Net Epic Gold Battle Report: Orks v Imperial Guard 7,000 points
Introduction:
Because of the popularity of my Epic Battle Reports - a massive thanks to the hundreds of you who've been reading them! - I thought I'd run another! Once again, I'll be using my Net Epic Evolution rules to run the game. Continuing the experiment I began last battle report, I've decided to allow units on Charge orders to fire: provided they are not engaging enemies in Close Combat, with a -1 penalty on rolls to hit. For anyone not in the know, the Evolution rules are my own variant of the Net Epic rules which, in turn, are a fan version of 2nd Edition Epic/Space Marine rules by Games Workshop.
The video version captures the highlights, but for the full experience, the write up follows below this!
Scenario:
The Orks have attacked a city on the world of Lorimax and the Imperial Guard have been tasked with defending the city from their incursion! Both sides have 7,000 point armies and are aiming to score 60 Victory Points (VPs) to win the battle. Victory Points are won by breaking enemy formations or seizing any of the 8 objectives. Each objective is worth 5 VPs.
Army Lists:
Once again I'm using Net Epic costings which are better balanced than 2nd edition costings.
To ensure consistency through the report, when the left and right flanks are referred to, these relate to the battlefield as seen from the Ork side of the board as pictured here.
Left Flank: There are three objectives here, two on the IG side of the board, one in the cathedral in the Ork side.
Centre: Again, there are another three objectives up for grabs here, but this time with two on the Ork side and one on the IG.
Right flank: Finally, there are two objective on this flank, one in either side of the battlefield.
The Battle Plan:
Orks: The central aim is to capture and hold the objectives on their own side of the board and to break as many Companies as possible. The Goff Clan and Renegades are tasked with holding the objective on the Right Flank while the Goff Warboss holds the objective in the Justice Department building. The Garments are tasked with holding the other objective. The Kult of Speed will take up a central position, hoping to make attacks of opportunity in Turn 2. The Bad Moons and Evil Sunz will hopefully hold the Left Flank without too much opposition!
Right Flank Ork Deployment
Centre Ork Deployment
Left Flank Ork Deployment
Imperial Guard:
On the Left Flank, Imperial Bikes hope to be able to jump enemy Orks and inflict casualties while the Inferno Gun Warhound and Vindicator Company should heap heavy casualties on any Orks who think that buildings are a suitable place for refuge! Backed up the Baneblade Company, the Tactical troops inside the Gorgons should be able to seize and hold the two objectives without issue. A lot of firepower - a Leviathan, Capitol Imperialis, Warhound with Turbo Laser Destructors and a Predator Company - is concentrated through the centre of the battlefield and it is hoped that the IG will dominate here. They should be able to deal with any Gargants that the Orks have at their disposal, but they have a reputation for being able to soak up a lot of firepower, so they'll need to get the fires if they want to take them down quickly! On the Right Flank, the Stormhammer Company, backed up by the Rough Rider Company should also be able to pose the Orks some serious problems! Finally, the IG have a Hellbore at their disposal - it will be looking for the most opportune location to emerge and cause carnage in the midst of Ork ranks!
Left Flank IG Deployment
Centre IG Deployment
IG Right Flank Deployment
Turn 1:
The opening activations are cagey and involve units moving up and taking cover behind buildings, such as the Rough Rider Company...
...Goff Lungbustas...
...the Kult of Speed's Warbuggies, Bonebreakas and Coptas. The Spleenrippas steal an objective in IG territory!
The Imperial Bike Company move behind the cathedral - but the Evil Sunz roar forward in their battlewagons to engage them! As they pour out of their vehicles, they have a glut of targets!
...but they only manage to pick off a measly two bike stands! Mediocre!
Opportunistic Goffs jump Rough Riders! Their assault will be resolved in the Close Combat Phase...
Vindicators surge forward, but although they have a decent roll to hit of 5+ on Charge orders, most of their hits go astray!
Indeed, only one stand of Boyz fall beneath the Vindicators' powerful Thunderer cannon!
The Weirdboy Battletower narrowly survives a potential overload as it activates (it rolled a 5 when a 6 could have destroyed it and nearby Bad Moons)! From his vantage point in the tower, he can see two biker units and a Vindicator! With an overabundance of psychic energy, the Weirdboy can hit each twice!
He unleashes the psychic barrage with a howl of pain - and all three targets are vaporised! Even the sturdy Vindicator has no save against this ferocious attack!
The first of the Gorgons moves forward. Frustratingly, its Tactical troops can't fully get into position at the edge of the landing pad where they want to be! They fire at the Evil Sunz, but most shots go astray...
...though the one unit that did make it to the edge of the landing pad manages to pick off a stand of Evil Sunz Boyz!
Skullhammas tear forward, making use of their boosted engines which allow triple movement on Charge orders! They target enemy Vindicators...
...destroying two!
Another Gorgon draws close to the landing pad and troops spill out.
Bad Moons transports - a mixture of Skullhammas and Gibletgrindas - push forward, Boyz pouring out to fire at the nearby Vindicators and Tactical troops on the landing pad.
The Gibletgrindas fail to pierce the plate armour of the Gorgons' blades - but the Boyz have more success, picking off another two Vindicators - and break the company!
The last of the Gorgons drop off Tactical troops and the Company HQ. They target the deadly Bad Moons...
...and inflict casualties!
Bad Moons Nobz disembark from their Battlewagons and rush into the cathedral...
One of the quirks of the Net Epic Evolution rules is that First Fire rules provide a +1 on rolls to hit. There is a downside to this however, with units revealed to be on FF orders providing attackers with a +1 on rolls to hit them! The bonus is all that matters at this moment, however, as it means the Nobz hit on rolls of 4+. They target the Bike Company and make an incredible roll...
...with devastating consequences! The bikes are cut down in their droves in the heavy hail of fire!
A Warhound rushes forwards to punish the bold Bad Moons...
...thinning their ranks with the boiling plume from its Inferno Guns!
Goff Nobz move into the building and target Rough Riders!
Their FF bonus helps the carve through the cavalry!
Hellhounds surge forward and attack! The closest available targets of their kind (as other Boyz are engaged in Close Combat), one of the vehicles can target the Nobz in the building! The -1 to hit for vehicles is negated by the fact that there is a +1 to hit units like the Nobz who are on FF orders! This is the double-edged sword of FF orders at work!
And the contingent of Goff Nobz is halved!
The second Hellhound fires its plume through battlewagons and Boyz...
...taking out one of each!
The final Hellhound fires...
...destroying another Battlewagon!
Acutely aware of the heavy firepower about to make its presence known at the far end of the road, Braincrushas take cover behind a building.
A Stormhammer moves forward and fires at the Goff Nobz...
...picking off another!
More Braincrushas take cover...
...while nother Stormhammer opens fire on the Goff Nobz!
...and almost wipes them out! Only one last stand commands the mob!
Lungbustas advance, but without any targets they are harmless!
The last Stormhammer rolls forward, but can only attack a single stand of Boyz...
...which it duly eliminates!
Nobz Warbikes move themselves into cover, preparing themselves to pounce next turn!
Predators suffer a lack of targets, but those they do have, they miss anyway!
The Renegade Mekboyz enter the fray! Most of their shots miss - but one of the Supa-Lifta Droppas manages to tear a Predator from the ground...
...before slamming it down upon the other, destroying both!
More Predators join the fray - but have no targets!
The Goff Warboss and his retinue take up positions across several buildings and open fire at the Predators...
...destroying another two!
The ponderous Capital Imperialis crawls forward and the Heavy Company spill out.
They all target the Warboss' retinue!
...but only succeed in killing their standard bearer!
