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WEG40030

The document outlines an adventure for the Star Wars: The Roleplaying Game, where Rebel agents infiltrate an Imperial tech outpost to gather intelligence on a replenishment fleet. The mission escalates as they encounter unexpected challenges, including a confrontation with Imperial forces while trying to secure a cargo train called Black Ice. Key characters and elements, such as the computer access Droid QT-7 and Major Lawra Mers, are introduced to guide the players through the adventure's unfolding events.

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Ramon Dules
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0% found this document useful (0 votes)
150 views41 pages

WEG40030

The document outlines an adventure for the Star Wars: The Roleplaying Game, where Rebel agents infiltrate an Imperial tech outpost to gather intelligence on a replenishment fleet. The mission escalates as they encounter unexpected challenges, including a confrontation with Imperial forces while trying to secure a cargo train called Black Ice. Key characters and elements, such as the computer access Droid QT-7 and Major Lawra Mers, are introduced to guide the players through the adventure's unfolding events.

Uploaded by

Ramon Dules
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Introduction
  • Episode One: Mission: Impossible
  • The Outpost and Its Denizens
  • Events and Encounters
  • Episode Two: The Plan
  • Episode Three: Cracking the Ice
  • Black Ice Adventure Script
  • Episode Four: Chief Engineer Skolos
  • Episode Five: The Blitz
  • Episode Six: No Surrender

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An Ad >tar Wars: The Roleplaying Game

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Black Ice
by Paul Murphy and Bill Slavicsek

r
Developm ent and Editing: Bill Slavicsek
Graphics: Jacqueline M. Evans Cover Art: David Deitrick
Interior Art: Bob Dvorak Maps: Rosaria J. Baldari
Publisher: Daniel Scott Palter Associate Publisher: Richard Hawran Assistant Publisher: Denise D. Palter
Editorial Director: Bill Slavicsek Associate Editors: Greg Gorden, Douglas Kaufman, Paul Murphy
Editors: Jonatha Ariadne Caspian, Michael Stem, C. J. Tramontana Art Director: Stephen Crane
Graphic Artists: Rosaria J. Baldari, Bernadette G. Cahill, Jacqueline M. Evans, Cathleen Hunter, Sharon Wyckoff
Production Manager: Steve Porpora Sales Director: Martin Wixted Sales Manager: Fitzroy Bonterre
Sales Assistants: Tony DeCosmo, Maria Kammeier Special Projects Manager: Ronald Seiden Treasurer: Janet Riccio

W X9W EST
\ * J !g a m es
RD3 Box 2345
Honesdale, P A 18431
, & 1990 Lucasfilm, Ltd. (LFL). All Rights Reserved. Trademarks of LFL used by West End Games under authorization.
-STAR.
W ARS

ntroduction

This adventure is for use with Star Wars: The Th ey are sent to a nearby Imperial tech out
Roleplaying Game. It is designed for up to six post to procure information concerning Imperial
player characters and a gamemaster. If you want replenishment fleet activity. If they can discover
to run a player character, stop reading now. The a hole in Imperial security, a time when the
information in this book is for the gamemaster lightly-armed cargo transports are unprotected,
only; he should read it entirely before play. then a raid will have a higher chance of success.
Eventually, the Rebels board the container
In this Adventure... train Black Ice, wherein they are forced to deal
... Rebels agents take on a mission that builds with some unexpected developments. Then, when
from a sim ple job to infiltrate an Imperial tech they think they have safely m oved the vessel to
outpost and steal data on an Imperial replenish Sector HQ, the last surprise is revealed: the Em
ment fleet and grows increasingly m ore im pire has follow ed them back to their lair!
possible. The Alliance desperately needs fuel to Can the Rebels defeat Imperial soldiers, zero G
pow er its own fleet, and the information that the storm troopers, and a fully-armed torpedo sphere
Rebels acquire points them to a great source before the base is demolished? Lets find o u t ...
the container train Black Ice.
Now all the Rebels have to do is survive a head- The Main N PCs
on assault with the vessel, break in, and take over QT-7: This com puter access Droid helps the Reb
the ship. But complications arise, as they always els break into the computer files at the tech
do, and the Rebels must repel an Imperial attack outpost in episode one, assists them in cracking
on Alliance Sector HQ before the Empire cap the coded data in episode two, and should be
tures or destroys the important Rebel base. around to communicate with Black Ice in epi
sodes three and six. With its carrying handle, QT-
Adventure Materials 7 looks like a high-tech suitcase. Its face is cov
In addition to the adventure, the pullout sec
ered with blinking lights, screens of various sizes,
tion (including script, character templates, data
and input and outputjacks.it is cheerful, friendly,
handouts, maps of the tech outpost and Black
and enjoys a good game of sabacc.
Ice ) and the Star Warriors counter strip, you also
need Star Wars: The Roleplaying Game, The Star Major Lawra Mers: Mers has quickly risen to the
Wars Rules Com panion, pencils, paper, and lots post of field mission commander for the Alliance.
of six-sided dice. She coordinates dozens of Rebel strike teams
The Star Wars Sourcebook, Im perial Source- and agent groups at a time, keeping these small
book, Star Warriors starfighter combat game, and but effective forces m oving from assignment to
Star Wars miniatures sets are recom m ended but assignment. The Rebel heroes in this adventure
are not necessary for play. have been assigned to Major Mers because of
their past successes and because Mers specifi
The Adventure cally requested them after viewing Alliance High
You cannot fight a war without supplies. That is Command holoreports on the group. She ap
the hard fact that the Rebel Alliance is learning pears in episodes two, five and six.
everyday. Ships, weapons, ammo, clothing, food, Chief Engineer Skolos: Skolos is a hard, dedi
fuel, and a host of incidental necessities must be cated man who cherishes his beloved ship, Black
procured constantly to stave off the better- Ice. W hile he isnt extrem ely pro-Empire, he sees
equipped Empire. the Rebels as pirates who have dared invade his
The Alliance survives on the generosity of un ship. He decides to battle the pirates and win
known benefactors, on the ingenuity of its mem back Black Ice by using what he knows best he
bers, and on the booty from countless raids turns the ship itself against the Rebels, using
against Imperial ships. But it is getting harder to every automated threat to push back the invad
catch these ships unaware and unprotected. ers. He confronts the Rebels in episode four.
Thats w here the Rebel heroes com e in.

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pisode One
Mission: Impossible
Summary First Things First
As the adventure opens, the Rebel heroes are Th e players are probably going to have a num
inside an Imperial Intelligence Analysis Bureau, ber of questions w here are we? or whats
Technical Branch Outpost (tech post, for short). our co ver story? or how com e w e dont have
They are using a sophisticated, but quirky, com any guns? Dont give them a chance to w orry too
puter access Droid named QT-7 to tap into the much about these adm ittedly important ques
outposts com puter system. Th ey are searching tions right now. T h ey can figure it all out after
for information concerning Imperial replenish they deal with the immediate problem . Read:
ment fleet activity. The first tap yields them the
information they se ek but it is in code! The technician is gaping in shock at QT-7.
The Rebels must work their w ay deeper into Hes about to speak if you want to do some
the post to tap the computers in the high security thing about it, it had better b e quick.
section to find the key to breaking the code. Then
they must slip (o r fight their w ay) out of the post Give each of the Rebels five seconds to an
and across several hundred kilometers of un nounce an action, reminding them that they are
pleasant swamp to get the information safely com pletely unarmed. If a Rebel hesitates when
back to Sector HQ. his turn comes up, skip him and im m ediately go
on to another. Once all have announced an action
(o r have taken too long thinking one up), read:
ead Aloud
The technician says, with awe in his voice,
A long tim e ago, in a galaxy far, far a w a y ...
W ow ! Thats a QueTee model, isnt it? W hered
In the bitter struggle against the Empire,
you get it? Can I look at it?
not all battles are fought with blasters.
Sometimes it is m ore useful to know what
A fter hearing this, som e of the Rebels may wish
the enem y is up to than it is to destroy him.
to reconsider their actions, particularly if they
The right piece of information, discovered at
w ere homicidal in nature. A llow these Rebels to
the right time, is sometimes m ore valuable
make Easy Dexterity rolls, success indicating
than a hundred starfighters.
that the Rebel sm oothly converted his punch
But sometimes not.
into a friendly slap on the back, missed with his
Sometimes knowing too much is a bad thing.
kick, or the like, and failure indicating that the
Sometimes it just gets you into trouble. The
action was too far progressed to stop before
espionage game is like that as a group of
semi-violent physical contact took place.
Alliance Counterintelligence Specialists (spies,
If the technician was hit but wasnt actually
that is), in the middle of a dangerous infiltra
wounded, it takes a M oderate con roll to con
tion mission, are about to discover ...
vince him that the attack was an accident.
If the tech was wounded, hes going to begin
making a lot of noise real soon. Th e Rebels have
Start the Adventure one round to either finish him off or gag him and
Locate the script in the pullout section. Assign lock, him in a closet som ewhere. If they fail,
each player a part, from 1st through 6th im m ediately go to Th e Chase.
Rebel. Assign multiple parts as necessary, if you Once this incident is resolved or there is a
have fewer than six players. break in the action, read the sidebar entitled
The script starts the player characters right in How Did the Rebels Get into this Mess?
the middle of a situation and when it is finished
being read, the adventure is underway!

3
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ow Did the Rebels Get into this Mess?


H Read the following to the players, or para The outpost is a large, dismal building in
phrase it, at a suitable lull in the action: the m iddle of a large, dismal swamp several
hundred kilometers from the city. Entering the
You are currently assigned as counterintel building, you presented your credentials and
ligence agents that is, spies to M ortex then passed through an elaborate security
Sector HQ. Your commanding officer, Major scan, which made you happy that you had left
Lawra Mers, volunteered you for a special your weapons off-planet. QT-7 was given a
mission to infiltrate an Imperial Intelligence, cursory glance but nothing more.
Technical Services Branch outpost located A different security guard escorted you up
deep in the swamps on a planet called Lotide. stairs to the chief scientists office, telling you
Your mission is to access the outposts com that Dr. Benkin would be along momentarily.
puters for information concerning the Impe He ordered you not to touch anything and then
rial replenishment fleet, with a secondary as left. Ignoring his instructions, you accessed
signment to learn all you can about research at the chiefs computer terminal.
the outpost.
You w ere equipped with forged identitags, W hats O ur Cover? You are scientists trans
describing you as a group of scientists newly- ferred from Dakot Seven (a small, academi
posted to the base, plus regulation scientist- cally-oriented planet on the other side of the
style lab coats, pocket computers, and other sector) because of political unreliability, or
suitable gear. You had to leave your blasters incom petence, or both. You have been thor
and other weapons behind, as they would set oughly briefed on Dakot Seven and the tech
off alarms and blow your cover. post there (+1D to con rolls when answering
One of you was given charge of QT-7, a questions about background).
small, rectangular computer access Droid with H ow Do W e Get Off this Planet, Anyway? All
simulated banthaskin exterior and a handle on of the scientists go back to the city in a repul
top. With sensor receptors and com puter ac sorlift transport at the end of the work day.
cess port retracted, QT-7 does a credible imi Once in the city, you have the name and ad
tation of a suitcase if he can rem em ber to dress of a Rebel sym pathizer who will get you
keep his mouth shut. off-planet, plus an alternate contact, if the first
You entered the planet openly, taking low one fails.
passage on a tramp freighter. Once on the
W hat Do They Do Here? Thats what youre
planet, you arranged repulsorlift transport
here to find out.
from the spaceport to the outpost.
Other Questions? Y ou re on your own.

About this Inform ation...


A fter the Rebels have finished with the techni cannot break the code (h e s tried), but he has
cian (o r sometim e during the ensuing chase scene found out w here the key is located.
if they didnt silence him quickly enough), QT-7
informs them about one tiny problem . Read: Access to the code key is blocked from this
level. In order to get at it I have to plug into one
Hey, guys, QT-7 chirps cheerfully, you of the high-clearance security computers.
know that information I retrieved? Theres a
slight problem that you should probably know QT-7 calls up a map of the outpost (show the
about. (Pause so that the Rebels can ask the players the Tech Post Floorplans from the pull
obvious questions.) I downloaded all of the out) and highlights rooms 30,32 and 33.
files pertaining to the replenishment fleets
flight plan a n d ... well, see for yourself. Running the Rest of this Episode
With that, QT-7 flashes information across
one of his many display screens. Essentially, the rest of this episode is a journey
through the outpost. The post is occupied by
Give the players the handout titled QT-7s incom petent scientists, playing with forces they
Display Screen. It shows the pertinent selection barely comprehend, and a number of disgusted,
from the data files, but its all in code! QT-7 low-morale Intelligence Security Personnel. There
is danger here, but not a lot of it. Though the

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Rebels may end up In a fight, chase, or both, career officers, though Captain Hawra has done a
unless things go very w rong they should em erge credible job of whipping them into shape.
unscathed. T ry to keep the tone of the episode Standard Outpost Trooper: A youngish man,
light-hearted. (Things will get a good deal tenser none too thrilled about being posted to the middle
later in the adventure, b elieve us!) of a swamp, but quite happy about the pay.
The Rebels have only a few specific things they DEX 2D, blaster 3D+1, dodge 2D+2; KNO 2D;
must accomplish: they must recover the infor MEC 2D, repulsorlift operation 3D+1; PER 2D,
mation necessary to break the code on the fleet search 2D+1; STR 2D, brawling 3D+2; TEC 2D,
data; they must find out as much as possible security 2D+2.
about what research is being pursued at the tech Lieutenant Pora, Second in Command: A cold,
post; they must safely get the fleet data back to calculating, absolutely dedicated killer. Actually
Sector HQ. an IntSec captain, Pora is here undercover, inves
The remainder of the episode is divided into tigating charges of corruption against Captain
three parts. The first part, The Outpost and Hawra. If they are substantiated, Pora w ont even
Denizens, describes the outpost and the per bother with a trial Hawra will sim ply be found
sonnel within it. The second part, Events, de one day, floating in the swamp.
scribes som e things which may happen while the DEX 2D+1, blaster 3D+2, dodge 3D, m elee 3D;
Rebels are wandering about. The third part, The KNO 2D+2, bureaucracy 3D+2, streetwise 4D; MEC
Chase, gives you som e tips on running a battle in 3D, repulsorlift operation 4D; PER 3D+1, com
and around the outpost, as well as describing the mand 4D+1, con 3D+2, search 4D; STR 3D+1,
Rebels escape through the swamp. brawling 4D; TEC 3D+1, security 5D.
Captain Hawra, Commander, Security: A cheer
Outpost Characters ful, outgoing man, Hawra rose to his present
There are three types of characters in the position on the backs of those w ho underesti
outpost bureaucrats, scientists, and security mated his ruthlessness. Competent, but highly
guards. In general, they are standard human corrupt. Suspects that Lieutenant Pora is out to
specialists, with 2D in all attributes and with +1D get him; Lieutenant Pora is shortly going to suffer
to +4D training in up to four skills, as listed below. an unfortunate accident in the weapons lab.
Feel free to alter individuals for variety. DEX2D+2, blaster 3D, dodge 3D+1, m elee 3D+1;
KNO 3D+2, bureaucracy 4D, streetw ise 4D; MEC
Bureaucrats: Th e tech post is not a particularly 2D, repulsorlift operation 3D; PER 3D, command
exciting or rewarding place to work for bureau 4D, con 4D; STR 3D, brawling 3D+2; TEC 3D+2,
crats: its in the middle of a swamp, theres little security 4D+1.
or no room for advancement, the scientists are
weird, and it doesnt seem as if anybody in the
galaxy knows (o r cares) what goes on here. Thus,
the bureaucrats are m ore than a little dem oral
ized, surly, and indifferent. Skills: bureaucracy
3D+2.

