Star Wars Miniatures League Rules V2.0
by Christopher Allsopp
Starting a Faction:
All players must start of with choosing a Faction, once you have
chosen a faction you can then choose 150 points of miniatures, this may
include 1 x unique miniature. All players must have there Faction Roster
written down to confirm all points costs with your opponents, before
play commences. Each player must also have an alternate miniature for
each unique miniature listed on their roster.
This is in case you have the exact same miniature as your opponent if
this happens please refer to the “Alternative Unique Miniature” special
rule. Refer to the special rules section.
You may choose from the Following Factions:
Imperial
Rebels
Fringe
Republic / New Republic
Separatist
Yuuzhan Vong
Miniature Errata and X-List:
The Following miniatures are not allowed in league play
AT-AT Imperial Walker Special Edition
Hail fire Droid 8/60 Universe
Rancor 26/60 Universe
AT-ST Imperial Walker 33/60 Universe
X-1 Viper Droid 32/60 Universe
Emperor Palpatine, Sith Lord 59/60 Revenge of Sith
Any miniatures that have the Reinforcement / Reserve Rule may not use
this ability in tournament play as the Handicap System Negates this…
Upgrading your faction:
During the league, you may win and loose games, but with the more
games you play the more experience you gain and this is presented in
points that you can spend to make your rosters larger. Everybody has a
starting Rate of 100. When you win or loose a game your rating will
increase, and with that additional rating you also get more points for
your Army See Chart Below.
|
|
Rating |
Points |
|
Win |
+15 |
+30 |
|
Draw |
+10 |
+20 |
|
Loss |
+5 |
+10 |
Adding New Unique Miniatures to your faction:
When your team rating increases not only are you able to add more
miniatures to your team you can also add new unique miniatures too,
though you must have certain requirements to do so which are stated in
the chart below.
|
Rating |
Points |
|
130+ |
1 Additional Unique |
|
160+ |
1 Additional Unique |
|
190+ |
1 Additional Unique |
|
220+ |
1 Additional Unique |
|
250+ |
1 Additional Unique |
Starting a Game:
- Roll on the Mission Chart to determine game type,
- Determine any Handicap and adjust Faction Roster Accordingly,
- Roll of to see who deploys from which starting zone,
- Roll of the see who sets up first,
- Roll for initiative and begin your game.
Handicap Chart:
As some players will, no doubt will have played more games than
others, so a handicap system is in place which is listed here. As you
will see this is in place to ensure fair play.
|
Rating
Difference |
30 |
40 |
50 |
60 |
70 |
80 |
90 |
|
Additional Points |
10 |
20 |
30 |
40 |
50 |
60 |
70 |
|
Rating
Difference |
100 |
110 |
120 |
130 |
140 |
150 |
160 |
|
Additional Points |
80 |
90 |
(*)100 |
110 |
120 |
130 |
140 |
(*) Must be taken as Unique Miniature Relevant to your Faction
Starting Zone & Deployment:
Deployment of your Factions must be within 2 squares of your battle
grid edge unless stated in the mission brief.
Special Rules:
Unique Miniatures:
Any unique miniatures when they are KO’d (loose all hit points) must
automatically miss the next game to represent healing or repairs, these
points are forfeited for that unique character. Normal non unique troops
are just replaced at no expense, or loss.
Alternative Unique Miniature:
When 2 players have the same unique in there Faction Rosters, the player
with a higher Faction Rating must revert to there alternative unique,
when the ratings are the same each player must roll a d20, whoever
looses the dice roll must use there alternative unique.
If players do not have an alternative unique then they automatically
forfeit the points for the unique, and play the game without it. |