Custom Death Star Trench

By Crabbok, in X-Wing

So I've been working on a trench for a couple weeks. It isn't finished yet but it's mostly there. I still have to add "wings" to it so that it will lay in between two tables, sunken down below the table line.

Having never played a trench scenario before, do you guys require any specific victory conditions? IE a regular proton torpedo hit on the port will win? or do you require an advanced proton torpedo?

I'm thinking an Advanced proton Torpedo would be required and you need at least one crit.

Thoughts?

IMG_6017.jpg

IMG_6018.jpg

IMG_6020.jpgHere are a few with some sample ships inside:

IMG_6022.jpg

IMG_6021.jpg

having seen some, I like this one most, but think the run needs to be longer.

I thought that too, but it's a full 3 feet long, which will pair up nice if placed against game boards. Course, I could always build a second one and line them up.

Wowza!

That looks awesome!

Having never played a trench scenario before, do you guys require any specific victory conditions? IE a regular proton torpedo hit on the port will win? or do you require an advanced proton torpedo?

I'm thinking an Advanced proton Torpedo would be required and you need at least one crit

Give the port a number of hitpoints, else you force the Rebel player into buying an upgrade/ship he might not want. Granted, it's less fluffy, but much better game design.

If he wants to play the Falcon with couple of A-wings for example he should be able to, unless you also restrict the imperials choices in some way.

AWESOME trench model.

I've been playing around with the idea of making something similar, and you've just given me ideas on what sort of materials to use.

Edited by Mikael Hasselstein

Are you going to make a rule where there is a really low-odds roll (via lots of agility) against the port with torpedoes and Luke has a boost to the attack rolls?

Are you going to make a rule where there is a really low-odds roll (via lots of agility) against the port with torpedoes and Luke has a boost to the attack rolls?

Nah, probably going to simply make it have high hit points, with all crits dealing 2 damage.

I'll probably restrict it so that only small ships can enter, and also I won't allow K-Turns once inside.

You should check out DagobahDave's scenario. It's been through a couple revisions and is probably the most play-tested trench run scenario available!

Check out DagobahDave's scenario on this or one of the other X-Wing forums (don't remember which, most likely Dakka Dakka or Metal Bikini). The scenario is great (wel... I think so)! We have played it several times with different groups and everyone had a great time. His rules are simple and definitely add that bit of tension as you are racing against the clock, trying to destroy the Death Star before it gets in firing range.

Would be great as a simultaneous, two-board action, where Blue Squadron (and Green?) are attacking the Super Laser, while Gold and Red Squadrons go for the kill shot. Perhaps Blue's actions could delay the firing of the weapon in the same way his basic scenario handles the "count-down to firing..."

Whatever, its a great scenario and I heartily recommend it to everyone.

Chris

That looks awesome! Although I think the port hole is too large. It looks like a fighter could fly in there. An A-Wing certainly could. Its diameter is only supposed to be one-sixth the length of an X-Wing!

I made my own turrets with Plasticard. Not the best picture but you can kinda see them here.

The tops are magnetised so they swivel nicely.

DSC09400_zpsd0249bdf.jpg

Edited by Conandoodle

That looks awesome! Although I think the port hole is too large. It looks like a fighter could fly in there. An A-Wing certainly could. Its diameter is only supposed to be one-sixth the length of an X-Wing!

hi, i have been tweaking with a trench run scenario; these are the rules we are currently using:

the scenario is divided in 2 parts, trench and the normal part

we use some clear plastic between the 2 normal parts to fly over the trench and still be in the "normal" part

ships in the trench cant shoot ships in the normal part, ships in the normal cant shot in the trench

to change from the normal to the trench you just need to do 1 action , we completely pivot the ships the way we want after taking the action, this gives higher ability ships a pretty good advantage

to get out of the trench you can do an action or do a koiogran

the imperial has access to 3 things (besides the exhaust)

1 is a droid that has 5 agility , 1 hp, and can repair "buildings" with an action after getting a damage or critical result in a red dice to repair; it moves with ability 0 , 2 in any direction

turbo laser turrets; they are buildings with 1 hp, that are only damaged with criticals.

they have 5 die of damage and 0 agility but after damaging a ship all damage gets canceled and it receives a face up card that bypasses shields, they can pivot 90º at hability 0 each turn and has range 3-5 (they cant shoot at range 1-2 and ships get +1/+2/+3 to agility against range 3/4/5

nodes: 1 hp, only damaged on a critical , building , for each node in play an attack needs an aditional critical to destroy the death star

everything cost 5 points ,

the rebels needs to get 1 critical with torpedoes on the exhaust to win (plus another for each node)

deployment: the imperium deploys lasers, nodes and droids on the table at distance 2 of each other and 2 from the borders

then the rebels deploys his ships on the large side contrary to the exhaust, and then 2 turns are played

in the 3º turn the empire deploys half of his ships in the same side as the rebels and in the 4 the other half in the side of the exhaust

we are currently tweaking because right now the rebels have it hard i have been able to destroy most of the nodes on play but im never able to shoot against the exhaust

we are thinking of reducing the attack dice of the turbolasers in 1, because by the time every ship is near the exaust they have like 2 criticals each

i will post pictures of my trench run

WP_20140515_008_zpsc2bd77d5.jpg

WP_20140515_009_zpsf82c4515.jpg

WP_20140515_007_zps32aaa1ba.jpg

as you can see its a work in progress.

