Thanks to everyone for the help and suggestions! Here's a final version. This is a bit long, but I tried to spell out all the details so there's no ambiguity...
ESCAPE FROM CELLS
Escaping is perhaps the primary Star Wars plot. An escape is a major part of each movie in the original trilogy: escape from the Death Star, from Cloud City, from Jabba the Hutt. It reappears in the prequels and the expanded universe again and again.
In this scenario, the prisoners are in their cells and there are no rescuers coming to their aid. This is a generic escape scenario that can be used in any era and on a variety of maps. It can also be used as part of a campaign where one side finds itself in a grim situation.
Squads: The Guard player has 150 point squad, and the characters on the squad are all referred to as Guards in these rules. The Prisoner player has a 100 point squad, and the characters on the squad are all referred to as Prisoners in these rules.
Map and Setup: Choose a map that has cells on it, or choose any map and add a tile that has cells on it. In a competitive game where players roll for map selection, limit the map list to those maps that have already have cells and do not require a tile. The Prisoner player sets up his characters in the cells. Additionally, the Prisoner player designates one Prisoner that is in a cell alone as the Starting Character. The Prisoner player places a defeated Guard character (not from the Guard's squad) adjacent to the Starting Character. The Starting Character has just taken down a guard and taken a weapon, beginning the escape attempt. The Guard player initially places only 25 points from his squad onto the battle grid. Guards placed during setup may not have more than 20 hit points. Guards may not be placed so that they initially have line of sight to a cell door.
Guard Reserves: Each round, the Guard player can bring in another 25 points worth of characters. Points that are not used one round (including initial setup) carry forward to the next round. (For example, if the Guard initially sets up 24 points of characters and brings in only 18 points of characters in Round 2, he may bring in up 33 points of characters in Round 3.) New characters can be placed on any non-wall edge of the map or in any Turbolift, but the new character may not begin with line of sight to any Prisoner. (Variants: Players may agree to other spawning areas, such as a barracks, or to ignore the rule prohibiting line of sight for new characters.)
Victory Condition: The Prisoner player wins if at least half the Prisoners escape (leave the map or end in a Turbolift). A prisoner may not escape until they are in a square at least 20 squares away from the nearest cell, ignoring walls and terrain when counting distance. The Guard player wins by defeating more than half of the Prisoners. (Variant: One of the Prisoners may be designated as the Main Character. The Main Character must exit the battle grid in order to win.)
Sneaking Around: At the start of the game, the Guards are not aware of an attempted escape. The following rules are in effect until a Guard sounds the alarm.
*
Facing: The Guard player's characters have facing at the start of the skirmish. They always face one side of their square. They can see out of the 'corner of their eye' (meaning along the row to either side of them) as well as anything anywhere in front of them. However, they have no line of sight to anything behind them. Changing a character's facing takes one square of movement. A character may walk 'backward' with no penalty. Once the alarm is sounded, characters no longer have facing and the game reverts to normal with regard to facing.
*
Unaware: At the beginning of the skirmish, all Guards have the following special ability: (Unaware - This character gains Speed 2. This character may not attack or use special abilities that replace attacks.)
*
Becoming Aware: A Guard can lose Unaware in one of these ways:
1. On the Guard's turn, if a Guard has line of sight to a Prisoner with no cover, or has line of sight to a defeated character or an open cell door, they lose Unaware at the end of that turn.
2. On a Prisoner's turn, if a prisoner moves into a square within 6 squares of a Guard, and the Guard has line of sight to the Prisoner with no cover, the Guard loses Unaware at the end of the prisoner's turn.
Note: Guards that are Unaware do not notice Prisoners that have cover. Even without cover, if a guard has line of sight to a prisoner on the Prisoner's turn, but the prisoner is more than 6 squares away, then they didn't see the prisoner. Assume the guard turned his head for a brief second.
*
Sound the Alarm: All guards gain the following special ability: (Sound the Alarm - Replaces turn; if this character does not have Unaware, all allies lose Unaware.) Note that the prisoners have a chance to try to defeat a guard before he can Sound the Alarm, since he only loses Unaware at the end of a turn, and he can't Sound the Alarm until his next turn.
