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Toaz - Info Star Wars d6 Black Ice PR

Aventura
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85 views41 pages

Toaz - Info Star Wars d6 Black Ice PR

Aventura
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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UW WEST DR eis Tena tener Coe tito se t-evirterctll ti yueter Uighcad ‘The prize: the Empire’s biggest cargo Be eect rete reae : =i Black Ice by Paul Murphy and Bill Slavicsek ES —— A LYN Development and Eaditing: Bill Slavicsek Graphics: Jacqueline M. Evans * Cover Art: David Deitrick Interior Art: Bob Dvorak * Maps: Rosaria J. Baldari @~ e018 ot LE used by West End Coes ‘This adventure is for use with Star Wars: The Roleplaying Game. It is designed for up to six player characters and a gamemaster. If you want toruna player character, stop reading now. The information in this book is for the gamemaster only; he should read it entirely before play. In this Adventure ... Rebels agents take on a mission that builds, from a simple job — to infiltrate an Imperial tech outpost and steal data on an Imperial replenish- ment fleet — and grows increasingly more im- possible. The Alliance desperately needs fuel to power its own fleet, and the information that the Rebels acquire points them to a great source — thecontainer train Black lee. Nowallthe Rebels have to dois survivea head- onassault with thevessel, breakin, and take over theship. But complications arise, as they always do, and the Rebels must repel an Imperial attack on Alliance Sector HQ before the Empire cap- tures or destroys the important Rebel base. Adventure Materials In addition to the adventure, the pullout sec- tion (including script, character templates, data handouts, maps of the tech outpost and Black dee) and the Star Warriors counter strip, you also need Star Wars: The Roleplaying Game, The Star Wars Rules Companion, pencils, paper, and lots of six-sided dice. The Star Wars Sourcebook, Imperial Source- book, Star Warriors starfighter combat game, and Star Wars miniatures sets are recommended but are not necessary for play. The Adventure You cannot fight awar without supplies. That is the hard fact that the Rebel Alliance is learning every day. Ships, weapons, ammo, clothing, food, {uel, and a host of incidental necessities must be procured constantly to stave off the better- equipped Empire. ‘The Alliance survives on the generosity of un- known benefactors, on the ingenuity of its mem- bers, and on the booty from countless raids against Imperial ships. But it is getting harder to catch these ships unaware and unprotected. ‘That's where the Rebel heroes come in. _ introduction ‘They are sent to a nearby Imperial tech out- post to procureinformation concerninglmperial replenishment fleet activity. I hey can discover ‘ hole in Imperial security, a time when the lightly-armed cargo transports are unprotecte thena raid will havea higher chance of success. Eventually, the Rebels board the container train Black Ice, wherein they are forced to deal wwithsome unexpected developments. Then, when they think they have safely moved the vessel to Sector HQ, the last surprise is revealed: the Em. pire has followed them back to their lar! Can the Rebels defeat Imperial soldiers, zero G stormtroopers,andafully-armedtorpedo sphere before the bases demolished? Let’ find out The Main NPCs QE-7: This computer access Droid helps the Reb- els break into the computer files at the tech outpost in episode one, assists them in cracking the coded data in episode two, and should be around to communicate with Black Ice in epk- sodes threeand six. With itscarrying handle, QT- T looks like a high-tech suitcase. ts face is cov- ceredwith blinkinglights, screens of various sizes, and input and output acks.Itis cheerful, friendly, and enjoys agood gameof sabace. Major Lawra Mers: Mers has quickly risen to the post of field mission commander forthe Alliance She coordinates dozens of Rebel strike teams and agent groups at a time, keeping these small but effective forces moving from assignment to assignment. The Rebel heroes in this adventure have been assigned to Major Mers because of their past successes and because Mers specifi cally requested them after viewing Alliance High Coramand holoreports on the group. She ap- pears in episodes two, five and six. Chief Engineer Skolos: Skolos is @ hard, dedi- cated man who cherishes his beloved ship, Black Ice. Whilehe isn't extremely pro-Empire, he sees the Rebels as pirates who have dared invade his ship. He decides to battle the “pirates” and win back Black Ice by using what he knows best —he turns the ship itself against the Rebels, using ‘every automated threat to push back the invad- cers. He confronts the Rebels in episode four. 2 Se on Summary As the adventure opens, the Rebel heroes are inside an imperial Intelligence Analysis Burea Technical Branch Outpost (tech post, for short). They are using a sophisticated, but quirky, com- puter access Droid named QT-7 to tap into the outpost’s computer system. They are searching, for information concerning Imperial replenish- ment fleet activity. The first tap yields them the Information they seek —butitisin code! The Rebels must work their way deeper into theposttotapthe computers inthe high security section to find the key to breakingthe code. Then they must slip (or fight their way) out of the post and across several hundred kilometers of un- pleasant swamp to get the information safely backto Sector HQ R ead Aloud Alongtimeago, in agalexy far faraway in the bitter struggle against the Empire, not all battles are fought with blasters. Sometimes it is more useful to know what the enemy is up to than it is to destroy him, ‘The right piece of information, discovered at the right time, is sometimes more valuable than a hundred starfighters. But sometimes not. Sometimes knowing toomuchisabad thing. Sometimes it just gets you Into trouble. The espionage game is like that — as a group of AllanceCounterintelligenceSpecialis's (spies, that is), in the middle of a dangerous infiltra tion mission, are about to discover Start the Adventure Locate the script in the pullout section. Assign each player @ part, from “Ist™ through “6th” Rebel, Assign multiple parts as necessary, if you have fewer than six players. ‘The script starts the player characters right in the middle of a situation and when itis finished being read, the adventure is underway! AI pisode One Mission: Impossible First Things First The players are probably going to havea num- ber of questions — “where are we?" or “what's our cover story?” or “how come we don't have any guns?” Don't givethem achancetoworry too much about these admittedly important ques- tions right now. They can figure it all out after they deal with the immediate problem. Read: The technician is gaping in shock at QT-7. He's about to speak — if you want to do some- thing about it, ithad better be quick. Give each of the Rebels five seconds to an- nounce an action, reminding them that they are completely unarmed. If a Rebel hesitates when his turn comes up, skip him and immediately go ‘on toanother. Onceallhayeannounced anaction, (orhave taken too long thinking one up), read: The technician says, with awe in his voice, “Wow! That's aQueTee model, isn’tit? Where'd youget it? Can Tlookat it?” Afterhearing this, some ofthe Rebels may wish to reconsider their actions, particularly if they were homicidal in nature. Allow these Rebels to make Easy Dexterity rolls, success indicating that the Rebel smoothly converted his punch into a friendly slap on the back, missed with his kick, or the like, and failure indicating that the action was too far progressed to stop before semi-violent physical contact took place. If the technician was hit but wasn’t actually wounded, it takes a Moderate con roll to con- vince him that the attack was an accident. Ifthe tech was wounded, he's going to begin making a lot of noise real soon. The Rebels have one round to either finish him off or gag him and Jock him in a closet somewhere. If they fail, immediately go to “The Chase.” Once this incident is resolved or there is a break in the action, read the sidebar entitled “How Did the Rebels Get into this Mess?” a OO} Read the following to the players, or para- phrase it, ata suitable ull in the action: Youare currently assigned as counterintel ligence agents — that is, spies — to Mortex Sector HQ. Your commanding officer, Major Lawra Mers, volunteered you for a special mission to infiltrate an Imperial Intelligence, ‘Technical Services Branch outpost located deep in the swamps on a planet called Lotide. Your mission is to access the outpost’s com- puters for information concerning the Impe- ial replenishment fleet, with a secondary as- signmenttoleamall youcanabout research at the outpost. You were equipped with forged identitags, describing you as a group of scientists newly posted to the base, plus regulation scientist- style lab coats, pocket computers, and other suitable gear. You had to leave your blasters and other weapons behind, as tiey would set offalarms and blow your cover. One of you was given charge of QT-7, a small, rectangular computer access Droidwith simulated banthaskinexteriorandahandleon top. With sensor receptors and computer ac- cess port retracted, QT-7 does a credible im- tation of a suitcase — if he can remember to Keep his mouth shut You entered the planet openly, taking low passage on a tramp freighter. Once on the planet, you arranged repulsorlift transport from the spaceport to the outpost. ow Did the Rebels Get into this Mess? The outpost is a large. dismal building in the middle of a large, dismal swamp several hundred kilometers from thecity. Entering the building, you presented your credentials and then passed through an elaborate security scan, which made you happy that you had left your weapons off planet. QT-7 was given a cursory glance but nothing more. ‘Acitlerent security quard escorted you up- stairs to the chief scientist's office, telling you that Dr. Benkin would be along momentarily. Heordered younotto touch anythingandthen left. Ignoring his instructions, you accessed thechief's computer terminal ‘* What's Our Cover? You are scientists trans- ferred from Dakot Seven (a small, academi- cally-oriented planet on the other side of the sector) because of political unreliability, or Incompetence, or both, You have been thor- ‘oughly briefed on Dakot Seven and the tech post there (+1D to con rolls when answering questions about background), * HowDo We Get Off this Planet, Anyway? All, of the scientists go back to the city in a repul- sorlift transport at the end of the work day. Once in the city, you have the name and ad- dress of a Rebel sympathizer who will get you oif-planet, plus an alternate contact, ifthe first one fails. * What Do They Do Here? That's what you're hereto find out. + Other Questions? You're on your own. About this Information ... After the Rebels have finished with the techni- clan (orsometime duringthe ensuing chasescene if they didn’t silence him quickly enough), QT-7 informs them about one tiny problem. Read: “Hey, guys,” QT-7 chirps cheerfully, “you know that information I retrieved? There's a slight problem that you should probably know about.” Pause so that the Rebels can ask the obvious questions.) “I downloaded all of the files pertaining to the replenishment fleet's flight plan and ... well, see for yourself.” With that, QT-7 flashes information across one of his many display screens. Give the players the handout titled “QT-7's Display Screen.” It shows the pertinent selection from the data files, but it's all in code! QT-7 cannot break the