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The Rebels are in trouble. Captured by the Empire, their mission to destroy the Death Star's shield generator is effectively over. Suddenly, a primitive horn echoes through the forest. Bursting into view, hundreds of Ewoks appear from trees, undergrowth, outcroppings -- everywhere.
They know their enemy. But will the Empire realize just how prepared the Ewoks are for this battle? Longtime specialists in traps and snares, the little creatures prepare to unleash their talents to great effect against Imperial troops, walkers, and speeders.
This new scenario for the Star Wars Miniatures Game depicts the initial moments of the Ewok ambush in Return of the Jedi, catching a squad of Imperials in a vulnerable location not far from back door of the bunker. Can the Empire overcome the furry creatures' numbers, tricks, and traps?
"Ewok Ambush" requires the Attack on Endor Scenario Pack and miniatures from the Rebel Storm set. It also uses the Endor map.

Rebel Setup
The Rebel force consists of Ewoks and Rebel Commandos, totaling 127 points. If desired, the Rebel player may create a different 127-point force of her own. The force may only consist of medium-sized Fringe and Rebel characters, the majority of which must be Ewoks. At least 30 points must be in Ewok traps (see below).
Set up eight Ewoks in areas A and B (divided between the two areas). Place one Ewok on each of the three speeder bikes; in this scenario, the bikes represent catapults, as indicated on the map above. The Rebel Commandos and remaining Ewoks enter per the Special Scenario Rules (see below).
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Rebel Force
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| 3 Rebel Commandos |
42 |
| 15 Ewoks |
45 |
| Ewok Traps: 3 Catapults |
30 |
| Ewok Traps: 1 Rolling Log Trap |
10 |
| Total |
127 |

Rebel Victory Conditions
The Rebel player wins by defeating all of the Imperials.
Imperial Setup
The Imperial force consists of the AT-ST and various Stormtroopers, totaling 127 points. If desired, the Imperial player may create a different 127-point force of his own. The force may not include Fringe characters or Unique Imperials. It may include any type of Stormtrooper (other than Snow Troopers), Scout Troopers, and Imperial Officers. Other than one AT-ST, all characters must be medium sized.
Seven Stormtroopers and one Stormtrooper Officer set up in Area C. The AT-ST and Scout Troopers enter per the Special Scenario Rules (below).
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Imperial Force
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| AT-ST |
54 |
| Stormtrooper Officer |
14 |
| 7 Stormtrooper |
35 |
| 3 Scout Trooper |
24 |
| Total |
127 |
Imperial Victory Conditions
The Imperials must defeat all of the Rebels and Ewoks to win the scenario.
Special Scenario Rules
Concealment: The Concealment rule is in effect for this scenario. See the Special Rules section in the Attack on Endor Scenario Book.
That's No Bunker: This battle takes place in the forest, away from the bunker's back door. Therefore, consider the bunker to be a steep hill that blocks line of sight and may not be entered by any unit.
Ewok Ambush: Bursting from the underbrush, the Ewoks fire a volley of arrows at the unsuspecting Imperials. During the first round, the Rebel player automatically wins initiative and must attack first. All Ewoks within areas A and B fire their arrows at the same time, and thus all activate at the same time (using up both activation phases for this turn). They may not move from their starting positions in the first round. Each Ewok attacks at a +9 Attack for this round only. Concealment and cover apply. After the defeated units are removed, play continues normally with the Imperial player. This rule cannot be used again after the first round.
Rebel and Imperial Reinforcements: Before the start of round 2, place Imperial and Rebel reinforcements on the map in the following order.
- A few Rebel Commandos enter the area, having escaped their Imperial captors. The Rebel player places each of the Rebel Commandos in any clear terrain square along any map edge outside the tree line (the brown line) except in Area D. They may be placed adjacent to enemy units.
- Responding to the battle, other Imperials arrive to help. The Imperial player places the AT-ST in Area D. The Scout Troopers may be placed in any square along any map edge within the tree line. They may be placed adjacent to enemy units.
- Jumping from the trees above, Ewoks suddenly appear around the forest. The Rebel player places all remaining Ewoks on any square adjacent to any tree. They may be placed next to enemy units.
