Bombing Run
A Team Epic Mission
In many Star Wars movies, a starfighter squadron is set to disable an Imperial Star Destroyer, removing it as a threat for the Rebel Fleet. In this scenario, you will be performing an ion bombing run against an ISD to disable its shield towers and finally cripple the bridge. The Imperial starfighters will be swarming out of the hangar bays to harass you every step of the way.
This mission is inspired by themes from Degoba Dave’s Trench Run, but is hopefully sufficiently different to offer a different game challenge. I think some else has created an ISD attack scenario that I am only vaguely aware of, so any similarity to that scenario is coincidental.
List Building:
Each Rebel player brings a 200 point list. It had better feature bombers!! In this scenario, ion Bombs are free. On the other hand, if a player choses to us Extra Munitions to double his bombs, the cost of that card is paid as usual.
Each Imperial Player brings a 150 point list. They will receive reinforcements as the game progresses.
It is up to the players if they want to impose an overlying theme (First Order vs. Resistance, Galactic Civil War only, etc.).
Set Up:
6x3 play area. Players deploy along the short ends of the board.
At the Imperial end of the board, designate a zone in the middle of the board that stops Range 3 from the side edges, and 4’ towards the Rebel edge. This is the Superstructure, and has special effects when bombed (see below). Place a rectangular object at Range three from the Imperial edge, and two round objects Range 2 on either side of it. The bridge is in the center, and the shield generators flank it. Lastly, place 2 turbolaser emplacements on either side if the Superstructure, within range 1 of the edge of the Superstructure and Range 3 from each other, centered on the middle of the Superstructure (2’ from the Imperial edge).
This game does not feature asteroids. Minefield Mapper is banned.
Imperial forces set up within range 3 of the Imperial edge. Rebels set up within Range 5 of the Rebel edge. Set up proceeds as normal by PS. The Imperials have initiative.
Play:
This scenario borrows the Energy Mechanic from Degoba Dave. Each Shield Dome and the Bridge generates 3 Energy at the beginning of the turn, for a total of 9.
Shield Domes have 10 shields, 5 Hull, and the Reinforce Action. Each Reinforce action costs 1 Energy and can be done Front and Back, Double Front, or Double Back.
The Bridge has 25 shields, 15 Hull, and the option of 2 Reinforce Actions. For 1 Energy, the Bridge may perform a Jam or Coordinate Action on any ship in play. The Bridge may perform the Recover Action in 1 energy increments to any actively Shielded ISD structure still operational. However, if both Shield Domes are destroyed, the Bridge’s shields immediately collapse!!
The Turbolaser Towers have 10 Hull and 5 Shields. They require 1 Energy to activate, attack with 4 dice in a 360-degree arc, may change one Focus to a Hit, and have Range 2-3.
After the Imperial have suffered a loss, they may spend 1 Energy per ship lost to generate a reinforcement ship. This can be a TIE/ln Academy Pilot or a TIE/FO pilot, if playing a First Order themed game. The ships deploy from any table edge within Range 1 of the edge and Range 1 of a fellow ship (i.e., together as a group).
Ion Bombs function as normal against the player’s ships. On the other hand, they also affect the ISD! If dropped anywhere but the Superstructure, roll 2 dice. On a Hit or Crit, the Imperials do not generate that many Energy tokens this round. If dropped on the Superstructure, roll 2 dice either reduce Imperial Energy output or apply that much damage to the one of the Shield Dome’s shields If apllying the results to the Dome for damage, count a Crit as 2 damage. This damage bypasses any Reinforce Tokens!
Ion Torpedoes can be fired at enemy ships as usual, but the ISD automatically suffers the splash damage. Roll 1 attack die and use the results as above.
Ion Pulse Missiles must be fired directly at the ISD to affect it. A hit is automatic, and 2 Attack dice are rolled as for Ion Bombs. Ion Pulse Missiles fired at Starfighters do not affect the ISD.
Players may allow the option to ram the ISD. Ramming is performed as follows: Before revealing their maneuver, the player must declare the Ram Action. If the ship’s movement, before repositioning, overlaps a Shield Dome, the Bridge, or a Turbolaser Tower, the player of that ship may roll as many attack dice as his ramming ship has in remaining Hull. These dice may not be modified. All other rules for damage apply, and the ship is removed from the game. If the movement does not overlap an ISD structure or is blocked, the ship loses its Action and its Attack this turn.
Player may also use the Desperate Gambit restriction: a ship cannot make a ramming attack until it has lost all shields and suffered at least 1 Hull damage;
Victory Conditions:
The Rebel must destroy the Bridge to disable the Star Destroyer. If they are successful, this is a Rebel victory. The Imperial need to repel all attackers for an Imperial Victory.