[SW:R] Use the Horse, Twilight

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Void Chicken
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[SW:R] Use the Horse, Twilight

Post by Void Chicken (?) » Sat Nov 25, 2017 1:51 pm

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The First Galactic Empire's grip reaches across the galaxy. System after system falls under its control. But the fledgling Rebel Alliance stands against it, operating out of a base hidden somewhere in the dark corners of the galaxy. Will the Alliance gather enough support to spark a mass revolt, or will they be crushed beneath the Empire's heel?

Welcome to Star Wars: Rebellion! While this game normally plays one versus one, it has a team mode that we can play two versus two. So come, equine crossover lovers, and decide the fate of a galaxy.

Base game Learn to Play if you want to break my heart by not trusting my explanations: https://images-cdn.fantasyflightgames.c ... ay_web.pdf
Base game Rules Reference to argue with me: https://images-cdn.fantasyflightgames.c ... ce_web.pdf
Rise of the Empire Expansion Rules:
https://images-cdn.fantasyflightgames.c ... ok_web.pdf
FAQ/Errata because every FFG game needs at least one: https://images-cdn.fantasyflightgames.c ... 03_faq.pdf

Thread Rules
  • We will be playing the Complete Game. First Game simplicity is for wusses.
  • We will be using the cards and rules from the Rise of the Empire expansion.
  • We will be using the starting units from the base game and the base game mission set (i.e. those with a leader icon or no icon.) I know what the expansion rules say, shut up.
  • I will relay your hands and card plays to your teammates, but no private communication is allowed. You can discuss anything you want in the thread. Feel free to drop hints or refer to hidden information, but no fancy ciphers or other funny business.
  • Missions and leaders will be assigned simultaneously, but the Empire has the right to change their mind after the Rebels finalize theirs.
  • Similarly, ship construction and deployment will be simultaneous, but the Empire can choose second.
  • Taunting and flavor always makes things more interesting. Let's see some horsie smack-talk!
Each side will be controlled by an Admiral and a General.
The Admiral will be in charge of recruiting leaders, fighting space battles, and constructing and deploying new units.
The General will be in charge of choosing missions and fighting ground battles. The Imperial General will manage the hand of probe cards that narrow down the location of the Rebel base. The Rebel General will manage the hand of objective cards, which are critical to the Rebellion's victory.

If you would like to fight for the freedom of the galaxy, post ##I am the Horse and the Horse is with me. If you want to crush the puny Rebellion, post ##The friendship that we are dealing with here is immeasurable. If you have a preference for being your side's Admiral or General, please say so.

And you might as well pretend you're horses or something. You're like, the pastel-colored shadow government of the galaxy.

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Re: [SW:R] Use the Horse, Twilight

Post by Void Chicken (?) » Sat Nov 25, 2017 1:51 pm

Rebel Units - Space
X-Wing Attack: 1 Black. Health: 1 Black. Limit 8
Y-Wing Attack: 1 Red. Health: 1 Black. Limit 12
U-Wing Attack: 1 Green. Health: 1 Black. Capacity: 1. Limit 6
Rebel Transport Attack: None. Health: 2 Red. Capacity: 4. Limit 4
Corellian Corvette Attack: 1 Black + 1 Red. Health: 2 Red. Capacity: 2. Limit 4
Nebulon-B Frigate Attack: 2 Green. Health: 3 Red. Capacity: 3. Limit 3
Mon Calamari Cruiser Attack: 1 Black + 2 Red. Health: 4 Red. Capacity: 4. Limit 3

Rebel Units - Ground
Rebel Trooper Attack: 1 Black. Health: 1 Black. Limit 21
Rebel Vanguard Attack: 1 Green. Health: 1 Black. Limit 6
Airspeeder Attack: 1 Black + 1 Red. Health: 2 Red. Limit 6
Golan Arms Turret Attack: 2 Green. Health: 3 Red. Immobile. Limit 3
Shield Generator Health: 3 Red. Immobile. At the start of each ground battle step, draw a ground tactic card from your discard. Limit 3
Ion Cannon Health: 3 Red. Immobile. During each space battle step, your opponent rolls 2 fewer red dice. Limit 3

Imperial Units - Space
TIE Fighter Attack: 1 Black. Health: 1 Black. Requires transportation to move. Limit 24
TIE Striker Attack: 1 Green. Health: 1 Black. Requires transportation to move. Limit 6
Assault Carrier Attack: 1 Black + 1 Red. Health: 2 Red. Capacity: 4. Limit 8
Star Destroyer Attack: 1 Black + 2 Red. Health: 4 Red. Capacity: 6. Limit 8
Interdictor - Attack: 2 Green. Health: 4 Red. Capacity 4. Rebel units in this system cannot retreat. Limit 3
Super Star Destroyer - Attack: 2 Black + 3 Red. Health: 6 Red. Capacity: 8. Limit 2
Death Star Under Construction - Attack: None. Health: 4 Black. Immobile.
Death Star - Attack: 4 Red. Health: Invulnerable. Capacity: 8. Limit 2

Imperial Units - Ground
Stormtrooper Attack: 1 Black. Health: 1 Black. Limit 30
Assault Tank Attack: 1 Green. Health: 1 Red. Limit 6
AT-ST Attack: 1 Black + 1 Red. Health: 2 Red. Limit 10
Shield Bunker Attack: None. Health: 3 Red. Immobile. Space Stations in this system cannot be damaged or destroyed. Enables deployment in remote system. Limit 3
AT-AT Attack: 1 Black + 2 Red. Health: 3 Red. Limit 4

Rebel Starting Missions
Build Alliance - Diplomacy 1 - Starting
Attempt in any populous system.
If there are Rebel units in this system, roll 2 additional dice.
If successful, gain 1 loyalty in this system.
Infiltration - Intel 1 - Starting
Attempt in any system that contains an Imperial unit.
If successful, look at the top 2 cards of the objective deck. Place 1 card on the top of the deck and the other card on the bottom.
Rapid Mobilization - Logistics 1 - Starting
Resolve in the "Rebel Base" space. At the end of this phase, choose 1 of the following:
- If the Rebel base is not revealed, move up to 5 units from 1 system to the "Rebel Base" space, ignoring adjacency.
- Establish a new Rebel base. If 2 leaders are assigned to this mission, draw 8 probe cards instead of 4.
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.
Imperial Starting Missions
Capture Rebel Operative - Spec Ops 1 - Starting
Attempt against a Rebel leader that is in a system that contains an Imperial unit.
If successful, capture that leader.
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.)
Research 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.
Rule by Fear - Diplomacy 1 - Starting
Attempt in any populous system that contains an Imperial unit.
If successful, gain 1 loyalty in this system.

