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25 to Rescue

A Star Wars Miniatures Scenario


In the midst of the Clone Wars, Separatist invaders lay siege to the planet Christophsis, pounding away at stubborn Republic defenders. During the fighting, the Republic fighters learn that the enemy has captured 25 technicians and other civilians. In a hastily arranged rescue mission, nearby clone units hope to save as many prisoners as possible before a starship arrives to ship the captives offworld. With the Jedi already occupied elsewhere, the clone troopers must carry the day on their own.


This scenario uses miniatures from Clone Wars and other sets. It uses the Christophsis map from the Clone Wars Starter Set, but the similar Christophsis map from the Clone Wars Scenario Pack may also be used.







Republic Setup

The Republic squad has a total cost of 131 points. The Republic player may create his own 131-point squad instead, but only units with Clone, Star Corps, Galactic Marine, or ARC trooper in their name may be used. Large-size or larger units are not allowed.

The Republic forces set up in Area A.

Character Set Cost
Clone Trooper Commander Clone Wars Starter, Clone Strike, Revenge of the Sith 13
4 Star Corps Trooper Clone Wars 60
Heavy Clone Trooper Clone Wars, Jedi Academy 13
5 Clone Trooper Clone Wars Starter, Clone Strike, Revenge of the Sith, Universe 45
Squad Total 131

Republic Victory Conditions

Republic forces win by freeing more captured units than those taken offworld by the Separatists (see below).

Separatist Setup

The Separatist squad has a total cost of 131 points. The Separatist player may create her own 131-point squad instead. Only medium-sized Separatist faction droid characters may be used. Large-size or larger units are not 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 similar cost and number as those indicated in each area listed below.
Area B: 8 prisoners, 1 Security Battle Droid, 3 Battle Droids (droids set up at corners)
Area C: 9 prisoners, 1 Security Battle Droid, 3 Rocket Battle Droids (droids set up at corners)
Area D: 1 Battle Droid in each square indicated (2 total)
Area E: 1 Security Battle Droid in each square indicated (2 total)
Area F: Super Battle Droid Commander
Area G: 3 Heavy Super Battle Droids
Area H: 8 prisoners

Character Set Cost
Super Battle Droid Commander Clone Wars Starter, Universe 19
3 Heavy Super Battle Droid Clone Wars 42
4 Security Battle Droid Clone Wars Map Pack, Crystal Caves of Illum, Clone Strike 32
3 Rocket Battle Droid Clone Wars, Jedi Academy 18
5 Battle Droids Clone Wars, Clone Strike, Revenge of the Sith, Universe 20
Squad Total 131

Separatist Victory Conditions

The Separatists win by taking more prisoners offworld than those freed by the Republic forces (see below).

Special Scenario Rules

Smoke From Below: At the start of each round, roll 1d20. On a result of 1 to 10, continue play normally. On a result of 11 to 20, smoke billows up from below, making units on the map areas marked bridge, ramp, and walkway difficult to see for the duration of the round. When attacking a non-adjacent target in or through these areas, roll each attack twice and take the lower result.

Prisoners: The rules described below apply to the prisoners. Any unused medium- or small-sized mini may represent a prisoner and should appear obviously different from the miniatures used in the players’ squads.

No units of either faction may attack through a square containing a prisoner.

Units that gain cover from a prisoner are not considered the closest target for attacking units.

Units of either faction may move through a prisoner’s square as though they are a friendly unit.

Prisoners move on their own activation phase after both the Republic and Separatists conclude their phases. Four prisoners are activated during this phase.

Players alternate moving prisoners during the prisoners’ activation phase, subject to the rules listed below.

  • The player who moved first during the round moves the first prisoner.
  • A player may move only a prisoner that is within 4 squares of one of that player's units. If the player has no unit within 4 squares, the other player is granted that activation instead, assuming he or she has a unit within range.
  • Prisoners adjacent to a unit may not be moved by the opposing faction. Prisoners adjacent to units from both factions are deadlocked. They may not move and may not be activated after until all other prisoners within 4 squares of a unit are activated.
  • Prisoners must be moved generally toward the Loading Zone when controlled by the Separatists, or toward the nearest map edge when controlled by the Republic faction.
  • Prisoners may not move through squares adjacent to units of the opposing faction. They may move through other prisoners and units of the faction controlling them during the current activation.
  • Prisoners that are not within 4 squares of either faction are not activated until all other prisoners are activated (including those that are deadlocked). Prisoners within the Administration Center move toward the Loading Zone, and those elsewhere on the map move toward the nearest map edge.
  • Prisoners have Speed 4 (moving 8 squares each round).

Prisoners who move off any map edge (except the edge within the Administration Center) count toward the Republic victory conditions.

The Separatist ship removing the prisoners does not arrive until round 4. Prisoners may not move into the Loading Zone until the start of round 4. Once in the loading zone, they are removed from the map and counted toward the Separatist player’s victory conditions.

Prisoners in Area H are held in place by a force field. They may not move until the start of round 4 unless a Republic unit ends its turn in or adjacent to Areas E or F prior to round 4, which automatically and permanently disables the field.


About the Author

Sterling Hershey is an architect and freelance game designer. He regularly creates Star Wars Miniatures and Starship Battles scenarios and previews for the Wizards of the Coast Web site. His past products include the Scenario Book for the Attack on Endor Scenario Pack. Sterling is also one of the authors of the Scavenger's Guide to Droids, the Rebellion Era Campaign Guide, and other products for the Star Wars Roleplaying Game Saga Edition. You can read more about gaming in a galaxy far, far away in his starwars.com blog, Delusions of Grandeur, and at his own website. Sterling lives in the Midwest with his wife, Mary.





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