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
_______________________________________________ Gzg-l mailing list Gzg-l@lists.csua.berkeley.edu 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