code (he's tried), but he has found out where the keyis located, “Access to the code key is blocked from this level. In order to get at it Fhave to plug into one of the high-clearance security computers.” QT-~7 calls up a map of the outpost (show the players the “Tech Post Floorplans” from the pull- out) and highlights rooms 30,32 and 33. Running the Rest of this Episode Essentially, the rest of this episode is a journey through the outpost. The post is occupied by incompetent scientists, playing with forces they barely comprehend, and a number of disgusted, low-morale IntelligenceSecurity Personnel. There is danger here, but not a lot of it. Though the 5 LL ee A Ne — Sw: Rebels may end up In a fight, chase, or both, unless things go very wrong they should emerge unscathed. Try to keep the tone of the episode light-hearted. (Things will get a good deal tenser later in the adventure, believe us!) The Rebels have only afew specific things they ‘must accomplish: they must recover the infor- mation necessary to break the code on the fleet data; they must find out as much as possible about what research s being pursued at thetech post; they must safely get the fleet data back to Sector HQ. ‘The remainder of the episode is divided into three parts. The first part, “The Outpost and Denizens,” describes the outpost and the per- sonnel within it. The second part, “Events,” de- scribes some things which may happen whilethe Rebels arewanderingabout. Thethird part, “The Chase," gives yousome tips on runninga battle in and around the outpost, as well as describingthe Rebels’ escape through the swamp. Outpost Characters ‘There are three typas of characters in the outpost — bureaucrats, scientists, and security guards. In general, they are standard human specialists, with 2D in all attributes and with +1D to+4D trainingin upto fourskills,as listed below. Feo! freeto alter individuals for variety. Bureaucrats: The tech post is not a particularly ‘exciting or rewarding place to work for burcau- rats: it's in the middle of a swamp, there's little ‘or no room for advancement, the scientists are weird, and it doesn’t seem as if anybody in the galaxy knows (or cares) what goes on here. Thus, the bureaucrats are more than a little demoral ized, surly, and indifferent. Skills: bureaucracy 302. ‘Scientists: In general, the scientists like it here: they are well/unded, and nobody seems to care whether they produce anything or not. Most of them were sent here because they were too quirky, too odd or, in some cases, too brilliant to fit in at the standard, highly-regulated Imperial research facilities. Skills: Biologists: alien races, ‘medicine, 2D-5D; Computer programmers: tech- ‘nology, computer programming and repair, 30-60; Physicists: blaster, dodge, grenade, heavyweapons, 2D+2; technology 3D-5D; Technicians: computer repair, weapons repair, Droid repair, repulsoriift repair 34D. Security Guards: Most of the security guards at the outpost are natives of the planet — police, millitarymen, and thelike—specifically recruited by Intelligence Internal Security for this post. ‘They don't have the training of standard IntSec career officers, though Captain Hawrahasdonea credible job of whipping them into shape. * Standard Outpost Trooper: A youngish man, nonetoothrilied about being posted tothe middle of aswamp, but quite happy about the pay. DEX 20, blaster 3D-1, dodge 2D+2; KNO 2D; MEC 2D, repulsorlift operation 3D+1; PER 20, search 2D+1; STR 2D, brawling 3D+2; TEC 2D, security 212, ‘Lieutenant Pora, Second in Command: A cold, calculating, absolutely dedicated killer. Actually anIntSec captain, Poraishereundercover, inves tigating charges of corruption against Captain Hawra.Ifthey are substantiated, Pora won't even bother with a trial — Hawra will simply be found ‘one day, floating in theswamp. DEX 2041, blaster 3D+2, dodge 3D, melee 3D; KNO2D+2, bureaucraey3D+2, streetwise 4D; MEC 3D, repulsorlift operation 4D; PER 3D¢1, com- mand 4Ds1, con 3D+2, search 4D; STR'3D+1, brawling 4D; TEC 3D-1, security SD. + Captain Hawra, Commander, Security: A cheer- ful, outgoing man, Hawra rose to his present position on the backs of those who underesti- mated his ruthlessness. Competent, but highly corrupt. Suspects that Lieutenant Pora is out to {get him; Lieutenant Pora is shortly goingto suffer ‘anunfortunate “accident” in the weapons lab. DEX 2D.2, blaster 3D, dodge 3D-+1, melee 3D+1: KNO 3D+2, bureaucracy 4D, streetwise 4D; MEC 2D, repulsorlift operation 3D; PER 3D, command 4D, con 4D; STR 3D, braving 3D+2; TEC 3042, security 4D+1 5 a —=l>>————_—_ — T he Outpost and Its Denizens Below is the key to the map of the tech post, followed by brief descriptions of the personnel within, The map Itself is located in the pullout. Tech Post Map Key Rooms 1-20: Research and Design ‘There are 20 scientists here, working in three areas of research: biotechnology, physics (mainly weaponry and vehicular improvement), and computer programming and design. The biology section in the northeast corner smells like wet bantha. The physics labs sound as if there is a running gunfight going on within (though the more danger- ous research takes place in well-shielded areas on the lower floor). The computer room is filled with the cackle of programmers 1, Surgery. Microsurgery, modified bacta tanks, an omi- nous-looking drain in the middle of the floor, and an MD-5 series medical Droid, are here. 2, Cage Room. This room is filled with cages of chittering, bleating, mewling animals, ranging in size from the mouselike greeper, to one large cage in the corner occu- pied by sickly bantha. There are two technicians here. 3. Office. The office of Dr. Lagg, head of the physics lab, ‘contains a sophisticated overhead holoprojection system: Dr. Lagg keeps a very low.intensity blaster in his desk; ‘when he's bored, he shoots at targets flashed on the walls, by the holo unit. He’s at It when Rebels enter and mistakes one Rebel for a holoprojection. (Blaster 2D.2;damage 2D.) 4. Office. Physicist Dr. Makim’s office is currently empty. There is adisassembled blaster pistol scattered across the desktop (Moderate Technology roll, 10 minutes’ time to re- assemble). 5. Bio Lab. This large, open area filled with lab tables, has various high-tech equipment scattered about. Four scien- tists work here, performing various nasty experiments in- volving living subjects, 6. Physies Lab. The room i filled witha sophisticated com- puter system, wherein the scientists create models of new ‘weapons and vehicles; all of the actual testing takes place In the labs on the first floor. Currently the room Is pitch black, and the Rebels may be surprised to see a beachball- sized Death Star hovering in the air before them, ‘Asecond look confirms that itis holoprojection; Uf they look carefully, the Rebels can see microscopic TIE fighters and X-wings swirling through the air around them. Several seconds pass, and then the Death Star explodes. Two scientists are arguing about the destruction of the Death Star. One says that the Rebel Xwings must have found a weakness in the Star's defenses; the other that the ‘Star must have been sabotaged from within. He appeals to the Rebels for support. “Surely, there's no way those puny ships could have hurt something that powerful, that well-designed.” He coughs ‘modestly. l, myself, hada small hand in the creation of the Death Star. I was part of the team which designed the ther ‘mal exhaust ports, you know ...” 7. Office. The office of Dr. Endus, head of Bio lab. Various unpleasantocking dead animals adorn this otherwise standard office. Dr. Eridus talks incessantly about biology in areane polysyllabic terms, and cannot be understood by anyone with less than SD in medicine and technology. 8, Washroom. Standard. 8, Lunch Room. Standard 10. Office. Dr. Euritarina’s office. Dr. Euritarina can usually be found in the weapons testing lab (room 21). A locked displaycase contains 1Oantiqueblasters. Moderate security roll to break into, failure sets off alarm. (Blasters damage ‘3D+1; they have no power packs.) 11. First Ald Room. Fully-equipped emergency surgery, complete with medpacs (five in a cabinet), bacta tank, various drugs, and a Too-Onebee surgical Droid. 12, Office. Standard, 13. Office. Office of Dr. Gordal, one of the very young gen- iuses working in the computer labs. Oifice is incredibly messy; wallsare covered with old food and posters of local holostarsand sportsheroes. AVery Difficultsearch through the computer paraphernalia discovers the prototype of a new memory chip, which, when completed, will increase Droid memory capacity by 48 percent. 14, Security Post. Two security olficers are stationed here. ‘They loathe the scientists, fear their experiments, and won't come out except under extreme provocation. There are two blaster power packs in a locked desk drawer (Easy security roll). See below for the guards’ statistics. 15. Computer Room. Five scruffy young people pounding studiously away at keypads. Despite their nerdy appear. ance, these are the only scientists sharp enough to see through the Rebels’ cover story. If any Rebel attempts to pass himself off as a computer expert, let him make an op- posed roll of his computer programming skill versus the scientist's skill of SD¢1. If the Rebel wins, the sclentist sulks, butis impressed. lithescientist wins by asimplema- Jority, he simply smirks; if, however, he rolls twice as high fas the Rebel does, he decides the Rebel is a phony and pleads to be taken along when they make thelr break, 16. Lounge. Bugged by Security Oifice and monitored by Communication Center (room 41). 17. Empty Office. Rebels are assigned here temporarily, until permanent offices can be arranged. Desk, chairs, nothing more. The office is bugged and monitored by Com- munication Center (room 41). If Rebels make friends with any of the computer scientists, they'll warn them about the bug. 18, Office. See room 13; no computer chip. 19. Office. See room 13; no computer chip. 20. Chief Scientist's Office. The room is almost com- pletely bare, consisting of a desk, one chair, and a com- puter console, Script opens here. Rooms 21-24: Testing and Storage Area Captain Hawra sends patrols of two security guards through here every hour. 21, Weapons Testing Lab. This large, well shielded room Consists of two main sections —the machinists shop and the firing range, separated by 10 inches of warship-grade transparisteel. (Note: an alarm sounds whenever anybody centers or leaves the testing lab with a blaster power pack. ‘The security guards on patrol carry a disabler which over- rides the alarm, so it doesn’t go off every time they pass. through.) ‘The machinist’s shop contains some of the finest weap- ‘ons repair and construction machinery in the sector, 1n which six technicians and 12 second-degree engineering Droids build new weapons under the direct supervision of Dr, Euritarina. ‘There are dozens of power packs in a cabinet, and at least 50 blaster pistols, 10 blaster rifles, and three repeating blasters scattered about in various states of disrepair. There are a number of other oddities here too, including a complete AT-AT Walker's heavy blaster lying in the corner, and a fully-powered lightsaber hanging on a wall 22, Vehicle Testing Bay. A well-equipped garage where several grease-covered scientists and Droids are working on four speeder bikes, one repulsortank, and a tracked device which resembles a bulldozer. The repulsortank is inoperable, the other vehicles more or less 0 (see “The Chase,” below). 23, Storage Area. Doris locked (Moderate security rollto ‘open; alarm sounds on failure). Inside, the Rebels find banks of spare machinery, work clothing, chairs, hydro spanners, Droid shellsbut no weapons. 