X-Wing mission: Mayhem in the Hawkwind debris field

Rocks
 
A half-dozen pints of Andoan ale levitated inches above the long bar in a dimly lit space tavern, alternately amusing or frightening the regulars depending on their level of intoxication.

“Sarzo, stop that,” said Elmer, who operated Argy’s from a space barge stationed just outside the Aturi Cluster. “If the young Jedi Master could come here please. I pay you for your piloting and fighting skills, not to amuse the regulars.”


The glasses slowly lowered, then touched down gently on the wooden surface. Sarzo Lord, dressed in a dark brown, hooded robe, rose from his bar stool and walked over to the elderly proprietor.
 
“You’re crankier then Luke Skywalker was in his last years at the Jedi Praxeum,” Sarzo said. 
 
The two humans faced each other, a study in contrasts. Sarzo Lord was 30, tall with long, black hair that touched his shoulders; Elmer was north of 70 and short. The remaining strands of grey hair on his head were sadder than most of his patrons. 
 
“As one of the last graduates of that Jedi school you must’ve been a great disappointment to Skywalker. So many skills, yet your devotion to the bottle is as strong as your mastery of the Force.”
 
Sarzo laughed. “All the better for you, Elmer. What’s the next assignment?”
 
Elmer had hired Sarzo to be his ringer in the Tavern Wars, the ongoing conflict with a rival Outer Rim space tavern owner.

“Several enemy ships are making a delivery through the Hawkwind debris field, thinking we’d never go after them there. Take some pilots and stop them.”
 
Sarzo reflexively grasped the light saber at his side as he considered the mission. 

“Out there you’re just as likely to be killed by a piece of space junk or an asteroid as you are by laser fire.”
 
Elmer cracked a toothy smile, something he rarely did.
 
“Just use the Force, young Jedi.”

Mission set up
 
This is a mission designed to have some fun – or mayhem – with obstacles that move. The two players set up ships per a normal Tavern Wars rules match, but each pick 3 obstacles of any kind – rocks, debris, gas clouds. We’ve also used derelict ships (ones with broken wings or other issues).
 
The players place their obstacles per normal.
 
During game play, after the Activation Phase, the players then roll a six sided die for each of their obstacles. On a roll of 1 to 3, nothing happens. On a roll of 4 to 6, the player must move the obstacle by exactly range 1. The player chooses which direction the obstacles moves – up, down, left or right from the perspective of the person moving the obstacle.
 
If during the movement of the obstacle it strikes or passes through an enemy or friendly ship, that ship rolls for damage per the obstacle rules. If you’re using damaged ships as obstacles, use the same rules for damage as asteroids.
 
Game time for this mission is extended to 65 minutes.

Author: X-Wing Tavern Wars

X-Wing blogger from Seattle.

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