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Gunrunner Praaelon Di is a brash, arrogant, and connected arms dealer. He sells weapons of all types, in bulk, to some of the most dangerous groups in the galaxy. He's well known and well armed, so much so that his competitors and enemies stay out of the way. Praaelon's delivery area extends to Hutt worlds, Outer Rim planets, and even the occasional Core run when the price is right.
Given his reputation and means, it was only a matter of time before a Rebel group tapped Praaelon's services. The gunrunner knows that he has a prime long-term buyer in the Rebels. Unfortunately, a new enemy has threatened the deal by posting a very large bounty on Praaelon's head, which is attracting a lot of unwanted attention.
That enemy is Administrator Lenc, master and leader of a brutal mining colony on Weldii III. Lenc found out that Praaelon was selling to both sides of his troublesome miner's rebellion. So he hired a collection of bounty hunters and pirates to bag Praaelon and bring him back to Weldii III.
The pirate fleet catches up to Praaelon as the gunrunner is making a delivery to a Rebel Transport in orbit around a remote moon. Surprised by the bold move, Praaelon's only plan is to make a run for it. Fortunately, his Tri-Sun, an old Republic Cruiser with heavily modified and overpowered sublight engines, was made for just such an emergency. Escorting the Tri-Sun are some of Praaelon's own fighters, plus a few Rebel X-wings providing protection for the transport that received the gunrunner's delivery.
The pirate fleet has its own fighters, plus several armed freighters for added firepower. To disable the Tri-Sun, the pirates brought a number of Y-wings armed with ion cannons.
"Gunrunner" is the first scenario in the new "Unfinished Business" three-part series. Part 1 uses the Starship Battles Game, while Parts 2 and 3 draw from the Bounty Hunters set as part of the standard Star Wars Miniatures Game. The outcome of the first scenario determines which part is played next.
"Gunrunner" uses the Stellar Grid and ships from the Starship Battles Starter Set and Booster Packs. You can use the fleets detailed below, or you can create your own, subject to the scenario rules.

Light Side Fleet Setup
The Light Side fleet totals 65 points, as detailed below. The Light Side player can create a different fleet instead, but it must total a maximum of 65 points, and it can have a maximum of two Class 3 ships (one of which is designated as the Tri-Sun). All other ships in the fleet must be Class 4.
The Light Side player sets up his Class 3 ships in Area A and his Class 4 ships in Area B.
| Rebel Transport |
17 |
| Republic Cruiser (Tri-Sun) |
19 |
| 2 SoroSuub Patrol Fighter |
8 |
| X-wing Starfighter Ace |
7 |
| X-wing Starfighter |
8 |
| 2 Utapaun P-38 Starfighter |
6 |
| TOTAL POINTS |
65 |
Light Side Fleet Victory Conditions
The Light Side player wins if the Tri-Sun exits the map through Area D or if all Dark Side ships are defeated.
Dark Side Fleet Setup
The Dark Side ships listed below represent the pirate fleet. The Imperial Shuttle and Sith Infiltrator stand in for the armed freighters. The pirates acquired starfighters from an array of sources over the years.
The Dark Side fleet totals 65 points, as detailed below. The Dark Side player can create a different fleet instead, but it must total a maximum of 65 points, and it can have a maximum of two Class 3 ships. All other ships in the fleet must be Class 4. The player can select up to four ships with the Ion Cannon ability from the Light Side; all other ships in the fleet must come from the Dark Side faction.
The Dark Side player sets up her Class 3 ships in Area D and her Class 4 ships in Area C.
| Imperial Shuttle |
18 |
| Sith Infiltrator |
17 |
| 4 CloakShape Fighter |
12 |
| 2 Y-wing Starfighter Ace |
8 |
| 2 Y-wing Starfighter |
10 |
| TOTAL POINTS |
65 |

Dark Side Fleet Victory Conditions
The Dark Side player wins if all Light Side ships are defeated and at least half of the damage to the Tri-Sun is sustained from Ion Cannon attacks.
Special Scenario Rules
Fighters Launched: All Class 4 ships start the game on the map, in the areas designated above.
She Might Not Look Like Much: The Tri-Sun has heavily modified sublight engines, allowing the ship to move 4 squares instead of 3. If the ship is Reduced, it drops to the normal 3 squares of movement.
Ion Damage: Any ship taking at least half of its damage from Ion Cannon attacks becomes disabled for the rest of the game. It can't move, attack, or use any abilities or Command Counters. Disabled ships remain on the map. Ships of either faction can pass through (but can't stop in) a disabled ship's square(s).
Coming Up Next: Part 2
If the Dark Side wins, the Administrator's bounty hunters arrive to board the Tri-Sun and try to capture Praaelon. Proceed to Part 2 of "Unfinished Business," which will be coming to this Web site soon!
If the Light Side wins, Praaelon escapes and decides to show the Administrator just what sort of weapons are at his disposal. Proceed to Part 3 of "Unfinished Business," which will be coming to this Web site soon!
Discuss
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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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