[SW:R] Use the Horse, Twilight
- Void Chicken
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Re: [SW:R] Use the Horse, Twilight
With this Alliance building, either Imperial player can send one (and only one) leader to oppose it. If you do, I will roll a die for every point of diplomacy every leader in the system has (to a maximum of 10 per faction). Each die has a 1 in 3 chance of no successes, a 1 in 2 chance of 1 success, and a 1 in 6 chance of 2 successes. Whichever side rolls more successes wins. A tie fails the mission.
If you want, you can send someone without any diplomacy in the hopes that Leia rolls all duds.
If you want, you can send someone without any diplomacy in the hopes that Leia rolls all duds.
- Void Chicken
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Re: [SW:R] Use the Horse, Twilight
The Empire chooses not to oppose the mission, and so it automatically succeeds. Nal Hutta becomes loyal to the Rebellion.
- ToastGhost
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Re: [SW:R] Use the Horse, Twilight
And that's how you make a friend while being a princess.
- Weird Autumn
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Re: [SW:R] Use the Horse, Twilight
I'm afraid there's not much for us to do now except bide our time. I'll ##pass for now.
- sharkmafia
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Re: [SW:R] Use the Horse, Twilight
##Attempt Mission A on Mon Calamari with Emperor Palpatine
Gather Intel - Intel 1 - Starting
Attempt in any Rebel system.
If successful, draw 1 probe card for every 4 Rebel units at the Rebel base (minimum of 1 card.)
- Void Chicken
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Re: [SW:R] Use the Horse, Twilight
Mon Mothma goes to Mon Calamari to oppose it because it's not like she has anything better to do.
Palpatine rolls his intelligence: 1 0.
Mothma has no intelligence to roll.
Mission success! The Empire draws a probe card.
Palpatine rolls his intelligence: 1 0.
Mothma has no intelligence to roll.
Mission success! The Empire draws a probe card.
- Bremen
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- ToastGhost
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Re: [SW:R] Use the Horse, Twilight
##Attempt Mission A in Ord Mantell
General Rainbow here. Charges are in place but I forgot the detonator. Let me try something really quick!Sabotage - Spec Ops 1 - Starting
Attempt in any system.
If successful, you may destroy a Shield Bunker in this system. If the system is populous, you may instead place a sabotage marker in this system. This marker prevents players from building units from and deploying units in this system.
- Bremen
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Re: [SW:R] Use the Horse, Twilight
I'll ##Oppose with Darth Vader
- Void Chicken
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Re: [SW:R] Use the Horse, Twilight
1 spec ops vs 3. Let's do this.
General Rieekan: 2
Darth Vader: 1 1 0
Aww just barely didn't make it!
General Rieekan: 2
Darth Vader: 1 1 0
Aww just barely didn't make it!
- sharkmafia
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Re: [SW:R] Use the Horse, Twilight
The Emperor has requested the presence of the Death Star in the Mon Calamari system for, quote, 'Squid-zapping fun times.' He also specifically requested that I read this part aloud. Ahem...
"Cackle Cackle Cackle."
sigh.
The battlestation is on its way now. Removing the Mon Cal as a sponsor of the Rebellion should further our plans, whatever form that removal takes.
##Activate Mon Calamari with Emperor Palpatine
##Move Death Star, 3 TIE Fighters, and 2 Stormtroopers from Saleucami to Mon Calamari
- ToastGhost
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- sharkmafia
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- Void Chicken
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Re: [SW:R] Use the Horse, Twilight
With the Command Phase over, we move on to the Refresh Phase.
All leaders have left the board and gone back to their pools. If the Rebels met an objective that says 'start of refresh phase' on it, they could play a single one now. Then everyone draws two new missions and discards down to 10 (including starting missions and projects). I'll PM them in just a second.
If the Empire looks in their PMs, they'll see two new probe cards in their deck, narrowing down the Rebel base just a little more. The Rebels draw another objective. Hope it's a good one.
And with that, we advance to Round 2.
The first thing that happens in Rounds 2 through 5 is that you'll each draw two new action cards. Each of these cards will have either one or two leaders on them. The Admiral will choose one card to keep and one to bury, then recruit one of the leaders on the card they kept. PM me back which action you're keeping and which you're burying, and post in the thread which leader you're recruiting, along with their stats so the other team can see 'em.
