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Detention Breakout

A New Star Wars Miniatures Scenario


"Marching into the Detention Area is not what I had in mind!" -- Han Solo, A New Hope

Imperial detention. All Rebels fear it, for the threat of capture and incarceration hangs over every aspect of their fight against the Empire. Once caught, confirmed Rebels are almost never released. Their only hope is escape or rescue. However, few Rebels let the threat of imprisonment stop them from fighting.

On the Imperial Brak Sector capital world of Bacrana, alert Imperial forces have rounded up a long-sought after Rebel agent, along with his team and most recent recruits. Word reached Rebel Sector Command almost immediately. After discovering that the prisoners were held at a remote outpost and detention facility, the Rebels quickly initiated a rescue operation. Thanks to recent Rebel victories throughout the sector, the local Rebel force has been emboldened and reinforced with powerful Rebel Commando units.

The attack on the outpost began with an aerial assault blasting gaping holes though the Imperial defenses. The local Rebel forces are now following up with a frontal assault, while a speeder-dropped commando team has found a way inside and are approaching the Detention Cell Block and its Rebel prisoners. Though slow to respond to the initial assault, the surprised Imperial units are rapidly deploying to stop the Rebels in their tracks. The scenario begins at this crucial moment.

"Detention Breakout" uses miniatures from Alliance and Empire (A&E), plus figures that are available in multiple sets, including Rebels and Imperials (R&I), Bounty Hunters (BH), Universe (U), Clone Strike (CS), Rebel Storm (RS), and the Attack on Endor Scenario Pack (AoE). Minis from other sets may also be used, subject to the scenario's squad creation rules. In fact, if you don't have certain minis listed below, variations of the same unit should make suitable replacements. For example, you can use Elite Stormtroopers instead of Elite Snowtroopers or Wookiee Soldiers instead of Wookiee Commandos.

This scenario uses the Ravaged Base map from the Attack on Endor Scenario Pack.

Rebel Faction Setup

The Rebel squad has a total cost of 200 points. The Rebel player may create her own 200-point squad instead, subject to the following restrictions:

  • No Unique characters may be used.
  • No character may cost more than 20 points.
  • A maximum of five Fringe characters are allowed (at a maximum total cost for all Fringe characters of 55 points). All other characters must be from the Rebel faction.
  • Squad 1, the local Rebels, sets up in Area A.

    Squad 2, the Rebel Commandos, sets up in Area B.

    Squad 3, the Imperial prisoners, sets up in Area C. However, these characters are placed on the map by the Imperial player, who may place a maximum of two characters per cell. In addition, the prisoners must be divided between the two cell blocks in approximately equal numbers.

    If the Rebel player chooses to create her own squads, see "Special Modifications," below, for additional setup information.

    Rebel Faction Set(s) Cost
    Squad 1
    Rebel Leader A&E 18
    Wookiee Freedom Fighter A&E 14
    Rebel Pilot A&E, R&I, RS 10
    Mon Calamari Tech Specialist A&E 4
    3 Rebel Troopers A&E, R&I, RS 20
    Squad 2
    Rebel Commando Strike Leader A&E 18
    3 Rebel Commandos A&E, RS 42
    Squad 3
    Ithorian Commander A&E 11
    Twi'lek Bodyguard (Fringe) RS 10
    2 Wookiee Commandos (Fringe) CS 18
    Rodian Scoundrel (Fringe) A&E 14
    Talz Spy (Fringe) A&E 12
    Twi'lek Rebel Agent A&E 9
    Rebel Faction Total 200



    Rebel Faction Victory Conditions

    The Rebels win by defeating all of the Imperial characters.

    Imperial Faction Setup

    The Imperial squad also has a total cost of 200 points. The Imperial player may create his own 200-point squad instead, subject to the following restrictions:

  • No Unique characters may be used.
  • No character may cost more than 20 points.
  • Only Imperial Faction characters may be used.
  • Squad 1, the Command Section, sets up in Area D. One character may be placed in each gun turret; the turrets serve as bunkers in this scenario (see "Special Scenario Rules," below). The rest must be placed in the Command Center. The Imperial Officer must set up in the Commander's Office.

