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JayRhea

[Missions] Tournament Scenarios

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This collection of scenarios is designed to provide an assortment of scenarios that can be played during tournaments in order to offer a different tournament experience. The scenarios can either be randomly determined at the start of each round or a schedule that lists what scenarios will be played during each round can be provided before the tournament begins.

There are eleven different scenarios to choose from: Asteroid Belt, Bombing Run, Bounty Hunt, Debris Field, Divide and Conquer, Escort Duty, Minefield, Recon Patrol, Reinforcements, Squad Leader, and Standard Dogfight. Standard Dogfight uses the Standard Play rules found in FFG’s X-Wing Tournament Regulations document. The other scenarios expand upon the Standard Play rules, but otherwise use said rules. All of the scenarios use mechanics adopted from various official FFG missions.

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Asteroid Belt

https://tools.fantasyflightgames.com/xwing/home/7289/

Scenario Setup

Asteroid Belt: Each player places six unique asteroid tokens next to the play area to form a pool of twelve obstacles. Debris cloud tokens cannot be used during this scenario. The player with initiative chooses two of these obstacles and places them into the play area. Then, the other player chooses two of the remaining obstacles and places them into the play area. The players continue to alternate until all twelve obstacles have been placed. Each obstacle pair must be placed within Range 1 of each other but cannot be placed within either deployment zone or at Range 1 of any previously-placed obstacles.

Special Rules

Moving Asteroids: At the end of each Activation phase, one asteroid token must be moved. To do so, a player places the tip of the Range ruler so that it is touching the edge of an asteroid that does not have a ship overlapping it. Then, the asteroid is placed at the end of Range 1 without rotating the asteroid. An asteroid must be placed within the play area and cannot be placed overlapping another asteroid or ship. Players alternate moving asteroid tokens. The player with initiative moves the first asteroid of the scenario, and the order of movement is retained between rounds.

Objectives

Players do not earn additional points at the end of an Asteroid Belt scenario.

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Bombing Run

https://tools.fantasyflightgames.com/xwing/home/4706/

Scenario Setup

Bombing Run: Before obstacles are placed, the player with initiative chooses one tracking token and places it within Range 2-3 of their edge of the play area. Then, the player without initiative chooses one tracking token and places it within Range 2-3 of their edge of the play area. The players continue to alternate until six tracking tokens have been placed. A tracking token cannot be placed at Range 1 of any edge of the play area or at Range 1 of another tracking token. Each player places three unused ship cards matching their chosen faction facedown near their other ship cards outside the play area to represent the tracking tokens. Then, players place obstacles according to initiative. An obstacle token cannot overlap a tracking token.

Special Rules

Tracking Token Stats: Treat the tracking tokens as ships, which means that abilities that affect ships may target the respective tracking tokens of each side. Each tracking token has an agility value of “2” and a hull value of “6”. Tracking tokens cannot choose or execute any maneuvers, and cannot perform actions or attack.

Tracking Token Damage: For each damage that a tracking token suffers, place one damage token on top of the matching facedown Ship card (placed during setup). Before dealing damage, change all [Critical] results against a tracking token to [Hit] results. When a tracking token suffers damage from a bomb detonation or a [Missile] or [Torpedo] secondary weapon, before dealing damage, cancel all [Critical] results and add 2 [Hit] results for each [Critical] result canceled.

Protect Action: Ships may perform a PROTECT action if at Range 1 of a friendly tracking token. To perform a PROTECT action, the player assigns one evade token to the friendly tracking token. When attacked, a tracking token may spend an evade token to add one additional [Evade] result to its defense roll. Tracking tokens can spend only one evade token per attack. During the End phase, remove all evade tokens from each tracking token.

Objectives

Players can earn additional points at the end of a Bombing Run scenario that count toward the match score. Bombing Run scenarios are always considered to end in a state of “Time” for the purposes of determining wins and losses. Each enemy tracking token destroyed = 20 points added to the player’s score.

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Bounty Hunt

https://tools.fantasyflightgames.com/xwing/home/7290/

Scenario Setup

Bounty Hunt: At the start of setup, each player designates 1 ship in the enemy squad as the “Bounty” and assigns a bounty token to that ship. Each player may equip 1 free Elite Talent upgrade on their Bounty that is different from any other Elite Talent upgrades equipped on that ship.

Special Rules

Protect Action: Ships may perform a PROTECT action if at Range 1 of a friendly bounty. To perform a PROTECT action, the player assigns one evade token to the friendly bounty. When attacked, a bounty may spend an evade token to add one additional [Evade] result to its defense roll. Bounties can spend only one evade token per attack. During the End phase, remove all evade tokens from each bounty.

