Capturing a Planet with a Token
Move Order 66 Track
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.
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.
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
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.
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.
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.
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.
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.
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.
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:
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.
Ken constructs the following squad for his Separatist team:
Matt builds a rebel team of:
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.