Showing posts with label CustomCampaign. Show all posts
Showing posts with label CustomCampaign. Show all posts

Friday, May 18, 2018

Custom Short Campaign: Allies on Kashyyyk

In this our last post for this series (at least for a while), we’re going to have our first location-focused campaign centering around one of my favorite planets (and people groups) in the Star Wars universe: Kashyyyk. To play this campaign, you’ll need a copy of the Core Set AND the Chewbacca Ally Pack, the Wookie Warrior Ally Pack, and the Hired Gun Villain Pack.

Campaign Theme
Unlike the character-centric campaigns we’ve viewed already (Luke Skywalker and Han Solo) and the thematic campaigns we’ve looked at (sabotaging Imperial facilities, stealing exotic goods, smuggling one shipment), location-centric campaigns emphasize the beauty of one location. You can do with Tatooine in the Twin Shadows campaign or in Bespin with the Bespin Gambit campaign, but today, we’ll be traveling to the forest world of Kashyyyk. The Wookies have always been a strong and proud people, and for this reason, they were turned from allies of the Galactic Republic to slaves of the Empire very, VERY quickly.

Mission 1: Brute Force
As fun as heroes like Han Solo, Luke Skywalker, or Chewbacca are, let’s be honest: they’re kind of expensive. In this mission, the rebels are given the opportunity to gain the assistance of Wookie Warriors, some of the strongest allies in the game (and can be gained at a very manageable cost).

Pre-Mission Briefing: During the rise of the Galactic Empire, one of the first planets to be turned into an enslavement camp was the forest world of Kashyyyk. The proud race of Wookies were turned into hard-working slaves – and they’ve never forgiven the Empire for it. After their victory at the Battle of Yavin, the Rebel Alliance has earnestly sought to improve its relations with potential allies. Rebel High Command has commissioned a team of special operatives to visit Kashyyyk and assist with a rebellion starting there. . . .

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 the facility rises in flames, your Wookie allies rejoice in dealing a strong blow against their Imperial captors. Through an interpreter, they say that there are reports of one of their tribesmen who was captured recently by an Imperial scouting party. They owe this tribesman a life debt and request that you help them rescue their friend.
Post-Mission Briefing (on Defeat): Though you were unable to destroy the facility, your team melts into the forest and escapes capture by the Empire. One of the Wookies who assisted with the raid informs you (with the help of an interpreter) that there are reports of one of his tribesmen who was captured recently by an Imperial scouting party. He owes this tribesman a life debt and requests that you rescue his friend.

Mission 2: Indebted
While we could do Drokkatta’s mission (which would make the Heart of the Empire expansion required instead of the Core Set), we’ve chosen instead to do Gaarkhan’s mission. Though the official location is listed on the card as Bakura, the location looks similar enough to Kashyyyk (so that’s what we’re calling it). If Gaarkhan isn’t being used in the campaign, the Rebel players will need to pick a figure to stand in for Gaarkhan for game rule purposes.

Recommended Units for the IP:
·         8-cost group if the Rebels won the Wookie Warriors 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): As you escape from the prison complex, you are earnest to find some kind of shelter for the night. Your rescued captive directs you to a make-shift base of operations that the Wookiees have created for your temporary lodging. On seeing their tribesman returned to them, there is cause for a great celebration in your honor. As the party starts, your scanners indicate that some Imperial troops are approaching, probably intending to do more than crash the party. . . .
Post-Mission Briefing (on Defeat): Unable to rescue your quarry, you retreat into the forest and head to the coordinates provided to you by Rebel High Command for a make-shift base of operations that the Wookiees have created. As you arrive, you notice that the Wookiees have planned a special celebration to commemorate the change of seasons (as is their custom). As the party starts, your scanners indicate that some Imperial troops are approaching, probably intending to do more than crash the party. . . .

Mission 3: Celebration
Go to Kashyyyk they said. Have some fun they said. Make some friends they said. Now that the party is underway and friendships can be built, the Empire shows up. How typical. . . .

