Thursday, 6 August 2020

Star-Fighter! Wounded Eagle and Headhunting

Wounded Eagle

“Come on, come on! Get that bird flying!”
“Calm down, Gold 5. The repair bots are working as fast as they can. You yelling at them doesn’t make them work any faster. Besides, the baddies don’t even know we’re here...”

A recon ship full of important intelligence has been damaged in a previous fight and is being repaired when enemy forces spot them and their escorts.

Size-4 players, but easily scalable.
Set Up-6’ x 4’ table. The Recon vessel is placed 2’ in from the escorting players’ short table edge. The attacking players start at 
their short table edge.

Players take turns placing four 4“ x 6” asteroid fields anywhere at least 12“ from any table edge or miniature.

Special Rules
Recon Ship: The reconnaissance ship has a damaged drive, but is otherwise functional. It cannot move on its own until the drive is repaired.  It counts as a Medium fighter and has 5 Damage points as well as 2 turrets, each with 2 Lasers. It has Heavy shields.

At the end of Turn 6 roll a 10-sided-die. If the total is 6 or more, the engine is repaired and the recon ship may engage its FTL (Faster 
Than Light) drive and escape.  If a 6 or more isn’t rolled roll at the end of the following turn, adding a +1 to the roll. Keep rolling at the end of each turn adding an additional +1 until a 6 or more is rolled.

Victory- The escorting side receives 3 Renown Points if the recon ship survives and 1 RP for each enemy fighter destroyed.
The attacking side receives 3 Renown Points if the recon ship is destroyed and 1 RP for each enemy fighter destroyed.

Blue use the wildcard to make sure they close in quickly.  They also use Boost!

Wonky Blue three gets a shot in and gets damage on a Red.  

Behind three, Blue two closes in and puts the Red out of action.  They work as a pair these two!

Bt Blue one is off Glory hunting.  He gets close to the Wounded Eagle Recce bird and piuts it out of action permanently.

Same shhot different angle, game over!  10 RP to Blue




Headhunting
“Remember, all we need is their flight leader.  Don’t get caught up in dogfights with other ships.”

Enemy forces have decided the flight leader of the other side is just too dangerous. They have placed a bounty on his head.
Size-4 players, but easily scalable. 
2 Players represent the team with one of their leaders having a bounty. The other players are the bounty hunters.

Set Up-6’ x 4’ table. The side with the bounty sets up first anywhere on the table no closer than 12” from any table edge. The bounty 
hunters start at any table edge, as long as they are outside 12” of the enemy.

Special Rules
The Hunted- One player should designate their flight leader as the one being hunted. All players should be aware of which starfighter 
it is. 
Victory- The bounty hunters get 10 RPs for destroying the flight leader with the bounty.

The hunted players get 1 RP for each enemy ship destroyed plus 5 RPs for the Hunted Pilot surviving.
To scale this up, you’ll need to keep the ratio of hunter to hunted the same, and may need to add another bounty.

Blue pull the same trick.  They use the wildcard to deploy and move close.  The disincltive "wonk" of Blue three is quite evident here.  Annoying that I couldn't` get the damn thing straight.  It may need repair back on the carrier but its record is so good that I don`t want to anger the dice gods!

This time Red, or Ramjet's Reds come on and mirror Blue.  Ramjet One has the Bounty

Blue Leader goes Glory hunting again, alone!  He puts Red Three out of action.  he may well be up for "SAce" if he keeps this up.

Again Blue two and three work as a pair, taking on Ramjet, who is at the edge of the formation

Really odd this, a circle appears as Blue and Red chase each other around, constrained by the 45 degree turns.  

Blue use Boost to clear and turn, miraculously I managed to get them back into a formation.  Blue Two gets his shot at Ramjet and puts him out of action.  Game over.



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