The Great Gargant charges forward. It can only fire its Battle Cannon Head and Ripper Fist at a distant squad of Heavy Troops - but misses!
Predators advance and strip the Great Gargant of three of its Power Fields!
The Slasha enters the battlefield but decides not to fire the ball round, hoping to hit the Leviathan with it next turn. Frustratingly, neither its Ripper Fist or Deth Cannon land hits! One more destroyed Predator would have broken the company! With all of the Orks' army now on the battlefield, the remaining Imperial Guard units activate...
The Baneblade Company strip the Slasha of its Power Fields! An additional shot pings off the Gargant's armour...
Enter the Leviathan! It hits the Slasha with everything it has!
It blows the Slasha head clean off, starting a fire!
The Warhound is the last IG unit to activate. It, too, targets the Slasha with both of its Turbo-Laser Destructors!
It peppers the Slasha with hits - one of which punches through the ammo and starts three fires! An immediate roll on the fire table is made, and a series of massive explosions tears through the Gargant, destroying it!
Close Combat Phase:
Goff Boyz and Rough Riders clash! With both opponents having +3 CAF, the odds are even!
...and it shows! Both sides lose five stands of their warriors!
End Phase:
Overview: The Orks have seized 5 Objectives, while the Imperial Guard have secured 3.
Battlefield Overview
Left Flank
Centre
Right Flank
Ork Casualties (VPs awarded to IG):
Slasha Gargant (not pictured): 6 VPs
Imperial Guard Casualties (VPs awarded to Orks):
Bike Company: 4 VPs
Vindicator Company: 5 VPs
End of Turn One:
Orks: 34 VPs
Imperial Guard: 21 VPs
Turn Two:
Having failed their Morale Check at the end of Turn One, Vindicators fall back. They are the only unit who failed their Morale Check.
Orks win Initiative and opt to fire their Gibletgrindas at the Warhound. They strip its shields and land a further three hits, but none of the shots can penetrate the Titan's armour!
The Titan's princeps must sense the writing is on the wall for them as it hastily opens fire with the Inferno Guns!
And another four stands of Bad Moons Boyz are boiled to death!
The Great Gargant advances and fires a ball round from the Gutbuster Cannon, hurling it at the Leviathan!
Unfortunately, it scatters which means that it must have flew through nearby buildings! Its Head Cannon and Ripper Fist strip three Void Shields from the Leviathan while the Gatling Cannon destroys another Predator, breaking the Company!
The ball round destroys the first building and embeds itself in the second building!
The Imperial Guard attempt to wipe out most of the Kult of Speed in one fell swoop - as the Hellbore erupts from the ground!
Unfortunately, it misjudges the entrance point and only a Bonebreaka and a single Nobz Bikers stand and a building are lost as the ground crumbles and the Hellbore's grinders rip them apart in the pit! As it spews forth from crater, the entire Tactical Company spill out from the tunneller and indiscriminately engage infantry and vehicles alike in close combat!
Skullhammas activate, with two threading the eye of a needle to target Baneblades and the other targeting the Warhound!
One Baneblade is damaged and the other destroyed!
...while the Warhound's Inferno Gun is damaged!
The damaged Baneblade picks off a few more Power Fields on the Great Gargant.
Goff Boyz fire at nearby Rough Riders...
...and kill enough of them to break the company!
Predators strip a few more Power Fields from the Gargant.
Goff Battlewagons charge Rough Riders and Hellhounds.
The Leviathan rolls forward and peppers the Gargant - two shots bypass the flickering Power Fields but only succeed in punching a few harmless holes in the hull.
Braincrushas try to capitalise, stripping the Leviathan's last Void Shield and getting a shot through! Fortunately for the IG, the armour protecting the bridge even manages to stand up to the powerful Braincrusha cannon!
The Warhound fires its Turbo-Laser Destructors. It strips the Gargant of its last Power Fields...
...and damages the head, killing the Kaptain! It will have to remain on advance orders next turn while a replacement is found!
The second squadron of Braincrushas emerges and target the Leviathan. This is probably their last chance to take it down this turn!
Note: they should have activated with the other ones, but I forgot about them mobbing together in this instance. The different colour schemes were not my friend on this occasion!
But this time all three hit and the bridge is blown apart! The crew abandon the vehicle and the Leviathan is out of the battle!
The last Baneblade activates. This, too, is probably the Imperial Guard's last chance to take down the Great Gargant this turn!
One shot pierces the ammo and a fire is started. A roll on the fire table reveals that the fire is getting out of control - it can't move any longer! Crucially though, it is still hanging on!
Bad Moons activate, with four stands firing at the Warhound, while the other, with a vantage point high on the cathedral, targets the damaged Baneblade in the distance!
The Baneblade is destroyed!
And the Warhound's head is battered by successive strikes! One of the shots tears through and kills the princeps inside! It teeters momentarily and then crashes to the ground!
Vindicators activate - but despite only needing 2+ because both they and their targets are on FF orders, they roll a snake eyes! Has luck deserted the IG at a critical moment in the battle?
Evil Sunz activate and target Imperial bikes on one side of the building and Predators on the other...
Another Predator is destroyed...
As is a bike stand!
The remnants of the bikes engage nearby Evil Sunz Boyz.
Evil Sunz Nobz activate, destroying another of the broken Vindicators...
A Stormhammer targets nearby Goff Boyz...
...shredding all four targets!
Bad Moons Nobz target the Tactical Troops on the landing pad...
...and shoot down the hapless IG in their droves!
A Gorgon charges forward and attempts to burst the Skullhamma with its mine throwers - but the Skullhamma stands up to the exploding mines raining down upon it!
Goff Lungbustas advance, but they fail to hit the Hellbore.
A Predator fires at the Renegade Mekboyz, but its shots are deflected by the Dragstas!
Bonebreakas charge forward! Guardsmen howl in horror as the deathrollas bear down on them!
Fifteen men die unspeakable deaths, pulped and impaled beneath the spiked Deathrollas before both vehicles engage enemies in close combat!
Heavy troops swarm around the monument and fire at the Lungbustas...
...destroying two - and breaking the Goff clan!
The Weirdboy pushes his head through his barred cell and waves angrily as the tower advances...
...and his psychic barrage destroys a Gorgon!
More heavy troops swarm on to the monument, firing at the nearby Coptas and Lungbusta - but miss all!
Nobz Warbikes gang up on Tactical Troops!
...while the last squad of Heavy Troops bombard the Gargant - but fail to do anything more than further pockmark its hull!
Coptas (acting on instinctive behaviour) engage the Heavy Troops...
While the last two Gorgons emerge - but miss their targets!
The Skullhamma is next to fire...
...claiming another two Tactical stands on the landing pad!
Tactical Troops in the building respond!
...killing two more Bad Moon Boyz in the building - and destroying the Weirdboy Battle Tower!
The Capitol Imperialis continues to lumber forward - but, due to the mass melee ahead, it is starved of targets!
It does finish off the last of the Lungbustas!
Any unengaged Warbuggies gang up on nearby Tactical Troops!
While a Stormhammer bears down upon a single Goff stand! Talk about overkill!
Predictably, the Boyz die!
Acting on natural instincts, Gutrippas engage the nearest enemies...
A Commissar, his Rhino and a Stormhammer engage the Gutrippas in close combat!
Fearing an attempt by the Rough Riders to steal their objective, the Renegade Mekboyz crowd around it.
The Rough Riders respond, but cannot get close enough to steal the objective!
The Warboss in the building shoots at his attackers, picking off one of them!
The Warboss and his retinue shoot at their attackers...
...and enjoy some success!
The Predator HQ fires at three Braincrushas...
