Point Blank Minis
A Star Wars Miniatures Scenario
ate in the Clone Wars, the Republic dislodges the Separatists from bases and holdings in the Core. Damaged but not defeated, the Separatist forces withdraw and regroup in fortified regions in the Outer Rim, pursued by determined Republic fleets. Along the way, the Separatists attempt to divert the Republic forces and require them to spend time and resources engaging lesser targets.
One of these targets is a Separatist base on the planet Garia, within Brak Sector and not far off the Corellian Run. An active Separatist base so near the busy hyperspace lane could disrupt Republic fleets, their supply lines, and vulnerable civilian vessels. In one of many such actions, clone units detach from the fleet and attack the base directly.
In the midst of the battle, a clone AT-TE walker leads the assault on the base’s droid control and command center. A direct hit from a volley of missiles disables the armored beast at the fortified entrance. Immobile, but still armed, the AT-TE faces down the droids at point blank range. A Jedi Knight leads clone troopers into the fray, using the walker for cover. However, the droids have a surprise of their own -- agile commando droids are en route to deal with the heavily armed clones. Will the clones smash their way through the clankers, or will the droids stop the assault in its tracks?
This scenario uses miniatures from Clone Wars, Galaxy at War, Clone Wars Map Pack: The Attack on Teth, and other sets. It uses the Teth Courtyard map from Clone Wars Map Pack: The Attack on Teth.
Republic Setup
The Republic squad has a total cost of 148 points. The Republic player may create his own 150-point squad instead, but only units with the Order 66 ability may be used, except that one Republic unit with a lightsaber may also be included. No more than one Unique character is allowed. Large-size or larger units are not allowed. Although the Republic squad point cost is lower than that of the Separatists, the Republic also has use of the damaged AT-TE.
The Republic forces set up as follows:
Area A (Pilot): AT-TE Driver
Area B (Gunner): Clone Trooper Pilot
Area C: Anakin Skywalker, Jedi; Clone Trooper Sergeant; 3 Clone Trooper
Area D: Elite Clone Trooper Commander, Clone Trooper with Repeating Blaster, 2 Clone Trooper with Night Vision
Character | Set | Cost |
Jedi Leader (Anakin Skywalker, Jedi) | Clone Wars Map Pack I | 29 |
Elite Clone Trooper Commander | Clone Wars | 15 |
Clone Trooper with Repeating Blaster | Galaxy at War | 23 |
2 Clone Trooper with Night Vision | Galaxy at War | 26 |
Clone Trooper Sergeant | Galaxy at War, Clone Strike | 10 |
AT-TE Driver | Galaxy at War | 9 |
Clone Trooper Pilot | Galaxy at War | 9 |
3 Clone Trooper | Clone Wars Starter, Clone Strike, Revenge of the Sith, Universe | 27 |
Squad Total | 148 |
Republic Victory Conditions
Republic forces win by defeating all of the Separatist units.
Separatist Setup
The Separatist squads have a total cost of 225 points. The Separatist player may create her own 225-point squad instead. One large-sized Separatist faction droid character may be used; all others must be medium-sized units. Huge and larger units are not allowed. No more than one Unique character is allowed.
The Separatists set up as follows and as indicated on the scenario map. If other units are substituted in the squad, use units of the same or similar cost and number as those indicated in each area listed below.
Area E: B3 Ultra Battle Droid, Super Battle Droid Commander, 2 Heavy Super Battle Droid, Super Battle Droid
Area F: Battle Droid Sergeant, 5 Battle Droid
Character | Set | Cost |
Squad 1 | ||
B3 Ultra Battle Droid | Galaxy at War | 32 |
Super Battle Droid Commander | Clone Wars Starter, Universe | 19 |
2 Heavy Super Battle Droid | Clone Wars | 28 |
Super Battle Droid | Clone Wars, Clone Wars Map Pack I, Clone Strike, Revenge of the Sith, Universe | 10 |
Battle Droid Sergeant | Galaxy at War | 16 |
5 Battle Droid | Clone Wars, Clone Strike, Revenge of the Sith, Universe | 20 |
Squad 2 (Reinforcements) | ||
Commando Droid Captain | Galaxy at War | 24 |
4 Commando Droid | Galaxy at War | 68 |
2 Battle Droid | Clone Wars, Clone Strike, Revenge of the Sith, Universe | 8 |
Squads Total | 225 |
Separatist Victory Conditions
The Separatists win by defeating all of the Republic units.
Special Scenario Rules
AT-TE: The AT-TE shown on the map is heavily damaged and immobile. However, some of its weapons remain operational. The following rules apply to the AT-TE:
- The AT-TE begins play with Defense 13 and 100 HP remaining. This applies to attacks directed at either the pilot or the gunner while in their starting areas, but not the entire AT-TE. Once the 100 HP are exhausted, the pilot and gunner may be targeted directly, using their own Defense score +4 for cover, hit points, and any special abilities related to defenses.
- Once a pilot or gunner has been defeated, its weapon is inoperable and may not be used again during the battle.
- Characters giving bonuses (via abilities or commander effects) to the pilot and gunner must be within range of the character they are aiding, not within range of the AT-TE in general.
- Special Abilities (such as Missiles) that apply to characters adjacent to the target character must target the pilot or gunner, rather than the entire AT-TE. Characters adjacent to the pilot or gunner still take damage as normal.
- The pilot and gunner are considered to be using Mounted Weapons when in their starting areas.
- The pilot has Attack +10 and Damage 30 when attacking from area A. Use area A to determine line of sight and cover when attacking. The pilot may target only characters ahead of the AT-TE in the target zone indicated on the scenario map.
- The gunner has Attack +10 and Damage 40 when attacking from area B. Use area B to determine line of sight and cover when attacking. The columns to either side of the vehicle restrict the turret’s firing arc, so the gunner may target only characters ahead of the AT-TE in the target zone indicated on the scenario map.
Separatist Reinforcements: During the battle, Separatist reinforcements drop in from structures above the map. Between rounds 2 and 3, the Separatist player must place all of her reinforcements in one of the four reinforcement areas on the map. If one or more of the reinforcement squares in an area are occupied by characters of either side, the reinforcement unit may be placed in the nearest clear square. After placement, play resumes normally with initiative for the next round.
Aucun commentaire:
Enregistrer un commentaire