Senator Arjun's Star Wars Skirmish Rules

NapNuts 
Singapore Wargamers

  

Basic Rules

[Note: The basic rules below should be used in conjunction with the scenario notes below and the player briefings on the right]

Each player commands one or more squads of figures. 

At the start of each turn, players roll to see which side has the initiative. The side with initiative will activate first. Each figure may take two actions during each activation (unless wounded, when it is only allowed one). Figures which do not use any action may go on Opportunity Fire, and may shoot at enemy figures during their action instead.

Each figure has the following characteristics:

Movement

Distance in inches a figure may move per action. Halved in rough terrain

Shooting

Score on a die-roll required to hit a target. The die-roll is modified by -1for each of the following:

  • ·         long range

  • ·         firer moving this turn

  • ·         target moving

  • ·         target in cover

  • ·         firer wounded

Hand-to-Hand

Used in melee. Each figure fighting rolls 1d6 and adds the HtH factor to the score. If attacker wins defender is wounded. If defender is outnumbered, -1 to his HtH factor per extra opponent attacking.

Morale

A squad has a total morale equal to the sum of the morale score of all its members. Once the morale falls to 5 or below, the player must roll a d6 at the beginning of his activation. If the roll is below his morale score, the squad may not move closer to any known enemy position.

Weapon

Some characters may have more than one weapon.

Range

The range of the weapon. A weapon may fire up to twice its range, but suffers a -1 modifier.

Save

Score required to negate a hit. A figure which fails its save is wounded

Wound

A figure which is wounded has only one action per activation for the rest of the game, and suffers a -1 to all its characteristics. If a figure is wounded twice, it is out of action.

______________________________

An incident on Gortrak IV - a Star Wars Skirmish Game

Following the acquisition of some Micromachines Star Wars figures, we decided to put up a quick skirmish game using a simple set of rules cobbled together from some existing sets we own. The limited number and type of figures meant an 'unhistorical' scenario would be played...

The Scenario:

The game area we used was 2' x 2'. An Imperial shuttle (scratch-built from a water-pistol) is placed in the middle of the board in the clearing. Random clumps of lichen and trees are then placed around the board.

Darth Vader and his squad start hidden, and are placed next to the shuttle (counting as being in cover) when they reveal themselves (player does not need to reveal all figures in the squad at the same time).

The Rebel entry area is from any of the corners of the board; Imperial reinforcements will enter from the opposite corner.

Starting from Turn 3, the Gamemaster rolls a d6 to determine if the Stormtroopers arrive. On a roll of 6, they enter during the Imperial activation. On Turn 4 they enter on a 5 or 6, and on Turn 6 a 4,5, or 6, and so on.

Leela and her squad enter the Turn after Darth Vader reveals himself, or after the Imperial reinforcements arrive, whichever happens first. The player playing Leela's squad should be given the briefing only on the turn they will enter the game.

Player Briefings

As the flame of the rebellion spreads, the forest planet of Gortrak IV becomes a battleground between the forces of the Empire and the Rebel Alliance.

Darth Vader
While traveling to supervise the conquest of the Rebel-held planet of Gortrak IV your shuttle was shot down by Rebel fire and crash-landed on the surface. You lost most of your crew, as well as the communications and navigation systems. No doubt your bungling subordinates have despatched a recovery team to rescue you; you only hope they arrive before the inevitable Rebel patrol.

Gaming notes:
The Rebels most likely do not know you were onboard the crashed ship; if you make your presence known, you may draw in more Rebel forces than your small crew can handle.

Darth Vader has 2 'free' wounds.

Darth Vader, Lightsabre
5 Imperial Pilots, Blasters

Lightsabre
All hits on Darth Vader may be parried by the lightsabre or even reflected onto the firer.
Roll 1d6 for every Hit scored on Darth Vader. On a roll of 1, the shot is not parried - proceed to roll to wound. On a roll of 2 to 5, the shot is parried. On a roll of 6, the shot is reflected onto the firer - roll to wound.

Telekinesis
Darth Vader may use Telekinesis to 'throw' enemy figures within 6". It takes one action to throw enemy figures. To do so, roll 1d6 to determine how many figures you may 'throw', and then roll 1d6 for each figure 'thrown' to see how many inches they are 'thrown' away from the 'thrower'. A 'thrown' figure must spend one action getting up next activation.

