The heroes that could be summoned using the Jedi temple (the "Force henge").
The available Rebel forces.
Available Imperial forces.
Last Wednesday was the 45th anniversary of the release of the movie Star Wars. I remember seeing the movie with my kid brother, opening day at the Grant Park Cinerama. To celebrate, I ran the 5th game of the ongoing Star Wars campaign, using the newly released 2nd. Edition of Galactic Heroes from Wiley Games:
The Rebels won the previous game, seized an Imperial ship, destroyed a clone experiment, and have now focused their attention on an ancient Jedi temple on a verdant planet in the Outer Rim. Unfortunately, the Imperials tracked their stolen ship to the same location. Both sides seek allies out of time and space to aid them against the true enemy, the Emperor. Who can access the World Between Worlds?
3’ x 3’ table. The verdant table was covered in woods and fallen trees. The Jedi Temple was in the middle of the table.
The Rebel side picked the East table edge; the Imperials had the other side. Staring with the Rebels, players alternated setting up squads, within 5” of their table edge.
Both side were trying to enter the World Between Worlds and obtain assistance from a hero of times past, future, or another timeline entirely. If a figure stands in the centre circle of the henge, as an action they can attempt to open the gate. As an action they must pass a Hard Task (8+); if they are a Force Sensitive (like Leia Organa), the Task is Regular (5+), and if they are a Jedi or a Sith (Luke and Vader), the Task is Easy (3+). If the Task is passed, they may choose a hero from the list of heroes; the latter will appear at the start of the next turn, and that side will be issued a card from the deck for the new ally. If there are no more turns, the hero will be a available for Game 6.
Ending the Game
At the end of turn 6, we were going to roll a d8. If the die resulted in 6 or below, the scenario is over and the gate to the World Between Worlds closes. If the roll is 7 or more, that becomes the last turn number for the game. As it turned out, the game was mutually called (see below).
Rob ran the Reb el leader, Princess Leia, who was accompanied by some Fleet Troopers. Kevin and I ran Farmboy Luke and a couple of Taun Tauns and their riders. John ran Darth Vader and some Stormtroopers, and Frederick ran aa squad of Shoretroopers.
With good card draws, the Imperials got the jump. A couple of heavy weapon troopers were able to go into overwatch, and Vader Force jumped into the temple. summoning an Alternate Universe version of himself, a middle aged, unarmoured Sith Anakin.
Luke got Wounded by a heavy weapon. The Taun Tauns moved forwards, one to cover Luke, and the other threatening the Imperial northern flank. Leia and the Fleet Troopers moved forwards.
Things soon got hot and heavy. The Taun Tauns avoided most Imperial fire and hit both Imperial flanks, wounding or putting Out of Action a few Troopers. Leia and a recovered Luke managed to summon Count Dooku from the time when he first left the Jedi order, and old Ben Kenobi, from just prior to his final fight with Darth Maul (see Season 3 of Star Wars Rebels). Vader, foregoing more offensive action, summoned Asajj Ventress from the height of her power as an apprentice to the Sith version of Count Dooku.
Realizing that they wanted to preserve their forces for the 6th and final game of the first "season" of the campaign, both sides pulled back. Vader and Anakin (!?) jumped west, attacking the Taun Tauns. Man of the match was a Shocked Shoretrooper, who managed to put the K.O. on a Taun Taun rider just before Anakin's saber struck home.
We then called the game, thinking ahead about how the assault on the Emperor's Throne will go.
Thanks to Frederick, John, Kevin, and Rob for playing with me. Also, thanks to Dallas, Perry, JP, and Jeremy for dropping by to quaff beer and kibitz.