yv£\

Scavenger Hunt An Adventure for use with : The Rolcplaying Game

In Paradise Sector one alien's garbage is another’s treasure. But when that junk sparks a wild quest across the galaxy, only a courageous group of Rebel heroes can save the Alliance. Scavenger Hunt by Brad Freeman

Development: Michael Stern • Editing: • From a Story by: Steve Gilbert and Michael Stern Art Direction: Stephen Crane • Graphics: Cathleen Hunter, Sharon Wyckoff Map Art: Rosaria J. Baldari • Cover Art: Ralph McQuarrie • Interior Art: John Robinson Production: Steve Porpora • Cooking Droid Concept: Chad and Jason Dubeau CRules Upgrade: , Bill Slavicsek • Playtesting: Scott Rogers and the Cincinnati Group WTWWEST w *iend TiJlGAMES Rd 3 Box 2345 Honesdalc, PA 18431 40020

® , ,v &

The music begins before the curtain coordinates, they earn a second shot at the opens, a vibrating fanfare that swells to a Imperial transport. But unknown to them, crashing crescendo. The curtains roll back, the Empire has bolstered Elusive's firepower and a span of distant stars unfolds. Gasps, with a squadron of TIE fighters! laughter and thundering sound effects rock the theater. Somewhere popcorn falls to the Preparing to Play floor, forgotten. What happens on the screen If this is your first Star Wars adventure, is more important than a simple snack, spend a few minutes helping your players more real. That’s the atmosphere of Star select and prepare their character tem­ Wars, an atmosphere of wonder, excitement, plates according to the rules of Star Wars: and non-stop action. The Roleplaying Game. Throughout this adventure, we provide If you plan to run this adventure as part of you with hints to help recreate the atmo­ an existing campaign, be certain to review sphere of those wonderful films. If you plan your players’ character templates so that to be the gamemaster of this adventure, you you may adjust the adventure to make use should read it thoroughly, taking special of their particular skills and experience. You note of the sidebars and tips directed at may also want to alter the background or you. If you plan to play in the adventure, opening sequence to fit the adventure stop reading now. You’ll spoil the game if smoothly into your campaign. As gamemas­ you know the story, and that’s just not fun ter, you must read through the adventure for anybody. thoroughly. The more familiar you are with the text, the smoother your gaming session In This Adventure ... will run. ... a group of Rebels are on a mission to destroy Elusive, an Imperial transport carry­ Adventure Materials ing information that could compromise and In addition to this adventure booklet, endanger the Alliance. In the opening scene, Scavenger Hunt includes: the Rebels attack and damage Elusive, but • Star Wars Rules Upgrade. This four-page the battered starship manages to escape in­ folder contains essential rules changes and to hyperspace before they can finish it off. clarifications for Star Wars: The Roleplaying Shortly thereafter, the Rebels intercept a Game. transmission from an alien race called the • The Pullout Section. The four-page pullout Squibs, which indicates that the ship may section includes the script that starts the still be in the sector. Unfortunately for the adventure, a gamemaster diagram, a mis­ Rebels, the exact coordinates of Elusive are sion diary handout for the players, new star- transmitted in a strange code. ship statistics, and non-player character The Squibs agree to give the Rebels the templates. uncoded information, but only if they first • Imperial Shuttle Floor Plans. Full-color run a tiny “errand;” an errand to a place floor plans of a Lambda-class Imperial shut­ they call “Paradise System.” What follows is tle, the ship the Rebels use in this adven­ a comical side trip as the Squibs use the ture. Rebels to solve their problems with a rival • Additional Materials. You also need the race, the Ugors. following items, not included in this adven­ If the Rebels accomplish the mission and ture, to play Scavenger Hunt: a copy of Star convince the Squibs to give them Elusive’s Wats: The Roleplaying Game, pencils, paper,

2 -STAR. WARS' and as many six-sided dice as you can gath­ inform ation center as it was however, er. Other materials, such as The Star Wars Dankayo command never expected to learn Sourcebook, The Star Wars Campaign Pack, everything. In fact, the base was lucky to re­ and Star Wars Miniatures Sets are also recom­ ceive the message ordering the Imperial Star mended, as are appropriate music and re­ Destroyers Relentless, Avenger, and freshments. Devastator to rendezvous at Dankayo and re­ Difficulty Numbers duce the tiny base to molten slag. and Game Balance Recent Events As gamemaster, you must modify this ad­ Even before the last of its atmosphere venture to fit your particular group of play­ drifted away, before the dense clouds of ers using the “Difficulty Number Scale” atomized topsoil could begin to settle, found in the rules upgrade. Imperial transports Elusive and Timely, as For example, if the text says a Rebel must well as a complement of TIE fighters, moved make a Difficult streetwise roll to accomplish in to perform “mop-up” operations and a a given task, turn to the “Difficulty Number thorough search of Dankayo’s now evenly- Scale” and assign a number between 16 and cratered surface. What they found surprised 20, depending on the level of skill of your them. The Rebel Alliance, having some players’ characters. warning of the impending raid, ordered the Note, in all adventures, attributes are capi­ base evacuated. Not a single being, living or talized and italicized, skills are only itali­ dead, was discovered on the planet. cized. The Imperial commander in charge sighed Also keep in mind that the number of resignedly and began making plans to blame Rebels and their particular type of tem­ the debacle on an inferior officer. He was, plates affects the outcome of every en­ however, cautious enough to order a com­ counter. This adventure is designed with plete stripping of the planetary installation, four to six novice characters in mind. in the slim hope that a clue would be dis­ Additional or more experienced characters covered as to the location of the hole into may require you to beef up encounters, which the fleeing Rebels had scampered. while fewer or more inexperienced charac­ The majority of the task force soon de­ ters may require you to scale down the en­ parted, leaving Elusive to pick up the pieces. counters. The idea is to challenge the PCs, A wealth of datapacks were recovered, but neither overwhelming them nor making Elusive's commander reasoned that they things too easy for them. were probably worthless considering the Adventure Background Rebels had left them behind. Still, he would transport them to the Imperial Intelligence Some Rebel bases and installations have center on Coronar just in case. made it into the galactic news services, be­ Contrary to the commanders beliefs, how­ coming almost shrines or memorials to the ever, the datapacks are not worthless. people who served there. The Dantooine Dankayo’s automatic destruct sequence, de­ lDase that served so well for so long; the signed to destroy every last scrap of data fighter base on Yavin’s Moon, where the contained in the base’s memory banks in was destroyed; these and other case of an attack, had failed. The seemingly rumored strongholds create the legends useless datapacks actually contain com­ that surround this terrible civil war. plete, detailed information about every But it is in places like Dankayo, a little-re­ Rebel intelligence operation under Dan- marked planet in a little-known system, that kayo’s control. Now that information is en the unsung war is waged. Dankayo, an route to the Imperial Intelligence center on Alliance administrative base, coordinated Coronar. Once decoded and analyzed, the clandestine missions throughout no less Empire will use the data to hunt down and than three separate sectors. Extensive destroy the unsuspecting agents, safehous- records were kept there, of virtually every es, and contacts that help the Alliance. undercover agent, safehouse and Rebel con­ tact within its sphere of activity. Adventure Synopsis This tiny, unobtrusive installation also The Rebels, under orders to destroy served as the hub of Alliance intelligence in Elusive before it and its shipment reaches these sectors; the central brain that kept Imperial Intelligence, arrive in Dankayo sys­ the missions running smoothly. As good an tem just as their quarry is leaving. They -STAR. WARX

must now find a way to track the transport with unrestrained glee. This is how the tiny through hyperspace. Help arrives, coinci­ aliens managed to obtain Elusive's destina­ dentally, in the form of the garbage-sal­ tion coordinates. They really aren’t interest­ vaging Squibs. ed in the projector itself, just the problems The Squibs have a method for tracking its loss will cause their scavenger rivals, the ships from jump point to jump point, so Ugors. they know when and where Elusive will exit Chief Tax Chaplain ArrGack and the Ugors: hyperspace. The Rebels are therefore forced As unpleasant and generally abrasive as a to deal with the scavengers, undertaking a liquidy, amorphous being can be, the quest for an object from a place the Squibs “Reverend Auditor” is an old hand at reliev­ call Paradise. In the swirling junkyard sys­ ing tourists of their excess credits. He also tem of Paradise, the Rebels seek out a pow­ commands the entire fleet of Salvage erful gravity-well projector. Dreadnoughts that patrols the Paradise sys­ Stealing the device plunges the junkyard tem. He and his Ugor comrades are amazed into complete chaos, leaving hosts of angry at how the measly Squibs manage to pro­ aliens and a gang of annoyed underworld cure so much prime refuse, but they enjoy henchmen after the heroes. The gravity-well following Squib ships around and stealing projector does, however, provide the Rebels garbage from them. with a means for dragging Elusive out of hy­ perspace for the final climactic battle. Teehl: Freelance enforcer for Jabba-the- Hutt, Teehl has been ordered to steal the The Main NPCs gravity-well projector rumored to be in the The following are brief explanations of the possession of the Ugors and stored in their major non-player characters, outlining their giant space-junkyard. Running into the plans, motivations and involvement in the Rebels along the way is simply an added adventure. Additional information on each challenge, one which she gladly meets with of them is available in the various episodes, enthusiastic aplomb. and in the pullout section. Elnine-Geeate (L9-G8): This fully-automated Spilfer and the Squibs: Spilfer is the young cooking Droid is given to the Rebels by the Squib guide sent to lead the Rebels through Squibs as a show of good faith. Actually, the Paradise System to the gravity-well projec­ tiny scavengers couldn’t wait to get rid of tor. The Squibs use information obtained Elnine, who might well be the most annoy­ from Squib spies (called slave labor aboard ing mechanical in the galaxy. His only skills many large Imperial ships) to track potential are of the cooking and food preparation va­ “junking” opportunities. Because Imperial riety, and his pompous, sarcastic behavior ships routinely dump their garbage before makes him more of a liability than a help. entering hyperspace, they often leave large Elnine of course, wishes nothing more than treasure-troves of precious junk in their to find a master who appreciates the subtle wake, which the scavenger Squibs scarf up seasoning of tartare.

4 -STAR. WARS

One Prey

Summary Start the Adventure The adventure begins as the Rebels reach Locate the script in the pullout section the Dankayo system. Elusive has just and assign a part to each player. The parts dumped her trash, preparing to make the are labelled “ 1st Rebel,” “2nd Rebel,” and so jump to lightspeed. They engage Elusive on. If you have fewer than six players, directly, or take advantage of their vessel’s assign additional parts as necessary. Give Imperial markings to get close to their target each player copies of the script and the before attacking. Whatever course they “Final Log of Agent ZNT-8,” also from the take, Elusive manages to escape into hyper­ pullout. If you don’t have access to a photo­ space. copier, you can share the copy we provide. The Rebels intercept a transmission de­ Have them read the “log entry” handout be­ tailing Elusive’s jump coordinates, but they fore starting the script. When the script is cannot break the code. The transmission’s finished, get the adventure going with the destination is a garbage scow owned and following: operated by the alien Squibs. The Rebels must negotiate and deal with the scavengers Friendly Fire if they hope to complete their important The PCs have arrived at the intercept mission. point where Elusive prepares for the jump to hyperspace. The shuttle’s sub-space com unit crackles to life, and the voice of ead Aloud Elusive’s communications officer is heard: A long time ago, in a galaxy far, far “Greetings, shuttle ... Bonderium , is it? aw ay... This is Imperial Armored Transport The Empire has attacked and destroyed E lu s iv e . What is your purpose on the Rebel base on Dankayo. Although all Dankayo?” personnel were evacuated in time, data The PCs can attack Elusive immediately, or detailing Alliance activities in the neigh­ keep talking and try to move closer. If they boring sectors was left behind. The ruins choose to roleplay it out for a while without of the base — including the important opening fire, have them make a few data — were picked up by the Imperial Moderate con checks. This particular officer cargo ship Elusive for transport to an ISB research facility. isn’t too bright, so it shouldn’t be too hard to trick him. After some talking, have the of­ This data, when analyzed, will identify ficer inquire: Rebel spies, agents, contacts, and safe- houses throughout Dankayo Base’s “Shuttle Bonderium , have you perhaps sphere of control. The Empire has not yet run into a convoy of fleeing Rebels run­ realized what it has captured, but when it ning your way with their tails between does thousands will be at the mercy of their legs?” the Emperor. Only one band of Rebel agents is near enough to catch Elusive be­ He then proceeds to give a cheery synop­ fore it reaches its destination ... sis of the failed attack on Dankayo in a chat­ ty, one-com-officer-to-another fashion, until the Rebels are about ready to attack. As they begin to do so, he signals: -STAR WARS'

SQUIB MOMSHIP UGOR BATTLE-WAGON

Craft: Squib Merchandising’s Thrifty Craft: Ugor Salvage Company’s Type: Squib Reclamation Flagship Captain ’s Pride Length: 50 meters Type: Black Hole-class Salvage Crew: 20 Dreadnought Passengers: 0 (but always room for Length: 150 meters diameter paying customers) Crew: 48 Cargo Capacity: 500 metric tons Passengers: 0 Consumables: 3 months Cargo Capacity: 3,000 metric tons Hyperdrive Multiplier: [xl] Consumables: 4 months Nav Computer: [Yes] Hyperdrive Multiplier [x2] Hyperdrive Backup: [No] Nav Computer: [Yes] Sublight Speed: [4D] Hyperdrive Backup: [Yes] Maneuverability: [ID] Sublight Speed: [ID] Weapons: Maneuverability: [0] 10 Tractor Beam Projectors Weapons: Fire Control: [3D] A bizarre array of outdated weaponry Damage: [None; target captured if similar to but less powerful than pro­ hit] ton torpedos jut from the ship. There A Note on Squib Tractors: Big fans of are 16 per ship, which fire separately. tractor technology, the Squibs prefer it Fire Control: [2D] to actual weaponry or shields. They Damage: [4D] use their tractors to grab bits of float­ ing debris and hurl it at their foes. Similarly, they “parry” incoming mis­ plus a free haste action that their surprise siles and rays with expertly-wielded move earns them. Otherwise, they only clusters of garbage. They have their have two combat rounds before the captain own to use if none is handy. Usually, of Elusive catches on and escapes. they flee at the first sign of conflict, but Once aware of the danger, Elusive’s com­ they will fight if confronted by their mander opens fire with all weapons, trying chief competition, the Ugors. to fend-off the surprise attack long enough to make the jump into hyperspace. To heighten the drama of the moment, allow the Rebels to inflict a bit of damage to their 44Ah, B on d eriu m , it looks like one of Imperial foes before the transport narrowly your laser turrets has come unlocked and escapes to lightspeed. If the Rebels did very is ... ah ... sort of pointing our way. Would well, and by all rights should have de­ you mind locking that back down? Do you stroyed the transport, let it be severely copy Bonderium?” damaged — possibly with its weapons Let the first battle commence. knocked out — before it limps into hyper­ space. The Teaser Regardless, the transport changes course What you, as gamemaster, need to know is for the Tolan Navy Yards for repairs. that under no circumstances are the Rebels to succeed in their mission at this point. If First Come, First Served they finish off Elusive now, the integrity of After the hasty departure of their prey, the the adventure will be spoiled. Do not use Rebels are left in a cloud of drifting Imperial the Star Warriors boardgame rules at this garbage, quite possibly including bits of time. This is not a real fight so much as a damaged Elusive. If the Rebels try to use teaser to draw the Rebels into the adven­ their nav computer to find Elusive’s hyper­ ture. Just have them make their normal at­ space destination by calculating its last tack rolls, per the RPG space combat rules. known trajectory, have them make a Very If the Rebels manage to sidle up close to Difficult astrogation roll, and then a Difficult their quarry, they have three combat rounds computer programming roll. before Elusive escapes into hyperspace. Success on the first roll reveals that Elusive’s last known trajectory would put

6 -STAR. WART them on course for the Imperial base on The ship that has just entered the system Coronar. Success on the second roll tells the is the Squib needle ship, Thrifty. The Squibs Rebels that sensors indicate a last-second are scarfing up all the garbage they can be­ change of course — destination unknown. fore the inevitable arrival of their rivals in Give the players a few seconds to deal with refuse, the Ugors. What happens next de­ the frustrating facts, then read aloud: pends on what the Rebels decide to do. Your ship’s sensor klaxon suddenly Examining the Garbage screams to life as it scans another vessel If the Rebels search Elusive’s dumpings, entering the system. It first appears like a they find nothing of unusual interest; just pinpoint o f light, but resolves itself into a the typical waste products of an Imperial tapered, needle-like craft. A scintillation of starship with almost unlimited resources. many-hued lights cluster around it, many Rebel ships would have held onto almost all of them moving on their own. Energy read­ of the stuff to be repaired, scavenged, or ings reveal that the beams of light are melted down for materials, but none is of some form of crude tractor beam. You particular value. watch as they lance out from the needle­ like ship’s equator, snagging bits of trash Hailing the Alien Ship The Squibs respond to a friendly greeting Elusive left behind, then drawing them to­ with a cautious inquiry (in heavily accented ward itself, where they join a hovering col­ Basic) as to the Rebels’ intentions. The lection of more garbage. Squibs realize that the Rebels are not Imperials, even though they fly an Imperial

