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Clone Wars Miniatures
Tournament Rules
Random Terrain Combat
Squad Design Challenge
We'll Redouble Our Efforts
I Want Those Plans

Alternative Rules
150 Point Team Generator
200 Point Team Generator
Good and Evil
This Deal Gets Worse All the Time
Visit to a Small Skirmish Revised
Every Man for Himself

Separatists on Clone Wars Risk Map  

Star Wars Risk Miniatures – The Clone Wars

One of the potential ways to use the Star Wars Miniatures is in combination with the Parker Brothers Star Wars Risk, Clone Wars Edition Game (owned by Hasbro). With some modifications to the rules you can create a number of different campaign games. My suggested rule changes are shown below:

Clone War Era

  Republican Armies All Republican Jedi (Except Qui-Gon Jinn) and Clone Troopers up to a total of 31 Figures
  Separatist Armies 3 Destroyer Droids, 10 Battle Droids, 5 Separatist Commandos and 12 Super Battle Droids

Note: Three or four players roll for each Jedi using 2 d20's. First player who rolls higher than the Jedi cost gets that character. Roll to determine who goes first.

Multiple all reinforcement and Troops gained numbers by 10. Sides may then spent these as points to buy any unique character not already on the board or mentioned on a Separatist token as well as any general characters. Once a unique character is destroyed it cannot be rebuilt as a reinforcement. Non-unique units can be rebuilt repeatedly after being destroyed. Non-Unique units may only be built on their home worlds, assuming the players owns then. For example, Wookies may be built on Kashyyyk if the Republican character owns that planet. If a Separatist side controls that world, no Wookie units can be purchased by any Republican player. Clone troops and droids can be built on any planet.

Jedi Placement
Only Obi-Wan Kenobi and Anakin Skywalker can be placed in the same system. Treat the Kenobi-Skywalker group as one Jedi for movement purposes. All other Jedi cannot be placed on a planet that already has a Jedi present. Nor can Jedi be moved to other planets that already have Jedi placed on them (this includes Kenobi-Skywalker.)

Invade (Combat)
Use a blank map for combat, rolling on the following chart for terrain type:

d20 Roll

Republican troops always enter from the far right, Separatists from the far left. Proceed with combat normally using the Star Wars Miniatures Rules until all of one side's forces are eliminated or the attacker decides to withdraw. Withdraw is automatic. No attacks of opportunity are allowed.

Ship Advantage
Capital Class: Capital class ships add +10 to one attack each.
Fighter Class: Fighter class ships all +6 to one attack each.
Corvette Class: Corvette class ships add +8 to one attack roll each

  Planet Troops
  Kashyyyk Wookies
  Alderaan Alderaan Soldiers
  Naboo Gungan Infantry
Naboo Soldiers
  Upper Utapaun Soldiers
  Tatoonine Jawa
Tusken Raider
  Rodia Rodian Mercenary
  Mon Calamari Mon Calamari Mercenary
  Polis Massa Polis Massa Medic
  Geonosis Geonosian Troops
  Cato Neimoidia Neimodidian Soldiers

Yoda and Clone Troopers at Dagobah


There is no maximum number of allowed attackers or defenders, but each planet must be defended by at least one figure.

Capturing a Planet with a Token
If a planet has a token on it, when that planet is attacked the Separatist can place the appropriate character on that planet as a free reinforcement. For example, if the token is Count Dooku, replace the token with the Count Dooku figure. The Separatist player may play Count Dooku normally. To win the token the Republican player must defeat the all Separatist forces, including the free reinforcement.

Darth Sidious
Darth Sides is always free for the Separatist players, after Order 66 is issued he may be placed on the board at no cost.

Anakin Skywalker
Once Order 66 has been issued, replace the Skywalker figure with Anakin Skywalker, Sith Apprentice. The Separatist players may place this character on any Separatist controlled world. If this figure is defeated, it instantly returns as Darth Vader, Dark Jedi at no cost to the Separatist player.

Move Order 66 Track
The Separatist may only advance on the Order 66 Track if a save of 11 is made.

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Clone Wars Tournament

Anakin on Coruscant  


Using the Clone Wars board for a tournament, allows a player to win even if they lose one or
more battles.

The Clone Wars board can also be used to select opponents in a tournament. Players first create their teams as specified by the tournament master (100-150 point teams are recommended. If time is limited, choose the 100 point team.) Each player then selects a representative miniature and places it on the board, just as in the regular risk game (Ignore the setup rules above.) This miniature represents the players army or main token. They then take turns moving their main token from system to system using the standard risk rules, one system at a time (roll to see who goes first, second, and so on.) Whenever a player leaves a system, he leaves a colored token or risk piece in their colors behind. If a player moves into a unoccupied system, he automatically claims that system. If a player enters a system already claimed by another player, then he instantly engages that player... regardless of where the other player's main miniature token is currently located.