Imperial Projects
Construct Death Star - Logistics 1
Resolve in any remote system that does not contain a Rebel unit.
Gain 1 Death Star Under Construction in this system and place 1 Death Star on space 3 of the build queue.
When the Death Star is deployed, it replaces the Death Star Under Construction.
Construct Factory - Logistics 1
Resolve in any Imperial system.
Place units on the build queue using this system's resource icons and number. If there is a sabotage marker in this system, remove the marker before resolving this ability.
Construct Super Star Destroyer - Logistics 1
Resolve in any Imperial system that has a blue ■ resource icon.
Place 1 Super Star Destroyer on space 3 of the build queue.
If 2 leaders are assigned to this mission, place the Super Star Destroyer on space 2 instead.
Interdictor Development - Logistics 1
Resolve in any Imperial system that has a blue ■ resource icon.
Place 1 Interdictor on space 2 of the build queue.
If 2 leaders are assigned to this mission, place the Interdictor on space 1 instead and return this card to your hand.
Oversee Project - Logistics 1
Resolve in any system that contains an Imperial unit and no Rebel units.
Choose 1 Imperial unit on space 1 or 2 of the build queue and deploy it in this system.
Single Reactor Ignition - Logistics 1
Resolve in any system that contains a Death Star.
If the Rebel base is in this system, it is revealed. Then destroy all Rebel ground units in this system and remove all target markers from it.
Superlaser Online - Logistics 1
Resolve in any system that contains a Death Star.
Destroy this system and gain 1 loyalty in 1 populous system in this region.

Potential Rebel Objectives
The objective deck has 5 cards from Phase I, then 5 from Phase II, then 5 from Phase III. Phases II and III are guaranteed to each have a copy of Death Star Plans.
I - Cut Supply Lines - 1 reputation
Start of Refresh Phase
Play if at least 3 Imperial systems contain either a sabotage marker or a Rebel unit.
I - Crippling Blow - 1 reputation
Combat
Play after at least 3-health worth of Imperial ground units have been destroyed in a combat that you initiated.
I - Decisive Victory - 1 reputation
Combat
Play after you win a space battle and a ground battle during the same combat.
I - Defend the People - 1 reputation
Start of Refresh Phase
Play if at least 4 Rebel systems contain a Rebel unit.
I - Defensive Position - 1 reputation
Start of Refresh Phase
Play if 1 system contains at least 3 Rebel structures (does not include the "Rebel Base" space).
I - Rebel Assault - 1 reputation
Combat
Play after a Star Destroyer or Super Star Destroyer has been destroyed in a combat that you initiated.
I - Regional Support - 1 reputation
Start of Refresh Phase
Play if all populous systems in 1 region have Rebel loyalty.
I - Support of the Hutts - 1 reputation
Start of Refresh Phase
Play if at least 3 systems in Nal Hutta's region have Rebel loyalty.
I - The Long War - 1 reputation
Start of Refresh Phase
Discard 2 other objective cards from your hand to play this card.
I - Threaten the Core - 1 reputation
Start of Refresh Phase
Play if at least 5 Rebel units are in and/or adjacent to the Coruscant system.

II - A Time for Peace - 1 reputation
Start of Refresh Phase
Destroy the following units on the Rebel build queue to play this card: 2 ▲, 1 ●, 1 ■.
II - Death Star Plans - 2 reputation
Combat
If you have at least 1 fighter after the space battle step, reveal this card to roll 3 dice.
If you roll a direct hit, play this card and destroy a Death Star in this system. Otherwise return this card to your hand.
II - Heart of the Empire - 2 reputation
Start of Refresh Phase
Play if the Coruscant system contains a Rebel unit and no Imperial units. Then return this card to your hand.
II - Leave No One Behind - 1 reputation
Start of Refresh Phase
Play if there are no captured Rebel leaders.
II - Liberation - 1 reputation
Combat
Play after you win a ground battle in a subjugated system.
II - Popular Support - 1 reputation
Start of Refresh Phase
Play if at least 6 systems have Rebel loyalty.
II - Raid Outposts
Immediate
The Imperial player places 1 of this card's target markers in any 2 remote systems.
Each time 1 of these markers is removed, you gain 1 reputation.
II - Rebel Cell
Immediate
Place this card's target marker in any Rebel system.
At the start of each Refresh Phase, if this marker is still in that system, instead of playing an objective card you may discard 1 objective card from your hand to gain 1 reputation.
II - Seize Control - 1 reputation
Combat
Play after you win a space or ground battle in a system that contains a sabotage marker. You may then remove the sabotage marker.

III - Death Star Plans - 2 reputation
Combat
If you have at least 1 fighter after the space battle step, reveal this card to roll 3 dice.
If you roll a direct hit, play this card and destroy a Death Star in this system. Otherwise return this card to your hand.
III - Establish Outposts - 1 reputation
Start of Refresh Phase
Play if at least 5 systems contain a Rebel unit.
III - Inspire Sympathy
Start of Refresh Phase
Play to gain 1 reputation for each destroyed system.
III - Major Victory - 1 reputation
Combat
Play after at least 3-health worth of Imperial ships have been destroyed in a combat that you initiated.
III - Raid Imperial Factory - 1 reputation
Combat
Play after you win a battle during a combat that you initiated in a system that has a ■ resource icon.
III - Return of the Jedi - 2 reputation
Combat
Play after you win a battle in Darth Vader's or Emperor Palpatine's system.
If Luke Skywalker (Jedi) is in this system, eliminate 1 Imperial leader in this system.
III - Show No Fear
Start of Refresh Phase
Place this card's target marker in the Rebel base's system. When a new base is established, remove this marker.
At the start of each Refresh Phase, if this marker is still in that system, gain 1 reputation.
Uprising - 2 reputation
Start of Refresh Phase
Play if at least 9 systems have Rebel loyalty.