7 -STAR —WART ship. The tiny scavengers not only moni­ Meaner than a Junkyard Wookiee tored the battle with Elusive, but also the As the Rebels watch, the destructive ener­ scanning done by the Rebels in an effort to gies of the doughnut-shaped Ugor ship are track the fleeing ship. The opportunistic lit­ unleashed on the hapless Squib vessel. tle aliens also realize that the Rebels are ob­ Read: viously desperate to find their escaped prey. The two alien ships erupt in hellish con­ A hostile communication is responded to flict, the large ringed ship unleashing its with a great deal of bluff and bravado by the massed antique energy cannons and the Squibs, but a Moderate technology roll tells smaller ship using clusters of debris like the Rebels that the Squib ship is unarmed. fencing foils to ward o ff the blasts. An im­ The fearsome-looking emplacements that mense storm of outdated weaponry ex­ dot its sides are actually tractor beam pro­ plodes toward the tapered surface of the jectors. tiny needle ship. Through it all, the silver Attacking the Aliens sliver of the smaller ship dodges and If attacked, the Squibs swing a clustered darts, parrying madly with its tractor-con­ hunk of garbage between themselves and trolled clusters of garbage, clearly over­ the attacking Rebel ship with their tractor matched but neither giving ground nor ap­ beams. They quickly position more trash, pealing for help. creating a wall of garbage as they prepare The Rebels can make Easy technology rolls for the jump into hyperspace. They do not to figure out that the smaller ship has no of­ attack anyone without extreme provocation, fensive weaponry. The ship is adequately except for their hereditary foes, the Ugors. defending itself with its tractor beams, but Three’s a Crowd this is keeping them from collecting as No matter what the Rebels do first, their much garbage as their aggressive rivals. next action is interrupted once more by the A Glimmer of Hope blaring of their ship’s sensor klaxon. It has The Ugors immediately vanish into hyper­ been set-off by the unexpected appearance space with their newly-collected prizes if of a huge, doughnut-shaped Ugor battle- the Rebels identify themselves as Imperials, wagon. Read this aloud: attack, or after five rounds of combat with The ship that pops out of hyperspace be­ the Squibs. They aren’t out to destroy the fore you seems as different from the other Squib craft, just keep them busy while they as space from time. The squat, ugly, ring- recover as much of the debris as possible. shaped craft has a patchwork surface of About this time, the Squibs receive a various blackened metals, and the hole in pirate-band signal from somewhere outside the middle of the thick ring seethes with the system. It is easily intercepted by the crackling energies. The design is unfamil­ Rebels, popping up on their ship’s com unit iar, but the makeshift armor plating and automatically. Strangely, it is being broad­ the many crude weapon emplacements cast on an open channel. The Rebels may which litter its mismatched surface hint at wonder about this, and if so, have them its intentions. make a Moderate computer programming roll. This tells them that the signal is being The Ugors open fire immediately on both received by the Squib ship on a private Squib and Rebel ships, whether or not they channel, and relayed on an open channel, appear to be cooperating. Meanwhile, the leading to the obvious conclusion that the lurid yellow lightnings of the Ugor tractor Squibs want the Rebels to intercept the mes­ beams begin drawing the choicest bits of sage. The message reads as follows: garbage into the battle-wagon’s central hole. The ship is equipped with antique auto­ “Secret agent Dono to Momship. Hope blasters. pseudosonic beamers, G-type roto- you enjoying plenty big treasure dump. Iasers, and the like — all obsolete by even Plenty good stuff left on big-ship, you bet. Rebel standards, but deadly in sufficient Have place-numbers for next big-ship stop. numbers. And the number of weapons W ill transmit in super-secret Squib code. mounted on the Ugor Salvage Dreadnought Starting now.” is excessive by anyone’s standards. -STAR. WARX

The rest of the message is completely in­ see that it is made of thousands of different decipherable to anyone without an idiomat­ pieces of other salvaged vessels, each cun­ ic knowledge of Old High Squibbian. It re­ ningly fitted into place so as to make a lays Elusive’s exact hyperspace destination smooth, silvery whole. Again, the garbage coordinates. The message comes from a that floats around the Squib ship is just that; Squib spy used as near-slave labor aboard floating trash. Tiny tractor beams keep it all Elusive, though the Rebels don’t know this. in orbit, but there is nothing especially nifty They should now realize that they must deal about this trash as compared to any other with the Squibs if they want to find out space-debris. where Elusive is headed. Once the Squib ship has matched course with the Rebel vessel, a connecting tube Let’s Make A Deal which was obviously once a part of some The Squibs are perfectly willing to deal emergency evacuation gear snakes across to with the Rebels, providing they helped the airlock. Atmosphere hisses into it, and chase off the Ugors. If they didn’t extend the airlock door swings open slowly to re­ this kindness, the Rebels have to gather up veal a pair of meter-high, schnauser-like some of the free-floating garbage (or pro­ Squibs. vide some of their own) as a peace offering. Once the Squibs are prepared to talk, their “Greetings, ill-favored stranger ones! first communication is swift in coming. The Illustrious Chieftain of Junkyards, Read: Commander of the T h rifty , King Ebareebaveebeedee (pronounced ee-ba- “Alien scavengers, identify seifs or face ree-ba-v-b-d) bids you welcome to his quick obliteration by awesome Squib Momship.” weaponry, you bet.’’ The two small aliens gesture with menac­ The Rebels should be aware that the ing-looking power grapplers. They make no Squibs have no real weapons, and that their move to disarm the Rebels, but their atti­ shuttle could easily outrun the Squib ship tudes are haughty, almost contemptuous. as well as anything they care to throw at The Rebels could easily dispatch the tiny them. Let the Rebels discuss this among Squibs, but in order to gain the necessary themselves until things begin to slow down, information, they must act with restraint then inform them that the other vessel is toward the annoying aliens. gathering more garbage, most of which is In fact, everyone on board the Squib ship being set to float around the ship, but some is in on the gag, and constantly reminds the of which seems to be gathering into another Rebels that they must behave in order to get fighting-cluster. Then have the shuttle’s com what they want. As the strangers pass unit crackle to life as another Squib an­ through the alien vessel, muttered tauntings nouncement blares forth: assault them from all sides. Things like: “We “Hapless pawns of the vile, contemptu­ need no sissy props to defeat overweight ous Ugor buckets-of-slime, be prepared offworlders!” or “Go back where you came nonetheless for instantish death! We give from, stinking trash-burners!" to your doomed seifs 20 cergl-units of what Commander of the Thrifty you call time, to tell your names or else!” Read this aloud as the Rebels are led Improvise further Squib pseudo-nonsense through the ship: as necessary, but steer the Rebels toward The inside of the Squib Momship is an in­ accepting a haughty invitation to board the credible array of recycled ornaments and Squib “Momship” by someone who calls cheap gadgets. Gorgeous mosaics formed himself “Chieftain of All Junkyards.’’ The of broken dricklefruit jars decorate the Squibs only bargain face-to-face, and so the low-ceilinged halls, and the lighting is pro­ Rebels have to accept this offer. vided by the flickering exciters of burned- The Mighty Squibs out signal lasers. As the Rebels’ shuttle pulls alongside the The Rebels are led past numerous murals, Squib ship for docking, the Rebels can get a all depicting central characters who seem to much closer look at the alien vessel. They have an awful lot of personal effects. They eventually wind up in the audience chamber of King Ebareebaveebeedee. 9 r JTA R - WAR X

This three-meter high chamber is cov­ terms with the Squibs. Essentially, the ered entirely with things that glitter. Squibs give them the information if they Spray-on metalfoil, bits of tube liners, and first agree to perform a favor for them. See decorative touchplates all line the walls. the sidebar on Squib haggling, however, for The ceiling sports a large spacescape the tortuous route by which these terms are showing a Squib ship, almost invisible in a reached. cloud of encircling garbage, approaching a green planet. Tacky as the mural is, it is The Big Deal made moreso by the fact that every cen­ The eventual and ultimate request of the timeter of it is made from multicolored Squibs is that the Rebels journey to a fabu­ Imperial tax stamps which read “Do Not lous star system known as the “System of Remove Under Penalty of Death.” Paradise,” where they are to recover a valu­ able item for the mighty Squibs. This is the Upon an oversized throne made from the only thing that the scavengers will trade for cockpit of an old Z-95 Headhunter sits the Elusive's destination coordinates, nothing Commander of Thrifty himself, Ebaree- else. Once the Rebels agree, read the follow­ baveebeedee. He greets the visitors: ing aloud: “So, dealers with abridged decks, we of “Is deal,” grumbles King Ebareebavee- Lofty Squib greet you in name of universal beedee. “You bring us quest object from buddy-buddiness, irrespectful of differ­ System of Paradise, we give you place- ences in station, no less.” numbers to catch Big-Ship. All pals togeth­ According to traditional Squib bargaining er, can get down to serious art.” He winks ceremony, a party desiring something pos­ knowingly, as though he’s just told an off­ sessed by another must open the session by color joke. making the first pitch. It is for this reason As part of the deal, the Squibs refuse to that the king, and every Squib present, tell the Rebels exactly what the “quest ob­ stands silent, not responding to or answer­ ject” is, but a Squib guide, one ing any questions until the Rebels make Spilferithimus-narlamos (or Spilfer for their first offer for the desired information. short), is sent along to ensure the success Keep in mind the three keys of Squib bar­ of the mission and identify the item when it gaining when running this scene: is found. • Something is a good deal if it’s free, no Once the Rebels have agreed to the condi­ matter how worthless it is. tions (they haven't much choice, really) the • Haggling is the highest form of communi­ Squibs present them with a “gift of bargain­ cation. closing,” the Droid L9-G8. The value of their • The only good Ugor is a ripped-off Ugor. gift, and the humor of the king’s joke, be­ comes annoyingly apparent to the unsus­ The sooner the Rebels grasp these facts, pecting Rebels before long. the quicker they will be able to come to

10 -STAR. WART

g quib Haggling • Involve trading for a greater quantity, ____ The Squibs hold a few things sacred, larger number, or best of all, higher novel­ which is more than can be said for the ty or kRR (not translatable) value. Ugors (see their template in the pullout). • Are complicated. To a Squib, a more in­ Foremost among these is the love of hag­ tricate deal is a better deal. Sheer com­ gling. Haggling, as defined by the Squibs, plexity reckons in a bargain as much as refers to any kind of conniving, hodge­ any of the above considerations. podge of a deal that lets both sides think Here is a brief example of haggling, (for a time, at least) that they just got the better of the other. Everything else that Squib-style: other races enjoy, such as reproduction, A Sullustan trader offers a Squib a cred­ exploration, conquest, or even acquisi­ it for a Gamorrean snack-cracker. Rather tion, are all sublimated by the Squibs un­ than demanding two credits, the Squib der the love of haggling. suggests that the Sullustan give the credit Similarly, calling a Squib a good bargain­ to his friend the Twi’lek, who then buys er is the equivalent of telling a member of two Anoat malteds with it, gives the any other race that he or she is smart, Sullustan one malted and the Squib the rich, or sexy. Their favorite kinds of deals: other, in exchange for the cracker which is split three-ways for malted dunking by • Involve things that can't normally be all. compared easily, like food and electronic parts, or information and medicine. In any case, the only thing a Squib will • Are resolved quickly, with no later pay­ stop at is outright stealing, although ments (which might be reconsidered) or cheating a buyer (as humans define cheat­ interest rates (a concept invented by the ing) may be perfectly acceptable, as long Ugors and one of the reasons they are so as the seller never actually lies while pur­ despised). suing a sale. — STAR. “WARS’

pisode Two Strangers in Paradise

Summary that it is more valuable than it seems. In Arriving at Paradise System, the Rebels order to search for the mysterious object of discover just what "paradise" means to a their quest, the Rebels must first pass a Squib — a massive space junkyard. The en­ Ugor blockade checkpoint. There are more tire system is controlled and operated by pleasant ways to spend one’s time. the Ugors. To enter the system, the Rebels must first pass through an Ugor blockade checkpoint. The ever-thrifty and religious Ugors naturally demand a healthy "dona­ £ ut-Away to Elusive tion" of anyone wishing to make a "pilgrim­ ------Read Aloud: age" into the System of Paradise. After their second grueling bargaining ses­ INTERIOR: ELUSIVE CARGO HOLD. The sion in less than one day, the Rebels enter camera slowly tracks along a row o f data the space junkyard. However, they notice a packs stacked neatly on a long table, even­ strange ship following them. A chase scene tually coming to rest upon an Imperial ensues as the Rebels try to lose their pur­ technician stacking more packs. Beside suers, which they may eventually do, but the technician is another, younger not before nearly crashing into several large Imperial, who picks up one o f the data pieces of junk. packs and inserts it into a computer con­ sole. Arrival in Paradise The first technician turns to his compan­ Read: ion and says, "The captain said to invento­ ry the material, not examine it." Once you’ve deciphered the thickly ac­ "Aren’t you even the least bit curious?” cented Basic of the Squib guide and actual­ returns his partner. ly located the system of Paradise, you fol­ "I used to be. Spent two seasons in the low his directions and soon are on the out­ spice mines for it. Besides, it’s probably skirts of a rather strange system. Your just a lot of useless trash, or else the ship’s sensors identify it as J21-Z65, no Rebels never would have left it behind.” points of interest, pretty far off the beaten “Well if it’s useless, then there’s no track. It hasn’t even got a planet, only a harm in taking a little peek.” small sun and asteroid field. Nevertheless, With that, the young tech punches codes you also detect a well-maintained picket into his console. Dull green light shines in around the system that is as solid as an his widened eyes as he reads the display. Imperial Naval blockade. The ships form­ "‘...Alliance operatives, Ralltiir Sector.’ ing the blockade are squat, ring-shaped Useless trash, huh? Get the captain!” Ugorian battle-wagons. Cut to... This, according to Spilfer, is definitely the INTERIOR: SHUTTLE BONDERIUM System of Paradise, and the number of BRIDGE. Ugors patrolling the perimeter indicates

12 -STAR. WART

Meet the Ugors A terse, clumsy-sounding voice cuts in over the Rebels’ comlink, directing them to heave-to for “customs inspection.” Since the Rebels are flying an Imperial ship and the Ugors have a dumping contract with the Empire, the usual procedure would be for the picket ships to ask for a dumping per­ mit. But because it is a small shuttle ap­ proaching, the Ugors assume that they are here not to dump garbage, but as “pilgrims.” The Droid, Elnine, seems quite excited at the prospect of actually getting to meet a Ugor face to face. “Perhaps I should prepare a carafe of Ugorian spore-gruel as a welcom­ ing present?” he asks. One of the bulging doughnut-shaped Ugorian vessels breaks the picket, rumbling out to meet the Rebels with docking claws extended. If the Rebels choose not to coop­ erate here, they are easily overwhelmed by If the Ugors see Spilfer at this point, they the numerous Ugor ships. The Ugorians will immediately take him into custody for being allow them to run without giving chase, but an enemy of Ugor, and ask that the Rebels not to attack, or try to break through the leave the system immediately, never to re­ blockade. turn again. Elnine is acknowledged by the There are at least five Ugor battle-wagons Ugors, but they do not let him cross over within quick striking distance of the incom­ onto the alien vessel, explaining that, “Non­ ing "pilgrims.” Fully aware of the conse­ eaters forbidden to enter holy place." Elnine quences of being caught by a Ugor, Spilfer is heartbroken, feeling that his “souffle of asks the Rebels to hide him until the inspec­ excitement has been deflated.” tion is over. Faster than they can say, "I’ve The Rebels are hustled at multiple gun got a bad feeling about this,” the Rebels are point through the docking portal and into boarded by a squad of three Ugors in froggy­ the Ugor vessel. It is patched together in a looking combat armor. The shape of their way that makes even the Squibs’ haphazard armor actually varies considerably, as each arrangement look sane and secure. Each Ugor has had its suit constructed to fit its item that makes up the intertwining mass of favorite spacefaring form. the ship looks like it was discarded by Although there are only three of them, the Jawas long ago, and an indescribable glop Rebels are easily outgunned as each Ugor covers the sparking electric panels. An un­ brandishes a large number of weapons in healthy shudder runs periodically through free pseudopoda. The rhodium-plated one in the dank, dimly-lit ship. front manipulates the controls on some sort GrrKack: DEX 4D (currently); PER 4D (cur­ of loudhailer. The speaker on the device rently); STR 3D (due to armor). All other at­ emits a wavering burr, a glass-shattering tributes and skills 2D. Weapons: four mega­ squeal, and a nerve-wracking whine before flame guns (damage 3D), two needle-launch­ settling down to a rumbling, squashy bass ers (damage 1D+2), six boring-lasers (dam­ voice: age 3D+1). “Bilgrims to Sysdem of Baradise, we Ugor Tax Enforcers: All attributes and skills cerebonially salude you in name of Gread 3D (currently), except STR 4D (due to armor Prophet Botiv. I, humble Tax Chaplain adjustment). Weapons: three mega-flame GrrKack, bid you welcome on sacred bil- guns (damage 3D), five antique slugthrow- grimage. It is now that we are conducting ers (damage 3D), two hunting blasters (dam­ you to holy demple, where you will bake age 4D). your cerebonial donation to prove intent­ ness of faith.”

