Kay's Heroes A Star Wars RPG Adventure Adventure Script The PCs, commanded by Commander Kay, attack a small Imperial convoy of personell and equipment on the remote jungle planet of Krellis IV. An Imperial Intelligence officer is discovered to be holding a datapad with the coordinates to a poorly defended depot containing a cache containing 8 million credits worth of Stylth, a rare and extremely valuable spice. After the battle Kay proposes to the group that they go after the spice. He can provide some equipment, including three X-Wing fighters, a small shuttle and a repeating blaster cannon. This raid of course will grant everyone equal shares, and will be conducted in secret, just as the CO leaves for several days for R&R in the town. Epidode I: The Blockade As soon as the equipment is loaded into the shuttle, the small group launches from the hidden jungle base. Kay instructs the Ion cannon gunner gunner to give support fire. The opposition consists of two Imperial Star Destroyers. After the battle, the ships have to navigate past an orbital mine field. Just as they leave, the last ship detonates the entire minefield, damaging the shuttle's hyperdrive. The ship must limp toward a nearby outpost, while the X-Wings press on toward the depot on the planet of Issan. Episode II: Orbital Engagements The shuttle makes it to the Visalis system, and encounters an Imperial supply depot. The shuttle has to destroy the outpost's shields, dock inside, take care of the personell, and steal the necessary parts for repairs. The X-Wings have to battle against an Imperial Frigate, and land on the surface. Episode III: The Town Two of the X-Wings have been damaged, and the pilots regroup on the planet in the forest. The shuttle soon arrives. The PCs must assault the town, guarded by a small contigent of Troopers, Scouts, and Stormtroopers, plus three AT-ST walkers. Given a rough telemetry from the X-Wings, as mapped out by one of the droids, the PCs must plan an assault. The PCs will have whatever personal weapons, plus the repeating blaster cannon, and the one X-Wing fighter, unfortunately, it is now just discovered that the shuttle's weapon system has been burned out in the previous battle, but it can still fly. The outcome of this battle renders the last X-Wing useless, but all Imperial troops have been killed, captured or routed, and only one AT-ST remains. All of the remaining weapons the PCs have will be quite useless against the powerful walker's armor. The depot itself is impeneratrable. Episode IV: Lt. Brax and the Depot The last AT-ST, being invulnerable, and all that stands in the PCs' way, presents a last roadbock in their quest. Having no other option, Kay decides to negotiate with the last AT-ST pilot, whose name is Lt. Brax. Should negotiations work, Lt. Brax will us the AT-ST cannons to destroy the doors to the depot, and defect to the Alliance for an equal share of the loot. They will all depart in an imaculate Imperial Lambda Class shuttle. Storyline: Admiral Ackbar struggles with two problems, the need to capture the planet Issan, and the Imperial blockade in the Krellis system that continues to thwart the efforts of the Alliance to send supplies to the hidden base on the planet. Additionaly, he wishes to destroy the supply depot orbiting in the Visalis system that continues to provide supplies to the blockade fleet in Krellis. Ackbar just doesn't have enough ships to go around, and accomlish each of these objectives, so he must decide which objective to follow. Meanwhile, on Krellis, a small group of X-Wings, with support fire from an Ion cannon, destroys the blockade. Not too soon later, it is learned that a raid has been conducted on the supply depot in Visalis. Troops infiltrated the station and managed to destroy it, while at the same time, the orbital defenses around Issan were destroyed by another group of X-Wing fighters! Ackbar wants to know who's behind this, and commend them. Ackbar, seeing that the supply depot in Visalis has been destroyed, and that there is no longer a blockade around Krellis, sends a small fleet with ground troops to Issan, over-estimating the number of Imperial troops that they will have to fight. When the fleet arrives, and Rebel forces have landed, the find only two destroyed AT-ST walkers, an abandoned AT-ST, three downed, abandoned X-Wings, and an abandoned shuttle, in a town rejoicing liberation. Kay's Heroes (play the music) In the farther reaches of the galaxy in the Outer Rim, a small Rebel base on the jungle planet of Krellis IV is threatened by a menacing blockade orbiting the planet. Imperial troops have pursued the motly band of rebels across the planet. Led by young Commander Kay, the rebels have managed to keep the location of their hidden base secure. Knowing that it is only a small matter of time before Imperial Forces find the hidden base, Admiral Ackbar must devise a strategy to rescue the Rebels. However, Ackbar's fleet is limited, and he has many troubles elsewhere... Cut to: Space. Two star destroyers hover above a brightly green planet. Cut to: From underneath one Star Destroyer, a small shuttle emerges, speeding toward the planet, escorted by two TIE fighters. Cut to: Aboard one of the Star Destroyers, in the bridge. The captain stands gazing out the viewport, one of his officers approaches him. Officer: Sir, the shuttle is on its way, with the supplies, and the detatchment of troops you've requested. Captain: Good, we shall find the Rebels' hidden base, and then we can release