Space Tactics
Rebel
Bombing Run
(Y-Wing) Deal 2 red damage.
Or: deal 1 red damage.
Deployment
(U-Wing) Gain 1 ▲ ground unit in this system. If there is an Imperial ground unit in the system, resolve a ground battle this round.
Or: Imperial Ships cannot remove damage using Special rolls this combat round.
Draw Their Fire
(Nebulon-B Frigate) After the Imperial player assigns damage, remove up to 2 damage from ships (except Nebulon-B Frigates).
Or: Until the end of the combat, during space battles, you resolve your attacks after the Imperial player.
Escort
(Rebel Transport) Prevent 1 red hit, 1 black hit, and 1 direct hit.
Or: Prevent 2 black hits.
Fleet Logistics
(Mon Calamari Cruiser) Prevent 2 red hits. You may play 1 additional space tactic card.
Or: Prevent 2 red hits.
Ion Blast
(Ion Cannon) Deal 1 damage to 1 capital ship. Damage cannot be removed from that ship this combat round.
Or: Deal 1 damage.
Outrun Them
(Corellian Corvette) Cancel the Imperial tactic card.
Or: Next combat round, the Imperial player cannot play a space tactic card.
Rogue Squadron Support
(X-Wing) Deal 2 black damage.
Or: Deal 1 black damage.
Imperial
Energy Shield
(Shield Bunker) After the Rebel player assigns damage, remove up to 2 damage from ships.
Or: Until the end of the combat, during space battles, you resolve your attacks after the Rebel player.
Entrapment
(Interdictor) Cancel the Rebel tactic card. You may play 1 additional space tactic card.
Or: Next combat round, the Rebel player cannot play a space tactic card.
Intercept
(Tie Striker) Destroy 1 ▲ ground unit.
Or: Rebel ships cannot remove damage using Special rolls this combat round.
Overwhelming Presence
(Super Star Destroyer) Prevent 2 red hits and 1 direct hit.
Or: Prevent 2 red hits.
Reinforcements
(Assault Carrier) Gain 1 TIE Fighter in this system. Prevent 2 black hits.
Or: Prevent 2 black hits.
Superlaser Blast
(Death Star) Deal 5 damage to 1 capital ship.
Or: Deal 1 damage.
Swarm Tactics
(Tie Fighter) If there are more Imperial fighters than Rebel fighters, deal 2 damage.
Or: Deal 1 black damage.
Tractor Beam
(Star Destroyer) At the end of this combat round, if there are no Rebel ships and at least 1 Star Destroyer in this system, you may capture 1 leader in this system.
Or: Deal 1 red damage.

Ground Tactics
Rebel
Confrontation
If the last Imperial ground unit is destroyed during this combat round, choose an Imperial leader in this system and remove this card from the game. At the end of this Command Phase, that leader is eliminated.
Or: You may play 1 additional ground tactic card.
Escape Plan
(Rebel Transport) You may immediately retreat. If you do, cancel the Imperial tactic card.
Or: Next combat round, the Imperial player cannot play a ground tactic card.
Hold Them Back
(Rebel Trooper) Destroy 1 ▲ ground unit. (It will not roll dice this round.)
Or: Deal 1 black damage.
Planetary Shield
(Shield Generator) After the Imperial player assigns damage, deal up to 3 damage to 1 Shield Generator. Then remove that much damage from ground units.
Or: Until the end of the combat, during ground battles, you resolve your attacks after the Imperial player.
Rogue One
(U-Wing) If you retreat at least 1 unit this combat round, you may rescue 1 captured leader or remove 1 target marker from this system.
Or: Imperial ground units cannot remove damage using Special rolls this combat round.
Take Cover
(Golan Arms Turret) Prevent 2 red hits and 2 black hits.
Or: Prevent 1 red hit and 1 black hit.
Take It Down
(Rebel Vanguard) Deal 2 red damage.
Or: Deal 1 red damage.
Tow Cables
(Airspeeder) Deal 4 damage to 1 AT-AT or AT-ST.
Or: Deal 1 damage.

Imperial
Air Superiority
(TIE Striker) Cancel the Rebel tactic card.
Or: Next combat round, the Rebel player cannot play a ground tactic card.
Armored Patrol
(Assault Tank) Prevent 2 red hits and 2 black hits.
Or: Prevent 1 red hit and 1 black hit.
Armored Position
(Shield Bunker) After the Rebel player assigns damage, deal up to 3 damage to 1 Shield Bunker. Then remove that much damage from ground units.
Or: Until the end of the combat, during ground battles, you resolve your attacks after the Rebel player.
Bombardment
(Star Destroyer or Super Star Destroyer) If there is not a Shield Generator in this system, deal 2 black damage.
Or: Deal 1 damage.
Imposing Presence
Rebel ground units cannot remove damage using Special rolls this combat round.
Or: You may play 1 additional ground tactic card.
Overrun
(AT-ST) Deal 2 damage.
Or: Deal 1 damage.
Support of the 501st
(Stormtrooper) Destroy 1 ▲ ground unit. (It will not roll dice this round.)
Or: Deal 1 black damage.
Target the Generator
(AT-AT) Destroy 1 structure. (It will not roll dice this round.)
Or: Deal 1 red damage.

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Re: [SW:R] Use the Horse, Twilight

Post by Bremen (?) » Sat Nov 25, 2017 2:06 pm

I played the video game. That works the same way, right?

##The friendship that we are dealing with here is immeasurable because the Empire gets the snazziest outfits. Though honestly I'm fine with Empire or Rebellion and Admiral or General.

I'll probably pick a pony when I find out what position I get.

