Battle of Endor: Trench Run 2

By Hawkstrike, in X-Wing

We've got a great original Death Star trench run scenario in the original DagobahDave scenario.

I thought we could use a suitable epic version for the Death Star 2 assault, so I made up my own two-phase battle. I've posted it to Mission Control under the titles Trench Run 2: Endor (Ph I) and Trench Run 2: Endor (PhII). Details also posted below.

Feedback welcome. Enjoy!

Trench Run 2: Endor
Recreate the battle to destroy the Death Star 2 over Endor! Dogfight above the surface of the Death Star until the shield comes down, then commence assault on the main reactor.
PHASE I: It's a Trap!
In Phase I of this scenario, the Rebel and Imperial fighters dogfight above the Death Star 2 surface until the Death Star shield comes down, allowing entry into the Death Star 2 interior.
SETUP
This scenario uses two 3x6 play areas: one for the space above the Death Star 2 Surface (Phase I) and one for the Death Star 2 Interior (Phase II). This mission outlines Phase I of the overall mission to destroy or defend the Death Star 2.
Death Star 2 Surface
Designate one short end of the play area to be the Death Star 2 Surface. The middle range 3 section of this surface is the entrance to the Death Star 2 Interior (see Phase II)
Imperials
(1) Imperials build a squad using 120 points. Neither Emperor Palpatine nor Darth Vader crew or piltos may be used. The Imperial squad can include only the following types of ships: Lambda Shuttle, TIE Fighter, TIE Bomber, TIE Interceptor, TIE Advanced, TIE Advanced Prototype, TIE Defender.
(2) Imperials set up within range 1 of either long edge of the play area, on the half of the play area closest to the Death Star 2 Surface.
Rebels
(1) Rebels build a squad using 150 squad points. The Rebels must include a YT-1300 Freighter with the Millenium Falcon title. The Rebel squad cannot include the following pilots or upgrade cards: Luke Skywalker, Han Solo, Chewbacca, Princess Leia, R2-D2, C-3PO. The Rebel Squad can include only the following types of ships: YT-1300, YT-2400, X-Wing, Y-Wing, A-Wing, B-Wing, Z-95, GR-75 Transport.
(2) Rebels set up within range 1 of the short edge of the play area opposite the Death Star Surface.
Obstacles
Alternate placing the following obstacles outside of range 1 of the setup areas. Either:
(1) Two Huge ships and six asteroids, or
(2) One Huge ship, three debris fields, and six asteroids, or
(3) Six debris fields and six asteroids.
SPECIAL RULES
Timer
(1) Set a countdown timer for 5 rounds. Reduce the timer by 1 round at the end of the End Phase. When the timer reaches zero, the Death Star 2's shields come down, allowing ships to enter the Death Star 2's interior via the Death Star Entrance in the middle of the short side of the play area opposite the Rebel edge. Once a ship or ships exits the play area into the Death Star 2 Interior, proceed to Phase II.
(2) Each Rebel Ship destroyed increases the countdown timer by 1 round (to a maximum of 5).
(3) Each Imperial Ship destroyed reduces the countdown timer by 1 round (to a minimum of 0).
Death Star Shields
A ship whoe base or template touches or overlaps the Death Star 2 Surface, or Entrance before the shield comes down, is destroyed.
Imperial Respawn: If an Imperial ship is destroyed, a replacement of the lowest pilot skill generic version of that ship (without upgrades) immediately respawns in the Imperial deployment zone, is assigned an Evade token, and activates in the next activation phase. The respawned ship is considered to have already activated on the turn it respawns.
OBJECTIVES
Rebel Obective: Preserve as many ships as possible before entering the Death Star 2 interior.
Imperial Objective: Attrit the Rebel squad as much as possible before the Death Star's shields come down.
PHASE II: Commence Attack on the Death Star's Main Reactor!
This continues the assault on the Death Star 2 from Phase I. This phase requires a second 3x6 play area; retain the 3x6 play area from Phase I.
SETUP
(1) Set up the map of the Death Star 2 interior as shown. Red areas represent the Death Star 2's internal structure and are impassable (see below). Blue areas are exits to the Death Star Surface. Place four Shield Couplings, the Power Regulator, and the Reactor Core as shown.
(2) Ships enter the Phase II map by exiting from the Phase I map via the Death Star Entrance. Huge ships may not enter the Death Star interior. Ships that exit the Phase I map are placed in the Entry Zone in any location and orientation, and start their next activation phase from that point.
(3) Rebel and Imperial squads carry over from the prior Phase. Ships on the Phase I map may continue to maneuver there during Phase II unless they enter the Death Star 2 interior or are destroyed.
SPECIAL RULES
Timer
(1) When the first ship enters the Death Star interior and is placed in the Entry Zone, set a countdown timer for six rounds. At the end of each subsequent End phase, reduce the countdown timer by 1 round. When the countdown timer reaches zero, if the Reactor Core is still intact, the Rebel fleet outside has been defeated by the Imperial Fleet and the Imperials win a crushing victory at Endor.
(2) When a Shield Coupler is Destroyed (see below), add 1 round to the countdown timer.
Death Star Interior
(1) Treat Death Star Interior structure as impassable obstacles. When a ship's base or template overlaps the structure, the ship halts movement in place and receives one facedown damage card. On the next activation, ignore any structure the movement template overlaps, so long as the ship's base arrives in clear space.
(2) Death Star interior structure is treated as an obstacle for the purposes of obstructing fire.
(3) Ships may exit from the Death Star Interior by exiting the play area edges from the indicated Blue Zones near Shield Couplings, or from the Entry Zone. Ships exiting via the Entry Zone are placed within Range 1 of the Death Star Entrance on the Phase I play area. Ships exiting via the Shield Coupling exits are placed in the Phase I Imperial Activation Zone at a location of the player's choice. Ships exiting the play area at any other board edge location are destroyed.
Imperial Respawn
As in Phase I, destroyed Imperial ships respawn as their lowest pilot skill generic version, back in the Imperial Activation Zone on the Phase I play area.
Shield Couplings
Shield Couplings have 2 Hull and Agility 1. When a Shield Coupling is destroyed, reduce the Reactor Core Shield value by 1, and add 1 round to the countdown timer. Shield couplings are treated as ships for the purposes of collisions and obstructing fire.
Power Regulator
The Power Regulator has 2 Hull and Agility 2. When the Power Coupling is destroyed, reduce the Reactor Core Shield value by 4. The Power Regulator is treated as a ship for the purposes of collisions and obstructing fire.
Reactor Core
The Reactor Core has 3 Hull, 8 Shield, and Agility 1. When it is destroyed, the Death Star 2 has been destroyed and the Rebel player wins. The Reactor Core is treated as an asteroid for the purposes of collisions and obstructing fire.
OBJECTIVES
Rebel Objective: Destroy the Death Star 2 by destroying the Reactor Core before the countdon timer reaches zero.
Imperial Objective: Destroy the Rebel squad or prevent them from destroying the Reactor Core before the countdown timer ends.
Special Epilogue: Phase III
Set a countdown timer for four rounds.
Rebel Objective: Exit the Death Star with as many ships as possible before the timer reaches zero and the Death Star explodes.
Imperial Objective: Destroy the Rebel Squad or escape before the Death Star explodes.

This is a very nice take on the Endor mission!

I've also begun working on something similar, but I wanted to include the assault on the executor as well... still working on that senario for now.

This is a very nice take on the Endor mission!

I've also begun working on something similar, but I wanted to include the assault on the executor as well... still working on that senario for now.

Oh, that sounds like a good idea! Arvel needs a chance to excel ...