In your leaders' stats, you might see a skill listed as something like "1+1". The +1 is what the expansion rules call a minor skill. Unlike the normal skills, a minor skill rolling on an opposed mission only has a 1 in 3 chance of giving one success, and no chance of two successes, and only three minor skills total can be rolled at a time. The minor skill can be used to satisfy a mission's requirement, so a "1+1" can be sent on a mission that needs 2.
Admirals, please choose your action (in private) and leader (in public) now. If there's a timing issue, then both sides choose their action, then the Rebels choose their leader first.
And if you're having a tough time choosing, any given leader will be on two cards in the deck. Whether you'll get to draw the other one remains to be seen.
All leaders have left the board and gone back to their pools. If the Rebels met an objective that says 'start of refresh phase' on it, they could play a single one now. Then everyone draws two new missions and discards down to 10 (including starting missions and projects). I'll PM them in just a second.
If the Empire looks in their PMs, they'll see two new probe cards in their deck, narrowing down the Rebel base just a little more. The Rebels draw another objective. Hope it's a good one.
And with that, we advance to Round 2.
The first thing that happens in Rounds 2 through 5 is that you'll each draw two new action cards. Each of these cards will have either one or two leaders on them. The Admiral will choose one card to keep and one to bury, then recruit one of the leaders on the card they kept. PM me back which action you're keeping and which you're burying, and post in the thread which leader you're recruiting, along with their stats so the other team can see 'em.
In your leaders' stats, you might see a skill listed as something like "1+1". The +1 is what the expansion rules call a minor skill. Unlike the normal skills, a minor skill rolling on an opposed mission only has a 1 in 3 chance of giving one success, and no chance of two successes, and only three minor skills total can be rolled at a time. The minor skill can be used to satisfy a mission's requirement, so a "1+1" can be sent on a mission that needs 2.
Admirals, please choose your action (in private) and leader (in public) now. If there's a timing issue, then both sides choose their action, then the Rebels choose their leader first.
And if you're having a tough time choosing, any given leader will be on two cards in the deck. Whether you'll get to draw the other one remains to be seen.
- Weird Autumn
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Re: [SW:R] Use the Horse, Twilight
Hey, Twilight, look what I found.
Chirrut Imwe - Ground: 1+2 diplomacy, 2 spec ops, 1 space tactic, 2 ground tactics
You seen this guy? What a riot.
This is gonna be fun.
Chirrut Imwe - Ground: 1+2 diplomacy, 2 spec ops, 1 space tactic, 2 ground tactics
You seen this guy? What a riot.
This is gonna be fun.
- sharkmafia
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Re: [SW:R] Use the Horse, Twilight
##Leader Choice: Director Krennic
Leader: Director Krennic - Space: 1 logistics, 1+2 intel, 0+1 spec ops, space 2, ground 2
- sharkmafia
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Re: [SW:R] Use the Horse, Twilight
Also, action:
Lord Vader's Orders
Lord Vader's Orders
Immediate
Look at the top 3 cards of the objective deck, then place them on top of the deck in any order.
- Void Chicken
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Re: [SW:R] Use the Horse, Twilight
The last thing to do on the start of even-numbered rounds is construction and deployment. Every system that's loyal or subjugated (but doesn't have enemy units or sabotage on it) will add units to the build queue according to their icons. If you zoom in a lot and look at the itty-bitty number next to the system's name, you'll see where on the queue its stuff will end up.
This round, looks like we have:
Rebel Base: Space ▲, Ground ▲, queue 1
Bothawui (Rebel): Ground ●, queue 1 Imperial units in system
Corellia (Imperial): Space ▲ ■, queue 3
Coruscant (Imperial): Ground ▲, queue 1
Kashyyyk (Imperial): Ground ▲ x2, queue 1 subjugated
Mandalore (Imperial): Ground ▲, Space ▲, queue 1 subjugated
Mon Calamari (Imperial): Space ▲, Space ■, queue 3 subjugated
Nal Hutta (Rebel): Ground ▲, Space ▲, queue 1
Rodia (Imperial): Ground ▲, queue 1
Saleucami (Imperial): Ground ●, queue 1
Sullust (Imperial): Ground ▲ ■, queue 2
So our queue is going to be:
Rebel:
3: Nothing
2: Nothing
1: Space ▲▲; Ground ▲▲
Imperial:
3: Space ▲▲■
2: Ground ▲■
1: Ground ▲▲▲▲●
With the exception of the square spaceships and the AT-AT, you will have a choice of which units to add to the queue for each icon.
