WEG40132 Operation Elrood PDF
WEG40132 Operation Elrood PDF
WEG40132 Operation Elrood PDF
. 2. • Introduction . . '
... : . .
.'
Ifthe characters have a low level ofskill, it's better to player compared to the galaxy's major mining conglom-
pick difficulty numbers from the lower end ofa difficulty's erates, RMC has tremendous influence in this area of
range. A large group or one with highly-skilled charac- space. From its corporate headquarters on the sector's
ters will only be challenged if you pick difficulty num- capital planet of Elrood, RMC directs operations on a
bers from the upper end of each difficulty's range. You dozen different worlds, including some planets un-
may also adjust the number of opponents and their known even to the Empire.
capabilities. Imperial Mining, Ltd. (IML). A young mining
company founded by retired Imperial naval personnel,
Adventure Materials IML is quickly swallowing up Radell's market share.
Here is what is needed to play Operation: Elrood: The Empire. While Elrood sector can be said to be
• The Star Wars RuIebook. This adventure uses free of the Empire's harshest policies, the specter of
the Star Wars, Second Edition game rules, found in The Imperial domination is at the back of every citizen's
Star Wars Roleplaying Game, Second Edition, Revised mind. Under the control of MoffVillis Andal, Imperial
and Expanded. This adventure is also compatible with forces have managed to intimidate most of the sector
the Star Wars: The Roleplaying Game, Second Edition into submission. MoffAndal has shown no hesitation in
rulebook. using brutal tactics to suppress dissent and rebellion.
• Player Handouts. This adventure contains sev- The Empire maintains two Star Destroyers in the
eral player handouts and maps. You should make extra sector: the Thunderflare, under the command of Cap-
copies for the players before beginning play. tain Tanda Pryl, and the Stalher, under the command of
Captain Akal Zed.
• Dice, pencils, and paper. Each player needs The Empire's forces also include the light cruiser
several six-sided dice for skill rolls. Paper and pencils Rintonne's Flame, patrol ships, customs vessels, Skipray
are useful for taking notes or sketching maps. blastboats and wings of TIE fighters.
The following products are not necessary for play, but The Rebellion. The Rebellion's presence in Elrood
you may find them useful: sector is decidedly muted. Short of a secret listening
• The Star Wars Planets Collection (or Planets of the post on Almar and a handful of roaming agents, there
Galaxy, Volume Three) provides additional information isn't much Rebel activity here. Elrood's inhabitants,
on the Elrood sector. While these supplements are not naturally distrustful of outsiders, have little use for the
necessary for play, they ,viII help you get a better Rebels, who are seen as troublemakers who would only
understanding ofthe locations and characters featured bring more misery with them.
in this adventure. Elrood-Derilyn Trade Run. The Elrood-Derilyn
• Star Wars Gamemaster Screen, Revised. The screen Trade Run (or E-D Run) links the major worlds ofElrood
and booklet compiles important information and sum- sector. With the Imperial crackdown on Derilyn, Elrood's
marizes game statistics for characters, ships and ve- residents seldom venture beyond Torina.
hicles. The Drift. The Drift is a huge stellar gas cloud that
presents a major hazard to hyperspace navigation. No
Elrood Sector routes are known through The Drift and any ships
daring (or foolish) enough to venture through the gas
Elrood sector is a backwater corner ofthe Metharian clouds must make a series ofsmall hyperspace jumps to
Nebula Territories region of the Empire. The sector is have any chance of passing through safely.
fairly isolated and even today, millennia after the area's
initial colonization, large tracts· of the sector remain Imperial Interdicted Space. When Derilyn was
unexplored. placed under martial law, the space around the system
was also restricted: it is now known as "Imperial lnter-
History. Elrood sector was settled long ago, with its dieted Space." The area, which runs from the edge of
economic development fueled by mining ventures. How- Torina system to well past Derilyn, is heavily patrolled
ever, the ''boom days" are long gone. In recent years, the by Imperial warships. Any civilian vessels wishing to
sector has fallen on hard times, with most planets enter the area must first gain a Del~lyn Travel Waiver
trading only with other worlds in the sector. This area from the Imperial Navy.
is held by the Empire and the sector's citizens are
extremely fearful ofImperial reprisals and crackdowns.
Planets of the Sector
Radell Mining Corporation (RMC). Radell is the Dega. An old mining world long ago tapped-out by
economic powerhouse of the remote Elrood sector. Radell Mining, Dega is a world devoid of life, with a
Founded during Elrood's most profitable days, RMC is poisoned atmosphere and a polluted ecosystem.
the largest employer in the sector and owns several
mining planets. Although the company is a marginal Derilyn. Derilyn was once one ofthe major trading
. ' . . . . . :. Introduction· 3 .
worlds ofElrood sector, but it's cur-
rently under Imperial martial law.
Travel to and from the planet is
restricted. Opposition to the Em-
pire is not tolerated by the planet's
Imperial military governor.
Elrood. The capital world ofthe
sector, Elrood is predominantly a
trading and manufacturing center.
Elrood also has the headquarters
for the Radell Mining Corporation
and enjoys the highest standard of
Iiving in the sector.
Korad. Much of the surface of
Korad is littered with starship and
vehicle wrecks; the planet is essen-
tially a salvage yard. Several bands
of scavengers and refugees live
among the abandoned starship
hulks.
Merisee. Known as the "Bread-
basket ofElrood Sector," Merisee is
an agriculture world. The planet is
home to a humanoid alien species
with two distinct races: the Teltiors
and the Meris.
Torina. Torina is a planet on
the E-D Run which boasts several
starports and is a favored vacation
world in the sector. With a pleasant
climate, well-preserved natural
habitats, clean cities, good starport
facilities, and an abundance ofho-
tels and casinos, Torina has much
to offer, particularly for those who
can't afford the splendor ofa cruise
aboard the Kuari Princess.
,
. 4. !' Introduction-
' . "
: . ' . ...' . ..
. ... .: ' .. ' . . . -'. >. '. ...,
..: . ,
.
Act One
Industrial Intrigue
Adventure Background pirates to deliver the ransom demand. Before the meet-
While the Radell Mining Corporation (RMC) is the ing ends, Impedal Mining, Ltd. (IML) escalates its
largest and wealthiest company in Elrood sector, re- attempts to sabotage Radell by planting a bomb in the
cently RMC has faced competition of a decidedly un- building. The bomb threat incites a riot. As thousands
friendly nature. Imperial Mining, Ltd. (IML) has set its of RMC employees flee the building, the Rebels are
sights on toppling RMC, instigating a covert industrial asked to help find the bomb and disarm or dispose of it.
war ofsabotage, threats, and thievery. Several ofRMC's The Rebels soon learn that the saboteur is still present
convoys have been raided by "pirates" (really in the to complicate the search.
employ ofIML) and "terrorists" (really IML-sponsored Start the Adventure
operatives) have detonated bombs in two different Radell
Mining facilities. To begin the adventme, read aloud:
Radell Mining knows that the Empire is ignodng As the Rebels continue their desperate cam-
IML's actions. Employees, especially the scouting and paign against the Empire, they need every ally
exploration teams on the "front lines," are leaving in they can get. Now, in the remote area of space
droves. In an effort to shore up its business, Radell called Elrood sector, the Alliance has reached an
asked the Rebel Alliance to provide an exploration team agreement to trade the services of its scouting
in exchange for valuable ores that can be used to build teams for percentages of the metals and minerals
new capital ships. The Alliance eagerly accepted the recovered by Radell Mining Corporation. Since
offer. the Rebellion is so desperately short ofraw mate-
An Alliance scouting team known as the "Gray Grif- rials, this deal is very important to Alliance High
fins" joined RMC and was sent to explore the newly- Command.
discovered planet ofA1luuvia. Unfortunately, the Gray You don't know all the details, but your mission
Griffins were captured by a pirate gang called The is simple. The Gray Griffins, an Alliance scouting
Scourge and IML is trying to claim A1luuvia as its own; team loaned to Radell, have been captured by
the company is now trying to complete a survey of the pirates and are being held for ransom. You must
planet and set up mining operations. To protect IML's rescue the Griffins and secure any new worlds
claim, The Scourge lies in wait to waylay any travelers they claimed for Radell Mining.
headed for A1luuvia. For the full briefing, you've got a meeting later
The Scourge released one of the Gray Gdffins to on today. You're supposed to be meeting with
deliver the 250,000 credit ransom demand to Radell Jameth Todkal, a Radell executive who works on
Mining. The Alliance has sent the player characters to the 28th floor of the Radell Mining Corporation's
Elrood sector to rescue the Gray Griffins and claim headquarters. The building is in the center of the
A1luuvia for Radell Mining. capital city of EIrooden.
First, though, you're supposed to establish con-
Episode One: Defusing the tact with Shondra Del, a Rebel operative here in
Elrooden. You've got an address and an identifi-
Situation cation phrase: '''We're former business partners
from Keyorin."
Summary Your fake identicards got you through Cus-
The Rebels arrive on Elrood to meet with their Rebel toms with no problems, but the Alliance didn't
contact and J ameth Todkal, a Radell Mining executive. warn you about the Star Destroyer orbiting the
They have the opportunity to speak with Parek, a planet. You have to wonder, "What else didn't
member of the Gray Griffins who was released by the they tell us?"
During the battle, Parek noticed a huge container The Bomb Threat
ship fleeing into The Drift; he doesn't know what the Just as Jameth and Parek are wrapping up their
pirates were using it for, since these bulky and clumsy stories, the characters are forced to deal with a bomb
ships make lousy war vessels. Parek was pushed into a threat.
blastboat while the other members of the team were Read aloud, placing emphasis on the clues "store"
loaded onto the space barge. The blastboat jumped to and "supply":
the Elrood system, where they gave him their ransom
demand of250,000 credits and forced him into an escape The piercing wail of an alarm stops the conver-
pod. sation. The intercoms and video screens come to
Parek's escape pod was soon rescued by an Elrood life. A rough-looking man smiles at the camera.
system patrol ship, but the pirates got away. Parek "Good afternoon, employees of Radell Mining
doesn't know what became of his ship, but it contains Corporation. My name is Adair Koryunt. You don't
the astrogation coordinates to reach Alluuvia. know me, but I've a wonderful surprise in store
Parek can provide a general heading to Alluuvia, but for you. In 20 minutes or so, a concealed bomb will
until they get the coordinates from the Whisper, it's level this building. That should supply you an
almost impossible to reach the planet. Unfortunately, it interesting couple of minutes unless you can lo-
could take weeks to plot a new course from scratch and cate the bomb. Good luck!"
by then Imperial Mining will have a rig up and running The end ofthe speech is drowned out by the panicked
and have the planet to themselves. The characters must cries from the hallway. Jameth immediately calls the
somehow find the Whisper. Imperial authorities to have them send over a bomb
Parek suggests that the characters head into The squad, but he is told that it will take at least 40 minutes
Drift to locate the pirate band. If they find the pirates, to get a team there. He turns to the characters and asks
they could be able to locate the Gray Griffins and the them to help find the bomb and disarm it - after all,
Whisper. With the astrogation coordinates, they can they're used to dealing with these types of problems,
find their way to Alluuvia. aren't they? If the characters request help, Jameth
summons two Radell security guards and instructs
them to help the characters.
Skywalk Monorail
Skywalk Station
Security
HQ
Stage
Track
Presentation
Hall
Turholifts
and
Emergency
Stairs ...._ _..1
Amphitheater
(Upper Level)
~a;rs
Lounge Office Cubicles
I--
'-- I I I --- Turbolifts and
Emergency
Office ~cc Visitors~\
Quancrs
Lounge
Visitors'
Quarters
Stairs
I 11~ Living
Office Office \
I I
Office Office Areal
Reception
I I I Office
Meeting Meeling
Room Room Visitors' Accommodations
Office Office Floors 31-42
General Offices
Floors 2-30
1.0· Industrial In~rigve : . '.. '. _. - .; ::'.... ' .:. :.'. ' ..... -
ters must make a Moderate stamina roll or suffer a -lD
penalty for all skill rolls for the rest of the episode. It
takes 10 minutes to reach the Ground Level ifusing the
stairs unless the characters come up with an innovative
plan.
Other Options. If the Rebels have climbing equip-
ment, they can exit through a window and scale the
building. (Exiting the window sets off an alarm, but no
one's going to notice in the general panic.) Scaling the
building probably takes between five and 10 minutes.
The characters may also try to slide down syntheropes
inside the turbolift shafts. They must race down the
stairs to get beneath the turbolifts, use a plasma welder
to cut through the floor's turbolift doors on their floor
(the doors can't be opened with a security roll because of
computer safeguards). Then, they can attach magnetic
grapples to the underside of the turbolift cars and slide
down the ropes. This may take five or 10 minutes.
Ifthe characters come up with some other approach,
use your judgment to decide whether it's feasible.
