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StarWars Miniatures Rules

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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:

  1. Roll on the Mission Chart to determine game type,
  2. Determine any Handicap and adjust Faction Roster Accordingly,
  3. Roll of to see who deploys from which starting zone,
  4. Roll of the see who sets up first,
  5. 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.

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