Jump to content



Photo

NEW/REVISED Death Star Trench run rules- Needs playtesters and opinions before 01/26/13


  • Please log in to reply
2 replies to this topic

#1 rrleonc689

rrleonc689

    Member

  • Members
  • 22 posts

Posted 04 January 2013 - 08:08 AM

I thank Dave Graffam for his rules. I loved playing his scenario, we probably had a run at it about 10 times before changing a few things.

I have an event coming up and I am hoping to use these rules in 2 weeks, I made changes to his rules and added a few of my own. I really wanted the feel of the exhaust port shot to be a really hard shot to made. I also chaNge a few things that hopefully gave the scenario a more "like the movie" effect.


Sorry, but can't seem to find how to attach a pdf file here, so am going to copy the whole thing here, I hope that is ok.

Original Design by Dave Graffam
Additional Rules and modifications by Ricardo Leon
BASICS
Players or teams : 2
OBJECTIVES
Rebel Victory: Attack the exhaust port with Proton Torpedoes, dealing at least 1 CRITICAL uncanceled damage to start an explosive chain reaction.
Imperial Victory: If during any End phase the Rebels have no Proton Torpedoes to fire, or if countdown clock ever drops below 1, the Death Star’s super laser fires and the Imperials win.

MISSION SETUP
1. Set up the trench and dominate teams or players.
2. Each player secretly assembles their squad. The Imperials may spend up to 100 points for each 150 points of Rebel points. The Rebels must upgrade at least 1 of their ships with Proton Torpedoes. Points are shared within a team, and a team may set its own terms for the control of ships and decision-making.
3. Players reveal their squad selections simultaneously.
4. The Rebel player places his ships in his deployment zone.
5. Starting with the Imperial player, the players take turns placing 1 power node (out of 3) in the area to the right of the trench, at least Range 2 from any other map feature (including power nodes, the Imperial deployment zone, the trench, surface turbo-lasers, and the edge of the play area).
6. The Rebel player plays 1 full round without Imperial ships in sight. The Imperial player controls only turbo-lasers during this round. ”We count thirty Rebel ships, Lord Vader. But they're so small they're evading our turbo-lasers!” "We'll have to destroy them ship to ship, get the crews to their fighters”
7. During the End phase of round 1, the Imperial player places his ships in his deployment zone, and all other. End phase activities are performed. “Stay in attack formation”
8. Start round 2. At the end of this round, start the countdown clock.
SPECIAL RULES
Several rules are needed to recreate some of the memorable details of this iconic scenario and the features on the mission map.

COUNT DOWNCLOCK
Standby alert! Death Star approaching. Estimated time to firing range: 15 minutes”
Moments from now, the Death Star will be in firing range of the fourth moon of Yavin — and the Rebel base there. When the countdown clock is started, place a d6 next to the play area with its 6 side facing up, or write the number on scrap paper. During the End phase, subtract 1 from that number. If this number is ever less than 1, the mission ends in an Imperial victory.
The Rebels have a way to stop the clock temporarily. Whenever an Imperial ship is destroyed, immediately add 1 to the clock. Only Imperial ships count to add more time to the clock, Power Nodes and Turbo Lasers are not consider Imperial ships
The maximum setting for the clock is 6, and excesses do not carry over in any way.

STATIONARY SHIPS
The term stationary ship is used to describe immobile objects in this mission that count as, and otherwise behave like, ship game pieces. Card effects that mention “ships” will also affect the Power Nodes and Turbo lasers.
Stationary ships may not be assigned focus tokens, and are not considered friendly to either player.

ZONES
There are two zones for this battle: the Surface Zone and the Trench Zone. (A map area is not a zone.)
All ships and reinforcements enter play in the Surface Zone, and behave according to the usual game rules. Special rules for the Trench Zone are described in their own section, below.
During play, a ship must be in one zone or the other. It is forbidden to make attacks, grant focus tokens, acquire or transfer target locks and all other abilities if the target ship is not in the active ship’s zone. Treat all ships, turbo lasers and power nodes in the Surface Zone as though they are in separate game from those in the Trench Zone.
Notable Exception: Target locks are not broken just because ships change zones and end up in different zones. However, attacking across zones is still forbidden.

TRENCH ZONE
The following rules apply only to ships within the Trench Zone.
MAXIMUM CAPACITY: Up to 3 Rebel ships and up to 3 Imperial ships may be in the Trench Zone at one time.
Entering the Trench Zone: After revealing your dial but before moving the ship, you must declare that your ship is entering the trench zone otherwise the ship will be consider to be flying above it. To be consider as flying inside the trench zone, the complete base of your ship must be inside the trench zone entry area after your movement and before making the “STRAIGHTENING OUT” adjustment. (See below)
Leaving the Trench Zone : You may choose to leave the trench at any point by following the same rules as entering the trench.

