Sunday, March 14, 2010

4F: Fight for the Falcon

Escaping the Imperial patrols, Han and his passengers find a new problem waiting in Docking Bay 94 – Jabba has arrived to seize his ship! If the Hutt wants the Falcon, he’s going to have to take it over Han’s dead body…

Map: Docking Bay 94 (custom from Chris Preksta)


Set-Up: The Rebel player starts in the Rear Entrance area. The Fringe player starts in the Main Entrance area.

Victory Conditions: The Rebel player wins by getting all characters aboard the Falcon. For each Rebel character defeated, the Rebel player must defeat 2 Fringe characters before he can win. The Fringe player wins by defeating both Han Solo and Chewbacca.

Rebel /121

Obi-Wan Kenobi /38
Han Solo /28
Chewbacca /24
Luke Skywalker, Rebel /17
R2-D2 /8
C-3PO /6

Fringe /123

Boba Fett, Enforcer /38
Jabba, Crime Lord /15
Rodian Scoundrel /14
Rodian Blaster-for-Hire /13
Greedo /12
Human Scoundrel /12
Rodian Mercenary /9
Human Blaster-for-Hire /5
Jawa /5

4E: Escape from Mos Eisley

This spaceport is a haven for gangsters and smugglers, where one can never tell friend from foe…

Map: Mos Eisley (custom, not finished)


Set-Up: Each player completes his squad by selecting 23 or 29 points of characters from his Agent Pool. Before revealing his squad, each player chooses 2 of these characters to be Agents. Before setting up their squads, each side alternately places characters from their Agent Pool on the map until all characters are placed, including their Agents. Characters are placed outside of the start zones and cannot be adjacent to a door. A character’s base color indicates whether to place it inside or outside the Cantina. Other than the Agents, these characters are neutral in all ways. Neutral characters do not activate, move, or make attacks. They cannot be targeted and count as low object terrain.

Victory Conditions: The Rebel player scores points for characters who exit the map, but not for defeating Imperial characters. The game ends when all of the Rebel characters except Agents are defeated or have exited the map. The player with the most points wins.

REBEL/IMPERIAL AGENT: Do not place this character with your squad. Place this character with the Neutral characters before set-up. Use this card to keep your Agent’s identity hidden. This character can be given ‘pass’ activations until you are ready to strike. Once this character is given a non-‘pass’ activation, its card must be turned up.

Rebel /107

Obi-Wan Kenobi /38
Han Solo /28
Chewbacca /24
Luke Skywalker, Rebel /17

Rebel Agent Pool /23

Defel Spy /14
Human Engineer /13
Duros Scoundrel /12
Gonk Power Droid /12
Human Scoundrel /12
Talz Spy /12
BoShek /11
Ithorian Commander /11
ASP-7 /10
Corellian Pirate /10
Abyssin Black Sun Thug /8
Human Scout /8
R4 Astromech Droid /8
R5 Astromech Droid /8
Chadra Fan Pickpocket /7
Duros Explorer /7
Duros Scout /7
Duros Mercenary /6
Ithorian Scout /6
Bith Musician /5 (custom Bith Rebel)
Lirin Car’n /5 (custom Bith Rebel)

Imperial /101

Gotal Imperial Assassin /21
Sandtrooper Officer /20
Shock Trooper /13
Garindan /12
Elite Sandtrooper /11 (custom Elite Stormtrooper)
Sandtrooper x3 /24

Imperial Agent Pool /29

Mercenary Commander /24
Dannik Jerriko /23
Djas Puhr /19
Trandoshan Elite Mercenary /17
Rodian Scoundrel /14
Gotal Mercenary /13
Rodian Blaster-for-Hire /13
Devaronian Bounty Hunter /12
Greedo /12
Shistavanen Pilot /12
Aqualish Spy /11
Jawa on Ronto /11
Dr. Evazan /10
Rodian Trader /10
Gotal Fringer /9
Jawa Trader /9
Ponda Baba /9
Rodian Mercenary /9
Trandoshan Mercenary /9
R7 Astromech Droid /8
Aqualish Assassin /7
Arcona Smuggler /7
Snivvan Fringer /6
Human Blaster-for-Hire /5
Jawa /5

4D: Sandcrawler Battle

Tracking the escaped droids to Jawa traders in the desert, the Imperials launch an assault on the nomads’ giant transport…

Map: Dune Sea tiles (not finished)

Set-Up: The Fringe squad places the Sandcrawler Entrance tile anywhere along its chosen map edge. This is its start area. The Imperial squad places the Crashed Pod tile anywhere along the opposite map edge. This is its start area. Each player then alternates placing two other tiles per standard tile placement rules.

Victory Conditions: The Imperial player wins by deactivating (defeating) all Fringe droids. The Fringe player wins by defeating at least 40 points of the Imperial squad.

Fringe/ 73

Jawa Scavenger /13
Gonk Power Droid /12
Jawa Scout /10
Treadwell Droid /10
Jawa Trader /9
R5 Astromech Droid /8
RA-7 Death Star Protocol Droid /6
Jawa /5

Imperial /72
Sandtrooper Officer /20
Sandtrooper on Bantha/15 (Sandtrooper on Dewback stats)
Shock Trooper/13
Sandtrooper x3 /24

4C: Canyon Ambush

Not willing to give up their prey, the Tusken Raiders have chased Luke and Ben Kenobi to Beggar’s Canyon. The heroes must fight to make it out alive…

Map: Beggar’s Canyon (Mushroom Cavern from D&D)



Set-Up: Luke’s Landspeeder starts at the Canyon Entrance; the Fringe squad starts at the Rock Outcropping.