...destroying one!
Tactical Troops advance and shoot at the Nobz in the cathedral.
...killing one!
Battlewagons are last to activate, but they fail to destroy any of the remaining Gorgons.
Close Combat Phase:
Bikes fight Evil Sunz Boyz...
...with some success!
Tactical Troops battle Spleenrippas!
...but are wiped out! Worst of all, the Spleenrippa on the objective holds on to it!
Tactical Troops fight Warbuggies, Nobz Warbikes, and Bonebreakas in a mass-melee!
The Orks gleefully tear the Tactical Troops to ribbons!
More Tactical Troops take on the Goff Warboss...
...with similar results! The Tactical Company has been butchered!
Coptas take on Heavy Troops...
...and also do well! Things are falling apart for the IG!
Rough Riders take on a few Goff stragglers and some of the Renegade Mekboyz...
...with better, but irrelevant results - the Goffs are already broken, and they are unable to contest the objective or break the Renegade Mekboyz!
The final action of the turn occurs with the remnants of the Goffs and Rough Riders battling one another...
...and the Hellhounds are broken in the process!
End Phase: A roll is made for the fire burning on the Great Gargant, but it does not destroy it!
Overview:
Left Flank
Centre
Right Flank
Ork Casualties (awarded to IG):
Goff Clan: 12 VPs
Turn Two Total: 12 VPs
+Turn One Total: 6 VPs
+3 Objectives
Imperial Guard Casualties (awarded to Orks):
Leviathan (not pictured): 4 VPs
Warhound Titan: 2 VPs
Baneblade Company: 7 VPs
Predator Company: 6 VPs
Rough Rider Company: 6 VPs
Hellbore Company: 6 VPs
Hellhound Squadron: 2 VPs
Commissar: 1 VP
Turn Two Total: 34 VPs
Turn One Total: 9 VPs
+5 objectives
End of Turn Two:
Orks: 68 VPs
Imperial Guard: 33 VPs
A resounding and raucous victory for the Orks!
Closing Reflections:
Another fun game, even if it was more one-sided than the previous battle! It hadn't really felt that way in the opening stages, especially at the end of Turn One when the Slasha Gargant was destroyed without even having landed any shots! That left the Great Gargant facing down a Leviathan, Warhound, Baneblade Company and some Predators - good odds for the IG, yet the Great Gargant acted like Al Pacino at the end of Scarface, hoovering up incoming fire while yelling "I'll take all your ******* bullets!"
The focus on destroying the Great Gargant allowed the Orks to use the rest of their firepower to concentrate on breaking various IG Companies, while the IG failed to respond in kind, picking off Ork stands here and there, useless really when the Orks have huge Break Points. Defeating Ork armies requires greater focus on this front. Most egregious was the wasting of the Hellbore Tactical Company who should have advanced out of the tunneller to shoot at the Kult of Speed rather than engaging them in close combat! If they had broken those and focussed slightly more on the Bad Moons - who were 2 stands away from breaking - then they'd have gained an additional 22 VPs. That coupled with a little more luck against the Great Gargant would have secured a draw. The Capitol Imperialis and its Heavy Company failed to get involved which was also a major problem for the IG.
The Orks had similar problems with the Renegade Mekboyz who strangely didn't get into the action, but overall the remainder of their forces did their job well!
This battle report, the third in a month, will be the last for a couple of months as I have another trilogy to complete - the writing of the third and final book of my science fiction novels! Once that small matter has been dealt with, more Epic battle reports are guaranteed! Meantime, thanks for reading and for the support I've received from the Epic community for these posts!
Following my recent appearance on the Crown of Command Podcast, I was looking forward to tuning into a live game of 2nd Edition Space Marine on Sunday afternoon between the CoC host Joshua and a fellow Scot (also called Gordon). What I hadn't realised was that when Gordon unfortunately couldn't make the game, I'd be asked to step in and play in his place! As Joshua is based in Japan and I'm in Scotland, this was an international encounter which spanned space and time - with Joshua playing 8 hours ahead of me!
As someone who'd been playing (some version of) Net Epic for 20 years or so, it was interesting to revist 2nd Edition again. There aren't that many differences between the two systems - Net Epic is the fan version of 2nd Edition after all - but it did mean that you'll hear me checking a few things with Joshua as we played.
Image Copyright: Games Workshop
Preparations:
The original game planned was intended to be 4K (hence the title on YouTube), but, due to the last minute switch, the battle was reduced to 3K. The forces were as follows:-
My Squats:
And Joshua's Orks:
Please note that the Bowelburnas were dropped from Joshua's force. This was due to my force totalling 2,950 rather than 3,000 points. While I was happy to take the slight shortfall, Joshua very sportingly reduced his force by the same amount.
Highlights:
Praetorians v Slasha Gargant: Joshua positioned his Slasha opposite my trio of Praetorians - a Leviathan, Land Train and the might Colossus! Although Gargants can soak up a fair amount of firepower, facing that mighty trio inevitably led to a punishing bombardment upon the beleaguered Slasha! As much as I love fielding Gargants myself, Squats are possibly the most dangerous opponents for them to face because of the power of their relatively cheap war machines - and I felt sorry for Joshua when the sheer number of hits stacked up and inevitably pummelled the Slasha into destruction!
Ghazghkull Thrakka: I never owned the Space Marine Battles book which I understand introduced a number of special characters to the game, one of whom was the Ork leader Ghazghkull Thrakka. On one turn of the game he can call upon an ability which sees enemy forces suffer a -1 on all of their rolls to hit AND all of the Orks gain an additional attack dice to their Close Combat attacks. When this ability was unleashed, the Goff mob which had just engaged my entire Squat Guild Biker Force suddenly cut through the normally very effective bikers like a hot knife through butter! Had I not just taken out that Gargant, I would have been feeling very sore about the encounter, but fortunately I had the luxury of being amused by it! That said, when Ghazghkull got back in his battlewagon and made the mistake of being caught out in open ground by my Land Train, mortaring the little swine was very satisfying! Net Epic doesn't have any of the special characters, but on this evidence I can see why! In a larger battle, that ability could prove near-impossible to beat!
Closing Reflections:
I had a lot of fun playing against Joshua and remote play, a few minor technical hitches aside, went better than I had reason to believe. It certainly helped that there were two cameras showing me views of the board (only one can be seen in the Youtube video) and that there wasn't an over-abundance of terrain, meaning Line of Sight issues were minimised.
In terms of tactics, the open board definitely benefited my praetorians, which in the end dominated the centre of the board. An accurate ball round could have certainly impeded my progress there, but the Slasha went after my Squat warriors with the more reliable high explosive rounds. I'm not criticising Joshua for making that decision as there was an objective my Warriors were protecting which he could have reasonable expectation of taking during the game - although he did mention that with my three Praetorians bunched so closely together, even if the ball round had scattered, there was a fair chance it would hit one of my war machines!
I was surprised that Joshua kept some of his troops in the transports, because for longer than I care to remember, I've been instinctively dismounting my troops on the first turn. I can see how giving the units a 4+ save in the transports may be tempting, but that is no cover at all if it is hit with the devastating Doomsday Cannon. In general terms though, if the transport is destroyed, it and the troops inside are all wiped out (usually 3 models, but in the case of Orks in battlewagons, 4): better to make the opponent have to destroy 3 or 4 targets than 1. Note: In Net Epic you get a 4+ bail out roll but this too is modified by the weapon TSM. I was very pleased to significantly thin their ranks this way and it almost broke the Evil Sunz Clan on Turn 1. The other argument I'd make for dismounting troops is that if they're inside vehicles, they can't fire or close assault which means you aren't getting the use of the infantry.
