So I came up with a game variant to play with the gaming group down at Comics Fusion in Flemington NJ.
General Rahm Kota was a Jedi during the Clone Wars. He used militia because he did not trust clone troopers... which saved his life during Order 66. The rebellion has uncovered plans for the first death star, and plan to mount an attack with Rahm's republic star destroyer before the death star is operational.
Both Sides get 5 wings. Each fighter wing is 65 points of one type of ship (and its upgrades).
Star Destroyer Rules:
-Crits against a star destroyer count as 2 damage
-0 Agility (can roll 1 at range 3)
-While shields are active, they cancel 1 hit on each attack roll
- Ion cannons and torpedos ignore the shield bonus
- When other ships overlap it asteroid damage and action rules apply, but the ships can still fire.
- It can not be buffed
- can move 1 straight (move the tip of the nose to the end of the template)
- has an action to move an additional 1 straight or focus (which applies to all attack rolls).
Systems
-The Star Destroyer has a launcher in the nose which can fire concussion missles or proton torpedos with no lock.
-8 turbolaser batteries (roll 2 dice, each uncancelled hit does double damage).
-2 shield generators. If they are disabled the shield bonus disapears
- Bridge... if disabled ship can no longer focus
-engines... if disabled, ship loses it's normal movement
- Damage Grid:
Extra Rules:
HWKs can reload Missles on friendly ships (RNG 2), Shuttles can reload torpedoes onto friendly ships (RNG 1). Reloading is done by sacrificing the shuttle or HWKs action.
In addition, each side got surprises that the other enemy did not know about.
Rebels: get to place 2 ships (that are currently in the players wing... paid for in points) in the hanger, which deploy at their pilot skill during the movement phase the player chooses to deploy them. The ship can have a free missle or torpedo. The ship selects a manuever and places the maneuver template against the hanger.
Imperials:
- when any rebel ship closes to Range 4 of the Death Star, 3 (free) black squadron tie fighters may deployed.
- When any rebel ship closes to range 2 of the death star, it may reveal that it is "fully operational" (or it's a trap... chose your favorite). The death star laser fires 15 dice against a capital ship, 6 against a large base, 3 against a small base.
Combat:
Star Destroyer fires at PS 0, Death Star fires at PS 13
Rebel Win Conditions:
- Death Star Destroyed (Star Destroyer closes to range 1 and survives till PS 0 on the combat phase)
or
-All Imperial ships destroyed
Imperial Win Condition:
-All Rebel Ships are destroyed
or
-Star Destroyer is destroyed
It went very well and was reallllllly close, I'll post some more details later, but here is the photobucket album till then: