Topic: Dangerous Journey
Setting: Space, above a planet
Background: The ISD Destructor, with a damaged hyperdrive generator, was left behind at planet (insert name here) while the rest of the fleet moved on. With the damage repaired, it now prepares to leave the planet's gravity well to rejoin the rest of the fleet. But on the planet, factions sympathetic to the Rebellion have succeeded in getting out a coded message. As the Destructor heads to its hyper point, Rebel fighters and bombers hyper in, attempting to destroy the straggling ISD.
Forces:
Rebel: 6 B-Wings, 10 Y-Wings (2 seater), 6 X-Wings
Imperial: 1 ISD, 24 T/F, 12 T/I
Goal
The Imperials must move their ISD across the map to the hyper point (takes 20 mins), defending it. The Rebels must destroy or disable the ISD before it escapes. If the ISD's engines are disabled, the crew must evacuate and reach the hyper point in shuttles.
Classes
Pilot (both sides) - Unarmed
Crewman (Imperial) - repair tool (to repair turrets)
Notes
Ideally the ISD should move across the map automatically, but if that isn't possible the commander will have to set it. The ISD should have destroyable parts, firstly shields (but not shield generators), sensor domes (disables constant "UAV" scan around ISD), engines (becomes slower with each engine lost and eventually disabled), and hanagr turrets (auto-turrets defeinding hangar entrance).
If all the engines are destroyed, three shuttles spawn in the hangar. The Imperials then must get to the hyper point in these. They respawn, but slowly, and since the ISD isn't going anywhere the Rebels have more time to destroy it.
If I should die, think only this of me:
That in some corner of a foreign field
There lies a plagiarist.