Objectives

Players can earn additional points at the end of a Bounty Hunt scenario that count toward the match score. Bounty Hunt scenarios are always considered to end in a state of “Time” for the purposes of determining wins and losses. The squad point cost of a bounty is doubled for the purposes of calculating a player’s score.

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Debris Field

https://tools.fantasyflightgames.com/xwing/home/7291/

Scenario Setup

Debris Field: Each player places three unique debris cloud tokens next to the play area to form a pool of six obstacles. Asteroid tokens cannot be used during this scenario. The player with initiative chooses one of these obstacles and places it into the play area. Then, the other player chooses one of the remaining obstacles and places it into the play area. The players continue to alternate until all six obstacles have been placed. An obstacle cannot be placed at Range 1-2 of any edge of the play area or at Range 1 of another obstacle.

Special Rules

Destroyed Ships: When a ship is destroyed, the owner places a debris cloud obstacle token in the play area such that at least part of the debris cloud overlaps the base of the destroyed ship.

Objectives

Players do not earn additional points at the end of a Debris Field scenario.

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Divide and Conquer

https://tools.fantasyflightgames.com/xwing/home/4707/

Scenario Setup

Divide and Conquer: The player with initiative places six white control tokens near their ship cards outside the play area. The player without initiative places six black control tokens near their ship cards outside the play area.

Special Rules

Control Tokens: Each obstacle token has a control token on it indicating which player controls the obstacle token (white control tokens for the player with initiative and black control tokens for the player without initiative). When a player takes control of an obstacle token, return any control tokens currently on the obstacle to the control token supply and then place one of the players control tokens on the obstacle token.

Controlling an Obstacle: At the end of each End phase, each player counts the number of ships they have at Range 1 of each obstacle token. The player with more ships at Range 1 of an obstacle token takes control of that token. Ships with a printed pilot skill value of “5” or higher count as two ships when determining control of obstacle tokens. If the players tie for control of an obstacle token, control of that token does not change.

Objectives

Players can earn additional points at the end of a Divide and Conquer scenario that count toward the match score. Divide and Conquer scenarios are always considered to end in a state of “Time” for the purposes of determining wins and losses. Each obstacle controlled = 10 points added to the player’s score.

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Escort Duty

https://tools.fantasyflightgames.com/xwing/home/4708/

Scenario Setup

Escort Duty: After obstacles have been placed, the player with initiative places one squadmate token within Range 1 of their edge of the play area. Then, the player without initiative places one squadmate token within Range 1 of their edge of the play area. Each player places three unused ship cards matching their chosen faction facedown near their other ship cards outside the play area to represent the squadmates. Then, players place their ships in ascending order of pilot skill according to standard X-Wing rules.

Special Rules

Squadmates: Treat squadmate tokens as ships for all purposes, which means that abilities that affect ships may target the respective squadmates of each side. Each squadmate has a pilot skill value of “0,” an attack value of “2,” an agility value of “2,” a hull value of “4,” and a shield value of “2.” Squadmates have no firing arcs and cannot perform actions except actions listed on faceup Damage cards.

Squadmate Movement: At the start of each Activation phase, each player moves their friendly squadmate by choosing to execute one of the following possible maneuvers: red [Stationary], green [Straight 1], green [Straight 2], white [Straight 3], green [LeftBank 1], white [LeftBank 2], green [RightBank 1], or white [RightBank 2].

Squadmate Combat: At the start of each Combat phase, assign one focus token to each squadmate. During each Combat phase, each squadmate may perform an attack at pilot skill “0” against an enemy ship at Range 1-2. Apply range combat bonuses as normal.

Squadmate Damage: When a squadmate suffers damage from a bomb detonation or a [Missile] or [Torpedo] secondary weapon, before dealing damage, cancel all [Critical] results and add 2 [Hit] results for each [Critical] result canceled.

Squadmate Destruction: During the End phase, after a friendly squadmate flees or is destroyed, the player places a new squadmate token within Range 1 of their edge of the play area. After three friendly squadmates have fled or been destroyed, the player stops placing new squadmate tokens.

Protect Action: Ships may perform a PROTECT action if at Range 1 of a friendly squadmate. To perform a PROTECT action, the player assigns one evade token to the friendly squadmate. When attacked, a squadmate may spend an evade token to add one additional [Evade] result to its defense roll. Squadmates can spend only one evade token per attack. During the End phase, remove all evade tokens from each squadmate.

Objectives

Players can earn additional points at the end of an Escort Duty scenario that count toward the match score. Escort Duty scenarios are always considered to end in a state of “Time” for the purposes of determining wins and losses. Each friendly squadmate that flees off the enemy edge of the play area = 20 points added to the player’s score.

