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Slow Learner
Imperial Officer
Joined: Wed Jan 24, 2007 9:12 pm Posts: 782 Location: Wycombe, Bucks, UK
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 Re: Fan made Star Wars Table Top Strategy Battle Game
Star Wars Table Top Strategy Game - Rules
This is a game for 2 players, or 2 teams of players. Game proceeds in turns called Rounds, each turn being made up of distinct Phases.
Setting up
First choose how many points you are going to spend building your army. For a small game, up to 1,000 points would be a value. A larger game might be up to 2,500 and a really big battle might be 5,000 or more. it is best to set an upper limit on points rather than try to get both players to match and exact figure.
When selecting your army, you are required to follow Army Building Protocol, (ABP). This helps to balance the opposing forces, preventing one player from building an army made entirely out of attack vehicles or mighty heroes. It also means smaller games have less very powerful units. Also, as vehicles cannot capture checkpoints, it ensures that both sides can complete mission objectives in tactical play. Rules for tactical play to follow.
All the factions follow the same basic pattern, so it is quick and fairly simple to learn. Building your army using ABP is a series of choices, with each subsequent choice giving you more options to choose from. These choices are made from the different categories of unit available for your army. The choices are as follows.
1st choice: Troops 2nd choice: Troops OR Heavy Weapons OR Leaders 3rd choice: Troops OR Heavy Weapons OR Leaders OR Elites 4th choice: Troops OR Heavy Weapons OR Leaders OR Elites OR Heroes 5th choice: Troops OR Heavy Weapons OR Leaders OR Elites OR Heroes OR Attack Vehicles 6th choice: Troops OR Heavy Weapons OR Leaders OR Elites OR Heroes OR Attack Vehicles OR Heavy Vehicle 7th choice: Troops OR Heavy Weapons OR Leaders OR Elites OR Heroes OR Attack Vehicles OR Heavy Support OR Transport (requires players to have chosen at least 2 troops choices) 8th and all subsequent choices: Free choices from any category.
This may seem complicated at first, but is actually fairly simple. Here’s an example. Costs to be added once stats are complete!
An Imperial player wants to build an Army to enforce the Emperor’s rule! He makes these choices. 1st choice: A squad of stormtroopers, [troops] 2nd choice: Darth Vader [leader] 3rd choice: A stormtrooper with heavy blaster is added to the stormtrooper squad [heavy weapons] 4th choice: Boba Fett [hero] 5th choice: A squad of scout troopers [troops] 6th choice: AT-ST [heavy vehicle] 7th choice: AT-AT [transport] 8th choice: A squad of Dark Troopers, [Elites]
Once each side has chosen its army, you set up on opposing edges of your table top, unless unit special abilities state otherwise. You then play each round in the separate phases as follows; Phase 1: Initiative.
In the initiative phase, players decide who may take their actions first. Each player rolls a D6 and then adds the highest Initiative stat of their Leader units. Some Leaders and Heroes have special rules that effect initiative. These rules must be played during this phase. If the results are a draw, re-roll until there is a definate winner.
Phase 2: Movement
Starting with the player who won initiative, players take it in turn to move the units in their armies. Unless stated otherwise in their stats, all units move 6” in Rounds in which they intend to make attacks or 12” if they do not intend to make attacks.
Whilst moving, all the models in a squad must be kept within 3” of at least 1 other model in the same squad. This is called Unit Cohesion. If for any reason 1 or more models cease to be in cohesion, (for example, through being hit by a special attack that has moved them) they must make an immediate Courage role, adding +1 for each model that remains in cohesion. If they fail, normal Fear rules apply, (see below). If they succeed, the squad must move back into cohesion in the next movement phase and forefits any additional movement and movement special abilities.
Difficult Terrain – Scenery such as rocks, swamp, wreckage etc. should be considers as difficult terrain and units moving through this terrain get a 50% movement penalty. Therefore, to move 3” through difficult terrain uses 6” of a unit’s movement allowance. Units with the Flight special ability ignore all terrain when moving, whilst units with the Hover special ability ignore difficult terrain under 1.5” high.
