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MISSION: DEATH STAR TRENCH RUN

updated 2014.08.07

For use with the X-Wing Miniatures Game by Fantasy Flight Games
Design: Dave Graffam, on the web as DagobahDave
Send your comments, questions, suggestions to:

luminousbeings@yahoo.com
Disclaimer: This document is completely unofficial and in no way endorsed or
affiliated with Fantasy Flight Games or LFL

Stay on target... Stay on target...

PREPARING THE MATERIALS

Print the 7 trench sheets and the token sheet


onto cardstock/index paper. Carefully cut out
the pieces. Use adhesive tape along the backs of
the joining edges of the trench sheets to create
a single trench piece, which will be simply called
the trench from here on.
The 7 surface turbolaser tokens should be
affixed to the small tabs along the side of the
trench. Alternatively, small ship bases can be
used to mark these positions instead.

OBJECTIVES

Rebel Victory: Attack the exhaust port with


Proton Torpedoes, dealing at least 1
uncanceled damage to start an explosive
chain reaction that destroys the Death Star.
Imperial Victory: If at the start of any End phase
the Rebels have no Proton Torpedoes to fire,
or if the countdown clock ever drops below 1,
the Death Stars super laser fires on the Rebel
base and the Imperials win.

SETUP

1. Place the trench piece centered on a 36 x 72


play area as indicated on the map below.
2. Each player assembles their squad. The
Imperial player may spend up to 125 points,
with the following restrictions: The squad
must include Darth Vader (TIE Advanced
x1), and all other ships must be TIE Fighters.
The Rebel player may spend up to 150 points,
with the following restrictions: The squad
must include Luke Skywalker (X-Wing)
with R2-D2 (astromech upgrade), all other
ships must be X-Wings and/or Y-Wings, and
all Rebel ships receive Proton Torpedoes
upgrades at no cost. Both players may
purchase other upgrades as usual.

3. Players reveal their squad selections


simultaneously.
4. Starting with the Imperial player, the players
take turns placing the four power node
tokens one at a time in the area to the left
(Imperial side) of the trench, at least Range
2 from any other map feature (other power
nodes, the trench, surface turbolasers, and
the edge of the play area).
5. Players place their ships in the indicated start
zones in the usual fashion according to Pilot
Skill.

COUNTDOWN TIMER

Moments from now, the Death Star will be in


firing range of the fourth moon of Yavin and
the Rebel base there.
At the start of the End phase of the first
round of play, start the countdown timer by
placing an ordinary six-sided die next to the
play area with its 6 side facing up, or write the
number on scrap paper.
At the start of each End phase after the first
round, subtract 1 from the timer (turning the
die to 5, then 4, and so on). If the number on the
timer is ever reduced below 1, the mission ends
in an Imperial victory.
The Rebels have two ways to stop or slow the
timer. Whenever an Imperial ship is destroyed,
immediately add 1 to the timer. Destroying
power nodes may also add to the timer (as
described later).
The maximum setting for the timer is 6, and
excesses do not carry over.

REINFORCEMENTS

At the end of each End phase, for each Imperial


ship destroyed that round, the Imperial player
may take a non-unique TIE Fighter as its
replacement, immediately placing it in the
Imperial start zone. Upgrade cards attached to
destroyed Imperial ships may be assigned to
any Imperial reinforcement on this or later turns,
unless those upgrade cards had been discarded
during play.

At the end of an End phase in which the


timer has been changed from 3 to 2 for the first
time, the Rebel player may place Han Solo
(YT-1300) with the Millennium Falcon title
and Gunner upgrades in their start zone as a
reinforcement. Han Solo may not enter the
trench, but may attack any ships in the trench or
on the surface.

ZONES

There are two zones for this battle: the surface


zone and the trench 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 not possible to make attacks, grant
focus or evade tokens, acquire or transfer target
locks and other similar abilities if the target ship
is not in the active ships zone. Treat all ships,
turbolasers and power nodes in the surface zone
as though they are in a separate battle from the
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.
Overlaps: It is possible for a ship base in
the surface zone to overlap a ship base in the
trench zone. Use a temporary placeholder to
mark either ships position until they no longer
overlap.
[Option] High and low: Ships in the surface
zone may be indicated by stacking them on 2 or
more pegs. When ships are in the trench zone,
use just 1 peg.

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. A ship may not enter the trench
zone if its factions maximum capacity has
already been reached.
Entering the trench zone: As an action,
a ship may enter the trench zone if its base is
entirely within the trench zone entry area. The

demarcating line on the trench is considered


part of the trench zone entry area.
Leaving the trench zone: As an action, a
ship may leave the trench zone.

Interzone Overlaps

If a ship executes a maneuver and then uses


an action to enter a zone, if it overlaps another
ship already in that zone, move the active ship
backward along its axis of movement until it is in
base-to-base contact with the other ship.
If there is a second ship in line, move the
active ship just to the left or right of the first
ship, unless there are obstructions there. In that
case, continue to search for suitable positions to
the left or right of the second ship, and so on.
In the event of an interzone overlap, treat it
as though the acting ship was overlapping an
obstacle (it skips its Perform Action step and
may not attack this round).

Overlapping the Trench Wall

When in the trench zone, all of the space outside


of the trench is an obstacle. After executing
a maneuver, if a ships entire base or both of
its front corners are outside of the trench, it
is immediately destroyed. If either of its front
corners remain within the trench, choose any
one corner of the ships base that is within the
trench and rotate the ship from that point until
it is parallel to the sides of the trench; however, a
ship may not be rotated more than 180 degrees
to achieve this.
[Option] Deadly collisions: If any part of
a ships movement template or base overlaps
the area outside of the trench, the ship is
immediately destroyed.

