[GZG] My Version of the Death Star
From: The Man in Black <mib.zero@g...>
Date: Thu, 29 Dec 2005 10:30:58 -1000
Subject: [GZG] My Version of the Death Star
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http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lDEATH STAR SCENARIO
RULES FOR FULL THRUST
Place Death Star wherever you like with your fleet, it is a Space
Station
that costs zero points and doesn't move unless it's orbiting a Gas Giant
and
heading for a Hidden Rebel Base.
Once per turn the Death Star shoots it's superlaser: simply remove the
target model from play. If the target model is a planet, you may choose
to
replace it with an asteroid field. If the target model is a ship, all
other
ships within 3" take 8d6 damage from the tremendous explosion, all ships
within 6" take 2d6 damage. Death Star can't shoot fighters. Death Star
isn't
bothered by capital ships and their insignificant firepower.
The Grand Moff onboard declines to target enemy capital ships with the
thousands of turbolasers available, he also prohibits the 600 squadrons
of TIE fighters from being launched. He also declines to evacuate in his
moment of triumph despite the danger revealed by analysis of their
attack
pattern. Darth Vader won't choke him to death since he looks like Peter
Cushing, and the Sith are huge fans of Hammer horror flicks.
If an enemy fighter squadron makes base to base contact with the Death
Star,
it begins a trench run, roll 1d6: 1-5 the entire squadron is destroyed,
6
the Death Star is destroyed. Ace pilots get +1, Using the Force gives
you
+1. If the Death Star is destroyed, the Imperial Side LOSES THE
SCENARIO.
Optional Rule: no fighters can attack until the ground forces beat an
Entire
LEGION of the Emperor's best troops in in the Dirtside/Stargrunt
Scenario
and blow up the planetary shield generator.
--
The Man in Black is : Kenneth Scroggins
Novus Ordo Seclorum : Annuit Coeptus : E Pluribus Unum
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