2A, Electronies Lab. Scientific equipment. Rooms 25.33: Power and Security Quarters ‘The people in charge thought it would be a good idea if the scientists couldn't get at the power and environmental control area without going through the security quarters, Over 30 security guards live here, under the command of Captain Hawra. Scientists are not welcome in this part of the building— unless they are under arrest. 25. Power and Environmental Controls. One security guard stays in this room, mostly sleeping or playing soli- taire holochess. The outpost draws Its power from a Verrtog reactor. i's an Easy Mechanical roll to shut down the reactor, but it takes a Very Difficult Mechanical roll to get the reactor to expire violently. 26. Living Quarters. Fifteen bunkbeds in a spectal sound ‘and light-damping field against one wall, and a dozen tables, chairs, couches, etc. scaltered throughout the rest of the room. The troopers in this room are unarmed; thelr ‘weapons rest in neat racks along the wall. 27. Detention Cell. Asingle, large room. Moderate security roll to open from the outside without a cylinder key of the appropriate rank, and Very Diflicult to open from the in side; failure sets off an alarm. Captain Hawra and Lieuten- ant Pora have the proper rank cylinders. 28. Mess. A long, table, seating up to 20 men, is all that is, here. Afood processor isin the alcove. 29. Armory. Locked. Difficult security roll to break into: failure sets off an alarm. The room contains three dozen blaster pistols, one dozen blaster rifles, 200-odd power packs, and a case of 48 thermal detonators, plus several cartons of broken weaponry awatting repatr. 30. Licutenant Pora’s Office. A bare, almost spartan cell, containing a desk, chair, and cot. Lieutenant Pora's heavy blaster pistol hangs from a hook on the wall when he is in; he has a heavy blaster concealed under his desk, pointing directly at the door. His computer contains the code key the Rebels need, 81. Vehicle Storage and Maintenance. Six speeder bikes, a personnel-carrying repulsorcraft and blaster-cquipped speeder are stored here, All are functional, though the speeder bikes’ and speeder's weapons have no power packs (they are kept in a locked cabinet until needed). ‘There are four troopers here at all times, 32, Captain Hawra’s Quarters. In contrast to other quar- ters, these are luxurious, almost decadent. Plush carpet- Ing, ‘soothing subsonics, the latest In null-gee sleeping plates. His computer contains the code key the Rebels eed. This room is bugged by Lieutenant Pora, 33. Captain Hawra’s Office. This room is much less opu- Jent than Captain Hawra’s living quarters, containing the standard desk, chairs, and computer terminals. The only things of interest here are several outlandish weapons mounted on the walls, including a Wookies bowcaster (complete with ammo for 24 shots), gaderif stick, and force pike. His computer contains the code key the Rebels need. This room Is bugged by Lieutenant Pora. Rooms 34-48: Bureaucratic Level ‘About 15 civil servants and secretaries inhabit this area, along with two security officers stationed in room 36, and two in room 44, 34. Office. The Project Head’s assistant. 35, Project Head's Office. A cluttered office. 38. Lounge. Two security guards are here, keeping track of the scientists going to and from the testing areas. 37. First Aid Room. Identical to room 11 38. Reception. A small, open room containing a young woman and a data pad. There are two buttons under her desk: one opens the doors into and from room 40, the other sounds a silent alarm in Hawra’s and Pora's offices. 39. Conference Room. Bigroom with oval tableand comlink. Bugged by Captain Hawra 40. Entrance. This area is constructed of thin transparis- teel (Strength 4D). 41. Communication Center. A young woman controls ‘communications into and out of the post from here. She's IntSee, reporting to Lieutenant Pora, and listens to ll cals. 42. Office. Random bureaucrat. 43. Supply Cabinet. Locked, Moderate security roll to ‘open. Contains office supplies. 44, Lounge. Same as room 36, except that the troopers are hereto keep the scientists out of the security section of the building. 4548. Offices. Stancard. Ee 7 Events Followingare several events which might take place while the Rebels are in the outpost. You can run as many or as few as you like: just remember that this episode is meant to be light hearted in tone, so don't get too bogged down go to “The Chase;" otherwise, once the action, begins to lag, have the day end and the transport repulsorcraft arrive to take everyone (except the security guards, of course) backto the city. Goto episode two. Event One: Meet Dr. Benkin Shortly alter the Rebels finish accessing his computer and dealing with the technician who interrupted them, Dr. Benkin returns to his of fice. Aremarkably old man, Dr. Benkin teeters on the verge of senility and hasn't the foggiest idea who the Rebels are or why they are here. Once they explain, heis even more confused. “Tm sure I dict request any additional staf.” hesays, dubiously. We're overstaffedasitis —1 think we are. Aren't we? Ihave no idea where 'm going to put youall. There must be some mistake. Thad better get in contact with Personnel Rout- ing at Market City. Er, what did you say your names were again?” The Rebels may attempt to talk Dr. Benkin out of contacting Personnel Routing; it takes an Easy con roll to sufficiently befuddle the old man. It not, In four hours Personnel Routing sends a priority message to Captain Hawra, telling him to place the Rebels in custody until they figure out Who they are. Event Two: The Tour As soon as possible, Dr. Benkin turns the Reb- els over to another scientist and instructs him to take them first to their office (room 17) and then ‘on a tour of the facilities. The sclentist will not take the Rebels into the security offices or the power room; both are offlimits to scientists, Use the map provided, and let the Rebels en- counter therather odd characters and situations. described in the map key, above. Event Three: A Few Routine Questions Alter the Rebels have had a chance to look around, Captain Hawra sends an officer to *in- vite” them to have achat. The officer takes them, to the conference room (room 39), and then escorts them, oneat atime, into Captain Hawra’s, office (take the player out of the room and con- uct the interview with his character away from, the other players). Hawra asks the Rebel a few routine questions about his or her previous posting on Dakot (Moderate con roll — remember that the Rebels, a —— SS get a +1D to their con skill). Whether or not the Rebel makes the roll, Hawra then hits him or her with a nasty surprise. Pick one of the following . After the interview, send the player into another room; don’tlet himorher talkwithany of the other players untilall the interviews are over. 1. “I suppose you know my brother, Messtin, the assistant security chief at Dakot Tech. How's he doing, anyway? The Rebels' briefing didn’t men- tion an assistant security chief at all. There isn't one, and Hawra doesn’t have a brother. Rebels who reply that they never had the pleasure are fine; those who try to pretend they met Messtin are in trouble. 2. “Very interesting — but a complete pack of lies. I'm afraid that your comrade already con- fessed to everything— inexchangeforhis pitiful, worthless life. I suggest you do the same." Ifthe Rebel protests his innocence, he's fine. 3. “Hmmm. Would you mind placing your hand ‘on this and repeating the answers?" Hawra takes outaportabletruth meter and puts itonthe desk. The truth meter isn't very accurate; IF the Rebel passes a Moderate con rol, ie’s fine. 4.*You'relying. YouareaRebelspy. will now kill you if you do hot name your contacts on this planet.Ishallcountto three." Hawra takes out his blaster, points it directly at the Rebel’s head,and begins counting. Protesting innocence, cringing, running away, etc, are all acceptable responses. After each Rebel is questioned, heis taken into the mess (room 28), where several security off- cers keep an eye on him until ll the others have been questioned. Ifany of the Rebels fail the test, they are placed in the detention cell (room 27). Event Four: Breaking the Code Ifthe Rebels try tosneak into either Hawra's or Pora's private offices (rooms 30, 32 and 33) to access the unrestricted computers, here's what happens, Let any reasonable plan get them into the office, Just as long as they have not been forced intoa chasescene. If they have given themselves away, they'll have to do some fighting or expert sneaking to get at the unrestricted computers. Otherwise, either a subtle con job (dressing as security guards, cleaning people, ete.) or a good diversion (exploding one of the labs, taking the project head hostage, simulatinganattack on the post) can get them to the computers. While OT-7 is busy downloading the proper files, have Hawra or Pora enter so that you can finish with a big chase. Do this especiaily if the Rebels have had an easy time of it during this Ss episode. After a few minutes, QT-7 blurts out cheerfully, “All done! I've got the code key! But the files have been programmed to self-destruct if you try to run them together. You'll have t decipher the information manually, Sorry, guys. With that, the Droid displays “The Key Code* on. one of his screens. Show the players the handout from the pullout. Ending the Episode Itis possible, though not entirely ikely, that the Rebels will finish their mission without getting into afight or chase. f'so, you have two choices: + Youcan simply let them get off scot-ree. Atthe end of the workshift, a large multi-passenger repulsorcraft arrives, and all of the scientists pile Into it. It heads back into town, wherein the Rebels slip away, get in touch with their contact, ‘and head oft-planet. * You can blow their cover sky-high. Just as the Rebelsare feeling safe, theyare ripped up by one of those unfortunate accidents which happen to even the best operatives. Dr. Benkin shows up with another recent transfer from Dakot (who doesn't know the Rebels), Hawra (or Pora) ar rives just as QT-7 finishes with the computer downloadand demands to know whatisgoingon, fr one of the secretaries turns out to be an old friend of one of the Rebels from pre-Rebellion daysandinnocently asks when he orshe became ‘scientist. Now go to“The Chase.” The Chase ‘The outpost is amedium-security facility, built more to repel external atiackers than to keep them inside. Determined Rebels should be able to escape with relative ease if they are forced to fight or flee. Following are the main components of the post's security system. Security Doors: When the alarm sounds, all the external doors and the internal security bulk: heads slam shut and lock; however, the Rebels can take a rankcylinder off of any of the security guards, or off of Dr. Benkin. These can open the doors. Otherwise, they must make a Moderate ‘security roll to open each door they encounter. If they think to ask QueTee, the Droid can do it automatically from any computer terminal Stun Fence: The outpost is surrounded by a three-meter-high meshed fence. When anyone touches it, powerful energy shoots through his body, stunning him (6D stun damage). Unfortunately, when the field is engaged, the power surge shorts out the post's communica- tions system, cutting the outpost off from the rest of the world until the comlink can be re- paired (in three hours). The stun fence can be shut off only from the reception desk (room 38), or through the com- puter system (Difficult computer programming roll — QueTee can do it automatically). Alterna- tively, the Rebels can shoot out a