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Star Wars: X-Wing Miniatures Game» Forums » Variants

Subject: [Mission] The Fall of Fort Kooln rss

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Michael Ptak
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Livermore
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The Fall of Fort Kooln
X-Wing
2 Players





Briefing:
An Imperial spy has transmitted the coordinates of a Rebel listening post within the Mahna-Maha asteroid field. Knowing that their position was compromised, the Rebel Alliance began a swift evacuation of this important listening post. Unfortunately the Empire was a lot closer than the Rebels expected, and a Frigate arrived before the evacuation was complete!

Commander Morsk of the Frigate Thunderer elected not to bring his ship into the dense asteroid field, instead remaining at a standoff distance while his fighters destroyed the Rebel base. This was fortunate for the alliance, as even the laser cannons of the frigate would have made short work of the installation!

Fighters from the Thunderer arrived in the area just moments before the final transport (TRN Silphet) arrived to remove the last of the base personnel. Fortunately, in addition to the Starfighters the rebels had on-station to protect the evacuation, Mines had been seeded in the asteroids for just this kind of contingency!

The Rebels must evacuate their personnel safely from the base, while the Imperial Navy is dedicated to the destruction of the base and all defenders!

Setup:
Asteroids are in play. If there are not enough asteroids available, household objects or paper cut-outs can be used to represent additional asteroids.

Three Asteroids must be placed at the center of the playing field (1 foot away from any playing edge). The Rebel player secretly chooses one asteroid to designate as the Rebel base, while the other two have decoys.

Next, the Rebel player is allowed to place Mine Type As within the asteroid field (See Minefield rules for details). The Rebel player may place ten such mines in the asteroid field at least one range away from the edge of the board.

Finally the Rebel player places his squadron of fighters at the center of the playing field.

The Imperial player is the last to set up, placing his or her fighters along any edge of his or her choice. Reinforcements (see Special Rules) will continue to come from the edge selected. All pilots selected must be generic.

Transport Silphet begins off the board, arriving one turn after the Rebel player summons it.

Special Rules:

Imperial Reinforcements:
The Nebulon-B frigate Thunderer is offboard and out of range from the battle. Nevertheless it is continually sending TIE fighters into the battle for reinforcements. If the Imperial player looses the last fighter in his squadron, he may re-deploy all TIE fighters at the original edge selected during setup. There is no limit to the number of reinforcements.

Transport Silphet:
The last rebel transport is waiting for an all-clear signal from the escorting fighters before making a short hyperspace jump from the waiting Corvette Husnock. It will take one turn to arrive, coming on to the board edge of the Alliance player's choice (but NOT the same edge selected by the Imperial Player).

The Transport must dock and remain docked with the asteroid containing the rebel base for one turn, then leave the same board edge it arrived on. If the Rebel transport is destroyed following docking, the Rebel alliance looses the mission.

The Transport can only dock with the real base; it cannot dock with the decoy asteroids in an attempt to draw off the Imperials.

However, if Silphet is destroyed before Docking can be completed, a replacement Silphet transport can be hyperspaced on to the map.

TRN Silphet can be represented by the Senator Shuttle token. It uses the same movement, but has a shield of 6 and a hull of 5.

Kooln Base and Asteroids:
Each of the three asteroids at the center of the map has a hit point total of 12. If the Real Kooln base is destroyed before the personnel have been evacuated, then the scenario is an automatic loss for the Rebel player. He MUST Defend Kooln base and ensure the safe evacuation of the last of the personnel.

If TRN Silphet is destroyed after one turn of docking with the real base, the scenario is also lost for the Rebels.

Forces:

REBEL ALLIANCE
Objective: Evacuate Kooln Listening post.

PLAYER ONE (Red Squadron)
Up to 40 points.
No restrictions on Pilots or equipment.
TRN Silphet in reserve
10 Mine Type As.

IMPERIAL NAVY
Objective: Destroy Kooln Base and all defenders before the evacuation is complete.
Up to 4 TIEs (One Flight)
No unique pilots may be selected.
No restriction on points.

Victory Conditions:
Rebel alliance: Successfully evacuate Kooln base. TRN Silphet must complete docking an exit the board edge it arrived on.

Imperial Navy: Must destroy the evacuees and all defenders.

Variants:
The Imperial player can split the Flight Group into two elements for an additional Imperial player.

Mine Type As can be replaced with Mine Type Cs for added difficulty for the Imperial Player.

The Imperial player can bring in two Flight groups (8 TIEs total) instead of just one.

The Imperial flight group can be a flight of TIE Advanced x1 instead of regular TIE/LN for added difficulty for the Rebel player.
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Val Cassotta
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Not sure what I like more - the mission, or the 8-bit asteroids
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Luis Fernandez
Venezuela
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Miranda
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JustinKase wrote:
Not sure what I like more - the mission, or the 8-bit asteroids


the maps makes it all! AWSOME! surprise

How many of us are playing this game remembering the old Xwing vs Tie Fighter?

Great mission and hard one for the ties, they never flight on asteroid fields, less with mines! cry
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Michael Ptak
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Livermore
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If it's too impossible for the Imperials, give them two flight groups instead of one.
 
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Kevin Riddle

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are you going to add this to the files section to download?
 
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Michael Ptak
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Livermore
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er...what files?
 
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zach hacz
United States
ames
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I learnd the art of sudection from James Brown in a hot tub.
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Don't play games with me. You weren't on any mercy project this time. You passed directly through a restricted system while creating this scenario. Several transmissions were beamed to this ship by Rebel spies. I want to know what happened to the files they sent you. (looks like a good mission and love the old tie fighter map stuff)
 
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