"The Rebel Alliance is too well equipped. They're more dangerous than you realize." - General Tagge |
Hit and fade attacks are one of the Rebel Alliance's top tactics, especially when targeting critical Imperial installations. Rebel equipment and starships are top of the line, but the Alliance's resources are limited. Lost ships and crews are difficult to replace, so the Rebels can't afford many pitched battles.
This scenario for the Star Wars MiniaturesStarship Battles game depicts a typical Rebel raid on an Imperial shipyard. After obtaining detailed intelligence on drydock locations, patrol routes, defenses, and possible reinforcements, the Rebels decide to attack a remote shipyard in the Outer Rim. Two large Imperial warships lie vulnerable in their drydocks, relying on garrisoned fighters and local ships for defense. Taking out these capital ships will interfere with regional Imperial patrols, easing pressure on the local Rebels, and demonstrate the strength and resolve of the Alliance.
However, the drydocks might be vulnerable, but they're not sitting ducks. Aside from regular TIE fighter patrols and shuttle traffic, the local garrison can scramble fighters, and Imperial capital ships are in the area. The Rebels must get in, destroy the two warships, and escape with at least half of their ships -- hopefully, before Imperial reinforcements arrive.
"Rebel Raiders" uses the Stellar Grid and ship miniatures from the Starship Battles Starter Set and Booster Packs. Before the scenario begins, the players must decide whether to build 100-point fleets, 200-point fleets, or 300-point fleets. You can use the fleets detailed in each "Setup" section below, or you can create your own fleets, subject to the scenario rules.

Light Side Setup
The Light Side fleet consists of Rebel ships totaling 100, 200 or 300 points. The different fleet options are shown below. Each column shows the point value of the listed ship and, in parentheses, the quantity of that ship (if more than one).
| Light Side |
100 pt |
200 pt |
300 pt |
| Mon Calamari Cruiser Home One |
-- |
-- |
50 |
| Mon Calamari MC80 |
-- |
44 |
88 (2) |
| Rebel Assault Frigate |
30 |
30 |
30 |
| Rebel Transport |
17 |
17 |
17 |
| Rebel Cruiser |
24 |
24 |
24 |
| A-wing Starfighter Ace |
-- |
12 (2) |
12 (2) |
| A-wing Starfighter |
5 |
10 (2) |
10 (2) |
| B-wing Starfighter |
6 |
12 (2) |
12 (2) |
| X-wing Starfighter Ace |
7 |
21 (3) |
14 (2) |
| X-wing Starfighter |
6 |
12 (2) |
12 (2) |
| Y-wing Starfighter Ace |
5 |
10 (2) |
15 (3) |
| Y-wing Starfighter |
-- |
8 |
16 (2) |
The Light Side player can create his own fleet instead, but he must choose from among these Rebellion era ships: the Millennium Falcon, any Mon Calamari ship other than the Viscount, Rebel Transport, Rebel Assault Frigate, Rebel Cruiser, Tantive IV, any A-wing, B-wing fighter, any X-wing, and any Y-wing. For alternative choices, see "Special Modifications," below.
The Dark Side player sets up her fleet first. Then the Light Side player sets up his fleet in Area A, using the rules for Hyperspace Deployment (see "Special Scenario Rules," below).
100-point fleets: All ships, including all fighters, set up in Area A.
200-point and 300-point fleets: All class 2 and class 3 ships set up in Area A. Eight class 4 ships set up in area A. However, any ships that have "Ace" in their name, plus Luke Skywalker and Rogue Squadron X-wings, must use the regular Fighter Launch rules.
Light Side Victory Conditions
100-point fleets: Meet one of the following conditions:
- Destroy both drydocks and escape with at least half your fleet (at least 50 points' worth of Light Side ships)
- Destroy both drydocks, destroy the Imperial Star Destroyer, and escape with at least one ship.
200-point fleets: Destroy both drydocks and escape with at least half your fleet (at least 100 points' worth of Light Side ships).
300-point fleets: Destroy both drydocks and escape with at least half your fleet (at least 150' points worth of Light Side ships).
Dark Side Setup
The Dark Side fleet consists of Imperial ships totaling 100, 200 or 300 points. The different fleet options are shown below. Each column shows the point value of the listed ship and, in parentheses, the quantity of that ship (if more than one).
| Dark Side |
100 pt |
200 pt |
300 pt |
| Imperial Interdictor Cruiser |
-- |
32 |
32 |
| Imperial Shuttle |
18 |
36 (2) |
18 |
| Imperial Star Destroyer |
52 |
52 |
52 |
| Super Star Destroyer Executor |
-- |
-- |
150 |
| TIE Bomber |
8 (2) |
16 (4) |
8 (2) |
| TIE Fighter Ace |
4 |
12 (3) |
4 |
| TIE Fighter |
5 |
20 (4) |
10 (2) |
| TIE Interceptor Ace |
7 |
14 (2) |
14 (2) |
| TIE Interceptor |
6 |
18 (3) |
12 (2) |
The Dark Side player can create her own fleet instead, but she must choose from among these Rebellion era ships: Darth Vader's TIE Advanced x1, Imperial Interdictor Cruiser, Imperial Star Destroyer, Imperial Shuttle, Super Star Destroyer Executor, any TIE Fighter, any TIE Interceptor, and TIE Bomber. For alternative choices, see "Special Modifications," below.
The Dark Side player sets up her fleet first. She sets up in Areas B and C.
