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Shipyard Strike Co-Op

The rebel forces must make their final attack on the Imperial shipyard before reinforcements arrive. Destroying the shipyard, all fighters, and the tractor beams and turbo lasers defending the shipyard would deal a major blow to the Empire. However, failure could mean the Empire reinforces the shipyard and secures control of the region. The rebels must act quickly and decisively to achieve victory before more Imperial forces arrive.
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0% found this document useful (0 votes)
105 views6 pages

Shipyard Strike Co-Op

The rebel forces must make their final attack on the Imperial shipyard before reinforcements arrive. Destroying the shipyard, all fighters, and the tractor beams and turbo lasers defending the shipyard would deal a major blow to the Empire. However, failure could mean the Empire reinforces the shipyard and secures control of the region. The rebels must act quickly and decisively to achieve victory before more Imperial forces arrive.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Imperial Shipyard Strike

Part 1

1 2
Mission Briefing:
Imperial forces have established a shipyard in the
sector, the yard not yet fully operational but is too well
supplied for us to strike at it straight away, it is vital
3
therefore that we strike at the supply ship to limit the
resistance it will be able to throw against our assault.
The Assault Carrier needs to be destroyed as it passes 4
the region nearby an ion cluster. The Ionic interference
will stop it calling long range for help so you will only
have its escort and nearby patrols to worry about.
May the Force be with You.
6 5

Neutral Territory—9 Turns


Red Zone—Player Setup
Ion Clouds x 4, range 4 from player start edge
and Range >1 apart.
Asteroids x 3, between Range >1 & Range <2
from right edge and Range >1 apart.

Destroy the Assault Carrier. 3XP for all players.

Destroy all fighters. 1XP for all players.

Destroy the Assault Carrier before the supply run patrol turns up. 2XP for all players.

Great job, the shipyard is not The Empire repelled the


yet complete and will now be ambush and will be sure to
low on supplies when we put all future supply runs un-
attack. This was a good day der extra guard. We may
for the resistance. well have lost the sector now
the shipyard will be fully
operational.
Imperial Shipyard Strike
Part 1

Assault Carrier:
The Assault Carrier setup is as follows:
Beta Squadron:
Vector Title, Docking Clamps, Shield Technician, Beta Squadron will comprise of the following
Gunnery Team, Dual Laser Turret. ship type based on player PS level:

The Assault Carrier starts with its back edge on


the edge of the play area and will move straight
Player PS AI Ship Type
at a speed of 2 each round and will not deviate.
Imperial fighters will swerve to avoid being
2-4
directly in front of the carrier during the activation
phase. The Assault Carrier will release its fighters 5-6
during the activation phase of round 2.
Each round the Carrier will assign 1 Energy to the 7+
turret and perform a recover action with the
remaining energy.

Squad Arrival Vector AI 1P 2P 3P 4P 5P 6P


Destroy the Assault Carrier. 3XP for all players.
Carrier Setup 1 Attack
Destroy all fighters. 1XP for all players.

Alpha Setup 2 Attack

Beta* 6 1D6 Attack


Imperial Shipyard Strike
Part 2

2 3
Mission Briefing:
The shipyard has not yet raised alarm but it will do soon
when it realises that the supply ship is not going to 4
arrive. It is therefore imperative that we strike quickly
at the communications relay station and block the
shipyard from calling for assistance. 1

A HWK-290 has been fitted out with a signal jammer to


prevent a distress signal being sent, escort the HWK and
destroy the communications relay. 5

May the Force be with You.

Hostile Territory—12 Turns


Red Zone—Player Setup

Destroy the Relay Station. 2XP for all players.

Destroy all fighters. 1XP for all players.

You have made a critical The Empire will surely call for
strike, the shipyard is now heavy reinforcements and
low on supplies and cut off the attack on the shipyard
from the empire, the time to would be suicide, the sector
strike is now. may be lost.
Imperial Shipyard Strike
Part 2

HWK-290:
The HWK-290 setup is as follows:
Relay Station:
Rebel Operative, Auto-blaster Turret. The shield generator must be destroyed before
other parts of the station can be targeted. All
If the HWK-290 is destroyed before the relay
emplacements must be destroyed for victory.
station the empire sends out a distress signal and
the mission is lost. Decimator:
All Imperial ships will target the HWK-290 when The Decimator setup is as follows:
possible and will treat that ship as its target when
Patrol Leader, Tactician, Gunner.
selecting manoeuvres.

Squad Arrival Vector AI 1P 2P 3P 4P 5P 6P


Destroy the Assault Carrier. 3XP for all players.
Alpha Setup 2 Attack
Destroy all fighters. 1XP for all players.
6 6 6 6
Beta Setup 5 Attack

Delta 4 1D6 Attack


8 6 4 4
Echo 7 1D6 Attack
Imperial Shipyard Strike
Part 3

3 4
Mission Briefing:
The shipyard has raised its alert level and dispatched a
shuttle to call for aid. Local fighter patrols have been 2 T T T 5
called into close proximity of the station so we can
expect small amounts of reinforcements to assist the
shipyard.
Now is the time to strike before the shuttle can notify 1 6
the Empire and heavy reinforcements arrive.
May the Force be with You.

Hostile Territory—14 Turns


Red Zone—Player Setup
Shipyard—Green 1-2 players, 3-4 players add
Red section, 5-6 players use all sections.

Destroy the Shipyard. 3XP for all players.

Destroy all fighters. 1XP for all players.

Destroy all Turbo Lasers and Tractor Beams. 2XP for all players.

A great day for the rebellion, The shipyard withstood the


your daring and bravery have assault and is now reinforced
dealt a crushing blow to the with new supplies and extra
Empire in the region. This defences, the Empire have
region could now prove a stepped up activities in the
great asset in furthering our region and the sector is lost.
cause.
Imperial Shipyard Strike
Part 3

Tractor Beams:
These are a turret emplacement with 5 Hull, 3 Attack
Charlie & Delta Squadrons:
and 0 Agility. They will fire upon the nearest Rebel ship Charlie & Delta Squadrons will comprise of the
and have a range of 1-3, when they hit no damage is following ship type based on player PS level:
caused but the defender loses 1 Agility for the rest of
the round. Tractor Beam Turrets have a PS of 6.
Before any Emplacements can be targeted the shield Player PS AI Ship Type
generators must be destroyed.
2-4
Rebel K-Wings:
5-6
Setup as follows:
7+
Warden Squadron, Autoblaster turret, Extra Munitions,
Proton Torpedoes (x 2), Proton Bombs (x 4) (including
the extra munitions). A Proton Bomb causes 2 damage
to each Emplacement in the blast area. Charlie Squadron:
Decimator: Charlie Squadrons will always target the
K-Wings if possible, otherwise the closest rebel
The Decimator setup is as follows: ship.
Patrol Leader, Tactician, Gunner.

Squad Arrival Vector AI 1P 2P 3P 4P 5P 6P


Destroy the Assault Carrier. 3XP for all players.
Alpha 1 Setup 1 Attack
Destroy all fighters. 1XP for all players.
Alpha 2 Setup 2 Attack

Beta 1 Setup 6 Attack

Beta 2 Setup 5 Attack

Charlie 1 4 3 Special

Charlie 2 4 4 Special

Delta 1 8 ? Attack

Delta 2 8 ? Attack

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