 A Campaign for Star Wars Miniatures
"The Hunt Within: Valance's Tale" presents a series of connected scenarios for the Star Wars Miniatures Game set in the weeks after Star Wars Episode IV: A New Hope. To play these scenarios, you should have the Star Wars Miniatures: Rebel Storm Starter Set, Ultimate Missions: Rebel Storm and possibly one or more Rebel Storm Booster Packs.
These missions recreate the quest of the bounty hunter Valance to discover the identity of the Rebel operative who destroyed the Death Star. Valance's pursuit of Luke Skywalker has nothing to do with galactic politics. Rather, he hates Luke's friendship with the two faithful droids, C-3PO and R2-D2 -- a sin Valance deems punishable by death.
Behind Valance's obsession is a secret: He was horribly wounded as a young stormtrooper officer, and half his body was replaced with cybernetic parts. As Valance learns more about Luke Skywalker, he struggles with his own past and finds himself reconsidering his place in the galaxy.
Mission 4: The Doom of Ultaar
Valance lost his crew on Aduba-3, but he managed to escape with his life and was soon back on the trail of the Death Star's destroyer. His investigations led him to a new target: a Rebel information-retrieval team secretly based in the jungles of Ultaar.
"The Doom of Ultaar" recreates Valance's assault on the Rebel team. Use one-half of the blank side of the Star Wars Miniatures Game Starter Set map to represent the jungles of Ultaar. Place the Cargo Bay (representing the hut containing the computer core used by the information-retrieval team) in the upper-right corner of the map.
Fringe Setup
The Fringe force consists entirely of Valance. The Fringe player begins with Valance in the lower-left corner of the map.
Fringe Victory Conditions
The Fringe player wins by accomplishing the following goal:
Read the Mail: The Fringe player wins if Valance spends three consecutive rounds inside the hut examining the Rebel computer core.
Rebel Setup
The Rebel force consists of one Rebel Officer and three Rebel Troopers, for a total of 28 points. If the Rebel player chooses not to use the suggested forces listed below, he can build a 28-point force of his own, composed of non-unique Rebel characters.
The Rebel Officer begins play inside the hut. The Rebel player may set up the rest of his units anywhere on the top half of the map.  | Rebel Officer |
13 |
| 3 Rebel Troopers |
15 |
|
28 |
Rebel Victory Conditions
The Rebel player wins by accomplishing the following goal:
Resist the Assault: The Rebels must defeat Valance.
Special Scenario Rules
The follow special rules are in effect for this mission:
Thick Jungle: The Ultaarian jungle prevents characters from attacking targets more than 8 squares away, and provides all characters with cover, in any case. However, if a character moves more than 4 squares during his activation and an enemy unit is within 6 squares of the character's final position, he loses his advantage.
Rebel Hut: Treat the edge of the Cargo Bay tiles as walls for this scenario, with the two squares at the inner edges of the alcove wall treated as security doors. These doors can be opened normally by the Rebel Officer, or if 40 points of damage are done to them. (Treat the doors as having Defense 5.)
Medpacs: Valance begins the scenario with three medpacs. See the Special Rules section of Ultimate Missions: Rebel Storm for more information.
Secret Weapon: Valance's cybernetic arm conceals a heavy blaster. If he chooses to fire it, instead of his normal attack he selects a 2-square-by-2-square area and rolls an attack against Defense 10. If he hits, any character in one of those four squares must make a save of 15 or suffer 20 points of damage. Valance may fire his hidden blaster up to three times in the scenario.
Campaign Play
If you are playing this mission as part of the Valance the Hunter campaign, each player gets 1 Victory Point for winning the scenario (by fulfilling one of the Victory Conditions).
Junction
Planet Type: Terrestrial Climate: Temperate Terrain: Forest, plains, hills Atmosphere: Breathable Gravity: Standard Diameter: 8,400 km Length of Day: 21 standard hours Length of Year: 292 standard days Sentient Species: Humans Languages: Basic Population: 1.5 million Species Mix: 62% Humans, 21% Duros, 10% Twi'lek, 7% Other Government: Local councils Major Exports: None Major Imports: Consumer goods System/Star: Feriae
| Planets |
Type |
Moons |
| Korfin |
Barren |
0 |
| Junction |
Terrestrial |
0 |
| Moraices |
Barren |
1 |
| Ios |
Gas giant |
6 |
Junction -- formally known as Feriae Junction -- is a trade world at the nexus of the Hydian Way and two minor routes, the Thesme Trace and the Gordian Reach. Briefly a boomworld in the years of the Corusca-stone rush on nearby Yavin, Junction is now a run-down port where laws are lax but traffic is heavy. A few impressive edifices in Junction City stand as mute testament to the planet's better days.
After the events of A New Hope, Junction emerged as the principal transfer point for supplies headed for the Rebel base on Yavin 4, with Rebel pilots running the Imperial blockade thrown up after the Death Star's destruction and Junction City crawling with spies and operatives from the Empire, the Alliance, Black Sun, and the Hutts.
What passes for government on Junction consists of local councils made up of merchants and retired smugglers. In theory, Junction answers to the sector capital of Thesme, a lackluster industrial world a brief hop away on the Thesme Trace, but Thesme Sector's Imperial governor has no shortage of holdings on Junction that have bought his silence. In recent years slavers have begun to prey on the sector's backwater worlds. This has worried Junction's councils, who warn that "slaver chains get followed by Imperial boots."
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