13 -STAR. WARX

Haggling: The Sequel final payment and his asking price, the offi­ The Rebels arrive before the Chief Tax cial will be open to bribes to let the Rebels Chaplain, an unpleasantly liquid person keep their hand weapons. If the bribe is named ArrGack, who receives them in much good, he mentions casually that certain the same fashion as a funeral director greet­ “tool license fees” have been known to in­ ing prospective clients. He smiles a lot (he clude hand blasters and the like. But no has a lot of mouths), but he keeps looking at matter the tip, he does not let them enter them like he’s hungry. GrrKack introduces the system with active ships’ weapons. All you to his superior: ships’ weapons must be deactivated upon entering the system. “Meet honorable Bilgrims, oh Wise ArrGack. Dey undertake Bilgrimage to Spilfer to the Rescue atone for many zins, all of which Your Just as the Rebels are about to close a Wisdom has doubtless heard before.” deal, they are interrupted by the high- pitched, yet familiar sound of someone There is an awkward pause, as the Rebels clearing his throat to get attention. Much to are supposed to cough up some credits. The the Rebels chagrin, they recognize the voice “holy collection plate,” a silvery platter with as belonging to Spilfer, their Squib guide. a bright red velvet lining, is passed to the Unable to resist a good haggling session, the Rebels. If they hesitate at all, the lugubrious tiny Squib has disguised himself in a very voice adds, “Is usual donation 50 credits poorly fitting, human-sized blast helmet and standard per bilgrim, extra for Droids and tech-suit and crossed-over into the Ugor zinners.” While the Rebels are deciding how vessel to join in the fun. Before the Rebels to react to all of this, GrrKack begins to re­ can stop him, he starts to haggle with the cite a brief list of rules, including the follow­ Ugors. ing: Everything goes fine, and the Squib is able • No hostility or bad feeling is allowed in to bargain the unruly crustaceans down to a Holy Place; therefore no weapons permitted. rock-bottom 12 credits, until it comes time • All donations must be anonymous, credits to shake on the deal. Read this aloud: up front. GrrKack unscrews the top of his armor • This system is under Divine Law, which su­ and extends a gloppy pod toward Spilfer. persedes all others. Any legal actions are When it gets within a meter or so of the subject to Divine Laws as interpreted by the fuzzy blue alien, it recoils in apparent Holy Officers on duty. shock. The pseudopod retreats back into • A deposit is required before entering, the suit, to be replaced by three snaky ten­ which will be refunded after Pilgrim has drils with bulbous eyes on their tips. “I paid the assessed price for any Holy can’t believe my eyes,” rumbles the blob­ Artifacts Pilgrim may be removing. like thing in the shell, “I dink dey brought The Ugors cheerfully accept any and all us a sacrifice!” credits offered them, and double all subse­ If no one else says it, have Spilfer exclaim, quent requests for money. Only bribes of as­ "I can’t believe your eyes either.” Or maybe tronomical value will be considered. The ac­ not. In any event, GrrKack turns to his lead­ tual standard “donation” price is 20 credits, er with many widened eyes. and the Ugors do not usually charge extra for Droids, but they figure they can get away “Wise ArrGack, see if that is not demon with it here. of a Squib, coming to give glory on the al­ If the Rebels decide to haggle, have them tar of the Angel of Taxations and Imports.” make a bargain roll against ArrGack (bar­ gain 5D), and follow the standard rules for ArrGack’s vaguely turtle-shaped shell opposed skill resolution. If the Rebels de­ pops open with a hiss of hydraulics, reveal­ cide not to haggle, the Ugors continue to ing a sickly green soup with a pair of bat­ ask for more money, until the Rebels stop tered macrobinoculars floating in it. They them. Then they begin to haggle. come to bear on the Rebels, and a gurgly If the Rebels manage to whittle the price voice emanating from the green stuff bur­ down to 30 credits or less and then tip the bles: customs official the difference between the

14 -STAR. WART

“Yup, GrrKack, is sure-enough Squib- track of the number of successes and fail­ thing, veritable pseudopod of the Anti- ures, averaging them out in the end to deter­ Prophet. Killum quick, but with proper mine the overall culinary accuracy of the ceremony.” Tax Chaplain GrrKack closes dish. The more successes, the better it his shell and, working the mechanism on tastes — to an Ugor, anyway. When the half a dozen weapons, begins, “Let us cooking is finished, the Rebels should be pray...” glopped-up, disgusted and embarrassed by the culinary ordeal. Fighting the Ugors here should appear ob­ Suggested dishes include: free-floating fun­ viously futile to the Rebels, and you should gal fondu, spirogyra gelatin, glazed glucose encourage the use of other kinds of skills in pate, mitochondria crunchy surprise, single­ dealing with this situation. Some fast talking celery soda, and photo-lipids in brazened and maybe a few con rolls are in order, but fatty-acid sauce. even if the Rebels are persuasive in talking the Ugors out of shooting, they must turn Giving Up Weapons over some serious credits if they want to get Getting the Rebels to relinquish their out of this cleanly. Once the Ugors notice blasters is a lot like taking styro-taffy from a the Squib, they will only let him go in ex­ baby. They’ll likely scream their heads off change for a healthy “exorcism fee.” and stubbornly refuse. Nevertheless, the The Way to an Ugor’s Heart Ugors insist that no weapons are to be per­ mitted in Paradise System. All weapons are If the Rebels picked up on Elnine’s excited impounded for safe return upon leaving the exclamation at the thought of meeting a system. Of course, the Ugors expect to be Ugor earlier, they may realize that they have bribed, and the Rebels are likely to oblige a valuable bargaining chip here. The one them, providing you can keep them from thing that Ugors enjoy almost as much as opening fire first. collecting junk is eating. Naturally, being a A bribe of substance, as well as a success­ cooking Droid, L9-G8 is well-versed in the in­ ful opposed bargain roll, lets a single Rebel tricacies of Ugorian cooking. hang onto a single hand weapon. This bribe In fact, there are certain Ugor delicacies, is described as a “tool tax” by the Ugors. very rare and very valuable, that Elnine can Encourage the Rebels to come up with cre­ prepare for the Rebels to use as payment. ative names for their “tools, ” so they can be The problem, of course, is that Droids are listed on the official dataforms: “Yeah, it’s not allowed on board Ugorian ships; there an, uh, rivet evaporator, and the other are no exceptions. And, since the stolen thing’s a ... laser surveying to o l..." shuttle has no galley, the only way that the No matter what the bribe, however, the Rebels can use food as a bargaining chip is Ugors do not allow the Rebels to take live to do the cooking themselves. This means heavy weapons or ship weapons into the that they will have to be talked through the system. All standard ships have override cooking procedure by Elnine via comlink, cutouts in the weapon systems, for comply­ not an easy task even if you aren’t forced to ing with terms of surrender and safety regu­ use the makeshift kitchen aboard the lations, and when docking at a rare pacifist Ugorian ship. planet, such as the former peace-abiding For each step of the recipe that Elnine out­ world of Alderaan. lines for the heroes-turned-chefs, have them The Ugors deactivate the shuttle’s make a Dexterity roll. The rolls should get weapons using the override cutouts and af­ more and more difficult as the process pro­ fix the official customs seal over each, to be gresses, beginning with Very Easy ( “find a inspected when the Rebels try to leave. The large bowl”) and continuing up to Very penalty for tampering with this seal is Difficult (“without cracking the shells, re­ death, in any of a number of interesting move the contents of six morrt eggs and ways. The seal itself is also booby-trapped, flop them into the bowl”). a fact that the Ugors keep to themselves (6D It takes six pairs of appendages to proper­ damage to weapon, 3D to characters within ly prepare an Ugor meal, so all of the Rebels five meters of the blast). must pitch in. Have everyone make a roll for each step of the process (Very Easy, Easy, Moderate. Difficult, and Very Difficult). Keep

15 -STAR. WARS

Paradise by the Cockpit Lights Rebels are actual Imperials, and therefore Read aloud: must be headed for the only object of inter­ est in Paradise System — the gravity-well Leaving behind the rather expensive projector. picket, you are confronted by a planetless If the Rebels attempt to hail the other star system. Garbage orbits around the ship, the Ugors call to ask what all the chat­ small sun where worlds should be. ter is about. They claim no knowledge of “Ahhh,” sighs Spilfer, “Paradise!” any other ship in the system. The pirate ves­ The outdated technology of a thousand sel does not respond to any communica­ worlds drifts in precise orbit around a tions. If the Rebels ignore the shadowing massive wreck of some kind, and apart ship, the craft continues to trail them, keep­ from the periodic Ugor patrol craft and the ing its distance, waiting for the shuttle to strange black assault ship that appears to park and disembark passengers before mov­ be following you, you fly alone among the ing in for the kill. junk. Attacking the Pirate Ship If the Rebels try to determine what kind of Attacking the pirate vessel right away ship is following them, let them make a could prove difficult, because the Rebels Moderate technology roll. If anyone makes must first reactivate their weapons. Doing the roll, they can manipulate the shuttle’s this requires success on a Difficult starship sensors to mark the ship as a late-model repair roll for each of the shuttle’s weapons. Aratech SkySlayer, with auxiliary weapons Remember, the official Ugor inspection seal and twin custom engines. What the Rebels is booby-trapped, and it takes a Difficult can’t tell is that this is a freelance pirate ves­ demolition roll (at the player’s request) to sel sent by crimelord Jabba-the-Hutt to find detect and deactivate the traps. Otherwise, the mysterious “gravity engine" that the all Rebels within five meters of the seal Ugors are rumored to be using. At the mo­ when it is tampered with take 3D damage, ment, the pirates are simply following the and the weapon itself takes 6D damage. stolen Imperial shuttle. They think the The pirates try to avoid combat with the Imperial shuttle at this point, unless they LIGHT ASSAULT SHIP GRASP are provoked. They have lavishly bribed the Ugors to keep quiet about their presence and to let them keep their ship’s guns ac­ Craft: Aratech SkySlayer Grasp tive. Therefore, if they are attacked, they Type: Light assault ship will respond in full. Length: 20 meters Crew: 7 Remember, any combat here takes place in what is essentially an asteroid field. Passengers: None For RPG combat, have each ship’s pilot Cargo Capacity: 50 metric tons make a Moderate starship piloting roll every Consumables: 4 months round (as one of their actions) to avoid Hyperdrive Multiplier [xl] Nav Computer [Yes] slamming into a chunk of orbiting debris. Failing the roll means that the ship has hit a Hyperdrive Backup: [No] Sublight Speed: [4D] piece of junk, and takes from ID to 3D of damage, depending on the size of the de­ Maneuverability: [ID] Hull: [4D] bris. Determine the size randomly by rolling Weapons: one die (1 or 2. ID damage; 3 or 4, 2D dam­ Two Quad Laser Cannons (fire age; 5 or 6, 3D damage). Add descriptions for better effect during separately) the combat. For example, “...rolling away Fire Control: [2D+2] from the enemy laser barrage, your shuttle Damage: [4D] swings directly into the path of a burnt-out Four Blaster Cannons (fire linked) Jawa Sandcrawler husk! Make your roll...” Fire Control: [3D] In any event, the pirates are crucial to Combined Damage: [6D] action taking place later on in the adven­ Shields: ture. Try not to let them be destroyed, but if Rating: [2D] the Rebels are extremely successful and heroic in the attempt, they can destroy the

16 -STAR. WART

p aradise System and the Holy of Holies ___ The Ugor race was born on a peaceful Ugorian holy books as the “Coming of the planet replete with fabulous natural Prime Mover” occurred: A monstrous hunk wealth. Despite this, the short-sighted ex­ of debris was recovered from the scene of ploitation of their planet’s resources soon a massive space battle. Aboard one of the turned it into a seething mass of by­ more intact areas of the wreck was a de­ products, poisonous debris, and the efflu­ vice that greatly puzzled the priest-scien­ vium of overpopulation. Rather than dying tists of Ugor. After repeated examinations, with their world, the highly-adaptive race they were unable to determine the exact simply evolved into a form suitable for liv­ function of the device. So, being Ugors, i ing on garbage, filth, and corruption. they hooked it up and turned it on. Before long, it was decided to dispense To their surprise, the device immediately with planetary life altogether. began generating gravity-waves of tremen­ Using their primitive but powerful dous power. With a little tinkering, the de­ weapons, the Ugors slowly sliced apart ev­ vice was adjusted to create an artificial ery planet in their star system, bit by bit, gravity-well which could hold Paradise over a standard century. The by-product of System together. The prayers of the faithful this destruction became the basis for the had been answered! The Prime Mover, the most glorious junkyard in the known uni­ Holy of Holies, had been found. verse: the so-called System of Paradise. Soon the Ugors rose to the top of their But alas, the grand dream of the Ugors profession, squeezing out smaller scav­ was incomplete, for their galaxy-class junk­ enger races like the Squibs and Jawas, until yard lacked one thing: something to hold it the entire galaxy began to depend on the all together. The immense amounts of Ugor Battle-wagons to gather and store trash deposited into Paradise System were refuse. And, in an even shrewder financial constantly growing, as even the Imperial move, the opportunistic sons of Ugor have Navy (under an exclusive sanitation con­ opened up their mega-junkyard to any and tract) took advantage of the opportunity to all “pilgrims” who wish to “extract holy dump at will. Soon the fanatically collec­ relics” from the great System of Paradise. tive Ugors began to despair of ever being Naturally a substantial “donation” is re­ able to keep it all in one place. quired to enter the system, and all “holy Then the event which is described in relics” must be paid for in full.

pirate ship. In this case, simply have anoth­ If the pirate succeeds and the Rebel fails er pirate ship show up later. or both fail, the chase continues. Remember to use the starship piloting rolls to determine Losing Them if any collisions with asteroids occur, as If the Rebels decide to run for it, have the mentioned above. If the Rebels manage to Rebel pilot make a Difficult starship piloting “lose" their pursuers, they can navigate roll. Then do the same for the pirate pilot freely in the floating junkyard; collision rolls (at 4D). are no longer necessary. If the Rebel succeeds and the pirate fails, The chase should go on for no longer than the Rebels have eluded their pursuers — for three combat rounds, at which time the the moment. In this case, the pirates will Rebels reach the Death Star chunk at the still be looking for them, and will reappear center of the system. at your discretion. Go on to episode three, and have the pirates duck out of sight for a while.

17 -STAR. WART

pisode Three That’s No Moon...

Summary Sneaking Past the Ugors After evading or confronting the mystery As the Rebels’ shuttle approaches the ship, Spilfer leads the Rebels to the object Holy of Holies, ask the players to make of their quest. What seemed like a simple Perception rolls for their characters. Those enough task is suddenly complicated when who roll Difficult level or above notice that the guide points to a 40,000 ton wreck that’s the chunk of wreckage occupies a central protected by several Ugor ships and pro­ position among a large section of rotating claims, “That’s it." After the initial shock, garbage. Logical, of course, considering its the Squib clarifies that they don’t want the size, but the chunk isn’t spinning. Those whole thing, just a pod-sized device stored Rebels that make an Easy Perception roll on the derelict (the gravity-well projector). notice the patrolling Ugorian ships. There The Rebels must sneak past the Ugors. are seven of them, camouflaged among the dock with the massive wreck, and get inside rest of the floating garbage. Read: undetected. Once inside, the Rebels explore the wreck, battle a Dianoga and some The Ugorian patrol around this particu­ Droids, and meet Darth Vader’s spare suit of lar hunk of junk seems unusually heavy. In armor before reaching the gravity-well pro­ fact, it is the only evidence of organized jector. patrols you’ve seen so far. From the styl­ ized black holes emblazoned on the sides Eureka! of these ships — religious icons if you ever Read the following aloud: saw some — this must be a place of great religious significance to the Ugors. To Elnine, the enormous wreck floating in the center of the system resembles a How the Rebels decide to sneak through huge, metallic slice of dricklefruit pie ala the cordon of Ugorian ships is up to them. mode — one that has been through a heat­ Keep in mind that the intent of this en­ ed space battle and lost. Judging by sheer counter is to give the Rebels a chance to mass alone, it could easily be a major employ sneakiness and stealth rather than chunk of an Imperial Star Destroyer or combat skills. If they must scratch their space station of some kind, but none of its itchy trigger fingers, more Ugors than they outer surface has survived to identify it. It can handle show up to forcibly cast them is a monstrous honeycomb of broken cor­ out of Paradise (see “Darn the Torpedos” ridors, deck supports and conduits. “That’s below). it!” Spilfer shouts excitedly, pointing at the A few possible ploys are outlined below. If massive wreck. “There is object of our the Rebels have difficulty coming up with a quest!” plan of their own, let Spilfer or Elnine sug­ gest one or more of the following. It is suggested that you have Spilfer take his time revealing that it is something The Diversion aboard the enormous wreck, rather than the The Imperial shuttle is swift and relatively wreck itself, that is the true object of their stealthy, so it might be possible for the quest. Rebels to stage a diversion of some sort. They could engineer a collision between two pieces of floating garbage, and then slip

18 -STAR. WART PULLOUT SECTION

cavenger Hunt Adventure Script

Use the following script to start your adventure. The gamemaster will tell you which part (or parts) to read. Start the Script 1st Rebel: Is this really an Imperial shuttle sequences if we can’t destroy Elusive be­ and are you sure you can fly it? fore she gets to an Imperial base.