Recommended Units for the IP:
·         8-cost group if the Rebels won the Wookie Warriors 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): The betrayal of the Wookiee base of operations indicates that there must be a strong information network here on Kashyyyk. Though you were able to repulse the attack, you know that the Imperial war machine will continue to attack the base until it falls. One of the Wookiees was clever enough to place a tracker on a retreating vehicle, which has given you the location of an Imperial facility that appears to be the Empire’s military headquarters on the planet. To protect your new allies, you prepare to infiltrate it and discover what’s really going on here. . . .
Post-Mission Briefing (on Defeat): The betrayal of the Wookiee base of operations indicates that there must be a strong information network here on Kashyyyk. As you escape from the base, you know that the surviving Wookiees will continue to be hounded by the Empire. One of the Wookiees was clever enough to place a tracker on one of the vehicles that required repairs, which has given you the location of an Imperial facility that appears to be the Empire’s military headquarters on the planet. To protect your new allies, you prepare to infiltrate it and discover what’s really going on here. . . .

Mission 4: Back-Room Bargains
In this finale, we get to see Imperial figures and Mercenary figures working together to enslave the local population. The Rebels will do their best to destroy this alliance – everything depends on it!

Recommended Units for the IP:
·         8-cost group if the Rebels won the Wookie Warriors as an ally
·         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): As the Imperial forces flee from the base, you can’t help but feel proud that you’ve accomplished something: mercenary forces will be hesitant to assist the Empire on the planet and their current operations are stalled until a new headquarters can be set up. You’ve also secured the loyalty of the Wookiees of Kashyyyk who are eager to assist the Rebellion to defeat the Empire. As you prepare to leave Kashyyyk to return to the Rebel fleet, you look forward to what other planets you might see and people you might help as the support of the Rebellion spreads. . . .
Post-Mission Briefing (on Defeat): Unable to defeat the garrison in the base, you are captured by the joint task force of Imperial and Mercenary soldiers. You expect your fate to be no different than that of the Wookiees on this planet: slavery. As you look to the sky, you hope that other star systems will rally to the Rebellion and that the hope of the Wookiees on this planet will be strong enough to resist the Empire and perhaps free you . . . someday. . . .

I hope you get some great ideas for how to work these campaigns into your gaming sessions – until next time, happy gaming!

Friday, May 11, 2018

Custom Short Campaign: Valuable Supplies

Good morning gamers,

So far in our series of custom short campaigns, we’ve looked at character-centric stories that showcase heroes like Luke Skywalker and Han Solo, as well as thematic campaigns centered around sabotage and smuggling. In today’s post, we’ll be looking at another themed campaign – delivering a particular shipment from one location to the other. To play this campaign, you’ll need a copy of the Core Set AND the Jabba’s Realm Expansion AND the Alliance Smuggler Aly Pack.

Campaign Theme
At first glance, this campaign looks similar to the Smuggler’s Life For Me campaign we showed last week. The key difference between this campaign and the last campaign is that in the previous campaign, three different kinds of supplies were being stolen (I mean, commandeered). In this campaign, a single set of goods will be acquired and the goal will be to handle the logistics for delivering the goods. The goal isn’t to make the heroes rich – the goal is to be helpful to someone else. With this in mind, let’s look at the campaign.

Mission 1: Precious Cargo
The Alliance Smuggler ally pack is currently the only campaign side mission where you can win the elite version of the generic ally instead of the regular version. This is a good thing because the regular version of the Alliance Smuggler is blissfully cheap but not very useful in the campaign game. J This mission is all about getting this particular smuggler’s stuff back.

Pre-Mission Briefing: In an attempt to spread its influence after the Battle of Yavin, Rebel High Command has begun recruiting smugglers across the galaxy to intercept Imperial medical supplies and weapons shipments and to redirect them to systems sympathetic to the Rebellion. One such smuggler, Jarl, was recently shot down over the planet Ryloth and his supplies were confiscated by the local Imperial garrison. Rebel High Command has tasked your team with retrieving the supplies and helping Jarl get his supplies back en route to the Rebel Fleet for dissemination.

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 race out of the command depot, you hear soldiers swarming in behind you. Thanks to some quick turns down back alleys, you lose the Imperial soldiers in the press of townspeople. Jarl directs you to a safehouse and says, “Thanks for your help back there. If it’s all the same to you, I’m going to keep my head low for the next day or two while I take inventory of the supplies and try to find a new ship to complete my delivery. If you’d like something more interesting to do, I know a friend whose hometown could use a little help – he doesn’t live far from here and they’ve just had some supplies stolen from them.”
Post-Mission Briefing (on Defeat): You race out of the command depot with whatever you can carry. Though you weren’t able to acquire all of the supplies, you lose the Imperial soldiers in the press of townspeople. Jarl directs you to a safehouse and says, “Thanks for your help back there. If it’s all the same to you, I’m going to keep my head low for the next day or two while I take inventory of the supplies and try to find a new ship to complete my delivery. If you’d like something more interesting to do, I know a friend whose hometown could use a little help – he doesn’t live far from here and they’ve just had some supplies stolen from them.”