Once that's done, everything on the queue will slide down, and everything that was in 1 gets deployed. You may deploy your new units to any loyal or subjugated system (or the Rebel Base) with no enemy units and no sabotage. They don't have to be sent to the system that built them. However, there is a limit of two new units per system.
E: The sliding down and the deploying happens in every round. The adding to the queue happens on even rounds.
Admirals, with all that in mind, select what new units those symbols will turn into in your queues. Once both of you have, decide where everything in the "1" space will be deployed. If there's a timing issues, Rebels go first.
Feel free to double-check my work.
This round, looks like we have:
Rebel Base: Space ▲, Ground ▲, queue 1
Bothawui (Rebel): Ground ●, queue 1 Imperial units in system
Corellia (Imperial): Space ▲ ■, queue 3
Coruscant (Imperial): Ground ▲, queue 1
Kashyyyk (Imperial): Ground ▲ x2, queue 1 subjugated
Mandalore (Imperial): Ground ▲, Space ▲, queue 1 subjugated
Mon Calamari (Imperial): Space ▲, Space ■, queue 3 subjugated
Nal Hutta (Rebel): Ground ▲, Space ▲, queue 1
Rodia (Imperial): Ground ▲, queue 1
Saleucami (Imperial): Ground ●, queue 1
Sullust (Imperial): Ground ▲ ■, queue 2
So our queue is going to be:
Rebel:
3: Nothing
2: Nothing
1: Space ▲▲; Ground ▲▲
Imperial:
3: Space ▲▲■
2: Ground ▲■
1: Ground ▲▲▲▲●
With the exception of the square spaceships and the AT-AT, you will have a choice of which units to add to the queue for each icon.
Once that's done, everything on the queue will slide down, and everything that was in 1 gets deployed. You may deploy your new units to any loyal or subjugated system (or the Rebel Base) with no enemy units and no sabotage. They don't have to be sent to the system that built them. However, there is a limit of two new units per system.
E: The sliding down and the deploying happens in every round. The adding to the queue happens on even rounds.
Admirals, with all that in mind, select what new units those symbols will turn into in your queues. Once both of you have, decide where everything in the "1" space will be deployed. If there's a timing issues, Rebels go first.
Feel free to double-check my work.
- sharkmafia
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Re: [SW:R] Use the Horse, Twilight
Space Triangles: TIE Striker, TIE Fighter
Ground Circle: AT-ST
Ground Triangle (2): Stormtrooper
Ground Triangles (1): 3 Stormtrooper, 1 Assault Tank
Deployment Locations:
Kashyyyk: Stormtrooper, AT-ST
Saleucami: Assault Tank, Stormtrooper
Sullust: Stormtrooper
Ground Circle: AT-ST
Ground Triangle (2): Stormtrooper
Ground Triangles (1): 3 Stormtrooper, 1 Assault Tank
Deployment Locations:
Kashyyyk: Stormtrooper, AT-ST
Saleucami: Assault Tank, Stormtrooper
Sullust: Stormtrooper
- Void Chicken
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Re: [SW:R] Use the Horse, Twilight
A few words on the empire's shield bunker:
It's special. It can be deployed anywhere there are Imperial ground units and no Rebel units, regardless of loyalty (or any loyal Imperial system like normal, but still no sabotage). Secondly, if it's in a remote system with no Rebel units, the Empire can deploy the two units there as if the system were loyal (but not in the same step the bunker itself was deployed).
While I'm explaining, I might as well also go over how exactly the Rebels would go about relocating their base. First you play Rapid Deployment like any other mission, but nothing else happens until the end of the Command Phase.
Once it's over, the Rebel player that played the mission will draw the top four cards of the probe deck (or eight if there were two leaders on it). If they don't like (or can't pick because the Empire's there) any of the systems, then those cards get buried and the game goes on like nothing happened.
Otherwise, the base moves to the new system. The old base location is revealed, the Empire gets its card in their probe hand, and all units and leaders on the Rebel Base space move there. (So yeah, the new location starts completely undefended.) The unchosen system probe cards get buried.
Okay back to your unit building.
It's special. It can be deployed anywhere there are Imperial ground units and no Rebel units, regardless of loyalty (or any loyal Imperial system like normal, but still no sabotage). Secondly, if it's in a remote system with no Rebel units, the Empire can deploy the two units there as if the system were loyal (but not in the same step the bunker itself was deployed).