*
Hide the Body: Defeated characters remain on the board. If a character begins its turn adjacent to a defeated character, does not attack, and ends its turn next to a pit or low objects, the defeated character may be removed from the board. When a Guard uses Sound the Alarm, all bodies are removed from the board.
*
Lucky Break: Once per round, if Sound the Alarm has not been used, the Prisoner player may activate one of the Guard's characters during one of the Prisoner's phase. Think of this as the dramatic moment when a guard turns away at just the right moment so that a prisoner is allowed to escape.
*
Super-Duper Stealth: Guards with Unaware are not considered to have line of sight to a Prisoner if the Prisoner has Stealth or Cloaked and either has cover or is in Low Objects (even if adjacent).
*
Jedi Mind Trick: Characters with Jedi Mind Trick may change the facing of enemies within 8 squares whenever they like. This is not an action - it costs 0 Force points and does not require a save. The same enemy's facing may even be changed multiple times within the same turn in order to safely walk around the enemy while staying out of line of sight.
Once the alarm is sounded, the above "Sneaking Around" rules no longer have any effect. The following rules are in effect for the whole skirmish.Cell Doors: All cell doors begin closed except the door to the cell of the Starting Character. Cell doors can only be opened by a character on the outside of the cell. Once a cell door is open, it remains open for the rest of the skirmish.
Unarmed: All Prisoners begin with the following special ability: (Unarmed - This character gains Melee Attack. This character's Damage is 10 and may not be increased. Character may not use abilities with Lightsaber in the name or lightsaber styles or Grenades or Missiles or other special abilities that require equipment.) Prisoners may lose Unarmed in one of these ways:
1. The Guard player must designate an area (at least 2 squares by 2 squares) where the Prisoners can find weapons. One square of the area must be within 6 squares of a square in a cell (ignoring walls and terrain). If a Prisoner ends its turn in that area or in a room labeled Armory, the Prisoner loses Unarmed.
2. If a Prisoner without a printed Melee Attack ability begins or ends its turn adjacent to a defeated enemy without Melee Attack, the prisoner loses Unarmed. Only one Prisoner per defeated enemy may lose Unarmed in this manner.
3. If a Prisoner with a lightsaber begins or ends its turn adjacent to a defeated enemy with a lightsaber, the prisoner loses Unarmed. Only one Prisoner per defeated enemy may lose Unarmed in this manner.
4. If a Prisoner with a printed Melee Attack ability and without a
lightsaber begins or ends its turn adjacent to any defeated enemy, the prisoner loses Unarmed. Only one Prisoner per defeated enemy may lose Unarmed in this manner.
Master Override: Prisoners with Override, Door Gimmick, or Master Slicer gain the following special ability: (Master Override: If this character ends its turn adjacent to a door, this character may designate any one door on the map as open or closed. It remains open or closed until the end of this character's next turn.) Note that a character with both Override and Master Override might be able to affect two doors at once.
Prisoner Hidden Movement: If no Guards have line of sight to a particular Prisoner, the Prisoner may make hidden movement. For hidden movement, remove the character from the battle grid and replace the character with 2 face down 1x1 tiles (3 tiles if using the Main Character variant, and this is the Main Character). Move all tiles as if they were the character. The tile can open doors, but cannot attack or use any of the Prisoner's abilities. Guards notice tiles under conditions similar to becoming aware:
1. On the Guard's turn, if a Guard has line of sight to a tile with no cover, they notice the tile.
2. On a Prisoner's turn, if a tile moves into a square within 6 squares of a Guard, and the Guard has line of sight to the tile with no cover, the Guard notices the tile.
When a Guard notices a tile, the Prisoner player must immediately return the tile to the Prisoner's card and has the option of placing the Prisoner where the tile was. If the Prisoner is returned to the board, remove the prisoner's other tiles. If the Prisoner is not returned to the board and the Guard has Unaware, the Guard does not lose Unaware. If the Prisoner has only one tile left on the battle grid, replace the final remaining tile with the character's figure.