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Imperial Storm Commando Full

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100% found this document useful (1 vote)
4K views174 pages

Imperial Storm Commando Full

Uploaded by

chris
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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WRITING, EDITING, LAYOUT

CREDITS
SPECIAL THANKS
James "Shockwave" Noyes-Shimomura FangGrip - For his EotE style guide

ARTWORK Aazlain - Developer of the EotE font

Order of 66 Podcast (which I never listen


Feng Zhu, Sean Forney, Steve Thomas, Ryan to) - for it's never ending source of
Rhodes and SG, Ryan Barger, Steven Am- creative inspiration.
brose Monciavis, Pandemicdesign.com,
Chris Brown, Witchking, Cliff Chang, Usu-
al Suspects, Avanental, Ripley23, and Scribus - Freeware publisher software
several unknown artists

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.

FANTASY FLIGHT GAMES


The Star Wars: Age of Rebellion game is a registered trademark of Fantasy Flight Publishing, Inc. All rights reserved to their re-
spective owners. Any use of trademarks or copyright material in this document should not be view as a challenge to those
trademarks/copyrights and are used without authorization, endorsement, or specific permission. Any commercial use of trade-
marks 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.

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.

THE LIFE OF A STORMTROOPER


CHARACTER Once completed, they are given 25 xp to
spend (as per normal spending rules – ie

CREATION no stats). This represents their commando


training. Each PC is then issued a TK
number (100-999).
PCs are all Humans and given the recruit
specialization. They may choose a clone In normal creation characters are able to
template (pre-gen) or can build their own pick a resource. For this campaign their
characters with 100 XP. Choose from the resource is a base, Executor. They do not
following careers: Soldier (all), Spy receive the $1,000 to spend on gear but
(all), Engineer (Saboteur), Commander instead receive standard issue Storm-
(Tactician), and Ace (Driver, Gunner). trooper gear (valued at $4,000).
Take Duty from “The New Order Duty” (p.
16).

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.

It should be well explained to players


that they are stormtroopers in the Imper- The 501st were stationed on the Death
ial Army. Military hierarchy is very im- Star when it was destroyed. As a result,
portant in the Empire and players are nearly 2/3 of the Legion was killed
expected to strictly follow the orders of (that's about 6,200 Stormtroopers). It
their superiors. Disobeying can have took nearly 6 months for the 501st to
severe consequences. recover and they are finally ready to
deploy.
Ta b l e 1 - 1 : I m p e ri a l M i l i ta ry O rg a n i za ti o n
Players are Storm Commandos in the 501st
Legion, also known as Vader's Fist. The
501st is made up of 4 Regiments, each
with 4 Battalions. Companies in each
Battalion are given letters A-P. In the
501st, Storm Commandos are attached to
the 1st and 2nd Regiments.

Specifically, the PCs are attached to 1st


Regiment, 2nd Battalion, H Company, 2nd
Platoon, 1st Squad. There are additional

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.

Each Squad consists of 7 PVTs, 1 CPL, and


1 SGT. Use “501st Storm Commando” minion
for PVTs and CPLs. The CPL carries a long
range radio, but is otherwise the same as
the PVT. Use “501st Storm Commando Sar-
gent” for the SGT. The SGT always forms a
squad in battle with his minions (see AoR
GM Kit, p. 28).

For brevity, this section will only cover


2nd Platoon (see "501st Organizational
Chart", p. 11, for more information).

SECOND PLATOON LEADER CPT RICHY “RAZOR”


Storm Commando units in the other Compan- JACKSON
ies within 2nd Battalion. (TK-235)

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.

Table 1-2: Imperial Military Enlisted Ranks

H COMPANY STORM Razor earned his name in a bar fight

COMMANDOS while in officer training school. He


grabbed the nearest item he could find, a
shaving razor. At heart he is a loyal
H Company includes 4 Platoons with 38 patriot. He expects the best from his
Stormtroopers (ST) in each, 164 ST in troops and is angered when they don't
total. 1st, 2nd, and 4th Platoons are follow his orders. When it comes down to
Storm Commandos. 3rd platoon is Shock it he always does what is necessary.
Troops (heavy weapons), in trade from 4th
Battalion. The Company also has a squad He fights with the ferocity known to
of Scouts (9) attached. Company HQ is CO Storm Commandos. He is decisive in battle

INTRODUCTION
IMPERIAL STORM COMMANDO 8
GOOD, BAD - I'M THE 2ND SQUAD SARGENT BEN APPLE
ONE WITH THE GUN (TK-283)

His squad is also an all-purpose squad


Even though PCs play for the Im- and often acts as alongside 1st Squad. He
perials, this does not mean that was born in the Outer Rim and joined the
they need to be evil. However, Corps first day he could. People think of
their superiors will likely make him as a bit slow and an Outer Rim hick,
some evil decisions. but in battle there are few who equal
him.
For continuity with the FFG sys-
tem it is recommended to keep 3RD SQUAD SARGENT STEVE HART
Destiny Point rules the same - (TK-122)
players use light side and the GM
uses dark side.
3rd Squad specializes in demolitions and
slicing. People have said SGT Hart was
born a Stormtrooper. His mother and
father were both in the Navy and fought
and shows his foes no mercy, nor does he
in the Clone Wars. He is dedicated and a
expect any. He is competent with ranged
consummate soldier.
and melee weapons and is a fearsome com-
batant.
4TH SQUAD SARGENT TAMARA WEST
PLATOON XO SSGT JOHN CROSS (TK-117)
(TK-928)
Her Squad deals with mechanical systems,
SSGT Cross leads the SGTs and provides technology, and limited slicing. SGT
guidance to CPT Razor. His many years of West, recently promoted, is one of the
service have made him a firm, unwavering roughly 3,000 who lived. Shortly before
and highly disciplined Trooper. He fol- the Death Star incident her Company was
lows orders to the letter, rarely ques- sent to Cardia for routine training
tioning decisions of the CPT. exercises.

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.

There is a large mess hall and many rec


rooms with games, etc. Facilities include
a firing range, an obstacle course and an
oversized gym. All are open 24 hrs.

Should a PC end up in the medical wing,


they'll find the best available in medic-
al care. Numerous state-of-the-art bacta
tanks, surgery wards, etc. are on board,
as well as some of the best physicians in
the military.

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.

Disregard all gear and costs listed in


the CRBs and sourcebooks. All items are
priced in Stormtrooper Bucks (SB), Ex-
ecutor's currency. Players may not pur-
chase items with credits but may exchange
them at a rate of 1:1 (but not SB to
credits).

If PCs wish an item not on his list SGT


Kinall can put in a requisition but can-
not guarantee anything (GM's choice).

A piece of gear bought from the QM is


considered the PCs permanently (unless
lost in the field). Items can be stored

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.

SUMMARY This sets off an automated self-destruct


sequence that gives the party one hour to
escape the facility.
CPT Razor and SSGT Cross detail the
Squad's first mission. Imperial Intelli-
Agent Horace shows his true colors and
gence Agent T-38437D has asked for as-
steals the party's shuttle, stranding
sistance in capturing a team of Rebel
them on the planet, 500 miles from
scientists working in a Secret facility
civilization. With rescue 6-7 days out
on Kypperon.
the party must use it's survival training
to keep the scientists and themselves
The party meets with Agent Horace at the alive.
Darling Miss Suzy Cantina. He gives them

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)

Agent Horace could mention in his meeting


that he believes the scientists are
working on engineering the perfect
fighting monster. When the Squad reaches
“Bad Science” they should fight and de-
As the group is new and has a low duty feat it.
score it is unlikely a Duty will be
triggered. However, several duties are
mentioned in the adventure and can be INTELLIGENCE
easily adapted if a player's duty is ac- (TK-766, Slicer)
tivated.
Players should be interested in getting
While the duty sidequests are not re- as much information as they can from
quired they may provide an interesting Horace. He mentions that the Estate has a
break from the action or a unique chal- new construction atop it, possibly a
lenge. Players should be encouraged to communications satellite. Players should
try them even if their duty is not act- get into the array and acquiring whatever
ive. codes and intel they can.

For our pre-gen characters: TECH PROCUREMENT


(TK-957, Saboteur)
INTERNAL SECURITY At their briefing Razor can mention that
(TK-282, Sharpshooter)
any data the researchers have could prove
invaluable. Players should search the
In Razor's briefing he mentions that a
Secret Facility for any data they can.
shipment of supplies was recently stolen
from a convoy near Kypperon and the Squad
should be on the look out for it. Later,
when Horace tells them Koobis' shipment
is stolen they should recover it.

PERSONNEL
(TK-431, Medic)

Razor could mention that a TIE Intercept-


or Ace was shot down in a nearby sector
and possibly brought to this facility.
The Squad should search the planet, res-
cue him and keep everyone alive.

COUNTER-INTELLIGENCE
(TK-513, Scout)

The local sheriff, Koobis Tetsu, takes

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.

The agent has requested a squad of com-


mandos be sent to his location and when
they meet he'll give the exact details of
their mission. The Squad is to meet Hor-
ace at (Razor raises an eyebrow) “The
Darling Miss Suzy Cantina” in Kypper's
Corner at 23:00 hrs, the day of their
arrival.

First Squad will deploy to planet Kypp-


eron immediately via Lambda-class
shuttle.

ADDITIONAL INFORMATION
SSGT Cross will provide the following
background information:

Kypperon is a mining colony. It has a


very low population (75,000) and only one
city, Kypper's Corner.

Terrain is rocky and the environment is


hot, but not overly so. It is similar to
badlands terrain. The atmosphere is a bit
thin, expect to be out of breath.

SSGT Cross tells the Squad to avoid


local disturbances; the last thing the
Company needs is The Brass telling them
they turned a system to Rebellion.
Give the players time to look around and
interact with the NPCs on Executor. When
they're ready, CPT Razor calls them into If gone for more than 7 Galactic days
his ready room. the Squad will be declared missing; a

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

Orbital Metrics: 245 days


per year / 20 hrs per day

Government: Onos Sector


Affiliated: Galactic Empire

Population: 75,000 (80% Human,


15% Rodian, 5% Other)

Languages: Basic,,, Rodian


Terrain: Rocky hills, canyons,
caves, scrublands and plains

Cities: Kypper's Corner (the only active


city), numerous ghost towns.