REINFORCEMENTS
During the End phase, the Imperial player receives 1 reinforcement for each Imperial ship that was destroyed during that round. For each TIE Fighter destroyed, the Imperial player may take the Black Squadron Pilot or Obsidian Squadron Pilot as its reinforcement. For each TIE Advanced or TIE Advanced X1 destroyed, the player may take either the Tempest Squadron Pilot or Storm Squadron Pilot as its reinforcement.
Upgrade cards attached to a ship are not lost when that ship is destroyed, and may be assigned to any reinforcement later. However, upgrades that are discarded during play (such as Cluster Missiles or from critical damage) are removed from the game.
Reinforcements are placed in the Imperial player’s original deployment zone indicated on the mission map.

ION CANNON TURRETS
When an Ion Cannon Turret card is used to attack a power node or turbo-laser, replace its card text with this:
Attack: Attack 1 power node or turbo-laser (even if it is outside your firing arc). If this attack hits the target power node, it takes 3 damage.
If this attack hits the target turbo-laser, it suffers 1 damage and it reduces its Primary and/or Secondary weapon by 1.

POWER NODES
These are features on the surface of the Death Star that Rebels can destroy, causing chaos for the Imperials and buying time for their trench runners. Power nodes do not count as obstacles. A power node counts as a stationary ship and may be targeted and attacked as such.

EXHAUST PORT
Negative, Negative. It didn’t go in, just Impacted on the surface.”
The exhaust port counts as a stationary ship that can only be attacked by Rebel ships in the firing position square indicated on the mission map. To fire a torpedo at the exhaust port, some part of the ship’s base must overlap the firing position and meet all other conditions for making an attack.
The port is ray shielded and may only be attacked using Proton Torpedoes. As usual for that weapon, you must have a target lock on the exhaust port to attack it.
The port is a half hexagon for targeting purposes.
The port starts the game with an Agility of 3 to represent a very small target and difficult shot to make even by the best pilots. Consider these, shields that use the Agility stat and therefore get to roll evades to cancel Damage rolls.
The port has no hull value, and cannot be destroyed. Once its shields (agility dice) are removed, any un-cancelled CRITICAL damage caused by Proton Torpedoes will destroy the Death Star and win the mission. Note that it is possible to destroy enough power nodes to reduce the exhaust port’s agility value to 0.

INTERZONE COLLISIONS
If a ship enters a zone and finds that it is overlapping another ship already in that zone, move the active ship backward along its axis of movement just until it is in base-to-base contact with the other ship.
If there is a second ship in line, you may move your ship to the left or right of the first ship, unless there are only obstructions there. In that case, continue to search for suitable positions to the left or right of the second ship, and so on.
No collision damage results from interzone collisions, but the acting ship skips its Perform Action step this round.

COLLIDING WITH THE TRENCH WALL
If a ship’s movement brings it into contact with the trench wall, that ships kips its Perform Action step this round. Stop the ship’s forward movement and check for damage as though hitting an obstacle. Then, starting with any corner of the ship’s base, rotate the ship’s front away from the wall in the same general direction it was traveling when it collided. Stop rotating as soon as one side of the base is parallel to the wall.
If a ship collides front-on with the wall, or into any of the corners on either end of the trench, it is instantly destroyed.
[OPTION] DEADLY COLLISIONS: Any movement that brings a ship’s base into contact with the trench wall instantly destroys the ship.

DESTROYING POWER NODES
When a power node is destroyed, immediately deduct one dice from the Exhaust Port Agility total.


TURBO LASERS
The laser gun batteries along the inner and outer edges of the trench are treated as stationary ships controlled by the Imperial player. Turbo lasers can be destroyed by Rebel fire, rendering them unable to attack for the rest of the battle. They may also be temporarily or permanently disabled (offline) by destroying power nodes.
“How many guns do you think Gold 5?” “I’d say about 20 guns, some on the surface, some on the tower”
Two types of turbo lasers are used in this mission:
Surface Turbo lasers and Trench Turbo lasers, according to the zones they are found in.
Turbo laser ATTACKS: When turbo lasers roll their attack dice, count only hits and critical hits. (Ignore any attack dice showing focus.)
All critical hits on turbo-lasers are treated as standard hits.
Surface Turbo lasers
A Surface Turbo-laser may attack once per round with its primary weapon* at any Rebel ship within Range 3 in the Surface Zone with a 360 degree line of fire. Surface Turbo-lasers may not attack ships in the Trench Zone.
Surface Turbo-lasers do not count as obstacles nor obstruct fire.
*This means that Surface Turbo-lasers are subject to range combat bonuses (see the Rules of Play, page 10).
Trench Turbo lasers
These cannons are in the Trench Zone, and may only attack and be attacked by Rebels within that zone. The Trench Turbo-lasers are linked, and will fire automatically at anything within their arcs of fire (45 degrees facing towards the Trench entry area). If any Imperial ships are within range and arc of fire of these turbo lasers, they will cease to fire for that turn.
Trench Turbo-lasers do not use range combat bonuses (Rules of Play, page 10) and may not attack ships in the Surface Zone. Trench Turbo-lasers count as obstacles and may obstruct fire.

