Beruflich Dokumente
Kultur Dokumente
v0.7 2015/09/21
Campaign Introduction
Introduction
Foreword
Since X-wing Miniatures was released in
2012 there have been numerous fanmade
campaigns, ideas for new terrain types,
and projects to write artifical intelligence
to control opposing ships.
To my knowledge, no one has combined
these elements into a cohesive package.
With this campaign, I set out to convert
X-wing into a fully co-operative game for
1-6 players. Among our gaming group,
it has provided a refreshing alternative
to the standard dogfight game, in which
some of our favorite and most iconic Star
Wars ships no longer see regular play.
02
Heroes of theCampaign
Aturi Cluster
Rules
Campaign v0.3
Beta v0.7 Josh Derksen 416
2015/09/21
03
Campaign Components
This campaign introduces a number of
new components you will need to print
before you can play the game:
PLAYER
START
START
CALLSIGN
f l
P
3E
4m
5E
6m
7E
8m
9E
MISSIONS:
XP:
Neutral
Neutral Territory
Territory
TIE Interceptor
2% 3^ 3 & 0 *
2) Nearest Enemy
2 Select Maneuver
5
4
3
2
2
2
4
2
2
4
1
E Expert Handling
When you perform a Barrel Roll action, remove 1 enemy
Target Lock from your ship.
t Whisper
After you perform an attack that hits, assign 1 Focus token
to your ship.
E Elusiveness
Attack Target
1) Nearest enemy
10
1
2
3
4
4
3
3
3
5
3
1
1
3
3
2
2
1
1
2
3
4
Action Selection
1) Remove stress or Resolve c
2) r to get a shot
3) r to avoid targets arc,
and keep target in your arc
4) f if you have a shot
5) e
4
3
2
1
v0.7
R1/R2+Closing
R3+/R2+Fleeing
04
3
2
3
3
Select Target
1) Nearest Enemy in
Arc and at Range 1-3
m Stealth Device
10 Turns
page 40
Neutral Territory
+Disable Sensor
Sensor Net
Net
! +Disable
Reshuffle
@ Return
to deck and shuffle
F TIE Fighter
t Dark Curse
10 Turns
Intercept
protect
a damaged
Intercept
a and
damaged
HWK-290
and
HWK-290
from an
an Imperial
Imperial patrol
patrol.
protect it from
Requires: Asteroids
Asteroids x6,
x6, h
Requires:
m Autothrusters
F
I
A
B
D
P
l
d
START
page
40
page 48
3% 2^ 3 & 2 *
PS
Table of Contents
Introduction
Campaign Components
Campaign Basics
Your First Mission
Setting up the Campaign
02
04
06
06
07
Rebel Pilots
Player Scoresheets
Choose a Starting Ship
Spending Experience
Rebel Pilot Abilities
08
09
10
12
14
Imperial AI
AI Setup
Select Target
Select Maneuver
Red Maneuvers & Stress
Obstacles and Board Edges
Select Action
Attack Target
Damage and Critical Hits
Breaking Formation
Sample AI Dogfight
16
18
19
20
20
21
22
22
23
23
24
Campaign Rules
The Campaign Round
Mission Setup Diagrams
Mission Scaling
Imperial Ships
Imperial Pilot Cards
New Terrain Types
28
30
32
34
35
36
Playing Co-operatively
A Few Modifications
New Actions & Maneuvers
Mission Territory Types
Earning Experience & Assists
39
40
41
42
Missions
Mission Story Arcs
Missions
44
4679
05
Campaign Setup
Campaign Basics
The mission Local Trouble, p46, is intended as a starting mission for new players.
It doesnt have any campaign special
rules or new terrain, and provides a good
opportunity to get familiar with how the
Imperial AI works. It can be used to earn
a few experience points so players can
customize their pilots and ships a little
before launching into a full campaign.
06
07
Pilots
08
Player Scoresheets
Each player should use a scoresheet to
keep track of their ship, including their
current pilot skill, experience points
earned/spent, missions flown, kills,
2
PLAYER
CALLSIGN
3% 2^ 3 & 2 *
PS
f l
4 A
MISSIONS:
XP:
3E
5 4m
5E
6m
7E
8m
9E
F
I
A
B
D
P
l
d
09
X-wing
PLAYER
Starting Experience:
CALLSIGN
3% 2^ 3 & 2 *
PS
f l
A
MISSIONS:
XP:
3E
4m
5E
6m
7E
8m
9E
F
I
A
B
D
P
l
d
Starting Experience:
CALLSIGN
f l
BTL-A4
P/B
MISSIONS:
P/B
XP:
3E
4m
5E
6m
7E
8m
9E
10
8XP
2% 1^ 5 & 3 *
PS
Y-wing
PLAYER
5XP
F
I
A
B
D
P
l
d
A-wing
Unlocked at Pilot Skill 4
PLAYER
CALLSIGN
2% 3^ 2 & 2 *
PS
HWK-290
fl eb
E
MISSIONS:
XP:
3E
4m
5E
6m
7E
8m
9E
CALLSIGN
1% 2^ 4 & 1 *
PS
f l
W
MISSIONS:
XP:
3E
4m
5E
6m
7E
8m
9E
B-wing
F
I
A
B
D
P
l
d
PLAYER
CALLSIGN
3% 1^ 3 & 5 *
PS
I
A
B
D
P
l
d
PLAYER
f lr
S
MISSIONS:
XP:
m/W
3E
4m
5E
6m
7E
8m
9E
F
I
A
B
D
P
l
d
11
12
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.
13
PS
Rebel Pilot
Ability Text
Eaden Vrill
Tarn Mison
When an enemy ship declares you as the target of an attack, you may acquire a
target lock on that ship.
Roark Garnet
At the start of the Combat phase, choose 1 other friendly ship at Range 1-3.
Until the end of the phase, treat that ship's pilot skill value as "12." +Assist if
the friendly ship destroys an enemy with PS > friendly ships normal PS.