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Re: [SW:R] Use the Horse, Twilight

Post by ToastGhost (?) » Sat Nov 25, 2017 6:21 pm

##I am the Horse and the Horse is with me. :excite:

Either and any position, I'll be a princess of some kind.
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Re: [SW:R] Use the Horse, Twilight

Post by Aatxe360 (?) » Sun Nov 26, 2017 1:56 pm

I'll keep an eye on this. Holiday stuff going on for at least another week and if there's still a spot after that time, I'll throw down.

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Re: [SW:R] Use the Horse, Twilight

Post by Weird Autumn (?) » Mon Nov 27, 2017 5:18 pm

##I am the horse and the horse is with me

Big picture decision making it sounds intimidating so I'll be admiral :unenthused:

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Re: [SW:R] Use the Horse, Twilight

Post by sharkmafia (?) » Mon Nov 27, 2017 8:44 pm

##i was promised no mandatory horse roleplay, this signup post counts, but empire four lyfe

Yo

I dont care which position i get but i would prefer to destroy the REBEL SCUM
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Re: [SW:R] Use the Horse, Twilight

Post by Void Chicken (?) » Mon Nov 27, 2017 8:50 pm

The forces of the Rebellion and the Empire face each other, led by these brave ponies:
Admiral Luna of the Rebellion, played by WyrdAutumn
A General-Princess of the Rebellion, played by ToastGhost
Some anonymous Admiral of the Empire, played by sharkmafia
An unspecified General of the Empire, played by Bremen
And Aataxe360 as a reserve mercenary in case one of our generals or admirals has to leave the game early I guess.

Okay the map is like a megabyte so I'm going to link them to save on peoples' data.

Pregame Map

Click the little percentage at the bottom of the window to zoom it in.

Take a look at the map of the galaxy. All those lovely systems just looking to be freed. Or conquered. Whichever. And one special place in the upper-left representing the hidden Rebel Base, which is so hidden not even the Rebels know where it is the exact location of which has not yet been decided. Many of the systems are populous, specifically the ones with the colored shapes above their names. These systems can produce new units for the war for whomever owns them. The other systems are remote.

The map is divided into regions, which those orange lines section off. The thick orange spaces mean that the systems on either side, e.g. Corellia and Endor, are not adjacent.

Also there's a bunch of stuff on the edges that gets used for the physical game. You can ignore all that.

Every populous system can have loyalty to one side or the other, showing the icon of the Empire or the Rebellion. (Remote systems count as neutral.) These systems will produce new units for their owners as the game goes on. However, the Mandalore and Saleucami systems, while neutral, have a stormtrooper icon on them. These systems are subjugated, i.e., not loyal to the Empire, but forced to work for them anyways due to the presence of ground units, which the Imperial Admiral will be placing shortly.

No, the Rebels can't subjugate. You're supposed to be the good guys.

At the end of every odd round (or the start of every even round, depending on how you look at it), every system controlled by either side will start building stuff that matches its icon(s). A subjugated system will only produce its leftmost icon, so no stormtrooping your way into a star destroyer.


But before we start playing, we have to set things up.

Admiral sharkmafia, you will place your units first. The Empire's current forces are:
  • 3 Star Destroyers
  • 3 Assault Carriers
  • 12 TIE Fighters
  • 12 Stormtroopers
  • 5 AT-STs
  • 1 AT-AT
  • 1 Death Star
Please place them in the Imperial systems (i.e. Corellia, Coruscant, Mandalore, Rodia, Saleucami, and Sullust). Each of these systems must start with at least one ground unit. I suggest spreading your forces out so the Rebels don't get a weak spot to pounce on. Don't fret over protecting your Death Star at the moment; the Rebels don't have the plans (yet). A few TIEs will do fine.

Like anything else in the game, you can discuss and plan with your General, as long as it's in the thread where the Rebel scum will be listening in.

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Re: [SW:R] Use the Horse, Twilight

Post by ToastGhost (?) » Mon Nov 27, 2017 9:40 pm

Bring it on scumbos, we got magic. And friendship. They're related. It's classified. :twiright:

My character is Twilight btw. :-I
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Re: [SW:R] Use the Horse, Twilight

Post by Bremen (?) » Mon Nov 27, 2017 10:27 pm

I shall be the Emperor's hand, Sunset Shimmer.

Except I just realized Disney probably deleted Mara Jade from canon. They have much to pay for.

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Re: [SW:R] Use the Horse, Twilight

Post by sharkmafia (?) » Mon Nov 27, 2017 11:10 pm

Image
Greetings to the assembled Imperial commanders. I am Grand Admiral Mitth'raw'nuruodo. You may call me Grand Admiral Thawn. This is my friend/lackey Captain Gilad Pellaeon.

Image
Yo.

Image
By order of Emperor Palpatine, at this moment I am assuming joint control of all Imperial forces, in coordination with the Emperor's Hand, Mara Jade. Specifically, I will be in direct command of the Imperial fleet. As such, I will be handling the disposition of our forces in order to ensure the most speedy defeat of the so-called Alliance to the Restore the Republic.

Image
Although our own forces greatly outnumber and outgun those of our opposition, it would not do to underestimate them. Therefore I propose a general defensive deployment, with an amount of forces in each Imperial system sufficient to see off all but the most concentrated Rebel assault.

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However, it would also not do to rest on our laurels. The Rebel threat must be actively hunted down and expunged. I propose the formation of two strike groups, each composed of a Star Destroyer, an assault carrier, and a complement of TIE fighters and ground forces. The role of these groups will be to hunt down and destroy rebel forces, and force the submission of rebel-allied systems. Based on our current intelligence as to the number of Rebel forces, they should find these strike groups extremely difficult to defeat, even if they concentrate their forces for the task. It is, however, imperative that we not allow them to grow their forces- thus, the necessity of subjugating the rebel-allied systems.

These task forces will be deployed to two of the outer systems under our control: Mandalore and Rodia.