While I'm explaining, I might as well also go over how exactly the Rebels would go about relocating their base. First you play Rapid Deployment like any other mission, but nothing else happens until the end of the Command Phase.
Once it's over, the Rebel player that played the mission will draw the top four cards of the probe deck (or eight if there were two leaders on it). If they don't like (or can't pick because the Empire's there) any of the systems, then those cards get buried and the game goes on like nothing happened.
Otherwise, the base moves to the new system. The old base location is revealed, the Empire gets its card in their probe hand, and all units and leaders on the Rebel Base space move there. (So yeah, the new location starts completely undefended.) The unchosen system probe cards get buried.
Okay back to your unit building.
- Weird Autumn
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Re: [SW:R] Use the Horse, Twilight
Let's put a rebel vanguard and a rebel trooper in the base and put a transport and a Y-wing on Nal Hutta.
- Void Chicken
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Re: [SW:R] Use the Horse, Twilight
https://www.dropbox.com/s/ledms63susunn ... n.jpg?dl=0
Round 2 - Assignment Phase
Rebel Reputation: 14
Fleet Status
Rebel Base: 1 Y-Wing, 1 Airspeeder, 1 Rebel Vanguard, 4 Rebel Troopers
Bothawui: 1 Star Destroyer, 1 Assault Carrier, 2 TIE Fighters, 3 Rebel Troopers, 1 Airspeeder
Corellia: 1 Assault Carrier, 2 TIE Fighters, 1 AT-ST, 1 Stormtrooper
Coruscant: 1 TIE Fighter, 1 AT-ST, 1 Stormtrooper
Kashyyyk: 1 Star Destroyer, 1 Assault Carrier, 2 TIE Fighters, 4 Stormtroopers, 1 AT-ST
Mandalore: 1 AT-AT
Mon Calamari: 1 Death Star, 3 TIE Fighters, 2 Stormtroopers
Nal Hutta: 1 Corellian Corvette, 1 Rebel Transport, 2 X-Wings, 2 Y-Wing
Rodia: 1 AT-ST, 2 Stormtroopers
Saleucami: 2 Stormtroopers, 1 Assault Tank, 1 AT-ST
Sullust: 1 Star Destroyer, 2 TIE Fighters, 3 Stormtroopers, 1 AT-ST
Build Queue
Rebel:
3: Nothing
2: Nothing
1: Nothing
Imperial:
3: Nothing
2: TIE Striker, TIE Fighter, Star Destroyer
1: Stormtrooper, AT-AT
Rebel Leaders:
Jan Dodonna - Space: 2 intel, 1 diplomacy; 2 space tactics, 1 ground tactic
Mon Mothma - Space: 1 logistics, 3 diplomacy; no tactics
Princess Leia - Ground: 2 intel, 2 diplomacy, 1 spec ops; 1 space tactic, 1 ground tactic
General Rieekan - Ground: 1 logistics, 1 diplomacy, 1 spec ops; 1 space tactic, 2 ground tactics
Chirrut Imwe - Ground: 1+2 diplomacy, 2 spec ops, 1 space tactic, 2 ground tactics
Imperial Leaders:
Emperor Palpatine - Space: 2 intel, 3 diplomacy; 3 space tactics, 2 ground tactics
Grand Moff Tarkin - Space: 1 logistics, 1 intel, 1 diplomacy; 2 space tactics, 1 ground tactic
Director Krennic - Space: 1 logistics, 1+2 intel, 0+1 spec ops, 2 space tactics, 2 ground tactics
General Tagge - Ground: 1 logistics, 1 spec ops; 1 space tactic, 2 ground tactics
Darth Vader - Ground: 2 diplomacy, 3 spec ops; 2 space tactics, 3 ground tactics
Round 2 - Assignment Phase
Rebel Reputation: 14
Fleet Status
Rebel Base: 1 Y-Wing, 1 Airspeeder, 1 Rebel Vanguard, 4 Rebel Troopers
Bothawui: 1 Star Destroyer, 1 Assault Carrier, 2 TIE Fighters, 3 Rebel Troopers, 1 Airspeeder
Corellia: 1 Assault Carrier, 2 TIE Fighters, 1 AT-ST, 1 Stormtrooper
Coruscant: 1 TIE Fighter, 1 AT-ST, 1 Stormtrooper
Kashyyyk: 1 Star Destroyer, 1 Assault Carrier, 2 TIE Fighters, 4 Stormtroopers, 1 AT-ST
Mandalore: 1 AT-AT
Mon Calamari: 1 Death Star, 3 TIE Fighters, 2 Stormtroopers
Nal Hutta: 1 Corellian Corvette, 1 Rebel Transport, 2 X-Wings, 2 Y-Wing
Rodia: 1 AT-ST, 2 Stormtroopers
Saleucami: 2 Stormtroopers, 1 Assault Tank, 1 AT-ST
