Imperial Storm Commando Full
Imperial Storm Commando Full
CREDITS
SPECIAL THANKS
James "Shockwave" Noyes-Shimomura FangGrip - For his EotE style guide
This work is not intended for publication or sale. It is a fan designed creation made to work within the Fantasy Flight Games Ro-
leplaying System "Age of Rebellion". The adventure has no official ties to Fantasy Flight Games designers, game, or respective
parent companies. No persons involved in creating this work are affiliated with Fantasy Flight Publishing, Inc. or Lucasfilm, Ltd.
STAR WARS
All characters, names and titles are copyright 2014 Lucasfilm Limited. All rights reserved to their respective owners. The men-
tion of or reference to any title or product in this document is not a challenge to the trademark or copyrights concerned. Any
commercial use of trademarks or copyrighted material without express permission is prohibited. Under no circumstances will
any of this material be made available for profit or compensation in any form.
CONTENTS
Intro: The Life of a Stormtrooper.......5 Episode III: Advisor Down..............79
Character Creation......................5 Investigating Arkania..................81
501st Organizational Chart.............11 Infiltrating the Morning Glory.........90
Death Squadron Notes...................15 Escape................................101
501st NPC Reference Cards..............17 Space Walk Notes......................108
Player Handouts.......................110
Episode I: Kypperon Capture............19
First Day of Work......................21 Episode IV: Jazbina Uprising..........114
Breaking and Entering..................29 Assassinate Cyrus Sixkiller...........117
Stranded...............................39 Stormtroopers are Never in Need of
Player Handouts........................43 Rescue................................134
Vader's Wrath.........................158
Player Handouts.......................168
Episode II: Skirmish on Shelkowna......45
The Death Squadron Deploys.............48
The Hunt for Leia Organa...............51
Mara Jade: Wrecking Ball...............66
Player Handouts........................77
“TK-117, I'd like you to take your Squad Later that she day suited up in her pure
out today.” black Storm Commando armor, steeling
herself for her first command duty. Again
Corporal Tamara West or TK-117, as she her thoughts drifted to the Death Star.
had been known for the last few years, She wanted to be in action, on active
stood in her company CO's temporary of- duty. Surely it would only be a short
fice on Cardia. She knew Captain Phillips while before they were redeployed. The
would ask her this to do this, as TK-647, superweapon would be fully operational
the squad's Sargent, had broken his leg soon, and final preparations were being
in a training accident yesterday and was made at the moment.
in the bacta tank.
Her company, 1st Regiment's “Delta” Com-
“Yes, sir. 3rd Squad will be ready sir,” pany had been drilling at the Academy for
she answered, nervously. a couple weeks. “Hotel” Company had been
the lucky ones to stay on the Death Star.
“You're ready for this 117. You're a
great slicer and a great commando, but As she was finishing gearing up Staff
it's time you become a great leader,” Sargent “Whitehot”, her platoon XO, came
Captain Phillips explained. in to speak to her.
“I want them in full battle gear by 1100, “TK-117, I think you should meet the
for the Breach and Boarding exercise.” company in mess, right now,” Whitehot
advised.
“It doesn't make any sense sir,” she
blurted out, curious about their move to “Is there a problem, sir?” She responded.
Cardia. “Sir, what are we doing at the
Academy? We should be on the Death Star His voice trembling, “Whitehot” put an
with the rest of the 501st.” arm on her shoulder. “I can't even begin
to explain. You need to see it for your-
In a strange move, High Command had self.”
pulled several companies of the 501st
Legion from the Death Star and placed She was a bit taken aback, but knew bet-
them at the Academy on Cardia for ad- ter than to ignore Sargent Whitehot. She
vanced combat training. rushed into the mess hall and found the
room completely filled. Everyone was
Captain Phillips pursed his lips to an- watching the vid-screen. Many soldiers
swer, but paused. Then, he said “High stood mouths agape, more than a few
Command believes Storm Commandos can't quietly crying. One group had even
receive proper training on the Death flipped a table and broke a few chairs.
Star. We need to focus on our drills
here, Corporal.” Her heart sank and her stomach turned as
she continued to watch the Imperial News
“Yes, sir. Of course, sir.” She respon- Network Report:
ded, a bit of a flush in her cheeks.
“IMPERIAL SUPERWEAPON CODENAME DEATH STAR
Corporal West walked out onto the parade DESTROYED BY REBEL TERRORISTS AT YAVIN.
grounds, where several units were doing ONE MILLION CIVILIANS AND SOLDIERS IN-
intense PT drills. The Storm Commando STANTLY KILLED. FATE OF LORD VADER UN-
Academy on Cardia had been a second home KNOWN.”
for her; a place where order, discipline,
and determination always won the day.
Only the best Stormtroopers make it here, Someone said, “6,200. They got 6,200.”
and from that she drew a bit of pride. Clearly this was in regards to the 501st.
With the sharp rise in Rebel terrorism, “No”, she said softly, “This can't be
Storm Commandos were more and more in de- real - this isn't happening.”
mand. The Academy had opened several ad-
ditional classes for the next cycle. Then she threw up in her helmet.
INTRODUCTION
5 IMPERIAL STORM COMMANDO
GOING COMMANDO
Imperial Storm Commandos represent the During Episode III: Advisor Down, VIP
best the Stormtrooper Corps has to offer. Imperial Advisor Deonis Jakorr and his
An elite force within elite forces, Storm retinue are ambushed and shot down over
Commandos often perform the most Arkania. The Emperor demands their res-
dangerous and most important missions. cue, and being the closest asset, the
Often these units are given a high level Squad is chosen to lead the rescue party.
of independence, asked to operate with The Rebels control a Nebulon-B frigate,
little or no support. A smart Imperial in orbit of Arkania. Secrecy and stealth
officer knows to trust his Storm are of the utmost importance, as the team
Commandos and give them what they require does not want to spook the Rebels and
to complete missions that no other unit bring the full might of the frigate down
could possibly even attempt. on the Squad. If the Rebels flee, the
Advisor may never be seen again.
In Episode I: Kypperon Capture the newly
minted Storm Commandos are sent off on In the final adventure, Episode IV: Jaz-
their first mission to an old mining bina Uprising, the Squad is deployed to a
colony for a snatch and grab mission. A middle rim trading colony in an attempt
team of Rebel Scientists are working on a to assassinate a Rebel recruiter who is
research project at a secret Rebel re- attempting to the daughter of the local
search facility. The party must find and ruler. The Force intervenes, sending a
infiltrate the base, then extract the Mysterious Stranger to stop the assas-
scientists off world and into Imperial sination. Without a moment lost the Death
custody. Squadron locks down Jazbina, but the Im-
perials lose control of the situation
Episode II: Skirmish on Shelkowna begins when Darth Vader takes things too far.
the Death Squadron's hunt for Rebel High The 501st must battle it's way off the
Command. After receiving a credible tip planet, to the safety of the Death
about the whereabouts of Leia Organa, the Squadron.
Death Squadron is finally deployed. The
search begins in earnest for the Squad's
Much of the material offered in this ad-
first high value target. However, the
venture module can be adapted to suit an
game suddenly changes when Mara Jade ar-
Age of Rebellion campaign with a few
rives planet side with an agenda of her
tweaks. Simply remove any Imperial trap-
own.
pings and convert the missions into Rebel
strikes on Imperial targets.
INTRODUCTION
IMPERIAL STORM COMMANDO 6
After characters are done read the red The players' Squad is made up of 8 di-
text box: verse soldiers (privates and corporals)
and 1 sargent. Squads are organized into
Barely eighteen months ago you reached platoons, companies, battalions, regi-
the age of maturation and joined the ments and finally Legions. A platoon is
Stormtrooper Corps. You suffered through usually led by a LT, a company by a CPT,
one year of grueling training and just a batallion by a LTC and a regiment by a
when you were about to be deployed, the COL.
worst happened: Rebel terrorists
destroyed the Death Star. That was that The Squad leader is technically the Sar-
day you decided to become a Storm gent. The GM may delegate control of the
Commando, knowing deep down that you sargent and his minions to the group or a
would make the Rebels pay. player, if the group concurs.
You put yourself through six months of Those in the squad not played by the PCs
commando school at the Academy on Cardia. are minions and the Sargent is a rival.
Proving more than capable you graduated In battle, the Sargent will always form a
near the top of your class. squad (per AoR GM Kit, p. 28) with any
available minions.
Shortly after graduation you receive your
orders: The 501st Legion - best of the
best. You'll be working under the command CONTRIBUTION RANK AND
of Darth Vader, in the newly formed Death
Squadron. You board the shuttle and leave PROMOTIONS
for Coruscant as quickly as you can pack.
Since the Imperial Military is a massive
THE IMPERIAL
machine with hundreds of thousands of
soldiers competing for promotions, PCs do
MILITARY
not move through the ranks as quickly as
is suggested in the AoR CRB table 9-3 (p.
325). Instead, the PCs are promoted ac-
cording to Table 1-2: Imperial Enlisted
The Imperial Military is a vast and ex- Ranks (p. 8).
pansive entity covering troops, vehicles,
WELCOME TO THE
ships, garrisons and much more. On the
Executor alone there are nearly 300,000
501 ST LEGION!
soldiers from the Navy, Army, and Storm-
trooper Corps.
INTRODUCTION
7 IMPERIAL STORM COMMANDO
MAJ Nate Phillips, FSGT Mike Stanley, and
GSGT Al “Whitehot” Williams. The Platoons
have an Officer (LT or CPT) and a SSGT as
their HQ.
As the PCs are new recruits, they will He is new to the 501st, same as the PCs.
not likely meet or speak to many higher He hails from Corellia and was trained in
ups; MAJ Phillips (Company CO) is about officer school as a Storm Commando. He
as high up as they'll talk to. They may has served 4 years as an officer and has
glimpse Darth Vader from time to time, seen some action in the field. His last
but he will never directly interact with assignment was working in a task force
any PC. under Rebel defector Crix Madine. He has
a special hatred for Madine.
INTRODUCTION
IMPERIAL STORM COMMANDO 8
GOOD, BAD - I'M THE 2ND SQUAD SARGENT BEN APPLE
ONE WITH THE GUN (TK-283)
1 ST SQUAD SARGENT COLT HUNTER She deeply regrets not dying on the Death
(TK-157) Star with her comrades; she suffers sur-
vivor's remorse. Some say she has a death
SGT Hunter is part of a dwindling number wish, but she always puts the lives of
of clones within the Corps. He leads an her Squad first.
all-purpose squad (where the PCs are as-
signed). He is a 6 year veteran of the
Corps and has proven himself competent
many times, earning a few medals. His
years as a Stormtrooper have made him a
bit jaded but he is excited to be in the
501st.
Ta b l e 1 - 3 : I m p e ri a l O ffi ce r R a n ks
INTRODUCTION
9 IMPERIAL STORM COMMANDO
EXECUTOR'S in a locker when not in use.
RESOURCES TRANSPORTATION
Executor is 19 km long; a Trooper could The Imperial Army provides dropships for
spend an entire month wandering the halls Stormtroopers and Army troops. Three
and still never see everything. See types of shuttles are available for use:
“Death Squadron Notes” (p. 15) for in- Lambda-class, Sentinel-class, and Delta-
formation on the Fleet's assets. Though class. Usually the Squad will be assigned
PCs are small part of the fleet they are a shuttle based on mission requirements.
the focus of our story. 74-Z Speeder Bikes and AT-PTs are also
available, but must be purchased.
FACILITIES
Stormtrooper and Army Infantry quarters
are located towards back of the ship. The
barracks are cramped and uncomfortable
though generally clean thanks to the many
droids.
QUARTERMASTER
SGT Jido Kinall (non-Stormtrooper) acts
as 2nd Battalion's Quartermaster (QM).
All requisitions for armor, weapons,
vehicles, or other equipment go through
him. He is friendly but overworked and a
bit impatient.
INTRODUCTION
IMPERIAL STORM COMMANDO 10
TABLE: IMPERIAL DUTY
d100 Duty Type
Combat Victory: The Player Character is driven to bring the fight to the Rebel Alliance wherever it can, seeking to
prove their merit in troop vs. troop combat. Hunting down and engaging Rebellion military - their ‘best’, if such exists -
01–08 feeds the New Order’s morale, and sends the clear message that the Alliance is doomed to fail. This entails raiding
suspected bases, bold tactics, and acquiring the latest in military hardware to get the job done.
The PC knows that the strength of the Empire is based on a solid foundation of secure information
transfer. They are equally aware of the threat posed by Rebel agents, and the disastrous consequences of letting military
09–16 strategies, plans, and communiques fall into Alliance hands. To prevent this, they want to hunt down and eliminate any trace of
Rebel agents and threats, as well as feeding false information to set up traps and disguise potential raids.
Intelligence: The PC is aware that detecting and rooting our Rebellion assets and bases is more vital than having the
military muscle to act. They are driven to gather any and all potentially useful information on suspected Rebel
17–24
movements, information transfers, in the hopes of locating a target for the Empire’s mighty military to strike. They also
hope to root out any known political allies, so that they might curtail any sympathies entering the public space.
Since the adoption of the New Order, the greatest threat to the established galactic community has
been dissent from within. Be it a planetary governor, or a collective organisation, the Empire is vigilant and decisive
25–32
when dealing with potential internal threats to Peace and Order. The PC with this obligation is ever vigilant, wary for
dissenters, turncoats, separatists, and traitors.
Personnel: Star Destroyers cannot command themselves, and the polished white armour of a Storm Trooper is worthless
without a body in it. The Player Character is well aware of the need of maintaining proper training, morale, and discipline within
33–40 the Empire’s troops, and the importance of loyal men. They are devoted to seeing to these aspects of the Empire’s rank and file.
Excellence is paramount, and a mission is only done well, when it meets the highest of expectations.
Every blaster, starfighter, and thermal detonator in the hands of the Empire doesn’t compare to the overwhelming force that is
a proper demonstration of power. Many in the Empire insisted that fear would best demonstrate to the Empire’s enemies that the will
41–48 of the New Order cannot be denied, and that compliance is a far healthier decision over rebellion. Wherever the Player Character
goes, they are certain that the strength of the Empire is demonstrated properly to those who might have forgotten.
Recruiting: Loyal agents are hard to come by, in particular when faced with a growing Rebellion force. Despite the
propaganda released by the Alliance, the Empire continues to find those who are eager to support the New Order, fear
49–56 upsetting the status quo, or believe they have more to gain with the Empire, than scrounging on the fringe. Sometimes,
these individuals require convincing. The PC understands this need, and is constantly vigilant for valuable assets.
Feeding the ever growing juggernaut that is the Empire is not easy. The military consumes a
great amount of resources and credits to fund their great warships, feed their extensive armies, and keep fighters in the
57–64 air. The PC is aware of this need, and is determined to seek out Corporations and organisations that might be willing, or
convinced, to lend or sell their good exclusively to the Empire.
Propaganda: Prone to acts of sabotage and wanton destruction, the Rebel Alliance is talented in the disruption of
everyday life. To many of the inhabitants of Imperial worlds, these attacks are often damaging to the local communities,
65–72 and to the lives of innocent civilians. The Player Character is determined to expose the Rebellion as the insurgents and
terrorists they really are, and and demonstrate Imperial capacity to protect the people.
As the Combat Victory-driven PC feels about troop conflicts, so this Player Character feels about
ship-to-ship combat and naval engagements. To them, the war will ultimately be decided in the stars, and the might of
73–80
an Imperial Star Destroyer is nothing to balk at. Every battle is an opportunity to demonstrate to the galaxy that the
Empire cannot be stopped by a handful of mismatched starfighters.
Tech Procurement: There is no more prolific or productive time for technological developments than during a war, and
this one is no exception. This Player Character sees the true opportunity for Imperial victory in the hands of the
81–88 scientists, engineers, and technicians that create and develop the Empire's vast array of new military technologies, from
the Death Star to the TIE Interceptor. Despite their advances, Rebel agents are rarely more than a step behind, and as
such the PC is dead set on keeping their technological edge, and obtaining the brightest minds and newest advances for
their beloved Empire.
Boots on the ground, the Player Character believes that getting their hands dirty and helping the troops and
officers on the front line is the best way to further the goals of the New Order. The praise of Officers and Moffs often
89–96 follows them, as they offer whatever assistance they can to the Empire’s best, completing vital missions and gaining
ground and prestige for the Imperial’s rank and file.
Roll twice on this chart. The PC’s Duty is equally split between two different areas of focus, and success in either is good
97–00
for increasing the Duty score.
This is a fan-made creation, in no way representative of intended releases by Fantasy Flight Publishing.
I
KYPPERON CAPTURE
ADVENTURE
events a monstrous science experiment
breaks loose from its cage and attacks.
MINION USAGE
the details of an abandoned estate 500
miles away where the Secret Research Fa-
cility is hidden.
For this adventure, minion groups are
The Squad must infiltrate the Estate and well defined in the text. It is recom-
work their way down to the Secret Re- mended minions fight in groups of 2 or
search Facility. In a shocking turn of less.
DUTY REFERENCE SHEET information and data about the party to
At the start of the session roll poten-
tial Duty effects: pass on to the Rebels. The Squad should
limit the information they give him and
try to recover anything he gives to the
Table 2-1: Duty Chart Rebels.
COMBAT VICTORY
(TK-618, Commando)
PERSONNEL
(TK-431, Medic)
COUNTER-INTELLIGENCE
(TK-513, Scout)
KYPPERON CAPTURE
IMPERIAL STORM COMMANDO 20
I
FIRST DAY ON THE JOB Deep-cover intelligence agent Agent T-
38437D, codename: Horace Alberville, has
given the fleet a signal that it is time
to strike on an operation he has been
planning. He's discovered a group of
Rebel scientists and Agent T-38437D be-
lieves they can now enact his plan to
capture them.
ADDITIONAL INFORMATION
SSGT Cross will provide the following
background information:
MISSION BRIEFING:
search party will come to find them. If
they are not found within 24 hrs the
CAPTURE REBEL
rescuers will declare them MIA and leave.
SCIENTISTS
The fleet will remain in orbit of Co-
ruscant until Lord Vader has a mission
for the Death Squadron.
KYPPERON CAPTURE
21 IMPERIAL STORM COMMANDO
KYPPERON
Astrogation Data: Onos Sector,
Kypper System, Expansion
Region, Map P-13
Special Conditions: Thin atmosphere. Scattered throughout the planet are hun-
After each combat encounter make an
Average [dd ] Resilience Check or suffer
dreds of ghost towns, abandoned mines and
abandoned ranches.
1 strain and addtional strain equal to
t ; cannot recover strain as normal at
The populace is very sheltered and isol-
the end of a combat encounter unless 5
minutes are spent resting. ated. It is rare for visitors to come
from other worlds unless they're with the
Sentralum Mining Corporation. Few people
Background: Kypperon is situated in the want to leave the planet and even fewer
Expansion Rim, another mining planet for- ever do. Kypper's Corner is a very rural
gotten in the billions of worlds in the community built on trust, family and hard
Galaxy. It is hot and arid, rocky and work.
hilly; very similar to badlands. During
mid day temperatures can reach over 100
F. At times the weather can go from per- LAND OF THE
fectly clear to a thunderous downpour in
moments.
FORGOTTEN
In the Old Republic days Kypp-
Kypperon has a breathable nitrogen-oxygen eron was an important mining
atmosphere but is thinner than most. Off- colony. It exported millions
worlders constantly find themselves out of tons of gold and other pre-
of breath. Even the most fit find the cious metals yearly.
simplest task will have them breathing
heavily.
Most miners have moved on and
Kypperon has since fallen on
Once a prosperous and booming mining hard times. The system has
colony many centuries ago, Kypperon has been neglected by the Empire
fallen far from its glory days. As the for over a decade. The only
centuries went on and the Expansion active mining company on the
planet is Sentralum.