Squads moving onto (embarking) and moving out of (debarking) Transport Vehicles incur a 2” movement penalty on their movement on that turn.
Special movement rules for vehicles to follow.
Phase 3: Combat
The combat phase is played in two distinct sections; Ranged combat and Close Combat. Ranged combat encompasses firing weapons such as blasters, vehicle weapons and throwing weapons such as grenades. Close combat takes over for models that are in base contact and encompasses using blasters at close range, lightsabers or even claws!
Ranged Combat In the ranged combat phase, players take it in turns to attack with a unit in their army, be it a squad of troops, a single Hero/ Leader or a vehicle.
In the case of squads and heroes/ leaders, ranged attack works as follows;
1. Player chooses the unit they wish to attack with. 2. Player chooses the target they wish to attack. The Player must be able to draw a line of sight to the target models. The power of the weapons the unit is equipped with must be equal to or greater than the target’s strength; otherwise the weapon cannot harm the target. 3. Player rolls the unit’s attack dice for the number of models attacking. 4. The player adds the unit’s Blaster Skill (BS) to each dice roll. 5. The aim, as with all roles in Star Wars Table Top Strategy Game, is to get 6+. Any roles that equal 6+ after all bonuses and penalties have been calculated have hit. 6. Hit targets then make Armour Save (AS) rolls. The targets rolls a D6 and adds their armour save to that roll. If the AS roll passes, the target takes no damage. If it fails, it loses hit points equal to the number of hits dealt by the weapon being used. Note: some weapons reduce a targets armour save by a specified amount. See weapon’s special rules. 7. If a model’s hit points are reduced to zero, it is considered “killed” or “destroyed” and removed from play. 8. When a squad is targetted, the owner of the squad chooses which models are killed.
Example A squad of 9 stormtroopers are in a fire fight with a squad of rebel troopers. 1. The Imperial Player chooses to attack with a squad of stormtroopers 2. The Imperial Player chooses to fire at the rebel troopers. The stormtroopers are armed with Imperial blaster rifles, which have a Power of 11, more than enough to beat the rebel troopers’ strength of 8. 3. The Imperial Player rolls 9 D6, 1 for each of the troopers in the squad. 4. He adds the stormtroopers’ blaster skill of 3 to the results. 5. The results are 5, 5, 6, 6, 7, 7, 8, 9 and 9. The first two have missed and the next 7 have hit. 6. The Rebel player then rolls 7 AS rolls for the rebel troopers who were hit. As rebel troopers do not have an AS bonus, they require a natural six, (i.e. a six on the dice) to make their save. The results are 1, 3, 3, 4, 5, 6 and 6. The last two rolls mean two rebel troopers have avoided damage. The other five troopers have failed their save and taken damage. 7. Five rebel troopers take 1 hit, the amount of damage inflicted by Imperial Blaster Rifles. As rebel troopers only have 1 hit point, these 5 models are killed. 8. The Rebel Player selects 5 models from this squad to remove from play.
If a unit has multiple attacks, they make them all and then the opposing player chooses a unit to attack with. Play proceeds in this way until all units have made all their ranged attacks for this turn.
Cover If the line of sight between target and attacker is obscured by Terrain elements, the attacker’s BS roll suffers a -3 penalty.
A unit may only target a character with cover if there is no closer enemy without cover.
Close Combat When units move within 1” of each other, they must engage in Close Combat. Close combat is played slightly differently from ranged combat. In close combat each model targets a specific opponent and rather than trying to roll a specific score, combatants roll to beat their target’s roll.
