Saturday, May 26, 2018

MISSION 02 - CAPTURE THE OFFICER

Mission Briefing:
“Our operatives have been watching the Imperial starport traffic coming in and out of the Nulan system for weeks, and we have managed to decrypt some holocomm messages.
The local garrison is due for an inspection this week by Moff Lankin. We have his shuttle’s flight path, so we can intercept and capture him. This should provide us with some valuable intel and deal the local Imperial forces a demoralizing blow.”


Fury Squadron Pilots assigned to mission:

Mission Report:
Fury Squadron, under FO Bola Hujaan (Fury Leader), followed the jump co-ordinates provided, finding themselves in a relative position to launch their attack on the Imperial Lambda shuttle's flight path. Fury Two and Fury Three were to spearhead the attack on the shuttle while Fury Leader and Fury Five moved in on an opposing trajectory.
The Moff's shuttle and two of it's TIE/LN escorts immediately moved to intercept Fury Two and Fury Three, while a third TIE/LN broke off towards Fury Leader. Fury Three suffered the bulk of the initial attack, with the shuttle gaining a target lock, and directing it's escort's fire. Fury Three's shields were depleted in the exchange but the shuttle suffered at the hands of Fury Two's ion cannon.
Both Fury Two and Fury Three K-turned to come around behind the shuttle and delivered some punishing strikes to it's rear as the shuttle fought for control of it's trajectory.
Meanwhile, Fury Leader faced off with the lone TIE/LN, while directing Fury Five to assist with the shuttle. Fury Five launched a proton torpedo at long range taking out the last of the shuttle's shields and knocking out it's sensor array. This opened up the opportunity for Fury Two to deliver enough damage to knock the shuttle out for good; it powered down and drifted in the void. Hostile blips appeared on the radar.
Fury Leader entered a dogfight with his elusive TIE/LN target, pulling a maneuver that brought it dead in his sights, when a new flight of TIE/LNs joined the battle from Fury Leader's six. Heavily outgunned Fury Leader cut hard to avoid their firing arcs and sped towards his squadron.
A new threat faced the rest of Fury Squadron as well. A TIE/SA bomber moved steadily towards them locking onto Fury Five. The TIE/SA was forced to avoid a stray asteroid, giving Fury Two and Fury Three the opportunity to take down a TIE/LN and move into position on the bomber. Fury Five now relentlessly pursued the TIE/SA and was joined by Fury Two. The bomber pilot was skilled but could do little to shake Fury Squadron. Fury Two kept the bomber ionised and another accurate torpedo from Fury Five knocked out it's missile pod, rendering it near useless.
Fury Leader picked off a TIE/LN that had collided with the immobile shuttle, turning to assist as the flight of reinforcements bore down on Fury Two. The TIEs concentrated their fire on Fury Two delivering a number of debilitating hits, a fire starting within the cockpit of the rattled Y-wing. Fury Leader directed Fury Two while he struggled to put out the cabin fire and avoid anymore incoming attacks. Fury Leader ordered Fury Three and Fury Five to turn on the intercepting TIE/LN flight and for Fury Two to keep on the TIE bomber.
In doing so Fury Five drew the incoming fire off Fury Two, giving the Y-wing the chance to finish the bomber, which exploded spectacularly, it's payload still onboard. The X-wings made short work of the remaining TIE/LNs, allowing Fury Leader to signal Fighter Command that the shuttle was secure. Fury Squadron was given the all clear to head home. Mission successful!

 
 
 
 
 
 
 
 
 
 
 
Mission Conclusion:
“Now that the Moff Lankin is in the hands of our operatives, we should have some new intelligence for you shortly.” 

A prize crew boarded the officer's shuttle, placing Moff Lankin and his men under arrest. The disabled craft was towed out of system by a corvette, which made a jump to rendezvous with the Parmel Sector Alliance Fleet. The Moff's knowledge of Imperial forces will prove very useful in the campaign ahead.
  • PRIMARY: Capture the Imperial Officer. SUCCESS
  • BONUS: When the primary objective is complete, all players gain 1XP for each
    squad of enemy ships that did not arrive. 2x 1XP SUCCESS
Squadron XP Earned: 9XP

Confirmed Kills:
  • FO Bola Hujaan "Barrage" - Fury Leader (X-wing) - 2 TIE/LN
  • FO Tycho Seneca "Psycho" - Fury Two (Y-wing) - 1 TIE/LN, 1 TIE/SA bomber
  • FO Maath Beto "Frills" - Fury Three (X-wing) - 1 TIE/LN
  • FO Wexx Lancer - Fury Five (X-wing) - 2 TIE/LN
 Recommendations:
  • FO Tycho Seneca "Psycho" - Fury Two (Y-wing) - for disabling the shuttle. (+1XP)
  • FO Wexx Lancer - Fury Five (X-wing) - for his accurate torpedoes. (+1XP) 

Friday, May 11, 2018

MISSION 01 - LOCAL TROUBLE

Mission Briefing:
“Welcome to the Outer Rim, pilots. Our convoy is currently en route to a hidden Rebel Base in the Parmel Sector, and you’ll be on escort duty until we arrive. We’ve picked up a group of enemy  signals in the nearby asteroid field; likely an Imperial patrol. Intercept those ships, and keep them away from the convoy until we can execute a hyperspace jump to ensure our base remains hidden.
Good luck!”