The Storage Wing
The rear of the entire Ground Level is dedicated to
receiving and storing supplies. Most of the crates have
office supplies and food for everyday use. This area is plate. The box is held by a B1 worker droid with orders
now deserted except for common labor droids. to carry it around in an unsuspicious manner. When the
Rebels arrive, the droid is in Storage A.
Receiving Area. This area is clear save for five or Any character making a Moderate search or Percep-
six stacks of metal boxes. Archways lead to storage tion roll notices that this particular droid never puts the
areas. Three huge overhead security doors lead to box down.
loading bays, two of which are occupied by speeder B 1 droids normally take orders from anyone, but
trucks. (The identification keys are in the trucks, so Adair has disabled the droid's programming so it ig-
they can be started up and driven away.) nores all commands. Hot-wiring the droid to release the
Characters making a Moderate search or Perception box requires one minute and two rolls: a Moderate
roll notice that each box has a metal plate labeled brawling parry or Dexterity roll to avoid being walked
"Inspected by Elrooden Starport Port Authority," with over and a Moderate droid programming roll to actually
the arrival date indicated. deactivate the unit.
Several B1 worker droids are unloading one of the Blasting the droid is also an option, but its thick
speeder trucks; these droids obey simple direct com- metallic frame is strong enough to shrug off most
mands, but pay no attention to the alarms and have blaster shots. The droid will not attack or retaliate.
simply kept on working despite the emergency. After recovering the box from the droid, the charac-
B1 Worker Droid.AJI stats are 1D except: Strength ters can open its simple lock mechanism with an Easy
3D, lifting IOD, stamina 4D. Move: 6. Equipped with security roll.
suction/magnetic-tipped digits, retractable third leg The bomb is several charges ofdetonite attached to a
(adds + 1D to lifting rolls when deployed) and visual timer fuse, which is powered by a blaster power pack.
spectrum scanners. One wire runs from the bomb to the timer fuse; a second
Storage Areas. Storage A and Storage B are large wire links the timer fuse to the power pack.
warehouse-style rooms. They flank the receiving area. The timer shows· the time remaining (which is prob-
In each area, rows and rows of stacked metal boxes are ably only a minute or two unless the Rebels were
present, all with the telltale metal inspection plate and particularly crafty in getting through the crowds). The
the Radell Mining logo. Nine more B1 worker droids are timer's screen is getting a little dimmer as each second
scattered about, moving the huge boxes. counts down. The screen also has a "power level" indi-
cator in the upper left-hand corner; the indicator shows
The Bomb that the power pack is almost completely drained. In
The bomb is in a one-meter square metal box bearing fact, the timer's countdown seems to be tied to the pack's
the Radell Mining logo, but it lacks the metal inspection power level.
. . . . . . . Ind.~striallnti-igue • 11 .
The timer can be reset if the characters can somehow Adair watches the Rebels intently, but remains hid-
patch a full power pack (or other power source) into the den until the Rebels try to defuse the bomb. Ifit appears
timer. This can be done by simply slicing offthe insula- they will be successful, he taunts them while the mer-
tion for the wire that connects the power pack and the cenaries open fire, attempting to distract them. After
timer, and then attaching clips (connected to the new this first volley, the mercenaries fall back, moving
power source) to this wire. toward the exit. Thirty seconds before the timer runs
When this is done, the timer resets, blinking 59:59 out, Adair and his group flee. See ''The Chase."
(59 minutes and 59 seconds); it does not begin counting Adair Koryunt, Saboteur. All stats are 2D except:
down. A full blaster power pack can keep the timer reset Dexterity 3D, blaster 4D+2, dodge 5D, grenade 4D,
for 24 hours before it begins counting down from 59:59. running 4D, Knowledge 2D+ 1, streetwise 3D, Mechani-
The characters can figure this out with an Easy caI3D+1, repulsorlift operation 4D+1, Strength 3D+2,
demolitions or Technical roll. brawling 4D+2, stamina 4D, TechnicaI3D+2, computer
If the timer is disconnected from a power source or programming / repair 5D+ 1, demolitions 6D+2, droid
either of the wires is cut, the bomb goes off after 15 programming 5D+ 1, droid repair 4D+ 1, security 5D.
seconds. The bomb is not large enough to level the Character Points: 3. Move: 10. Heavy blaster pistol
building, but it's certainly capable ofdestroying much of (5DJ, 3 fragmentation grenades (5D), 6 charges detonite
the storage wing ifit goes off: it causes 6D damage to all (ill each), 2 remote fuses, nondescript clothes, retract-
victims within 10 meters; for every five meters beyond able grappling hook with 10 meters of syntherope.
that range, damage is reduced by 1D. While no one in
other areas of the building is killed, ancillary damage 3 Mercenaries. All stats are 2D except: Dexterity
injures nearly 50 civilians who weren't quick enough to 3D, blaster 4D, dodge 3D+2, Knowledge 1D, Strength
get out. 3D, brawling 4D+2, Technical 1D. Move: 10. Blaster
pistol (4D), comlink; nondescript clothes.
Adair Takes Action
Adair Koryunt is the twisted saboteur hired by IML
The Chase
to plant the bomb. He remains behind to insure that no While conducting this chase, emphasize excitement
one disables the bomb, though he certainly hopes some- and cinematic staging over die rolls. The important
one tries. He is backed up by three hired mercenaries. thing is to keep the scene fast and tense.
They are hiding in Storage B. Adair and his band flee the storage area and head for
. . . . . Ind:~striallntrigue• 15 .
his emotions, pleading for help. Choose a Force-sensi- Force Points: 4
tive Rebel or the most noble Rebel to receive the mes- Character Points: 16
Move: 18 (walking), space 5, atmosphere 210; 600 kmh (flight)
sage. Read aloud:
Capsule: Star Wing is a noble Duinuogwuin,just over 80
Like a faint whisper in the back of your mind, meters long. The scales on his underbelly are silver, and
emotions form at the edge of your consciousness. those on his back are pale blue. He has lived for centuries
You sense hunger and death. You know that this and finally decided to explore what lies on the other side of
creature is dying from starvation. The Drift. When he discovers all of the civilizations there,
If the characters somehow extend a docking tube (a he will probably retreat back home, preferring to avoid
space-faring people.
Moderate space transports roll to successfully move into Star Wing is a proud, majestic, and knowledgeable
position) or otherwise bring the Star Dragon into a individual. He is naive about the galactic struggle between
position where he can speak to them, he slowly comes the Empire and the Rebellion and cares little for "insignifi-
around. His eyes seem to clear and he raises his head. cant politics." Deep down, he is an explorer, at least forthis
His deep and majestic voice rumbles, "Thank you, kind century. In a few decades, science or psychology may strike
travelers. My name is Star Wing. I live on the far side his fancy. After a short chat with the Rebels, he is anxious
of this dust cloud and was trying to cross it, but I was to get underway and find a planet where he can rest.
slowly starving from lack of oxygen. You've saved my
life!" Continuing the Search
Star Wing asks only to be allowed to breathe in After aiding Star Wing, the Rebels should be ready to
oxygen for a few minutes more, although he hints that continue their journey. After two or three more hyper-
a few liters of water would also be most appreciated. space jumps, they are ambushed by the pirate band
While he doesn't ask for medical assistance, his wing called The Scourge.
is badly damaged. He's considered "wounded" (or worse Read aloud:
if the characters' ship collided with him). Healing each A loud thump followed by the shrilling
wound level requires two medpacs. Increase the first hyperdrive alarm urges you to action. The ship is
aid difficulties by one level ifthe characters are wearing rocked to the left and unsecured objects hurl
space suits while trying to heal Star Wing. across the cockpit. The starlines of hyperspace
After being helped, Star Wing thanks the characters abruptly shift, reverting to pinpoints as the ship
profusely, stating that he owes them a favor and per- returns to realspace. Your ship still pitches to the
haps their paths will cross again. If questioned about left uncontrollably, as the entire cockpit rever-
the pirates or Alluuvia, he has no information to offer. berates.
His home is light-years away and he is as much a Your attention shifts to a huge container vessel
stranger to this area as the Rebels. fleeing into a stellar gas cloud. A smaller ship - a
Star Wing space barge -lingers in the distance, while four
Type: Duinuogwuin (Star Dragon) Skipray blastboats race in at top speed. Before
DEXTERITY 3D you regain complete control, they open fire!
Breath weapon 60+2, dodge 50+1
KNOWLEDGE5D The ambush is sprung. The pirates have the element
Alien species 60, intimidation 60, languages 60+ 1, planetary of surprise and take the first actions this round.
systems 60, willpower 60+1 A Difficult space transports roll is needed to regain
MECHANICAL ID control of the Rebels' ship; failing the roll means the
Astrogation 40
PERCEPTION 3D ship can't starship dodge for the first round.
Bargain 3D+2, command 60, con 4D+1, search 60+2, persuasion The pirate's plan is simple. The Skiprays close, each
5D taking two shots with ion cannons, attempting to ionize
STRENGTH6D the Rebels' ship; remember that ion cannon blasts go
Brawling 7D+1, stamina 70 right through starship shields. Once the Rebels' ship is
TECHNICAL 3D
Special Abilities: ionized (hopefully on the first pass), the space barge
Flight: Duinuogwuin can ny in both space and atmosphere. moves in for boarding.
Space Survival: Duinuogwuin can survive in deep space. A boarding party crosses a docking tube and at-
Force Skills: Control 3D, Sense 3D, Alter 2D tempts to take over the Rebels' ship from the inside. Two
Control: Absorb/dissipate energy, hibernation trance
Sense: Life detection, life sense, receptive telepathy, sense force
of the Skiprays leave to escort the container ship Im-
Alter: Telekinesis passe (see below). While the space barge's boarding
Control and Sense: Projective telepathy palty neutralizes the Rebels, the remaining two Skiprays
SllperheatedBreath Weapo//:Threetimes per standard week, Star run picket duty.
Wing can expel a superheated breath weapon with a damage code IfParek is with the characters, he tells them exactly
of7D (scale: starfighter), a space range of3/6/9, and an atmosphere
range of 300/600/900 meters. what the pirates' battle plan is.
This character is Force-sensitive.
. . . ..... In~~striallnt:dgue• 21 .
allen visits Elrood, Coyn and the other well-settled worlds a 200 kilometer radius.
of the sector; he has yet to set foot on Derilyn and declares Characters using this map can avoid encounter four,
that he shall never travel there by choice. He brings people "Sinkhole." The Scourge's base is nearby, so this map
to Dega to show them the kind of destruction mining can be very handy during the characters' escape.
causes.
3. Scavengers. The characters come across a pair of
Dega Encounters "scavengers" who are busy stripping metal off an old
You may use any of these random encounters while mining rig. They have a patched-together groundcrawler
the characters are wandering the surface of Dega. (see encounter six, "Mining Groundcrawler"). The scav-
Ro1l1D: engers head for their vehicle and try to run away as soon
1. Bounty Hunters. A heavily-modified Ghtroc 720 as they see the characters.
transport lands nearby. Ifthe characters approach, two The scavengers live in a small community of about
rough-looking bounty hunters suggest that they ''be 20-30 individuals. The group lives in a makeshift sealed
somewhere else" by nightfall. If the characters insist on complex near an old ore processor. The scavengers have
investigating, another ship lands - this one's a YT- managed to build small huts, primitive hydroponics
1300. The bounty hunters from the Ghtroc ship meet gardens and have a water and air filtration unit. They
the crew of the YT-1300, which appears to be a Duro survive by stripping parts offthe mining equipment and
smuggler and his Gamorrean henchman. They barter using them. to repair their survival equipment. The
for a few minutes, then the Duro gives the hunters a scavengers were dumped here about six years ago by
money pouch. The bounty hunters return to their ship slavers who thought they weren't worth selling.
and drag out a young human who's been bound and Ifthe characters somehow make friends and promise
gagged. This is obviously a bounty being claimed. to transport them off the planet, they'll provide direc-
tions to The Scourge's hideout. They warn the charac-
Bounty Hunters (2). All stats are 2D except: blaster ters to look out for "the creature" the pirates have
4D+2, dodge 4D+l, grenade 4D, melee combat 4D+2, hidden away in the tunnels.
melee parry 3D+l, streetwise 3D, survivaI2D+2, inves·
tigation 3D+l, sneak 3D+2, brawling 3D+2. Move: 10. Scavenger. All stats are 2D except: survival: Dega
Blast vest (+lD physical, +1 energy), heavy blaster 5D, search: tracking 4D. Move: 10.
pistol (5D>, blaster rifle (5D), hold-out blaster (3D), 4. Sinkhole. Without warning, a sinkhole (due to a
grenade (5D>, knife (STR+1D). covered mine shaft) opens up right next to at least two
Duro Smuggler. All stats are 2D except: blaster4D, of the characters. Characters must make a Moderate
dodge 4D, astrogation 3D+2, space transports 3D+ 1, climbing /jumping or Strength roll to leap away. If the
starship gunnery 3D. Move: 10. Blaster pistol (4D). character fails the roll by 1-3 points, the character is
barely holding on and is slowly getting pulled in. If the
Gamorrean Co-Pilot. Dexterity 2D, brawling parry character fails the roll by four or more points, he's pulled
2D+l, Knowledge ID, intimidation5D, MechanicallD, right into the hole and is very quickly getting buried by
Perception 2D, Strength 4D, brawling 5D+2, lifting 5D, sand.
