Welcome to The Perky Nerd's very first
LEGION: TEAM SKIRMISH!
EXPECT A FEW OF THE RULES TO CHANGE BELOW AS WE HAVE MADE SOME MINOR ADJUSTMENTS. STAY TUNED!
(**** WHEN RSVPing PLEASE MAKE SURE YOU'VE SELECTED THE COMMANDER YOU WISH TO PLAY -- DETAILS BELOW.)
Team Skirmish is a team based, squad infused tournament where battles over objectives can happen on multiple fronts.
For August 10, custom rules have been created for Squad building, the Command phase, as well as a RESPAWN condition for those that run into an early dose of bad-luck. This game mode is absolutely designed for new and veteran plays alike.
As of now this is a Two Faction event. Rebels and Imperials.
A 6x4 map of Interior and connecting Exterior gameplay is created. For July 5th, we will be playing a variation of Sabotage. 7 Computer Consoles will be placed around the map, each with 2 Damage tokens. Rebels are trying to Sabotage (add damage tokens up to 4 total.) Imperials are trying to protect them (remove damage tokens down to zero)
At the end of each round, for any damage 3 or 4 on a console, the Rebellion receives 1 or 2 points respectively. The same is true for Imperials with 1 or 0 damage tokens on a console.
Players who have had ALL troops eliminated are forced to RESPAWN at the end of the round in the designated Respawn Zone. For each player respawn, 1 point is removed from the leaderboard. At the end of (X) rounds, likely dependent on the number of players, the team with the most points wins.
250 Points / Player (in the event of odd numbers, these points could be adjusted.)
1 Commander OR 1 Operative
3 Corp Troop
1 Applicable Support (*only ATRT's and E-Webs may enter an interior. All support units may be in play in exterior play)
**NO COMMANDER / OPERATIVE DUPLICATES:
Each player MUST utilize a Commander or Operative as his/her "Squad Leader." -- And no duplicates may exist...therefore, once someone RSVPs below as "Darth Vader"_ Darth Vader is removed from the options list -- so it's a good habit, if you want to play someone specific, RSVP right away.
COMMANDER RULES: 7 Command Cards (Including Standing Orders) Cards are removed for the remainder of the game as they are played per normal rules. (When a player respawns completely, all unused command cards come in to play.) IF a player loses his/her commander during play, those command cards are temporarily removed from the hand until that commander is respawned. Again, respawn only happens after ALL of a players units are destroyed. It's possible to continue play with only corps units (for example) through multiple rounds after a commander has been eliminated.
Commander Options plus any House Rules:
Vader (Comes w/ Automatic Saber Throw. NO need to purchase)
How to Play:
At the start of Round 1 (and subsequent rounds)
ALL players play command cards as normal.
A Command Que is created based on pips played. Zero/1 pips, 2 pips, 3 pips, 4 pips. Ties are rolled off with a red defense die – blocks = win/Go first.
Eric (RebeL) plays 2 pip card
John (Imperial) plays 3 pip card
Chris (imperial) plays standing orders 4 pip
David (Rebel) plays 2 pip card
Alex (Imperial plays 1 pip card
Ted (Rebel) Plays 4 pip card.
Dan (Rebel) plays 3 pip card
Eric or David
Eric or David (ties on the same team get to choose order)
John wins the tie roll off over Dan
Ted wins roll off over Chris
Order tokens are issued as normal. Players may only issue order tokens to their own troops. Command Card actions can only be applied to issuing order commander and troops. (IN game actions (such as Spotter) can be applied to any neighboring/applicable/teammate unit.)
Players use their own order pools to shuffle/pool from on their activation turn.
Otherwise the game plays out in typical Legion fashion.
**Possible Adendum: NO respawns at the end of Round 5 or beyond.
Up until July 5th, the above rules are open for debate, modification, etc. Please post in the comments on balance issues, questions, clarifications, etc.