Here's my custom Battle of Scarif scenario./pic4699237.jpg)
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The terrain is made from fabric and plastic grass. I wanted it to be inexpensive and practical yet still thematic. I don't like my terrain getting in the way of gameplay so I use a lot of 2D and 2.5D stuff in my games. The trees are just there for aesthetics and can be moved out of the way if needed.
The objective is for the Rebel U-Wings to deploy troops at any of the black landing pads, survive long enough for them to infiltrate the base and capture the Death Star plans, then return to pick them up and escape the play area.
Imperials get a 100pt squad consisting of Tie-Reapers and Tie-Strikers (or era appropriate ships). They also get 11 Stormtroopers and two AT-ATs that can attack Rebel ships and troops infiltrating the bases. The Stormtroopers (represented by 6-sided dice) are divided among the three bases.
Rebels get a 120pt squad consisting of U-Wings and X-Wings (or era appropriate ships). They also get 8 troops that are divided among the U-Wings.
A U-Wing that performs a 0 speed maneuver while in Landing position at a landing pad can deploy any number of troops. At the end of the Combat phase the Rebel player can roll a number of attack dice equal to the number of troops at the base. The Imperial player rolls a number of defense dice equal to the number of Stormtroopers at the base. Red focus results are changed to hits. Green focus results are changed to either evades or hits. Evades cancel red hits. Red crits cannot be canceled. Any remaining hits or crits reduce the number of Troops/Stormtroopers at the base. When there are no remaining Stormtroopers, the Rebels have captured the Death Star plans. When there are no remaining Rebel troops, well... Game over.
A U-Wing that performs a 0 speed maneuver while in Landing position at a landing pad can pickup troops that have captured the plans and must then escape any edge of the play area chosen by the Imperial player. If all U-Wings are destroyed, well... Game over.
AT-ATs move very slowly, less than 1 speed maneuver. During it's activation it may place a Target Lock on the play area at range 2-3. At the end of the Combat phase it may move the lock to any Rebel ship within rage 1 of where it was placed, then make a 2 dice attack against that ship at range 2-3. Instead it may choose to attack Rebel troopers at a base at range 2-3. In this case, the Stormtroopers simply get 1 extra green die added to its pool. AT-ATs have 4 Hull, 0 Shields, 0 Evade and take 1 damage for every 2 hits or 1 crit.
I had intended to give the Imperial player unlimited generic Tie-Striker reinforcements, but it was not needed. The Rebels lost. I may have to try balancing this a little more.
Any suggestions?
Edited by dwaynedauzat