this blockade. Officer: Is that wise sir? after all, we don't know how many bases the Rebels have down there. Captain: With the destruction of their primary base, the rest of the unit will become quite dissarayed and demoralized. Then we'll have them. Officer: Sir, Admiral Travell also requests an appraisal of our current status. Captain: Inform the Admiral that our blockade is secure, and that we shall have the location of the Rebel base quite soon. Officer: Yes, sir. Com Officer: Captain, I'm recieving a priority transmission! Captain: What is it? Com Officer: Our convoy on the planet has been attacked! Captain: Rebels? Com Officer: Yes, sir. Captain: Our troops will CRUSH them. Adventure Script: GM: The setting is a jungle road, several land speeders bearing the Imperial insignia on this road, som over turned. There is a furious gun battle. Imperial officers in black uniforms franticly shout orders as army troopers and Stormtroopers shoot at the Rebels in the jungles. A large laser blast strikes one of the land speeders, tossing it over, and sending several officers and troopers flying. The Imperial forces begin to retreat, and the Rebels cheer and pursue the enemy, taking the battle elsewhere. Several Rebels remain, including yourselves. Your squad's leader, Commander Kay over turns the body of an Imperial officer. Kay: Medics, we have a live one here! Player 1: Sir, I recognize that uniform, he's with Imperial Intelligence. Player 2: Perhaps he's got some data that could give the Alliance an edge. Kay: Perhaps, let's see what we have here (picks up a datapad, and begins reading, as a medical droid takes away the body). Player 3:(to younger player) That was some good shooting, kid! Player 4: Thanks, anything to keep the Imperials at bay. You owe me one. Player 3: We'll see about that. Say, what do we have here? Player 1: Kay found something from Imperial Intelligence. Player 4: Really? Let's see... Player 2: Shhh! Here comes the General. Kay: Gentlemen, not a word about this datapad. General: Excellent work, gentlemen. Kay: Thank you, sir. General: Excellent work, you've shown the Empire what the Alliance is made of. I only regret that I was unable to come sooner, I had some pressing business with Intell. Player 4: No need to explain, sir. We understand. General: Good. I'm afraid I have some pressing business south of here near the Denback River. Player 2: We understand. (general leaves) Player 1: Pressing business indeed, he's always had a reason to go off into the jungle ever since he stol that hydrospeeder. Player 3: Exactly, and he's never around during a blaster fight. Kay: Shh. I've got something here. Player 4: What is it Kay? Kay: Do you want to be rich? According to this datapad, there's a depot of Stylth, worth about 8 million credits on the Issan system! Better yet, the depot's poorly defended, only three squads of troopers, plus a squad of stormtroopers. Player 1: Only? That's over two dozen troopers all told! That's crazy! Kay: Let me finish, I've got it all planned our already. We can take three X-Wings, plus one of the shuttles to the Issan system. Plus, Windo'll lend us a repeater cannon, and we take some extra men. Hogge and Tiree'll come. Player 4: What about the blockade!?! Kay: We can take those Star Destroyers, I'll just persuede Drake to fire some Ion blasts into space, all we have to do is take out their shield generators, and they'll be sitting ducks. It's a cinch. Player 3: Well, I'm in. Player 2: Eight million? I'm in. Player 1: I guess I'm crazy enough. Player 4: Then count me in too. Episode 1: The Blockade In addition the player characters, and Kay, there will be three additional NPCs, Tiree, Hogge and Windo. Plus, ther may be as many as five additional minor, nameless NPC Rebel troopers. Stats are given in the back. Equipment also includes a repeating blaster cannon. Windo will give out personal equipment including: 1 Survival Pack per person containing: 2 Concussion grenades Wrist Comlink Vibroblade 1 wk rations Medpack 10 meter syntherope and grapnel Macrobinoculars 1 Blaster pistol for each person 3 Blaster Rifles 1 Vibroax 1 Protective helmet per person 1 Protective vest per person 1 Forest/jungle protection/camoflauge poncho 3 Flight suits 3 R2 units (in X-Wings) The comlinks have a range of 50 km in good weather. Medpacks and other standard equipment are detailed in the rulebook. Weapon stats are listed here: Concussion Grenade: Skill: Grenades: Ranges to throw: 3-7/20/40 Damages 5D 4/4D 6/3D 10/2D Vibroax Skill: Melee weapons: vibroax Damage: Str+3D+1 Difficulty: Moderate Vibroblade: SKill: Melee weapons: vibroblade Damage: Str+3D Difficulty: Moderate Blaster Pistols Skill: Blaster: Blaster Pistol Range: 3-10/30/120 Damage: 4D Blaster Rifles: BlasTech A280* Skill: Blaster: Blaster Rifle Range: 4-40/120/300 Damage: 5D+2 *The BlasTech A280 is a superior model to most blaster rifles, therefore the stats I have may be different from those in the rulebook, and other sourcebooks. See Rebel Alliance Sourcebook, Chapter Six: Ground Combat (p. 100 in 2nd ed.). Heavy Repeating Blaster Skill: Blaster: Heavy Repeating Blaster Range: 3-75/200/500 Damage: 8D Note: All weapons shown here are character scale. It is now time for eqipment to be distributed, and a plan of escape should be brain stormed. Kay will know that there will be at least one flight of TIE fighters patroling the area per Star Destoyer, wheras a flight consists of four TIE fighters. He will know that at least one of the X-Wings should