Scientists: In general, the scientists like it here:


they are well-funded, and nobody seems to care
whether they produce anything or not. Most of
them w ere sent here because they w ere too
quirky, too odd or, in som e 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, com puter programming and repair, 3D-6D;
Physicists: blaster, dodge, grenade, heavy weapons,
2D+2; technology 3D-5D; Technicians: com puter
repair, weapons repair, D roid repair, repulsorlift
repair 3D-6D.

Security Guards: Most of the security guards at


the outpost are natives of the planet police,
military men, and the like specifically recruited
by Intelligence Internal Security for this post.
They dont have the training of standard IntSec

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T he Outpost and Its Denizens


Below is the key to the map of the tech post, followed 7. Office. The office of Dr. Endus, head of Bio lab. Various
by brief descriptions of the personnel within. The map unpleasant-looking dead animals adorn this otherwise
itself is located in the pullout. standard office. Dr. Endus talks incessantly about biology
in arcane polysyllabic terms, and cannot be understood
Tech Post Map Key by anyone with less than 5D in medicine and technology.
Rooms 1-20: Research and Design 8. Washroom. Standard.
There are 20 scientists here, working in three areas of 9. Lunch Room. Standard.
research: biotechnology, physics (mainly weaponry and 10. Office. Dr. Euritarinas office. Dr. Euritarinacan usually
vehicular improvement), and computer programming and be found in the weapons testing lab (room 21). A locked
design. The biology section in the northeast corner smells display case contains 10 antique blasters. Moderate security
like wet bantha. The physics labs sound as if there is a roll to break into, failure sets off alarm. (Blasters damage
running gunfight going on within (though the more danger 3D+1; they have no power packs.)
ous research takes place in well-shielded areas on the 11. First Aid Room. Fully-equipped emergency surgery,
lower floor). The computer room is filled with the cackle of complete with medpacs (five in a cabinet), bacta tank,
programmers. various drugs, and aToo-Onebee surgical Droid.
12. Office. Standard.
1. Surgery. Microsurgery, modified bacta tanks, an omi 13. Office. Office of Dr. Gordal, one of the very young gen
nous-looking drain in the middle of the floor, and an MD-5 iuses working in the computer labs. Office is incredibly
series medical Droid, are here. messy; walls are covered with old food and posters of local
2. Cage Room. This room is filled with cages of chittering, holostars and sports heroes. AV ery Difficult searc/? through
bleating, mewling animals, ranging in size from the the computer paraphernalia discovers the prototype of a
mouselike greeper, to one large cage in the corner occu new memory chip, which, when completed, will increase
pied by a sickly bantha. There are two technicians here. Droid memory capacity by 48 percent.
3. Office. The office of Dr. Lagg, head of the physics lab, 14. Security Post. Two security officers are stationed here.
contains a sophisticated overhead holoprojection system. They loathe the scientists, fear their experiments, and
Dr. Lagg keeps a very low-intensity blaster in his desk; wont come out except under extreme provocation. There
when hes bored, he shoots at targets flashed on the walls are two blaster power packs in a locked desk drawer (Easy
by the holo unit. Hes at it when Rebels enter and mistakes security roll). See below for the guards statistics.
one Rebel for a holoprojection. (Blaster 2D+2; damage 2D.) 15. Computer Room. Five scruffy young people pounding
4. Office. Physicist Dr. Makims office is currently empty. studiously away at keypads. Despite their nerdy appear
There is a disassembled blaster pistol scattered across the ance, these are the only scientists sharp enough to see
desktop (Moderate Technology roll, 10 minutes time to re through the Rebels cover story. If any Rebel attempts to
assemble). pass himself off as a computer expert, let him make an op
5. Bio Lab. This large, open area filled with lab tables, has posed roll of his computer programming skill versus the
various high-tech equipment scattered about. Four scien scientists skill of 5D+1. If the Rebel wins, the scientist
tists work here, performing various nasty experiments in sulks, but is impressed. If the scientist wins by a simple ma
volving living subjects. jority, he simply smirks; if, however, he rolls twice as high
6. Physics Lab. The room is filled with a sophisticated com as the Rebel does, he decides the Rebel is a phony and
puter system, wherein the scientists create models of new pleads to be taken along when they make their break.
weapons and vehicles; all of the actual testing takes place 16. Lounge. Bugged by Security Office and monitored by
in the labs on the first floor. Currently the room is pitch Communication Center (room 41).
black, and the Rebels may be surprised to see a beachball 17. Empty Office. Rebels are assigned here temporarily,
sized Death Star hovering in the air before them. until permanent offices can be arranged. Desk, chairs,
A second look confirms that it is a holoprojection; if they nothing more. The office is bugged and monitored by Com
look carefully, the Rebels can see microscopic TIE fighters munication Center (room 41). If Rebels make friends with
and X-wings swirling through the air around them. Several any of the computer scientists, theyll warn them about
seconds pass, and then the Death Star explodes. the bug.
Two scientists are arguing about the destruction of the 18. Office. See room 13; no computer chip.
Death Star. One says that the Rebel X-wings must have 19. Office. See room 13; no computer chip.
found a weakness in the Stars defenses; the other that the 20. Chief Scientists Office. The room is almost com
Star must have been sabotaged from within. He appeals to pletely bare, consisting of a desk, one chair, and a com
the Rebels for support. puter console. Script opens here.
Surely, theres no way those puny ships could have hurt
something that powerful, that well-designed. He coughs Rooms 21-24: Testing and Storage Area
modestly. I, myself, had a small hand in the creation of the Captain Hawra sends patrols of two security guards
Death Star. I was part of the team which designed the ther through here every hour.
mal exhaust ports, you know . . .

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21. Weapons Testing Lab. This large, well-shielded room failure sets off an alarm. The room contains three dozen
consists of two main sections the machinists shop and blaster pistols, one dozen blaster rifles, 200-odd power
the firing range, separated by 10 inches of warship-grade packs, and a case of 48 thermal detonators, plus several
transparisteel. (Note: an alarm sounds whenever anybody cartons of broken weaponry awaiting repair.
enters or leaves the testing lab with a blaster power pack. 30. Lieutenant Poras Office. A bare, almost spartan cell,
The security guards on patrol carry a disabler which over containing a desk, chair, and cot. Lieutenant Poras heavy
rides the alarm, so it doesnt go off every time they pass blaster pistol hangs from a hook on the wall when he is in;
through.) he has a heavy blaster concealed under his desk, pointing
The machinists shop contains some of the finest weap directly at the door. His computer contains the code key
ons repair and construction machinery in the sector, in the Rebels need.
which six technicians and 12 second-degree engineering 31. Vehicle Storage and Maintenance. Six speeder bikes, a
Droids build new weapons under the direct supervision of personnel-carrying repulsorcraft and blaster-equipped
Dr. Euritarina. There are dozens of power packs in a speeder are stored here. All are functional, though the
cabinet, and at least 50 blaster pistols, 10 blaster rifles, speeder bikes and speeders weapons have no power
and three repeating blasters scattered about in various packs (they are kept in a locked cabinet until needed).
states of disrepair. There are a number of other oddities There are four troopers here at all times.
here too, including a complete AT-AT Walkers heavy 32. Captain Hawras Quarters. In contrast to other quar
blaster lying in the corner, and a fully-powered lightsaber ters, these are luxurious, almost decadent. Plush carpet
hanging on a wall. ing, soothing subsonics, the latest in null-gee sleeping
22. Vehicle Testing Bay. A well-equipped garage where plates. His computer contains the code key the Rebels
several grease-covered scientists and Droids are working need. This room is bugged by Lieutenant Pora.
on four speeder bikes, one repulsortank, and a tracked 33. Captain Hawras Office. This room is much less opu
device which resembles a bulldozer. The repulsortank is lent than Captain Hawras living quarters, containing the
inoperable, the other vehicles more or less so (see The standard desk, chairs, and computer terminals. The only
Chase, below). things of interest here are several outlandish weapons
23. Storage Area. Door is locked (Moderate security roll to mounted on the walls, including a Wookiee bowcaster
open; alarm sounds on failure). Inside, the Rebels find (complete with ammo for 24 shots), gaderffi stick, and
banks of spare machinery, work clothing, chairs, hydro force pike. His computer contains the code key the Rebels
spanners, Droid shellsbut no weapons. need. This room is bugged by Lieutenant Pora.
24. Electronics Lab. Scientific equipment.
Rooms 34-48: Bureaucratic Level
Rooms 25-33: Power and Security Quarters About 15 civil servants and secretaries inhabit this area,
The people in charge thought it would be a good idea if along with two security officers stationed in room 36, and
the scientists couldnt get at the power and environmental two in room 44.
control area without going through the security quarters. 34. Office. The Project Heads assistant.
Over 30 security guards live here, under the command 35. Project Heads Office. A cluttered office.
of Captain Hawra. Scientists are not welcome in this part 36. Lounge. Two security guards are here, keeping track of
of the building unless they are under arrest. the scientists going to and from the testing areas.
25. Power and Environmental Controls. One security 37. First Aid Room. Identical to room 11.
guard stays in this room, mostly sleeping or playing soli 38. Reception. A small, open room containing a young
taire holochess. The outpost draws its power from a woman and a data pad. There are two buttons under her
Verrtog reactor. Its an Easy Mechanical roll to shut down desk; one opens the doors into and from room 40, the other
the reactor, but it takes a Very Difficult Mechanical roll to sounds a silent alarm in Hawras and Poras offices.
get the reactor to expire violently. 39. Conference Room. Big room with oval table and comlink.
26. Living Quarters. Fifteen bunkbeds in a special sound- Bugged by Captain Hawra.
and light-damping field against one wall, and a dozen 40. Entrance. This area is constructed of thin transparis
tables, chairs, couches, etc. scattered throughout the rest teel (Strength 4D).
of the room. The troopers in this room are unarmed; their 41. Communication Center. A young woman controls
weapons rest in neat racks along the wall. communications into and out of the post from here. Shes
27. Detention Cell. A single, large room. Moderate security IntSec, reporting to Lieutenant Pora, and listens to all calls.
roll to open from the outside without a cylinder key of the 42. Office. Random bureaucrat.
appropriate rank, and Very Difficult to open from the in 43. Supply Cabinet. Locked, Moderate security roll to
side; failure sets off an alarm. Captain Hawra and Lieuten open. Contains office supplies.
ant Pora have the proper rank cylinders. 44. Lounge. Same as room 36, except that the troopers are
28. Mess. A long, table, seating up to 20 men, is all that is here to keep the scientists out of the security section of the
here. A food processor is in the alcove. building.
29. Armory. Locked. Difficult security roll to break into; 45-48. Offices. Standard.

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Events get a + ID to their con skill). W hether or not the


Following are several events which might take Rebel makes the roll, Hawra then hits him or her
place w hile the Rebels are in the outpost. You with a nasty surprise. Pick one of the following
can run as many or as few as you like; just bits. A fter the interview, send the player into
rem em ber that this episode is meant to be light another room; dont let him or her talk with any of
hearted in tone, so dont get too bogged down in the other players until all the interviews are over.
detail.
If any of the events lead to violence or a chase, 1. I suppose you know my brother, Messtin, the
go to Th e Chase; otherwise, once the action assistant security chief at Dakot Tech. H ow s he
begins to lag, have the day end and the transport doing, anyway? The Rebels briefing didnt men
repulsorcraft arrive to take everyone (excep t the tion an assistant security ch ief at all. There isnt
security guards, of course) back to the city. Go to one, and Hawra doesnt have a brother. Rebels
episode two. who reply that they never had the pleasure are fine;
those who try to pretend they m et Messtin are in
Event One: Meet Dr. Benkin trouble.
Shortly after the Rebels finish accessing his
com puter and dealing with the technician who 2. V ery interesting but a com plete pack of
interrupted them, Dr. Benkin returns to his of lies. Im afraid that your com rade already con
fice. A remarkably old man, Dr. Benkin teeters on fessed to everyth ing in exchange for his pitiful,
the verge of senility and hasnt the foggiest idea worthless life. I suggest you do the same. I f the
w ho the Rebels are or w hy they are here. Once Rebel protests his innocence, he's fine.
they explain, he is even m ore confused.
Im sure I didnt request any additional staff, 3. Hmmm. W ould you mind placing your hand
he says, dubiously. W ere overstaffed as it is I on this and repeating the answers? Hawra takes
think w e are. Arent we? I have no idea w here Im out a portable truth m eter and puts it on the desk.
going to put you all. There must be som e mistake. The truth m eter isnt very accurate; If the Rebel
I had better get in contact with Personnel Rout passes a Moderate con roll, h e s fine.
ing at Market City. Er, what did you say your
names w ere again? 4. Y ou re lying. You are a Rebel spy. I will now kill
Th e Rebels may attem pt to talk Dr. Benkin out you if you do not name your contacts on this
of contacting Personnel Routing; it takes an Easy planet. I shall count to three. Hawra takes out his
con roll to sufficiently befuddle the old man. If blaster, points it directly at the Rebels head, and
not, in four hours Personnel Routing sends a begins counting. Protesting innocence, cringing,
priority message to Captain Hawra, telling him to running away, etc., are all acceptable responses.
place the Rebels in custody until they figure out
w ho they are. A fter each Rebel is questioned, he is taken into
the mess (room 28), w here several security offi
Event Two: The Tour cers keep an eye on him until all the others have
As soon as possible, Dr. Benkin turns the Reb been questioned. If any of the Rebels fail the test,
els over to another scientist and instructs him to they are placed in the detention cell (room 27).
take them first to their office (room 17) and then
on a tour of the facilities. The scientist will not Event Four: Breaking the Code
take the Rebels into the security offices or the If the Rebels try to sneak into either Hawras or
pow er room; both are off-limits to scientists. Poras private offices (room s 30, 32 and 33) to
Use the map provided, and let the Rebels en access the unrestricted computers, h eres what
counter the rather odd characters and situations happens.
described in the map key, above. Let any reasonable plan get them into the
office, just as long as they have not been forced
Event Three: A Few Routine Questions into a chase scene. If they have given themselves
A fter the Rebels have had a chance to look away, theyll have to do som e fighting or expert
around, Captain Hawra sends an officer to in sneaking to get at the unrestricted computers.
vite them to have a chat. Th e officer takes them Otherwise, either a subtle con job (dressing as
to the conference room (room 39), and then security guards, cleaning people, etc.) or a good
escorts them, one at a time, into Captain Hawras diversion (exploding one of the labs, taking the
office (take the player out of the room and con project head hostage, simulating an attack on the
duct the interview with his character away from post) can get them to the computers.
the other players). W hile QT-7 is busy downloading the proper
Hawra asks the Rebel a few routine questions files, have Hawra or Pora enter so that you can
about his or her previous posting on Dakot finish with a big chase. Do this especially if the
(M oderate con roll rem em ber that the Rebels Rebels have had an easy time of it during this

