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Assault on Hoth

By Grantt Ennis

www.beastsofwar.com

Rebel Wing Commander - Rogue 3


Rebel Snowspeeders - Dashs Squadron
Defend
Formation

Formations

Choose a formation for each unit you control. The formation will decide
when that unit acts and its strengths.
Defend
Formation

Increase your defence and allows you to act first in


the turn.

Move
Firepower
Armour Saves

Assault
Formation

Boosts your firepower, but leaves you vulnerable.

March
Formation

Expand your movement, but attacks are very weak.

Turn Sequence
The turn has five phases...

4 Moves
3 %+
$+

Assault
Formation

March
Formation

2 Moves
6 $+
%+

6 Moves
3 %+
$+

Special Rules
Cannons - This unit can attack any unit it can see at any range.
Push the Limit - This unit gets one additional manoeuvre when
it activates (already noted in stats)
Evasive - This unit rolls two dice against every hit it receives
when making Armour saves.

Snowspeeder Manoeuvres
Snowspeeders dont move like any other unit; they need to maintain a constant
speed to stay in the air. Each order gives you a number of manoeuvres that you
can make in your activation.

Therefore, a ship that takes the Defend Formation receives 3 manoeuvres; it


can turn, then move 9 three times in a row. It doesnt have to turn with each
manoeuvre, but it must move the full 27 (3 9 manoeuvres).

Each manoeuvre allows you to turn your ship up to 90 degrees in any direction,
then move that ship exactly 9 - it cannot move less than that and it cannot turn
at the end of the manoeuvre.

Collisions - If a snowspeeder moves over another snowspeeder, or over an ATAT or AT-ST, it collides and suffers 1D3 damage, which can be prevented with
armour as usual

1 Strategy

Talk through your strategy with team.


Choose your unit formations.
Place formation tokens face down beside each unit.

2 Reveal

Reveal formation for each unit.


Officers can give Order tokens to units.

3 Defend

Activate Units in Defend Formation.

4 Assault

Activate Units in Assault Formation.

use the Tow Cable!

5 March

Activate Unites in March Formation.

A Snowspeeder can forgo its attacks in a turn to try and use its tow-cable to trip
an AT-AT. It must be within 18 of the legs and it must be facing the AT-AT.

activation Steps

Move

Attack


Saves

Your unit moves up to its movement value for that


formation.
All units move at once, though the Imperial players
move their units first.
Choose your target - You can only target what is in
front of you.
Roll dice equal to the Firepower value of the formation
you chose at the start of the turn.
Remove any dice that score less than the target
number listed. Any sixes rolled can be rolled again and
added to total.
Opponent rolls a number of dice equal to the hits you
scored, removing any that score less than his Armour
value for his formation. Sixes can be rolled again.
Any hits not saved are inflicted on the target unit as
damage.

order Tokens

Officer units give Order Tokens which can be spent at any


time to re-roll any dice rolled by that player in an attack or
armour save action. A unit can have multiple Order Tokens.

Damage 2

Firstly, it makes an attack to try and hit with a Tow Cable; Roll 5 dice - you need
at least 1 that scores a 3+.
Once you have hit with the tow cable, you must then decide whether or not
you want to try and trip the AT-AT. If you do, you are bound by that decision!
You now have to make 4 piloting checks to make a full circle and trip the AT-AT.
Each piloting check requires the following number of dice and at least one dice
has to roll the score needed;
If you succeed in all these rolls, the AT-AT falls and is destroyed. If at any point
you fail any of these rolls, your snowspeeder crashes and is destroyed.

Number of Dice

Score Needed

Attach Cable

#+

1st Turn

%+

2nd Turn

%+

3rd Turn

%+

4th Turn

$+

Mission objective - Bring Down Those Walkers!


You succeed in your mission if you successfully destroy one AT-AT.

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