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FULL THRUST |
"I'll Get Her Out on the Falcon."
- A Star Wars scenario for Full Thrust
By Mark Drake. After my son and I watched ESB a few weeks ago I had an idea for a modified Hoth scenario. This scenario uses the beta fighter (new 2009) rules with new turn sequence and Ion cannon rules by Dean Gundberg. Will be using both Dean's Crossover stats: (see http://www.star-ranger.com/SRStuff.htm - look in the various Crossover game links for the SW files) as well as Brendan Robertson's stats for ships not covered by Dean (see http://home.pacific.net.au/~southernsk/ft/swconv.htm for Brendan's SW stats.) I will have to compare stats and resolve discrepancies but looks ok so far. Also there are some of my own stats for certain ships using Dean+Brendan's stats as models.
The complete set of playsheets and rules notes are available as a 2MB zip file
to download here or by clicking the image on the right.
Counters are available from the downloads section. |
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FORCES:
Rebel -Millenium Falcon -2 fighter flights Imperial -3 TIE flights -gunboat (both sides initial fighter flights: player's choice to type, no limit on type chosen.) REINFORCEMENTS: Starting on Turn 1 as part of Initiative roll if either side rolls a 6 on their Initiative dr then that side will receive random reinforcement. Roll of 1d12 will be made by that side to see what is received: Rebel (enter from "east" edge.) 1-Luke Skywalker in his X-wing (treat as separate small craft with Jedi pilot)* 2-Rogue Squadron (2 flights of X-wings led by Wedge Antilles; +1/-1 drm to all attacks by/against these 2 flights)* 3-Corellian corvette with 1 fighter flight escort (choice of type) 4-6-Rebel transport with 1 fighter flight escort (choice of type) 7-9-Ion cannon blast (C3 EMP Beam fire attack on one Imperial target ; treat as if firing at closest range band.) 10-12-one fighter flight (choose one type from pool; the pool is one type each of A,B,X,or Y wing;note once all 4 groups are in play then that is it!) Imperial (enter from any edge EXCEPT "east" edge.) 1-Darth Vader in his TIE Advanced (treat as small craft w/Jedi pilot)* 2-SSD Executor with 1 fighter flight (choice of type)* 3-Imperial Star Destroyer with 2 fighter flights (choice of type) 4,5-gunboat 6-8-Lambda shuttle with stormtrooper boarding party (attempt to capture the Falcon+its passengers) 9-12-one flight TIE (choice of type from pool; the pool is one each standard,Advanced,Interceptor,or bomber;note once all 4 groups in play then that is it!) NOTE: " * " symbol denotes this Random Reinforcement option is only available ONCE!
JEDI PILOTS: Jedi adds + 1 to fighter attacks , +1 to capital ship attacks, +1 to DCP roll (an R2 unit adds further +1 to DCP roll if present in a Jedi-piloted craft.) Needle attack can be made by Jedi-piloted craft (+1 modifier does apply.) Jedi-piloted fighters are treated as normal craft with own SSD EXCEPT moves as if the craft is an Interceptor (Movement: 36/12.) When being fired on 2D6 are rolled; the first D6 must roll a 6 before the second D6 applies, then second D6 applies as normal. No rerolls versus Jedi craft! X-WING/Y-WING ARMAMENT: Rebel X-wing and Y-wing fighters may also be loaded with proton torpedoes for use vs capital ships. This option must be declared by Rebel player as that fighter group enters the map. If so they may attack capital ships as if they are Torp fighters (but are NOT treated as Torp fighters for dogfighting or targeting purposes; targeted as normal for their respective class.) TIE ADVANCED: This fighter group is a Heavy fighter group with Movement: 24/12 and attacks as AF:normal and AS:6 only. (EXCEPTION: Darth Vader in his TIE Advanced moves as if Interceptor (36/12) and fires weapons as normal C1 beams.) ION CANNON: Rules for Ion cannon are printed on the Rebel Alliance stats sheet.(click to download)
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BACKGROUND:
Rebel forces are attempting to flee from the planet Hoth as the Imperial fleet closes in. The Millenium Falcon is trying to slip past the Imperial blockade to get Princess Leia to safety. The Falcon's hyperdrive system has been jury-rigged back together but it is unsure if it will work when activated. As the ship clears planetary orbit it finds a small escort assisting them in their escape attempt…. SETUP Use standard star mat ; long edge runs along top/bottom of table as "north/south" ; short edge along the sides of the table as "east/west." The Rebel forces will enter the map from the "east" edge on Turn 1; they will move first this turn. The fighters move their normal move , the Falcon enters at any vector between 6 and 18. Imperial forces are set up anywhere >/= 24MU from the "east" edge ; this is the picket line force and they will move second on Turn 1. Fighters move as normal, the gunboat may have a starting Velocity of between 6 and 10. The Millenium Falcon must make it to the "west" map edge before attempting to jump to lightspeed (see Special Rule "Jumping To Lightspeed" below.) MILLENIUM FALCON: The Millenium Falcon is an exceptionally maneuverable ship. It receives a -1 to any fire directed against it (whether weapons firing at it are using AS or PD mode fire or attacked by fighters/ordnance.) This -1drm is NOT applicable to Tractor Beam lock on attempts. The Falcon may fire the C1 beam weapons in either AS or PD mode. It is also equipped with standard Heavy Missiles (concussion missiles.) TRACTOR BEAMS: ALL Star Destroyers are equipped with a single Tractor Beam system. Note this on the Star Destroyer SSD with a letter "T" symbol to denote it as a separate system. It is a 6-arc system with a range of 12MU. It is activated by Imperial player at the end of Ship Movement phase and does require the use of a FC.It can ONLY be used against the Millenium Falcon in an attempt to capture that ship (it is NA against other ships,fighters,or ordnance.) The Falcon must be within 12MU of the SD attempting to tractor it before the TB can be activated. The TB system