Here’s how it works;
1. In the movement phase, a player moves a unit to within 1” of an opponent he plans to attack. 2. Once all ranged combat has been resolved, the player with initiative selects a squad he has moved into the 1” range of close combat. He then rolls the attack dice for each equally able model in that unit (i.e. each model with the same Combat Skill) and his opponent rolls attack dice for the defending models. 3. Both players add the CS for their models. 4. There are two possible outcomes. If the defenders get the highest score or it is a draw, they have successfully blocked the attack and taken no hits. If the attackers get the highest score, they hit the opponent and damage is dealt as in ranged combat, except the model the attacker targeted is removed from play. If the attacker only has a Ranged Weapon, it is presumed they have successfully managed to fire it at point blank range. If the attacker has a Combat Weapon, they must use it to inflict damage in Close Combat. 5. If the attacker has more than 1 attack, they may make any other at on the same target, or if that target is killed by their first attack, they may move up to 1 inch to attack another target, as long as they do not move out of Cohesion. 6. The side that is defending then makes its attacks, as above. If members of both squads remain alive once both sides have used all their attacks, they are considered to be Locked in Combat and the combat continues in the next round, (see below).
Example A squad of two jedi knights attack a squad of Battle Droids in close combat.1. The Republic Player moved the Jedi into base contact with two of the battle droids during his movement phase. 2. He rolls the attack dice for the two jedi. Jedi have 2 attack dice, so he rolls 4 dice in total, 2 for each of the jedi. The Separatist player rolls 2 dice, one for each battle droid being attacked. 3. The Republic player adds each jedi’s 2 dice together and the Separatist Player adds the Battle Droid’s +1 CS to his dice rolls. 4. The jedi score 12 and 10, whilst the battle droids both score 2. The jedi have won. At this point the hit target would normally make an armour save, but being hit by a Lightsaber prevents this, so the battle droids automatically take 1 hit. As they only have 1 hit, the battle droids are killed and removed from play. 5. As the jedi have two attacks per turn, The Republic Player moves his jedi into close combat with another 2 battle droids that are less than 1” away and attack again. The jedi‘s attack rolls score 8 and 10, the battle droids roll 5 and 4. So again, the jedi win and the two battle droids are destroyed and removed from play. 6. The jedi combat has left 1 battle droid within 1” of the jedi. The Separatist Player decides to attack one of the jedi with his battle droid. The battle droid rolls his attack dice and the jedi rolls his 2 attack dice. The droid scores 4 and the jedi scores 8. There is no effect, but because there are still 6 droids left in the squad, both sides are Locked in Combat and the close combat continues in the next round.
Continuing Close Combat If units become locked in combat, that combat must continue in the next turn. At the beginning of the close combat part of the combat phase, players must decide which unit attacks first. This is done by rolling initiative for each set of locked combatants. Players roll a D6 and add their unit’s Initiative score. If a unit has more than one Initiative score, such as with a Leader attached to a unit of Troops, the highest score is used. The winner of this roll attacks first. At this point, that player may move models into within 1” of an enemy model, if they are not currently, as long as they do not exceed that model’s standard movement rate. Combat then proceeds as above.
Example On the following turn, the Separatist and Republic Players continue the combat between the Jedi and the depleted Battle Droid squad. The two players roll for initiative. The Separatist Player rolls a D6 and adds the battle droids’ initiative of +1. The Republic Player rolls a D6 and adds the Jedi’s initiative of +4. The Separatist Player scores 6 and the Republic Player scores 10. The Republic Player wins and attacks first, destroying 4 more droids.
Breaking Away If a unit is locked in combat, they may attempt to Break Away, meaning to move out of Combat, rather than continue fighting. This is a risky move, as it leaves the unit open to attacks from their opponent.
Here’s how it works. 1. During the movement phase, both players roll initiative. 2. If the unit attempting to Break Away wins, they may move their normal movement rate. If the opposing unit wins, it may make 1 immediate attack against each model attempting to move. This does not count as one of that model’s attacks this round. No special attacks or special abilities may be used, except that linked weapons still potentially cause 2 hits. If it is a draw, the two sides remain locked in combat and no attacks are made. Combat continues in the Combat phase. 3. Any models that survive these attacks are then free to move as normal.