8
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episode. After a few minutes, QT-7 blurts out The Chase


cheerfully, All done! Ive got the code key! But The outpost is a medium-security facility, built
the files have been programm ed to self-destruct m ore to repel external attackers than to keep
if you try to run them together. Y ou ll have to them inside. Determined Rebels should be able
decipher the information manually. Sorry, guys. to escape with relative ease if they are forced to
With that, the Droid displays The Key C ode on fight or flee. Following are the main components
one of his screens. Show the players the handout of the posts security system.
from the pullout.
Security Doors: When the alarm sounds, all the
Ending the Episode external doors and the internal security bulk
It is possible, though not entirely likely, that the heads slam shut and lock; however, the Rebels
Rebels will finish their mission without getting can take a rank cylinder off of any of the security
into a fight or chase. If so, you have tw o choices: guards, or off of Dr. Benkin. These can open the
You can sim ply let them get off scot-free. At the doors. Otherwise, they must make a M oderate
end of the workshift, a large multi-passenger security roll to open each door they encounter. If
repulsorcraft arrives, and all of the scientists pile they think to ask QueTee, the Droid can do it
into it. It heads back into town, wherein the automatically from any com puter terminal.
Rebels slip away, get in touch with their contact,
and head off-planet. Stun Fence: The outpost is surrounded by a
You can blow their cover sky-high. Just as the three-meter-high meshed fence. When anyone
Rebels are feeling safe, they are tripped up by one touches it, powerful energy shoots through his
of those unfortunate accidents which happen to body, stunning him (6D stun damage).
even the best operatives. Dr. Benkin shows up Unfortunately, when the field is engaged, the
with another recent transfer from Dakot (w ho pow er surge shorts out the posts communica
doesnt know the Rebels), Hawra (o r Pora) ar tions system, cutting the outpost off from the
rives just as QT-7 finishes with the computer rest of the w orld until the comlink can be re
download and demands to know what is going on, paired (in three hours).
or one of the secretaries turns out to be an old The stun fence can be shut off only from the
friend of one of the Rebels from pre-Rebellion reception desk (room 38), or through the com
days and innocently asks when he or she became puter system (Difficult com puter programming
a scientist. Now go to The Chase. roll Q ueTee can do it automatically). Alterna
tively, the Rebels can shoot out a transformer
with their blasters (Difficult target to hit; the
transformer has a Strength of 3D); or, m ore primi

9
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W ARS'

tively, sim ply drive one of the large repulsorcraft the post isnt that big a problem. The Rebels
straight through the fence. should be able get through the doors, beat up the
guards, and negotiate the stun fence and mine
The Minefield: Outside the fence is a belt of field with relative ease. However, they may have
electronic mines, 30 meters in width. Since in a little m ore trouble making their w ay through
stalled, an average of five mines per day have several dozen kilometers of virgin swamp while
exploded on contact with the denizens of the hundreds of security troopers and storm troop
swamp, and the security personnel have gotten ers from the city are looking for them.
tired of replacing them. Thus, the mines are The trip will take a minimum of 24 hours. Each
deactivated until needed. When the Rebels make hour, roll a die to determine the encounter:
their break, the guards activate the minefield.
It takes six rounds to pass carefully through 1. Patrol: Consisting of 10 storm troopers or se
the minefield. Roll a die each round that a Rebel is curity officers on speeder bikes. M oderate hide/
in the minefield: a roll of 6 indicates that he or she sneak roll to evade; otherwise, they will send in
is approaching a mine. If the Rebel makes an Easy their postion via comlink, and then attack. An
Perception roll, he spots the mine and can avoid additional 10 troopers will arrive in 10 rounds,
it; otherwise, the Rebel blunders into it, taking 3D and every 10 rounds thereafter until the Rebels
damage. N ote that if the Rebels walk one behind escape or are captured.
the other, only the first in line is at risk. The mines 2-4. Nothing.
are ineffective against repulsorcraft. 5-6. Natural Hazard: Alligator-like creatures (DEX
2D+1; PER 2D+1; STR 4D; bite damage 4D+2),
Heres the Plan quicksand (M oderate survival roll to avoid), poi
Once the fighting begins, the Rebels have three sonous snakes (DEX 3D; PER 2D; STR 2D; damage
choices: they can stay inside and attempt to 3D+2), carnivorous plants (DEX 2D; PER ID; STR
defeat all 30-odd security guards; they can break 3D; damage 5D), etc.
out of the post and enter the swamp on foot; or
they can steal one or m ore of the vehicles in I f the Rebels steal speeder bikes and escape: The
either room 22 or room 31. security guards bikes are standard Aratech 74-Z
If they attempt to defeat all o f the security guards: military speeder bikes; the scientists bikes have
Good luck to them. The first few rounds of com been modified. If the Rebels take the security
bat will probably go their w ay as the guards guards bikes, then the security guards get to
are surprised and disorganized and they will enjoy the scientists modifications; otherwise,
no doubt take care of the first few with ease. the Rebels do. If the Rebels take the scientists
Soon, however, Captain Hawra gets things un speeder bikes, the guards give chase in a number
der control. He sends six men to harass the of minutes equal to the roll of a die; if they take
Rebels, while all of the guards on patrol outside the guards bikes, they get a lead of twice as many
the building m ove to co ver the exits and the off- minutes.
duty guards in room 24 get kitted-up. Once they A fter they have lost or destroyed all of their
are ready (eight to 12 rounds), he sends them in pursuers, the Rebels journey to the city is un
to overwhelm the Rebels. eventful (though you may wish to throw a natural
Meanwhile, the weapons testing and research hazard at them if they have had too easy a time).
scientists will be thrilled to have a chance to test Speeder Bikes: Speed code 4D (2D); maneuvera
their w eaponry in a live combat, and they begin bility 3D+2 (1D+2); body strength 2D. Weapons:
showing up and firing off dangerous, untested laser cannon: fire control 2D; damage 3D (5D).
weapons, doing little damage but scaring the The parenthetical codes refer to the scientists
living daylights out of everybody. Each round, m odified bikes. Use these codes for tw o rounds
roll a die: on a 1, they get off a lucky shot, hitting a following a round in which the modified bikes
Rebel; on a 6, they hit a security guard (variable laser is used.
blaster damage, from ID to 6D); on any other roll,
they m erely make a lot of noise. Accidents Will Happen
If the Rebels manage to kill or wound 20 of the If the Rebels are captured, they are taken into
security guards, the remainder retreat into the the city and thrown in prison. If you are feeling
security section, despite all Captain Hawras en inventive, you can extem porize a prison-break
treaties. Th e Rebels have an hour to make their scenario; otherwise, you can have the Rebels
escape before 50 storm troopers show up in mili contact in the city get them (and QT-7) out of jail.
tary transports. (Rem em ber to reduce the skill points awarded at
If the Rebels break out o f the post and escape on the end of the adventure by tw o if they were
foot: Again, best of luck to them. Getting outside captured here.) Go to the next episode.
^TAKL
WARS

pisode Two
The Plan
Summary
The Rebels return to Alliance Sector Headquar t he Mists of Fangol
ters and, with the datafiles stored in QT-7, help ____The Rebels are aware of all of the follow
Major Lawra Mers plan a daring raid against the ing information.
Imperial replenishment fleet. Alliance Sector HQ is located on Fangol, a
Unless something truly unusual occurs, there small, cold planet on the very edge of M ortex
is no overt action in this episode. The Rebels Sector. Totally shrouded in pure white mist
meet with their superior officers, get healed if which reflects all but a small fraction of the
necessary, and get ready for the big attack com suns light, Fangol shines like a candle in the
ing up in the next episode. em pty blackness of space.
This episode is important, h o w ev er it serves Thrown up by ice volcanoes scattered across
to advance the plot, introduce new characters, the planets face, the mist is com posed of
and signals a major tone change in the adventure water vapor contaminated by a heavy concen
but theres no action in it. tration of metals and other elements. The
metal-rich mist makes sensor scans of the
Debriefing surface all but impossible, rendering the base
The Rebels contact on Lotide smuggles them beneath it virtually invisible (and making flying
off-planet and sets course for Fangol (see side- into or out of the planet somewhat unnerving).
bar), the planet hiding the secret Alliance Sector Of course, the base cannot see up out of the
Headquarters. Read the following aloud: mist, either. The bases communications and
sensors are contained in a small, artificial
Your return voyage to Sector HQ is unevent m oon in geosynchronous orbit above the base.
ful. The descent into the sensor-jamming mists In addition to the sensor and communications
shrouding the planet Fangol is, as always, quite gear, the m oon is equipped with a powerful
unnerving, but the captain makes a near-per lo w -fre q u e n c y tra n s m itter w h ich e a s ily
fect eyeball landing. Then, he ushers you off of punches through to the base below. In the
his vessel, and roars back into space. event of unwanted visitors, the sensors shut
Your reception committee, six Alliance sol down and the station plays dead. As it is
diers with drawn blasters, scans you thoroughly manned entirely by Droids, casual scans of the
and escorts you into a shielded conference m oon reveal it to be somewhat metal-rich, but
room where you await the arrival of your field nothing more.
mission commander, Major Lawra Mers. The base on Fangol is buried deep under
As usual, Mers keeps you waiting for almost ground. Tem peratures on the planet rarely
an hour. She bustles in, looks you over, then reach above minus 110 degrees Galactic Stan
nods at the escort, saying formally, I vouch for dard and the air is Poisonous, so Rebels go on
these people. They are true friends of Liberty. the surface only at great need. The bases
The guards return your weapons and depart. pow er is drawn from thermal collectors sunk
The major sighs and plugs QT-7 into a com into the planets molten center.
puter jack. Satisfied that the hook-up is work Roughly 3,000 Rebels occupy the base at
ing, she slouches down into a chair, closes her any one time. One third are administrators,
eyes, and says, All right. Report. one third support personnel workers, doc
tors, communications experts and the like.
Let the Rebels make their report. Dont have Th e final third are warriors. Th e base is
them go into exacting detail, but give them the equipped with 100 starfighters, five corvettes,
opportunity to present the highlights for Lawras and six light freighters.
approval. After they finish, read:
.STAR.
W AR T

The major stands, motions for QueTee to un


plug, and says, Youve got 24 hours. See what T-7s Display Screen
you can make of the code and get yourselves
fixed up. Ill have a new assignment for you This is what the datafile from Lotide looks
tomorrow. As she leaves, she says, Not too like when the code is broken.
shabby. From her, thats high praise, indeed.
:Priority Flight Plan * * * Imperial Replenish
What to do for 24 Hours ment Fleet DK-209
:Restricted Access * * * Security Code DV5
Th e Rebels first action must be to decipher the
:Command Clearance Only
coded datafile that they recovered from Lotide.
Then, after they have presented it to Lawra,
dmperial Replenishment Fleet DK-209
healed up, and recovered their weapons and
ships-
other equipment, you could fade right into the
Three Maintenance Carriers (FarRun,
next scene. Or you could let them wander the
Fixer, Quartermain III)
base and visit with any interesting Alliance NPCs
Six Bulk Freighters ( Talsor; Fasan, Cargo
from your campaign.
I, Cargo IV, Star Bantha, C o lo s S hip)
T w o Container Ships (Cargo X, Bounty)
The Scam One Container Train (Black Ice)
After 24 hours, the Rebels are summoned to a Five Lancer-class Frigates (La ncerI-V )
meeting with Major Lawra Mers and Captain Three Escort Frigates (ProtectorII,
Dargen Io, the sector Chief of Supply. Read aloud: Guardian, Security I )

You are summoned back to the conference :Fleet course via hyperlane GG734 to Refrax
room where you w ere debriefed. The major is Spaceport for supply transfer and routine
there, along with Captain Dargen Io, Sector maintenance. Black Ice to be loaded with high-
Chief of Supply. Major Mers looks excited a grade starship pow er cell fuel from planetary
bad sign. Every time the major looks excited, refinery. Lancers II-IV, Guardian, and Security I
someone ends up volunteering for a dangerous scheduled for spacedock overhauls before next
mission. This time is no exception. leg of trip.
The major speaks. Nice jo b on that infiltra :OverhauIs scheduled to be com plete within
tion, folks. With the information you picked up, 48 standard hours.
w e know that an Imperial replenishment fleet is :Cargo transfer to be com plete within 36
stopping at Refrax for resupply and routine standard hours.
maintenance. W e ve checked our intelligence dmperial Replenishment Fleet DK-209 con
on the spaceport and made a decision. W e re tinues on via hyperlane GH972 to rendezvous
going to hit it. You want in? with Assault Fleet EM4 in Kestel system.

Lawra explains the situation. Th e Imperial re-


penishm ent fle e ts escorts have m ore than
enough firepow er to deal with the small Alliance So Whafs the Catch?
forces in the area under normal circumstances. Read aloud:
However, the flight plan suggests that Refrax
presents a perfect opportunity for the Rebellion. Dargen speaks next. As you know, ever since
With only a token force in space and the m ajority the Imperials hit our refinery in the Choah Belt,
o f the e s c o rts grou n d ed at the near-orbit our local operation has been critically short on
spacedock for standard maintenance, the cargo fuel. W e ve got barely enough to sustain normal
vessels are virtually defenseless. operations, and this exercise is going to seri
In the event of Rebel attack, the escorts in ously deplete our emergency reserves. W e need
space, plus several units of anti-space artillery, more fuel.
would hold off attackers until the grounded ves Mers interjects calmly. You folks sure going to
sels could leave the dock and join the battle. get it for us.
The Rebel attack, though, will be spearheaded
by a group of Rebels w hose job will be to infiltrate Several weeks ago, Sector HQ acquired two
an anti-space artillery bunker. When the next Imperial 5p/ra/-class ship assault vessels Lawra
w ave of Rebels follow, these infiltrators will bom doesnt say how. These are small, needle-shaped
bard the spacedocks to shut them down, and craft, specially designed to bore their way through
then engage the other anti-space weapons. The an enem y vessels particle shields and straight
Rebels attacking in space will only have to deal into the side of the ship. Then the assault team
with the escorts already in orbit.
-STAR.
W AR T

Second in Command: Worrumba, a W ookiee. In


Life Debt to Poquot. M ore interested in protect
y he Black Ice Diagrams ing his friend than in aiding the Rebellion.
____ The full-spread diagram of pages 20 and Team Members: Four Rebels tw o human, two
21 is The Engine Pod. It shows one of the two Mon Calamari. Enthusiastic, headstrong. A re sure
engine pods that make up Black Ice. Basically, that a Rebel can whip any 10 Imperials. Should
Black Ice is two engine pods, one set on each make the Rebel heroes ve ry nervous.
end of connected force spheres, forming a
cargo train in space. These pods m ove the The Plan
massive train by pushing in one direction at a Let the Rebels devise any plan they want, as
time. This map shows the layout of one engine long as they are within the parameters of the
pod, including the position of the command assignment to secure the aft engine pod of the
capsule. container train.
The schematic on page 23 is The Command W hite Team Leader says that his group will hit
Capsule close-up. It shows the positions of all the communications level, just below the bridge.
relative areas used by the crew. From there, his team will make its w ay up to the
The diagram on page 24 is The Scale Dia bridge, secure it, and radio the aft engine pod to
gram. It shows the players just how big Black see how Black Team is doing. He does not care
Ice is by placing it beside an Im perial-class Star how the Rebels get their part of the job done, as
Destroyer. Also on this page is a visual on how long as his people dont have to w orry about
the individual force pods operate. trouble from the aft.
The Rebels may com e up with back-up plans in
case of em ergency if so, they will be much
emerges and captures the vessel before its crew
better prepared next episode, when everything
knows what hit them.
falls apart. If not, they are going to have to impro
Lawra wants the Rebels to man one of the
vise on the fly.
assault vessels, and in conjunction with a team
on the other Spiral, to board and comm andeer
the Imperial fuel container train assigned to the
replenishment fleet.
She provides the Rebels with a schematic of
the container train (g ive the players the maps on
pages 20,21,23 and 24 of the pu llou t), 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 W hite Tearn; their assignment is to
commandeer the forward engine pod.

