. Will be switching over to an X-wing for this mission. Keeps Marksmanship for free and adds Ace.
Train –
PS 3w/ 3 Kills, 25xp w/ 4xp banked, X-wing (SP=38)
-
-
Ship Upgrades: Shields+1
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Pilot Upgrades: Expert Handling, Marksmanship
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Droid Upgrades: R2-D2
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Notes: 4 Missions flown - Keeps Marksmanship for free
Jor'de –
PS 4 w/4 Kills, 23xp w/ 2xp banked, X-wing (SP=37)
-
-
Ship Upgrades: Shields+1
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Pilot Upgrades: Squad Leader
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Droid Upgrades: R2-D2
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Notes: 4 Missions flown – Loses Marksmanship because he did not get a Kill in the last encounter.
Token –
PS 4 w/1 Kill, 17xp w/5xp banked, Y-wing (SP=29)
-
-
Ship Upgrades:
-
Pilot Upgrades:
-
Droid Upgrades: R5-d8
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Notes: 4 Missions flown -
Shadow –
PS 2 w/0 Kills, 2xp w/2xp banked, X-wing (SP=23)
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-
Ship Upgrades:
-
Pilot Upgrades:
-
Droid Upgrades: R2
-
Notes: 1 Missions flown -
Inactive
-
-
Slash – 2/6xp, 1 Kill, PS 3 & X-wing w/R2
-
Cranky – 1/5xp, PS 3 & X-wing w/R2
Special Rules
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-
GR75 Transport Stats: Its considered a rebel, which means that rebel abilities may target the transport. It has an agility of “2”, a hull value of “6” and a Shield value of “6”.
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GR75 Transport Movement: Movement is a 1 straight with no actions and a Pilot skill of “0”..
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GR75 Transport Combat: Transport can make a range 2, 2 dice attack 360 degree's around the transport.
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GR75 Transport Damage: For any damage taken the transport can spend up to “2” Evade tokens per turn. Change all critical hits to normal hits. At the end of the turn roll a green dice. On a blank do nothing, on a Evade return 1 shield and on a Focus return 2 shields.
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GR75 Transport Protection: Up to two rebel ships may as an Action, and be within range 1 of the transport, give a Evade token to the transport.
The Action
As the group jumped into the system their sensors immediately picked up a picket line of enemy ships directly ahead. Token and Jorde pulled in tight to the transport providing close support. Darkstar and Joker was on its right side and Train, Shadow and Widowmaker on the left. As both forces approached the TIE's on the left began turning into attack vectors aiming at the transport and ignoring the fighters. The five TIE's directly in front of transport opened fire and knocked its shield strength down to 20% .
A few moments later the TIE's begin converging on the transport and only engaged the escorting fighters as a after thought. The first five had already spun around and were coming back in to the fight. All the rebel ships had loss some shield strength but nobody was in trouble yet. Train was having navigation problems and had not engaged yet. A little work by his R2 unit seemed to have solved the problem and he turned back toward the fight.
By ignoring the fighters and concentrating on the transport they final knocked its shield down and it started taking damage. After the forth TIE was destroyed they put out a call for reinforcements. It was quickly acknowledge but Cive Rashon, “Howlrunner” the Obsidian Squadron commander and her two wingman Dodson “Night Beast” Makraven and ”Winged Gundark”.
Three more TIE were destroyed when a final burst from the remaining ones hit the transport and it just seemed to cave in on its self. All the fighter pulled up at this point and Darkstar noticed another group of enemy fighters approaching from there flank. Widowmaker finished off another fighter when “Jor'de” gave the signal to jump out of the system.
Mission Failure:
7 Black Squadron TIE's were shot down but the transport was lost. It looked like the transport was going to make it but the dice gods did not look kindly. I had four TIE at range 2 and rolled 7 hits out of 8 dice. They used an Evade token for one, there last shield for another and the last five to the hull which had taken a hit earlier. We played one more turn and Joker took 1 hit from Howlrunner's group and another Black Squadron TIE was shot down
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Darkstar – 4xp, 1 Kills, PS+1, R2 and 1xp banked
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Widowmaker – 7xp, 2 Kills, PS +1 and 3xp banked
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Jor'de – 5xp, 1 Kill, Hull+1, Ace and 3xp banked
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Train – 0xp & 0 kills
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Token – 7xp,1 Kill, PS+1, Shield Upgrade and 2xp banked
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Joker
– 4xp, 1 Kill, PS+1, Ace and 2xp banked
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Shadow – 4xp, 1 Kill, Shield Upgrade and 2xp banked