TechnicallD. Move: 7. Vibro-ax (STR+3D).
5. Dust Storm. Offon the horizon, the characters see
Modified Ghtroc Freighter. Starfighter-scale, a large brown cloud in the sky. Within minutes, a high-
maneuverability lD+2, space 3, atmosphere 260; 750 pitched whistle goes from being barely audible to be-
kmh, hull4D+2, shields 2D. Weapons: 2 laser cannons come an overpowering shriek. The characters are envel·
(fire control 2D, damage 4D+2). oped in a dangerous dust storm with winds over 200
Modified YT-1300 Freighter. Starfighter-scale, kilometers per hour!
maneuverability lD, space 4, atmosphere 280; 800 The storm lasts for up to 10 minutes. Characters
kmh, hull 4D, shields 1D+1. Weapons: laser cannon inside ships or mining rigs are safe, although the doors
(fire control 2D, damage 4D+1). are blocked by meter-deep sand. Characters can hide in
2. Mining Barge Wreck. Near a mining crater is a old mining craters, although they'll get buried if the
large sand dune. Characters who dig into the sand find crater is less than a meter deep. Anyone outside a stable
a wrecked mining barge, which is a small, short-range structure-such as a ship or a mining rig-must make
space transport. The transport was obviously aban- a Difficult Strength roll to avoid being blown over and
doned by Radell, but it has several things the characters covered with sand. (A buried character goes uncon-
may find helpful: four breath masks, six power packs scious after 90 seconds and dies from lack of oxygen
(with adaptors for weapons, computers, droid sockets after six minutes.) Companions must make a Difficult
and other common devices), four glow rods, three re- search roll to find buried characters.
cording rods (full video and audio capability), as well as 6. Mining Groundcrawler. Halfburied in the sand
a disk containing a full map ofall the mine shafts within is an old Radell mining groundcrawler. The vehicle is
about 3.5 meters long and moves about on treads. Its
. . Industrial Intrigue • 23
meters in height, with an average width of 30 meters.
These passages are often unstable and prone to minor
cave-ins.
C. General Room. This is the hideout's main cham-
ber, with many partitions dividing the room into pri-
vacy cubicles. Over 60 bunks are present. One corner of
the room serves as a galley. The chamber is a mess.
At this time, only six pirates are present; they're all
concealed behind overturned tables and open fire as
soon as the characters open the blast door to enter the
general room. The tables provide 1/2 cover, with a body
strength of 2D. The pirates are cowards at heart and
surrender as soon as half their number are knocked
unconscious or wounded.
Chalmer is hiding ... or "planning" as he calls it ... in
his private chamber (area E).
Scourge Pirates (6).AlI stats are 2D except: Dexter-
ity 3D, blaster 4D+1, dodge 3D+2, melee combat 4D,
melee parry 4D+ 1, Knowledge 1D, Strength 3D, brawl-
ing 4D, Technical 1D. Move: 10. Blaster pistol (4DJ,
blast vest (+1 energy, +ID physical), vibroknife
(STR+1D).
D. Comm Chamber. This is the computer nerve
center of the hideout, with controls for the homing
beacon and the base's doors, lights, atmosphere recy-
clers, and environmental controls. (The base has atmo-
sphere and heating systems so the pirates don't need to
wear breath masks.)
The room is lined with computer terminals, but only
one is on-line. The system is old, outdated, and highly peacefully; Chalmer surrenders ifhe is wounded twice.
jury-rigged. Accessing the computer with a Moderate Chalmer keeps his word. Ifhe wins, he flees down one
computer programming / repair roll reveals a personal of the meandering shafts and hides out in a secluded
message to Chalmer. (Hand a photocopy of"Communi- area until he can contact one of his band. However, he
que #84B93Ll" to the players if they obtain this clue.) won't soon forget the characters and intends to get his
revenge on them when he has a chance.
E. Chalmer's Private Chamber. This spacious
chamber belongs to Chalmer Trillili, the founder and Chalmer Trillili
leader ofThe Scourge. The room has a comfortable bed, Type: Pirate Leader
a table, a desk with a portable computer, and several DEXTERITY 3D+2
chairs. Unlike the rest of the hideout, this chamber is Blaster 4D+2, brawling parry 5D+l, dodge 6D. firearms 4D+2,
neat and organized and looks more like the apartment melee combat 5D, melee combat: vibroblade 6D, melee parry
4D+2, melee parry: vibroblade 5D+2
of a corporate employee than the lair of a pirate. KNOWLEDGE 3D+!
Hidden in a secret compartment in the floor (requir- Business 4D, intimidation 5D+l, law enforcement 4D
ing a Difficult search roll to locate) is a stash of the MECHANICAL 2D+2
pirate's stolen loot, which includes an assortment of Astrogation 3D+2, repulsorlift operation 4D, space transports
4D+2, starship gunnery 4D+l
precious gems,jeweled objects, and a Wookiee bowcaster PERCEPTION 3D+!
(4D). The total value ofthese items is 6,500 credits to the Bargain 4D, command: The Scourge 5D+l, con 5D, sneak 4D
right black marketeers. STRENGTH 3D+!
When the Rebels enter the chamber, it's pitch black. Brawling 5D+l
TECHNICAL !D+2
Chalmer is hiding on a ledge above the door. He jumps First aid 2D+ 1, security 2D+2
down and attempts to take a hostage at blaster-point. Force Points: 1
Ifhe succeeds, he lists his demand to the Rebels - a Dark Side Points: 2
one-on-one duel with vibroknives or vibroblades; blast- Character Points: 10
ers are not allowed. The duel is to continue until some- Move: 10
Equipment: Heavy blaster pistol (5D), fancy clothes, vibroblade
body surrenders. If Chalmer bests the chosen Rebel, he (STR+3D), vibroknife (STR+ID), comlink.
is free to go. If the Rebel wins, the pirate surrenders
.' . . . . In~~striallntrigue• 25 .
+2D to damage), tracking (blood eaters are effective and escape through one of the side tunnels (area B). Any of
persistent trackers). Move: 6. these tunnels are large enough for a light freighter to
pass, although it's a tight fit in spots. The blastboats
The Gray Griffins pursue the Rebel ship, bringing their weapons to bear.
The prisoners can be freed in any manner once the The tunnels range from Easy to Difficult. If the
Oskan blood eater is dealt with. The repulsor disk from characters have the mine shaft map from random en-
the mine shaft floor (area A) would be helpful, but counter two, "Mining Barge Wreck," they know exactly
syntherope and a grappling hook can be effective as where each tunnel leads: reduce all terrain difficulties
well. one level.
The three Griffins held here are Oro Otel, a male 2 Pirate Skipray Blastboats. Capital-scale,
Sullustan scout; Valera, a human female who's a com- astrogation3D+2, capitalshipgunnery4D+ 1, starfighter
puter specialist; and, Dunston Karell, a human male piloting 3D+2, starship gunnery 4D+ 1, starship shields
who's the group's pilot. IfParek is with the characters, 3D. Maneuverability 1D+2(2D+2 in atmosphere), space
there is a very emotional reunion. 8, atmosphere 415; 1,200 kmh, hu1l2D+1, shields 2D.
The Griffins are malnourished and too weak to move Weapons: 3 medium ion cannons (fire-linked , fire
under their own power. (They're considered wounded.) control 3D, damage 4D), 2 laser cannons (starfighter-
The Griffins must be carried or lowered from the plat- scale, fire-linked, fire control lD, damage 5D), proton
form and led out of the base. torpedo launcher (starfighter-scale, fire control 2D,
Leaving the Hideout damage 9D), concussion missile launcher (starfighter-
scale, fire control1D, damage 6D).
Just as the characters lift off from the hangar bay
(area A), a pair of Skipray blastboats return to the Run this scene as a furious chase, reqWringstarfighter
hideout. Coming straight down the shaft, they encoun- piloting or space transports rolls each turn.
ter the characters' ship and react to the unwelcome The mine shafts are not very stable. Any missed laser
intruders. Each blastboat fires concussion missiles at fire has a 2 in 6 chance ofcausing a minor cave-in. Ships
the characters' ship. While the characters can try to may be caught in a collapse at your discretion; pick an
"thread the needle" by flying up the shaft and between appropriate starship dodge difficulty (ranging from
the blastboats - which is foolhardy at best - they can Very Easy to Moderate). Any ship hit by collapsing rock
suffers 3D damage.
. . . . . Ind.listriallntrigue • 27
Meeting Slythor The Gamorrean is Slythor's bodyguard and servant,
The Squib hopper escort leads the Rebels to the north Gar. He sits the Rebels down in the entrance chamber
pole landing pad and orders them to set down. The and alerts Slythor of their arrival. When he returns,
hoppers also land and the Squibs inform the Rebels that Gar explains the ''Rules ofAudience" in barely recogniz-
Slythor is due to arrive in several minutes. The Squibs able Basic. Although most Gamorreans can't speak
ask the Rebels to leave their ship, reminding them to Basic, Gar has managed to learn how to slur out these
use breath masks. Very shortly, Slythor arrives. Read rules over the years.
aloud: The Rules of Audience are:
You stand on a carbon scored-landing pad 1. Address Slythor as "Highest Exalted Ruler."
amidst piles of debris and scrap metal. The ships, 2. Only speak when asked a direct question.
landspeeders, droids, and outdated machinery
3. Never touch the llighest Exalted Ruler.
form artificial hills and mountains, dominating
the scenery. A stiff wind whistles eerily through 4. Do not lie to the Highest Exalted Ruler.
the wrecks and kicks up a brownish-red dust. Breaking any ofthese rules results in a swipe from
The whine of repulsorlift engines comes from Gar's vibroglaive. Gar collects all ofthe Rebels' weapons
the south. You soon see an AT-AT walker head and stores them in a locked closet. His search is not
poking above the hull ofa Corellian corvette. The thorough, so small weapons can be concealed. (Make an
rest of the battered walker's body effortlessly opposed hide roll against Gar's Perception of 2D.) Gar
crests the debris; instead of legs, four repulsor then leads the Rebels to the Entertainment Area for
engines float the massive bulk of the vehicle their meeting with the llighest Exalted Ruler, Slythor.
through the air. The crude vehicle sets down on
the landing pad. Gar, Gamorrean Bodyguard. All stats are lD
A side plast door opens, revealing a muscular except: Dexterity 2D+2, blaster 3D, dodge 4D, brawling
Gamorrean. His thick armor is made from the parry 6D, melee combat 5D, melee combat: uibroglaiue
hide ofsome reptilian creature and his right hand 6D, melee parry 4D+2, intimidation 5D+2, Perception
brandishes a wicked vibroglaive. With a toothy 2D, Strength 4D+l, brawling 7D. Move: 7. Vibroglaive
smile and a snort, he motions you to board. (STR+3D>, dewback hide armor (+2 physical).
Bargain Room
Storage
Entertainment Area
Pilot's Guest Room
Station
Commander's
Station Entrance Transparisteel
Chamber \Vindow
Living Area
Command
Deck
Repulsorlift
Engines
.. . .. Ind~strial Intrigue • 29 .
2 Heavy Laser Cannons (fire-linked) ceives his guests and grants them audience. One entire
Fire Arc: Front wall is a transparisteel window. The floor is bodrite
Crew: 1 (co-pilot or commander)
Skill: Vehicle blasters
tiles, while light panels illuminate the room.
Fire Control: 2D Several plush sectional sofas line the walls. Promi-
Range: 50·500/1.5/3 km nently displayed in the room is Slythor's throne, which
Damage: 6D is the captain's chair from a Victory Star Destroyer.
2 Light Laser Cannons (fire-linked) Snug against the wall is a jet-tub. The chamber is
Fire Arc: Turret
Crew: 1 (co-pilot or commander) opulently decorated with cheap statuettes, tapestries,
Skill: Vehicle blasters and gaudy knickknacks.