As mentioned, the Ork ability tore apart my Biker Force. The Squat bikers +4 CAF is usually great and I expected my bikers to cause the Orks massive problems on that flank - so this was pretty shocking to see!
I want to thank Joshua again for having me on and giving me my first taste of wargaming in Japan - all from the comfort of my chair in Scotland! Thanks also for running about and trying to follow my sometimes poorly described orders for moving the miniatures! If he'll have me again, I'll be delighted to face him in a rematch!
The Long Shot campaign continues with The Battle of Lorimax, a scenario I've developed myself for my players' adventures in the Fakir Sector. I wish to acknowledge the input of Mr Nexx, Garhkal, Grimace, KageRyu, and Raven Redstar on the Rancor Pit - with a special acknowledgement to CR McNeill whose rules allowed me to run the sprawling space battle at the heart of this adventure. CR's rules have been published on this blog and are available here. Please also visit The Rancor Pit to join the excellent community there (unless you're one of my players, in which case stay away)!
As usual, I own none of the images, all of which with the exception of one were sourced from google images. The exception is an image of Green Squadron X-Wings which was created by Rendered Sci-Fi Art on Facebook - please give their page a like! Please note that this is an advert free, not for profit blog.
Captain Hannah
Blue Lightning's Triumph:
Music Cue: Rebels at Bay
Before touching down on Nowhere, Tala confronts Captain Hannah on board the Yindao. Her thoughts are very much on their recent mission on Callonia, and their infiltration of the Imperial Base there.
Tala: Do you think you could give us some warning next time you are going to set off thermal detonators? You could have killed us all!
Hannah: I did warn you! I told everyone to run!
Tala: Yeah, except that some of us were caught in the middle of a firefight with Stormtroopers!
Hannah: The mission required us to move with haste....but I'm sorry if my actions risked harm to any of you. It was not my intention...
Tala: Sure, just remember we're not expendable, that's all...
Tala leaves a dejected Hannah as Corr brings the Yindao out of hyperspace alongside Nowhere. As he does so, he sees a Tsukkian water tanker beside their ship. As he glides the Yindao into the hangar, he sees that there are a large number of old droids from the Clone Wars in the hangar bay - and that many of the Rebels on board are in a celebratory mood!
Tsukkian Water Tanker
Corr: Oh aye, somethin's afoot here! Don't hold yer breath for a heroes welcome!
As the team exit their freighter, they see members of Blue Lightning are at the centre of the excitement. Kaleban waves over a Rebel engineer and points to the commotion.
Droids in Nowhere's hangar (minus the guns and defeated droids)!
Kaleban: What's all this fuss about? What's going on?
Engineer: It's Blue Lightning! They found a decommissioned factory from the clone wars. The droids had just been switched off! At at the flick of a switch, suddenly they've got us a crew able to make Nowhere fully operational! They brought them here in that old Tsukkian water hauler! Thank the force for Blue Lightning, eh?
Blue Lightning (l to r): Janaos Sobari, Captain Uldrir Gonibar, Zuel Zeemor & Krenan Soulreaver
As their rivals are raised aloft for their successes, their engineer and X-Wing pilot, Janoas Sobari catches the Vipers looking his way. He casts them a very smug grin and makes a mocking salute.
Kaleban: I don't care if everyone else around here loves them, Blue Lightning's still a dumb name.
Corr: Aye, ah cannae stand that Blue Lightning bunch!
Tala: Watch it! That's my old team you're talking about!
Bots: Mine too.
Captain Hannah: All right, that's enough! Let's go and debrief the General.
Once the debriefing has ended, General Reekeene thanks the Green Vipers for their efforts, but she too seems excited by the arrival of the new droids. She hints at another important mission being planned, and instructs the team to work on their fighter-piloting skills. Bots declines to do so, while Hannah, interested in Nowhere's operations, requests he work with Mikka Reekeene on the Command Deck. Corr and Tala perform drills on the X-Wings, while Kaleban trains on a Y-Wing.
Mission Briefing:
Music Cue: Rebel Briefing
General Lens Reekeene calls her entire Roughnecks to the command deck. Also in attendance is her husband Mikka and her advisor Santhou.
Lens: Thanks to the efforts of our Green Vipers, we've learned that Moff Lorin, Fakir Sector's new replacement after we captured Dixton, has requested additional resources. It seems we've been ruffling a few too many feathers!
Santhou: The reinforcements consist of a Troop Transport and two Imperial Raiders. We understand that the Troop Transport is carrying over a hundred veteran Stormtroopers from the 501st, Vader's own.
Santhou
Lens: While that speaks volumes of our successes, were these reinforcements to reach their destinations across the sector, it would be bad news for our operations...
Santhou: ...but the intelligence we've gathered indicates that the convoy will be stopping off at Lorimax to dock with a refuelling vessel. The Imperials won't be expecting us. However, that Troop Transport and those Raiders are well armed. A fighter assault could expect to suffer significant losses...
Lens: Which is why we're going to be throwing everything we have at it. Thanks to Blue Lightning, Nowhere is fully operational and can join the attack. We need pilots for the X-Wings and Y-Wings. Every ship - that means fighters, freighters and pleasure boats alike - and every member of the Roughnecks needs to play their part.
Santhou: The strategy will be for Nowhere to close in on the Transport and Raiders and hit them with everything we've got - but each Raider has four TIEs each. The priority for X-Wings will be to keep those TIEs in check and cover our Y-Wings too. Y-Wing ion cannon will be key in knocking down the Transport and Raiders' shields. Both Y-Wings and X-Wings will be fully loaded with Proton Torpedoes. They will be more effective against unshielded targets, but use your own judgement as to when to launch these. Make sure that you're right on your target when you launch those missiles - the range is poor and they're difficult to use even at medium range. The nav computers on every ship have been programmed with the astrogation for both for the jump to Lorimax and the jump to the rendezvous point after the assault - so all ships can escape at any time if the heat gets unbearable.
Lens: That's right, so we get in there, take out that transport, and then jump out again. I want all Roughnecks to inform their Captains of what role they'll be playing and then for the Captains to liaise with Santhou in order that we can plan our attack. That convoy is already on its way to Lorimax and our hyperspace jump will take a few days, so we have to be rolling within three hours. That's tight, but doable - plus we can refine our plan during lightspeed. You don't need me to tell you how critical this mission is. Everything is on the line. But we have the advantage - and for once, superior firepower. Let's get to it! Captain Hannah, a word if I may?
As the briefing room empties, Hannah approaches the General.
Lens: You once Captained a Star Destroyer...
Hannah: Yes. I'm trying to make amends for the things I had to do on that ship.
Lens: Then there's never been a better opportunity. My husband Mikka, he may be Nowhere's Captain...but we've never been tested in battle. I know you took the opportunity recently to familiarise yourself with Nowhere's Command Bridge. And you have experience of capital ship engagements like this. There's no one better qualified to lead this mission.
Hannah: I'm flattered. The droids certainly would provide a more agreeable crew than my own...
Tala: You're going to entrust the entire operation to him?
Lens: You have something to say about Captain Hannah's leadership? Last I checked, there'd been no fatalities in the Green Vipers since he took charge. That's quite the turnaround for a team who'd had member dying with alarming regularity. Some of the more cynical members of our crew on Nowhere had even been taking bets on who would die next.
Tala falls silent under the General's withering gaze and Captain Hannah nods appreciatively.
Lens: That's settled then, please take the bridge...Captain Hannah.
The Vipers are reassigned to four-ship squadrons - Corr remains in Green Vipers with R3-FU as his personal astromech, but Tala is assigned to Purple Squadron and Kaleban to Gold Squadron.
