Are you tired of 40 point builds where Han, Luke, and Chewie can't fight together and be competitive? Ever wonder what it would be like to have 3 AT-ST's in a fight with Darth Vader? Want to know what having 150pts to do with as you please feels like? Well, I have an idea and want to run it past the IA group. I want to convert IA into a 40k/warmahordes style battle where players play on 4'x4' or 4'x6' game boards.
1. All speed/range/accuracy/spaces numbers are doubled, and are counted as inches. For example, the Royal Guard Champion now has a speed of 12" and his executor ability now has a range of 6". Reach is now 4".
2. Line of Sight - because actual hills/mountains/trees/buildings will be used in created terrain, line of sight is now "looking through the model, can you see your target?" If you can, you have line of sight.
a. Unless MASSIVE or MOBILE the distance seen through trees/brush/foliage is 3".
b. Partial Cover - if the targeted figure is obscured by terrain by more than 50%, or more than 1" inside trees/brush/foliage, the figure rolls one additional [bLACK] die.
c. Buildings - In buildings with windows, figures may shoot into the building (using partial cover rules) or out of the building with no penalty.
3. Terrain Movement - Elevation Change - figures may climb - both hills/buttes/stairs/buildings at the cost of 2 inches of movement per 1 inch of elevation change - there is no bonus for shooting from an elevated position.
4. Terminal tokens - Players create a "pile" of terminal tokens for each 2'x2' square game board area. Starting with the player who has initiative, before figures are placed, each player places a Terminal Token on the game board at least 12" away from any edge.
5. Mission types - players may make up their own mission rules, or even just have a total battle to destroy the enemy force.
a. Control Missions - player may place 2,3, or 4 control points (no bigger than 3") on the map, again no closer than 12" from any game edge using initative deployment rules. With 2 control points they are worth 10 points at the end of each turn, 3 are worth 7, and 4 are worth 5.
b. Carry Misions - players form a pile of crate or "holocron" tokens equal to twice the number of terminal tokens in play. Deploy as normal with 12" from edge and intiative. Crates reduce speed by 1/2 when picked up and must be returned to the deployment edge to score points. "Holocrons" are scored at the end of the round, and limit one per player per round, they do not limit movement. Crates and Holocrons are worth 10% of the total point value of the fight. For example, if players are using 150 points, they would be worth 15 points.
6. Victory conditions are met the same as in a normal skirmish game - when points are met or exceeded, play ends.
7. Players may play any faction. However, the Mercenary faction may work with any faction without restriction on number of units, and without any special deployment card. They are still limited in the number of specific figures as noted below.
a. Unique figures are still limited to one per army fielded
b. Elite figures are limited to 2 copies per 50 points played, rounded down.
c. Regular figures are limited to 4 copies per 50 points played, rounded down.
8. Command Cards - Players form a command deck consisting of 15 cards and 15 per 50 points played.
a. Unique command cards are still limit 1.
b. Command cards that have a "1" limit box now have a "2" limit box, and goes up to "3" if playing 150 points or more.
c. Command cards that have a "2" limit box now have a "3" limit box, and goes up to "4" if playing 150 points or more.
9. Players setup their figures no farther than 6" from the edge of the game board, following normal initative rules of unit deployment. Each player has their own side of the game board.
Without overly complicating things and having more than a 2 page rules conversion, is there anything I left out? Again, this is all about having fun and not becoming rules nazi's.