FRIDAY – The Battle of Endor
Rules for all Friday Scenarios:
- In all battles, the Rebels have 5 designated Heroes – Luke, Leia, Han, Chewie, and Lando. The Empire has 4 – The Emperor, Darth Vader, Boba Fett and IG-88.
- Imperial Speeder Bikes are Heroes who fight single-sword but can leave the battlefield and re-enter at any point except the Rebel Entry Point or the Shield Generator.
- The Raised Path (including trees) is live for all scenarios – anyone on the path can only fight others on the path or in trees.
- If Boba Fett or IG-88 kill Han AND can successfully get him back to the Empire Entry Point, Han is gone for the day.
Scenario 1: The Ewok uprising!
Setup: The Rebel Alliance has stirred up the local population and they are beginning to attack random Imperial patrols! The Empire is heavily armed but outnumbered.
Starting points: Empire may start troops in the Entry or at the Shield Generator. Rebels start at Entry Point, Ewoks start in Trees.
Rules: The Rebels must designate half their fighters as Ewoks. Ewoks each get 2 Resurrections. 2 Empire Heroes may use Speeder Bikes. Last man standing.
Fought 3 times.
Scenario 2: Eradicate the Vermin!
Setup: The Empire seeks to punish the indigenous population for their uprising. They must take control of the treetops to cut off the Ewok reinforcements.
Starting points: Empire starts at their Entry Point or Shield Generator. Rebels start at Entry Point. Ewoks start in Trees.
Rules: The Rebels must designate 10 fighters as Ewoks. Ewoks may Res as long as 1 Tree is held by the Rebels. 2 Empire Heroes may use Speeder Bikes. The whole field is live. Take control of the entire raised path (or last man standing).
Fought 3 times.
Scenario 3: Taking Ground. (30 min. Res Battle)
Setup: Each side vies to establish a strategic advantage, fighting for control of vital planetary resources.
Starting Points: Each side starts at their Entry Point.
Rules: Each 10 minutes, a brief hold will be called and 1 point scored for the team that holds each TREE and the POWER GENERATOR (up to 3 points total). No Ewoks or Speeder Bikes in this battle.
Scenario 4: We are needed elsewhere…
Setup: As entertaining as this fight is, certain heroes need to be somewhere else to do their jobs. Try to get them off-planet.
Starting Points: Start at Entry Points. Rebel Heroes may start in Trees. Empire Heroes may start at Power Generator.
Rules: The Rebels are seeking to get Luke, Lando and Leia across the field and out the Empire Entry point. The Empire seeks to get the Emperor, Darth Vader and IG-88 out the Rebel Entry point. 1 point for each hero that succeeds.
Fought up to 3 times depending on fighters.
Scenario 5: Destroy the Shield Generator! (Res Battle)
Setup: The Rebels only have 1 hour to destroy the Shield that is protecting the rebuilt Death Star! They must get enough high explosives into place. The Empire may start fighters in the Shield Generator. The Rebellion gets up to 10 Ewoks, who start in the Trees.
Rules: All Rebels RES at their Entry point. All Empire RES at their Entry point.
Ewok rule: ONLY Ewoks may use the raised path.
The Rebels have an endless supply of satchel charges that can only be carried by HAN SOLO or CHEWBACCA (one at a time). They must get the satchel charge into the designated zone inside the Generator building . It can be thrown, but an Imperial fighter may attempt to knock down a thrown satchel. The only fool-proof way to get a charge in place is to run into the target zone, even dying in the zone will set the charge.
Goal: Get 3 satchel charges in place to blow up the tower.
The Rebellion wins if they blow up the tower before 45 minutes, tie if between 45 – hour. The Empire wins at 1 hour.
SATURDAY – The Battle of Hoth
Rules for all Saturday Scenarios:
- In all battles, the Rebellion will have 5 designated Heroes – Luke, Leia, Han, Chewie, and Lando. The Empire will have 4 designated Heroes – The Emperor, Darth Vader, Boba Fett and IG-88.
