Got an cool scenarios?

By Viceroy Bolda, in X-Wing

I've heard a bunch of great ideas from local players regarding battle scenarios. This thread is to share your ideas. I'll start it off....

Asteroid storm

At the beginning of play, 6 asteroids are placed on the play surface (3x3). After each combat phase, both players place an additional asteroid on the play surface. New asteroids cannot be within range 1 of any object on the play surface.

Ordinance Testing Site:

During setup, each players get 2 Seismic Charges, 1 Prox Mine, 1 Proton Bomb. Starting with the player with initiative, these are placed on the board following the rules for asteroid placement.

Prox Mines follow standard rules.

If a ship or its movement template touches a bomb, at the end of the movement phase that bomb goes off. The ship that triggered it takes the effect as well as all ships within range 1 of the bomb. The bomb is then removed from the board.

Mine Sweeper

Using the proximity mine token from the Firespray expansion, trace and cut six additional tokens from cardboard, felt, or flexi-foam. Each played lays 3 proximity mines onto the field of play during set up.

Treat as normal proximity mines.

May use mine miniatures. (I bought some from Mel).

I've actually been kicking around a similar idea in a asteroid field. I got a set of bomb and prox mine tokens from Cog o' Two and that gives me 5 total prox mine tokens.. I think that should be enough and might sprinkle a couple proton bombs in as well.. lol.. cause I'm mean like that .. lol

Edit.. not a minefield.. Asteroid field...

Edited by oneway

We play an interesting house rule where every 20 mins we move the asteroids!!

This is done using the 1 forward template. The direction is determined using a D12 and moving each as if on a clock face (12 being towards the imperial edge)

Daft but fun. All fractional disputes are resolved in favour of the defender.

Capture the container

CARGO SHIPS

Rebels start with ORS (27 points)

Empire starts with Omicron shuttle with Engine upgrade

Each side starts with 100 points split 50 for defending their cargo ship and 50 for going after the other. Cargo ships start behind their sides container.

Place one container on the far right, range 2 from edge and one container far left range 2 from edge. Ring 3 asteroids around each container in the same way. Place 6 more asteroids in the middle field of the table.

Winning conditions are:

- Destroy cargo ship of other team

- Pick up cargo and return it to your starting spot

Target Vader .

Vader's on a 'wings up' shuttle stuck in the middle of a dense asteroid field with 4 stress tokens on it. No other upgrades. The rebel player brings along 60pts worth of fighters and has to destroy the shuttle. At the end of every turn, one stress gets removed from the shuttle and once all are gone, it can move again and has to exit to the Imperial side of the board. Meanwhile, the Imperials get 60pts of ships as well and have to stop the rebels from destroying the shuttle.

I am thinking about a variation on the above with the rebels needing to use ion cannons to disable a shuttle carrying a Rebel Captive.

VIP

Each player randomly chooses one ship as the VIP for their squad. To win either destroy the enemy team or kill their VIP.

Tag-Team Furball.

For 3-8 players.

Each player gets two 35 points ships. Only one is on the field at a time. See "Successful Variant Playtest!" for specific rules :)

What about the Redemption Scenario from the original X-wing game? (and Rouge SQN book 1).

A disabled Rebel Frigate in the (3"x3" system) is evacuating it's crew under the protection of (enter 100 point Rebel SQN here), in the distance an Imperial Star Destroyer has jumped into the system and launched two waves of fighters/bombers (wave 1 of 75 points, 5-7 turns later wave two of 75 points launches).

Or alternatively one 75 point wave is dedicated to attacking the frigate (and cannot attack the rebel fighters) and the other 75 point wave is dedicated to attacking the fighters. Each separate wave would need to be marked clearly to keep track of things.

The evacuation will take 10-15 turns to complete.

Imps goal is to cause 15-20 damage to the frigate (which for scale reasons and lack of miniature is off the rebel side of the map- use entire side for target area), damage can be tracked with damage cards for Crits and tokens (only direct hit crits will have any effect). The frigate has no agility dice for defence (unless shot is taken from range 3)

Rebel goal is to fight off the attackers long enough to allow the evacuees to escape from the stricken frigate then hyperspace out of the system (by leaving the side of the map).

Note: i haven't done much scenario based games before so comments/modifications welcome. May need to tweak some/all of the values to balance it out a little... have at it.

Imperial Base Run

The Rebels have decided to cripple a nearby Imperial Star Base and are planning an attack against it. The base is heavily defended against Capital ships and those defenses need to be taken out. Time, however is of the essence as the Imperials will undoubtedly send re-enforcements to protect the base.

Set Up

The rebel player chooses a 100 pts squad.

The Imperial player chooses three 50 pts squads.

The Imperial player also sets up 6 Turbo Laser Towers representing the bases defense system. The towers must be no closer than range 1 to any table edge and no closer than range 2 to each other.

The rebel player sets up within range 1 of the rebel table edge.