deal with the TIE fighters. He will also know that destroying each ships com tower would disrupt coordination among the TIE fighters. What the characters know depends on KNOWLEDGE or Tactics rolls: KNOWLEDGE: Tactics: V. EASY Nothing Nothing EASY Nothing TIE fighters will be there, so the group should be aware. MODERATE TIE fighters will be abound. Shield generators should be targeted first. DIFFICULT Shield generators. Bridge section should then be targeted. V. DIFFICULT Bridge section TIE fighters could be lured into to shoot at the shield generators. HEROIC TIE fighters-shield generator Targeting the docking bay will prevent deployment of reinforcements. Eventually, the group should come to the conclusion that while some of the X-Wings should keep the TIEs at bay, the rest should first target the shield generators, then use proton torpedoes and destroy the bridge section, which will in turn lead to a chain reaction which will cause the ship to crash. Once this is done, Kay will summon, the Ion Cannon Gunner, and tell him the plan, and ask him to give support fire five minutes after take-off. Read aloud: "The gunner thinks for a second, and says, 'It's crazy. You know I can't fire that cannon without the General's permission. If I fire that cannon, you're gonna have to destroy those Star Destroyers, or they'll be able to figure our where we're hiding. And I'll only be able to fire three shots, five at most.' Kay considers this, and says 'No problem, we can handle this, remember me at the battle of Ollan. Besides, here's a little insentive...' Kay hands him a pouch of credits. 'There's at least seven thousand there, don't forget me now.' The gunner counts the credits 'I have a bad feeling about this. I'll do it.' The gunner walks away. Kay says, 'Do you hear that fellas, we have to take down the Star Destroyers, this is going to be really tricky business, but a good reward isn't without high risks." With that, the ships launch. X-Wing fighter Scale: Starfighter Length: 12.5 meters Skill: Starfighter piloting: X-Wing Crew: 1 plus Astromech droid Cargo: 110 kg Consumables: 1 week Hyperdrive: x1 Maneuverability: 3D Space: 8 Atmosphere: 365; 1,050 KMH Hull: 4D Shields: 1D Sensors: Passive:25/0D Scan: 50/ 1D Search: 75/2D Focus: 3/4D Weapons: 4 Laser cannons (fire linked) Fire Arc: Front Skill: Starship Gunnery Fire Control: 3D Space Range: 1-3/12/25 Atmosphere: 100-300/1.2/2.5 KM Damage: 6D 2 Proton Torpedo Launchers Fire Arc: Front Skill: Starship Gunnery Fire Control: 2D Space Range: 1/3/7 Atmosphere: 100/300/700 Damage: 9D Modified Corellian RD-500 Shuttle Scale: Starfighter Length: 22 Meters Skill: Starfighter piloting: RD-500 Shuttle Crew: 2 Cargo: 500 Metric Tons Consumables: 1 Month Hyperdrive: x1 Hyperdrive Backup: x10 Nav Computer: Yes Maneuverability: 1D Space: 5 Atmosphere: 295; 850 KMH Hull: 5D Shields: 1D Sensors: Passive: 20/0D Scan: 35/1D Search: 60/2D Focus: 2/3D Weapons: 2 Laser cannons Fire Arc: Turret Skill: Starship Gunnery Fire Control: 2D (0D from cockpit) Space Range: 1-3/12/25 Atmosphere: 100-300/1.2/2.5 KM Damage: 4D Ion Cannon Scale: Capital Crew: 15 Crew Skill: Artilliary Weapons: 4D Body: 3D Fire Control: 4D Range: Atmosphere/1/3 Damage: 8D (ionization) TIE/In Scale: Starfighter Length: 6.3 meters Skill: Starfighter piloting: TIE/In Crew: 1 Crew Skill: Starfighter Piloting 4D/ Starship Gunnery 4D Cargo: 110 kg Consumables: 2 Days Hyperdrive: None Maneuverability: 2D Space: 10 Atmosphere: 415; 1,200 KMH Hull: 2D Shields: 0D Sensors: Weapons: 2 Laser cannons (fire linked) Fire Arc: Front Skill: Starship Gunnery Fire Control: 2D Space Range: 1-3/12/25 Atmosphere: 100-300/1.2/2.5 KM Damage: 5D Imperial Star Destroyer Scale: Capital Length: 1600 meters Skill: Capital ship piloting: Star Destroyer Crew: 36,810 gunners: 275, skeleton: 5,000 /+20 Crew Skill: Astrogation 4D, capital ship gunnery 4D+2, capital ship piloting 5D+1, capital ship shields 4D+1, sensors 4D Passengers: 9,700 troops Cargo: 36,000 metric tons Consumables: 6 years Hyperdrive: x2 Backup: x8 Nav Computer: Yes Maneuverability: 1D Space: 6 Hull: 7D Shields: 3D Sensors: Passive: 50/1D Scan: 100/3D Search: 200/4D Focus: 6/4D+2 Weapons: 60 Turbolaser batteries Fire Arc: 20 fore, 20 starboard, 20 port Skill: capital ship Gunnery Fire Control: 4D Space Range: 3-15/36/75 Atmosphere: 6-30/72/150 KM Damage: 5D 60 Ion Cannons Fire Arc: 20 fore, 15 starboard, 15 port, 15 aft Skill: capital ship Gunnery Fire Control: 2D+2 Space Range: 1-10/25/50 Atmosphere: 2-20/50/100 KM Damage: 3D Ion damage 10 Tractor beam projectors Fire Arc: 6 fore, 2 port, 2 starboard Fire Control: 4D Space Range: 1-5/15/30 Damage: 6D When the ships emerge from orbit, the ion cannon will fire several shots, two shots to each of the two Star Destroyers in orbit. An EASY passive sensor reading on any of the ships will detect TIE fighters, if within range. The first star destroyer will only have five of its turbolasers operational, 2 on port, and three on the fore arc. The second Star destoyer will have seven, 1 on the port, 4 on the starboard, and 2 on the fore arc, plus its shields will still be operational. The most effective way to destroy the Star Destoyers will be to detonate their shield generators, then use proton torpedoes to target the bridge area, but they will still have to deal with the ten TIE fighters. The orbital mine field: Once the Star Destroyers are destroyed, the group will have to deal with the orbital minefield, which will be detected on a DIFFICULT sensors roll. There