Good morning gamers,
As we begin our series of custom
short campaigns, we begin today with two of the most iconic characters in Star
Wars: Luke Skywalker and Darth Vader. The “Balance of the Force” short campaign
can be played simply by owning the Core Set and helps you enjoy some of the
missions that involve the famous father and son.
Campaign Theme
This campaign is a
character-centered campaign (see our previous post for a few ideas on themes
you can use): in it, we’re going to be using Luke Skywalker in most of the
missions and Darth Vader will feature prominently on the opposing side. Both
Luke and Vader are powerful figures in Imperial Assault and in these missions,
you get all the joys of using them and often avoid paying the high cost of
fielding them. With this in mind, let’s get into the action.
Mission 1: Homecoming
Since the short campaigns begin
with a Green mission, we begin with a journey to Tatooine (where Luke and
Anikan both called home). This mission involves a lot of moving, but otherwise
is a focus on killing lots of stuff (which, let’s face it, makes for a fun
start to any campaign).
Pre-Mission Briefing: As
the Rebellion continues its fight against the dreaded Empire, Commander Luke Skywalker
has headed to Tatooine to recruit promising pilots for the Rebellion. After
arriving at Tatooine, Skywalker’s communication trail ended, leaving many to
wonder what became of the famed pilot who won the Battle of Yavin. In response
to the threat of harm to the Rebellion’s greatest hero, a Rebel strike team has
been sent to Tatooine to assist Skywalker in returning to the Rebel Fleet
safely.
Recommended Units for the IP:
·
6-cost group for double the threat level
deployment
·
Imperial Officer (up to 2)
·
Jawa Scavenger [Jawa
Scavenger Villain Pack]
·
Elite Jawa Scavenger [Jawa Scavenger Villain Pack]
·
Probe Droid (up to 2)
·
Ugnaught Tinkerer (up to 2) [Bespin Gambit]
Post-Mission Briefing (on
Victory): As you jump to hyperspace to rejoin the Rebel Fleet, Luke turns
to you and says, “Thanks for helping me out back there. The Imperial garrison
here is stronger than I originally thought, so I didn’t want to send an
emergency signal for fear of it being intercepted. I’m grateful for your help
today and could use your help on a different task: I’ve felt a great
disturbance in the force back on Yavin. I would check it out myself, but … well
… I have a bad feeling about it. Do you think you could check it out in my
stead?”
Post-Mission Briefing (on
Defeat): You are kept from reaching the transport and escaping, but Luke
Skywalker takes you and your team down a back alley. After a few turns this way
and that, you lose your pursuers. “They’ll be back – you’re not safe with me.
I’ll find my own way back to the Rebellion, but I have another task for you:
I’ve felt a great disturbance in the force back on Yavin. I would check it out
myself, but … well … I have a bad feeling about it – and I doubt I’ll get out
of here without being closely followed. Do you think you could check it out in
my stead?”
Mission 2: Temptation
This is a “Force” campaign, so
which mission would be better to do than Diala Passil’s reward mission? If Diala isn’t
being used in the campaign, the Rebel players will need to pick a figure to
stand in for Diala Passil for game rule purposes.
Recommended Units for the IP:
·
10-cost group if the Rebels won Luke Skywalker
as an ally
·
8-cost group for double the threat level
deployment
·
Clawdite Shapeshifter [Heart of the Empire]
·
Hired Gun [Hired
Gun Villain Pack]
·
Jet Trooper (up to 2) [Jabba’s
Realm]
·
Nexu
Post-Mission Briefing (on
Victory): With the vision of Darth Vader defeated, the dark haze around the
ruins clears. After caring for Shu Yen’s body, you prepare your preparations to
return to the Rebel Fleet. On route, you are contacted by Rebel High Command,
informing you that Commander Skywalker has made his report and believes there
are valuable recruits to be gained on Tatooine. Apparently, word has spread amongst
the locals of a team of Rebel Operatives who fought against the Empire to aid
Skywalker in his escape – Rebel High Command would like to use your recent
notoriety to gain some valuable new soldiers and pilots to the cause.
Post-Mission Briefing (on Defeat):
The power of the Dark Side and the ambush of the Empire proves to be too strong
for your team to withstand. Your team beats a hasty retreat to return to the
Rebel Fleet. On route, you are contacted by Rebel High Command, informing you
that Commander Skywalker has made his report and believes there are valuable
recruits to be gained on Tatooine. Apparently, word has spread amongst the
locals of a team of Rebel Operatives who fought against the Empire to aid
Skywalker in his escape – Rebel High Command would like to use your recent
notoriety to gain some valuable new soldiers and pilots to the cause.
Mission 3: Sympathy For The Rebellion
This mission is the first mission
so far where attribute tests will be required of the team to ensure mission
victory. As such, while there will be plenty of fighting involved, it has a
very different feel to other missions in this campaign (which are mostly
roast-all-the-bad-guys).
Recommended Units for the IP:
· 10-cost group if the Rebels won Luke Skywalker as an ally
· 8-cost group for double the threat level deployment
· Clawdite Shapeshifter [Heart of the Empire]
· Hired Gun [Hired Gun Villain Pack]
· Jet Trooper [Jabba’s Realm]
· Nexu
Post-Mission Briefing (on
Victory): You quickly bring the recruits out of the Cantina bar and rush
them and Luke Skywalker to a transport nearby. As the transport’s engines rev
up and the ship begins to take off, you head to a different transport to leave
Tatooine. As you exit the atmosphere and plot the coordinate for the jump to
hyperspace, your scanners pick up an Imperial Star Destroyer approaching.