transformer with their blasters Cifficult target to hit; the transformer has a Strength of 3D); or, more prim ae a a ee F tively, simply drive one of thelarge repulsorcraft, straight through the fence. ‘The Minefield: Outside the fence is a belt of electronic mines, 30 meters in width. Since Stalled, an average of five mines per day have exploded on contact with the denizens of the swamp, and the security personnel have gotten. tired of replacing them. Thus, the mines are deactivated until needed. When the Rebels make their break, the guards activate the minefield. It takes six rounds to pass carefully through theminefield. Roll adie each round that aRebelis in the minefield: arollof 6indicates that he orshe is approaching amine. Ifthe Rebel makes an Easy Perception roll, he spots the mine and can avoid. it; otherwise, the Rebel blunders intoit, taking3D_ damage. Note that if the Rebels walk one behind theother, only thefirstin lineis atrisk. Themines are ineffective against repulsorcralt, Here’s the Plan Oncethe fighting begins, theRebelshavethree choices: they can stay inside and attempt to defeat all 30-dd security guards; they can break out of the post and enter the swamp on foot; or they can steal one or more of the vehicles in citherroom 22 or room31. * Ifthey attempt to defeat ail of the security guards: Good iuck to them. The first few rounds of com- bat will probably go their way — as the guards are surprised and disorganized — and they will no doubt take care of the first few with ease. ‘Soon, however, Captain Hawra gets things un- der control. He sends six men to harass the Rebels, while all of the guards on patrol outside the building move to cover the exits and the off- duty guards in room 24 get kitted-up. Once they are ready (eight to 12 rounds), he sends them in. tooverwhelm the Rebels. Meanwhile, the weapons testing and research scientists will be thrilled to havea chance to test their weaponry in a live combat, and they begin showing up and firing off dangerous, untested weapons, doing little damage but scaring the living daylights out of everybody. Each round, rolla die:ona 1, they get off alucky shot, hitting a Rebel; on a6, they hit a security guard (variable blaster damage, from 1D to 6D); on any other roll, they merely make alot of noise Ifthe Rebels manage to kill or wound 20 of the security guards, the remainder retreat into the security section, despite all Captain Hawra’s en- treaties. The Rebels have an hour to make their ‘escape before 50 stormtroopers show up in mili- tary transports, * Ifthe Rebels break out of the post and escape on foot: Again, best of luck to them. Getting outside —————————————— srr —— SS SS—T— the post isn't that big a problem. The Rebels should be ableget through the doors, beatuupthe guards, and negotiate the stun fence and minc- field with relative ease. However, they may have a little more trouble making their way through several dozen kilometers of virgin swamp while hundreds of security troopers and stormtroop- ers from the city are looking for them. ‘The trip will ake a minimum of 24 hours. Each hour, rolla die to determine the encounter: 1, Patrol: Consisting of 10 stormtroopers or se- curity officers on speeder bikes. Moderate hide/ sneak roll to evade; otherwise, they will send in. their postion via comink, and then attack. An additional 10 troopers will arrive in 10 rounds, and every 10 rounds thereafter until the Rebels ‘escape or are captured. 244, Nothing. 56, Natural Hazard: Alligator like creatures (DEX 2D+1; PER 2D+1; STR 4D; bite damage 4D+2), ‘quicksand (Moderate survival roll to avoid), pok sonous snakes (DEX 3D; PER 2D; STR 2D; damage 3D42), carnivorous plants (DEX 2D; PER 1D; STR 3D; damage 5D), ete. *11the Rebels steal speeder bikes and escape: The security guards’ bikes are standard Aratech 742 military speeder bikes; the scientists’ bikes have been modified. If the Rebels take the security guards’ bikes, then the security guards get to enjoy the scientists’ modifications; otherwise, the Rebels do. If the Rebels take the scientists! speedier bikes, the guards give chase ina number of minutes equal to the roll ofa die: if they take theguards’ bikes, they geta leadoitwiceas many minutes. Alter they have lost or destroyed all of their pursuers, the Rebels’ journey to the city is un- eventful (though youmay wish tothrow anatural hazard at them ifthey have had too easy a time). ‘Speeder Bikes Speed coce 4D (2D); maneuvera- bility SD+2 (1D+2); body strength 2D. Weapons: laser cannon: fire control 2D; damage 3D (SD). ‘The parenthetical codes refer to the scientists’ modified bikes. Use these codes for two rounds following a round in which the modified bike's lasers used. Accidents Will Happen lithe Rebels are captured, they are taken into the city and thrown in prison. If you are feeling. inventive, you can extemporize a prison-break scenario; otherwise, you can have the Rebels’ contact in theelty get them (and QT-7) out of jal (Remember to reduce theskill points awarded at the end of the adventure by two if they were. captured here.) Go to the next episode. | a ee IP ee The Plan Summary ‘The Rebels return to AllianceSector Headquar- ters and, with the catafiles stored in QT-7, help Major Lawra Mers plan a daring raid against the Imperial replenishment fleet. Unless something truly unusual occurs, there is no overt action in this episode. The Rebels meet with their superior officers, get healed if necessary, and get ready for the big attack com- ingup in thenext episode. ‘Thisepisodc is important, however—itserves to advance the plot, introduce new characters, and signals a major tone changein theadventure —but there's noaction init. Debriefing The Rebels’ contact on Lotide smuggles them off-planet and sets course for Fangol (see side- bar), the planet hiding the secret Alliance Sector Headquarters. Read the following aloud Your return voyage to Sector HQ is unevent- fal. The descent into the sensor.jamming mists shrouding the planet Fangol is, as always, quite unnerving, but the captain makes a nearper- fect eyeball landing. Then, he ushers you off of his vessel, and roars back into space. Your reception committee, six Alliance sol- diers with drawn blasters, scans you thoroughly and escorts you into a shielded conference room where you await the arrival of your field mission commander, Major Lawra Mers. ‘As usual, Mers keeps you waiting for almost an hour. She bustles in, looks you over, then nods at the escort, saying formaily, “I vouch for these people. They are true friends of Liberty.” ‘The guards return your weaponsand depart. ‘The major sighs and plugs OT-7 into a com: puter jack. Satisfied that the hook-up is work- ing, she slouches down into a chair, closes her eyes, and says, “Allright. Report.” Let the Rebels make their report. Don’t have them go into exacting detail, but give them the opportunity to present the highlights for Lawra’s approval. Aiter they finish, read: |] Episode Two lhe Mists of Fangol ‘The Rebels are aware ofall ofthe follow. inginformation. Alliance Sector HQ is located on Fangol, a ‘small, cold planet on the very edge of Mortex Sector. Totally shrouded in pure white mist which reflects all but a small fraction of the sun’ light, Fangol shines like a candle in the empty blackness of space. “Thrownupbyicevolcanoesscattered across the planet's face, the mist is composed of water vapor contaminated bya heavyconcen- tration of metals and other elements. ‘The metal-rich mist makes sensor scans of the Surface all but Impossible, rendering the base Deneathit virtuallyinvisibie (and making fying intoor out of the planet somewhat unnerving). Ot course, the base cannot see up out of the mist, either. The base's communications and Sensors are contained ina smal, artificial moon in geosynchronous orbitabovethe base. Inadidition tothe sensor and communications gear, the moon is equipped with a powerful low-frequency transmitter which easily punches through to the base below. In the event of unwanted visitors, the sensors shut own and the station plays dead. As It Is manned entirely by Droids, casual scans of the ‘moon reveal it to be somewhat metabrich, but nothing more. “The base on Fangol is buried deep under- ground. Temperatures on the planet rarely reach above minus 110 degrees Galactic Stan- dard and the airs Poisonous, so Rebels goon the surface only at great need. The base's power Is drawn from thermal collectors sunk into the planet's molten center, Roughly 3,000 Rebels occupy the base at any one time, One third are administrators, one third support personnel — workers, doc- tors, communications experts and the like. ‘The final third are warriors. The base is equipped with 100 starfighters, five corvettes, dnd sixlight freighters. The major stands, motions for QueTee to un- plug, and says, “You've got 24 hours. See what you can make of the code and get yourselves fixed up. I'll have a new assignment for you tomorrow.” As she leaves, she says, “Not too shabby.” From her, that's high praise, indeed. What to do for 24 Hours ‘The Rebels first action must be to decipher the coded datafile that they recovered from Lotide. ‘Then, alter they have presented it to Lawra, healed up, and recovered their weapons and other equipment, you could fade right into the next scene. Or you could let them wander the base and visit with any interesting Alliance NPCs from your campaign. The Scam After 24 hours, the Rebels are summoned toa meeting with Major Lawra Mers and Captain Dargen lo, the sector Chief of Supply. Read aloud: ‘You are summoned back to the conference room where you were debriefed. The major is there, along with Captain Dargen Io, Sector Chief of Supply. Major Mers looks excited —a bad sign. Every time the major looks excited, someone ends up volunteering fora dangerous mission. This time isno exception. ‘The major speaks. “Nice job on that infiltra- tion, folks. With the information you picked up, weknow thatan Imperial replenishmentfleet is stopping at Refrax for resupply and routine maintenance. We've checked our intelligence on the spaceport and made a decision. We're going tohit it. You want in?” Lawra explains the situation. The Imperial re- penishment fleet's escorts have more than ‘enough firepower to deal with the small Alliance forcesinthe area—undernormal circumstances. However, the flight plan suggests that Refrax presents aperfect opportunity for the Rebellion. With only atoken force inspaceand the majority of the escorts grounded at the near-orbit spacedock for standard maintenance, the cargo vessels are virtually defenseless. In the event of Rebel attack, the escorts in space, plus several units of anti-space artillery, ‘would hold off attackers until the grounded ves sels could leave the dock and join the battle. ‘The Rebel attack, though, will be spearheaded byagroupof Rebels whose job will be toinfiltrate an anti-space artillery bunker. When the next wave of Rebels follow, these infiltrators will bom- bard the spacedocks to shut them down, and then engage the other anti-space weapons. The Rebels attacking in space will only have to deal with the escorts already in orbit. eee IIIa — >>> T-7's Display Screen Thisis what thedataillefromLotidelooks like when the code is broken. :Priority Flight Plan *** Imperial Replenish- ment Fleet DK-209 Restricted Access *** Security Code DVS :Command Clearance Only Imperial Replenishment Fleet DK-209 ships~ Three Maintenance Carriers (FarRun, Fixer, Quartermain IID Six Bulk Freighters (Tatsor, Fasan, Cargo 1. Cargo lV, Star Bantha, Colo's Ship) ‘Two Container Ships (Cargo X, Bounty) ‘One Container Train (Black Ice) Five Lancerclass Frigates (Lancer EV) ‘Three Escort Frigates (Protector Guardian, Security