19 April 2013

Community Service- The Erasmus Campaign

Community Service is a new series of articles here on TheMetalBikini.com where I spotlight something different, cool, or fun made by someone in the X-Wing Miniatures community that I think you guys might dig. 






About a month ago, longtime Bikini Aficionado heychadwick sent me an email presenting a narrative campaign he was working on. As I've been working six days a week at my real job and messing around with some ideas of my own for a campaign setting, I didn't check it out until last week. Obviously, I was pretty impressed with it or I wouldn't be posting it here as the inaugural article of Community Service. 

A lot of folks seem to have ideas for campaigns, but the things I dig about heychadwick's campaign is it changes things up from the standard dogfight with 100 point lists, has a cool storyline, and has a interesting mechanism for adding in better pilots for the winner of the previous mission so that it matters whether or not you won or lost. It also has an actual beginning and an end, isn't overly long, but isn't too short either. I've not had a chance to play it yet, but I plan on giving it a shot with my Google Hangout group, Sean and Ben, before too long. Seems like a great way to kill a few nights! 

I emailed with heychadwick yesterday about how I wanted to start featuring stuff made by folks in the community and his main request was that y'all provide some feedback so he can continue to improve the campaign. If you check out the original BGG thread (link listed below), you can see he's already gotten a lot of good feedback, but he specifically asked me to invite feedback from TheMetalBikini readers in the comments section as well. I only ask that you keep it constructive and on-topic. Read through his designer notes and understand what he was going for before jumping up and down about a particular mission being harder for one faction than the other- there's a method to his madness. In most cases, anyway. :) 

Without further aideu, on with the show! Thanks again heychadwick!



The Erasmus Campaign
by Jim Chadwick

Originally posted at http://boardgamegeek.com/thread/945073/the-erasmus-campaign-feedbackrequested

After the destruction of the Death Star at the Battle of Yavin, the Rebel Alliance spent many months looking for a new base as the Imperium hunted them every step of the way. When a new base was finally secured on the Outer Rim and the Rebel leaders took stock of the situation. After the abolition of the Senate and the destruction of Alderaan, the Rebellion had gained popular support. It was deemed that some high profile victories would help secure vital support for the Rebellion. How would the Rebel Alliance strike at the heart of the Empire while stationed in the Outer Rim and how to do so without giving up their current location? General Solo suggested some jump point routes used by smugglers to get into the Core systems via a quiet and almost forgotten star system named Erasmus. The star system had only a single planet that was a gas giant with a few mining colonies on it. A significant number of asteroid belts were also mined for valuable metals. A worn-down space station housed the local Imperial garrison and acted as the local repair docs and way station for military convoys throughout that area of the Mid Rim. With such a small Imperial presence in the system, and the large number of jump points into the Core systems available, it was an excellent spot to move into the heart of the Imperium undetected.


Designer Notes:

This is a Star Wars: X-wing campaign that is designed to tell a story and where each mission will add an impact to the side that wins that round in the story arc. You will notice the lack of named characters in these missions as their presence is meant to add dramatic impact to the situation when they are used. It is also an attempt to force shrewd game play and list building without using the best toys to accomplish what you need to do. Consider it a challenge. I also tried to encourage some of the lesser used ships in some of the scenarios as I feel they have a place in the overall structure of respective military organizations. If you have a limited supply of ships, you may find some of these scenarios challenging, especially the second one.


Mission 1 starts off with only 50 pts and allows the winner to have a named pilot for the rest of the campaign. Mission 2 has the standard 100 pts and allows the winner to upgrade their ships. Mission 3 will be a straight up 100 dogfight that could allow or prevent the Rebels from having a unique pilot join the last mission. Mission 4 is a desperate defense by the Imperials to save their space station. If a unique character is killed in a scenario, he cannot participate in any further scenarios.





MISSION 1: Satellite Malfunctions


The Imperial garrison of the Erasmus System does not have a lot of personnel to patrol heavily, but they do use a system of satellites to monitor traffic in their system as a safeguard against pirates and smugglers. The Rebel Alliance has sent a task force of a few ships to destroy a number of the satellites to make it easier to move about the system in earnest. With the destruction of a couple Echo Net satellites, the garrison commander has dispatched a patrol to investigate what is happening and to see if it requires any more attention. The rebels need to destroy one last satellite to keep the Imperials in the dark.

Mission Setup

Rebel: 
Points: 50
Ships: Rookie Pilot, Red Squadron Pilot, Gold Squadron Pilot, Grey Squadron Pilot, Green Squadron Pilot, and Prototype Pilot.
Upgrades: Any non-unique droids, weapons upgrades, missile upgrades, and Pilot upgrades (if able to)
Setup: Anywhere in range 1 of the Rebel table side. Rebels place their ships first.