does count toward Threshold checks , including from EMP weapons (Ion Cannon.) It can also be targeted by Needle beam attack (such as from a Jedi-piloted craft.) It may also be repaired using normal DCP rules. When the TB is activated it must roll 1d6 and consult the table below to determine if a tractor lock is achieved. Range: 1-4 5-8 9-12 Lock-on#: 4,5,6 5,6 6Only one Imperial Star Destroyer/Super Star Destroyer may have a Tractor Beam lock on the Millenium Falcon.Multiple TB's are NOT allowed to lock onto the Falcon! EFFECT: If TB lock-on is achieved then the Falcon's Velocity instantly goes to 0. During the next Ship Movement phase (if the Millenium Falcon has not broken the tractor lock) the Falcon will be moved along with the SD (same course+velocity as SD; Falcon maintains same facing it ended with when TB locked on to it.) At end of Ship Movement phase the SD will roll 1d6 and move the Falcon that many MU towards it (trying to tractor the Falcon into its landing bay.) Once the Falcon is at range 0 from the SD it is considered captured in the SD landing bay (and immediately ends the scenario.) BREAKING TB LOCK: Tractor beam lock can be broken in one of three ways: -tractor system destroyed -tractor system knocked out due to Threshold damage -at beginning of Ship Movement if the Falcon's Drive is intact it may make a single attempt to use its Drive to break tractor lock (one attempt per Ship Movement phase max.) The Falcon will use ALL of its Thrust rating in its attempt to break TB Lock.If the TB Lock is broken, then the Falcon will move away from the SD on any Course it chooses at its max Thrust rating.This will also be the Falcon's beginning Velocity for the following turn. The Falcon attempts to break TB lock by rolling a 6 on 1d6 the first time it attempts to break TB lock ;each subsequent attempt against same TB it must roll 5 or 6 to break the lock if unsuccessful on first or following attempts. JUMPING TO LIGHTSPEED: The Millenium Falcon will move to the "west" edge of the map to attempt to jump to lightspeed. If the ship makes it to within 3MU of the "west" edge and has both a functioning FTL and Drive and is not under tractor lock it will attempt to jump to lightspeed. This is done by rolling 1d6 ; roll of 5,6 and the Falcon goes to lightspeed and the scenario ends immediately ; roll of 1-4 and the map floats and Falcon must repeat above on the new map,except each subsequent attempt is successful on dr of 4-6 on 1d6. The map will float as many times as necessary until either the Falcon goes to lightspeed or is captured. SHUTTLE GRAPPLING: Shuttles carrying stormtroopers will attempt to grapple the Millenium Falcon in an attempt to capture the ship and its crew. The procedure for shuttle grappling is the shuttle must be within 1MU of the Falcon at end of Ship Movement and have same Course+Velocity as the Falcon and at end of Ships Firing phase may make grappling attempt on the Falcon (roll 3-6 on 1d6 for successful grapple.) If the Falcon is successfully grappled AT THE END OF THE TURN then game ends immediately as an Imperial victory. [As about 100 stormtroopers will blast their way into the interior of the Falcon! Remember the boarding combat on the Corellian blockade runner?]
The Falcon will have two chances to prevent grappling:
1-firing on the shuttle resulting in shuttles destruction or Damage to grapple before grappling attempt can be made (treat grapple as separate system liable to Threshold/Repair - note if Falcon damages the grapple then the grapple Repair attempt isn't made until turn end!) 2-successful Repair attempt (roll 5 or 6 on 1d6) by Falcon Crew unit vs the grapple (breaks grapple's hold and prevents Imperial victory this turn.) More than one shuttle may attempt grappling the Falcon providing the shuttles survive collision attempt with grapple intact. VICTORY CONDITIONS. -Rebels win if the Falcon goes to lightspeed. -Imperials win if the Falcon is CAPTURED (either by having a stormtrooper shuttle successfully grapple the Falcon or by having a Star Destroyer tractor the Falcon into its landing bay.) For more of Mark's scenarios and some of the counters he uses visit his site at: www.freewebs.com/heavymetaldrakem |
DESIGNER NOTES: This scenario is in beta form as I have not fully tested it yet. What testing has been done has been solo plays and even then only for certain aspects. I designed this scenario as a way to play out some of the spaceship battles in "Empire Strikes Back" so compressed some of the events together. Plus I also wanted a neat way to play LOTS of fighters while further learning the beta fighter rules, new turn sequence, and EMP rules. The optional random events are just that...optional. I like to have plenty of units and different types of units so this is how I generally tend to work them into my solo games. Feel free to use, modify, or burn them as necessary. Some of the SSD's are of my own design based on the conversions noted at the beginning of the scenario plus some research from online sources for Star Wars ships. Still my designs are my own interpretation of how those ships stats should be. The trading cards depicting arriving reinforcement groups are just something I threw in to spice up the game visually. They were made from an online trading card maker program I played around with. Figured folks may like them for this scenario. Note that I tend to play FT using scale of 1MU=1cm. Please feel free to adjust the scale to your taste. I welcome any constructive feedback on this scenario so please email me with any suggestions, errata, battle reports, etc. My email is:thedrake70458@yahoo.com Mark Drake Play counters are available in our FT Download section. For more of Mark's scenarios and some of the other counters he uses visit his site at: www.freewebs.com/heavymetaldrakem
Alternatively (to counters) a number of miniatures are available to use and Mark points out
that the original Micro Machine models from Hasbro work well.
The above image shows some Studio Bergstrom miniatures.. |
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