Senator Arjun's Star Wars Skirmish Rules |
NapNuts Singapore Wargamers |
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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:
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.
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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
has 2 'free' wounds. Lightsabre Telekinesis
Imperial
Commander 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:
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.
Rebel
Commander
Leela,
Jedi and Rebel Heroine Leela, Blaster, Lightsabre Lightsabre
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