Having little aptitude for space combat, Bots volunteers to coordinate the remaining Roughnecks on Nowhere to set up defences on the off-chance that any boarding parties touch down on their vessel. Identifying the main corridors (marked in red on the image below) that a boarding party might seek to exploit, Bots has six E-web guns set up (marked in yellow), with an emphasis on defending the hangar bay and the lengthy corridor which leads to the Command Bridge.
He positions himself by one of the E-Webs on the edge of the hangar bay, while the others make their way to their fighters to make pre-flight checks. Much to Captain Hannah's annoyance, C4-S0 stays on the bridge with him and his mistress, General Reekeene. To protect the fighters, Hannah wants them to stay in the hangar bay until he has sufficiently drained the troop transport's shields and left it open to attack!
Janaos Sobari, one of Blue Lightning's pilots, shouts across from his X-Wing.
Sobari: Just remember we're in this together, Vipers! I don't want to die out there because you didn't have my back! We all know that getting Rebels killed is what you're good at! If I don't come back, I expect questions to be asked of your actions during this engagement!
An alarm sounds as Nowhere makes the jump to hyperspace...
Arrival at Lorimax:
Music Cue: Into the Trap
As Nowhere drops out of hyperspace, it spots the Troop Transport and Imperial Raiders ahead of them - exactly where they should be. What they are unaware of however, is the presence of a nearby Star Destroyer - Moff Lorin's vessel, the Clenched Fist - and an Interdictor frigate!
Cut to:- the bridge of the Transport where an officer shouts to his Captain.
Assault Transport
Officer: Captain! Sensors picking up ships in sector 7! Readings suggest a Providence-class Dreadnaught and fighters moving to attack position!
Captain: Just as Moff Lorin had foreseen! Sound the alarm! Prepare for battle!
As Hannah orders the gunners to open fire, Nowhere's Ion Cannon and Quad Turbolasers hammer the Troop Transport and strip its shields! The Troop Transport and Raiders return fire, but their fire fails to inflict any damage on the Nowhere.
Nowhere arrives over Lorimax
Key: Green box shows Nowhere and its fighters. Each fighter represents a "flight" of four fighters. The Yindao also represents four freighters which have been tasked with keeping Nowhere safe from attack.
Red box shows the Clenched fist and beyond it the Interdictor. There are also groups of four TIEs and five single Lambda shuttles...
Finally, in the Blue box, are the Raiders, the Troop Transport, and more TIEs!
Cut to: fighters in Nowhere's hangar bay.
Hannah (over radio): All wings launch for battle!
The fighters blast off and spew out of Nowhere's hangar bay.
Gold Leader: All wings report in!
Tala: Purple Three standing by!
Kaleban: Gold Two standing by!
Corr: Green Five standing by!
Sobari: Pah! Never mind those Green Vipers - Blue One standing by!
Blue Leader: Cut the chatter Blue One! Lock s-foils to attack position!
Tala: Wait, off to the right, we've gotta Star Destroyer on Nowhere's tail!
Cut to:- Command Bridge. Captain Hannah rushes over to the sensors suite.
Hannah: Status report!
Crewman: Sir, our sensors are being overwhelmed with static! We're being jammed!
Hannah: How can they be jamming us if they don't know we're coming...
Crewman: ...picking up readings now, two Star Destroyers, one Imperial-class, one frigate - behind us!
General Reekeene: Abort the mission!
Hannah: We're already engaged with the troop transports! Finish them and go as planned! We only need to hold our nerve for a few more seconds, General, and we'll succeed in doing what we set out to achieve!
General Reekeene looks anxious, but nods in agreement.
Hannah: Fighters - proceed on mission! Gunners - hit 'em again!
Droids all over Nowhere fire their cannon.
New droids operating Nowhere's Cannon!
This time explosions tear across the Troop Transport's hull! It's severely damaged, but not gone yet! TIE fighters drop off from racks on the Raiders and swoop to intercept the X-Wing and Y-Wing squadrons, exchanging fire as they close in!
Tala: Purple squadron, ignore those TIEs - hit that transport!
Following Tala's lead, the squadron concentrate fire on the Troop Transport - and destroy it!
Tala
Corr: Whoa! That got 'em!
Cut to:- the bridge of the Clenched Fist. A Captain glances anxiously at Moff Lorin as the Troop Transport explodes ahead of them.
Captain Unsa: What are we waiting for? We must open fire!
Lorin: Calm yourself, Captain. Remember we lured them here to take them and their vessel. I want those shuttles to close on their target - once the 501st are on board, they're doomed.
Moff Lorin
The Imperial Raiders start laying down fire, but their shots fail to trouble Nowhere! They do trouble the X-Wings - but, despite getting a little cooked, the squadrons manage to survive their wrath!
An Imperial Raider fires at the X-Wing Squadrons
Cut to:- bridge of Nowhere. Captain Hannah calls upon all of his experience - and pulls off a tactical masterstroke! Both of Nowhere's front and side arcs catch the Imperial Raider and pound it with everything they have - destroying the frigate in the briefest of exchanges!
The Clenched Fist devastates the Raider
Hannah sneers with satisfaction at his triumph and nods to General Reekeene.
Hannah: Mission accomplished, General! Crew, get us out of here!
As the crew activate the hyperdrive, Nowhere shudders and the engines make a horrible sound!
Hannah: What the blazes? Sensor team - status report!
Crewman: Sir, I don't understand! It's as if we're caught in a gravity well!
Hannah: An Imperial Interdictor!
Lens: It's a trap!
Hannah: It's the smaller of the two Star Destroyers, it's laying down gravity wells to prevent our escape! We need to outrun it!
Music Cue: The Final Battle
Cut to:- X and Y-Wing fighters. Fire from the TIEs and the Raider lights up space around them!
Kaleban: The only way to escape is to take down that Interdictor! Nowhere'll never outrun it!
Corr: Captain Hannah, bring Nowhere around, we need cover tae take down that Interdictor!
Hannah (radio): Negative. I need to protect the lives of everyone on this ship. The best way to do that is to take Nowhere clear.
Corr: Yer abandonin' us! We'll be smoked like we were tae be the main course at a Barabel feast!
Sobari: I'm getting a reading on Lambda Shuttles closing on Nowhere! I'd bet that there's a boarding party on board - the 501st! All wings turn around and engage!
Corr: Negative! That Interdictor is our target! Follow my lead!
Sobari: Damn you Vipers! You don't care if anyone on the ship lives or dies! I'm taking out these shuttles!
The other wings agree with Corr's assessment and launch an attack run on the Interdictor, while Sobari engages the shuttles!
One of five shuttles headed for Nowhere!
Sobari's flight comes under heavy fire and two X-Wings are destroyed under a hail of supporting fire from the nearby Star Destroyer! They inflict damage on one of the shuttles, but Sobari's own fighter suffers serious damage too! He spins his ship around and returns to Nowhere's hangar bay for urgent repairs to his ship...
Meanwhile, as the other squadrons Rebels approach the Interdictor head on, Tala winces!
Tala: I don't like the idea of engaging one of these things head on! Feels like...suicide!
Corr: Don't worry, we're so small that we can easily evade their weapons!
Tala screams and pulls at her controls as a barrage of heavy fire tears through her flight, destroying one of the accompanying X-Wings!
Tala: You were saying?
Corr: Aye, well, they can get lucky too! Hit 'em wi' yer Proton Torpedoes, light 'em up!
The combined might of the X-Wings drop a payload of torpedoes on the Interdictor but the ship soaks up the attack with ease!
Corr: Ah cannae get through their shields!