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Furthermore, we possess one additional great asset: the recently completed Death Star. I believe that, regardless of their force disposition, this battle station should prove impossible for the Rebels to curently defeat. In effect, it should function as a strike group in and of itself, if accompanied by a few TIE fighters. It will make up the third force tasked with hunting and expunging the Rebel presence, and should the option become available, we may want to make use of its superlaser weapon to obliterate a Rebel-allied planet- Mon Calamari being the obvious choice.

Given this goal, the Death Star should be deployed to Saleucami.

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In light of all of this, I propose the following force disposition:

Saleucami: Death Star, 2 TIE Fighters, 3 Stormtroopers, AT-ST
Mandalore: Star Destroyer, Assault Carrier, 2 TIE Fighters, 3 Stormtroopers, AT-AT
Rodia: Star Destroyer, Assault Carrier, 2 TIE Fighters, 2 Stormtroopers, AT-ST
Corellia: Assault Carrier, 1 Stormtroopers, 2 TIE Fighters, AT-ST
Sullust: Star Destroyer, 2 TIE Fighters, 2 Stormtroopers, AT-ST
Coruscant: 1 Stormtroopers, 2 TIE Fighters, AT-ST

Your thoughts.
Last edited by sharkmafia on Tue Nov 28, 2017 2:54 am, edited 1 time in total.
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Re: [SW:R] Use the Horse, Twilight

Post by Bremen (?) » Mon Nov 27, 2017 11:16 pm

I also suggest Kashyyk as a possible Death Star target. Nothing good ever came from there.

I'm still getting a feel for the rules but your deployment makes sense to me.

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Re: [SW:R] Use the Horse, Twilight

Post by sharkmafia (?) » Mon Nov 27, 2017 11:33 pm

Let me just make this official, then,with one minor change (tie fighter from coruscant to saleucami)

EMPIRE DEPLOYMENT
Saleucami: Death Star, 3 TIE Fighters, 3 Stormtroopers, AT-ST
Mandalore: Star Destroyer, Assault Carrier, 2 TIE Fighters, 3 Stormtroopers, AT-AT
Rodia: Star Destroyer, Assault Carrier, 2 TIE Fighters, 2 Stormtroopers, AT-ST
Corellia: Assault Carrier, 1 Stormtroopers, 2 TIE Fighters, AT-ST
Sullust: Star Destroyer, 2 TIE Fighters, 2 Stormtroopers, AT-ST
Coruscant: 1 Stormtroopers, 1 TIE Fighters, AT-ST
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Re: [SW:R] Use the Horse, Twilight

Post by Void Chicken (?) » Mon Nov 27, 2017 11:36 pm

Admiral Luna, deploy the Rebel fleet. The Rebels start with:
  • 1 Corellian Corvette
  • 1 Rebel Transport
  • 2 X-wings
  • 2 Y-wings
  • 6 Rebel Troopers
  • 2 Airspeeders
Have I mentioned that the Rebels are weaker than the Empire?

Please place them in the "Rebel Base" location and/or one system that is either loyal to the Rebellion or neutral (including remote). Moving things to and from your base is a little awkward, so don't tie up too much of your forces there. Of course, too little in there and you risk the Empire stumbling across it with some tiny recon force and blowing it up. The First Game setup has 1 X-wing, 1 Y-wing, 3 Troopers, and an Airspeeder in the base, if you want inspiration. I recommend putting the rest of your fleet at least two systems away from the Empire.

Once the Rebel fleet is deployed, both sides will receive two action cards, abilities sure to help you in your fight. Each action says in which phase it can be used (or in response to something). Your actions can be used by whichever player matches the leader on them. If one doesn't have a leader on it, then either of you can play it.

Finally, General Twilight will decide which system the Rebel base will be in. Don't post it in the thread, of course. If you want, you can send me a (short please) numbered list of candidates that I can pass along to Admiral Luna for in-thread deliberation. You may place the base in any system that the Empire does not control. The game is riding on the Empire not finding it, so choose wisely.

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Re: [SW:R] Use the Horse, Twilight

Post by sharkmafia (?) » Mon Nov 27, 2017 11:38 pm

Additional note, Bremen: although utapau is not affiliated with the rebellion we may want to send elements of our Sullust force to seize it. Capital ships are good, particularly since it's the only other source of star destroyers AND it can build assault carriers, which seem like highly versatile units.
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Re: [SW:R] Use the Horse, Twilight

Post by sharkmafia (?) » Mon Nov 27, 2017 11:51 pm

Regarding the location of the rebel base: Were I them, I wouldn't place it too close to a concentration of Imperial firepower, where it might just randomly be stumbled over. Possible systems for a cautious rebel player: Hoth, Endor, Yavin, Dantooine, Mygeeto, Ilum, Ryloth.
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Re: [SW:R] Use the Horse, Twilight

Post by sharkmafia (?) » Mon Nov 27, 2017 11:52 pm

I'm fairly sure that any one of our task forces would stand a fair chance of tipping over the rebel base by itself, hence a further incentive for them to place it off the beaten path.
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Re: [SW:R] Use the Horse, Twilight

Post by sharkmafia (?) » Tue Nov 28, 2017 7:25 pm

Regarding leaders- we only start with four, and we need to get missions going, very obviously. Since you're handling missions, bremen, I request that you leave me at least one space leader for use in moving a fleet. It's up to you how many missions you do but we probably want to do the thing that gets us the you-know-what (explosion!!), and also doing something cool with vader would probably be rad

The better space leader would of course be nice but if you'd prefer to have him do something that's fine. Once we have more leaders this should open up a bit for us.
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Re: [SW:R] Use the Horse, Twilight

Post by Weird Autumn (?) » Tue Nov 28, 2017 9:33 pm

Oh. It's starting, huh? Okay. Time to get to work, then.

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Team Rocket's got their clown cars roving around most of the galaxy. Not a lot of space to breathe, but they're spread thin. If we can build up our forces, maybe we can start thinking about picking them off. In the meantime I'm sending our fleet up to Nal Hutta. Close enough to home, has a few resources we can grab for us and some hearts and minds to sway, and we won't find many other staging grounds that will let us get around the galaxy without boxing ourselves in. The Empire's big, but they're slow, and we're not. Good luck out there.

