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Scenarios
11/10/2005 Tusken Rustlers
10/20/2005 Vader's Pursuit
10/11/2005 Execute Order 66
09/29/2005 Repel Boarders, Part 2
09/22/2005 Repel Boarders, Part 1
06/02/2005 Hired Guns
05/26/2005 Light and Dark: Kyle Katarn's Tale, Mission 5
05/05/2005 Kyle Katarn's Tale, Mission 4
04/28/2005 Kyle Katarn's Tale, Mission 3
04/21/2005 Kyle Katarn's Tale, Mission 2
04/07/2005 Kyle Katarn's Tale, Mission 1
3/31/2005 Droidworks Assault, Part 3
3/17/2005 Droidworks Assault, Part 2
3/03/2005 Cantina Raid
3/03/2005 Two Jedi Walk Into a Bar
2/25/2005 Droidworks Assault, Part 1
2/10/2005 Into the Garbage Chute, Flyboy
2/03/2005 Maul Madness
1/27/2005 The Hunt Within
1/27/2005 Father's Heir
1/13/2005 Who Shoots First?
1/07/2005 The Hunt Within
12/23/2004 Talnar's Tatooine Traitor
12/09/2004 The Hunt Within
12/02/2004 The Hunt Within
11/23/2004 Mini-Mimban
11/22/2004 Han Solo vs. the Death Star
11/11/2004 Raiding Sunfire Outpost
11/03/2004 Stealing the Shuttle
10/08/2004 Sore Loser's Revenge
10/01/2004 The Theft of Vader's Helmet
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Repel Boarders, Part 1

A Star Wars Miniatures Revenge of the Sith Scenario


As the Clone Wars drag on, the Separatists attack anywhere they might gain an advantage. Republic politicians and diplomats enjoy no immunity from their rank. Many are highly desired targets.

In a surprise attack, the Separatist destroyer Starshot has engaged the Alderaanian diplomatic vessel SkyWind III. It has not taken long for the Separatists to disable the craft. Hoping to capture a high-ranking diplomat, they board the ship with droids and commandos. The Separatists have selected their targets well, for aboard the SkyWind is Ambassador Lerron, one of Alderaan's accomplished diplomats.

"Repel Boarders," a two-part scenario for the Star Wars Miniatures Game depicts the boarding of the SkyWind and the ensuing battle for control of the vessel and its most important passenger. Taking advantage of the chaos, the Separatist boarders use sheer numbers and send their fastest droids to attempt to seize the Ambassador before Clone reinforcements can arrive. Meanwhile, a squad of commandos moves to cut off the Ambassador's escape route by taking control of one of the ship's vital power regulation sections.

In Part 1, the outnumbered Republic forces must choose what to defend and when to retreat. The tables are likely turned in Part 2, when the Republic counterattacks against the remaining Separatist forces (depending on how many survive Part 1).

This scenario uses the map board from the Revenge of the Sith Starter Set. For this mission, you'll need miniatures from both the Starter Set and the Revenge of the Sith Booster Packs.

Republic Setup

The Republic force consists of Bail Organa as Ambassador Lerron with an array of guards and troopers totaling 124 points. If the Republic player chooses not to use this suggested force, he may create a 124-point force of his own. No Jedi of any type are allowed and neither is the AT-RT. Only one Unique character is permitted, who must play the part of Ambassador. The force must be divided into two Squads, with only four characters in Squad 2.

The Republic player sets up in the area indicated on the map:

Area A: Bail Organa, 2 Senate Guards, and 2 Alderaan Troopers.
Area B: 2 Clone Troopers

Bail Organa
Squad 1
Bail Organa (Ambassador Lerron) 29
2 Alderaan Troopers 12
2 Senate Guards 26
2 Clone Troopers 18
Squad 2
Clone Trooper Commander 13
Clone Trooper Gunner 8
2 Clone Trooper 18
Total 124

Republic Victory Conditions

The Republic player wins by scoring more victory points than the Separatist player. See Special Scenario Rules below for scoring.