Kaleban: Maybe I can help there! We're starting our attack run! Hit that Interdictor with Ion Cannon, Gold Squadron!
The Y-Wings pummel the Interdictor with their Ion Cannon and blow the ship's shields!
Kaleban: I've cleared the way! Hit 'em again!
Kaleban
Tala: I'm coming around again. Corr, are you with me?
Corr: With ye, and way ahead of ye, Tala!
Corr's wing has already spun around and is making another attack run!
Green Squadron launch their attack - image courtesy of Rendered Sci-Fi Art on Facebook.
As they pass over the Interdictor's bridge, they drop another salvo of Proton Torpedoes! The torpedoes slam through two gravity well projectors and tear up the surface of the hull! As the explosions intensify, Corr and his squadron desperately outrun the fireball and clear the hull as a climactic explosion tears the Interdictor apart in a spectacular explosion!
Interdictor incinerated!
Corr: Woo-hoo! All wings and Nowhere - we've just tanned that Interdictor! Hit yer hyperdrive an' ah'll see youse on the other side!
Corr Alden
As the Lambda shuttles approach Nowhere's hangar bay, it and all the fighters and frieghters engage their hyperdrives and make their escape!
On their return to Nowhere, the pilots emerge from their vessels to a hero's welcome. Hoisted on to the shoulders of other jubilant Rebels, the Green Vipers finally seem to have won around their fellow Roughnecks and they bask in the glory of their victory. Remembering Solari's earlier actions, Kaleban grins smugly and returns a mocking salute. Judging by the look on his face, Sobari's pride is even more badly damaged than his smoking X-Wing.
Once the celebrations die down, the Vipers are asked to report to General Reekeene on the Observation Deck.
Music Cue: A Princess Appears
Lens: Thank you all for your heroism in our battle today. However...it seems obvious that we dropped into a trap. That would mean that the Imperials fed us deliberate misinformation. The question is how?
Tala: Was it possibly JiBa? Is it possible he defected to the Empire?
Lens: While I don't doubt his ill intent, this doesn't seem like JiBa's style. If he's to have his revenge, I'd expect him to lead the attack against us, not get the Imperials to do his dirty work. Was there anything that went wrong on Iyuta on your mission to plant the listening device? Please search your minds, anything that was out of the ordinary, even the littlest detail.
Corr: The contact...Chilla, wasn't it? When we arrived on Iyuta, her bar had been burned down.
Lens: Burned down? Continue...
Corr: Aye, well... We went looking for her and found someone claiming to be her. I tried to be careful but Hannah just told her everything, that we were Rebels'n that...
Kaleban: Talk about throwing him under a sandcrawler...
Tala: Can you confirm if the person we spoke to was Chilla?
Lens: I will send agents to investigate, but was there anything else you can think of about that mission that was suspicious?
Corr: We did see what looked like a dead Rebel in the sewers...
Lens: Did you check the body for I.D.?
Corr: Naw, there was a one-eyed tentacled beast thing in the water. We had tae get oot of there!
Music Cue: Finale (Empire Strikes Back)
Lens: ...I think it's fair to say that the body may have belonged to Chilla and that the person you met was an Imperial agent. I suspect she sent you to plant the bugging device to feed us with misinformation to draw us out, and destroy our cell in one fell swoop. We're fortunate to still be alive. This will not be discussed outside this room - but your failure at Iyuta could have been the end of us all. You Vipers can't afford to keep making mistakes. Every life lost brings the Empire's final victory ever-closer. We need to assume that the 501st were on those shuttles. That means we can expect to run into them in our operations across the Sector. To everyone else on this ship, this will be celebrated as a famous victory...but don't get carried away with your newfound celebrity. We all know the truth. Dismissed.
Closing Reflections:
The Tsukkian Water Freighter shown at the start of this episode is a nod to the original campaign setting as outlined in "Classic Adventures" module. That ship was called "Home" and was where the Roughnecks operated from. I rejected it for two reasons: I didn't particularly like its design, but, more importantly, I wanted a ship that could have some fighting capabilities so that I could run an adventure along the lines of this one at some stage. I thought a relic from the Clone Wars - a ship like General Grevious' Invisible Hand - fit the bill perfectly.
I couldn't remark on it here at the time, but obviously Episode VII: The Plant was a mission the team failed. I felt bad about taking the good out of what they'd done, but the truth of the matter was that this wouldn't have happened had they realised the problem during The Plant mission. They'd been Conned by the Imperial Agent (I got them to make Perception rolls at the start of the session) posing as Chilla and planted their device with the Empire's full knowledge. Had they fished the body out of the sewer, they would indeed have discovered that it was Agent Chilla. Once he knew the device was in place, Moff Lorin deliberately planned to trap the Rebels and capture them with the boarding party. I did take some satisfaction from the realisation afterwards that Lens' exchange with the team shared similarities with Leia's conversation with Poe in the destroying of a Dreadnaught ship at the beginning of The Last Jedi.
Despite the failure and General Reekeene's final remarks, the team did well here! Nowhere is a powerful ship, but I hadn't quite realised just how easily it could deal damage to the smaller frigates! I asked the players what they thought about the Capital Ship Rules and they said they enjoyed the battle - and that they'd be pleased to be involved in another one again!
There's no doubt that the team got lucky with the Y-Wings blowing the Interdictor's shields and that, as a consequence, the Proton Torpedoes were able to finish the job. I'd allowed the players to spend Character Points to add to damage, but, in retrospect, I don't think I'd allow that again. We'd already banned it at character level, but I did want a certain amount of lethality in the combat for this encounter, so allowed it on this one occasion. While I don't regret it being used in this adventure - as it provided an excellent climax - I do think, in general, that it's too powerful a mechanic to throw into the mix.
Special thanks to CR McNeill for all of his help with these rules which, when we collaborated together, were designed with this one adventure in mind! I look forward to putting them to use again at some point in the future!
This adventure is intended for the Star Wars D6 RPG system and, although it is very much tailored to my own players and campaign, it should be adaptable to other GM's campaign settings. It is assumed that GM's own a copy of Star Wars REUP rules, *available here* or West End Games' Star Wars D6 R&E before play begins.
Please note that I do not own the images contained in this adventure, they were all sourced from Google images, although I have altered some of them to provide information. This is a not for profit, advert free blog.
Special thanks for the input of Mr Nexx, Garhkal, Grimace, KageRyu, and Raven Redstar on the Rancor Pit - with a special acknowledgement to CR McNeill whose rules which we're using are available on this blog here. Please also visit The Rancor Pit to join the excellent community there (unless you're one of my players, in which case stay away)!
Background:
I've been running the Long Shot Campaign which has the materials has the players operating from a huge water hauler spacecraft called Home. I decided to tweak this to call the ship Nowhere and to change the ship type to a Providence-class dreadnought (much like General Grevious
' ship the Invisible Hand that featured in the opening sequence of Revenge of the Sith). At the beginning of the campaign, Nowhere was completely defenceless, but as the months wore on, General Reekeene - whose squadrons of Roughnecks have been operating from the base - has slowly been returning the vessel to a semblance of its former glory. The player team go by the name of Green Vipers.
In a previous mission, the Sector's new commander, Moff Lorin, allowed the Rebels to plant a bugging device under a Communications Centre on Iyuta and has been providing the Rebels with genuine information about Imperial operations in the sector. Lorin's plan has been to allow the Rebels to disrupt smaller Imperial operations in the hope of drawing out Nowhere to wipe out Reekeene's Roughnecks in one fell swoop. That time has now come.
Moff Lorin
An Imperial Assault Transport will be entering the system carrying veteran Stormtroopers - and Reekeene's Roughnecks will be targeting these vessels. Unfortunately, Moff Lorin's Star Destroyer flagship, the Clenched Fist and an Interdictor Star Destroyer will also be in attendance to destroy the Rebels!