Mission 2: A Hero’s Welcome
This campaign is about getting stolen supplies back from the Empire. It seems only fitting that we hlep Vinto’s village that’s had some of its supplies stolen from it too. If Vinto Hreeda isn’t being used in the campaign, the Rebel players will need to pick a figure to stand in for Vinto Hreeda for game rule purposes.

Recommended Units for the IP:
·         4-cost group if the Rebels won the Alliance Smuggler 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): The locals are grateful for your assistance and you are pleased to see the elderly and the very young well provided for with medicine and food. As you make your way back to Ryloth, you contact Jarl. “I’ve found a ship,” he tells you, “though I’ll admit it’s not really for sale. It’s being prepared for a large luxury cruise in the next few days – fueled, supplied, and everything! If we can just get our hands on it while no one’s looking, we’re bound to make it out without a hitch.”
Post-Mission Briefing (on Defeat): You leave Rodia displeased with the way the mission went. As you make your way back to Ryloth, you contact Jarl. “I’ve found a ship,” he tells you, “though I’ll admit it’s not really for sale. It’s being prepared for a large luxury cruise in the next few days – fueled, supplied, and everything! If we can just get our hands on it while no one’s looking, we’re bound to make it out without a hitch.”

Mission 3: Luxury Cruise
We have the supplies, we’ve performed the inventory checks, but now we need a new ship (as the last one is impounded). So…let’s go get a ship, shall we?

Recommended Units for the IP:
·         4-cost group if the Rebels won the Alliance Smuggler 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): As you secure the ship from Imperial occupation, you fire up the engine and prepare to take off. “We seem to have a little problem,” Jarl says. “The engine is a custom make and it hasn’t been calibrated properly – apparently they hadn’t done that yet.” As you look at him in disbelief, he says “I know a guy who can fix this, but he’s . . . kind of being detained right now. If we can get him out and bring him to the ship, we’ll be ready to leave in no time – I promise.”
Post-Mission Briefing (on Defeat): You are unable to take full control of the ship, but you manage to get the supplies off as you retreat. As you regroup at the safehouse, Jarl says, “I knew taking over this ship might be a problem. Good news, though: I found another ship that we might be able to steal. The only problem is that it’s got custom-made controls and propulsion systems. I know the guy who built it, but he’s . . . kind of being detained right now. If we can get him out and bring him to the ship, we’ll be ready to leave in no time – I promise.”

Mission 4: Impounded
This is the thrilling finale: in only a handful of rounds, the team will be asked to rescue a prisoner from the cage of a ferocious animal, defeat Imperial guards stationed to protect a ship, and beat a hasty retreat out of the spaceport. Get ready for some high-stakes action!

Recommended Units for the IP:
·         4-cost group if the Rebels won the Alliance Smuggler as an ally
·         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]
·         Tusken Raider                       [Twin Shadows]
·         Elite Ugnaught Tinkerer       [Bespin Gambit]
·         Weequay Pirate                     [Jabba’s Realm]

Post-Mission Briefing (on Victory): As you fire up the engines to the ship, you are anxious to escape Ryloth for good. When your ship finally breaks through the atmosphere and begins the jump into hyperspace, you begin to relax, knowing that your efforts have furthered the work of the Rebellion and dealt a blow to the supply lines of the Empire.
Post-Mission Briefing (on Defeat): Despite your best efforts, you can’t get the ship away from the Empire’s guards. As you melt back into the city, you wonder if a handful of supplies was worth it in the first place. . . .

I hope you get some great ideas for how to work these campaigns into your gaming sessions – until next time, happy gaming!

Friday, May 4, 2018

Custom Short Campaign: A Smuggler’s Life For Me


Good morning gamers,
Today we look at another themed campaign: a day in the life of an Alliance smuggler. Ironically, we won’t be using the side mission from the Alliance Smuggler Ally Pack (though you could if you wanted to), but instead we focus on doing various jobs with one of the best smuggler’s in the galaxy: Chewbacca. To play this campaign, you’ll need a copy of the Core Set AND the Twin Shadows Expansion.