2nd Rebel: Relax. I used to pilot jump- 1st Rebel: We heard the speech. If we ships, which are very similar to Imperial don’t stop that transport, the entire shuttles in most respects — except for Alliance underground network in the sur­ this knob. Anybody know what this knob rounding sectors will be compromised. does? 6th Rebel: I can’t believe Dankayo’s base 1st Rebel: Humor. In our situation. That’s personnel left those databanks intact. very comforting... What were they thinking?

3rd Rebel: When I take the Final Jump, I 4th Rebel: They were probably busy sav­ don’t want to be in an Imperial shuttle. ing their lives. That’s what I’d be doing if my base were under Imperial attack. 4th Rebel: Don’t worry. They made some “special modifications” to this bucket be­ 5th Rebel: That still leaves us in this fore we took off. We’ll be all right. predicament. I just hope the transport’s still in orbit when we get to Dankayo. 3rd Rebel: Well, I don’t know what good a couple of extra guns and some shielding 2nd Rebel: We’ll find out soon enough. are going to do against an armed Imperial Strap yourselves in, I’m cutting in the sub­ transport. light engines.

5th Rebel: Think about it. We’re flying an Gamemaster: Mesmerizing streaks of light Imperial shuttle. We’ll just slide up close spin and twist into the familiar points of to them, all friendly like, and then — realspace as the stolen shuttle’s sublight engines kick into action. 3rd Rebel: We’re Rancor chow. Nice plan, very simple. 6th Rebel: There she is! And by the looks of that trail of garbage, she’s about to go 6th Rebel: So the odds aren’t so hot. The to lightspeed. admiral didn’t have the time or the re­ sources to come up with anything better. 5th Rebel: Isn't it nice how Imperial proce­ We’re his only hope. dure never varies. So what do we do now?

4th Rebel: That’s right. Think of the con­ 2nd Rebel: Now we do what we came to do. Ready or not, here we go!

roll or better.roll that’ll have the Noticed on an Easy Perception Elusive My worst fears are realized. The first fore couldit destroy morepercent 20 than pickup boat. I’ve thermal a detonator or termine whether this theis case. Imperial barrage knocked out the power supply to the central base computer banks, and the backup powersupply wasn't equal to theof task detonating of all the pro­ from Imperialsuppose I hands. under the two, and a fair amount of detonite. goingI’m to try to go there in and finish jobthe the didn’t that I Remember,it. make it’s the Imperial transport data if I can’tdata I stopif them. quence. will I attempt to get closer and de­ 3 Entry grammed charges. estimate I shortedit be­ of thecomputer center, certainly not enough to ensure that crucial data is kept circumstances you'd better not send my automatics started. I’ll send this off first, so you'll youknow if don’t hear from me again o End transmission. f -STAR. WART

roll orroll better Noticed on a Moderate Perception better.or roll Noticed on a Very Easy Perception Transmittedfrom Dankayo Allianceto afterthe shortly Imperial Com Buoy965C attack. It appearsIt thethat central base computer As As instructed, haveI remained behind un­ The bombardment ceased.has have I PLAYER HANDOUT: til thetil oflast our transports departed safely into hyperspace. Imperial DestroyersStar have so thoroughly blasted Dankayo that I fear for safety, my even deep-planetthis in crawled accesswaytheup to surfacethe — or what is left ofnothingIf it. else, the Empire generousis with overkill.its ex­ I pected of much what haveI observed through my macrobinoculars: Imperial salvaged equipment into barges for trans­ port, probably to Imperial Intelligence for them blasting open the doors to intact an nothas yet completed self-destructits se­ stormtroopers sifting through the rubble of our defensive installations, others loading analysis. did What I not expect was to see chamber the in base! main survival shelter. Entry 2 Entry Entry 1 The Final Log of Agent ZNT-8

of ENCOUNTER EPISODE FOUR LANDING SITE The

Holy

Holies

ULLOUT ULLOUT SECTION OHIO

P GAMEMASTER DIAGRAM: -STAR. PULLOUT SECTION WART

Typical Squib L9-G8 (Elnine-Geeate) Template Type: Squib Template Type: Standard Cooking Droid Height: .80m Ht: 1.8m Sex: — DEX 3D PER 3D DEX 2D PER 2D KNO 2D STR ID Food Prepa­ STR ID MEC 2D TEC ID ration 5D KNO 3D TEC 3D • The above statistics are for NPC Squibs: acid ID to Alien Nutrition 4D Food Prep. each attribute when creating a player character Squib. Alien Recipes 7D Equipment 5D Physical Description: Small, fuzzy schnauzer-like MEC ID humanoids with tufted ears and five-fingered hands and Physical Description: Tall, slightly beat-up humanoid feet. Their eyes range from yellow to bright red. and are Droid with spatter-proof, no-stick coating. oversized and located on the sides of their narrow heads. Equipment: A plethora of high-tech cooking utensils from Equipment: Squibs typically carry a fair amount of para­ across the galaxy. phernalia with them, most of which would not count as Background: One of a short-lived series of luxury Droids equipment as it has no practical use. They are. however, created to serve the galaxy’s rich and famous, Elnine is excellent improvisors, so a randomly encountered Squib actually a very rare model. Elnine was purchased by the may be assumed to have anything the GM desires. Squibs for a remarkable 50-credits-5. He has served under Background: The Squibs evolved on a world with nearly the "primitive, uncultured" aliens for over a standard year, unlimited resources. However, through some quirk of nat­ and already the tiny scavengers realize why they got such ural evolution, these resources were found in separate, a good deal for the annoying Droid. widely scattered sections of their world. Consequently, Personality: Elnine is only annoying because, on the sur­ they found it necessary to trade for what they wanted face, he seems to be almost totally useless. All he knows from tribes located in other areas. One evolutionary trait is cooking, and therefore, to Elnine. everything must that developed to help this is their fur. which acts as a somehow relate to food. sensitive taste/smell organ, enabling them to judge many Quote: "Why, that reminds me of the time I prepared a of the properties of a given item merely by touching it. crock of Tauntaun chowder for the Prince of Tamboon..." Personality: Squibs are generally confident, uppity beings with an annoying penchant for curiosity. They tend to examine virtually everything around them, usually by handling it. regardless of any apparent danger. Quote: “You like trade that blaster for nice set of used ^lianthMoenai^

■ \ ELUSIVE Teehl Template Type: Pirate Ht.: 1.7m Sex: Female Craft: Elusive DEX 3D+2 PER 3D Type: Imperial Armored Transport Blaster 5D Con AD Length: 50 meters Dodge 4D Hide/Sneak AD+2 a Crew: 10 KNO 2D STR 3D+2 Troops: 20 MEC 3D+1 Brawling 4D+2 Cargo Capacity: 30,000 metric tons Starship Piloting 4D*2 TEC 2D+1 Consumables: 3 months Starship Gunnery 4D Demolition 3D+2 Hyperdrive Multiplier: [x2] Physical Description: Teehl wears a battle-scarred but Nav Computer: [Yes] well-repaired black and gold spacesuit. Her faceplate is Hyperdrive Backup: [Yes] polarized but her voice over the comlink sounds melodi- Sublight Speed: 12D] ous. Maneuverability: [0] Equipment: Old spacesuit. blaster carbine (damage 5D), Hull: [6D] vibrocutlass (damage 4D), scrambled comlink, 2 grenades Weapons: (damage 5D), holdout blaster (damage 3D*1). Two Laser Cannons (fire separately) Background: Teehl started out as the favorite mistress of Fire Control: [2D] a powerful pirate. Eventually she worked her way up to be Damage: [5D] the captain of her own ship. Grasp, and now works as Four Double Turbolaser Batteries (fire linked) “hired muscle” for Jabba-the-Hutt. Her current mission is Fire Control: [3D] to "secure" the gravity-well device for her boss. Damage: [2D+2] Personality: Teehl cannot accurately be called ruthless, Shields: [None] because she actually cares about every person she betrays and kills. It is simply that she cares more for her­ self, and every person who has gotten close to her has also gotten in her way. Quote: "We’re reasonable people. All we want are the V goods. (To the side) Okay, guys, blast them!" ■STAR. PULLOUT SECTION WAR r

r Spilfer Typical Ugor Template Type: Squib Hero Template Type: Ugor Ht.: .97m Sex: male Ht: variable DEX 4D PER 4D Dodge 5D Con 5D+2 KNO 3D Bargain 5D MEC 3D Search 5D • Ugors have a total of 12D of attributes. Because they Tractor Beam Op. 4D STR 2D are amorphous beings, they can shift around their TEC 2D attributes according to what they require at the moment. Physical Description: Spilfer is a tiny, blue-furred biped For example, forming pseudopodia into a bunch of eye- with tufted ears and five-fingered hands and feet. He stalks to examine something would increase a Ugor’s wears a motley collection of odds and ends in lieu of Perception. clothing, arranged in a fashion which a race of junk collec­ • No attribute may have more than 4D, and when one tors would consider tasteful. attribute is needed, the rest must also be allocated Equipment: One small, tin-plated power pistol (damage accordingly to other attributes. Ugors have no skills. 3D, short range only; looks like a toy); one heavy-duty • There are no PC Ugors. only NPCs. item of ominous appearance that is actually a garbage- Physical Description: Ugors are large, amorphous beings. grabber. They speak by extruding any of a variety of impromptu Background: Spilfer is the Squib guide sent with the organs, some capable of being understood by humans. Rebels on their quest, or, in his own tongue. “Special- Equipment: Although not exactly carrying every known Ambassador-to-big-guys-who-are-not-Imperials." He wears weapon and tool, Ugors can often perform the same the ceremonial Fizz-Pop Cap (with foil cluster) of a Squib effects using their extremely versatile bodies. A properly Diplomat, and actually has authority to sign treaties for shaped pseudopod can be a lockpick, a shovel, a vise, a the entire Squib race. knife, a carrying bag. or a waterproof umbrella. Personality: Wants to win glory by “dealing the good Background: Ugors are garbage collectors who own and deal." Picks up and adds to his collection any loose bits of operate the Paradise System Junkyard with Imperial sanc­ flotsam he runs across. Sometimes, he politely asks if any­ tion. They are at war with the Squibs, but most garbage one else wants an item, to see what they will do. If they let wars aren’t extremely violent — just messy. him retain most of his treasures, he quickly grows to like Personality: Ugors believe that gambling, bargaining, and the Rebels. cheating are a way of life. They are an unfriendly, isolated Quote: "Us Squibs learn real good Basic. Study 'em up lots lot who hate everything that isn’t garbage. from examining plenty good garbage, you bet." Quote: "Whad will you gib me for de redurn ob your sister?”

=J BONDERIUM King Ebareebaveebeedee Template Type: Squib H t: .89m Sex: Male Craft: Bonderium < Type: Modified Imperial Lambda-c\ass Shuttle DEX 3D PER 3D / Length: 20 meters KNO 2D Bargain 6D A t Crew: 4-6 MEC 2D Con 4D+2 Jwv / Passengers: 10 Command 5D STR ID ( Cargo Capacity: 80 metric tons TEC ID Consumables: 2 months Physical Description: The king is a smallish, older Squib, Hyperdrive Multiplier: [xl] a bit grayed about the whiskers and wrinkled about the N'av Computer (Yes] eyes. He wears a regal collection of trash passed down to Hyperdrive Backup: (Yes] him from generations of former kings. Sublight Speed: [3D* 1 ] Equipment: The king carries nothing but the items which Maneuverability: ( ID] hang from his traditional robes, and cannot, by traditional Hull: (3D] High-Squibbian Law, make use of any of them. Weapons: Background: Fbareebaveebeedee has sat on the Squib Four Double Laser Cannons throne for over 40 standard years. It was he who began (fire separately) the system of using Squib spies aboard large vessels to Fire Control: (3D] communicate their garbage dumps, and under his rule the Damage: (4D] Squibs have reached new heights of prosperity. One Proton Torpedo Tube Personality: A true proponent of all ancient High- Fire control: (2D] Squibbian traditions, the king usually acts according to Damage: (9D] custom rather than personal whim. He is fair, just and a One Tractor Beam Squib of his word. Fire Control: [3D] Quote: “Be trusting me. We make plenty-nice music Shields: together." Rating: [3D] V 22 -STAR. WART in while the Ugors are occupied cleaning up sion that the weapons on the Rebel ship the resulting mess. This involves at least have been disabled. If and when the Rebels one Moderate con roll to stage the diver­ demonstrate otherwise, the aliens will be sion, then a Moderate starship piloting roll to surprised (give the Rebels two free haste ac­ slip in quickly. They’d better have their tions). Second, although the Ugors are famil­ landing site selected in advance (see iar with the system, they are indifferent pi­ “Landing” below), or they’ll have to circle lots. If the Rebel pilot makes a Difficult star- the wreck, exposing themselves to further ship piloting roll, they lose the Ugors for a Ugorian notice. time. The Old Hide-ln-The-Garbage Trick Landing on the Wreck Seems like a good idea, right? Worked for As the Rebel ship approaches the hulking Han Solo, didn’t it? But the Imperials mass identified as the object of their quest, weren’t garbage experts. The Ugors are. find out where they would like to dock. A When the Rebels (disguised as one of the Moderate Perception roll allows a Rebel to bits of flotsam) begin moving toward the identify one of the three possible docking “Holy of Holies,” the Ugor patrols are on places. Refer to the schematic in the pullout them like Squibs at a two-for-one sale unless section at this point, as it pinpoints the ex­ the pilot makes a Moderate sneak roll and a act locations for you. Read the descriptions Moderate starship piloting roll to pull it off. below aloud as the Rebels approach. Let Increase or decrease the piloting difficulty them decide which one of these routes to depending on the success or failure of the take. sneak roll. The Ugors know every piece of Note, if the Rebels only make a Very Easy junk floating around the gravity-well projec­ or Easy Perception roll, then they only iden­ tor and its orbit, since they set each piece in tify one or two of the possible three landing place using the machine. See “Getting Out of sites (as marked on the schematic). a Sticky Situation” below if the Rebels try this and fail. The Bare Wall This potential landing site is automatically Dam the Torpedos... noticed by the Rebels, no matter what kind Having a probable dislike for being muz­ of Perception roll they make. zled, the Rebels may have their ship’s weapons working again by now. This being As the titanic chunk of debris isn’t spin­ the case, you may find that they immediate­ ning, it should be a simple matter to land ly begin thinking in terms of using force. Try the shuttle on the relatively flat area you to point them toward other solutions, per­ see before you. You can lock in place using haps using the Droid or Squib to make alter­ power hook and enter through the rip in nate suggestions. the bare wall. Through the rip, you see the The Rebels can and should get past this tangled remains of interior machinery. hurdle without shooting up the place. Guns The Disposal Chute are not the answer here, and you should If the Rebels make an Easy Perception roll, hint that a frontal assault is fruitless, and in addition to “The Bare Wall” they notice possibly suicidal. The Ugors jump on the this possible entry passage. Rebels with all they’ve got if they think the “Prime Mover” is in jeopardy. At the wide end of the chunk is what ap­ pears to have been an enormous disposal Getting Out of a Sticky Situation chute. It is wide enough for you to bring The Ugors do not take kindly to tourists your ship inside, and surely one of the who stray from the scenic route and try to many ducts connecting into the chute sneak into the Holy of Holies. If the Rebels leads into the wreck. are caught in this kind of situation, the Ugors converge on them at the rate of one The Emergency Airlock ship every other round. Each Ugor ship is If the Rebels make a Moderate Perception identical to the original Dreadnought en­ roll, in addition to “The Bare Wall” and “The countered at the beginning of the adventure. Disposal Chute,” they notice this possible The Rebels do have a few things in their entry passage. favor. First, the Ugors are under the impres­

23 -STAR. WARS’