are many small mines, which detonate other mines within the vincinity. The minefield itself forty five space units from the planet, and about ten space units wide. The terrain counts as HEROIC, and failure in such a check resutlts in the tossing of two dice, if the first one is between one and four, than the second one is the number of mines impacted. Each mine does 1D of damage culumulatively, which means a roll of 4D if four mines are struck. On scan mode, sensors reduce the difficult of the terrain, according to the following table: Sensor Roll: Minefield navigation difficulty: V. EASY HEROIC EASY V. DIFFICULT MODERATE V. DIFFICULT DIFFICULT DIFFICULT V. DIFFICULT DIFFICULT HEROIC MODERATE Of course sensor rolls should be secret, and the pilot of each ship should not know the difficulty. He should only know when scans pick mines, and whether or not he hits any. It is very important for sensor rolls to be secret, and for piloting difficulties to be secret too, for the next part. At the end of the field, the last ship should trip a mine which will detonate a large portion of the field. Because the pilot does not know the difficulty, they will not know that this is a planned encounter. In any event, all within five space units of the field will suffer 3D damage. Again, make the damage rolls secret, because the explosion should damage the shuttle's hyperdrive. This is necessary for the next episode. Hyperoute chart: Krellis System Visalis System Issan Krellis System -------------------- 5 Hours 12 Hours Visalis System 5 Hours --------------- 9 Hours Episode 2: Orbital Engagements Cut to: Interior: Mon Cal Cruiser, Deep space Admiral Ackbar sits in the bridge, and one of his Lieutenants approaches him. Lieutenant: Sir, we have news come from Krellis IV. Ackbar: What is it Lieutenant? Lieutenant: Apparently, a small squadron of X-Wings broke the blockade, sir! Ackbar: Broke the blockade? Lieutenant: Not only that, but they've destroyed two Imperial Class Star Destroyers! Ackbar: With the blockade down, we can begin sending supplies to Krellis. Who are the heroes involved? I wish to commend them. There are two parts to this episode, the part dealing with the shuttle, and the part dealing with the X-Wing fighters. The first part here will deal with the shuttle, as the X-Wings travel through hyperspace. As soon as the shuttle enters the Visalis System, it will come within about 30 space units of an Imperial supply depot, that the group was not aware of. Imperial Supply Depot Scale: Capital Length: 900 meters tall Crew: 300 (50 Depot Sec troops), skeleton 40/+10 Current Crew Status: 44 crewmen, plus 30 Depot Sec troops Crew Skill: Capital ship gunnery: 4D, Sensors 3D, Shields 4D Passengers: 100 Cargo: 1 Million Metric tons Consumables: 2 Years Hull: 3D Shields: 4D Sensors: Passive: 75/1D Scan: 150/2D Search: 300/3D+2 Focus: 9/5D Weapons: 4 Turbolaser batteries Fire Arc: 1 fore, 1 aft, 1 port, 1 starboard Skill: Capital ship gunnery Fire Control: 1D Space Range: 3-15/35/75 Damage: 3D 1 Tractor Beam Fire arc: fore Skill: Capital ship gunnery Fire Control: 1D Space Range: 1-5/15/30 Damage: 3D Read aloud: "As you approach the planet, a com link blinks, and a brisk voice says, 'Unidentified shuttle, this is Imperial Supply Station Omega. What is your clearance number?'" The station officer will not allow a landing until a correct clearance number is given, and none of the PCs or NPCs have one. The officer will become irrate, and ask that the ship land in docking bay 19A. If the ship tries to land, the station will fire its batteries at the shuttle. One of the NPCs will figure out that the station itself is quite defenseless, and it would be easy to raid the station for the parts they need, rather than having to find them, and buy them on the planet. If the ship lands without making hostile moves, a single squad of 10 DepoSec troopers, several techs, and at least one officer will be there to greet the group. They will confiscate all weapons, and detain the group until the ship can be inspected. Of course this should not be allowed. On the other hand, if the ship is forcefully tractored in, or the ship lands forcefully, the docking bay will contain two squads, consisting of 20 troopers. Depot Sec Troopers DEXTERITY 2D Blaster 3D+2, dodge 4D KNOWLEDGE 2D MECHANICAL 2D PERCEPTION 2D Search 3D, sneak 3D STRENGTH 2D Brawliing 4D TECHNICAL 2D Move: 10 Equipment: Imperial Munitions Type D Heavy Blaster Pistol (5D), blast helmet (+1D physical, +1 energy, head only) Imperial Depot Techs DEXTERITY 2D Dodge 3D KNOWLEDGE 2D MECHANICAL 2D Sensors 4D PERCEPTION 2D Search 3D STRENGTH 2D TECHNCIAL 2D Capital starship repair 3D, Computer programming/repair 4D, Droid programming 4D, Droid repair 3D, Security 3D, Space Transports repair 3D, Starfighter repair 3D, Starship weapon repair 3D Move: 10 Equipment: Datapad, pocket computer, repair tools, scanning equipment. Depot Sec Officer DEXTERITY 2D Blaster 3D, dodge 4D KNOWLEDGE 2D Intimidation 3D MECHANICAL 2D PERCEPTION 2D Command 3D, Hide 3D, Search 3D, Sneak 3D STRENGTH 2D Brawling 3D TECHNICAL 2D Move: 10 Equipment: Blaster pistol (4D), comlink After 10 rounds of combat in the docking bay, another squad of ten troopers will arrive, and then another if there is one (there are only 3 squads in the whole station). The rest of the station is just personell and techs, with limited combat skills. One of the NPCs in the group will figure that the best plan is to raid the station after taking care of the troopers, find