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Bounty hunters are tough, headstrong, determined, and deadly. They are also passionate -- at least for the credits, if not for the work, their associates, or their employers -- and extremely competitive. Naturally, this leads to fierce, often lethal, rivalries for the best-paying bounties.
"Rivals" is a new scenario for the Star Wars Miniatures Game in which two bounty hunter gangs meet head to head while pursuing a fat Imperial bounty on a rogue assassin droid. By the time the gangs track down the dangerous droid, it has sealed itself inside one of the rooms of an old hangar bay -- and it's not alone. The droid has jury-rigged a few MSE droids into rolling bombs and outfitted flying security droids with weak blasters. Neither are overly effective, but they pose a threat that can appear from anywhere in the hangar bay.
The droids are trouble enough, but with a rival gang vying for the same quarry, each group of bounty hunters will have its hands full. And with the two sides clashing, the assassin droid might even survive to fight another day.
This scenario uses miniatures from the Bounty Hunters set and uses the Yavin 4 Jedi Temple map from the Attack on Endor Scenario Pack. If some of the miniatures listed below are not available, you can build your own squads, and you can use a different map, if desired.
"Rivals" is a two-player game. The assassin droid's actions are determined by special scenario rules.

Hangar Hunters Setup
The first bounty hunter force consists of Fringe characters totaling 100 points. If desired, this player can create a 100-point force of her own. Only Fringe characters are allowed and at least one must have the Bounty Hunter ability.
This force sets up in Area A.
| Bossk, Bounty Hunter |
25 |
| Rodian Hunt Master |
22 |
| Weequay Leader |
13 |
| Quarren Bounty Hunter |
11 |
| 2 Corellian Pirates |
20 |
| Human Blaster for Hire |
5 |
| Total |
96 |
 
Hangar Hunters Victory Conditions
This side wins by defeating all the members of the opposing bounty hunter gang and the E522 Assassin Droid.
Swoop Hunters Setup
The second bounty hunter force consists of Fringe characters totaling 100 points. If desired, this player can create a 100-point force of his own. Only Fringe characters are allowed and at least one must have the Bounty Hunter ability.
This force sets up in Areas B and C.
| Dengar, Bounty Hunter |
30 |
| Defel Spy |
14 |
| Gamorrean Thug |
14 |
| Klatooinian Hunter |
11 |
| Dark Hellion Marauder on Swoop Bike |
10 |
| Aqualish Assassin |
7 |
| 2 Dark Hellion Swoop Gang Members |
10 |
| Total |
96 |
 
Swoop Hunters Victory Conditions
This side wins by defeating all the members of the opposing bounty hunter gang and the E522 Assassin Droid.
Assassin Droid Setup
This force consists solely of the E522 Assassin Droid, aided by a few other droids (see below). If you don't have this miniature, use a similar droid or character in its place. The droid is guided by the Special Scenario Rules below.
| E522 Assassin Droid |
32 |
| Total |
32 |
Special Scenario Rules
Jury-Rigged Droids: Each round, when the players roll for initiative, have the Assassin Droid's "squad" roll, too. Once each round for the first 4 rounds, one of the jury-rigged droids appears on the map from a duct or hole in the ground or walls. An MSE droid appears first, followed by a security droid the next round, then another MSE droid, and finally another security droid. In each case, roll for the droid's starting location.
| d20 Roll |
Starting Location |
| 1–2 |
A |
| 3–4 |
B |
| 5–6 |
C |
| 7–8 |
D |
| 9–10 |
E |
| 11–12 |
F |
| 13–14 |
G |
| 15–16 |
H |
| 17–18 |
I |
| 19–20 |
J |
Starting immediately and for every round thereafter, the droid moves and attacks normally. It always attacks or approaches the nearest target. If the droid appears in a sealed room, it cannot leave the room unless it is released. In the meantime, it moves toward whatever doors are closest to targets outside the room.
MSE Droid: HP 10, Defense 12, Attack +0, Damage 10. Abilities: Speed 8, Modified Self Destruct 10 (Automatically activates when adjacent to target, when moving 8 or less; also activates when defeated).
Flying Security Droid: HP 10, Defense 15, Attack +4, Damage 10. Abilities: Speed 8.
Sealed for Its Protection: The assassin droid has sealed itself in either the control room or the flight suit storage room. The doors to the room are sealed and remain closed until they are blown open. (Doors have 30 HP and a Defense of 10.) Once destroyed, doors remain open for the rest of the game.
When the first door is destroyed, roll to determine where the assassin droid is hiding. Place the droid on the square indicated on the map.
| d20 Roll |
Droid Location |
| 1–10 |
Control room (D1) |
| 11–20 |
Flight suit storage room (D2) |
Once released, the assassin droid attacks the nearest legal target. If the droid cannot see a target, it will move to a position to attack the nearest target, leaving the room if need be. The droid has sensors that will allow it to track targets even when they are out of sight. (In this scenario, don't use the Programmed Target ability.)
Other Maps: If you play this scenario with a map other than the one shown above, each side sets up at opposite ends of the map. At the beginning of the game, neither side should have line of sight to the other. Designate two rooms near the center of the map as the assassin droid's potential hiding spots, and pick locations for the droid holes, distributed evenly around the map.
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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 website. He also wrote the Scenario Book for the Attack on Endor Scenario Pack. Previously, he authored and contributed to many Star Wars The Roleplaying Game products from West End Games, as well as Star Wars Gamer Magazine. 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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