100-point fleets: One TIE Fighter sets up anywhere in Area B. One Imperial Shuttle sets up in Area C. All remaining class 4 ships use the Imperial Garrison rule. The Imperial Star Destroyer, plus any additional class 2 or class 3 ships, arrives in Area A between rounds 2 and 3 via Hyperspace Deployment. (See "Special Scenario Rules," below, for details on Imperial Garrison and Hyperspace Deployment.)
200-point and 300-point fleets: Two TIE Fighters set up anywhere in Area B. Two Imperial Shuttles set up in Area C. All remaining class 4 ships use the Imperial Garrison rule. All class 1 and class 2 ships, plus any additional class 3 ships, arrive in Area A between rounds 2 and 3 via Hyperspace Deployment. (See "Special Scenario Rules," below, for details on Imperial Garrison and Hyperspace Deployment.)
Dark Side Victory Conditions
100-point fleets: Meet both of the following conditions:
- Destroy over half (at least 51 points' worth) of the Light Side fleet.
- The Imperial Star Destroy must survive.
200-point fleets: Destroy over half (at least 101 points' worth) of the Light Side fleet ships.
300-point fleets: Destroy over half (at least 151 points' worth) of the Light Side fleet ships.
Special Scenario Rules
Hyperspace Deployment: Hyperspace arrival and departure occurs between rounds, before the initiative roll. In this scenario, the attacking Light Side ships arrive facing the planet. The Dark Side ships may arrive facing any direction.
Hyperspace travel is not 100% accurate or reliable. Before a round begins, place your arriving ships in the desired square(s). For each ship, roll on the Deviation Scatter table to see if the ship arrives in the wrong square; if so, roll on the Deviation Distance table. Begin by rolling for class 1 ships and proceed in class order for all ships arriving from hyperspace. The result of a ship's roll determines the square in which it actually arrives.
| DEVIATION SCATTER TABLE |
| d20 Roll |
Result |
| 1–2 |
Ship delayed. Ship does not arrive this round. Do not roll on the Deviation Distance table. At the beginning of the next round, roll on this table again, using the same target square. |
| 3–4 |
Stopped short. Ship arrives short of its intended square, based on ship's facing. Roll on the Deviation Distance table. |
| 5–6 |
Left. Ship arrives to the left of its intended square, based on ship's facing. Roll on the Deviation Distance table. |
| 7–8 |
Right. Ship arrives to the right of its intended square, based on ship's facing. Roll on the Deviation Distance table. |
| 9–10 |
Overshot. Ship arrives ahead of its intended square, based on ship's facing. Roll on the Deviation Distance table. |
| 11–20 |
On target. Ship arrives on target. Do not roll on the Deviation Distance table. |
| DEVIATION DISTANCE TABLE |
| d20 Roll |
Result |
| 1–4 |
3 squares |
| 5–9 |
2 squares |
| 10–20 |
1 square |
Move the ship to the indicated square. If that square is already occupied, place the arriving ship in the nearest empty square, stopped short if possible. However, if the occupying ship is an arriving craft that has not yet rolled on the Deviation tables, the new ship takes the square instead. The displaced ship still uses the same square as its target square when rolling on the Deviation tables. If it arrives on target, it moves to the nearest empty square. At the start of the game, it's possible that many ships will shift positions.
Arriving ships can start outside of Area A, if forced to do so as a result of rolling on the Deviation tables. However, arriving ships forced off the edge of the map for any reason must set up the following round in the closest square at the map's edge.
Departing ships are removed from the map after a round is complete. To jump to hyperspace, departing ships must be completely within Area A (the remainder of the map is considered to be within the planet's gravity well).
No ship may arrive or depart via hyperspace when the Imperial Interdictor Cruiser is on the stellar grid and at full strength (with its Interdict ability functional).
Ships held by the Tractor Beam ability may not jump to hyperspace.
Class 4 ships may jump to hyperspace even when adjacent to enemy fighters.
Class 4 ships deployed via Fighter Launch may depart via hyperspace.
Imperial Garrison: Class 4 ships from the local Imperial garrison deploy anywhere in Area D using normal Fighter Launch rules. 100-point fleets: Fighter Launch 2. 200-point and 300-point fleets: Fighter Launch 3.
Drydock: Two unarmed drydock areas are indicated on the scenario map. One class 2 ship is drydocked in each area. To represent a drydocked ship, use any class 2 ship that is not part of either fleet. 100-point fleets: Drydocked ships have Hull 10/--, Defense 10 (all sides) 200-point fleets: Drydocked ships have Hull 15/--, Defense 10 (all sides) 300-point fleets: Drydocked ships have Hull 15/--, Defense 15 (all sides)
You're Not Going to Get Another Chance at This, Admiral: Light Side ships may not jump to hyperspace until both drydocks are destroyed.
Special Modifications
Irregulars: The "Rebel Raiders" scenario is intended to pit Rebel ships against Imperial ships. However, if both players agree, any ship (other than the Viscount) that is labeled as Galactic Civil War in the Starship Battles Rulebook may be used in this scenario.
The Old Republic: Conceptually, the "Rebel Raiders" scenario can work with Republic-era fleets. For instance, the scenario could involve Republic ships attacking a CIS droid shipyard. In fact, Republic attackers might have an easier time than Rebel attackers since their escape route to hyperspace won't be blocked by an Interdictor.
The New Republic: If you want to use the Mon Calamari Viscount, set the scenario a few years in the future. The New Republic is securing control over the galaxy, attacking remaining Imperial warlords and remnants. Ships are still at a premium, so the scenario rules apply. Use the 300-point fleet rules, adapting the Light Side fleet as needed. For the Light Side player to win, at least 200 points' worth of Light Side ships must escape. As another option, simply play to the last ship flying.
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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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