Campaign Theme
Like our Sabotage campaign we did last week, this campaign is focused on a theme: be a smuggler. Smugglers are recruited by all kinds of person across the galaxy to procure and delivery some kind of thing (be it information, contraband, etc.) and provide it for the right price to someone else. This campaign is going to be different from all the others in one key way: while the heroes will be trying to win Chewbacca as an ally in the first mission, he’s only available for use in one other mission – this campaign is full of non-purchased allies! The trade for the IP is that in the missions where the Rebels get free allies, the objectives are straight forward (and you get some bonus deployment cards to use).

Mission 1: The Spice Job
Let’s admit it: we all love Chewie. Chewbacca is loyal, strong, bold, and loud – everything we want in a supporting character. Like a Labrador or St. Bernard, he’s always around and ready for action. In this first mission, we get to help him get some supplies to help Han Solo get out from under the thumb of Jabba the Hutt (who doesn’t want to do that?).

Pre-Mission Briefing: After the Battle of Yavin, the Rebel Alliance owed a great debt to the daring smuggler Han Solo and his companion Chewbacca. While both were happy to help the Rebellion pick up the pieces after the battle, it was shown a few days prior that Solo was wanted by Jabba the Hutt for not paying his debts. Knowing full well the wrath of the vile gangster of Tatooine, Chewbacca requests the assistance of a Rebel Special Forces team to steal some supplies that belong to the gangster on Nar Shadaa that could pay off some of Han’s debts and buy him a little breathing room before he can front the rest of the money. . . .

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): With the spice barrels secured on your freighter, you return to the Rebel Fleet. After you arrive, Chewbacca tells you that some of the spice barrels are for you, to pay you for your efforts in helping him. You’re informed that if you liked that job, there are some Imperial financeers on Tatooine that you could “ruff up” for some cash, as well as bank account information in computer terminals for some of the top Imperial military weapons designers there. You might want to be ready for trouble with the local garrison, but he’s confident in your abilities. Chewbacca also sends an astromech friend of his with you to help – just in case. . . .
Post-Mission Briefing (on Defeat): You secure as many spice barrels as you can before retreating out of the building. What you’ve procured will hopefully buy Han some time (though not as much as you hoped) and will give you a small bump in pay when it’s sold. While you didn’t pull off a complete heist today, Chewbacca informs you that there are some Imperial financiers on Tatooine that you could “ruff up” for some cash, as well as bank account information in computer terminals for some of the top Imperial military weapons designers there. You might want to be ready for trouble with the local garrison, but he’s confident in your abilities. Chewbacca also sends an astromech friend of his with you to help – just in case. . . .

Mission 2: Shady Dealings
This mission involves talking to people (either politely or by force) and hacking into computer terminals to get data. Heroes will need to hurry to defeat the “patrols” and unlike other hero reward missions, you don’t need Saska Teft to complete this mission (though there is a great reward for her if she’s present). The Rebels will receive R2-D2 as an ally in this mission – sorry, Chewie can’t come.

Recommended Units for the IP:
·         8-cost group for double the threat level deployment
·         Up to 8-points for patrol #1
·         Up to 8-points for patrol #2
·         Clawdite Shapeshifter            [Heart of the Empire]
·         Hired Gun                              [Hired Gun Villain Pack]
·         Jet Trooper                             [Jabba’s Realm]
·         Nexu

Post-Mission Briefing (on Victory): As you run out of the alley with bank information and cash in hand, you are anxious to get the supplies you’ve acquired to an old safe-house on Yavin 4 for protection. When you finally return to the Rebel Fleet, you inform Chewbacca of your adventures and he’s very impressed. He asks whether you’d be up for a more difficult challenge, to which you reply in the affirmative. Apparently, there are rare eggs that can be found on Dathomir – acquiring these eggs would not only pay off most of Han’s debts, but could also make you very, VERY rich. . . .
Post-Mission Briefing (on Defeat): As you do your best to escape out of the alley, you’re disappointed to not get a lot of money from those financing the Empire. Still, what you did get will supplement your day job pretty nicely. When you finally return to the Rebel Fleet, you inform Chewbacca of your adventures. After thinking for a moment, he asks whether you’d be up for a more difficult challenge, to which you reply in the affirmative. Apparently, there are rare eggs that can be found on Dathomir – acquiring these eggs would not only pay off most of Han’s debts, but could also make you very, VERY rich. . . .