the parts they need, then overload the power core and destroy the entire staion. Of course all blast doors will be sealed within the station, and the space doors may also be sealed, depending on the GM's choice. INSERT MAP of station After the group accomplishes their means, they may hyper route toward the Issan system. Cut to: INTERIOR: MON CAL CRUISER ACKBAR is at the bridge, looking at a report, when a Lieutenant brings another report. LIEUTENANT: Sir, news has just come from the Visalis system, the new Supply Depot there has been infiltrated and destroyed. ACKBAR: Hmmm, although it has been poorly defended, it has been the mainstay of the Imperial fleet in that sector. Destroyed, by whom? LIEUTENANT: Apparently, a small Coreillian type shuttle has been identified, blasting its way out. It's markings match those of a shuttle assigned to the base on Krellis IV. ACKBAR: Krellis? It's the heroes who destroyed the blockade! Now that the blockade is down, and the supply depot at Visilas has been destroyed, we can continue to the Issan System, and see if we can't eliminate the Imperial foothold in this sector! The Mon Cal Cruiser jumps into hyperspace toward the Issen system. The second part is simply a battle between the three X-Wings and two Imperial Frigates. Fortunately, there are no support craft. The outcome of the battle should down, but not destroy two of the X-Wings, but destroy both Frigates. Some die rolls should be fudged. Additionally, if an NPC is present, or a PC makes a KNOWLEDGE roll, that character should point out that there's a weakness in the Frigate's rear bottom engine power assembly, and any hits scored here do double damage (double roll of damage dice). Additionally, hits to the shield generator should be treated seperately, as they are also a weakness; they have their own hull rating of 2D+2, and if lightly damage, shield rating is reduced by half, but if heavily damaged, severly damaged or destroyed, the ship will no longer have shields. Imperial Frigate, Customs Guardian 3A Scale: Capital Length: 300 Meters Skill: Captial ship piloting: customs guardian Crew: 830, gunners 66, skeleton 325/+10 Crew Skill: Astrogation 3D, Capital ship gunnery 4D, capital ship piloting 4D, capital ship shields 3D, sensors 3D+1, starship gunnery 4D Passengers: 70 troops, plus 20 prisoners Cargo: 6,000 metric tons Consumables: 2 years Hyperdrive: x2 Backup: x10 Nav computer: yes Maneuverability: 1D Space: 9 Atmosphere: 400/ 1,150 KMH Hull: 5D Shields: 2D Sensors: Passive: 40/0D Scan: 75/1D Search: 150/3D Focus: 4/4D+2 Weapons: 4 Laser Cannons Fire arc: 2 fore, 1 port, 1 starboard Skill: Starship gunnery Fire Control: 2D+2 Space Range: 1-3/12/25 Atmosphere: 100-300/1.2/2.5 KM Damage: 5D Episode 3: The Town It's not difficult for the X-Wing pilots to regroup, along with the droids R2-C1, and R2-D0 (R4-D9 got hit in the space fight). R2-D0 is able to transmit a signal for the shuttle to pick up, and find. The shuttle soon arrives, and R2-C1 is able to holographicly project the following map: INSERT MAP However, Seewon (R2-C1) is not able to pinpoint troop positions. The following map shows troop positions, plus identification of the buildings. INSERT MAP The group will have to form an attack plan of some sort. Unfortunately, the guns on the shuttle have been burnt out, but the X-Wing could excellent support fire. It is up to the group to set up scouting missions to determine the force, and location of the Imperials. On such a scouting mission, it will not be difficult to identify the supply shed containing the stylph. During the attack, which is a surprise one, it will be difficult for the Imperial troops to coordinate, most units will simply move to the nearest engagement. The X-Wing's laser cannons are the only weapons the Rebel's have that are reasonably effective against the AT-STs. The X-Wing should have no problem destroying the first two AT-STs, but the third AT-ST will definately damage the X-Wing's rear power matrix, disabling the weapons, and forcing it to land. It will be a moderate challenge to eliminate the entire ground force of the Imperials, but the strike will confuse the Imperials, who will think that an entire army is assaulting them. If half or more of the troopers in a unit are killed, then the remaing will regroup with any other units they can see within 20 meters, or rout (run away in fear). Eventually, the outcome of this battle should eliminate the entire Imperial force, except for one of the AT-ST walkers. Army troopers: DEXTERITY: 2D Blaster 4D, brawling parry 4D, dodge 4D KNOWLEDGE: 2D MECHANICAL: 2D PERCEPTION 2D STRENGTH 2D Brawling 3D TECHNICAL 2D Move: 10 Equipment: Blast helmet (+1D physical +1 energy to head only) blaster pistol (4D) comlink. Stormtroopers: DEXTERITY 2D+1 Blaster 3D+1, blaster: blaster rifle: 4D+2, brawling parry 3D+1, dodge 3D+1, grenade 3D+1, melee 3D+1, melee parry 3D+1 KNOWLEDGE 2D MECHANICAL 2D PERCEPTION 3D Command 4D, search 4D STRENGTH 2D+2 Brawling 4D+2 Move: 10 Equipment: Stormtrooper armor (+2D physical, +1D energy, -1D DEXTERITY and related skills), blaster rifle (5D), blaster pistol (4D), external, and internal comlink, grappling hook with 20 meters of syntherope, concussion grenade (5D) Scout troopers: DEXTERITY 2D Blaster 4D, brawling parry 4D, dodge 4D KNOWLEDGE 2D MECHANICAL 3D Repulsorlift operation 3D+2 PERCEPTION 2D STRENGTH 2D Brawling 3D TECHNICAL 2D Move: 10 Equipment: Hold-out blaster (3D+2), scout armor (+2 physical and energy), blaster pistol (4D) or