Before you can make the jump, you are caught in the Destroyer’s tractor beam
and are being steadily pulled towards the belly of the massive vessel. You only
have a few minutes before you’re boarded and you know what they’re after: the
location of Luke Skywalker and the Rebel Fleet. You quickly execute a code to
wipe the computer’s communications’ log, but you’ll need time for the
computer’s memory to be wiped clean – time you may not have as you hear
Imperial boarding crews begin their work…
Post-Mission Briefing (on
Defeat): You quickly bring the recruits you could convince to join the
Rebellion out of the Cantina bar and rush them and Luke Skywalker to a
transport nearby. As the transport’s engines rev up and the ship begins to take
off, you head to a different transport to leave Tatooine. As you exit the
atmosphere and plot the coordinate for the jump to hyperspace, your scanners
pick up an Imperial Star Destroyer approaching. Before you can make the jump,
you are caught in the Destroyer’s tractor beam and are being steadily pulled
towards the belly of the massive vessel. You only have a few minutes before
you’re boarded and you know what they’re after: the location of Luke Skywalker
and the Rebel Fleet. You quickly execute a code to wipe the computer’s
communications’ log, but you’ll need time for the computer’s memory to be wiped
clean – time you may not have as you hear Imperial boarding crews begin their
work…
Mission 4: Dark Obsession
This is the finale – and what a
finale it will be! Darth Vader will be trying to fight his way down a hallway
surrounded by some allied troops, seeking to reach a computer console that will
give him the location of Luke Skywalker! The Rebel’s objective is simply to
stop him; the Imperial’s objective should be to get the doors open and to have
Vader move as much as possible (though slashing occasionally can be really
useful and fun).
Recommended Units for the IP:
·
10-cost group if the Rebels won Luke Skywalker
as an ally (thematically, you shouldn't have Luke in the story, though)
·
10-cost group for double the threat level
deployment
·
Dewback Rider [Captain
Terro Villain Pack]
·
Elite Imperial Officer
·
ISB Infiltrator [ISB
Infiltrator Villain Pack]
·
Elite Probe Droid
·
Riot Trooper (up to 2) [Heart of the Empire]
·
Elite Ugnaught Tinkerer [Bespin Gambit]
·
Weequay Pirate [Jabba’s
Realm]
Post-Mission Briefing (on
Victory): Though you find yourselves hard-pressed by your foes, you have
bought enough time for the computer command to finish wiping the memory of your
ship’s communications and navigation log. You duck into a side-corridor and
jump into a small scout shuttle which has a hyperspace jump capability (much to
your surprise). As you blast free from the captured ship and plot the jump to
hyperspace, you are all intensely aware of how close you were to capture by the
Empire. Thankfully, that experience will have to wait for another day. . . .
Post-Mission Briefing (on
Defeat): Despite your best efforts, Lord Vader walks confidently into the
control room and begins pulling up navigation data and call records. Using his
arcane knowledge of the Force, he pulls up the origin of your trip from Rebel
High Command to assist Luke Skywalker in recruiting space pilots from Tatooine.
As the information is forwarded to the Star Destroyer’s Command Bridge, you are
painfully aware of the surprise attack that is being planned for the Rebel
Fleet and the likely torment you will face to gain additional information about
Rebel High Command and their current operations. . . .
I hope you get some great ideas
for how to work these campaigns into your gaming sessions. In our next post in this series, we'll be looking at "The Solo Story" - a short campaign centered around the famous smuggler Han Solo. Until next time,
happy gaming!
I don't understand how these custom campaigns work. Are we supposed to follow the side missions precisely as they're written? If so, the rules here don't make sense. For example, in "Dark Obsession" it says that "Heroes cannot bring Luke" and yet you say "10-cost group if the Rebels won Luke Skywalker as an ally". Additionally you have a list of "Recommended Units for the IP", but this list is much greater than the number of open groups that is allowed by the mission setup. So I think there's a lot left unsaid here.
ReplyDeleteRe: the "if the Rebels won Luke Skywalker as an ally" question (I'll let Tiberius handle the other one), since you can't take Luke in this scenario but the Empire's starting amount is designed to reflect the heroes + Luke, the rebels get +10pts worth of guys to make up for the lack of Luke.
DeleteIf you don't win Luke in the Homecoming mission, then you don't get the extra 10pts worth of guys (as you wouldn't have Luke with you as an ally). So if you won Luke in Mission 1, in situations where you wouldn't have Luke you get an extra 10pts to replace his cost, and if you didn't win Luke then you don't get the extra 10pts worth of guys. Does that make sense?
Oops, finally saw this. The 10-pt deployment cost for Luke is an error - I'll remove it. As for the long list of units, I provided a big list because certain imperial class decks will reward you for taking certain units (Hutt Mercenaries, for example, drives you to take Mercenary units, while Show of Force rewards you for taking Imperial units). It's just to provide options.
DeleteOn the Luke thought though, if the Rebels won Luke, they're allowed to take him in any mission they play afterwards (it just doesn't make sense to do that in this mission).
Delete