Black Ice by Paul Murphy and Bill Slavicsek

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Black Ice by Paul Murphy and Bill Slavicsek tMM. I V V An Ad’ >tar Wars: The Roleplaying Game in m E jE R f T}\ • ..., - R fS 5 | H | | . , .,...-. ; VASg&xMj — I i i k i > z1h ttH W j^M F tf®&8&6BS&b ><Si S% Black Ice by Paul Murphy and Bill Slavicsek r Development and Editing: Bill Slavicsek Graphics: Jacqueline M. Evans • Cover Art: David Deitrick Interior Art: Bob Dvorak • Maps: Rosaria J. Baldari Publisher: Daniel Scott Palter • Associate Publisher: Richard Hawran • Assistant Publisher: Denise D. Palter Editorial Director: Bill Slavicsek • Associate Editors: Greg Gorden, Douglas Kaufman, Paul Murphy Editors: Jonatha Ariadne Caspian, Michael Stem, C. J. Tramontana • Art Director: Stephen Crane Graphic Artists: Rosaria J. Baldari, Bernadette G. Cahill, Jacqueline M. Evans, Cathleen Hunter, Sharon Wyckoff Production Manager: Steve Porpora • Sales Director: Martin Wixted • Sales Manager: Fitzroy Bonterre Sales Assistants: Tony DeCosmo, Maria Kammeier • Special Projects Manager: Ronald Seiden • Treasurer: Janet Riccio W X9WEST \*J! g a m e s ® RD3 Box 2345 Honesdale, PA 18431 ®, ™ & © 1990 Lucasfilm, Ltd. (LFL). All Rights Reserved. Trademarks of LFL used by West End Games under authorization. -STAR. WARS ntroduction This adventure is for use with Star Wars: The They are sent to a nearby Imperial tech out­ Roleplaying Game. It is designed for up to six post to procure information concerning Imperial player characters and a gamemaster. If you want replenishment fleet activity. If they can discover to run a player character, stop reading now. The a hole in Imperial security, a time when the information in this book is for the gamemaster lightly-armed cargo transports are unprotected, only; he should read it entirely before play. then a raid will have a higher chance of success. Eventually, the Rebels board the container In this Adventure... train Black Ice, wherein they are forced to deal ... Rebels agents take on a mission that builds with some unexpected developments. Then, when from a simple job — to infiltrate an Imperial tech they think they have safely moved the vessel to outpost and steal data on an Imperial replenish­ Sector HQ, the last surprise is revealed: the Em­ ment fleet — and grows increasingly more im­ pire has followed them back to their lair! possible. The Alliance desperately needs fuel to Can the Rebels defeat Imperial soldiers, zero G power its own fleet, and the information that the stormtroopers, and a fully-armed torpedo sphere Rebels acquire points them to a great source — before the base is demolished? Let’s find o u t... the container train Black Ice. Now all the Rebels have to do is survive a head- The Main N PCs on assault with the vessel, break in, and take over QT-7: This computer access Droid helps the Reb­ the ship. But complications arise, as they always els break into the computer files at the tech do, and the Rebels must repel an Imperial attack outpost in episode one, assists them in cracking on Alliance Sector HQ before the Empire cap­ the coded data in episode two, and should be tures or destroys the important Rebel base. around to communicate with Black Ice in epi­ sodes three and six. With its carrying handle, QT- Adventure Materials 7 looks like a high-tech suitcase. Its face is cov­ In addition to the adventure, the pullout sec­ ered with blinking lights, screens of various sizes, tion (including script, character templates, data and input and outputjacks.it is cheerful, friendly, handouts, maps of the tech outpost and Black and enjoys a good game of sabacc. Ice) and the Star Warriors counter strip, you also need Star Wars: The Roleplaying Game, The Star Major Lawra Mers: Mers has quickly risen to the Wars Rules Companion, pencils, paper, and lots post of field mission commander for the Alliance. of six-sided dice. She coordinates dozens of Rebel strike teams The Star Wars Sourcebook, Imperial Source- and agent groups at a time, keeping these small book, Star Warriors starfighter combat game, and but effective forces moving from assignment to Star Wars miniatures sets are recommended but assignment. The Rebel heroes in this adventure are not necessary for play. have been assigned to Major Mers because of their past successes and because Mers specifi­ The Adventure cally requested them after viewing Alliance High You cannot fight a war without supplies. That is Command holoreports on the group. She ap­ the hard fact that the Rebel Alliance is learning pears in episodes two, five and six. everyday. Ships, weapons, ammo, clothing, food, Chief Engineer Skolos: Skolos is a hard, dedi­ fuel, and a host of incidental necessities must be cated man