Imperial:
Points: 50
Ships: Academy Pilot, Obsidian Squadron Pilot, and Black Squadron Pilot
Upgrades: Pilot upgrades (if able to)
Setup: Anywhere on either right or left table side, as long as it is range 3 away from the Rebel player's starting side. Rebels place their ships first.

Iniative: Rebels
Asteroids: Imperials place asteroids, but cannot be within range 2 of a satellite or range 1 of each other.

Two satellite tokens are placed by the Imperial player anywhere within range 2 of his side of the table.


Special Rules

·Echo System Satellite: The satellite has 5 hull points and can be targeted by weapons systems. It cannot be critically hit and does not have any evade dice when fired at.

·Protect Action: Imperial ships may perform a PROTECT action when within range 1 of the satellite token. When performing a PROTECT action, the Imperial player places one evade token on the satellite. When attacked, the satellite may spend this evade token to add one additional success to its defensive total. Note, this is the only way for the satellite to earn evade results.


Objectives

Rebel Victory: Destroy both Echo Net satellites.

If a Rebel Victory is secured, then they are allowed to add “Dutch” Vander (unique Y-wing pilot) to the Ships options for any future mission. If Dutch is killed in any mission, this option is no longer available. Dutch is the leader of Gold Squadron of Y-wings and success in the Erasmus system brings Gold Squadron to the fight.

Imperial Victory: The Rebel ships must be destroyed or driven off to ensure the Echo Net satellite is secure.

If the Echo Net system is secured, then the Rebel activity draws Maarek Stele's attention to the Erasmus system. Maarek Stele becomes an option for the Imperial Ship options for all future missions. If Maarek Stele is killed during a mission, he is no longer an option.


MISSION 2: The Heist

Long sent requests for upgrade components to the garrison at Erasmus System have finally been sent. A shipment of state of the art upgrade kits for star fighters will be delivered soon to the system. Bothan spies have caught word of it and intend to capture the components for Rebel use. A unit of Y-Wings has been sent to capture and bring back the vital components for the Rebel fighters. Knowing the importance of these upgrade kits, Tie Advanced have been sent to guard the shipment against pirates or worse.

Mission Setup

Rebel:
Points:
100
Ships: Rookie Pilot, Red Squadron Pilot, Gold Squadron Pilot, Grey Squadron Pilot, Green Squadron Pilot, and Prototype Pilot.
Upgrades: Any non-unique droids, weapons upgrades, missile upgrades, and Pilot upgrades (if able to)
Setup: Anywhere in range 1 of the Rebel table side. Imperials place first.

Imperial:
Points:
100
Ships: Academy Pilot, Obsidian Squadron Pilot, Black Squadron Pilot, Storm Squadron Pilot, and Tempest Squadron Pilot.
Upgrades: Missile upgrades and Pilot upgrades (if able to)
Setup: Anywhere in range 1 of the Imperial table side. Imperials place first.

Iniative: Rebels
Asteroids: None

The Senatorial Shuttle should be used as the supply ship and placed on the Imperial side of the board within range 1 of the board edge. It is required to be placed in the exact middle of the board edge. Place ships according to Pilot Skills. Place one unused Imperial card upside down outside the play area to represent the supply shuttle.

Special Rules

·Shuttle Stats: Treat the supply shuttle as an Imperial ship. It has an agility value of “2”, a shield value of “6”, and a hull value of “8”. Use tracking tokens to represent the shuttle’s shields.

·Shuttle Movement
: At the start of each Activation phase, the Imperial player may move the supply shuttle by choosing to execute one of three possible maneuvers: 2 straight, 1 slight curve left, or 1 slight curve right. The supply shuttle cannot perform actions or attack.

·Shuttle Damage: For each damage point the shuttle suffers; place one Damage card face down on top of the face down Imperial card. Change all critical hits to regular hits. The Ion cannons of the Rebels have been calibrated to not cause hull damage when the shuttle is hit. Ion cannon hits will reduce shield points, though, and cause the supply shuttle to move straight ahead 1 next turn.

·Rebel Reinforcements: During the End phase, the Rebel player may call for one REINFORCEMENT for each Rebel ship that was destroyed that round. For each reinforcement, he takes one Gold Squadron Y-wing pilot ship (with Ion cannon upgrade) within range 1 of HIS EDGE of the play area. The Rebel player can assign maneuvers to this ship and use it as normal.

Objectives

Rebel Victory: Destroy the Tie Fighters guarding the ship and the shuttle has to have an ionized token on it. As soon as the supply shuttle is disabled the game ends as the rebels board the vessel.