Major Exports: Iron, gold, precious


metals. Region became more and more neglected,
the colony fell to disinterest and dis-
repair. Once home to nearly a billion it
Major Imports: Food, medicine now has only one small city.

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

Mission: Kypperon Capture

Mission Objectives: FRIENDLY


Primary:Capture Rebel Sci- NEIGHBORHOOD
entists and return them to
the fleet POLICE
Primary: Avoid local disturb- Waiting for The Squad when they step off
ances. the shuttle is none other than the local
sheriff, Koobis Tetsu (a Rodian), and his
Secondary:Mission require-
5 deputies. He tells the group that they
need to come with him to the sheriff's
ments given by Agent T-
office and register immediately to avoid
38437D.
any “problems”. If they resist his ret-
inue will follow them wherever they go
Good Luck and Happy and Horace won't meet them until they
Fragging!! lose the tail.

KOOBIS TETSU [RIVAL]

When they are done with the briefing the


Squad gears up and heads to a Lambda
waiting in docking bay 782. Read the red
text box aloud:

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

KYPPER'S CORNER DEUPTIES [MINION]

Skills (group only): Ranged (Light),


Brawl, Survival
Medium Range(Blaster Pistol):
Dam: 6, Crit:3, Special: Stun Setting
Engaged Range(Brawl):
Dam 3: Crit 5, Spec: Knockdown, Disorient
1
Equpiment: Manacles, Heavy Clothing

If the PCs decide to go with him the


Squad goes back to the station. Sheriff
Tetsu registers them in the local system.

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

The PCs can refuse any of the above (in-


b to Social Checks with Koobis, if com-
pleted). It is possible, with the right
cluding fingerprints and DNA). Anyone ly- persuasion, to bring Koobis back to the
ing or not answering a question should
make an Opposed [ ddd ] Deception Check.
Empire. This should be interesting to any
player with the Recruiting Duty.
If failure, Koobis sends 1 deputy to fol-
low the group, discreetly.
SECURITY DETAIL
When done answering his questions Koobis
tells them that Kypper's Corner is a
(OPTIONAL)
peaceful place and he doesn't want any
problems. He tells them that he's the law At 15:00 players meet up with Koobis and
in this town and if they see any trouble his 5 deputies at docking bay 9. 10 large
to call him first. crates marked “Medicines and Bacta” are
being unloaded into a cargo speeder.

KOOBIS' GAMBIT The team boards a Bantha II Cargo skiff


(LoNH p. 112) with a Heavy Repeating
Finally he reveals he's in need of some Blaster mounted on it and heads towards
security. Read the red text box aloud: the warehouse. The cargo is loaded in a
{Best done with a Southern accent} Trast A-A5 heavy speeder truck (EotE CRB
p.250).

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.

After they leave he passes on any inform-


ation gathered to the Rebels.

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.

Given the dirty, grimy hard wood floors


and sticky tables you're unsure about
sitting down, even in your armor. Towards
the sides you notice small, cozy booths players.
and in one corner a few busy gaming
tables. SABBAC

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.

CANTINA MINI-GAMES Players can win up to 250 CR on side bets


if they put down 250 CR.

DART THROWING Table 2-2: Drunken Results


The local darts group is looking for some
new meat and would love nothing more than
to show up a squad of Stormtroopers. The
dart throwers offer up a 300 CR bet.

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

IMPERIAL SPY an Opposed [


Check.
] Vigilance

HORACE ALBERVILLE [NEMESIS]

ddd dcc dcc


ddd dcc
Cool: Coercion: Charm:

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):

THE JOB DETAILS


Dam: 7, Crit: 2, Special: Stun Setting,
superior
Equipment: Personal Deflector Shield

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.

KOOBIS' REBEL AID


that a team of scientists is doing some
work out by Old Bobby Haversham's Estate.
Horace also mentions a problem with the
local sheriff. He says that Koobis is an
honest man but has been accepting donated Drinking Contest: If a PC wins, one of
goods from the Rebellion. The most recent the "colorful" ladies helps “Big Stick”
shipment of medicine and bacta he re- up and mentions that he's going to have a
ceived was stolen from an Imperial Hos- tough time tomorrow helping those sci-
pital by Rebels (many children died). entists out by Old Bobby Haversham's Es-
tate.
He requests the Squad recover the illicit
goods. Players with the Internal Security If they lose, the drinker is so drunk and
Duty will find these details very inter- rowdy a bar fight may happen (see Bar
esting and should want to recover the Fight, below).
stolen cargo.
Bar Fight: A bar fight should be the last
If they decide to assault the warehouse resort of the GM, if nothing else the
the only security there is Koobis' 5 party does seems to get them any closer
deputies. They will need a skiff or other to finding the Secret Resarch Facility.
means to carry the goods to their shuttle
as the crates are encumbrance 10 each and A group of drunken rednecks come in.
there are 10 crates in total. Somehow a fight with the Squad starts.

Note that if the Squad confiscates these DRUNKEN REDNECK [MINION]


goods it is Impossible to recruit Koobis.

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.

PLAN OF ATTACK Table 2-3: Observing the Guard Formations

Old Bobby Haversham's Estate covers 1,000


acres of barren, rocky scrubland. Skinny
livestock graze on what little food is
available. Years ago many mines were act-
ive on the property but they have all
been shutdown. The area has a few canyons
and some small hills around it.

THE FRONT DOOR


Players are free to approach the Estate
how they see fit. Each area has chal-
lenges, as listed below.
The main gate is a double set of heavy
LANDING ZONE iron doors that are closed and locked
with an Impossible lock. There is a gate
house next to the doors with a Rival in-
In a perfect world, the party would land side it. He has the keys. The only way to
well away from the Estate. 20 miles is get past it without the keys is with some
optimum and avoids any chance of detec- serious explosives.
tion by Rebel forces. This requires no

GUARD PATROLS
check and the Lamdba lands unseen.

The closer they get the more likely it is


Rebels will spot the Squad. For every 5 SARGENT OF THE GUARD [RIVAL]
miles closer reduce the difficulty by
one. At 19-15 miles it is a Formidable
[ddddd ] Perception Check. At 1 mile or
d
less it is an Easy [ ] Check.

To make themselves harder to spot the


party can direct the Lambda to fly in
canyons. That adds bb to the Rebel Per- Cool: dd Coercion: dd Charm: dd
ception Check but the shuttle takes one Discipline: dd Vigilance: cc
critical hit (due to a minor collision). Leadership: cc Negotiation: dd
If they tell the pilot to land behind a Deception: dd
hill this adds b to the check. Don't Medium Range(Blaster Carbine): dcc
forget that at night darkness adds bb Dam: 9, Crit: 3, Special: Stun Setting
to the Perception Check. Engaged Range(Combat Knife): ddc
Dam: 4, Crit: 3
Equipment: Blast Vest (+1 soak)
If the Rebels succeed on a perception
check the Lambda is spotted. The Rebels
prepare their defenses. Troopers mount
two light repeating blasters on the Es-
tate: 1 at the guard shack and 1 with
patrol 4.

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).

The second level has a door on both out-


Skills (group only): Ranged (Heavy), door decks. These are unlocked. The front
Ranged (Light), Melee, Vigilance door is locked and requires an Average
Medium Range(Blaster Pistol): dd
[ ] Skulduggery or Athletics Check
Dam: 6, Crit: 3, Special: Stun Setting (athletics makes a lot of noise).
Engaged Range(Combat Knife):

...AND STORM-
Dam: 3, Crit: 3
Equipment: Blast Vest (+1 soak)

There are 5 guard patrols: 1 at each TROOPERS KICK IN


THE DOOR
tower and 1 outside the gate house by the
front door. The patrols consist of 4
minions. Each patrol has a fixed Line of
Sight (LoS) as shown on the “Estate
Exterior” map. Guards on the towers have Players may search the house as they
a searchlight that removes bb due to please. Use the “Estate Interior” Map.
darkness at up to medium range. Most of the house is fairly mundane.
There are three things of interest aside
The PCs should clearly show the GM their from the 3rd level satellite comm room
route. Depending on how the party climbs and the hidden elevator.
the hill up to the walls they may walk
into a patrol's LoS. 1. 1st level, Kitchen: A 6 digit code
is written on the refrigerator. It is the
If they cross a patrol's LoS have the PCs code to the door in B1.
make an Opposed [ dd ] Stealth Check
(dont forget the guards have 2. 2nd level, Master Bedroom: Written
searchlights). on a datapad is “Identify: For Science”.

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.

SCALING THE WALLS


The walls can be scaled with an Average
dd
[ ] Athletics Check. A grappling hook
and wire addsb to the check.

After they climb over the exterior walls


they are past the LoS of the guards and
can only be detected if they do something
loud or use a lot of light. Use the
nearest patrol(s) to attack them.

If the PCs want to study the guards make


an Average [dd ] Kno(Warfare) or a Hard
ddd
[ ] Perception Check. Macrobinoculars
or the equivalent adds b to the check.
(Don't forget night adds bb due to
darkness).
Unless stated in it's description a
locked door always requires either a key-
HIDDEN ELEVATOR
card or an Average [ dd
] Computers,
There is a locked door that leads down to
Skulduggery or Athletics Check.
B1 with a keypad access. If the Squad
uses the keycard to open it nothing hap-
If the GM needs to spice it up throw in a pens. If they use other means the sentry
patrol of Rebel Estate minions or perhaps turrets (2) activate and attack. To the
a (Rebel) nerf herder group wandering the right is the Armory, also with a locked
house. door.

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.

Alternatively, players can find the code


All doors to the satellite comm room are
in the comms computer upstairs or written
locked.
on the refrigerator in the kitchen.

Under the dome is concealed a large


It's possible to Social Check an NPC into
satellite array and processing terminals.
doing it; only Rivals have keycards and
Communications for the whole base are
the access code.
handled here. If a PC slices the encryp-
tion with a Hard [ ddd
] Computers Check
read the red text box: Have the PCs spend a destiny point if
they need a wandering Rival. He is
You break the computer's encryption and dressed as Old Bobby Haversham on his way
come across the last transmission: to town (and hilarity ensues).

These scientists are mad I tell you. BOBBY HAVERSHAM IMPERSONATOR [RIVAL]
Their research has gone beyond the point
of any sane being.

The other day I asked Oraf how the pro-


ject was going and he just cackled mani-
acally at me. Last night we heard an
unnatural howling and a soul piercing
Cool:ddd Coercion:dd dcc
Charm:
scream coming from the facility. Today
Discipline:dd cc
Vigilance:
they asked me if they could perform human
Leadership:ddd dcc
Negotiation:
trials!
Deception:dcc
If Rebel Command doesn't do something
cc
Medium Range(Light Blaster Pistol):
Dam: 5, Crit: 4, Special: Stun Setting
about this, I might get drunk and
accidentally lose my keycard...
Engaged Range(Combat Knife):cc
Dam: 3, Crit: 3

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:

1. A PC can Social Check any NPC Rival


into giving the pass-phrase.

2. Disarm the defenses from the comms


room beforehand.
Medium Range(Sentry Blaster): cc
Dam: 5, Crit 4, Spec: Auto-Fire, Stun
3. Get the pass-phrase off the datapad Setting
on the 2nd level master bedroom (For Sci- Talents and Abilities: Droid
ence).

4. Insert clever Player suggestion


SECRET REBEL RE-
Failing that, suddenly the lights go dark
(bbb due to darkness) and the droid and
SEARCH FACILITY
sentry turrets (2) attack at medium
range. The Squad should ride the skiff across to
the island and enter the hut. From there
they can open the door with a keycard or
To open the elevator the PCs can either
per an average locked door. Once through,
use a keycard or make a Daunting
[dddd ] Computers/Skulduggery Check, or
they climb down a ladder to S1 (Use map
ddd
Hard [ ] Athletics Check.
“Secret Research Facility”).

SECURITY DROID [RIVAL] Read the red text box aloud:

You board the rickety elevator that looks


like it belongs in an ancient mine. With
a screeching jolt it begins to lower.

A minute or so passes and then the shaft


opens into a large cavern. It is very

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.

In the center of what appears to be an


underground lake you see a lit hut - this
must be the entry to the base. Save for
the two oasis of light the cavern is
completely dark and very moist.

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.

The scientists are working on genetic


mutation at this facility. There are all

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.

S2 is bunks, kitchen and rec room. Noth-


ing interesting here.

S3 is the upper laboratory level. There


Cool: dd Coercion: dd Charm: dd
are many animal cages with all manner of
Discipline: dd Vigilance: dd
creatures. If players want to free the
Leadership: dd Negotiation:dd
animals it takes 20 mins or 3 ticks.
Deception: dd
Other: Gunnery 2, Pilot(Space) 2
To one side there is the top half of the
large, contained lab. The upper part (S3)
of the lab is open at the bottom, allow-
ing viewing down to below (S4) from a LT Rysi Kale is an established TIE Ace.
safe distance. There is a covered metal He was captured by Rebels and brought
railing surrounding the opening. here for experimentation. He is in poor
shape, at 2 wounds and suffers bbto all
In one of the labs behind the elevator is checks. Rysi takes cover and hides if any
a glass tube with some strange fluid and fights happen.
holds TIE Ace Rysi Kale. He's clearly
been the subject of experimentation. Any
PC with the Personnel Duty should want to GOOD SCIENCE,
GONE BAD
save this man! Doing so takes 5 mins or 1
tick.

S4 is similar in layout to S3, but in-


When the party enters either level (S3 or
stead of animals it holds lab supplies
S4) of the lab read the red text box
and books. Also here are files on each PC
aloud:
with profiles, DNA and fingerprints
(whatever they gave to Koobis). Players
with the Counter-Intelligence Duty should You enter a large, open laboratory that
want to recover those files. Searching covers two full floors of the facility.
the room to find all of the files re- Each level is about 15' high, for a total
of 30'. The walls are pure white and
sterile-looking and various science im-
plements lay scattered around the lab.
Animal-sized tubes filled with a thick
transparent fluid contain varying levels
of failed experiments.

In the center of the lower level is a


large metal cage with a tall, deformed
and most hideous looking creature. Two
medical droids are administering injec-
tions to the beast. All six scientists
are monitoring the experiment from above.

To your horror the beast wrenches and


tears at the cage with incredible primal

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

The alarm adds b to all checks.


it, the monster will not pursue the
party. Instead, it devours the scientists
with loud, squishy sounds.

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!

This is a difficult combat encounter and


many PC groups will be best served by
getting the doors open and fleeing.
OPENING THE DOORS
The doors immediately lock the Squad and
BAD SCIENCE [NEMESIS] the scientists in the room as soon as the
beast escapes. The doors are large,
heavy, and very thick. They are locked
from the outside and the (mad) scientists
do not know how to open them.

Bashing the doors with Athletics is Im-


possible and shooting it does nothing.
dddcc
Short and Engaged Range:(Claw)
Here are some ideas for the players to
get the door open:
Dam: 7, Crit 4, Special: Pierce 2, Sun-
der, Disorient 1, Knockdown; may brawl
targets at short range. The following checks include b for the
alarm constantly blaring.
ttt aaa
Abilities: Shifting Form - May spend op-
ponent's or its own to in-

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.

The (mad) scientists and any


other non-PC party members do
not survive the blast.

bookkeeping easy use a 10 countdown. This


means each “tick” is approximately 6
minutes. When the countdown reaches 0,
Any number of the chemicals lying around the facility goes boom.
the lab can melt a hole in the door big

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.

While the countdown is going the


remaining Rebels gather up the supplies
in the house (food, water, weapons, etc),
destroy the elevator, load their (stolen)
Delta-class shuttle and high tail it off
the planet.

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.

There is water at the underground lake

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.

To make things easy for the GM the


RESEARCH LAB
NPCs can survive no longer than 3
days without water and 3 weeks If the PCs stopped the self-destruct the
without food. They die if they go Facility has enough food and water for
beyond those periods. everyone for 2 weeks. However, there is a
monster lurking (that's right, Bad Sci-
ence can't be killed!) and going into the
NPCs will only drink potable water
facility could be like a horror movie.
and only eat cooked meat.

incident. Strain damage taken this way


BETTER THAN
WAITING
cannot be healed until purified water
and/or cooked meat are eaten.

AVAILABLE ASSETS PCs have a few options available if they


don't want to sit and wait for rescue.

SHUTTLE LANDING SITE


THESE BOOTS WERE MADE
Here the party will find 5 dead crew mem- FOR WALKING
bers shot by a blaster weapon. The only
salvageable gear is their uniforms. If players decide to walk back to town it
takes over 3 weeks. An average pace is 20
miles/day and they will need to con-
BOBBY HAVERSHAM'S ESTATE stantly forage for food and water (see
“Food and Water”). The skiff (at the
underground lake) can get them part of
The furniture, dishes, pots, etc are
the way but runs out of fuel after 100
still here but there is no food or pot-
miles.
able water. The water faucets spit out
brownish-red water. The satellite/comms
on the 3rd level have been destroyed bey-
ond repair and the armory is empty.
RIDING THE RIVER
aaa
A large river flows from Beaverdam lake

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.

SEVEN BORING DAYS The group can opt to build a raft. 1 PC


is the lead builder and 1 other can as-
The daily checks may wear on the sist if they have the survival skill (per

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.

The cave is long range. If the party helped Sherrif Koobis


earlier with his security detail - and
the party did not confiscate his crates
Possibly the PCs find a way to lure the later - he'll help the Squad call the
beasts out. The pack leader remains with Death Squadron. He assumes they're good
the young in the cave and only attacks in soldiers and falsely received a bad
self defense. reputation in the town.

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:

Another day passes and in the early


morning you hear the sound of an engine
overhead. Suddenly your heart is racing!

Looking up to the sky you see a glorious


sight you had thought you may never see
again: an Imperial Lambda-class shuttle.

Your commlink chirps to life after


several days of inactivity:

"501st Hotel Company Storm Commandos,


this is Lambda 67248, please respond."

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.

Everyone is picked up, gear loaded, and


off to the Executor they go, mad scient-
ists cackling all the way.

END ADVENTURE

XP AND
REWARDS
XP, Duty, and Money awards are per player
unless otherwise specified.

XP
5 XP for Returning home alive

5 XP for Capturing at least 1 scientist

5 XP for No local disturbances

10 XP for Defeating "Bad Science"

5 XP for Roleplaying duty and motiva-


tion

DUTY
3 Duty for Completing the mission, alive

2 Duty for Recruiting Koobis

1 Duty for Rescuing Rysi Kale

MONEY
500 SB for Capturing at least 1 scientist

1000 SB for Capturing all 6 scientists

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.

Aboard the Happer's Way BloodScar pirate


leader Caaldra barely escapes an assault
by a Dark Jedi. He succeeds in smuggling
50 stolen AT-ST's onto Skelkowna.

The Death Squadron smells blood in the


water and makes for hyperspace, enroute
to blockade 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.

The Squad searches for Leia Organa fol-


lowing a trail of clues. They must stop
the Hand of Judgment from robbing the
Nightowk Repository. After a harrowing
maglev train ride where a live thermal
detonator almost kills them they inter-
cept a Rebel operative and find a data
chip which gives them access to Rebel
collaborator Vilim Distra's computer.
MINION USAGE
2nd Platoon discovers a warehouse where
50 AT-STs are being unloaded. The platoon Several encounters in this adventure in-
assaults the warehouse before things can volve many minions. It is generally as-
get out of hand but one AT-ST escapes. It sumed that the BloodScar pirates and the
shoots down a fighter containing Mara Planetary Defense Forces have unlimited
Jade who attacks and defeats the AT-ST numbers. The GM should feel free to use a
with the help of the Squad. Jade then or- number of minions that make encounters
ders the party to infiltrate the palace challenging.
and execute Sector Governor Barshnis Cho-
ard as a traitor. For this adventure, it is recommended to
use 2-3 minions per group.

