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a scenario for Star Wars Miniatures: Starship Battles The Rebellion has planned an operation against a major Imperial

military base. However, the plan depends on being able to defeat the security systems. A spy for the Rebellion has placed the secret codes in remote location: the Eriadu Asteroid Belt. The Rebels must find the codes before the Empire can defeat their forces and foil the attack. Note: You will need a regular deck of playing cards and some objects/counters to represent asteroids.

Asteroid Hunt

Map & Setup


Use the normal map. Starting with the Dark Side player, each player takes turns placing a total of 12 asteroids. Asteroids can only be placed in the center of the map, not in either of the setup areas. Asteroids cannot be placed adjacent to each other. The Dark Side player places their fleet first on the map. The Light Side player places their fleet second and automatically wins the initiative for the first turn. Shuffle the deck of cards and set it to the side of the map.

Forces
The Dark Side player has a total of 300 points to make their fleet. The Light Side player has a total of 250 points to make their fleet. The Light Side player can start with up to 50 points of class 4 Starfighters on the map; those forces having arrived via hyperspace the previous turn.

Objectives
The Light Side player must discover the location of the hidden codes. Once discovered, at least 75 points worth Light Side ships must successfully disengage from the right side of the map. If the Light Side cannot achieve their objective, the Dark Side player wins.

Special Rules
Asteroids: The asteroids are especially dense in this sector. All asteroids interfere with line of sight. If a straight line drawn from any corner of the attackers square to any corner of the targets square passes through an asteroid square, then the attack has a -4 modifier. If all lines drawn from all corners of the attacker and target squares are blocked, then the attack itself is blocked. Class 2-4 ships may pass through, but not end their movement on, an asteroid square. There is a risk of damage, however, when moving through an asteroid square. Class 2 ships must roll a 15 or higher to avoid taking 1 point of damage. Class 3 ships must roll a 10 or higher to avoid taking 1 point of damage. Class 4 ships must roll a 5 or higher to avoid taking 1 point of damage. Unique ships and ships with Ace in their name have a +2 roll modifier. Class 1 ships may move into, and end their movement on, an asteroid square. Doing so causes 2 points of damage. Searching: The codes are hidden on one of the asteroids. The Light Side player can search an asteroid by moving a ship through the asteroid square. If the ship survives the attempt, the asteroid has been searched. Each asteroid can only be searched one time. Place a marker next to an asteroid when it has been searched. When an asteroid is searched, the Light Side player draws a card but keeps it hidden from the Dark Side player. The hand of search cards is only revealed when the hidden code is found. A, K, Q, Js and Jokers are worth 0 search points. All other cards are worth their face value in search points. When the Light Side player has accumulated 20 search points, they have discovered the hidden code and may start to disengage. As an optional setup, players can bid for the number of search points the Light Side must draw or the number of search points can be used to balance the scenario between two different players. Disengagement: Once the hidden code is discovered, Light Side fleet ships can leave the map from the short side adjacent to the Light Side setup area. Ships that disengage before the hidden code is discovered or from one of the other three sides of the map count as destroyed.

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