|
Afternoon guys,
the fellows that i usually play against are looking at running a mission scenario campaign where wins and losses effect the overall outcome etc. So I've thought of a few, mainly ones following the Cannon ie Sullust, capturing shuttle tydirium etc. But I've hit a bit of wall on more so i'm asking if you guys have any that you can think of or if you have links to others.
Cheers Automatically Appended Next Post: As a show of faith (for a better word) here are a few of mine that i've come up with.
Mission: Capture Shuttle Tydirium
Mission setup:
Rebels: 100 squad points + captured shuttle
Imperials: 100 squad points
Scum & Villainy: (plays as Imperials against Rebels. Plays as Rebels against Imperials)
Map layout:
3’x3’ map. No asteroids. Setup as normal. The shuttle starts central to board and facing away from imperials.
Objectives:
Rebel Victory: Shuttle survives with all hull by turn 6.
Imperial Victory: Captured shuttle is destroyed.
Scum & Villainy: Follows victory conditions for assigned side.
Special Rules:
• Shuttle stats: PS6, Attack 0, Agility 1, Hull 5, Shield 5, Anti pursuit lasers, gunner, engine upgrade.
• Shuttle jumps away at the end of turn 6 if it has at least one shield remaining.
• Alternative rebel victory; if all shields and at least one hull is removed the shuttle must survive 10 turns but all imperial ships must be destroyed.
Mission: The Battle of Sullust
Mission setup:
Rebels: 200 squad point’s (one epic ship if desired)
Imperials: 200 squad points
Scum & Villainy: (plays as Imperials against Rebels. Plays as Rebels against Imperials)
Map layout:
4’x4’ map. No asteroids. Setup as follows; Rebels deploy first centrally to map. Imperials deploy half (rounded) on either side at range 1 of table edges.
Objectives:
Rebel Victory: destroy the invading forces.
Imperial Victory: Destroy the gathered rebels.
Scum & Villainy: Follows victory conditions for assigned side.
Special Rules:
• None
Mission: Evacuation of Hoth
Mission setup:
Rebels: 100 squad point’s (must contain one 91) large ship)
Imperials: 100 squad points
Scum & Villainy: (plays as Imperials against Rebels. Plays as Rebels against Imperials)
Map layout:
3’x3’ map. Asteroids to be deployed across the field. Setup as follows; Rebels deploy first at range 2 square on one corner. Imperials deploy anywhere at range 1 from adjacent sides.
Objectives:
Rebel Victory: Have the large ship evacuate through the adjacent corner from deployment.
Imperial Victory: Destroy the escaping ships.
Scum & Villainy: Follows victory conditions for assigned side.
Special Rules:
• The Rebel large ship has =2 shields.
• The rebels must deploy X, B & A wings only.
• The Rebels must escape before the end of turn 8. At the end of turn 8 the ISD Avenger arrives to cut off the escaping Rebels.
|