Fury Squadron Pilots assigned to mission:
Mission Report:
Fury Squadron encountered an Imperial patrol consisting of two formations of TIE/LN on an intercept trajectory course with the Parmel Sector Alliance Fleet convoy, en-route to Savior Base. Fighter Command's orders were to intercept the enemy patrol and give the convoy time to make a short hyperspace jump to ensure Savior Base remained hidden. 
Fury One and Two quickly entered a dogfight with a pair of TIE/LN, while Fury Three and Four drew away the larger enemy formation which broke up around some asteroids. 
Fury Three and Four turned to engage the pursuing TIE/LN but found themselves heavily outgunned.
Fury One and Two were getting the better of the TIE/LN element, having downed an enemy and were positioning to take down the last, when a pair of TIE/IN appeared suddenly on Fury One's six. Fury One attempted to shake the Interceptors at speed but they pursued, exchanged fire, and Fury One was hit and experienced a thrust control fire. Fury Two was engaged with the remaining TIE/LN on an opposing trajectory. Fury One performed a K-turn to reengage the TIE/INs alone, but was forced to eject when he took a barrage of accurate incoming fire.
The TIE/INs having dispatched their prey turned to find new targets, one pursuing Fury Two's Y-wing and the other moving on Fury Three. Fury Two moved to join with his remaining squad members, TIEs in close pursuit.
Meanwhile Fury Three and Four were locked in a dogfight with the second element of TIE/LN. Both pilots had managed to down an enemy and were engaged with another TIE/LN when more appeared from behind, on course to intercept the approaching Fury Two.
The engagement with the remaining TIE swarm was furious and a close run thing. Fury Four got caught in heavy enemy crossfire and took considerable damage but managed to hold it together.
Fighter Command eventually gave the all clear and Fury Squadron were able to withdraw. The mission was a success, with the rookie pilots proving themselves in a difficult engagement. Fury One was picked up by a rescue craft before the convoy made the jump, the loss of a snub-fighter, a small price to pay for the ensured preservation of Savior Base.


Mission Conclusion:
“Great work pilots! Our convoy is safe from harm. Now we can begin operations against the Empire in this star system”

Although the location of our base remains hidden, the Empire is now aware of Rebel forces in this sector, and will most likely increase patrols in response. The battle for the Aturi Cluster has began!
  • PRIMARY: Engage Imperial Forces: At least one Rebel ship must survive, and remain in play at the end of Turn 10. SUCCESS
  • BONUS: If all Imperial ships are destroyed, all players gain 1XP FAILED
  • BONUS: If no Rebel ships are destroyed, all players gain 1XP FAILED
Squadron XP Earned: 4XP

Confirmed Kills:
  • FO Bola Hujaan - Fury One (X-wing) - 1 TIE/LN
  • FO Tycho Seneca - Fury Two (Y-wing) - 2 TIE/LN
  • FO Maath Beto - Fury Three (X-wing) - 2 TIE/LN
  • FO Chu Bantos - "Chubs" Fury Four (X-wing) - 1 TIE/LN
 Recommendations:
  • FO Chu Bantos "Chubs" - Fury Four (X-wing) - for tagging the most enemies. (+1XP)


Tuesday, May 8, 2018

FURY SQUADRON

Fury Squadron is comprised of a ragtag group of Rebel pilots operating out of the Nebulon-B frigate, Rapier, the flagship of the Parmel Sector Alliance Fleet. The fleet, under Commander Drayen Nimm, a decorated Rebellion leader, is presently charged with establishing a base of operations in the beleaguered Aturi Cluster which is under subjugation by the Empire.
Fury Squadron is newly formed in the Outer Rim Territories and has been in operation for little more than two months. It is named in the memory of those who perished during the Siege of Nulan VI at the hands of the Galactic Empire, the belief being, it's deeds will inspire rebellion and deliver much needed hope throughout the sector.
Fury Squadron is particularly hungry for new recruits in the Aturi Cluster as the Imperial forces present, spearheaded by the ISD Retribution, greatly outnumber the Rebellion's limited resources there.
The squadron comprises of close to a dozen star-fighters consisting mainly of the new T-65 X-wings and reliable old BTL-A4 Y-wing light bombers.

