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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 onSummary
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 ANe
— 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+15
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 7Events
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
Ssepisode. 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 Ftively, 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 eeThe 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 SEtune 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 themagnetic 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 eaeB 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 SECTIONPULLOUT 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 emeee
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 FloorPULLOUT 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
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eT AR—____________
———— eee UMCOUIESECTION
yous diloginy
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23uo; sec O—==<—<—<=—<——w ny
Scale Comparison
Cargo Force Pod Force Field Sphere
(holds 110,000,000
‘metiic tons of cargo).
Force Field,
Projector
Recess
ConduitST
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 AeAl
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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