Home 
    Email a friend   Printer Friendly
 

Knights of the Old Republic: Opportunities

Part 1: Crossing Paths


Four thousand years before the fall of the Republic, the Old Republic is fighting for its life. After discovering ancient Sith secrets, Darth Revan and Darth Malak are trying to carve a new Sith Empire out of the Old Republic. The source of their military power is as mysterious as the ways of the Sith.

Recently, Darth Malak has taken command of the new Sith forces after Revan's apparent death. Some among the Sith see this as an opportune moment to improve their own status and eventually challenge Malak for command. Such is the Sith way, which Malak knows all too well.

Jedi fighting against the Sith perceive this as a golden opportunity of their own. With the master strategist Revan out of the way, the time may be right to take down Malak as well. With both leaders gone, the Sith would be substantially weakened and might even fall apart as the remaining adherents struggle to take command.

One ambitious Sith leader is investigating reports of a secret research facility churning out advanced battle droids. The Sith leader believes that uncovering the facility will greatly increase his value and power in Darth Malak's eyes.

To conceal his interest from the Republic and from his rivals within the Sith, he hired the mercenary craft Darkmoon instead of sending one of his own ships. But the ploy failed -- the Republic learned of the mission and dispatched a small force to intercept the Darkmoon. During the battle, the Darkmoon was heavily damaged and boarded by the Republic.

The two forces now struggle for control of the ship. By happenstance or by the will of the Force, individuals of great potential are found on both sides of the conflict. This battle will decide their destiny and possibly the fortunes of their allies and masters.

Preparing for Play

"Crossing Paths" is the first scenario in the Knights of the Old Republic: Opportunities trilogy. The outcome of each scenario directly affects the setup and circumstances of the next.

"Crossing Paths" pits the average forces of the Sith against those of the Jedi. Each side has Force-users that can advance to the next scenario by winning this mission. For example, if the Republic player wins this first scenario, he will continue to play the Republic in the next two scenarios, while the Sith player will command other forces. The main Jedi character will have the opportunity to acquire greater Force powers in part 2 and part 3 of Opportunities.

"Crossing Paths" uses miniatures from the Champions of the Force set and the map from the Revenge of the Sith Starter Set. If you don't have all the listed figures, you can play the scenario with your own squads. You can also use a different map, if desired.

Star Wars Roleplaying Game fans: Watch for an upcoming article with advice and stats for using the Opportunities trilogy as the basis for an RPG mini-adventure.


Old Republic Setup

The Old Republic force consists of Jedi and Old Republic characters totaling 108 points. If desired, the Old Republic player can create her own 113-point force instead. Only non-Unique Old Republic and Fringe characters are allowed, preferably characters appropriate to the Old Republic time frame. The majority of the force must be Old Republic and must include at least one Jedi character.

The Old Republic sets up in Area A on the map.

Old Republic
1 Jedi Consular 16
1 Jedi Guardian 23
1 Jedi Sentinel 17
2 Old Republic Commanders 36
2 Old Republic Soldiers 16
TOTAL 108



Old Republic Victory Conditions

The Old Republic player wins by defeating all of the Sith characters. See the Special Scenario Rules below for additional conditions.

Sith Setup

The Sith force consists of Dark Jedi and other Sith totaling 113 points. If desired, the Sith player can create his own 113-point force instead. Only non-Unique Sith and Fringe characters are allowed, preferably characters appropriate to the Old Republic time frame. The majority of the force must be Sith and must include at least one Dark Jedi or Dark Side Enforcer character. The Dark Jedi Master should not be used unless no other Sith Force-users are available.

The Sith set up in Area B on the map.

Sith
1 Dark Jedi 16
1 Dark Side Enforcer 26
1 Sith Assault Droid 36
1 Sith Trooper Commander 19
2 Sith Troopers 16
TOTAL 113




Sith Victory Conditions

The Sith player wins by defeating all of the Old Republic characters. See the Special Scenario Rules below for additional conditions.

Special Scenario Rules

Doomed Ship

The Darkmoon is heavily damaged and out of control. However, during this scenario, the characters can do nothing to affect the ship. They must direct all their efforts toward defeating the enemy. But that grows more difficult as the ship's condition continues to deteriorate during the game. At the beginning of each round, before rolling initiative, roll a d20 and apply the effects shown on the table below:

1–6

Smoke. Smoke begins filling the ship. The first time this effect is rolled, the smoke reduces visibility such that attacks can take place only at a range of 8 squares or less. Each additional time this effect is rolled, the smoke reduces visibility further; reduce the range by 1 square, to a minimum of 4 squares (disregard this result after that time). The smoke never clears.

7–10

Not entirely stable. The ship suddenly lurches to one side. Starting with the character closest to the side of the map indicated below, move each character 3 squares in that direction. Characters stop moving if they hit a wall or another character. Terrain costs still apply, which means that characters move only 1 square (at most) through difficult terrain or low objects. Characters forced into a pit may save 11 to stop at the edge; otherwise, they fall in and are defeated.

7 - Top side of map (when reading the room titles)
8 - Left side of map
9 - Right side of map
10 - Bottom side of map

11–16

Nothing happens. Smoke from previous rounds remains in effect.

17-20

Not entirely stable. See above for details. Move characters 3 squares in the direction indicated below:

17 - Top side of map (when reading the room titles)
18 - Left side of map
19 - Right side of map
20 - Bottom side of map

Other Maps

If you're using a map other than the one shown above, each squad sets up in opposite corners of the map. At the beginning of the game, neither squad should have line of sight to the other squad.

The Death Star map in the Rebel Storm Starter Set is the most appropriate alternative for the scenario's background setting. Using other maps will require a little more imagination.

Proceeding to Part 2

The winner of "Crossing Paths" plays the same faction in part 2. One surviving Force-using character from the winning faction becomes the main character for parts 2 and 3 of the scenario. If no Force-using characters survive "Crossing Paths," the last Force-user defeated on the winning side becomes the main character. There will be rewards for surviving Force-users, so players should protect them as much as possible.

Discuss

Share your thoughts on the Knights of the Old Republic: Opportunities senario trilogy with your fellow Star Wars Miniatures fans on our Message Boards.

Coming in Part 2

In part 2 of the Knights of the Old Republic: Opportunities trilogy, the winning faction gains control of the Darkmoon and tries to find the secret research facility and its advanced battle droids. But what they actually find is -- well, come back next time to find out!


About the Author

Sterling Hershey has been a full-time architect and freelance game designer for over 10 years. He authored and contributed to many of West End Games' Star Wars: The Roleplaying Game products and later contributed to Star Wars Gamer Magazine. These days, he writes regular Star Wars Miniatures scenarios for the Wizards of the Coast website, and he also wrote the Scenario Book for the recently released Attack on Endor Scenario Pack. Gaming in a galaxy far, far away is the focus of his starwars.com blog, Delusions of Grandeur. Sterling lives in the Midwest with his wife, Mary.





About | Careers | Find a Store | Press | Help
Hasbro ©2010 Lucasfilm Ltd. & ® or TM where indicated. All rights reserved. Used under authorization.
© 1995-2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All Rights Reserved.
ESRB Privacy Certified
Terms of Use | Privacy Statement
Wizards of the Coast