GMs can come up with their own reasons for running this adventure. If it is the case that their home base is on a planet, then they may wish to provide some additional exposition to explain that the bulk of the base's staff have boarded a capital ship to carry out this mission. Additional explanation may be required as to where that ship came from, but I don't see any reason why Alliance Command would not lend a local system a capital ship. There is nothing to stop fellow GMs changing the type of capital ship used in this scenario, or for that matter, adapting the scenario in any way they see fit.
Mission Briefing:
Music Cue: Rebel Briefing
General Lens Reekeene calls her entire Roughnecks to the command deck. Also in attendance is her husband Mikka and her advisor Santhou.
Lens: We've learned that Moff Lorin, Fakir Sector's new replacement after we captured Dixton, has requested additional resources. It seems we've been ruffling a few too many feathers!
Santhou: The reinforcements consist of over one hundred veteran Stormtroopers from the 501st, Vader's own. They'll be brought in to our sector on board an Imperial Assault Transport and will have two Imperial Raiders escorting them.
Lens: While that speaks volumes of our successes, were these reinforcements to reach their destinations across the sector, it would be bad news for our operations...
Santhou: ...but the intelligence we've gathered indicates that the convoy will be stopping off at Lorimax to dock with a refuelling station. The Imperials won't be expecting us. However, taking out an Assault Transport will be no easy feat, especially with the Raiders in close attendance. A fighter assault would expect to suffer significant losses...
Lens: Which is why we're going to be throwing everything we have at it. Nowhere will be joining the attack. We need pilots for the X-Wings. Every ship - that means fighters, freighters and pleasure boats alike - and every member of the Roughnecks needs to play their part.
Santhou: The strategy will be for Nowhere to close in on the convoy and hit them with everything we've got - but each Raider has four TIEs each. The priority for X-Wings will be to keep those TIEs in check - but there's more of you than there are of them - and TIEs are no match for X-Wings. Your fighters will be fully loaded with Proton Torpedoes. They will be more effective against unshielded targets, but use your own judgement as to when to launch these. Make sure that you're right on your target when you launch those missiles - the range is poor and they're difficult to use even at medium range. The nav computers on every ship have been programmed with the astrogation for both for the jump to Lorimax and the jump to the rendezvous point after the assault - so all ships can escape at any time.
Lens: That's right, so we get in there, hit that Transport hard, and then jump out again. I want all Roughnecks to inform their Captains of what role they'll be playing and then for the Captains to liaise with Santhou in order that we can plan our attack. Those ships are already on their way to Lorimax and our hyperspace jump will take a few days, so we have to be rolling within three hours. That's tight, but doable - plus we can refine our plan during lightspeed. You don't need me to tell you how critical this mission is. Everything we've built here is on the line. But we have the advantage - and for once, superior firepower. Let's get to it!
Allow the other PCs to work out what they want to do during the attack. They can opt to fly in X-Wings, their own ship(s), or man guns on Nowhere. If there is anyone on the team who has experience of Capital Ship Piloting, they may be asked to Captain Nowhere. All fighters will be fully armed with torpedoes as outlined on the stats on REUP. Team Captains should relay their team's choices to Santhou and should make any suggestions they see fit about mission tactics. When the team is set, any ships should take up position around Nowhere before making the jump to hyperspace. Mark these up on a map before making the jump so the positions are clear when the battle begins.
From hereon in, it is assumed that the GM is familiar with the Capital Ship Combat rules and has access to the Command Decks provided in the Appendices of that post.
Commanding Nowhere:
Nowhere is operating with a skeleton crew of 8,300 which means it has a difficulty of 15 to Command. However, as most of the crew are droids, they are easier to Command than a self-aware crew and so the difficulty has been modified to 12.
If anyone is concerned about defending Nowhere, here is a map of the vessel with the key command corridors off of which some important areas of the ship can be accessed. General Reekeene has 6 E-web guns which can be deployed anywhere.
The Command Corridor which leads to the Command Bridge is the most critical of these. It is 850 metres long and there are doors which grant access to the reactor and shield generators periodically placed along it. These can be locked down from the Command Deck (it is likely that General Reekeene will suggest doing so even if none of the party don't do so). At the far end of the corridor is a set up central turbo lifts which provide access up to the Ground Forces Command Bridge or down towards the hangar bay or the storage beneath it. The corridor which leads from the turbo lasers to the hangar is 150 metres long. At the rear of the ship are the engines and hyperdrive modules which General Reekeene will have locked down with ray shields (effectively making them off-limits for the adventure). Another corridor, 75 metres long, leads to the turbo lift which grants access to the Observation Deck.
None of the above is worth getting too hung up on, it is really a schematic to illustrate the main routes that the Stormtroopers will take if they board the ship. Their priority will be to get to the Command Bridge and capture the ship and Command Crew. When the team are ready to go, you can run this video to build the excitement ahead of the battle!
The Battle of Lorimax:
Music Cues: Into the Trap, The Sith Spacecraft and Droid Battle, Hyperspace, The Asteroid Field, Ben's Death and TIE Fighter Attack, Rescue of the Princess, The Last Battle
When the ships drop out of hyperspace they will see the Imperial Assault Transport, two Raiders and the refuelling station in the distance.
Sensors: If they think to make Sensors scans behind them, they will provide no readings as that area of subspace has flooded been with static. This is because there is a Star Destroyer behind them which is jamming sensors! If they alert General Reekeene, Nowhere will be able to cut through the chatter to reveal the trap. Whether they contact Reekeene or not, their sensors will pick up the Raiders and their TIEs - and that there are large TIE swarms holding position just outside the fringes of play.
Hyperdrive: An Interdictor Star Destroyer is behind the Rebel fleet which is fully powered up and will lay down a gravity well to prevent the Rebels making a hyperspace jump to safety! Unless the PCs realise the Interdictor is there, the first they'll know about it is when they try to make the jump to hyperspace when their engines make a horrible noise and fail to engage!
Tactics: As soon as the PCs realise that something is amiss, Tactics rolls are allowed against Moff Lorin. A success will reveal that he has set a trap with the Interdictor holding the entire Rebel fleet in place. What is unusual is that the Interdictor has not opened fire, nor has Lorin's Star Destroyer, although it may be beyond the limits of its range to target the Rebels. A Tactics roll may also uncover a detail about the refuelling station which could be of critical importance, more on that below.
Survival: Once the PCs are aware of the Interdictor placing the gravity well near them, an Easy Survival roll will identify that if the fleet can get clear of the gravity wells, they can make the jump to hyperspace. This simply means that they have to outrun the Interdictor which X-Wings and Y-Wings can do, but Nowhere cannot: fleeing would consign their home ship to capture. Disabling the Interdictor's Gravity Well projectors will be the other route of escape (see more below). A Very Difficult Tactics roll will provide a player with a full understanding of how the Gravity Well Projectors operate (see below).
Fighters: Fighters are arranged into Flights (see Capital Ship rules) which increase their Scale to 8D. They are represented by a single image on the map (i.e. One X-Wing = 4 X-Wings, One Y-Wing = 4 Y-Wings, One freighter = 4 Freighters.)
Notes on running the battle: With hordes of ships involved in this conflict, it's easy to get bogged down in detail. See the end of this post for the key stats required, but each stage of the battle is broken down into sections. As GM, a "brush strokes" approach to the battle should be taken. Allow the PCs to directly control their ships and have Nowhere respond accordingly. In other words, if the PCs decide to hit the Raiders, Nowhere will follow in support; if they spin around to deal with the Interdictor to try to disable it to facilitate their escape, Nowhere will do likewise. Depending on where the Rebels head, it may be necessary to scroll items on the map, so be ready to do so. This battle is in open space so there is no requirement to worry about any other terrain.
