Message:We fought the battle of Scariff and survived. Someone must have survived to tell the story. Maybe we did the whole thing remotely (with Force)?
The battle progressed as Garo, Ham and Pax crossed the tactical map, supported by Kaan, Jedi Dee and Jedi Iain. Good cards or good rolls? Was a nice puzzle for the grognards to solve. An even bigger version of this follows with Death Star itself, aiding Luke and company in the hero’s journey.
We finished Scariff and progressed to Alderaan. We were to investigate a disturbance in the force. The planet had yet to be destroyed. We arrived and given the choice to save the royal family, save two force sensitive Obiwan clones or try both. We did both and defeated Lady Morgan Elsbeth in the process.
Well done!
Next week the campaign concludes on the Death Star.
Rules of Engagement for Tactical Warfare
The goal is to move across the map and occupy the three positions at the top. You move typically one space on your turn.
All players start in Command Reserves. The Command Reserves are dangerous, and anyone there at the start of his turn receives a D4 damage.
Start and move from the Command Reserves onto the map grid; there flip an Event. Some map locations have Modifiers.
Perform the Event Test. If you fail the roll, you suffer roll damage. If you are successful, you are safe for the moment.
When your turn arrives again, you do not automatically move forward, up the map grid (pyramid). You only may advance, provided someone else has on his allied turn, successfully performed a Test matching the one of your Event (to release your Pinned State). You do, however, get to make your Event Test (again). You might aid another to escape Pinned or simply avoid that Test damage.
If you cannot move, you roll for Pinned Penalty. Optionally, you can retreat back a position (not sideways) and avoid the result. You do not get to see the result before you decide to retreat.
To retreat you move backward on the tactical grid toward the Command Reserves. In some cases you will have a choice of two spots. Attempt the Test of the new location or take Command Reserve D4 damage. If you moved to a blank spot, select an Event card.
You do not need to successfully make a roll to advance, provided someone else cleared your Pinned condition. Your own test may be pass or fail, still you can move toward the victory spots, provided another player released you from Pinned.
Any move is optional; you can always stay put and hold the Test.
Gain a Special Ability by staying in the Command Reserves, taking the d4 damage and rolling an additional Pinned result. Doing all that allows you to swap out any card on the Tactical Map, replacing it with one from the deck. The location may or may not be occupied by a player. Only roll the Pinned Penalty if you decide to swap a card. If you just hold position, suffer just the D4 damage.
Soak-Offs
The Three Obiwan NPCs can be stationed in any spot and hold the roll. However, any NPC left in this state is slain post-battle. Each goes willingly and gladly for the good cause. Once placed in a spot, they may not move or be rescued.
Yours,
IronRed
01-Jun-2025