Example On the following movement phase, the 2 remaining Battle Droids attempt to break away from the jedi knights. 1. Both sides roll initiative. 2. The battle droids score 3 and the jedi score 10. The jedi attack the battle droids as they attempt to flee and are destroyed.
Fear Tests At certain times, units are required to make Fear Tests. This represents moments during battle when a warrior’s bravery falters and they might flee the battlefield rather than risk death.
Squad Fear Test The most common type of Fear Test is that taken by squads. When a squad is depleted by 50% or more of its members, the remaining members must immediately make a Fear Test. It must also make a Fear Test after each subsequent casualty. This done as follows;
1. The player rolls a D6 and adds the Courage of the squad. Note that the highest Courage rating is used, so if a Leader is attached to a squad, they stand a better chance of passing Fear Tests than a squad without. 2. As with most rolls, the aim is to get a score of 6 or more. If the roll is successful, the unit continues to function as normal. If the roll fails, the unit goes into Retreat.
Example Let’s look at the Rebel Trooper squad from our Ranged Combat example. Having lost 5 out of 9 models, the unit has to make an immediate Fear Test. 1. The Rebel Player rolls a D6 and adds the squad’s courage of 4. 2. The Rebel Player rolls a 2, giving him a total of 6. The remaining Rebel Troopers pass the Fear Test and stay to fight the good fight!
Retreat When a unit goes into Retreat, it is constrained to certain actions. On its next movement phase, that unit must move towards the Player’s board edge, (where that army set up). It cannot make any attacks, but may move at twice its standard movement rate – 12” rather than 6” as standard. In each subsequent movement phase, retreating units make another Fear Test. If the unit passes a Fear Test, it then returns to normal play. If it fails, it must continue to retreat. This process continues on each movement phase until the unit passes a Fear Test or reaches the edge of the board and is removed from play.
Note: Units that fail Fear Tests whilst locked in close combat must Break Away as normal before retreating.
Fear Tests and Cover The relative safety of cover from scenery makes your units feel much braver. A unit that has cover from all enemy Ranged Weapons gains a +3 bonus to Courage when making Fear Tests.
There are many variables that effect Fear Tests; some leaders can inspire bravery in their soldiers just by fighting on the same field, whilst some vehicles are so imposing the sight of them can strike fear into an enemy’s heart!
Fear Tests and Droids Most droids only have very superficial emotional programming, which is secondary to their primary function as medics, translators or soldiers. As such droid units are not required to make individual Fear Tests. This has the advantage that each unit will not retreat if it loses 50% of its models. Conversely it means a unit of droids is much more likely to be destroyed in a single confrontation, as they cannot fall back and make a successful Fear Test before being reapplied elsewhere.
Army Routing Tests Army Routing tests work similarly to Fear Tests. When 50% of the units in an army have been destroyed or are in Retreat, all the remaining units must immediately make Fear Tests. As this marks the disintegration of the army, each unit suffers a -3 to their courage rolls. Each unit that fails goes into retreat as normal. One difference applies in respect to Leaders. If only Leaders remain in normal play once all Fear Tests have been carried out, they too must retreat. It is therefore acceptable to roll Leaders’ tests last.
Units in routing armies may make Fear Tests to see if they return to combat, but suffer a -3 penalty on their courage rolls and the cover bonus no longer applies.
Once all the routing army is entirely removed from play, the game is over.
Special Rules for Unit Categories
Troops Troops are the backbone of any army. While they may not be the most powerful units, they are versatile and have the tactical advantage of being one of only 2 unit categories that can capture checkpoints, (vital in Tactical Play). Even the most basic Troop can be bolstered by your Leaders command skills. ABP dictates that your army must include at least 1 unit of troops.