One side of the wreckage has a recessed spray-on shipping foam. A weapons locker emergency airlock, which used to face along the wall has been smashed open, onto some non-pressurized area of the spilling the remains of several Imperial- structure. That area, whatever it was, is issue blaster rifles across the bent floor. now gone with the rest of the ship, and the This corridor was near a storage chamber airlock now opens into deep space. Your when the Death Star was in one piece. ship could dock with the hulk at this point. Rebels who make a Difficult Perception roll Entering the Wreck notice that it appears that the locker ex­ ploded from the inside when the atmo­ After the Rebels have chosen a landing sphere went. Yet there is some other, later site, refer to the “Gamemaster Schematic” in damage, both to the locker and the weapons the pullout section. Find the chosen landing themselves. A closer examination reveals site and follow the prescribed path from that the power cells have been removed that site to the gravity-well projector. This is the path that Spilfer leads the Rebels from most of the blasters. If the Rebels didn’t hide any of their through, and the encounters happen in the weaponry from the Ugors, you may allow order described. one or two of the newly-discovered blaster Strangely, there is sufficient gravity within rifles to be repaired by scavenging parts the wreck to maneuver normally. There is from several others (and making Moderate no oxygen, however, and breath masks must be used at all times. The wreck is an eerie Technical rolls). Anything the Rebels seem disinclined to place, replete with strange, echoing noises grab, Spilfer lays claim to, accumulating an and dark, shadowy movements. incredible assortment of useless garbage. The players probably don’t realize that He is pleased that they are willing to let him this is all a large chunk of the now-de­ have all these discarded servo-adaptors and stroyed Death Star, and you should try to re­ burnt-out components, but also a little sus­ veal it to them slowly. Feel free to throw in picious. “Why are they being so nice to me?” as many familiar Death Star locales as you he wonders. When the Rebels start to move want in addition to the ones provided here, again, read this aloud: but try not to make it too obvious. When the Rebels enter, you should convey a sense of As you begin to move, a dozen distorted, 70mm wonder. metallic shapes clamber silently into view. Much to the Rebels chagrin or delight, You recognize most of them as standard (depending on how things have gone so far) Droids, but some are so twisted and bent Elnine refuses to leave the shuttle. The go­ as to be almost unrecognizable. At the lead ings-on of the past day or so have caused is a dented and scarred interrogation him such distress that he has become petri­ robot — a black and chrome sphere of fied with fear. The only way that the Rebels hateful technology. It is carried by an unfa­ can get the frightened mechanical off the miliar, humanoid Droid with heavy armor ship is to deactivate him. in which case he plating. A squad of bent and broken becomes quite an encumbrance. Elnine “vol­ mouse Droids slide into view along the unteers” to stay behind to “guard the ship.” floor, most of which have small blasters This is desirable for the story’s purposes, crudely mounted on them. since having Elnine back on the ship should provide some amusing moments in the next If the lightsaber from encounter three hasn’t been discovered yet, add: episode. The heavily-armored Droid carries a Encounter One: lightsaber. The Void Droids After docking near the bare wall, the These are the “Void Droids” (see the side- Rebels can enter a central corridor which bar in this episode). They surround the seems to be slightly more disheveled than Rebels, emerging from unseen openings and the rest of the wreck. Read: dark corridors before the heroes can act. There are a total of 18 Droids in this en­ Several bits of stormtrooper armor are counter, but if you feel your player charac­ strewn throughout this corridor. Some of ters need more of a challenge, throw in a the armor, however, is still packed in few more of your own design. Simply take a

24 -STAR. WART normal Droid’s statistics, adjust the codes A winding corridor leads to encounter slightly to increase combat skills, and give it three, while a twisted maintenance shaft a weapon or two. goes to episode four. The Void Droids want only two things — power and spare parts. They ask the Rebels to “hand over all mechanical devices or be ^ oid Droids destroyed.” If the Rebels are convincing ___ Think for a moment, about how a enough (a Difficult con roll or better) they spaceship dies. Most often there is an ex­ might persuade the Void Droids to join plosion, and all that survives are vanish­ them, with the promise of endless power, lu­ ingly small segments of the whole. But bricant and spare parts. It is more likely, even if a ship dies a peaceful death, in its however, that the Rebels will refuse to coop­ last moments the atmosphere escapes erate with or talk to the Void Droids, and the and the occupants are left only vacuum scene will degenerate into a battle. and the icy cold of space. If a battle occurs, the Droids fight until re­ You’d think that would kill everything duced to half their number, then they re­ on board, wouldn’t you? You’d be wrong. treat into hidden passageways that the There are beings on every ship in the Rebels cannot navigate. They continue guer­ galaxy who can survive without light, rilla tactics as long as the Rebels are aboard without heat, without air. In fact, all they the wreck, trying anything they can to steal need is an occasional recharge and oil the things they need so desperately. bath. The Droids. If the Rebels make an offer of part of their But without maintenance, proper pro­ equipment, they must make Moderate bar­ gramming, or any normal frame of refer­ gaining rolls to convince the Droids not to ence, even a Droid can go insane. When take everything. this happens, “Void Droids” are born. Below are the Void Droids encountered They become a mob of obsolete mecha­ here, others may be added later at your dis­ nisms leading the lives of cyberzombies, cretion: stealing spare parts and power, occasion­ ally attacking lone Droids for lubricant, ITO-9 (Interrogation Droid): STR 3D; PER and so on. “Void Droids” have been found 4D; Skills: melee 3D, interrogation devices on large starship and space station and techniques 4D+1. Weapons: laser wrecks throughout the galaxy. scalpel (damage 2D), power shears (damage The former Death Star’s particular 4D+2), hypodermic injector (stun damage group of mechanical nasties are without a 3D), grenade (damage 5D). doubt the most dangerous. This is be­ K0-B2 (Combat Droid): STR 7D; DEX 5D. cause they are led by an Interrogator Skills: Blaster 6D, Dodge 6D, Melee 5D+2. Droid, still very much aware and danger­ Weapons: blaster rifle (damage 5D), force ous. It can no longer move on its own, pike (damage STR+2D). since losing its repulsorlift engine, but this nasty-looking torture Droid leads this MSE-6 General Purpose Droids (8): DEX 4D, particular pack of homicidal appliances. search 4D. Weapons: blaster pistol (damage While the Droids are hungry for power, 3D). they are not stupid. They realize that they T-Series Imperial Protocol Droids (4): KNO can’t drain power from the gravity-well 3D; blaster 2D+2, dodge 1D+2, languages 5D. projector as this is the only thing keeping Weapons: blaster rifle (damage 4D). their sanctuary from crashing into other pieces of orbiting junk. D99-X Maintenance Droids (2): TEC 4D; blaster 2D, dodge 2D, Droid repair 5D. Weapons: retractable heavy manipulators (damage STR+1D), blaster pistol (damage 3D). Encounter Two: There’s Something Alive in Here MD-1 Medical Droids (2): KNO 3D; medicine Upon entering one of the connecting 5D, dodge 3D. Weapons: laser scalpel (dam­ ducts, the Rebels must wade into a disposal age 2D+2), power clamp (damage 1D+2). tube full of garbage. Within this dank area, they meet a Dianoga — just like the one that

25 -STAR. WART

almost got Luke Skywalker! Read aloud: definitely hungry, which makes it a lot nasti­ er than the one that attacked Luke. It has The path through the disposal tube has been through a rough time, actually surviv­ its blessings, chief among them is the fact ing the space station’s destruction with only that you can’t smell what you’re wading in­ its incredible adaptability to see it through. to through your breath masks. Silent, hov­ It grabs the Squib and any Rebels that ering gouts of garbage drift aimlessly in a come to his aid, pulling them toward its gap­ solid stream of refuse. As you wade hip- ing maw. It takes three combat rounds for deep through the the garbage, the tube the beast to pull a victim into its maw. Each opens into a wide passageway, festooned of these rounds, the creature must make a with the remains of branching disposal brawling attack (using its 6D Strength) ducts. Did you hear something? Nah, prob­ against its victims to retain hold. Once the ably not. victim has reached the mouth, he takes 5D Eventually, the duct opens out into what of damage per round. The Dianoga can hold was once a refuse processing station, where up to seven victims at a time, and therefore the trash was compressed prior to ejection. declares seven attacks at the start of each Here, huge garbage baffles that once held round. tons of the junk hang open and empty, twist­ ed by awesome destructive forces. The only Dianoga: DEX 2D; PER 3D+1; STR 6D. Speed visible exit big enough for a person leads in­ Code 4D. Attacks through brawling. Victims to a damaged compression chamber. Spilfer in maw take 5D damage per round. constantly makes excited noises over the A muck-filled tunnel leads to encounter comlink channel, gathering bits of worth­ one, and a side passage climbs up toward less-looking garbage with his garbage-grab­ episode four. ber and adding it to the collection pouches decorating his suit. Encounter Three: Wait until the Rebels are distracted before Darth Voder’s Ghost you hit them with the Dianoga. If they make The emergency airlock leads to a dark and jokes about the sewer scene from the Star silent section of the wreck. The Rebels even­ Wars movie, then now is not the time to tually find themselves in a once-restricted spring the creature on them. When they are portion of the Death Star, in a section that poking fun at the Squib or are wrapped up has been canted to one side by the collapse in finding another exit, have the garbage of a number of the supporting structures. creature attack. You might want to wait for The corridor looks like a leaning house of an “I’ve got a bad feeling about this...” just sabacc cards. Structural supports, beams, for effect. In any event, start like this: and cables jut out in all directions, leaving a Spilfer suddenly makes a very different surprisingly sturdy arched pathway through noise over the comlink. He seems to have the chaos. Most of the side rooms are hope­ uncovered a length of greasy gray leather, lessly blocked, but the Rebels do manage to and is apparently very excited about it. He find one which is intact and accessible, must value it highly, since he refuses to let though it’s a room unlike any they’ve ever go of it, even though it is quite a bit bigger seen. Now is your chance to have some fun with than he is. His frantic antics are almost funny as he attempts to pull it from the the Rebels as they discover why this room is still in one piece. It is Lord Darth Vader’s muck and mire. high-security meditation chamber! Let the Rebels make Easy Perception rolls A side opening in the twisted corridor to realize that the thing has hold of the leads a short way into darkness. At the end Squib, rather than the other way around. A of the passage the Rebels find an intimidat­ Moderate Dexterity or Easy swimming roll is ing, heavily-armored black door. They must needed to get close enough to help him. figure a way to open this sealed portal if In case you were wondering, this is a simi­ they intend to search this chamber. Any lar creature to the Dianoga seen in the first reasonable-sounding plan should succeed, Star Wars film. It could even be the same one but some plans are better than others. that attacked Luke; it’s hard to tell with Dianogas. This creature is sick, injured, and

26 -STAR. WART

If they use explosives or excessive force, Show the players the illustration of Darth be sure to drop lots of debris on them — Vader so that they can all get a good look at each Rebel takes 4D damage from the col­ it. Make sure to block out everything on the lapse if they are unsuccessful on a Moderate page but the drawing itself. Then ask what dodge roll. Another method for cracking the each Rebel is doing. door is for a Rebel to unlock it. For this to The debris flies out at them because the work, the Rebel must make a Difficult secu­ room was vacuum sealed. The terrifying ap­ rity roll. parition is not the Dark Lord himself, but The first two rooms encountered after simply a spare helmet and cloak. You opening the door are of little interest to the should, however, treat this exactly as Rebels. The first is a lounging area still hung though the stunned Rebels have just met with spartan fixtures that were obviously Darth Vader himself. Ask for declared ac­ put in with the plumbing when the place tions and begin to run this as an actual en­ was built, and with an equal amount of en­ counter. You should mention that the Rebels thusiasm. The second, a command/control haven’t actually seen Vader, but they’ve information access center, appears to have heard about him enough to recognize him at been of high clearance, though nothing in­ least as well as the players. side has any value now. The third room, the The idea here is to panic them, get them sleeping chamber, is another matter. The to fire a few wild shots, maybe waste a force personal quarters are disarrayed, but from point (go easy when it comes to returning the homogeneity of the mess, it is apparent those points: the idea is to break the ten­ that they once were neatly kept. sion, not take away the only edge some poor Most of the garbage appears to be person­ Rebel has). al medical equipment, of the sort that a rich If a Force-using Rebel tries to sense and hypochondriacal fleet admiral might Vader’s presence, you may (depending on have. There are also the ruins of some spe­ the roll) tell them they detect a faint taint, cialized gadgetry that looks like it might like a bad psychic smell, in the dark door­ have been used in repairing some kind of ex­ way, but no trace of a Force presence. This perimental Droid. With a Moderate is just the evil aura remaining in Vader’s Perception roll, the Rebels find three med- chamber; psychic residue, as it were. A real­ pacs among the medical equipment. ly good roll might let them detect a faint A lone door, black and foreboding, looms positive aura in the room beyond the figure in the back of this room. (from a captured artifact: see below). Behind the Black Door If a Rebel decides to shoot at the appari­ tion, there is no noticeable effect. The This portal, like the front entrance, is se­ cloaked figure seems to sway aggressively, cured by an armored door. This one howev­ like a snake preparing to strike. If they spec­ er, is not locked. Make sure you know where ify the helmet as their target (and take the everyone is in the room when the Rebels de­ appropriate penalty of +5 to the difficulty cides to open it. It would be best if you do number), a successful hit spins the figure this without being obvious about it. Try us­ away in apparent retreat. ing Star Wars miniatures if you have them to If anyone attacks the presumed Vader help visualize the scene. When the door is hand-to-hand (earning the “Foolish But opened, read this aloud: Gutsy’’ award for this episode), they are en­ The door slides away with a hiss of hy­ folded in darkness as the cloak winds draulics and you are immediately pum­ around them. Then they discover their as­ melled with all manner of debris. A sailant is a disembodied helmet and cloak strange and powerful gust of wind pushes on a stand. you backward, and as you struggle to look Beyond it is the remains of Vader’s medita­ beyond the hail of debris you see light tion chamber, including the collapsed and gleam off of a shiny metal helmet. Your twisted wreckage of the enclosed unit. eyes focus on the darkness and you see a There is also an extra surprise that the tall, dark figure standing framed in the Rebels could use, if they haven’t already doorway, its cloak whipping in the unnatu­ met the Void Droids. ral wind. -STAR. WART

formidable weapon, but in the right hands it is nothing short of miraculous. Any charac­ ter whose template or background involves Jedi or Force skills might be able to learn the saber, given time and a teacher. The saber functions perfectly for six com­ bat rounds of either continuous or intermit­ tent use. On the seventh round it begins to spit and sputter. On the ninth round it is ex­ hausted and a new power cell must be found. Where to Next? Two exits lead out of Vader’s chamber. If the Rebels go back out into the corridor, they eventually reach encounter two. If they make a Moderate search roll, they uncover a passage to episode four.

number), a successful hit spins the figure ut-Away to Alliance Command away in apparent retreat. Read Aloud: If anyone attacks the presumed Vader hand-to-hand (earning the “Foolish But INTERIOR: ALLIANCE BASE COMMAND Gutsy" award for this episode), they are en­ BUNKER. The camera begins in tight close- folded in darkness as the cloak winds up, concentrating on a nervous hand tap­ around them. Then they discover their as­ ping on a shiny table top. Slowly; the shot sailant is a disembodied helmet and cloak doilies back to reveal the worn and weary on a stand. visage of General Rieekan, sitting at a Beyond it is the remains of Vader’s medita­ round conference table along with several tion chamber, including the collapsed and other high-ranking Alliance officers. twisted wreckage of the enclosed unit. With grim resolution. Rieekan breaks the There is also an extra surprise that the silence. "48 hours. That’s all we can afford Rebels could use, if they haven’t already to give them." Sighing resignedly, the gen­ met the Void Droids. eral rises from his chair. ‘‘If we haven’t heard from the strike team by then, we as­ To the Victor sume the worst.’’ If the Rebels make a successful Moderate ‘‘Does that mean evacuation?” asks an search of the cabin, they discover the fol­ aide. lowing items of interest: Rieekan nods regretfully • The captured lightsaber of Obi-Wan “For everyone?” the aide continues. ‘‘Do Kenobi (assuming the Rebels haven’t met you know what that will involve?” the Void Droids yet — it appears in whichev­ The general turns from the aide, his er encounter happens first). head hung in despair. “I’m afraid we have • A pulse-Iightspeed holo-image transmitter. very little choice. Too many lives are at (This allows holo messages to be transmit­ stake if that data reaches Imperial eyes.” ted from and to ships traveling through hy­ Wipe. perspace. It has a limited three-system range.) • Darth Vader’s spare cape and helmet. Not as Clumsy as a Blaster... The lightsaber is an antique, its power supply nearly exhausted, but it is still func­ tional. Even wielded by an amateur it is a

28 -STAR WART

pisode Four The Gravity-Well Projector

Summary This, of course, is the vaunted gravity-well When the Rebels reach the center of the projector. Spilfer casually points at the pod­ derelict they find that the device they’re af­ like device and exclaims, “There big juju. ter is on and functioning. After finding a way Grab ’em and get leaving before some pushy to disconnect the machine, the Rebels try to Ug show up. He ask plenty awkward ques­ make their way out of the wreck, wrestling tions, you bet.’’ with the clumsy projector. Before long, they Remember, all the Squibs want to do is are attacked by Jabba’s pirates, who jump show up the Ugors. The gravity-well projec­ them while still inside. After an exciting bat­ tor is of little value to them except as it is tle, the Rebels break free and dash for their prized by the Ugors. ship. When they reach the shuttle, they see Approaching the Projector that the once orderly system of trash has Those that head toward the projector no­ gone haywire. Chunks of garbage and ma­ tice that it seems somehow uphill from chinery float everywhere, colliding and spin­ them as they approach — not so much visu­ ning wildly. Getting out of the system is not ally as in the amount of effort it takes to going to be as easy as getting in ... reach it. An Rasy technology roll allows the The Object of the Quest Rebels to realize that the great amount of power being pumped into the device seems After suffering through the encounters in to be forming a dense field of gravity. the previous episode, the Rebels finally reach their goal. The gravity-well projector Curiosity Killed the Squib chamber has high, fluted walls. Observation As the Rebels ponder an approach, Spilfer ports, empty now of their transparisteel, ceremoniously decides to take matters into form uncanny black openings against the his own hands. Plucking a long tool-like ob­ greenish decor. ject from his collection of junk, the curious Of the sections of the wreck the Rebels Squib rears back to take a hefty swing at the have had a chance to tour, the area sur­ projector. Rebels making a Difficult rounding the gravity-well projector seems to Dexterity roll can stop the little guy in mid­ be in the best shape. Strangely, there also swing. If no one stops him, Spilfer connects seems to be a fair amount of power in use. with the pod’s outer casing, and the device The energy emanates from a pair of mas­ begins to whine and smoke. Read: sive, dangerous-looking power plants of patently Ugorian design, obviously added af­ As the high-pitched whining reaches an ter the mighty space station’s demise. All of “explosion-imminent” crescendo, the guilt- the power is being drawn by a squat bul­ ridden Squib closes his eyes and chooses a bous device about the size of a small escape knob at random. There is a tense moment pod. Mounted in place, its projector dish as he turns the chosen knob, pulls it off of points out into space. the machine, and nimbly pockets it with the rest of his junk. Soon a friendly-looking A silver mechanism rotates at high speed inside the translucent black case. It is diffi­ green light winks on inside the device. The cult to tell exactly what it would look like if little guy seems to have saved the day, but at rest, but in operation the mechanism h e refuses to return the knob. forms the illusion of a black hole.

