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Insertion Point

A New Starship Battles Miniatures Scenario


As the Clone Wars expand across the galaxy, both Republic and Confederacy forces are stretched thin. Detecting a light defensive fleet protecting Loken III, the homeworld of TransTech Droidworks, the Republic hastily assembles and dispatches a small invasion force to strike before the CIS can reinforce their position. If they pierce the CIS orbital defenses, the Republic invaders can land and attack the droidworks directly. Eliminating this facility will severely hamper CIS battle droid production in the region.

The Republic fleet's primary mission is to deliver their landing craft to the planet's surface. Defeating the entire CIS fleet is a secondary concern at best.

"Insertion Point" uses the Stellar Grid plus ships from the Starship Battles Starter Set and Booster Packs. Each fleet consists of ships from the Clone Wars era. You can play the scenario as a single, stand-alone mission, or as a prelude to the "Droidworks Assault" series. (The outcome of this battle will not affect the "Droidworks Assault" scenarios.)


Light Side Setup

The Light Side fleet consists of ships totaling 200 points, as detailed below. The Light Side player can create his own 200-point fleet instead, but all ships must be from the Clone Wars era, and the fleet must include two (and only two) Venator-Class Star Destroyers. In addition to the ships listed below, the Light Side player needs eight additional fighters to represent the Republic gunships (see "LAAT/i" in the Special Scenario Rules, below).

The Light Side fleet sets up in Area A.

2 Venator-Class Star Destroyers 100
1 Republic Assault Ship 40
1 Republic Cruiser 19
3 Jedi Starfighters 15
2 Naboo Starfighters 8
2 Utapaun P-38 Starfighters 6
4 V-Wing Starfighters 12
TOTAL 200

Light Side Victory Conditions

The Light Side wins if one of the following conditions is met:

  • Both Venator-Class Star Destroyers end the round in any planet space, or
  • One Venator and four LAAT/i end the round in any planet space, or
  • Six LAATI/i end the round in any planet space.
  • Dark Side Setup

    The Dark Side fleet consists of ships totaling 200 points, as detailed below. The Dark Side player can create her own 200-point fleet instead, but all ships must be from the Clone Wars era.

    The Dark Side sets up in area B.

    1 Trade Federation Droid Control Ship 53
    1 Trade Federation Battleship 50
    1 Commerce Guild Destroyer 37
    2 Vulture Droid Starfighter Advanced 10
    2 Vulture Droid Starfighters 20
    2 Geonosian Starfighter Ace 12
    2 Droid Tri-Fighters 8
    2 Scarab Droid Starfighters 10
    TOTAL 200

    Dark Side Victory Conditions

    The Dark Side wins if one of the following conditions is met:

  • Both Venator-Class Star Destroyers and at least three LAAT/i are destroyed, or
  • At least one Venator and at least five LAAT/i are destroyed.
  • Special Scenario Rules

    LAAT/i: The Republic invasion force is held on board the Venator-Class Star Destroyers. Exactly how this force reaches the planet's surface is up to the Light Side player. Each Venator carries four Low Altitude Assault Transports, known as LAAT/i, which are Class 4 ships and treated as such. However, unlike regular fighters, each Venator can deploy a maximum of four LAAT/i. As such, if a Venator is destroyed before deploying all of its LAAT/i, those still aboard are also counted as destroyed for the victory conditions. Alternatively, any Venator that successfully ends its turn in a planet space with any LAAT/i still aboard may also count the LAAT/i for the victory conditions. LAAT/i count as fighters for each ship's Fighter Launch ability.

    LAAT/i: Hull: 1/--; Defense: 14; Weapons: Laser Cannon +1/1, Missiles +1/1 (usable against non-fighters only); Abilities: Assault (does not stop enemy fighters).

    Planetary Command: The CIS has enhanced their orbital defenses by using additional computational power and sensors from their primary command center on the planet below. As such, the Dark Side gains a Command Counter 1-4 and a Command Counter 4 for use in this scenario.

    Landing: Once a LAAT/i or Venator ends the round in a planetary square (once the round is complete), the unit is removed from the map before the next round begins.

    Discuss

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    About the Author

    Sterling Hershey is an architect and freelance game designer. He regularly creates Star Wars Miniatures and Starship Battles scenarios and previews for the Wizards of the Coast website. He also wrote the Scenario Book for the Attack on Endor Scenario Pack. Previously, he authored and contributed to many Star Wars The Roleplaying Game products from West End Games, as well as Star Wars Gamer Magazine. 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.





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