Campaign rules

Star Wars: X-Wing Miniatures Game campaign using the GR-75 Medium Transport.
CONTROLLER: Sir, Rebel ships are coming into our sector.
CAPTAIN: Good. Our first catch of the day
INTERIOR: REBEL BASE -- COMMAND CENTER
WOMAN CONTROLLER: Stand by, ion control....Fire!
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poi
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Campaign rules

Post by poi » Wed Jan 14, 2015 10:06 pm

Imperials and Rebels stand by.

Here is the rules booklet from the Rebel Transport box, which we are using for our first X-Wing campaign
http://www.sadmuppets.org/articles/The% ... 20Hoth.pdf

The campaign rules start on page 6.

Campaign roster sheets http://www.fantasyflightgames.com/ffg_c ... Sheets.pdf
FAQ http://www.fantasyflightgames.com/ffg_c ... ow-res.pdf

Any questions?
Poi

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poi
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Re: Campaign rules

Post by poi » Wed Jan 14, 2015 10:37 pm

Opponents will be chosen at random, making sure that nobody faces the same opponent twice.

When resolving Imperial effects after each mission, they will apply to the Rebel player you just faced.
If the Rebel player wins a mission, the Imperial player's roster that he will get to look at will be whoever he faces in the next round.

The Rebels will win if at least half of the Rebel transports survive Mission Three, otherwise the Empire will be victorious.

The winning player on each side will be the one with most remaining forces at the end of the third game.

Each turn will play over three weeks to ensure everyone can get their games in.

Mission H1: Evacuation will kick off on January 27th.
Poi

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