Sullust: 1 Star Destroyer, 2 TIE Fighters, 3 Stormtroopers, 1 AT-ST
Build Queue
Rebel:
3: Nothing
2: Nothing
1: Nothing
Imperial:
3: Nothing
2: TIE Striker, TIE Fighter, Star Destroyer
1: Stormtrooper, AT-AT
Rebel Leaders:
Jan Dodonna - Space: 2 intel, 1 diplomacy; 2 space tactics, 1 ground tactic
Mon Mothma - Space: 1 logistics, 3 diplomacy; no tactics
Princess Leia - Ground: 2 intel, 2 diplomacy, 1 spec ops; 1 space tactic, 1 ground tactic
General Rieekan - Ground: 1 logistics, 1 diplomacy, 1 spec ops; 1 space tactic, 2 ground tactics
Chirrut Imwe - Ground: 1+2 diplomacy, 2 spec ops, 1 space tactic, 2 ground tactics
Imperial Leaders:
Emperor Palpatine - Space: 2 intel, 3 diplomacy; 3 space tactics, 2 ground tactics
Grand Moff Tarkin - Space: 1 logistics, 1 intel, 1 diplomacy; 2 space tactics, 1 ground tactic
Director Krennic - Space: 1 logistics, 1+2 intel, 0+1 spec ops, 2 space tactics, 2 ground tactics
General Tagge - Ground: 1 logistics, 1 spec ops; 1 space tactic, 2 ground tactics
Darth Vader - Ground: 2 diplomacy, 3 spec ops; 2 space tactics, 3 ground tactics
- Weird Autumn
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Re: [SW:R] Use the Horse, Twilight
You know, I think it's about time we step back and regroup. Let's have Jan come back to the base for some Rebel Planning.
Rebel Planning
Assignment
Place this leader in the "Rebel Base" space. Then draw 1 objective card.
Leader: Jan Dodonna (Space)
- ToastGhost
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Re: [SW:R] Use the Horse, Twilight
##Mission A to be attempted by newcomer Chirrut Imwe
##Mission B to be attempted by Princess Leia
##Mission B to be attempted by Princess Leia
- Weird Autumn
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Re: [SW:R] Use the Horse, Twilight
I'll send Mothma to assist with mission B.
- Void Chicken
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Re: [SW:R] Use the Horse, Twilight
Imperial General Shimmer plays Mission A with Tagge, Mission B with Vader, and Mission C with nobody yet.
- Bremen
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Re: [SW:R] Use the Horse, Twilight
##Mission A with General Tagge
##Mission B with no one
##Mission C with no one
##Mission B with no one
##Mission C with no one
- sharkmafia
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Re: [SW:R] Use the Horse, Twilight
##Mission B with Emperor Palpatine
##Mission C with Director Krennic
##Mission C with Director Krennic
- Void Chicken
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Re: [SW:R] Use the Horse, Twilight
So to sum up:
Rebel Leaders:
Jan Dodonna - Space: 2 intel, 1 diplomacy; 2 space tactics, 1 ground tactic - in Rebel Base
Mon Mothma - Space: 1 logistics, 3 diplomacy; no tactics - assigned to Mission B
Princess Leia - Ground: 2 intel, 2 diplomacy, 1 spec ops; 1 space tactic, 1 ground tactic - assigned to Mission B
General Rieekan - Ground: 1 logistics, 1 diplomacy, 1 spec ops; 1 space tactic, 2 ground tactics
Chirrut Imwe - Ground: 1+2 diplomacy, 2 spec ops, 1 space tactic, 2 ground tactics - assigned to Mission A
Imperial Leaders:
Emperor Palpatine - Space: 2 intel, 3 diplomacy; 3 space tactics, 2 ground tactics - assigned to Mission B
Grand Moff Tarkin - Space: 1 logistics, 1 intel, 1 diplomacy; 2 space tactics, 1 ground tactic
Director Krennic - Space: 1 logistics, 1+2 intel, 0+1 spec ops, 2 space tactics, 2 ground tactics - assigned to Mission C
General Tagge - Ground: 1 logistics, 1 spec ops; 1 space tactic, 2 ground tactics - assigned to Mission A
Darth Vader - Ground: 2 diplomacy, 3 spec ops; 2 space tactics, 3 ground tactics
The command phase begins with Admiral Twilight, same order every round.