"Hobbie" Klivian
When you acquire or spend a target lock, you may remove 1 stress token from
your ship.
Biggs Darklighter
Once per round, a friendly ship at Range 1 cannot be targeted by an attack if the
attacker could target you instead.
Chewbacca
When you are dealt a faceup Damage card, immediately flip it facedown (without
resolving its ability).
Etahn Abaht
When an enemy ship inside your firing arc at Range 1-3 is defending, the
attacker may change 1 of its d results to a c result. +Assist if the defender is
an emplacement, or is destroyed by the effect of a critical hit such as Direct Hit.
Gemmer Sojan
While you are at Range 1 of at least 1 enemy, increase your agility value by 1.
Leebo
When you are dealt a faceup Damage card, draw 1 additional Damage card,
choose 1 to resolve, and discard the other.
Nera Dantels
You can perform P attacks against enemy ships outside your firing arc.
Arvel Crynyd
You may declare an enemy ship inside your chosen weapons firing arc that you
are touching as the target of your attack.
Dutch Vander
After acquiring a target lock, choose another friendly ship at Range 1-2. The
chosen ship may immediately acquire a target lock. +Possible Assist
14
PS
Rebel Pilot
Ability Text
Esege Tuketu
When another friendly ship at Range 1-2 is attacking, it may treat your focus
tokens as its own. +Possible Assist
Garven Dreis
After spending a focus token, you may place that token on any other friendly ship
at Range 1-2 (instead of discarding it).+Possible Assist
Ibtisam
When attacking or defending, if you have at least 1 stress token, you may reroll
1 of your dice.
Kyle Katarn
At the start of the Combat phase, you may assign 1 of your focus tokens to
another friendly ship at Range 1-3. +Possible Assist
Lt. Blount
When attacking, You may consider the defender to be hit by your attack
regardless of dice results. If you do, the defender suffers no damage. You gain
no XP, but the defender may still suffer tokens, such as Ion and Stress.
Dash Rendar
You may ignore obstacles (including Ion Storms and Minefields) during the
Activation phase and when performing actions.
Jake Farell
After you perform a focus action or are assigned a focus token, you may perform
a free boost or barrel roll action.
Jek Porkins
When you receive a stress token, you may remove it and roll 1 attack die. On a
d result, deal 1 facedown Damage card to this ship.
Keyan Farlander
When attacking, you may remove 1 stress token to change all of your f
results to d results.
Lando Calrissian
After you execute a green maneuver, choose 1 other friendly ship at Range 1.
That ship may perform 1 free action shown on its action bar. +Possible Assist
Airen Cracken
After you perform an attack, you may choose another friendly ship at Range 1.
That ship may perform 1 free action. +Possible Assist
Corran Horn
At the start of the End phase, you may perform one attack. You cannot attack
during the next round.
Horton Salm
When attacking at Range 2-3, you may reroll any of your blank results.
Jan Ors
When another friendly ship at Range 1-3 is attacking, if you have no stress
tokens, you may receive 1 stress token to allow that ship to roll 1 additional
attack die. +Possible Assist
Luke Skywalker
Miranda Doni
Once per round when attacking, you may either spend 1 shield to roll 1
additional attack die or roll 1 fewer attack die to recover 1 shield.
Ten Numb
Tycho Celchu
You may perform actions even while you have stress tokens.
Wes Janson
After you perform an attack, you may remove 1 focus, evade, or blue target lock
token from the defender. +Possible Assist
Han Solo
When attacking, you may reroll all of your dice. If you choose to do so, you must
reroll as many of your dice as possible.
Wedge Antilles
When attacking, reduce the defender's agility value by 1 (to a minimum of "0").
15
AI Ships
16
Introduction AI Ships
AI ships do not program dials during the
Planning Phase like human players do.
Instead, they determine their maneuver
when it is their turn to activate during
the Activation Phase. The Empire always
has Initiative, so AI ships will always act
before Rebel ships of the same Pilot Skill.
AI Ship Statcards
3
TIE Fighter
1 F
&
2% 3^ 3
0*
2 Select Maneuver
Check Targets Range & Direction,
Roll on the matching table
+ Skip step 3 on red moves
2
2
2
4
2
2
4
1
Attack Target
1) Nearest enemy
3
3
2
2
1
1
2
3
4
Action Selection
3
2
3
3
Select Target
1) Nearest Enemy in
Arc and at Range 1-3
2) Nearest Enemy
5
4
3
1
2
3
4
4
3
3
3
5
4
3
2
1
3
1
1
v0.7
R1/R2+Closing
R3+/R2+Fleeing
3) AI Ships Faction
4) Ship Image and
Maneuver Table
5) Maneuver Table
selection logic
17
AI Ships Setup
AI Setup
AI Deployment
Ship Numbering
For each mission, number all AI enemy
ships listed in the Squad Composition
table in ascending order. For example,
if Alpha and Beta Squadrons have 4 TIE
Fighters each, number the Alpha Squad
ships 1-4 and the Beta Squad ones 5-8.
If additional enemy ships deploy later in
the mission, continue numbering them in
the same way.
This is most important for AI ships of
the same pilot skill. The numbers on their
bases will be the order they activate,
move, and fire in, lowest to highest.
This numbering system removes any
player decision-making from the AI ship
activation order.
1
A
1
18
Determining Nearest
The target that is physically nearest in
the shortest range band is considered
nearest. If there are several possible
targets that are at similar distances,
choose the one that is closest to being
directly ahead of the AI ship.
Touching
AI ships ignore targets they are touching
unless there are no other targets within
range. In this case, treat the target as
being at Range 1 behind the AI ship.
Formations
During the Activation Phase, all ships in a
Formation make the same choices during
their Select Target and Select Maneuver
steps. When the lowest-numbered ship
in a formation activates, use its position
and facing to determine the target. All
other ships in the formation will select
the same target.
Flee AI
Mission special rules will specify a board
edge. These ships will use the nearest
point of that board edge as their target.