501st//1R/2B/H
dd dcc dd
ddd dcc
You board the Lambda with the rest of the Cool: Coerce: Charm:
cc dc
Squad and depart on your first mission. Discipline: Vigilance:
dd
Everyone seems on edge, being sent out Negotiation: Leadership:
into to the middle of nowhere without any Deception:
support. Other: Streetwise 2, Survival 2,
Perception 1
cc
Talents: Adversary 1
Looking out the window you see the as- Short Range(Blaster Scattergun):
sembled Star Destroyers and the gigantic Dam: 9, Crit: 3, Spec: Blast 6, Stun
Executor. You hope it's not the last
cc
setting
time. Then the shuttle goes hyperspace. Engaged Range(Brawl):
Dam: 3, Crit:5, Spec: Knockdown, Disori-
. ent 1
KYPPERON CAPTURE
IMPERIAL STORM COMMANDO 24
He takes fingerprints and DNA samples giving them any important intelligence.
from the entire squad as well as asking He only works with Rebels because the
full names and TK designations. Koobis Empire has abandoned Kypperon and he
then asks them some pointed questions: doesn't see any better option.
What's their unit? What do they do? As the Squad is the first Imperial con-
Who else is coming or are they working tact in many years they may have a chance
alone? Why is the Squad all alone? to get him back. Helping him with his
What's their purpose on Kypperon? cargo detail is a step in the right dir-
Are they meeting anyone? Who and when? ection but it is just the beginning (add
Well shoot, I can't believe my luck. This On the way they are ambushed by a gang on
afternoon we have a load of precious swoop bikes. A chase ensues. Use swoop
cargo coming in. It's one of the most im- ganger minions (EotE CRB, p.397), riding
portant shipments we get here on a regu- mobquet flare-s swoop bikes (EotE CRB p.
lar basis. 250). If the GM needs to up the ante, add
a cloakshaped figher (EotE CRB p.254).
I'm in need of a good security team. We
can't afford to have anything go wrong. Assuming the cargo arrives safely it is
If you Imperials wouldn't mind lending a unloaded at the warehouse. Koobis thanks
hand, I could surely use the help. the Squad and leaves his deputies behind
to guard the medicine and bacta until
The party can Negotiate for payment
(starting offer 500 credits/max 1000) or
do it out of the kindness of their
hearts. They may say no but Sheriff Tetsu
will beg. If they agree, he tells them to
meet him at dock bay 9 at 15:00 hrs.
ON THE FENCE
Koobis is trying to help the populace. He
receives medicine and other aid, from the
Rebellion, in trade for leaving the
Rebels alone, sending them workers, and
KYPPERON CAPTURE
25 IMPERIAL STORM COMMANDO
they can be distributed. DID YOU SAY
BROTHEL?
DARLING MISS
SUZY CANTINA
Players should be reminded that
the Star Wars movies are PG and
the game should remain the same.
Read the red text box aloud when the PCs The Darling Miss Suzy is the
enter the Darling Miss Suzy Cantina: local watering hole in Kypper's
corner. It is quite popular in
As you walk in the door of the dimly lit the town. Still, it has a
cantina your eyes wander to all the deep shadier side.
red velvet covering nearly every piece of
furniture. Various frilly throw pillows
lay strew about the couches and chairs. Players are not recommended to
Part of you wonders if this is a actually partake in the prosti-
brothel... tutes.
Business is good tonight and the cantina See rules for Sabbac in Suns of Fortune,
is full, but not uncomfortably so. As you p. 119.
walk in many of the clients turn to look
at you but quickly look down into their dc
s ttt y
The NPCs use [ ] for their difficulty.
drinks. During a game, if with or ,
the PC is accused of using a marked Sab-
The PCs now have time to look around and bac deck. Depending on how much they've
may play any of the mini-games if they won, this may escalate into a bar fight
wish. Horace is not at the cantina yet (see "Bar Fight" section, p. 28).
and his whereabouts are unknown.
DRINKING CONTEST
It is also possible for the PCs to find
their way to the Secret Rebel Facility "Big Stick” Barulla Crood is at the bar
without meeting with Horace should they drinking hard. The bartender mentions
decide so (see "Other Ways In", p. 28). that he could out drink anyone. The PCs
can challenge him to a drinking contest.
dd
s
Each team makes Average [ ] Ranged
(Light) Checks. Add up total team . The
aaa x
team with highest combined total wins. On
a succesful check spend
sss
or to
d
d
hit the bullseye for an additional . Make an Easy Resilience [ ] Check. Each
ddddd
additional round of drinking adds to
ddc
Each team consists of 4 players. The the check. Once at Formidable [ ],
local darts team uses [ ] for its begin upgrading dice (note that a round
KYPPERON CAPTURE
IMPERIAL STORM COMMANDO 26
ddc
may include several drinks). "Big Stick"
makes checks using [ ].
DOUBTING HORACE
If a PC feels that Horace is
HORACE ALBERVILLE, ddcc
lying the player(s) may make
ddd dcc
Discipline: Vigilance:
ddcc
Leadership: Negotiation:
Deception:
Other: Know(Warfare) 2, Streetwise 3,
Stealth 3, Coordination 2 with a cell on Kypperon and has since
dcca
Talents: Adversary 2, Master of Shadows been a Rebel double agent.
Medium Range(H7 Equalizer):
Most people in the bar have never heard Horace has discovered a Rebel cell on
of Horace. If the PCs ask the Bartender Kypperon and found a Secret Research Fa-
or the Madam where he is they say he's cility where a team of 6 scientists are
upstairs. When they try to go up, a working.
bouncer stops them and gives them a note
from Horace, in the red text box below. 500 miles southwest of Kypper's Corner is
the Estate of Old Bobby Haversham. Most
of the town thinks he still lives there
If the players don't ask anyone, a couple but in fact he died more than 2 years
hrs pass with no sign of the contact. ago.
Then, a group of the cantina's ladies
come to their table to chat with the Rebels have moved in and set up a Secret
Squad and one subtly hands the PCs a Research Facility underground. Someone
note: has been impersonating Old Bobby and
shows his face around town a few times
Meet me upstairs. Pretend you are going each month.
with a group of ladies. – Horace
Simply put, the Squad must infiltrate the
Born to wealthy parents on Coruscant, Estate, find the Secret Research Facility
Horace had everything that people dream and capture the scientists.
of growing up. He went to the Imperial
Military Academy and fulfilled his desire
Horace provides the team with a key card
to become an Intelligence Agent.
to the Facility. He believes it should
get the Squad through most locked doors.
When he discovered a Grand Moff taking
ADDITIONAL INFORMATION
exorbitant bribes from a Hutt, his world
came crashing down. Suddenly all Horace's
assets were seized and he was given an
assignment beyond the rim. He served his He can also tell the party:
penance faithfully, all the while plot-
ting. Recently he was posted to a special Old Bobby Haversham's Estate covers
command searching for hidden Rebel as- over 1,000 acres. It is used primarily
sets. He took this opportunity to meet for mining and livestock.
KYPPERON CAPTURE
27 IMPERIAL STORM COMMANDO
There are Rebels living on the Estate. AMBUSHING THE
Many of them are soldiers but do not have
much training or experience.
WORK PARTY
If PCs attempt to ambush the
He has not been inside the Facility scientists the next day when the
himself and has only seen it from a dis- town's workers arrive the sci-
tance. Based on what his drunken Rebel entists are not there. Instead,
contact told him, he's certain about the 4 trooper minions and a rival
information. dressed as scientists put the
townies to work, give tools,
He noticed a strange looking dome on etc.
top of the main house.
The Rebels should lead them to
He is not much of a fighter and will the Estate one way or another.
not be accompanying the Squad – it's why
he called for Storm Commandos after all.
OTHER WAYS IN
The PCs may not trust Horace and walk out
or perhaps decide not to meet him at all.
Here are a few alternate ways for players Skills (group only): Brawl, Skullduggery
to find the Secret Research Facility. All Talents and Abilities: None
roads lead to Old Bobby Haversham's Es- Engaged Range(Brawl):
tate. Dam: 3, Crit 5, Spec: Knockdown, Disori-
ent 1
Buy Information: If the party asks around
about scientists the Bartender or the The Sheriff and friends will break the
Madam offers to help them out for a bit fight up, throw everyone in jail to cool
of money. He/She asks for 500 credits and down and release them in the morning.
can be Social Checked down to 300 [This breaks the avoid local disturbances
credits. If the party pays, they're told mission priority]. While in jail, they
KYPPERON CAPTURE
IMPERIAL STORM COMMANDO 28
overhear a prisoner talking.
APPROACHING AND
The gist of it is that he saw a team of
mining company scientists doing some work GETTING OVER THE
over by Old Bobby Haversham's Estate,
with some very strange instruments. WALLS
Location: If the PCs ask about the loca- (GM Note: Remember to call for Thin At-
tion literally anyone in the town can mosphere Checks at the end of combat en-
tell the party that Old Bobby Haversham's counters).
Estate is located 500 miles southwest.
GUARD PATROLS
check and the Lamdba lands unseen.
KYPPERON CAPTURE
IMPERIAL STORM COMMANDO 30
REBEL ESTATE GUARD [MINION] There are many windows on both levels
that the Squad can use to get into the
house. These are locked from the inside
and create a lot of noise when broken
(see above).
...AND STORM-
Dam: 3, Crit: 3
Equipment: Blast Vest (+1 soak)
Failure means the Squad has been detected 3. B1 Level, Armory (left side, locked
and the guards in that patrol begin to door). In the stash are 3 Armor Piercing
shoot at the Squad (notice that there is grenades among basic blaster rifles,
an area that has 2 patrols with pistols and ammo. If a player has run
overlapping LoS). "out of ammo" they can reload here.
Rebel Forces are 20 Troopers, 2 Rivals, 3 The door to the elevator room requires a
Comm Techs, 5 Nerf Herders, and 6 Scient- 6 digit numeric code and a keycard. It
ists. Only the scientists live and work
in the Secret Research Facility.
can be sliced with a Hard [ ddd ] Com-
puters Check or the mechanism can be re-
leased with a Daunting dddd
[ ]
SATELLITE COMM ROOM Skulduggery Check.
These scientists are mad I tell you. BOBBY HAVERSHAM IMPERSONATOR [RIVAL]
Their research has gone beyond the point
of any sane being.
The computer also contains the floor plan The Rebel dressed as Old Bobby Haversham
of the house including the location of is clearly wearing a fat suit. He appears
the hidden elevator. It has no informa- to be a rotund elderly man with a full
tion about the Secret Research Facility. beard and balding head. He wears the
Also, from here they can disable any finest of white suits and a large wide
automated defenses such as the security brimmed hat. He speaks with a southern
droid and any turrets in and around the accent.
house (but not in the Research Facility).
If the PCs know he is not Old Bobby or
The satellite can also be used to contact
SSGT Cross (on Executor) once sliced.
accuse him of not being Old Bobby add b
to any Social Checks the PCs make.
KYPPERON CAPTURE
33 IMPERIAL STORM COMMANDO
Once past the elevator room door a secur- SENTRY TURRET [RIVAL]
ity droid asks: “Identify?”. To avoid a
fight:
Medium Range(Blaster Carbine): cc dark but you can hear water flowing. As
you descend you notice a lighted platform
Dam 9, Crit 3, Special: Stun Setting below with a skiff parked on it. From the
Talents and Abilities: Droid platform rises a ladder to a dark tunnel,
Equipment: Night Vision Optical suite about as wide as a small shuttle.
FACILITY LAYOUT
The facility has four levels. An elevator
runs to all levels and there are ladders
between each floor. When the Squad enters
the building all doors are open and the
elevator runs to all floors. The only
Rebels in the facility are the 6 scient-
ists.
KYPPERON CAPTURE
IMPERIAL STORM COMMANDO 34
manner of strange and deformed creatures, quires 15 mins or 2 ticks.
including a big nasty monster in the lab
on S4 that is about to break free. The bottom half of the large lab is on
level S4. In the center of the lab is a
S1 is primarily the power generators and cage with a nasty monster about to break
computer core. It also has work terminals free.
for the scientists. Players with the Tech
Acquisition Duty should be interested to RYSI KALE [RIVAL]
know that all research files are kept on
the work terminals. It takes 10 mins (or
2 ticks of the timer) to download
everything.
KYPPERON CAPTURE
IMPERIAL STORM COMMANDO 36
ferocity and lets out a soul-piercing The monster is enraged at the scientists
howl. and finally free, it is about to get re-
venge.
The monster succeeds at breaking the bars
and suddenly it's free, rampaging about “Bad Science” looks like something out of
the lab! Screams of terror come from all a nightmare. Standing nearly 9' tall its
the scientists at the same time and they form is disgustingly skinny with a hor-
begin to panic, cowering behind whatever ribly disfigured, yet somehow human,
is nearby. face. Unnaturally long spindly arms flail
about its sides, coming to a razor sharp
point without any fingers. Its body seems
The doors immediately lock and a alarm to be shifting and flowing as if con-
sounds. Over the loudspeaker is heard: stantly re-ordering itself.
{Your best Evil Computer voice, GM} A player with the Combat Victory Duty
Warning! Emergency self-destruct activ- will be pleased to take down “Bad Sci-
ated. You have 1 hour to evacuate the ence”. Alternatively, if the PCs throw
building. the scientists at the beast and run for
dd
Before the combat encounter begins, PCs
make an Average [ ] Fear Check due to
the horrific nature of the beast and the TRIUMPHANT DESPAIR
doors suddenly locking.
Table 2-4: Bad Science Results
YOU SHOULD NEVER TRUST A
MAD SCIENTIST
The scientists have a created a monster
and it just broke loose!
x y ddb
stantly heal 5 wounds or 5 strain; spend There are explosives on the shelves of
own or opponent to heal 10 wounds S4. With an Average [ ] Mechanics
or 10 strain or 1 critical injury. Unnat- Check a PC can set the explosives and
ural Speed: May take 2 actions & 1 man- blow the doors open. However, the beast
euver without taking strain; max of 3 can follow them.
maneuvers per round.
Talents: Adversary 1 Similarly, grenades and/or mines can be
used to blast the door open. It takes 4
KYPPERON CAPTURE
37 IMPERIAL STORM COMMANDO
IT DIDN'T STOP AT 1 ?
ddb
grenades or 2 mines. Make an Average
[ ] Know(Warfare) to determine how
many are needed (or just keep chucking If the party does not make it
them). out of the facility in time
perhaps they survive the blast
ddb
The door can be sliced with a Hard if they spend a destiny point.
[ ] Computers Checks. This way they All PCs have 1 wound each and
can close and lock the doors (with the must get out before the lake
beast charging at them) once outside. above fills in and drowns
everyone.
ddb
enough to destroy the lock. Make an Aver-
age [ ] Know (Education) Check to Each combat encounter ticks the countdown
find the right chemical. The group can 1 (including “Bad Science”). Going up or
close the door once through but will need down a level ticks 1 as well. Certain
to bar it shut with something to keep items of interest also note if they tick
“Bad Science” in. down the timer.
If a PC happened to bring a fusion cutter The GM may decide certain actions cause a
(spend a destiny point?), it can cut a tick and may decide that others do not
hole in the door but requires 3 rounds to (even those listed here). For example, if
do the job (faster with successes, slower the encounter with “Bad Science” takes
with threat). The group can close the many rounds the GM can decide to tick
door once through but will need to bar it down twice to 8.
shut with something to keep “Bad Science”
in. The self-destruct sequence can be dis-
dddb
armed from the computer core on S1. Make
As always, if the PCs have a clever solu- a Hard [ ] Computers Check to deac-
tion, go with it. tivate it. This action takes 1 tick (can
be re-tried if failed; 1 tick each at-
tempt). If it is the last tick it goes
SELF-DESTRUCT SEQUENCE aaaa x
boom before the player can stop it, un-
less or is rolled.
The self-destruct sequence is armed as
Assuming the PCs make it out before the
soon as “Bad Science” breaks out. The el-
timer hits 0 the generators explode and
evator is locked down and the shaft has a
the lake fills in, effectively wiping out
laser fence that cuts across the shaft
the facility.
horizontally at regular intervals (ie no
climbing up the shaft, Richard). All sen-
try turrets are activated and shoot any-
thing that moves.
BIG BAAAADDA BOOM
When the hour is up (assuming the party
The computer {Evil Computer Voice} will leaves the facility) read the text box:
announce 30 mins remaining, 15 mins re-
maining, and 5 mins remaining. (If the GM A violent shockwave hits you and the
would like to have some fun, the closer ground shudders tremendously. You brace
the timer gets to zero the more the (mad) yourself to keep from falling. The
scientists will giggle and cackle). elevator up to the house is sheared from
its already weak frame and collapses into
The building's generators will overload the water.
and blow up the facility in 1 hr. To make
KYPPERON CAPTURE
IMPERIAL STORM COMMANDO 38
Following, a giant geyser of water comes
up from below and soaks everyone. You see
the lake begin to drain into the
Facility. Thank the Force you made it out
in time.
III
STRANDED
REBEL DOUBLE FOOD AND WATER
AGENT Standard Stormtrooper rations include 3
days food and 3 days water. It's also
possible players purchased additional
Horace calls; read the red text box: days rations.
“Gents, glad I got a hold of you. You Every day a party member does not eat or
were out of comm range so long and I drink they must make an Average [ dd ]
would have hated to leave without giving Resilience Check or take 1 strain, 3 if
my regards.” no water. Each consecutive day without
food/water increases the difficulty by
one. When at Formidable start upgrading
b
“It seems there's been an accident with
your shuttle crew. They're all dead.” dice. Because of the heat add to not
drinking checks. Strain damage taken this
“I'll be leaving now. The Rebel Alliance way cannot be healed until the PC eats
thanks you kindly for donating this food and/or drinks water.
luxurious Lambda-class. You've made a new
starting crew very happy.” Players can forage for food with a Hard
ddd
[ ] Survival Check. This provides
“Don't bother going back to town. It's food for the party for 1 day. There are
500 miles away and the entire populace livestock roaming the area that can be
believes you're no good, lying, cheating, killed and eaten. 1 animal will feed the
thieving, whoring, drunkards. Good day!” party for 2 days.
SURVIVING ON
below the Facility. Beaverdam lake is 2
miles or so from the house and has plenty
KYPPERON
of water. Neither of these water sources
is clean, so players must purify it or
become sick.
A search party will arrive 8 Kypperon If a character drinks unclean water (must
days after the party landed. The party be boiled) or uncooked meat they must
needs to survive until then. make a Hard [ ddd ] Resilience Check or
suffer 5 strain. Make this check for each
KYPPERON CAPTURE
39 IMPERIAL STORM COMMANDO
NPCS AND FOOD/WATER making a fire.
x
The generators in the base also powered back to Kypper's Corner. Spend or
the house so if the base was destroyed on a foraging check and a party member
the house has no electricity. notices a large river that flows in the
direction of town. Finding the river is
There is plenty of wood at the Estate for also possible with simple exploration of
their surroundings.
ddd
PCs and make the game rather dull. skilled assistance rules, AoR CRB p.33).
Once players find a source of wa- Make a Hard [ ] Survival Check. It
ter and figure out how to make it takes 6 hrs to complete.
potable there's no real need for
further checks. Simply fast for-
ward to the rescue party scene.
ONE MAN'S JUNK...
aaa
A nearby abandoned mine holds a derelict
To make it interesting the GM may
x
shuttle. While foraging for food
want to bring “Bad Science” back.
or can be spent to find the old mine.
Maybe even hinting at its return
The PCs may also find the mine just ex-
will get the players moving
ploring the area around the Estate.
(howling, soul-piercing shrieks in
the middle of the night, etc.).
KYPPERON CAPTURE
IMPERIAL STORM COMMANDO 40
KYPPERON TUSK CAT [RIVAL] Once the party kills or otherwise pushes
the Tusk Cats out of their lair they can
fix the shuttle. An Average [ dd ] Mech-
anics Check gets the ship up and running.
Repairs take 2 days to complete. The
shuttle has no hyperdrive capacity and is
far from spaceworthy, but can be used to
fly back to the town in a day.
Skills: Perception 2, Stealth 2
Engaged dcc
Range(Claws/Teeth):
KYPPER'S CORNER
REVISITED
Dam: 6, Crit 3, Special: Pierce 2
Engaged Range(Tail Sweep):dcc
Dam: 4, Crit 3, Special: Knockdown
Back in town the Squad's reputation has
Unfortunately for the party a group of been soured by Horace. Add bb to all
Tusk Cats (5 total, 1 of them the pack Social Checks. Most townspeople com-
leader) has taken residence in the mine. pletely refuse to help the party at all.
