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CAMPAIGN: INQUISITORS PATH

UPDATED 2014.09.03

For use with the X-Wing Miniatures Game by Fantasy Flight Games
Design: Dave Graffam, on the web as DagobahDave
Send your comments, questions, suggestions to:

luminousbeings@yahoo.com
Disclaimer: This document is completely unofficial and in no way endorsed or

affiliated with Fantasy Flight Games or LFL

The Emperors command to purge the Old Republic of the traitorous Jedi Knights succeeded in
rooting out the vast majority of that ancient order. But like wily vermin, some Jedi have survived
even into these times, after the dissolution of the
Imperial Senate and the war to stamp out the
futile Rebel Alliance.
Darth Vader, Dark Lord of the Sith and the
Emperors most fearsome henchman, has personally cultivated force-sensitive officers of the
Imperial armed forces into an elite group of
Inquisitors, trained to seek out and destroy exiled
Jedi wherever they may be hiding.
This is the story of an Inquisitor on the trail
of a one-time Jedi, now little more than a fugitive protected by Rebels at the fringe of civilized
space.

FORMAT

This is a campaign for 2 players that will be


resolved through a series of 3 battles connected
by a story. The course of the story will change
depending on the outcome of each battle. Using
the mission flowchart, start with Mission 1. If the
Imperials win, follow the blue arrow to the next

mission. If the Rebels win, follow the red arrow to


the next mission. Continue this way until a final
mission is reached. If a mission ends in a draw,
the player with initiative wins it.

Play Area

All of the missions in this campaign are played on


a 3x3 foot play area.

Component Requirements

The following products are needed to complete


the campaign:
1 Core Set
TIE Advanced expansion
1 large ship expansion
1 huge ship expansion (Rebel Transport
recommended)
Several other Imperial and Rebel expansions

Huge Ships

Huge ships are not permitted except in those


missions that allow them as obstacles.

Mission Actions

Special types of actions mentioned in a missions


Special Rules cannot be taken as free actions.

CAMPAIGN ROSTER

To prepare for the campaign, the players choose


which faction they will fight for (1 Imperial player,
1 Rebel player). A players faction determines the
faction of the ships they are permitted to use
throughout the campaign.

Attrition

Unique pilots and upgrade cards that are destroyed during play cannot be included in any
squad for the rest of the campaign. List these
cards on the campaign record sheet.

Reserved Cards

The Imperial player may not use Darth Vader as a


pilot or crew upgrade unless specifically called for
in a missions description.

MISSION 1

Traces and Clues


Imperial Briefing: We have narrowed down the
Jedis location to this system, a known haven
for Rebels. To begin our search, we are going to
scan and analyze Rebel patrol ships to determine
where their operations center might be. That
should help us zero in on the Jedis hiding place.
Rebel Briefing: Imperial fighters at mark 11!
Watch your spacing and Hey, is it just me, or
does that formation look strange? Doesnt look
like a standard attack pattern, thats for sure.
Whatever theyre up to, stay sharp and shoot
straight.

Setup

Imperials: Up to 100 points.


Rebels: Up to 115 points.
1. The Rebel player places up to 5 unique obstacles (asteroids and debris clouds) no closer
than Range 2 from any edge and no closer
than Range 1 from any other obstacle. The
Imperial player may then move up to 2 of
those obstacles using the same placement
rules.
2. The Rebel player places all of their ships within
the Rebel Start Zone in any order, then places
1 stress token on each.
3. The Imperial player places their ships in the
Imperial Start Zone in any order.

Special Rules

Trace Action: Any Imperial ship with a Hull value


of 3 or greater may perform a trace action when
at Range 1 of a Rebel ship. When this action is
performed, roll 2 attack dice. For every [focus]
rolled, the scanning Imperial ship gains 1 clue to
the location of the Jedi fugitive. Place tracking
tokens on the ships card to represent clues.
Transfer Data: As an action, an Imperial ship
may transfer any number of its clues to another
Imperial ship at Range 1-3.

Objectives & Victory Conditions

Imperials: Destroy all Rebel ships while surviving


Imperial ships have 4 or more clues, or have
Imperial ships with a total of 4 or more clues
flee the battlefield across the Imperial starting edge; fleeing in this way does not destroy
a ship. When this happens, the Imperials win
this mission and the campaign moves on to
Mission 2A.
Rebels: Destroy all Imperial ships before they can
secure 4 clues. When this happens, the Rebels
win this mission and the campaign moves on
to Mission 2B.

