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The struggle for the SkyWind III continues! The Separatists have successfully taken control of much of the ship, but their limited forces are dwindling. With nowhere to run, the remaining Republic forces have rallied to mount a desperate counterattack. They may win back control of their ship, but will they also manage to protect the Ambassador?
Part 2 of "Repel Boarders" picks up a short time after the conclusion of Part 1. The Separatists have regrouped but are not fully prepared for the counterattack. Their status greatly depends on the outcome of the first mission. The setup and force makeup of both sides is very fluid and may vary quite a bit between games.
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 primarily of Jedi Knights and troopers totaling 95 points. If the Republic player chooses not to use this suggested force, he may create a 95-point force of his own. No Unique characters are allowed (other than the Ambassador from Part 1). The force must consist only of Clone Troopers of any type (except the AT-RT), Alderaan Troopers, medics or medical droids, and no more than two Jedi Knights or Jedi Guardians. The force must be divided into two Squads, with only four characters in Squad 1.
Additionally, the Republic player may use any characters that escaped through the Blast Doors in Part 1. They retain any damage from the previous mission.
The Republic player sets up in the areas indicated on the map:
Area A (Turbolift): At the Republic player's discretion, Squad 1 may start in Area A or B. However, if the Separatist player successfully disabled the power system in Part 1, Area A (turbolift) may not be used at all during this part. In that case, Squad 1 must set up in Area B with Squad 2.
Area B: Squad 2 and all other Republic characters. If the area indicated is not large enough for the number of characters required, expand the area by one or two rows as needed.
| Squad 1 |
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| 2 Jedi Knights |
26 |
| 2 Clone Troopers |
18 |
| Squad 2 |
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| Alderaan Trooper |
6 |
| Polis Massa Medic |
9 |
| 4 Clone Troopers |
36 |
| Total |
95 |
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 almost entirely of the surviving characters from Part 1. If the Separatists successfully captured the Ambassador in Part 1, a Bodyguard Droid is dispatched to escort him back to the Starshot. See Special Scenario Rules, below. If the Ambassador escaped, the Bodyguard Droid is not available.
The Separatists setup in the areas indicated below.
Area C: All Battle Droids must start at one of the central control stations. The Destroyer Droid begins in the notch to the left of the central controls. If neither the Battle Droids nor the Destroyer Droid survived Part 1, at least one other unit (to a maximum of four) must start at one of the central control stations.
Area D: If the Ambassador was captured in Part 1, he begins play here.
Area E: Any surviving Separatist Commandos, Neimoidian Soldiers, and the Iktotchi Tech Specialists set up here.
Area F: Surviving Super Battle Droids set up in this area.
Area G: If the Bodyguard Droid is available, it begins here.
| Bodyguard Droid |
20 |
| Total |
20 |
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
Turbolift: If the turbolift is available, the doors remain open at all times. If the turbolift is unavailable, the doors are closed at all times. It is unavailable if the Separatists successfully disabled the power system in Part 1.
Command Center: The Separatists begin in control of the Command Center. All of the Separatist player's forces gain a +2 bonus to attack as long as no enemy units are in the command center, or the Separatist player has completely abandoned or lost all units in it. If the Ambassador was captured in Part 1, the Separatists gain an additional +2 bonus to attack (for a total of +4). The additional bonus is not dependent on the Ambassador remaining in the room (unlike the Republic player).
If the Republic player ousts all Separatist units from the Command Center, all Republic characters gain a +2 to attack if there is a Republic character in the room. If the Ambassador has been freed and is in the room, the Republic player gains an additional +2 (for a total of +4).
The Ambassador as Prisoner:If Ambassador Lerron is in Separatist hands; he starts in the Command Center. He may not move until the Bodyguard Droid arrives at an adjacent square. The Droid will escort the Ambassador to the Airlock (Area G map edge). This is the Droid's only task. The Droid will move directly to the Ambassador and remain adjacent to him until both exit through the airlock. The Droid will attack only enemy units that are directly in the path of their escape.
While escorting, both the Droid and the Ambassador must be activated in the same phase and are limited to moving six squares per turn. They must always end adjacent to each other. If the Droid is defeated while escorting, the Ambassador is freed and immediately returns to the Republic player's control. He may be activated the same phase or round only if he has not already been activated. However, he only has half of his normal hit points (round up).
The Ambassador may also be freed by clearing the Command Center of Separatist units.
Maintenance Droids: Any maintenance droids that were destroyed in Part 1 are considered clear spaces in this part.
Victory Points: Each side scores victory points for accomplishing each goal listed below.
Defeat the Ambassador / Avoid Defeat: If the Separatists defeat the Ambassador, the Separatist player scores 1 point. Alternatively, the Republic player scores 1 point if the Ambassador survives Part 2.
Escape with the Ambassador / Rescue the Ambassador: If the Ambassador was captured in Part 1, the Separatist player scores 2 points for escaping with him (see above). The Republic player scores 1 point for rescuing him. It is possible that the Ambassador may escape and is then defeated, thus scoring 1 point for each side (one for the rescue, one for the defeat).
Defeat the Separatists / Defeat the Republic: If the Republic player's entire force is defeated, the Separatist player scores 2 points. If the Separatist player's entire force is defeated, the Republic player scores 2 points. This does not include the Bodyguard Droid if it has already escaped with the Ambassador.
Victory?: With so many variables in force makeup and victory points, it is possible that in the end, both sides will have the same number of points. Perhaps one side scored a tactical victory (defeating its opponent's forces) but suffered a strategic loss (such as the loss of the Ambassador).

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