When performing a maneuver, use the
fastest speed for the selected bearing.
Escort AI
These ships only have modified Action
Selection. If their escort target is within
Range 1, they will use the Protect Action
on it. See Protect, p40.
Targeting Huge Ships
When selecting a target, use the
nearest point of the huge ships base to
determine if it is the priority target.
If the huge ship can move this round,
use the distance and position of its front
stand when selecting a maneuver. If the
Huge ship does not move (due to mission
special rules) use its nearest stand, and
treat it as if it were Closing.
19
AI Ships Maneuvers
Step 2: Select Maneuver
Ion Tokens
An AI ship with an Ion token does not
need to select a maneuver as it must
perform a 1 8 for the ionization effect.
However, it must still select a target in
Step 1, since it must reference the
targets position during Action Selection
to determine which action(s) it takes.
B
A
20
Swerving Examples
A TIE Fighter attempting a 1 6 will collide
with an asteroid. Changing the maneuvers
bearing would result in a 1 9, but the TIE
Fighter cant perform that maneuver.
Instead it chooses the next closest speed
for that maneuver it has; a 2 9. This will
not result in the TIE hitting an asteroid,
so it performs the 2 9.
Another TIE Fighter begins its move with
an asteroid directly in front of it. The
players are pretty sure this is a dumb
TIE Fighter pilot and that there are no
moves that will avoid the asteroid. The
TIE selects a 4 2. Since this maneuver
will overlap, swerving changes it to a 3 9.
This new maneuver will still cause the TIE
Fighter to overlap, so it simply performs
the original 4 2 and collides with the
asteroid anyway, in classic TIE Fighter style.
21
22
Breaking Formation
AI Ships will break from their Formation
and act independently when one of three
things happen:
1) The ship is no longer at Range 1 of
any other ship in its formation.
2) The ship is no longer facing the same
direction as the majority of ships in
a formation. This can happen due to
swerving to avoid an obstacle, or
being unable complete a maneuver
due to overlapping other ships.
3) One (or more) ships in the formation
collides with, or suffers damage from,
a player-controlled (Rebel) ship. Do not
break formation for Imperial collisions.
23
24
4
4
5
4
25
1
2
8
2
26
10
2
3
2
2
6
2
11
Squad
Arrival
Vec.
1p
Beta
Turn 5
1d6
2p
27
28
29
3
6
5
Neutral Territory 10 Turns
A - Rebel Operative HWK-290 setup
B - Player setup/escape edge
6
C - Asteroids x6, random layout
Range >1 apart, Range >2 from edge
Example from Rescue Rebel Operatives, p48
30
B
4p
G G
6p
G G
4p
3p
T
5p
C
2
Ground Missions
Any mission that takes place
over the surface of a planet
or other large object is represented in the diagram using
a different background.
Ground Missions frequently
have special rules.
G G
5p
G G
3p
T
G G
G G
6p
Turbolaser Tower
Shield Generator
Fuel Tank
Sensor Array
Command Centre
Cargo Container
31
Squad
Arrival
Vec.
AI
1p
2p
3p
4p
5p
6p
Alpha
Setup
Attack
68@
+F
48@
+F
Turn 3
1/6
Attack
F
F
+F
Beta
4+F
+F
8+F
+F
6+F
Elite
Special
1d6
Attack
Squad
The callsign of the squadron is often
referenced in mission special rules. Each
squad can be 1-4 ships, and all ships in
a squadron deploy in formation and move
together until they engage in combat.
If a squad contains several ship types,
they deploy in separate formations.
See AI Deployment, p18.
Arrival
Squadrons with Setup listed will be
deployed on the table before any Rebel
players. Turn # means the squad is
placed before players program their
maneuvers for that Turn. Special is
described in a missions special rules,
usually triggered by an event.
Vec. (Approach Vector)
Numbers and letters refer to the setup
diagram for the mission. Sometimes dice
(d6) or options (1/6 or 1-3) are listed.
In that case, when the squad needs to
be placed on the table, roll the dice or
randomly select an option to determine
where the squadron appears.
32
E@
AI (Enemy Logic)
The Artificial Intelligence column lists the
target priority of each enemy squadron.
Attack is the default on the AI ship cards,
but other types change how a ship behaves
and are described in mission special rules.
Player Scaling (1p 6p)
Use the contents of each column that is
less than or equal to the number of players in the current mission.
Some cells add ships (+), while some
cells upgrade existing ships (8). In a few
cases, cells also improve the stats of
ships (+2*). Coloured cells (8+F) with
numbers only apply if the average Pilot
Skill of the Rebel squad is at least as high
as the number.
Difficulty Level
The campaigns missions have been carefully balanced and extensively playtested
to a standard level of difficulty. However,
the nature of the squad compositions
player scaling can also be used to adjust
the games difficulty level.
+@
8I
Replace a
8+F
48@
E@
Easier:
If you are playing with kids, or prefer a
more casual game of X-wing, you can
reduce the difficulty level of the campaign
by treating the Imperial setup as if you
have one fewer Rebel players.
33
Other Ships
34
TIE Interceptor
m Autothrusters
When defending, if you are beyond Range 2 or outside the
attackers firing arc, change 1 of your blank results to an
Evade result.
m Stealth Device
Increase your agility value by 1. If you are hit by an attack,
discard this card.
E Expert Handling
When you perform a Barrel Roll action, remove 1 enemy
Target Lock from your ship.
t Whisper
After you perform an attack that hits, assign 1 Focus token
to your ship.
E Elusiveness
When defending, the attacker must reroll one Critcal or Hit
result. You cannot use this ability if you are stressed.
10
t Dark Curse
When defending, ships attacking you cannot spend focus
tokens or reroll attack dice.
TIE Interceptor
m Autothrusters
When defending, if you are beyond Range 2 or outside the
attackers firing arc, change 1 of your blank results to an
Evade result.