MISSION 2A
Hot on the Trail

Imperial Briefing: Our analysis of the Rebel


patrol ships indicates that they must be operating out of a nameless planetoid orbiting close to
the second star in this system. Research shows
an old mining colony there, which is supposed to
have been abandoned for centuries, and longrange scans indicate a large central access tunnel
that the Rebels must be using to reach their base
somwhere inside. Closing that tunnel should
make it easy to cover any other smaller exits, or
even trap the Jedi and the other Rebels within.
Rebel Briefing: The presence of Imperials in this
system means our base of operations might be
compromised. We cant afford to take chances
now. Its likely the Imperials will conduct a raid
before our transports are loaded, and we must
make sure the main access corridor remains clear.
Protect the tunnel entrance at all costs while we
prepare the evacuation.

Setup

Imperials: Up to 115 points.


Rebels: Up to 125 points. This squad may not
contain more than 4 ships.
1. The Rebel player places a large ship base fitted
with a large ship token in the Tunnel Entrance
Zone (just outside of their starting edge of
the play area, at least Range 3 from either
corner; its placement on the mission map is
for example only). The forward firing arc must
be flush with the edge. The large ship base
represents the Tunnel Entrance.
2. The Imperial player places up to 6 unique asteroids no closer than Range 2 from any edge
and no closer than Range 1 from any other
asteroid. The Rebel player may then move up
to 2 of those asteroids using the same placement rules.
3. The Rebel player places their ships in the Rebel
Start Zone in any order.
4. The Imperial player places all of their ships
within the Imperial Start Zone in any order.

Special Rules

Tunnel Entrance: The Imperial objective is to


destroy the walls and shield generator surrounding the mouth of this tunnel. This object may be
target locked. It has Hull 10 and Shields 6. Weapons with Proton in their titles ignore its shields.
When the Tunnel Entrance takes damage, do not
deal damage cards to it; instead, place tracking
tokens.

Objectives & Victory Conditions

Imperials: Destroy the Tunnel Entrance. When


this happens, the Imperials win this mission
and the campaign moves on to Mission 3A.
Rebels: Destroy all of the Imperial ships. When
this happens, the Rebels win this mission and
the campaign moves on to Mission 3B.

MISSION 2B
Wild Guesses

Imperial Briefing: The results of our initial scans


were inconclusive, bringing us no closer to learning the location of the Jedi exile. A more aggressive strategy is needed. Since Rebel activity in this
system persists, we are going to shoot first and
ask questions later. If we can destroy a full Rebel
patrol, we will gather the debris and analyze it.
But if we fail at this simple task, I shudder to think
of Lord Vaders displeasure.
But as Rebels still have the run of this system,
we have little choice but to throw ourselves into
the open in order to get their attention. We will
be fighting on their terms for time being.
Rebel Briefing: The Imperials are clearly looking
for something other than our base of operations
in this system, otherwise they would have attacked it already. This may be our chance to turn
the tables on them. If we can capture an Imperial
ship, well interrogate the crew and find out what
theyre really up to.

Setup

Imperials: Up to 100 points.


Rebels: Up to 110 points.
1. The Rebel player places up to 6 unique
obstacles (asteroids and debris clouds) no
closer than Range 2 from any edge and no
closer than Range 1 from any other obstacle.
The Imperial player may then move up to 2
of those obstacles using the same placement
rules.
2. The Imperial player places their ships in the
Imperial Start Zone in any order, then places
1 stress token on each.
3. The Rebel player places their ships in the Rebel
Start Zones in any order.

Objectives & Victory Conditions

Imperials: Destroy all Rebel ships. When this


happens, the Imperials win this mission and
the campaign moves on to Mission 3C.
Rebels: Destroy Imperial ships until only 1
remains and at least 1 Rebel ship remains.
When this happens, the Rebels win this
mission and the campaign moves on to
Mission 3D.

MISSION 3A
Corner the Jedi

Imperial Briefing: Thanks to the precision of our


strike force, the main entrance to the Rebel base
has collapsed and the Rebels must know their
time is up. Four Star Destroyers will be in range
just hours from now with orders to pummel
the planetoid into dust. The smaller entrances
are clogged with Rebel traffic and waves of our
fighters are intercepting the fleeing ships as they
emerge. The Jedi has nowhere to run. Let no
Rebel escape the system alive.
Rebel Briefing: Weve stayed here far too long.
The Imperial assault on the entrance to this base
was calculated to make us to use the smaller tunnels to escape, and our spies report that heavy
battle cruisers are on the way. Theyre picking us
off one ship at a time, and we have no choice but
to evacuate and confront the Imperials on their
terms. May the Force be with us.

