My Custom Missions & Campaigns (As they progress)

By fallun, in X-Wing

I cant figure out how to upload Images so Ill just copy/paste from my template (to which i use to print and share with my core group)

Stand alone Missions:

Mission 1 : Detainment of Ponc Gavrisom

Rogue Squadron Scramble!

Senator Ponc Gavrisom while en route to deliver the final peace talks between the Galactic Empire and the New Republic has been intercepted by a resilient group of the Imperial navy still loyal to Emperor Palpatine. He is being held onboard the prison ship Elyssia en route to Imperial navy fleet code-named 'Task Force Vengeance' in an attempt to sabotage the Caamas Document & peace treaty!

The prison ship's position has been tracked since leaving a nearby nebula and hence forth it's star dust trail. The ship will stop with its Imperial escorts at a nearby refueling satellite in sector 7B of said nebula! Republic forces enroute to intercept! If the Elyssia reaches Range 1 of the designated area the ship will automatically make the jump and the mission is complete given either side's control.

Should the Imperial Fighters or Republic Pilots successfully attack the shuttle and get through its shields, the second hit on the hull will damage the hyperspace generator and cause the ship to not be able to jump into hyperspace without subsequent repairs. If this happens, have a ship come within range 1 and execute an Action roll to apply necessary repairs.

However, with the ship in constant flight, republic forces much disable the ship to approach, this is done by acquiring a first hit on the hull past its shields. This will cripple its ion core engines for one turn and allow safe approach.
Should either side come within range 1 of the ship, that ship can roll an Action to board and release a Republic pilot from the senators previous ship held captive onboard as well to detain the Imperial pilots and pilot the ship to safety. This action will take one turn to complete risking the docked ship of damage from pursuing Imperial attackers!
If this proves to be impossible, Expect Imperial forces to attempt to Destroy the Elyssia as a suspected fall-back plan!
We cannot stress enough that this mission is vital to us and ensuring galactic peace see's the beginning's of a new dawn.
Get that Senator and the Caamas Document he carries to safety! Ackbar out!
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MISSION SETUP

Rebel: 100 Points
Imperial: 100 points
Play Area: 3 ft by 3 ftThe Rebel player then places his ships within Range 1 of his edge of the play area and places the prison ship Elyssia at the center of the play area next to and docked at an Imperial refuling satellite, facing the Rebel edge.
Then the Imperial player places his ships within Range 1 on his edge of the play area.

SPECIAL RULES

The Prison Ship 'Elyssia': The Elyssia is represented by the attached ship card or an appropriately sized miniature.
The ship is able to be controlled by either side. Republic via Republic Pilot Captive ; Or The Empire via Imperial Transport Pilots.
If the ships hyperdrive is damaged, it remains damaged until repaired.
Repair crews onboard the Elyssia steadily repair 1 hull damage per turn
Table Edges: The Elyssia moves like the Senators ship. Should the shuttle leave the table on any side, the ship is considered captured or safe and the game ends.
OBJECTIVES

Rebel Victory: The Elyssia survives with all hull points intact via the republic designated zone (and has functioning or repaired hyperdrive to do so)
Rebel Minor Victory: Prison ship Elyssia is crippled but all Imperial Fighters are destroyed allowing the Elyssia to repair its hyperspace generator and withdrawal.
Imperial Victory: The Elyssia is controlled and intact while exiting via the Imperial designated zone (and has functioning or repaired hyperdrive to do so)
Imperial Minor Victory: Prison ship Elyssia is crippled but all Rebel Fighters are destroyed allowing the Elyssia to be repaired and exit to detainment
Draw: Prison ship Elyssia is destroyed.

Edited by fallun

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