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Subject: Air Speeder crash House rule rss

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Pascal TOUPY
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As mentioned by Tony in the translated rules:
One thing this game needs is a rule for damaged speeders crashing into Snow Walkers, like when Rogue 4 crashed into General Veers’ walker in a scene cut from The Empire Strikes Back.

Here is how I houseruled it in my games:

When an airspeeder (T-47) is deadly hit, at the begining of the next Damage Resolution Phase rol a dice:
1-3 the airspeeder explodes, end of it
4-6 it survives (for a short while!)
move it 3 hexes in a straight direction then roll again
1-3 it explodes
4-6 it continues its desperate deadly fall for 3 hexes,
and so on...
During these events,if a collision happens with an At-AT (Snow Walker) or an AT-ST (Scout Walker) roll a dice and inflict that damage to the target of collision. (Of course the T-47 is now dead). If you roll a 6, add that damage and roll again to add more damages. And so on.

During the deadly fall, the pilot could try to change the direction of it each time it moves 3 hexes ahead: roll a die: 6, you can rotate direction 1 hexside; if a 1 is rolled the T-47 crashes immediatly.

Of course if this pilot is Luke you can change those numbers!
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Tony Rowe
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Thanks for starting a thread on this rule variant I was thinking about.

Here is the scene I was referring to that was cut from Empire Strikes Back. Some of the scene was almost finished, but the miniatures work was incomplete: https://www.youtube.com/watch?v=jQEiNJnkQAw&t=466s

I really like your inclusion of an exploding dice mechanic to the damage effect. My first pass at this rule would be:

If it takes 4 points of damage, reduce its Movement Rate to 10 and it must land during the next friendly movement phase. Refusing to land, the pilot may attempt to crash the speeder into an enemy walker. If the speeder enters the same hex as any of the following enemy units, roll to see if it hits its target, then determine damage to the unit.

vs. Scout Walker
1-3 Crash! Speeder is destroyed, Scout Walker takes 1d6 damage.
4-6 Miss! Continue to next hex in a straight line.

vs. Snow Walker Torso
1-4 Crash! Speeder is destroyed, Snow Walker takes 1d6 damage.
5-6 Miss! Continue to next hex in a straight line.

vs. Snow Walker Head
1-3 Crash! Speeder is destroyed, Snow Walker takes 1d6 damage. If the damage roll is a 6, roll another die and add this to the damage total. Continue adding dice as long as you keep rolling 6.
4-6 Miss! Continue to next hex in a straight line.

Luke Skywalker subtracts 2 from any to hit roll.
 
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Pascal TOUPY
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Thanks Tony for your houserule.

I see your point but I'm doubting that a rebel pilot would go kamikaze against an AT-AT.
Three reasons for that:
1) the rebellion is short on material and money, each vessel which can be saved even if damaged can be repaired at base (see how the rebellion 's base sheds are always full of engineers repairing vessels)
2)the rebellion is short on pilots (and members of course). without pilots, no rebellion. If a pilot is hit, his orders would be to come back at base asap.
3)furthermore a kamikaze Airspeeder has few chances to destroy a walker, too big risk for a to samll success chance.

But the rebellion has developped several techniques for attacking the AT-ATs, for example the Attack Pattern Delta, the Bantha Decoy, and of course the more perilous harpoon and tow cable technique.

All in all the airspeeders are pretty fragile in the game, they rarely survive 3 turns in a row.
 
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Tony Rowe
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Hi Pascal,

I agree that this kamikaze attack shouldn't be allowed as a standard attack. That's why I specify that it is only an option if a speeder has taken 4 points of damage, lost its gunner, and is about to make a crash landing. That seems to replicate the deleted scene of Rogue 4 smashing into General Veers' AT-AT.

As to your reasons to the contrary:

1) Remember that this is the Alliance's most desperate hour (at least, since their last most desperate hour). There is no time for repairs. They have to evacuate immediately and plan to leave any surviving T-47 snowspeeders behind after the battle. From the film:

INT. REBEL BASE - MEDICAL CENTER

Luke dresses in readiness for the evacuation as his attending medical
droid stands by.

MEDICAL DROID
Sir, it will take quite a while
to evacuate the T-forty-sevens.

LUKE
Well, forget the heavy equipment.
There's plenty of time to get the
smaller modules on the transports.

2) The rebel pilots are split in their duties - two pilots in X-wings escort each evacuating transport("Only two fighter escorts per ship"), the other pilots (groups seven and ten, mentioned in the film) "stay behind to fly the speeders." They are willing to sacrifice themselves so that the Rebel commanders, army, personnel, etc. have time to evacuate. The rebellion can rebuild after losing a dozen pilots.

3) If the speeder crash lands, it no longer has any chance to destroy a walker. The kamikaze attack should only be allowed if the speeder has taken 4 points of damage and can no longer function.

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