 Lonely desert outposts are dangerous places to live on Tatooine. The threat of a Tusken Raider attack is ever present, and help is never close at hand. Even the powerful Empire cannot fully deter attackers in these remote places.
Sunfire Outpost is a remote Tatooine settlement, sitting at the desert's ragged edge between vast sand dunes and a few isolated rocky outcroppings. It could be in almost any forgotten corner of the planet's endless deserts. The outpost often sits empty and abandoned, serving only as place of temporary refuge to travelers or the site of illicit dealings for those who really don't want to be seen.
At the moment, a small stormtrooper unit is using Sunfire Outpost as a base of operations for an extended patrol. They hoped to catch a few criminals, and maybe a few Rebels, in their sweep of the area. What they have discovered is that there is a reason Sunfire Outpost lies abandoned: Tusken Raiders.
Regular visitors to Sunfire Outpost know to keep their stays very short and very quiet. The local Sand People keep an eye on the place and do not hesitate to attack any who might be seen or linger too long. The Imperials have failed on both accounts.
The stormtroopers have sealed up most of the dilapidated small buildings that make up the outpost. One of the more serviceable structures has been turned into a makeshift armory. Another building serves as a barracks, even though it has a gaping hole in its side.
All of this activity has infuriated the Tusken Raiders. They are out to destroy the intruders and take whatever they can find. The Raiders attack as the Imperials return from a regular patrol.
This scenario uses the blank side of the Starter Set Map. Use terrain tiles as indicated in the map to create the layout of Sunfire Outpost. Position the terrain tiles face up or face down per the map and selected alternate tiles.
Fringer Setup The Fringer force consists solely of Tusken Raiders. The Raiders' fierce hatred of others does not allow them to ally with other races or droids. If the Fringer player does not wish to use the suggested force, see "Alternate Raids" below.
The Tusken Raiders set up in the area indicated on the map (in red).
| Tusken Raiders (12) |
48 |
|
48 |
Fringer Victory Conditions
The Fringer player wins by accomplishing both of the following goals:
Raid the Armory: At least one Tusken Raider must enter the armory and acquire at least one item from the weapons lockers inside.
Defeat the Imperials: All Imperials must be defeated.
Imperial Setup The Imperial force consists of three Stormtroopers, one Heavy Stormtrooper, one Scout Trooper, and one Sandtrooper on Dewback, totaling 50 points.
If the Imperial player chooses not to use the suggested forces, he can build a 50-point force of his own. No unique characters may be used. No Snowtroopers of any type may be used.
The Imperial player sets up in the area indicated on the map (in blue).
| Stormtroopers (3) |
15 |
| Heavy Stormtrooper |
12 |
| Scout Trooper |
8 |
| Sandtrooper on Dewback |
15 |
|
50 |
Imperial Victory Conditions
The Imperial player wins by accomplishing the following goal:
Wipe them out. All of them.: The Imperials must defeat all of the Fringers.

Special Scenario Rules
The follow special rules are in effect for this mission:
The Armory: The armory is represented by the Turbolift Cluster terrain tile and placed as indicated on the map. Each turbolift represents an alcove that holds a Weapons Locker tile (use a Power Pack tile if available; otherwise, use a spare damage counter). There is a door at each end of the hallway (indicated on the map in light blue; mark these squares with spare tiles and treat as standard doors).
The Barracks: The Barracks is represented by the Detention Center tile. All doors are closed, but a gaping hole remains open at the side of the building (indicated on the map in white; treat as an open door). While the stormtroopers have stored some supplies here, there is nothing of value within the building for this scenario.
Tusken Raider Slugthrowers: Three Tusken Raiders have slugthrower rifles in lieu of their Melee Attack and Mighty Swing abilities. Each has 10 rounds of ammunition. The Raiders retain their Attack (+5) and Damage (10) for the slugthrowers.
Desert Terrain: All exterior spaces are considered desert terrain. The only interior spaces are those within the Armory and Barracks.
