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Made in us
Guardsman with Flashlight





I thought I'd share this with everyone. Originally, my goal was to make a case for my X-Wing ships that was cooler than a tackle box. Using foam-core I made a Star Destroyer with partitions to hold ships, cards, and templates. Then I decided to make it a functional game piece.

I know it is nowhere near scale. My goal was just to make a fun set of rules and something different to play with than asteroids. The ship/case is 30 inches long. I made it out of my head, so I don't have plans, but the top and bottom took one whole sheet of dollar store foam, cut diagonally in half, then I cut the back to the right shape. The tower is just estimated from movie still photos. I do plan on adding more details to the top, but they will probably just be painted on.

I have played the rules with friends a couple of times and tweaked it, but there is always room for improvement. Feel free to try them out with any triangle shaped piece of paper or cardboard. I have images of the Star Destroyer Case in my gallery.



And the inside view...



Star Destroyer rules and scenarios

Star destroyers are massive ships that constitute a playing area all by themselves. To represent this, the Star Destroyer model does not move and is considered to be a large obstacle, with the following extra rules: the Star Destroyer completely blocks line of sight (ships cannot shoot through it), and blocks movement (ships cannot end their move on the Star Destroyer. They may move over it, but only if their template completely traverses the Star Destroyer.) Ships striking the Star Destroyer are considered to have struck an obstacle and follow the rules for 'striking an obstacle.' A ship that has struck the Star Destroyer must use its next move to get clear of the star destroyer. It it cannot move into open space, it is removed from play and considered destroyed.
Star Destroyers are considered to be impervious to the weapons carried by star fighters, so attacks on the Star Destroyer always fail (special scenarios may allow for destruction of a Star Destroyer, however.)
Star Destroyers are considered to have Pilot Skill 0.

Weapons
Star Destroyers have several weapon systems. The Star Destroyer can fire all of its weapons each turn, and some weapon systems may target multiple ships in a turn.

Turbolaser Batteries:
180 degree arc, measured from the long side edges of the model. Any ship that is separated by at least 1 range band from any other friendly ship, and within range 1-2 of the Star Destroyer can be fired on by the turbolaser batteries. The turbolaser batteries can still fire at one of the ships, but it must be the closest ship (or opponent's choice if there are more than one at the same distance.) This means that if multiple ships are flying in a tight formation, only the closest one can be targeted. Turbolaser batteries roll 2 attack die against each eligible target, with all hits turned to critical hits. Targets can use evade dice as normal. Turbolaser batteries may shoot at multiple targets each turn. Ships that are in the area at the front of the Star Destroyer, where the arcs overlap may only be targeted by one of the Turbolaser batteries.

Ion Cannon:
Ion cannons are typically only used against other capital ships, but can catch any smaller ship that might happen to be in the line of fire. Ion Cannons have a 180 degree arc toward the front of the model measured from the cannon located in the center of the hull. The Ion Cannon can target ships in range band 4-6 (the second of two firing rulers laid end to end.) The Ion Cannon rolls 4 attack dice and changes any focus results to hits. Evade dice can be used as normal.
The Ion Cannon can target one vessel a turn. If there isn't a designated player to control the Star Destroyer, the method of firing is as follows: The player that sets up in the firing arc of the Ion Cannon may use one action of their highest PS pilot to control it the first turn (That player does not need to shoot at themselves, and it prevents any player from getting a free shot at the beginning of the game.) That player may choose any one ship in range to fire the Ion Cannon at. In subsequent turns, control of the Ion Cannon proceeds clockwise around the board.

Tractor Beam:
The Star Destroyer can attempt to capture one ship with its tractor beam (but may only ever have one tractor beam active at a time.) Any ship within range 1-3 of any edge of a Star Destroyer can be targeted by the tractor beam. The player controlling the Star Destroyer rolls 3 attack dice. The defender may evade normally. Any unresolved hit means the target ship has been caught in the tractor beam. In subsequent turns, the Star Destroyer rolls 2 attack dice that can not be evaded. Any hit means the tractor beam is still locked on to the target.
A ship caught in the tractor beam behaves as follows. If it does nothing (forgoes any movement), it will be pulled toward the Star Destroyer 1^ each turn, will be subject to fire from other weapons systems, but may make non-movement actions (focus, evade, or pilot skills) and fire weapons normally. If the ship decides to move, reduce the template by 1 (a move 3 becomes a move 2 of the same type) and the ship takes a stress token. If the target ship can move outside of range band 3, the tractor beam lock is broken, and the ship can behave normally.

Engines:
Finally, the engines of a Star Destroyer emit huge amounts of heat and radiation. ANY ship that is in range band 1 of the rear edges of the Star Destroyer at the end of the activation phase must roll 1 attack die and take any hit indicated, with no evade dice allowed.

Star Destroyer Scenario: Recover the Data. (2-4 players)

While on a mission carrying plans for the invasion of a rebel planet, the solar ionization reactor of the Infallible suffered a massive breach, disabling all of the crew. The Star Destroyer is now in a defensive mode as it drifts through space. Your mission is to download the mission plans and return them to your leader, be it Rebel, mercenary, or Imperial, and prevent your opponents from doing the same.

Mission Setup
Place the Star Destroyer in the center of the playing area. The firing arc of the Ion Cannon on the Star Destroyer should only be able to target one corner.
Each player starts in one corner, placing their ships within range band 3 of the corner and range band 1 of the board edge.
Place mission tokens on the Star Destroyer equal to the number of players +1 (2 players would place 3 tokens, 3 players would place 4 tokens...)

Special Rules
Use rules for Star Destroyers. The Infallible has lost its crew and the AI has placed itself in defensive mode that it will not disengage from.. The Infallible will attack ANY ship that it can each turn, Rebel or Imperial. The tractor beam is not active in this scenario.

'Scan'. Any ship within range band 1 of the sides of the Star Destroyer may 'Scan' instead of attacking to download some of the invasion plans. Roll the primary weapon attack die. If there is at least one hit, that ship receives a mission token. Ships can carry more than one token. If a ship carrying tokens is destroyed, those tokens are returned to the Star Destroyer.
A player may also 'Scan' an opponent when attacking. In this case, any damage that would be inflicted after evades would steal one token instead of causing any damage to the opponent.

Objectives
Retrieve 3 mission tokens and escape from your starting corner AND prevent your opponent from doing the same.

Constructive comments welcome!
   
Made in us
[ARTICLE MOD]
Huge Hierodule






North Bay, CA

Pure awesome sauce.

   
Made in us
Screaming Shining Spear





Central Pennsylvania

I completely agree. This is an awesome trinket. I'm now thinking of doing something similar, but perhaps a ship that could be more appropriately sized(and suitable for carrying, sorry Neb-B)...like a Carrack or Lancer.

Better yet, maybe I'll just design my own ship to cover the Thranta-class War Cruiser from the X-wing books and paint it up in the Red/Black/White scheme of the Alderaan Defense Force!!

Farseer Faenyin
7,100 pts Yme-Loc Eldar(Apoc Included) / 5,700 pts (Non-Apoc)
Record for 6th Edition- Eldar: 25-4-2
Record for 7th Edition -
Eldar: 0-0-0 (Yes, I feel it is that bad)

Battlefleet Gothic: 2,750 pts of Craftworld Eldar
X-wing(Focusing on Imperials): CR90, 6 TIE Fighters, 4 TIE Interceptors, TIE Bomber, TIE Advanced, 4 X-wings, 3 A-wings, 3 B-wings, Y-wing, Z-95
Battletech: Battlion and Command Lance of 3025 Mechs(painted as 21st Rim Worlds) 
   
 
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