Miscelaneous Scenareos
AmbushedA Rebel fleet is pulled out of hyperspace after a raid on an Imperial convoy. Now they must escape this Imperial fleet before they are all destroyed.
Setup: Rebel player places their fleet first, then the Imperial fleet places their ships on the other side of the map. TIE Fighters are launched at the start of the skirmish. (Adjacent to ISDs, Aces must launch normally)
Rebel Fleet
Millennium Falcon 25pts
Rebel Cruiser X 6 144pts
Rebel Transport X 2 34pts
Wild Karrde 19pts
Luke's X-Wing 9pts
X-Wing X 6 36pts
X-Wing Ace X 2 14pts
Y-Wing X 4 16pts
Y-Wing Ace X 2 10pts
Total 307
Rebel Victory Conditions: Rebels must damage the Imperial Interdictor (Reduced) then move its ships off the map.
Imperial Fleet
ISD X 2 104pts
Interdictor Cruiser 32pts
Imperial Shuttle X 4 72pts
TIE Bomber X 4 16pts
TIE Fighter X 8 30pts
TIE Fighter Ace X 6 24pts
Total 288
Imperial Victory Conditions: Destroy the Rebel fleet.
Special Rules:
When the Imperial Interdictor is targeted by Rebel Class 3 ships, the Imperial player may select an
ADJACENT ISD to take the damage instead.
Victory resolution:
0-1 Surviving Class 2 Rebels = Imperial Victory
2 Surviving Class 2 Rebels = Draw
3-10 Surviving Class 2 Rebels = Rebel Victory
Imperial Fleet destroyed to the last ship = Draw
ConvoySetup: See picture under this scenareo.
Imperial Convoy
Imperial Shuttle X 2 36pts
Nebulon-B Frigate (Rebel Cruiser) X 3 72pts
Rebel Transport X 4 68pts
TIE Fighter X 4 20pts
TIE Interceptor X 2 12pts
Total 208
Rebel Force 1
B-Wing X 2 12pts
X-Wing X 4 (Front of formation) 24pts
X-Wing Ace X 4 (Back of formation) 28pts
Y-Wing Ace X 2 10pts
Rebel Force 2 (Right side of planet)
A-Wing X 2 10pts
A-Wing Ace 6pts
X-Wing X 2 12pts
Rebel Force 3 (Left side of planet)
A-Wing X 2 10pts
A-Wing Ace 6pts
X-Wing X 2 12pts
Rebel Force 4 (Re-enforcements)
A-Wing X 2 10pts
Rogue Squadron X-Wing 8pts
X-Wing X 2 12pts
Y-Wing X 4 16pts
Total 176pts
Notes:
Rebel Force 4: The rebel player may place their 4th force at the beginning of any round starting the second round. These ships may be placed anywhere along a ede of the map not occupied by the planet.
Victory Conditions: The Rebel Transports are worth 2pts each. The Imperial forces get 2pts for every Transport that reaches the planet. The Rebel forces get 2pts for every Transport destroyed. The Imperial player may rob the Rebel player of points by moving the Transports off the map.
To the Victor go the SpoilsThe Republic launched a raid on a CIS stronghold, however a single Droid Control Ship (Hyperdrive damaged) escaped carrying valuable information. When the hyperdrive blew it took the engines with it. The ship is effectively a setting duck, but there are reenforcements on their way, . . . .
Setup: CIS fleet 1 sets up 4 spaces in from the edge of the map, as far from the edge on each side as possible. The Republic fleet 1 sets up opposite. CIS Fleet 2 sets up on the CIS side of the map at the beginning of the round after the first Class 2 Republic ship comes adjacent to the Droid Control Ship. Republic Fleet 2 may be placed along any edge of the map the round after CIS Fleet 2 has been placed.
Republic FLeet 1
Venator X 2 100pts
Republic Cruiser X 2 38pts
ARC-170 X 2 10pts
V-Wing X 8 24pts
Total 172pts
CIS Fleet 1 (This fleet may only launch fighters that start the game in this fleet.)
Droid Control Ship 53pts (Starts "Reduced")
Droid Tri-Fighter X 2 8pts
Scarab Droid X 2 10pts
Vulture Advanced X 2 10pts
Total 89pts
CIS Fleet 2 (This fleet may launch fighters from CIS Fleet 1 if the player wants.)
Commerce Guild Destroyer X 2 74pts
Invisible Hand 51pts
Trade Federation Battleship 50pts
Grievous's Starfighter 7pts
Vulture Droid X 8 80pts
Vulture Advanced X 6 30pts
Total 292
Republic Fleet 2
Republic Assault Ship X 2 80pts
Anakin's Jedi Interceptor 8pts (Starts Launched)
Obi-Wan's Jedi Interceptor 7pts (Starts Launched)
Total 95pts
Victory Conditions: If the same ship with the "Information" ends its turn at the edge of the map two rounds in a row that player wins
Special Rules:
*Droid Control Ship may not be moved once placed, this ship starts "Reduced". This ship also starts with the "Information" on board.