Rebel Leaders:
Jan Dodonna - Space: 2 intel, 1 diplomacy; 2 space tactics, 1 ground tactic - in Rebel Base
Mon Mothma - Space: 1 logistics, 3 diplomacy; no tactics - assigned to Mission B
Princess Leia - Ground: 2 intel, 2 diplomacy, 1 spec ops; 1 space tactic, 1 ground tactic - assigned to Mission B
General Rieekan - Ground: 1 logistics, 1 diplomacy, 1 spec ops; 1 space tactic, 2 ground tactics
Chirrut Imwe - Ground: 1+2 diplomacy, 2 spec ops, 1 space tactic, 2 ground tactics - assigned to Mission A
Imperial Leaders:
Emperor Palpatine - Space: 2 intel, 3 diplomacy; 3 space tactics, 2 ground tactics - assigned to Mission B
Grand Moff Tarkin - Space: 1 logistics, 1 intel, 1 diplomacy; 2 space tactics, 1 ground tactic
Director Krennic - Space: 1 logistics, 1+2 intel, 0+1 spec ops, 2 space tactics, 2 ground tactics - assigned to Mission C
General Tagge - Ground: 1 logistics, 1 spec ops; 1 space tactic, 2 ground tactics - assigned to Mission A
Darth Vader - Ground: 2 diplomacy, 3 spec ops; 2 space tactics, 3 ground tactics
The command phase begins with Admiral Twilight, same order every round.
- Weird Autumn
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Re: [SW:R] Use the Horse, Twilight
I'm sending Mothma and Leia to Mon Calamari on a very important mission.
Good luck out there, girls. Not that you'll need it.Support of Mon Calamari - Diplomacy 2
Admiral Ackbar: +2 successes
Attempt in the Mon Calamari system.
If successful, either gain 2 loyalty in this system or place 1 Mon Calamari Cruiser on space 3 of the build queue
- sharkmafia
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Re: [SW:R] Use the Horse, Twilight
I have received reports that Rebel operatives have stolen a half-finished war cruiser from the Mon Calamari shipyards. They likely had inside help. The Emperor's 'squid-zapping fun times' are looking rather attractive, I must say.
Regardless. Let us proceed with our plans. Tarkin, I have another mission for you.
##Activate Toydoria with Grand Moff Tarkin
##Move Star Destroyer, Assault Carrier, 2 TIE Fighters, 4 Stormtroopers from Kashyyyk to Toydoria
- Bremen
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Re: [SW:R] Use the Horse, Twilight
Tagge, do it right this time.
On RodiaResearch and Development - Logistics 1 - Starting
Resolve in any system that has Imperial loyalty. Choose 1 of the following:
- Draw 2 project cards. Choose 1 to keep and place the other on the bottom of the deck.
- Remove a sabotage marker from this system and draw 1 project card.
- Weird Autumn
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Re: [SW:R] Use the Horse, Twilight
Twilight, a favor? Send Chirrut to Bothawai for me. We're taking back our planet.
- ToastGhost
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Re: [SW:R] Use the Horse, Twilight
##Mission A, Hit and Run in Bothawai with Chirrut.
Hit and Run - Spec Ops 2
Attempt in any system.
If successful, destroy up to 2-health worth of units of your choice in this system.
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Re: [SW:R] Use the Horse, Twilight
##Oppose with Vader
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Re: [SW:R] Use the Horse, Twilight
Chirrut - 2 spec ops: 0 2
Vader - 3 spec ops: 1 2 0
The power of the dark side is too much to overcome.