29 -STAR. WART

Examining the Device to stop its ascent. It can be maneuvered in Close up, the projector is a marvel of the this manner, as the projector keeps moving Imperial “brute-force" method of scientific in any direction it is pushed. While it has no development. Overcoming the limits of cur­ gravity, it still retains all of its mass and is rent technology by overkill rather than by therefore hard to stop — or change direc­ breakthrough, the Empire has created a use­ tion, slow down, or get out of the way of. All ful tool — and a potential weapon. Those of this gets tougher the more momentum succeeding on a Moderate technology roll the device builds up. can tell that it is essentially a tractor beam It takes up to four characters a combined projector, modified with a number of over­ Difficult Strength roll to control the device’s sized, overworked components. movement every time they try to change its The projector uses about 10 times the en­ direction or stop it. Add a level of difficulty ergy of a Star Destroyer’s main tractor, and for every haste action a character takes. In there is no indication of where all the power addition, the supposedly-deactivated pro­ is going. Whatever it was designed to do, it jector gives a sort-of “gravity-hiccup" every was designed to do a lot of it. After the so often, briefly depriving the five-meter Rebels study the device, they’ll have to area around it of gravity, or making it feel as make a Very Difficult technology roll if they though everyone is walking up or downhill. want to shut the thing down. Two charac­ What the Rebels may or may not realize ters can combine on the roll, and if they by now is that the gravity-well projector is make it they may disconnect the gravity- responsible for keeping all of Paradise well projector with little fuss. Success on System from becoming a destructive, chaot­ the roll also gives them a better idea of what ic asteroid field. Deactivating and removing the machine is: an overpowered relative of a the device leaves the entire system to its tractor beam, using dangerously unstable own orbital whims. When the action seems processes to generate powerful gravity to lag a bit, read the following aloud: waves. As you pass a shattered viewport, you How Many Rebels Does it Take to catch a fleeting glimpse of the system out­ Move a Gravity-Well Projector? side. There seems to be an awful lot of Never mind the strengths of the charac­ garbage out there, which is nothing to get ters involved, it takes all of the Rebels to excited about, but a great deal of it ap­ free the gravity-well projector from its pears to be colliding and moving in all di­ mounting. Once free, two characters, pro­ rections — including yours. And it was all ceeding slowly, can move it. so orderly just a short while ago... The device has a strange property, howev­ Return of the Hardware Pirates er. It doesn’t have any gravity of its own, it Having followed the Rebels to the hulking simply floats up until it reaches something wreck, the pirates have parked themselves nearby, waiting for the PCs to do the rest of their work for them. If the Rebels destroyed the pirate vessel back in episode two, then this is a second group of nasties, now out for revenge as well as the gravity-well pro­ jector. The pirates’ plan is twofold: simultaneous ambushes, one on the docked Imperial shut­ tle, and one on the Rebels inside the wreck. The pirate leader, Teehl, leads the ambush on the wreck, while her mate engages the docked shuttle. Give the Rebels time to get used to the idea that they are in trouble. The sounds of rocking collisions echoing through the mas­ sive wreck and bits of falling debris from partially collapsed ceilings should make them move a bit faster. Then let the pirates attack. 30 -STAR. WART

Stand and Deliver As If Things Aren’t Bad Enough- In an extremely dark area, at a point where Wait until the Rebels get themselves some three corridors intersect to form a “Y”, the decent cover (there is some bent wreckage pirate crew ambushes the Rebels. The back the way they came or through either Rebels, who approach from the right upper rank of pirates), then have one of them get a arm of the “Y”, are allowed to reach the in­ comlink call. Read: tersection before the pirates spring their “ Are you there sir? (crash, kapow) This trap. Read: is Elnine. I’m afraid (kabloom, peeow) I’m As you reach the intersection of three under attack. That awful black vessel is corridors, you hear the distinct sound of (l)oom, kablam) pounding me like a slab of several blaster pistol safety bolts being bantha-veal! Oh please, (blam, tweep) you pulled back. Then a voice echoes from out must help me!” of the darkness, “They don’t look like It should be obvious to the Rebels that Imperials to me, Cap’n. I say we burn Elnine’s programming doesn’t include star- ’em!” A sultry female voice replies, “Must ship piloting. The only way to save him is to be Ploovo’s boys. Jabba’ll want at least “talk him through” flying the shuttle to safe­ one of ’em for the Rancor.” A chorus of ty. This scene is the reverse of the cooking chuckles wells up all around you. scene from episode two. This time the If the Rebels don’t open fire right away, Rebels must do the talking, and they happen Teehl steps boldly out from the shadows to be in a firefight at the moment. and addresses them: “All we want’s the ma­ Talking the Droid through a round of star- chine. Hand it over an’ there won’t be any ship combat takes up two actions from one trouble.” It is unlikely that the Rebels coop­ of the Rebels. That PC must make a erate, but if by some chance they do, Teehl Moderate starship piloting roll each round, takes the projector and then opens fire. while at the same time actually “talking” the She has ordered the pirates to set all Droid through a step. Keep in mind that blasters on stun, so as not to damage the Elnine is programmed to cook and only to valuable machine they’re after. Six pirates cook, so that anything else he tries to do he emerge from the left upper arm of the “Y”, relates to cooking, responding with, “Is it and six from the single lower stem. They try anything like fricasseeing?” If the players to create a crossfire, although they are too think of it, describing a step in “cooking disorganized to use combined fire. terms” adds ID to the starship piloting roll. There is little cover here, as the pirates For example they can tell the Droid to chose their ambush spot well. If they are to “slide under the enemy ship like a power escape, the Rebels must break through one spatula under a Dantooine flapjack." of the pirate ranks or dash back the way Every successful roll made by the Rebel they came without getting blasted. The talking to Elnine means that the Droid sur­ pirate crew is made up of an assortment of vives that round of combat. Four successful thugs and low lifes, probably hired from the rolls in a row allows the Droid to escape his Mos Eisley Cantina on a bad day. Each has a attackers, “losing” them in the now-chaotic ratty spacesuit, a vibroblade, a blaster car­ junkyard. Failure on any one of the rolls bine, a scrambled comlink, and a good luck means that the shuttle has been damaged charm of some kind (a piece of Wookiee fur, and will subsequently be boarded by a restraining bolt, or the like). Their conver­ Pirates. sation is limited to a chorus of agreement If this is the case, the Rebels lose contact with whatever the commander says: “Aye,” with Elnine and are later ambushed by six “That’s tellin’ ’em,” “No diz, cap’n,” “Yar har pirate thugs (same stats as above) when h ar... heh,” etc. they board the shuttle. Use the Imperial shuttle deck plans included in this package Pirates (11): DEX 3D: Blaster 4D, Melee (in scale for use with Star Wars miniatures) 3D+2, Melee Parry 3D+1. All other skills and to resolve the combat. attributes 2D. Weapons: Blaster Carbine (damage 5D), Vibroblade (damage 3D). A Fast Get-Away Talking a cooking Droid through taking-off and flying a spacecraft is one thing, but

31 ______STAR___ 'WARS---

landing is quite another, especially on the threaten to dislodge the Rebels from the uneven surface of the massive wreck. But projector. the Rebels should realize that leaving Elnine It takes three rounds for the Rebels to flying around in the shuttle for too long is make it all the way up to the ship. For each just as risky. The system has become a of those rounds, roll a die. A roll of six indi­ swirling mass of destruction, and they've cates that a piece of debris may dislodge a got to get back aboard Bonderium as quickly character. Determine the character involved as possible. randomly, and have him make a Difficult Talking Elnine through a landing requires Strength roll. The result is the same as a Very Difficult starship piloting roll. If the above; failure means the character is dis­ roll is failed, Elnine cannot land the shuttle lodged, and another may try to grab the vic­ and remains hovering above (after a jarring tim before he spins away. miscue, of course). This is the most proba­ The Rebels may decide to bring the pro­ ble situation, and the Rebels will have to jector aboard the ship (a tight fit through think of something fast if this is the case. the outer hatch) or to leave it in tow with the tractor beam. Doing the latter exposes An Uplifting Experience the device to the dangers of colliding de­ One (admittedly crazy) way is to use the bris, though. shuttle’s landing tractor to lock onto the gravity-well projector, then pull it up to the Nick of Time ship while the Rebels cling to it. If none of In the interests of high drama, as soon as the Rebels think of this, Spilfer, being an ex­ the Rebels are off the derelict and safely pert on tractor beams, suggests the plan. aboard their shuttle, read the following Once the plan is suggested, the PCs who aloud: successfully examined the device earlier realize that it is actually feasible. The pocket As you watch from the comparative safe­ of normal pressure surrounding the projec­ ty' of your ship, a comet of conglomerated tor will keep the Rebels from exposure to garbage slams into the wreck. Something hard vacuum on the way up. in the trash explodes, prompting a similar There are a plethora of hazards involved display of pyrotechnics aboard the mas­ in this plan. First, a Rebel must make a sive wreck which hurtles wildly past you, Difficult starship gunnery roll to talk Elnine toward a nearby mass of rusted mining through locking the tractor beam on the de­ equipment. A chain reaction of collisions vice (Spilfer has a special tractor beam skill continues to build, each impact yielding if the Rebels let him handle it). Second, each hundreds of shards that smack into still Rebel must make a Moderate Strength roll to further chunks of debris. In moments, the be able to hang-on to the device all the way entire star system becomes a chaos of bil­ up to the shuttle. Anyone failing starts to liard-like rebounds and collisions, even spin off from the rest. An additional roll (at more dangerous and unpredictable than -ID because it is a second action in the before. The giant wreck’s fiery demise has round) allows a nearby character to grab turned the System of Paradise into a fren­ hold of the victim, however. Next there are zied storm of destruction. the wildly careening bits of debris which

32 .STAR. WART

pisode Five Paradise Unbound

Summary Not So Fast... Now safely aboard their ship, the Rebels As the shuttle reaches the outer edge of must navigate their way out of the system the system, before the Rebels have a chance by dodging in and out of multi-ton wrecks. to make the jump to lightspeed, a nearby When the Rebels break free of the garbage section of space shimmers and turns into the Ugors spot them and take off in pursuit. four Ugorian Battle-wagons. A hate-filled, Amid all this, dozens of Squib ships sudden­ Ugor voice fills the airwaves with a menac­ ly appear and begin scarfing up the free- ing message: floating junk. “Heave to, rabid gropers ob the Holy ob After escaping the angered sons of Ugor, Holies! Id is now we are blasting you to the Rebels must meet with King Ebaree- molecules, to be delayed only for the baveebeedee to resolve the gravity-well pro­ abount of seconds id takes for you to turn jector situation and get Elusive's current lo­ ober the Prime Mover frob your vile cation. clutches!” Dangerous Getaway Right Where We Want Them Once aboard the shuttle, four Moderate The Ugor pilots use a typical Ugorian starship piloting rolls put the Rebels out of “overwhelm” tactic. They pop out of hyper­ immediate danger and on a course for free space in a perfect position to come at the space. Any failure means an accidental colli­ Rebels from all sides, completely surround­ sion with a wad of garbage. Treat a collision ing them. The PCs must survive four combat as a 3D to 5D damage roll against the shut­ rounds before they can make the jump to tle’s hull and shields. Some fast repairs may lightspeed. Read this aloud: be necessary here. If a collision is imminent, Spilfer has a A surprising maneuver by the fast-clos­ chance to deflect the incoming garbage with ing Ugors puts you directly between two of the ship’s landing tractors. He must make a the clumsy cruisers, and two more quickly Difficult tractor beam operation roll. join them to box you in. Sweeping in from If the players think of it, they have the port and starboard, fore and aft, the four means to avoid any and all damage while es­ doughnut-shaped battle-wagons unleash caping the system. The gravity-well projec­ their antique flying fang missiles. Many of tor, which should be in the shuttle’s hold by the fossil missiles are clearly duds, some now, can be hooked into the ship’s power even blowing up in the launch tubes, but supply to create a repulsor field of sorts. A an even dozen corkscrew toward your Rebel making a Difficult technology roll can ship. hook the device up and adjust it to create a The Rebels’ best chance is to fly up or repelling gravity field around the ship. If this down, moving their shuttle from between is accomplished, none of the starship pilot­ the attacking ships. While the Ugors are ing rolls are necessary to escape the sys­ busy dodging their own armaments, tem. The gravity field deflects all incoming Bonderium can put on some real speed and garbage. make the jump to hyperspace. A Moderate 'starship piloting roll does the trick. If no one thinks of this maneuver, there is

33 -STAR. WART

another option. They could adjust the gravi­ Constant Star Destroyer patrols rule out any ty-well projector even further so that the re- sort of action there. The only solution pulsor field deflects the missiles away from seems to be catching Elusive after she them. This requires a Difficult technology leaves the repair station, but before she roll to set up. This also drains the ship’s reaches Coronar. This means somehow power significantly, reducing all other ac­ dragging the ship out of hyperspace, a tions by 2D for two combat rounds. tricky proposition to say the least. If the players fail to think of either of these Any Rebel who had successfully examined tactics, the shuttle is assaulted by 12 mis­ the gravity-well projector earlier realizes siles. First roll one die; the result equals the that the device is capable of generating number of missiles which are actually duds powerful enough disturbances in hyper­ and do no damage. Work out the remaining space to yank a ship free, assuming that it is missile shots as per space combat. triggered in the realspace equivalent of the ship’s path. If no one is familiar enough with Squibs Ahoy the device to know this, Spilfer suggests it, As the Rebels prepare for hyperspace, a keeping in mind what the Rebels will have to fleet of Squib needle ships take advantage of do next: get the device back from the the confusion resulting from the collapse of Squibs. Paradise System. They pop out of lightspeed and begin raking in choice bits of garbage, Haggling: Part III including any disabled Ugor ships. The The Rebels are invited to again dock with Ugorian fleet, devastated and occupied by the Squib Momship. The honor guard re­ the system’s collapse, uncharacteristically turns and escorts them into the presence of retreats from their hated enemies. the expectant King EbareebaveelDeedee. His chamber is, if anything, more highly deco­ Gleefully ravaging the Ugor holy system, rated than last time. To the murals have the Squibs sing out their various battle been added a few impromptu renditions of cries: “Dibs on the big pieces!” , “Eat hot the System of Paradise collapsing, and a trash, Ugorian slime!” and “Death to all sin­ heroically exaggerated portrait of the gle-minded fanatics of Ugor!” Coming in be­ Rebels nears completion. hind the first wave of Squib ships is the Squib Momship and its escort. The familiar The king himself is beaming. At his side voice of King Ebareebaveebeedee chirps in stands a Mon Calamari dressed in robes. over the shuttle’s com unit: “Beware of smiling Squibs,” mutters Elnine to the Rebel nearest him. What Elnine sus­ “ Hail, conquerors of heroes! Much good pects and Spilfer knows, but neither of them loot has been gifted to us due to thoughtful mentions, is that the Squibs have no real vandalism by you of Ugorian church use for the gravity-well projector. They marines. Bring now the quest-object to us wanted the Rebels to steal it merely because and we will keep short end of deal.” of the trouble it would cause the Ugors. Maneuvering close to the momship may Therefore, when the Rebels express an in­ be accomplished with a Moderate starship terest in it, the Squibs will gladly see to it piloting roll. Failure causes further damage that the deserving heroes get what they to the paint on Bonderium as she impacts want — a gift, as it were, from the grateful yet another hunk of free-floating garbage. Squib nation. Of course, being Squibs, their Once the Rebels have delivered the gravity- offer takes the following form: well projector, the Squibs are all too happy “Knowing you interest in trifle-thing, we to give them the information they need. In have only ask minor items in exchange. typical Squib fashion, the king explains that Perhaps if you give us your little ship and Elusive is docked at the Empire’s Tolan all that you possess, as souvenir of fond­ Naval Installation for repairs. Its next desti­ ness in which we hold you, and to set up nation: the Imperial Intelligence Operations museum display we gladly give way.” Center on Coronar. As soon as the Rebels express their dislike Planning the Attack for this deal, the Squibs make a counter-of­ The Rebels should immediately recognize fer. Since they are Squibs, they don’t simply that attacking Elusive while it’s still at the reduce their former asking price: they add a Naval Installation would be suicide. further level of complexity to the deal.

