Monday, May 12, 2014

Burning Stars Campaign: Mission 1: Delivery Boys


This campaign is for the X-Wing game but focuses on a crew of scoundrels and rebel agents during the Rebellion Era and is a narrative type of campaign. You start out by choosing a ship or ships under 40 pts to play with. You will be able to upgrade your ships, add new ships and increase your pilot skills along the way. You cannot use any Unique ships or cards. 

Earning Campaign Points
Mission accomplished 2 Pts
Dogfighting kills 1 Pt
Mission Survival 1 Pt
Ejected pilots must be Recovered by a large ship or become Captured
Recovered Pilots roll an attack die: Crits = Dead, Hits = Sit out next mission, Focus = Earn 1 Pt, Blanks fine but no campaign points

Hull an Critical Damage must be repaired by spending 1 Campaign point for each crit or point of hull damage.

Ships are confined to using the upgrades in their upgrade bar unless they spend twice the amount listed on the card they want to add. So if a ORS wanted to add an Ion Cannon it would cost 6 Campaign Points. 

My Starting Ship
Captain "Dodger" Dempsey, Outer Rim Smuggler: The Crimson Ghost 27 Pts
"Hammer" O'Neil, Recon Specialist 3 pts
"Dave" (His real name is unpronounceable) Gunner 5 pts
Engine Upgrade 4 Pts
Total 39 pts


Mission 1: Delivery Boys
Dodger and his crew of misfits has been contracted by Lorda the Hutt on Nar Shadda, the Smuggler's Moon, to jump to the Ammuund system and recover a package for him. Simple enough, why does he need a smuggler? Lorda implies there may be some resistance when they get there but that they should be able to avoid it or deal with it in a discreet manner. 

When the crew arrives in the Ammuund system they find a patrol of 3 TIE fighters waiting for them. They are Academy Pilots and they Start within range 3 of one board corner. I am using a 4'x4' board but on a 3'x3' you could start within range 1.


The Boys in the Crimson Ghost start within range 2 of the opposite board corner from the TIEs or range 1 if you are using a 3'x3' space.

 

The boys take two turns using 3 banks and boost to skirt the left side of the board while the TIEs blast in full throttle and barrel roll to get closer to the smuggler's ship. They are noobs, so they are not very bright.


The closest TIE is just within range three of the Crimson Ghost, Dave scores a hit on one of the TIEs.


The TIEs turn desperately and barrel roll closer. Dave manages to get another hit on the same TIE fighter thanks to Hammer running the sensors and giving him excellent targeting information.


Dodger gets the Crimson Ghost close to the planet but cannot boost because he has to decelerate to land on it. When landing on a planet or moon, a ship has to enter the planetary space at a speed of 1. If it hits any faster it rolls 1 Attack dice for each speed traveled that turn above speed 1.

Dave takes another shot at the TIE and misses while the Academy Pilot's return fire also misses.


When Dodger slows down to land the TIEs get within range and fire away but only damages the shields slightly (two hits) while Dave misses the agile fighters completely.



They made it to the planet but have 3 TIE fighters hot on their tail. Before Dodger and his crew can pick up the package they have to lose the TIEs that are dogging them.

Campaign Points earned:
Mission Complete 2 Pts
Mission Survival 1 Pt
Total 3 pts

Stay tuned next time for Mission 2: Canyon Run

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