The Imperial Player selects one of his 50 point squads and sets up within range 1 of the Imperial table edge. Every 3 rd turn after the 1 st the Imperial player may bring on the next squad of their choosing from the Imperial table edge.

Special Rules

The Towers have PS 1, ATT 2, AGI 0, HULL 2, SHIELDS 2 and 360 degree arc of fire. Only critical hits count as hits due to the nature of Turbo Lasers trying to engage fighters. The towers must target the nearest rebel ship.

Victory

Imperials win if all rebel ships are destroyed. Rebels win if 4 or more towers are destroyed.

Edited by Englishpete

Deleted post. Somehow missed the part about reinforcements every 3 turns.

Edited by Khyros

Yep, the Imperial player gets 3 x 50 pt squads that appear at 3 turn intervals. It's actually a pretty intense fight as both sides need to employ tactics to win.

The turbolasers are almost useless this way. Yes, starfighters are difficult to hit - but IF a turbolaser beam hits, it should be quite devestating. So how about:

Turbolasers:

PS 0

2-0-2-2

Special rule for attacking small ships (including medium ships)

Immediately after rolling your attack dice, you must change all your [hit] results to [blank] results.

For each uncancelled critical hit roll 3 dice. Resolve all hits and critical hits (like a proxy mine)

The turbo lasers are balanced with the squad that the Imps get. Ratcheting up their power makes the game impossible for the Rebels to win.

They are targets more than they are fighting platforms, there to make the players think about tactics. You need 4 hits to take one out. Do you shoot them or the attacking Imps?

For the Imps, do you try and defend all the towers or surrender a couple and hope to defend the rest?

I'd rather prefer 'real' turbolasers than pie shooters.

Just take 4 of them instead of 6?

Deleted post. Somehow missed the part about reinforcements every 3 turns.

But, I liked it. I was going to play that.

Race Day: A fun "non-combat" test for players skill.

Goal: Players race across the board and back three times scoring points along the way. To count as reaching the other side a ship or maneuver template must pass with range 2 from the edge of the board.

Setup: Each player starts on one side of the board with the objective to race to the side and back. Asteroids are placed and may allow additional scoring opportunities.

Points: (Note this is where it needs work and has variation)

First player to finish (check at end of turn): 25 points (may need to be much higher - this ends scoring!)

Short turn: -5 if end turn is not COMPLETELY within range 2 of board edge.

Cutting it close: 5 points if end turn is completely within range 1 of board edge but not off the board.

Wow: 15 points if maneuver template goes off back edge of board.

Stuck: -25 point if ship ends move with part off edge (special rule prevents fly-offs unless completely off)

Kick it: 5 points if your K-Turn leaves you in one of these positions

note: To be "completely" in a range either the ship must end with no part extending beyond that range or the maneuver template must fall completely within that range.

Ringer: 10 points if ship circles asteroid at range 1 or less

Bumpy Road: 5 points if ship passes over 2 asteroids in a single move (asteroid damage applies)

Fancy Flying: 5 points if ship uses Barrel Roll to avoid imminent collision (a boost would always hit asteroid) with asteroid.

Hot spots: Players may determine especially tricky places to fly and award 5 points for flying into them.

Special weapons rule: All weapons are considered Ion weapons. If a ship has damage cards = hull then -20 points and discard all damage cards and keep racing.

We do a bounty one - first to destroy the transport token which moves from one side to another.

It has 5 shields and 5 hull and it gets quite tense when it gets near death and you play the risks.

I keep thinking of making missions that follow the Rouge Leader video game. I think it would be really easy to pull of. I just havent take the time to write rules for every mission

Mine Sweeper

Using the proximity mine token from the Firespray expansion, trace and cut six additional tokens from cardboard, felt, or flexi-foam. Each played lays 3 proximity mines onto the field of play during set up.

Treat as normal proximity mines.

May use mine miniatures. (I bought some from Mel).

add to this, mines may be targets with 4 agility dice (remember how hard they were to hit in X-wing)

Turbolaser Towers:

At 1, Ag 0, Sh 1, Hull 5

Special Rules: if the Turbolaser Tower score a single uncanceled hit the ship that is hit is destroyed.

("Lord Vader, the ships are so small they are evading our turbo lasers")

add to this, mines may be targets with 4 agility dice (remember how hard they were to hit in X-wing)

I don't remember mines being all that hard to hit. They may be small but they didn't move and I found them very easy to bulls-eye without any sensor help when using A-Wing or Y-Wings.

add to this, mines may be targets with 4 agility dice (remember how hard they were to hit in X-wing)

I don't remember mines being all that hard to hit. They may be small but they didn't move and I found them very easy to bulls-eye without any sensor help when using A-Wing or Y-Wings.

Mines, rather than Charges or Bombs, deal 3 attack dice vs the ship that rolls over them. As they're currently the ONLY explody thingy that is on the field when attacks can be made, this makes sense for him.

Still it's a bit more text than we'd want to fit on one upgrade card.