Background: This is a scenario-based skirmish. The scenario is custom-designed and inspired by the "Deceived" trailer for The Old Republic video game, although the scenario does not attempt to reproduce the "Deceived" battle exactly. The trailer is included at the end, but please read the session report first.
In this scenario, four Sith Lords and their attack force are storming the Jedi Temple in a surprise attack. Many of the most powerful Republic defenders have been lured away, leaving only a few Jedi masters at the temple. The Sith's goal is to destroy the planet's defense grid mainframe, which is inside the Jedi Temple. They also hope to catch the Jedi off-guard and kill a few high-ranking masters before they can escape. Heavy firepower will arrive shortly. The Jedi inside the Temple are caught off-guard but quickly engage the enemy. They will defend the Temple, but quickly realize they cannot hold it and attempt to escape to fight another day.
(Note that Star Wars Miniatures were not produced to represent the characters in this skirmish. Any named figures used in this skirmish simply represent unnamed Jedi or Sith Masters.)
Map: Royal Palace (from ArmoredCartographer's Map Pack 4) represents the Jedi Temple, with Power Station tile in northwest corner representing the mainframe
Definition: Any character with a lightsaber that has "Master" or "Lord" in their name or cost 45 or greater is considered a Jedi Master or Sith Master.
Dark side squad rules: 450 points, 16 activations max, 4 commanders max. Available factions: Sith, Mandalorian, Fringe. At least 10 characters with a lightsaber. At least 4 Sith Masters. Epic characters are legal.
Set up in the two eastern-most columns outside the Temple. Dark side sets up second.
Light side security patrol squad rules: 100 points. Available factions: Old Republic or Republic. Only non-unique non-force users are allowed in this squad. (Notice - no Fringe is allowed in this squad.)
Setup anywhere outside the temple that is not in the dark side setup area. Characters in Squad A must stay outside the Temple as long as there are Dark Side characters still outside the Temple. Light side sets up first.
Light side Jedi Masters squad rules: 350 points, 16 activations max, 3 commanders max. Available factions: Old Republic (any), Republic (force users only), Fringe (any). At least 8 characters with lightsabers. Exactly 5 Jedi Masters. Epic characters are legal.
Set up inside the Temple in the Archives, Office, Noble's Office, or Council Chamber.
Defense Grid Mainframe: 5x7 Power Station tile in the northwest corner of the map (oriented east-west). It is destroyed if it takes 200 damage. It has Defense: 20 and Damage Reduction 10. It is targeted using the targeting rules, but enemies may choose to ignore it when determining the nearest enemy.
Door Control: Characters with lightsabers gain the following special ability: Destroy door: Replaces turn; designate an adjacent door as open for the rest of the skirmish if an ally with a lightsaber is adjacent to the same door. The door may not be closed.
Dark Side winning conditions: Destroy the mainframe within 4 rounds, or defeat 3 Jedi Masters. (Note that Sith "success" is guaranteed in the sense that they will eventually destroy the mainframe. Victory for the Sith player in this skirmish is defined by an overwhelming success as described here - destruction within 4 rounds or defeating high-value targets.)
Light Side winning conditions: Defend the mainframe for the first 4 rounds, giving the planetary defenses a few extra minutes. Then escape with 3 Jedi Masters. Beginning in round 5, Light Side characters may escape by exiting the eastern edge of the map.
Dark Side Squad 75 Mandalore the Ultimate 62 Darth Revan, Sith Lord 57 Darth Maul, Sith Infiltrator 48 Darth Zannah (using Jedi Guardian as her proxy figure) 36 Lord Kaan (using Dark Jedi Master as his proxy figure) 27 Darth Bandon 23 Elite Sith Assassin 22 Dark Jedi Assassin 22 Mandalorian Bounty Hunter 22 Sith Marauder 21 Sith Acolyte 16 Dark Jedi 16 Sith Trooper x2 3 Mouse Droid
(450pts. 15 activations)
A group of Sith lightsabers ignite in the shadows.
Most Jedi masters are on another planet. The few remaining at the temple are in the Council Chamber and are alerted immediately.