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)

MAJ Phillips can mention in his briefing


that the Sector has been the victim of
TECH PROCUREMENT
(TK-957, Saboteur)
many pirate attacks recently. He would
like nothing more than to prove the Em-
MAJ Phillips mentions in his briefing
pire can provide security for the Shelsa
that it's rumored the BloodScar pirates
Sector. Players should focus on finding
have acquired a wireless uplink program.
and eliminating the pirates.
It allows a pilot to uplink to their
vehicle and keep a safe distance away.
PERSONNEL This technology could save countless Im-
perial lives. Players should search for
(TK-431, Medic)
the program and capture it if possible.
After the group encounters the Hand of
Judgment (HoJ) at the space port they
should get word that ISD Reprisal has had
several defections recently. Many blame
the Reprisal's incompetent CPT Kendall
Ozzel. The party should keep morale high
and try to find any defectors, eventually
capturing or killing the HoJ.

COUNTER-INTELLIGENCE
(TK-513, Scout)

In his briefing MAJ Phillips tells the


company to be careful with whom they talk
to. There is a mole in the Sector Govern-
ment who is feeding the Rebellion inform-
ation. Players should find the source and
put an end to it.

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.

A Galactic Press release is issued by INN


LEIA ORGANA
regarding the formation of the Death The PCs are asked to report to conference
Squadron and its mission. Players may room A-471 for a briefing. The conference
read the article if they wish. room is a larger hall capable of seating
200. When the party arrives a good por-

UPKEEP
tion of H Company is there and MAJ Phil-
lips stands at the front of the room.

The Fleet has received a credible tip


An indeterminate amount of time passes,
that Leia Organa, former Senator from
long enough for players to heal critical
Alderaan, is currently in Makrin City on
injuries and any other wounds. PCs re-
Shelkowna. She is considered a high pri-
ceive their salary of 1,000 Credits.
ority target by Darth Vader and the fleet
is currently on route to Shelkowna.
Any weapons or items leftover from the
last adventure that were not bought from
the quartermaster (QM) are considered to The entire 501st Legion will deploy to
be Rebel property and are confiscated. Makrin City and lock it down. There are 2
Sorry players, it's a drawback of being major space ports that the Legion will
in the Imperial Military. control. 1st Regiment will be based at
Makrin Main in the NW sector of the city.
2nd Regiment will be based at Greencliff
The PCs may visit the QM and purchase Regional in the NE of the city. 3rd and
anything listed in “Quartermaster Sup- 4th will control the southern half of the
plies”. city.

When the players are ready read the red


text box aloud: Upon arrival 1st Regiment will deploy to
the spaceport and assert control of the

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 Main Spaceport is where most


traffic will be directed. Local traffic
will continue as normal but any ship from
off-world will require landing clearance
from Executor. Also, no ships are allowed
to leave the system without permission of
Executor. Those attempting to leave
without authorization will be destroyed.

Only the 501st will deploy to the city.


There will be no AT-ATs, AT-STs, etc and
File photo of Princess Leia Organa, former senator from Alder- the Army will not deploy.
aan and member of Rebel High Command. Last seen on the
Death Star shortly before its destruction 6 months ago. Lord Vader will set up an office at the
local area. Then the hunt for Leia Organa palace. His Nova Guard will be posted
will begin. COL Edwards wants 1st Regi- there as well. Don't interrupt him unless
ment to be the ones to capture this high you'd like to get choked.
value traitorous Rebel and looks to his
Storm Commandos to take the initiative.
Makrin City is a large city in the
Colonies known for tourism; please use
ADDITIONAL INFORMATION discretion with the local populace.

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.

Good Luck and Happy Fragging!!


Lorea fears she will be killed by those
horrible Rebel terrorists she's been
FINAL PREPARATIONS
writing about for the past six months.
PCs may take however much time they need
to prepare, purchase gear, roleplay, ex-
plore the Executor, etc. When they are
LOREA JINZELL [RIVAL] finished, the Death Squadron drops out of
hyperspace in the Shelsa system.

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

Orbital Metrics: 380 days per year /


26 hrs per day

Government: Galactic Empire

Population: 3.5 Billion (70% Human,


5% Adarian, 10% Mungan, 5% Other)

Languages: Basic, Mungan, Adarian

Terrain: Grasslands, forests, plains

Major Cities: Makrin City (capital),


Nolidara

Areas of Interest: Ancient Catacombs, 2,000 years ago.


Nightowk Repository, Big Mouse Theme Park
Shelkowna is also famous for its nearly
Major Exports: Tourism, Big Mouse mer- 20,000 year old network of catacombs
chandise built by the Andarians. Many marvels of
engineering and art can be seen walking
through the catacombs.
Major Imports: Biotech, high-end art,
luxury goods.
Makrin City is home to the Nightowk Re-
pository, an art gallery said to hold
Trade Routes: Perlemian Trade Route many milllion credits in valuable art-
work. Included within is an exposition of
Special Conditions: None the ancient Alsakan War, claimed to be
the only truly authentic collection of
Background: Shelkowna is the sector cap- its kind.
ital of the Shelsa sector. The Sector is
run from the Govenor's palace in Makrin
City.

Nolidara, 3000 miles to the south of TOURIST HAVEN


Makrin City, hosts the Big Mouse Theme
Park. Big Mouse's merchandise can be Shelkowna provides a perfect get-
found on nearly every planet in the away for any sentient with the
Galaxy. money to spend. It is known to host
over 10 billion tourists yearly.
Makrin City is known as the Second City
of Spires, a reference to ancient Co- Many tourists arrive to Makrin City
ruscant. It has great deal of ancient ar- for a few days tour and then travel
chitecture and newer buildings are to Big Mouse Theme Park. Just a few
constructed to a strict code to maintain hours via a scenic maglev train
much of this style. ride lies the famous Big Mouse
Theme Park, known by children and
Because of its peculiar design walking parents Galaxy-wide.
through Makrin City is akin to taking a
trip through the streets of the Old Re- The park's complex is the size of a
public. They also maintain this style in small city. Included within are an
their vehicle design. Though built with amusement park, luxury hotels and
modern technology the cars, trucks, boats restaurants, beach resorts, and
and trains preserve the styles of nearly even a cruise skiff line.
When the group is ready read the red text self-defense.
box aloud:
Their leader is Daric LaRone, a storm-
trooper sargent. He is responsible for
killing the MAJ. The other four are Korlo
Two and a half days later the Death Brightwater, Taxtro Grave, Saberan Mar-
Squadron drops out of hyperspace just cross and Joak Quillier. LaRone is a
outside of Shelkowna's orbit. rival and the other four are considered
minions. Use the stormtrooper sergent
An incredible feat of logistics begins on (AoR CRB p. 420) for LaRone and the
Executor as the entire 501st Legion is stormtrooper minion (AoR CRB p. 420) for
ferried down to Makrin City. Wave after the other four.
wave of shuttles drop, taking more than
eight hours to complete the job.

1st Regiment is dropped to Makrin Main


Spaceport. Immediately the Regiment takes
control of the facility, moving with the
discipline known to the 501st.

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.”

With a successful Opposed [ ddcc


] Co- Here are some ways to feed the players
ercion or [ dd
] Charm Check one of the clues/hooks:
minions blurts out “Marcross has powerful
family in Makrin City! Don't push us!!” ORDINARY JOE
Govenor Choard is Marcross' uncle. This When questioned, anyone in the city tells
may come out if the PCs press further. the PCs that there is an intricate cata-
combs network under the city, the perfect
Table 3-1: HoJ Vigilance Check Results hiding place. The main entrance is in a
park not far from Makrin Main.

It's even possible a PC knows the famous


Makrin City Catacombs if they make a
successful Average [dd ] Know(Core)
Check. This may also be a good place for
Lorea, the reporter, to jump in if the
PCs become stuck and can't find any other
clues. See “Catacombs” section (p. 56).

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

WORD ON THE STREET Theme park, near Nolidara. See “Theme


Park Meeting” section on p. 61.

Make an Average [dd ] Know(Streetwise)


Check. With s : A lot of BloodScar pir-
(Related skills: Computers, Stealth)

ates have been seen in town and are mov-


ing around weapons and equipment,
possibly for the Rebellion.

A cantina bartender or weapons dealer can


be bribed for 300 CR and gives the party
the above information.

With aaa x / on the Know(Streetwise)


Check the GM may reveal: Found someone
who saw Caaldra, their leader, talking
about access to the catacombs. See “Cata-
combs” section (p. 56).

The Squad might then find a pirate


(they're everywhere) and interrogate
them. That pirate says they've heard some
mercs were planning a job on the Nightowk
Repository, tonight. See “Nightowk
Repository” for details (p. 59).

(Related Skills: Know(Streetwise/Under-


world), Negotiation).

WHISPERS IN THE SHADOWS


Make an Average [dd ] Know(Underworld)
Check when speaking to Underworld con-
tacts. There's news that the score of the
century is being planned – an artwork
robbery of the Nightowk Repository.

A vigilant or perceptive player who


watches and listens to people in a can-
tina or other disreputable place may
overhear some shady people talking about
the Job. See “Nightowk Repository” (p.
59) for details.

(Related Skills: Vigilance, Perception,


Know(Underworld)).

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.

Darkness adds bbb to all visual/combat


Atop a crate near the party rests a work
terminal, seeming a bit out of place. Its
checks unless the Squad has a light
primary function is to access and view
source. The guide provides a light source
information about the crypts.
if hired by the party.

Huddled by a fire in the center are a


As they get closer to their destination a
large mass of people dressed in varying
pack of zombies shambles towards the
party, make an Average [ dd ] Fear Check.
levels of dirty, torn, and stained rags.
Lorea cowers at the back of the group and
the guide flees, screaming the whole way Standing around a table near the mauso-
back. If the group does not flee the zom- leum are a group of pirates with a few
bies try to brawl the Squad. security droids nearby.

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.

A computer terminal near the middle of


the room can be used. Doing so requires
an action. The pirates consider moving
Skills (group only): Brawl, Ranged towards it hostile and attack if a PC
(Light), Deception goes for it. Make an Average [ dd] Com-
Talents and Abilities: None puters Check to:
Engaged Range(Brawl):
Dam: 3, Crit: 5, Spec: Knockdown, Disori- 1. Deactivate the droids.
ent 1
Equipment: Heavy clothing (+1 Soak),
zombie disguise 2. Overload the comm sattelite causing

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.

