Narrative One Shot

By FrogTrigger, in Star Wars: Legion

Hey team, I'm looking to run a narrative one shot for a group of friends the night after we watch Episode 9, kind of a tradition to game after a Star Wars movie.

I'd like to make it fairly epic, run time of like 4ish hours and Ive got a few weeks to prepare. Just wondering if anyone has experience doing these kind of things and can offer some advice, `````````````````````````````````````````````````or point me in the direction of some examples.

I've got access to a fairly detailed Endor style board, as well as a boat load of un hobbied cochin kickstarter terrain :P But also have a few weeks to print stuff for the event.

I was thinking of having it start in a forest, with access to a bunker, that leads into a ship yard. Valuable data for the Rebel alliance about a new type of tie fighter the empire is constructing in the shipyard. Or something like that... thoughts?

How many friends?

Sorry there will be 4-5 of us total. I was thinking of a 3 vs 1 kind of thing, or possibly 3 vs 2 having someone help me run the Empire side, letting him do more of the moves and I just run the narrative style of it.

Do you have an ATAT toy???

Or better yet here you go. This will play like a Galactic Assault mission on BF2.

Imperials are the defending unit in a 3 phase game.

No command cards game. Random order draw except Imperial player may always choose who they want to activate.

Phase 1: 5 turns max

Put a bunker or bunker like terrain piece in center

Long march set up

Imperials with 900pt army

3 players of Rebs at 250 a piece

At the end of turns 2 and 4 rebels may add 250 pts each to thier deployment zone, imperials may add 150pts. Players may "save" thier points and add that total they save to the next deployment turn.

Rebels have to get 6 trooper units to touch base contact to bunker to "capture" bunker and proceed to phase 2. Once trooper unit makes base contact, remove that unit from the game and keep to the side to keep count. If imperials stop this cold it's game over. However, if at turn 5 there is at least one trooper unit that made base contact you can move to phase 2.

For each rebel trooper unit that did not make base contact subtract 25pts from each rebel players pool for phase 2 set up to no more than 100 pts.

Meaning, if rebels make 6 troopers into bunker, they will have maxed out thier points for phase 2 setup. If they make 5 trooper units, subtract 25pts from each rebel player's pts pool for phase 2 set up. So on and so forth to a maximum of losing no more than 100 pts per rebel player for phase 2 setup.

Meaning,

6=max pts

5=-25

4=-50

3=-75

2=-100

1=-100

Phase 2: 4 turn max

Splice the control terminal

Place an objective token center, this is the command control center to unlock the blast doors leading to the landing pads. Rebels have just downloaded the schematics of several imperial operations. A rebel U-wing is waiting to take off on the launch pad. Rebels must hold out with at least 5 trooper units by turn 4 to download and unlock blast doors.

Rebels will start with 250pts each player in a circle radiating from the terminal range 2. This means that from the center of the terminal you may place troopers no more than range 2 in any direction from the terminal.

In order to download schematics and unlock the doors, rebels must have at least one trooper unit in base contact with terminal for all 4 turns. If no trooper unit is in base contact at the end of a turn, imperials have successfully defended and win.

Imperials deploy with 850pt army in the 4 corners of the map. This means imperials have a range 1x1 box in each of the four corners to represent garrison forces flooding the bunker from the entrance and barracks located in the bunker.

At the beginning of Turns 2 and 3, rebels may add 75pts per player, imperials may add 100 pts per corner at the beginning of turns 2, 3, and 4. Imperials cannot add more than 100pts a corner however up to 200pts may be deployed from the main entrance bay door. (This means imperials can deploy up to 400pts). At the beginning of the game rebels choose which corner of the bunker is the " main entrance bay doors". Imperial Heavy or support units may only enter there. Rebels may spawn heavy or support vehicles from anywhere within the range 2 radius of the terminal. Players may "save" thier points to add to the next deployment pool.

Keep in mind that this is to represent the inside of a bunker, try to set up terrain pieces as such.

Rebels win by holding out to turn 4 with at least one trooper unit in base contact with terminal at the end of each turn. Only one trooper unit may be in base contact at a time. They must also have at least 5 trooper units alive at the end too to advance.

Imperials win by keeping rebels off the terminal for a turn or eliminating all rebels

Phase 3: 5 turns max

Get to the choppah... I mean U wing.

Rebels have 5 turns to get 5 trooper units to base contact with uwing, once it comes into base contact at the end of the turn, they will "board" the Uwing.

Long march set up

Place u wing token in back of map range 2 outside imperial deployment zone.

Rebels start with 250pts each player

Imperials with 1000pts

Turns 2 and 4 may have rebels respawning 150pts of units each player, imperials have no respawns.

Reminder that even though there are 3 players on rebel side or 2 or more on imperial side too, there can still only be one named unit on a field at a time just like in normal rules. Meaning only one Luke, Leia, Vader, etc etc etc

Edited by Docgimmethenews

Suggestion: PLAY IMPERIAL ASSAULT! It is literally what you are looking for.... Just grid out your map, give the rebels some free allies along side their heroes, and create a mission based off of the stuff you see in the IA campaign guide.

Sound good?