I) :Fleet course via hyperlane GG734 to Refrax Spaceport for supply transfer and routine maintenance. Black Iee to beloaded with high- grade starship power cell fuel from planetary refinery. Lancers IHY, Guardian, and Security ‘scheduiled for spacedockoverhauls beforenext lego trip. :Overhauls scheduledto becompletewithin 48 standard hours. :Cargo transfer to be complete within 36 standard hours. :lmperial Replenishment Fleet DK-208 con- tinues on via hyperlane GH972 to rendezvous with Assault Fleet EM< in Kestel system, So What's the Catch? Read aloud: Dargen speaks next."Asyou know,eversince the Imperials hit our refinery in the Choah Belt, ‘our local operation has been critically short on fuel. We've got barely enough tosustain normal operations, and this exercise is going to seri- ously deplete our emergeney reserves. Wenced ‘more fuel.” ‘Mersintexjects calmly. “You folksare going to getitforus.” Several weeks ago, Sector HQ acquired two Imperial Spiratelass ship assault vessels—Lawra doesn't sayhow. These are small, needle shaped cra, specially designedto bore theirway through an enemy vessel's particle shields and straight into the side of the ship. Then the assault team 2 RE RSS ADDER _—_— sar SSE lF——E—SSSSSSS T [he Black ice Diagrams ‘The full spread diagram of pages 20 and 211s “The Engine Pod.” It shows one of the two ‘engine pods that make up Black Ice. Basically, Black ce is two engine pods, one set on each end of connected force spheres, forming a cargo train in space. These pods move the massive train by pushing in one direction at a time. This map shows the layout of one engine pod, including the position of the command capsule ‘Theschematicon page23is “The Command Capsule” close-up. Itshowsthe positions of ll relative areas used by the crew. ‘The diagram on page 24 is “The Scale Dia- gram." It shows the players just how big Black Keisby placing it besidean Imperial-classStar Destroyer. Also on this pageisa visual on how the individual force pods operate. ‘emerges and captures the vessel before its crew knows what hit them. Lawra wants the Rebels to man one of the assault vessels, and in conjunction with a team on the other Spiral, to board and commandeer the Imperial fuel container train assigned to the replenishment fleet She provides the Rebels with a schematic of the container train (give the players the maps on pages 20, 21,23 and 24 of the pullout), introduces them to their counterparts in the other assault ship, and lets them plan their attack. The Rebels comprise Black Team; their assignment is to secure the aft engine pod. The other assault ship is manned by White Team; their assignments to commancieer the forward engine pod. White Team Here are thumbnail sketches of White Team so that you can characterize them during the plan- ning session, White Team Leader: Untos Poquot, abitter, taci- turn man. Lost his wife on Alderaan. Hates the Imperials with an unsurpassed fury. A good plan- ner despite his passion. ‘Second in Command: Worrumba, a Wookiee. In Life Debt to Poquot. More interested in protect- ing his friend than in aiding the Rebellion. ‘Team Members: Four Rebels — two human, two MonCalamarl. Enthusiastic, headstrong. Aresure that a Rebel can whip any’ 10 imperials. Should make the Rebel heroes very nervous. The Plan Let the Rebels devise any plan they want, as long as they are within the parameters of the assignment —to secure the aft engine pod of the container train. ‘White Team Leader says that his group will hit the communications level, just below the bridge. From there, his team will make its way up to the bridge, secure it, and radio the aft engine pod to sec how Black Team is doing. He does not care how the Rebels get their part of the job done, as Jong as his people don't have to worry about trouble from the aft. ‘The Rebels may come up with back-up plans in case of emergency — if so, they will be much. better prepared next episode, when everything falls apart. Iinot, they are going to have to impro- vise on the fly. | pisode Three Cracking the Ice Summary The Rebels board the aft engine pod of the Imperial container train Black Ice. The Ice’s crew puts up a hard fight, but the Rebels eventually prevail, as do White Team, who board the fee's forward engine pod. Alter the ship is secured, the Rebels coax the huge vessel into hyperspace. Final Preparations Sector HQ bustles with activity as hundreds of Rebels prepare for the attack against the Impe- ral replenishment fleet. Dozens of serious-faced Rebel pilots listen to attack instructions from their mission officers, and maintenance person- nel and Droids work feverishly to get the base's spacecraft ready for theattack. The Spiral Gren Lavorn, the base's spacecraft mainte- nance officer, shows the Rebels the ship they will use in the assault, a Spiratclass vessel designed to penetrate hull and shielding. Over 70 percent of the ship Is subspace engines and shield gen- erators, giving the Spiral power but no grace. If the Rebels decide to look over their ship for flaws before they take off, have them make Moderate starship repair rolls. If successful, they discover a potential flaw in the trim jeflow regu lating subsystem, which is easily repaired by the chagrined maintenance personnel. [fthey don't spot the problem, the ship's maneuverability is decreased from 1D+2 to 1D-1 Once everything is ready, the two Spirals are loaded aboard a freighter for transport through hyperspace. Equipment The Spiral is severely limited in cargo space, allowing each passenger tocarry only few small items in an overhead bin and not much more ina rear cargo compartment. There's only enough room inside the craft for each of the Rebels to stow a knife, blaster pistol, two spare ammuni- tion packs, and a medpac. All other equipment must be stored in the rear eargo compartment, ssauult Ship The Spiral-lassisa single-use, smallunit Doarding craft, designed for the rapid inser- tion of special iorces into non-military vessels or space stations. The ship is equipped with no ranged weapons at all, instead relying on stealth technology to keep targets from spot- ting it untilitis too late ‘When the Spiral hits the target’s particle shielding, the shaped protonchargedetonates, disrupting the shields for a fraction of a sec- ‘ond — long enough for the Spiral to burn ‘through and bury itself into the target's side. The Spiral’s nose coneis composed entirely of sublimating tekonite, which vaporizes upon collision, absorbing nearly 92 percent of the kinetic energy of the impact, insuring tat the ship's cabin survives the collision virtually intact. Additional protection to the passen- gersand crew is provided by inertial damping grav couches. ‘Once inside the target, the vac-suited pas- sengers exit and overwhelm thestunned crew of the boarded vessel. Spiratciass Assault Ship: Hyperdrive multi- plier zero; sublight speed 4D; maneuverability | 1.2; hull 5D. Weapons: One-shot proton charge; fire control zero; damage, see above. Shields 2D+2 which will hold any two of the following: two weeks’ emergency rations, up to four blaster carbines and extra ammo packs, si srenades,and QT-7. ‘The Rebels are advised to take the computer access Droid with them, as QT-7 will beneeded to, talkto the train's computers. Arrival Read the following aloud: sdpacs, 24 It's no fun going into battle blind, stowed aboard a slow, virtually defenseless freighter. But there isn’t a lot you can do about it, so you |, PT RE RE RG PC PEE es SE tune in on the Alliance command frequencies, trying to get an idea of how the hattle is going. * sue Leader, bogey at 4 o'clock, neg 90 ... Red ‘Team, form on me; let’s make our run ... Got ‘im! Whooweee! ... Yellow Team’shere; they've taken the artillery bunker... scratch one ammo ship; going to secondary target ... Green Team reports heavy damage to spaceports, estimated repair time four— say again — four beautiful hours! ..” ‘The battle seems to be going well. Several moments later you hear, “Black and White ‘Team, prepare for launch.” Within seconds, the after hatch on the freighter opens, sending both ‘assault ships into space. “Atlast youcansee the battle ragingall around ‘you. Xowings and Y-wings dart across the stars, ‘pitting fire at the outnumbered TIEs. Nearer to theplanet, Imperial freighters lie in orbit, some burning visibly, some limping desperately out of the gravity well toward space, hounded mer. cilessly by powerful B-wings. You bring your mind back to business and find your prey, the huge, black string of pearis directly ahead. I's bigger than you expected, and it appears to be about 500 kilometersaway. ‘You check your instruments. Then you recheck them. ‘The schematics were correet. That thing out there is 7,800 meters long — five times the length of an Imperial-classStar Destroyer. More details become apparent as you close with the train. The /ce is composed of three main sections: two huge engine pods, and be- tween them, the cargo flelds, nine shimmering black balls of force, cach containing 110,000,000 tons of high-grade starship fuel. You try not to think about what would happen if you missed your target and crashed into one of them Your sensor beeps: 10 seconds to impact. You make your final course adjustments and acti vate the inertial couches — you're now totally helplessuntil you slam into the vessel or miss... «eight, seven ... the shielding lowers over the transparistee!, leaving you blind... six, five, four ... you hear a “click” as the proton charge arms itself ... three, two —WHUUMMMMPIt! Screeeecee! ‘You're through the shielding! One second to impact — There's a sudden wrenching shock to your body. Everything goes black. The Battle for Black Ice ‘The Rebels find their ship buried nosefirst somewhere within the Imperial container trai ‘Where? To find out, have the pllot makea siarship piloting roll. if he passes a Difficult roll, the Spiral Is exactly where he wanted it; f the rollis Moder- ia |S ate, itis within 50 meters ofits intended destina- tion; if the roll is within only Easy or Very Easy range, they are somewhere on the command unit, but about as far away from thelr intended target as possible. I the roll failed, the Spiral hit somewhere in the engine pod. The assault ship is a ruin. The entire nose section vaporized upon impact — as it is supposed to do — and the enginesare inoperable. TheRebels haveno choice butto grab their gear and head off ‘The corridor section outside is, of course, in vacuum, Everyone must remain in their vac suits until they clear intoa secure area. First Encounter ‘The imperials are not yet sure what \s going on —all they know is that a section of the ship wes breached, but they are unsure if the ship has been invaded, or merely hit by wreckage from the battleoutside. They immediately send aparty of repair Droids to assess damage and seal the breach, followed, several minutes later, by six vac suited Imperials carrying repair equipment and, somewhat gingerly, blasters. It the Rebels have moved quickly, they can escape into a side corridor, gaining another few precious minutes before the Imperials learn ex- actly what they are up against. Otherwise, they have to fight. The Landing Bay lithe Rebels aimed for the landing bay and the pilot of the assault craft made his starship piloting roll, then the ship passes straight through the magnetic shielding and comes gently to rest on. the floor of the bay. The assault craft is undam- aged, and the Rebels are unharmed. The mag- netic shielding quickly resealed itself after the Spiral passed through, maintaining the atmos- pherein the bay. There are two or three very surprised Imperi- als staring at the invaders’ ship; but, as none of, them are armed, they are easily