Trench Movement

When a ship is in the trench zone, close is good


enough. If its approach was reasonably wellexecuted, the ship should be nearly parallel to
the trench walls as it enters the trench zone.
If it is slightly misaligned, make a tiny angle
adjustment to make the ships path parallel to
the sides of the trench, and assume that the
ship will not deviate from that course without
executing a turn or bank maneuver, or using a
turn or bank piece when performing a boost or
barrel roll.

Koiogran Turns in the Trench

After a ship in the trench zone executes a


Koiogran turn maneuver, resolve any overlaps
that occur in that zone. Then, the ship returns
to the surface zone and skips its Perform Action
step this round. This maneuver may result in an
in-zone overlap (see Overlapping Other Ships
in the Rules of Play, page 17) and an interzone
overlap, in that order.

Special Maneuver: Drift

This maneuver is only possible within the trench


zone.
To indicate a drift maneuver on a ships
maneuver dial, choose a forward maneuver and
rotate the dial so that the speed number is as far
as it can go to the left or right of the dial while
remaining visible, to the point where it may
also show a small part of the next maneuvers
number or its arrow, and so that the chosen
maneuver is certainly not centered and certainly
not a different maneuver.
When the maneuver dial is revealed as a
drifting maneuver, the player may immediately
choose to treat this as though the maneuvers
speed is 1 less than what is indicated. (Example:
A speed of 4 showing on the dial becomes speed
3.) In this case, the ship gains +1 Agility until the
end of the turn.
If drifting to the right, the maneuver
template is placed just to the right side of the
right guide 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.

POWER NODES

These are features on the surface of the Death


Star that Rebels can attack and destroy, causing
chaos for the Imperials and buying time for their
trench runners.
Power nodes have a Hull value of 2 and do
not count as obstacles. When a power node is
dealt an ion token, it is destroyed. Power nodes
may be target locked. When a power node
receives a critical hit, convert it into a standard
hit.

When a power node is destroyed, roll 1 red


attack die to determine the effect:
Roll
Blank

Focus

Hit

Critical Hit

Result
Add 1 to the countdown timer or
permanently disable any 1 turbolaser
of the Rebels choice.
Add 1 to the countdown timer or give
all Imperial ships 1 stress token as
their comm center is disrupted by the
power outage.
Add 1 to the countdown timer or
remove 1 shield token from the
exhaust port.
Treat this result as though you had
rolled a blank or focus or hit instead
(Rebelss choice).

TURBOLASERS

The heavy laser emplacements along the inner


and outer edges of the trench are controlled by
the Imperials. Turbolasers can be destroyed by
Rebel attacks and may be permanently disabled
by destroying power nodes.
Turbolasers attack after all other ships have
attacked, have Attack value of 4, Hull value of
4 and do not count as obstacles. The defender
doubles their agility value against a turbolaser
attack, and the turbolaser attack may change
1 of its focus results to a hit result. Turbolaser
attacks do not use range combat bonuses (Rules
of Play, page 10). When a turbolaser is dealt an
ion token, it is destroyed. When a turbolaser
receives a critical hit, convert it into a standard
hit. Turbolasers may be target locked, but
cannot use target locks.
Two types of turbolasers are used in this
mission: surface turbolasers and trench
turbolasers, according to the zones they are
found in.

Surface Turbolasers

A turbolaser outside of the trench zone may


attack once per round, targeting any Rebel ship
in the surface zone. Surface turbolasers have a
range of 2-3.

Trench Turbolasers

The turbolasers within the trench zone are


linked together and will fire automatically at all
ships (Rebel or Imperial) within their arcs of fire,
as indicated on the trench sheets.
After all other attacks have been resolved,
including all surface turbolaser attacks, the
Imperial player may choose to fire all of the
trench turbolasers or fire none of them.
If the trench turbolasers fire, every ship in the
trench zone within the arc of fire of a functioning
trench turbolaser is attacked once by it, in any
order the Imperial player chooses.

EXHAUST PORT

The Rebels objective is to deliver a Proton


Torpedo into the Death Stars exhaust port. This
small target has an Agility value of 1 and Shield
value of 2, and may only be attacked by Proton
Torpedoes. If the exhaust port takes any amount
of damage that is not absorbed by its shields,
the Rebels succeed at their mission and the
Death Star is destroyed.

MISSION MAP

STATS SUMMARY

All turbolasers: Attack after all ships have


attacked; Attack 4; Hull 4; does not count
as obstacle; defender doubles agility value;
when attacking may change 1 of its focus
results to a hit result; does not use range
combat bonuses; destroyed when dealt
an ion token; when it receives a critical hit,
convert it into a standard hit; may be target
locked, but cannot use target locks.
Surface turbolasers: Attack once per round;
Range 2-3.
Trench turbolasers: Attack after all other
attacks have been resolved; Imperial player
chooses to have all trench turbolasers attack
or none of them; all ships within the firing
arc are attacked.
Exhaust port: Agility 1, Shields 2, may only be
attacked by Proton Torpedoes.

The trench piece is perfectly centered. The Imperial start zone measures Range 1 by Range 5. The
Rebel start zone is within Range 1 from the Rebel players edge.

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