A: Capture Refueling Station HOSTILE TERRITORY 12 TURNS Primary: Capture the Refueling Station:
1) Destroy the shield generators. Pilots gain an additional 1XP for destroying a Shield Generator emplacement.
2) The Assault Ship must land in a station docking bay.
3) The Commando team must capture the command centre.
4) Survive until the end of Turn 12 (or destroy all enemies).
Bonus: If the station is captured, all players gain 1XP for each emplacement that has not been damaged or destroyed.
B: Capture Imperial Officer FRIENDLY TERRITORY 12 TURNS Primary: Capture the Imperial Officer: The shuttle is disabled, and there are no enemy ships in play. In this case, the scenario immediately ends. Bonus: When the primary objective is complete, all players gain 1XP for each squad of enemy ships that did not arrive.
While I like B for the friendly territory, I have to ask, do we have any way to disable the shuttle with our current ship loadouts?
Or do we disable it by damaging it to a certain point?
Posts
ML3 fires at range 3 (2hit/2evade. EVADED) but @admanb dodges skillfully and jumps to Hyperspace.
MISSION ENDED. Failure.
XP TOTALS:
@crimsoncoyote 1 (not gonna round down to 0)
@Sokpuppet 1
@Daypigeon 2
@Farangu 4
@admanb 2
@see317 0
Go ahead and roll 2d5, @Sokpuppet
that wasn't...our finest hour
Spreadsheet has been updated. There weren't any kills on TIEs, right?
It better be a 4 and 1
My roll didn't matter :P
A: Capture Refueling Station HOSTILE TERRITORY 12 TURNS
Primary: Capture the Refueling Station:
1) Destroy the shield generators. Pilots gain an additional 1XP for destroying a Shield Generator emplacement.
2) The Assault Ship must land in a station docking bay.
3) The Commando team must capture the command centre.
4) Survive until the end of Turn 12 (or destroy all enemies).
Bonus: If the station is captured, all players gain 1XP for each emplacement that has not been damaged or destroyed.
B: Capture Imperial Officer FRIENDLY TERRITORY 12 TURNS
Primary: Capture the Imperial Officer: The shuttle is disabled, and there are no enemy ships in play. In this case, the scenario immediately ends.
Bonus: When the primary objective is complete, all players gain 1XP for each squad of enemy ships that did not arrive.
OHHHHHHHHHHH
Plundering seems more piratical.
Or do we disable it by damaging it to a certain point?
But what is kidnapping if not plundering people?
I'll vote for kidnapping.
For Kidnapping, Hit Lovely day.
Voting ends when one choice has 4 votes.
@see317 @crimsoncoyote @Sokpuppet @admanb @Daypigeon @Farangu
(clearly I'm going for a tie here, gethpls)
Edit: Also, as we're on the subject of rolling I'm going to upgrade to a Star Viper.
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
The Lambda will have 2 less shields and 1 less escort (I'm too lazy to set it all up again)
Players can enter from the Red Zones. Lambda must make it to the Blue Zone edge to escape
About even with shuttle's wingtip and as close as possible, please.
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!