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Minefield

https://tools.fantasyflightgames.com/xwing/home/5180/

Scenario Setup

Minefield: After obstacles have been placed, the player with initiative chooses one mine token and places it into the play area. Then, the player without initiative chooses one mine token and places it into the play area. The players continue to alternate until six mine tokens have been placed. A mine token cannot be placed at Range 1-2 of any edge of the play area, at Range 1-2 of another mine token, or overlapping an obstacle token. Then, players place their ships in ascending order of pilot skill according to standard X-Wing rules.

Special Rules

Detonating Mines: At the end of the Combat phase, if there are two or more ships at Range 1 of a mine token, that token DETONATES. To detonate a mine, roll three attack dice. Each ship at Range 1 of the mine suffers any damage and critical damage rolled. Then that mine token is discarded.

Minesweeping: Mines are treated as obstacles that can be attacked, target-locked, damaged, and destroyed. Each mine has a hull value of “4” and an agility value of “0.” Mines can be damaged only by critical hits; for each critical damage a mine suffers, place one damage token near that mine instead of dealing a Damage card. When there are four or more damage tokens near a mine, it is destroyed.

Objectives

Players do not earn additional points at the end of a Minefield scenario.

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Recon Patrol

https://tools.fantasyflightgames.com/xwing/home/4709/

Scenario Setup

Recon Patrol: Before obstacles are placed, the player with initiative chooses one satellite token and places it within Range 2-3 of their edge of the play area. Then, the player without initiative chooses one satellite token and places it within Range 2-3 of their edge of the play area. The players continue to alternate until six satellite tokens have been placed. A satellite token cannot be placed at Range 1 of any edge of the play area or at Range 1 of another satellite token. Then, players place obstacles according to initiative. An obstacle token cannot overlap a satellite token.

Special Rules

Scanning: Instead of performing an attack during the Combat phase, a ship that is overlapping an enemy satellite token may SCAN the token. To do so, that satellite token is removed from the play area and placed on the scanning ship’s Ship card. A ship cannot scan more than one satellite token.

If an enemy ship is overlapping an enemy satellite, a friendly ship that is touching that enemy ship may scan the satellite as if the ship were overlapping the satellite token.

If a ship is destroyed after scanning a satellite token, return the satellite token on its Ship card to the opponent who then places it within Range 2-3 of their edge of the play area according the setup rules.

After a satellite token has been scanned, the ship that scanned the satellite may flee off the friendly edge of the play area. If a ship with a satellite token flees the play area off a friendly edge, it is not destroyed but cannot return to the game.

Objectives

Players can earn additional points at the end of a Recon Patrol scenario that count toward the match score. Recon Patrol scenarios are always considered to end in a state of “Time” for the purposes of determining wins and losses. Each friendly ship that scans an enemy satellite token and flees off a friendly edge of the play area = 20 points added to the player’s score.

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Reinforcements

https://tools.fantasyflightgames.com/xwing/home/7292/

Scenario Setup

Reinforcements: At the start of setup, each player must split their ships into two groups: group A and group B. Group A must have 50-88 squad points worth of ships and group B must have 12-50 squad points worth of ships. During the Place Forces step, each player places their respective group A into the play area.

Special Rules

Call For Backup: At the end of the third round, or any round thereafter, a player may place their respective group B within Range 1 of their friendly edge or any neutral edge and can use those ships as normal.

Objectives

Players do not earn additional points at the end of a Reinforcements scenario.

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Squad Leader

https://tools.fantasyflightgames.com/xwing/home/4710/

Scenario Setup

Squad Leader: At the start of setup, each player designates 1 ship in their squad as the “Squad Leader.” Each player may equip 1 free Modification upgrade on their Squad Leader that is different from any other Modification upgrades equipped on that ship. The designated ships and chosen upgrades are revealed simultaneously, and then each player collects three different order tokens and places the tokens next to their Squad Leader ship card.

Special Rules

Order Tokens: At the start of each round, each player may assign one of their unused order tokens to their Squad Leader or one friendly ship at Range 1-3 of it. Place the token facedown on the chosen ship’s Ship card. At the start of the Activation phase, players reveal all tokens simultaneously. Each token has one of the following effects:

  • Take Evasive Action: Increase this ship’s agility value by 1 until the end of the round.
  • Open Fire: Treat this ship’s pilot skill value as “12” during the Combat phase.
  • Stay Frosty: Treat all maneuvers this ship executes as green maneuvers until the end of the round.

During the End phase, discard all assigned order tokens. They may not be used again.

Objectives

Players can earn additional points at the end of a Squad Leader scenario that count toward the match score. Squad Leader scenarios are always considered to end in a state of “Time” for the purposes of determining wins and losses. Friendly Squad Leader not destroyed = 40 points added to the player’s score. Enemy Squad Leader destroyed = 20 points added to the player’s score.

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Updated the thread with some new scenarios and scoring changes that are compatible with the current tournament rules.

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