    Squad 2, the Garrison Troops, sets up in the areas marked E, with a minimum of two characters in each area.

    Squad 3, the Garrison Heavy Troops, sets up in Area F.

    Squad 4, the Detention Guards, sets up in the areas marked G, in the Detention Cell Block. Place one Stormtrooper on each control panel, and place the Stormtrooper Officer in the office.

    If the Imperial player chooses to create his own squads, see "Special Modifications," below, for additional setup information.


    Imperial Faction Set(s) Cost
    Squad 1
    Imperial Officer A&E, R&I, RS 14
    2 Death Star Troopers A&E 12
    2 Death Star Gunners A&E 22
    Squad 2
    2 Elite Snowtroopers R&I, RS 24
    2 Snowtroopers A&E, RS 14
    4 Scout Troopers A&E, RS 32
    4 Stormtroopers A&E, R&I, AoE, U, RS 20
    Squad 3
    Stormtrooper Officer A&E, AoE, RS 14
    2 Heavy Stormtroopers A&E, R&I, RS 24
    Squad 4
    Stormtrooper Officer A&E, AoE, RS 14
    2 Stormtroopers A&E, R&I, AoE, U, RS 10
    Imperial Faction Total 200



    Imperial Faction Victory Conditions

    The Imperial Faction wins by defeating all of the Rebel characters.

    Special Scenario Rules

    Bunkers: The two gun turrets represent fortified bunkers with open gunports.

  • The bunkers do not have guns of their own, but any character within the bunker can make attacks normally.
  • Bunkers provide a Cover bonus of +6 (instead of the normal +4) for the occupant. This is reduced to a +2 bonus if the enemy character is adjacent. Abilities that negate cover also negate the additional bonuses.
  • Bunkers provide a +4 bonus on saves for the occupant.
  • Bunkers block line of sight, except between the occupant and any attacker or defender. For example, you can target the bunker's occupant normally, and he can target opponents outside the bunker normally, but you can't shoot through the bunker to a target on the other side.
  • Occupants may fire in any direction from any square in the bunker.
  • Occupants may leave the bunker by spending their activation for one turn. They are then placed outside the bunker immediately, in either square on the side closest to the base. They may re-enter the bunker the same way. Characters may not enter a bunker that is occupied by the enemy faction.
  • The bunkers cannot be damaged by any weapons possessed by either squad.
  • Detention Cell Block: Much of the Rebel side starts the game held within the cells of the Detention Cell Block. As noted in the setup rules above, the Imperial player initially places these prisoners in the cells. However, once the game begins, the Rebel player controls the characters normally.

  • Until the prisoners are released, they may not do anything other than move within their cells (using normal activations).
  • Each bank of cells is controlled by a separate control station, labeled “Control 1” and “Control 2” on the map. When another Rebel character ends a phase (not a round) on one of the control panels, the corresponding cells unlock immediately.
  • The cell doors operate as normal doors and open immediately if any character is adjacent to them.
  • An Imperial character may relock the doors by ending a phase on the same control panel (automatically closing open cell doors at the same time).
  • Special Modifications

    When playing with custom squads, use these guidelines to help determine which characters should go in each squad. When possible, try to keep approximately the same type and number of minis in each squad, as shown above.

    Rebels: Most Rebel characters should be in Squad 1. All Rebel Commandos of any type must be in Squad 2 (up to five characters, with the remaining commandos in Squad 1). All Fringe characters must be in Squad 3.

    Imperials: Non-Stormtroopers should be in Squad 1. Most of the stormtroopers and their variants should be in Squad 2, except that tougher units such as the Heavy Stormtroopers should be in Squad 3. Squad 4 should be played as is, though if needed, another Stormtrooper commander-type unit or Imperial Officer may replace the Stormtrooper Officer.

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    About the Author

    Sterling Hershey is an architect and freelance game designer. He regularly creates Star Wars Miniatures and Starship Battles scenarios and previews for the Wizards of the Coast web site. He also wrote the Scenario Book for the Attack on Endor Scenario Pack. He is one of the authors of the upcoming Force Unleashed Campaign Guide for the Star Wars Roleplaying Game Saga Edition. 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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