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Kyle Katarn's Tale, Mission 2

Mission 2: Destiny on Danuta


In this article, we continue a series of connected scenarios for the Star Wars Miniatures Game. To play these scenarios, you must 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 incidents from Kyle Katarn's journey from Imperial cadet to Rebel roughneck to Jedi Knight poised between the light and dark sides of the Force, a wrenching personal drama that played out against the backdrop of the Galactic Civil War and its aftermath. In Mission 1, Kyle led stormtroopers on a raid on a Rebel comm center on asteroid AX-456. Now, Mission 2 finds him infiltrating an Imperial research station to steal schematics for the Death Star.

Mission 2: Destiny on Danuta

After discovering the Empire killed his father and blamed the death on the Rebellion, Kyle Katarn defected to the Rebels and was immediately thrown into the cauldron of the Galactic Civil War. His first mission: infiltrate an Imperial research station on Danuta and steal partial schematics for the Empire's new battle station, the Death Star.

There was at least one complication: Meck Odom, an Imperial special-forces operative who'd been Kyle's best friend on Carida, had been assigned to the Danuta facility. In a clandestine meeting on Danuta, Kyle convinced Odom to help the Alliance. That removed a moral dilemma for the Rebel operative, but did nothing to change the fact that a facility full of troops awaited him.

"Destiny on Danuta" recreates Kyle's hunt for the Death Star plans in the Danuta facility -- a scenario veteran videogamers will remember as the first level of the Dark Forces game, and may find has the same feel. Use the Cloud City map from Ultimate Missions: Rebel Storm to represent the Danuta facility. The map is considered "fixed," so units may not leave the edges, and the Turbolifts are for arrivals only (see Special Scenario Rules below).

Rebel Setup

The Rebel force consists entirely of Kyle Katarn. Kyle begins in the middle of the leftmost maintenance tunnel, as indicated on the map.

Kyle Katarn (Han Solo) 28
Total 28

Rebel Victory Conditions

The Rebel player wins by accomplishing the following goal.

Get the Plans: The Rebel player must escape on the Moldy Crow with the Death Star plans.

Imperial Setup

The Imperial force consists of four squads of stormtroopers and Imperial officers, totaling 79 points, with a further 39 points of characters as reinforcements, for a total of 118 points. If the Imperial player chooses not to use the suggested forces listed below, he can build a 118-point force of his own.

The Imperial player must set up the four squads in the rooms indicated.

Control Room Squad:
3 Junior Officers (Bespin Guard) 15
Office Suite Squad:
1 Imperial Officer 14
4 Stormtroopers 20
Security Station Squad:
4 Stormtroopers 20
Visitor's Center Squad:
2 Junior Officers (Bespin Guard) 10
Reinforcements 1:
2 Stormtroopers 10
Reinforcements 2:
2 Stormtroopers 10
Reinforcements 3:
1 Stormtrooper Officer 14
1 Stormtroopers 5
Total 118

Imperial Victory Conditions

The Imperial player wins by accomplishing the following goal:

Everything's Under Control, Situation Normal: If Kyle is defeated, the Imperial player wins the scenario.

Special Scenario Rules

The following special rules are in effect for this mission:

Medpacs: Kyle begins the scenario with four medpacs. Six others are located at various spots on the map. Only Kyle may use these medpacs; they are not available to Imperial characters. (See Ultimate Missions: Rebel Storm, page 82.)

Weapons Lockers: Three weapons lockers are located at various spots on the map. Only Kyle may use these weapons lockers; they are not available to Imperial characters. If Kyle starts and ends a round adjacent to a Weapons Locker, he can roll on the Weapons Locker table. (See Ultimate Missions: Rebel Storm, page 86.)

Hidden Movement: Kyle may use Hidden Movement. (See Ultimate Missions: Rebel Storm, page 82.)

Hold Your Positions: The Imperial characters must remain in their starting positions until the alarm has been raised (though they are free to move around inside their designated setup areas). Until the alarm is raised, doors do not open if an Imperial unit ends its turn adjacent to one. The Visitor's Center Squad must maintain its starting position even after the alarm is raised.

Exception: The squad in the Office Suite may leave its starting area, moving and opening doors normally, if it has line of sight to Kyle through the suite's windows. (For rules about windows, see Ultimate Missions: Rebel Storm, page 86.)

Find the Red Key: The Imperial player must designate one of his starting units in any squad except the Visitor's Center Squad as holding the red key required to open the doors to the Visitor's Center. If the unit holding the red key is defeated, that unit is removed and replaced by the damaged R5 unit tile to indicate the red key's position. After that occurs, Kyle or any Imperial character may pick up the red key simply by moving over it (picking up the key does not count as an attack). If Kyle has line of sight to an Imperial character who picks up the red key, the Imperial player must continue to display the R5 tile afterwards. If Kyle does not have line of sight when an Imperial character picks up the red key, the Imperial player may designate any adjacent character as its new holder (with an option to not transfer the key). If this happens, Kyle must defeat the character holding the key to reveal its position as before. The red key may not otherwise be dropped or transferred.

