Sup /swg/ I'm writing a combpined IA/X-wing campaign, and I need a little help.
It's a 7 mission campaign about Rebels and Empire attempting to take control of an outer rim planet, in the style of the FW Imperial Armour books. Here's what I have so far-
Mission 1- Top Gun tournament, The winner gets to add one of their ships to their final squad.
Mission 2- Imperial Assault mission, the winner gets to add another Top Gun ship to their fleet.
Mission 3- If the Imperials win, they can bring in 2 Top Gun hips in turn 3+ if there are already 60 points of ships destroyed.
If the rebels win, they can redeploy ships at PS 12, 100 points worth, allowing overflow (eg, can bring 4 33 point ships, or a ~150 point CR-90)
If a draw, no bonuses for anyone.
Mission 4- Imperial Assault mission, If the imperials win, they can place 6 Cluster Mine tokens after PS 2 that do not detonate when overlapped by imperial ships.
Mission 5- The winner gets to add a 45 point Scum Ship to their fleet, but this ship is treated as neutral and cannot share information with its side.
mission 6- Imperial Assault mission, If the rebels win, they can equip 4 ships with Hyperwave Comm Scanners for free, ignoring upgrade slots.
Mission 7- This is a 400 point epic game, winner wins the overall campaign.
Mission fluff is as follows-
1. Skirmishes between Imperial and Rebel advance scouts.
2. Both sides attempt to take control of a fuel refinery
3. The Rebels attempt to hijack an Imperial communications network in space.
4. The Imperials attempt to take control of a Rebel bomb storage facility.
5. The Rebels attempt to deliver a shipment of goods to bribe a local crime lord into supporting them.
6. The Rebels attempt to break into an Imperial intelligence outpost to steal plans about the upcoming attack.
7. Both sides amass forces to attempt the push the other off of the planet.
Con't below.