:speakest: Your Princess has decreed thy ships be sent to Nal Hutta! The bulk of the fleet shall be sent to earn freedom for our galaxy, but we will leave 1 Y-wing, 3 troopers, and an air speeder to protect our home.

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Re: [SW:R] Use the Horse, Twilight

Post by Void Chicken (?) » Tue Nov 28, 2017 9:41 pm

The Map

I have a very limited icon selection. You'll have to look down a bit to see exact compositions.

Round 1 - Assignment Phase
Rebel Reputation: 14

Fleet Status
Rebel Base: 1 Y-Wing, 1 Airspeeder, 3 Rebel Troopers

Corellia: 1 Assault Carrier, 2 TIE Fighters, 1 AT-ST, 1 Stormtrooper
Coruscant: 1 TIE Fighter, 1 AT-ST, 1 Stormtrooper
Mandalore: 1 Star Destroyer, 1 Assault Carrier, 2 TIE Fighters, 1 AT-AT, 3 Stormtroopers
Nal Hutta: 1 Corellian Corvette, 1 Rebel Transport, 2 X-Wings, 1 Y-Wing, 3 Rebel Troopers, 1 Airspeeder
Rodia: 1 Star Destroyer, 1 Assault Carrier, 2 TIE Fighters, 1 AT-ST, 2 Stormtroopers
Saleucami: 1 Death Star, 3 TIE Fighters, 3 Stormtroopers, 1 AT-ST
Sullust: 1 Star Destroyer, 2 TIE Fighters, 2 Stormtroopers, 1 AT-ST

Build Queue
Rebel:
3: Nothing
2: Nothing
1: Nothing

Imperial:
3: Nothing
2: Nothing
1: Nothing

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

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

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


Below the map are your factions' leaders, hanging out in your leader pools. The game is played by sending your leaders out into the galaxy to do your bidding. They have four functions:
  • Performing missions
  • Trying to stop the other faction's missions
  • Moving units
  • Leading your units in combat
The admirals control the space leaders, and the generals control the ground leaders.

Right now, it's time to plan for that first line of the list in the Assignment Phase. You have started the game with your four starting missions plus two more drawn from your respective decks. You'll draw two new missions every round.

Generals, you will play any number of mission cards face-down. You might want to refer to them in-thread as A, B, C, etc to help discussion. PM me which mission(s) you're playing, and I will relay the info to your Admirals. Once a mission is played, both you and your Admiral will publically assign your respective leaders to it, one or two leaders total per mission. In the event of a disagreement, the General has veto power over the Admiral's assignment.

Each mission has a skill requirement by its name: Diplomacy, Intel, Logistics, or Spec Ops, and a number from 1 to 3. Every leader is skilled in a couple of those. The leader(s) assigned to each mission must have the required skill (total) in order to perform the mission.

Every mission text either starts with "resolve" or "attempt", and will say which systems are a valid target for the leader to perform it in. A resolved mission will succeed automatically, with no chance for the other team to stop it. An attempted mission can be opposed by your enemy using their own leader, preferably with the same kind of skill. Opposing missions involves dice rolling, so the more skill you bring the better your chances of success (or making the other team fail).

Some of your missions might name a particular leader and "+2 successes". If that leader is assigned to the mission and it's opposed, your odds of success are improved a whole heck of a lot. If you don't have the leader in question, then you can either do the mission without the bonus or hang onto it in the hopes you recruit them later in the game. Up to you.

You should leave some of your leaders unassigned so you can use them to oppose your enemy's missions or move units this round. Leaders with higher tactics stats are good if you think you'll be getting in a fight. Leaders with no tactics stats can't move ships (looking at you, Mon Mothma), so go ahead and put her on a mission or hang onto her to oppose one.

You can never lose your four starting missions, so don't worry about using them.

This phase is simply assigning leaders to missions. You are not yet committed to any target, or even to running the mission at all. That comes later. In the rules as written, the Rebels do all their allocating before the Empire does. To speed things along, I will allow both sides to assign at the same time, but the Empire can change their mind after General Twilight is ##done.

Generals, please select your missions. Everyone, place your leaders on them, or save them for the rest of the round.

Also, if anyone has an action card they want to use that says "Assignment", now's the time.

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Re: [SW:R] Use the Horse, Twilight

Post by Void Chicken (?) » Tue Nov 28, 2017 9:42 pm

Rebels:
You win the game when your reputation equals the round number, even if for an instant. Your forces are inferior to the Empire's, but you don't need to conquer the galaxy, only survive and build reputation. Then again, every blow you strike makes it that much harder for them to roll in and take stuff over.

You have a deck of objective cards (see the second post) that you will draw from every round. The first 5 cards are from Phase I, the next 5 from Phase II, and the last 5 from Phase III. Playing objectives will make you gain reputation (i.e., make the number go down). Satisfying objectives is your main path to victory. If the Imperials get a little too close to your base's system, the Rapid Mobilization mission can save your bacon.

Empire:
You win the game when the Rebel base is revealed and all of their units are removed from the system. To help find the base, you have a probe deck. The deck has one card for every system in the game, except for the six you started with and the one that the Rebel base is in. Every round, you will draw two cards from it with the knowledge that nowhere in your hand can have their base. There are a few missions for each side that can manipulate the deck or your hand.

The Rebel base will be revealed when an Imperial ground unit moves to its system. (A ship on its own will not discover the base!) When that happens, all units in the Rebel Base space on the board will relocate to its actual system on the map and there will probably be a combat for you to crush them in.

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Re: [SW:R] Use the Horse, Twilight

Post by sharkmafia (?) » Tue Nov 28, 2017 9:46 pm

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Imperial Intelligence reports that the Rebel Fleet, under the command of the Kr-Tun Horuss admiral Lu N'Aaa, has been sighted in the Hutt home system of Nal Hutta. This puts them outside of immediate strike range from any sizable Imperial elements, but also places them far away from many systems of particular strategic importance. Although they should not be underestimated, even their assembled fleet has little chance of defeating one of our task forces in open battle. They will most likely attempt to avoid combat.

