Carsten from Germany - whose solo D&D rules were a hit - is back with his own solo treatment of WotC's Star Wars miniatures! Here's Part 1: Automated Opponents.
From Carsten:For those of you interested in trying the game, google for the site Dantooine Base. There you will find the most up to date rulebook as PDF, together with faction lists with stats for all minis. Take those and set up the Vassal Star Wars Miniatures mod and you are set to play.
The Automated Opponent rules are not as complicated as they might look. Just follow these steps:
1. Determine which enemy activates
2. Check the type of the activating enemy (Shooter, Melee or Hybrid)
3. Follow the rules for the type of enemy, using the target rules to determine the target that is attacked.
Star Wars Miniatures
Enemy Actions in Solo Scenarios or during Cooperative Play
• All adjacent enemies activate first. If more than one enemy is adjacent, the enemy with the fewest current HP activates first. If enemies are tied, the one with the fewest current HP and the highest effective attack bonus for the imminent attack activates first. If still tied, the enemy with the fewest current HP, the highest effective attack bonus and the highest potential damage output activates first. If still tied, the enemy from the tied enemies that is closest to the northern map edge activates first. If still tied, the one enemy closest to the
northern and eastern map edge activates first.
• All enemies within 6 squares activate second. If more than one enemy is within 6 squares, use the same tie breaking rules as for adjacent enemies (see above).
• All remaining enemies activate, following the tie breaking rules above.
Shooters (enemies without the Melee Attack special ability):
• Shooters move only if they don't have cover from within low-objects and/or if they don't have line of sight to a target.
• Shooters that do move, move into the nearest low-object square from which they have the best field of fire.
• Shooters keep their distance. If they don't have Double Attack or Triple Attack etc. they will move away from the player characters before or after attacking but try to stay in low-object squares for cover and keep their field of fire. They will use Mobile Attack to move into and out of line of sight before and after attacking.
• Special Abilities that provide bonuses for not moving, like Deadeye or Careful Shot, take priority and overrule the above movement rule. The same is true for Double Attack, Triple Attack, Extra Attack and Quadruple Attack.
• Shooters don't move if that would provoke an attack of opportunity.
• Shooters only take a double move if they can't attack a target by moving only six squares.
• Melee characters try to close the distance to the player characters as soon as possible.
• They move towards the player character who is nearest to them at the start of their turn, trying to base the target and taking the shortest route. If more than one target is available, use the targeting rules to determine a target.
• If they can't reach the player character, they will end their movement in cover if possible and change the shortest route by up to three squares in order to take cover.
• If they can reach the player character with a double move, they will base him, even if they can't attack afterwards.
• Melee attackers don't move if that would provoke an attack of opportunity.
• Hybrid Characters are models that don't have the Melee Attack restriction but are actually more effective against adjacent enemies. Examples include the GenoHaradan Assassin with Poison Blade or models with Double Claw Attack or Mighty Swing etc.
• Hybrids use the same rules as Melee Attacker BUT they move only six squares toward their target, try to end their movement in cover and make a non-melee attack until they are adjacent to a target.
• If they can reach their target by taking a double move, they don't make a non-melee attack but take a double move instead to base the target.
• The target selection rules apply to Shooters, Hybrids and Melee Attackers to determine the target for shooters or to serve as a tie breaker for Melee and Hybrids if several targets are equally distant to determine the direction of movement.
• Enemies target the legal target with the fewest current HP. If tied, the legal target with the fewest current HP and the lowest effective defense against the attack is choosen. If still tied, the target with the fewest current HP, the lowest effective defense and the highest base attack bonus is choosen. If still tied, choose randomly.
Area Attack Special Abilities and Force Powers:
• Enemies use special abilities like Grenades, Flamethrower, Missiles etc. if they can affect two or more targets with it but will not use them if allies would be affected.
• Enemies with Force Points use them whenever possible to reroll attacks or saves.
• Enemies with Force Points and defensive force powers (Illusion, Lightsaber Defense etc.) use the Force Points whenever possible to avoid taking damage.
• As a general guideline, enemies with Force Points try to spend those Force Points as fast as possible at every opportunity.