Outside the temple, the Jedi's security detail scrambles for cover as the approaching Sith begin to engage them.
A ranger tries to take cover, but he is struck down quickly.
Another ranger trades fire with a Sith Trooper.
The Mandalorians have joined forces with the Sith, and a couple elite warriors have accompanied them on this assault. An Elite Gunner for the good guys holds his ground.
Meanwhile, on the north side of the courtyard, a Sith Marauder cuts down a Sniper while shots from a Sith Trooper takes out another ranger.
The Sith have overwhelmed the Security Force, with only a single Ranger and Elite Gunner still holding their positions.
The Jedi inside the temple have heard the alarms and are rushing to the courtyard.
The Sith try to enter the North door, the quickest route to the mainframe, but the Republic R7 Droids lock them out. Rather than cutting through the door, the Sith turn their attention to the Jedi pouring out of the south door.
A Sith Infiltrator cuts down the last ranger.
The first Jedi Master reaches the courtyard and makes short work of the first enemy he encounters...
...but he quickly finds himself surrounded.
Other Jedi Masters quickly join the fray, and lightsabers are clashing everywhere.
The first Jedi Master falls to the Sith. (Victory condition for the Sith: defeat 3 Jedi Masters.)
The white heat of the Mandalorian Bounty Hunter's flamethrower scorches 3 Jedi Masters, but hits her own side, too.
The leader of the Sith Assault confronts the ranking Jedi Master face to face. (Represented by Revan and Obi-Wan.)
In a blink, a Sith Acolyte is in position for a Force Repulse...
She has taken out two from her own side, but greatly damaged the Jedi in the process.
Vengeance comes in the form of a Force Push from the back. (Whoops - from the picture I see that the Jedi Crusader should have pushed after moving instead of before. She's not within range for a push from there.)
The Jedi Crusader and Jedi Instructor step into the middle to defend their masters while the Jedi Healer at the back heals the wounded leader. Meanwhile, the brown-clad Sith with the double-lightsaber wounds the armor-clad Jedi Master.
The Sith Marauder rushes to meet the Jedi Crusader in the center of the action, taking a swipe from the armored Jedi Master as he passes by. Meanwhile, the Elite Sith Assassin drains the force from that same armored Jedi Master.
The Elite Sith Assassin finishes off the second Jedi Master, this time the armor-clad Iktotchi Jedi Master.
The Sith Marauder tries to attack the female Jedi Master but meets his end.
The last remaining Sith Trooper tries to join the fight but manages to fall onto a Youngling's training lightsaber's blade.
The brown-clad Zabrak Sith executes a Force Leap around the corner and over the head of the Youngling and strikes down the ranking Jedi Master with four swift strikes. With three Jedi Masters defeated, the Sith realize they need to focus on the mainframe. (The Sith side has won the skirmish.)
At that point, the last two Jedi Masters give up the fight and flee.
The Sith assault squad allows them to escape as they press forward to destroy the mainframe.
=== Here is the trailer that inspired this scenario:
In the skirmish, the dark side made two pretty big mistakes to start. First, they brought no Override, so it was easy for the R7s to lock them out of the north door. The special scenario rule allows anyone with a lightsaber to cut through a door, but it takes a while to do it. The second mistake was setting up the majority of the squad in the middle. If they were at the north part of the map, they could have reached the mainframe a whole round sooner. The combination of setup and lack of Override basically completely eliminated their chances at the first victory condition. When they were locked out and couldn't cut through the door fast enough, destroying the mainframe in time went out the window completely.
Fortunately for the dark side, the light side made a bigger mistake by rushing out to meet the Sith too early. If they used the R7s to lock both doors and waited inside until the Sith burst through, they would have had a much better chance of getting 3 Masters out safely.
Last edited Tue Jan 10, 2012 7:49 pm (Total Number of Edits: 1)
This is probably the best session report I've seen on BGG. Great job and keep 'em coming.
Thanks! The game really lends itself to telling a story if you play a scenario instead of the normal skirmish rules. (Although the normal skirmish rules naturally lead to a more balanced game if you want to play more competitively.)