Setup

Imperials: Up to 115 points, not including the


value of the Inquisitor (see Special Rules).
Rebels: Up to 100 points, not including the value
of the Jedi Knight (see Special Rules).
1. The Imperial player places up to 6 obstacles
(asteroids and debris clouds) no closer
than Range 2 from any edge and no closer
than Range 1 from any other obstacle. The
Rebel player may then remove 3 obstacles
and place either a large Rebel ship or GR75
to be used as an obstacle using the same
placement rules.
2. The Rebel player places their ships in the Rebel
Start Zone in any order, then places 1 stress
token on each.
3. The Imperial player places their ships in the
Imperial Start Zone in any order.

Special Rules

Inquisitor: The Imperial squad must include


a non-unique small ship pilot that represents
the Inquisitor. This ship has Pilot Skill 7, has 1
elite talent slot, and all of its upgrades, modifications and title cards are free. The Inquisitor
has the following pilot ability: When attacking,
you may change 1 of your [blank] results to a
[focus] result.
If the Inquisitor is destroyed, place 2 stress
tokens on all Imperial ships.
Jedi Knight: The Rebel squad must include a
non-unique small ship pilot that represents the
Jedi Knight. This ship has Pilot Skill 8, has 1 elite
talent slot, and all of its upgrades, modifications and title cards are free. The Jedi Knight
has the following pilot ability: When defending, you may change 1 of your [blank] results to
a [focus] result.
If the Jedi Knight is destroyed, place 2 stress
tokens on all Rebel ships.

Objectives & Victory Conditions

Imperials: Destroy all Rebel ships. When this


happens, the Imperials win this mission and
the campaign ends with a full Imperial victory.
Rebels: Destroy all Imperial ships. When this
happens, the Rebels win this mission and the
campaign ends with a partial Rebel victory.

MISSION 3B
Last Chance

Imperial Briefing: Our failure to destroy the


main entrance to the Rebel base has given them
time to evacuate. Four Star Destroyers will be in
range just hours from now to pummel the planetoid into dust, but it will be abandoned by then
unless we intercept and stall them. We will have
to engage them at close quarters. The only bright
side to this predicament is that I have a strong
feeling that the Jedi we are hunting will stay and
fight as long as there are any Rebels left at the
base. Hold fast to my wing and have faith that I
will find the Jedi before the evacuation is complete. Victory is not out of our grasp yet.
Rebel Briefing: The Imperial assault on the
entrance to this base was calculated to force us
to use the smaller tunnels to escape. They failed,
but theyll be back in strength soon enough. The
base commander has given the order to protect
our transports as they flee the system, and Ill be
fighting alongside you. It trust that the power of
the Force will serve us.

Setup

Imperials: Up to 100 points, not including the


value of the Inquisitor (see Special Rules).
Rebels: Up to 115 points, not including the value
of the Jedi Knight (see Special Rules). This
squad may include a GR75.
1. The Imperial player places up to 6 obstacles
(asteroids and debris clouds) no closer than
Range 2 from any edge and no closer than
Range 1 from any other obstacle. The Rebel
player may then remove up to 3 obstacles.
2. The Imperial player places their ships in the
Imperial Start Zones in any order.
3. The Rebel player places their ships in the Rebel
Start Zone in any order.

Special Rules

Inquisitor: The Imperial squad must include


a non-unique small ship pilot that represents
the Inquisitor. This ship has Pilot Skill 7, has 1
elite talent slot, and all of its upgrades, modifications and title cards are free. The Inquisitor
has the following pilot ability: When attacking,
you may change 1 of your [blank] results to a
[focus] result.
If the Inquisitor is destroyed, place 2 stress
tokens on all Imperial ships.
Jedi Knight: The Rebel squad must include a
non-unique small ship pilot that represents the
Jedi Knight. This ship has Pilot Skill 8, has 1 elite
talent slot, and all of its upgrades, modifications and title cards are free. The Jedi Knight
has the following pilot ability: When defending, you may change 1 of your [blank] results to
a [focus] result.
If the Jedi Knight is destroyed, place 2 stress
tokens on all Rebel ships.

Objectives & Victory Conditions

Imperials: Destroy all Rebel ships. When this


happens, the Imperials win this mission and
the campaign ends with a partial Imperial
victory.
Rebels: Destroy all Imperial ships. When this
happens, the Rebels win this mission and the
campaign ends with a partial Rebel victory.

MISSION 3C

Trap the Inquisitor


Imperial Briefing: I have had quite enough of
these miscreants and your incompetence. Lord
Vader hand-picked me for this task and I will
be damned if I fail him again. I will lead the next
search party myself, and let me assure you that
we will return victorious or not at all.
Rebel Briefing: This fruitless chase must be
something of an embarrassment for the Imperials in this system. Its clear that theyre looking for
me, and theyre becoming more desperate with
each move. Lets make them pay for their impatience by giving them what they want, and then
well give them something else to be embarrassed about.