USE THE FORCE LUKE
Use the force Luke. Let go. Luke Trust me
Luke may change 2 results of regular damage to Critical Damage as an action when firing his Proton Torpedoes.

I HAVE YOU NOW!…WHAT!?
Yahooooo! You are all clear kid, now let’s blow this thing and go home!”
During the last turn of the count down after movement and activations but before combat if there is a rebel ship or more within the firing area of the exhaust port and has proton torpedoes armed with the target lock. The Millennium Falcon will appear and get a free round of combat against any one Imperial ship inside the trench. This combat will take effect before any other combat regardless of Pilot Skill. This combat will be consider to be at Range 1 and will only occur once during the game. Use Han Solo as the pilot inside the Falcon.
You may only use this rule if the Millennium Falcon was not part of the original attack force on the Rebel side.

TRENCH MOVEMENT
STRAIGHTENING OUT
When in the trench, close is good enough. If your approach was a good one, your ship should be nearly parallel to the trench walls as you enter the Trench Zone. If it is slightly misaligned, feel free to make a tiny angle adjustment to make your path parallel to the wall, and assume that your ship will not deviate from that course without executing a maneuver.

TRENCH KOIOGRAN TURNS
“I’m hit! I can’t stay with you”
After a ship in the Trench Zone executes a Koiogran turn maneuver, resolve any collisions that occur in that zone. Then, the ship returns to the Surface Zone and skips its Action Step this round.
This maneuver may result in an in-zone collision and an interzone collision.

FULL THROTTLE
“We are going in, we are going in full throttle, that ought to keep those fighters off our back”
Rebel ships have an additional action available while inside the trench.
Action: You may choose to drop one of your remaining shields to make and additional movement forward of 3. This ability may only be use once per game for each ship.

TRENCH BARREL ROLLS
While in the trench, a ship may not barrel roll in the same round that it uses a drifting maneuver (see below. While you’re at it, see Colliding with the Trench Wall, above, hotshot).

DRIFTING
This maneuver is only possible within the Trench Zone.
To indicate a drift maneuver on your ship’s maneuver dial, push the number as far as it can go to the left or right of the dial, to the point where it may also show a small part of the next number or its arrow, and so that it is certainly not centered and certainly not the next number.
When you reveal your maneuver selection, your actual speed is 1 less than what is indicated (a movement of 4 showing on your dial is actually a 3, for example. This distinction is important when using certain astromech droids).
If drifting to the right, the maneuver template is placed just to the right side of the right guide (the small bump used for fitting movement templates) on the front of the ship base. Then the ship is moved forward until the template is centered directly behind it.
A drift to the left is handled in the same fashion, just moving everything to the other side.
The color of the selected maneuver (green, red or white) does not change when executing a drift.


STATS SUMMARY
Power Node: Agility 1, Hull 3
Surface Turbo-laser: Skill 1, Primary Weapon 2, Agility 1, Range 1-3, Hull 3
Trench Turbo-laser: Skill 0*, Secondary Weapon 2, Range 2-3 and do not use range combat bonuses, Agility 1, Hull 3
Exhaust Port: Agility 3
*This cannon may attack only after all ships and Surface Turbo-lasers.
Note: Agility represents armor plating on the power nodes and turbo-lasers, and it represents the small aperture of the exhaust port. It works just like Agility for ships.


Thanks for your time guys, I hope to hear from some playtesters and tell me how this worked out.
By the way the original rules from Dave are here so you can see layout and map measurements. http://www.outworld-...hs-DSTR-v01.pdf



#2 ziggy2000

ziggy2000

    Member

  • Members
  • 738 posts

Posted 04 January 2013 - 08:57 AM

Your link is broken, this should be the proper one:

http://www.outworld-...hs-DSTR-v01.pdf

 



#3 rrleonc689

rrleonc689

    Member

  • Members
  • 22 posts

Posted 04 January 2013 - 09:59 AM

Thank you, I have been trying to go in an EDIT the post since I have a few msitakes but I can't seem to be able to find the edit button anywhere.






© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS