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Stealing the Shuttle

A Scenario for Star Wars Miniatures


In our first Ultimate Missions: Rebel Storm preview, we introduced the Death Star Infiltration scenario. Using similar rules, we present an alternate scenario. The Rebels aren't trying to infiltrate the Death Star this time -- they're trying to gain a crucial advantage against the Death Star II.

Upon learning of the existence of the second Death Star, the Rebels knew they had to act quickly before its completion. Spies discovered that the incomplete space station was protected by a powerful force field that would repel even the most intense bombardment. Ships could not pass through the field at all, thus denying them the tactic that proved so successful in the destruction of the first Death Star.

The generals gathered to discuss the few options they had left. Intelligence reports indicated that the force field originated from a facility located on the forest moon of Endor, directly underneath the new Death Star. Combat models revealed that a direct assault on the facility would result in absolute failure, as the space station above would provide immediate and overwhelming reinforcements. Eventually, the only option that held promise was a covert infiltration into the shield generator station, sabotaging it from the inside. The biggest problem, however, was how to insert the team onto Endor without being spotted.

The solution came from new information about a "relatively" unguarded Imperial space station on the outskirts of their territory. A newly commissioned general of the Rebellion, Crix Madine, proposed a bold plan. He would personally lead a team of crack commandos, along with a skilled pilot, into the base to steal an Imperial shuttle. Spies indicated that the base was inefficiently administrated and that they were slow in updating security measures. There was an excellent chance that the shuttles still contained vital codes that would allow a pilot to slip past the defenses at Endor. It was a dangerous, calculated risk, but Crix Madine felt certain that he could lead his commandos to victory.

Once the plan received the approval of the Rebel Command, the team set off in a Corellian YT-1300 transport, with the assistance of a freelance smuggler who provided aid for the alliance. The ship successfully docked with the space station and the team slipped into the bay, looking for their target. Their transport narrowly escaped destruction from a surprising number of TIE fighters. The commandos found the perfect target -- an older model Lambda-class shuttle. Although stormtroopers patrolled the shuttle bay, the commandos knew they had little time and stealthily approached their target, willing to sacrifice themselves for the good of the Rebellion.

Rebel Setup

The Rebel force consists of a Rebel Officer (Crix Madine), four Rebel Commandos, and two Rebel Pilots. If the Rebel player chooses not to use the suggested forces listed below, he can build an 89 or 90-point force of his own, but it must include a Rebel Officer.

The Rebel player can set up his characters in either of the narrow corridors on the east edge of the map, but can start no farther than the edge of the doors of the Security Sector.

Rebel Officer (Crix Madine) 13
4 Rebel Commandos 56
2 Rebel Pilots 20
89

Rebel Victory Conditions

The Rebel player wins by accomplishing the following goal.

Steal Shuttle Tydirium: Capturing an Imperial shuttle is crucial for the Rebels to succeed in their infiltration of the power generator on Endor. The commandos fight to the death to achieve their mission. The Rebel player wins the scenario if one or both of the Rebel Pilots spend at least two rounds inside the Imperial shuttle. The door to the shuttle is the full square immediately in front of the shuttle (marked on the map below with a green square), and the door opens at the beginning of the scenario. If an Imperial character wants to attack a Rebel character inside the shuttle, he must move in front of the door and cannot go inside, attacking from a minimum distance of two squares away.

Imperial Setup

The Imperial force consists of a Stormtrooper Officer, two Heavy Stormtroopers, two Elite Stormtroopers, and six Stormtroopers. If the Imperial player chooses not to use the suggested forces listed below, she can build a 90-point force of her own, but it must include one Stormtrooper Officer.

The Imperial player must set up the Hangar Squad anywhere on the elevator platform in the Hangar Bay. The Control Room squad must be set up anywhere in the Flight Control Center. The Patrol Squad must be set up in the north-south corridor that runs alongside the Flight Control Center and Hangar Bay, in the spaces indicated on the map below.