Fire Control: 1D+1
Range: 25-250/500/1 km
Slythor's Quarters. This is a very plain chamber,
Damage: 2D+1 filled with small, soft sponge balls. Slythor always
wanted a room like this, and now that he's the Highest
The Peeve is Slythor's personal transport vehicle and
it's clearly his pride and joy. Formerly an AT-AT sal- Exalted Ruler of Korad, he gets what he wants. He
sleeps in this chamber.
vaged from the ruins of Paran, Slythor considers The
Peeve his greatest acquisition after the takeover of Guest Quarters. This room is outfitted with four
Korad. The badly damaged walker cost 10,000 credits, beds of various sizes. A storage closet and plain desks
six functioning servant droids, 20 heavy blasters, three and chairs fill the rest of the room, making for a very
tons of Kidron silk and a piece of fizzyglug-flavored tight squeeze. This room is not as opulent as the rest of
chewstick. Over the course of a year, Slythor poured the vessel and smells musty.
many more credits and countless parts and hours of
labor into the walker. Storage Deck
The damaged legs were replaced with repulsor en- Storage. This chamber contains food, water, and
gines. The neck no longer swivels and the medium other essentials. The first aid station has been moved
blasters were long ago stripped by Paran's scavengers, here. Slythor also stores his extensive droid collection
but Slythor compensated by adding a top-mounted here. He currently has 14 droids of varying makes and
turret with fire-linked light laser cannons. The port models; all are deactivated but in fair shape.
flank boasts a 7-meter by 3-meter transparisteel win- Bargain Room. The vehicle bay has been trans-
dow. The troop deck and vehicle bay were totally re- formed into Slythor's "treasure" chamber. The contents
done, transforming the military machine into a plea- of this chamber represents a lifetime of deals and
sure craft suitable only for the Highest Exalted Ruler of trades. When Slythor makes a deal, he does so in this
Korad. chamber.
Just like Korad's surface, this room is littered with
Command and Living Deck junk, debris, and odd items, such as spare droid and
This area is relatively unchanged from its original machine parts, archaic weapons, cultural treasures,
design. The neck no longer swivels and the co-pilot has weird trinkets, and bizarre collectibles.
control ofthe top-mounted turret. A pair of Squibs pilot Feel free to add any amusing gadgets that strike your
the vessel and Slythorusually occupies the commander's fancy since Slythor, being an esteemed trader in the
chair. best Squib traditions, may have gotten his hands onjust
Squib Pilot and Co-pilot. All stats are 2D except: about anything. He has a preference for anything that's
Dexterity 3D, vehicle blasters 4D, repulsorlift operation weird, bizarre or outrageous.
4D, Strength 1D+2, Technical1D+ 1. Move: 8. Jumpsuit,
blaster pistol (4D), satchel. Slythor, Highest Exalted Ruler of Korad
Entrance Chamber. This is a waiting area com- Slythor is a typical Squib. He's perhaps a meter tall,
plete with several mismatched chairs, all salvaged from with reddish-blue fur. He has huge blue eyes, and large
different ship cockpits. This area is also where Gar ears with white tufts offur. Slythor is well-groomed (he
lives: he has a simple cotandhis meager possessions are spends several hours each day in his jet-tub) and wears
stuffed underneath. A blast door (body strength 3D) loose-fitting, expensive clothes. (How he gets them is a
slides down and can be locked in place (Easy security roll mystery to everyone, including Gar.)
to pick the lock). While not as cheerful as most other Squibs, he is very
egotistical. He believes he is a demi-god and truly an
Refresher. A small refresher unit with shower. exalted being with a grand destiny. He's power-hungry
Galley. The full-service galley is staffed by a pair of and demands respect. His salvage empire on Korad
cranky servant droids. Slythor enjoys eating, so this satisfies all of his needs and wants.
area is outfitted with the latest culinary equipment. Slythor isn't truly evil, but he's rather selfish and
Entertainment Area. This is where Slythor re- greedy. Like most Squibs, he holds the art of haggling
. . . . ' . In~u,striallnti-igue-31 .
The Rebels can trade anything in their possession or (+ID repair skills), heavy duty arc welder (4D+1, range
on their ship. Slythor isn't interested in weapons or 0.5/111.5 meters, +ID repair skills), video display screen,
common items: he wants things he's never seen. Given portable nav storage unit (stores coordinates for one
the choice between a working heavy blaster (value of hyperspace jump), acoustic signaler, hold-out blaster
750 credits) and an Imperial trooper's boots (value oflO (3D+2). Move: 6.
credits), he'll probably try to get the boots. After the deal is struck, Slythor returns the charac-
Below is a list of items he's willing to trade, but feel ters' weapons and escorts them to their ship. A pair of
free to add more bizarre items. The only two that must hoppers lead the characters' ship to the Whisper's loca-
be traded to the Rebels are the location of the Whisper tion. The Rebels are only allowed to download the
and the R4 droid. astrogation coordinates; they may not take any items
• Information on the location of the Whisper. from the ship.
• The droid R4-Bl1.
The Whisper
• Black powder pistol (2D+l) with abantha horn handle.
The Whisper is a modified Nova-drive #3-Z light
• Complete collection ofUtozz bottles. freighter, vaguely similar in shape to Corellian Engi-
• Ammo bandolier converted to hold beverage bottles neering Corporation's ever present YT-1300 transport.
(useful to hold Utozz collection). (See page 46 of The Star Wars Planets Collection.)
The ship is dark and battered, with a gaping three
• Spare parts to a moisture vaporator.
meter hole ripped into its dorsal surface. As the Rebels
• Datapad with 942 Mon Calamari recipes. approach, a Moderate sensors or Mechanical or Difficult
• A tooth from a large carnivorous predator. search or Perception roll detects the mynocks clinging to
the hull of the ship.
• A wrestling match with Gar.
Whisper, Nova-drive #3-Z Modified Light
R4-Bll, Agromech Droid Freighter. Starfighter-scale, maneuverability ID,
R4-Bll appears to be a standard, beat-up agromech space 4, atmosphere 280; 800 kmh, hull 5D, shields
droid. Similar in design to the popular R2 models, R4 ID+2. Weapons: Dual laser cannons (fire-linked, fire
units are designed to work on farm machinery and control 2D, damage 6D), laser cannon (fire control ID,
vehicles. Bll is a cranky droid that absentmindedly damage 3D).
chirps and whistles when bored. It likes to take things The statistics above are for the Whisper when it's in
apart, but quickly gets bored and never puts anything working order; unfortunately, the Whisper is in no
back together. It's rude when interfacing with comput- condition to fly. Aside from the hole in the hull, the
ers which are "below" its standards. hyperdrives are destroyed, life support is beyond re-
Slythor tried Bll at every possible job, including pair, and all weapons systems are off-line. A Moderate
valet, pilot, guard, and entertairunent unit. Needless to starship weapon repair roll is good enough to bring one
say, it didn't excel at anything. In frustration, the Squib of the lasers on-line for 2D rounds, but after that the
disassembled it and added modifications, including cooling system blows, rendering the weapon useless.
increasing the output of the arc welder (making it an Due to the gaping holes in the hull, the Rebels must
offensive weapon) and adding a concealed blaster. Bll use space suits aboard the Whisper. The ship is infested
now makes an ideal assassin droid, a duty it enjoys. with seven mynocks, four on the outside of the hull
Slythor throws it into trades with his enemies. Days soaking up stellar rays and the other three hidden
after they depart Korad, Bll betrays its new owners. inside.
Once his owners are neutralized, Bll takes control of The mynocks flee ifpossible, but attack ifcornered in
the ship, downloads astrogation coordinates for Korad the ship. There's a 1 in 6 chance that one or two mynocks
from its memory and plots the hyperspace jump back to attach themselves to the Rebels' ship ifit comes within
Korad, where the new prize is delivered to Slythor. As 10 meters of the Whisper.
the Squib is fond ofremarking, the best trade is for a free Mynocks (7). Dexterity 3D, Perception 1D, Strength
object. 1D. Energy drain (mynocks drain energy from starships),
R4-Bll. All stats are 2D except: Dexterity 1D+1, silicon life-fonns (can survive in a vacuum). Move: 9
blaster 3D+2, dodge 2D+1, Knowledge 1D, business: (flight) or 1 (Space unit).
agriculture 4D+2, languages: computer languages 5D, Aside from the mynocks, the ship is also home to five
languages: droid languages 3D+ 1, astrogation 4D, space mites. They've burrowed through the computer
repulsorlift operation 3D, space transports 3D+ 1, Tech- panels and into the cargo hold. They're hiding from the
nical 3D+2, computer programming / repair 5D+ 1, ma- intruders, but if anyone comes within three meters of
chinery repair4D+1, space transports repair4D. Three them, they attack to defend their nests. Space mites
wheeled legs, video sensor, one fine manipulator arm
~-;.,.~--.g
--€
E
".,' . ~'"
The Anguilla enter the cave to rescue any uncon- mobile base; they even offer to join the characters in
scious Rebels in 10 rounds. To pass the rites, the Rebels investigating the base if the characters ask for help.
need only stay in the cave and confront their fears. Anyar also reveals that another group landed five
Failing the Rites. If the Rebels fail the Rites, the tides ago. These strangers have become allies of the
Anguilla don't believe the characters are allies. Their Anguilla and have promised to protect them from the
wounds are healed and they are released, but they are dangerous strangers. They have told the Anguilla that
told to leave the world. Ifthe characters return, they are they will do everything they can to make sure that this
confronted by a force of 100 warriors who are ready to world remains as it is now.
die defending their oceans.
As the characters are ready to leave, Anyar says, "I ~."!1nderwater Combat
had hoped you would be like the first." He explains that
a "giant metal fish that flies" landed on the world. The GOIllbjlldJ.I1der"!:ater.is vf}ry different than. on
beings inside - who seem much like the characters - land. The.follow:i!lg.I'U1esreflect'these differences.
explored the world and left. The Anguilla watched them Character~9s~:theJr s·wimjning skill for ail
from a distance but did not make contact. (This group movement.an1!;aolfge rolls. .
was the Gray Griffins.) w.at~r.is$h~xcellent conductor- of concussion
Then, 15 tides ago, a second group landed. There wave~. A:gfen;\l,de ca~es 4D damage to everyone
were many more strangers this time. Finally, the at poi:ntobl8nk~range.fcirtlie blast radius; everyone:-
Anguilla decided to approach, but the strangers at- els", in the,bllist"suffers 4D stun damage.
tacked his people. (See "A Brutal Welcome.") I3laste~~t~-1lifficnlt-touse underwater. In·
Anyar says that another, larger metal fish landed crease the."Cdiflicillty-of-each shot one-level and
eight tides ago - it's still on this world, far away in the reduc_e_tlie"",~PJln's d=age b)' 2D. Some blasters
southern ocean. There are many strangers on this (like the_oiiilsdri.;th~waveskimmersfuse their full
"fish." Jiamage ~oae," ~
Lig]:lt~ilj,~s~arediflicUlt-tocO"ntrol, requiring a '.
Passing the Rites. If the Rebels pass The Rites of Moderate"cinzt1"ol or a Difficult Ughtsaber or Dex-
Conch-tar, the Anguilla accept them as allies. The terity roll'1;Qh6ld onto each round,
aliens provide the information above and give direc- - ,-_=__ ...:i5f-",,-_
tions to the new "metal fish," which is the Imperial
. In~~striallnti-igue • 41
4~ • Industrial Intrigue .. '.' : :'. . . . .. ' . .
Imperial Mobile Base
Exterior Levell
Aerial View Personnel Deck
Personnel
Quaners
Level 2 Level 3
Barracks Vehicle Bay
Barracks Detention Research Labs
Block Turbolift
Mess Storage
Hall
~=.;;.~~
Barracks Barracks
Vehicle Vehicle
Storage SlOragc
Bay Mustering Bay
Barracks Barracks Hall
Annory Training
Hall
Medical Droid
Bay Bay
Launch Chute
Barracks
technicians' search or Perception) to sneak inside with- have any combat training and none of them carry
out being noticed by Imperial technicians. blasters. If the characters can seize control of the
communications room (so the Imperials and IML work-
Destroying the Base ers can't send out a distress signal) and the computer
It's important to note that the characters may be control room, the sheer size ofthe Anguilla army should
much better offcapturing the base rather than trying to allow the characters to capture the base with a mini-
destroy it. Ifthe base is captured, the Alliance or Radell mum of casualties. This battle can be staged like the
Mining can use it as a base of operations for future Endor battle scenes in Return of the Jedi, where hun-
mining efforts. dreds of Anguilla charge onto the base's surface and
Second, the base is very large - probably too large for climb through the entrances (at least before the Impe-
a small group ofoperatives to destroy. The base has only rials manage to activate the emergency seals) while the
30 troops. The other 50 or so people assigned here are characters race to capture the all-important communi-
IML scientists, technicians and laborers; none of them cations station.
Sensor Tower. There are two 20-meter-tall towers. 'FIElIn, ,li'ighters (6). Starfighter-scale,
There are several access panels which open to reveal the
staTfighten piloting 4D±1, starship 'gunne~ 4D.
circuitry for both the sensors and communications sys- Maneuverability; 2D, space 10, atmosphere 415;
tems. (The systems' controls are in the communications 1,200 knih-;-]l"ull 2D. Weapons: 2 JaBer cannons
room on Level One.) Next to each toweris an emergency (fire-linkea,}RrEllcontfo!,2D, dama.ge 5D).
access door which requires a Moderate security roll to 4 ; ' " , , ; ill
,""'_....