blaster rifle (5D), concussion grenade (5D), survival pack. If no blaster rifle, then scout is mounted on bikes, and vice versa. Aratech 74-Z speeder bike: Scale: Speeder Maneuverability: 3D+2, Move:175; 500 KMH Body: 2D Weapons: Laser cannon Skill: Vehicle blasters Fire control: 2D Range: 3-50/100/200 Damage: 3D Episode 4: Lt. Brax and the Depot After the battle, it will come to stand that one AT-ST remains, and is closely guarding the supply depot with the spice. The supply depot is a high security storage facilty (Strength 4D walker scale), has no openings, and any attempt to blast it open, will fail. None of the X-Wings are operational, much less are able to blast open the doors, and the power cells in the shuttle's weapons are completely fused (beyond all repair). Simply put, the only weapon capable of blasting the storage facility open would be the cannons on the one remaining AT-ST walker. This presents a problem, because the operator of the AT-ST is one of the enemy, or so it seems. Commander Kay will opt to negotiate with the AT-ST pilots. He will ask three of the characters to join him in the negotiations, and have the rest suround and cover the area. The four of them will simply walk into the middle of the street, and stand before the AT-ST. Read aloud: Kay strides confidently out into the street. The guns on the walker aim at the group, but do not fire. Kay walks out in front, and just stares at the walker's cockpit. The hatch to the walker pops open, and out emerges the pilot, with helmet and goggles. He stands on the top, removing goggles and helmet, just eyeing Kay and the group, cockily. He drops a line, and slides down the rope. He approaches the group cautiously, but also somewhat cocky. 'I'm Commander Kay, are you ready to make a deal Lieutenant?" The pilot says "I'm Lieutenant Brax, I've been instructed by the Imperial army, not to let that storage facility fall into Rebel hands." Kay replies "Here on Issan, you're all that's left of the Imperial army, and it won't be long before this place is swarming with Alliance reinforcements. That depot won't fall into Rebel hands, it'll fall into our hands. You've got nothing to lose, and you can have an equal share of the loot. All you have to do is get back in that chicken walker, and blast the doors open..." The negotiations will continue. Bargaining, and persuasion rolls can be made, but role-playing is absolutely necessary. It is also necessary that as the GM, you study both Kay's and Brax's character profiles for the negotiations. Remember, Brax is not emphaticly devoted to the Empire, but he is a professional man, if pursuaded properly, he will blast open the doors, and possibly join the Alliance. It depends on how well he is negotiated with. He is a logical man, and it will take iron hard logic to persuede him to do anything. If persueded enough, he might join the Alliance. If he does so, he will know where the Imperial shuttle is landed, and help the characters load the spice into the shuttle. Otherwise, he will only load his share, and fly off by himself. Once the doors are blasted open, stacked inside the compound are 80 crates of spice, being about two meters long, and half a meter high and wide, weighing 100 kilos. Use the lifting difficulty chart in the rulebook 2nd edition on page 86 to figure out how quickly it'll take to load the crates. Remember, either shuttle must be flown in front of the depot. If two people are carrying the load, use the totals of both dice. However, use -1D deductions for movement to each person if walking, or -2D for running or hurrying characters. Indeed, Kay will want them to hurry, because the rest of the Rebel forces could arrive at any moment. Also, have them make Stamina checks every five rounds or so, with a -1 penalty per sucessive check. After all, these are huge, 100 kilo crates, which is about the weight of a somewhat heavy person, and eighty of them have to be loaded. All told, there is about 8 metric tons of spice, waiting to be loaded. Either shuttle should accomodate this amount. When all is packed and ready, it's time to return to Krellis IV, and about 8 million credits richer! Cut to: INTERIOR: MON CAL CRUISER The cruiser emerges out of hyperspace, into the Issan system. Ackbar is sitting in the command chair. Ackbar: Alert the fleet, engage enemy ships, only to allow landing ships. Lieutenant: SIr, there's no enemy fleet. Ackbar: What no ships? Lieutenant: I'm only picking up fragments of ships, perhaps only a few Imperial frigates. Ackbar: Very well, make ready to land the troops, and prepare my shuttle, I'm going down. Lieutenant: But sir-- Ackbar: Don't worry, lieutenant, I have a feeling some one has already been here. Cut to: EXTERIOR ISSAN SYSTEM. In the forest near the town, a small shuttle lands. There is lots of fanfare and parading in the town, celebration of being liberated from the Imperials. The hatch opens, and the Mon Cal, Admiral Ackbar steps out awkwardly onto the forest floor. A general approaches him. General: Admiral, we've done a complete search of the town, there are no Imperials. Ackaber: None? General: All we've found are many fallen Imperial troops, two AT-ST wreckages, an abandoned AT-ST, an abandoned shuttle [if the PCs took the Imperial shuttle] and two severly damaged, abandoned X-Wings. It appears as if I fight happened here, but the Imperials are gone, and I have no clue as to who's responcible. Ackbar: Let me guess, general, the X-Wings come from Krellis? General: That's right! How did