White Team
Here are thumbnail sketches of W hite Team so
that you can characterize them during the plan
ning session.

White Team Leader: Untos Poquot, a bitter, taci


turn man. Lost his w ife on Alderaan. Hates the
Imperials with an unsurpassed fury. A good plan
ner despite his passion.

13
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W ARS'

pisode Three
Cracking the Ice
Summary
Th e Rebels board the aft engine pod of the A ssault Ship
Imperial container train Black Ice. T h e Ic e s crew * * T h e Spiral-class is a single-use, small-unit
puts up a hard fight, but the Rebels eventually boarding craft, designed for the rapid inser
prevail, as do W hite Team, who board the Ic e s tion of special forces into non-military vessels
forward engine pod. or space stations. The ship is equipped with
A fter the ship is secured, the Rebels coax the no ranged weapons at all, instead relying on
huge vessel into hyperspace. stealth technology to keep targets from spot
ting it until it is too late.
Final Preparations When the Spiral hits the targets particle
Sector HQ bustles with activity as hundreds of shielding, the shaped proton charge detonates,
Rebels prepare for the attack against the Impe disrupting the shields for a fraction of a sec
rial replenishment fleet. Dozens of serious-faced ond long enough for the Spiral to burn
Rebel pilots listen to attack instructions from through and bury itself into the targets side.
their mission officers, and maintenance person The Spirals nose cone is com posed entirely
nel and Droids work feverishly to get the bases of sublimating tekonite, which vaporizes upon
spacecraft ready for the attack. collision, absorbing nearly 92 percent of the
kinetic energy of the impact, insuring that the
The Spiral ships cabin survives the collision virtually
Gren Lavorn, the bases spacecraft mainte intact. Additional protection to the passen
nance officer, shows the Rebels the ship they will gers and crew is provided by inertial-damping
use in the assault, a Spiral-class vessel designed grav couches.
to penetrate hull and shielding. Over 70 percent Once inside the target, the vac-suited pas
of the ship is subspace engines and shield gen sengers exit and overwhelm the stunned crew
erators, giving the Spiral pow er but no grace. of the boarded vessel.
If the Rebels decide to look over their ship for Spiral-class Assault Ship: H yperdrive multi
flaws before they take off, have them make plier zero; sublight speed 4D; maneuverability
M oderate starship repair rolls. If successful, they 1D+2; hull 5D. W eapons: One-shot proton
discover a potential flaw in the trim jetflow regu charge; fire control zero; damage, see above.
lating subsystem, which is easily repaired by the Shields 2D+2.
chagrined maintenance personnel. If they dont
spot the problem, the ships maneuverability is
decreased from 1D+2 to 1D+1. which will hold any two of the following: two
Once everything is ready, the tw o Spirals are weeks em ergency rations, up to four blaster
loaded aboard a freighter for transport through carbines and extra ammo packs, six medpacs, 24
hyperspace. grenades, and QT-7.
The Rebels are advised to take the computer
Equipment access Droid with them, as QT-7 will be needed to
Th e Spiral is severely limited in cargo space, talk to the trains computers.
allowing each passenger to carry only a few small
items in an overhead bin and not much m ore in a Arrival
rear cargo compartment. Th eres only enough Read the following aloud:
room inside the craft for each of the Rebels to
stow a knife, blaster pistol, tw o spare ammuni Its no fun going into battle blind, stowed
tion packs, and a medpac. All other equipment aboard a slow, virtually defenseless freighter.
must be stored in the rear cargo compartment, But there isnt a lot you can do about it, so you
-STAR.
W ARS'

tune in on the Alliance command frequencies,


trying to get an idea of how the battle is going.
Leader, bogey at 4 oclock, neg 90 ... Red
Team, form on me; lets make our run ... Got
im! W h o ow eee!... Y ellow Teams here; theyve
taken the artillery bu n k e r... scratch one ammo
ship; going to secondary target... Green Team
reports heavy damage to spaceports, estimated
repair time fo u r I 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.
At last you can see the battle raging all around
you. X-wings and Y-wings dart across the stars,
spitting fire at the outnumbered TIEs. Nearer to
the planet, 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 pearls
directly ahead. Its bigger than you expected, ate, it is within 50 meters of its intended destina
and it appears to be about 500 kilometers away. tion; if the roll is within only Easy or V ery Easy
You check your instruments. range, they are som ewhere on the command
Then you recheck them. unit, but about as far away from their intended
The schematics were correct. That thing out target as possible. If the roll failed, the Spiral hit
there is 7,800 meters long five times the som ewhere in the engine pod. The assault ship is
length of an Imperial-class Star Destroyer. a ruin. The entire nose section vaporized upon
More details become apparent as you close impact as it is supposed to do and the
with the train. The Ice is composed of three engines are inoperable. The Rebels have no choice
main sections: two huge engine pods, and be but to grab their gear and head off.
tween them, the cargo fields, nine shimmering The corridor section outside is, of course, in
black balls of force, each containing 110,000,000 vacuum. Everyone must remain in their vac suits
tons of high-grade starship fuel. You try not to until they clear into a secure area.
think about what would happen if you missed
your target and crashed into one of them ...
First Encounter
Your sensor beeps: 10 seconds to impact. You
The Imperials are not yet sure what is going on
make your fined course adjustments and acti
all they know is that a section of the ship was
vate the inertial couches youre now totally
breached, but they are unsure if the ship has
helpless until you slam into the vessel or m iss...
been invaded, or m erely hit by wreckage from
... eight, seven ... the shielding lowers over
the battle outside. Th ey immediately send a party
the transparisteel, leaving you b lin d ... six, five,
of repair Droids to assess damage and seal the
fo u r... you hear a click as the proton charge
breach, followed, several minutes later, by six
arms itself ... three, two WHUUMMMMPH!
vac-suited Imperials carrying repair equipment
Screeeeeee! and, somewhat gingerly, blasters.
Youre through the shielding! One second to
If the Rebels have m oved quickly, they can
impact
escape into a side corridor, gaining another few
Theres a sudden wrenching shock to your
precious minutes before the Imperials learn ex
body. Everything goes black.
actly what they are up against. Otherwise, they
have to fight.
The Battle for Black Ice
The Rebels find their ship buried nose-first The Landing Bay
som ewhere within the Imperial container train. If the Rebels aimed for the landing bay and the
Where? T o find out, have the pilot make a starship pilot of the assault craft made his starship piloting
piloting roll. If he passes a Difficult roll, the Spiral roll, then the ship passes straight through the
is exactly w here he wanted it; if the roll is M oder

15
.STAR.
W AR T

magnetic shielding and com es gently to rest on If the Rebels m ove quickly, before the Imperials
the floor of the bay. The assault craft is undam have time to get their defense organized, they
aged, and the Rebels are unharmed. The mag should have little trouble.
netic shielding quickly resealed itself after the
Spiral passed through, maintaining the atmos The First Dash
phere in the bay. Unless you are particularly interested in draw
There are tw o or three ve ry surprised Imperi ing up the floorplans of the Ic e s command cap
als staring at the invaders ship; but, as none of sule and forcing the Rebels to thread their way-
them are armed, they are easily taken care of through the maze of corridors, w e suggest that
but not before one of them raises the alarm, you handle m ovem ent abstractly.
telling the bridge that they have been invaded. Since the Rebels have a schematic showing the
layout of the command capsule and they can find
The Firefight their location on any computer terminal, run the
T o com m andeer the Ice, the Rebels must reach sequence as a series of vignettes. Present the
the p o d s bridge. This is not difficult: there are Rebels with short problem s and skill tests to
only 10 security guards in their half of the vessel, m ove them closer to their objective. At all costs,
and they are com pletely surprised by the attack. dont get bogged down in detail.

bout Block Ice


Black Ice is a container train, designed and Standard Crewmen (40): DEX 2D, blaster
built by Rendili StarDrive, builders of the Victory- 2D+2, brawling 2D+2; TEC 3D, computer, Droid
class Star Destroyers. At full size, with all force or starship repair 3D+2; all other attributes and
containers active, the Ice is 7,800 meters long, skills 2D.
with a weight of 1,210,000,000 metric tons. Security Guards (10): DEX 2D, blaster 3D,
dodge 2D+2; STR 2D+2, brawling 3D; TEC 2D,
Cargo Holds: Most of the Ice is cargo space. security 3D; all other attributes and skills 2D.
The nine black balls, 600 m eters in diameter, are Ships Officers (2): DEX 2D+2, blaster 3D+2;
force fields, each contained between field pro KNO 3D, planetary systems 4D, technology 3D+2;
jectors. The balls are filled with refined fuel for MEC 2D, astrogation 4D; PER 3D, command
pow er cells 110,000,000 tons in each. A large 3D+2; all other attributes and skills 2D. (Note:
conduit runs down the center of each hold, there is one additional officer on the ship; the
carrying pow er from the engine units to the Rebels will meet him in the next episode.)
force fields and connecting the engine units
with each other. Balls can be added or rem oved Droids: The engine pods are maintained by a
to change the size of the train. diverse population of maintenance and repair
Droids, ranging in size from the EB-89 Engine
Engine Pods: The tw o engine pods are huge, Maintenance Droid, fully as big as a stock light
dwarfing even the engines on Star Destroyers fr e ig h te r and a rm ored to w ith sta n d the
and rivaling those on the Death Star. The fore backblast from a firing sublight engine, to the
and aft engine pods are identical (as the ship mouselike SW1-04 Computer Repair Droid.
m oves in either direction with ease, the terms The Droids function com pletely on their own;
fo re and aft change from trip to trip, de when human supervision is required, humans
pending upon which w ay the vessel is m oving). comm unicate with the Droids via personal
Command Capsules: The crew spends most Droid/Human interfaces (comlinks with data
of its time in the command capsules which sit pads), or through the Droid Control Stations in
atop the engine pods. Th ese are 330 meters in Secondary Engineering and the Maintenance
length and 75 meters wide, about the size of a Section.
frigate. The entire ship is controlled from these The Droids attributes and skills are described
capsules, and the crew is rarely required to in the next episode.
enter the engine pods, and almost never visits
the cargo balls. Transport: Th e ship is crisscrossed by a
Crew: Despite its huge size, Black Ice virtually com plex system of walkways, repulsortubes,
runs itself, requiring a standard crew of only and crawlspaces. In addition, each engine pod
200 100 in each capsule. As half of the Ic e s contains a low-powered shuttle for longer jour
crew is on shore leave, there are only 50 crew neys and for carrying heavy loads. The shuttle
members currently in each, the highest ranking travels through the cargo balls, connecting the
being second lieutenants. fore and aft engine pods.

16
I __ STAR______

lack Ice
Adventure Script
Use the following script to start your adventure. 6th Rebel: Really? I rem em ber being reassigned
Your gamemaster will tell you what part (o r to Major Lawra Mers of Sector HQ, listening as
parts) to read. she briefed us on a new mission, and then being
personally thanked by the major for volunteer
1st Rebel: Okay. This is Chief Scientist Benkins ing but I do not rem em ber actually stepping
office. You keep an eye on the hallway; Ill plug fo rw a rd ...
QueTee-Seven into the com puter outlet. All set,
QueTee? 1st Rebel: Stop complaining. This isnt such a
bad job.
GM: (As QT-7'.) Sure, Boss! Ready, willing, and
able! Lemme at em! 3rd Rebel: Says you! I have trouble pretending to
be a top-notch Imperial scientist. It goes against
2nd Rebel: (M uttering.) Cutey. Swell name for an my nature. And I really feel naked without m y
overenthusiastic suitcase. W ho thinks those blaster.
things up, anyway?
5th Rebel: Does anybody know if there are any
GM: (As QT-7.) I heard that! W hats wrong with storm troopers on this post? I hate storm troop-
my name? I think its a good name. Do you really ers.
think its a bad name?
2nd Rebel: W e m ay get a chance to find out. Here
3rd Rebel: Pipe down, both of you! W ere in the com es a technician now.
middle of an Imperial Tech base, surrounded by
who knows how many Imperial Security Bureau 1st Rebel: Okay, everybody, act like scientists.
guards, and you two are arguing about a name!
QueTee, get to work! 3rd Rebel: (Under his breath.) Act like scientists?

GM: (As Q T-7, muttering.) Well, he started i t ... 6th Rebel: (T o Technician.) Uh, er. Hello there.
(*kerchunk* )... whirr, click, beep, beep, b zzzzz... Nice day isnt it?

4th Rebel: How longs this gonna take, anyway? GM :(As Technician.) Sure is. What are you guys
up to, anyway?
5th Rebel: Between five and 45 minutes a lot
shorter if the security programm ing picks him up 4th Rebel: W ere, uh, calibrating the, uh, resis
tance coefficiency m odulator on t h e ...

6th Rebel: Thatd be interesting. What do you 5th Rebel: ... the, uh, the subatomic frequency
think theyd do to six unarmed enem y spies bonding refractor in the chiefs computer. See,
caught in the middle of a high security outpost? its been acting up lately and ...

4th Rebel: Probably give us a medal for stupidity GM: (As QT-7.) Hi guys; Im back! Security system
above and beyond the call of d u ty ... was a piece of cake! Iv e accessed the information
b u t... say, w h os the new g u y ? ... Uh o h ...
2nd Rebel: Hey, w e did volunteer for this mis
sion, you remember.

