What to roll for the Death Star trench run?

By Doc, the Weasel, in Star Wars: Edge of the Empire RPG

How would you model the Death Star trench run?

Is there a piloting check to head down the trench at high speed? How many times would you have to roll this?

How hard is it to make the shot? Is it influenced by the above roll(s)?

What about getting shot at? What would you have to face if you bugged out?

Well, for me, I'd do the following:

I'd start the encounter at Extreme range. When the Death Star (DS) defences lit up, I'd probably treat the range bands around it as hazardous terrain for anything below Sil 5, the closer you get the higher the hazard. To keep the action cinematic, and depending on how big of an operation this was, I'd probably start with one wing (3) of minion TIE fighters per PC that is "in the trenches" they would engage around medium range from the DS and fight their way back.

With intel, I'd look for an extended Sensors test (computers or AstroNav I believe) to pinpoint the location of the vent, with success/adv reducing and Threat/desp increasing the distance from the target when entering the trench.

I'd start the run at needing 3 rounds to get to the target zone +/- the initial sensors roll to find it. The space hazard would increase given the narrow confines of the trench, but it was mostly just flying tricky. Whoever was leading the attack would be depending on his wingman to keep any TIE mobs off of them (which there would be at least 1, maybe increased by despair?) while they line up the shop. After that comes the shot. I't would be a base of Hard (PPP) probably with 2 upgrades for the shielding/size, so RRP and I'd absolutly flip a Dark Side point on any shots taken (RRR). A straight hit wouldn't be enough to cause the chain reaction, but would reduce the number of upgrades. I'd call for a critical to actually make it to the reactor, but I'd also give the DS Massive 3-5? Heck with it being that High I might just make it a standard dificulty shot .. like PP maybe with one upgrade? At Massive 5 a PC would need to net ... like 7 advantage to get the shot through? I'd allow a Triumph to cancel 3 of them, but not all, so a sucessful hit with either 5-6 adv or maybe 2 triumph?

Just my 2 cents.

Shields add Setback, not upgrade the difficulty. Size is part of the initial difficulty decision. The difficulty should be upgraded only when a Despair is really needed for as a possible negative result. In the case of shooting at that vent, it isn't doing anything. What happens if the torpedo misses? If it just explodes against some other part of the trench, then why upgrade the dice to add the despair result?

A Wing - 72 craft in the unit

A Squadron - 12 craft in the unit (6 Squadrons in a Wing)

A Flight - 4 craft in the unit (3 Flights in a squadron)

A Pair - A lead and his wingman (2 Pairs to a Flight).

Tenrousi has some good ideas there. I like it!

When it comes to the trench run: this is again a place I'd tweak the chase mechanic, or borrow from it. Given the hazardous nature of the trench I'd require a Pilot (space) check at the beginning of each round, difficulty based on speed (so balancing speed is a must) plus at least 3 setback dice (as that is as high the table goes in the core book), although adding more is possible. Any Despairs, or 3+ Threats could be used to signify some sort of collision, a minor or major as GM, narrative and circumstances require.

Manoeuvres available during the trench run (or similar circumstances) is mainly Stay on target and Evasive manoeuvres. I'd also let wingmen use a GtA-like action to block shots at the leader/main gunner - although I'd not allow them to attack (unless they fly y-wings with an extra gunner). You could call this GtA-like action Defensive Screen or something, basically further upgrading shots aimed at one ally, either opposed by opponents Gunnery or Pilot or the normal speed difference used for GtA.

Each round the fighters would move one manoeuvre worth closer to the target area automatically as there is nowhere else to move (unless they exit the trench); consumes the free manoeuvre available for the pilot each round - extra manoeuvres could be used to move closer for the normal strain cost. Although this would not increase range from pursuing TIEs - the initial chase mechanic-type check could be used for that.

Or somesuch thing. I just thought of this :ph34r: so its probably flawed.

Manoeuvres available during the trench run (or similar circumstances) is mainly Stay on target and Evasive manoeuvres. I'd also let wingmen use a GtA-like action to block shots at the leader/main gunner - although I'd not allow them to attack (unless they fly y-wings with an extra gunner). You could call this GtA-like action Defensive Screen or something, basically further upgrading shots aimed at one ally, either opposed by opponents Gunnery or Pilot or the normal speed difference used for GtA.

Every time I see Gain the Advantage listed as GtA I keep thinking Grand Theft Auto. My mind keeps imagining some pilot getting out of their X-wing, opening the hatch on a tie fighter, head slamming the poor pilot and stealing their ship.

Sigh. I need to get out more. :D

Shields add Setback, not upgrade the difficulty. Size is part of the initial difficulty decision. The difficulty should be upgraded only when a Despair is really needed for as a possible negative result. In the case of shooting at that vent, it isn't doing anything. What happens if the torpedo misses? If it just explodes against some other part of the trench, then why upgrade the dice to add the despair result?

A Wing - 72 craft in the unit

A Squadron - 12 craft in the unit (6 Squadrons in a Wing)

A Flight - 4 craft in the unit (3 Flights in a squadron)

A Pair - A lead and his wingman (2 Pairs to a Flight).

I can understand the shields adding setback to the roll. As far as the upgrades go, it is about more than just adding in the potential of a Despair symbol, they have the opportunity to cancel more successes/advantage than a normal difficulty die, thus making the shot overall harder. I also tend to use Darkside Points at climactic moments, and i personally feel taking a shot at the DS would qualify. It also allows me to make sure that my Players have Light Points available to spend on their rolls.

Despair on such an attack could simulate a variety of things outside of the torpedo just missing. It could say indicate an impact on the surface, but a significant mechanical failure has damaged the launch tube? or that a mistake in the firing mechanism caused an additional torpedo to deploy? Or that when the torpedo missed it knocke over a support structure that the pilot now needs to avoid? Or some crazy random suggestion that my players come up with, who knows? they can be alot of things.

As far as the wing breakdown goes, I'm sure that is what is "official" and/or a real world example, I Just find a group fo 4 TIE fighters a little too lethal, and 2 not enough of a challenge, so I tend to deply them in groups of 3. It's purely a mechanical consideration on my part, but it has provided my play group with enough of a challenge to feel warranted, but not so much so that it's burdensome.

Warhammer 3 suggests there never should be more minions in the group of minion than the number of PCs at the table. It works well.

Really?!?! In our WFRP3E we (party of 5) just faced off against ... 15 night goblins and a squig.. 3 groups of 5... poop. thought it was a little high, but I guess i can't math so good.

The number of group simultaneously encountered is indeed an other difficulty variant the gm should adjust wisely

Roll to make Tarkin competent and actually launch the Death Star's thousands of TIEs?

Roll to make Tarkin competent and actually launch the Death Star's thousands of TIEs?

Seriously though, minion groups can be deadly if you stack too many of them in there. I like 3 TIEs in a group myself, but I've done 4 and it's been fine. Not sure if I'd go 5 fighter minions unless my group was a crack fighter squadron.