you know? Ackbar: Just a feeling, general. But I don't think we'll find our heroes on Krellis. At least I don't think so... Ending music and credits. NPCs Commander Benson Kay Type: Rebel Commander Gender/Species: Male Human Age: 36 Heitght: 1.77 m Weight: 94 kg Description: Short, straight, dirty blond hair, green eyes. DEXTERITY 3D Blaster 4D, Dodge 4D KNOWLEDGE 3D MECHANICAL 3D+1 Astrogation 4D+1, Space Transports 4D+1, Starfighter piloting 4D+1, Starship gunnery 4D+1 PERCEPTION 3D+1 Bargain 4D+1, Command 5D+1 STRENGTH 3D Brawling 4D, lifting 4D TECHNICAL 2D+1 Computer program/repair 3D+1 Security 3D+1 Move: 10 Force Points:1 Character Points:5 Dark Side Points:0 Force Sensitivity: No Equipment: Belt, with Blaster pistol (4D), comlink, macrobinoculars Character Profile: Kay is a lighthearted, compassionate leader who is stands firm in a fight. He's a pratical man, and thinks with a computer sense of logic. He's fairly skilled in several areas, but leaves the experts to what they know is best. He's a quite strong, and reliable leader. Roth Tiree Type: Brash Pilot Gender/Species: Male Human Age: 24 Height: 1.68m Weight: 88kg Description: Tiree has dark, strait hair, and light brown eyes. He has a youthful quality to him. DEXTERITY 3D Blaster 4D, Dodge 4D, KNOWLEDGE 2D Planetary Systems 3D MECHANICAL 4D Astrogation 5D, Repulsorlift Operation 5D, Sensors 5D, Space Transports 5D, Starfighter piloting 6D, Starship gunnery 5D, Starship shields 5D PERCEPTION 3D Bargain 3D, Con 3D, Hide 3D, Search 3D, Sneak 3D STRENGTH 3D Lifting 3D, Stamina 3D TECHNICAL 3D Move: 10 Force Points: 1 Character Points: 3 Dark Side Points: 0 Force Sensitivity: No Equipment: Flight suit, belt with blaster pistol (4D), comlink. Character Profile: Tiree is a young, spirited, cocky pilot. He has an excellent talent in flying, and has been flying since he was a young children. Despite his superb skill, he doesn't always has the best of common sense, and always relies on an older, wiser person for guidence. Telly Hogge Type: Brash pilot Gender/Species: Male Human Age: 33 Height: 1.72m Weight: 90kg Description: Hogge has thin blonde hair, and blue eyes. Wrinkles around his eyes gives him the appearance of a man slightly older. DEXTERITY 3D Blaster 4D, Dodge 3D KNOWLEDGE 2D Value 3D MECHANICAL 4D Astrogation 5D, Space Transports 5D, Starfighter piloting 5D, sensors 5D PERCEPTION 3D Bargain 4D, hide 3D, sneak 3D STRENGTH 3D Lifting 4D, Stamina 3D TECHNICAL 3D Computer programming/repair 4D, Droid repair 3D, Repulsorlift repair 3D, Space Transports repair 4D, Starfighter repair 4D Move: 10 Force Points: 1 Character Points: 5 Dark Side Points: 0 Force Sensitivity: No Equipment: Repair kit, comlink, blaster pistol (4D) Character Profile: Hogge is a serious, no nosense man. He's intelligent, silent, non-jovial, but not grumpy. Quite a reliable man, he knows when he's needed and has a talent of always appearing at about the right time. Gav Windo Type: Engineer/Quartermaster Gender/Species: Male Human Age: 43 Height: 1.78m Weight: 102kg Description: Gav is slightly heavyset, with dark blonde hair, and hazel eyes, that are always serious. DEXTERITY 2D+1 Blaster 3D+1, Dodge 3D+1 KNOWLEDGE 4D Business 4D, Cultures 4D, Languages 5D, Planetary systems 5D, Streetwise 5D, Survival MECHANICAL 2D+2 Repulsorlift Operation 2D+2, Starfighter Piloting 3D+2 PERCEPTION 2D+1 Bargain 2D+1, Con 2D+1 STRENGTH 2D+2 Lifting 2D+2 TECHNICAL 4D Computer Programming/Repair 4D, Droid Programming 4D, Droid Repair 5D, First Aid 5D, Repulsorlift Repair 5D, Security 5D, Space Transports repair 6D, Starfighter repair 6D, Starship weapon repair 4D Move: 10 Force Points: 1 Character Points: 3 Dark Side Points: 0 Force Sensitivity: No Equipment: Repair tools in pouch which are: hydrospanner set, beam drill, fusion cutter, arc welder, droid tool kit, vehicle tool kit, security systems tool kit, plus blaster pistol (4D), medpac, and comlink. Character Profile: Gav is more of a materialistic, logical, numbers and measurements sort of man. As quartermaster, he's in charge of all communal equipment, and maintains them, and repairs them when necessary. Because of his superb technical skills, Gav also doubles as a mechanic, and an excellent one at that. He's mostly a very serious man, and sort of a grumbling sort at that, but he also has a good heart, and is quite generous. Simply put, he is stern, and frugal, but also very kind and generous. Rebel Trooper Type: Rebel Trooper Gender/Species: Male Human Age:25-35 Height:1.6-1.9m Weight: 85-105kg Description: Basic trooper with helmet and green poncho. DEXTERITY 3D Blaster 4D, Dodge 4D, Grenade 4D, Melee 4D KNOWLEDGE 2D MECHANICAL 2D Repulsorlift Operation 3D PERCEPTION 2D Hide 3D Search 3D Sneak 3D STRENGTH 3D Brawling 4D, Lifting 4D TECHNICAL 2D First Aid 3D, Security 3D Move: 10 Equipment: Blast helmet (+1D physical +1 energy, head only), blast vest (+2 physical and energy), comlink, blaster pistol (4D). R2-D0 Type: Industrial Automation R2 Astromech Droid Height: 1m Weight: 45kg Description: Typical R2 unit, with blue panels DEXTERITY 2D Dodge 4D, electroshock prod 3D KNOWLEDGE 2D Planetary Stystems 4D, MECHANICAL 4D Astrogation 10D, communications 5D, sensors 6D, starfighter piloting 4D, starship gunnery 5D, starship shields 5D PERCEPTION 3D Hide 4D, search 5D, sneak 4D STRENGTH 2D Lifting 4D TECHNICAL 4D Computer programming/repair 5D, droid repair 4D, repulsorlift repair 4D, security 5D, space transports repair 5D, starfighter repair 5D Equiped with: Three