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11/10/2005 Tusken Rustlers
10/20/2005 Vader's Pursuit
10/11/2005 Execute Order 66
09/29/2005 Repel Boarders, Part 2
09/22/2005 Repel Boarders, Part 1
06/02/2005 Hired Guns
05/26/2005 Light and Dark: Kyle Katarn's Tale, Mission 5
05/05/2005 Kyle Katarn's Tale, Mission 4
04/28/2005 Kyle Katarn's Tale, Mission 3
04/21/2005 Kyle Katarn's Tale, Mission 2
04/07/2005 Kyle Katarn's Tale, Mission 1
3/31/2005 Droidworks Assault, Part 3
3/17/2005 Droidworks Assault, Part 2
3/03/2005 Cantina Raid
3/03/2005 Two Jedi Walk Into a Bar
2/25/2005 Droidworks Assault, Part 1
2/10/2005 Into the Garbage Chute, Flyboy
2/03/2005 Maul Madness
1/27/2005 The Hunt Within
1/27/2005 Father's Heir
1/13/2005 Who Shoots First?
1/07/2005 The Hunt Within
12/23/2004 Talnar's Tatooine Traitor
12/09/2004 The Hunt Within
12/02/2004 The Hunt Within
11/23/2004 Mini-Mimban
11/22/2004 Han Solo vs. the Death Star
11/11/2004 Raiding Sunfire Outpost
11/03/2004 Stealing the Shuttle
10/08/2004 Sore Loser's Revenge
10/01/2004 The Theft of Vader's Helmet
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Hired Guns


For many months, a dangerous band of thieves and thugs known as the Blackstar Raiders have plundered dozens of backwater settlements in many Outer Rim systems. Known to hit weak and poorly defended targets, the Raiders are widely feared. Now they are widely targeted.

Not satisfied to sit back and wait for the Raiders to attack, Medara's Outpost has hired a small group of mercenaries to eliminate the Raiders. The Mercs have spread rumors of a lightly defended but packed series of warehouses and depots at the Outpost and now await an attack.

However, the Raiders have proven more cunning than expected. Rather than risk a frontal assault, the Raiders slipped a small force into the warehouse district, following a spy to locate the goods. They intend to grab the items, dash to a nearby landing platform, and signal a hidden ship for a quick pickup.

The Raider's spy has successfully located the correct depot. Unfortunately, in doing so, he has also just revealed himself to one of the Mercenary guards . . .

Use the Coruscant map from Ultimate Missions: Clone Strike, along with several single square tiles (representing components) placed face down as indicated below. The Nightclub serves as the Depot for this mission, with the tables and other furniture representing stacks of crates and goods. These areas are still regarded as low objects.

Raider Setup

The Raider force consists of Fringers totaling 64 points. If the Raider player chooses not to use the forces suggested below, he may build his own squad totaling 64 points. However, the Raider force is restricted to using Clone Strike Fringers with Raider, Spy, or Scout in their titles.

The Raider force sets up inside the Area A turbolift (in either square adjacent to the turbolift door).

Aqualish Spy

Area A: 1 Aqualish Spy

1 Aqualish Spy 11
1 Quarren Raider 13
3 Gran Raiders 12
2 Ishi Tib Scouts 28
Total 64

Raider Victory Conditions

The Raider player wins by achieving either of the following goals:

Successful Raid: The Raiders want to escape with a variety of expensive components and items. If they manage to move all four component tiles to the landing platform (Area F), they win immediately.

Defeat the Mercs: The Raiders win if they defeat all of the Mercenaries.

Mercenary Setup

The Mercenary forces consist of Fringers totaling 63 points. If the Mercenary player chooses not to use the forces suggested below, he may build his own force totaling up to 63 points. However, the Mercenary force is restricted to using Clone Strike Fringers with Mercenary, Commando, Soldier, or Enforcer in their titles.

The Mercenaries setup in Area C:

Klatooinian Enforcer

Area C: 1 Klatooinian Enforcer

1 Klatooinian Enforcer 7
2 Weequay Mercenaries 10
2 Rodian Mercenaries 18
2 Wookiee Commandos 18
2 Nikto Soldiers 10
Total 63

Mercenary Victory Conditions

The Mercenary player wins by achieving the following goal:

Defeat the Raiders: The Mercenary player wins by defeating all of the Raiders.

Special Scenario Rules

Sound the Alarm: At the start of the game, a turbolift door has just opened to reveal the Aqualish Spy to the Klatooinian Enforcer.

The Klatooinian Enforcer may call in the Mercenaries by successfully reaching the chair icon in the Security Station (adjacent to the landing platform) or by defeating the Aqualish Spy. The Mercenaries then arrive at the beginning of the following round at Areas D and E. Half of the force arrives at each area. The Raiders then arrive 1 round later in the turbolifts (Areas A and B as below). This gives the Mercenaries 1 round to advance and take up positions around the depot (nightclub).

If the Aqualish Spy defeats the Klatooinian before he can sound the alarm, the Raider forces arrive in the two turbolifts (Areas A and B) at the beginning of the following round. Place half of the force in each lift. The Mercenaries arrive 1 round later, at Areas D and E as above, thus giving the Raiders 1 round to gather parts and perhaps head for the landing platform.

If the number of Raiders exceeds the number of squares in the lifts (if you're using a different squad than suggested), the extras don't arrive until 1 round after one of the turbolifts is completely empty. They then may be placed in the empty lift. Likewise, if the number of Mercenaries exceeds their starting areas, they must wait until the next round to be placed on the map, after those areas are clear.

The Components and the Platform: Each face-down tile represents a component of a weapon, droid, computer or other item desired by the Raiders. Characters may pick up components by ending their turn in the same square, and may drop them the same way. Components are also dropped if the unit carrying them is defeated. Characters may carry only one tile at a time. If the Raiders manage to place all four components in separate squares on the landing platform (Area F), they win the scenario. Only a Raider may pick up a component from its starting location, but any unit from either side may pick up a component dropped by a defeated Raider. Raiders may return to gather more components after they drop one on the platform.

Suggested Substitutions and Alternate Setups

The opening confrontation between the Aqualish Spy and the overmatched Klatooinian Enforcer is intentionally set up to encourage a chase to the Security Station. If you don't have one of those miniatures or just want to see what happens with different units, try one of the alternates below:

Aqualish Spy vs. Rodian Mercenary: If used, ignore the Rodian's "Mercenary" special ability until the Rodian reaches the Security Station.

Aqualish Spy vs. Wookiee Commando: Difficult for the Raider, as the Wookiee can survive a lot of hits either running to the Security Station or standing and fighting with the Spy.

Klatooinian Enforcer vs. Quarren Raider: Both of the Raider's special abilities make it tough for the Enforcer to escape.

Klatooinian Enforcer vs. Ishi Tib Scout: The Scout's Double Attack ability makes it more likely to defeat the Enforcer.

Rodian Mercenary vs. Ishi Tib Scout: A matchup similar in difficulty to the original setup. Ignore the Rodian's "Mercenary" special ability until the Rodian reaches the Security Station.

Wookiee Commando vs. Ishi Tib Scout: Potentially a tough toe-to-toe skirmish if the Wookiee advances on the Scout.


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