I’ve seen a few of these babies about but our group have decided to give it a go ourselves.
feel free to comment on these rules. They haven't been play tested but I hope to film the game and publish it here.
So the rules we have come up with are as follows.
Players:
This game is for two teams of players. It would be best to have 3 rebel and 2 or 3 Imperial players
Table Setup:
- Table is 8’ x 4’ with an 8 inch trench running down the middle as shown in the diagram.
- The Exhaust port will be marked 6” from 1 end of the trench.
- The Rebels will initially enter from that end and be outside the trench.
- The Imperials will enter the table from the other end and will be outside the trench.
- It would be best to have the trench as an actual trench and to have clear Perspex to cover it to note which ships are in the trench and which are just flying over it.
Death star trench map |
Trench warfare:
- A line will be marked at the halfway point as in the above figure. Once a ship has gone past that line they may not enter the trench. You may start before the line and end after the line.
- A ship outside the trench cannot shoot at a ship in the trench and visa versa.
- A ship may enter the trench at either end.
- A ship cannot turn in the trench.
- A ship may elect to leave the trench by using its action or affecting a K-turn.
- A ship may also enter the trench by flying off the imperial end. The ship re-enters the board in the trench and does not receive a stress token.
- Any straight or slight curve manoeuvre will count as entering the trench, no sharp turns or K-turns maybe used to enter the trench. No manoeuvres may be used to enter the trench ie. barrel rolls. Once the ship has entered the trench he may make a jink as an action to straighten up, then he takes a stress token. Regardless of whether the pilot jinks the ship takes a stress token unless entering from off the table as above.
- Any ship colliding with another ship in the trench will tank 1 dice of damage each. If a ship manoeuvres into the wall it will take 3 hits that are uncancellable (these are hull hits not to the shield). If a ship takes a damage card it is ejected from the trench. All other actions are cancelled and any “stay on target tokens” are lost. The ship may then make its move as normal.
- For every turn a rebel ship is in the trench and doesn’t have to roll an evade dice he will collect a “Stay on target token”. This token can be used once you make your attack roll to add an extra dice to your attack roll. A pilot may choose not to roll evade dice in order to acquire a stay on target token.
- To destroy the Death Star, a Rebel ship must target lock the exhaust port (Except Luke who can use the force. Luke also always rolls an extra dice when firing at the exhaust port) and fire a proton torpedo at it (each Rebel ship is given a free proton torpedo which is only to be used for a shot on the exhaust port). The player must roll at least one crit, one hit and one focus to succeed. All shots at the Port are a minimum of 3 dice.
Fleet Composition:
- Rebel fleet will contain 1 unit of Y-wings and 5 units of x-wings. Each unit contains 3 ships and only 1 named pilot. Each squadron is made up of up to 80 points.
- Rebels may swap one squadron for a millennium falcon with Hans solo and chewy for a total of 80 points. Hans cannot enter the game until at least 1 squadron of rebel ships are destroyed.
- An example of a rebel Squadron is as follows:
Red Squadron Pilot, R2-D6, Adrenaline Rush
Rookie Pilot, R5-K6
- Imperial fleet contains as many Black Squadron pilots as it wishes but may only have up to 3 squadrons on the board at any time. Each squadron will contain 3 ships and have a value up to 60 points.
- Darth Vader squadron contains himself, Mauler Mithel and Backstabber with any upgrades up to 80 points. He may not enter the board until the rebels make their first trench run.
- An example of an Imperial Squadron is as follows:
Black Squadron Pilot, Expert Handling, Hull Upgrade
Black Squadron Pilot, Ruthlessness, Engine Upgrade
- The imperial side will also control 4 x trench guns and 4 x Turbolaser turrets. Trench guns may be fired but will shoot at every ship in the trench, friend or foe, rolling 2 dice. All ships get an extra evade die for this to a minimum of 1 die. Laser turrets used as normal.
- No laser turret or trench gun may be closer that range 2 to another laser turret or trench gun.
- If a ship flies into a laser turret it takes 2 dice worth of damage and the turret takes 1 dice worth of damage. If a laser turret is destroyed it is left as an obstacle.
Win conditions:
- Rebels win by destroying the death star.
- Imperials win by destroying all Rebel ships or stopping them from destroying the death star for 10 turns.