Table 3-2: Catacombs Triumphant Despair PANA MELNAU [NEMESIS]

Cool:ddd Coercion: cc ddd


Charm:
dd
Discipline: Vigilance:dc
ddd
Negotiation: dcc
Leadership:
cc
Deception:
As soon as they see the Stormtroopers the Other: Streetwise 2, Know(Underground) 2
pirates go for their guns and a standoff Talents: Adversary 1, Nobody's Fool 1
begins. A Social Combat begins if no PC ddcc
Long Range(Heavy Blaster Pistol):
shoots right away. The pirates order the Dam 7, Crit 3, Spec: Stun Setting
droids to grab the homeless people and Engaged Range(Combat Knife): dcc
shoot them if the Stormtroopers move. Dam: 4, Crit: 3 Spec: none
Equipment: Armored clothing (+1 soak, +1
Read the red text box aloud when the tim- def)
ing is right:

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.

“Zombies”, she says dryly, and the pir-


ates laugh even harder.

Any check done by a PC the same round


Lorea enters the room adds . b
BLOODSCAR PIRATE [MINION] With tt y
/ on any check a player may
fall prone.

The Nightowk Repository has been locked


on the orders of Chief Administrator
Distra. A single guard watches the door.
PCs may make an Average [ dd] Social
Check on the guard to gain access. If a
Skills (group only): Cool, Ranged (Heavy) PC mentions the lockdown or martial law
Talents and Abilities: None add b to the check.
Long Range(Blaster Pistol):
Dam 6: Crit: 3, Spec: Stun Setting Other ways in are through a second story
Equipment: Padded clothing (+1 soak) window (climb up) or from the catacombs
(see “Catacombs: BloodScar Lair” section,
SECURITY DROID [MINION] p. 57).

The Squad arrives before the robbers.


This poses a problem because the silent
alarm is tripped when PCs entered the
Nightowk. Local planetary security have
been dispatched from the palace and will
arrive at the most inopportune moment.
Skills (group only): Ranged (Light), Vi- Spend ttt y
/ to have a squad of Plan-
gilance etary Security Forces enter the fray.
Talents and Abilities: None
Medium Range(Blaster Pistol):
Dam: 6, Crit 3, Special: Stun Setting
INTERACTIVE ENVIRONMENT
PHAT LOOTZ The Nightowk Repository is a big facility
with several long range rooms. The
mezzanine level is accessible by a set of
At the back of chamber are 2 large mauso- stairs. The building has numerous plas-
leums and various crates. On the map, tisteel windows that sit 10' off the
marked "Loot Room", is the treasure. ground.

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.

REPOSITORY Any character may take a “Sacrifice the


Art” maneuver to throw or otherwise break
a piece of art and distract their
It begins to rain heavily. Add bb to opponent. Add b to the next opponent's
all visual and combat checks for the rest check (sacrificing an Alsakan artifact
of Chapter II when in outdoor environ- breaks the Avoid bad press Mission
ments. Directive). The HoJ will never "Sacrifice
the Art".

SKIRMISH ON SHELKOWNA
59 Imperial Storm Commando
TRIUMPHANT DESPAIR
Table 3-3: Nightowk Triumphant Despair Results

THE CRIMINALS ARRIVE

PCs may set up however they please. They


may decide to hide in the shadows or dir-
ectly confront the Hand of Judgment.

The Hand of Judgment (HoJ) break in from


the catacombs. If they are already dead negotiating here. The HoJ will fire the
(see “Hand of Judgment” section p. 54) first shot and fight to the death, neatly
use pirate minions. If the GM wants to up eliminating them from the story.
the difficulty have the HoJ and pirate
minions arrive together. On the corpses of the Hand of Judgment
are the Lost Datapad (or a copy of it).
This datapad also has another encrypted
For Daric LaRone, use the stormtrooper
sargent profile (AoR CRB p. 420). For the file (Average [ dd ] Computers Check to
other HoJ members, use the stormtrooper slice). The file marked “Back Door Entry
minion (AoR CRB p. 420). to Distra” has a code that when combined
with a very special data chip (see “Theme
Park Meeting” section, p. 61) decrypts a
SHELKOWNA PLANETARY SECURITY [MINION] copy of Distra's hard drive.

LURKING IN THE SHADOWS


If the group decides to hide and not at-
tack the Hand of Judgment arrives as
mentioned above but won't attack the
party unless they show themselves. The
Skills (group only): Discipline, Ranged HoJ are not expecting any trouble, so the
(Light), Ranged (Heavy), Melee PCs need only make an Average [ dd ]
Talents and Abilities: None Group Stealth Check.
Medium Range(Blaster Carbine):
Dam: 9, Crit: 3, Spec: Stun Setting A few minutes after the HoJ's arrival a
Engaged Range(Truncheon): human female in her late 20s walks in
Dam: 4, Crit: 5, Spec: Disorient 2 from the back room. She is dressed in a
Short Range(Frag Grenade): black leather jacket and black trousers.
Dam: 8, Crit 4, Spec: Blast, Limited Ammo Her hair is purple and in a pixie cut.
1
Equipment: Blast vest (+1 soak)
Read the red text box:
DIRECT CONFRONTATION
If the PCs arrange a proper ambush
the GM may award b
to the player's
initiative checks.

When the party makes itself known,


it's a throwdown fight. There's no
Daric LaRone: "We came as you asked. What out the next morning and takes them back
are we doing here?" to Makrin Main and then Razor chews them
out.
Woman: "My dearest uncle has closed this
place down. It's the safest place to meet
in the city. I've spoken to my contact
BACK-DOOR DATAPAD
and he's figured out the code."
At some point a HoJ member will drop,
lose, or otherwise misplace the "Lost
LaRone: "Let me guess? You need us to Datapad" (or a copy of it). In addition,
steal it from the 501st. That sounds like this datapad has a file marked “Back-Door
a terrible idea." Entry to Distra”. This file has a code
that when combined with a very special
Woman: "No, nothing like that at all. data chip (see “Theme Park Meeting”,
We've got a Rebel spy that will be re- below) decrypts a copy of Distra's hard
trieving it. He'll pick it up tomorrow drive.
morning. Your datapad already has inform-

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.

shoot their way out, or flee an arrest.


He walks out of the car with a huge grin
Since both groups are in Stormtrooper ar-
on his face.
mor the Planetary Forces assume 1st Squad
to be with the robbers (thus the setback
to Social Checks). With a nervous chuckle she says, “Fan
boys... never did get used to that.”
If the party gets arrested the police
confiscate any non-ST equipment (i.e. A moment later she screams and pulls out
missile tube). SSGT Cross bails the Squad a live thermal detonator from her bag!!!

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.

Make Initiative Checks, using vigilance,


as soon as the text has been read. Assign
Lorea a slot as if she were an
independant NPC (ie, her slot is assigned

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.

If a PC generated x on the Ranged


(Light) Check to throw the detonator away
WHY CAN'T I JUST miraculously the blast does not harm
y
DISARM IT? anyone. If is rolled on the check the
GM may choose the collateral damage res-
ult.
Being the clever NPC that he is,
Tic has disabled the failsafe If the PC who threw the detonator has the
mechanism on the detonator. To “Selective Detonation” talent the GM may
disarm it, the entire casing will consider lessening the damage from the
need to be removed and then it can resultant explosion and crash.
be worked on.
INSIDE THE CAR
The GM should advise the player
that they get 1 chance at this and Everyone in the car takes the full effect
if they fail it's likely everyone of a thermal detonator: 25 damage, breach
will die. 1, blast 20 (range: short), vicious 4.
Due to the closeness inside the car dam-
If a player still wants to attempt age has been upped by 5. This damage
to disarm the detonator it will cannot be reduced or avoided by talents
take the full 2 rounds to do so. such as “Time to Go” since the blast hits
Make a Hard [ dddb ] Mechanics all targets at short range.
Check.
Windows and doors are blown off and the OUT THE WINDOW
train comes to a halt. Lorea and non-PC
Squad members are instantly killed yet
amazingly no other passengers are seri-
Spend aaa x / on the Ranged (Light)
Check to pitch it clear and avoid any
ously injured. PCs that survive the blast
a
damage to the train. A player with the
are wakened by medics who arrive on the “Strong Arm” talent only requires .
scene. They have 1 wound each and any Even if the explosion doesn't damage the
critical injuries are not healed. train someone pulls the emergency brake
and a few minor injuries occur.

If not thrown clear the detonator gets


caught in the jetstream and is pulled
rapidly behind the party's car. It hits a
fuel tank and erupts in an epic fireball
that engulfs a large portion of the
train. Scores of civilians are killed.

The entire party is hit by a Dam 8, Burn


3 attack. Notice that this damage will

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.

Endless photo ops ensue. The crowd is


vast but you can't believe your luck. You
pick out a Bothan male with an unfortu-
nate face and Big Mouse Ears heading to
the Pirates of the Outer Rim water boat
ride.

TIC LYA'LIAN [RIVAL]

Cool: ddd Coercion: dd ddd


Charm:
Discipline: dd Vigilance:dd
The Squad may want to call base and re- Negotiation: dcc dd
Leadership:
port the attack. Hopefully, their long
range radio was not destroyed in the at-
Deception: dcc
Other: Computers 1, Skulduggery 2,
tack because base is far beyond helmet Talents and abilities: None
communicator range. Equipment: Data chip, Big Mouse ears.

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.

AMUSEMENT PARK Depending on the group's style they can


either interrogate him or loot his

ANTICS corpse. Either way they find a data chip


that plugs into the “Back-Door Datapad”.
On the chip is written:
In Nolidara it is not raining, in fact
the weather is quite pleasant; no setback “LaRone: Plug this into your datapad.”

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:

1. There is detailed information about 3. An email states: "Dearest niece


Distra's plan to overthrow the Govenor Lotti, only you know the location of
and take control of the Shelsa Sector. It Princess Leia. Protect this secret with
clearly states that he plans to use Leia your life". If PCs search for a picture
Organa to lure Darth Vader to Makrin City of his niece they find a young woman in
and then have Vader dispose of Govenor her mid twenties with a short purple hair
Choard. in a pixie cut, wearing a BOSS uniform.
Also, her home address is listed.

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.

