I’ve made a load of new custom scenario packs in the same style as the Battle of Yavin and Siege of Coruscant scenario packs we have.
Today is the Liberation of Naboo from the Phantom Menace, my most ambitious pack so far!
To see specifics of the rules, cards, and components that need to be printed, look here! For a quick breakdown of the pack and the standard loadout pilots I made for it, keep reading:
Scenario:
In this scenario, the Naboo (Republic) must try to destroy the Signal Receiver Stations on the Trade Federation control Ship Vuutun Palaa while the Trade Federation (Separatists) tries to destroy the attackers.
This is next to impossible with the strong shields that Vuutun Palaa has protecting them, however, a ship may fly within the hanger and take out the shields making it easier to finish the Naboo’s mission!
Pilots:
Like in the official scenario packs, I’ve made ten standard loadout pilots for each faction.
Republic:
Anakin Skywalker
5 points
This Anakin retains his normal pilot ability, however it is made even better with his Podracering skills. He is held back at first by the autopilot, however, with R2’s help he can quickly join the battle.
Ric Olié
4 points
Although he has the same pilot ability as normal, this Ric’s real plus is his astromech, R2-A6, which allows you to trade your evade token for a calculate token. This is as well as him getting a focus into red coordinate linked action because he is Bravo Leader.
Porto Dolphe
5 points
Bravo Two's ability is sort of one-half of Bravo Leader's ability, making it a lot harder to hit them. This combined with a solid set of upgrades like Proton Torpedos makes them rather deadly.
Arven Wendik
4 points
Bravo Three’s ability is the other half of Ric’s ability letting him hit much harder than normal, so he doesn’t need Proton Torpedos to get the job done like Porto does.
Irya Kirsch
5 points
Although harder to pull off than just going faster than your opponent, Bravo Four’s ability is worthwhile if you can pull it off, especially when you get your torpedos off at the same time.
Dineé Ellberger
5 points
Like with Irya’s ability, Bravo Five's ability can be hard to pull off, however preventing your opponent from modifying dice, as we see with Midnight, is really powerful.
Gavyn Sykes
4 points
Keeping his original pilot ability, Gavyn has free rerolls. This combined with R2-C4 means he almost always has full attack dice modification without having to use his action.
“Bravo Eight”
4 points
Bravo Eight’s ability to reduce incoming attack dice makes it almost as hard to destroy them as Bravo Two, especially when you also have an R2 Astromech to get your shields back.
Palmer
4 points
The inverse of Bravo Eight's ability, Bravo Nine can make up for their low primary attack by reducing their opponent's defence value like Wedge, but it's made even better with the addition of Plasma Torpedos.
Rhys Dallows
4 points
A personal favourite of mine, Bravo Ten’s engagement phase initiative is completely based on his speed letting him rush into range 1 and get off an Adv Proton Torpedo at initiative 6!
Separatists:
DFS-327
3 points
This vulture gets a massive boost when near the ship that controls it, this makes this vulture almost a good ship with three attack and defence dice! Its Grappling Struts ability, which is present on all the vultures in this pack, is my best attempt to give the vultures their full configuration on their standard loadout cards.
DFS-1015
3 points
1015’s ability combined with its Energy-Sell Charges is especially useful as you can reload after shooting, however, it's only good as long as you can hit your opponent.
DFS-1104
3 points
The inverse of 1015, 1104 makes up for its losses with a free action, however, it can still do it while stressed, which is a nice plus.
DFS-1138
2 points
Although it loses its lock action, 1138 is much more defensive with an evade action and free barrel roll, which is fitting as it is seen fleeing the destruction of Qui-Gon and Obi-Wan’s ship at the beginning of the film.
DFS-1308
2 points
1308 was said to struggle to analyse the "Human element" of the N1 Fighters. To reflect this, 1308 gets a free reroll if its opponent chooses to forgo a focus token that round.
Iron Assembler
2 points
The Iron Assembler is a vulture that in legends went rogue after the battle of Naboo because of the damage it suffered. Because of this, when it is destroyed, it gets a second chance at life but also becomes aggressive against all ships.
Control Ship Drone
2 points
These drones show how the older style of vulture is dependent on control ships to function, with it being initiative 1 as standard and then getting a boost to initiative 4 if it is near a control ship.
Point Defence Drone
3 points
These drones show how the vultures can be used as effective point defence turrets, being hard to hit while attached to an obstacle or scenario feature, and even gaining a shield value when doing so!
Precise Hunter
3 points
These deadly hunters can use their Proton Cannons and Predator-like pilot ability to be deadly if they can get their opponent in their bullseye arc.
Darth Maul
6 points
The Maul’s new ability allows him to act in his role as an assassin, dropping his initiative to zero, but letting him discard a cloak token before attacking! His Burning Rage upgrade also makes it harder to kill Maul as long as you keep your force active.
Conclusion:
I've always been a massive fan of scenarios in X-Wing, long before we got the standard scenarios we use today. I've enjoyed making this pack and the others that I'll post soon and I hope you do too!
Thank you all for reading.
Watcher Leader out!
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