taken care o! — but not before one of them raises the alarm, telling the bridge that they have been invaded. The Firefight Tocommandeer the/ce, the Rebels must reach the pod's bridge. This Is not dificult: there are only 10 security guards in their half of the vessel, and they are completely surprised by the attack A bout Black Ice Black Ice isa container train, designed and Duilt byRendiliStarDrive, buildersofthe Victor class Star Destroyers. At full size, with all force containers active, the /ce is 7,800 meters long, ‘with a welght of ,210,000,000 metric tons. Holds: Most of the Ice Is cargo space. ‘The nineblackballs, 600 meters in diameter, are force fields, each contained between field pro- Jectors. The balls are filled with refined fuel for power cells — 110,000,000 tons in each. Alarge conduit runs down the center of each hold, carrying power from the engine units to the force fields and connecting the engine units with each other. Balls can be added or removed tochange the size of the train. Engine Pods: The two engine pods are huge, dwarfing even the engines on Star Destroyers and rivaling those on the Death Star. The fore and aft engine pods are identical (as the ship moves in either direction with ease, the terms “fore” and “aft” change from trip to trip, de- pending upon which way the vessel is moving). ‘Command Capsules: The crew spends most ofits time in the command capsules which sit atop the engine pods. These are 330 meters in length and 75 meters wide, about the size of a frigate, The entire ship is controlled from these capsules, and the crew is rarely required to enter the engine pods, and almost never visits the cargo balls. Crew: Despiteits hugesize, Black ice virtually runs itself, requiring a standard crew of only 200 — 100 in each capsule. As hall of the /ce's ‘crew is on shore leave, there are only 50 crew- members currently ineach, the highest ranking beingsecond lieutenants. TI IIo y———— Ithe Rebels move quickly, before the Imperials have time to get their defense organized, they should have little trouble. The First Dash Unless youare particularly interested in draw- ing up the floorplans of the /ce’s command cap- sule and forcing the Rebels to thread their way- through the maze of corridors, we suggest that youhandle movement abstractly. Since the Rebels have aschematic showing thé layout ofthe command capsuleand they can find their location on any computer terminal, run the sequence as a series of vignettes. Present the Rebels with short problems and skill tests to movethem closer to their objective. Atall costs, don't get bogged down in detall Standard Crewmen (40): DEX 2D, blaster 2D+2, brawling 2D+2; TEC 3D, computer, Droid or starship repair 3D+2; all other attributes and. skills 20. ‘Security Guards (10): DEX 2, blaster 3D, dodge 2D+2; STR 2D+2, brawling 3D; TEC 2D, security 3D; all other attributes and skills 2D. ‘Ship's Officers (2): DEX 2D+2, blaster 3D+2; KNOD, planetary ystems4D, technology3D-+2. MEC 2D, astrogation 4D; PER 3D, command ‘3D+2; all other attributes and skills 2D. (Note: {there is one additional officer on the ship; the Rebels will meet him in the next episode.) Droids: The engine pods are maintained bya diverse population of maintenance and repair Droids, ranging in size from the EB-89 Engine Maintenance Droid, fully as big as a stock light. freighter and armored to withstand the backblast from a firing sublight engine, to the mouselike SW1-04 Computer Repair Droid. ‘The Droids function completely on their own; when human supervision is required, humans communicate with the Droids via personal Droid/Human interfaces (comlinks with data pads), or through the Droid Control Stations in Secondary Engineering and the Maintenance Section, ‘TheDroids’ attributes and skillsaredescribed | inthenext episode. | ‘Transport: The ship is crisscrossed by a complex system of walkways, repulsortubes, and crawlspaces. In addition, cach engine pod contains a low-powered shuttle for longer jour- neys and for carrying heavy loads. The shuttle travels through the cargo balls, connecting the fore and aft engine pods. | 6 a oe eae B lack Ice Adventure Script Use the following seript to start your adventure. Your gamemaster will tell you what part (or parts)to read. Ist Rebel: Okay. This is Chief Scientist Benkin's office. You keep an eye on the hallway; I'l plug QueTee-Seven into the computer outlet. All set, Queee? GM: (As QT-7,) Sure, Boss! Ready, willing, and able! Lemme at ‘em! 2nd Rebel: (Muttering.) Cutey. Swell nameforan verenthusiastic suitease. Who thinks those things up, anyway? GM: (As Q7-7.) | heard that! What's wrong with my name? I think it’s a good name. Do you really thinkit's abad name? 3rd Rebel: Pipe down, both of you! We're in the middle of an Imperial Tech base, surrounded by who knows how many Imperial Security Bureau guards, and you two are arguing about a name! QueTee, get to work! GM: (As QT-7,, muttering.) Well, he started it... (Ckerchunke*)...-whitr, click, beep, beep, bzzzzz 4th Rebel: How long's this gonna take, anyway? 5th Rebel: Between five and 45 minutes —a lot shorter ifthe security programmingpicks himup 6th Rebel: That'd be interesting. What do you think they'd do to six unarmed enemy spies caught in the middle of ahigh security outpost? 4th Rebel: Probably give usa medal for stupidity above and beyond the call of duty... 2nd Rebel: Hey, we did volunteer for this mis- sion, youremember. a a | 7 6th Rebel: Really? I remember being reassigned, to Major Lawra Mers of Sector HQ, listening as she briefed us on anew mission, and then being personally thanked by the major for volunteer- Ing — but Ido not remember actually stepping forward .. Ist Rebel: Stop complaining, This isn’t such a badjob. 3rd Rebel: Says you! have trouble pretending to be a top-notch Iimperlal scientist. It goes against my nature. And I really feel naked without my blaster. 5th Rebel: Does anybody know if there are any stormtroopers on this post? I hate stormtroop- 2nd Rebel: We may get achance tofind out. Here comes atechniclannow. Ist Rebel: Okay, everybody, act like scientists. Brd Rebel: (Under his breath.) Actlikescientists? 6th Rebel: (To Technician.) Uh, er. Hello there. Nice day isn'tit? GM:(As Technician.) Sure is. What are you guys up to, anyway? 4th Rebel: We're, uh, calibrating the, uh, resis tance coefficieney modulator onthe... Sth Rebel: ... the, uh, the subatomic frequency bonding refractor in the chief's computer. See, it's been acting up lately and .. GM: (As QT-7,)Higuys; 'mback Security system ‘was apiece of cake!|'ve accessed the information but... say, who's the new guy? .. Uh oh i$ PULLOUT SECTION PULLOUT SEC ON——=—=—=—=——ST Major Lawra Mers ‘Template Type: Alliance Major Hurl-zm Sex: Female DEX 3D, PER3D Blaster 4D Bargain 40-2 Dodge 4D ‘Command 5D KNO 3D Con4D+1 STR3D we ng4D+l TEC 2D 2) Comp. Prog Repair 4D Medline 3 Physical Description: Imposing and striking, Mers can also ‘appear fragile when she needs to. Equipment: Blaster pistol (damage 40), datapad, com unit. Background: Mers has quickly risen to the post of fleld mission commander for the Alliance. She cooridates doz- ‘ens of strike teams and agent groups, and has specifically requested command of the Rebel heroes because of their string of successes, Personality: Lawra loves her job as much as she hates the Empire. But the excitement of a mission is everything. tis an honor to be volunteered for an assignment, and she bestows such honor on her charges regularly. Quote: “This missionis dangerous, perhaps suicidal.tknow You want the job, so it’s yours.” Chief Engineer Skolos ‘Template Type: Engineer Hurl Sm Sex: Male DEX 2041 PER 2D+1 Blaster 3D+1 ConaD+1 Dodge 3D Hide/Sneak 4D+1 Grenade 30+1 Search 4Ds1 KNO 4D STR 2D+2 Technology 6 Brawling 3D+2 MEC 2D+2 TEC 4D Starship Piloting 3D Computer Programming 6D Droid Programming 5D+2 Starship Repair 6D+1 Physical Description: Skolos is a large man who looks out of place around delicate machinery. Equipment: Blaster pistol (damage 4D), data pad, comlink, grenades (damage 8D), toolkits Background: Skolos is a hare, dedicated man who loves to repair and maintain machinery. He cherishes Bleck Ice, feeling that itis hls vessel, as he has been assigned tot for two years now. Hetsn’t extremely pro-Empire, ashe tries to stay oblivious to polities, buthe hates pirates as he has had runins with their kind in the past. Personality: Normally quiet, Skolos will use his size and strengths — both physical and mental — when pushed to his limit. He is beyond it in this adventure. Quote: “Work is the only measure of worth. Pirates don't hey take. They have no worth.” The Key Code Priority Key Code *** Imperial Replenishment Fleet DK-208 ‘Restricted Access *** Security Code DV5, ‘Command Clearance Only Zeme-moancae> OexxorN+erEon N4MEeO0Re em eee Tech Post Map Key 1. Surgery 2. Cage Room 3. Office 4. Office 5. Blo Lab 6, Physics Lab 7. Office 8. Washroom 9. Lunch Room 10. Office 11. Fist Aid Room 1213. Offices 14, Secutity Post 15. Computer Room 16. Lounge 17-19. Offices 20. Chief Scientist's Office 21. Weapons Testing Lab 22. Vehicle Testing Bay 23. Storage Area 24, Electronics Lab 25, Power/Environmental Controls First Floor 32. . Capt. Hawra’s Office . Living Quarters Detention Cell Mess. . Armory Ut. Pora’s Office . Vehicle Storage/ Maintenance: Capt. Hawra’s Quarters Office - Project Head's Office Lounge First Aid Room Reception Conference Room Entrance . Communications Center . Office Supply Cabinet |. Lounge 45-48. Offices PULLOUT SECTION Second Floor PULLOUT SECTION———=—=— GAMEMASTER MAP: The Big Fight Solid Machinery and wiring — Ventilation Grit Upto Bilage Ventiiation Duct MAP KEY 1-6: REPULSORTUBES A; BARRICADE ONE B: LOCKED BLAST DOOR C: CLOSED BLAST DOOR D; BARRICADE TWO E: WEAPONS LOCKER F: EMERGENCY REPAIR STATION G: EMPTY ROOM H: VISITING CUSTOM INSPECTOR'S OFFICE |: FIRST AID STATION J: CAPTAIN'S OFFICE AUXILIARY ASTROGATION UNCH ROOM Geni Mentoring Staton tedde—e| [e —— 7 tas fi A P2Drold iene ah ColeP Skt Manionance shut Top View GAMEMASTER MAP: Bridge Section === —Coptaln's Station Gontct Room SensorsiCommunicctions — Sensors) ‘Communications | o j Friel ‘astrogatio: Monitor [Sow ‘don ‘Shiela un ANN l ‘sseyono Bunn Uo|99¢ jos|D9)\) uuoyUW\ oBIDD UolDeg eouDUe] LION pg BUD} jane7-omL uoddng 9) [s|0A@7 e;nawi0g, SLOOOUUNUALOD oop ooo UNL) Wot =|-y eT AR—____________ ———— eee UMCOUIESECTION yous diloginy 01015 Boia Joulod JoBuoH @insdoD puowwos ey 23 uo; sec O—==<—<—<=—<——w ny Scale Comparison Cargo Force Pod Force Field Sphere (holds 110,000,000 ‘metiic tons of cargo). Force Field, Projector Recess Conduit ST SSS —E Following are some examples of encounters you can throw at the Rebels as they make their way toward the bridge. +“... youroundthecornerat topspeed. Unfortu- nately, so does an R37 Maintenance Droid, carry- ing a full load of rather sharp-looking wiring. Easy Dexterityor dodge rolls to avoid 30 damage . your blaster shot fells the Imperial. His personalcomlink beeps, and a voice comes from it, saying, ‘Nosign of emhere, Lenk. Anything up your way?” Moderate con roll to convince the voice nothing is wrong... When the players begin to get bored with the mini-encounters, have the Rebels reach their objective —and run into the main opposition. The Big Fight Pick up the tempo as the Rebels approach their objective. Increase the number of sightings of enemies, and let them hear others shouting behind them, The ship's communication system begins blaring out instructions tothe defenders, and the Rebels hear commands like, “Invaders sighted at corridor junction 2D-7A; Squad B to junction 5D-7A ... Go to Plan G-Prime, execution inthree-zero seconds ..." Obviously, the defend- exsare