Rebel Aid Relief Campaign
OPERATION: STARLIGHT RELIEF
Background
The agricultural world of Khelar Prime has openly sympathized with the Rebel Alliance.
In response, the Empire has established a blockade to starve the population into submission.
Thousands face famine.
A small Rebel convoy carrying food, medicine, and communications equipment has one chance to break through before the Empire strengthens its grip.
IMPERIAL FORCES
Initial Fleet
Victory Star Destroyer
Raider Corvette
1 TIE Fighter Squadron
Battlefield Setup
REBEL FORCES
Initial Fleet
CR90 Corvette (Command Ship)
Hammerhead Corvette
Hammerhead Corvette
1 X-Wing Squadron
Before deployment, the Rebel player designates:
Relief Convoy Ship
One Hammerhead or CR90 becomes the Relief Convoy.
Place a Convoy Token next to it.
This ship is carrying aid supplies.
Play on a 3'x6' Armada play area.
Place three objective markers:
Blockade Zone
Center of the battlefield.
Represents the Imperial blockade.
Rebel Entry Point
One short table edge.
Escape Point
Opposite short table edge.
Represents a hyperspace jump corridor.
1 Confusion in Command. AI ship skips its attack.
2 Sensor Disruption. AI ship cannot attack beyond Medium Range this activation.
3 Power Fluctuation. Reduce AI speed by 1.
4 Defensive Maneuvers. Recover 1 shield on all AI ships.
5 Fighter Coordination. One AI squadron may immediately move and attack.
6 Engine Surge. AI ship gains +1 speed this activation.
7 Concentrated Fire. Add 1 attack die to next attack.
8 Target Lock. AI ship may reroll one attack die.
9 Tactical Reposition. AI ship may rotate its facing slightly after movement.
10 Fleet Coordination. Choose another AI ship within Medium Range. It gains 1 shield.
IMPERIAL OBJECTIVES
The Empire wins immediately if:
The Convoy Ship is destroyed.
OR
The Rebel Command Ship is destroyed before Round 4.
OR
The Rebels fail to complete their mission by the end of Round 5.
REBEL OBJECTIVES
The Relief Convoy must:
Reach the Blockade Zone.
Spend one activation there unloading supplies.
Survive.
Escape via the Hyperspace Point.
The CR90 Command Ship must survive until Round 4.
AI Event Table
11 Reinforced Shields. AI flagship recovers 2 shields.
12 Aggressive Push. AI ship immediately gains a second attack if able.
13 Squadron Reinforcements. Restore one destroyed squadron with 1 hull remaining.
14 Precision Strike. Critical results deal +1 damage.
15 Admiral's Orders. All AI ships gain +1 attack die until end of round.
16 Flanking Maneuver. AI ship may perform an additional maneuver.
17 Reserve Fighters Arrive. Deploy one generic squadron from reserve if available.
18 Coordinated Assault. Two AI ships gain bonus attacks this round.
19 Fleetwide Offensive. All AI attacks gain one reroll this round.
20 Grand Admiral's Gambit. Activate one AI ship immediately after this activation ends.
Ecscaltion Track
1-2 No Effect
3 AI gains +1 attack die on Event Rolls of 15+
4 All AI ships recover 1 shield
5 Roll twice on AI Event Table and choose the better result
6 AI gains +1 die on all attacks
Solo Victory Conditions
Major Victory
Destroy enemy flagship and score objective.
Minor Victory
Destroy more points than enemy fleet.
Draw
Point totals within 20 points.
Defeat
Player flagship destroyed and objective lost.
OPTIONAL CAMPAIGN RULES
After each battle, roll 1D6 for each surviving capital ship.
1 Structural Damage (-1 Hull next battle)
2 Engine Damage (-1 Speed first round)
3 No Effect
4 Veteran Crew (+1 Repair once per game)
5 Targeting Upgrade (+1 Reroll once per game)
6 Battle-Hardened (+1 Hull next battle)
QUICK REFERENCE
AI Priorities
Objective
Flagship
Largest Ship
Closest Ship
Squadrons
AI Activation
Objective Check
Target Selection
Behavior Roll
Move
Attack
Special Order
Roll 1D20 on AI Event Table.