https://en.wikipedia.org/wiki/Noriyoshi_Ohrai |
Star Wars Table Top Battles
My son received a very cool set of 1/32nd scale plastic Star Wars toys for Christmas. They are from the Star Wars Command series from Hasbro, and well I wanted to play with them (and him). So I decided to write a game for us.
The game is intended to be played on a hex or square map, (I use a chessex wet erase mat). Scale is abstract and not really that important. The basic game is simple, (my son is 6) but there are additional rules that can be added if desired.
Scenarios make the game more fun, or you can just play until one side is the clear winner or surrenders. The point system is also optional, we of course use every figure we have never mind the cost.
Rules
1. Every round, each side rolls 1d6 for each Force User in their army to determine who acts first. Highest roll wins, and the Winner may choose to allow their opponent to act first.
2. During a sides turn, each unit in the sides army may either move or attack, unless they move into contact with an enemy unit, in which case they may attack.
3. Resolve attacks by rolling the attacker and defender's combat dice. If the attacker wins, the defender is eliminated. If the defender wins, nothing happens. (Note that a defender may roll their combat dice multiple times in a single turn if attacked more than once.)
4. Blaster armed figures may attack at any range, but cannot shoot through obstructions (other figures, walls, hills, vehicles etc.)
5. Light saber armed figures may only attack figures that they are in contact with.
6. Troopers may not attack flying units.
Ships/Flying Units
At the start of the game line flying units up on one side of the battlefield, if they attack a ground unit move them adjacent to the ground unit and leave them until the next turn (they stay on the field for the opponents turn.)
Flying units may move anywhere on the battlefield.
Flying units may make one of three types of attacks per turn.
1. Dogfight- Attacking an enemy flying unit that is not on the battlefield. Each side rolls combat dice, the loser is eliminated. The winner returns to the side of the battlefield.
2. Intercept – Attacking an enemy flying unit that is on the battlefield. Each side rolls combat dice, if the Interceptor wins the defender is eliminated and the attacker returns to the side of the battlefield. If the defender wins, nothing happens.
3. Ground Attack – Attacking an enemy ground unit. Each side rolls combat dice. If the attacker wins the defender is eliminated. If the defender wins nothing happens. Either way the flying unit remains on the battlefield until the player's next turn.
Walkers / Ground Vehicles
Ground vehicles may either move or shoot during their turn.
Ground vehicles may attack flying units that are on the battlefield.
Unit Stats
Figures
Trooper: Move 1/Combat Dice 1d6/Cost 1
Hero: Move 2/Combat Dice 2d6/Cost 3
Force User: Move 5/Combat Dice 3d6/Cost 6
Droid: Move 1/Combat Dice 1d6*/Cost 3
*Droids may not attack (only defend) but may revive an adjacent fallen unit with a roll of 5-6 on 1d6.
Ships
Speeder: Combat Dice 2d6/Cost 5
Fighter: Combat Dice 3d6/ Cost 8
Hero Ship: Combat Dice 4d6/ Cost 10
Ground Vehicles
Small: Move 3/Combat Dice 2d6/Cost 3
Large: Move 2/ Combat Dice 3d6 / Cost 5
Optional Rules
Force Powers
Each Force User may select one of the following powers
1. Light Saber Throw – May attack up to one space away with light saber.
2. Force Choke (dark side) – Use once, range: adjacent. Automatically defeats a trooper, defeats a hero with 5-6 on 1d6, or a Force User with 6 on 1d6.
3. Mind Trick (Light Side) – Use Once, Range: Adjacent. Defender joins the force user’s side. Automatic against trooper, 6 on 1d6 for hero, ineffective against force users.
4. Deflect Blasters – When defending against Attacks from an adjacent trooper or hero a win defeats the attacker.
Tougher Vehicles
Ground vehicles must be defeated twice before they are removed from play.
Tougher Everything
All units can take as many hits as their combat dice rating.
Defenses
Units defending from fortified positions add 1d6 to defense rolls.
Artillery and AA
Fixed gun positions have 2d6 combat dice for attack but only 1d6 for defense. They must have a trooper assigned to fire.
Thermal Detonators
When a trooper or hero rolls a 6 on an attack roll, roll an additional 1d6 and add it to the roll.
Morale
When an army loses a force user or its numbers have been reduced by half, roll 1d6 for every figure/vehicle remaining. If more ones are rolled than sixes the force surrenders.
Yes she is Mary Sue, but damn she is still cool. |
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