getting organized. ‘The map, “The Big Fight,” in the pullout sec- tion, shows the layout for the final battle. The defenders, three security guards armed with heavy blaster pistols, are behind barricade one (A), set up just in front of blast doors leading to the bridge. They trade shots with the Rebels for two rounds, and then retreat toward barricade two(0), locking the blast doors behind them (B). ‘The barricades are hastily constructed of tables, chairs, and assorted items. Oneanda half meters high, they provide medium cover (+2) for the defenders. The locked blast doors require a Moderate securityroll to open, orathermal deto- nator (Easy demolition roll). Repulsortubes: These tubes are filled with a cushion of repulsoriit energy that allows char acters to “bounce” down to the next level with- ut theaid of alift ear. Ifa Rebel attempts to goto alowerleveland come upa different way, let him make a technology roll. Subtract whatever he or she rolled from 20; the result is the number of combat rounds he spends on other decks look- ingforawaybackup (minimum ofthree rounds). Once the appropriate number of rounds has elapsed, roll a die: the Rebel returns to the map at the matching number. (If you roll a “4”, the Rebel appears at Tube 4. It's possible toend up where the character started.) If the tubeis dam. ee ee 2 aged, there are indentations along the wall that serveas aladder. ‘Ventilation Ducts and Grills: 3 meters square, just wide enough for anyone (except a Wookiee) to squeeze into. The black dots represent ducts leading down; Rebels must make Easy Perception rolls to spot if they have light, Moderate rolls if they are moving in the dark ‘Weapons Locker (F): Contains blasters, blaster ‘ammo packs. Rack for heavy blaster is empty. Emergency Repair Station (F): Contains manual fire-fightingequipment, axes, sparecircultry, etc ‘Visiting Custom Inspector's Office (H): Contains desk, chair, computer, and two security guards. First Aid Station (): Bed, medpacs, emergency ‘equipment for minor injuries. The Defenders’ Plan ‘The three security guards wait at barricade two, where they are joined by two more guards. When the second blast door is breached, they use combined fire against the Rebels to hold them off until reinforcements arrive. Then, when there are at least 12 defenders, they charge. Reinforcements: There are a limited number of reinforcements available. Each combat round, rolladie. On arollof 1-3, nothing happens; on a4- 6, reinforcements show up: roll an additional die t0 see at which repulsortube they appear. There are four men in each group of reinforcements — three crewmen led by a security guard. All are armed with blasters. At most, three groups of reinforcements are available during this battle. —————— SS Ending the Battle: The security guards are dedi- cated, continuing to fight until half their number are incapacitated. Once that happens, however, they will break for repulsortubetwo. Il theRebels let them go, they head straight for the hangar, where they, along with almost everybody left alive on the ship, board the escape shuttles and make for deep space. ‘The bridge is currently manned by two very frightened secondlicutenants. They will formally surrender the vessel when the Rebels enter. Shortlyaiter theRebelssecurethe bridge, they receive a message from White Team Leader, laconically announcing White Team's success, and asking whats taking the Rebels so long. ut-Away to Assault Command Read aloud: INTERIOR: REBEL CORVETTE, BRIDGE. Several Alliance officers watch the batile taking lace beyond the viewport. Major Lawra Mers ‘checks a monitor, then stares out at Black Ice. “What could they be doing in there?” she ‘asks aloud. “Ifthey don't get that train moving ‘soon, this willall have beena waste of time. We may have caught the Imperials off guard, but they've retaken the artillery bunker and are getting ready to launch the escorts. We're going to be outnumbered very shortly.” “Major.” says a junior officer, “three lancers and a frigate have just left spacedock” ‘Mers frowns. “Let's cover Ice for a few more minutes, then take us into hyperspace” Wipe to ... INTERIOR: BLACK ICE, BRIDGE. dditional Rebels you might want to send them reinforcements (that is, replacement player characters) be- forethey make thejump into hyperspace. Ifso, havea damaged X-wing or two call the Rebels up and ask for permission to hitch a ride on board the hugetrain. These characters can be temporary or permanent PCs to replace any incapacitated or dead ones. Into Hyperspace White Team Leader announces that the for- ward bridge's controls were damaged in the fire- fight — the Rebels will have to pilot the fee themselves. If they have QT-7 with them, he can talk to the computers and convince Black Ice to cooperate (the ship's computers aren't built or logical rationalization, aiter all); the Rebels need only make Moderate siarship piloting rolls to operate the train. If QT-7 isn’t available, they ‘must igureout the controlsthemselves (Difficult piloting rolls). Once two Rebels make the roll, ce moves out Theship is incredibly slow and unveildy, butthe Rebels can cold jump the hyperdrive once they clear the gravity well by making a Difficult pilot ingroll (Moderate if they have OT-7). Read: ‘Space suddenly expands in the familiar pat- tern —stars blur, colored lights shoot by —as Black Ice jumps to lightspeed. 2 6 ES SE Ae Al pisode Four Chief Engineer Skolos Summary In this episode the Rebels discover that the Ice isn't as secure as they thought. The ship itself attacks them, and they must battle Droids, secu- rity systems, and maintenance equipment to fk nally win control of the container train. Behind the attacks is Chief Engineer Skolos, a man out- raged that “pirates” have hijacked his ship. After the Rebels win out, they return to Sector HQ with their prize. Suddenly, the ship begins sending out automatic distress signals — alert- ing the Empire tots location, and the location of theRobel base. Chief Engineer Skolos Thinking that his ship has been hijacked by pirates, Chief Engineer Skolos must wipe out the pirates and return Black Ice tothe replenishment fleet. Skolos knows Black [celiketthe back ofhis hand —maybe better. He has devised aseries of nasty attacks to use against the Rebels. He plans to ‘weaken them, and then destroy themin themain- tenance section. He loves his ship and hopes to bringit back intact — which is why he hasn't set the self-destruct or scrammed the cargo as yet. Broken Contact This episode begins in hyperspace. Read: Thecolorsofhyperspace never cease toamaze you. But you only marvel atthe streaking lights for a moment before other lights catch your attention. The monitors and indicator telHtales lightup all across the control boards, indicating that there are system malfunctions throughout the ship. QT-7 begins, “We've got some prob— ceceyew!” but a crackling charge of energy cuts him short. Then the comlink snaps on and through static you hear: “Black Team, this is White Leader. We are under attack... Droids...life support soe (statid)... send help ...” ‘The comilink goes dead. a a 2 7 Something is happening in the other com. mand capsule and QT-7 has been stunned by an energy surge that has temporarily fused his cir cults. Even with the best Droid repairrolls, he will beincoherent throughoutthisepisode. Theprob- lem is Skolos, of course, trying to take out the pirate groups one at a time. In the next section, we present a number of events that pit Skolo: skills against the Rebels. Use as many as you want, butbesure tohaveat least two occuratthe same time. Black Ice Events Using the Shuttle If one or more Rebels wish to go to aid White ‘Team, the only feasible way to get to the forward engine podisviathelow poweredrepulsorshuttle ‘which runs down the conduit at the center of the force balls. A repulsorlift tube leads to the bay where the shuttle is stored. About 20 seconds into the ride, a warning sensor indicates that a force field is in place ahead. The pilot of the shuttle must make a Moderate repulsorlift opera- tion roll to stop before crashing into the field, which separates the first ball from the second. Failure causes the shuttle to crash, and while no one is hurt the shuttle is ruined. ‘The Rebels discover that the force field ts in place because the conduit in the next cargo Ephere has been breached. Fuel has been spilled into the conduit, making passage impossible. The force field is all that keeps the fuel from: rushing into the first sphere. Ifany Rebel makes a Moderate Perception roll, they notice a Drofd moving along the top of the conduit they are in, The Droid is applying a high- powered laser to the metal, seeking to rupture this conduit as well I the Rebels can destroy it (requires two Moderate blaster rolls to destroy) within one combat round, they are safe. Other- wise, the conduit ruptures and they must get out before the tons of fuel crush them If the shuttle is working, an Easy repulsorlift operation roll gets them out in time. Otherwise. they must run for it (a Moderate Dexterity roll) ST =— SSE — — ESS 28 before the first ball's emergency force field falls into place. Life-Support Malfunction ‘Any of the Rebels who remain on the bridge must deal with the next situation (although you can have it occur anywhere). An alarm alerts thom to a problem, and an Easy Technical roll allows one Rebel to decipher the cryptic read- ings ofthe lite support monitor. ‘Accordingtothemonitor, life supporthasbeen ‘compromised, Carbon dioxide in the airs rising alarmingly throughout the capsule, exceptin the maintenance and life support sections, The Reb- cls cantry to repair the problem from the bridge by making an Easy computer programming roll. While this turns off the alarm and momentarily repairs the problem, compare the Rebel's roll to ‘Skolos’. lithe Rebel rolled higher, he realizes that he has to go down to life support to override a second, more devious glitch, which will continue to poison the air at a slower rate Ii Skolos rolled higher, no one notices the additional problem until everyone starts getting woozy (minus ID to allrolls). In lfe support, the program is easily repaired (anEasy rol). Sensor Failure Sensoralarms beginto flash, wamningthebridge crew about a large gravity well somewhere up ahead along their projected trajectory. Before the Rebels can get more information, the alarms stop and the sensor monitors go dead. The Reb~ els can trace the problem to a maintenance ac- cess tube that connects to the sensor dish (an Easy Technical roll). It seems that a relay has been disconnected and must be manually reat- tached beforethe sensors can come backon line. Until then, theshipis running blind. ‘There is no gravity well up ahead. That was a Skolos trick. But the sensors must be fixed ifthe Rebels are to be sure. The Rebel that makes the trek up the access tube must make an Easy Technical roll to locate the disconnected relay, and a Moderate siarship repairroltoreattachit. SpyEyes Attack ‘When any Rebels are off the bridge, they en- counter three Spyyes. These repulsor-driven Droids are small spheres with built-in holocams for remote-viewing. If the Rebels don't try to destroy them (Difficult blasterroll tohit, but one hit takes out the fragile mechanicals), the Droids approach, beep apologetically three times, and then explode. Each one does 3D damage to tar- gets within twometers, 2D within fourmeters, 1D within sixmeters Standard Maintenance Once most Rebels are running around fixing other things, a MynockExterminatorDroidnamed DBX-I1 enters the bridge to exterminate the “Mynocks” there. Skolos has programmed the Droid to recognize the Rebels as Mynocks. Because it normally works in and around the engines, the Droid is heavily-armored. He is equipped with one heavy grasping claw and one built-in blaster. DBX-L1 is a bit uncertain about this Job because he has never been in the com- srr ———_—_—_————EE=S=———— ‘mand capsule before. Also, while his memory circuits clearly define the Rebels as Mynocks, he remembers them looking much different the last time he went to exterminate the pests. Note, DBX-11 has always been programmed viacomlink, so he has never seen human beings before. He does have photo- and audio-receptors, though, sohecan bereasoned with. Ist Rebel: Blast it! We're not Mynocks! Stop shooting at us! DBX-11: (While taking a shot.) Well, you say s0, but how do I know it isn’t one of your sneaky Mynoek tricks? Ist Rebel: Has aMynock ever talked to you atall? To say anything? DBX-11: (Dubiously.) No ... you're usually too busy chewingon power cables. That's why have to exterminate you. It’s avery important job, you know. The whole ship depends on me! (Edges around to get a better shot.) Say, how come you don’t have big wings like the other Mynocks? 