Pursuing the rebels to the ends of the galaxy is likely to be a wasteful endeavor. I propose that we continue with our stated objectives of securing the loyalty- or submission- or strategically important systems. The rebels' movements should make clear their intentions, and we have sufficient forces in place to counter whatever course they choose.

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Again, ensure that we have sufficient commanders available to move the Fleet as needed. We should discuss our likely research projects and ground missions in further detail.
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Re: [SW:R] Use the Horse, Twilight

Post by Bremen (?) » Tue Nov 28, 2017 11:08 pm

Soon the Empire will rule the galaxy with an iron fist

##Play Mission A, assigning Darth Vader
##Play Mission B, Assigning General Tagge


Will possibly revise that based on the Rebel plays, of course.

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Re: [SW:R] Use the Horse, Twilight

Post by sharkmafia (?) » Tue Nov 28, 2017 11:14 pm

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At this time the Imperial Fleet will hold its commanders in reserve.
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Re: [SW:R] Use the Horse, Twilight

Post by ToastGhost (?) » Wed Nov 29, 2017 3:57 pm

General Twilight will be teaching you the ABC's of successful guerilla warfare and rebellion! :excite:

We'll start with A and B today. We have a lot to go over.

##Mission A is led by General Rieekan
##Mission B is led by Princess Leia Twilight
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Re: [SW:R] Use the Horse, Twilight

Post by Bremen (?) » Wed Nov 29, 2017 4:18 pm

Hum.

##Take Vader off Mission A

Maybe one of your fleet officers should handle that.

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Re: [SW:R] Use the Horse, Twilight

Post by Weird Autumn (?) » Wed Nov 29, 2017 5:31 pm

Twilight can go ahead with her missions as far as I'm concerned. I'll do my own thing.

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Re: [SW:R] Use the Horse, Twilight

Post by sharkmafia (?) » Wed Nov 29, 2017 7:49 pm

Yes, seems reasonable.

##Assign Emperor Palpatine to Mission A
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Re: [SW:R] Use the Horse, Twilight

Post by Void Chicken (?) » Wed Nov 29, 2017 7:51 pm

General Twilight confuses the Imperial chain of command with some
False Orders
Special
Use at the end of the Assignment Phase.
Choose 1 Imperial leader that is on a mission by itself. Return that leader to the leader pool and return its mission card to the Imperial player's hand.
Leader: None
General Tagge, thoroughly puzzled, wanders back into the leader pool. Imperial mission B goes back to their hand.

Now time for the meat of the game: The Command Phase! You will each command your leaders to do fun things in this turn order:

Rebel Admiral
Imperial Admiral
Imperial General
Rebel General

You can either reveal and carry out one of your assigned missions (provided one of the leader(s) on it is yours) or use one of your leaders to activate a system, i.e., move stuff to it.

Once you reveal a mission, you choose its target and its leader(s) head on over there to perform it, where they will remain until the end of the round. If it's an "attempt" mission, then all leaders in the system will try to support/oppose it (and your opponent will have the chance to send one more from their pool if they want). At which point I throw some dice to work out whether it worked or not. If the mission is unopposed, it succeeds with no dice needed.

If you'd like to activate a system instead, you send a leader to it. Or you can use a leader that's already there (so one placed by a mission or a previous activation this round). But only if your leader has any kind of tactics stat. Tactics-less leaders are mission scrubs that can't activate places. Then you get to move any of your units from any adjacent system(s) to the activated one. With a few restrictions:
  • Ground units and TIEs cannot move on their own. They need to be transported in capital ships with enough capacity to hold them. Immobile units can't move at all.
  • You can't move units out of a system with one of your faction's leaders in it.
  • If a subjugated system loses all its Imperial ground units, it will cease to be subjugated. Moving Imperial ground units into a neutral or Rebel system will make it subjugated.
  • You can move stuff to or from the "Rebel Base" space, but the other system still has to be adjacent to it, i.e., you'll be tipping off the Empire if you do. The actual system the base is in is considered adjacent, and can have its own units on its map space.
If you move your units into the enemy's, then combat will begin, in space and/or on the ground. Keep in mind that spaceships can't fight ground troops. It is perfectly possible for there to be ground of one faction and space of the other hanging out in the same system without fighting. Bring units with an attack matching the kind of health of what you plan to kill (while possible, a mismatched kill is much more difficult). Also use a leader with big tactics.

I'll go into detail on combat when the shooting starts.

If you are done running missions and moving units, you may ##pass the rest of the phase. Once everyone has passed, the phase will end. All missions that went unrevealed will go back to your General's hand without being seen.

Admiral Luna, your orders please.

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Re: [SW:R] Use the Horse, Twilight

Post by sharkmafia (?) » Wed Nov 29, 2017 8:27 pm

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Really, Tagge? When has a note slipped under the door constituted proper Imperial Army policy for rescinding orders? And I am certainly not 'Grand Admiral Tron,' nor am I your direct superior.

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My Lord, I-

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I hope you recognize that, were I Vader, you would already be dead. Fortunately for you, I believe in second chances, although perhaps not in third.

Get out of my sight. Return to your ship and await further orders.

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As for the rest of you: as i intimated earlier, our short-term posture will largely be reactive. We will use our superior resources to respond to the Rebels' movements. Stand ready with your forces- we will be recieving Intelligence's newest report soon.
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Re: [SW:R] Use the Horse, Twilight

Post by Weird Autumn (?) » Thu Nov 30, 2017 12:36 am

I'm sending Jan to Bothawui with a Rebel Transport carrying 3 troopers and an airspeeder. The Empire is in Rodia to chase after us, but we can keep them off the ground, and going after our system ties up resources that won't be opposing our other operations. We're at a disadvantage on off-planet combat, though. We'll have to hope our pilot can make it out in one piece.

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Re: [SW:R] Use the Horse, Twilight

Post by sharkmafia (?) » Thu Nov 30, 2017 12:54 am

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A tactical error. Their first of many, I'm sure.