wheels (one retractable) Retractable fine work arm Extendible .3 meter long video sensor Small arc welder ( 1D-3D damage, .3 meter range) Small circular saw (4D damage, .3 meter range) Video display screen Holographic recorder/projector (1 meter range) Holographic transmission and communication interface Holographic mapping software Fire extinguisher Small internal cargo area (20cm by 8cm) High pitch acoustic signaler One long range sensor array; includes radar,radiation counter, life form sensor, infrared scopes, electro-magnetic field receptor (+3D to all searches up to 100 meters) Broad band antenna reciever (can monitor all broadcasting and communication frequencies) I/O jack One compressed air launcher Move: 10 Force Points: 1 Character Points: 5 Dark Side Points: 0 Character Profile: R2-D0 is the multipurposed droid that always finds a way to make himself usefull, much to the pleasure of his masters. He's a bit feisty, and somewhat stubborn, but quite clever as droids go. Often reffered to as Deo. R2-C1 Type: Industrial Automation R2 Astromech Droid Height: 1m Weight: 45kg Description: Typical R2 unit, with red panels. DEXTERITY 2D Dodge 4D, electroshock prod 3D KNOWLEDGE 2D Planetary Stystems 3D, law enforcement 3D, tactics 4D, value 4D MECHANICAL 4D Astrogation 7D, communications 4D, sensors 5D, starfighter piloting 4D, starship gunnery 4D+1, starship shields 4D+2 PERCEPTION 3D Hide 4D, search 5D, sneak 4D STRENGTH 2D Lifting 4D TECHNICAL 4D Computer programming/repair 5D, droid repair 6D, repulsorlift repair 7D, security 5D+2, space transports repair 8D, starfighter repair 8D Equiped with: Three wheels (one retractable) 2 Retractable fine work arms (+1D to repair related skills) Extendible .3 meter long video sensor Small arc welder ( 1D-3D damage, .3 meter range) Small circular saw (4D damage, .3 meter range) Video display screen Holographic recorder/projector (1 meter range) Holographic mapping software Fire extinguisher Small internal cargo area (20cm by 8cm) High pitch acoustic signaler One long range sensor array; includes radar,radiation counter, life form sensor, infrared scopes, electro-magnetic field receptor (+3D to all searches up to 100 meters) Broad band antenna reciever (can monitor all broadcasting and communication frequencies) I/O jack One compressed air launcher Move: 10 Force Points: 1 Character Points: 5 Dark Side Points: 0 Character Profile: R2-C1 is a superb pilot and mechanic. Not only that, but has excellent knowledge in fhe field of tactics and combat, and can often advise characters on what to do in nearly any situation. He's a calm, mostly silent droid. Often reffered to as 'Red'. R4-D9 Type: Industrial Automation R4 Astromech Droid Height: 1m Weight: 45kg Description: Typical R4 unit, tapered head, grey panels. DEXTERITY 2D Dodge 4D, electroshock prod 4D KNOWLEDGE 2D MECHANICAL 3D Astrogation 4D, communications 3D, sensors 4D, starship shields 4D PERCEPTION 3D Hide 4D, search 5D, sneak 4D STRENGTH 2D Lifting 4D TECHNICAL 5D Computer programming/repair 7D, droid repair 8D, repulsorlift repair 8D+1, security 7D, space transports repair 10D, starfighter repair 10D Equiped with: Three wheels (one retractable) 2 Retractable fine work arms (+1D to repairs) Extendible .3 meter long video sensor Small arc welder ( 1D-3D damage, .3 meter range) Small circular saw (4D damage, .3 meter range) Video display screen Vehicle schematic database (+2D to knowledge checks concerning and vehicle, and to all repairs) Holographic recorder/projector (1 meter range) Fire extinguisher One long range sensor array; includes radar,radiation counter, life form sensor, infrared scopes, electro-magnetic field receptor (+3D to all searches up to 100 meters) Broad band antenna reciever (can monitor all broadcasting and communication frequencies) I/O jack Move: 10 Force Points: 1 Character Points: 5 Dark Side Points: 0 Character Profile: R2-D0 is the multipurposed droid that always finds a way to make himself usefull, much to the pleasure of his masters. He's a bit feisty, and somewhat stubborn, but quite clever as droids go. Lt. Brax Type: Engineer/Quartermaster Gender/Species: Male Human Age: 38 Height: 1.82m Weight: 98kg Description: Brax is a medium built man with blond hair, blue eys, and a roundish face. He has a scar on his right temple. He is usually outfitted in the gray AT-ST pilot uniform, with helmet and goggles. DEXTERITY 3D+1 Blaster 4D+1, Dodge 3D+1, Vehicle Blasters 4D+1 KNOWLEDGE 2D Business 3D, Languages 3D, Survival 3D+1 MECHANICAL 4D+2 Repulsorlift Operation 5D+2, Walker Operation 5D+2, Walker Operation: AT-ST 6D+2 PERCEPTION 3D+1 Bargain 5D+1, Con 3D+1 STRENGTH 3D+2 Lifting 3D+2 TECHNICAL 3D Computer Programming/Repair 4D, First Aid 3D+1, Repulsorlift Repair 3D, Security 3D, Walker repair 4D Move: 10 Force Points: 1 Character Points: 3 Dark Side Points: 0 Force Sensitivity: No Equipment: Helmet (+2 physical to head only), goggles, blaster pistol (4D), comlink, medpack Character Profile: Brax is an intelligent, serious man. He is dedicated to his career, but is not necessarily dedicated to the Empire. His career is his craft, and he wishes to excell in that. To him, it is his honor as a soldier to follow orders, and to be disciplined. But in the case of this adventure, weighing a share of 8 million credits and a possible career with the Alliance, could seem more enticing than a low paying career in the harsh pecking order chain of command in the Empire. He just needs to be persueded that the risk factors are nil.