The shuttle is right in the middle of the
lair. To convince someone to let them call SSGT
Cross (on the Executor) for rescue they
Like much of Kypperon the Tusk Cats have must either pay a bribe of 750 CR or
provide goods in trade (500 CR with a
seen better days. They are a bit skinny
and weakend. The Tusk Cats defend their successful Negotiation [ dcbb ] Check).
lair but will not attack otherwise. The They may trade any non-Imperial goods (ie
pack leader will retreat deeper into the those taken from the Rebels) at costs
cave with her young if the other 4 are provided in the AoR CRB, up to the price
defeated. of the bribe.
RESCUE PARTY
After 8 Kypperon days (7 Galactic Days) a
Lambda will appear in the skies (it comes
from a nearby system, not the Death
Squadron). Read the red text box aloud:
KYPPERON CAPTURE
41 IMPERIAL STORM COMMANDO
PCs will have to signal to the ship (if 500 SB for Confiscating Koobis' goods
not in town). Most anything gets their
attention: smoke signals, firing blasters 250 SB for Downloading the research data
in the air, spelling out HELP on the
ground, etc.
END ADVENTURE
XP AND
REWARDS
XP, Duty, and Money awards are per player
unless otherwise specified.
XP
5 XP for Returning home alive
DUTY
3 Duty for Completing the mission, alive
MONEY
500 SB for Capturing at least 1 scientist
KYPPERON CAPTURE
IMPERIAL STORM COMMANDO 42
EPISODE II: SKIRMISH
ON SHELKOWNA
In a dark office a scheming man sends
Darth Vader a message: Leia Organa is
hiding on my planet - Shelkowna.
ADVENTURE
SUMMARY
On the Executor players learn that the
Death Squadron is moving out for its
first mission. MAJ Phillips gives the
company a briefing. The entire 501st will
deploy to Shelkowna and capture Leia Or-
gana, who is hiding out in Makrin City.
SKIRMISH ON SHELKOWNA
45 IMPERIAL STORM COMMANDO
DUTY REFERENCE SHEET
At the start of each session roll poten- COMBAT VICTORY
tial Duty effects. As the ranking will (TK-618, Commando)
vary, the GM should compile the list as
stated in the AOR CRB, p. 48. The party should find a "Wanted" notice
for BloodScar pirates Caaldra and Pana
The group should have roughly 45-60 duty Melnau on the holonet. Included in this
so it is probable that a Duty will be ac- is a bit about a convoy of AT-STs re-
tivated. cently stolen from a nearby planet. They
should be eager to face and defeat the
Duty effects can be easily adapted if a Pirate leaders.
player's duty is rolled. While the duty
sidequests are not required they may
provide an interesting break from the ac-
INTELLIGENCE
(TK-766, Slicer)
tion or a unique challenge. Players
should be encouraged to try them even if
their duty is not active. Naturally Leia Organa has a great deal of
Rebel Intelligence, but players will not
capture her in their mission. Tic
For our pre-gen characters:
Lya'Lian is a Rebel spy and also has a
great deal of information. Players should
INTERNAL SECURITY want to capture him alive and get what
intel they can from him.
(TK-282, Sharpshooter)
COUNTER-INTELLIGENCE
(TK-513, Scout)
SKIRMISH ON SHELKOWNA
IMPERIAL STORM COMMANDO 46
I
THE DEATH
SQUADRON DEPLOYS
Aut hor's not e : This adventure uses the charac- The fleet begins to leave the atmosphere
ters, setting and some of the events from the nov- of Coruscant. Navy personnel are scam-
el “Allegiance”© 2007 by Timothy Zahn. However, pering around the ship making prepara-
the story presented in this adventure changes tions for lightspeed. All of the Star
what occurs in the novel to better suit our 501 st Destroyers come together. After a brief
Legion PCs. As of November 201 4 this material is pause, they all go to hyperspace and the
Executor follows.
no longer official canon.
You haven't been told what's going on but
Allegiance it's obvious that Lord Vader has found a
lead and perhaps even discovered the
The novel Allegiance is copyright 2007 Del Ray Publishing.All location of Rebel High Command. Word
rights reserved to their respective owner and parent compan- around the ship is that the Death Squad-
ies. Any use of trademarks or copyright material in this docu-
ment should not be view as a challenge to those ron is heading to the Shelsa Sector.
trademarks/copyrights and are used without authorization, en-
MISSION BRIEFING:
dorsement, or specific permission. Any commercial use of
trademarks or copyrighted material without express permission
is prohibited. Under no circumstances will any of this material
be made available for profit or compensation in any form.
UPKEEP
tion of H Company is there and MAJ Phil-
lips stands at the front of the room.
SKIRMISH ON SHELKOWNA
IMPERIAL STORM COMMANDO 48
Choard, based in Makrin City, is likely
working with Leia Organa. The tip came
from one of Govenor Choard's most trusted
staff.
Makrin City sits in the temperate zone As you know, Shelkowna is home to the
of Shelkowna and is a class I atmosphere famous Big Mouse Theme Park. We are here
(Coruscant like). It is spring so expect to work and Lord Vader is watching.
a decent amount of rain. Passes will not be issued.
Lord Vader has said that sector Govenor H Company has been assigned a war cor-
respondent, INN reporter Lorea (lor'e'a)
Jinzell, by The Brass to help with re-
cruiting. She will be assigned to CPT
501 ST//1 R/2B/H COMPANY Razor's platoon for safe keeping (groans
come from 2nd platoon) – don't get her
killed, it's bad press. She'll be given a
Mission: Skirmish on Shelkowna tracking beacon so that she doesn't get
accidentally lost.
Mission Objectives:
Lorea is an up-and-coming reporter for
Primary: Capture Leia Organa the INN newspaper. Her ambition to move
into TV has gotten her into a sticky
Primary: Avoid any bad press situation. Eager to be noticed by the
network and get her own show she applied
to be a war correspondent.
Secondary: Avoid killing or harming
any civilians
Born on Coruscant, she has lived her
whole life there. She is a young, pretty,
Secondary: Eliminate any Rebels or human who is rather clumsy. Far from weak
collaborators she is a hard hitting investigative re-
porter who asks tough questions. She
Situation on the ground is fluid stands just shy of 5'10” with blonde
and orders could change at a locks that flow down her mid-back and
moment's notice. shining blue eyes.
ddd dd dcc
dd dd
Cool: Coerce: Charm:
dcc dd
Discipline: Vigilance:
ddd
Negotiation: Leadership:
Deception:
Other: Streetwise 2, Know(Core) 2,
Know(Education) 2.
Talents and Abilities: None
Equipment: J57 cam droid, tracking
beacon, blast vest and helmet (+2 soak),
backpack.
SKIRMISH ON SHELKOWNA
IMPERIAL STORM COMMANDO 50
II
SHELKOWNA
Astrogation Data: Shelsa Sector,
Shelkowna System, Colonies, Map: M-9
DRAMATIS
PERSONAE
Chapters II and III feature 2 prominent
dramatis personae: Leia Organa and Mara
Shortly after the party arrives, before
Jade.
they can leave the facility, a transmis-
sion from Executor comes in that states a
Leia sticks to the background and poses TL-1800 transport carrying ISB personnel
as a waitress at a tapcafe. She is the has been cleared to land at Makrin Main.
party's main objective but realistically Read the red text box aloud as the
they will never find her. transport lands:
Mara Jade plays an important role in this You see an old junker of a TL-1800 land-
adventure, appearing in Chapter III. Also ing at the space port and wonder what the
present in the city are Han Solo, Luke ISB was thinking sending this bucket of
Skywalker, and Chewbacca. Players should garbage.
not encounter those 3 powerful NPCs, as
the PCs will very likely lose in a fight.
As the copious exhaust fumes clear a
group of five vanilla stormtroopers step
To keep Canon none of these important off the landing ramp. There is no sign of
personae will be given stat blocks. None any ISB agents or other ISB markings on
of them can truly be killed by the play- the ship or the troopers.
ers (maybe incapacitated if they're
lucky). As seen later, Mara Jade's Jedi
If the PCs decide to check it out a SGT
powers can be triggered with advantages
from another company notices the Squad as
and triumphs in combat.
they approach and over comlinks they
hear:
THE HAND OF
JUDGMENT LANDS
Aww ****, who called the Commandos?!?
This is bull****. Look boys, we got this
under control. We don't need Storm Com-
mandos screwing things up, alright?
The Hand of Judgment (HoJ) is a group of
5 rogue Stormtroopers who were assigned PCs can question the HoJ if they want.
to ISD Reprisal in the Shelsa Sector. The following are example answers to some
They deserted after disobeying orders and likely questions. The GM shoud feel free
then killed an ISB Major, allegedly in to handle the encounter as he see fit.
SKIRMISH ON SHELKOWNA
IMPERIAL STORM COMMANDO 54
In general, the HoJ will try to deflect Players may make an Opposed [ ddbb ] Vi-
questions and not give any real answers. gilance Check if they don't trust these
They actively try to avoid sensitive ISB Stormtroopers. The setback dice are
questions by repeating that they're on because the HoJ story is credible.
secret orders.
As things get heated, a woman wearing a
sharp looking black pantsuit and purple
Can I see your ID?: “We don't have ID. hair in a pixe cut comes over and inter-
You're commandos - you understand how it cedes. She is from BOSS at Makrin Main
is to be sent on a secret mission to an spaceport. She'll ask the PCs what the
unknown planet. Of course we don't have problem is and give them a hard time for
any ID!” harassing a group already cleared to land
by Executor. In the end she'll tell the
Who is your Superior/Officer?: “We are ISB types to go about their business but
under direct orders from MAJ Drelfin of she'll be watching them.
the ISB.
If the party tries to follow the HoJ make
Can we contact or locate superior?: an Opposed [ dd ] Stealth Check. If
“MAJ Delfin is on assignment on another successful, the party follows the HoJ to
planet. We don't know where and we can't a cantina where they disappear into a
contact him.” (missing R in Drelfin is back room. The bouncer won't let the PCs
intentional). pass. The Squad might want to stakeout
the place, which leads to information
Reason for Junker Ship: “We are riding regarding the Nightowk Job (p. 59).
in a beat up TL-1800 because the Major
thought it would attract less attention –
he was unaware of the Shelkowna blockade THE
INVESTIGATION
and didn't expect any trouble.”
BEGINS
Aware this planet is locked down?: “No,
we didn't know and it really doesn't mat-
ter. Our orders are independent of the
lock down, so let us pass!
Makrin City has a population of 2.5 bil-
lion and hosts many millions of tourists
Can we search your ship?: "No, you can-
at any given time. Leia is actively at-
not search our ship. It's ISB property
tempting to hide and blend in. Players
and classified above your level. Not like
will definitely not simply bump into her
there's anything worth finding in that
by accident.
junk heap anyway.”
SKIRMISH ON SHELKOWNA
55 IMPERIAL STORM COMMANDO
(Related Skills: Charm, Kno(Core)). between the Rebels and a pirate hacker.
The meeting is to be held at Big Mouse
LOST DATAPAD
Searching the HoJ (corpses or otherwise),
CATACOMBS
the party come across a datapad. It can A vast network of ancient catacombs runs
also be found by tailing the HoJ, who ac- underneath the city. The tunnels were
cidentally drop a datapad at some point. built more than 20,000 years ago. It is
dd
The datapad has an encryped message on it famous and PCs can find a map at a local
(Average [ ] Computers Check to ac- tourism office, map store, or newspaper
cess). It describes a clandestine meeting
SKIRMISH ON SHELKOWNA
IMPERIAL STORM COMMANDO 56
kiosk (seriously this thing is not hard Prior to entering the lair there is a
to find). Players can even hire a guide, large chasm the group must cross, 10'
standing outside the entrance, to give a wide. On both sides of the chasm is a
tour for 100 credits. control panel. The panel can be sliced
with an Average [ dd ] Computers Check,
The party can find out where the most which extends a forcefield bridge. Also
likely hiding spot is with a successful the party may use grappling hook and
Average [ dd ] Know (Warfare) or Know wire; make an Average [ dd ] Athletics
(Streetwise) Check. Or, if the group Check. Lorea tells the group she'll wait
hired a guide he/she can give a likely for them at the chasm – the zombies were
location. The party finds out that a enough excitement for her.
large burial chamber to one side would be
the best spot. Normally this spot is off
limits to tourists. BLOODSCAR LAIR
Read the red text box aloud as they enter The room is extreme range and has a high
the catacombs: ceiling. Spread throughout are various
crypts and tombs. To the far side is
large mausoleum with fancy artwork and
The catacombs are dark and musty. The
statues. A comm sattelite rests on top of
funk of 20,000 years fills your nostrils.
the small building. From three sides
It is surprisingly quiet here considering
ramps slope down to the floor. Scattered
how loud Makrin City is. Crypts lie here
around the room are various crates of
and there and the occasional well decor-
gear and a few weapons.
ated tomb is placed along the tunnels.
Upon closer inspection these are not real ITEMS TO INTERACT WITH
zombies and are trying to keep away any-
one who comes too close to the lair. The tombs and crypts can be climbed up or
After 2 casualties the fake zombies flee down, using an action. There is a stair-
towards the lair. case in a crypt nearby the Squad that
goes underneath the floor and comes up
behind the pirates. Both staircases are
FAKE ZOMBIES [MINION] visible to the party. Make an Average
ddb
[ ] Stealth Check to sneak behind the
pirate group.
SKIRMISH ON SHELKOWNA
57 IMPERIAL STORM COMMANDO
an electrical burst at short range. Any The pirates will flee when they have
character within short range of the sat- taken more than 50% casualties or if Pana
telite takes a 4 strain
this action once and is
damage. It can do
then destroyed.
Melnau is incapacitated. Spend ttt y /
to bring in BloodScar minion reinforce-
ments. Check for fleeing at the end of
TRIUMPHANT DESPAIR the round and be sure to include any re-
inforcements that may have arrived.
From across the chasm you hear Lorea Pana Melnau is Caaldra's Lieutenant. When
screaming wildly. Then, suddenly, she Caaldra is off-world, Pana is in charge.
comes swinging into the room and crashes He is an average height Mungra male with
onto the floor tumbling head over heels orange eyes and tawny red hair. Pana is
all the way down ramp. The pirates look easily startled and has a nervous tic in
away from you and a few even lower their his eye.
blasters as they all begin to laugh.
In the "Loot Room" is the big score. The There are many rooms with various artwork
Squad finds a missile tube with 4 mis- displayed. Statues, paintings, and arti-
siles. Additionally they find 2,500 cred- facts are everywhere. Display cases hold
its in the room. various objects and trinkets. There is an
art storage room towards the back with
The crates contain a few blaster pistols, crates, boxes, etc full of valuable art.
blaster rifles, many clips, and 5 frag
grenades. If a PC is "out of ammo" they The centerpiece of the gallery is the
may reload here. Alsakan War collection. Many rare, an-
cient, and very valuable items are placed
Sitting on a table in between the mauso- on and around the mezzanine level. Some
leums is a tunnel map to the Nightowk Re- of the items are 17,000 years old.
pository.
All the doors in the building begin
NIGHTOWK
closed but not locked. They can be opened
with a maneuver.
SKIRMISH ON SHELKOWNA
59 Imperial Storm Commando
TRIUMPHANT DESPAIR
Table 3-3: Nightowk Triumphant Despair Results
THEME PARK
ation about that."
MEETING
LaRone: "Fine. Look, we may have picked
up some heat. A squad of Storm Commandos
may be following us. Let your contact
know to watch out for Imps."
A few hours south of Makrin City is the
Big Mouse Theme Park. Players must travel
Woman: "I'll do that. It could be worse." via maglev train to the port city
Nolidora. A ticket costs 15 credits and
POLICE RESPONSE each player must buy a ticket.
After either the fight or the conversa- Once they board the maglev train read the
tion ends Planetary Security Forces ar- red text box aloud:
rive, responding to the silent alarm.
They announce: “We have the building sur- You find a seat on the train and the
rounded, come out peacefully or we will Squad settles in for the ride. All the
be forced to respond with violence.” people in the car get up and leave as you
sit down; you have the car to yourself.
Shortly thereafter the Planetary Forces
send in security teams and begin search- “No love for the Empire here,” SGT Hunter
ing the place. To hide, players must make remarks, removing his helmet.
an Opposed [ ccbb ] Stealth Check. Set-
back is because there are many, many po- Then a Bothan male with an unfortunate
lice searching the place. face comes in from another car. Noticing
Lorea, he heads immediately towards her.
There should be at least 100 Planetary
Force minions and many rivals. Breaking "I'm a huge fan of your incredible...
into the Nightowk is a serious offense; work", he says, grinning goofily.
it is of considerable worth to the Gov-
ernment. He gets her autograph and practically
drools on her. You're a bit embarrassed
Otherwise, PCs will have to fast talk the
police (Average [ ddbb ] Social Check),
for Larea.
SKIRMISH ON SHELKOWNA
61 IMPERIAL STORM COMMANDO
EXPRESS ELEVATOR TO those Rebels would get me”. If
nobody grabs it out of her
HELL hands (1 maneuver) she drops
it on her initiative pass
The Squad has exactly 2 and it rolls under a
rounds to do something seat, requiring any PC 2
before the thermal det- consecutive maneuvers
onator explodes (it has a to recover it.
countdown display show-
ing 2; after a round it HOT POTATO:
changes to 1). The GM is
encouraged to pressure To pass the deton-
db
the players, keep the ator between players
pace quick, spend a lot make an Easy [ ]
of destiny points, and Ranged (Light) Combat
make the PCs feel that Check. Setback die is
their lives are truly on due to the stress of
the line!! throwing a live thermal
detonator. Failure means
Describe the area aloud: it's on the ground, inside
the car, and 1 maneuver must
be used to pick it up. It may only
Door-to-door the car is short range. At
be passed or thrown 4 times per round.
either end there are doors going to the
next car, with a small enclosed gap
The GM may apply these results to any
between the cars. Near the end of the car
Ranged (Light) Check involving the det-
is a heavy steel locked door. The windows
onator:
seem to be made of transparent plas-
tisteel - a hard material but not indes-
tructible. There is a vent hatch on the Table 3-4: Throwing a Detonator Results
roof which is currently closed. Shown in
red on the detonator, the countdown timer
is at 2.
EMERGENCY BRAKE
dd
based on successes). Next, PCs should
make an Average [ ] Fear Check.
ddd
If a PC pulls the emergency brake every-
Lorea starts the round holding the deton- one must make a Hard [ ] Coordination
aaa x
ator. She is clutching it to her chest in Check or fall prone. Whoever is holding
sheer terror, mumbling to herself “I knew the detonator drops it unless /
SKIRMISH ON SHELKOWNA
IMPERIAL STORM COMMANDO 62
is spent. If it's already on the ground,
it rolls away and needs 2 consecutive
THE SACRIFICE PLAY
maneuvers by the same PC to recover it.
It may happen that a noble player
decides to fall on the detonator.
The train takes 2 full rounds to come to
This is not survivable by any
a stop, so it is likely it will still be
means – not even Darth Vader could
moving if anyone decides to jump out.
jump on a thermal detonator and
live. Add vicious 15 to any
GETTING RID OF THE BOMB critical hit. The player should be
made aware of this before agreeing
to the sacrifice.
There are several ways for the PCs to
save themselves: Jumping on the detonator reduces
the blast damage from 20 to 5 and
Shoot the window out: The windows cannot showers everyone in the car in
be opened. They are made of a tough plas- gore.
tisteel (soak 6, wounds 10) but are not
indestructible. A PC may shoot the window
if they want to. Make an Easy [ db
] Com-
bat Check to hit. Setback is due to the done with detonator in hand. It takes 1
stressful situation. On a failed check maneuver to do either. Make an Average
spend ttt y / : a ricochet causes the [ddb ] Athletics Check to forcibly open
detonator holder to duck and drop the the hatch or an Average [ddb ]
detonator. Skullduggery Check to release the mech-
anism. Throwing the detonator out the
Open a Car Door: The locked steel door vent requires an Easy [ db ] Ranged
requires an Average [ ddb ] Computers or (Light) Check. Setback dice are due to
Skullduggery Check or a Hard [ dddb
] stress.
Athletics Check to get it open. Again,
setback dice are due to stress. The doors
at the ends of the car are unlocked and
COLLATERAL DAMAGE
may be opened with 1 maneuver.