Tarkin, take the Rodia taskforce to Bothawui. There's a target there for you. Destroy it.

##Activate Bothawui with Grand Moff Tarkin
##Move Star Destroyer, Assault Carrier, and 2 TIE Fighters from Rodia to Bothawui
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Re: [SW:R] Use the Horse, Twilight

Post by Void Chicken (?) » Thu Nov 30, 2017 1:03 am

The Imperial fleet engages the poor defenseless transport.

Empire: 1 Star Destroyer, 1 Assault Carrier, 2 TIE Fighters led by Grand Moff Tarkin (2 space)
Rebellion: 1 Rebel Transport led by Jan Dodonna (2 space)

Combat!

Here is how the pewpew goes down. First, both sides will choose a tactic, and PM them to me. You don't have to use it, but you do have to play one. The attacker's tactic will happen, then the defender's. After they're resolved, I roll dice based on the total attack power of the attacker, then the defender. There is a limit of 5 red, 5 black, and 3 green per attack.

Each red and black die has:
  • A 1 in 3 chance of rolling a miss
  • A 1 in 3 chance of rolling a hit, which can only damage its own color
  • A 1 in 6 chance of rolling a direct hit, which can damage either color
  • A 1 in 6 chance of rolling a special, which can repair one damage of its own color
A green die has a 1 in 3 chance of rolling a direct hit, and a 2 in 3 chance of rolling a miss.

First the attacker rolls, then the defender. Either side may reroll as many dice as whatever leader has the greatest tactics in that system. Ships that are critically damaged are not destroyed until after both rolls, and can be saved via special dice.

After each combat round, both sides will be given the offer to retreat to a nearby system, taking all ships, one leader, and optionally some TIEs and/or ground units with them, provided there is the transport capacity left.

Once a tactic card is played, it goes into your discard. You do not recover your discard even between combats. Once you have played your entire hand, you will redraw every card except the last one played.

For now, please PM me your tactic for the first round.

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Re: [SW:R] Use the Horse, Twilight

Post by Void Chicken (?) » Thu Nov 30, 2017 1:27 am

The Empire employs Swarm Tactics, blasting the poor transport to bits.
On the ground, Jan points a portable Ion Blast at a TIE fighter. The TIE takes its one point of damage, but won't be destroyed until after the dice are resolved.

Despite the transport's troubles, per the rules and for the sake of example I'm still rolling the regular dice.

The Imperial fleet has a total of 4 black and 3 red attack, which rolls:
Black: Special, Special, Hit, Hit
Red: Miss, Miss, Hit.

I'll have Tarkin reroll the two red misses:
Red: (Hit), Direct Hit, Hit.

For a total of two black special, two black hits, two red hits, and one direct hit. They could pile three more damage on the transport. The TIE is repaired by a black special and so survives. It was worth a shot. The black hits are wasted.

The transport has no attack power and therefore has nothing to roll. All surviving ships are fully healed at the end of each combat.

But the transport explodes. A lot.

General Shimmer, your orders.

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Re: [SW:R] Use the Horse, Twilight

Post by Void Chicken (?) » Thu Nov 30, 2017 1:32 am

I forgot to mention: If there had also been troops there, then we'd have done one round of space combat, then one round of ground combat, and so on until both were resolved.

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Re: [SW:R] Use the Horse, Twilight

Post by Bremen (?) » Thu Nov 30, 2017 1:36 am

General Tagge, as your punishment, you can go deal with the wookies. The emperor knows no one else wants to.

##Place Tagge at Kashyyyk
##Activate, bringing 1 Star Destroyer, 1 Assault Carrier, 2 TIE Fighters, and 3 Stormtroopers from Mandalore
##Restore order to the misguided rebels, with blasters

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Re: [SW:R] Use the Horse, Twilight

Post by sharkmafia (?) » Thu Nov 30, 2017 1:42 am

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A shame the enemy general got away, but the destruction of a major Rebel space asset is excellent progress.

Fine work, Tarkin.

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Creepy uncanny valley zombie stare

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Ah... right. Carry on.
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Re: [SW:R] Use the Horse, Twilight

Post by sharkmafia (?) » Thu Nov 30, 2017 2:16 pm

[All-bands broadcast from a star destroyer stationed in low orbit above Bothawui's capital city]

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Attention, citizens of Bothawui. I am Grand Admiral Thrawn, supreme commander of the Imperial Navy. Your planet is hereby placed under blockade. All insystem and orbital assets have been impounded. Ships that enter the system will be intercepted, and any unauthorized craft that attempts to reach orbit will be destroyed.

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Additionally, all planetary governmental bodies are hereby shut down, and the central legislative building located in the capital will be destroyed by orbital bombardment in one hour. You are advised to vacate the premises.

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The lifting of this blockade is contingent on the capture of the Rebel commander, Jan Dodonna, and the divisions under his command, which are currently being sheltered by your fellow citizens, as well as the surrender of all information that the government and citizens of Bothawui possess regarding the rebellion. Those who come forward will be pardoned for all crimes against the Empire and may petition to have their impounded assets returned. I have wide latitude to reward cooperation in this matter.

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Rebel elements listening to this broadcast: Your situation is hopeless. Your only means of outsystem transport has been destroyed, and your comrades do not possess the strength necessary to break the blockade. You are advised to surrender immediately; if you do, you will be spared.

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That is all. Glory to the Empire.
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Re: [SW:R] Use the Horse, Twilight

Post by ToastGhost (?) » Thu Nov 30, 2017 4:28 pm

##Attempt Mission B on Nal Hutta
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Re: [SW:R] Use the Horse, Twilight

Post by ToastGhost (?) » Thu Nov 30, 2017 4:31 pm

The B is for Building an Alliance, which is what the A is for! :excite:
Build Alliance - Diplomacy 1 - Starting
Attempt in any populous system.
If there are Rebel units in this system, roll 2 additional dice.
If successful, gain 1 loyalty in this system.
Go ahead and oppose me if you want, I've got a good feeling. :spoiler:
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