Deployment (notes follow image):
Green Box: Deployment for Nowhere and the surrounding fighters.
Blue Box: The Imperial Assault Transport and two Raiders with their 8 TIEs are in close proximity to the refuelling tanker at the top of the map.
Red Box: Imperial-class Star Destroyer, Interdictor, Lambda shuttles + 16 TIEs.
Not Shown: Most of the Star Destroyers' TIE fighters (56) have been deployed into 2 TIE swarms of 28 (7 Flights) apiece - both groups are off of the map to the left and right. If the signal for either squadron is given to join the battle, it takes 3 rounds for them to enter the board. The remaining 16 TIEs are on board the Imperial Start Destroyer and will deploy to escort the Lambda shuttles to Nowhere's hangar bay.
The main options the PCs have are as follows:
1) Hit the Transport and Raiders as planned and try to outrun the pursuing ships. No problem in doing this but the Interdictor can match Nowhere's speed and the ship cannot make the jump until it is disabled.
2) Spin around to confront the Interdictor. Possibly the best plan as the whole Roughnecks operation is at stake here. The only problem is that Moff Lorin is no fool; he has positioned it behind his own flagship Imperial Star Destroyer, the Clenched Fist.
3) Turn away to fly directly at one of the TIE swarms. As the Rebel ships turn, adjust the map accordingly to reveal the fighters (again, they fly in Flights of 4, so use 9 TIE icons to represent this).
Imperial Tactics:
Moff Lorin wants to take Nowhere intact to make a show out of publicly executing the Rebels - although, if the fight starts to turn the Rebels' way (unlikely), he will settle for their destruction. I've split the tactics down into those for the various factions.
The Transport, Raiders & Refuelling Station:
1) The Transport, and two Raiders have been refuelled but remain in close proximity to the refuelling station. They will hold position, laying down heavy laser fire to attempt to prevent the Rebels breaking through and escaping. If the Rebels head directly for the Interdictor, they will only join the fray should the Clenched Fist seem to be in any trouble.
2) Each Raider has 4 TIEs ready to deploy. The focus of these TIEs is to defend the Raiders and keep the Rebels' attention away from the Lambda Shuttles who are making their approach to Nowhere (see more below).
4) The Refuelling Station has no weapons or engines and so plays no active role in the battle. It does, however, represent an opportunity for the Rebels. Anyone who asks if it is possible to blow up the station or passes a 12+ Tactics roll will recognise that the fuel regulators above the primary tanks could set off a chain reaction capable of destroying the entire rig and potentially damage nearby ships. Due to the refuelling station being static, rolls to hit it are Very Easy 5+, but targeting the small regulators which aren't much bigger than two metres adds +8D to the difficulty. The "Hull" value on the location is only 1D at Capital scale, 7D at Starfighter scale. If the regulator is destroyed, all four tanks go off at once, sparking a detonation that engulfs surrounding squares with the following damage (Capital/Frigate/Starfighter Damage):
1-4 Space: 8D/10D/14D
5-6 Space: 4D/6D/10D
7-8 Space: 2D/4D/8D
If the regulators are not hit, fuel tanks can be targeted/destroyed one at a time, but have a Hull of 5D at Capital scale, 11D Starfighter. Each explosion is still significant, but less deadly:
1-2 Space: 4D/6D/10D
3-4 Space: 2D/4D/8D
5-6 Space: 1D/3D/7D
The tanks are built to stand up to any other one exploding so will not spark a chain reaction.
Warn any PC attempting to destroy the fuel tanks that they must ensure they have an unspecified amount of movement left to get clear of the explosion.
The Interdictor and Lambdas:
The Interdictor is simply staying off to one side laying down gravity wells to prevent the Rebels from escaping. In practice this means that the Interdictor wants to stay within 75 spaces of Nowhere (short range for the gravity well projectors). The Interdictor will lay down the gravity well as soon as the Rebels arrive, within 6 space of Nowhere to prevent it from making the hyperspace jump. As gravity wells are difficult to move, the Interdictor will fire one each turn, constantly preventing Nowhere's escape. Previous wells are disabled as a new one is fired, meaning that the Star Destroyer is not slowed by using vast amounts of energy. Each gravity well projector takes 6 rounds to recharge, meaning that the Interdictor will leave the 4th well in place until the 1st is ready to fire again. This may give the Rebels a chance of escape. Do not bother rolling for gravity well hits: the difficulty to hit and the ability of the operators make these rolls fairly redundant and there will be plenty of other GM rolls required during the battle.
Should the Rebels try to attack the Interdictor, or perhaps flee from it, it will open fire upon them then.
The Interdictor sacrificed its TIE hangar space to allow the carrying of the five modified Lambdas. These shuttles picked up the 501st before the Rebel arrival.
The Lambdas launch from the Interdictor and try to land in the hangar bay as quickly as possible. The 16 TIEs act as a guard for the slow moving transports. Once the Lambdas touchdown, 20 Stormtroopers will pour out and head for the Command Bridge to bring Nowhere under their control. There are 50 Roughnecks on the station who will try to defend the ship, but they will be no match for the 501st unless their numbers were depleted by the PCs either in mounting a defence against them on the ship or by depleting their numbers by destroying transports before they had the opportunity to touch down.
Star Destroyer Clenched Fist:
On board is Moff Lorin. Not knowing for certain where the Rebel fleet would drop out of hyperspace, it takes his vessel, the Clenched Fist some time to enter the field of play. As stated previously, it is at the GM's discretion as to when this should happen as its arrival will likely prove fatal to the Rebels -and the prime goal is to take control of Nowhere, but the Clenched Fist will begin bombarding Nowhere if the Stormtrooper assault fails. Once the players are aware of it, describe the Star Destroyer as closing in on them, at most a few minutes away.
TIE Fighters:
Their prime purpose is to prevent the Rebels escaping. They will only join the fight if it looks like things are going badly for the Imperials or if the Rebels decide to attempt to punch through them to escape.
How to Run the Mass Battle:
This is an encounter of huge scale and, as such, will be highly complicated. There will be a lot of dice rolling to be done but your focus should be firmly upon your players whose actions and rolls should largely dictate how the battle goes.
Cutscenes:
1) As the Rebel fleet drops out of hyperspace, cut to the bridge of the Transport where an officer shouts to his Captain.
Officer: Captain! Sensors picking up ships in sector 7! Readings suggest a Providence-class Dreadnaught and fighters moving to attack position!
Captain: Sound the alarm! Prepare for battle!
2) As the Rebels realise that the Clenched Fist is there, cut to the bridge there where Moff Lorin grins triumphantly.
Officer: Sir, the Rebel ship is trying to scan our area of space! Our attempts to jam their sensors will not hold.
Lorin: Calm yourself officer. It was always inevitable that they would become aware of our presence. They must surely know they are defeated. Open comms to their Captain...
Once the comms are opened.
Lorin: This is Moff Lorin of the Clenched Fist. You are outnumbered and outmanoeuvred. To avoid a pointless loss of life, I suggest you surrender immediately. Be under no illusions though, we will have your ship and put an end to your pitiful little rebellion once and for all.
When the Rebels inevitably reject the call...
Lorin: So be it, Roughnecks. I shall see you very soon, when you are on your knees before me.
3) When Nowhere actively engages the Clenched Fist.
Officer: They're moving to engage us, sir!
Lorin: They're bigger fools than I thought! Raise shields - and open fire!