Victory Conditions: The Fringe squad must defeat Luke’s Landspeeder. Luke’s Landspeeder must exit the map through the squares marked EXIT.

Special Rules: The Fringe squad can respawn any defeated character at the beginning of the next round. During each phase, the Fringe player activates only one character. The Rebel player can pass his turn without activating, and activate during a later phase that round. NOTE: For this scenario, treat Luke’s Landspeeder as a Huge character.

Special Terrain:
Spike Stones: Spike Stones count as low object terrain. When a character enters a square that contains Spike Stones, it takes 10 damage. For Large or Huge characters, this is counted at each step of the character’s movement, not each new square entered.
Quicksand: Quicksand is treated as difficult terrain. Each times a character activates while occupying quicksand, it must make a Save 6 or take 10 damage. For Large or Huge characters, it makes one save regardless of the number of quicksand squares occupied.

Rebel /47

Luke’s Landspeeder /47 (rebased as Huge)

Fringe /49

Tusken Raider on Bantha /22
Tusken Raider Scout /11
Tusken Raider Sniper /8
Tusken Raider x2 /8

4B: Hostile Boarders

The Rebel Blockade Runner Tantive IV has been boarded by Imperial Stormtroopers, led by the dreaded Darth Vader. Princess Leia must ensure that the stolen Death Star technical plans are not recovered by Vader, or the Alliance is doomed…

Map: Tantive IV (custom, not finished)

Set-Up: The Imperials start in the Boarding Party area. The Rebels start on the Bridge.

Victory Conditions: During set-up, the Rebel player secretly designates one character as the Stolen Plans Carrier. Place a Stolen Plans token in the back of this character’s card sleeve. If the Carrier ends its turn in an Escape Pod square, the Rebels win. If the Carrier is defeated, the Empire wins.

Rebel /132

Rebel Captain /21
Rebel Heavy Trooper /11
Rebel Honor Guard /10
Rebel Pilot x2 /20
R2-D2 /8
R4 Astromech Droid /8
R7 Astromech Droid /8
Leia Organa, Senator /7
Elite Rebel Trooper /7
C-3PO /6
U-3PO /6 (copy of C-3PO)
Rebel Trooper x4 /20

Imperial /132

Darth Vader, Dark Jedi /55
Imperial Officer /14
Stormtrooper Officer /14
Imperial Engineer /9
Stormtrooper x8 /40

Star Wars: A New Hope, Episode IV, Chapter 1: Desert Incursion

Yeah, I'll do away with the overly long titles. This one came about as a way of using the Biggs mini. Played through it once, liked it.

Sandpeople from the Jundland Wastes have herded a young Krayt Dragon into town to distract the locals while they raid a storage facility. Biggs, Luke and some Rebel sympathizers want to show up the Imperial garrison by repelling the invaders themselves; the Imperials simply want to subdue the Tuskens before things get out of hand…

Map: Tatooine (Ultimate Missions)


Start Areas: The Imperials start in the Barracks; the Rebels start in the Loft. The Tuskens start along the opposite edge of the map, outside the buildings. Each player activates only one character each phase.

Victory Areas: The Storage Building is a victory area for the Fringe squad. The Fringe player scores 5 points for each round he has a character inside the building.

Victory conditions: The game ends when only one squad is left, or when a squad scores 100+ points at the end of a round. The squad with the highest points wins.

Special rules: Until all of the Fringe squad has been defeated, the Rebel and Imperial squads are neutral toward each other; they can’t target or attack characters in the other squad. They only score points for defeating characters on the Fringe squad. Once the Fringe squad has been defeated, the Rebel and Imperial squads become opposing and can score points for defeating each other.

Rebel /59

Biggs Darklighter /26
Luke Skywalker, Rebe l/17
Ithorian Commander /11
Bith Rebel /5

Imperial /59

Sandtrooper Officer /20
Sandtrooper on Dewback /15
Sandtrooper x3 /24

Fringe /109

Young Krayt Dragon /50
Tusken Raider on Bantha /22
Tusken Raider Scout /11
Massif /10
Tusken Raider Sniper /8
Tusken Raider x2 /8

Star Wars Miniatures overview

I have assembled 27 scenarios covering the Original Trilogy. These scenarios were designed initially as an intellectual exercise, following these two guidelines: They must be playable by a collector who has only one copy of each mini per set; and they must use all available versions of each character. The reason behind the first guideline is to keep me from buying hordes of cheap minis I'll never actually use, which is a mistake I made with D&D Minis. I've fudged a bit on both guidelines actually, but it's worked out nonetheless.

I've begun playtesting these, and so far the few I've played through have been pretty fun. It's more likely that if I make any changes, it will be by adjusting the victory conditions rather than the cast of each scenario.

There's one last set of minis coming out in a month, and it only has a handful of RotJ minis, so I feel comfortable calling this project complete with the proviso that it's always open to further alteration as things develop.

I'll be doing a post for each scenario, with pictures as time allows.