At the end of the second round the
thermal detonator explodes violently
Open the Vent Hatch: The hatch is cur-
(unless disarmed). Consequences of the
rently closed. A PC must jump to reach it
explosion depend on where the thermal
or climb on furniture; this cannot be
detonator was at the time it exploded.
dd
kill Lorea if her flames are not put out.
A character must make an Average [ ]
Coordination Check to put their flames
out.
OUT A CAR DOOR
A fire extinguisher in the car may be
If a player decides to throw the detonat- used to put out flames as well. It has 5
or into another car use “Inside the Car” charges and putting out 1 character's
result but instead of the Squad dying, 75 flames requires 1 charge.
civilians die in the explosion. Addition-
ally, the party is found directly re- JUMP OUT THE WINDOW/DOOR
sponsible for those deaths by the local
authorities (this breaks the Avoid Jumping from the train takes 1 action.
killing or harming civilians mission pri-
ority).
If for some insane reason a character
decides to jump out of a speeding maglev
If it is thrown out the heavy steel door train traveling at 400 mph they take 1
use the “Out the Window” result. critical injury with vicious 4, 10
strain, and 10 wounds. This damage is
The explosion rocks the car in front (or enough to kill any non-PC in the group.
behind) of the party's and decouples
them. The train sheers apart and both
If someone pulled the Emergency Brake
cars tumble off the tracks smashing into
beforehand the GM should consider redu-
ddd
the ground. Make a successful Hard
cing this damage.
[ ] Athletics or Coordination Check
or suffer 1 critical injury. At least 500
civilians are killed and the train is a
horrific wreck.
AFTERMATH
Regardless of the collateral damage
OUT THE VENT outcome, the train comes to a stop and
waits for the authorties. All trains
The detonator bounces off a couple cars traveling to and from Nolidara are
and explodes atop a third, caving it in stopped. The party is stranded roughly
and ripping it apart. Cars behind smash 350 miles from Nolidara. Transportation
ddd
into each other, creating a horrible available is limited to emergency ambu-
wreck. Make a Hard [ ] Coordination lances which are being used to transport
Check or suffer a 10 damage hit. Hundreds civilians to hospitals.
of civilians are crushed or thrown, res-
ulting in their deaths. Most ambulances are going back to Makrin
City. If searching for a shuttle players
SKIRMISH ON SHELKOWNA
IMPERIAL STORM COMMANDO 64
may flip a destiny point to get a ride dice.
with an ambulance bound for Nolidora.
They may also bribe an ambulance driver Tic has the data chip on him. The PCs may
250 credits to take them to Nolidora in- want to obtain it. He is in the Big Mouse
stead of Makrin City. Theme park. After escaping the hospital,
players should make their way there.
If the party decides to commandeer an am-
bulance, require an Average [ ddb ] Co- Read the red text box aloud as they enter
erce Check. Setback die is due to grief the amusement park:
from survivors. For the rest of this ad-
venture the Squad adds b to any Social You enter Big Mouse Theme park to imme-
Check with the local populace (breaks the diate celebrity status. Suddenly you are
Avoid bad press Mission Directive). mobbed by children clamoring to take
photos with you. For several minutes you
can't make more than 100m of progress
through the surging crowd.
CPT Razor tells the group that the explo- Upon sight of the party he runs for it.
sion was unfortunate and they were lucky The park is crowded and players may have
to survive. He tells the Squad that he trouble chasing Tic. If the Squad starts
doesn't have a lot of available resources
because they are all tied up in the
shooting, spend ttt y
/ to have an er-
rant shot kill a civilian (breaking the
lockdown and the hunt for Leia Organa. Avoid killing or harming civilians mis-
sion priority).
Razor offers to get them in an ambulance
headed for a hospital in Nolidora if the Tic is weak-willed and easily gives into
PCs agree to pay the driver a bribe of the party's demands in exchange for his
250 credits and flip a destiny point. life. He may Negotiate for his safety.
SKIRMISH ON SHELKOWNA
65 IMPERIAL STORM COMMANDO
PUTTING THE PUZZLE 2. Distra has been working directly with
TOGETHER the BloodScar pirates to prepare the
system for Rebellion. Included within are
The data chip, in combination with the plans to steal 50 AT-STs from a nearby
coded file on the datapad, decrypts a system. An email details how Caaldra
copy Chief Administrator Distra's hard barely escaped a Dark Jedi while smug-
drive. gling the 50 AT-STs and is now enroute to
his warehouse (location is included in
the email).
3 major plot points are on his computer:
III
MARA JADE,
WRECKING BALL
SKIRMISH ON SHELKOWNA
IMPERIAL STORM COMMANDO 66
In this chapter Mara Jade will take com- It should be mentioned to players that
mand of the Squad and make a big mess of disobeying a direct order is akin to go-
things. This is a diversion from Alli- ing AWOL. SGT Hunter won't let the team
ance©, in which she took control of the disregard Razor's orders. He assures them
Hand of Judgment. Conveniently they've they can continue the investigation after
been killed off or arrested. the Squad finishes with Razor's errand.
SKIRMISH ON SHELKOWNA
67 IMPERIAL STORM COMMANDO
with large cranes. Many pirates minions
are working in the area and begin to dash
for the AT-STs when the Platoon arrives.
TRIUMPHANT DESPAIR
Table 3-6: Pirate Warehouse Triumphant Despair
AT-ST
[AOR CRB p. 265]
WHACK-A-MOLE
Skills (group only): Cool, Ranged (Heavy) The key to this fight is to keep the
Talents and Abilities: None pirates from getting in to an AT-ST. 2
Medium Range(Blaster Rifle): characters need to get into an AT-ST in
Dam 9: Crit: 3, Spec: Stun Setting order to activate it.
Equipment: Padded clothing (+1 soak)
Pirate minion groups provide covering
ITEMS TO USE fire while a pair of minions run for it.
Crates: Characters can climb up or down a After a few rounds, 1 of the AT-STs
crate as a maneuver. Atop a crate, a
character removes b
from any cover bo-
starts up without any pilot and begins to
rampage. It takes a few shots at the
nuses their target may have. Similiarly, Platoon and then walks outside the onto
atop a crate a character can only gain a the streets. Razor orders 1st Squad to
cover bonus if they are prone. follow it.
Crane: There are 3 cranes in the ware- AT-ST UPLINK PROGRAM [RIVAL]
house, hoisting AT-STs out of crates.
Each crane starts with a pirate minion
controlling it. The Pirates are furiously
trying to get AT-STs out of crates.
SKIRMISH ON SHELKOWNA
IMPERIAL STORM COMMANDO 68
nal can be hacked and disrupted or over-
taken. A PC may attempt a Hard [ ] dddbb USING MARA JADE IN BATTLE
Computers Check to hack the signal. The
setback dice are due to encryption. Mara Jade exists purely narratively and
cannot take serious or significant dam-
A NEW
age.
CHALLENGER HAS
If the Squad is getting wrecked by the
AT-ST SGT Hunter calls for backup and 2nd
Squad arrives a round later. If they
ENTERED THE RING continue to get wiped out, he'll call for
air support. A sentinal-class arrives 2
rounds later.
Read the red text box aloud:
Mara Jade's force abilities can be trig-
gered using Advantages and Triumphs.
The AT-ST plods along completely ignoring
Players should be encouraged to use any
you as it searches the skies. A moment
a x
skills they can justify to assist Mara
later you see a Z-10 Fighter. The AT-ST
Jade and generate and . Encourage
opens fire and scores a direct hit caus-
destiny point usage.
ing the fighter to lose control and start
to lose altitude.
Any damage listed is damage done before
soak/armor. Jade is an Ataru Striker and
The cockpit opens and a woman dressed in
her special abilities reflect this.
all black with flaming red hair flips out
of the ship in dramatic fashion. She
lands squarely in front of the AT-ST with Each ability may only be triggered once
cat-like agility and ignites a magenta per round unless otherwise stated in the
lightsaber. Turning, she flashes you a description. Negative effects can be
deviously wicked grin. triggered as often as the GM wishes.
“On me Troopers!” She shouts, and you Realistically there are two ways to bring
feel her thoughts pushing you forward to the AT-ST down: focusing on strain damage
aggressively attack the AT-ST. or critical hits. If the party still has
missiles for the missile tube those may
cause critical hits per normal.
In the back of your mind it occurs to you
that something may have crashed and ex-
ploded but it no longer seems important.
Ta b l e 3 - 7 : M a ra J a d e Po si ti ve Re su l ts
SKIRMISH ON SHELKOWNA
69 IMPERIAL STORM COMMANDO
Ta b l e 3 - 8 : M a ra J a d e N e g a ti ve Re su l ts
CHARGE
the AT-ST, the party won't defy her.]
PALACE OF TRAPS
Upon defeating the AT-ST read the red
text box aloud: Read the red text box aloud:
The AT-ST smokes and shakes, before fi- You follow Mara Jade into an underground
nally collapsing in a heap. Mara Jade tunnel system. It is dark and cold down
quickly rushes over to the cockpit and here but Jade makes quick progress. At
wrenches it open. She glances inside for one spot the tunnel splits three ways.
a moment before beginning a long and loud She stops, clearly not sure which tunnel
string of curses. You're able to pick out to choose. Jade closes her eyes and med-
“Wireless uplink” and “Caaldra will pay”. itates.
She turns to the Squad and says “This Opening her eyes and pointing down the
charade of Vader's is over. The whole middle tunnel she says, “I've sensed the
Leia Organa nonsense was obviously an Pirate Lord and Rebel collaborator
elaborate ruse to draw him here. He's Caaldra is down the middle tunnel."
like a dog with a bone - so predictable.
I see now why the Emperor sent me to in- "You may take either of the other two
tervene.” tunnels to reach Govenor Choard. Beware:
both paths are laden with traps. You are
Suddenly it's so clear to you. Leia Or- to execute former Govenor Choard on the
gana never was here. Vader was drawn here spot, as a Rebel and a traitor. I give
for one purpose: an elaborate multi-layer you this authority in the Emperor's
ruse beautifully crafted by the Governor. name.”
Chief Administrator Distra was only a
pawn to be captured and taken out of She dashes off down the middle tunnel
play. into darkness, leaving you all all alone.
SKIRMISH ON SHELKOWNA
IMPERIAL STORM COMMANDO 70
Now that the battle meditation is gone 2. Boiling Oil Lake
party members feel a bit releived. 3. The Assault
Obstacles can be disabled by turning a Search the storage room and find several
switch at the far end of the room. This fire suppression droids which will render
switch cannot be shot, pushed, twisted, the projectors useless; Perception or
or disabled in any manner other than by Vigilance Check.
manually turning it (like Obi-Wan using
the tractor beam controls at the Death The switch at the end disables the flame
Star). projectors. Before moving to the next
room Larea will send her camera droid to
OBSTACLE COURSE A: check it out.
SKIRMISH ON SHELKOWNA
71 IMPERIAL STORM COMMANDO
BOILING OIL LAKE At the far end of a large room stands a
droid in spandex shorts and a red, white
and blue shirt with “Nitro” written
Read the description aloud: across the chest. It is manning a heavy
stun blaster that is surrounded by a
You see the droid's holofeed but are not shield protecting it from blaster bolts.
sure you believe it. In the next room is
an actual lake of boiling oil. The ceil- The floor is a slate grey, seemingly
ing is high and a large circular vent randomly scattered crates a pale blue.
covers the majority of the roof. Past the Floor and crates have a white grid on
door is a slide that runs down into the them.
lake with a thick greasy residue on it.
The walls are made of brick and it's pos- Shield projectors are spread throughout
sible this room is used as a low cost the room. Every now and then a shield
heating unit. A control panel sits near appears above one of the crates, though
you at the entryway and it reads 450F. the pattern is tough to follow.
THE ASSAULT
Read the description aloud:
{To the music: "American Gladiators
Theme"}
73
OBSTACLE COURSE Ideas to safely cross the chasm:
SKIRMISH ON SHELKOWNA
IMPERIAL STORM COMMANDO 74
BARSHNIS CHOARD [NEMESIS]
TRAITOROUS
GOVENOR!?!
After the group completes the 3 obstacles
in course A or B they make their way to
dddd dccc
dccc ddd
an underground war bunker made for the Cool: Coercion:
dcc dddd
Govenor. Up a ladder is the Govenor's of- Charm: Discipline:
dccc ddcc
fice. Vigilance: Negotiation:
Leadership: Deception:
On the floor, below an opening to the Other: Perception 4, Piloting(Planetary)
Govenor's office is a crumpled note: 2, Resilience 2, Skulduggery 3, Street-
wise 2, Know(Education) 4
Talents and Abilities: Adversary 2, Im-
Vilim,
proved Inspiring Rhetoric, Kill with
cc
Kindness 2, Nobody's Fool 2
Look what your meddling has gotten us in- Medium Range(Light Blaster Pistol):
to. The Death Squadron has arrive with Dam 5, Crit 4, Special: Stun setting
Darth Vader at it's head!! It's likely
none of us will survive this ordeal. I
While the party is deliberating with the
knew it was a mistake to let you deal
Govenor a loud argument is heard in the
with that pirate Caaldra. Whatever you've
throne room, most definitely Darth Vader
gotten into with him has brough this de-
and Mara Jade. If the PCs walk in they
struction upon us. I blame you for this
notice a large portion of the 501st is
whole incident.
standing at attention in the enormous
throne room.
I demand you resign immediately and leave
quietly, assuming any of us are alive to-
morrow. Read the red text box aloud:
Sitting at his desk in a stately office Vader: Princess Leia is here. She will
is Govenor Choard. He'll be quite sur- not escape me again!
prised to see the Squad come up from the
tunnel. When they confront him he will Jade: She is not Lord Vader! Undoubtedly
deny any accusations and put all the you must know that was a ruse. Your new
blame on Chief Administrator Distra. The toy, the Death Squadron, couldn't wait to
PCs may choose whom to believe and wheth- be tested could it? Your 501st cannot
er or not to execute him. Choard will simply tear apart every planet you think
dccc
plead for his life, attempting to Charm has a Rebel on it.
[ ] Check the Squad.
Vader (shaking, visibly angry): They can,
and they will!! I will not stop until
Rebel High Command is eliminated.
AND MONEY
ators on Shelkowna
1-3: 2 Duty
Awards for finding who knows the where-
4-5: 3 Duty
abouts of Leia (at the end of Chapter II)
6: 5 Duty
can be given out if the group needs 2
sessions to complete the adventure.
MONEY
XP 1000 SB bonus to each player for arrest-
ing Govenor Choard
15 XP for Discovering who knows the
whereabouts of Leia
2500 SB, divided among the party, for
turning in the missile tube to the QM.
5 XP for Avoiding any Bad Press
SKIRMISH ON SHELKOWNA
IMPERIAL STORM COMMANDO 76
EPISODE III:
ADVISOR
ADVENTURE
DOWN The Advisor in tow, the party chooses
to fight the ship's crew for control of
INTERNAL SECURITY
should raid P-Comm and secure as much
information as possible.
(TK-282, Sharpshooter)
COUNTER-INTELLIGENCE
(TK-513, Scout)
ADVISOR DOWN
IMPERIAL STORM COMMANDO 80
I
INVESTIGATING
ARKANIA
MISSION BREIFING:
error in the CRB - the sentinel has a
crew of 1 pilot, 1 co-pilot and three
gunners) and capacity for 54 passen-
If captured, Razor cannot guarantee the Gunner: TSGT Titus Devi. It's said TSGT
Squad will be rescued. Devi came with the Executor when it was
commissioned. He also serves as 21's
The Death Squadron will not deploy to field mechanic.
Arkania because High Command fears the
Rebels will flee.
Gunner: SGT Jado Courte. SGT Courte is a
replacement; he was assigned to 21
Any casualties from the previous mis- shortly before Shelkowna.
sion are going to be filled by 2nd squad.
ARKANIA
Astrogation Data: Cyfli Sector, Perave
System, Colonies, Map: M-8
WELCOMING
action Jackson is on the stick", as the
shuttle begins evasive maneuvers.
b
COMITTEE It begins to snow. Add
bat and visual checks.
to ranged com-
The trip through hyperspace takes 6 The shuttle comes down to the surface
hours. The ride is a little bumpy, but without much damage. The GM can apply one
without incident. PCs can speak to the hit for dramatic effect, but should avoid
crew or advance to the next scene. If making things dangerous - the Sentinel is
they talk to Rita, they discover she has a remarkably durable craft and will angle
a little flutter (see Social Victory deflector shields to the aft and boost
Sidebar). When ready, read the red text shields (giving it defense 4).
box (right hand side).
The Landing Zone (LZ) is an open area
many miles from civilization and is
swarming with 6 Assault Infantry and a
Rival SGT. They have a Heavy Repeating
Blaster.
X-WING
cc dd
Discipline: Vigilance: Sentinel 21 cannot be reached by comm
dd
Leadership: Negotiation: link (exception: see radio usage in
Deception: "Search the Rebel Camp", p. 87). It will
dccd
Long Range(Heavy Repeating Blaster): return in 1 hr 45 mins.
dcc
Dam: 15, Crit: 3, Special: Stun Setting
The 4 X-wings will return at the 30 min
Engaged(Combat Knife):
dd
mark and the 1 hr mark. Make an Opposed
Dam: 4, Crit: 3
Stealth vs. Perception [ ] Check. If
Equipment: Blast Vest (+1 soak)
the Rebels spot the party the X-Wings
will destroy the the Rebel camp with
proton torpedoes.
ADVISOR DOWN
IMPERIAL STORM COMMANDO 86
shuttle. It is placed such tht it could Helmet cracked, cape torn and left leg
only be an inside job (Dash Darand). crippled, he is in grim shape. He tells
the Squad that a large force of Rebels
Read the red text box aloud: landed, attacked, and he was incapacit-
ated. He heard the Rebels on a radio, but
As you approach the Lambda shuttle wreck- couldn't make it out.
age you notice the main hull seems mostly
intact but many pieces are broken off. A Khoan Russ joins the PC's group if his
large skid mark mars the snow, roughly 50 critical injury is healed: make a Hard
m long. [ddd ] Medicine Check. Otherwise he will
MedEvac when 21 returns.
When you get closer it looks like the
shuttle threw up. Gear, supplies, chairs, Examining the bodies and healing Khoan
benches, and wires are scattered all takes 30 mins.
around the site, half buried in the snow.
TWENTY-ONE
RETURNS
Cool: dd Coercion:ddd dd
Charm: At the 1:45 mark, after being chased and
Discipline: dcc Vigilance:ddcc hiding out, 21 returns to the crash site
Leadership: dd Negotiation:dd none-the-worse for the wear. If the radio
Deception: dd was sliced they hear com chatter from an
X-Wing to a shuttle:
Other: Athletics 2, Perception 3, Vigil-
ance 4, Ranged (Light) 3
Engaged Range(Melee Weapon): dccc X-Wing: Inbound to crash site, ETA 15
Talents and Abilities: Adversary 2, mins.
Hightened Awareness, Parry 4
Equipment: Damaged heavy battle armor (+1 Kappa: Roger that, locked and loaded.
soak, +1 defense)
Current Wounds: 1 Current Strain: 3
Critical Injury: Crippled Leg Players can take the remaining 15 mins to
load any gear they want to take and can
ADVISOR DOWN
87 iMPERIAL STORM COMMANDO
help the wounded Khoan (if not healed) on
board. SGT Courte slices the radio's en-
cryption, if the party has it.
ADVISOR DOWN
IMPERIAL STORM COMMANDO 88
in exchange for the papers and very
agressively try to recover the papers.
"WE SURRENDER"
Sentinel 21 can simply fly up to the
ARKANIAN POLICE [MINION] Frigate and surrender. Easy Money is
vehemently against this and will need to
be convinced, spending several hours ar-
guing.
TSGT Devi has a crazy plan. He loaded the The following is what the crew knows:
shuttle with jetpacks before they
departed the Executor in case of emer- Decks: 35 forward decks and 17 aft; there
gency and has a use for them. is a turbolift in both Fwd and Aft.
The plan: Sentinel 21 will buzz the Morn- Engineering: The hyperdrive can be dis-
ing Glory, drop the Squad and jump to hy- abled at this location, also holds the
perspace. As they are so small, the tibana gas reserves and fuel cells.
