Switch Theme:

Manchu's Death Star Scenario  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
[MOD]
Solahma






RVA

Thinking about the Battle of Yavin scenes from A New Hope, I think the Death Star attack needs to be split into two pseudo-simultaneous scenario parts on two different mats.

Death Star Attack Scenario Rules
Each side will have Squadrons -- a group of one or more ships with a points limit. For Mat One, the Imperial player has 210 points over all and each Imperial Squadron is limited to 70 points. For Mat Two, the Imperial player has one Squadron with a points limit of 70 that must include Darth Vader.

Finish both movement and attack phases of all the ships on Mat One before going on to Mat Two. There will be a Mat One movement phase on Turn 1 and Mat Two movement phase on that same turn, and so on.

Mat One: The Approach
The mat is 3'x3'.

Rebel ships deploy within range 1 of one mat edge. Rebel ships that move off the opposite edge of Mat One can be deployed on Mat Two (see below). The Rebel player may deploy another Squadron on Mat One during the Mat One movement phase at any time after at least one Rebel ship from the previous Squadron moves onto Mat Two. The Rebel player must deploy another Squadron on Mat One when the last Rebel ship from the previously deployed Squadron is destroyed.

Imperial ships deploy within range 1 of any edges other than the edge from which the Rebel ships deploy. Imperial ships that move off of the edge opposite the Rebel deployment edge can be deployed on Mat Two (see below). The Imperial player may deploy one Squadron per turn. The Imperial player may place four XX-9 Heavy Turbolaser Turrets on the mat. Each must be at least range 1 away from one another. Each has the following profile:
Spoiler:
XX-9 Heavy Turbolaser Turret
Death Star Gunner 2
2 0 3 0
Special
Heavy Armor, Turret Emplacement, Capital Weapon, Friendly Fire
Action Bar
Focus

Scenario Rule: Heavy Armor
Only Critical Hits can damage this Emplacement.

Scenario Rule: Turret Emplacement
Turret Emplacements have a single 90 degree arc but can be swiveled up to 90 degrees left or right once per each movement phase as per the Gunner's skill level.

Scenario Rule: Capital Weapon
Roll 4 attack dice against ships with large (e.g., YT-1300) or larger bases.

Scenario Rule: Friendly Fire
Imperial ships block XX-9 Heavy Turbolaser Turret line of fire.

*The turret bases should be the same size as a TIE Fighter base.

Mat Two: Stay On Target
The mat is 5'x1'. One end of the mat is called the Starting Edge and the other is called the Target Edge.

Any Rebel ship that moves off of the edge of Mat One opposite to the Mat One Rebel deployment edge is deployed on Mat Two on the next Mat Two movement phase. These Rebel Ships are deployed within the Range 3 band measured from the Starting Edge. Any Imperial ship that moves off of the relevant edge of Mat One is deployed within the Range 1 band measured from the Starting Edge on the next Mat Two movement phase. On the Mat Two movement phase of the following turn, the Squadron containing Darth Vader is deployed within the Range 1 band measured from the Starting Edge.

If the Rebels can score at least one critical hit using proton torpedoes when they move within range of the Target Edge, they win the scenario. Disregard the Proton Torpedo upgrade card text -- only a rolled Critical result (and not a Focus result turned into a Critical result) counts as a winning shot.

Rebel or Imperial ships (excluding the Squadron containing Darth Vader) may declare that they are pulling out to exit Mat Two. This counts as an action and must be declared at the usual time. Additionally, ships that are pulling out may not attack but may be attacked during the following attack phase. Any ship that successfully pulls out may be re-dployed on Mat One as per the Mat One deployment rules above except that any number of ships may re-deploy as a Squadron (although they may not join Squadrons that have not yet been deployed for the first time).

Whenever all the Rebel ships on Mat Two have pulled out and/or have been destroyed, the Squadron containing Darth Vader is immediately removed from Mat Two. If Vader is still a part of the Squadron, it will be re-deployed on Mat Two per the normal Mat Two deployment rules. If Vader has been destroyed, any remaining ships in his Squadron must be re-deployed onto Mat One. Any other Imperial ships on Mat Two when all Rebel ships have pulled out and/or been destroyed are likewise removed from Mat Two and can be re-deployed on Mat One as per the normal Mat One deployment rules.

The Imperial player wins when all the Rebel ships are destroyed.

This message was edited 1 time. Last update was at 2013/08/21 20:58:07


   
Made in ca
Longtime Dakkanaut





Sweet scenario, tx manchu. I'll try it out in the next couple weeks here...


Fun and Fluff for the Win! 
   
 
Forum Index » Atomic Mass Games (Star Wars & Marvel: Crisis Protocol)
Go to: