X-Wing RPG Session 5 Preview

Following the Rebels’ capture of a nearby space station, engineers and crew from Vandar’s Wisdom quickly began repairing the station and inspecting the cargo contained within. One particular set of cargo containers raised a huge red flag with the Rebels: a set of solar panels obviously intended for a starfighter, but in a previously unseen configuration. These parts were identified as being destined for a manufacturing facility on Garlan III.

It seems that after the multiple recent defeats at the hands of the Rebellion, and having lost several of its’ top pilots in the sector to the firepower of X-Wings, Imperial Command has committed to the local manufacturing and distribution of a newly designed ship type which would be more capable of going toe-to-toe with the enemy.

It would be a miracle if that shipment was the only one of its’ kind, but to be safe, that factory needed to be destroyed immediately, before the Imperials could finish whatever they were working on, or move it elsewhere. Orbital platforms meant that Vandar’s Wisdom had no chance of getting in close. Reconnaissance analysis of this area of Garlan III revealed heavy anti-air defenses, but there was one safe approach/exit away from coverage of known defense installations, and several dangerous ones. Once in the vicinity of the target, the Rebels would need to fly low and among the buildings in order to stay sheltered from the majority of the defense batteries, but some of the smaller local turrets would be unavoidable. Two large shield generators were spotted in the area by a covert recon team, unpowered but obviously staffed and operational; possibly secondary targets, probably defending the factory.

Joust City
Map  covers a 8×4 play surface, and terrain placement is approximate. Click for full size.

This might be a suicide run, but it might keep a deadly new weapon out of the hands of the local Imperial forces. There’s really no choice to be made.

Rules notes: Collisions with buildings are expected. When a ship’s maneuver template or final position overlaps a building, that ship receives 1 stress, one attack die of damage, and is then backed up to a safe position before reaching the building, regardless of whether or not the maneuver would normally allow the ship to reach the other side of the building. During the shooting phase, if space allows, the pilot of any ship may elect not to fire, and instead rotate their ship in place by the shortest distance possible to face directly towards a table edge in order to be able to avoid collisions with nearby buildings the next turn (Game Master’s discretion). Any other type of scenic terrain placed on the table will be treated as a debris field.

– The Tabletop General






Your generic TIE grunt is just plain suicidal. And the TIE Defender jockey is bloodthirsty. But the TIE Interceptor pilot, he’s suicidal and bloodthirsty. When you see a squad of those maniacs flying your way, you’d better hope your hyperdrive is operational.” – Kyle Katarn (hat tip to Wookiepedia)