X-Wing Scenario: Checkpoint Delta

By Tren, in X-Wing

Hi All,

As a casual player I'm more interested in fun scenario's that tourny lists. Here is one that I have imagined, would love to hear peoples thoughts / feedback (as well as any other coll scenarios people have developed):

Players: 5+

Concept: Imperial forces patrolling an important jump point 'Checkpoint Delta', have been informed that a smuggler will be passing the checkpoint and must be stopped.

Special Rules for the Scenario:

  • Initiative:
    • Imperial Navy always has initiative;
    • Other players determine initiative by highest average pilot skill of squad
      • Ties determined by focus role-off
  • To be played on a long playing field (at least twice as long as wide)
  • The Imperial Navy player places all asteroids (as per standard asteroid placement rules)
  • Create 6 entry/exit points
  • 3 at each end on the playing field, 1 in each corner and one centre
  • Ships may only enter exit within range 1 of an entry/exit point or is lost
  • Name each entry/exit point clearly
  • Players must reveal the cards for any special abilities that they wish to use
  • On the first turn all players not already on the board role a role a d3 and if they get a 3, place their ship(s) within range 1 of their entry point.
  • On turn 2 each player not yet on the board role a d2 and enter on a 2.
  • On turn 3 any remaining players must enter the playing field if they have not done so already.
  • Factions do not need to reveal the exact makeup of their squad in advance, put will be penalised 5 victory points for each Squad point over their allocation when scoring
  • Tractor beams can only be used at range 1
  • Tractor beams have a 360 arc
  • Tractor beams have a 3 dice role and are successfully if you achieve at least one eyeball result
  • Whoever has the most Victory points at the end of the scenario wins
  • Each starting player (except the Imperial Navy) must nominate on a hidden piece of paper an entry point and an exit point from the opposite end of the playing field.
  • A turn counter needs to be kept for each turn of play
  • Any player can forego their attack to make a Tractor Beam roll.
  • Scenario ends if the smuggled goods has left the table (escaped / blown up).

PLAYERS

Player 1: Imperial Navy

Faction: Imperial Only

Squad Points: 140

Victory Conditons:

  • You gain Victory Points equal to the squad points of any enemies of the state that are destroyed
    • Enemies of the state include the Rogue, Smuggler and any player that fires upon the Imperial Navy

Special Rules:

  • Squad must include a shuttle
  • Instead of an attack, a Shuttle can scan a ship for contraband
    • Only within Range 2
    • Roll 3 dice, must achieve at least one focus
  • As the legal ruling government:
  • it is within your mandate to order other ships to fly according to your stipulations, at threat of being fired upon (they of course may choose to ignore you, but why would they do that?)
  • It is also within your mandate to offer bounty's on any ship, any player that destroys a ship that you have placed a bounty upon gains (and you lose) Victory Points equivalent to the bounty placed.

Setup: All ships placed within range 2 of a horizontal bandwidth across centre of play field

Player 2: Smuggler

Faction: Any

Squad Points: 45

Victory Conditons: Gain 50 Victory Points if you Leave map within Range 1 of designated exit while controlling the smuggled goods.

Special Rules:

  • If the smuggler has multiple ships, they must mark in their notes which ship has the smuggled goods.
    • If the ship with the smuggled goods is destroyed (and this is not the last smuggler ship) then place a smuggled goods container behind the destroyed ship
  • If any smuggler vessel is successfully scanned by the Imperial Navy you must reveal that you are the smuggler.

Player 3: Rogue

Faction: Any

Squad Points: 45

Victory Conditons: Gain 50 Victory Points if you can steal the smuggled goods from the smuggler and leave the board within Range 1 of your designated exit

Special Rules:

  • To steal the smuggled goods the Rogue must make a successful tractor beam attack on the smuggler after it has been successfully Ion tokened
    • Remember: Large ships require 2 Ion tokens to be successfully Ioned
  • If successfully scanned by the Imperial Navy you must reveal that you are the Rogue
  • Any player that destroys the Rogue is awarded 30 Victory points as bounty
  • If the Rogue has multiple ships, divide the number of victory points awarded per kill evenly (ie. 2 ships = 15 points per ship).
  • The bounty on the Rogue is not taken from the Imperial Navy's Victory Points at the end of the game.
  • Smuggled goods can be destroyed if they sustain at least 1 hit
  • Smuggled goods have 1 evade dice
  • If the Rogue has stolen the smuggled goods and is destroyed then place a smuggled goods container behind the destroyed ship

Player 4: Rebel Agent

Faction: Any (Yes you can have an Imperial traitor squad)

Squad Points: 45

Victory Conditons: Gain Victory points equal to the squad points of any destroyed ships from the Imperial Navy faction (Player 1)

Special Rules: None

Player 5: Merchant

Faction: Any

Squad Points: 60 (max of 2 ships)

Victory Conditons: Gain 75 Victory Points if you exit the map within Range 1 of your designated exit. Subtract 3 points for every turn on the turn-counter. Subtract points equal to the squad points of any of your ships that are destroyed.

Special Rules: None

Any additional players can be included as additional merchants with the same rules as Player 5.

Regards,

Tren

This is an interesting concept! It looks like it could be pretty fun for a group of players to run.

It's a little hard to digest all at once, though, given that there are 5 different factions all with special rules and victory conditions. Maybe it would be easier to follow, and to teach to players if there were an abbreviated version, with just the smuggler and the imperials.

I would also suggest force composition limitations for smugglers and merchants: they should have to pick ships that fit their role. For example, a Smuggler shouldn't be flying a pair of a-wings (where do you put the cargo?). YT-1300s, HWK-290s, Shuttles and Firesprays all seem like good choices. Or at least define the type of ships that can carry cargo.

I think you could also organize the list of scenario rules better: have sections for board setup, deployment, special rules and victory conditions.

Thanks for the feedback... I was trying to create a multi-player scenario that wasn't just an all-in brawl

Good advice about layout.

The reason for the no restrictions to ship is ensure the navy pilot is guessing for the longest time who the smuggler is... Even if it makes little story-telling advice. (Maybe the cargo is tied on the back of the a-wing ;)

Maybe they are transporting something small... like plans to an Imperial Battle Station or something...

Chris