17
-TTAR.
PULLOUT SECTION W ARS'

Major Lawra Mers Chief Engineer Skolos


Template Type: Alliance Major Template Type: Engineer
Ht: 1.7m Sex: Female Ht.: 1.9m Sex: Male

DEX 3D PER 3D DEX 2D+1 PER 2D+1


Blaster 4D Bargain 4D+2 Blaster 3D+1 Con 3D+1
Dodge 4D Command 5D Dodge 3D Hide/Sneak 4D+1
KNO 3D Con 4D+1 Grenade 3D+1 Search 4D+1
MEC4D STR3D KNO 4D STR 2D+2
Starship Piloting 4D+1 TEC 2D Technology 6D Brawling 3D+2
Comp. Prog./Repair 4D MEC 2D+2 TEC4D
Medicine 3D Starship Piloting 3D Computer Programming 6D
Physical Description: Imposing and striking, Mers can also Droid Programming 5D+2
appear fragile when she needs to. Starship Repair 6D+1
Equipment: Blaster pistol (damage 4D), data pad, com unit. Physical Description: Skolos is a large man who looks out
of place around delicate machinery.
Background: Mers has quickly risen to the post of field
mission commander for the Alliance. She cooridates doz Equipment: Blaster pistol (damage 4D), data pad, comlink,
ens of strike teams and agent groups, and has specifically grenades (damage 5D), tool kits.
requested command of the Rebel heroes because of their Background: Skolos is a hard, dedicated man who loves to
string of successes. repair and maintain machinery. He cherishes Black Ice,
Personality: Lawra loves her job as much as she hates the feeling that it is his vessel, as he has been assigned to it for
Empire. But the excitement of a mission is everything. It is two years now. He isnt extremely pro-Empire, as he tries to
an honor to be volunteered for an assignment, and she stay oblivious to politics, but he hates pirates as he has had
bestows such honor on her charges regularly. run-ins with their kind in the past.
Quote: This mission is dangerous, perhaps suicidal. I know Personality: Normally quiet, Skolos will use his size and
you want the job, so its yours. 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 dont
work they take. They have no worth.

QT-7s Display Screen,

O o o
o o
o
The Key Code
fv
SC H cy rn .
Priority Key Code *** Imperial
Replenishment Fleet DK-209
:Restricted Access ***
Security Code DV5
:Command Clearance Only
A N icfr
B O *
C * P 3T
D * Q W
E R 5X
F S A 6X
G X T 7*
H * U 8
I >=> V 9
J * W 0>
K X # pause?
L Y 1
M O Z 1
-STAR. PULLOUT SECTION
W AR T

Tech Post Map Key Second Floor


1. Surgery 26. Living Quarters
2. Cage Room 27. Detention Cell
3. Office 28. Mess
4. Office 29. Armory
5. Bio Lab 30. Lt. Pora's Office
6. Physics Lab 31. Vehicle Storage/
7. Office Maintenance
8. Washroom 32. Capt. Hawra's Quarters
9. Lunch Room 33. Capt. Hawra's Office
10. Office 34. Office
11. First Aid Room 35. Project Head's Office
12-13. Offices 36. Lounge
14. Security Post 37. First Aid Room
15. Computer Room 38. Reception
16. Lounge 39. Conference Room
17-19. Offices 40. Entrance
20. Chief Scientist's Office 41. Communications Center
21. Weapons Testing Lab 42. Office
22. Vehicle Testing Bay 43. Supply Cabinet
23. Storage Area 44. Lounge
24. Electronics Lab 45-48. Offices
25. Power/Environmental
Controls

First Floor

Rosarla J. Baldarl

19
Hangar Entry

Auxiliary Engineering
Command Capsule

Auxiliary: Command'

Fuel Cells
1
\Jk A -"
n ------------ 1 i
L J ------------ LJ

Force Field Generator

Millennium Falcon

Corellian Corvette
__r_ _ Up to Bridge _ ..... ... _____
GAMEMASTER MAP:
The Big Fight I---- i i rirj-* J | , I ____ - - I

Solid Machinery and Wiring !


Ventilation Grill

Ventilation Duct, JflffiS i


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 _
tjjfoi
r- IIIir-rlTJ .

G: EMPTY ROOM j r i B S : tfl


H: VISITING CUSTOM INSPECTOR'S OFFICE
I: FIRST AID STATION
J: CAPTAIN'S OFFICE

Rosarla J. Baldarl
K: AUXILIARY ASTROGATION V si T 1! i ! .L| 1[ i l -1 Rebels Arrive Here 1C.
L: LUNCH ROOM 5 .-r :

GAMEMASTER MAP: Maintenance Section Side View GAMEMASTER MAP:


Bridge Section

Sensors/
Communications
The Command Capsule
M = 10m

M illennium Falcon

Hangar Control
Communications

Computer Levels/
Life Support

ES

Jl
Cargo Monitoring

Two-Level Hangar Bay


Medical Section

PULLOUT SECTION
Maintenance Section

to
G>

Rosarla J. Baldarl
-TTAR.
PULLOUT SECTION W AR T

Cargo Force Pod Force Field Sphere


(holds 110,000,000
metric tons of cargo).

Force Field
Projector

Rosarla J. Baldarl

Conduit
.STAR.
W ARS

Following are som e examples of encounters aged, there are indentations along the wall that
you can throw at the Rebels as they make their serve as a ladder.
w ay toward the bridge. Ventilation Ducts and Grills: .3 meters square,
just w ide enough for anyone (excep t a W ookiee)
... you round the corner at top speed. Unfortu to squeeze into. The black dots represent ducts
nately, so does an R37 Maintenance Droid, carry leading down; Rebels must make Easy Perception
ing a full load of rather sharp-looking wiring. rolls to spot if they have light, M oderate rolls if
Easy Dexterity or dodge rolls to avoid 3D damage they are m oving in the dark.
n
W eapons Locker (E): Contains blasters, blaster
ammo packs. Rack for heavy blaster is empty.
... your blaster shot fells the Imperial. His Emergency Repair Station (F): Contains manual
personal comlink beeps, and a vo ice com es from fire-fighting equipment, axes, spare circuitry, etc.
it, saying, No sign of em here, Lenk. Anything up Visiting Custom Inspectors Office (H): Contains
your way? M oderate con roll to convince the desk, chair, computer, and tw o security guards.
voice nothing is w ro n g ... First Aid Station (I): Bed, medpacs, em ergency
equipm ent for minor injuries.
When the players begin to get bored with the
mini-encounters, have the Rebels reach their The Defenders Plan
objective and run into the main opposition. The three security guards wait at barricade
two, w here they are joined b y tw o m ore guards.
The Big Fight When the second blast door is breached, they
Pick up the tem po as the Rebels approach use com bined fire against the Rebels to hold
their objective. Increase the number of sightings them off until reinforcements arrive. Then, when
of enemies, and let them hear others shouting there are at least 12 defenders, they charge.
behind them. The ships communication system
begins blaring out instructions to the defenders, Reinforcements: There are a limited number of
and the Rebels hear commands like, Invaders reinforcements available. Each combat round,
sighted at corridor junction 2D-7A; Squad B to roll a die. On a roll of 1-3, nothing happens; on a 4-
junction 5D-7A ... Go to Plan G-Prime, execution 6, reinforcements show up: roll an additional die
in three-zero se co n d s... Obviously, the defend to see at which repulsortube they appear. There
ers are getting organized. are four men in each group of reinforcements
The map, The Big Fight, in the pullout sec three crewm en led by a security guard. All are
tion, shows the layout for the final battle. The armed with blasters. At most, three groups of
defenders, three security guards armed with reinforcements are available during this battle.
heavy blaster pistols, are behind barricade one
(A ), set up just in front of blast doors leading to
the bridge. Th ey trade shots with the Rebels for
two rounds, and then retreat toward barricade
two (D), locking the blast doors behind them (B).
The barricades are hastily constructed of
tables, chairs, and assorted items. One and a half
meters high, they provide medium co ver (+2) for
the defenders. The locked blast doors require a
Moderate security roll to open, or a thermal deto
nator (Easy demolition roll).
Repulsortubes: These tubes are filled with a
cushion of repulsorlift energy that allows char
acters to bounce down to the next level with
out the aid of a lift car. If a Rebel attempts to go to
a low er level and com e up a 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
ing for a w ay back up (minimum of three 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 is possible to end up
where the character started.) If the tube is dam

25
-STAR.
W AR T

Ending the Battle: Th e security guards are dedi


cated, continuing to fight until half their number
a dditional Rebels
are incapacitated. Once that happens, however,
they will break for repulsortube two. If the Rebels * * If the Rebels w ere badly hurt in the battle,
let them go, they head straight for the hangar, you might want to send them reinforcements
w here they, along with almost everybod y left (that is, replacem ent player characters) be
alive on the ship, board the escape shuttles and fore they make the jump into hyperspace. If so,
make for deep space. have a damaged X-wing or tw o call the Rebels
The bridge is currently manned by two very up and ask for permission to hitch a ride on
frightened second lieutenants. Th ey will form ally board the huge train. These characters can be
surrender the vessel when the Rebels enter. tem porary or permanent PCs to replace any
Shortly after the Rebels secure the bridge, they incapacitated or dead ones.
receive a message from W hite Team Leader,
laconically announcing W hite Team s success,
and asking what is taking the Rebels so long.
Into Hyperspace
W hite Team Leader announces that the for
ut-Away to Assault Command ward bridges controls w ere damaged in the fire-
fight the Rebels will have to pilot the Ice
Read aloud:
themselves. If they have QT-7 with them, he can
INTERIOR: REBEL CORVETTE, BRIDGE. talk to the computers and convince Black Ice to
Several Alliance officers watch the battle taking
cooperate (the ships computers arent built for
place beyond the viewport. M a jor Lawra Mers
logical rationalization, after all); the Rebels need
checks a monitor, then stares out at Black Ice.
only make M oderate starship piloting rolls to
What could they be doing in there? she operate the train. If QT-7 isnt available, they
asks aloud. If they dont get that train m oving must figure out the controls themselves (Difficult
soon, this will all have been a waste of time. W e
piloting rolls).
may have caught the Imperials off guard, but
Once tw o Rebels make the roll, Ice m oves out.
th eyv e retaken the artillery bunker and are The ship is incredibly slow and unweildy, but the
getting ready to launch the escorts. W ere
Rebels can cold jump the hyperdrive once they
going to be outnumbered very shortly. clear the gravity well by making a Difficult pilot
Major, says a ju n io r officer, three lancers
ing roll (M oderate if they have QT-7). Read:
and a frigate have just left spacedock.
Mers frowns. Lets co ver Ice for a few m ore Space suddenly expands in the familiar pat
minutes, then take us into hyperspace. tern stars blur, colored lights shoot by as
Wipe to ... Black Ice jumps to lightspeed.
INTERIOR: BLACK ICE, BRIDGE.

26
"AR.
'WARS'

pisode Four
Chief Engineer Skolos
Summary Something is happening in the other com
In this episode the Rebels discover that the/ce mand capsule and QT-7 has been stunned by an
isnt as secure as they thought. The ship itself energy surge that has tem porarily fused his cir
attacks them, and they must battle Droids, secu cuits. Even with the best D roid repair rolls, he will
rity systems, and maintenance equipment to fi be incoherent throughout this episode. The prob
nally win control of the container train. Behind lem is Skolos, of course, trying to take out the
the attacks is Chief Engineer Skolos, a man out pirate groups one at a time. In the next section,
raged that pirates have hijacked his ship. w e present a number of events that pit Skolos
After the Rebels win out, they return to Sector skills against the Rebels. Use as many as you
HQ with their prize. Suddenly, the ship begins want, but be sure to have at least two occur at the
sending out automatic distress signals alert same time.
ing the Empire to its location, and the location of
the Rebel base. Black Ice Events
Chief Engineer Skolos Using the Shuttle
Thinking that his ship has been hijacked by If one or m ore Rebels wish to go to aid White
pirates, Chief Engineer Skolos must w ipe out the Team, the only feasible w ay to get to the forward
pirates and return Black Ice to the replenishment engine pod is via the low-powered repulsor shuttle
fleet. which runs down the conduit at the center of the
Skolos knows Black Ice like the back of his hand force balls. A repulsorlift tube leads to the bay
maybe better. He has devised a series of nasty w here the shuttle is stored. About 20 seconds
attacks to use against the Rebels. He plans to into the ride, a warning sensor indicates that a
weaken them, and then destroy them in the main force field is in place ahead. The pilot of the
tenance section. He loves his ship and hopes to shuttle must make a M oderate repulsorlift opera
bring it back intact which is w hy he hasnt set tion roll to stop before crashing into the field,
the self-destruct or scrammed the cargo as yet. which separates the first ball from the second.
Failure causes the shuttle to crash, and while no
Broken Contact one is hurt the shuttle is ruined.
This episode begins in hyperspace. Read: The Rebels discover that the force field is in
place because the conduit in the next cargo
The colors of hyperspace never cease to amaze sphere has been breached. Fuel has been spilled
you. But you only marvel at the streaking lights into the conduit, making passage impossible.
for a moment before other lights catch your The force field is all that keeps the fuel from
attention. The monitors and indicator tell-tales rushing into the first sphere.
light up all across the control boards, indicating If any Rebel makes a M oderate Perception roll,
that there are system malfunctions throughout they notice a Droid m oving along the top of the
the ship. QT-7 begins, W e ve got some prob conduit they are in. The Droid is applying a high-
eeeyew! but a crackling charge of energy cuts powered laser to the metal, seeking to rupture
him short. Then the comlink snaps on and this conduit as well. If the Rebels can destroy it
through static you hear: (requires tw o M oderate blaster rolls to destroy)
Black Team, this is White Leader. W e are within one combat round, they are safe. Other
under attack... (static) ... D ro id s... life support wise, the conduit ruptures and they must get out
... (static) ... send h e lp ... before the tons of fuel crush them.
The comlink goes dead. If the shuttle is working, an Easy repulsorlift
operation roll gets them out in time. Otherwise
they must run for it (a M oderate Dexterity roll)