The Rapier, flagship of the Parmel Sector Alliance Fleet

Monday, May 7, 2018

Bola Hujaan "Barrage"

NAME: Bola Hujaan "Barrage"
CALLSIGN: Fury One
RACE: Sullastan
RANK: Lieutenant (Ace)
SQUADRON: Fury Squadron
PILOT SKILL: 3

BIO: Bola Hujaan, a Sullustan, has been running guns to the underdogs in several recent conflicts in the Outer Rim Territories and Mid Rim Regions. He believes he can help change the tide of conflicts and has a powerful sense of honour and duty to the underdog. This belief originates from his home world of Sullust. Bola was back on his home world for a family gathering when his brother was killed during the Siege of Inyusu Tor while under the shadow of the Imperial Class Star Destroyer Herald. While Bola still held his beliefs firm, he now wanted to be the one standing behind the gun and getting his hands dirty.

MISSIONS: 4
KILLS: 6
EJECTS: 1
PLAYER: Adam

Sunday, May 6, 2018

Chu Bantos “Chubs”

NAME: Chu Bantos “Chubs”
CALLSIGN: Fury Four
RACE: Human
RANK: Flight Officer
SQUADRON: Fury Squadron
PILOT SKILL: 3

BIO: Chu joined the Rebellion looking for adventure, lying about his flight time to become a pilot. He was accepted after basic testing mostly because the Rebellion was desperate to make up numbers. He's since been through some combat engagements and has a verified kill, though it was more through luck than skill. Chu wants to be an ace but is realising he is more suited to being a statistic.


MISSIONS: 3
KILLS: 3
EJECTS: 0
PLAYER: Ben

Maath Beto "Frills"

NAME: Maath Beto "Frills"
CALLSIGN: Fury Three
RACE: Abednedo
RANK: Flight Officer (Ace)
SQUADRON: Fury Squadron
PILOT SKILL: 3

BIO: Maath, an Abednedo from the Colonies region planet of the same name, fled his home world and joined the Rebels after the Galactic Empire subjugated it.  He flew civilian light freighters before he began his career flying star-fighters with the Rebellion, still favoring heavier, more solid craft over "the flimsy fast ones". He aspires to be the best Abednedo pilot in the whole of the Outer Rim Territories one day.


MISSIONS: 4
KILLS: 6
EJECTS: 0
PLAYER: Frank

Tycho Seneca "Psycho"

NAME: Tycho Seneca "Psycho"
CALLSIGN: Fury Two
RACE: Human
RANK: Flight Officer (Ace)
SQUADRON: Fury Squadron
PILOT SKILL: 3

BIO: Tycho is a loner, prone to bouts of depression, alternated with a few violent altercations in the mess while drunk. Since the death of his younger brother, a rookie x-wing pilot, he only becomes focused once he gets in the cockpit, often under influence of one substance or another.




MISSIONS: 3
KILLS: 5
EJECTS: 0
PLAYER: Sven

Wexx Lancer

NAME: Wexx Lancer
CALLSIGN: Fury Five
RACE: Human
RANK: Flight Officer
SQUADRON: Fury Squadron
PILOT SKILL: 3

BIO: Wexx grew up on Nulan VI, a simple farm boy with a burning ambition to fly TIE fighters. When he was old enough he applied and was accepted into the Imperial Academy, quickly showing his natural aptitude for piloting. He'd already been transferred to a squadron and had flown in three combat engagements when the word filtered through to him about the Siege of Nulan VI. Wexx defected to the Rebel Alliance during his next patrol. He once yearned only to fly TIEs, now he yearns only to shoot them down.

MISSIONS: 1
KILLS: 2
EJECTS: 0
PLAYER: NPC

Saturday, May 5, 2018

SPENDING XP


Players can spend Experience Points on five different areas. Of the possibilities below, only Upgrades and Modifications may be purchased with a player’s starting experience points. Unspent points are banked for later.
• Upgrades & Modifications
• Change Ships
• Increase Pilot Skill
• Elite Pilot Talent
• Rebel Pilot Abilities

Upgrades & Modifications

XP Cost = Squad Point Cost
When you spend XP to buy an upgrade or modification, you are securing access to that equipment. All upgrades you have unlocked are available to you when preparing your ship for a mission.You can own more upgrades/abilities than the slots on your player scoresheet and choose which to equip for each mission.
If you want to field multiple copies of a card (such as Proton Torpedoes, or Hull Upgrade), you must buy multiple copies. Upgrades and Elite abilities with “discard this card” effects are reloaded/refreshed for each mission and do not need to be re-purchased with XP after each use.


Changing Ships

XP Cost = 5 XP
Initially, you can only choose between the X-wing and Y-wing. Once you reach Pilot Skill 4, you may also choose between the A-wing, B-wing or HWK-290.
When changing ships, take the scoresheet for the new ship and record all your unlocked upgrades that the new ship can take, along with your kills and missions flown. Any upgrades that cannot be equipped to the new ship can be written on the back, in case you change ships again.
If you wish to change ships again (even back to a ship you had before), you must spend another 5XP.