Mission 3: Perilous Hunt
When it comes to smuggling, there is little more excitement than smuggling contraband. So what could be more prized and exotic than RANCOR EGGS! As noted in the intro, this is the only mission the Rebels can bring Chewbacca on if they won him in the first mission.

Recommended Units for the IP:
·         15-cost group if the Rebels won Chewbacca 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 eggs secured, you return to your safe-house on Yavin 4 and bask in the glory of your findings with a few friends from the war: cash, spices, and rare eggs are strewn across the place, waiting for shipment and your early retirement appears complete. For a moment, everything is simply perfect. Then, the moment passes as you hear booted feet approaching your door and the sound of a battering ram pummeling it. Apparently, your safe-house has been discovered. You only have a few moments to gear up before Imperial troops arrive, eager to ransack the supplies you’ve rightfully stolen. . . .
Post-Mission Briefing (on Defeat): You race to secure the eggs you could and hurry back to your safe-house on Yavin 4 before you are eaten. You bask in the glory of your findings with a few friends from the war: cash, spices, and rare eggs are strewn across the place, waiting for shipment and your early retirement appears complete. For a moment, everything is simply perfect. Then, the moment passes as you hear booted feet approaching your door and the sound of a battering ram pummeling it. Apparently, your safe-house has been discovered. You only have a few moments to gear up before Imperial troops arrive, eager to ransack the supplies you’ve rightfully stolen. . . .

Mission 4: Breaking Point
In this finale, the Rebels are playing defense, trying to protect their supplies from being sacked by Imperial forces. They are joined by Rebel Troopers, who are provided as a free ally to the Rebels (again, no Chewie). The Empire will need to work quickly to destroy the caches – in many ways, it’s easier to just focus on the caches than to try to destroy the heroes.

Recommended Units for the IP:
·         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]
·         Tusken Raider                         [Twin Shadows]
·         Elite Ugnaught Tinkerer         [Bespin Gambit]
·         Weequay Pirate                       [Jabba’s Realm]

Post-Mission Briefing (on Victory): You stand victorious in your safe-house, having successfully repelled the Imperial assault. You can’t rejoice for long – you know more troops will arrive at any moment. You move quickly to secure your belongings, head back to your ship, and take your goods to the far reaches of the galaxy to sell them to worthy purchasers and enjoy a life of ease, at least for a time. . . .
Post-Mission Briefing (on Defeat): You find that the agents of the Empire are too strong and you race out a back door, abandoning your precious supplies. Using back alleys, you head back to your ship, and take off to rejoin the Rebel Fleet. Each of you is saddened at missing the chance to enjoy a life of ease, but at least you know there’s work to be done for the Alliance, and the pay isn’t that bad, really. . . .

I hope you get some great ideas for how to work these campaigns into your gaming sessions – until next time, happy gaming!

Friday, April 27, 2018

Custom Short Campaign: Sabotage


Good morning gamers,

We’re continuing our short campaign series today with a discussion of the “Sabotage” campaign. The campaign we’re looking at today is theme-focused, using missions where you attack Imperial establishments and sabotage their infrastructure. To play this campaign, you’ll need a copy of the Core Set AND the Rebel Trooper Ally Pack.

Campaign Theme
This campaign is not character-centered like our Balance of the Force and The Solo Story campaigns were (see our first post in this series for a few ideas on themes you can use). Instead, this campaign is based on the theme of sabotage – wrecking and destroying Imperial weapons sites. In this campaign, Rebel heroes will be traveling across the galaxy pursuing different Imperial targets and trying their best to sneak past the strongest defenses and leave with a big kaboom in their wake.

Mission 1: Brace for Impact
I’m recommending the use of Brace for Impact, though you could also use Target of Opportunity (available in the Core Set) or Armed and Operational (available in the Rebel Saboteur Ally Pack). The mission prompt below applies to Brace for Impact, but if you change to either of the others (which got a TON harder with the errata of the Rebel Saboteur profile), you’ll need to change the wording a little.

Pre-Mission Briefing: After their victory at the Battle of Yavin, the Rebel Alliance has become more daring in challenging the technological superiority of the Empire. Rebel High Command has ordered a division of Rebel soldiers to infiltrate an Imperial data facility on Taris, hoping to find the locations of Imperial facilities used for advanced conventional weapons production. While the retrieval of the data went smoothly, the available active intelligence on the defenses of the facility were incorrect and they require a special team to assist in their escape. . . .