Frigate won't pick the party up on scan-
ners. P-Comm: Shutting down this area prevents
the ship's crew from communicating beyond
The Squad can then jetpack over to the extreme range. Also holds the ship's In-
hull and enter via an exterior hatch or tel and Comm encryptions. Those with In-
hangar bay. However, their suits can only telligence Duty should be interested in
withstand the vacuum for 10 mins. This visiting this area.
should be very attractive to anyone with
the Combat Victory Duty. S-Comm: Planetary comms, including in-
ternal ship comms. Disable this and the
If PCs choose this option, see "Space ship sections won't be able to talk to
Walk" notes (p. 108). one or another and won't be able to co-
ordinate.
ADVISOR DOWN
89 iMPERIAL STORM COMMANDO
THE MORNING
an officer on the ship before it defec-
ted, but left willingly. As a woman she
GLORY
had a very difficult time rising the
ranks before the ship turned Rebel. She
would be the commander, if not for Rebel
High Command's decision to place Zoltan
Formerly the Effervescence, it defected here.
from the Imperial Navy less than 1 month
after the Death Star destruction. She was LT Gumbrai Eerin: A mon-calamari, he has
a part of the Yavin IV blockade, but fled recently taken the third watch. He is a
and joined the Rebels. bit hesitant and uncertain, but wants to
prove he is command material.
Currently the ships runs slightly under
crew, with 815 enlisted and officers. In-
cluded in this is a company of Rebel sol- GETTING ON BOARD
diers (minus those killed on Arkania).
The approach the PCs choose will determ-
Generally, The Morning Glory acts as a ine which watch shift that the crew is
hit and run attack frigate. It swoops in on:
on targets of opportunity and then runs
away before Imperials arrive. It has not FIRST WATCH: DAY WATCH
left Arkania because it does not perceive
Sentinel 21 as a threat. The crew has CPT Lethids and CMDR Zoltan are on the
been trained for quick strike raids and bridge and sections are fully staffed.
rapid response operations. Crew are frequently moving around and the
halls are always busy.
Since it has been in Rebel service it has
been modified. It now has an aft hanger SECOND WATCH: THE SWING SHIFT
for shuttles and cargo, the forward
hangar was modified to carry Rebel fight-
ers, and the engines are faster. LTCDR Celwick has the bridge and the
sections are less fully staffed. Some
crew moves between sections and the halls
WATCH OFFICERS are lightly filled.
MOVING BETWEEN
Theft Shuttle
SECTIONS
1 CJP: "We Surrender"
ADVISOR DOWN
IMPERIAL STORM COMMANDO 92
SOUNDING THE ALARM
As an action a SGT or LT can call the Loud klaxons blare, adding b to all
bridge via comm link to report an checks. The Bridge dispatches 2
intruder. (Make sure this is an- patrols to the section that called
nounced to players, unless the de- and 8 patrols will search the ship.
scription states it's a secret call). The patrols take 5/8/12 mins to de-
ploy.
It takes a full round to complete an
intruder alert call. Doing any kind Each patrol consists of 6 infantry
of damage to the caller or a suc- minions and 1 SGT. Spend ttt y / to
cessful Social Check directed at the have reinforcements arrive - add a LT
caller interrupts the call. SGTs/LTs or additional patrol.
will attempt to call the bridge if
attacked and some encounters include When moving between sections (even if
details on an NPC call. using vents or space walking) make an
Opposed [dc ] Stealth Check. Spend
If S-Comm is disabled, the call can- ttt y/ to generate a patrol.
not be made. A jamming device blocks Except for roaming patrols the halls
the call, but SGTs/LTs direct thier will be empty.
attacks to the PC with the jammer.
Additional details are provided for
If a call is completed, the Watch some sections once the alarm is
Officer on duty sounds the alarm. sounded.
Third Watch: Very few people roam the and Doors" (p. 94) section for rules.
halls, just basic cleaning and mainten- Once in space, use the rules from the
ance droids. PCs can sneak from section Space Walk Notes (p. 108). PCs only need
d
to section with an Easy [ ] Stealth to make the Coordination Check to move
from one section to the next. After mov-
Check.
ing in space they will arrive to their
Failure does not necessarily mean the destination undetected (exception:
Squad was discovered, just that they are Alarm).
not hiding well. The GM should not slow
the pace down too much with too many ran- Usually, exterior hatches connect to
dom encounters. These checks should be ventilation shafts nearby the intended
made to raise the tension. section.
EXTERIOR HATCHES
It is also possible to move between sec-
tions via exterior hatches. See "Hatches
ADVISOR DOWN
93 iMPERIAL STORM COMMANDO
MISSION unloading its freight. It is also the
primary cargo hold. The crew is working
SECTIONS
team watches the area.
Some entries are listed with three dif- If hidden in crates by the police (per
ferent numbers (ie 10/5/3): the "Blackmail the Police" plan, p. 88)
they are unloaded without notice. The
dd
First Watch/Second Watch/Third Watch. party may sneak out of the area with an
Average Group [ ] Stealth Check or plan
This represents how many NPCs are present a surprise assault.
during each watch shift. Generally First
Watch has the most NPCs and Third Watch There are many cargo lockers and small
has the least. rooms to lock the crew in.
dd
[ ] Computers Check to slice it open,
ddd
or an Average [ ] Skulldugery to re-
lease the mechanism or a Hard [ ]
Athletics Check to force it open.
dc dd
Deck: Aft-07 Discipline: Vigilance:
dd
Size: Long Range Leadership: Negotiation:
Points of Entry: Magnetic field to space, Deception:
large double doors at opposite end, Other: Mechanics 3
dc
multiple vents and grates. Talents and Abilities: None
Crew: 20/10/10 Ground crew, 2/1/1 SGT, Medium Range(Blaster Pistol):
2/2/0 Pilots, 4/4/4 Infantry, 2 Loader Dam: 6, Crit 3, Spec: Stun Setting
Droids; SGTs & infantry are armed. Equipment: Commlink, Repair tools, jump-
suit.
The aft hangar bay contains 2 Kappa-class
shuttles and 1 police transport,
ADVISOR DOWN
IMPERIAL STORM COMMANDO 94
LOADER DROID [RIVAL]
MORNING GLORY PILOT [MINION] The lead Engineer refuses to disable the
hyperdrive but will do it if successfully
[Use Starfighter Pilot, AoR CRB p. 415] Social Checked.
ADVISOR DOWN
95 iMPERIAL STORM COMMANDO
ENGINEERING SARGENT [RIVAL] to ignite the gas (Average [ dd]
Know(Warfare) Check) and can be set on a
timer. Other methods of ignition are also
viable.
dd dd
Cool: Coercion: Charm: of the large metal blast door openable
dc dd
Discipline: Vigilance: only by the Bridge.
dd
Leadership: Negotiation:
Deception:
Engineering sends a team of 10 engineers,
Other: Computers 2, Mechanics 2
1 SGT, and CDR Zoltan to asses the dam-
dc
Talents and Abilities: None
age. They will arrive 30 mins after the
Medium Range(Light Blaster Pistol):
explosion, wearing spacesuits.
Dam: 5, Crit: 4, Spec: Stun Setting
S-COMM
Equipment: Commlink, Jumpsuit
dd
blowing it up, pulling or cutting its
If PCs wish to shutdown the engines Rita wires, or slicing it (Average [ ] Com-
can do it for them. OR, they can destroy puters Check).
the engines with explosives (hint: tibana
gas reserves in the Engineering section).
If blown up 5 Enginners + 1 LT show up in
20 mins. If PCs have already left repairs
The static vane discharge can be rigged are completed in 2 hrs.
ADVISOR DOWN
IMPERIAL STORM COMMANDO 96
Disabling S-Comm disrupts internal ship Crew: 30/15/0 Comm Techs, 3/1/0 SGT,
comms and sections cannot communicate to 1/1/1 LT, 5/5/5 security droids. Droids,
each other. NPCs cannot make calls to the LTs, SGTs are armed.
Bridge to sound the alarm. Techs can be Alarm: A heavy metal blast door, openable
locked in the small offices. only by the bridge, seals the main entry.
MORNING GLORY COMM TECH [MINION] P-Comm is where all long range comms are
processed. It also contains the ship's
intel and comm encryptions. It has 3
separate sections, a few small offices,
and one large office. There is a holo-
projector in the middle surrounded by
several terminals. To either side are 2
very large routing arrays.
Skills (group only): Computers
Talents and Abilities: None Because of the valuable intel kept at P-
Equipment: Enlisted uniform, datapad Comm it is guarded by security droids
dd dd dd
dd dd
Cool: Coercion: Charm: Comm techs surrender once the droids and
dc dd
Discipline: Vigilance: the SGT/LT(s) are defeated.
dd
Leadership: Negotiation:
Deception:
Once the droids and SGT/LT are defeated
dd
Other: Computers 2, Skulduggery 1
Medium Range(Blaster Pistol): the minions become compliant. They will
Dam: 6, Crit 3, Spec: Stun Setting do everything the party asks, including
Equipment: Commlink, NCO uniform disabling the arrays. If questioned about
anything they give up Dash Darand, Rebel
Intel Agent, without any prompting. They
P-COMM tell the Squad he went to look for
something in the computer core.
Deck: Fwd-01
Size: Long Range Any player with the Intelligence Duty
Points of Entry: Turbolift, ladder down should be very interested in downloading
to S-Comm, multiple vents. the intel files and comm encryptions.
ADVISOR DOWN
97 iMPERIAL STORM COMMANDO
If P-Comm is disabled the ship cannot CAPTURED?
send or receive message from extreme
planetary range or beyond. The crew does If there is a party wipe, the
not notice this right away and will not PCs awaken in the Brig in a
send a team to repair it. locked jail cell.
Also, the party will find a blinking See Busting Out of Jail in the
light on a terminal in one of the smaller Brig section (p. 99) for how
offices. It appears someone left their to get out.
email open and there is a new message:
From: H_Alberville@imarebel.com
To: Dash Darand COMM TECH LIEUTENANT [RIVAL]
Re: Acquisition
Agent DD,
Horace
BRIG
MORNING GLORY SECURITY DROID [MINION]
Deck: Fwd-08
Size: Long Range
Points of Entry: Turbolift, vents.
Crew: 6/6/6 Military Police (MP), Nachkt
(SGT), 1/1/1 MP LT
Alarm: Add 1 Light Repeating Blaster (on
tripod) and MPs wear Riot Armor (+2
soak).
Skills (group only): Ranged (Heavy),
Brawl, Melee
Talents and Abilities: Droid In the entryway there is a desk, terminal
Medium Range(Blaster Carbine): and security check point. Beyond that are
Dam: 9, Crit: 3, Spec: Stun Setting 8 cells on the right side with force
Equipment: Reinforced Armor (+2 soak) fields activated. The only prisoners are
The Advisor and his surviving entourage
(1 Pilot, 2 Diplomats, 1 Comms Officer,
and 1 Navigator - stat blocks are not
given as they do not play an active role
in the adventure and should be used nar-
ratively).
ADVISOR DOWN
IMPERIAL STORM COMMANDO 98
MILITARY POLICE (MP) INFANTRY [MINION]
BUSTING OUT OF JAIL
The SGT on duty, a Trandoshan name
Nachkt, is a former mercenary. He
understands the value of saving his
own skin. To gain his help, make an
Opposed Social Check and continue a
Skills (group only): Ranged (Heavy),
social combat. When he reaches 4 or
Brawl, Coercion, Melee
less wounds he'll give in and let
Talents and Abilities: None
the group go free. If the PCs have
Medium Range(Blaster Carbine):
trouble with the social combat use
Dam: 9, Crit: 3, Spec: Stun Setting
The Advisor to help them.
Engaged Range(Truncheon):
Dam: 4, Crit: 5, Spec: Disorient 2
To secure their release he asks for Equipment: Enlisted uniform, manacles,
500,000 CR and a ride out of the riot armor (+2 Soak) - only worn if alarm
system. A successful Social Check is sounded
reduces his demands to 300,000 CR
and just getting him down to the MP LIEUTENANT [RIVAL]
planet's surface. The Advisor will
agree to do either.
cc dd
Discipline: Vigilance:
dd
Leadership: Negotiation:
Deception:
Other: None
dcc
Talents and Abilities: None
dd dc dd Short Range(Blaster Shotgun):
dd dc
Cool: Coercion: Charm:
Dam: 9, Crit: 3, Spec: Blast 6, Stun
dd dd
Discipline: Vigilance:
dcc
Setting
ddd
Leadership: Negotiation:
Deception: Engaged Range(Truncheon):
Other: Survival 2, Coordination 1 Dam: 4, Crit: 5, Spec: Disorient 2
Talents and Abilities: Adversary 1, Leth- Equipment: Officer's uniform, manacles,
al Blows(+10 to any Critical Injury rolls commlink, riot armor (+2 soak) - only
made against opponents). worn if alarm is sounded
Medium Range(Heavy Blaster Pistol): dcc
Dam 7, Crit: 3, Spec: Stun Setting Once The Advisor is freed, read the red
Equipment: Heavy clothing (+1 soak), man- text box:
acles
As soon as he's out of his cell he goes
Emperor right for his funny hat, putting it on
Palpatine's inner with a flourish. He looks down his nose
circle of Advisors, at the Squad and gives you a once over.
circa 4ABY
“Stormtroopers, hah! I can't believe you
pulled it off. I didn't think the Corps
had it in them.”
ADVISOR DOWN
99 iMPERIAL STORM COMMANDO
The Advisor was on a secret mission to all armed
Arkania when he was betrayed by his pilot Alarm: Add 1 patrol, CPT Lethids and CDR
(Dash Darand) and ambushed by Rebels. He Zoltan (if not already present).
believes himself above Stormtroopers and
attempts to assume command of the Squad. The Bridge has the actual command bridge
Note that since he is outside their chain plus various other conference rooms and
of command, the Squad may ignore his at- ready rooms. The room slopes downward to
tempt to overtake the them. a large transparisteel viewport. In the
center sits the Captain's chair surroun-
DEONIS JACKORR [NEMESIS] ded by 3 crew pits. To the back left is a
tactical action office.
The Advisor orders the Squad to execute "Attention Rebel Scum: Your plot to take
Order 18 (Seize Control of the Ships): me has failed utterly. A single squad of
*9* Stormtroopers infiltrated your
1. Kill or capture his betrayer (Dash worthless, stolen Frigate and liberated
Darand); me."
2. Take the Bridge of this vessel: cap- "The Empire now controls this ship. Sur-
ture the Morning Glory, and turn over to render immediately; we will await you in
the Imperial Authorities these “Filthy, the brig."
pirating Rebel scum”.
After hearing the mesage most of the crew
Per Order 18, Stormtroopers should accom- head to the brig to be locked up. 75 crew
plish these objectives or die trying. and any remaining watch officers gather
in the mess hall, but never make an at-
tack on the bridge.
The Squad can accept or refuse his or-
ders, as he is not in their chain of com-
mand. A player with the Counter
Intelligence Duty should want to capture
COMPUTER CORE
Dash. If they refuse The Advisor is no-
Deck: Fwd-28
ticeably angry but is more concerned
Size: Medium Range
about escaping and follows the Squad.
Points of Entry: Turbolift
Crew: Dash Darand
BRIDGE Alarm: 2 Turrets activated near turbol-
ift.
Deck: Fwd-17
Size: Long Range Spread throughout the medium sized room
Points of Entry: 2 doors, 10 ft apart 10 are dozens of computers and servers. The
computer core runs the majority of the
m from turbolift, vents enter a confer-
ships systems. It is dimly lit (add b
ence room
Crew: 8/9/9 LTs, 2/1/1 Watch Officer(s); due to low-light) and chilled (add bdue
ADVISOR DOWN
IMPERIAL STORM COMMANDO 1 00
to cold). AUTOTURRET DROID [MINION]
MINI BOSS FIGHT
Standing in the back, downloading a file
to his datapad is Dash Darand, Rebel In-
tel Agent and betrayer of Advisor Jakorr.
He notices your entry and looks up, con- Skills (group only): Perception, Ranged
fused: (Light), Vigilance
Talents and Abilities: Droid, Hoverer
"Stormtroopers!?! Couldn't your precious Medium Range(Repeating Blaster):
Emperor spare anything better Jakorr? I Dam: 6, Crit 3, Spec: Auto-fire
eat Stormtroopers for breakfast and you Equipment: Reinforced armor (+1 soak)
punks will be no different."
Dash's first action is to throw a smoke
DASH DARAND [NEMESIS] grenade (bb to visual/combat checks due
to reduced visibility). Then he tries to
hide. Make an Opposed [dcc ] Perception
Check).
Leadership: dd dd
Negotiation:
hidden, he throws a stun grenade and
He fights with a (/LOOT)SE-14R Light Re- It is also possible to Social Combat him
peating Blaster Pistol(/ENDLOOT). He has at this point; maybe PCs can use a check
3 autoturret droids to cover him. Also, to get him off guard.
he'll try to call for backup, if possible
(2 patrols in 4 turns).
Assuming the PCs convince him to stay his
next tactic is to take out the Morning
These autoturret droids resemble training Glory's gravity generator, making the
remotes with small, black spherical bod- entire ship Zero-G. This action prompts
ies that hover and are extremely mobile, the Watch Officer to send a team of 2 LTs
making them very hard to hit. Any Ranged from the Bridge to investigate, arriving
or Melee check against the droid is con- in 2 rounds (regardless of whether S-Comm
sidered a targeted shot (add bb to the is down or not). If the Bridge has been
check). taken over already, disregard.
ADVISOR DOWN
1 01 iMPERIAL STORM COMMANDO
LIFE SUPPORT emergency medpacks, 10 liters of bacta,
and 10 doses of synthetic anesthetic.
MEDICAL BAY
Points of Entry: Magnetic field to space,
large doorway on the opposite side
(open), numerous grates and vents.
Deck: Fwd-04 Crew: 45/30/15 Ground Crew, 5/3/2 SGT,
Size: Medium Range 8/8/8 Troopers, 2/1/1 LT, 8/4/4 Pilots;
Points of Entry: Double door (open), all armed except ground crew.
vents Alarm: 4 X-Wings are on stand-by (4 less
Crew: 2/2/1 Doctors, 5/5/5 Medical pilots in this section).
Droids, 5/5/5 Wounded Assault Infantry;
none armed One of the largest sections on the ship
Alarm: All crew evacuate this section is the Forward Hangar. It spans a large
part of three decks. Here are kept the 2
Med bay is filled as expected. A few pa- Fighter Squadrons: 12 X-Wings, 12 Y-Wings
tient beds are scattered about and numer- and cranes to maneuver them. On the
ous medical devices and gadgets lie second level is air traffic control.
around. Currently there are 5 wounded as-
sault infantry minions (from the first If the party is spotted the LT in the
landing party) in the medical bay recov- control room locks the door and calls the
ering from frostbite. There is 1 bacta bridge (1 action, 1 maneuver). The NPCs
tank, empty at the moment. do not attack right away but will cau-
tiously back up, waiting for the alarm to
The assault infantry are unarmed and sound. However, if the Squad goes after
won't attack unless provoked. The doctors the LT making the call they will defend
and droids do not fight the squad and him.
give them whatever they wish in exchange
for their lives. They may even be Social Once the alarm is sounded, the SGTs, Pi-
Checked into healing a PC, which takes 1 lots, and Troopers will attack. Remember
hr. that reinforcements take 5/8/12 mins.
ADVISOR DOWN
IMPERIAL STORM COMMANDO 1 02
GROUND CREW [MINION] AIR BOSS LIEUTENANT [RIVAL]
ddd dc dd
dd dd
Cool: Coercion: Charm:
dc dd
Discipline: Vigilance:
dd
Leadership: Negotiation:
Deception:
Other: Mechanics 3
Talents and Abilities: None
Medium Range(Blaster Pistol):
Dam: 6, Crit 3, Spec: Stun Setting
Equipment: Commlink, Repair tools, jump-
suit.
ADVISOR DOWN
1 03 iMPERIAL STORM COMMANDO
III
HOW TO ESCAPE
ESCAPE
Aft 05 and 6, Fwd 15 and Fwd 16. The pods
can only hold 5 people so multiple pods
will be required. The PCs should stay
Alarm: Reduce the rounds for X-Wings to with The Advisor.
respond by 1.