Rebel Leaders:
Jan Dodonna - Space: 2 intel, 1 diplomacy; 2 space tactics, 1 ground tactic - in Rebel Base
Mon Mothma - Space: 1 logistics, 3 diplomacy; no tactics - on Mon Calamari
Princess Leia - Ground: 2 intel, 2 diplomacy, 1 spec ops; 1 space tactic, 1 ground tactic - on Mon Calamari
General Rieekan - Ground: 1 logistics, 1 diplomacy, 1 spec ops; 1 space tactic, 2 ground tactics
Chirrut Imwe - Ground: 1+2 diplomacy, 2 spec ops, 1 space tactic, 2 ground tactics - on Bothawui
Imperial Leaders:
Emperor Palpatine - Space: 2 intel, 3 diplomacy; 3 space tactics, 2 ground tactics - assigned to Mission B
Grand Moff Tarkin - Space: 1 logistics, 1 intel, 1 diplomacy; 2 space tactics, 1 ground tactic - on Toydaria
Director Krennic - Space: 1 logistics, 1+2 intel, 0+1 spec ops, 2 space tactics, 2 ground tactics - assigned to Mission C
General Tagge - Ground: 1 logistics, 1 spec ops; 1 space tactic, 2 ground tactics - on Rhodia
Darth Vader - Ground: 2 diplomacy, 3 spec ops; 2 space tactics, 3 ground tactics - on Bothawui
Vader - 3 spec ops: 1 2 0
The power of the dark side is too much to overcome.
Rebel Leaders:
Jan Dodonna - Space: 2 intel, 1 diplomacy; 2 space tactics, 1 ground tactic - in Rebel Base
Mon Mothma - Space: 1 logistics, 3 diplomacy; no tactics - on Mon Calamari
Princess Leia - Ground: 2 intel, 2 diplomacy, 1 spec ops; 1 space tactic, 1 ground tactic - on Mon Calamari
General Rieekan - Ground: 1 logistics, 1 diplomacy, 1 spec ops; 1 space tactic, 2 ground tactics
Chirrut Imwe - Ground: 1+2 diplomacy, 2 spec ops, 1 space tactic, 2 ground tactics - on Bothawui
Imperial Leaders:
Emperor Palpatine - Space: 2 intel, 3 diplomacy; 3 space tactics, 2 ground tactics - assigned to Mission B
Grand Moff Tarkin - Space: 1 logistics, 1 intel, 1 diplomacy; 2 space tactics, 1 ground tactic - on Toydaria
Director Krennic - Space: 1 logistics, 1+2 intel, 0+1 spec ops, 2 space tactics, 2 ground tactics - assigned to Mission C
General Tagge - Ground: 1 logistics, 1 spec ops; 1 space tactic, 2 ground tactics - on Rhodia
Darth Vader - Ground: 2 diplomacy, 3 spec ops; 2 space tactics, 3 ground tactics - on Bothawui
- sharkmafia
- Posts: 523
- Joined: Mon Oct 30, 2017 11:14 pm
Re: [SW:R] Use the Horse, Twilight
I have recieved a communique from Lord Vader, who is currently in Bothawui orbit aboard the star destroyer Devastator. He informs us that he has foiled a Rebel sabotage plot on one of the destroyer's escorts.
However, his interrogation of some of those responsible has revealed elements of the Rebel battle plan. They intend to launch a full-scale assault with all of their space assets on our blockade fleet, with the obvious goal of freeing the rebel divisions trapped on the planet. Intelligence's reports corroborate this.
Lord Vader himself does not seem particularly concerned, but based on Intelligence's assessment of the Rebels' current fleet strength and the high likelihood of additional saboteurs aboard the blockade fleet, it may be necessary for us to retreat from the system. In any case, there is a relatively small chance that the Rebels will succeed in destroying the Devastator, and should a retreat prove necessary, it can join one of our other forces in the surrounding systems. If the Rebels succeed at this desperate attack, it is a blow, but only because it means we have failed to keep them entirely bottled up in the galactic north. Our plans at large remain on track.
That's all for now. Stand ready to receive additional reports on the situation.
- Weird Autumn
- Party with the kids who wanna party with you
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Re: [SW:R] Use the Horse, Twilight
Unfortunately it seems I'm all tied up at the moment. ##Pass.
- sharkmafia
- Posts: 523
- Joined: Mon Oct 30, 2017 11:14 pm
Re: [SW:R] Use the Horse, Twilight
##Mission C, Gather Intel with Director Krennic in Nal Hutta
Gather Intel - Intel 1 - Starting
Attempt in any Rebel system.
If successful, draw 1 probe card for every 4 Rebel units at the Rebel base (minimum of 1 card.)
- ToastGhost
- Big adventure's waiting.
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Re: [SW:R] Use the Horse, Twilight
##No oppose