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A Warlord's Fury

A New Star Wars Miniatures Scenario


Years after the Battle of Endor, the Empire is nearly dead. While the New Republic struggles to exert control over the galaxy, high ranking ex-Imperial officers and former Moffs carve out sections of space as their own kingdoms. They are the Imperial warlords. Some claim to be the true heir to the Empire, while others simply conquer as much of the galaxy as they can. Their rule is often short lived.

Not long after the final defeat of the reborn Emperor (see the Dark Horse Comics series Dark Empire I and Dark Empire II), one such warlord has discovered that a troublesome criminal syndicate has acquired a powerful and devastating X-1 Viper Droid. Vowing that none shall threaten him in his own territory, the warlord decides to make an example of the syndicate.

After bombarding the syndicate's fortified base, the warlord leads his main force into the damaged facility. He intends to see the dangerous droid and its criminal master destroyed. If he can do it personally, so much the better. But victory will not come easily. A vast assortment of bounty hunters, assassins, and hardened criminals defend the syndicate's headquarters -- not to mention, of course, the powerful X-1.

"A Warlord's Fury" requires the Attack on Endor Scenario Pack and features miniatures from the Rebel Storm set, the Clone Strike set, the Revenge of the Sith set, and the Universe set. If some of these minis are not available, you may play the scenario with your own 200-point squads. The scenario uses the Ravaged Base map from Attack on Endor.


Fringe Setup

The Fringe force consists of the X-1 Viper Droid and other Fringe characters, totaling 197 points. If desired, the Fringe player may create a 200-point force of her own. The force must include at least one Huge character, and at least one (and preferably several) Unique characters. One Unique character must be designated as the Crimelord.

The Crimelord and all bounty hunter characters must set up in Area A. The X-1 Viper Droid sets up in Area B. If there are other Huge characters, they must set up adjacent to Area B, or as close as possible. The remaining Fringe force may be split as desired between the remaining spaces in Area A and Area C.

Fringe Force

ASP-7 Universe 10
Crimelord (Jabba the Hutt) Rebel Storm 50
Dengar Rebel Storm 15
Devaronian Soldier Revenge of the Sith 9
3 Gran Raider Clone Strike 12
Iktotchi Tech Specialist Revenge of the Sith 14
Ishi Tib Scout Clone Strike 14
Nikto Soldier Clone Strike 5
Quarren Assassin Rebel Storm 12
Twi’lek Bodyguard Rebel Storm 10
X-1 Viper Droid Universe 46
Total 197

Fringe Reinforcements 30 for Jabba the Hutt:

Bossk Rebel Storm 17
Devaronian Bounty Hunter Clone Strike 12
Total 29

Fringe Victory Conditions

The Fringe player wins by defeating all of the Imperials. See "Special Scenario Rules," below, for alternate victory conditions.

Imperial Setup

The Imperial force consists of the AT-ST, various Stormtroopers, and several officers, totaling 196 points. The Imperial player may create his own 200-point force, but he must use at least one AT-ST and at least one Unique character (preferably, two or three). He may not include any Force-using Unique characters. Characters must be from the Imperial faction only.

The Imperial player may set up his forces as desired in Areas D and E. Up to two Scout Troopers may set up in Areas F and G (one in each area, or both in one area).

Imperial Force

AT-ST Attack on Endor, Universe 54
2 Elite Stormtrooper Rebel Storm 22
General Veers Rebel Storm 21
2 Heavy Stormtrooper Rebel Storm 24
Imperial Officer Rebel Storm 14
2 Scout Trooper Rebel Storm, Attack on Endor 16
4 Stormtrooper Rebel Storm, Universe, etc. 20
Stormtrooper Officer Attack on Endor, Universe 14
Warlord (Grand Moff Tarkin) Rebel Storm 11
Total 196

Imperial Victory Conditions

The Imperials must defeat all of the Fringe characters to win the scenario. See "Special Scenario Rules," below, for alternate victory conditions.

Special Scenario Rules

Weapons Lockers: The Weapons Lockers Special Rule is in effect for this scenario (see page 25 of the Attack on Endor Scenario Book).

Security Lockdown: All of the doors on the map are locked, preventing their use by any character unless that player controls the Security Station. When a player has characters within the Security Station, all allied characters may use the doors normally. The Fringe player starts in control of Security. She retains control until the Imperial player defeats all Fringe characters in the room and an Imperial character ends its turn inside. The Imperial player may then use the doors normally, and the Fringe characters may not. Control of the room can switch sides multiple times during the game.

At the end of the phase in which a character gains control of the Security Station, all doors respond to that character's allies. Doors adjacent to all allies immediately open. Doors adjacent to all opponents immediately close (unless an ally is also adjacent). If a Large or Huge character is straddling a door, it remains open until that character moves out of the door. It is possible to hold a door open in this manner. You might find it helpful to use a counter on each door to indicate whether it's open (blank side up) or closed (number side up).

Doors respond normally to characters with special abilities over doors. They are unaffected by who has control of the Security Station.

If the Security Station is abandoned, the last player to control the room retains control unless an opposing character ends its turn in the room while the Security Station is empty.

Trapped: If characters become trapped in a room or corridor because of the loss of door control, and there is no way to escape the room, engage the enemy, or re-take Security, they are defeated. This may occur late in the game when few pieces are remaining.

No Way In or Out: If only Huge characters remain for one player, and they are prevented from attacking enemy characters due to locked doors, the Huge character is unable to pursue the battle and is defeated. If both sides have Huge characters, they must continue the battle.

Optional Rules

Optional Units: Players can use other Factions in this scenario by creating 200-point squads of their own. Each squad must include at least one Huge character and at least one Unique character. Use the same setup areas as dictated for the force you are replacing.

Optional Victory Conditions: Instead of simply defeating the opposing side to win the scenario, use the following table to award Victory Points for defeating specific characters. This encourages major characters battle to gain additional points and might influence the number of Unique characters you wish to use. Each squad must have at least two Unique characters, with one designated as the Crimelord or the Warlord. However, the two squads need not have an equal number of Unique characters.

Defeat all opposing characters: 1 point
Crimelord defeats Warlord (or vice versa): 3 points
Non-Unique character defeats Unique character: 1 point
Unique character defeats opposing Unique character: 2 points
Defeat Huge character: 2 points
Trap character in a room or corridor (see above): 1 point per character
Huge character defeated by "No Way In or Out" (see above) 1 point

About the Author

Sterling Hershey has been a full-time architect and freelance game designer for over 10 years. He authored and contributed to many of West End Games' Star Wars: The Roleplaying Game products and later contributed to Star Wars Gamer Magazine. These days, he writes regular Star Wars Miniatures scenarios for the Wizards of the Coast website, and he also wrote the Scenario Book for the recently released Attack on Endor Scenario Pack. Gaming in a galaxy far, far away is the focus of his starwars.com blog, Delusions of Grandeur. Sterling lives in the Midwest with his wife, Mary.





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