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): You are able to clear a path for the trapped Rebel soldiers to retreat and you lay down covering fire as they make their way into the woods and away from the facility’s defenses. As you all arrive at the freighter that was sent for extraction, the team of rescued soldiers is grateful for your help. “We’d all be goners back there if it weren’t for you!” When you return to the Rebel Fleet, Rebel High Command is given a summary of the data collected and are provided with a short list of facilities that might be vulnerable to Rebel attack. The first of those facilities is a high explosives facilities on Onderon and your team is tasked with paying them a visit.
Post-Mission Briefing (on Defeat): Despite your best efforts, the barricade has fallen and your allies’ position is overrun. Before the Imperial troops are able to finish their advance, one of the Rebel troopers hands you a data chip with the intel collected. “Quick – get this to the admiral!” As you and your team retreat to the forest and return to the Rebel Fleet, you are disappointed with the results of the day. Rebel High Command is given a summary of the data collected and are provided with a short list of facilities that might be vulnerable to Rebel attack. The first of those facilities is a high explosives facilities on Onderon and your team is tasked with paying them a visit.

Mission 2: Brushfire
This campaign is all about blowing stuff up – why not blow up an AT-ST with special explosives? To do this, we’re using Fenn Signis’ class mission and whether you use Fenn or not, it’s a lot of fun to play! If Fenn Signis isn’t being used in the campaign, the Rebel players will need to pick a figure to stand in for Fenn Signis for game rule purposes.

Recommended Units for the IP:
·         6-cost group if the Rebels won the Rebel Troopers as allies
·         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): As you leave the explosives facility in flames, you feel a surge of excitement for the small victory you’ve scored against the Empire. While en route to the Rebel Fleet, you’re passed along information for a research facility on Dantooine that is creating a new chemical compound to provide added strength to advanced infantry squads. A prototype of the serum is not well guarded – Rebel High Command would like you to requisition it for testing on Rebel Special Forces.
Post-Mission Briefing (on Defeat): While you were not able to collect all the high explosives, you were glad to do something against the Empire. While en route to the Rebel Fleet, you’re passed along information for a research facility on Dantooine that is creating a new chemical compound to provide added strength to advanced infantry squads. A prototype of the serum is not well guarded – Rebel High Command would like you to requisition it for testing on Rebel Special Forces.

Mission 3: A Simple Task
Some weapons development programs are just too interesting to blow up into tiny bits. In this mission, the “sabotage” involved will take the form of a prototype that might increase the Rebellion’s chances of succeeding in combat.

Recommended Units for the IP:
·         6-cost group if the Rebels won the Rebel Troopers as allies
·         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 serum secured, you return to the Rebel Fleet with glad tidings and a few prototypes of the new serum and its application apparatus. One of these prototypes is gifted to your squad in recognition of your heroic efforts. The final facility on your sabotage list is an up-and-coming Imperial establishment on Corellia. As you prepare your gear, you’re excited to have one last chance to provide a setback to the Empire as the Rebellion continues to gain support from star systems across the galaxy.
Post-Mission Briefing (on Defeat): While the plan was a good one, you are unable to secure the serum. When you return to the Rebel Fleet, you are given your final orders for sabotage efforts against the Empire. The final facility on your sabotage list is an up-and-coming Imperial establishment on Corellia. As you prepare your gear, you’re excited to have one last chance to provide a setback to the Empire as the Rebellion continues to gain support from star systems across the galaxy.

Mission 4: Means of Production
In this finale – one more facility for the Empire to defend and for the Rebels to destroy!

Recommended Units for the IP:
·         6-cost group if the Rebels won the Rebel Troopers as allies
·         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): With this final facility destroyed, you are confident that the Alliance has been bought some time to build up their defenses. While you have only sabotaged a few facilities, your efforts have slowed down Imperial advances on star systems sympathetic to the Rebellion and instead focus their effort on improving security on their weapons research and development facilities. This doesn’t guarantee the long-term safety of the Rebellion, but you can rest assured that you have purchased the freedom to act for many star systems across the galaxy. . . .
Post-Mission Briefing (on Defeat): The facility still stands and continues its production as you leave the compound, devastated by the losses you suffered. As you return to the Rebel Fleet, you can only hope that your efforts have slowed down the Imperial war machine, though your hope seems a little hollow at the moment. . . .

I hope you get some great ideas for how to work these campaigns into your gaming sessions – until next time, happy gaming!