- - - i j i ' « ; i""
'-''''- _
. . . . '. Ind;tistriallnt:l-igue • 45
The entrance to the room has a supply desk; on the disk
is a flimsiplast manifest listing each crate's contents.
There is an IML staffer here at all times; he's thor-
oughly disinterested in his job and takes little notice of
the characters if they're dressed in IML uniforms.
If a character wants a particular item, you may
decide it's simply not present or, ifit is present, have the
character make an Easy search roll to find the item's
listing on the manifest.
Galley. This large room is filled with cooking kettles, Medical Bay. This small room has two complete
ovens, food decontaminators and other kitchen appli- surgery suites and fOUf recovery rooms. The medical
ances: this room has enough equipment to feed over 300 bay is staffed by four MD-5 medical droids and contains
people. A chefand two SE4 servant droids are here at all a pair of bacta tanks.
times. If an alarm hasn't been sounded, the chef teases Droid Bay. The base boasts a huge droid bay with
anyone who wanders in, assuming that the person is an storage racks, power rechargers, and a full-service
off-duty IML employee trying to grab extra Pyollian maintenance and repair shop. The base has dozens of
cakes or other sweets. SE4 servant droids, seven 3PO protocol droids, too many
Office. This is the office ofSupervisor Mehlohtt, the mouse droids, and a few Arakyd 6G2 explorer droids
top IML executive at the base. He is a human male in his refitted for underwater use. These droids are currently
mid-40s, with thick brown hair. He has a fondness for deactivated but automatically power up if spoken to.
stylish business suits.
The room is dominated by a large desk. Mehlohtt's
computer is on the desk. If the characters can get
Mehlohtt to reveal his password, the computer can be
used to access any computers in the base, including
those in the communications room and the computer
control room.
Mehlohtt is a bit of a coward and readily surrenders
to the characters if he's threatened. However, if he
thinks he can get away with calling for help without
getting shot, he tries to grab his personal comlink from
his belt.
Lounge. Up to a dozen off-duty IML workers are
here, trading stories from their exploration missions,
reading holonovels or viewing holovids. Three or four
workers are engaged in a small-stakes sabacc game.
Level~o,Barracks
Barracks. Each of these eight chambers provides
living space for up to 300 troops. Right now the base is
staffed only with a skeleton contingent of 10 Army
troopers and 20 seatroopers.
. 5~.· The.Fixer, the Spy, and the 'Chud' . .. : ::. . .. ' . : . ' .-
REACHED AGREEMENT WITH PIRATES. characters want to stage a rescue, the pilot needs to
THEY'RE GOING AFTER IMPERIAL SHIPPING. make a Moderate space transports roll to match speeds
THAT GIVES NEW REBEL CELLS A CHANCE TO with the falling person, a Difficult space transports roll
START OPERATIONS. to position the ship so someone on-board can pull the
MUST LEAVE KORAD NOW. AS SOLO WOULD falling person aboard (like Lando's rescue of Luke in
SAY, I'VE GOT SOME OLD FRIENDS LOOKING FOR The Empire Strikes Back), and then a Moderate space
ME. I THINK THEY'RE ISB. THEY ALREADY GOT A transports roll to pullout before colliding with the
COUPLE OF THE PIRATES. ground!
GOING TO MERISEE. I NEED TO FIND A GAR- If the characters' ship does not pull out in time, it
DEN TO THINK LOOK OUT FOR IMPERIALS. collides with one of the refuse piles. (Characters can
After the message is decrypted, the characters' ship's activate shields.) The collision causes 3D starfighter-
sensors detect an approaching ship. The ship type is not scale damage.
readily identifiable; it seems to be some crazy combina- The ship that originallyjettisoned its living cargo has
tion of body panels, airfoils, and engines cobbled to- turned around and now attacks the characters' ship.
gether from many freighters and scout vessels. It is This ship presses the attack until it suffers a lightly
flying quite high overhead and is not making any damaged result.
threatening moves against the characters' ship. Makeshift Starship. Starfighter-scale, space trans-
After a moment or two, any character operating the ports 4D, starship gunnery 4D+2, starship shields 4D.
sensors or watching sees that an object has been thrown Maneuverability 2D, space 6, atmosphere 330; 950
from the craft. The flailing object is distinctly person- kmh, hull 2D+2, shields lD. Weapons: llaser cannon
shaped! Could this be Shondra Del? (fire controllD, atmosphere range 100-300/1.2/2.5 km,
The hapless being is plummeting rapidly. If the damage 4D).
J
. 5.6.· The Fixer, thl:l Spy, and the · C h u d · . · :: ... ' .. ' . .
but the fixer is also resourceful enough to help the
characters. Whenever Mikos helps the characters out of
a spot, he should be particularly grating as he gloats.
Most of the time, Mikos is intrusive, irritating, nosy,
and acoward. He always uses the phrase, ''No problem!"
to fimsh a sentence ... even when the problem is glar-
ingly obvious.
Mikos Argdran
Type: Infonnation Fixer
DEXTERITY 2D
Blaster 3D+2, dodge 4D+2, pick pocket 5D+2, running 3D
KNOWLEDGE 3D+2
Alien species: Rakaans 5D+2, bureaucracy 5D+2, languages 4D+2,
streetwise 5D+2, value 5D+2
MECHANICAL 2D
Repulsorlift operation 2D+2, sensors 3D, space transports 4D
PERCEPTION 2D+I
~argain 4D+1, con 6D+2, forgery 3D+1, gambling 3D+2, hide
oD+1, sneak 4D+1
STRENGTH2D
Brawling 2D+2
TECHNICAL2D
Com~uter programming/repair 40+2, droid programming 5D+2,
security 4D+2
Force Points: 1
Dark Side Points: 1
Character Points: 7
Move: 10
Equipment: Ruined set ofluxurious clothes, cloak (with many
pocke~s)? deck of sabacc cards (with illegal skifter chip), droid
restraIning bolt, 25 credits (hidden in boot), hold-out blaster
(3D.+2, hidde? inside a quick-draw holster up sleeve), floppy,
gansh hat (WIth stolen datadisks sewn inside).
. .
.. . . The Fixer, the S .. :and the Chud -57 .
someone matching Shondra Del's description. 'l'he think- name, she said to check with a pet dealer on Torina who
ing gardens are public parks in the city of Caronath. goes by the name of Eeksa. Two gentlemen came along
They consist of small spaces separated by trees, rocks a few minutes later looking for her, but they didn't know
and other natural barriers. Local tradition stipulates her name ... and they looked like thugs, too, so I told
that no one shall enter or disturb those who have rented them she was headed to Elrood ..."
a space. He assures the characters that any meeting at Suddenly, the man stops short and falls face-first to
the thinking gardens is quite safe. No one would dare the ground - with a curved dagger sticking out of his
disturb them there ... back! The woman screams as four beings clad in gray
camouflage spill out ofthe shrubbery. Should any ofthe
Rendezvous and a Surprise characters make a Moderate cultures or planetary sys-
Shondra reserved the park for that evening: the tems roll, they suspect that their attackers are Loag
public parks in Caronath are open around the clock. At assassins, although the characters are likely to believe
night, they are lit with crystalline lumens set on tall, that the Loag were \viped out long ago. (See the sidebar
graceful poles. Mikos leads the characters towards the "The Loag and The Cult of Those Who Redeem.") The
garden Shondra reserved and boasts to the characters assassins have orders from Lud Chud to kill Mikos and
that he has used these gardens in the past with great his "friends" - the characters.
success, both for negotiating business deals and wooing Mikos squeals in distress and begs the characters to
females. He considers these gardens quite lucky. save him as the assassins, carrying blaster pistols and
The thinking garden is rather attractive: circular curved daggers coated with poison, charge. Mikos turns
and 15 meters in diameter, the space is surrounded on and runs.
three sides by thick, tall shrubbery that is over two and The conflict spills out from Mikos' "lucky" thinking
half meters tall. From a high rock face, a bubbling garden and into the paths and other gardens. This
waterfall cascades down into a pond. The combination should be staged as an intense chase, with Mikos
of the thick bushes and bubbling water naturally dead- running in abject terror and the assassins close behind.
ens any sound outside the garden (and prevents those Just as the characters seem to get rid of the first
outside the garden from hearing what is going on group of assassins, six more emerge from the shrubs,
within). In the center of the garden, stone benches garden planters and the tops of trees.
surround a meditation fire inside a stone urn. As the fight carries over into other gardens, the
Seated beside the gurgling pond is a woman, her back characters interrupt individuals deep in private medi-
towards Mikos and the characters. She is slowly nod- tation, business negotiations, and a somewhat embar-
ding and looking down, but from the angle it's impos- rassing situation involving yet another pair of lovers,
sible to tell if she's using a holorecorder or if someone one of whom Mikos identifies as one the city's more
else is in front of the bench. BrasWy, Mikos suddenly prominent public officials!
clears his throat and announces in a rather loud voice, Loag Assassins. Dexterity 4D, blaster 7D, brawling
"Shondra Del, I assume?" parry 5D, dodge 6D, grenade 7D, melee combat 7D,
The woman whirls around. Although she might look melee parry 6D, missile weapons 7D, pick pocket 6D,
a little like Shondra Del, this is clearly not her. Sud- running BD, thrown weapons 6D, Knowledge 3D, alien
denly, a man-obscured by the woman-leaps up from species 4D, cultures: Elrood sector 5D, intimidation 7D,
kneeling on the ground. He's trying to hide a bouquet of languages 4D, law enforcement: Elrood sector 5D, plan-
flowers he's holding and both are obviously embar- etary systems: Elrood systems 3D+2, streetwise 4D,
rassed. survival6D, willpower 6D, Mechanical2D, beast riding
"I knew it!" the man wails aloud. "I knew she would 5D, communications 4D, ground vehicle operation 5D,
send someone after me!" The man has obviously mis- hover vehicle operation 5D, repulsorlift operation 5D,
taken the characters for someone else: he's certain that swoop operation 4D, Perception 3D, command 6D, con
the characters have been sent by his wife to spy on him. 7D, hide 7D, persuasion 5D, search 6D, sneak BD,
He begs the characters not to hurt him. The woman Strength 4D, brawling 7D, climbing /jumping 6D,
seems angered by her lover's cowering reaction. If the stamina 6D, swimming 6D, Technical2D, blaster repair
characters ask if a woman named Shondra Del (or 4D, computerprogramming Irepair4D, demolitions 5D,
describe her) had been here earlier, the man speaks up. first aid 5D, security 5D. Character Points: 3. Move: 10.
"Wait! Yes! Yes! We were looking for a garden of our Blaster pistol (4D), curved dagger (STR+1D, 3D poison
own. For a little privacy, you know?" His companion for five rounds), zolall poison vial, camouflage clothing
rolls her eyes. "But it's so hard to get a reservation. (+1D to sneak in darkness), molecular climbing spikes
Anyway, a woman was about to leave this garden. She (+2D to climbing).
said that she was hoping to meet someone here, but she
had to leave. She said if anyone came looking for her by
5.8 • The Fixer, th~ Spy, and the (Jhud' . .. ; ::. . .. ' .. :.' . ...
· '.. . ' . The Fixer, the SPY3: and the. Chud • 59 .
The characters and Mikos also have a chance to
escape in the confusion. While the characters are sneak-
ing away (or after the battle if they remained in the
thinking garden), one Cultist steps forward and identi-
fies himself as Jero Jal-Song, and offers to use native
medicines (equivalent to a medpac) to heal any of the
characters who have been injured. J ero explains the
purpose ofThe Cult ofThose Who Redeem and its need
for secrecy to the characters. Ifthe Empire should ever
learn of the cult's existence it would launch an inquisi-
tion to find them and many innocents would die need-
lessly. The characters must promise that they shall not
discuss the Cult or this incident with anyone. If they
promise to remain silent, Jero and his people escort the
characters and Mikos safely back to their ship.
Cultists of Those Who Redeem (12). AIl stats are
2D except: Dexterity 4D+2, blaster 5D+2, brawlingparry
7D+2, dodge 7D+2, melee combat 8D+2, melee parry
6D+2, running 8D+2, thrown weapons 6D+2, Percep-
tion 3D+2, command 6D+2, hide 7D+2, search 6D+2,
sneak 5D+2, Strength 3D+2, brawling 5D+2, Technical
3D, first aid 6D+2, security 6D. Character Points: 4.
Move: 10. Vibroblade (STR+2D), native medicines, 2
medpacs, brown cloak with hood.
Torina Sunrise
The characters leave Merisee without further inci-
dent, but they must continue the search for Shondra
Del. AIl the characters have is another place to look: the
planet Torina. Fortunately, Mikos knows of the pet
dealer Del's message mentioned. She's an Ithorian who
sometimes works on the side as a "data tapper," a being
who monitors, analyzes and sells valuable data. Mikos
says that he and Eeksa "go way back" and that he can
"guarantee that she'll help us."