If the owner of that system is already engaged in combat, players may:
1. Hold a three-way (or more) battle (if everyone agrees)
2. The player may move on to another system, although he cannot claim that system, the original owner retains control.

Use the above table for determining terrain (or a predetermined map for that system... e.g. Coruscant map for Coruscant, Tatooine map for Tatooine, Geonosian map for Geonosis and so on.) For a twist, roll a d6. If a roll of 1 is made, the battle actual occurs on a space station or ship above the planet. Use the Death Star map in this case.

Victorious players place their tokens on the contested system and defeated players must withdraw to another system (Note: if the system the defeated players withdraws to is already occupied by another player, then the next set of players is determined. If the system the defeated player withdraws to is already owned by that player, then movement continues normally. Defeated players may not withdraw to an unclaimed system unless there are no other options. In this case the defeated player may not claim the system.) The player with the most owned systems at the end of the tournament is declared the winner. Ties are broken by counting the cost of lost units in the last combat. The player with the lowest cost number of defeated units (cost of damaged units are not counted) is the winner.

To increase the conflict level of the tournament, count each system seen in a film as worth three points and all other systems as worth one point.


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Random Terrain Combat

Sometimes fighting on the same map can create an unfair advantage if one player is more familiar with that map. Creating random terrain maps solves that problem. Start with a blank 34 x 22 inch map (like the all gray map provided with the Rebel Storm Starter Set.) Each player then draws four tiles (also from the starter sets.) Players must use unique ties, in other words, both players cannot have one of the same tiles in their pile. An easy way to do this is just deal/draw four tiles to each player from a stack of 8 unique tiles.

Players then secretly select a starting tile that their army will set up on. Next players roll for initiative, winner places the first starting tile. That player is the first player for building the map. Starting tiles must begin in opposite corners. After the second player places their starting tile, the first player places a tile. Tiles may not:

Overlap other tiles.
Be placed so that walls block doors or corridors.
Be placed so that another tile has no exit.
Be placed so that squares outside the tile are less that complete squares (filling up only half a square).

Placing tiles continues with the players alternately placing tiles until they use up their stack. A resulting map would look like this:


Here's an example of play: Jay and Marcy pick four tiles and place them face up on the table each checks to see if they are using different tiles. Both Jay and Marcy selected the Hyperdrive tile, so they both return these tiles to the deck and draw two more. Marcy draws the Hyperdrive tile again, but Jay selects the shaft tile, so they are ready to start. Marcy rolls a 12, but Jay rolls a 15, so Jay is Player A.

Jay had selected the Hanger Bay as his setup tile and places that tile in the right-hand corner of his side of the map. Marcy, who selected the Storage tile as her startup tile, places this tile in the opposite corner.

Jay then places a Cargo Bay tile (tile 1) next to the Hanger Bay. He rotates the tile so that there are no walls between the two tiles. No walls block any doors or corridors and both tiles have access to the rest of the board, so this is a legal placement.

Next Marcy places the Hyperdrive tile (tile 2) next to her startup area. She moves the tile one inch away from the outside edge of the map. This prevents a small space on the Storage tile from being closed off by a wall on the Hyperdrive tile... that would have made a small room with no exits... which is not allowed.

Jay places his tile 3 (Control Room) next to the Cargo Bay. This makes a long wall at the southern end of both rooms, but the tile has plenty of exit squares on the north and east sides, no doors are blocked and no rooms without exits are created, so it is a legal tile placement.

Marcy puts a Turboshaft Cluster (tile 4) north of the Hyperdrive tile. She lines up the corridor on the Cluster tile so that it lines up with the corridor she made placing the Hyperdrive tiles so as not to make a little room on the south side. This gives characters access to the cluster, plus a route around it.

Marcy Fires at Jay's Squad  

Jay places his last tile (Shaft) just to east of the Control Room. There is space on the other side of the tile, so the placement is legal, as no exits are blocked. Marcy then places the Detention Block tile to the west of the Turboshafts. There are several ways in and out of the Detention Block and the shaft exit is not blocked, so this is a legal placement.

All the left over gray squares are just open space.

All the tiles now being placed, Jay setups his army in the Hanger Bay, while Marcy assembles her forces in the Storage area. Marcy wins movement initiative by rolling an 8 to Jay's 2. She starts firing into the Hanger Bay as she has a clear shot at some of Jay's characters on the eastern side of his setup area, directly across the open shaft. Then she runs for cover up into the Hyperdrive section. The game is afoot...

Three players get only three tiles each instead of four and four players get only two tiles each.