I TIE Interceptor m
Stealth Device
5
4
3
E Expert Handling
Select Target
2
2
2
2
6
2
5 hits, assign 1 Focus
After you perform an attack that
token
5
to your ship.
2 Select Maneuver
1
1) Nearest Enemy in
Arc and at Range 1-3
2) Nearest Enemy
t Whisper
*) Free f Action
3
2
3
3
1) Ship Type
When a mission calls for a
random ship type (@), use
this icon to determine it.
2) Basic Upgrade, including
the upgrade name and full
ability text. Many abilities
have be modified slightly for
the campaign to provide
decision logic for the AI.
3) The Pilot Skill Rating of
the ship changes depending
on which version of the ship
is used - Elite versions have
higher pilot skill that scales
with the Pilot Skill of the
Rebel squadron.
4) Elite Versions of the ship
(E in squad composition)
gain the abilities listed, in
addition to the basic one. If
the average pilot skill of the
Rebel players is at least the
value listed (4+, 6+, or 8+.),
the ship gains each of
those abilities as well
(these abilities stack).
3
3
2
2
310
Action Selection t Dark Curse
2
When defending, ships attacking you cannot spend focus 5
1) Remove stress or Resolve
creroll attack dice.
1
tokens or
2) r or b to get a shot
1
3) r or b to avoid targets arc,
2
5
and keep target in your arc
3
3
4) e
5
3
5
3
Attack Target
3
5
1) Nearest enemy
2
1
3
v0.7
1
1
R1/R2+Closing
R3+/R2+Fleeing
35
Minefields
Clouds
36
Station Modules
Emplacements
These represent various
structures found on the
ground, on the surface of
stations, and occasionally
floating in space.
When used on a station, each square
area (highlighted on the above tile) can
have one emplacement. Emplacements
are not obstacles, so ships do not collide or interact with them, except that
they can be targeted, attacked, and
destroyed. The Emplacements Statcard
has the abilities and special rules of each
emplacement type.
Deploying AI ships:
Place ships in formation, with the
highest-numbered ship along the edge
of the docking bays entrance, as shown
in the formation diagram above. If ships
cant be placed because other ships are
in the way, just place them as close to
the above diagram as possible.
Landing:
To attempt to land in a Docking Bay, a
ship must reveal a non-red maneuver and
declare that it is attempting to land. If
the ships maneuver template overlaps
the bay entrance, the ship lands and is
removed from the play area.
If the ships base overlaps the docking
bay but the template does not, the ship
fails to land and immediately suffers 1
face-up damage card as a result.
37
Playing Co-operatively
38
A Few Modifications
X-wings roots as a 1v1 skirmish game
mean that players should make a few
adjustments to how they approach the
game when they play the Heroes of the
Aturi Cluster campaign co-operatively.
This page is optional; these are merely
suggestions based on playtesting.
Roleplaying & Atmosphere
Players are strongly encouraged to roleplay missions in character, and address
each other using callsigns. You can even
play Star Wars soundtracks in the background to complete the mood.
Maneuvers
Most players find it easier to coordinate
with their squad if they discuss their
maneuvers openly.
To further streamline things, maneuver
dials can be placed face-up beside ship
models so that all players can see their
intended moves. This can help low-Pilot
Skill pilots avoid maneuvering, Barrel
Rolling, or Boosting in front of their allies. This can also help prevent planning
mistakes, such as performing a red
maneuver while stressed.
Discussing Strategy
The best way to approach any mission
is usually to have a clear plan, at least
until Imperial reinforcements arrive to
mess things up. Strategic discussions
between players is encouraged, but the
Squad Leader should try and keep the
game moving, and should have the final
say if players cannot agree on an overall
course of action during a mission.
Gaming the AI
While it is possible to plan maneuvers by
referencing the AI statcards for nearby
ships and calculating the probability that
it will perform block or outfly you, this
slows down the game a lot.
It probably wont gain you much of an
advantage anyway. Most AI ships are
set up so that they make a predictable,
decent, maneuver choice about half the
time. The other half of the time, they will
do something else that will often mess
you up, or counter-counter your plans.
39
Protect
Action. Ships (Rebel and Imperial alike)
may be allowed to protect one or more
ships or emplacements during a mission.
To perform a protect action, a ship must
be within range 1 of the target and spend
an action to assign it an evade token.
There is no limit to the number of evade
tokens that can be assigned, but they
are removed during the End Phase.
Scan
Action. Some objectives require close
visual scrutiny. To perform a scan, a
player must be within Range 1 of the
target. The mission will detail the effect
of performing this action.
Dock
Maneuver. Some missions require ships
to dock with other ships or terrain and
transfer cargo. To Dock with a ship,
the docking ship must be touching the
target. To Dock with terrain, the ship
must overlap. During the next planning
phase, the ship may declare it is docking
and is not assigned a maneuver dial. This
turn, it does not move and has Agility 0,
because cargo or passengers are being
transferred and it is stationary. A ship
may undock and resume normal movement by assigning a maneuver dial during
the following planning phase.
40
Jump to Hyperspace
Maneuver. Unless mission special rules
prevent it, a ship may flee the mission
area by jumping to hyperspace.
To prepare to jump to hyperspace, a ship
must perform a green maneuver and
announce it is powering its hyperdrive.
Assign it a hyperdrive token (use a tracking token from the X-wing core set or
other suitable token. Energy tokens from
huge ship sets work well). This is not an
action; perform an action as usual.
When the ship activates during the combat phase, instead of attacking, it must
make a hyperspace roll:
Roll 2 attack dice and add 1 d result for
each hyperdrive token. If the roll totals 3
d hits (including critical hits), The jump
is successful and the ship is immediately
removed from play. The hyperspace roll
can be only be modified by focus tokens.
If the ship fails to complete the jump this
turn, leave the hyperdrive token beside
the ship. If a ship with a hyperdrive token
performs a non-green maneuver or
elects not to continue jump preparation,
remove all hyperdrive tokens.