As for the sudden appearance of the Loag assassins,
Mikos explains about his former employer, a crime boss
The Mysterious Ones named Lud Chud. The crime boss has decided to extend
With Mikos ahead of the characters by a few steps, his criminal enterprise across the sector and Mikos
the battle ends up in a small thinking garden that brokered information to him for a while. Mikos explains
consists of a stone amphitheater surrounded by trees. that Chud is a Rakaan, an eight-legged arachnoid who
The characters are surrounded by Loag assassins who would want nothing more than to have him for dinner
close in menacingly ... ... raw.
Then, a Meri in brown robes appears and attacks a Read aloud:
Loag assassin with a vibroblade. Within a few seconds,
"All I did was give him the location of an Impe-
nearly a dozen more beings in brown robes appear.. If
rial weapons shipment. Silly Rakaans. They get
any ofthe characters make a Very Difficult cultures or
so testy when they're close to Transition! Really,
planetary systems roll, they will recognize these beings
how was I to know that an Imperial Star De-
as members of The Cult of Those Who Redeem.
stroyer would pop up and turn Chud's fleet into
A full-scale battle erupts, with Mikos and the charac-
slag? I mean, come on, talk about holding a grudge!
ters right in the middle! The battle concludes when
Er, you don't really need me on Torina, do you? Its
several of the Loag assassins have been dispatched by
such a boring place. They restrict gambling. They
the characters and the Cultists - and with absolutely
even - (gulps) - obey Imperial laws."
no help from Mikos. The fixer spends most of the fight
cowering in the shadows. The rest of the assassins flee Ifthe fixer continues to protest about going to Torina,
into the surrounding woods, vanishing almost as quickly all the characters need to do is threaten Mikos with
as they first appeared.
. 6.0.· The Fixer, th~ Spy, and. the 'Chud' " .. . ;::. . .. ' .. : . . '.'
leaving him on Merisee with the Loag assassins. The • 5-8. The native Torines are a near-human race who
can artist quickly chooses Torina and comes along, work very hard on preserving the ecosystem of their
grumbling all the while. world. Since Derilyn was placed under martial law
several years ago, trade on Torina has boomed.
System Overview
Use this table for those characters who decide to roll ·9-12. Torina has one land-based and several orbital
their planetary systems skill to see what they know starports. The world is governed by the Empire. Most
about Torina. They know everything for the category Torines would rather bow to Imperial laws than be
they rolled, as well as earlier categories: for example, a subjugated to the terror of a full occupational force, as
roll of 10, means they know they information for 1--4 happened on Derilyn.
and 5-8 as well as 9-12. Torina has a thriving electronics industry and is a
Information for a roll of up to 12 can be found in a major provider of electronic equipment in the sector.
ship's library or at a travel office or other public loca- Consumer electronics cost up to 20 percent less than on
tion. The information for a roll of 13 or more can only be other worlds.
learned through black market contacts or by talking • 13-16. Although inexpensive, most ofthe electronics
with people who've done business on Torina. manufactured on Torina are incredibly unreliable. On a
complication (from a Wild Die rol!), the equipment fails
Planetary Systems Die Ron (but can be repaired with a Moderate repair or Techni-
• 1-4. Torina is a hospitable world located three hours cal rol!). Ifthe repair roll fails, the piece ofequipment is
from Merisee (at xl hyperdrive multiplier). It's the last rendered totally useless.
planet ofthe Elrood-Derilyn Run before entering Impe-
• 17 or better. Torina is also a common vacation spot
rial Interdicted Space, which is restricted and heavily for Imperial officials, who enjoy the hotels, recreations
patrolled by Imperial warships. Derilyn, which lies centers and casinos. There are a number of spies from
within Imperial Interdicted Space, is only four hours (at
the Rebel Alliance and counterspies from the Empire
xl hyperdrive multiplier) from Torina. trying to catch them.
Ii:
Once she realizes that Mikos is among them, all deals
are off. The Ithorian retreats to her back room on the
pretense that she left an afternoon meal simmer-
ing on a heater coil. ) ,
If any of the characters follow, they find
Eeksa on a comport calhng for spaceport
security. If discovered by the charac-
"'~.'
' ~." - ,;.
'(i:;. -~
'I
~ ... )
Beast Pen
Deflector Shield
Barrier
Desert
Dwellers
Jungle
Dwellers
Power Control
Station
Thog's Guards. All stats are 2D except: blaster 3D, izer wear off. As word spreads through the party con-
brawling parry 3D, dodge 2D+l, melee combat 2D+2, cerning the new arrival, Master Thog himself appears.
melee parry 2D+2, brawling 2D+2. Move: 10. Stun Ajovial but obese man with not a single hair on his
baton (4D stun, Moderate difficulty), hold-out blaster head, Master Thog is completely enraptured with his
(3D). newest acquisition. He wishes to examine it more closely.
After confirming the delivery of the farlek, they Without the slightest hesitation, hejoins the characters
direct the characters to drive the speeder to the zoo, inside the enclosure to inspect the sleeping farlek. He
which is a collection ofsmall domes and arboretums not asks the characters a battery of questions about it:
far away. Along the way, the characters pass a large • "Does it snore?" (As a matter offact, quite loudly.)
parking lot. Characters who make a Moderate search or • "Did it put up a fight before being tranquilized?" (Yes.)
Perception check notice Imperial Naval troopers and
stormtroopers guarding several of the speeders. • "Did Eeksa say anything about finding a mate yet?"
When they arrive at the zoo, a zookeeper directs the (No.)
characters to back up the speeder to one of the domes. Mikos takes it upon himself to answer the man's
The zookeeper is very harried and busy: apparently the questions, acting as ifhe is a complete authority on the
master of the estate is throwing a party for a few of his species when, in fact, he doesn't understand anything at
important business colleagues and friends, including all about the creatures.
two Imperial Star Destroyer captains. Sensing how rich Thog is, Mikos suddenly becomes
An environment has been prepared for the farlek in very interested in making a deal to locate a mate for the
the large specimen pen. All the characters have to do is farlek - with the help of the characters, of course.
move it inside the cage and let the effects ofthe tranquil- Meanwhile, guests from the party have gathered
6.4 • The Fixer, the Spy, and the 'Chud' . .. : :. ' . ' .. ' . .'
outside the enclosure to ogle the farlek while Thog and Dadefra, loud enough so that all hear her. Read aloud:
Mikos banter enthusiastically. ''How curious that Naval Command would send
Characters who are not participating in the ani- another Star Destroyer to handle a bunch of dis-
mated conversation between Thog and Mikos spot the organized pirates."
two Imperial captains. One of them, a clean-shaven, "Well, I don't like to brag, Captain, but I've
distinguished-looking officer, steps forward to chat with handled pirates before."
Pelleo Thog from the other side of the bars. "Yes. The Khuiumin pirates, wasn't it? And now
Thog speaks to his old friend, Captain Dadefra, and that you and the Brazen are here, what do you
boasts about his latest acquisition. Captain Dadefra think General Hul will do with the surplus of
can't help but speak with some pride about his Imperial captives we shall bring before him?"
Star Destroyer, the Brazen. When Thog inquires about ''He has planned for that. General Hul has built
why the Empire has sent a third Star Destroyer to an arena on Derilyn, similar to the ones found on
Elrood sector, Dadefra makes a comment about an Coyn. He will put it to good use ... and the Empire
increase in pirate activity in the area. This leaves the will have far fewer enemies here. Captain Pryl, I
other Imperial captain, an unsmiling woman who wears heard you dealt with a raiding party not too long
her black hair in a perfunctory braid, looking quite ago. They were attacking one of our supply cruis-
annoyed. ers not far from here. I must congratulate you and
Characters who know anything about Elrood sector your crew for putting a stop to those raiders.
and make a Moderate Perception check realize that the What were they after?"
woman is none other than Captain Tanda Pryl of the "The cruiser was delivering a shipment ofweap-
Star Destroyer Thunderflare. (lfthe characters couldn't ons to the orbiting defense platform at Derilyn.
reasonably know who she is, Thog or one of the other Apparently someone discovered what the cruiser's
guests mentions Captain Pryl by name.) cargo was and tried to help themselves to it."
Mikos recognizes Captain Pryl at about the same "How lucky that the Thunderflare was close
time as the characters spot her, and his expression - enough to put a stop to t h ose ral' ders."
not to mention the joviality in his voice- drops quickly. "Indeed, how lucky." Captain Pryl stares di-
From the characters' point ofview, CaptainPryl watches rectly at Mikos. "We were fortunate enough to
Mikos with interest. Suddenly, she speaks to Captain
Pelleo Thog
Type: Businessman
DEXTERITY 2D+2
Bow: crossbows 5D, dodge 4D+2, blaster 5D, firearms 5D
KNOWLEDGE4D
Alien species 6D, bureaucracy 5D, business 7D, languages 5D+2,
value 7D
MECHANICAL 3D
Communications 4D, repulsorlift operation 5D+2, sensors 3D+2,
space transports 4D
PERCEPTION 3D+l
Bargain 4D+l, can 4D+2, gambling6D+2, hide 5D+l, search: track- """
ing 6D+l, sneak 5D+l ~
STRENGTH 2D+2 <
Brawling 4D+2
TECHNICAL 2D+l
Computer programming/repair 4D+2, droid programming 5D+2,
security 4D+2
Force Points: 1
Character Points: 5
Move: 10
Equipment: Luxurious robes and clothes, datapad, comlink.
Capsule: Pelleo Thog is a successful businessman, entre- and built a private zoo and garden on his immense estate.
preneur, and sportsman who has a fascination with rare In addition to the zoo's numerous outdoor enclosures,
creatures, which he collects from across the galaxy. A Thog has several buildings and arboretums devoted to
hobby since childhood. Thog's collection of pets seemed to specimens from environments that are alien to Torina's
grow proportionally as his wealth increased. Finally heed- atmosphere and climate. Thag's zoo is his greatest trea-
ing the complaints of his wife, he decided that he could no sure and he constantly undertakes expeditions to find new
longer keep his menagerie of creatures inside his home additions. He is also a skilled sports hunter and an expert
in sporting firearms and bow weapons.
. ' " . .' : .. The Fixer, the Spy~:and the Chud ··65 . .
receive a warning about the raid. The message Strength Roll ~ Rounds Until
was garbled, but the point was obvious. We ar- Stimulant Roll ~ By: Farlek Wakes Up
rived in plenty of time to destroy the raiders, 0-3 1 round
nearly to their last ship."
"Did you ever find out who sent the warning?" 4-8 ID rounds
"I'm afraid not. Whoever it was did an excellent 9-12 2D rounds
job of scrambling their image."
13-15 3D rounds
"How unfortunate."
"Unfortunate about the image ... but voice pat- 16+ 1D minutes
terns were another story. Whoever it was, the When the farlek wakes up, it attacks the closest
informant had a very ... distinctive '0' voice." character.
Captain Pryl gestures at Dadefra's glass. "Can I During the fight in the enclosure, Pelleo Thog does
have one of the guards refresh your drink?" what any good sportsman would do - shoot at the
"Why thank you, Captain Pryl." assassins with the zookeeper's dart gun. The gun is
Pryl takes Dadefra's glass and hands it to one of equipped with six dart cartridges (8D stun damage)
the accompanying soldiers. "It would be no prob- which must be loaded one at time. Reloading the gun
lem at all." She glances sideways at Mikos. counts as an action.
"No problem at all." If Thog runs out of cartridges, he uses whatever is
handy to keep the assassins and the farlek at bay.
Let Sleeping Beasts Lie Likely weapons include the bantha prods, a net (no
If the characters aren't in the enclosure, it's impor- damage but a Moderate Dexterity roll is needed to get
tant that they be lured inside now: perhaps Thog calls untangled) or feeding stick (STR+1D damage, melee
them over. combat skill, Moderate difficulty).
Thog's zoo is his personal pride and joy and the The zookeeper hides against a solid wall in the back
master wants his creatures to put on a lively show for of the enclosure, not knowing which to fear more - the
his guests. Despite the zookeeper's warnings, Thog assassins or the farlek. If the opportunity allows it,
takes a dart pistol from him and fires a stimulant Thogrescues the zookeeper and they both escape through
charge into the farlek to wake it up. the open pen doors.