If no alarm has been sounded, the pods
Now that the party is ready to escape, escape with incident; the crew believes
The Advisor with them, they have a few them a misfire.
options. As should always be the case, if
the PCs have a clever stragety go with Otherwise, the Morning Glory fires on the
ddddcc
it. Once again, Cojones Points (CJP) are pods as they are hurtling to the surface
used to rate the players. but requires a Formidable [ ]
Combat Check to hit. The GM should target
dd
their way out (Opposed [ ] Negotiate
The Stalker arrives in 10 hrs and CPT / Charm Check, [ ] Coerce/Deception
Piett demands the surrender of the Check). If S-Comm is active the PCs will
ddcc ddd
Morning Glory. If the hyperdrive and/or need to bluff the bridge (Opposed
engines are disabled the Rebels [ ] Negotiation / Charm, [ ]
surrender. Otherwise the ship will flee Coerce / Deception).
to hyperspace.
Failure means 4 X-Wings launch at long
ESCAPE PODS range and give chase; all the PCs need is
to buy enough time to go to hyperspace (2
ddddcc
rounds more; 6 rounds total). The frigate
CJP: 2 requires a Daunting [ ] Combat
Check to hit the shuttle.
The party can use escape pods and flee to
the surface. Pods are located on decks
ADVISOR DOWN
IMPERIAL STORM COMMANDO 1 04
RETURNING TO THE Death Squadron his small fleet of 4 Star
Destroyers and several support ships ar-
THE ADVISOR
never know who might turn on you.
A couple days after he's returned to the He'll add it to his fleet as a personal
ADVISOR DOWN
1 05 iMPERIAL STORM COMMANDO
nose tweaking to the Rebels.
DUTY
The Advisor and his fleet depart shortly Duty Sidequests Completed:
after the meeting, with the Morning Glory
in their custody (if captured). 1-2: 3 Duty
3-4: 4 Duty
END ADVENTURE
5+: 6 Duty
MONEY
XP, DUTY AND
2000 SB Mission Completion Bonus
REWARDS
for capturing or killing Dash Darand
XP
5 XP for Returning to the Fleet Alive
Cojones Points:
0-3: No XP Bonus
4-5: 5 XP
6+ : 10 XP; Bronze Star Medal for each
Squad member
AWARDING ADDITIONAL
CJP
The GM may award players addition-
al CJP for incredibly heroic or
brave acts. Awards should not be
too excessive as the players only
need 6 KP to receive a medal.
ADVISOR DOWN
IMPERIAL STORM COMMANDO 1 06
SPACE WALK NOTES
(Optional Encounter)
1. Each round = 1 minute; PCs have 10 Space 7: Asteroid check: PC encounters a
mins of protection against vacuum. Vacuum cluster of small asteroids falling to the
damage: May hold their breath for rounds planet. Hard [ ddd
] Athletics Check.
= Brawn. Then 3 wounds and 3 strain per
round due to exposure.
Table 4-6: Asteroid Check Results
2. Jet pack: Spd 2, Wounds: 5, Strain
threshold: 3.
ADVISOR DOWN
1 07 iMPERIAL STORM COMMANDO
Space 13: Transport shuttle coming at
you, clearly on autopilot. *Only 3 trans-
ports fly to the Morning Glory (ie, this
space can only be triggered 3 times).
Checks are triggered when PCs enter
space. Average [ dd
] Cool Check, to
avoid being a deer in the headlights. If
successful, take one maneuver to avoid
the shuttle. {GM Note: These are the
transports the PCs would have been
smuggled in by the Police}.
ADVISOR DOWN
IMPERIAL STORM COMMANDO 1 08
EPISODE IV: JAZBINA
UPRISING
ADVENTURE soldiers entrenched at the space port to
secure rescue.
INTERNAL SECURITY
cryption codes kept in his personal
datapad. He uses these to contact Rebels.
(TK-282, Sharpshooter) CPT Razor can mention in the briefing
that Command believes Sixkiller keeps the
Commerce Minister Upashi's chief of staff codes in his datapad. Players should re-
has arranged for Sixkiller to come to trieve the datapad from him, one way or
Jazbina, through Rebel channels. The Min- another.
ister is not an open dissenter, but does
support the Rebellion.
TECH PROCUREMENT
(TK-957, Saboteur)
CPT Razor should mention in his briefing
that one of the King's ministers used a
Rumor has it that Jazbina space control
code which the Squad provided to Imperial
has developed advanced computer targeting
Intelligence. Players should capture the
software. The software allows a computer
minister and expose his treachery.
to plot an attack for a single turret
PERSONNEL
weapon at short range. While it is said
to be very inaccurate and complicated to
(TK-431, Medic) use, this technology could revolutionize
warfare!
The Vehicle Flanking Maneuver special
forces objective (p. 147) includes a res-
cue of BOSS hostages. In the objectives
briefing, MAJ Phillips should mention
this. PCs should be interested in res-
cuing the hostages and keeping them safe.
Players should also be interested in
helping the wounded after the mass com-
bat.
COUNTER INTELLIGENCE
(TK-513, Scout)
JAZBINA UPRISING
IMPERIAL STORM COMMANDO 116
I
ASSASSINATE CYRUS
SIXKILLER
Credit where credit is due: This adventure uses the
characters, setting, and follows the events of "Vader's
Quest", issues #1 , #2, and #3 © 1 999 by Dark Horse
Comics. However, the story presented in this adventure
changes what occurs in the comic to make the adven-
ture more exciting for our 501 st Legion PCs.
As of November 201 4, this source material in no longer
considered Canon.
INTERLUDE
Read the red text aloud:
JAZBINA UPRISING
117 IMPERIAL STORM COMMANDO
Falcon). Ultimately, the YT-1300 escapes CYBERNETIC
and neither of the Imperial ships are
found. ENHANCEMENT
UPKEEP
Cybernetics may be purchased by
players before this mission. A re-
quisition order must be given to
Players collect their monthly 1000 SB SGT. Kinall and approved by Command
salary. All critical injuries are healed, (the GM). The Executor provides the
as are any wound and strain damage. As in facilities and medical staff for the
previous missions any items or weapons surgery.
not purchased from the QM are confiscated
as Rebel property. Note that in the Star Wars universe
cyborgs and cybernetics are shunned
PCs may purchase any items from the QM as and feared, particularily after the
listed in “QM Supplies”. Because of the Clone Wars.
extended downtime, a player may be inter-
ested in cybernetic enhancement surgery
(see sidebar “Cybernetic Enhancement”). Clone Wars Ace turned Rebel recruiter
known as “Cyrus Sixkiller”.
In total, six weeks pass between mis-
sions. PCs spend their time drilling on Darth Vader has authorized his immediate
the Executor - marching the halls, work- execution as a traitor and a Rebel spy.
ing out in the gym and practicing various As a celebrity he cannot simply be ar-
combat actions. Each PC receives 5 xp to rested and taken to trial; the media
be spent or saved as they please. circus would be ridiculous. The assas-
sination should be quick and quiet, so as
After the six weeks have passed, read the not to draw too much attention. Making it
red text aloud: look like an accident would be best.
CYRUS SIXKILLER
war but has been a Rebel recruiter for
several years.
JAZBINA UPRISING
119 IMPERIAL STORM COMMANDO
501st//1R/2B/H Company
COMBAT TROOPS
50 Walker crew
40 TIE pilots
800 Stormtroopers
The populace is very pro-imperial and (6 Companies, led by a LTC)
the mines on the planet are incredibly 200 Perimeter support (Army)
profitable for the Empire. Please take 150 Military Police
extreme precautions to ensure this rela- 40 Stormtrooper Scouts
tionship is not damaged.
VEHICLES
Sixkiller is very paranoid and has been
known to cancel tour stops due to secur- 30 TIEs
ity concerns. He keeps several heavily 5 TIE Bombers
armored bodyguards. Expect resistance 10 AT-ATs
when approaching the target and have a 10 AT-STs
plan ready in case he runs. 40 Speeder Bikes
60 Air and land speeders
Lorea Jinzall will resume her duties as 100 Misc vehicles (maintenance, cargo,
war correspondent embedded in 1st Squad. transport, etc)
You know the drill: avoid any bad press.
Lorea is here to capture the Imperial
side of the story; she is a part of the
cover-up. Her footage will be edited to
show a victory for the Empire against
Rebel terrorists.
JAZBINA UPRISING
IMPERIAL STORM COMMANDO 1 20
JAZBINA
Astrogation Data: Jazbina System,
Lostar Sector, Expansion Region,
Map: M-8
Government: Monarchy
Affiliated: Galactic Empire
BELOVED KING
to all checks during the day. Average
high is 120 F and average low is 70 F.
y
Jazbina City is built on a top of a ate situations or weather may be
large, rocky hill that plateaus into a triggered by .
flat open space. It is roughly 25 miles
by 50 miles at the top; geography has Sandstorm: A sandstorm is visible
made the city very densely populated. The on the horizon and anyone paying
city is surrounded by rocky hills. There attention will see it coming 10
is a long and arduous trek up the side of mins out. Visibility is limited to
the mountain (nigh impossible for tracked
bb
short range and all checks add
or walker vehicles). due to swirling sand. Strain
damage cannot be recovered while
Thousands of miles of desert surround in a sandstorm.
Jazbina city. A short trip from the cap-
ital is the Mantalasanti coast, a pleas-
ant getaway for cramped, sweaty city Monsoon: All checks add bb
due
aa
denizens. Throughout the countryside are to heavy, driving rain. On an
tt
a staggering number of mining operations athletics or combat check or
of all kinds. may be spent to have that
character fall prone. Characters
ttt y
may become stuck in the mud on
Dust devils and sandstorms are common. or ; or a flash flood may
There are flash floods from the occasion- knock a character prone.
al heavy monsoon rain. The city perimeter
is walled to protect against sandstorms
and has turrets on the walls at regular Both of these effects generally
intervals to defend against bandit at- last for 1-3 hrs and then dissip-
tacks. ate.
JAZBINA UPRISING
IMPERIAL STORM COMMANDO 1 22
coast. Sentients regularly travel there Vehicles are unable to remain on the
to escape the overcrowded city. The trip cramped compound and instead are parked
to the city of Hernipakna Upuan takes 1 at Jazbina space port in a restricted
hr by air speeder. The sprawling white military area. However, 2 Sentinels
sand beaches and perfect weather are remain on base, landed on the rooftops
enough for most, but a large resort com- (including Sentinel 21).
munity has sprung up in the last 10
years. The city draws few interplanetary The primary functions of the garrison are
visitors yet is it still always busy. For trade, diplomatic and intelligence
this reason Hernipakna Upuan does not missions. Military forces come second,
have its own space port. often working in tandem with planetary
forces. The Empire wishes to preserve its
There are many 5 star restaurants and lucrative contract with Jazbina and does
luxury hotels. Some casinos include in- so at the expense of other priorities.
vite only high-roller tables, where for- When speaking with MGEN Halcrom he
tunes can be won or lost. Many of the constantly reminds the PCs that good
hotels and spas in the city are known for public relations are the highest of
luxurious aromatic baths, which use local priorities within his mission.
salts.
The Jazbina vehicle inventory varies
A number of high-end shopping centers slightly from a standard garrison because
have emerged in the area. It has become AT-ATs are so difficult to maneuver
the place to go for luxury goods and ser- within the city. Instead, the garrison
vices; opulence and wealth can be seen has 10 1-L tanks, 10 AT-PTs, and 5 AT-
everywhere. AAs. The garrison has a stock of weapons
and gear which PCs may purchase using SB,
TRANSIT TO
in a manner similar to the Executor.
Notice that prices are different. This
JAZBINA
represents supply and demand on an
Expansion Region world. The QM is (human)
LT Sara Ramitranacha (see “QM Supplies
Ramitranacha”).
The Squad travels through hyperspace for
5 days, arriving at Anaxes Station. There The standard uniform for the Stormtroop-
is a short layover as the shuttles are ers at the Jazbina garrison is sand
loaded with 91 other Stormtroopers and trooper armor. PCs not wearing sand
their gear. The GM may roleplay a scene trooper armor might stand out to a gov-
with the new troopers if he desires, but ernment official or planetary force mem-
may also hand-waive and simply have the ber but the average Jazbinan won't know
party arrive at Jazbina without incident.
JAZBINA UPRISING
1 23 Imperial Storm Commando
the difference.
dcc
for the following day. With a successful
HITTING A MOVING
[ ] Negotiate or Charm Check, MGEN
Halcrom will meet them after 5pm the same
TARGET
day. If they decide to walk past the ad-
min and barge into the General's office
he will be very upset by the intrusion.
He is in a meeting with a Jazbinan gov-
ernment official or other local partner. Today is Wednesday; Cyrus Sixkiller ar-
rives tomorrow, Thursday, and begins his
tour. Players may use the time to famil-
iarize themselves with the area and plan.
JAZBINA UPRISING
1 25 Imperial Storm Commando
in the form of setback dice. 5 bodyguards travel with Sixkiller. They
are all former Imperial military and take
SIXKILLER AND ENTOURAGE their jobs very seriously.
ddd ddd
dccc ddd
Cool: Coercion:
ddd ddcc
Charm: Discipline:
dccc cc
Vigilance: Leadership:
Negotiation: Deception:
Other: Pilot(Planetary) 3, Pilot(Space)
4, Know(Lore) 2, Know(Edu) 2 Skills (group only): Pilot(Planetary),
Talents and Abilities: Adversary 2, Bril- Pilot(Space), Gunnery
liant Evasion, Supreme Full Throttle, Talents and Abilities: Skilled Jockey
Skilled Jockey 2, Plausible Deniability Short Range(Holdout Blaster):
Dam: 5, Crit 4, Spec: Stun setting
ddc
2, Inspiring Rhetoric, Kill with Kindness
Short Range(Holdout Blaster): Equipment: Fashionable suit
Dam: 5, Crit: 4, Spec: Stun Setting
Equipment: Fashionable clothing, datapad,
autographing pen.
GENERIC LOCAL NPCS
Now 62 years of age Sixkiller has turned
DROID SERVERS / GUEST STAFF [RIVAL]
[Protocol Droid, AoR CRB p. 429]
from Republic Hero in his main career to
Imperial traitor in his retirement
career. He is 5'8” with a heavy build – The majority of business use droids as
the years have been good to him. His their staff. There are several models
physical attributes have declined a bit that various restaurants and hotels use.
with age, but he is still a formidable The default is a standard protocol droid,
pilot and has grown to become a brilliant but the GM can get creative and use any
recruiter. model that fits with the location.
ddcca
Medium Range(H2 “Equalizer” Blaster):
This represents the many different types
Dam: 7, Crit: 2, Spec: Stun Setting, of security, military, police and other
Superior similar minions local to Jazbina.
Equipment: Armored Clothing (+1 def, +1
soak)
JAZBINA UPRISING
1 27 Imperial Storm Commando
FULL SCHEDULE
This is Sixkiller's full schedule. This
information is not publicly available and
must be obtained by nefarious means.
THURSDAY
0800: Arrive at Jazbina Space Port
1000: Check-in at Hernipakna Upuan Royal
Palace Hotel and Casino
1300: PE at the Palace Garden
**(VIP invitees only)**
1800: State dinner with Princess Syayna
and various ministers
0000: Return to Hotel (RTH)
FRIDAY
0900: PE at Mr. Bagoya's Bazaar
1400: Press conference at Fancy Feast
Hotel* (Media invitees only)
1500: 1 hr break for high tea at hotel
1600: PE at Fancy Feast ballroom
2100: RTH
PLACES
The below PEs are held in Hernipakna
Upuan.
SATURDAY
Each entry details how difficult it is to
0900: Keynote Speech at Jazbina Comic conceal a weapon at it's location. Small
and Fiction Convention (Hall A) weapons of encumbrance 1 or less can be
1100: Booth 231B concealed as listed. Any larger weapons
1600: Panel: Clone War Fiction writing require an increase in difficulty for
each point of encumbrance (ex: A blaster
(Hall D)
1800: Booth 231B
carbine adds ddd to the check).
TRIUMPHANTDESPAIR
2100: RTH
SUNDAY
Here are some generic results that can be
0900: Booth 231B applied to any location (don't forget the
1300: Panel: How to Write Realistic GM can use weather as well):
Characters (Hall E)
1400: Booth 231B Table 5-1: Generic Places Results
1900: Dinner with contest winner Javid
Sarpatnam at Royal Palace Hotel
and Casino
2100: Depart Jazbina
JAZBINA UPRISING
IMPERIAL STORM COMMANDO 1 28
PALACE GARDEN with a laser fence. A security
point searches all who enter.
check
A very secure location and very private Again, no weapons allowed. Concealing a
event. Entry must be gained from the
dc
weapon of encumbrance 1 requires an Av-
front entrance of the palace. Only invit- erage [ ] Stealth Check. Security is
ees with invitations are allowed in. Nat- limited to Sixkiller's entourage and few
urally, no weapons of any kind are
ttt y
local guards, but police are nearby
allowed into the building and security is ( / on any check alerts police
extremely efficient. minions).
ddd
a hotel key card is required and no ex-
ceptions are made. A Hard [ ] Com-
puters or Skulduggery Check is required
to bypass any lock. Weapons are not al-
lowed at the hotel - they must be checked
dcc
at the door. To conceal a weapon of en-
cumbrance 1 requires a Hard [ ]
Stealth Check. 2 bodyguards are posted
outside the Royal suite doors when
Sixkiller is at the hotel and other body-
ttt y
guards randomly patrol the grounds (spend
/ on any Stealth Check to have 2
guards encounter the party). All other
bodyguards stay in an adjacent suite.
JAZBINA UPRISING
1 29 Imperial Storm Commando
First there is a press conference at 1400 Sixkiller's booth is in convention hall
held in the media room. Lorea receives an B.
invite to this and attends, unless
instructed otherwise. Any bodyguards are
asked stay outside. Media are stringently
scanned for weapons before entering; to
conceal a weapon of encumbrance 1 is a
Hard [dddb ] Stealth Check. The setback
die is because multiple guards check each
person.
JAZBINA UPRISING
IMPERIAL STORM COMMANDO 1 30
NOT ON THE JAGO [NEMESIS]
SCHEDULE
REBEL CELL LEADERSHIP
Saturday early AM at 0200 Sixkiller has a Cool: ccc Coercion:dddd
secret meeting with Rebel Cell leader- Charm:ccc
ship. The Rebels arrange pickup and ddcc
Discipline: Vigilance:ddd
transport of Sixkiller. If Squad members ccc
Leadership: dcc
Negotiation:
have surveillance on the Royal Palace
hotel an Average [ ddbb] Perception
dccc
Deception:
Other: Know(War) 1, Survival 2
Check is required to spot Sixkiller leav- Talents and Abilities: Adversary 2,
ing at 0100. Setback is because of a Scathing Tirade 2, Nobody's Fool 2, Alli-
well-crafted disguise he is wearing. The ance Leader
group travels in a nondescript air speed-
er to Jazbina City. The meeting is held
Short Range(Blaster Pistol): dc
Dam: 5, Crit: 4, Spec: Stun Setting
at a disheveled apartment building loc- Equipment: Armored Clothing (+1 def, +1
ated in a poor and unsafe neighborhood. soak)
The safe house is on the top level.
JAGO'S LIEUTENANTS [RIVAL]
“Jago” and several other members are
present to discuss recruitment efforts
regarding Princess Syayna. A staffer from
Minister Upashi's team is also present.
JAZBINA UPRISING
1 31 Imperial Storm Commando
EXCLUSIVE INTERVIEW You glimpse his white robe and knee-high
tan boots; shaggy blonde hair and blue
eyes.
(The GM may use this to bail out the
players if they become stuck). Then, to your horror, he ignites a blue
lightsaber.
Also not on the schedule is a potential
exclusive interview that Lorea can be
prompted to request. Lorea is a huge fan
of Vignon Wenden and would love an ex-
clusive interview with him.
ASSASSINATE
terror.
dd cc
Cool: Coercion: Charm:
dd dd
Discipline: Vigilance:
THE FORCE INTERVENES dd
Leadership:
Deception:
Negotiation:
Without warning or notice a Mysterious He has shaggy blonde hair and blue eyes;
Stranger leaps out from the shadows, as is wearing a white robe, tan pants, and
if he sensed you were about to attack. knee-high tan boots. He moves with the
JAZBINA UPRISING
IMPERIAL STORM COMMANDO 1 32
grace of the Force and seems to be able
to sense what is going to happen before
it occurs. The Mysterious Stranger wields
a blue lightsaber in combat.
