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From its earliest days, Tatooine has attracted more than its share of dubious schemers. Profitless miners, foolish criminals, witless dreamers and many others mark tales of failure time and time again. No one gets rich on Tatooine (except Jabba the Hutt, of course).
But repeated failures don't deter some people. Recently, a group of misguided farmers brought a Reek to Tatooine, hoping to develop a new market for the animals as beasts of burden. The plan was a disaster from the start. The Reek has been unexpectedly difficult to train, and injured many farmers in the process. After weeks of work, the farmers have barely begun to exert the control they require over the beast.
Now, things are taking a big turn for the worse. Some local Tusken Raiders saw the massive creature at the farm. Already used to riding enormous Banthas, the Sand People sent out a raiding party to capture the Reek for use as a new, more powerful mount.
Things may not go any better for them...
This scenario depicts a Tusken Raider attack on an outlying Tatooine farm. Hoping to make off with the large Reek, the Raiders spring their attack in broad daylight while the farmers are attempting to guide the beast back to its stall. The Reek has ideas of its own.
This scenario uses miniatures from the Rebel Storm, Clone Strike and Universe sets. You will also need the blank map and terrain tiles from the Rebel Storm Starter Set, as arranged on the map. This represents the farm and its associated structures.
Farmer Setup
The Farmer force consists of a number of Fringe minis totaling 51 points. If the Farmer player chooses not to use this suggested force, he may create a 51-point force of his own. The force must consist only of medium sized, non-Unique Fringe characters from any set.
The Farmers set up with one character in each of the individual starting squares around the Reek and one inside the Detention Block tile. The remaining Farmers start in Area A.

| Ishi Tib Scout |
14 |
| Rodian Mercenary |
9 |
| Klatooinian Enforcer |
7 |
| Quarren Raider |
13 |
| 2 Gran Raiders |
8 |
| TOTAL |
51 |
Farmer Victory Conditions
The Farmer player wins by defeating all of the Tusken Raiders.
Tusken Raider Setup
The Tusken Raider force consists solely of Tusken Raiders and a Tusken on Bantha, totaling 50 points. There are no real options for using other minis, since only two types of Tusken Raiders are available.
The Tusken Raiders set up in Areas B and C. Half of the total number of minis must be placed in each area. The Tusken on Bantha starts in Area B.

| 7 Tusken Raiders |
28 |
| Tusken on Bantha |
22 |
| TOTAL |
50 |

Tusken Raider Victory Conditions
The Tusken Raider player wins by defeating the Farmers or by escaping with the Reek off either end of the map (short side). See Special Scenario Rules below.
Reek Setup
Place the Reek in Area D. The Reek begins under the Farmers' control, but at various times may act on its own or be controlled by the Tusken Raiders. Although a force of its own, it does not require a third player, as its actions are somewhat predetermined. See Special Scenario Rules below.
If the Reek is not available, another Huge creature with the Savage ability may be used instead. Increase or decrease the Farmer and Tusken Raider cost point totals to match the new creature's cost.
Reek Victory Conditions
The Reek wins if all of the Tusken Raiders and Farmers are defeated. See Special Scenario Rules below.
Special Scenario Rules
Rampaging Reek: Controlling the minimally trained Reek is tough enough. Trying to control it with a bunch of maniacal Tusken Raiders bashing everyone in sight is extremely challenging. The Reek tends to get upset. A lot.
At the beginning of the game, one Farmer is designated as the Reek's controller. A large chain attached to the Reek provides for a very limited control method. The controller and the Reek must be activated in the same phase, in any order. The controller must remain within four squares of the Reek or the beast gets free (in which case, see below). If the controller is defeated at any time, the Reek is freed. The controller's maximum move is halved (typically a maximum of 6, or 3 when performing an action) but he may perform attacks at a –4 penalty. Special abilities are also allowed.
Using the Reek: Each time the Reek is activated (not the controller), make one die roll and add half of the controller's attack bonus (round up, minimum of 1). If the roll is 11 or higher, the controller succeeds in commanding the Reek. However, the attacking Tusken Raiders agitate the Reek, so once it has line of sight to anyone involved in an attack (even if one character involved cannot be seen), the roll must be 18 or higher. If the roll succeeds, the Reek still may not entirely cooperate. The player must describe the desired action, then roll another d20 and consult the table below:
1–5 - Reek moves three squares in the opposite direction of that desired. If this results in the Reek being more than four squares from the controller, the controller is dragged by the chain in the same direction as the Reek so that he ends four squares away. The controller may not let go at this time. Anyone in the way of the Reek may save for 11 to move to the closest clear square out of the Reek's path. If the save is failed, they are trampled and take 30 points of damage. If the Reek ends its movement on their square, they are defeated. The Reek does not attack.
6–15 - Reek moves as desired, up to a maximum of six squares. The Reek may attack as directed by the controller's player.
16–20 - The stubborn Reek doesn't move and won't attack.
If the controller's roll fails, the Reek breaks free. At this point, the beast is no longer under player control and the controller reverts to being a normal character. The Reek disregards the player's command and moves to attack the controller. If there is a character adjacent to the Reek, the beast attacks him instead. If there is more than one adjacent character, the Reek selects its target in the following order: controller (if adjacent), controller's faction/ally, opponent's faction. If more than one character from a given player is adjacent, determine randomly. If the Reek cannot reach its target for some reason, it attacks the next closest target per its Savage ability.
The Reek always makes attacks of opportunity against enemy characters. Enemy characters are those not of the controller's side. When free, the Reek may attack either side.
Once out of control, the Reek uses its Savage ability to determine targets. If more than one target qualifies, determine randomly. If none can be seen, the Reek doesn't move. The Reek does not roll initiative and is the last character to be activated (after all characters of both players).
To regain or take control of the Reek, a character must stand adjacent to it. The Reek must not have been activated yet in the round. The character must use an action (replaces attacks) to attempt to gain control. Roll a d20 and use the same numbers as when attempting to control the Reek, above. If successful, the character instantly gains control and may activate the Reek in the same phase, per Using the Reek, above. If the roll fails, the Reek attacks the would-be controller.
A controller may willingly release the Reek. In this case, it will not activate until the end of the round (if not already activated). If the Reek was activated in the first activation phase and the controller releases it in the second activation phase, the controller is still subject to the penalty of controlling the reek.
Don't Shoot! Don't Shoot!: Both sides value the Reek enough that they are unwilling to injure the monster, even if it gets free. Therefore, the Reek is not considered the closest target when determining legal targets. Of course, it still counts as cover to other characters. Damage caused by weapons with areas of effect (such as grenades) still injure the Reek. If it somehow takes enough damage to defeat it, both sides finish the skirmish to determine a winner.
Back to the Barn: In an effort to deny the Raiders their target, the Farmers may attempt to guide the Reek into the barn (Detention Block). If they are successful in moving the Reek into the 3x3 room of the Detention Block, the beast is caged. However, either side may release it by opening the cage door and taking control of the beast. The outer door operates as a normal door. The inner (cage) door operates like a normal door, except that the Reek cannot open the door and a character must declare if they are opening the door when stopping adjacent to it. The Reek will not activate until the character attempts to take control.
Escaping with the Reek: The Tusken Raiders escape with the Reek if they guide the beast off of either (short) end of the map while it is under their control.
Capture Required (Optional Rule): If agreed by both players, the scenario doesn't end until one player has been defeated and the surviving characters have regained control of the Reek anywhere on the board. Using this rule increases the likelihood that the Reek will win.
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