Separatist Setup

The Separatist force consists of a squad of droids and a squad of soldiers totaling 170 points. If the Separatist player chooses not to use these forces, he may build a 170-point force of his own. The force must be divided into two squads, with a maximum of six characters in Squad 2. No Unique characters are allowed. One character in Squad 2 must be designated as the Tech.

The Separatist player sets up in the areas indicated below. See Special Scenario Rules below for additional setup information.

Area C: 6 Super Battle Droids
Area D: 3 Separatist Commandos

Separatist Commando
Destroyer Droid
Squad 1
6 Super Battle Droids 60
Squad 2
3 Separatist Commandos 30
Squad 3
Destroyer Droid 30
Battle Droid 4
Squad 4
2 Neimoidian Soldiers 20
Iktotchi Tech Specialist 14
Squad 5
3 Battle Droids 12
Total 170

Separatist Victory Conditions

The Separatist player wins by scoring more victory points than the Republic player. See Special Scenario Rules below for scoring.

Special Scenario Rules

Intruder Alert: Republic Squad 2 arrives at Area E (the Turbolift) at the beginning of round 2.

There's Too Many Of Them: The Separatist squads arrive at the beginning of each round after the first in the order listed below. Place them at the map edge of their arrival area. They must be placed in a blank square, so if any characters from a previous squad blocks a square, the incoming character must wait until the round after a square is available.

Round 2: Squad 3 Area C, Squad 4 Area D
Round 3: Squad 5 Area C

To Fight Another Day: The Republic player must decide when to retreat through the Blast Door. Any Republic characters that escape will be available for use in Part 2 of "Repel Boarders." Additionally, Separatist characters that remain on the board at the end of the game will also be used in Part 2. Both sides will have limited forces in Part 2, so any characters that survive this mission will be very helpful. Note how many hit points each has at the end of the game.

Victory Points: Each side scores 1 victory point for accomplishing each goal listed below.

Capture the Ambassador / Evade Capture: The Separatist player scores 1 point for defeating the Ambassador. Alternatively, the Republic player scores 1 point if the Ambassador escapes through the Blast Door.

Capture the Command Center / Disable the Computer: The Separatist player scores 1 point for capturing the Command Center before the Republic can disable the ship's computer systems. The Republic player scores 1 point for disabling the system. In order for the Republic player to disable the computer, at least one Alderaan Trooper or the Ambassador must remain adjacent to any one control panel for a total of three rounds. More than one trooper and the Ambassador may remain adjacent at the same time, but this doesn't speed up the process (though it's not a bad tactic, in case one is defeated). If a character moves away from a panel before the three rounds elapse, they must return to the same panel to finish the job. Characters may still attack while at a panel, but suffer a –4 penalty to do so.

Additionally, the force controlling the Command Center gains a bonus to their attack rolls. This applies to all characters on that side. The bonus applies when only one force is in the Command Center. If both players have characters in the room, the bonus is negated.

  • The Republic player gains a +2 bonus (+4 if the Ambassador is in the room).
  • The Separatist player gains a +2 bonus (+4 if the Ambassador, and therefore his command code cylinder, has been captured; see above).

Disable the Power System / Defeat the Tech: The Separatist player scores 1 point for disabling the power system before all Republic forces escape through the Blast Door. Disabling the system requires the following: The Iktotchi Tech Specialist must be at the control panel in the lower left corner of the map (in the Power Regulation Chamber) for one complete round after the three maintenance droids printed on the map around the red column are defeated.

Each of the droids have Defense 10 and Hit Points 20. In order to fire at the lowest droid (near the center of the shaft), the attacker must be at edge of the pit and have line of sight. When a droid is defeated, cover it with an upside-down damage or Force marker.

Disabling the power has two effects. The Blast Door will close automatically, and any remaining Republic characters must fight until they are defeated. Additionally, the turbolift will be unavailable to the Republic for a setup area in Part 2.

The Republic player scores 1 point for defeating the Tech before the Power System is disabled.

Part 2 of "Repel Boarders"

Check back again for the conclusion of "Repel Boarders"!

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