Heavy Weapons Heavy weapon units are a low cost way to introduce more fire power into your army. They typically fall into three types. The first is a squad of models with high powered weapons, such as the Rebel tripod mounted blaster Cannons. These function in the same way as Troop squads.
The second is a squad made up of a single large weapon and a number of operators, such as the Imperial E-web Blaster Cannon. These units function similarly to squads, except the number of attacks shown on the stats is the number that the weapon can make. When attacked using Ranged Combat, the player controlling the targeted heavy weapon selects which model is killed, therefore they may to sacrifice one operator before the cannon. When 50% of the unit is killed, the remainder must make a fear test as usual, (see above).
The third type of heavy weapon unit is a single troop with a powerful weapon, such as the Republic Clone Trooper with missile launcher. Units of this type can be added to a troop squad containing the same types of model, (i.e. Clone trooper). This model then replaces 1 model from that squad and adds an additional amount to the cost of that squad. For example, a clone trooper squad with 1 missile launcher added costs 224 points rather than 200. Only 4 heavy weapons can be added to each squad, as some, such as missile launchers cannot be used in close combat. A Troop squad with heavy weapons added to it is considered a Troop unit for purposes of capturing checkpoints and benefitting from command abilities.
Elites Elites have many similarities with Troops. With a few exceptions, they operate in squads and have to make Fear Tests at the same times as Troops. The differences are that Elites will typically have higher stats and more special skills than troops. Very often they will excel in a particular area, such as Close Combat or have additional weapons. Elites are the only category of unit other than Troops that can capture checkpoints, (vital in Tactical Play). Note: Some Elites have names that include the word ‘Trooper’. However, they do not count as Troops either with regard to ABP or Command Effects.
Heroes Heroes are highly powerful characters who operate as single units. They excel in several areas of combat and often carry additional equipment and have powerful special abilities. Heroes also possess the Heroic Save ability. This represents their uncanny ability to avoid injury. If a hero is hit, (i.e. fails their armour save) they immediately roll a D6 and take no damage on a natural 6. Other effects resulting from being hit, such as taking no further action this round, still apply.
Leaders Leaders are similar to Heroes in some ways; they also benefit from greater stats, abilities and equipment than Troops and Elites, and also have the Heroic Save ability. However, they also differ in two major ways.
The first is that they possess Command Abilities which allow them to alter the game, either by allowing your army advantages through bonuses to various rolls you may need to make, or by improving the stats of other units in your army. A Leader’s Command Abilities will be detailed in his stats, but some general rules apply.
The units that gain bonuses from a command ability will be defined in the stats. Typically, Heroes and other Leaders do not benefit from Command abilities unless it specifically states that they do so. Similarly, Heavy Vehicles and Transports do not benefit from Command abilities unless it specifically states that they do so.
Most Command abilities have a limited range around the commander in which they are effective – eligible units have to be within that distance from the Leader to gain the advantages of the effect. If a leader is attached to a squad, that squad is considered within range of the Command ability, regardless of the actual distance of each model to the Leader model, (see below).
If a Leader is defeated or goes into Retreat, his Command ability is cancelled and units may no longer gain the benefits of it. If the leader later returns to normal play, the Command ability is restored.
NOTE: Unless a Command ability specifically states otherwise, all Command ability bonuses ‘stack’. Therefore, if a unit is eligible for two command abilities that grant, say, 1 extra attack if they do not move, they gain 2 extra attacks if they do not move.
The other way Leaders differ from Heroes is that they can be ‘attached’ to squads. This is done at the beginning of the game, during set up. The leader is then moved with the squad and attacks at the same time, (or immediately after if their relevant stats are different). This affords your Leaders great protection and your squads greater courage and initiative, as in squads with a mixture of these stats, the highest number is used. If a Leader and the squad his is attached to have different movement rates, all models must move at the slower movement rate. Leaders may not be attached to squads of vehicles, unless it is a Leader on the same vehicle.
Special rules for vehicles to follow.
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