Type

Mv

Sh

HtH

Mo

Wpn

Rg

Sv

Pilot

4

4+

3

1

Blaster

6"

6+

Darth Vader

4

-

6

4

Lightsabre

-

Special

3+

Imperial Commander
A shuttle carrying Lord Vader and several of our pilots have been shot down over the contested planet of Gortrak IV. We have been unable to establish contact with them. You are to proceed to the crash site and rescue all survivors and bring them back to our base on the surface.

7 Stormtroopers, Blasters
1 Battle Droid, 2 x Heavy Blasters

Battle Droid

The Battle Droid is armed with two Heavy Blasters. Roll 1d6 per Blaster firing - this is the number of shots it may fire this action. On a roll of 1, however, the Blaster is jammed and will take 1 action to unjam. The Droid has no wounds but has a special damage system.

Once the Droid is 'wounded', roll 1d6 to determine where it is hit:

Die-roll

Location hit

1

Head

2,3

Leg

4,5

Arm

6

Torso

 A head hit will cause the Droid to run amok. During each activation first roll to determine which direction the Droid will move and move it to its maximum allowance; the Droid will then fire at the nearest target in its next action. A second head hit puts the Droid out of action.

A leg hit will reduce the Droid's movement allowance by half. A second leg hit renders the Droid immobile.

An arm hit will destroy the Droid's Blaster (roll to see which arm is affected). A second hit on the same arm has no effect.

A torso hit has the same effect as a 'standard' wound. If the Droid is also amok, roll to see whether it will move or shot during its activation. A second torso hit puts the Droid out of Action. 

Type

Mv

Sh

HtH

Mo

Wpn

Rg

Sv

Stormtrooper

4

4+

3

1

Blaster

6"

5+

Battle Droid

4

4+

2

2

Heavy Blaster x 2

9"

4+

Rebel Commander
An Imperial Shuttle, no doubt carrying reinforcements to the Imperial invasion force, has crash-landed on Gortrak IV after being hit by our fire. You are to proceed to the crash site and capture all survivors and to retrieve data from the ship's computer.

10 Endor Troopers, Blasters

Type

Mv

Sh

HtH

Mo

Wpn

Rg

Sv

Rebel Trooper

5

4+

3

1

Blaster

6"

6+

Leela, Jedi and Rebel Heroine

Leela, Blaster, Lightsabre
8 Endor troopers with Blasters

Briefing 1 (Use if Darth Vader reveals himself before Stormtroopers enter game)

An Imperial Shuttle, no doubt carrying reinforcements to the Imperial invasion force, has crash-landed on Gortrak after being hit by our fire. A squad had been sent to retrieve prisoners and data from the ship. However, you sensed a disturbance in the Force and have decided to investigate the site too.

Briefing 2 (Use if Stormtroopers enter game before Darth Vader reveals himself)

An Imperial Shuttle, no doubt carrying reinforcements to the Imperial invasion force, has crash-landed on Gortrak after being hit by our fire. A squad had been sent to retrieve prisoners and data from the ship. However, our sensors have picked up Imperial movement to the site from their base on the surface. You must bring your squad of Rebel Troopers and reinforce our comrades.

Gaming notes:
Leela has one 'free' wound.

Lightsabre
All hits on Leela may be parried by the lightsabre or even reflected onto the firer.
Leela rolls 1d6 for every Hit scored. On a roll of 1, the shot is not parried - proceed to roll to wound. On a roll of 2 to 5, the shot is parried. On a roll of 6, the shot is reflected onto the firer - roll to wound.

Telekinesis
Leela may use Telekinesis to 'throw' enemy figures within 6". It takes one action to throw enemy figures. To do so, roll 1d6 to determine how many figures you may 'throw', and then roll 1d6 for each figure 'thrown' to see how many inches they are 'thrown' away from the 'thrower'. A 'thrown' figure must spend one action getting up next activation.

Type

Mv

Sh

HtH

Mo

Wpn

Rg

Sv

Rebel Trooper

5

4+

3

1

Blaster

6"

6+

Leela

5

3+

5

3

Lightsabre

Blaster

-

6"

Special

3+