Ewok Traps and Special Abilities
Note that some traps described below have a Cost. If the Rebel player is creating her own Rebel force, traps may be purchased multiple times.
Ewok Bolas and Arrows: Cost: None for this scenario. Any Ewok starting within Area A or B is automatically armed with a bow in lieu of the Melee Attack ability. It may be fired once each round. Ewoks starting at the catapults or as reinforcements have bolas in addition to their Melee Attack ability. Each Ewok may use a bola only once and relies on its Melee Attack ability thereafter. Bows and bolas each have a range of 6 and use the Ewok's regular attack bonus. Additionally, if an Ewok using a bola rolls a 1, it wraps the bola around its own head and must save 11 or be defeated.
Ewok Catapult: Cost: 10, Hit Points: 60, Defense: 12, Attack: +4, Damage: 30. Requires an Ewok or Rebel character standing on the catapult to load and fire it. Loading and firing each takes one crew member's activation (Replaces Attacks). The catapult starts the game empty. If the crew is defeated after loading but before firing the catapult, it remains loaded. Each catapult replaces a speeder bike shown on the map (a maximum of three may be purchased). Catapults are Low Objects. They may be targeted but need not be considered the closest target when selecting targets. A catapult and its crew are targeted separately. A catapult can be fired only once per round. An Imperial character may not fire a catapult, and a catapult can't be fired if an Imperial character is standing on it.
Ewok Rolling Log Trap: Cost 10, Hit Points: N/A, Defense: N/A, Attack: +8, Damage:
The AT-ST must save 16 or it is knocked over and defeated. If the save is successful, the AT-ST takes Damage 60.
Medium characters take Damage 60 (no save).
A speeder bike must save 5 or be defeated. If the save is successful, the speeder bike flies over the logs and takes no damage.
The logs are mounted atop the steep hill represented by the bunker. Starting on round 3, the trap is triggered when the Rebel player wins initiative while the AT-ST is within 6 squares of the hill (in any direction). The trap counts as the first activation of that round. The logs target the AT-ST, but also attack all other characters located between the AT-ST and the hill. Trace a line from the Center Point (as indicated on the scenario map) to each corner of the AT-ST. Any square touched by or between the lines is affected by the trap. (If there is any question about whether a particular square is affected, consider it to be affected.) Once successfully triggered, the trap may not be reused. Purchasing the trap multiple times allows the trap to be triggered again on later rounds.
Optional Units and Traps
Scout Trooper on Speeder Bike: If agreed upon before play, the Imperial force may include one or more Scout Trooper on Speeder Bike figures. If the Imperial player brings in at least one Scout Trooper on Speeder Bike, the Rebel player is allowed to use the Ewok traps described below, and at least one must be purchased. The Rebel player must spend the remaining points in Ewoks. The Scout Troopers arrive as detailed in "Rebel and Imperial Reinforcements," above, at any map edge within the tree line. The additional Ewoks are placed per the "Rebel and Imperial Reinforcements" rule above.
Ewok Lasso: Cost: 10, Hit Points: N/A, Defense: N/A, Attack: +6, Damage: Destroys a Speeder Bike. An Ewok may attempt to lasso a Speeder Bike. If successful, it forces the bike to destroy itself by wrapping around a tree. At the start of play, the Rebel player must secretly chose which tree the rope is tied to, revealing the tree once an attack is attempted. Once per round, any Ewok within 2 squares of the tree may attempt to use the lasso (Replaces Attacks) against a Speeder Bike up to 3 squares away from the Ewok. Once used successfully, the lasso is no longer available. The lasso may not be targeted.
Ewok Clothesline: Cost: 10, Hit Points: 30, Defense: 10, Attack: N/A, Damage: Destroys a Speeder Bike. Before play begins, the Rebel player secretly selects two trees. If a Speeder Bike passes between the trees, it must make a save of 11 or be defeated. This trap may be used more than once, but it has no effect on medium-sized characters or the AT-ST. If the AT-ST passes between the trees, it destroys the trap. The trap may be targeted.
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 throughout the 1990s. He also 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. Sterling lives in the Midwest with his wife, Mary.
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