Increase Pilot Skill

XP Cost = New Pilot Skill Level x2
Must be purchased one level at a time.
XP Cost examples:
PS2 to PS3 will cost (3x2) = 6XP.
PS3 to PS4 will cost (4x2) = 8XP.

Each increase in pilot skill comes with an additional benefit: You gain an additional Elite Pilot Talent icon at Pilot Skill levels 3,5,7, and 9, and an additional ship modification icon at Pilot Skill 4, 6, and 8.
Note that Veteran Instincts does not increase your Pilot Skill for this purpose.


Elite Pilot Talents

XP Cost = Squad Point Cost x2
When you reach Pilot Skill 3, your ship gains an Elite Pilot Talent slot. They are generally better than other upgrades, and you cannot lose Elite Pilot Talents when suffering Eject penalties.
The pilot abilities of existing Rebel pilots may be purchased and equipped as if they were Elite Pilot Talents. These abilities have been renamed for the campaign, for example the Han Solo pilot ability is renamed to Scoundrel's Luck. These pilot abilities are all considered Unique and have a minimum Pilot Skill requirement. Most of them cannot be purchased until your pilot is very experienced.
Unlike upgrades and modifications, you may not own more Elite Pilot Talents than you have slots available and you may not exchange Elite Pilot Talents between missions. Elite Pilot Talents are locked into a slot when they are purchased. The exemption to this rule is when equipping a 0XP Elite Pilot Talent. A pilot is free to replace the 0XP Elite Pilot Talent by buying a new Elite Pilot Talent to fill that slot.

The Elite Pilot Talent Squad Leader may not be purchased; it has a special function in the campaign.

Tuesday, May 1, 2018

HOUSE RULES

1) ACE & DOUBLE ACE
Pilots who achieve a total of 5 and 10 enemy kills respectively receive the Ace and Double Ace Medal upgrade cards at no cost.


2) EJECT ROLLS
Eject rolls are modified so pilots cannot risk losing EPTs or Unique Pilot Skills:

Friendly/Neutral Territory: 2 Attack Die
Enemy Territory: 3 Attack Die
On any double result, consult the chart. Otherwise, the pilot ejects safely:
  • Double Crits -- Dead. Make a new pilot
  • Double Hits -- Lose most expensive upgrade, excluding EPTs or Unique Pilot abilities
  • Double Focus -- Gain only 1/2 XP (round down) for this mission, after all XP has been tallied.
  • Double Blanks -- Lose least expensive modification, excluding EPTs or Unique Pilot abilities
3) EXPERIENCE POINTS
Pilot's XP tokens are pooled during the Upkeep Phase and divided as evenly as possible among the pilots who flew on the mission. Excess XP tokens are awarded by the Squadron Leader to any pilots, other than themselves, as they see fit. Penalty and/or bonus XP, such as from Eject Rolls or completing bonus mission objectives, are applied after the XP pool has been divided.
 Because XP tokens are pooled, XP is not awarded for Assists.

4) KILLED PILOTS
If a pilot is killed, a player may re-start a new pilot with a number of bonus XP equal to the killed pilot's Pilot Skill.

5) MISSED MISSIONS
Players who are absent for a mission gain half the XP point total (rounded down) that was earned by the Squadron Leader for that mission. 

6) RANK
All pilots begins the campaign with the rank of Flight Officer (FO).
A pilot may increase his rank by fulfilling primary mission objectives while holding the Squadron Leader card. When a pilot achieves a new rank he immediately gains the corresponding rank card (at no cost), permanently discarding a previous rank card he may have held. 
The ranks and the number of successful missions required are as follows:
  • Lieutenant (LT) -- 2 successful missions while Squadron Leader
  • Captain (CAPT) -- 4 successful missions while Squadron Leader
  • Major (MAJ) -- 6 successful missions plus have earned at least 1 Victory Point while Squadron Leader
  • Commander (COM) -- 8 successful missions plus have earned at least 2 Victory Points while Squadron Leader


7) SQUADRON LEADER
The pilot with the highest Pilot Skill is declared the Squadron Leader. If there is a tie, non candidate pilots may elect who will be the Squadron Leader. If a decision can not be reached, candidates roll off on 1d6, with the highest roll attaining Squadron Leader.
That pilot is automatically equipped with the Squadron Leader upgrade for the next mission at no cost. This ability does not use one of that pilot’s EPT slots.
Squadron Leader is a prerequisite to increasing  a pilot's Rank.


8) UNIQUE CARD NAMES
Unique Astromech and Crew upgrade cards will be re-named by the owning pilot to an alternative appropriate name.