2nd Rebel: Because we're not Mynocks!!! We're human beings! DBX-11: Olt sure. Tell me another one. Human Deings are tiny things living inside comlinks ... If the Rebels convince DBX-I1, he'll tell them the orders to go to the bridge and exterminate the Mynocks came from the voice of Chief Engh neer Skolos. DBX-11: DEX 2D, blaster 4D, melee 3D; STR 4D. Blaster damage 3D, grasping claw damage SD. Onto the Climax Alter the Rebels have experienced a few of the events, Skolos decides to make himself known. Onthebridge, alarms go offindicatingafireinthe maintenance section. Interior sensors show that maintenance and all the adjoining corridors and levels areengulfed in flame. If the Rebels ignore the signals, several min- utes ater, Chief Engineer Skolos' voicerings over the ship's comlinks: “Allright, you pirates! | know you're lookin’ for me! min maintenance, waitin’ {or you!Comeand get me, you cowardly slugs!” The Final Battle ‘Themaintenancesectionis uncomfortably hot Rebels begin sweating when they reach the outer corridors. Inside, they can hear the roar of some sgreat engine, and the lower rumble of something large moving about. The blast doors slide open as they approach, letting out a powerfull wave of heat. if they hesitate, Skolos’ voice comes over the ship's comlink once again: “What are you ‘waitin’ for, you no good excuse for pirates! If you want my ship, you'llhave to deal with me.” a ee ee 2 The Maintenance Section Maintenance is a big room, 60 by 48 meters, 12 meters in height. Two sets of large blast doors stand opposite each other, one set leading to the corridor (where Rebels enter), the other leading into the storage section. ‘There are four main stations In the room: the forge, the lathe, the vehicle repair, and the Droid and electronic repair stations (see map). Gantry: A large gantry (crane) hangs from the center of the ceiling. It moves on tracks and appears to be able to reach any section of the room, Oncethe Rebels enter, the gantry attempis to grab Rebels, pickthem up, and dropthem from a great height. Die codes: grasping 3D (opposed roll vs. Rebel’s dodge); Strength 5D; dropping damage 4D. ‘The Plasma Forge: The forge is used to create replacement components from raw material.Itis currently set to maximum heat. Skolos has by- passed the security system and left the forge door slightly open. The forge itself s immune to heat, but the maintenance area is very hot. The flooring near the forge door is beginning to glow bright red. Rebels must make Easy stamina rolls every five rounds or takea wound from the heat ‘The forge’s controls have been tampered with. Ifa Rebel attempts to shut down the forge, he must roll against Skolos’ Technical skill. Skolos wins, the forge doors open fully, sending a tre- ‘mendous blast of heat into the maintenance area —all Rebels must make Moderate stamina rolls. fr take a wound and collapse from heat exhaus- tion. Around later, the forge shuts itself of. the Rebel wins, hecan shut the forge off. Heat persists for 10 rounds, then gracually dissipates, Laser Lathe: This is a high-precision, high-en- ergy laser used to repair equipment. In standard use, the part is carefully placed ona grid encased ina laserresistant covtling, The operator sits at the chair and scans the part via holocam, input- ting the precise angle, length, and strength of bur into the control pad. Skolos has removed the cowling and now operates the laser from the monitoring station. He holds off firing until a Rebel is station. Die codes: Laser damage 60; lathe Body Strength 2D. ‘Vehicle Repair: Standard vehicle repair equip- ment scattered about. There is a cargo skiff on jacks over the maintenance pit. Anexternal main- tenance shuttle sits In a corner. The cargo skiff merely doesn’t work; the shuttle is booby- trapped. Ifa Rebel opens the shuttle’s hatch, a grenade inside explodes exactly two seconds later (SD damage to person opening door). If the Rebel examines the hatchway before goingin, havehim ‘make a Difticult Perception roll. ithe succeeds, he can slam the door or drop to the floor, in which case the damage is only 3D. In either case, the shuttle’s controls are completely ruined by the explosion. Droid Repair: This area contains banks of Droid diagnostic and repair equipment. A varicty of Droids in various states of disrepair standaround. When the Rebels enter this area, one Droid rumbles out to attack. P2-D19 Astromech Repair Droid: An early pre- cursor to the R2 Astromech model, P2s are al- most exact duplicates of the R2s, except they are much larger. As the P2s are much simpler than the R2s, it was an easy matter for Skolos to repro- gram P2-D19 to attack humans at his command. DEX.2D, laser welder 6D (three meter range only; damage 4D), buzzsaw 5D (damage 5D); PER 2D, search 3D; STR 5D; TEC 4D, starship repair 5D. Running the Fight ‘When the Rebels enter, Skolos taunts them, telling them that they had better get the forge fixed before it melts dawn. The P2 Droid begins moving toward them, and the gantry (which is right above their heads) plunges downontothem. The laser lathe remains inactive until a Rebel, reaches the ladder. Skolos is armed with five rn ————E SE SSS grenades. He tosses them out through the monk toring station's window once the Rebels dis- cover him. ‘Skolos is monitoring the battle through holo- cams mounted on the gantry and in each corner of the room; henever needs to stickhis head out to see what's going on (except momentarily, when throwinga grenade). Reinforcements: Additional Droids begin show- ing up six rounds after combat begins — three SpyEye Droids, and then, four rounds later, an- other DBX-I1 (see above), Talking to Skolos Skolos is nearlyimpossible toreason with —all he knows is that the Rebels are pirates who have stolen his ship, and he hates pirates. However, if the Rebels want to try to talkchim into surrender- Ing, let ther. Any attempts to bargain with or con Skolos are Difficult. He cannot be commanded, Ifthe Rebels make the rolls and convince him that they are Rebels and not just pirates, he'll grudgingly de- cide that their attack was a legitimate act of war and therefore itis okay for him to surrender. Ifthe Rebels do not talk to Skolos, he'll fight to the death. Leaving Hyperspace Once the Rebels have defeated Skolos, they have no more encounters on Black Ice. Theship reenters realspace and the Rebels are greeted as heroes. White Team is found on the Bridge of the other command capsule — dead from life support sabotage. Then read: QT7 finally comes around os his internal repair systems unfuse his circuits, “Hey, guys,” he asks, “why are you calling the Empire to come and rescue you?” As soon as Black Ice came out of hyperspace, its emergency distress beacon activated and began broadcasting a shielded tight-beam SOS onalllmperial frequencies, Becauseoftheshield- ing, Sector HQ does not notice it on normal broadcast scans. The Rebelscan shut it down (or have Q1- do it), but not before the message has gotten out. The Imperials all know exactly where Black ce is —and the secret Rebel base! The Blitz Summary ‘The Rebels have unwittingly allowed theImpe- rials to discover Sector HQ’s location. Sector HQ decides to evacuate. It will take a week to get everybody off; the Alliance must hold off the Imperials for that long. The PCs take part in the battles, which grow in frequency as the week passes. The episode climaxes with thearrivalofa torpedosphere. Order the Evacuation ... Read the following to begin this episode: Youare in special council with the leaders of Sector HQ, in the base deep beneath the surface of Fangol. The discussion has been heated as everyone tries to present their own opinion. Af- ter Major Mers has her say, Sector Commander Callus stands up. “We have heard the opinions and sugges- tions, butthedecision must be mine. We will do our best to hold off any attacks while we pre- pare toabandon the system. Major Mers, order the evacuation.” Running the Attacks Following are a series of short sections de seribingthe various Imperial attack waves. Some are space battles, which can be run using either the roleplaying game rules or the Siar Warriors boardgame. Others take place on the ground, as the detenders attempt to organize the evacu- ation, man the anti-space weaponry, repair the damage caused by bombing runs, and defeat the stormtroopers who land and attack the base. Since all Rebel PCs con't have the same skills, obviously some are going to be better suited for space combat and others for ground defense work. lf you want, you can let the players run 2 number of characters each —their primary PCs, and one or two others so that they all can take part in every section of the battle without forcing someone with alousy starship pilotingskilltoface TIEs, While the battles are taking place, cut back and forth beiween action in space and on the ground, leaving each section as it reaches a climactic moment. A 3 E pisode Five ‘The action should be fast and furious, and, as the days pass, more and more grim for the de- fenders Day One: Probe Ailight of Imperial ‘TIES arrive in response to lee'sSOS tocheck the Rebels’ defenses Star Warriors Scenario Use the “Dogfight” scenario. + Ship Mix: Use Mix One. + Set up: Rebels begin in set-up area closest to mapedge numbered 1044-4244. + Special Rules: The map is static. + Victory: Imperials gain no victory points for destroying Rebel ships. Instead, they gain points. forreaching withinscanningdistance of theplanet (represented by themapedge hexrow 1044-4244), and then escaping off of the opposite mapedge (and rendezvousing with a waiting frigate for transport into hyperspace). Ifan Imperial ship reaches within eight hexes of the planet and then eseapes off of the opposite ‘mapedge, he receives that ship's victory points. {tar Warriors Rules ‘The following sections contain anumber of battle scenarios forse with the Star Warr. ors starfighter combat boardgame. Each see- tlon describes the scenario and lists any spe- cial rules; pick ship mixes to fit the number and skill of your players. Notethat victory conditions may beslightly different thanin standard Star Warriors games, as described below. (Remember that, as gamemaster, you should be more interested In producing & fun, interesting game for your players than in winning!) Survival: Since they are fighting around their base, the Rebels have a greater chance of survival than in a normal Star Warriors sce- nario. When 2 PC's ships destroyed, he must make a survival roll of difficulty 10 to survive until picked up by a retrieval ship. —————————————————

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