Game play aid: Covering the above with a sheet of clear Plexiglas prevents accidents from inadvertently shifting the map

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Squad Design Challenge

Roll Character
 Squad Size
1 Max 15 50
2 Max 15 100
3 Max 20 50
4 Max 20 100
5 Max 25 100
6 Max 30 150
7 Max 35 150
8 Max 35 200
9 Max 40 200
10 Max 50 200
11 Min 5 50
12 Min 5 100
13 Min 8 50
14 Min10 100
15 Min15 100
16 Min 20 150
17 Min 30 150
18 Min 30 200
19 Min 40 200
20 Min 50 250



Each player selects a side (Rebel, Imperial, Separatist, Republic, Fringe.) One of the players rolls a d20 on the chart at the left to determine the total size of their squad. Players refer to the same table to determine the maximum or minimum cost of any single character in the squad.

Marcy selects a Republican team to Jay's Fringe team. Marcy rolls an 5. Marcy selects the Anakin Skywalker character for her lead character. She wanted to put in General Kenobi as well, but at a 36 point cost, that would exceed the limit of 25 on a roll of 5. That leaves her with 75 points left to build her squad. She chooses a Jedi Guardian for 11 points, three ARC Troopers (at 18 points each) and a Clone Trooper Sergeant for 10. This totals up to her remaining 75 points, but none of the characters have an individual cost higher than the 25 point limit.

At another gaming table, Matt chooses a Rebel team and rolls the die for himself and his opponent Ken, playing a Separatist team. Matt rolls a 14. Matt starts his squad by selecting Obi-Wan Kenobi at 38 points, which exceeds the minimum cost of 10 on the chart. That leaves Matt with 62 points to go. Matt starts out by selecting four Elite Hoth Troopers. Each of these characters cost 12 points, two points above the required minimum. That leaves Matt with 14 points remaining, as the roll of 8 limits his total team to 100 points. To spend his last 14 points Matt cannot select two Wookie Soldiers, since they only cost 7 each... 3 points below the required minimum on the table, so Matt selects a Rebel Commando at a cost of 14 points.

Meanwhile, his opponent Ken selects three Destroyer Droids, which cost 30 points each. Then with his last 10 points, Ken adds San Hill to the mix (Hoping for a 1 during an early initiative roll so that he can add two Separatist Commandos to his mix.) All four of Ken's characters cost at least 10 points and are all at the minimum cost for a roll of 14 on the table.


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We'll Redouble Our Efforts -- Imperial Officer, Episode VI

To play this scenario, players create 100-point teams each. Then they double all the non-unique character on the team. For example, Marcy takes her Republican Team of: Anakin Skywalker, a Jedi Guardian, three ARC Troopers and a Clone Trooper Sergeant and produces a team of Anakin Skywalker, two Jedi Guardians, six ARC Troopers and two Clone Trooper Sergeants.

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I Want Those Plans -- Darth Vader, Episode IV

This is a challenging scenario in which the players make an initiative roll, right after selecting a side (Rebel, Imperial, Separatist, Republic, Fringe.) The winner of the roll creates two 90-point teams. The other player creates a single 150-point team. The second player places his 150-team anywhere on a map except the two outside most rows of squares. The first player brings his first 90-point squad onto the map using any side of his choosing, but only onto the first two rows of squares. The first player's second 90-point team is held in reserve. If the player with the 150-point team cannot eliminate all the members of the first 90-point squad, then he is defeated. If all the members of the first 90-point squad are eliminated, then the reserve squad of 90-points may be placed on the board immediately on any map side of the players choosing, but only on the first two rows. The skirmish continues until one of the teams is eliminated. If time runs out. The player with the most remaining hit point total for their squad is declared the winner. If the hit point totals are equal, the skirmish is declared a draw.

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Good and Evil

Brother and Sister  

Each player creates four 150-point squads, one Rebel, one Imperial, One Republic and one Separatist. No two of any player's squads can have the same unique characters in them. Once the squads have been built, players divide up into pairs each with a map between them. Each player then selects one of the four squads for this skirmish. Skirmishes last six rounds. After the skirmish is complete. All of the players "retire" the squad they just used. Defeated players move to a new map, if there are multiple players. All players record the point costs and remaining hit points of each surviving "retired" squad. The winning players then selects one of their three remaining squads. After the winning player sets up, the defeated player then selects one of their remaining squads and places that squad on the map. Once this skirmish is over, current squads are again "retired," costs of survivors collected, defeated players cycle to a map (if there are multiple players) and the winner places one of their two remaining squads on the map. After this is done the player defeated in the last skirmish selects one of his two remaining squads. After this skirmish, defeated players move again (if necessary) and both players put their final squads on the map at the same time. The winner is the player with the most amount of point cost in their total surviving "retired" squads (this includes the squads from the final game.) If there is a tie, total surviving character cost for all four skirmishes. Highest total wins.