27
-STAR
WARS

before the first balls em ergency force field falls cess tube that connects to the sensor dish (an
into place. Easy Technical roll). It seems that a relay has
been disconnected and must be manually reat
Life-Support Malfunction tached before the sensors can com e back on line.
Any of the Rebels w ho remain on the bridge Until then, the ship is running blind.
must deal with the next situation (although you Th ere is no gravity w ell up ahead. That was a
can have it occur anywhere). An alarm alerts Skolos trick. But the sensors must be fixed if the
them to a problem , and an Easy Technical roll Rebels are to be sure. Th e Rebel that makes the
allows one Rebel to decipher the cryptic read trek up the access tube must make an Easy
ings of the life support monitor. Technical roll to locate the disconnected relay,
According to the monitor, life-support has been and a M oderate starship repair roll to reattach it.
com prom ised. Carbon dioxide in the air is rising
alarmingly throughout the capsule, except in the SpyEyes Attack
maintenance and life support sections. The Reb When any Rebels are off the bridge, they en
els can try to repair the problem from the bridge counter three SpyEyes. These repulsor-driven
by making an Easy com puter program m ing roll. Droids are small spheres with built-in holocams
W hile this turns off the alarm and momentarily for remote-viewing. If the Rebels dont try to
repairs the problem , com pare the Rebels roll to destroy them (Difficult blaster roll to hit, but one
Skolos. If the Rebel rolled higher, he realizes that hit takes out the fragile mechanicals), the Droids
he has to go down to life support to override a approach, beep apologetically three times, and
second, m ore devious glitch, which will continue then explode. Each one does 3D damage to tar
to poison the air at a slow er rate. If Skolos rolled gets within tw o meters, 2D within four meters, ID
higher, no one notices the additional problem within six meters.
until everyone starts getting w o o zy (minus ID to
all rolls). Standard Maintenance
In life support, the program is easily repaired Once most Rebels are running around fixing
(an Easy roll). other things, a Mynock Exterminator Droid named
DBX-11 enters the bridge to exterminate the
Sensor Failure M ynocks there. Skolos has programmed the
Sensor alarms begin to flash, warning the bridge Droid to recognize the Rebels as Mynocks.
crew about a large gravity w ell som ewhere up Because it norm ally works in and around the
ahead along their projected trajectory. Before engines, the Droid is heavily-armored. He is
the Rebels can get m ore information, the alarms equipped with one heavy grasping claw and one
stop and the sensor monitors go dead. The Reb built-in blaster. DBX-11 is a bit uncertain about
els can trace the problem to a maintenance ac this job because he has never been in the com-
-STAR.
W AR T

mand capsule before. Also, while his m em ory The Maintenance Section
circuits clearly define the Rebels as Mynocks, he Maintenance is a big room, 60 by 48 meters, 12
remembers them looking much different the last
m eters in height. T w o sets of large blast doors
time he went to exterm inate the pests. Note, stand opposite each other, one set leading to the
DBX-11has always been programmed via comlink,
corridor (w h ere Rebels enter), the other leading
so he has never seen human beings before. He into the storage section.
does have photo- and audio-receptors, though,
There are four main stations in the room: the
so he can be reasoned with. forge, the lathe, the vehicle repair, and the Droid
and electronic repair stations (see map).
1st Rebel: Blast it! W e re not Mynocks! Stop
shooting at us!
Gantry: A large gantry (crane) hangs from the
DBX-11: (W h ile taking a shot.) Well, you say so, center of the ceiling. It m oves on tracks and
but how do I know it isnt one of your sneaky
appears to be able to reach any section of the
Mynock tricks? room. Once the Rebels enter, the gantry attempts
1st Rebel: Has a Mynock ever talked to you at all? to grab Rebels, pick them up, and drop them from
T o say anything? a great height. Die codes: grasping 3D (opposed
DBX-11: (Dubiously.) No ... you re usually too roll vs. Rebels dodge); Strength 5D; dropping
busy chewing on pow er cables. Thats w hy I have
damage 4D.
to exterminate you. Its a ve ry important job, you
know. The w hole ship depends on me! (Edges The Plasma Forge: The forge is used to create
around to get a better shot.) Say, how com e you replacem ent com ponents from raw material. It is
dont have big wings like the other Mynocks? currently set to maximum heat. Skolos has by
2nd Rebel: Because w e re not Mynocks!!! W ere passed the security system and left the forge
human beings!
door slightly open. The forge itself is immune to
DBX-11: Oh sure. Tell m e another one. Human heat, but the maintenance area is ve ry hot. The
beings are tiny things living inside comlinks ... flooring near the forge door is beginning to glow
bright red. Rebels must make Easy stamina rolls
If the Rebels convince DBX-11, hell tell them
every five rounds or take a wound from the heat.
the orders to go to the bridge and exterminate The forges controls have been tam pered with.
the Mynocks came from the vo ice of Chief Engi If a Rebel attempts to shut down the forge, he
neer Skolos. must roll against Skolos Technical skill. If Skolos
wins, the forge doors open fully, sending a tre
DBX-11: DEX 2D, blaster 4D, m elee 3D; STR 4D. mendous blast of heat into the maintenance area
Blaster damage 3D, grasping claw damage 5D.
all Rebels must make M oderate stamina rolls
or take a wound and collapse from heat exhaus
On to the Climax tion. A round later, the forge shuts itself off.
After the Rebels have experienced a few of the If the Rebel wins, he can shut the forge off. Heat
events, Skolos decides to make himself known. persists for 10 rounds, then gradually dissipates.
On the bridge, alarms go off indicating a fire in the
maintenance section. Interior sensors show that Laser Lathe: This is a high-precision, high-en
maintenance and all the adjoining corridors and ergy laser used to repair equipment. In standard
levels are engulfed in flame. use, the part is carefully placed on a grid encased
If the Rebels ignore the signals, several min in a laser-resistant cowling. Th e operator sits at
utes later, Chief Engineer Skolos vo ice rings over the chair and scans the part via holocam, input
the ships comlinks: All right, you pirates! I know ting the precise angle, length, and strength of
youre lookin for me! Im in maintenance, waitin burn into the control pad. Skolos has rem oved
for you! Come and get me, you cow ardly slugs! the cowling and now operates the laser from the
monitoring station. He holds off firing until a
The Final Battle Rebel is on the ladder heading up to m onitoring
The maintenance section is uncom fortably hot. station. Die codes: Laser damage 6D; lathe Body
Rebels begin sweating when they reach the outer Strength 2D.
corridors. Inside, they can hear the roar of som e
great engine, and the low er rumble of something Vehicle Repair: Standard vehicle repair equip
large m oving about. The blast doors slide open ment scattered about. There is a cargo skiff on
as they approach, letting out a powerful w ave of jacks over the maintenance pit. An external main
heat. If they hesitate, Skolos vo ice com es over tenance shuttle sits in a corner. The cargo skiff
the ships comlink once again: What are you m erely d oesn t work; the shuttle is booby-
waitin for, you no good excuse for pirates! If you trapped.
want my ship, you ll have to deal with me.
-STAR.
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If a Rebel opens the shuttles hatch, a grenade grenades. He tosses them out through the moni
inside explodes exactly tw o seconds later (5D toring stations w indow once the Rebels dis
damage to person opening d oor). If the Rebel cover him.
examines the hatchway before going in, have him Skolos is m onitoring the battle through holo-
make a Difficult Perception roll. If he succeeds, he cams mounted on the gantry and in each corner
can slam the door or drop to the floor, in which of the room; he never needs to stick his head out
case the damage is only 3D. In either case, the to see whats going on (except momentarily,
shuttles controls are com pletely ruined by the when throwing a grenade).
explosion.
Reinforcements: Additional Droids begin show
Droid Repair: This area contains banks of Droid ing up six rounds after combat begins three
diagnostic and repair equipment. A variety of SpyEye Droids, and then, four rounds later, an
Droids in various states of disrepair stand around. other DBX-11 (see above).
When the Rebels enter this area, one Droid
rumbles out to attack. Talking to Skolos
Skolos is nearly im possible to reason w ith all
P2-D19 Astromech Repair Droid: An early pre he knows is that the Rebels are pirates who have
cursor to the R2 Astrom ech model, P2s are al stolen his ship, and he hates pirates. However, if
most exact duplicates of the R2s, except they are the Rebels want to try to talk him into surrender
much larger. As the P2s are much simpler than ing, let them.
the R2s, it was an easy matter for Skolos to repro Any attempts to bargain with or con Skolos are
gram P2-D19 to attack humans at his command. Difficult. He cannot be commanded. If the Rebels
DEX 2D, laser w elder 6D (th ree m eter range only; make the rolls and convince him that they are
damage 4D), buzzsaw 5D (dam age 5D); PER 2D, Rebels and not just pirates, hell grudgingly de
search 3D; STR 5D; TEC 4D, starship repair 5D. cide that their attack was a legitimate act of war
and therefore it is okay for him to surrender.
If the Rebels do not talk to Skolos, hell fight to
Running the Fight the death.
When the Rebels enter, Skolos taunts them,
telling them that they had better get the forge Leaving Hyperspace
fixed before it melts down. The P2 Droid begins Once the Rebels have defeated Skolos, they
m oving toward them, and the gantry (which is have no m ore encounters on Black Ice.
right above their heads) plunges down onto them. The ship reenters realspace and the Rebels are
The laser lathe remains inactive until a Rebel greeted as heroes. W hite Team is found on the
reaches the ladder. Skolos is armed with five bridge of the other command capsule dead
from life support sabotage. Then read:

QT-7 finally comes around as 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 em ergency distress beacon activated and
began broadcasting a shielded tight-beam SOS
on all Imperial frequencies. Because of the shield
ing, Sector HQ does not notice it on normal
broadcast scans. The Rebels can shut it down (o r
have QT-7 do it), but not before the message has
gotten out. The Imperials all know exactly where
Black Ice is and the secret Rebel base!

30
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pisode Five
The Blitz
Summary The action should be fast and furious, and, as
The Rebels have unwittingly allowed the Impe the days pass, m ore and m ore grim for the de
rials to discover Sector HQs location. Sector HQ fenders
decides to evacuate. It will take a week to get
everybod y off; the Alliance must hold off the Day One: Probe
Imperials for that long. The PCs take part in the A flight of Imperial TIEs arrive in response to
battles, which grow in frequency as the week Ic e s SOS to check the Rebels defenses.
passes. The episode climaxes with the arrival of a
torpedo sphere. Star Warriors Scenario
Use the Dogfight scenario.
Order the Evacuation... Ship M ix: Use Mix One.
Read the following to begin this episode: Set up: Rebels begin in set-up area closest to
mapedge numbered 1044-4244.
You are in special council with the leaders of Special Rules: The map is static.
Sector HQ, in the base deep beneath the surface Victory: Imperials gain no victo ry points for
of Fangol. The discussion has been heated as destroying Rebel ships. Instead, they gain points
everyone tries to present their own opinion. Af for reaching within scanning distance of the planet
ter Major Mers has her say, Sector Commander (represented by the m apedge hexrow 1044-4244),
Callus stands up. and then escaping off of the opposite mapedge
W e have heard the opinions and sugges (and rendezvousing with a waiting frigate for
tions, but the decision must be mine. W e w ill do transport into hyperspace).
our best to hold off any attacks while we pre If an Imperial ship reaches within eight hexes of
pare to abandon the system. Major Mers, order the planet and then escapes off of the opposite
the evacuation. mapedge, he receives that ships victo ry points.

I
Running the Attacks
Following are a series of short sections de ^ tar Warriors Rules
scribing the various Imperial attack waves. Some _____ The following sections contain a number
are space battles, which can be run using either of battle scenarios for use with the Star Warri
the roleplaying game rules or the Star Warriors ors starfighter com bat boardgame. Each sec
boardgame. Others take place on the ground, as tion describes the scenario and lists any spe
the defenders attempt to organize the evacu cial rules; pick ship mixes to fit the number
ation, man the anti-space weaponry, repair the and skill of your players.
damage caused by bombing runs, and defeat the N ote that victo ry conditions may be slightly
storm troopers who land and attack the base. different than in standard Star Warriors games,
Since all Rebel PCs dont have the same skills, as d escrib ed below . (R em em ber that, as
obviously som e are going to be better suited for gamemaster, you should be m ore interested
space combat and others for ground defense in producing a fun, interesting game for your
work. If you want, you can let the players run a players than in winning!)
number of characters each their prim ary PCs, Survival: Since they are fighting around their
and one or two others so that they all can take base, the Rebels have a greater chance of
part in every section of the battle without forcing survival than in a normal Star Warriors sce
someone with a lousy starship piloting skill to face nario. When a PCs ship is destroyed, he must
TIEs. W hile the battles are taking place, cut back make a survival roll of difficulty 10 to survive
and forth between action in space and on the until picked up by a retrieval ship.
ground, leaving each section as it reaches a
climactic moment.

31
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Medics (2): Medicine 4D. All other attributes and


PG Starfighter Combat Rules skills, 2D.

The battle scenarios can be played using


Day Two: Moon Shot
the starfighter com bat rules found in the Star
Heavy Imperial attacks occur. Their objective:
Wars rulebook (pages 61-65) and the Star Wars
destroy bases communications satellite the
Rules Companion (pages 17-21).
artifical moon.
The Imperials will make three runs during this
If a ship reaches within six hexes and then period. If the Rebel PCs keep their opponents
escapes, the Imperial player receives twice that from hitting the moon for the first two runs, some
ships victory points. time during the third, another defensive sector
If a ship reaches within four hexes and then w ill collapse, allowing other ships to break
escapes, the Imperial player receives triple that through and destroy the moon.
ships victo ry points.
Attack on the Moon
RPG Scenario Sector HQ is connected with the outside galaxy
Three Rebel X-wings take on tw o TIE fighters through an artificial moon stationed in fixed or
and tw o TIE Interceptors. The fight begins at long bit above the base. The Imperials first job is to
range. TIEs will m ove to within close range of the knock out this moon, seriously disrupting the
Rebels; three TIEs will engage with the Rebels, Rebels communications.
and the fourth will go scout the planet. Rebels
cannot give chase until all the attacking TIEs are Star Warriors Scenarios
destroyed or driven off. These are dogfight scenarios.
Victory: If TIEs can keep Rebels engaged for six Ship Mixes: Use mix one for first battle. See
rounds, the scout TIE has time to fly past the below for following battles.
planet and back into space. Imperials win. Set Up: Rebels and Imperials set up in same
If Rebels destroy opponents within four or five areas as previous. In addition, place the moon
rounds, they can chase the scout (starting at long marker in hex 2639.
range); if in three rounds or less, the chase starts Victory Conditions: Imperials win if they destroy
at medium range. Once the chase begins, Rebels the communications net on the moon by the
have five rounds to destroy the scout before it third run. If not, Rebels win (though the commu
reaches the protection of the frigate. If Rebels nications net is destroyed anyway, by other Im
destroy the scout, they win. perial ships). If the net is destroyed on the first or
second run, there are no additional attacks against
On the Ground it instead, go directly to the attack against the
Rebels not in starfighters are put in charge of base, below.
the southern sector of the base. This area con Special Rules:
tains living quarters for dependents of Rebel Destroying the communications net when
soldiers and commanders, and one of the bases firing at the moon, the usual modifiers to the
primary anti-air batteries. The PCs have 20 sol difficulty number apply. Obviously, the moon
diers under their command, each armed with cannot perform maneuvers, so only the ships
blasters. There are also five blaster rifles, one maneuvers will affect the number.
repeating blaster, and a bacta tank and an unlim When the moon is hit, use the Front Quarter
ited supply of m edpacs (in the infirmary). line of the Fire Table. The moon is destroyed
The Rebels prim ary obligation is to protect once it receives 10 or m ore body points, or the
the 200 civilians under their care. Next, they attacker rolls 14+. Ignore other results.
must keep them under control, ensuring that the Force M ix on Second and Third Battle: The
evacuation is orderly and unpanicked. At the Imperials receive the same ships as they did in
moment, this isnt difficult, but later, once the the first scenario. The Rebels, however, are be
storm troopers arrive, it may be. ginning to run out of ships. The Rebels get all
undamaged ships from earlier missions; to re
Rebel Troopers (10): DEX 3D, blaster 3D+2; STR pair damaged ships or replace destroyed ships,
2D+2, brawling 3D. All other skills, 2D. roll on the appropriate tables in the accompany
Rebel Gunners (5): DEX 3D, blaster 3D+1, heavy ing boxes.
weapons 4D (Star Warriors gunnery skill 5D); STR
2D+2. All other skills, 2D. Roleplaying the Attack on the Moon
Rebel Techs (3): TEC 3D, dem olition 4D, com First battle uses same force mix as previous
puter programming/repair 4D, security 4D. All battle. The fight begins at long range. TIEs will
other attributes and skills, 2D.