Effect
Friendly Territory
Neutral Territory
Hostile Territory
Eject Roll
1 attack die
2 attack dice
3 attack dice
Escaping
Jump to Hyperspace
or any board Edge
Mission End
Automatically retreat
Automatically retreat
Escape Edges
The setup diagram for each mission
will designate any escape edges. After
executing a maneuver that causes part
of the ships base to leave the play area
along the escape edge, the ship flees
and is immediately removed from play.
No Survivors
Your squadron is the Rebellions last hope
to secure the Aturi Cluster. If all players
are shot down during a mission, they are
captured by the Empire and considered
killed. Any campaign in progress is lost
and the Empire gains control of the Aturi
Cluster unopposed.
Ejecting
When a player is shot down, they must
make an eject roll to determine the
condition of their pilot. Using a number
of attack dice based on the missions
territory type (see above), roll the dice
pool and suffer the result of each die:
Eject Results
cc
c
(blank)
41
+XP
1XP
+1XP
+1XP
+1XP
E Elite
1XP
1XP
+XP
Varies
Varies
42
Assists
Pilots are awarded bonus Experience
Points for supporting each other in a
variety of situations, and encouraging
teamwork. However, points are only
awarded for situations where the bonus
was useful. Apply the definitions below:
Kill-Assist Examples
Guardian Examples
43
(intro image?)
44
Minefields
The Empire has been blockading the
Nulan system with minefields in an
attempt to prevent smugglers and our
Rebel supply transports from getting
through. We have several incoming
ships, and this could pose a problem.
Part I: Tread Softly, p54
Part II: Imperial Entanglement, p56
Part III: Care Package, p58
Chasing Phantoms
The Hook Nebula is subject to frequent
ion storms, which one of our convoys
uses for cover. Recently, some of our
ships have disappeared, and we have
reports that the Empire is field testing
a new prototype fighter in this sector.
Part
Part
Part
Part
Capture Officer
Nulan IV is home to an Imperial Planetary
Garrison, which is the hub of most star
traffic in this sector. We have decrypted
a several flightplans and may be able to
capture a high-ranking Imperial officer.
Part I: Capture Officer, p68
Part II: Nobody Home, p70
Part III: Miners Strike, p72
Defection
One of the Empires TIE Defender pilots
wishes to defect with critical information
about the Empires operations.
Part I: Secure Holonet Receiver, p74
Part II: Defector, p76
Part III: Pride of the Empire, p78
45
Local Trouble
Introductory Mission
3
Mission Briefing:
Welcome to the Outer Rim,
pilots. Our convoy is currently
en route to a hidden Rebel
Base in the Parmel Sector,
and youll be on escort duty
until we arrive.
Weve 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!
C
B
6
A
B
Friendly Territory 10 Turns
A - Player setup edge
B - Asteroids x6, random layout
Range >1 apart, Range >2 from edge
Mission Objectives
Primary:
Bonus:
Bonus:
46
Squad
Arrival
Vec.
AI
1p
2p
Alpha
Setup
Attack
+F
Beta
Setup
Attack
Gamma
Turn 4
1d6
Attack
F
F
I
Delta
Turn 7
1d6
Attack
3p
4p
5p
+F
+F
6p
+F
+F
+I
+F
+F
+F
Reminders:
As you play your first game against the
AI, concentrate on how it operates.
Take note of the different action selection
for TIE Fighters and TIE Interceptors.
Dont forget to track experience points
when players deal damage to, or destroy,
enemy ships.
The mission is set in Friendly Territory,
so If things go badly, damaged players
can escape from any board edge.
47
Mission Briefing:
Weve received an encrypted
message from one of our Rebel
Operative teams in the Argus
system. They were engaged
in covert reconaissance of
Imperial facilities in a nearby
asteroid field.
Their HWK-290 has sustained
heavy damage to its weapons
and hyperdrive. They wont
make it back in one piece
with their findings unless we
scramble some fighter cover.
Theres a good bet the Empire
has already dispatched fighters
to intercept them too.
B
Neutral Territory 10 Turns
A - Rebel Operative HWK-290 setup
B - Player setup/escape edge
C - Asteroids x6, random layout
Range >1 apart, Range >2 from edge
Mission Objectives
Primary:
Bonus:
If all Elite enemy ships are destroyed, all players gain 2XP
Bonus:
The pilot who performs the most protect actions on the Rebel
Operatives HWK gains 2XP. If two or more players are tied, all tied
players gain 1XP.
48
Squad
Arrival
Vec.
AI
1p
2p
3p
4p
5p
Alpha
Setup
Strike
+F
Beta
Setup
Strike
F
F
+F
+F
Elite
Turn 3
1d6
Attack
Gamma
Turn 5
1d6
Strike
+F
68I
+F
48I
+F
Delta
Turn 7
1d6
Strike
F
F
88I
+F
68I
+F
+F
+F
6p
+F
+F
EI
49
Mission Briefing:
The operatives onboard the
HWK-290 you rescued have
brought us some critical intel.
5
B
1
A
Neutral Territory 12 Turns
A - Player setup/escape edge
B - Asteroids x12, random layout
Range >1 apart, Range >1 from edge
Mission Objectives
Primary:
Bonus:
Bonus:
If no Patrol squads deploy during the mission, all players gain 2XP.
50
Squad
Arrival
Vec.
AI
1p
2p
3p
4p
5p
6p
Alpha
Setup
Attack
+F
68I
+F
48I
+F
Beta
Setup
Attack
F
F
+F
+F
68I
+F
48I
Patrol
Special
d6
Attack
Elite
Special
d6
Attack
per
Dice
+3
+2
+1
-1
51
Mission Briefing:
The sensor net surrounding
the refuelling base is out of
commission. Now is the time
to strike and capture the
facility for the Alliance!
Your squadron must disable
the stations defenses and
engage any fighter cover in the
area. You will also be required
to escort an assault ship full of
rebel commandos to dock with
the station and capture it.