LOOSE ENDS AT-ST WAREHOUSE


The PCs may rush to the house of Chief The BloodScar pirates have received 50
Administrator Distra's niece, Lotti. AT-STs and moved them to a warehouse in
Unfortunately, someone else had the same the Farfarn district. Fortunately, 1st
idea: Squad discovered the shipment and its
location.

You approach Lotti's house to find a


heated argument going on between a SGTs Cross, Hunter, Apple, Hart and West
roguishly handsome human, a tall hideous use the 501st Storm Commando Sargent
Wookie, and a woman with purple hair in a template. CPT Razor has his own template.
pixie cut. It's difficult to determine
what is being said at this distance, but When the PCs arrive to the warehouse CPT
it's clear they're shouting and furiously Razor lays out the assault plan. 1st
arguing. Squad can pick either zip-lining through
the second story windows from a nearby
Without warning the Wookie begins to building or fast roping from the roof.
strangle Lotti, roaring loud enough to 2nd Squad will take whichever 1st Squad
cause you to cringe. Within seconds the doesn't pick. 3rd and 4th will unlock the
woman goes limp. The human and Wookie back door and charge in, on a slight
quietly drag her body into an alley, delay.
disappearing entirely.
The warehouse is a bit rundown but is

TROUBLE BREWING made of solid concrete. It is 3 stories


high; about 35' tall. Windows go around
the middle of the building, 10' off the
ground. A skylight sits atop the build-
It stops raining, no further penalties. ing. There are large docking bays facing
the street currently closed with large
Following the revelations from Distra's steel doors.
computer, SGT hunter reports in to Razor.
Several minutes later CPT Razor puts a
call to 2nd Platoon. ZIP-LINING OR FAST ROPING
Read the red text box aloud: Atop the building SGT Hunter sets up the
zip line or fast rope. CPT Razor gives
the signal to attack and it's time to go
"Second Platoon, this is Razor. We've
for a ride. 4 Troopers can zip-line per
gotten intel that a group of pirates has
combat round, all troopers can descend at
smuggled stolen AT-STs onto the planet
once via fast ropes. Make an Average
and are in the process of unloading and
dd
[ ] Coordination Check for zip-lining
preparing them now."
or an Average [ dd ] Athletics for fast
roping. If the check is failed, suffer 3
"We must take action on this! We've been wounds and 3 strain from broken glass.
given the job of crashing their party and
shutting down any trouble before it
If zip-lining, the party members land on
starts."
top of crates looking down on the battle.
If fast roping, they land right in the
"All second platoon members are ordered center of the room. Several AT-STs are
to report to my location and form up. set up on the floor at the far side of
This is a priority red command: prepare the warehouse but are not active. A
for heavy fighting." couple are being hoisted out of crates

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.

Table 3-5: Zip-line / Fast Rope Results

the other side will call for air support


(Stormtroopers = Sentinel-class).

TRIUMPHANT DESPAIR
Table 3-6: Pirate Warehouse Triumphant Despair
AT-ST
[AOR CRB p. 265]

BLOODSCAR PIRATE [MINION]

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.

Once per round a character may make an


Average [ dd] Piloting (Planetary) Check
Skills: Gunnery 3, Perception 2, Pilot
to swing the crane and hit 1 engaged
group at short range. The crane inflicts (Planetary) 3
10 damage to all at engaged range.
A wireless uplink allows Caaldra to con-
AT-ST: If a player gets into an AT-ST he trol an AT-ST remotely. Due to the
prototypical nature of the device, it
will find that it needs a keycode to
start it. This can be sliced with a Hard adds bb and one automatic downgrade to
[ddd ] Computers Check. Pirates will at- all checks.
tack any players trying to make a run for
an AT-ST. If either side gets an AT-ST, Because it is a wireless uplink the sig-

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

MARA JADE TAKES [Note:Hopefully, after watching MJ fight

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.

You were almost killed multiple times in


pursuit of a lie and Govenor Barshnis
Choard is behind it. You have been used.
Your rage knows no words.

Mara Jade's hair blows in the wind like


fire, her anger palpable. Her gaze is
fixed upon the palace. For the first time
since you arrived you know what must be
done.
Cover A rt from “ Choices
"Follow", she says. of One” © Del Ray
Publishing. A rt by John
Van Fleet

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

The group may pick “Left” or “Right” tun- OBSTACLE COURSE B:


nel. To get to the Govenor they must make
it through an obstacle course, as de- 1. Nouland Flares
scribed below. 2. Broken Bridge
3. Noxious Gas Room
RIGHT IS READY
OBSTACLE COURSE
A
Entering from the right tunnel the party
must take Obstacle Course A. If the Squad
chooses the Right tunnel read this red
text box aloud:
There are three challenges the party must
The Squad reaches the palace basement pass in succession:
after twisting and turning through the
right tunnel. You notice a large storage FLAME PROJECTOR
room to the right and a tight hallway
directly in front. In the hallway you see GAUNTLET
six small nozzels sticking out.
Throughout the hall are dark and heavy Read the description aloud:
burn patterns.
Six flame projectors line the walls of a
LEFT IS LUCKY tight, enclosed hallway. It's obvious
that anyone running through here will
take serious burning damage. To your
If the group picks the Left Tunnel they right a large storage room contains nu-
may choose which obstacle course to take merous crates, boxes, and shelves. The
(A or B). Read the red text box aloud: casing of the nearest projector seems to
have fallen open, its wires exposed.
The tunnels winds around for a bit before
entering the palace basement. To your If a crazy player decides to run for it
right is a large storage room. Straight they'll take 6 hits at 7 dam, burn 2. The
ahead is a small tight corridor with six flamers are set off by pressure sensors
nozzels sticking out at regular inter- in the floor. The entire floor is the
vuls. The walls are scorched and carry pressure sensor; it cannot be tiptoed
many dark, heavy burn patterns. To the around.
left a large room has many thick, stringy
vines hanging from a tall ceiling.
Some options to beat the heat:

OBSTACLE COURSE BASICS Disable the pressure sensors that trigger


the flamers; Skulduggery Check.
All suggested checks listed require an
Average [dd ] Check. The GM may up the Wire one of the projectors to destroy the
difficulty as they see fit. others; Mechanics Check.

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.

1. Flame Projector Gauntlet

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.

This obstacle does not, strictly


150m away, on the other side of the lake, speaking, match the actual Assault course
is a door standing a few feet above the from "American Gladiators". The droid
boiling oil. cannot be beat by hitting a target above
it's head.
Any character touching the lake takes 3
wounds. Swimming across inflicts 10 Some ideas to defeat "Nitro":
ddc
wounds, 10 strain, and 1 critical injury.
It takes a Hard [ ] Fear Check to
even attempt. Distract, misdirect, and sneak your way
past it; Stealth or Deception Check.

Some viable options:


Determine the shields are using the
commonly known Ronto Pattern B and follow
Slice the control panel and turn the tem-
the shields safely to the other side;
perature down to 0 F; Computers Check.
Know(Warfare) Check.

Find tracks leading across a hidden plat-


Beat “Nitro” American Gladiators style
form. The party can then use this plat-
with running, jumping, rolling, flipping,
form to walk across; Survival Check.
etc; Athletics or Coordination Check.

Climb the brick walls and get to the


If a PC fails a check they are hit by a
switch; Athletics Check.
10 dam stun bolt and must check again.

Turning the switch lights up a hidden


Turning the switch in this room deactiv-
walkway. Larea's camera droid moves on to
ates the droid.
investigate the third challenge.

THE ASSAULT
Read the description aloud:
{To the music: "American Gladiators
Theme"}

73
OBSTACLE COURSE Ideas to safely cross the chasm:

B Wirelessly Uplink (using Caaldra's pro-


gram) to the old terminal and extend a
force-field across the gap; Computers
NOULAND FLARES: Check.

ENTANGLING VINES String a cable or wire across the gap and


tight rope walk it; Coordination Check.
Dozens of thick, stringy vines hang from
the ceiling. They seem to move of their
Shoot or damage the terminal, overloading
own accord, but maybe it's just the wind.
it and extending the bridge; Ranged Com-
A glass skylight is at the top of the
room allowing the vines plenty of sun-
bat Check withbb for a targeted shot.
light. Birds circle outside the skylight
but it is closed so none can come into Turning the switch extends a forcefield
the room. To the far side of the room, over the gap. Again, Larea sends her
about 100m away, is a door. camera droid to check out the next room.

The vines attempt to entangle anyone who


comes close. Once they entangle a victim
NOXIOUS GAS
they explode for 8 damage. A player
simply running across the room should be A large, featureless circular room begins
hit 3 times. to fill with a dense green gas. The gas
pours in from vents along the ceiling in
multiple locations. The concentration of
To avoid an entanglement: the gas seems very high and you believe
your armor's protection won't help. To
Brachiate using the vines and swing the far side, 75m away, is a door.
across the room; Athletics Check.
Should a PC try to run for the far door
Confuse the vines and make them attack they'll take 10 strain damage and 1
themselves, clearing a path; Skulduggery critical injury. The concentration is
or Deception Check . dense enough that even with the doors
open it does full damage to anyone who
Noticing the birds flying outside the runs through.
skylight and luring them in (after break-
ing the skylight) to be entangled in the Shooting the gas with a blaster or
vines, clearing a path; Survival Check. throwing a grenade into the room causes
an explosion and anyone at short range of
Turning the switch pulls back the vines the door takes a dam 10 blast 8 hit. The
to the wall making it safe to walk across gas continues to flow after the explo-
the room. After they pass this challenge sion.
Larea sends her camera droid ahead to
check the next room. Options to pass the gas:

BROKEN BRIDGE Combine a few drugs you're carrying into


an effective antidote; Medicine Check.

A narrow bridge crosses a deep chasm. The


Rig a proper shaped charged to blow the
problem being that the middle portion of
room and seal enough vents to make it
the bridge is missing, roughly a 25' gap.
safe; Mechanics Check.
The ceiling is quite high and you can't
see the bottom of the chasm. The walls
are made of a smooth stone; there's no Figure out that this gas can be counter-
climbing this one. acted by simple chemicals found in a frag
grenade. Disassemble a frag grenade and
throw the chemicals in the room neutral-
An old and worn computer terminal sits at
izing the gas temporarily; Know(Educa-
the far side of gap for unknown purposes.
tion) Check.
At the end of the bridge is a door.

