Version 1.3
1.2 Amended ISD info
1.3 Removed contain from shield gate
Intro....
This game does not have a specified round or time limit although there are plenty of opportunities for the Imperials to bring this game to a close early. The Rebels always have the initiative.
Preparation
Place the Shield Gate template in the centre of the 6x3 board. The space station token can be used for this if there is not a specific replacement.
The Imperials have will have an ISD2 with the Devastator title card, Boarding Parties and Darth Vader aboard. This starts off the board and will arrive later in the game. None of this is included in the overall cost of the Imperial Fleet later. Further upgrades can be added but are added to the overall cost of the fleet.
The Rebels start have a CR90A with the Tantive IV title, Engine Techs and Princess Leia aboard. This also starts off the board. None of this is included in the overall cost of the Rebel Fleet later. Further upgrades can be added but are added to the overall cost of the fleet.
Both Rebels and Imperials then build fleets of 300 points each with the following restrictions:
Imperials can only have TIE Fighters (including unique) in squadron selections.
Imperials cannot have an Interdictor.
Rebels must have a single large ship – this must be Profundity (if available) including Admiral Raddus and the Profundity title. The Admiral and Title’s effects are not in use this game but also both cost 0 although the cost of the ship and any other upgrades are included in the overall fleet cost. This deliberately restricts the MC75 and Admiral and is thematic.
The rebels can only include X-Wing and Y-Wing (generic only) and Hera Syndulla or single generic VCX100 as squadron selections.
The Imperials deploy all their ships and squadrons first anywhere on the board but at least range 3 away from the rebel board edge and range 1 away from the shield gate.
The rebels must deploy their forces within range 1 of their table edge.
Phase 1 – Disable the shield gate
The Rebels must disable (destroy) the shield gate to allow the transmission to be received from the planet below. It has 10 shields, 8 hull, 2 Brace tokens. There is only a single hull zone for this template. It is treat as an immobile ship for collision purposes but can still use defence tokens.
The Death Star will fire upon the planet at the end of round 4. If the shield gate has not been destroyed by this time, the plans are lost and the Imperials claim victory.
Rules note: It's a bit of a clunky rules mechanic, but the plans could be in 'transit' after round 4 but not yet received by the large rebel ship. This way, it adds a bit of urgency for the rebels to destroy the shield gate instead of focussing on destroying the Imp fleet without a time limit. This rule could cover both phase 1 and 2, but that might make it too tight a timescale to meet. Try it, it might work.
Phase 2 – Vader arrives and the plans are transmitted
Once the shield gate is disabled (destroyed), do not remove it from the board, but mark it as disabled in an appropriate manner.
The Avenger enters play as soon as the shield gate is destroyed (even mid way through a round) and is deployed within range 1 of the Imperial edge and at least range 1 of the side edges. It is immediately available for the Imperials to command. Initial command dials are set during this deployment.
The large ship that the Rebels included in their fleet must now spend a single entire round within range 1 of the disabled shield gate, must be at speed 1 or less and not fire any weapons. This can occur during the same turn that the gate is disabled/destroyed. Timing is critical.
If the large rebel ship is destroyed at any point before they have received the plans, the imperials win.
Phase 3 – Escape with the plans
Once the large rebel ship has achieved phase 2, place a token on the large rebel ship to indicate that the plans have been received.
The Imperials must either completely destroy the large rebel ship or the Tantive IV if it is launched in order to win the scenario, depending on which currently has the Death Star plans.
The rebels must either get the large rebel ship or the Tantive IV off the rebel board edge.
At the end of any turn, if the large rebel ship has LESS than half its hull remaining or boarding parties has been used on it during the round and the large rebel ship is not fully destroyed, the Tantive IV is launched and deployed anywhere within Distance 1 of the large rebel ship. Place the token from the large rebel ship onto the Tantive IV. The Tantive IV is now the objective to escape/destroy, not the large rebel ship. The Tantive IV cannot be launched before this point.
Edited by Gallanteer