oh, when you kill a imperial ship it enters play again as a hability 2 pilot

the rules we are using makes the rebel feel pursued but it doenst make it feel as running against the clock

Edited by nykomedes

Nice, even looks square ;) Very simple, but effective design. I'm curious, why does this scenario only have just the trench? Going for Ep IV, they make their run into the trench. Dodging both turbos and TIEs alike, then make it in the trench. Turbos still firing, but then Darth + wingman come in and stop shooting.

Now that we have huge ships, do you use the turbo stats from them? makes sense, turbos meant for larger ships, so not as effective versus smaller craft, although nothing tends to survive such a blast as well.

Towers by WEG Death Star Technical Companion

Turboblaster Towers are about 40m tall so about 3.3x larger than X-wing length.

actually the scenario we run is one i found (and i cant give credit because i dont know the name) with some tweaks

the original scenario, turbolasers could shoot like any other ship (distance 1-3)

i thought that using the rules for the turbolaser in the tantive, just made the ships be damaged little by little just like being shot by any other ship, thats why it has such strange rules

and the scenario starts with the ships in the far left side just as the ships "found" the trench

the rebel can deploy his ships in the trench or over it, in that game i deployed in the trench because the imperial player only placed 2 turbolasers in the trench and i was able to shoot them off from the beggining

in the original scenario that we created you had to enter the play area, then target lock the exhaust then go all the way to the right and enter the trench, but the rebel ships werent able to get there at all

so we did the nodes rules(so the rebels had to do something besides run the hell to the exhaust port)

my trench run is 94cm X 2 meters by the way

So I've been working on a trench for a couple weeks. It isn't finished yet but it's mostly there. I still have to add "wings" to it so that it will lay in between two tables, sunken down below the table line.

Having never played a trench scenario before, do you guys require any specific victory conditions? IE a regular proton torpedo hit on the port will win? or do you require an advanced proton torpedo?

I'm thinking an Advanced proton Torpedo would be required and you need at least one crit.

Thoughts?

I'd go with Advanced Protons just because of their short range. It means you'd have to close right up on the port. The key to building the suspense in that scene in the movie was the long run in and watching the count down on the targeting computer. Maybe have an entry point into the trench that would make for a minimum number of moves before the port is in range.

I wouldn't restrict the trench to just 3' as you're re-creating a battle that is outside the normal constraints of the rules regarding play area. Nykomedes says his is over 6', and I would say that would be awesome to play in. Make sure you've got plenty of clear perspex for the crossing flights over the trench.

Other than that, it looks awesome so far. Can't wait to see the finished product in action.

Well I've tested it out and if you do indeed need to be in range 1, then you should have 3 rounds of moving - provided that entering the trench starts you at the far end.

Additionally, I expect that the imperials will have dealt some damage before the rebels get to the trench in the first place - and if I specify that you need to roll at least one crit on proton torp - then they might not even hit it the first time.

So considering that my version is not exactly accurate to the Death Star trench, (Hole too big, requiring an advanced proton) - and I might even allow large ships for the fun of it - I'm considering renaming this trench - it is no longer a Death Star trench - it's now the trench for the Spaceball One.

Anyone have a current link to DagobahDave's scenario? I got it a long time ago but don't know if it's been updated since.

Impressive... most Impressive.

Well I've tested it out and if you do indeed need to be in range 1, then you should have 3 rounds of moving - provided that entering the trench starts you at the far end.

Additionally, I expect that the imperials will have dealt some damage before the rebels get to the trench in the first place - and if I specify that you need to roll at least one crit on proton torp - then they might not even hit it the first time.

So considering that my version is not exactly accurate to the Death Star trench, (Hole too big, requiring an advanced proton) - and I might even allow large ships for the fun of it - I'm considering renaming this trench - it is no longer a Death Star trench - it's now the trench for the Spaceball One.

They've Gone Plaid!

For my own reference, being the exhaust port is stated to be 2m by scale it should be 7.4mm, correct?

Anyone have good source about width and depth of trench?

by the way i didnt comment on your trench, it looks great,

oh another rule i forgot to mention: the rebels deploy target locks wherever he wants after the imperial deploys buildings and droids