CALLING IT IN
Win, lose, or otherwise the PCs should
report to CPT Razor their run-in with the
Mysterious Stranger. Razor thanks them
for this information and tells them, for
their safety, to hold out at the garrison
until further notice. If PCs fail to call
CPT Razor a concerned witness informs the
local garrison, leading to the same res-
ult:
NO ESCAPE
With this revelation, read the red text
aloud:
Read the red text aloud: Lord Vader scans 1st Regiment and stops
on your Squad. Your heart skips a beat.
“SGT Hunter: Arrest the King and take him
You finish speaking to CPT Razor and head to the dungeons. Your squad is respons-
back to your barracks. As you're driving ible for losing Skywalker. I expect you
back to the garrison a message flashes on will find his whereabouts!”
a nearby view screen:
bb
cial Check, depending on the methods used
and add . The boost dice are because
The Interdictor Class Cruiser Skullbreak-
Prepredenko is terrified of Darth Vader.
er arrives and initializes a blockade of
Additional boost and setback dice may be
Jazbina with its gravity well generators.
applied based on the players' technique.
Ships are unable to leave the system via
As the PCs are interrogating the King a
hyperspace.
cam droid, 3DVO, stands by watching.
YOU WOULDN'T s a
Success reveals the first fact. Each ad-
ditional and reveal another fact. x
LIKE HIM WHEN f
with success may be spent to obtain all 6
facts. With Prepredenko says he knows
PREPREDENKO [NEMESIS]
KANGAROO COURT
48 hrs after the blockade begins the
Death Squadron arrives and Darth Vader
lands at the space port with the re-
mainder of 1st Regiment. Imperial Forces
dcc ddd
cccc dcc
Cool: Coercion:
are declared a “Peace Keeping” force. The
ddd ccc
Charm: Discipline:
Squad is ordered to meet 1st Regiment at
dccc dd
Vigilance: Leadership:
the space port.
Negotiation: Deception:
Other: Know(Edu) 4, Know(Expansion) 3,
No sooner than he has arrived, Darth Survival 2.
Vader demands a meeting with King Prepre- Talents and Abilities: Supreme Inspiring
denko. Lord Vader and his Peacekeeping Rhetoric, Kill with Kindness 2, Nobody's
force descend on the Palace. All enter Fool 2.
the throne room where an audience with Equipment: Lavish royal robes, crown.
Prepredenko, local bureaucrats, and
nobles is had. In the meeting the follow-
ing comes out:
JAZBINA UPRISING
1 35 Imperial Storm Commando
1. Skywalker tried to escape but was
killed while fleeing (the players should
be cursing right now).
6. 3DVO, the cam droid, helped capture Each PC is given a 500 SB danger bonus by
Luke. Further questioning may lead to the MAJ Phillips for drawing Skywalker out
discovery that Luke's death was faked and into the open. It should be recommended
he's still alive. they visit the QM and hospital (if
EXECUTION
inal Syayna was talking to, killed Sky-
walker after he escaped.
JAZBINA UPRISING
IMPERIAL STORM COMMANDO 1 36
HEAVY FIGHTING
MISSION BRIEFING:
SPECIAL FORCES In next section the PCs face ob-
jectives that will involve heavy
OBJECTIVES
fighting. It is highly recommended
they visit the QM before heading out
to gear up. At a minimum they should
stock up on stimpaks.
A short while later MAJ Phillips calls H
company in for a situation briefing. He While objectives may be accom-
gives players the following information plished with minimal fighting if
about their next mission: played properly, it is most likely
that the Squad will become involved
The situation has gone completely in several large and brutal fights.
sideways. While the looting, etc. is an
annoyance it is not the real problem. A As an RPing aside if the PCs visit
large militia force has taken control of the QM, a local to Jazbina, she has
Jazbina space port. Intel estimates the been crying and is very upset about
group to be over 10,000 strong. The the death of the King.
Militia are comprised of Planetary Force
troops, local police, and many other
armed Jazbinans. honor to serve with you.
Fleet Command has decided the best course (GM note: Give the players the datapad
of action is for forces on the ground to handout on p. 169 and let them deliberate
wipe out the opposition and secure the as long as they need.)
space port. No assistance will be
provided by the Fleet. Leading from the front: Whichever mission
players choose, Razor is given command of
The 288th airborne and the 501st 3rd the mission and vows to lead the charge.
regiment were able to provide some
ddd
the Squad. She is busy covering the riot CO: COL Edwards
z
for INN. Stormtroopers: , Imperial Ld: 4
dddd
upgrades, Darth Vader*: ; More than 2x
b
MAJ Phillips will remain at command HQ; enemy forces , Rebel Ld: 3
z s
CPT Razor has been appointed field com- upgrades, for entrenched positions.
a
mander for H company. *Darth Vader may convert any into 1
or 1
If you do the math, we're outnumbered
more than 2:1. We're the 501st and we're
going to win this. Many of you will not
return from this battle. It has been an
JAZBINA UPRISING
1 37 Imperial Storm Commando
THE BATTLE OF
JAZBINA SPACEPORT
REBEL FORCES IMPERIAL FORCES
Commander: Alias Jago Commander: COL Edwards
FRONT
80 Stormtrooper Scouts (w/o bikes)
1 Darth Vader
Total: 2,341
HQ: 250 Rebel heavy soldiers
Jazbina Garrison:
Total: 2,145
SPECIAL FORCES
465 Storm Commandos (D, H, L)
27 Scout Snipers (D, H, L)
JAZBINA UPRISING
IMPERIAL STORM COMMANDO 1 38
cccddccb
Southern:
CO: LTC Hawthorne
(35%)
MASS COMBAT NARRATIVE:
Stormtroopers: ddd , Imperial Ld: 3 up- NORTHERN FRONT
grades; More than 2x enemy forces:
dddd , Rebel Ld: 2 upgrades, b for en-
MASS COMBAT PHASES I, II
trenched positions.
JAZBINA UPRISING
IMPERIAL STORM COMMANDO 1 40
Effects: If a non-PC company is attacking worst breaks Rebel morale and Imperials
the HQ, add 1 difficulty upgrade to that overrun their positions. Like lemmings,
objective's check. the militia panic and flee. The 288th
JAZBINA UPRISING
1 41 Imperial Storm Commando
OBJECTIVE: FIGHTING ON THE
DISABLE REBEL BATTLEMENTS
COMMUNICATIONS At the top of the wall are waiting mili-
tia soldiers. The wall is roughly 15 feet
wide and encircles the space port. Range
The Scout Sniper squad, armed with E-11 is short to engaged.
sniper rifles, joins H company for this
mission. Use Stormtrooper Scout, AoR CRB The Squad spends a few rounds fighting in
p. 422. close quarters then rappels down the
other side of the wall. The GM should
Phase I lasts 15 rounds. The GM should Rappelling takes 2 rounds and requires no
make sure to keep close count. Unless check.
otherwise noted, a skill check listed in
this section should take at least 1 round MILITIA SOLDIER [MINION]
to complete. Any successful check requir-
s
ing multiple rounds to complete may be
a t y
finished quicker with additional or
, slower with or . At the end of
15 rounds the Phase I Mass Combat Check
should be rolled.
Read the red text box aloud: Skills (group only): Ranged(Light), Melee
Talents and Abilities: None
The company charges up to the wall, Razor Medium Range(Blaster Pistol):
in the lead. Troopers are directed to get Dam: 6, Crit: 3, Spec: Stun Setting
up against the wall to avoid incoming Engaged Range(Various Melee Weapons):
fire from Militia troops. A few blaster Dam 4, Crit 3, Spec: None
bolts hit their mark, but for the most
part casualties are limited; the militia Militia soldiers at the top of the wall
on the top of the wall aren't accurate. are armed with blaster pistols and vari-
ous melee weapons (clubs, knives, axes,
Scout snipers lay down covering fire as etc).
Squads begin launching thick wire rope
with a large hook to the top of the wall. RUNNING THE GAUNTLET
Razor comms, “Stick to your squads and Next, the Squad must dash through the
make your way to the objective. The first space port past various enclosed docks,
squad to the tower gets a weekend R&R to cargo warehouses, and obstacles. The en-
anywhere in the Galaxy!” tire time the Squad is pursued by militia
soldiers trying to stop or slow them
With the determination of Storm Commandos down. There are effectively an unlimited
all 16 squads begin to scale the wall at number of militia minion groups chasing
a rapid pace. the party. Minion groups should be small
and easily dispatched, but annoying. To
Make a Hard [ dddbb ] Group Athletics keep the pace moving rapidly, a GM may
decide to hand-waive any militia encoun-
Check. The setback die are because the
ters and instead just add 1 round to the
ttt y
Squad is hurrying up the wall and are be-
ing shot at. / may be spent to timer.
deal an 8 dam hit from a blaster to 1 PC.
If failure, spend a round readjusting and For the challenges it is recommended the
roll again. GM use a 1 min sand timer as the players
deliberate, to force the PCs to make
The wall takes 5 rounds to climb. quick decisions.
JAZBINA UPRISING
IMPERIAL STORM COMMANDO 1 42
Each round presents a challenge for the troys the shuttle and its soldiers in a
Squad to bypass. If they fail to bypass massive fireball.
the challenge they spend 1 round fighting
militia minions who catch up to the Any slowdown to attack or otherwise al-
party. Each successfully completed chal- lows the militia to catch up. Stealthily
lenge should take 1 round. If failure, it moving past does not.
could be 2 or more rounds.
If the Squad destroys or otherwise delays
Every check adds b
as the Squad is under the Rebel shuttle, heavy reinforcements
pressure to get the job done quickly. (GM do not reach Rebel HQ. This action
note: Don't forget the heat on Jazbina removes b from the Rebel HQ mini mass
adds b to all checks as well). combat check.
Destroying them with grenades or mines is Rushing down an enclosed corridor the
also possible (Easy [ db
] Mechanics or party passes through a gate into a dock
Ranged (Light) Check). If failure, the overloaded with civilians. In the center
character takes a 5 dam, disorient 2 hit. a large public transport rests, a victim
of the space port shutdown. Civilians
ROUND 2: REBEL SHUTTLE fill the dock elbow-to-elbow; it is
difficult to move past them. To the far
side an exit can be seen.
The Squad comes across a landing pad with
a shuttle refueling. A tanker-skiff is
parked nearby, running a hose to the The Squad should find its way across the
dock as they see fit. Perhaps shouting
shuttle. The shuttle is filled with Rebel
soldiers armed with heavy weapons, ready (Average [ ddb] Coercion Check) for the
crowd to move or shoving citizens aside
to deploy to the battle.
(Average [ ddb] Athletics Check). If
The soldiers are talking among themselves they do nothing to get through the crowd
and do not notice the Squad. An Average more easily, the militia catch them and
[ddb ] Group Stealth Check is needed to try to brawl the Squad. Some of the more
burly civilians join in (use a militia
sneak past them.
statblock, with no weapons).
Violent players may decide to destroy the
fuel tanker. This can be done narrat- A PC with the Shortcut talent notices a
ively: a grenade to the truck or shot to hatch on the ground. This leads to a
the fuel hose (many other ways to destroy maintenance tunnel, easily allowing the
it are possible). A chain reaction des- Squad to move underneath the crowd. The
JAZBINA UPRISING
1 43 Imperial Storm Commando
party exits on the other side of the eers flee to their ship when the militia
dock. They may proceed to Round 4 without soldiers arrive. If y
, the privateers
delay. lift off and fly away, possibly shooting
at the Stormtroopers as they leave.
ROUND 4: JAZBINAN STANDOFF
The private dock is long range with lots
Running towards the tower, the party of cover.
comes across a dead end with a sealed
blast door. Above the door is written: PRIVATEER CAPTAIN [RIVAL]
“Private Property:
** DO NOT ENTER UNDER PAIN OF DEATH **”.
PRIVATEERS [MINION]
ROUND 5: MINEFIELD
frustrated by the lockdown and on edge
about the arrival of the Death Squadron. Coming to the end of the gauntlet, a sign
The privateers are loading a cache of il- clearly marked “MINEFIELD – BEWARE” is
legal spices and several detonite placed at either end of a 25 yard long
charges. PCs may collect these from the passage. On the far side, the party has a
crew (forcefully or otherwise) but it clear view of the tower.
takes an additional 1 round complete.
Running for it is an option but very
Seeing the Stormtroopers, the privateers dangerous. A character who just runs
assume they're under arrest and immedi- through the minefield takes 3 mine
ately go for their guns. A Social Check blasts, each dealing 10 dam and blast 6.
may talk the privateers down. If the So- Climbing over the walls is not possible,
cial Check is successful, the privateers as mines are placed on the walls as well.
may attempt to bribe the party (starting Doubling back, fighting minions, and then
offer 500 credits / max 1000 credits,
Opposed [ddc ] Negotiation Check).
advancing in another direction leads to
another minefield.
JAZBINA UPRISING
IMPERIAL STORM COMMANDO 1 44
An acrobatic player may try to nimbly
move through the minefield (Average
MASS COMBAT EFFECT
[ddb ] Coordination Check). After doing It may happen that the Squad is
so that player may direct other players, going through the Gauntlet at round
bb
adding to their check. Tossing a few 15 or they may already be standing
grenades is also an option, but with outside the Comm tower. Either way,
ttt y / a nearby mine hits the Squad when the timer reaches round 15 the
with a blast 6 hit. Particularly gruesome players should roll results for
players might throw militia corpses at Mass Combat Phase I.
the mines.
If the Imperials win, players are
The mines can be disarmed in a way such emboldened by their comrades and
as to clear a path. However, the PC needs heal 3 strain or may add b to their
to disarm several mines in a very short next check. If Rebels win, PCs take
span of time. Make an Average [ddbb ] 2 strain plus strain equal to t ,
Mechanics Check. The additional setback as the screams of dying soldiers
die is because several mines need to be are heard over comms.
disarmed quickly.
JAZBINA UPRISING
1 45 Imperial Storm Commando
them.
BREAKING COMMUNICATIONS
FIRE IN THE HOLE The comm techs are unarmed and do not put
up any physical resistance. They either
If the party picked up the detonite cower behind their desks or flee. There
charges at the private docking bay they are many viable options. A few examples:
may use them to blow up the tower. Make
an Average [dd ] Mechanics Check to des- A. Overload and destroy the computers
troy it. Properly setting explosives and
safely detonating them takes 6 rounds.
controlling the array; Average [ ddbb
]
Computers Check; again setback due to
encryption and software. Takes 4 rounds
GETTING UP THE TOWER to complete.
JAZBINA UPRISING
IMPERIAL STORM COMMANDO 1 46
OBJECTIVE: another group of 4 troopers. The PCs may
control the friendly NPCs.
The Scout Sniper squad, armed with E-11 In the center of a well dug pit sits a
sniper rifles, joins H company for this Heavy Repeating Blaster, manned by a
mission. Use Stormtrooper Scout, AoR CRB single gunner. The pit has some cover
p. 422. built around it, providing modest pro-
tection. Defending the nest are a squad
MASS COMBAT PHASE I of militia soldiers, seeming hesitant but
holding their ground.
Phase I lasts 15 rounds. The GM should The Squads start at extreme range of the
make sure to keep close count. Unless gun nest. Any character attempting to
otherwise noted, a skill check listed in
dd
move into range of a HBR nest must make
this section should take at least 1 round an Average [ ] Fear Check.
to complete. Any successful check
s
requiring multiple rounds to complete may
The Rebels primarily concentrate fire on
a
be finished quicker with additional
and . At the end of 15 rounds the Phase the Shock troopers, as they are armed
I Mass Combat Check should be rolled. with missile tubes.
dddb
to a control station. The party must make
a Hard [ ] Group Stealth Check. The
setback die is because the militia is not
dd ddd dd
ddd dcc
engaged and may investigate. The success Cool: Coercion: Charm:
dd dd
of H company mirrors the player's. Discipline: Vigilance:
dd
Leadership: Negotiation:
With success, the company bypasses the Deception:
militia and makes their way to the sta- Other: Perception 1
dccd
tion. It takes 5 rounds to carefully and Long Range(Heavy Repeating Blaster):
quietly move around the militia flank.
Dam: 15, Crit: 2 Spec: Auto-Fire, Cum-
bersome 5, Pierce 2,
If failure, the Company becomes entangled Equipment: Reinforced blast vest (+2
in the militia line and a skirmish hap- soak), tripod
pens. The militia are easily dispatched Special: The gun pit provides light cover
but fighting them off and breaking free (defense 1).
takes 3 rounds. Razor orders the scout
snipers to hold position and fend off the
bb
militia. The PCs make the same group
stealth check again, this time with .
1 47 JAZBINA UPRISING
Imperial Storm Commando
REBEL GUN CREW [MINION] mandos continue to give their lives and
eventually the Rebels troops are
scattered.
y
casualties from 62 to 92. Several LTs and
NCOs are wounded or killed. If , CPT
Razor is seriously wounded and must re-
turn to the garrison, leaving CPT Lance
Skills (group only): Ranged (Light), Mel-
in command. PCs suffer 4 strain from the
ee, Vigilance
horrific nature of the battle. This
Talents and Abilities: None
should be even more devastating for a
Medium Range(Blaster Pistol):
player with the Personnel duty.
Dam: 6, Crit: 4, Spec: Stun setting
Short Range(G2 Concussion Grenade):
Imperials win: HRBs otherwise occupied,
Dam: 10, Crit: 5, Spec: Blast 8, Concuss-
the Rebels are cut down like chaff by H
ive 2, Disorient 5, Limited Ammo 1
Company. Almost all of the 150 Rebels are
Equipment: Reiforced blast vest and
killed. The Storm Commandos secure an
helmet (+2 soak)
easy victory and there are light casual-
ties.
MINI MASS COMBAT
b
Effects: Reduce H Company after action
After 15 rounds of Phase I the players casualties from 62 to 32. PCs gain on
their next check during Phase II from
dcccccbbb
should roll a mini mass combat using
boosted morale.
b
(53%). For each Heavy
Repeating Blaster eliminated, remove
from the check. If the Scout snipers are
still with the company (see failed group
MASS COMBAT PHASE II
b
stealth check at the beginning, p. 147),
add . The GM may call for the mini mass Phase II lasts 15 rounds. The GM should
combat roll sooner if all 3 guns are des- make sure to keep close count. Any skill
troyed before the 15 rounds end. check listed in this section should take
at least 1 round to complete. Checks that
MINI MASS COMBAT NARRATIVE
s
require multiple rounds to complete can
a
be done quicker with additional and
Rebels win: Fire superiority from the .
heavy repeating blasters overwhelms the
company and many troopers die. Brave com-
b
emboldened by their comrades and
heal 3 strain or may add to
their next check (which may stack
with the boost die from the mini
mass combat check, if not yet
t
spent). If Rebels win, players take
2 strain plus strain equal to as
the screams of dying soldiers are
heard over comms.
1 48
Players must complete their objectives SPLITTING THE PARTY
before phase II ends at the end of round
15. The hangar doors must be opened be- Some players may be excited by the
fore the end of round 15. combat and others may find their
skills best fit blasting away.
BACKED INTO A CORNER If they wish, the PCs may split up
and handle the different jobs
GM Note: If the Scout snipers were left
listed by Razor. At the very
behind to hold back advancing militia
least, 1 PC needs to go into the
(see failed group stealth check p. 147)
control station.
they are overwhelmed and killed before
this scene.
It is likely, as the situation
develops, the group will come back
Read the red text box aloud:
together.
Noticing the skirmish occurring, a block
of militia breaks off from the left flank
and begins to make its way to the control so many a player looking for a key needs
station. Their numbers are far greater to make an Average [ dd] Perception or
than the company can possibly handle. Vigilance Check to find the right key.
More than a few shoulders slump.
MILITIA SOLDIER [MINION]
Razor assess the situation and makes his
call. “I want those repeaters manned, get
men on top of the station. {Snipers climb
that wall and rain hell down.} Every
trooper put maximum firepower into the
militia. Hold the line Commandos!”