Hangar Bay Squad:
Elite Stormtrooper 11
Heavy Stormtrooper 12
2 Stormtroopers 10
Control Center Squad:
Stormtrooper Officer 14
2 Stormtroopers 10
Patrol Squad:
Elite Stormtrooper 11
Heavy Stormtrooper 12
2 Stormtroopers 10
90

Imperial Victory Conditions

The Imperial player wins by accomplishing the following goals:

Capture Crix Madine: Despite their arrogance and powerful intelligence network, the Empire still lacks crucial information. Capturing a Rebel Officer would be a tremendous boon to their efforts in eliminating the Rebel Alliance once and for all. It would be only a matter of time before they could torture the captured general and obtain the Rebels' plot, thus rendering the entire mission pointless. If the Imperial player defeats the Rebel Commandos and the Rebel Pilots, but doesn't defeat the Rebel Officer (Crix Madine), the Imperial player still wins the scenario.

Neutralize the Rebel Pilots: The Rebels' mission is to capture a Lambda-class shuttle and fly it safely away from the space station. If the pilots are killed, the remaining Rebels do not possess the skills necessary to fly the shuttle past the armada of TIE fighters patrolling outside. If the Imperial player manages to kill both the Rebel Pilots, the Imperial player wins the scenario.

Special Scenario Rules

The follow special rules are in effect for this mission:

Imperial Shuttle: The shuttle in the Hangar Bay provides cover. Characters may not move through spaces completely filled by the shuttle (though they may move through spaces only partially filled by the shuttle). The exception to this rule is the square immediately in front of the shuttle (marked green), where the Rebels can get inside in order to pilot it out of the space station. Imperial characters never go inside the shuttle.

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).

Halt!: If a Rebel character ends his movement in line of sight of an Imperial character no more than 6 squares away, the Imperial character may raise the alarm. (See below).

Hidden Movement: The Rebel player can use Hidden Movement for all his characters.

We're Under Attack!: If a Rebel character attacks an Imperial character, and the Imperial character survives until his next activation, he can raise the alarm. (See below).

Imperial Reinforcements: Once the alarm has been raised, the Imperial player may begin bringing in reinforcements. If the Imperial player's initiative roll is 1-8, place 1 additional Stormtrooper at the southern end of the main corridor (by the Maintenance Station). If the Imperial's initiative roll is 9-16, place 1 additional Stormtrooper on the Imperial symbol in the center of the eastern edge of the battle grid. If the Imperial's initiative roll is 17-20, no reinforcements arrive this turn. These reinforcements are placed on the battle gird immediately before the Imperial player's first activation of the round.

Campaign Play

If you are playing this mission as part of the Ultimate Missions: Rebel Storm campaign, both the Imperial and Rebel players have 100 points available from their pool of forces. Each player gets 1 Victory Point for winning the scenario (by fulfilling the Victory Conditions).

Rules Notes

Hidden Movement: In certain missions, characters can employ hidden movement to avoid detection by enemy troops—and thus avoid being attacked. Players must declare if a character is using hidden movement when they activate that character; a character need not use hidden movement every round, though. A character using hidden movement has its movement reduced by half (from 6 to 3, in most cases).

To simulate hidden movement on the battle grid, the player controlling the character should replace the miniature with two face-down counters, and secretly note which of the two is the real character; the other is a decoy. (For example, use a damage counter to represent the character, and a Force counter to represent the decoy.) The player controlling the character then moves both counters during the same activation. Characters that occupy more than 1 square cannot use hidden movement.

The opposing player can flip over one of these counters if he has a character within 6 squares of the counter, and has line of sight to the counter. If the counter represents the actual character, replace it with the character’s miniature, and remove the decoy counter from the battle grid. If the counter represents the decoy, immediately move the decoy counter to the same location as the character’s counter. When the player next activates that character, he can once again move the two counters at the same time.

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