34 JTAR WART

“Ah, then perhaps you give half-interest must keep Elnine. If they don’t want the your ship to Mon Calamari trader in ex­ Droid, they have to give up their own ship, change for tugboat, we sell tugboat and also. lend you enough credit buy back your Parting Compliments ship, good interest rate, keep gravity- Before they leave, a final deal-closing gift doohickey for good, free paint job no extra is given by the king to the Rebels. It is a charge?” sealed datapack which they are not to open Presumably the Rebels will decline this of­ until they’ve destroyed Elusive and reported fer also, and with luck will be baffled by the to their superiors in the Alliance. sudden inclusion of the Mon Calamari in When the gift is opened, an enormous this deal. This, to the Squibs, is good — as hologram of the king appears, looming over far as they’re concerned, a confused cus­ the Rebels. He announces, in booming tomer is a good customer. When the Rebels tones, a pact of mutual support between the make their counter offer, you may feel free Squib Polyanarchy and the Rebellion. It is to incorporate it into the Squibs’ next bid, attested to by Spilfer, and ready for Mon but add it in an irrelevant or twisted way. Mothma’s agreement to name the Rebel Here's an example: “Maybe you loan your heroes as Ambassadors to the Squibs, with ship, 99 year lease, we give projector, free all rights and discount privileges pertaining paint job, parking-orbit voucher, plus head thereto. At the conclusion of the message, of Imperial , good condition, only use the king adds a signal compliment: “Good once?” Have fun with this for as long as you heroes they. Drive hard bargain.” or the players can stand it, but try not to This episode closes with Bonderium blast­ overdo it. ing off to intercept Elusive before it can The deal should eventually boil down to reach the Empire’s Coronar base. Go on to this: In exchange for the salvage rights to episode six. the soon-to-be-destroyed Elusive, the Rebels may have the gravity-well projector, but -STAR. WART

pisode Six Desperate Showdown

Summary disrupt hyperspace travel entails a certain Armed with the gravity-well projector, the element of risk. In fact, if the Rebels fail the Rebels make a last-ditch attempt to destroy above-mentioned technology' roll, they acci­ Elusive before it can reach the Imperial dentally overload the projector. This means Intelligence Center on Coronar. By creating a that the projector “shifts gears,” increasing gravity anomaly in Elusive's hyperspace its gravity output to the point where it can lane, the Rebels can knock the transport no longer be controlled. This creates an arti­ back into realspace. ficial black hole and poses a very dangerous But when Elusive comes out of hyper­ hazard to all matter in the vicinity (see “The space, the Rebels find that the transport has Black Hole" below). Any Rebel who had ear­ been equipped with something extra — an lier examined the projector realizes this as external rack that carries a flight of TIE he or she begins the new adjustments, but fighters! before the difficulty check is rolled. Preparing the Projector Portable Planet The Rebels can calculate an optimum in­ If the Rebels finally do get the thing terception point using the information pro­ hooked up correctly and running, read: vided by the Squibs and by making a A soundless hum shakes your bones, and Moderate astrogation roll. This done, the your ship is suddenly no longer hanging in Rebels manage to reach a point in realspace space. Instead, it now orbits a planet-sized equivalent to Elusive's hyperspace trajecto­ gravity well. The instruments indicate ry prior to the arrival of the Imperial ship. there’s a world there, though the only The Rebels have mere minutes to patch the thing you can see is that the distant stars gravity-well projector into their ship’s pow­ behind the effect seem to pull together er supply and aim and focus it before the slightly as their light is bent by the waves Imperial transport passes. of gravity. The device is working perfectly, Now is the chance for the engineers and is now drawing only a trickle of power among the PCs to shine. A Difficult technol­ from your ship. ogy roll is necessary to adjust the much- abused apparatus to create a gravity distur­ Elusive at Last bance large enough to activate Elusive’s hy­ Let the Rebels make whatever other last- perdrive inhibitor and pull the ship from hy­ minute preparations they like. Keep in mind perspace. If the roll is failed, all ship’s power that they haven’t any way to detect the ap­ abruptly winks out and everything goes proach of Elusive, and that they can’t deter­ dark until someone makes a starship repair mine exactly where the ship will appear if roll (Difficult, under the circumstances. they are successful in pulling it from hyper­ Moderate if a light source can be impro­ space. vised). Then, as the moment they’ve been waiting With power restored, everything seems for arrives, read the following aloud: fine until they try to use the projector. It im­ mediately begins to overload. A minute passes, then another. According to your calculations. E lu sive What Do You Mean, “Oops?” should be here now. More time goes by. At Using the device as a “portable planet” to last it becomes apparent that something

36 -STAR. WARX

has gone wrong. A ship o f the Elusive's The flights rotate, if necessary, to keep the mass can only take a certain amount of strongest TIEs with Elusive. The transport is time to cross a certain amount of distance, currently undergoing emergency repairs on whether in realspace or hyperspace. That its hyperdrive engines and nav computer, time has passed. Suddenly a section of which were thrown into hysterics by the ef­ space to the right of your viewport shim­ fects of the gravity-well projector. Elusive mers as Elusive emerges from hyperspace. joins the fight after five combat rounds. The reason for its tardiness is apparent, Star Warriors Combat for mass has been added to the equation To use the Star Warriors boardgame to run — a newly-installed rack of TIE fighters! this battle, you’ll first need to cut out each RPG Starship Combat of the counters from the strip provided in Give the Rebels one round to do whatever this adventure. You’ll also need the map, they like, after which six TIE fighters peel off markers, and ship’s log record sheets pro­ from medium range and swing in to attack vided with Star Warriors. (the pilots were scrambled as soon as it be­ Required Rules: Only the standard game came apparent that they were making an un­ rules are needed to run this scenario. scheduled departure from hyperspace). The six TIE fighters all launch from the Set-Up: Place the counter representing shut­ dual racks set on each side of the transport, tle Bonderium in hex 2517, facing hex 2518. forming into three flights of two fighters Place the counter representing Elusive in each. One flight hangs back near Elusive, hex 3329, facing hex 3328. The six TIE fight­ ready to buy the ship time to restart its hy­ ers should not be placed on the board until perdrive. The other two flights attack the they move, but each begins its movement in Rebels, one swinging in to strafe at close Elusive’s hex, facing the same direction as range, while the other provides covering fire the Imperial transport. aimed at the shuttle’s weapons. Game End: The game is over when Both fighters in a flight combine attacks.

37 -STAR. WART

BONDERIUM STAR WARRIORS STATISTICS ELUSIVE STAR WARRIORS STATISTICS

Ship Type: Lambda-class Shuttle Ship Type: Imperial Armored Transport Pilot’s Guns: DMP (2) Pilot’s Guns: SMF (2) Gunner’s Wpns: 6PT Gunner’s Wpns: DMS (4) Body: 12/10 Body: 20/15 Speed Max: 5 Speed Max: 3 Turn No’s: Turn No’s: 1 1/1 1 i/i 2 2/2 2 2/2 3 4/3 3 4/3 4 5/4 4 09/(5) 5 ®/(5) 5 (6)/(6) 6 (7)/(G) Stabilizer No.: 3 Stabilizer No.: 5 1/2-Loop: 8 1/2-Loop: 7 Slip: 5 Slip: 5 Roll: 7 Roll: G Jink: 6 Jink: 6 Bank: 5 Bank: 4 Overturn: 15 Overturn: 12 Overspeed: 7 Overspeed: 5 Accelerate: 5 Accelerate: 3 Over Accel.: 10 Over Accel.: 8 Decelerate: 4 Decelerate: 2 Over Decel.: 12 Over Decel.: 9 Damage Ctrl.: 7 Damage Ctrl.: 6 Pinpoint Fire: 5 Pinpoint Fire: 4 Snap Fire: 5 Snap Fire: 3 Targeting: 6 Targeting: 5 Angle Shields: — Angle Shields: 3 No. of Shields: 0 No. of Shields: 8 No. of Aux. Pow.: 2 No. of Aux. Pow.: 2 R2 Unit? No R2 Unit? No

Bonderium is destroyed, or when Elusive is • If both Elusive and Bonderium exit the destroyed and Bonderium exits the game game map and avoid destruction by the map. “Black Hole” effect, begin the scenario again with the same set-up rules. Special Rules: • Elusive cannot move or fire until the fifth The Black Hole game turn. The odds of the Rebels winning this fight • At any point during the game, the Rebels are small. If they recognize this right away, may choose to set the gravity-well projector they may also realize that they have a very to overload (see “The Black Hole” below). destructive ace up their sleeve. A power Drop the “Black Hole Marker” in the space overload of the gravity-well projector can be with Bonderium. On the next turn, any ships purposely triggered. It requires an Easy within two spaces of the marker are de­ technology roll, and it produces the artificial stroyed. Three game turns after they do “Black Hole” effect described above. this, the “Black Hole” effect comes into play, Once triggered, the effect cannot be and any ships remaining on the game map stopped. The overload turns the gravity well are considered destroyed. into a runaway gravity vacuum, sucking ev­ • The Imperials cannot react to the gravity- erything in the vicinity into its deadly maw. well projector’s overload until the second The Rebels have three rounds to escape the round of its three-round sequence. area before being sucked into the mon­

38 -STAR. WART strous hole themselves. After the three from their ship, or it will blow them all up. rounds the Rebels are clear of the danger, As they dump the projector and escape the but during those rounds all actions other Black Hole’s pull, read this aloud: than the base starship piloting roll are re­ The ship’s lights return to full brightness duced by 2D. as you cut the gravity-well projector loose The Imperials aboard the TIE fighters and from your craft, and the puddle of stars Elusive have little idea of what is actually that indicates its field of operation begins happening and virtually no time to react, so to stir and darken. The projector itself is they continue with what they are doing. sputtering and sparking, and for a moment With two racks of TIE fighters to protect his or two it’s a toss up whether it will last ship, the Imperial commander isn’t worried long enough to do its job. about one lone rogue shuttle. Soon the corn-channels are filled with The Great Escape distress calls from the Imperial pilots, and Besides the gravity overload occurring in a few TIE fighters make a break for safely. the space around them, the Rebels have a The pool of starshine vanishes in a sudden problem within their ship as well. The pro­ flash, and one-by-one the TIE fighters seem jector itself heats up, smoke spilling from to elongate as they’re pulled into the between baffle plates. It doesn’t even take a swirling void. Very Easy Perception roll for the Rebels to Elusive, engines blasting at full thrust, realize that they must cut the machine loose seems for a moment to be holding its own,

39 -STAR. WART

but at last it too stretches impossibly long, few well-deserved kudos from Alliance High and is swallowed up by a current of energy. Command. You should feel justified in re­ turning any appropriately spent Force The Fine Print points, and in awarding anywhere from Of course, this last result means that the three to six skill points each to the player Rebellion loses the use of the potentially characters. You may award more of either if very useful gravity-well projector. In fact, you think it justified, especially for excellent since there is now nothing left of Elusive to roleplaying or extremely dramatic action. salvage, and the Rebels can’t exactly return If the Rebels somehow managed to de­ the gravity-well projector, they may be in stroy Elusive without overloading the pro­ trouble with the Squibs. (In this case the jector, they unfortunately find that merely Squibs gladly lay claim to the black hole in­ creating the gravity-well was enough to ren­ stead, and this should make the Rebels ex­ der the battered machine almost completely tremely worried.) useless. This kind of success should be re­ The Rebels did accomplish their primary warded with an extra skill point for each task however, that of destroying the data character however. carried by Elusive, which will earn them a

40 Scavenger Hunt by Brad Freeman A funny thing happened on the way to an am bush.. .and now the largest pile of garbage in the galaxy stands between a Rebel strike team and the fate of secret Alliance sympathizers. The Imperials have destroyed the Rebel base on Dankayo. reducing the facility to slag. Now that slag has been loaded into a transport for shipment to an Imperial research base. Buried within the wreckage are intact data banks containing the locations of every Rebel contact in this portion of the galaxy. If that information is discovered, thousands upon thousands of people will die! A Rebel strike team has been assembled to intercept the Imperial transport. Problem number one: figure out the transport’s destination so an ambush can be set up along the appropriate space lane. Problem number two: convince the scavenger Squibs to help with problem number one. The Squibs know where the ship is headed, but will only reveal the information in exchange for a favor. A b ig favor...

40-page booklet features: • An exciting script with pans for every player that immediately thrusts their characters into the thick of the action. • A full-color, poster-sized map o f the Imperial Lambda<\ass shuttle. • Detailed background information and statistics on two new alien races. • A pullout section including gamemaster maps, non-player character templates, and all-new ship statistics. Also includes: • Star Warriors starfighter combat scenarios, set-up rules, and full-color counters. • Extensive gamemaster guidelines to help you create the fun and exciting mood of a Star Wars movie.

A complete adventure for Star Wars: The Roleplaying Game. For gamemaster and one or more players. Z

West End Games RD 3 Box 2345 ISBN 0-67431-15*1-0 WART Honesdale, PA 18431 Adventure 40020 FROM For ages 12 and up. W\W w e s t ® . TM & c 1989 Lucasfilm Ltd (IFL). All Rights Reserved. TVademarks of \ ^ g a m e s LFL used by West End Games under 0 1887440 24 authorization,

Scavenger Hunt For use with Star Wars: The Roleplnylng Game Imperial Lambda-Class Shuttle Emergency Catwalk Cargo Holds Cockpit

Equipm ent Stora g e

1 Cockpit Ramp

*>

The Roleplaying Game RULES UPGRADE

The following upgrades should be made to your Star Wars: The new sequence divides combat into combat rounds. Each round Roleplaying Game rulebook. They replace the previously publish­ represents five seconds. Each round is divided into the following ed rules. Any rules not covered in this upgrade remain the same five segments. You keep on playing one combat round after another as they appear in the rulebook. These upgrades were instituted to until one side is dead or has fled or surrendered. increase enjoyment of the game, clarify certain rules questions, and Each combat round follows this sequence (which replaces the to further enhance the movie-like spirit of the original rules set. sequence on page 46 of the rulebook): Difficulty Numbers 1. Declare Actions. Characters declare all actions for this combat round. The full dodge option must be declared now. The character The difficulty numbers listed for each type of task are guidelines, (PC or NPC) with the lowest Dexterity code declares actions first, numbers which can vary from task to task, even when the tasks followed by the other characters in ascending order of Dexterity. are similar. They were not intended to be absolutes. Swinging across a shaft ill thp Dg.nh -SL.ir.nnp hand nn A_rnnp. the other around 2. Declare Reaction Skills. Characters declare combat dodges. a princess, is a difficult task. So is swinging across a mine shaft while The character (PC or NPC) with the lowest Dexterity code declares being pursued by storm!roopers. But the Death Star is the Death first, followed by the other characters in ascending order of Dexterity. Star; swinging across a mine shaft is a bit easier, although it's still 3. Roll Reaction Skills. Characters who declared the use of reac­ tougher than a moderate task. To reflect this in the game, the dif­ tion skills (full or combat dodges) roll skill dice. The gamemaster ficulty numbers are now presented as a scale. determines the to-hit difficulty numbers for this combat round. Task Description Difficulty Number Scale 4. Roll Actions. Characters who declared actions roll skill dice. Very Easy 3-5 Actions are resolved in descending order of the number of haste Easy 6-10 actions taken; a character who takes three haste actions would act Moderate 11-15 before a character who took one or two haste actions. Actions with Difficult 16-20 the same degree of haste are resolved simultaneously, with all non­ Very Difficult 21-30 movement actions occurring first, then all movement. There are similar scales for combat, knowledge, general 5. Calculate Damage. Roll damage and strength dice for all targets knowledge, and medpac use. See the revised "Difficulty Number which were hit, and determine the effects according to the "Damage Chart" at the end of this pullout. Summary" chart. Any targets hit early in the "roll actions" segment Certain types of tasks can and should be scaled according to cir­ because of haste actions must calculate damage at that time, before cumstances. Medpac difficulty numbers, for example, are based on lesser hastes or simultaneous actions occur. These damage results the extent and severity of damage. Was a PC wounded by a single affect the outcomes of the remaining actions in the segment. blaster bolt? Use 6 as the difficulty number. Was a PC wounded by a thermal detonator? Slide the difficulty number up toward the top Actions end of the wounded scale, which has a maximum of 10. Actions, which must be declared during the first segment of a Until your PCs have advanced to a great degree, use the task- combat round, are movement, skill and attribute use, haste, and related difficulty numbers at the low end of the scale. These numbers preparation. will provide exciting challenges without frustrating players with im­ Movement during a combat round is either a walk or a run. A possible tasks. Reserve the top end for exceptional circumstances. character can walk up to five meters without any penalty. A run­ Combat (Revised) ning character can move up to 10 meters, but this counts as an action. Remember, every action after the first one costs ID. Reduce Sequencing any skill or attribute roll made while running by ID. As a bonus, To provide a faster, simpler combat environment that makes running characters add ID to their full or combat dodges (see below). visualization easier, we have redefined the combat sequence. The In these revised rules, there are no movement points.