Imperial Victory: The supply shuttle must flee off the Rebel player’s edge of the play area.

Whichever side wins the mission, they are able to add these to the Upgrade options for each mission: Engine Upgrade, Shield Upgrade, and Stealth Device. If the shuttle is destroyed, then neither side can have upgrades.




MISSION 3: Big Game Hunting

The Rebel Alliance has successfully been using the Erasmus system to launch several high profile attacks within the Core of the Imperium. The Emperor has been furious and dedicated full resources to stop these attacks. They have finally been tracked to the Erasmus system. Obsidian Squadron has been called in to ambush Rebel attack ships as they pass through the system. The elite Squadron has been allowed to use “any means necessary” to destroy Rebel forces. While preparing the scenario, a Rebel high value asset is seen moving through the scenario. Obsidian Squadron is ordered to attack immediately and wipe out this asset before a proper ambush can be set up.


Mission Setup

Rebel:
Points:
100
Ships: Rookie Pilot, Red Squadron Pilot, Gold Squadron Pilot, Grey Squadron Pilot, Green Squadron Pilot, and Prototype Pilot. The Rebels MUST take one unique named pilot from any of the options.
Upgrades: Any non-unique droids, weapons upgrades, missile upgrades, and Pilot upgrades (if able to)
Setup: Rebels place inside range 2 of the middle of the board. Imperials place first.

Imperial:
Points:
100
Ships: Academy Pilot, Obsidian Squadron Pilot, Black Squadron Pilot, Storm Squadron Pilot, Tempest Squadron Pilot, Alpha Squadron Pilot, Avenger Squadron Pilot, Saber Squadron Pilot, Bounty Hunter, and unique pilots Howlrunner, Night Beast, Winged Gundark.
Upgrades: Missile upgrades, weapons upgrades, mines, and Pilot upgrades (if able to)
Setup: Imperials place within range 1 of any table edge. Imperials place first.

Iniative: Imperials
Asteroids: Each player takes turns placing one, starting with Imps.


Objectives

Rebel Victory: If the Rebel target survives the scenario, This unique pilot becomes a Ship option in the final battle in the Erasmus campaign.

Imperial Victory: Destroy the Rebel target. If destroyed, this character cannot be used in the final scenario.



MISSION 4: A Goodbye Kiss



Now that the Imperial forces have discovered their back door into the Core Systems, it is time to leave the Erasmus system. Before they go, a parting attack against the aging space station that houses the garrison is ordered by the Rebel leaders. If done quickly, the space station can be destroyed before further reinforcements are allowed to arrive. Imperial Scouts are able to detect the Rebel attack force, but only barely able to throw together a defense with their limited resources left. If these brave defenders can cripple the Rebel attack force before it arrives at the space station, then the station defenses should be enough. All available Imperial ships are used to halt the Rebel advance.


Mission Setup

Rebel:
Points:
125
Ships: Rookie Pilot, Red Squadron Pilot, Gold Squadron Pilot, Grey Squadron Pilot, Green Squadron Pilot, and Prototype Pilot.
Upgrades: Any non-unique droids, weapons upgrades, missile upgrades, and Pilot upgrades (if able to)
Setup: Anywhere in range 1 of the Rebel table side. Place by PS skill.

Imperial:
Points:
100
Ships: Academy Pilot, Obsidian Squadron Pilot, Black Squadron Pilot, Storm Squadron Pilot, Tempest Squadron Pilot, Alpha Squadron Pilot, Avenger Squadron Pilot, Saber Squadron Pilot, Bounty Hunter, and any of the unique pilots that survived Mission 3.
Upgrades: Missile upgrades, weapons upgrades, mines, and Pilot upgrades (if able to)
Setup: Anywhere in range 1 of the Imperial table side. Place by PS skill.

Iniative: Rebels
Asteroids: Each player takes turns placing one, starting with Rebels.


Objectives

Rebel Victory: If the Rebels are able to destroy the defenders without being reduced below 50 pts, they win and are able to overwhelm the Erasmus space station. Though a quiet corner, mining operations slow down dramatically that reduce the war effort of the Imperium. Lawless elements also take advantage of the chaos as they move into the area. Reinforcements are pulled from the war effort to help secure this sector. Several high profile raids have been publically executed and the further capability of the Empire has been hampered! Victory goes to the Rebel Alliance!

Imperial Victory: If the Rebel forces are reduced to less than 50 pts, the attacking force is considered too weak to overwhelm the defenses of Erasmus station. The Rebel terrorists have been stopped! A few embarrassing raids have been carried out, but the capability of the Rebels to do so in the future has been shut down and they have been publically defeated in the Erasmus system. This shows what happens to those that fool with the Imperium! Victory to the Emperor!