These desert terrain rules are from Ultimate Missions: Rebel Storm (pg. 89): Treat every square as though it were a low object (thus requiring double to move into it). Additionally, the blowing sand makes line of sight difficult. When a character makes an attack, the target may roll a die. If the result is 13 or more, the target is considered to have cover.
Weapons Lockers: One Weapons Locker is located in one of the back squares in each Armory alcove (for a total of six). Each locker may only be used once and may be used by either player. If a character with an item claimed from a weapons locker is defeated, the item is dropped at the player's last position. It may be picked up and used by any character ending their turn on the square. Use Power Pack tiles to indicate dropped weapons.
From Ultimate Missions: Rebel Storm (pg. 83): A weapon locker is represented by one square tile (usually a Power Pack tile, if one is available). A character in a square that includes a weapon locker may roll on the table below to determine what weaponry or ammunition is available.
| d20 |
Power Pack |
| 1–4 |
Character gains Grenades 10 ability. |
| 5–8 |
Character deals +10 damage with ranged attacks. |
| 9–11 |
Character gains Ion Gun ability. |
| 12–13 |
Character gains Mighty Swing +10 ability. |
| 14–15 |
Character gains Self-Destruct 10 ability. |
| 16–17 |
Character deals critical hits on a 19 or 20 (instead of only 20). |
| 18–19 |
Character deals triple damage on a critical hit (instead of double damage). |
| 20 |
Character deals critical hits on an 18, 19, or 20 (instead of only 20). |
A character in a square with a weapon locker can choose not to use the weapon or ammunition found in the weapon locker. However, the result of the weapon locker roll should be noted down; the character can transfer the item to an ally (this replaces the character's attack) or leave it behind for someone else to pick up.
Alternate Raids
Sunfire Outpost may be the battleground for any combination of the three factions. Alternative forces are presented below for non-Tusken Fringer forces as well as for Imperial versus Rebel or Rebel versus Fringer skirmishes. In most cases, the Victory Conditions for the attackers and defenders remain unchanged.
Unique Characters: Unique characters may be used in the Alternate Raids if both players agree to allow it.
Larger Raids: If you wish to have a larger battle, try the Alternate Raids with 100-point force totals.
Alternate Fringer Force: The Fringer player may build a 50-point force of his own, but it cannot contain any Tusken Raiders or Wampas. If playing against the standard Imperial force for the scenario, the player also may not use any unique characters. The Victory Conditions are unchanged.
Rebel Raid: The Rebels attack Sunfire Outpost, instead of the Tusken Raiders. The Victory Conditions are unchanged. The Rebel player may build a 50-point force of his own, but must exclude unique characters and all types of Hoth Troopers.
Imperial Attack: The Imperials attack Sunfire Outpost with either the Rebels or non-Tusken Fringers defending. The Rebel or Fringer player may build a 50-point force per the Alternate Fringer Force or Rebel Raid force listed above. The Imperial player may build a 50-point force per the standard Imperial Setup for this scenario.
The setup areas for this alternate scenario are swapped from the standard setup (in other words, the Imperials start where the Fringers normally would, and vice versa). The Hangar Bay terrain tile should be placed face up in the location indicated on the map. The Hangar Bay is simply a landing pad for this scenario, and therefore all spaces on the tile are considered exterior.
As the Imperials are attacking to simply destroy a Rebel or criminal outpost, the Imperial Victory Conditions remain the same. They only need to defeat all of the Rebels or Fringers and need not enter the armory unless they wish to. The Rebel and Fringer Victory Conditions are simply to defeat all Imperials.

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About the Author Sterling Hershey has been a full time architect and freelance game designer for over 10 years. Initially published in Polyhedron, he quickly moved on to work with West End Games on Star Wars The Roleplaying Game products. He authored Flashpoint! Brak Sector, "Rogue Elements" in The Kathol Rift and "Rodia" in the Shadows of the Empire Planets Guide. For Hideouts and Strongholds, he was both designer and cartographer. He also created the Nebulon-B deck plans for The Far Orbit Project. His work with Wizards of the Coast includes Talnar's Rescue and scenarios for Star Wars Miniatures. Sterling lives in the midwest with his wife, Mary.
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