While everyone watches as Thog applies the stimu- Captain Pryl commands her escort of four Imperial
lant to the farlek, Mikos suddenly finds an excuse to Navy troopers and six stormtroopers to arrest the as-
leave the enclosure. He makes a hasty exit for the pen's sassins and uses her comlink to summon additional
thick doors, but gets no farther than the doorway when forces to the zoo.
he abruptly stops, turns and runs back to the charac-
ters. Mikos indicates that Pelleo Thog has several Imperial Naval Troopers. Dexterity 2D+1, blaster
uninvited guests - more Loag assassins! 3D+1, blaster: blaster rifle 4D+2, brawling parry 3D+1,
Six assassins rush into the enclosure, brandishing dodge 3D+ 1, grenade 3D+ 1, melee combat 3D+ 1, melee
curved daggers covered with poison. The characters and parry 3D+1, running 3D+2, Knowledge 1D+ 1, intimida-
Mikos are their targets, but the stormtroopers believe tion 2D+1, streetwise 2D+1, Mechanical 1D+2,
the attackers are trying to kill Thog and the Imperials. repulsorlift operation 2D+2, capital ship shields 2D+2,
The farlek enclosure, however, is surrounded by a force Perception 3D, command 4D, search 4D, Strength 2D+2,
field (body strength 8D) and blaster bolts from the brawling 4D+2, stamina 3D+2, Technical1D, security
stormtroopers ricochet harmlessly off the field, leaving 2D. Move: 10. Blast helmet (+lD physical, +1 energy),
it up to the characters to defend themselves against the blaster pistol (4D), comlink.
assassins. Stormtroopers. All stats are 2D except: blaster 4D,
brawling parry 4D, dodge 4D, brawling 3D. Move: 10.
Actions and Reactions Stormtrooper armor (+2D physical, +lD energy, -lD to
Before combat begins, check to see ifthe farlek has Dexterity and related skills), blaster rifle (5D), blaster
been awakened by the stimulant charge. Make a Strength pistol (4D).
roll for the farlek and compare it to the stimulant's The reinforcements arrive in two minutes. To reach
potency of6D. Find the result on the chart below to see the farlek enclosure, the Imperial troopers have to first
when the farlek awakens ... angry and hungry! run inside the building's entrance to get to the open pen
• If the stimulant's roll is greater than the farlek's doors.
Strength roll, the creature awakens immediately. Mikos spends the battle crouching behind the largest
character, holding his hat protectively against his chest.
6.8. • The Fixer, the Spy, and the 'Chud' . .. : ::. . .. ' .... . .'
tremely difficult; leaving the planet with a Rebel agent Move: 8
in tow could well prove impossible. Equipment: Blaster pistol (4D), vibroblade (STR+20), well-worn
merchant captain's uniform and cloak, comlink
The characters cannot apply for a Derilyn Travel
Waiver without the Empire running background checks. Capsule: A fierce-eyed tall human with thinning white
At that point, they will be arrested and held for ques- hair, and gaunt features, Captain Hatanga is a native to
the Elrood sector and has flown along its space lanes since
tioning by Captain Pry!.
he was a young lad. A grizzled merchant captain, Hatanga
Mikos suggests that the characters hire a ship to believes in what he calls "'The Code of the Stars," an old·
transport them to Derilyn; ifthe ship is big enough, they fashioned system of ethics that calls for floggings, putting
may be able to hide their own vessel inside the cargo troublemakers in airlocks, and other displays of harsh
hold. Coincidentally, Mikos knows someone who might discipline to keep crews in line and to prevent mutinies.
be able to help ... The hard-drinking Hatanga stilI believes in its principles
The fixer arranges a meeting with an ore carrier and is eager to tell anyone who'll listen about how "'today's
captain - and part-time smuggler - who flies from spacers just got no discipline." Hatanga is currently not
Torina to Derilyn. Meeting in a darkened cantina on the operating his ship, the Galax Titan, for reasons that
outskirts ofBrindibarr spaceport, the captain is a crusty quickly become evident.
old space dog named Kortho Hatanga. Galax Titan
A gruff, coarse man, Captain Hatanga says that he Craft: Oamorian Manufacturing X46-7-Class Ore Carrier
has permits with Imperial Mining, Ltd. to do business Type: Modified ore carrier
Scale: Capital
on Derilyn. He can land without a Customs inspection, Length: 175 meters
so no one will check for Derilyn Travel Waivers for his Skill: Capital ship piloting
crew. His ship, the Galax Titan, is an old ore carrier Crew: 20, skeleton: 61+10, gunners: 4
that's big enough to carry the characters' ship inside its Crew skill: Astrogation 40, capital ship gunnery 3D+2, capital
cargo bays. When he smuggles a cargo of restricted ship piloting 40, capital ship shields 30, sensors 3D
Passengers: 8
goods, he hauls a slightly radioactive ore. The ore fouls Cargo capacity: 5,000 metric tons
the sensors of Imperial patrol ships. However, he has Consumables: 1 year
never smuggled anything as large as a light freighter. Cost: 2.5 million credits (new), 1 million (used)
There's one other small problem. Hatanga recently Hyperdrive Multiplier: x3
Hyperdrive Backup: x20
lost his captain's license and most of his BoSS permits Nav Computer: Yes
because of a drinking problem. Maneuverability: OD (-10 when fully loaded)
"No problem!" chirps Mikos. Space: 5
Hatanga takes the characters and Mikos to see his Atmosphere: 125; 360 kmh
ship. The Galax Titan is a rusting scow that's barely Hull: 3D+2
Shields: 1D+2
spaceworthy. Hatanga claims that the ship is ready to Sensors:
go and has a load of radioactive ore to carry to Derilyn. Passive: 4/OD
All Hatanga needs, besides his license and BoSS per- Scan: 8/10
mits, is a crew. Ifthe characters and Mikos agree to sign Search: 16/10+2
Focus: 2/20
on, the Titan can sneak their ship past the Imperial Weapons:
blockade that surrounds Derilyn. 4 Laser Cannons
Captain Kortho Hatanga Fire Arc: 1 front, 1 left, 1 right, 1 back
Crew: 1
Type: Grizzled Merchant Captain Sllill: Capital ship gunnery
DEXTERITY 3D Fire Control: 30
Blaster 4D+2, brawling parry 4D, dodge 4D+2, grenade 3D+2, Space Range: 1-3/12/25
melee combat 4D, melee parry 4D Atmosphere Range: 2-6/24/50 km
KNOWLEDGE 3D Damage: 2D
Alien species 4D, bureaucracy 6D, business 6D, languages 5D,
planetary systems 7D, value 7D Capsule: The Galax Titan is a rusting, modified ore
MECHANICAL 3D+2 carrier, slow and clumsy in appearance. With the added
Astrogation 5D+2, capital ship gunnery 6D+2, capital ship pilot- weight of cargo, the Titan goes from being ungainly to
ing 6D+2, capital ship shields 5D+2, communications 4D+2, virtually'ldead in space." Captain Hatanga had the vehicle's
repulsorlift operation 4D+2, sensors 5D+2, space transports 4D+2, shields improved and added armor plating to critical areas
starship gunnery 5D+2, starship shields 4D+2 surrounding the engines, bridge, and control systems.
PERCEPTION 2D+!
Command 6D+l, bargain 5D+l, con 4D+2, hide 5D+l, intimida- Despite such improvements, Hatanga knows that the Ti-
tion 4D+l, search 30+1 tan could never outrun or outfly an attacker. Therefore, he
STRENGTH 2D+2 had four laser cannons installed in hidden recesses in the
Brawling 40+2 hull. To protect against hoardings, he keeps the ship's
TECHNICAL 3D+! armory well slacked with blaster rifles (5D), grenades (5D),
Capital ship repair 50+2, computer programming/repair 40+2, and melee weapons like vibroblades (STR+2D).
first aid 40+1, security 40+2
Character Points: 3
. 7.0 • The Fixer, th~ Spy, and the 'Chud' . .. . . ; ::. .... ..:." .'
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"That will teach others of their kind that the name ofCaptain Dadefra - the Star Destroyer captain
penalty for piracy is death! The Empire shows no at Pelleo Thog's party.
mercy. Ore hauler Galax Titan, do you require
assistance?" Episode Four: Derilyn Approach
If the visual link is restored, Captain Tanda Pryl The characters are escorted to Derilyn by Imperial
appears on-screen. Since Pryl wants the characters for warships, allowing them to land without risk of discov-
questioning (based on events in Episode Two), they ery but also preventing them from getting their ship out
should make a point to avoid being seen. Once the of the Galax Titan. They must travel to the Arena of
Titan's systems have been repaired, the Thunderflare Games to save Shondra Del from Governor Hul's Coynite
offers an escort to Derilyn, which Captain Hatanga warnors.
reluctantly accepts. Captain Pryl is firm: there have
been reports of pirate attacks against Imperial and Landing Under Escort
civilian targets all over Elrood sector and she will not Under the protection of the Star Destroyer
have another freighter fall under her watch. Thunderflare, the Galax Titan arrives in the Derilyn
Pirates who were captured by the characters can be system without further incident. While the Star De-
interrogated before Imperial forces come over to the stroyer heads back out of system, Captain Pryl orders
Titan to claim them. The pirates resist all attempts at Imperial Customs allow the freighter to dock for re-
interrogation, only muttering phrases such as "Re- pairs. Much to the reliefof Captain Hatanga, the Titan
venge!", "For the Khuiumin Survivors!", and "Kill is waved through immediately without an on-board
Dadefra!" inspection.
This particular group of pirates has formed an alle- During its approach, the Titan passes the immense
giance with the Khuiumin Survivors, a huge band of Derilyn Space Defense Platform, which slowly orbits the
pirates destroyed by the Empire some time ago. Why planet. The spindle-shaped platform is heavily armed,
the Khuiumin Survivors are in Elrood sector is anyone's with plenty ofTIE fighters providing perimeter patrols. It
guess. However, the characters might remember the certainly appears to be a formidable fortress ...
. '.. : ' . . The Fixer, the Spy,: and the. Chud -71 .
not have much time: the Titan is scheduled to be
unloaded quickly and then stocked with survival sup-
plies for an IML mining colony. Hatanga can probably
delay the loading crews for a day or two at most, citing
the need for repairs - but that still gives the characters
a very limited amount oftime to rescue Shondra Del, get
their ship out of the Titan and escape.
Into Tekar
Calling up a map ofTekar, Hatanga gestures at the
location of the Arena of Games, which is in the heart of
the Government District. The Arena is a copy of the
Rols'Kus, a similar arena found on the planet Coyn.
General Hul built the Arena for the entertainment of
the masses, as well as the public eradication of those
who oppose his will. On Coyn, this new arena is viewed
with anger and hostility - many Coynites feel that
General Hul is mocking their combative system of
honor. Still, the General uses warriors from the Merce-
nary Guild of Coyn to fight for the Empire.
If given an opportunity, Mikos sneaks from the ship.
While the characters discuss their options, it soon
becomes apparent that Mikos has left. Gone too are the
datadisks and the codebreaking program. The reason
why Mikos left in such a hurry soon becomes clear: an
Imperial scanning crew has arrived with orders to
search the ship and perform a detailed background
check on all persons aboard. Hatanga warns the char-
acters that they had better vanish too. He does not know
how long he can keep the Imperials from finding their
ship.
City of Fear, Arena of Doom
Characters can learn more about the city of Tekar
and Imperial regulations by checking the public infor-
mation system with an Easy investigation or Perception
roll. Tekaris the largest city on the planet, with over 50
million residents.
Imperial checkpoints are located throughout the
city; travelers must provide valid IDs and their reasons
for travel to different sectors. The city has stringent
laws forbidding carrying weapons of any kind.
Hatanga gives each of the characters an identifica-
tion card that identifies them as crew members from the
Galax Titan. He warns them that these cards can get
them into the city only: if they're caught breaking the
law, they must get rid of the cards.
It becomes quickly apparent that Tekar is in the grip
of a merciless police state. The citizens appear suspi-
cious ofeveryone and a sense ofgrimness hangs over the
city as surely as the gray rain clouds that seem
everpresent. Imperial soldiers and vehicles seem to be
The Titan lands at an Imperial Mining, Ltd. (IML) everywhere and the soldiers do not hesitate to pull aside
processing port on the northernmost end of Derilyn citizens and demand to see identification.
Spaceport Central, in the sprawling megalopolis of The characters can easily hail a speeder taxi to take
Tekar. Captain Hatanga warns that the characters do them to the Arena ofGames. The speeder driver, a Meri
female named Scelli, is only as courteous as absolutely
necessary: she refuses to engage in any type of conver- tickets: 10 credits each for "cheap" seats in the upper
sation for fear that she is being spied upon - perhaps levels ofthe arena, 25 credits each for second elevation,
by the characters or perhaps by Imperial listening 50 credits each for first elevation and 100 credits for
posts. ground level seats.
If any characters check to see if they are being The arena complex is huge, with seating for over
followed, there is no evidence. However, if the charac- 250,000 spectators. The area is bustling with activity,
ters mention anything that could be considered re- as vendors hawk goods and spectators wander around
motely treasonous, such as spealting of the Empire in the facility. While a few seem excited and are busily
any but the most favorable light, the driver pulls over tallting about today's matches and speculating about
and orders the characters out of her vehicle. the "mystery" gladiator who's been added to the card,
Several times the speeder taxi must pull over to give many spectators seem somber and upset about the
squads of stormtroopers, heavy blaster artillery pieces, events they are about to witness. (Many people attend
scout walkers and other Imperial vehicles the right-of- because they're afraid they'll be accused ofbeing labeled
way. "Rebel spies" if they don't.)