Red Alert!: Once Kyle exits a room carrying the red key, the alarm is automatically raised. (Note that Kyle may leave the red key where it was dropped and not set off the alarm.) Once the alarm sounds, all Imperial units (with the exception of those in the Visitor's Center) may open doors normally, and reinforcements begin arriving.

Imperial Reinforcements: Reinforcements begin arriving after the alarm sounds. On the next round, if the Imperial initiative roll is an odd number, place the first wave of reinforcements listed above in the northwest turbolift. If the Imperial initiative roll is an even number, place the first wave of reinforcements listed above in the southwest turbolift. Further reinforcements arrive on subsequent rounds as above until all reinforcements have entered the map.

Locked!: Kyle may open the doors to the Visitor's Center only if he is carrying the red key. Note the rules for critical hits and pits!

Find the Death Star Plans: The Imperial player must designate one of his starting units in the Visitor's Center Squad as holding the datacard containing the Death Star plans. If the unit holding the datacard is defeated, that unit is removed and the damaged R5 unit tile is placed where the character was removed from the map to indicate the datacard's position. After that occurs, Kyle or any Imperial character may pick up the datacard simply by moving over it. If Kyle has line of sight to an Imperial character who picks up the datacard, the Imperial player must continue to display the R5 tile afterwards. If Kyle does not have line of sight when an Imperial character picks up the datacard, the Imperial player may designate any adjacent character as its new holder (with an option to not transfer the datacard). If this happens, Kyle must defeat the character holding the datacard to reveal its position as before. The datacard may not otherwise be dropped or transferred.

Summon the Moldy Crow: Once he has the Death Star plans, Kyle may summon Jan Ors to pick him up at any point. The Moldy Crow arrives 2 rounds after Kyle's summons and occupies the space indicated by the Imperial Shuttle, instantly defeating any Imperial character already in one of those spaces. (Until it arrives, these spaces should be considered empty, with characters allowed to move through them.)

The Crow's Beak: The Moldy Crow's laser cannons are controlled by Jan from the pilot's seat. Once the Crow lands, treat its front square as an E-Web blaster; Jan has +7 Attack with the Crow's weapons. (For rules about E-Web blasters, see Ultimate Missions: Rebel Storm, page 82.) The heavy blaster cannot be destroyed by Imperial fire.

Danuta

Planet Type: Terrestrial
Climate: Cold and dry
Terrain: Badlands, hills, plains
Atmosphere: Breathable
Gravity: Standard
Diameter: 18,450 km
Length of Day: 28 standard hours
Length of Year: 402 standard days
Sentient Species: Humans, Others
Languages: Basic
Population: 800,000
Species Mix: 90% Humans, 10% Other
Government: Imperial governorship
Major Exports: Minerals
Major Imports: Foodstuffs, technology
System/Star: Colavas

Planets Type Moons
The Belk Asteroid field 0
Danuta Barren 1
Colavas Gas giant 16
Colavas Minor Gas giant 8
Colavas Tertiary Gas giant 9
Sajun Frozen rock 1

At first glance, there's little to differentiate the dull brown planet of Danuta from millions of other Rimworlds -- it's a barren, thinly populated world of mines and hardscrabble farms. During the last days of the Old Republic, it was ruled by the Hutts; after the Empire wrested it from their grasp, it became a virtual client world of the Brodsport Mining Corp. and was otherwise notable only as a minor stopover on one of the many trade routes leading to Kessel. The distinction did little but mix a bit of larceny in with its base poverty.

Shortly before the Battle of Yavin, the Imperial garrison on the outskirts of Trid, Danuta's nominal capital, was dramatically expanded into a full-blown military reservation, home to a sprawling research facility like the one on Toprawa. Imperial Security Bureau spooks and dour scientists with Core World accents became occasional sights on Trid's dusty streets, raising more questions about just what was happening behind the reservation's razor-wire-tipped security fences. But the people of Trid knew better than to ask too many questions -- life under the Hutts had certainly taught them that.

A Rebel sympathizer tipped off the Alliance after spotting Master of Imperial Projects Bevel Lemelisk on Trid's streets. After the resulting Rebel raid, the research facility fell into disuse, manned by a skeleton crew of bored troops, and the spooks and scientists vanished from Trid. Not until after power once again changed hands on Coruscant did the Danutans learn their planet had been one of the research facilities where the dreaded Death Star took shape -- and where partial plans for the battle station were guarded. By then, Danuta was adapting to the novel experience of an economic boom, benefiting from the growing prominence of its neighbor Bimmisaari, the capital of Halla sector and a planet being wooed by New Republic politicians. When Bimmisaari elected to join the New Republic, Danuta and its neighbors went with it.

Regardless of the era, there's little to see on Danuta besides Brodsport's mines. Trid is a gritty prefab town where dust blown off the tops of the badlands is an inescapable fact of life, and those who still can dream of being somewhere else.


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