- In some scenarios there will be 2 Wampas who may attack either sides troops (but not walkers, speeders or siege engines).
- If Boba Fett or IG-88 kill Han AND can successfully get him back to the Empire Entry Point, Han is gone for the day.
- IMPERIAL WALKERS. Each Walker is a 4’ x 6’ frame with a fighter as each leg (fighter may wield a one-handed weapon or a shield) and a spearman on the inside as defense. They may move at a walk. Legs MAY re-distribute (i.e. if 2 are dead, move to opposite corners). The Walker may be killed by a) killing all 4 legs or b) hitting a siege target on the Walker.
- SNOW SPEEDERS. A Snow Speeder is a Rebel Hero who chooses to fight single-sword. They may only be engaged with or by Walkers or Empire Heroes.
Scenario 1: The Empire Arrives
Setup: The Imperial Scouts and Rebel Sentries stumble across one another in the snowy wastes of Hoth. Pitched battle ensues. No archery or siege.
Rules: Empire and Rebellions each start at their Bases. Once Wampas die the first time, they may Res in the ice caves but must then remain in the ice caves.
Goal: Last man standing
Fought 3 times
Scenario 2: The Empire Advances
Setup: The Empire seeks to establish a foothold on the ice plane and brings their dreaded Walkers onto the field.
Rules: Empire and Rebellion each start at their Bases. The Rebellion may have combat archers in the trench only and siege engines placed behind the trench. Once Wampas die the first time, they may Res in the ice caves but must then remain in the ice caves. The Empire starts with 3 Walkers.
Goal: The Empire gets one point for each Walker that reaches the trench. The Rebellion gets one point for each Walker destroyed.
Scenario 3: Destroy the Power Generator(Res Battle)
Setup: The Empire must destroy the Power Generator to wipe out the Rebel Bases defenses before more of the Rebel Scum escape! The rebellion must oppose the unstoppable onslaught for as long as possible.
Rules: Empire and Rebellion each start at their bases. The Rebellion may have combat archers in the trench or siege engines behind the trench. Wampas res in the ice caves.
The Empire has 2 Walkers. These are portable Res Points for all Imperial fighters except the walker legs themselves. The Walker acts as a Res Point when it is placed on the ground. When moving, it cannot act as a Res point. If a Walker is destroyed, it will be moved back to the starting position and then all components are resurrected and it is back in play.
When the first Walker reaches the trench, a hold will be called. Both Walkers are then placed on the ground as permanent RES points – the “legs” may now let go and fight. Any combat archers are now out of play. Siege may still fire freely, but may no longer destroy that Walker.
The Rebels have 2 Snow Speeders.
Goals: The scenario ends when 3 Imperial heroes are unopposed at the Power Generator for a total of 1 minute (total time elapsed – it can stop and start).
The Empire wins for destroying the generator in less than 1 hour. A tie between 1 – 1.5 hours. Rebels win at 1.5 hours.
Scenario 4: Tighten the Noose.
Setup: The Empire needs to close the back door and make sure the Rebels have no easy escape routes. This means clearing the ice caves.
Rules: The Empire starts at their base OR at any of the Walkers from Scenario 3 and assault the ice caves. All Rebel fighters are “Wampas” for this scenario and start in the ice caves.
Goals: Last man standing. Best 2 out of 3. If the Empire wins, they may freely travel through the ice caves in Scenario 5. If the Wampas win, they rise up against the Empire en masse – NO Imperial troops may enter the ice caves in scenario 5.
Scenario 5: EVACUATION!
Setup: The Rebel Base is in danger of being over-run! The Rebellion must get their heroes to safety!
Rules: The Rebellion starts at their Base. The Empire begins at their Base and either/both of the positions where the Walkers ended scenario 3.
Goals: Empire gets 1 point for each Rebel hero killed. The Rebellion gets one point for each hero that reaches the Empires base.