32
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m ove to within close range of the Rebels. As Day Five: The Ground Assault
before, ships pair off, and excess attempt to Once the bases communications are destroyed,
reach and destroy the moon. Moon is four rounds the Imperials launch an attack against the base.
past the Rebels; if TIE reaches moon, Difficult roll The attack is hampered by the mists of Fangol,
to hit; attacker must roll a 20 for damage on his 5D cutting down visibility drastically. At this point,
laser cannon to destroy moon. the Rebels on the ground join in on the action, as
Use the repair and replacem ent tables above they operate the bases guns, and later, fight the
between scenarios. storm troopers who infiltrate the base.

Day Four: Sneak Attack!


A commando squad of four spacetroopers at
tacks the base, slipping in on a glider and using
the planets mist to disguise their approach. hip Repair Table
Landing several kilometers away from the base, ** Have the pilot of a damaged ship roll on this table between
they sneak up and attack the sector commanded battles. If the pilot makes a M oderate starship repair roll, he
by the PCs. The spacetroopers burn through a adds +1 to the roll.
corridor ceiling and im m ediately head toward Die S ta r W a rrio rs RPG
the command section o f the base. The Rebels Roll Result Result
must hold them off until reinforcements a rrive 1 No time to repair damage. No time to repair damage.
at least 10 rounds. Th e Rebel soldiers under their Ship flies as is. Ship flies as is.
command will help as best they can, but the 2 3 units damage repaired. 1 level damage repaired.
civilians are useless. 3 4 units damage repaired. 1 level damage repaired.
4 5 units damage repaired. 2 levels damage repaired.
Zero G Assault Spacetroopen DEX ID, weapons 5 6 units damage repaired. 2 levels damage repaired.
3D; MEC 3D, starship piloting 4D, starship gun 6+ All damage repaired. All damage repaired.
nery 4D;STR 2D (5D for damage purposes), brawl Units of Damage (S ta r W a rrio rs ) : For each unit of damage
ing 3D. All other attributes and skills 2D. W eap repaired, player may repair a point of body, engine, gun, lateral
ons: concussion grenades (dam age 5D), stun control, power, or stabilizer damage.
grenades (stun damage 5D), mini-proton torpe Levels of Damage (RPGi): For each level of damage repaired,
does (dam age 6D), blaster cannon (dam age 6D), im prove the ship from severly damaged to heavily damaged,
laser cutters (dam age 3D). from heavily damaged to lightly damaged, or from lightly
damaged to fully operational. If roll repairs tw o levels of dam
age, a severly damaged ship becom es lightly damaged, etc.

33
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W AR*

trol. N ote which guns the PCs control on a sepa


rate piece of paper; also note which guns they oc
hip Replacement Table
cupy.
A player w hose ship is destroyed can roll on this table after Destroyed Guns: When a gun is destroyed, roll
each battle. a die: On a 1-2, the gunner is unscathed; 3-4, he is
wounded; 5, he is incapacitated, and on a 6 he is
Die Star W arriors RPG m ortally wounded. If the gunner makes a Difficult
Roll Result Result dodge roll, he can reduce his injury roil by one.
1 A-wing: 4 hits. A-wing: severly damaged Naturally, if the gun was rem ote-controlled from
2 A-wing: 3 hits. A-wing: heavily damaged another turret, the gunner is unharmed.
3 Y-wing: 3 hits. Y-wing: heavily damaged Repairing Guns: Each PC in the ground force,
4 Y-wing: 2 hits. Y-wing: lightly damaged plus the techs, may attempt to repair destroyed
5 X-wing: 2 hits. X-wing: lightly damaged guns between battles. Each destroyed gun re
6 Fresh X-wing. Fresh X-wing. quires a Technical roll of 16; up to three charac
Hits: For each hit, roll tw o dice on the Fire Table (m odified ters can com bine on this roll. There is time for
pow er number of 0). Reroll any results which would destroy the one repair roll from each character between
ship. Pilot cannot roll on the Repair Table until after the battle. battles (how ever, som e of the PCs may be other
wise engaged; see below ).
The Mist: Th e mists of Fangol make it very
difficult to fire guns with any accuracy at all. Add
Star Warriors Scenario 5 to all difficulty numbers.
This is based upon the Ground Attack sce
nario. The attack occurs in three waves.
Force M ix:
The Ground Assault: RPG Scenario
Th ese scenarios are rather difficult to run us
Imperials: The Imperials receive tw o TIE Inter
ing the standard roleplaying starship combat
ceptors and tw o TIE Fighters for the first wave,
rules, particularly when the ships make their
tw o Interceptors and tw o TIE bom bers for the
runs against the base. Therefore, w e have modi
second, and three Interceptors and three Lambda-
fied them somewhat to handle the unusual cir
class shuttles for the third wave.
cumstances.
Rebels: Th e Rebels receive a standard base
Run the ship vs. ship battles as normal, and
(see Star Warriors section 29.2). The Target
assume that only Imperial ships not engaged
Marker represents an entry point into the base.
with Rebel ships can make attack runs against
The Rebels also receive the remnants of their
the base. When ships attack the base, the gun
ships from the last battle. As there are several
ners make opposed rolls against the Imperial
hours delay between the end of the previous
pilots each round (heavy weapons vs. starship
missions and the beginning of this one, they have
piloting). Actions are taken for the round in order
time for tw o rolls on the repair table, or, if neces
of the rolls, highest roll first. The shuttles start at
sary, one roll on the ship replacem ent table and
long range to the base and close every round
one roll on the repair table. T h ey still get only one
(until destroyed or disabled). The round after a
roll on either table between missions, however.
shuttle reaches short range, if it is not destroyed,
Victory: The Imperials are attempting to land an
it lands at the base. See The Final Battle for
assault force at the base. The first tw o w aves of
what happens next.
the attack are supposed to soften the target up
Remote-control gunning and gunner survival
enough so that the third, containing the shuttles
with the assault force, can land at the entry point
(the target marker). The Imperials receive no
victo ry points for destroying Rebel targets; in a nti-Atmospheric Guns
stead, they receive 20 points per shuttle which * Sector HQ is protected by a series of
lands (ends its turn) in the target hex. The Rebels Comar G-001 Tracker light and medium sur
receive victo ry points as normal. face-to-air defense guns. The guns statistics
Special Rules: follow; medium gun stats in parentheses.
Gunners: The Rebel base is manned by the
ground-based Rebel PCs and gunners under their Scale: Starfighter
control. PCs use their heavy weapons skill +2D for Body: ID (ID )
their guns targeting com puter as their gunnery Range: Short: 10 to 300m (20 to 600)
skill; the gunners score is 3D (+2D for targeting Medium: 301 to 1,500 (601 to 3,000)
com puter). An individual gunner can control a Long: 1,501 to 8,000 (3,001 to 16,000)
single or double turret at no penalty; he can Fire Control: 2D (3D)
rem ote-control multiple guns, with a penalty of Damage: 3D (4D)
minus ID for each additional gun under his con

34
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WARS'

are handled as in the Star Warriors scenario. the overall outcom e by their success or failure
Force M ix: T h e ground-based R ebels are (as go the heroes, so goes the war). If the Rebels
equipped with three double-turret medium la stopped all o f their shuttles, then 15 storm troop
sers and six single-turret light lasers. The Impe ers from a different sector break through to
rial and Rebel ship force mix and reinforcement attack them.
rate is as described above under theStar Warriors The storm troopers are planning to enter the
scenario rules. Between battles, Rebels roll on base and proceed as quickly as possible to the
the replacement and repair tables, above. gunnery section of the Rebels sector and disable
the guns. If they are successful, they will immedi
Other Occurrences ately notify Imperial command, in orbit above, to
Here are som e additional things you can throw reroute another shuttle to this sector the
at your players. Rebels will face another 15 storm troopers in 12
combat rounds.
Use command skills to stop a panic.
Battle a fire in the base. The Defenders
Use demolition skills to disarm an unexploded The Rebels have whatever of their initial ground
proton bomb dropped by a TIE bomber. force survived the space battles. In addition, the
After the medical facilities are hit, a Rebel Rebels flying the starfighters may arrive. At the
volunteers to take the incapacitated doctors beginning of each round following the third round
place until a substitute arrives. of combat, roll a die: on a 6, the starfighting PCs
arrive.
The Final Fight If sorely pressed, the Rebels may request rein
The Rebel defenses have been softened up. forcements. At the start of each round, roll two
There are virtually no Rebel starfighters left un dice: on a roll of 11 or 12, five Rebel troopers
damaged, and many of the bases anti-atmos- arrive. Only five troopers are available after
pheric guns have been silenced. Though they, that, the Rebels are on their own.
too, have just about run out of starfighters, the
Imperials have one trick left: they launch their Aftermath
ground troop invasion. The defenders have held just barely. In 24
If the Rebels can defeat the invading troops, hours, Rebel freighters will take off carrying the
they are almost certain to be able to evacuate last of the sector command, and in mere weeks,
before the Imperials can mount another inva they will have another base set up on a different
sion; if not, they are lost. planet. Everybody congratulates them selves on
a job w ell done.
The Attackers Suddenly, a report com es in from a starfighter
The attackers are standard storm troopers, hit on picket duty in space. Read:
ting the base from attack shuttles. For each shuttle
the Imperials succeeded in landing in the last Somethings just come into the system ... I
scenario, 15 storm troopers attack the Rebels cant quite figure out what it is; my sensors must
sector. If the Rebels failed to destroy any of the be malfunctioning or something ... Ill go in for
shuttles, they must face 45 storm troopers. W hile a closer look ... Oh no! Its a torpedo sphere!
this is occurring, several hundred others hit Heading this way, ETA three hours!
other parts of the base, but the Rebels will only Sector Commander Callus shakes his head.
face those assigned to them and will determine W e almost made it, too. Prepare to surrender.

35
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pisode Six
No Surrender
Summary N ow is the time for the Rebel PCs to speak up.
The Imperials have gotten a torpedo sphere Look at them expectantly. If they dont, sigh and
into the system. It w ill be in position to begin then read the next section:
bom barding the Rebel base in three hours. The
Rebels w ont be able to com plete evacuation of Major Lawra Mers raises her hand. She looks
the civilians for at least another 24 hours. The calm and collected, as always, but you can see a
Rebels have nothing which can touch something glitter of excitement in her eyes. You know that
that big the only course open to them is expression well.
surrender. O ris it? She casually rises from her seat and strolls
Someone hopefully the Rebel PCs sug over to the holodisplay showing a view of the
gests ramming the sphere with Black Ice. Rebel planet.
High Command likes the idea but, as it is I wonder, she says, pointing at Black Ice,
tantamount to suicide, asks for volunteers. The floating serenely in orbit around the planet,
heroes volunteer (o r Mers volunteers them ). what would happen if the Ice were to some
how plow into the torpedo sphere ...
A Heros Death I Want Six Volunteers You, You, You,
Sector Commander Callus, unwilling to submit
the civilians at the base to death, considers
You, You, and You.
surrendering his post. This will be a terrible blow The Rebel heroes volunteer to pilot Black Ice in
a kamikazi attack against the torpedo sphere.
to the Rebellion for a number o f reasons with
Th ey have to. Th ey are the only ones on the
the loss of Sector HQ, the entire sector organiza
planet who have been aboard the ship, and the
tion is imperilled. He calls a meeting of his top
only ones who have any experience piloting her.
advisors and operatives to discuss the situation.
And besides, they are the heroes.
Read aloud:
A re they really going to let som eone else take
Commander Callus, looking grim, recounts the risk and earn the glory?
If they dont speak up immediately, sigh once
the situation:
m ore and shake your head. Commander Callus
The torpedo sphere is less than three hours
away. W e ve got a few damaged starfighters asks for volunteers. Everyone in the entire room
im m ediately does so. Look expectantly at your
and a half-dozen virtually unarmed freighters.
Nothing we have will even put a dent in the players.
This is their last chance. If they still do not
sphere.
volunteer, the adventure is essentially over. Six
W hen the sphere arrives in orbit, it will
reduce the base to slag in mere hours. The other Rebels, under the command of Lawra, man
planets atmosphere is toxic; even with breath the Ice and successfully ram the torpedo sphere,
though at the cost of their own lives.
masks which w e dont have enough of any
way people exposed to the atmosphere will Go to the final section, Epilogue. Give out the
listed number of skill points. However, under the
die painfully.
As I see it, our only choice is to surrender. circumstances, the Rebels earn no Force points.
Otherwise, the several hundred civilians still Th ey dont deserve any.
If the Rebels do volunteer, but there are none
here will die, and to no purpose.
Someone stifles a sob. The commander rubs left with a decent starship piloting skill, they are
assigned to accom pany a team of tw o non-player
the back of his head helplessly.
ch aracter Rebels, Rewen P o rrot and Lucas
If anyone has any bright ideas, now is the
Mbenka, who have piloting skills of 5D+2 each,
time to share them.
and all other skills and attributes of 2D.

