Embedded clone operatives on Kashyyyk report that the Separatists have begun arriving en masse near the island city of Kachirho, and Wookiee tribes from all parts of the planet are rushing in for support. Trandoshan slavers, in league with the CIS, have kidnapped several Wookiee leaders in order to cow the formidable warriors into inaction as well as make a few credits off their enemies’ misery. It is up to the few Republic forces already on the planet to rectify the situation before the main fleet arrives.
“The Fur is Flying” is a 2-player scenario depicting a rescue attempt by a pod of elite clone commandos at a Separatist landing craft within a slaver‘s camp. This scenario uses the Endor Bunker map from the Attack on Endor scenario pack.
REPUBLIC SETUP
Alternate squads of up to 120 points total may be used. The Clone Squad may contain up to 80 points of non-unique characters, at least one of which must have the Door Gimmick, Override or Satchel Charge special ability. Up to 2 of these units may be Republic or Fringe Wookiees, and the remainder must have the Order 66 special ability. Only one character in this squad may be a commander. The Wookiee Captive Squad must contain exactly 2 Republic or Fringe Wookiee characters of no more than 40 points total.
The Clone Squad begins anywhere within a 4x4 square area touching the upper left corner of the map. The Wookiee Captive Squad is not placed on the map until later (see special scenario rules below).
| Characters | Set Name | Points |
| Clone Squad | ||
| Republic Commando Boss | Champions of the Force | 19 |
| Republic Commando Scorch | Champions of the Force | 16 |
| Republic Commando Sev | Champions of the Force | 16 |
| Republic Commando Fixer | Champions of the Force | 16 |
| Wookiee Scoundrel | Clone Wars | 11 |
| Wookiee Captive Squad | ||
| Wookiee Chieftain (Zaalbar) | Knights of the Old Republic | 29 |
| Wookiee Commando | Clone Strike | 9 |
| Point Total | 116 |
REPUBLIC VICTORY CONDITIONS
The Republic player wins by rescuing the Wookiee chieftain and destroying the lift within the landing craft.
SEPARATIST SETUP
The Landing Ship Squad may be replaced by an alternate squad of up to 120 points total. At least 1, but up to 3 characters in this squad must be Trandoshans, and the one with the most Hit Points holds the key (see special scenario rules below). The remainder of this squad must be made up of small or medium sized Separatist characters with the Droid special ability.
Each of the 4 battle droids in the Sentry Squad begins outside at a corner of the landing ship (bunker). The Landing Ship Squad is not placed on the map until later (see special scenario rules below).
| Characters | Set Name | Points |
| Sentry Squad | ||
| 4 Battle Droids | Clone Wars, Revenge of the Sith, Universe, Clone Wars | 16 |
| Landing Ship Squad | ||
| Trandoshan Slaver (Bossk) | Rebel Storm | 17 |
| 2 IG-100 Magnaguards | Clone Wars, Clone Wars Battle Pack | 32 |
| Heavy Super Battle Droid | Clone Wars | 14 |
| 2 Super Battle Droids | Clone Wars, Revenge of the Sith, Universe, Clone Wars | 20 |
| Battle Droid Officer | Clone Strike | 9 |
| 2 Trandoshan Mercenaries | Alliance and Empire or Legacy of the Force | 9 |
| 2 Battle Droids | Clone Wars, Revenge of the Sith, Universe, Clone Wars | 8 |
| Total | 134 |
SEPARATIST VICTORY CONDITIONS
The Separatist player wins by defeating the Wookiee chieftain, or by defeating all of the Republic forces before the Wookiee chieftain is rescued.
SPECIAL SCENARIO RULES
Sentries: These 4 battle droids follow a predetermined path, and will take no actions apart from moving until the Republic forces are detected (see ‘raising the alarm’ below). When they activate, roll 2 dice for each droid. The first roll determines direction; on an odd number the droid moves clockwise, on an even number it moves counter-clockwise. The second roll determines the number of spaces the droid moves- divide the number rolled by 2 and round up. The droids stay in a rectangular path around and adjacent to the bunker (ignoring the ‘indentations’). If any move would force a sentry to share a space, move 1 (or more) space less to an open square. If any of the sentries are defeated before the alarm is raised, place a token to denoting droid debris in that square.
Raising the alarm: Once the Republic forces are detected, the landing ship will come into a general alarm status and begin to mobilize for investigation. The following events will trigger an alarm:
Separatist Reinforcements: On the round following the appearance of the Separatist forces on the lift, the Separatist player may receive reinforcements based on his initiative roll:
| 01-05 | Super Battle Droid |
| 06-10 | 2 Battle Droids |
| 11-15 | Battle Droid |
| 16-20 | None |
Blast Door: The outside door to the landing craft may not be opened by Republic forces except via Override, Door Gimmick or Satchel Charge. Separatist forces may open or close it normally.
Goal: The Wookiee chieftain is locked in one of the speeder bike sheds, and his aide is kept in the other. The doors may only be opened by an adjacent unit using the key from the Trandoshan with the most Hit Points, or by using Satchel Charge. The key drops into the Trandoshan’s square when it is defeated, and may be picked up by any Republic force unit adjacent to it (free action). It may be transferred to an adjacent friendly unit at any time during the carrier’s turn.
When the first shed is opened, roll a die. On a 1-10, the shed contains the aide, otherwise the chieftain. The Wookiees are placed on the lower right corner of each shed. If a Republic force unit ends its turn within a shed, the corresponding captive is freed and may be activated normally on the following round. Concealment: The brown-tinted area on the map represent areas of dense foliage. Characters have trouble seeing their targets through the mass of leaves and small trees, but it does not provide cover. When making a non-adjacent attack into, out of, or through tinted areas, roll 2 dice and use the lower result. (This is the rule from the Attack on Endor scenario pack)
Destroy the Lift: If a Republic force unit can end its turn in the square containing the console in the shield generator chamber and remain there until the end of its next turn, the lift control is overloaded and future Separatist reinforcements are impossible.