Lastly, he looks to 1st Squad. “SGT Skills (group only): Ranged (Light),
Hunter, send a team into the station to Brawl
get that door open. Our only hope is to Talents and Abilities: None
get those vehicles. Take these keys!” Medium Range(Blaster Pistol):
Dam: 6, Crit 3, Spec: Stun Setting
Before the Squad runs off, Razor tosses
them a bag of keys. Inside the bag are The gigantic hangar doors are extremely
keys for vehicles in the restricted area. heavy and electronically sealed shut.
They are labeled, but because there are
There are no terminals to operate the
doors from the outside. It is Impossible
to open them with Skulduggery, Mechanics,
Computers or Athletics or any other
skill. The door has armor 2, WT 15
(vehicle scale); weapons the company have
are next to useless.
1 49 JAZBINA UPRISING
Imperial Storm Commando
CONTROL STATION INTERIOR smashed, broken, crushed, etc. If a
puter is repaired a PC can access
com-
the
door control, but as described below (see
Read the red text box aloud: “Nothing is Ever Easy” section, p. 151)
the hangar doors cannot open.
Entering the station, you immediately are
drawn to the hostages tied to chairs in Heavy-set and mean looking guards keep an
the center of the room, surrounded by a eye on the BOSS hostages. The guards
circular bank of computer terminals. The fight a couple rounds and then flee down
centerpiece of it all are multiple the tunnel and into the space port. The
baradium charges wired to the chairs of fleeing guards shut a door behind them as
every single hostage. Upon further in- they enter the space port. It is a heavy
spection, every computer terminal in the metal door. It can be opened with a Hard
station has been smashed beyond a signi- [dddbb ] Computers or Skulduggery
ficant repair. Check. Setback dice are for advanced
software and computer encryption.
An exit leading out the back heads into
an underground tunnel. You surmise it may Failing that, a guard may have dropped a
lead into the space port. Perhaps you can key card that unlocks the door (destiny
find a terminal to open the space port point?).
door on the other side.
JAZBINA UPRISING
IMPERIAL STORM COMMANDO
1 50
The Restricted Military Area is massive; 1. Disable a vehicle for 1 round.
range is extreme. Built into the 50' high
wall, giant hangar doors lead out to the
battle where H company awaits. There are 2. Attempt to open the space port doors
dozens of buildings, crates and pylons, (see “Nothing is Ever Easy” section,
etc. everywhere; cover is plentiful. Sev- below).
eral maintenance ladders lead up to the
top. Climbing the ladder takes 2 man- 3. Attack with an anti-vehicle ion
euvers. cannon, using a state-of-the-art computer
targeting program (uses computer skill
Within the restricted access area are instead of gunnery, adds bb due to the
parked all of the garrison's military inacurate prototype software). This may
vehicles: 10 AT-STs, 10 1-L tanks, 10 AT- be of interest to a player with the Tech
PTs, 40 TIEs, 5 TIE Bombers, [stats for Acquisition Duty.
these may be found in the AoR CRB p.264-
272, EoTE CRB p. 252 and SoT p. 50], and 4. Raise a small energy shield around
numerous cargo and maintenance vehicles. the station, making it impervious to en-
Strangely, the AT-AAs are missing. ergy based attacks. However, the station
cannot attack (#3) or disable a vehicle
A character can drive any of the (#1) while the shield is raised.
vehicles, but they require keys to turn
the ignition. The security lock can be 5. Self-Destruct, causing a 10 strain
sliced with a Hard [ ddd ] Computers hit at engaged range of the booth.
Check, which sets off a loud alarm (not
unlike an annoying land speeder alarm). BOOTH WEAPONRY
This adds b to all checks its pilot and
crew make.
Forward Arc(Light Ion Cannon)
Dam: 4, Crit 3, Special: Ion
Or, a player can dig through the bag of *Damage is in vehicle scale
keys and find the right one. Make an Av-
dd
NOTHING IS EVER EASY
erage [ ] Perception or Vigilance
Check to find the key. If f , retry next
round.
The space port doors have been damaged
Any escaping guards mount up into AT-PTs, and have come off their track. They need
at extreme range. At the start of the to be repaired. Make a Hard Group
fight PCs should face no more than 4 [dddb ] Mechanics Check to fix it. This
walkers. Possibly, vehicle reinforcements takes 4 rounds. Setback dice are because
may arrive if the GM spends ttt y/ . A of the massive scale of the door.
handful of generic militia minions also
join the fight. A group of particularly strong players
may want to attempt a Daunting [ddddb ]
If alive, 8 Scout snipers provide cover- Group Athletics Check to shove the door
ing fire from the walls above. They act back into place. This takes 3 rounds.
in 2 squads of 4, with SGT Zap in one
squad (again, the GM may give control to Powerful vehicle weapons may be able to
the PCs). do enough damage and make a hole for
GATECRASHERS OBJECTIVE:
ELIMINATE REBEL
HQ
Once the doors are opened, H Company
comes rushing in. Razor directs troopers
to mount up and pilot as many of the
vehicles as they can.
GIVING IT ALL
MASS COMBAT PHASE III [Author's Note: Actual dice were rolled]
Activating the vehicles and attacking the
militia's left flank before the end of Read the red text box aloud:
round 15 has the following effects on
Mass Combat Phase III: Seeing the opening, Sentinel 21 advances
toward the objective. While still
Add bb to the Southern Front. pressing forward Easy Money makes a
ridiculous spin 360 degrees and fires a
missile at the perfect time ( xx–
showboat talent). The missile destroys
the entirety of the Rebel's rearward
battery in a chain reaction. In return
she takes a direct missile hit; dozens of
lasers bounce off the shields. Sentinel
21 pushes up as close as it can get to
the second shield. With the remaining
turrets and missiles behind the shield,
she takes a defensive posture and waits.
JAZBINA UPRISING
IMPERIAL STORM COMMANDO
1 52
117 troops manage to jump out safely. MASS COMBAT EFFECT
Smoking and shuddering, Sentinel 21 Before the company begins its at-
begins its retreat. Just when it looks tack on the HQ, roll for Southern
like Easy Money and her crew have pulled Front Phase I.
off the impossible, 21 takes a fatal
missile hit and begins to lose control.
If the Imperials win, PCs are em-
b
boldened by their comrades and
Players may spend 2 destiny points to heal 3 strain or may add to
save Sentinel 21 from a fatal crash - their next check.
Easy Money has the Unmatched Survival
talent. Otherwise it spins out of control
t
If Rebels win, players take 2
and crashes {poor Rita deserves better:
strain plus strain equal to as
sell it GM!}.
the screams of dying soldiers are
heard over their comms. Addition-
Optional: A PC with Personnel duty may ally H company comes under fire
want to pull survivors from the wreck. from multiple anti-personnel tur-
Turrets attack the character as they run rets, taking several casualties.
for the downed shuttle. 2 of the 5 crew This adds 1 upgrade to the Rebel
and Rita can be saved (player's choice). dice in the mini mass combat lis-
The rescue may qualify a player for a ted later.
Silver Star medal. The GM should let the
player know this is an action that will
b.
take all 15 rounds of Phase II before
they commit to it. over their encumbrance threshold adds
MASS COMBAT PHASE II PCs land on the battlefield and CPT Razor
calls all troops to him. If players fail
Phase II lasts 15 rounds. The GM should the coordination check, they have missed
make sure to keep close count. Unless the drop zone. It takes 1 round for them
ttt y y
otherwise noted, a skill check listed in to rejoin the company (possibly more with
this section should take at least 1 round / ). With , they may crash into a
to complete. Any successful check requir- wall, taking a 10 damage hit. Razor won't
move on until everyone is together.
s
ing multiple rounds to complete may be
a
finished quicker with additional and
. Read the red text before they move on:
PCs must complete their objectives before The company forms up near the base of a
the end of round 15. If Jago is not large column. The pillar, more than 50
defeated by the end of round 15, do not feet thick, climbs up some 100 feet to
add the bonuses to Phase III (fighting the center of a heavy platform, reaching
may still continue, though). out 300 feet past the column to each
side. Four thinner pillars attach to the
FORMING UP corners of the platform. From the north
and south sides platforms extend, con-
50 YARD DASH
The sprint takes 1 round. When the com-
pany reaches the top of the platform they
are attacked by snipers as soon as they
are visible. Snipers, on the top of the
terminal, are at long range.
JAZBINA UPRISING
IMPERIAL STORM COMMANDO
1 54
MILITIA SNIPER [MINION] Razor gives the command and the company
smashes into the building. Immediately
you come under heavy fire. Troopers
scramble and dive for cover as several
missiles fly across the terminal.
1 55 JAZBINA UPRISING
Imperial Storm Commando
difficulty die. Other modifiers may ap- JAGO'S BODYGUARDS [MINION]
ply, such as a bonus or penalty from the
"50 yard dash" (p. 155).
JAZBINA UPRISING
IMPERIAL STORM COMMANDO
1 56
III
VADER'S WRATH
AFTER ACTION WE LOST?
REPORT That's right GM, the Imperials can
fail to capture the space port.
Perhaps there's a few unlucky dice
CASUALTY REPORT rolls.
Not all casualties indicate deaths, many If all 3 objectives are success-
are just too severly wounded to fight on. fully completed the Imperials should
have an 80% chance of winning, but
501 ST 1 ST REGIMENT that doesn't guarantee success.
ABC: 232 (50%) EFG: 279 (60%) Different narratives may be pos-
sible, depending on the mass combat
IJK: 279 (60%) MNOP: 341 (55%) results. The following narratives
assume an Imperial Victory.
Vader's Novatrooper Guard: 130 (85%)
Scouts: 10 (37%)
That evening at the garrison beers and
Spec Ops: celebration go on for hours. Toasts are
had among the company and thanks is given
to all. A brief toast is held for fallen
Vehicles: 62 (40%) Comm Tower: 78 (50%) troopers.
BREATH dd
[ ] Skill Checks. With a successful
check the PC is able to help out and
earns 500 SB (no negotiating).
Players have the next 24 hrs to re-equip,
The following are a few examples:
re-arm, heal up, and otherwise prepare
for the next mission. They may visit the
QM but should not leave the garrison. Medical Bay: A player with the medicine
skill may volunteer at the Med bay. Make
MEDICAL ATTENTION
a Medicine Check to earn your pay.
MISSION BRIEFING:
get. This option is only offered to those
who were incapacitated; there are many
DEFEAT ANTI-AIR
wounded and only the most critical
receive bacta tank care.
JAZBINA UPRISING
IMPERIAL STORM COMMANDO 1 60
This mission will happen at 0200 (4 hrs PROTESTOR [MINION]
from now); it will be a nighttime raid.
If you have IR or other night gear bring
it. The raid is to be a secret, silent
and utterly devastating attack. Light and
sound discipline should be closely mon-
itored.
Confirm with Company HQ once the mission Skills (group only): Brawl
is completed. Talents and Abilities: None
Engaged Range(Brawl):
SQUARE
Equipment: None
1 61 JAZBINA UPRISING
Imperial Storm Commando
SEWERS
The sewer network runs throughout the
city, but no map exists. PCs may choose
ddd
to start at a grate near the Palace. Make
a Hard [ ] Survival Check to safely
navigate to the Palace.
ddd dd
dddd dd UNDERGROUND SMUGGLER [RIVAL]
Cool: Coercion:
dd dddd
Charm: Discipline:
cccc dcc
Vigilance: Leadership:
Negotiation: Deception:
Other: Know(Underworld) 2, Streetwise 4.
Talents and Abilities: Black Market Con-
dd
tacts 2
Short Range(Holdout Blaster):
cc dd dd
Dam: 5 Crit: 4, Spec: Stun Setting
dd dd
Equipment: 1000 Credits, Concealed holdout Cool: Coercion: Charm:
dd cc
blaster Discipline: Vigilance:
ddd
Leadership: Negotiation:
When confronted by the Squad, the black Deception:
marketeer tries to explain that she's a Other: Skulduggery 2, Streetwise 2.
legitimate business person, and that the Talents and Abilities: Adversary 1
dcc
smugglers are the real criminals here. Medium Range(Heavy Blaster Pistol):
She may try to bribe the Squad to look
the other way. She tries to calmly walk Dam: 7, Crit: 3, Spec: Stun Setting
away and leaves the box behind. If the Equipment: Large, heavy box of illegal
players aren't convinced, she runs for spices and toxins (GM may choose).
it.
JAZBINA UPRISING
IMPERIAL STORM COMMANDO 1 62
for some strange reason, B-1 Battle pierce 2).
Droids patrol the streets.
To navigate the maze PCs must make a Hard
SYAYNA'S B-1 BATTLE DROID [MINION] [dddbb ] Survival Check. The setback
dice are because the party doesn't know
where the center is. A PC may realize the
maze is made in a classic design, the
commonly known Mynock Hedge Maze. Make an
Average [dd ] Know(Education) Check to
navigate it. A perceptive player may find
a B-1 droid to follow and let it lead the
group to the center. Make an Average
Skills (group only): Ranged (Heavy), [ddb ] Perception Check. The setback die
Ranged (Light) is because the PC must spot a droid be-
Talents and Abilities: Droid fore it spots them.
Medium Range(Relby K23 Blaster Pistol):
Dam: 6, Crit 3: Spec: Pierce 2, Stun set- B-1 groups regularly patrol the maze.
ting
Equipment: Reinforced frame (+1 soak)
Spend ttt y/ on any check to have the
group encounter a patrol. The center of
the maze is guarded by a sizable group of
Roger, roger. The droids patrolling the B-1 battle droids. The Squad may sneak
street are wearing police officer hats. d
past them with an Easy [ ] Stealth
They are equipped with the rare Relby K23 Check. As mentioned above, the droids
blaster pistols, known for their armor have low social skills and are easy tar-
penetration. With low social stats, they gets for Social Checks. The courtyard is
are easy marks for any Social Check. long range and has plenty of tables,
chairs and benches for cover.
Read the red box text as they approach
the garden: Finally, it's time to go over, around, or
through the palace.
You approach the backside of the palace
and come to a small chasm in front of a
10' tall thorny hedge row, running some
250 feet in each direction. The hedge is
BOSS FIGHT
clearly meant to enclose the garden and
make it private. The 5 AT-AAs are lined up in 2 rows,
parallel to the Palace. An extreme range
area has been cleared out and a temporary
The chasm is 8' across and about 20' low metal railing has been put up to keep
deep. A few ornamental arches pass over the area clear of protesters. B-1 Battle
the chasm, but clearly could not support droids patrol the rails to keep protest-
someone walking on top of them. ers away from the AT-AAs. Heavy battle
droids stand near the AT-AAs, providing
Any character running into or otherwise close in defense. At the center of it all
hitting the hedge takes a dam 3, pierce 2 is Queen Syayna's personal bodyguard,
hit. If leaping or climbing hand over Tiger Uppercut.
hand, on ttt y
/ the character hits the
hedge, taking damage. SYAYNA'S OOM PILOT DROID [MINION]
PALACE GARDEN
2/3 of the garden is a maze. In the cen-
ter, and leading to the Palace is an open
courtyard with tables, chairs and
benches. Irregularly scattered through Skills (group only): Perception, Pilot
the maze are some benches. Once PCs pass (Planetary) or Gunnery
through the hedge row, they enter into Talents and Abilities: Droid
the maze. All of the hedges have the same Equipment: Reinforced Armor (+1 Soak)
thorns that the outer wall have (dam 3,
1 63 JAZBINA UPRISING
Imperial Storm Commando
These antiquated droids are stripped blue TIGER UPPERCUT [NEMESIS]
or red, a demarcation showing that they
are pilots or gunners respectively. They
crew the AT-AAs. They have gunnery or pi-
lot skill depending on their role in
crewing the AT-AA.
dd dd
Discipline: Vigilance:
dd
Leadership: Negotiation:
Deception:
Other: Athletics 3, Resilience 2, Sur-
vival 3
Talents and Abilities: Adversary 2, Rapid
d d
Cool: Coercion: Charm: Blow, Jump Up.
d d
Discipline: Vigilance: Equipment: Droid controller, cybernetic
d
Leadership: Negotiation: arm (+1 brawn), repulsor fist, cyber re-
ddccc
Deception: flexes, implant armor (+1 soak)
Other: Perception 1 Engaged Range(Brawl):
cc
Talents and Abilities: Point Blank, Droid Dam: 5, Crit: 5, Spec: Knockdown, Disor-
ddccc
Medium Range(Forearm Blasters): ient 2
ttt
Dam: 9, Crit: 3, Spec: Linked 1, may run Engaged Range(Repulsor Fist):
out of ammo with Dam 8, Crit: 3, Spec: Slow firing 2,
Equipment: Reinforced Heavy Armor (+3 Concussive 1
Soak)
Classic, fearsome, and outdated. In large A native Jazbinan, he was an up and com-
groups Super Battle Droids could even ing fighter in the Nar Shaada arena cir-
challenge Jedi back in the Clone Wars cut. A Hutt who lost a bet he was
days. Some of Syayna's droids show signs supposed to win put a bounty on him and
of rust, others occassionally misfire or he was horribly maimed.
malfunction.
PCs may have heard of the battle arena
AT-AA
dd
fighter "Tiger Uppercut". Make an Average
[See SoT p. 49] [ ] Know(Outer) Check. With success,
JAZBINA UPRISING
IMPERIAL STORM COMMANDO 1 64
SCIMITAR SQUAD
they've heard of Tiger Uppercut, who at
one point held a championship belt on Nar
Shaada but suddenly dissapeared.
Since his cybernetic augmentation, he has After the players comm Razor, read the
become Princess Syayna's personal body- red text box aloud:
guard. Now half man, half machine he acts
as the droid controller for Syayna's You relay confirmation to Razor and he
battle droids. acknowledges. Moments later your comlink
chirps:
JAZBINA UPRISING
1 65 Imperial Storm Commando
DEBRIEFING Read the red text box:
An X-Wing fled to hyperspace during the To your surprise dozens of troopers dash
space port battle. Its signature matched towards the windows, as begins an orbital
an X-Wing at the battle of the Yavin, but bombardment on Jazbina beyond your
its pilot was never confirmed. wildest imagination. Hours of non-stop
turbolaser fire rain down on the planet.
3DV0 was confiscated and its memory banks You sleep peacefully, turbolaser fire
downloaded. The holo-vid shows that 3DV0 continuing through the night.
helped capture Luke with a knockout dart.
Syayna convinced 3DV0 that capturing Luke At breakfast the next morning everyone is
was a mistake. With her help it freed staring out the windows. The majority of
Luke and faked a holo-vid of his death. Jazbina's surface is blackened or
King Prepredenko never knew the truth. burning.
MAJ Phillips believes the Rebels are to Captain Razor says, “Think they got the
blame for the tragedy on Jazbina. He message?”
thinks they incited the revolution and
that Sixkiller sweet-talked the Queen
into Rebellion. He says, “This blood is You smile with grim satisfaction.
END ADVENTURE
on the Rebel's hands as much as it is
ours”.
XP
ating the AT-AAs
CHAPTER I:
2000 SB for Rebel HQ
10 XP for attempting to
Sixkiller (succeed or fail)
assassinate AWARDING MEDALS
The GM should be very careful when
5 XP for avoiding any bad press awarding medals. A medal should be given
for a specific event or incident. This
CHAPTER II: contribution should be far and beyond
what any other PC made.
15 XP for the PCs successfully completing The following are some of the medals PCs
their Special Forces Objective before can earn:
mass combat phase III
1. Stormtrooper Cross: The act to be
5 XP if the PCs did not complete their commended must be performed in the
objective before mass combat phase III presence of great danger or at great
personal risk and must be performed in
CHAPTER III: such a manner as to greatly stand out
among others of equal grade, experience,
or position of responsibility.
10 XP for disabling the AT-AAs
2. Silver Star: The Silver Star is awar-
5 XP for Defeating Tiger Uppercut ded for gallantry not justifying the
award of one of the next higher valor
3 Duty for assassinating Sixkiller Example: Pulling survivors from the wreck
of a downed transport while under great
person risk (eg gunfire).
7 Duty for successfully completing their
Special Forces Objective
3. Bronze Star: For acts of heroism,
meritorious achievement, or meritorious
5 Duty for the destruction of the Palace service in a combat zone.
5 Duty for Earning the Stormtrooper Cross Example: Charging a heavy repeating
blaster nest while being shot at and
3 Duty for Earning the Silver Star single-handily eliminating it.
JAZBINA UPRISING
1 67 Imperial Storm Commando