>l SI
36
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The Plan Captains Station: Can control any of the func


Commander Callus plan is as follows: tions of the other stations, except sensors.
First, they have to smuggle the Rebels aboard Pilots Station: Pilots the ship.
the/ce. If the Imperials spot this happening, they Astrogation: Used only in hyperspace travel.
might figure out what the Rebels are up to, and Computer: Can be used as a flight predictor, to
destroy the Ice w ell before it is within range. The help pilot. Can also control the shielding or oper
remainder of the Rebel fleet will sortie out and ate the sh ips sensors (bu t at minus ID to
engage the sphere, diverting attention from the op erators Technical skill). If QT-7 is on board,
Ice, and em ploying all manner of jamming equip add ID to all com puter operator skill rolls.
ment to jam the Imperial sensors. The Rebels Shields: Operates the tw o sets of ships shields.
board Ice, with Lawra Mers and QT-7 along. Engineering: Used to engage the ships engines;
Once on board the ship, the Rebels will wait can reroute pow er to and from the ships shield
until the torpedo sphere is in position to bomb and propulsion units.
the base. Then and only then they will Sensors and Communications: Can be used to
power up the engines and slam the ship into the operate the ships sensors. Also useful for com
sphere. The Ice is very, ve ry slow, and very municating with other ships.
vulnerable to enem y fire. Th ey must wait until
the torpedo sphere is close to the planet, slowed The First Test
by the panets gravitational pull, and quite close T o determine when to begin their run, the
to the Ice, if they are to have any chance to ram it. R ebels must a ccu ra tely chart the to rp e d o
Once the ship is on a definite collision course spheres course and decide exactly when to start
with the sphere, the Rebels are to evacuate. their ships engines, how long they will take to
engage, and what velocity they will need to attain
Opening Moves to achieve maximum damage upon impact.
The Rebels are due to leave in an hour. Let Call for a M oderate Technical roll from the
them make any final preparations healing, Rebel operating the sensors. The sensor and
Force-use, equipment requisitions, final farewells, computer station operators can combine to make
etc. After they are finished, read aloud: this attempt. Th ey can make the attempt as many
times as they want, but each attempt takes five
The time has flown by. A ll of the preparations com plete rounds. (T h e amount of time they take
are complete; the greatly outnumbered at is not important, but dont let the Rebels know
tack fleet has flown off to confront the behe that: keep them nervous.) Success will tell them
moth. In a few moments, it w ill be your turn. exactly what the spheres present course and
Major Mers, carrying QT-7, is waiting for you at speed is and when it will be in the best position to
your shuttle. I hope you have room for two be rammed.
more, she says, a twinkle in her eye.

The Rebels board the shuttle and fly up to


Black Ic e s command capsule.

Rebels on Ice
The Rebels reach the bridge to begin prepping
the ship for its last voyage. Th ey have been
warned not to pow er up, or to attempt to commu
nicate with anyone outside of the ship; the Impe
rials may notice the pow er fluctuations.
From what they can read on the ships passive
sensors, the Rebel fleet has been pounded by the
Imperial corvettes escorting the torped o sphere;
the Rebels have fled into space, most of the cor
vettes in close pursuit. The remainder are sta
tioned fore and aft of the sphere, a cloud of TIE
fighters providing additional protection.

Duty Stations
The Rebels should decide which stations they
will take on the bridge. Each sections functions
are described below:

37
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W ARS'

Once the roll is made, call for a M oderate The second choice is for the pilot: where do
Mechanical roll from the engineering station or you hit the sphere? You can wait for your best
captains station (at minus ID to the captains shot, giving the torpedo sphere an opportunity
roll). The tw o stations can com bine on this roll. to begin bom barding the base, or, if youre
Success tells the Rebels how long it will take to skilled enough, you can hit them earlier, before
pow er up the engines and begin m oving eight they can line up a shot on the base.
rounds to be safe, six rounds if they want to take a These are difficult choices, but you can take
chance. It can be done in four rounds if the Rebels some comfort from the thought that, if you fail,
are desperate. you w on t live long enough to regret it. So
After they know this, the Rebel piloting the ship whats your plan?
must make an Easy piloting roll. Success tells him
that, given what they know of the two ships Give the Rebels a few minutes to discuss the
speed and maneuverability, to be sure of hitting situation. Once they have decided upon a course
their target, the Rebels will have to begin their of action, go to the next section.
run just as the sphere is reaching the closest
point if they leave too soon, the sphere will be The Third Test: Starting the Engines
able to sidestep the approaching train; if they The engines can be started with a Mechanical
leave too late, the spheres orbitary path will take roll b y a Rebel at either the engineering station or
it out of range. (Failure on this roll still gives the the captains station (though at minus ID to the
pilot information that appears correct, but it captains roll). Th e difficulty of the roll is depend
adds to the difficulty later on.) ent upon how quickly the engineer wishes to get
In either case, once they comm it and begin the engines up and running: eight rounds is an
their attack run, the Rebels cannot afford to Easy test; six rounds is a M oderate test, and four
divert from their course by even a m eter the rounds is a Difficult test.
ship is so unwieldy, it will be nearly im possible to If the Engineer fails the test, the ships engines
make course corrections in time. No matter what cough and then stall. The engineer may test
the Imperials throw at them, they have to stay on again next turn to restart the engines, but the
course. new test is at +2 difficulty.
The Rebels w ill have only one chance if they
fail, the corvettes and TIE fighters w ill blow them The Fourth Test: Piloting
away before they can possibly recover. This is w here the ships pilot sets the course to
collide with the torpedo sphere. The starship
The Second Test: Tough Decisions piloting test is M oderate if the pilot decided to
Many long, tense moments pass as the Imperial wait until the torpedo sphere was in the best
fleet approaches the planet. Several TIE fighters position, and Difficult if the pilot wants to ram the
and Interceptors circle Ice curiously, but seeing sphere before it has an opportunity to begin
nothing of interest in the dead vessel, soon bombing the base. (Raise the difficulty one level
return to their stations near the sphere. The if the pilot failed the roll in the first test.)
chronom eter ticks off the seconds soon the The test may be attempted from the pilots
sphere will be in position. Read; station or from the captains station, or the two
may com bine actions.
This is it. The moment approaches when you If the test is failed, it may be attempted repeat
will begin your final run. There is little time for edly, but each failure incurs an +3 to the difficulty
anything but total concentration on the job number.
ahead. Slowly, the huge torpedo sphere fills the
sky, all but eclipsing the sun. The Fifth Test: Shielding
There are two things you must decide now: Once the Ic e s engines fire up and it begins
the acting engineer knows that it w ill take some m oving toward the sphere or earlier, if no one
time to warm the engines enough to safely successfully com pleted test fou r the Imperials
engage the ships shielding and propulsion units begin their attack.
eight rounds to be safe, six rounds if you want The first attack w ave consists of TIE fighters
to take a chance, and four rounds if youre and Interceptors attempting to disable the firing
crazy. You also know that the longer you take, engine pod (that is, the one the PCs occupy). The
the more time you grant the Imperials to dis ship is massively shielded, and the shield opera
cover what you are up to and either change tor need make only an Easy starship shields roll to
course or blow you out of space. The engineer com pletely block the shots. Each failed shield
must decide how quickly he is willing to push roll results in minor damage to the engines, all
the engines. future difficulty numbers for piloting or shield
rolls are at +2. The shields can be controlled from

38
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W AR T

the shield station, or from engineering or the both concentrate on blocking one ship if they
captains station (w ith the usual minus ID). each try to block a ship, neither has any chance
After several rounds, the TIEs split their atten of success. If the sensors are operational, each
tion between the engine pod and the ships cargo. shield attempt is M oderate difficulty; if the sen
The cargo section is protected by a different set sors are still jammed, the attempts are Difficult
of shields, which can be controlled as above. (the operators must rely on their memories of
Note: if the same operator is controlling both the TIEs course).
sets of shields, he loses ID from his shield roll for If the TIE heading toward the cargo area gets
multiple actions. If any of the attacks against the through, a muffled whuumppp! runs through the
cargo spheres get through, the cargo spheres Ice, and em ergency lights and alarms begin flash
force shields begin to overload (se e below ). ing all over the bridge. The TIE has hit and
breached one of the force balls, igniting the fuel
The Final Test inside. The fuel ball is beginning to glow bright
Finally realizing their peril, the Imperials aboard red; it will blow in about tw o minutes and theres
the torpedo sphere begin serious jamming op not a thing anyone can do about it.
erations, totally overw helm ing Ic e s sensors. If the TIE aiming at the capsule gets through, a
Then, several TIE fighters make kamikazi runs louder clang rings throughout the ship and the
against the ship targeting both the command lights flicker, but there is no other visible effect.
capsule and the highly-volitile cargo spheres. Finally, the pilot must attempt to compensate
Read: Ic e s course for possible evasive maneuvers by
the torpedo sphere. If Ic e s sensors are opera
Everything appears to be going w ell it is tional, this is an Easy starship piloting roll; if not,
obvious that you have caught the Imperials off this is a Difficult roll. If this roll is failed, the pilot
guard, and the TIE attacks have been ineffec may try again in subsequent rounds, but each
tual. With luck you will soon be plunging straight failure incurs a +3 to the difficulty number.
into the side of the torpedo sphere. Once the final course adjustment is made, its
Just then, two more TIEs come in for attack time to get out. The ship is going to impact the
runs. Youd think they would have learned by torpedo sphere in under a minute, and th eres
now that they cannot effectively penetrate the nothing anybody can do about it. At this point,
Ice's shielding. But theres something strange even if the Imperials manage to destroy Ice, its
about this attack run. W hy havent they fired wreckage will seriously damage or destroy the
yet? Its as i f theyre going to ram you! Ones sphere. The Rebels have succeeded now all
heading for the cargo spheres; ones heading they have to do is try to get out alive.
right at the command capsule! A single shield
w ont be able to stop a kamikaze TIE fighter. Theres Just One Small Problem
The two shields together might be able to stop The Rebels head toward their shuttle. The trip
one, but that would leave either the spheres or is interesting: Ice is wracked by shudders as the
the capsule undefended. TIEs, no longer im peded by the shields, score
Suddenly, all of your instruments go black! hits at will; lights flicker as the ships automatic
The Imperials are jamming your sensors! systems attempt to shunt pow er to the shields;
What do you do? bewildered Droids run everyw here ...
The trip takes five rounds. Every round, call for
Well. N ow things are beginning to get interest an Easy Dexterity roll from each of the heroes as
ing, arent they? Suddenly, the Rebels are flying the Rebels head for the docking bay to avoid
blind, attempting to hit a target they cannot see, careening Droids, to slip under slamming secu
while being crashed into by starfighters they rity doors, to stay upright as the ship reels, and
cannot avoid. This might be a good time for som e so forth. Keep track of the number of rounds in
Force p o in ts ... which a Rebel fails one of these rolls it doesnt
First, the sensors. If the Rebels wish to break really matter, but you should keep the players
through the jamming, they are going to have to ve ry nervous. Continue with the next section.
adjust their sensors setting, while at the same
time boosting their power. This takes tw o sepa The Docking Bay
rate actions: a M oderate M echanical roll from the The Rebels have reached the doors leading to
sensors station, and a M oderate starship repair the docking bay. If they did not successfully
roll from engineering. If both rolls succeed, the shield the TIE heading toward the capsule, read
sensors break through the jamming; otherwise, the following.
the ship is still blind.
At the same time, those operating the shields The ship rocks as a shot hits somewhere
must attempt to block the incoming TIEs. To nearby. Panicked Droids whistle and beep
have any chance of success, the two shields must

39
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W ARS

madly as they seek a place of shelter. Ice is of tearing metal, you can hear an alarm ringing
falling apart around you. You dont think youll through the bay. Accompanying the alarm is a
make it. Finally, after what seems an eternity, recorded voice, saying: DANGER! CARGO
you reach the door leading to the docking bay. HOLD EIGHTHAS COLLAPSED! DESTRUCTION
Beyond the door is your ship salvation if you IMMINENT! DANGER! DAN
can just reach it in time. An instant later, the w orld explodes.
You run up to the door. It does not open. You
hit the emergency override sequence. As the The End
door opens, a massive wave of heat and flame The Rebels wake up. This should make the
shoots out to engulf you! Reacting quickly, you players v e ry happy if you have been doing
shut the door once more. As it closes, you see your job right, they may very well believe that
the flaming wreckage of a TIE fighter, lying their characters are dead. Read:
directly atop the ruins of your shuttle.
You stare helplessly at each other. An instant W ell, youre not dead at least not yet, any
later, the world explodes. way. The ship is cold and dark, and the gravity
has gone off; youre all wedged in a corner,
If the Rebels did block the TIE aimed at the along with several ruined Droids and some
capsule, then the one aimed at the cargo spheres other unidentified wreckage.
got through. Read: You gingerly extricate yourselves from the
pile up, and head for a viewport to see whats
The ship rocks as a shot hits somewhere going on.
nearby. Panicked Droids whistle and beep The engine pod is spinning and the world
madly as they seek a place of shelter. The ship is below you slips in and out of sight with alarm
falling apart around you. You dont think youll ing frequency much too close for comfort.
make it. Finally, you reach the door to the You cant see what has become of the torpedo
docking bay. Beyond the door is your shuttle sphere the viewport doesnt face in the proper
salvation if you can just reach it in time. direction. However, there is a warm glow com
You run up to the door. It does not open. You ing from just beyond the edge of your vision,
hit the emergency override sequence. The door and a magnificent meteor shower is peppering
finally opens, and you rush inside to your ship. the planet below with chunks of twisted metal.
Disregarding the standard startup procedure, It looks like you did your job.
you fire up the engines. But before you can After much tinkering (and a few well-placed
move, a loud crashing, twisting noise rocks the kicks), you manage to get a communications
ship, sending your shuttle skittering across the unit operational. The Rebel pilot you contact
bay, slamming into a side w all. Above the scream seems quite surprised to hear from you they
were convinced that no one had survived the
collision. He promises to get you off whats left
of the Ice before it impacts the atmosphere.
Several hours later, after a very tricky dock
ing maneuver made by a foolhardy Rebel pilot,
you are back at the base.
Its good to be alive.

Epilogue
The Rebels have saved the day, gaining Sector
HQ the much-needed time to evacuate Fangol.
Sector HQ quickly sets up on a new world, and
the Rebels are heroes again. Give each Rebel
six to 12 skill points depending on their perform
ances. Reward extra Force points if they person
ally manned Black Ice in episode six. See page 94
of the RPG book for m ore information on reward
ing characters.
Then, when all is quiet, Major Lawra Mers
- approaches the heroes. She says, with a twinkle
in her eye, I need some volunteers ...

40
by Paul Murphy and Bill Slavicsek

Black Ice. 7,800 meters long five tim es the length of an


Im perial- class Star Destroyer. The pride of the Imperial Replenish
ment Fleet.
Black Ice. It carries nearly one billion tons of starship-grade fuel
cells m ore than a y e a r's w orth of pow er for an entire Im perial
Main Battle Fleet.
Black Ice. If she rem ains in the Em p ire 's hands, the Im perial Navy
will cut a swath of destruction across the sector and beyond.
Black Ice. The Em pire will do everything in its pow er to protect her.
Black Ice. The Rebels m ust take her or die in the attem pt.

40-page b ook let features:


Maps of the Imperial cargo ship
Black Ice.
Detailed information about Black
Ice, including deck plans, descrip
tions, and crew and Droid statistics.
Pullout section full of m ore maps and
non-player character templates.
Action-packed script with parts for
every player, plunging them directly
into the action!

A lso Includes:
Star Warriors mini-campaign, featuring
multiple battles and ship repair and
replacem ent rules.
Counters for use with Star Warriors.
Lots of gam emaster guidelines to help
run this exciting adventure.

A complete adventure for Star


Wars: The Roleplaying Game. For
gamemaster and one or more
players.

West End Games


RD 3 Box 2345
Honesdale, P A 18431

40030
A d v en tu re
fr o m
Forages 12 and up.
WXIWEST
, & 1990 Lucasfilm, Ltd. (LFL).
V JEN D All Rights Reserved. Trademarks of 18874 40030
l^GAMES LFL used by West End Games under
o 7

authorization.

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