Before they reach the arena complex, they are stopped The stadium is ringed by a wide circular corridor,
atan Imperial checkpoint. The checkpoint consists ofan with gates leading into the seating areas. By all appear-
AT-ST scout walker and a full squad of stormtroopers. ances, the arena is at least half full.
A trio of troopers man an E-Web heavy repeating Any seat gives an unobstructed view of the battle
blaster. The gate is plated durasteel that's designed to arena: a walled rectangle with a surface of sand. Huge
withstand vehicle collisions and heavy blaster fire. The holoprojectors are mounted around the ring at strategic
only way through the gate is over it ... and the Empire points. These are used to project advertisements over
rigorously controls any air traffic over the city. The the arena floor - Imperial Mining, Ltd., Utozz Prime
stormtroopers check the characters' identifications, in- Breweries and Torina Discount Electrics, Inc. are the
spect the vehicle, and wave the taxi through. primary sponsors - and to broadcast the action up
After paying the taxi, the characters can purchase close. Teams of four stormtroopers are stationed at all
stadium gates, although they're merely looking out for The gallery is accessed by a sloping ramp which leads
trouble. Between advertisements, the stadium's public underneath the gladiator ring. The warm-up area con-
address system broadcasts the following message: sists of a large gymnasium with a padded floor and
"Attention citizens and visitors. Welcome to transparisteel windows on all sides: the gladiators
The Arena ofGames, Today we are honored by the enter through a secured tunnel.
presence of Moff Villis Andal and our esteemed There are four contests scheduled for today, all of
governor, General Afren Hul. Wagering is permit- them pitting persons sentenced to "entertain" against
ted only at betting windows. Unlawful transac- General HuI's Coynite mercenary warriors. The match
tions and unauthorized gambling is punishable is labeled a "free-for-all" - this means that" the four
by internment in the mining camps. Inspection of matches will take place simultaneously in the ring.
participants is permitted only before today's tour- These events always whip the crowds into a frenzy.
nament begins. Have your identification ready at Some of the more callous spectators express little re-
all times ... for YOUR protection. Your coopera- morse at the prospect of seeing people killed for sport:
tion is appreciated." they say things like "those traitors and fools are going
to get what they deserve."
Signs posted around the stadium clearly indicate the The skill of the four Coynite mercenaries is obvious.
way to the galleries, where spectators may watch the Each is practicing alone, warming up using their own
participants warming up before the day's contests be- rhythmic style with "sat'skars," which are Coynite
gin. Many want to see the gladiators so they can decide swords. Any character who makes a Moderate alien
who to wager on: this area is very crowded. Stormtroopers species or Knowledge roll knows that a Coynite views
rush gawkers who hang around too long so that others combat as a method of determining honor and settling
can see. arguments. If any character makes a Difficult alien
o 7;1.• The Fixer, tht;l Spy, and the 'Chud' . .' : ::'. ..... ..: . .'
· . '. . . The Fixer, the SpY3:and theChud • 75 .
species roll, they know that Coynites fighting in a ritual Into the Thick of Battle
battle almost never come to the aid of another Coynite There are two likely options the characters can take.
in trouble. To do so would be dishonorable - for both For the first option, the characters sneak into the
warriors. Characters who wouldn't reasonably know dressing rooms for the gladiators and usher Shondra,
this overhear spectators discussing the Coynite warrior Mikos and the others out before a full-scale alarm is
code. sounded. For the second option, the characters have no
As the characters watch, they see the four poor souls choice but to vault into the Arena during the contest.
who are matched against the Coynites today. Two are An announcement from the public address system
performing rudimentary exercises: it's obvious that states that today's contest is starting in a few minutes.
they are not trained to use melee weapons. Another The stormtroopers close off the vie\ving gallery and
appears to be a short fellow hiding in a corner and begin to move the remaining spectators to the ramps
fretting - yes, that's Mikos! How he managed to get leading up to the stadium level. The characters are
captured by the Empire and sentenced to the Arena so packed among the others as they are herded towards
quickly is a mystery. the ramp, but any character making an Easy search or
The last of the opponents is a lithe female wearing a Perception roll spies a doorway past the ramp that leads
prisoner's jumpsuit. She is seen expertly fighting a in another direction. If the characters make Moderate
training droid with a Coynite sat'skar. It's Shondra Del! sneak or Perception rolls, they slip through the doors
She makes it clear that she's prepared to fight when she unnoticed by the stormtroopers.
hacks the droid's head off. The hallway beyond the door leads to a shower room,
a medical bay and the contestants' preparation rooms.
76 • The Fixer, th~ Spy, and the 'Chud' . .. : ::. . .. ' .. ' . .'
The Medical Bay. This small, cramped room has ing their friends. Ifthese stormtroopers are not stopped
four surgical beds, an FX-7 medical assistant droid and within two rounds, they use their comlinks to summon
a 2-lB medical droid, as well as medpacs and first aid an additional squad of eight stormtroopers, who arrive
equipment, bandages, and various medicines. in two rounds.
If the characters look into the room, the 2-lB in- Stormtroopers. All stats are 2D except: blaster 4D,
quires, ''What is your. injury? Please come in for any brawling parry 4D, dodge 4D, brawling 3D. Move: 10.
assistance." If the characters don't come up with an Stormtrooper armor (+2D physical, +lD energy, -ID to
adequate cover story, the 2-lB uses a wall comlink to Dexterity and related skills), blaster rifle (5D), blaster
alert security as soon as the characters leave. Within pistol (4D).
two minutes, a squad of stormtroopers arrives at the
medical bay to search for the intruders. Ifthe characters are quick, they may be able to sneak
the prisoners out oftheArena without raising an alarm.
The Preparation Rooms. There are two prepara- Shondra Del explains that several members ofthe local
tion rooms, both of which are identical. Each room's resistance group, the Friends of Paran, work in the
walls are lined with racks of jumpsuits and storage Arena and they can sneak the characters out through
lockers. Another doorway leads to a set ofstairs heading access tunnels.
up to the gladiator ring. Cut to "Let's Leave This Party."
Ifthe characters are quick, they can find combatants
in the rooms. One room is for the four Coynite mercenar- Note: Gamemasters may want to let Shondra and
ies, who try to detain the characters and summon the the characters think they've escaped, only to have them
stormtroopers in the other preparation room. captured by stormtroopers (or even ISB agent Cayble;
If the characters enter the other room - where see Act Three). This allows you to run the dramatic
Shondra Del, Mikos and the other humans are waiting battle scene in "The Arena."
- they must deal with four stormtroopers before free-
mean you guys are working for free? Well I gotta speak The characters have only a few moments to consider
to someone in charge about this. I mean, Mikos doesn't their options. Stormtroopers are checking lD cards
work for free! It's just a policy I have. Have you thought closely: there's no way Shondra Del and Mikos will get
about unionizing? I could be a guild leader! Honest, through the checkpoints. It's also quite likely that the
scrupulous, with keen judgment ... those are traits I characters' faces are being broadcast all over the planet,
have in abundance. Why are you slowing down and with warrants for their arrest.
opening the door to the speeder? Hey guys I was only Shondra orders them to turn around before they're
kidding! Guys? Guys!! Hey, that pavement looks aw~ discovered. She says that they could hide at a Friends of
fully hard ..." Paran base near Knellis, an industrial city east of
Tekar.
Tekar Starport
While the characters are making their way to the Rewards
Tekar Starport to escape on their ship or aboard the
Galax Titan, they are forced to turn around. Traffic is The characters should receive four to six Character
completely cut off by Imperial blockades and all public Points for completing Act Two, plus additional rewards
communications frequencies are broadcasting a repeat- for roleplaying.
ing message: "By order of General Hul, complete mar~ Cut to Act Three, "Death of a Star Destroyer:'
tiallaw is now in effect. All citizens are ordered to report
to their homes. Anyone not following this directive risks
arrest."
Gemon--t
Ion En!!:inc
Thrusl N-ozzlc
locations have been uploaded into this datapad. ber to be scanned and holographed for their fake
''The first bomb must be placed here, along the identicards.
bulkhead separating the port engines from the The cards should be good enough to get the charac-
power cells and propulsion shaft feeds. Detonat· ters aboard the Defense Platform as yard workers. Once
ing this bomb will rupture the superstructure they're up in orbit, they're on their own and will have to
holding the shaft feeds and power cells in place. improvise.
''The second bomb must be placed at this sup-
port column, just forward of upper port side Building the Bombs
Gemon-4 emergency engine. This is a key super- The characters are warned that starport security is
structure junction - when it goes, it will take a so tight that there's no way they'll be able to sneak
large portion of the upper supports with it. weapons aboard the shuttles.
''The third and final bomb must be placed here, Melvor Khampexplains that the bombs require three
inside the central engine's propulsion shaft. With components: a timer, a magnetic field projector and six
all protective force fields deactivated and most of proton torpedoes. He gives the characters three timers
the armor plating stripped away, the blast will and three magnetic field projectors. The proton torpe-
funnel directly into the ship's central solar ion- does, however, must be found somewhere aboard the
ization reactor, causing an uncontrollable over· station. Since Skipray blastboats carry proton torpe-
load. The main reactor will detonate, ripping the does, the characters should be able to find spare torpe-
weakened ship apart ... and probably taking a does in any hangar bay that services blastboats.
good chunk of the space platform with it. Need- Melvor Khamp describes the process of building the
less to say, there's going to be quite a fireworks bombs. Each bomb uses six proton torpedoes. First, the
display. characters must deactivate each proton torpedo's war-
"Remember to wear heavy radiation gear. The head and remove it from the casing.
whole area is contaminated with lethal radiation The characters must fine-tune the magnetic field
levels." projector to channel the proton blast. Then, the charac-
Allow the characters to study the diagram, using ters must use a datapad to override the safety program-
Melvor to answer any questions they may have. When ming from the warheads' guidance computers.
firnshed, Melvor takes the characters to another cham- Finally, the characters must find a footlocker-sized
container for each bomb (to hide it from casual observ-
Imperial
Store Room
..... ,.:::::.
=
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e
L-_----:;"....... ____ ~
Computer programminglrepair-3Dt2;.!lemolition 4D, security The characters must rendezvous at the Derilyn Space
6D --~ . Central starport and use their fake identicards to pose
Force Point: 1 as a work crew and board a shuttle bound for the
Dark Side Points: 3
Charact~r Points: 11
Derilyn Space Defense Platform.
Move: 10 Once aboard the station, the characters must obtain
Equipment: Rank cylinder code key-:.vibroblade (8TH+ W+2). the necessary components to make the bombs and
, blaster pistol (40), hold-out blaster.G?D+ 1). thermal detonator secure a small work sled to transport them aboard the
(10D), datapad. comlink, pQcket_-eomput;er, 1,200 credits Star Destroyer Brazen.
Manhunt at the Starport
Going Topside Security at Derilyn Space Central is very tight as
The characters and any surviving resistance memo Imperial officials direct an intense manhunt for Rebel
bers, including Shondra Del, must escape to the surface. sympathizers. Stormtroopers and Army troopers are
Once at ground level, they can use the abandoned everywhere, scrutinizing identicards and passengers'
industrial complex's rusting construction machinery, bags. Unknown to the characters, the starport has
toppled buildings, chemical vats, and immense con· dozens of disguised ISB agents searching for Rebel
veyor belts as cover as they try to maneuver around operatives.
Imperial patrols. The area is a perfect spot to set The characters' itinerary has them leaving from
boobytraps to entrap and delay Impelial pursuers. Terminal 210. Once the characters have assembled,
You should stage this as a tense game of "hide and read aloud:
seek," as the characters must avoid Imperial speeder Derilyn Space Central appears to be under
bikes, probots, Army patrols, snipers and scout walk· siege. Squads ofstormtroopers guard all entrances
ers. See Star Wars, Revised and Expanded, Chapter and exits, while patrols wander the entire facil-
Eight, "Running Battles," for hints on how to stage this ity. A dozen AT-ATs lumber slowly about the
type of pursuit scene. tarmac, while scores of smaller AT-STs skitter
It's strongly suggested that the characters have a among the buildings and ships. After enduring an
final confrontation with Dineas D' Ink during their endless wait in traffic, you finally manage to
escape - in fact, it would be most satisfying for the enter the main starport terminal.
players ifD' Ink's final defeat was the event that opened Inside the terminal, hundreds of Army troop-
the "hole" in the Imperial security net that allows the ers mill about. The only ships leaving the starport
characters to escape. are those bound for the'Derilyn Space Defense
The characters may also have a preliminary encoun· Platform; the only passengers here are the thou-
ter with ISB agent Cayble, but he must escape because sands of starship engineers and laborers reas-
he figures prominently in Episode Three, "Tickets, signed to repair the Brazen.
Please." Passengers and ship crews stand patiently in
If the characters have timed things correctly, the long lines, while Army troopers closely scrutinize
detonation of the bomb in the munitions cache can all identity cards, comparing the information on
present a major distraction. The ground shakes and a each card with records stored on datapads. Occa-
huge cloud of soot and smoke goes up when the cache