Once we begin the attack, the
Empire is sure to scramble any
remaining patrols in the area.
Stay alert, and may the Force
be with you.
5p
T
T
S
3p
Bay 2
F
C
F
Bay 1
F
T
F
4p
S
T
T
6p
A
Hostile Territory 12 Turns
A - Player setup edge
B - Asteroids x6, random layout
Range >1 apart/from edge
Turbolasers [T] begin facing edge A.
Mission Objectives
Primary:
Bonus:
If the station is captured, all players gain 1XP for each emplacement
that has not been damaged or destroyed.
52
Squad
Arrival
Vec.
AI
1p
2p
3p
4p
5p
Alpha
Setup
Bay 1
Attack
88I
+F
68I
+F
Beta
Setup
Bay 2
Attack
Gamma
Turn 4
Bay 1
Attack
Delta
Turn 5
Bay 2
Attack
Elite
Turn 8
d6
Attack
+I
F
B
+F
+I
68A
+F
+B
6p
+F
+I
48A
+F
+B
E@
53
Tread Softly
Minefields, Part I
3
Mission Briefing:
Our efforts to undermine the
Empires operations in the
Nulan system are getting
noticed. Imperial forces have
begun cracking down on
hyperspace traffic by deploying
minefields along hyperspace
routes favored by smugglers.
B
6
A
Friendly Territory 12 Turns
A - Player setup edge
B - Imperial Minefields (sample layout)
See Minefield Setup
Mission Objectives
Primary:
Bonus:
Bonus:
54
Squad
Arrival
Vec.
AI
1p
Minelayer
Setup
Special
Alpha
Setup
Attack
B
F
Elite
Turn 5
d6
Attack
Beta
Turn 7
d6
Attack
Minefield Setup:
During setup, place 3 minefield tokens
per player. Each minefield token must
be just beyond Range 1 (or as close as
possible to Range 1) from two other
minefield tokens, and Range 1 or further
from the edge of the mission area.
These minefield tokens are hostile, and
will detonate if overlapped by Rebel ships.
2p
3p
4p
8+B +B
+F
68I
+F
8+F
5p
6p
+B
+F
48I
+F
6+F
+F
EB
+F
Minelayer Squad:
Each TIE Bomber in the Minelayer squad
uses the standard Attack AI, but is also
loaded with additional mines to fill gaps in
the minefield.
Each time a minefield is destroyed or
detonated by the players, set that token
aside. On the next turn, the lowest-numbered TIE Bomber in the squad that can
perform an action will attempt to replace
a previously-destroyed minefield.
Use the rules for Proximity Mines, with
the following exception: The placement of
this new minefield token must be within
range 2 of any other minefield in play, but
must not overlap a ship or minefield. If a
TIE Bomber cannot lay a mine, the next
Bomber in a squad will lay one instead.
If there are no mines to replace, or if no
bomber can legally deploy one, then no
replacement minefield is deployed.
55
Imperial Entanglement
Minefields, Part II
4
Mission Briefing:
Weve just received an
urgent message from one of
our incoming GR75 supply
transports - the Quantum
Storm! They dropped out of
hyperspace in the middle of an
uncharted Imperial minefield
and are unable to escape!
Mission Objectives
Primary:
Bonus:
If the Transport was not hit by Ion Pulse Missiles, all players gain 1XP.
Bonus:
56
Squad
Arrival
Vec.
AI
Alpha
Setup
Attack
Beta
Setup
Attack
Gamma
Turn 3
1-3
Strike
Decimator
Turn 6
Special
Delta
Turn 6
d6
Attack
1p
I
F
B
d
8+F
2p
3p
4p
6+I
+I
4+I
+F
+F
+F
+B
+F
68@
5p
6p
8+B
+B
+2*
+2*
+2*
+F
48@
+F
57
Care Package
Minefields, Part III
Mission Briefing:
Mission Objectives
Primary:
Bonus:
If the transport escapes and has not discarded the Tibanna Gas Supplies card, all players gain 1XP.
Bonus:
If the transport escapes with at least half its hull value remaining, all
players gain 2XP.
58
Squad
Arrival
Vec.
AI
1p
2p
3p
4p
5p
6p
Alpha
Setup
Attack
+F
+F
68I
+F
48I
Beta
Setup
Attack
+F
88I
+F
48I
+F
Assault 1
Turn 3
Strike
F
F
B
8+B
+B
Elite
Turn 3
d6
Attack
Gamma
Turn 6
d6
Attack
Assault 2
Turn 6
Strike
F
6+B
88I
+B
E@
+F
68I
+B
+B
+F
48I
+B
*Any random vector that is behind the front edge of the GR-75.
59
Needle in a Haystack
Chasing Phantoms, Part I
3
Mission Briefing:
Weve just received a distress
call from the Trellisk, one of
our supply ships. They were
ambushed en route to Udray
and the crew was forced to
abandon ship in escape pods.
Were mounting search and
rescue operations immediately,
but the region is subject to
frequent ion storms which will
make things difficult for us.
Get out there and find them.
Its a good bet that whatever
destroyed them is still nearby.
B
B
B
C
6
A
Neutral Territory 12 Turns
A - Player setup/escape edge
B - Distress Signal Tokens (sample layout)
C - Ion Storm x10, (random layout)
Range >1 apart
Mission Objectives
Primary:
Bonus:
Bonus:
The pilot who performs the most protect actions on the Recovery
Ship gains 2XP. If tied, all tied players gain 1XP.
60
Squad
Arrival
Vec.
AI
1p
Recovery
Setup
Players
Alpha
Setup
Strike
Beta
Setup
Strike
Gamma
Turn 5
d6
Strike
m
F
F
F
Delta
Turn 8
d6
Strike
Phantom
Special
d6
Attack
Recovery Ship:
Your squadron has been assigned a
Recovery Ship to bring home any
survivors and cargo you find, represented
by an Outer Rim Smuggler (PS1). The
players decide as a team how to plan
this ships dial each round, and the ship
may perform actions (including scan) and
attacks as normal. Players do not gain
any XP for Enemy ships destroyed by the
Recovery Ship. Players may also use the
Protect action on the Recovery ship to
ensure it returns home safely.