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:

Jade: You are more of a fool than I

OFFICE OF THE GOVENOR


thought! You would tear apart this planet
on the advice of one Chief Administrator.

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.

Jade: Then take Distra and Choard and end


this game of yours. I want nothing to do
with this any longer.

Mara Jade storms out of the palace, not


to be seen again on Shelkowna. Darth
Vader smashes his fist into a column,
destroying a large chunk of it.

Commanders call for the 501st to move out


and return to the Executor. 5 XP for Playing duty and motivation

END ADVENTURE DUTY


XP, DUTY
Duty awards are for each player.

5 Duty for arresting the Rebel collabor-

AND MONEY
ators on Shelkowna

Duty Sidequests Completed:

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

3000 credit Bounty, divided among the


5 XP for Not killing or harming any ci-
party, for eliminating the Hand of
vilians
Judgement Rebels.

5 XP for Helping Mara Jade defeat the AT-


ST 250 SB bonus to each player for recover-
ing the Wireless Uplink from Caaldra

5 XP for Surviving the mission

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

SUMMARY the vessel or flee the ship. One way or


another they return to the fleet.

The party is wakened in the middle of


the night and given a new mission about
MINION USAGE
1 week after Shelkowna. Imperial Ad-
visor Deonis Jakorr and his shuttle Minon numbers are well defined in each
were shot down over Akania by a Rebel encounter. The GM should use minion
Nebulon B frigate. It is believed the groups of 2-4, depending on how chal-
shuttle crash landed on the planet. lenging he wants to make it.

The party departs for Arkania and


searches the surface for any signs of
the Advisor. Signs point to his capture
by the Rebels - they've taken him back
to the Frigate!

The Squad must infiltrate the Nebulon B


Frigate Morning Glory in orbit of
Arkania and rescue the Advisor. After
sneaking around and searching the ship
they free Advisor Jakorr from the de-
tention block.
DUTY REFERENCE SHEET
At the start of each session roll poten-
tial Duty effects. As the total duty will
COMBAT VICTORY
(TK-618, Commando)
vary, the GM should compile the list as
stated in the AOR CRB, p. 48.
Once freed Advisor Jakorr recommends the
Squad capture the bridge and take command
Duty effects can be easily adapted to the of the Morning Glory. The party should be
story if a player's duty is rolled. eager to give the Rebels a taste of their
own medicine.
While the duty sidequests are not re-
quired they may provide an interesting
break from the action or a unique chal- INTELLIGENCE
lenge. Players should be encouraged to (TK-766, Slicer)
try them even if their duty is not act-
ive. On the Morning Glory P-Comm holds a great
deal of intel regarding the Morning
For our pre-gen characters: Glory's missions. It also contains cur-
rent Rebel comm encryptions. The Squad

INTERNAL SECURITY
should raid P-Comm and secure as much
information as possible.
(TK-282, Sharpshooter)

At the crash site the party finds a


TECH PROCUREMENT
(TK-957, Saboteur)
tracking beacon on the downed shuttle. It
was obviously placed inside the shuttle,
no doubt by a member of the Advisor's Razor should mention in the briefing that
staff. Players should track down the cul- this Rebel frigate has been sighted be-
prit (Dash Darand) and bring him to fore in a hit and run raid. It is be-
justice. lieved that the ship has a prototype
computer core that and makes astrogation
PERSONNEL calculations quicker. Players should
capture and take the prototype computer
(TK-431, Medic) back to Executor.

At the crash site are many dead, but


clinging to life is one of the Advisor's
Royal Imperial Guards. Though in bad
shape the party can save his life and
either medevac him or heal his wounds. If
healed, he'll join the party and fight by
their side.

COUNTER-INTELLIGENCE
(TK-513, Scout)

At the crash site the party finds a


tracking beacon on the downed shuttle. It
was obviously placed inside the shuttle,
no doubt by a member of the Advisor's
staff. Players should track down the cul-
prit, Rebel Agent Dash Darand, and bring
him to justice.

ADVISOR DOWN
IMPERIAL STORM COMMANDO 80
I
INVESTIGATING
ARKANIA

Two tough missions under their


belt, First Squad is gaining a
reputation as a unit that can get
the job done.

In the nearby system of Arkania a


Rebel Nebulon-B frigate ambushes
and shoots down a shuttle carrying
VIP Imperial Advisor Deonis Jakkor.

The Emperor himself makes contact


with Darth Vader and demands he
rescue the advisor at the soon-
est...
A week or so passes in silence as
fleet blockades Shelkowna. Then, in
the
the
SENTINEL TWENTY-ONE
middle of the night 1st Squad are
awakened and asked to report to CPT Sentinel-class Shuttle 21 is a stock,
Razor's briefing room immediately. unmodified vehicle (per AoR CRB p. 273).
It has a crew of 5 (note there is an

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-

ADVISOR DOWN gers with full gear and 6 speeder


bikes.

The fleet has received an urgent trans-


mission from the Emperor himself. A
shuttle containing VIP Imperial Advisor
Deonis Jakorr was attacked by Rebels and
shot down above Arkania. It is assumed
his shuttle crash landed on the planet.
Currently, a Rebel Nebulon B Frigate or-
bits the system.

The Morning Glory, a captured Imperial


vessel has been seen is this sector sev-
eral times but has never been caught. It
has been spotted at dozens of hit and run
raids on easy targets, but the Morning
Glory has never been this brave before.
It is holding position over Arkania.

As the Death Squadron is the closest as-


set to the Arkania system, H Company has Pilot: LT Rachael “Easy
been selected to recover the asset. First Money” Mitchell. “Easy Money”
Squad will deploy to Arkania immediately was a highly touted cadet. She
via a Sentinel shuttle. Advisor Jakorr is would have been a TIE ace, if not for an
considered extremely high value and accident that killed a classmate. Her
should be returned to the fleet at all quick wit, impulsiveness, and strong will
costs. make her a hotshot pilot.

ADDITIONAL INFORMATION: Co-Pilot: 2nd LT Kelvan “Deuce” Davis.


Out of the Academy “Deuce” was assigned
to a Black Squadron Sentinel, but never
Arkania is a tundra planet. Average reported because the Squadron was wiped
temperatures are -10 to +5 degrees. Razor out at the Death Star.
recommends snowtrooper uniforms or equip-
ping Heating System mods. Gunnery Chief: MSGT Jennifer Allen. Her
last tour was as a gunner on the Death
There is no garrison on the planet, the Star, but luckily she was on R&R when the
Squad will be working alone. Please ob- Rebels Struck. She witnessed the de-
serve radio silence with the fleet. struction of Alderaan.

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

Orbital Metrics: 18 hrs / day, 277 days /


year

Government: Arkanian Dominion


Affiliated: Galactic Empire

Population: 5.2 billion (60% Arkanian,


30% Human, 10% Other)

Languages: Basic, Arkanian

Terrain: Tundra, canyons, icy mountains,


cliffs

Major Cities: Adascopolis (Capital),


Novenia, Trade City, Kanti

Areas of Interest: Adasca BioMechanical


Corp, diamond mines, Arkania Command
Arkania is known for its diamond mines
and mining is the largest industry on the
Major Exports: Diamonds, high technology, planet. A common saying is “I wouldn't
medical supplies, raw materials miss this for all the diamonds in
Arkania”.
Major Imports: Machinery, luxury Items
Adascopolis is home to the Adasca Bio-
Trade Routes: Perleman Trade Route, Hydi- Mechanical Corporation of Arkania, a
an Way leading firm in medical and biotechnolo-
gical supplies in the Galaxy.
Special Conditions: Extreme Cold. Aver-
age high: +5F, average low -30F. Add bb
to all checks due to cold. Make an Aver-
age [dd ] Resilience Check every 6 hours
or take 3 strain, which cannot be re-
covered until the character is given ad-
ARROGANT ARKANIANS
equate warmth.
Arkanian scientists have been experts
in genetic manipulation for millenia.
Background: Arkania is the adopted home
Arkanians believe themselves to be
world of the Arkanians. During the Sith
the pinnacle of evolution. Most can
Wars it was home to the great Sith Lib-
pass for human with four clawed di-
rary Veeshas Tuwan and later the home of
gits, white eyes and white hair.
Arkanian Jedi Master Arka Jeth's praxeum.
These have long since been destroyed.
They feel thier race is superior to
all beings and even the most modest
Perave is a small star and does not pro-
claim to be of a high intelligence.
duce much light; Arkania is a cold and
dark planet. A few hours before dusk and
a few after dawn are considered low light Visitors often face arrogant and un-
(b to all visual/combat checks). pleasant Arkanians. Depite this,
Arkanians are deeply offended by any
In an incredible feat of engineering, all impoliteness or arrogance towards
the major cities on the planet are en- them. They have even been known to
cased in domes. Many travelers to Arkania arrest or detain the starship of of-
never have to deal with the cold weather. fending persons.
501st//1R/2B/H Company

Mission: Advisor Down

The shuttle drops out of hyperspace no


Mission Objectives:
more than 2 kilometers from a Nebulon-B
Primary: Recover the Advisor
Frigate. Varying levels of exclamations
and return him to the fleet. come from the crew and your squad, most
pointedly from Easy Money.
Primary: Avoid any disturb-
ances with the local author- "Rita!! What the ****!! I told you to put
ities. us behind a different planet!! You have
one job, AUGH!", exclaims Lt. Mitchell.
Secondary: Eliminate any
Rebel scum on the planet. Rita whistles a response with a bit of a
flutter.
Good Luck and Happy
Fragging!! "A Trooper spilled coffee on you! What
made you think that wasn't important to
tell me?!?" Gasps and groans come from
the crew and passengers.

Easy Money turns to face the squad and


shouts, "Hang on to something back there
Astromech: R1-T4 "Rita". When Easy Money we're in for a rough ride. Get your team
was assigned R1-T4 she asked for R1-T4 to ready for a hot landing!"
be given a female personality and be
painted pink. She was damaged when a
trooper spilled coffee on her, enroute to As she's talking laser fire begins to
the shuttle. She adds bb to all checks erupt from the frigate.
until repaired.
You hear her say "Bring it on bitches,

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.