1 -STAR. WARS'

Haste allows a character to perform his actions first during the “roll are strictly individual actions may not be combined. For instance, actions" segment. Every haste a character declares counts as one TIE pilots may not use a combined action to increase their ships’ action. The character declaring the greatest number of haste actions speeds. The speed of each TIE fighter is independent of the speed performs the first actions. of another. They may use a combined action, however, to fire upon Note: Actions by subsequent characters must take into account any a Rebel vessel. damage results that occur due to the haste actions. Stance Preparing an action lets a character increase one skill code by ID A character can either be standing or prone. For game purposes, on the next combat round. During the round that a character standing includes crouching, kneeling, or any position in which a prepares, he can do nothing else. In the next round, he makes his character is not lying down to avoid fire. Prone is deliberately ly­ improved skill roll. ing down to avoid fire. A character can fall prone at any time without Dodging and Other Reaction Skills penalty. A character who is prone can get up and use skills in the There are now two options available when using a reaction skill same combat round, but this counts as an action. Prone characters — a full reaction and a combat reaction. are harder to hit; add +2 when determining to-hit difficulty numbers. Full dodge is similar to the dodge rule described in the basic rules. Damage Effects You add the number a character rolls using his dodge skill to the Stun results now reduce all skill and attribute codes of the target difficulty number of the attacker. The character making the full by ID for the rest of this combat round and the next combat round dodge must move at full speed (take a running action) although he only. However, strength codes are used at full value when resisting does not have to move the full distance allowed. He cannot per­ damage. Stun effects are cumulative. A character stunned three form any other action that round. In a starship combat situation, times in the same combat round would reduce his codes by 3D a full evasion would require the pilot to do nothing except try to through the next combat round. attempt a fancy maneuver in hopes of decreasing his ship’s chances Grenades and Thermal Detonators of being hit. Other crew members, however, can use other skills To determine distance scattered (in meters), roll ID at short range, this round — including starship gunnery. See “Evasion” for details, 2D at medium range, and 3D at long range. details. Combat dodge allows a character to substitute his skill roll for the Optional Combat Rules — Surprise attacker’s difficulty number. The defender rolls his dodge dice, and Surprise gives a character two free haste actions for the combat then chooses the difficulty number of the attack, either his dodge round. These actions do not lower any of his die codes. roll or the original difficulty number. The combat dodge lowers a Example of Play (Combat) character’s skill codes by ID for that combat round. Four Rebels encounter seven Imperials in the corridor of a space One reaction skill roll affects all combat directed at a target for station. They are at medium range to each other, and all characters the entire combat round. are armed with blaster pistols. ___ Combined Actions The Rebel group consists of a pilot (DEX 3D. blaster 5D, dodge •ID. STR 3D), an engineer (DEX 2D + 1, blaster 3D + 1, dodge 3D + 1, Two or more characters can now combine their actions for a single STR 2D+2). a smuggler (DF.X 3D + 1, blaster 5D + 1, dodge 4D + 1, round in order to more effectively accomplish a single task. To per­ STR 3D), and a Wookiee (DEX 2D+2, blaster 4D+2. dodge 3D+2. form a combined action, all characters involved must declare they STR 5D). are combining. One of the involved characters must be chosen to The Imperials include a bounty hunter (DEX -1D. blaster 6D. dodge actually perform the action, using his skill code for the roll; others 5D, STR 3D+2), and six stormtroopers (DEX ID, blaster 3D. dodge involved are simply adding support. For every additional character 3D, STR 3D). (other than the chosen one) involved in the action, add one pip Both groups decide to attack, so combat must be resolved accor­ for every full die of skill or attribute or Fire Control the supporting ding to the combat sequence. We’ve described the first round of characters have. Then roll once for each combined action declared. Example: Two stormtroopers and an Imperial officer declare a combat so that you can see how all the elements work together. Characters declare actions in DEX order, from combined shot at one PC. One trooper is chosen to roll his blaster 1. Declare Actions. skill code of 3D. The other trooper (3D) and the officer (2D + 1) add lowest to highest. Stormtroopers *1 and *2 combine with the bounty hunter to take one pip for each full die of skill they have, for a total of +5. So one shot at the Wookiee. the chosen trooper rolls 3D+5 to make the difficulty number deter­ Stormtroopers '3 and *4 combine to take one shot at the engineer. mined by the gamemaster. Stormtrooper *5 takes one shot at the pilot. Every combined action counts as one action. Reduce every in­ volved character's skill or attribute codes accordingly, depending Stormtrooper "6 takes one shot at the smuggler. The engineer declares a full dodge. on the number of actions declared in a round. The Wookiee decides to take a haste action to move to cover, Example: The two stormtroopers and the Imperial officer declare then take one shot at the bounty hunter. two combined shots at one PC. Their skill codes are each reduced The pilot falls prone (increasing the difficulty number to hit him, by ID for taking two actions. The troopers now have blaster codes +2). then fires twice (once at trooper *2 and once at trooper *5). of 2D. and the officer has a code of 1D+1. So the chosen trooper The smuggler takes a haste action to shoot once at the bounty rolls 2D+3 twice to make the difficulty number. hunter. Combined shot damage is calculated normally. For each hit, roll The bounty hunter combines his fire with stormtroopers *1 and the damage dice of the chosen weapon. Do not combine the damage *2 to take one shot at the Wookiee. dice of every weapon involved. In effect, every combined shot is actually a volley of shots directed at a specific target in order to 2. Declare Reaction Skills. The bounty hunter is the only secure a hit. character to declare a combat dodge. Note: When using this rule, the gamemaster must take into 3. Roll Reaction Skills. At medium range, the difficulty number account the sorts of actions which can be combined. Actions which to hit is 11. Reaction skills could increase that number. All characters

2 -STAR. WARX who declared reaction skills roll their dice. 4. Roll Actions. Characters who declared actions roll skill dice. Ac­ The engineer rolls his full dodge. He rolls a 13 and adds that tions are resolved in descending order of the number of haste ac­ number to the difficulty number, increasing it to 24. tions taken; a character who takes three haste actions would act The bounty hunter rolls his combat dodge. He rolls a 17 and before a character who took one or two haste actions. Actions with decides to substitute that for the difficulty number. the same degree of haste are resolved simultaneously, with all non- 4. Roll Actions. Haste actions are rolled first, then other actions. movement actions occurring first, then all movement. Smuggler declared two actions, a haste and a shot at the bounty 5. Calculate Damage. Roll damage and hull dice for all targets hunter. Reducing his skill by ID. he has 4D+1 to make a difficulty which were hit, and determine the effects according to the "Damage 17. He rolls 16+1 for a 17, a hit! Damage for this haste action is Summary" chart. Any targets hit early in the "roll actions" segment calculated now. Smuggler rolls a 12 for damage, bounty hunter rolls because of haste actions must calculate damage at that time, before a 15. The bounty hunter is stunned; his codes are reduced by ID lesser hastes or simultaneous actions occur. These damage results for the rest of this round and all of the next. effect the outcomes of the remaining actions in the segment. Wookiee uses his haste to move to medium cover (+2), increas­ ing the difficulty number to hit him to 13. Evasion All other actions, which have the same degree of haste, occur Full evasion is the evasion described in the rulebook. If a pilot simultaneously. They can be resolved in any order. chooses a full evasion, he may perform no other action that round. Stormtroopers *3 and *4 take a combined shot at the engineer. This is different from the full dodge; in full evasion, the evading The chosen trooper rolls his 3D. adding 3 pips from the other trooper. ship cannot increase its range. Piloting rolls are only made to deter­ That makes it 3D+3 to get a 24. He rolls a 10, a miss! mine if the attacking ship moves closer; if the evader rolls higher, Stormtrooper *5 shoots at the pilot. He has 3D to roll a 13. He the range remains the same; if the attacker rolls higher, the range rolls an 11, a miss! decreases by one step. Stormtrooper *6 shoots at the smuggler. He has 3D to roll an 11. When a pilot declares a full evasion, he is desperately trying to He rolls a 12, a hit! avoid enemy fire. His efforts make it considerably more difficult The bounty hunter rolls his dice, 6D reduced by 2D due to actions to hit his ship, Such a wildly gyrating, unpredictable flight path also and stun. The two stormtroopers add 6 pips so the bounty hunter makes it more difficult for any gunners on the evading ship to hit has 4D+6 to roll a 13, the difficulty number to hit the Wookiee. their targets; add the evasion roll to the difficulty number to hit He rolls a 12 + 6 for an 18, a hit! enemy ships. The Wookiee shoots at the bounty hunter with 4D+2, reduced Combat evasion functions exactly as a combat dodge. The pilot may by ID because he took two actions. He needs a 17. He rolls an 11, choose to substitute his skill and maneuver roll for the attacker’s a miss! difficulty number. A combat evasion has no effect on the fire of The pilot shoots twice with 5D. reduced by ID because he took gunners aboard the evading ship, or on piloting rolls (except for two actions. He needs an 11. He rolls a 12 and a 14, two hits! the action cost). 5. Calculate Damage. Each target hit rnlls-STR dice against damage dice to determine the extent of damage. Shielding The smuggler rolls 9, but the damage roll is 12. He’s wounded! Shielding is a reaction skill, declared during the "declare reac­ The Wookiee is hit for 15 damage, but he rolls a 24. He's only tion skills” segment of the starship combat sequence. Shield attempts stunned. are made during the "roll reaction skills" segment. The shield Stormtrooper *2 and stormtrooper *5 roll 10 and 11, but the attempt roll is added to the difficulty number of the attacker. This damage rolls are 14 and 17 respectively. They’re both wounded! sum is called the shield number. If the attacker rolls above the dif­ At the end of the first round of combat, the smuggler is wounded ficulty number to hit, but less than the shield number, he hits the (codes reduced by ID), the Wookiee is stunned (reduced by ID ship but the shield dice are added to the hull dice when calculating through the end of round two), stormtroopers *2 and *5 are wound­ damage. ed, and the bounty hunter is stunned through the next round. Example: The pilot of Silver Bolt rolls an 18 for a combat eva­ Will the Rebels win the day? Or will the Imperials combine their sion against TIE fighters at short range, choosing that number in­ powers to overwhelm our heroes? Only subsequent combat rounds stead of the difficulty number of 6. The co-pilot, operating the will tell. shields, rolls a 16. The shield number is 34. If the TIE fighter pilots roll 17 or less, they miss Silver Boll. If they roll 18 through 33 they Starship Combat Sequence hit the ship, but the shields help protect the hull. If the TIE pilots Each starship combat round follows this sequence (which replaces roll 34 or better, they hit the ship while avoiding the shields; only the sequence on page 61 of the rulebook): hull dice are rolled to resist damage. 1. Declare Actions. Characters declare all actions for this combat Starship Damage round. The full evasion option must be declared now, as well as The description of ship ionization (page 63 of rulebook) is modified attempts to increase and decrease range during the "roll actions" as follows. segment. The character (PC or NPC) with the lowest Dexterity code If shields were not used successfully, or the ship has no shields, declares actions first, followed by the other characters in ascending or all shields are blown, when a ship is lightly damaged its controls order of Dexterity. are ionized. All ship codes (except hull) are reduced by ID for the 2. Declare Reaction Skills. All pilots declare combat evasions. rest of this round and the next combat round only. The ship and The character (PC or NPC) with the lowest Dexterity code declares crew may take actions with the decreased die codes; they do not first, followed by the other characters in ascending order of Dexterity. have to forfeit a round. The ship recovers from ionization at the 3. Roll Reaction Skills. AH pilots who declared the use of reac­ end of the next combat round. tion skills (full or combat evasions) roll skill dice. Shield operators Other Vehicles roll for shielding attempts. The gamemaster determines the to-hit The starship combat sequence is used whenever the combatants difficulty numbers for this combat round. are in vehicles. A speeder bike chase uses the same sequence as a dog-fc^r between starhghters 3 STAR WARS CHARTS AND TABLES UPGRADE D iffic u lty Difficulty No. This section STARSHIP replaces the standard journey 11-15 bottom portion no nav computer 21 -3 0 COMBAT SEQUENCE of the “Astro­ hasty entry + 10 gation Chart" light damage + 2 1. Declare Actions. Characters declare on page MO of heavy damage + 5 all actions for this combat round. the roleplaying each extra day taken - 1 Full evasion option, and attempts to game rulebook. increase or decrease range, must be each day saved + 1 declared now. Lowest DEX declares lirst. then others in ascending order. 2. Declare Reaction Skills. All pilots Melee Weapons D a m a g e Difficulty Scale declare combat evasions. Lowest DEX declares lirst. then others in This section hands s t r 3-5 ascending order. replaces the club s t r + l D 3-5 3. Roll Reaction Skills. All pilots who bottom portion gaderffii s t r + l D 3-5 declared use of reaction skills (full or of the "Weapons spear .str + l D + 1 6 1 0 Chart" on page combat evasions) roll skill dice. vib roaxe s t r + 2 D 11-15 Shield attempts roll now, as well. GM 139 of the role- vibroblade s t r + l D + 2 11-15 determines to-hit difficulty numbers playing game lighlsaber 5 D * * 16-20 for this combat round. rulebook. 4. Roll Actions. All characters who de­ • Damage at point-blank range (see SW:RPG page -17). ** Characters with the control skill add skill clared actions roll skill dice. Actions code damage. Anything less than 3 meters away is point-blank range (or ranged wca|»»»______are resolved in descending order of the number of haste actions taken. Actions with the same degree of haste are resolved simultaneously, OPTIONAL FIRE MODIFIERS CHART with all non-movement actions occuring first, then all movement. C o m b a t D iffic u lty 5. Calculate Damage. Roll damage, hull, and shield dice of hit targets. S itu a tio n N u m b e r Target Prone +2 DIFFICULTY NUMBER CHART Terrain Task Difficulty Scale Light Cover + 1 Very Easy 3-5 Medium Cover +2 Easy 6-10 Heavy Cover + 5 Moderate 11-15 Difficult 16-20 Aperture adjacent to firer + 1 Very Difficult 21-30 Door (otherwise) +2 +3 Combat Difficulty Scale Window (otherwise) Slit (otherwise) +4 Point-Blank Range 3-5 Short Range 6-10 Medium Range 11-15 Target Size (personal combat only) Long Range 16-20 less than 1 cm tall + 15 Knowledge Difficulty Scale 1 - 10 cm + 10 3-5 Everyone Knows 11 - 50 cm +5 6-10 Common Knowledge +2 No Secret, But Not Widely Known 11-15 51 cm - 99 cm Specialized Knowledge 16-20 1 - 3 m — Expert Knowledge 21-30 3 - 9 m -3 General Knowledge Difficulty Scale 10 - 99 m -5 -10 Pretty Ignorant 3-5 100 m or larger Knows a Little 6-10 Broad General Knowledge 11-15 Specific, Detailed Knowledge 16-20 COMBAT SEQUENCE Truly Comprehensive Knowledge 21-30 1. Declare Actions. Characters declare all actions for this com­ bat round (movement, skill or attribute use. haste, or full Medpac Use Difficulty Scale dodge). PC or NPC with lowest DEX declares first, then others Wounded 6-10 in ascending order. Incapacitated 11-15 2. Declare Reaction Skills. Characters declare combat dodges. PC or NPC with lowest DEX declares first, then others in Mortally Wounded 16-20 ascending order. 3. Roll Reaction Skills. All characters who declared the use of reaction skills (full or combat options) roll skill dice. Game- This section master determines to-hit difficulty numbers for this round. HEALING TABLE replaces the top •1. Roll Actions. All characters who declared actions roll skill Medpac Difficulty Number Scale portion of the dice. Actions are resolved in descending order of the number "Healing Table" of haste actions taken. Actions with the same degree of haste Wounded 6-10 on page MO of are resolved simultaneously, with all non-movement actions Incapacitated 11-15 the roleplaying occuring first, then all movement. Mortally Wounded 16-20 game rulebook. 5. Calculate Damage. Roll damage, strength dice of hit targets.

Pari '-10100-60 ® & 1988 Lucasfiltn. Ltd. (LFL). All Rights Reserved. Trademarks of LFL used by West End Games. Inc., under authorization.