2p
3p
4p
5p
6p
8+@
+F
6+@
+F
+F
+F
6+@
+F
4+@
+F
+F
+@
+F
+@
+P
Phantom Squad:
When the Escape Pod token is placed,
this squad arrives the following turn.
Strike AI:
Enemy ships with the Strike AI target
the recovery ship for movement. If they
cannot attack it, they will fire on the
nearest Rebel ship as usual.
61
Bait
Chasing Phantoms, Part II
Mission Briefing:
During our recovery of the
Trellisks crew, we witnessed a
new Imperial fighter equipped
with a cloaking device. Luckily,
our spies have confirmed only
a single squadron of new TIE
Phantoms was deployed to
this sector for field testing.
A
C
12
11
Mission Objectives
Primary:
Bonus:
62
10
Squad
Arrival Vec.
AI
Alpha
Setup
d6
Attack
Beta
Setup
d6+6
Attack
Support A
Turn 3
d6
Attack
Support B
Turn 3
Attack
Elite
Turn 4
d12
Special
Gamma
Turn 6
d6
Attack
Delta
Turn 8
d6+6
Attack
@ cannot be P or l.
1p
2p
3p
4p
5p
6p
F
F
+F
+F
48@
+F
88@
+F
88@
+F
68@
+F
l
l
F
F
EP
88@
+F
+F
+F
68@
+F
+F
68@
48@
+F
Transport Setup:
The GR-75 Rebel Transport is equipped
with the upgrades below, and begins with
0 Energy. During each activation phase,
it gains 3 Energy instead of moving.
t Bright Hope
m Combat Retrofit
W Targeting Coordinator
W WED-15 Repair Droid
G Comms Booster
Transport Escape:
Once the TIE Phantom is destroyed, the
Transport may escape by jumping to
hyperspace: at the end of the combat
phase, spend 6 Energy to jump.
TIE Phantom Elite:
When deployed, the TIE Phantom begins
cloaked. It will target the Rebel ship with
the highest pilot skill, and will only fire on
a different target if it cannot get a shot,
or there is a different target at Range 1.
Support Shuttles:
These shuttles do not draw Pilot cards.
Modified as support craft for field testing
the TIE Phantom squadron, each support
ship is an Omicron Group Pilot (PS2)
equipped with mAnti-Pursuit Lasers and
a prototype Stygium Field Generator:
The TIE Phantom cannot be targeted by
Jam actions. When the TIE Phantom
decloaks, it gains an Evade token
(one for each shuttle in play).
63
Mission Briefing:
B
B
A
Hostile Territory 12 Turns
A - Player setup edge
B - Signal Tokens x10, one per Cloud.
C - Cloud x10 (random layout)
Range >1 apart, not inside area A.
Mission Objectives
Primary:
Bonus:
64
Squad
Arrival
Vec.
AI
Alpha
Setup
Attack
Beta*
Turn 4
d6
Attack
Gamma
Turn 8
d6
Attack
*@ cannot be
1p
P
F
F
2p
3p
4p
5p
6p
8+P
+P
+F
68@
+F
88@
+F
+F
+F
48I
+F
68I
C
A
R&D Station
65
Revenge
Chasing Phantoms, Part IV
Mission Briefing:
With the prototype Phantom
squadron destroyed, weve
seen reduced Imperial activity
in the Hook Nebula. We must
maintain regular patrols to
ensure they dont return.
During a routine patrol, your
proximity alert panel flashes.
B
8
A
9
A well-equipped squadron of
TIE Interceptors emerges from
the ion storm all around you
its an ambush!
12
11
Mission Objectives
Primary:
Bonus:
Each time an Enemy ship is destroyed, all players gain an extra 1XP
Bonus:
66
10
Squad
Arrival
Vec.
AI
1p
2p
3p
4p
5p
6p
Aces
Turn 1
d12
Special
EI EI EI EI EI EI
67
Capture Officer
Capture Officer, Part I
4
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.
A
C
E
2
Mission Objectives
Primary:
Bonus:
When the primary objective is complete, all players gain 1XP for each
squad of enemy ships that did not arrive.
68
Squad
Arrival
Vec.
AI
1p
2p
Shuttle
Setup
Special
Alpha
Setup
Escort
l
F
+F
Elite
Turn 2
d6
Attack
Beta
Turn 4
d6
Escort
Gamma
Turn 8
d6
Escort
Delta
Turn 11
d6
Attack
F
F
I
3p
4p
5p
6p
+F
68@
EA
+F
88@
+F
48@
48@
+F
68@
+F
88@
+I
+I
+I
Shuttle AI:
The Lambda Shuttle will engage and
attack the nearest target as usual. Once
the shuttle has suffered 5 shield damage, it will change tactics and attempt
to flee via the Imperial Escape Edge (B).
Treat that edge as its priority target for
movement, and always use the shuttles
maximum speed for the selected bearing.
Escort AI:
Escort-type enemy ships have modified
action priority. After moving, if they are
within range 1 of the shuttle, they will
perform the Protect action to assign it
an evade token.
69
Nobody Home
Capture Officer, Part II
1
Mission Briefing:
Mission Objectives
Primary:
Bonus:
Penalty:
For each enemy ship that escapes, all players lose 1XP.
70
Squad
Arrival
Vec.
AI
1p
Alpha
Setup
Attack*
Beta
Setup
Attack*
Delta
Setup
Flee*
Command
Setup
Flee*
Epsilon
Setup
Flee*
Player Setup:
At the start of the mission, each player
takes a number token (1-6) and places it
on an asteroid or debris field to mark the
hiding location of their ship. These hidden
ships are ignored by the AI.