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This Deal Gets Worse All the Time

Imperial Team  

This scenario requires at least four players. Each player builds a 50-point non-unique team. Players divide up into groups of two and start their first skirmish. At the end of the first skirmish, defeated players and squads join forces with the winner, the combined squad engages the other victor and vanquished team. Play continues with winners and defeated players and squads joining together until all players are facing each other on the same map. The winner is the player that is the winner the highest number of times.

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Players in this scenario create one 100-point squad each and place them on a map. Then, after observing the current teams on the map, each player creates an additional 50-point "reinforcement" squad that they keep hidden from the other player. When ready, players begin the skirmish. During play, every time a player rolls initiative they record the rolled number. Once the total number of one of the players rolls reaches or exceeds 50, the other player my bring his hidden reinforcements onto the map. Hidden Reinforcements must enter the map in the same area or side that the original squad used as an entry area.

Here's an example of play: Marcy and Ken both place 100-point teams on the map. Looking at the squads, Marcy and Ken both secretly create 50-point reinforcement teams. Marcy puts some Bounty Hunters in her reinforcements because Ken has a large number of unique characters in his 100-point squad. Ken puts Emperor Palpatine into his reinforcements to up his sides force point total since most of Marcy's 100-point squad are Clone Troopers. For the first round Marcy wins initiative roll 18 to 10. For the next round marcy rolls a 20, for a total of 38, while Ken rolls a 6 (Total of 16). On the next round, Marcy rolls a 16 (Total: 54) and Ken rolls a 12 (Total: 28). Since Marcy's total is now over 50, Ken brings on his 50-point reinforcements. On the next round, Ken rolls a 18 (Total: 46). For round five, Ken rolls 8 (Total: 54) and Marcy brings on her reinforcements.

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Visit to a Small Skirmish Revised

Players create a 50-point squad each and face off against one another on any given map (Including Random.) After a victor is declared in the first skirmish, players each build a 100-point squad. Players must use all the same characters except for one, which they may change. After a victor is this skirmish is declared, the same two players each build a 150-point squad. The players may replace one the the characters as before, but all the other characters from the 100-point squad must remain. Winner is the victor in two out of three.

Example of Play:

Marcy's 50-Point Unit Marcy's 100-Point Unit Marcy's 150-Point Unit

Mara Jade, Emperor's Hand 20
Elite Stormtrooper 11
Elite Stormtrooper 11
Scout Trooper 8

Mara Jade, Emperor's Hand 20

Elite Stormtrooper 11
Elite Stormtrooper 11
Probe Droid 8
Elite Stormtrooper 11
Elite Stormtrooper 11
Elite Stormtrooper 11
Heavy Stormtrooper 12
Stormtrooper 5

Mara Jade, Emperor's Hand 20
Grand Muff Tarkin 11
Elite Stormtrooper 11
Probe Droid 8
Elite Stormtrooper 11
Elite Stormtrooper 11
Elite Stormtrooper 11
Elite Stormtrooper 11
Elite Stormtrooper 11
Elite Stormtrooper 11
Bossk 17
Heavy Stormtrooper 12
Stormtrooper 5
Marcy added three more Elite Stormtroopers to her squad, a Heavy and a regular Stormtrooper. She also used her one replacement to replace the Scout Trooper with a Probe Droid with ,

Here Marcy added three additional Elite Stormtroopers to her squad and Bossk. She then replaces one of her original Elite Stormtroopers with Grand Muff Tarkin, so she can activate three characters per round instead of only two.

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Every Man for Himself


In this scenario both players choose a side (Rebel, Imperial, Separatist, or Republic) and create 150-point squads. The only requirement is that all the characters must be unique and you may not have two of any one character. In addition, the same side may not engage itself. In other words you may fight Rebel vs. Imperial, Rebel vs. Republic, but not Rebel vs. Rebel.

Play example:

Ken constructs the following squad for his Separatist team:
Darth Mall 55
Count Dooku 52
General Grievous, Supreme Commander 43

Matt builds a rebel team of:
Han Solo, Rebel Hero 35
Princess Leia, Rebel Hero 14
Luke Skywalker, Jedi Knight 27
Chewbacca, Rebel Hero 30
Admiral Ackbar 21
Wedge Antillies 22

Matt's team is short one point and as it's not possible to make up Matt gets a single extra force point to distribute to any character he wishes. (Note: Players in this scenario can never be granted more that three total force points in this way.



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Sienar Fleet Systems Guardian-class Light Cruiser VIMA SUNRIDER      Version: Episode VI     Best Viewed at 1024 X 768