Setup

Imperials: Up to 100 points, not including the


value of the Inquisitor (see Special Rules).
Rebels: Up to 115 points, not including the value
of the Jedi Knight (see Special Rules).
1. The Imperial player places up to 6 asteroids no
closer than Range 2 from any edge and no
closer than Range 1 from any other asteroid.
The Rebel player may then move up to 4 of
those asteroids using the same placement
rules.
2. The Imperial player places their ships in the
Imperial Start Zone in any order.
3. The Rebel player places their ships in the Rebel
Start Zone in any order.

Special Rules

Inquisitor: The Imperial squad must include


a non-unique small ship pilot that represents
the Inquisitor. This ship has Pilot Skill 7, has 1
elite talent slot, and all of its upgrades, modifications and title cards are free. The Inquisitor
has the following pilot ability: When attacking,
you may change 1 of your [blank] results to a
[focus] result.
If the Inquisitor is destroyed, place 2 stress
tokens on all Imperial ships.
Jedi Knight: The Rebel squad must include a
non-unique small ship pilot that represents the
Jedi Knight. This ship has Pilot Skill 8, has 1 elite
talent slot, and all of its upgrades, modifications and title cards are free. The Jedi Knight
has the following pilot ability: When defending, you may change 1 of your [blank] results to
a [focus] result.
If the Jedi Knight is destroyed, place 2 stress
tokens on all Rebel ships.

Objectives & Victory Conditions

Imperials: Destroy all Rebel ships. When this


happens, the Imperials win this mission and
the campaign ends with a partial Imperial
victory.
Rebels: Destroy all Imperial ships. When this
happens, the Rebels win this mission and the
campaign ends with a full Rebel victory.

MISSION 3D
Vaders Wrath

Imperial Briefing: The inquisitor you have been


serving no longer has the privilege of disappointing me. This operation is now under my personal
command. I have felt the Jedis presence in this
system, and we are close to bringing him to
justice at last. Follow my lead and we will succeed. Stray from the course and you will not live
to regret it.
Rebel Briefing: I fear that my being here has put
all of you in danger. Theres a dark presence in
this system and I believe its my destiny to face it.
I may be strong enough to defeat it on my own,
but I can use all the help you can give me.

Setup

Imperials: Up to 140 points. This squad must


contain Darth Vader as either a pilot or crew
upgrade.
Rebels: Up to 110 points, not including the value
of the Jedi Knight (see Special Rules).
1. The Rebel player places up to 6 unique
obstacles (asteroids and debris clouds) no
closer than Range 2 from any edge and no
closer than Range 1 from any other obstacle.
The Imperial player may then remove 1
of those obstacles, and may then move 1
obstacle using the same placement rules.
2. The Rebel player places their ships in the Rebel
Start Zone in any order.
3. The Imperial player places their ships in the
Imperial Start Zone in any order.

Special Rules

Jedi Knight: The Rebel squad must include a


non-unique small ship pilot that represents the
Jedi Knight. This ship has Pilot Skill 8, has 1 elite
talent slot, and all of its upgrades, modifications and title cards are free. The Jedi Knight
has the following pilot ability: When defending, you may change 1 of your [blank] results to
a [focus] result.
If the Jedi Knight is destroyed, place 2 stress
tokens on all Rebel ships.

Objectives & Victory Conditions

Imperials: Destroy the Jedi Knight, or destroy


all of the other Rebel ships leaving the Jedi
Knight as the sole survivor. When this happens, the Imperials win this mission and the
campaign ends with a partial Imperial victory.
Rebels: Destroy Darth Vader or the ship carrying Darth Vader, or destroy all of the other
Imperial ships leaving Darth Vader or the
ship carrying Darth Vader as the sole survivor. When this happens, the Rebels win this
mission and the campaign ends with a partial
Rebel victory.

CAMPAIGN: INQUISITORS PATH

START DATE
END DATE

RECORD SHEET
IMPERIAL
PLAYER

REBEL
PLAYER

DESTROYED IMPERIAL UNIQUES

Mission 1
Winner

Imperials
Rebels

Next: Mission 2A

Mission 2A
Winner

Imperials
Rebels

Next: Mission 3A

Mission 2B
Winner

Imperials
Rebels

Next: Mission 3C

Next: Mission 2B
Next: Mission 3B
Next: Mission 3D

Mission 3__ Imperials


Winner
Rebels
Campaign
Winner

Imperials
Rebels

Full Partial
Full Partial

DESTROYED REBEL UNIQUES

NOTES

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