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Did You Play Part 1? If you played "Gunrunner", part 1 of the "Unfinished Business" trilogy, the outcome of that scenario determines your next step. If the Dark Side won, play Part 2 now. If the Light Side won, you can play Part 2 or skip directly to Part 3.
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Time is running out for gunrunner Praaelon Di. With his ship disabled and bounty hunters boarding to haul him back to Administrator Lenc, he has only one option: fight. As might be expected, Praaelon is well armed, and he has some help from his Rebel friends.
He'll need it. The feared bounty hunter Boushh is after him -- and anyone else who might be of value, such as Rebels purchasing illegal arms. Praaelon and his allies are outnumbered, but not necessarily outgunned. For personal protection, Praaelon keeps a very illegal, very dangerous assassin droid on board, backed up by an old crab droid from the Clone Wars era. Furthermore, his well-equipped Rebel friends are good in a fight.
Of course, Boushh didn't become a feared bounty hunter for nothing. Having investigated his quarry, he knows what he's up against and has brought his own backup. Boushh's allies might not match the sheer firepower of Praaelon's droids, but his unusual band has an array of abilities suited to counter the gunrunner's defenses.
"Well-Armed and Dangerous" is the second scenario in the "Unfinished Business" three-part series. It uses miniatures from these Star Wars Miniatures Game sets: Bounty Hunters, Champions of the Force, Clone Strike, and Rebel Storm. The scenario also uses the Chancellor's Starship map from Ultimate Missions: Revenge of the Sith. However, you can use other miniatures and maps as needed.

Light Side Setup
The gunrunner's squad totals 125 points, as detailed below. The gunrunner's player can build a different squad instead, but it must total a maximum of 125 points and use miniatures from the Fringe, Rebel, and CIS factions only. The squad must also follow these rules:
Fringe: One mini from this faction must be designated as Praaelon.
Rebel: Only two minis from this faction are allowed, and neither can be Unique.
CIS: Only one mini from this faction is allowed, and it must be a battle-type droid that is not Unique.
The Light Side sets up in Area A (the turbolifts). See "Special Scenario Rules" for details on deployment and movement in the turbolifts.
| FRINGE |
| Boshek (Praaelon) |
Bounty Hunters |
11 |
| E522 Assassin Droid |
Bounty Hunters |
32 |
| Defel Spy |
Bounty Hunters |
14 |
| Weequay Leader |
Bounty Hunters |
13 |
| REBEL |
| Rebel Captain |
Bounty Hunters |
21 |
| Rebel Heavy Trooper |
Bounty Hunters |
11 |
| CIS |
| Crab Droid |
Champions of the Force |
23 |
| Total |
125 |

Light Side Victory Conditions
The Light Side player wins if Boushh and his entire team are defeated.
Dark Side Setup
The Dark Side squad totals 123 points, as detailed below. If desired, the Dark Side player can build her own squad, but it must total a maximum of 125 points and follow these rules:
All miniatures must be of the Fringe faction.
The squad can include only one Unique miniature.
The Dark Side sets up in Area B.
| Boushh |
Bounty Hunters |
20 |
| Rodian Hunt Master |
Bounty Hunters |
22 |
| Quarren Raider |
Clone Strike |
13 |
| Devaronian Bounty Hunter |
Clone Strike |
12 |
| Mustafarian Soldier |
Bounty Hunters |
12 |
| Aqualish Spy |
Clone Strike |
11 |
| Gamorrean Thug |
Bounty Hunters |
14 |
| Quarren Bounty Hunter |
Bounty Hunters |
11 |
| Jawa |
Rebel Storm |
5 |
| Ugnaught Demolitionist |
Champions of the Force |
3 |
| TOTAL POINTS |
123 |

Dark Side Victory Conditions
The Dark Side player wins if all opposing miniatures are defeated.
Special Scenario Rules
Turbolift Deployment: All of the Light Side miniatures set up in the turbolifts. If a character remains in the turbolift until the end of his turn, he can move to another turbolift (see below).
Turbolift Movement: Any character can move from one turbolift to another, as follows:
- The character must end the round in a turbolift.
- At the end of the round, the player announces if the character is moving to a new lift or staying in place. If multiple characters are moving, the player announces in order of initiative for the current round.
- After the round ends, but before rolling initiative for the next round, the player moves the character(s) to the desired turbolifts. All characters starting in a lift must move to the same lift; they can't split up to different destinations.
- If a character's desired turbolift is blocked by a non-moving lift, he can choose another destination or stay in place.
- Turbolift doors operate as normal doors. Therefore, if any character is adjacent to a turbolift door at the beginning of the round, the door is open. However, characters need not move away from the door to close it for turbolift movement.
- If the Ugnaught Demolitionist destroys a turbolift door, the door is stuck open, and the turbolift can't be used for movement.
- Characters starting the round in a turbolift can move normally.
Coming Up Next: Part 3
If the Dark Side player wins this scenario, the bounty hunters capture Praaelon and drag him back to Administrator Lenc, bringing "Unfinished Business" to an early conclusion.
If the Light Side player wins, Praaelon escapes from the bounty hunters and goes after Lenc in Part 3 of "Unfinished Business." Look for it on this Web site very 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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