Thursday, June 14, 2018

Operation: Assault on Tralus - Mission 3

**IMPORTANT**

Do not read below if you have not finished Mission 1 and Mission 2.  Spoilers are contained that could ruin your enjoyment of Mission 3.

**IMPORTANT**




To start, you need the following information:

Who won each of the space missions?
Is the Ion Cannon Offline?
Are you playing Ground Mission 3A or 3B?

Also important is the following information:

Ships / Squadrons still surviving - (Veteran Tokens, and you must take them)
Ground units not damaged and retaining 1/2 or more of their miniatures. (Veteran Tokens and you must take them)
Unique Characters Destroyed (Cannot take if not Luke / Leia)
Number of Victory Tokens gained by the Rebels in Space Mission 1, and which Rebel Ships / Squadrons earned them (Will be important later in the mission)


Ground Mission 3A




"The Imperials continue to push on the Rebel front lines, but the transports are now fueled and ready to go!"

The Imperials are the Blue Player.

Rebels and Imperials should make 800 point lists.  Any unit that was not damaged and retains 1/2 or more of their miniatures should be brought back and given a Veteran Token (See mission 2 for rules).  If Luke, Leia, or Vader were destroyed in space combat, they must be included in this list.

The following setup cards are in effect:

Deployment:  The Blue Player deploys on the short side, within range 2 of that side.  The Red player deploys beyond range 4 from that side, but no more than range 6 in.

2(I) -> 3 -> 1(R) -> 6

Objective:  The Red Player must flee off the side of the board away from the Imperial side.  Any Red Unit that does so is not destroyed, but removed from play and considered to have "Fled" - follow the Space Mission 3 rules when this happens.  Any Red unit that is destroyed gives the Blue player 1 Victory Token.

This match ends at Turn 6, even though the Space Mission does not.  Any Red unit still on the board after Turn 6 is destroyed.  The Blue Player will add their Victory Tokens to the score of the Space Battle.

If a Blue Player's unit is destroyed, at the start of the next round, the Blue Player may deploy a copy of that unit beyond Range 2 of any Red unit.

Environment:  Give each Red unit 2 suppression tokens.



Ground Mission 3B


"The Imperials have set up defenses on the high ground, overlooking the Rebel evacuation.  The Rebels must evacuate before they can get surface to air weapons in place to shoot down our transports.  The Rebels are launching their ships as fast as they can..."

The Imperials are the Blue Player.

Rebels and Imperials should make 800 point lists.  Any unit that was not damaged and retains 1/2 or more of their miniatures should be brought back and given a Veteran Token (See mission 2 for rules).  If Luke, Leia, or Vader were destroyed in space combat, they must be included in this list.

The following setup cards are in effect:

Deployment:  Battle Lines

Objective:  The Red player must "flee" their units from their deployment zone.  Starting Round 3 the Red player may flee up to 2 units per turn off of the edge near their deployment zone.  These units are not destroyed, but removed from play and considered to have "fled".  Follow the rules in Space Mission 3.  Any Red unit that is destroyed grants the Blue Player 1 Victory Token.

This match ends at Turn 6, even though the Space Mission does not.  Any Red unit still on the board after Turn 6 is destroyed.  The Blue Player will add their Victory Tokens to the score of the Space Battle.

If a Blue Player's unit is destroyed, at the start of the next round, the Blue Player may deploy a copy of that unit beyond Range 2 of any Red unit.

Environment:  Clear Conditions



Space Mission 3


The player who most recently won is Second Player.

Each Player must build a list containing up to 500 points.  This list must contain all ships / squadrons that survived the previous round of combat.  If Luke Skywalker was not used in any ground combat missions (and has not been shot down), he must be included in the Rebel List.  If Leia Organa was not used in any ground combat missions (and has not been shot down), she must be included either as an officer or as a commander in the Rebel List.

**DO NOT READ THE FOLLOWING UNLESS THE FOLLOWING CONDITIONS HAVE BEEN MET.  SERIOUSLY DO NOT**


**Rebel Player read this ONLY if the Imperial Player has won both Space Missions AND the Ion Cannons are Offline**

**Imperial Player read this ONLY if the Rebel Player has won both Space Missions**

Setup:  After setting up obstacles, Second Player chooses and places 2 victory tokens at distance 3 from one another against any board edge.

If the Ion Cannon is not Offline, the Rebel Player places 3 Objective Tokens anywhere on the board.

Special Rules:  At the start of each round, the Rebel Admiral must deploy from the list of Rebel Ships / Squadrons that scored Victory Points in Mission 1 as follows:

1 Squadron = 1 Rebel Corps, Commando, or Support that "Fled"
1 Ship = Up to 3 Rebel Corps, Commandos, or Supports that "Fled"
For each Rebel unit used to deploy a ship or a squadron, place one Objective token on that unit.

If they run out of ships / squadrons that scored in Mission 1, the Rebels may deploy one additional Medium Transport with no upgrade cards.

Also, the Rebel Admiral must deploy the following:

1 Luke Skywalker X-Wing = Luke Skywalker "Fled"
1 GR-75 w/ Leia Organa (Crew) equipped = Leia Organa "Fled"
1 Wedge Antilles X-Wing = Airspeeder w/ Wedge Antilles "Fled"
1 X-Wing = Airspeeder that "Fled"
Place one Objective token on each ship or squadron.

All deployments must be made within Range 1 of one of the Two Victory Tokens.

At the start of each ship phase, the Rebel player may choose any objective token (not on a ship) and make an attack against any one ship at Distance 1-3 of that objective token.  That attack is treated as a Medium Range attack using a battery of 4 Blue dice, and the following in addition to the standard critical effect:  "Critical:  The ship hit by this attack cannot spend accuracy tokens or attack squadrons this turn"

During the Reveal Command Dial step, after the first round a ship has been placed on the board, a ship may discard a revealed command dial to prepare to jump to hyperspace.  During a squadron's activation, after the first round a ship has been placed on the board, that squadron may prepare to jump to hyperspace.  At the end of the round, any ship or squadron that has prepared to jump to hyperspace is removed from the board, and if any Objective Tokens are on that ship, that player gains that many victory tokens.

If a player destroys an enemy ship with at least one Objective Token, that player gains that many victory tokens.

End of the Match:  The match does not end at Turn 6 or in the event of the destruction of the Rebel player's ships, but instead ends Turn 8 or with the destruction of all Imperial Player's ships.

If the game went to time, destroy all Rebel ships and squadrons still on the board.

The Imperial Player must add all ground Victory Tokens to their score total.

Each Victory Token is worth 30 points.

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