Rebel War Games 1: MGM Grand & Man Hunt

By Ian Schroen

GM notes: This is a rather unique type of adventure which envolves using a Combat Simulator, similar to Star Trek's Holodeck. Thus, the characters will suffer no perminent damage, and only recieve character points at the end of the adventure; no credits. Some people I have spoken with Hate the idea of the Combat Simulator, and won't give any character points for using it. Here is the skinny: This should only be used once ever 10 adventures or so, if that. Its sort of a divert from the usual garb. The Simulator itself, lets you practice skills, And while you do feel the pain of combat, the safety protocalls keep those from overloading the brain, thus keeping the PC alive and healthy after the battle.

Story: The Rebels has been annoymously given plans by a source from within the Empire of a Combat Simulator, which lost its Imperial funding when it was deamed illogical and improbably by the Empire's bigwigs. They felt the only way to train a troop is through real combat, where the strong shall survival and the weak parish. The Rebels on the other hand, do not have the cruel mentality, or the unlimited supply of troops to have such harsh training, and saw the Combat Simulator as a good alternative. You Have been selected to be in a group study, to test the effectiveness and Efficentcy of the combat simulator.
 

Part 1: MGM Grand

I gave it this name because, I really had no idea what the Empire would call it. In this Senario, Your PC(no Weapons, no armor, no nothing... but boxing trunks) take on one of 8 different Imperial Troops in a brawling match. This should be done randomly. I picked the following:
 
1. Storm Trooper Scout
2. Radiation Zone Stormtrooper
3. StormTrooper
4. Storm Commando
5. Coruscant Guard
6. Imperial Royal Guard
7. Imperial Navy Trooper
8. Veterian CompForce Troopers

 

 

I asked each PC to pick a number 1-8, and thats who they fought. The Imperials got to wear their armor, because for the most part, they stink. I expanded the range of Damage as follows:
 

1-10: bruised, knocked over, the such
11-15: Bone Breaking
16-20: Ripping off Apendages
21-25: Back Breaker
26+: A Clean snap of a head, and it rolls on the floor

 

 

Now, I also incuded a 50 point health system, Where, whenever you take damage, you subtract that from that 50. Thats to counter act when a PC and a NPC have about the same strength. After a character has been hit once, with more then 5 damage, he or she no longer Dodges, just rolls to block(strength) just as they would in a real brawling match, if you think about it. Once you're kinda messed up, you just block and counter. You no longer have the dexterity to dodge. its been messed up by the fight.
 

Part 2: Man Hunt

I had the PC randomly choose their Weapons and Bounty Hunter who was going to hunt them down by the same number system. The Hunters Were the first 13 hunters listed in the Bounty Hunters Supliment, but you don't have to use Bounty Hunters. You can use anyone: Other PCs(I don't recommend), pirates, thugs. Whoever. I had them each in different climate and topical regions, which extended out from a circular prison, but all connected and seperated by big walls. The Weapons the chose from was:
 
 1. Ekkar Sword(STR+3D+1)
2. Antiwalker Missle Launcher(12D missle. one shot. STR+!D as a blunt object[launcher])
3. Knife(STR+1D max 6D)
4. Thin Pointy Stick(1D beating, 1D+1 poking)
5. Blaster Pistol(4D)
6. Stormtrooper-1(5D)
7. Hold out blaster(3D)
8. Jengardin Double bladed vibro-blade(STR+4D+1)
9. Throwing Knife(STR+1D max 6D)
10. Lightsaber(5D) note: when they go to use it... it doesn't work. STR+1D as a blunt object.
11. Vibro-Axe(STR+3D+1 max 7D)
12. Choke Wire(STR+1D from behind)
13. Nothing

 

 

If The players say they want to plead with the hunter for their life.. you might want to try that. But remember, if its a bounty hunter or Pirate, rule one is never trust them. So, if you do do that, one option would be to Bust open the wall, and join another hunt, then have the Hunter kill the PC he made a deal with at the end.

Final Notes: Remember, the player characters will not suffer perminent damage at the end. So feel free to have them loose and arm, or a leg. Or even Die. Have fun with it, but make sure the Players have just as much fun. Also, keep in mind, you can change anything about this adventure you want.

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