Ok, everybody has seen several different trench run scenarios, including my own, for Xwing by now. I've been kicking around ideas for Death Star II over Endor for a few months, hammering out details and issues. Just finished prototyping the scenario tonight to test run on Tuesday night.
Scenario Templates
- One 14"x14" tile for the Reactor area (small, but give me a break here!)
- One 14"x7" deployment zone - entranceway to superstructure is a 4" opening on the center of one side lengthwise
- One starting tile 7"x7" with a 4" straight corridor from one end to the other to connect to the deployment zone
- Roughly Fifteen 7"x7" tiles with corners, T sections, straights, Y sections and obstacles each starting and ending the corridor at 4" across - shuffled and placed face down
- (pics to follow if this actually works)
Deployment
- Place the deployment zone and starting tile.
- Place the reactor area 28" (four template tiles) away from the end of the starting tile
- Put an empty can of coke roughly center of the reactor area tile to represent the reactor till I figure things out...
- Rebel forces deploy within the deployment zone and set dials
- Imperial forces deploy beginning of turn three
Special Rules
- Tile Placement - when a fighter enters the corridor on the last revealed tile a new tiles is placed. Each player alternates between drawing a tile and placing it beginning with the Imperial player. If insufficient tiles remaining, remove tiles from behind the Imperial fighters and shuffle into the 'deck.'
- Walls - If a ship base touches a wall it suffers ONE FACE DOWN damage card and the ship's course is corrected to run parallel to the corridor wall. If a ship's base lands completely outside the corridor it is immediately destroyed.
- A movement template cannot pass through walls to a tile that is not connected to the current tile by a corridor. (ie two parallel running corridors - I I ) The ship is immediately destroyed.
- No K-turns, T-rolls, or S-loops are permitted within the 7"x7" superstructure tiles
- Reactor has 5 hull and 0 agility
Updated 9/20/2017 - Clarifications and general updates
Edited by LagJansonUpdated rules