Player Deployment:
Each turn, when it is a players turn to
move, they may choose to power up their
ship and immediately deploy it overlapping
the obstacle with the matching number
token. Then, that player may plan and
reveal a green maneuver, ignoring the
obstacle from which the ship deployed.
F
F
2p
3p
6+I
+I
+F
48@
+F
4p
5p
8+I
+I
6p
+I
+F
El
+F
68@
88@
+F
+F
48@
71
Miners Strike
Capture Officer, Part III
4
Mission Briefing:
We dont dare approach the
Imperial Garrison on Nulan VI;
its too well defended.
However, analysis of the captured shuttles databanks has
revealed another opportunity.
The Empire appears to be engaged in mining operations on
one of Nulans moons, excavating materials used in weapons
production. At any given time,
the base is covered with cargo
containers full of the stuff.
4p
G G
6p
G G
4p
3p
T
G G
5p
G G
3p
T
G G
G G
6p
Mission Objectives
Primary:
Bonus:
Bonus:
72
5p
C
2
Squad
Arrival
Vec.
AI
1p
Cargo
Setup
Special
Alpha
Setup
2/3
Attack
l
F
Beta
Setup
4/5
Attack
Gamma
Turn 6
d6
Attack
Delta
Turn 8
d6
Attack
2p
3p
5p
6p
l
+F
+F
+F
F
F
F
4p
+F
68@
+F
88@
+F
48@
88@
+F
48@
+F
68@
Ground Mission:
Ships cannot jump to hyperspace within
the moons gravity field. To escape the
mission area, players must escape from
any board edge (other than edge C) by
the end of Turn 12.
73
Mission Briefing:
Several weeks ago, a Rebel
spy was assigned to a new
squadron of Imperial fighters,
and has been sending us intelligence on their performance.
4p
2p
A
5p
6p
3p
Mission Objectives
Primary:
Penalty:
For each satellite relay that was destroyed, all players lose 1XP
Bonus:
The pilot who performs the most protect actions on the Slicer Techs
HWK gains 2XP. If tied, all tied players gain 1XP.
74
Squad
Arrival
Vec.
AI
Alpha
Setup
Attack
Beta
Setup
Attack
Gamma
Turn 4
1d6
Attack
Delta
Turn 8
1d6
Attack
Inspection
Special
2/5
Strike
1p
2p
3p
4p
5p
6p
F
F
8+I
F
l
+F
88@
+F
68@
+F
+F
+F
68@
+F
48@
+F
4+I
+F
6+I
+F
+F
+F
68@
+F
48@
+I
8+I
+I
6+I
75
Defector
Defection, Part II
2
Mission Briefing:
One of the test pilots for the
Empires new space superiority
fighter, the TIE Defender, is a
Rebel sympathizer. Shes been
in contact with our operatives
and wishes to defect with
a stolen prototype.
A
Hostile Territory 10 Turns
A - Player setup edge
B - Asteroids x6 (random layout)
Range >2 from edges. Range >1 apart
Mission Objectives
Primary:
Bonus:
Bonus:
The pilot who performs the most protect actions on the Defectors
ship (once allied) gains 2XP. If tied, all tied players gain 1XP.
76
Squad
Arrival
Vec.
AI
1p
2p
Prototype
Setup
Special
+D
Alpha*
Setup
Attack
Beta*
Setup
Attack
Gamma
Turn 4
Attack
Delta*
Turn 8
d6
Attack
D
F
F
l
F
*@ cannot be
3p
5p
+D
6p
+D
88@
+F
68@
68@
+F
48@
+F
6+F
+F
4+F
+F
68@
+F
48@
+F
+F
+F
+F
88@
4p
Defector Setup:
During setup, put a number token for each
TIE Defender in the Prototype squadron
into the draw bag. Start with number 1
and add a number for each additional
ship (numbers 1-4 for 6p).
Making Contact the Defector:
Before the Defector can switch sides,
the Rebels must identify her ship by
transmitting a short-range coded
message confirming their rescue plans.
To transmit the message, any Rebel ship
may perform the Scan action on a TIE
Defender at Range 1. Then, pull a number token from the bag. If the number 1
is drawn, this TIE Defender is the Defector. If any other number is drawn, assign
it to that TIE Defender; TIE Defenders
with number tokens cannot be scanned.
Defecting:
Once the Defector has been identified,
she immediately joins the Rebels and
players may choose her attack targets.
At the start of the following turn, the
players may plan the Defectors dial and
actions collectively.
Rebel players may also use the Protect
action on the Defector once she is an ally.
Prototype Squad AI:
Once the Defector has changed sides,
other Elite enemy ships in the Prototype
squad change their target priority to
Strike, with the Defector as their target
77
Mission Briefing:
According to intel from the
Imperial Defector, pilot candidates for the rest of the new
TIE Defenders are nearing the
completion of their training
program. Today, the squadron
is conducting combat exercises
at a secret location in Imperialcontrolled space, but our spies
have provided us with the
coordinates.
12
11
B
A
Mission Objectives
Primary:
Bonus:
If all TIE Defenders are destroyed, remove all TIE Defender cards
from the Imperial Pilot deck.
78
10
Squad
Arrival
Vec.
AI
Instructor
Setup
Diag.
Attack
Alpha
Setup
Attack
Beta
Setup
Attack
Gamma
Setup
Attack
Delta
Setup
Attack
Epsilon
Turn 8
d12
Attack
Surprise Attack:
The Imperial training squad is unprepared
to deal with the squad of Rebel ships
exiting hyperspace around them. For the
first turn, enemy ships do not move or
perform actions.
1p
l
ED
F
F
2p
3p
5p
6p
+F
ED
+F
ED
+F
4p
8+F
+F
ED
+F
+I
6+F
+I
4+F
Quality Education:
Among the best in the sector, the
shuttles training crew is well-coordinated
with their trainees. Whenever an AI ship
within Range 1 of the shuttle rolls dice, it
may convert all focus results to successes (hits or evades), as if it always has a
focus token.
79
Available at:
dockingbay416.com/campaign