(I meant to post this ages ago, but it would appear that I procrastinated. I'm posting it now, though!)
Just as a warning, the fomatting is probably going to be bad. If you want, you can download the Microsoft Word document
here.
IntroductionTwo years after the end of the Jedi Civil War and Revan’s departure, the galaxy is still suffering the effects of the Jedi Civil War. The Republic is fragmenting, and the galaxy is on the edge of lawlessness. Additionally, a mysterious triumvirate of new Sith lords has arisen, leading what remains of Darth Revan’s followers and striking at the Jedi Order from military bases left behind by Darth Revan’s failed Sith Empire.
This new group of Sith is still working on establishing a foothold in the galaxy. To further their goal of destroying the Jedi Order, this new Sith Order has dispatched a squadron of Sith troops to reclaim an damaged Sith base, abandoned in the final years of the Jedi Civil War.
Unfortunately for the Sith, a medley pirates and other scum have moved in. Even worse, these characters have fortified the base with proximity mines in case of an attack. Led by the pirate Ellaih Sunspot, these “fringers” are not going to leave the base willingly.
This scenario features miniatures from the Knights of the Old Republic, Champions of the Force, and Bounty Hunters sets. It uses the Ravaged Base map from the Attack on Endor expansion set.
Map Layout and SuchScenario InstructionsSith SetupThe Sith squad has a total cost of 109 points. The Sith player may create his own 110-point squad instead, but only Sith faction characters may be used. No Unique characters or characters with Force ratings are allowed. No character may cost more than 25 points.
The Sith player sets up second. The Sith player may set up his characters in the two rightmost columns on the map.
Suggested Sith Squad
20 Sith Trooper Captain
39 Elite Sith Trooper (3)
10 Sith Operative
40 Sith Trooper (5)
109 Total Points
Sith Victory ConditionsThe Sith player win by defeating all of the Fringe units.
Fringe SetupThe Fringe squad has a total cost of 109 points. The Fringe player may create her own 110-point squad instead, but only Fringe faction characters may be used. Only one Unique character may be used (to represent Ellaih Sunspot). No character may cost more than 25 points. Up to 6 Frag mines, 3 Cryoban mines, and 3 decoy mines may be used. See the special scenario rule “Mines” below for the cost of the mines.
The Fringe player sets up first. Fringe units may be set up in any room in the base that does not directly open into the outside. They may not set up in corridors, outside the base, the Command Center, or the Barracks. The Fringe units must start in a minimum of three rooms, with no more than one third of their total units in a single room. Ellaih Sunspot must start in the Commander’s Office. (This counts towards the minimum room total.) Units may not start adjacent to a door. Mines may be placed in the outlined area (the area does not include the Security Station or the Armory).
Suggested Fringe Squad:
22 Rodian Hunt Master (Ellaih Sunspot)
13 Weequay Leader
22 Tusken Raider Scout (2)
20 Corellain Pirate (2)
21 Aqualish Assassin (3)
5 Human Blaster-for-Hire
3 Cryoban Mines (3)
3 Frag Mines (6)
0 Decoy Mines (3)
109 Total Points
Fringe Victory ConditionsThe Fringe player wins by defeating all of the Sith units.
Special Scenario RulesMines: Mines are effective defenses against attackers and are widely used in the Knights of the Old Republic era. Mines are placed before play begins. Use an unused damage or Force counter to represent each mine. The number on the counter represents the type of mine. Place each one facedown at a grid intersection, which represents the center of the mine’s blast radius (1 square, covering the 4 squares touching the grid intersection). Their blast radii may overlap. Only the Fringe faction may use mines in this scenario.
When an enemy unit enters a square within a mine’s blast radius, all units within the blast radius must immediately make a save 11 or suffer the effects of the mine, as noted below. Note that friendly units do not set off their own mines, though they do suffer the effects if in the blast radius when detonated by an enemy unit. Mines may be targeted by grenades, but not by other abilities, attacks, or Force Powers. When using a grenade to detonate a mine, the mine rolls a save just like any other target. If it succeeds, the mine remains intact. Similarly, mines with overlapping blast radii may be triggered by the detonation of an adjacent mine (save 11 prevents detonation). The effects of a detonated mine do not travel through walls. Once a mine is detonated by any means, it is removed from play.
Frag Mine: Cost 0.5 points per mine (round up in squad building), damage 10. Represented by a Force 1 counter.
Cryoban Mine: Cost 1 point per mine, immediately immobilized target for the remainder of its turn and the following turn. The target may still use its commander effect abilities, Force Powers, and attacks so long as they do not involve movement. Represented by a Force 5 counter.
Decoy Mine: Cost is special, damage 0. The player gains one decoy mine for every three mines used in the scenario. Decoy mines are placed like real mines, but they inflict no damage. Remove Decoy mines from play once an enemy unit enters the blast radius or destroys it. Represented by a Damage 50 counter.
Alternate Mine Rules: Instead of placing mines on the map, mark their location on a copy of the scenario map. If an enemy unit enters a mine’s blast radius, it detonates normally. Additionally, each time an enemy unit stops moving, roll a die. If they roll higher than 11, they detect mines whose blast radii are adjacent to their current location. Place a counter on the map to reveal the mine’s location, but do not reveal the type of mine until it is detonated.
Weapon Lockers: Weapon lockers can improve a character’s combat capabilities or grant special abilities. A character that ends its movement in a square that includes a weapon locker may roll on the table below to determine what weaponry or ammunition is available.
d20 Weapon Locker Ability
1—4 Character gains Grenades 10 ability
6—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 Heal 10 ability
16—17 Character gains Shields 1 ability
18—19 Character deals critical hits on a 19 or 20 (instead of only 20)
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 recorded; 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. Only Sith characters may open weapons lockers, though any character may pick up the item once the locker has been opened. Each locker only holds one item.
On the Ravaged Base map, weapons lockers can be found in the armory.
Special ModificationsFirst Phase Activations: If both players agree, this scenario may be played with the following modification: only one character is activated in the first phase of each round.