who cherishes his beloved ship, Black procured constantly to stave off the better- Ice. While he isn’t extremely pro-Empire, he sees equipped Empire. the Rebels as pirates who have dared invade his The Alliance survives on the generosity of un­ ship. He decides to battle the “pirates” and win known benefactors, on the ingenuity of its mem­ back Black Ice by using what he knows best — he bers, and on the booty from countless raids turns the ship itself against the Rebels, using against Imperial ships. But it is getting harder to every automated threat to push back the invad­ catch these ships unaware and unprotected. ers. He confronts the Rebels in episode four. That’s where the Rebel heroes come in. 2 -STAR. WART pisode One Mission: Impossible Summary First Things First As the adventure opens, the Rebel heroes are The players are probably going to have a num­ inside an Imperial Intelligence Analysis Bureau, ber of questions — “where are we?” or “what’s Technical Branch Outpost (tech post, for short). our cover story?” or “how come we don’t have They are using a sophisticated, but quirky, com­ any guns?” Don’t give them a chance to worry too puter access Droid named QT-7 to tap into the much about these admittedly important ques­ outpost’s computer system. They are searching tions right now. They can figure it all out after for information concerning Imperial replenish­ they deal with the immediate problem. Read: ment fleet activity. The first tap yields them the information they seek— but it is in code! The technician is gaping in shock at QT-7. The Rebels must work their way deeper into He’s about to speak — if you want to do some­ the post to tap the computers in the high security thing about it, it had better be quick. section to find the key to breaking the code. Then they must slip (or fight their way) out of the post Give each of the Rebels five seconds to an­ and across several hundred kilometers of un­ nounce an action, reminding them that they are pleasant swamp to get the information safely completely unarmed. If a Rebel hesitates when back to Sector HQ. his turn comes up, skip him and immediately go on to another. Once all have announced an action (or have taken too long thinking one up), read: ead Aloud The technician says, with awe in his voice, A long time ago, in a galaxy far, far aw ay... “Wow! That’s a QueTee model, isn’t it? Where’d In the bitter struggle against the Empire, you get it? Can I look at it?” not all battles are fought with blasters. Sometimes it is more useful to know what After hearing this, some of the Rebels may wish the enemy is up to than it is to destroy him. to reconsider their actions, particularly if they The right piece of information, discovered at were homicidal in nature. Allow these Rebels to the right time, is sometimes more valuable make Easy Dexterity rolls, success indicating than a hundred starfighters. that the Rebel smoothly converted his punch But sometimes not. into a friendly slap on the back, missed with his Sometimes knowing too much is a bad thing. kick, or the like, and failure indicating that the Sometimes it just gets you into trouble. The action was too far progressed to stop before espionage game is like that — as a group of semi-violent physical contact took place. Alliance Counterintelligence Specialists (spies, If the technician was hit but wasn’t actually that is), in the middle of a dangerous infiltra­ wounded, it takes a Moderate con roll to con­ tion mission, are about to discover ... vince him that the attack was an accident. If the tech was wounded, he’s going to begin making a lot of noise real soon. The Rebels have Start the Adventure one round to either finish him off or gag him and Locate the script in the pullout section. Assign lock, him in a closet somewhere. If they fail, each player a part, from “1st” through “6th” immediately go to “The Chase.” Rebel. Assign multiple parts as necessary, if you Once this incident is resolved or there is a have fewer than six players. break in the action, read the sidebar entitled The script starts the player characters right in “How Did the Rebels Get into this Mess?” the middle of a situation and when it is finished being read, the adventure is underway! 3 -STAR. WARS ow Did the Rebels Get into this Mess? H Read the following to the players, or para­ The outpost is a large, dismal building in phrase it, at a suitable lull in the action: the middle of a large, dismal swamp several hundred kilometers from the city. Entering the You are currently assigned as counterintel­ building, you presented your credentials and ligence agents — that is, spies — to Mortex then passed through an elaborate security Sector HQ.
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