*Any Class 2 ship that ends adjacent to the ship with the "Information" two rounds in a row steals that information and is then the target ship. It can be passed to an allied ship in this way as well.
*Only Class 2 ships may carry the "Information"
*If the ship carrying the "Informaiton" is destroyed then the game is a draw.
ReenforcementsSetup: Use two maps for this scenareo. Each side sets up on opposite sides of the map.
New Republic Fleet
Viscount 150pts
MC80 X 2 88pts
Rebel Assault Frigate X 2 60pts
Rebel Cruiser X 2 48pts
Rebel Transport X 2 34pts
A-Wing X 6 30pts
A-Wing Ace X 2 12pts
B-Wing X 4 24pts
Rogue Suadron X-Wing 8pts
X-Wing X 8 48pts
X-Wing Ace X 4 28pts
Y-Wing X 6 24pts
Y-Wing Ace X 2 10pts
Total 564pts
Executor 150pts
Interdictor Cruiser 32pts
Imperial Star Destroyer X 3 156pts
Imperial Shuttle X 2 36pts
TIE Bomber X 9 36pts
TIE Fighter X 8 40pts
TIE Fighter Ace X 6 24pts
TIE Interceptor X 8 48pts
TIE Interceptor Ace X 6 42pts
Total 564pts
Victory Conditions: Destroy all enemy Class 1 & 2 ships
Special Rules:
Range: Ships have a range that they can fire their weapons. Ships may fire 5 minus class spaces (Class 1 have range 4, Class 2 have range 3, Class 3 has range 2, and Class 4 has range 1.)
Reenforcements: Starting on the 3rd round each side may bring in reenforcements. Whoever wins initiative may bring in up to 75pts worth of ships, the looser may bring in up to 25pts. Left over points carry over to the next round. Reenforcements are placed in that players original setup area.
Fleet Limit: Neither side may have more than 400pts worth of Class 1, 2 & 3 ships on the map at any time.
Round-the-HornThis battle isnt based on anything, its just something I drew up for fun. I tried to downsize it enough that most people can play it. This scenareo requires a little strategy, at some point you must decide how or if you are going to divide your fleet. The Rebel forces are slightly larger due to the fact that you are probably going to see a lot of those TIE Fighters. I've played the scenareo twice and one of those I launched my TIE Fighters 4 times each and the other I launched most of them 5 times. I hope you all enjoy.
Setup: Make a circle 10 inches across (5 squares across). Place that circle in the middle of the map. This circle is the planet the two fleets will be fighting over. The two fleets set up on opposite sides of the map.
Rebel Forces
Viscount 150pts
Mon Calamari MC80 X 2 88pts
Rebel Cruiser X 2 48pts
A-Wing X 4 20pts
B-Wing X 2 12pts
X-Wing X 4 24pts
X-Wing Ace X 2 14pts
Y-Wing X 4 16pts
Total 374
Imperial Forces
Executor 150pts
ISD X 2 104pts
Rebel Cruiser X 2 48pts (Just swap the base with some Imperial Shuttles)
TIE Bomber X 2 8pts
TIE Fighter X 4 20pts
TIE Fighter Ace X 2 12pts
TIE Interceptor X 4 24pts
Total 366
Special Rules
Planet: The planet is considered "Occupied space", it acts as cover from enemy fire and no class 1, 2, or 3 ship may enter a square occupied by the planet. Fighters however may enter squares that are only partly occupied by the planet. (The four squares at the furthest edges of the planet that are almost completely occupied by the planet are considered occupied) All ships may fire through partly occupied squares even if they may not enter them.
Last man standing wins.
ShatterpointSetup, Sepratist Fleet sets up on the planet side of the map, Republic sets up on the far side. The Republic fleet sets up with all ships (Fighter included) on the map.
Republic Fleet
Republic Assault Ship 40pts
Republic Cruiser X 4 76pts
ARC-170 X 4 20pts
Jedi Starfighter X 4 20pts
V-Wing X 8 24pts
Total 180
Sepratist Fleet
Baning Clan Frigate 41pts
Commerce Guild Destroyer X 2 74pts
Trade Federation Battleship 50pts
Geonosian Starfighter X 6 30pts (Launched from planet only)
Geonosian Starfighter Ace X 2 12pts (Launched from planet only)
Scarab Droid Starfighter X 2 10pts
Techno Union Starfighter X 8 12pts (Launched from planet only)
Vulture Droid Starfighter X 6 60pts
Total 289
Victory Conditions:
The game ends when there are no more Sepratist ships remaining on the map. The Republic fleet will win, its just a matter of how much damage the Sepratists can do in the mean time.
Special Rules:
-The Planet gets Fighter Launch 4 and may only launch Geonosian Starfighters, Geonosian Starfighter Aces and Techno Union Starfighters. Both these kinds of fighters gain "Infinate" for this scenareo.
-
All ships in the Republic fleet gain "Infinate" and ships may be returned to the Republic starting area when destroyed.