SOCIAL VICTORY The Squad must make a hot drop as the


shuttle hovers 15m above the LZ. It takes
Talking to Rita, PCs will discover 1 maneuver to hook ropes, and 2 maneuvers
she has a flutter. If they report to land. To descend the rope, make an
this to a 21 crew member Easy Money dd
Average [ ] Athletics Check. 4 Troopers
drops out of hyperspace, Deuce can descend at a time.
plots a new course and the ship
arrives unseen. This gives the op- The shuttle provides covering fire,
portunity to plan a suprise as- fighting until the squad is on the
sault. ground. TSGT Devi mans 21's door mounted
Heavy Repeating Blaster. 4 X-Wings will
**[Do not read the red text box]** appear 3 turns in to the encounter. If
the Squad is not down by turn 5, the
shuttle will come under fire. Once the TRIUMPHANTDESPAIR
Squad is on the ground the shuttle bugs
out to escape the X-Wings. Table 4-1: Arkania Triumphant Despair
The LZ is a wide open snowy tundra; there
is no cover whatsoever. A character that
goes prone receives the benefits of cov-
er.

MORNING GLORY ASSAULT INFANTRY [MINION]

X-WING

Skills (group only): Ranged (Heavy), Mel- [AoR CRB p. 267]


ee, Vigilance
Abilities: Covering Fire (AoR CRB p. 411) X-WING PILOT [MINION]
Medium Range(Blaster Carbine):
Dam: 9, Crit: 3, Special: Stun Setting
Engaged(Combat Knife): [AoR CRB p. 415 "Starfighter Pilot"]
Dam: 3, Crit: 3
Equipment: Blast Vest (+1 soak)
LAMBDA
MORNING GLORY ASSAULT SARGENT [RIVAL]
WRECKAGE
Once the Squad dispatches the Rebels they
should investigate the crash site. There
are three areas to explore. Each area
takes approximately 30 mins to search,
but can take longer.
dd dd dd
dd cc
Cool: Coercion: Charm:

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.

2 hrs after the party lands a full Kappa


shuttle of 36 Assault Infantry and 4
Rival SGTs will arrive along with 4 X-
Wing escorts.

SEARCH THE CRASH SITE


While searching of the wreckage of the
shuttle, PCs come across a tracking
beacon planted on the interior of the

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.

PCs may spend a Destiny Point to find a


SEARCH THE REBEL CAMP
magazine titled "The Empire's Hottest
Ships". Coincidentally, this month's is- The Rebels all have patches marked
sue is about the Nebulon-B Frigate (acts "Morning Glory: Bringing a Better Tomor-
like a Military Field Manual for Nebulon- row". In the camp is a Heavy Repeating
B Frigate only, unlimited usage). Blaster, rations and stims, a locked
strongbox, a shuttle imprint in the snow,
and a long range radio. The strongbox
A thorough search of the wreckage takes
45 mins.
requires an Average [ dd
] Skulldugery
Check to open. It contains papers the
Squad can use to blackmail the local po-
EXAMINE THE BODIES lice. The papers add bb
to Social Checks
when dealing with Arkanian police.
There are bodies of 4 Royal Guards, 1
To slice the radio's encryption make an
Diplomat, 2 Gunners, and 1 Engineer. The
Advisor is not among the dead. Make an Average [ dd ] Computers Check. Each at-
Average [ dd] Medicine Check to examine tempt takes 10 minutes. The radio can be
used to contact 21; if not re-encrypted
bodies for cause of death: 2 Royal
Guards, 1 Gunner, and 1 Engineer died in the Rebels overhear. Checking the log
the crash. 1 Royal Guard, 1 Gunner and 1 shows calls to The Morning Glory.
Diplomat were killed by blaster fire. 1
Royal Guard is still alive! Looting the camp and using the radio
takes 30 mins.
KHOAN RUSS [NEMESIS]

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.

If the group did not slice the radio be-


fore the comm above, at the 2 hr mark
Chief Allen yells out to the squad and
says it's time go ("Right now!"), when 4
X-wings and a Kappa-class shuttle pop up
on scanners.

If Khoan is not on board yet the Chief


tells them to leave him behind. Players
with the Personnel Duty should be very
upset by this and should try to get him
on board quickly. Make an Average [ddb ]
Athletics Check to rush him into the
shuttle (setback because he's a big guy).
Once everyone is aboard, read the red
text below:

As you're loading the shuttle it begins


to snow harder, giving you more reason to

BLACKMAIL THE POLICE


rush on board. The shuttle makes a quick
take off, X-Wings in a distant pursuit.
Deuce is sweating like a Gamorrean but
Easy Money is flying like it's just an- If PCs searched the Rebel camp they
other mission. should have papers to leverage the local
police. They can use this to arrange a
Deuce calls out, “I don't think they can transport to the frigate.
see us ma'm. There's a blizzard coming -
we better put down somewhere.” To do this they must fly to the capital,
Adascopolis, and Social Check the local
Over the hacked Rebel frequency a message police. Don't forget that Arkanians are
comes through: arrogant and rude and take offense to the
slightest impoliteness.
“Attention all crew: Once we re-supply
tomorrow we'll jump to hyperspace with ADASCOPOLIS POLICE CAPTAIN [RIVAL]
our captive. Make all preparations!"

SHOW ME YOU GOT


COJONES
Cool: dd Coercion: ddd dd
Charm:
The party will now have down time to rest
Discipline: ddc Vigilance:ddd
and plan. TSGT Devi repairs Rita. If the
Leadership: dc dd
Negotiation:
PCs offer to repair her Devi works on
21's hull. If a PC has the mechanics Deception: dd
Other: Streetwise 2, Perception 2
skill they may make a Simple
Mechanics Check to repair Rita.
(-)
Medium Range(Blaster Pistol): dcc
Dam: 6, Crit 3, Spec: Stun Setting
Equipment: Heavy Police Uniform (+1 soak)
If it is not blatantly clear yet, the
Squad's next move will be to the Nebulon-
B Frigate "Morning Glory". The following The police will arrange for the Squad to
are not the only ways to get on board, be smuggled in crates bound for the
just some examples with sample con- Morning Glory.
sequences.
They offer to delay the Rebels departure

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.

Skills (group only): Coercion, Melee,


PLANNING SESSION
Ranged (Light) No matter what approach PCs take, Rita
Medium Range(Blaster Pistol): (now repaired) is volunteered to help.
Dam 6, Crit 3, Spec: Stun Setting
Engaged Range(Truncheon): Prior to departure, the team has a quick
Dam: 4, Crit: 5, Spec: Disorient 2 prep session with the crew. 21 has basic
Equipment: Manacles, Reinforced Blast schematics for the Nebulon-B, but note
Vest (+2 soak) that the Morning Glory is modified. The
crew can give some information about the
SPACE WALK sections.

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.

GRAND THEFT SHUTTLE Forward Hangar: Star fighters are docked


here. It should be very large and very
The party can steal a transport, but this well guarded.
breaks the Avoid local disturbance” mis-
sion priority.
Ventilation Ducts: The ship has a vent
system but the network is so vast it may
The police inform the Rebels to be on the be difficult to navigate. Ducts also
look out for a stolen shuttle. This up- connect to exterior hatches in some
grades the difficulty once for Social places.
Checks to grant any stolen shuttle per-
mission to dock.
Computer Core: The majority of ship sys-
tems run through the core. Use caution
here because a missed shot could wipe out
gravity controls, life support, heating,
or lights just to name a few.

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.

CPT Valsi Lethids: A proud idealist from THIRD WATCH: GRAVEYARD


Alderaan. It was an easy choice for him
to defect after his family was killed in The Bridge is run by junior Lt. Eerin and
its destruction. He doesn't get along the sections are staffed with a minimal
well with Zoltan, mainly because
he thinks the CDR doesn't trust
him.

CDR Hoola Zoltan: A Duros that


was put on board to watch the
Captain and crew by Rebel
High Command in case they are
setting an Imperial trap. As
such he is quite vigilant
and always scrutinizing de-
tails. He thinks their cur-
rent plan is a big mistake.

LTCDR Brinna Celwick: A


human from the Outer Rim,
she is eager and wants to
be a good leader.
She was
crew. No crew moves between sections,
only simple droids.
TRIUMPHANT DESPAIR
COJONES POINTS RESULTS Here are some generic results that can be
applied to any section of the ship.
Plans with the biggest cojones should ar-
rive at 3rd watch and plans with a lack
of cojones should be given 1st watch. Table 4-3: Morning Glory Triumphant Despair
Most plans will fall under 2nd watch. The
number of cojones points earned equals
the watch that is on duty when the Squad
arrives (i.e. 3 Cojones Points (CJP) =
3rd Watch).

3 CJP: Space Walk

2 CJP: Blackmail the Police, Grand

MOVING BETWEEN
Theft Shuttle

SECTIONS
1 CJP: "We Surrender"

Most plans should place the Squad in the


Aft Hangar Bay. If the PCs choose to
Space Walk, they have other options. PERSONNEL AND HALLWAYS
SABOTAGING SHIP'S SYSTEMS The three watches have different levels
of personnel roaming the ship:
Each section has local controls for sev-
eral critical functions. Systems such as First Watch: It is very busy and there
life support, lighting, gravity, etc. may are almost always people in the halls. It
be affected. These systems can be shut- is Impossible for the Squad to sneak
down via computer terminal (Simple(-) their way through the halls on this
Computers Check) or may be destroyed. If watch.
a character attacks wiring, piping or
conduits, roll randomly on the table. If Second Watch: The halls are less full but
a system is shutdown, via damage or there are still people moving around. The
otherwise, the bridge will dispatch 1 party can sneak from one aft section to
patrol to investigate. another (Engineering, Aft Hangar, Main
Reactor) with an Average [ dd
] Stealth
Check. They can move to forward sections
Effects for shutting down a system:
(or forward to aft) with a Hard [ ddd
]
Stealth Check.
Table 4-2: System Damage Results

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.

VENTILATION DUCTS TURBOLIFT


Naturally, the easiest way to move around The Morning Glory has a turbolift (TL) in
is the ventilation ducts. This is time the middle of the forward section and
consuming, cramped, hot, and the party center of the aft section. It should be
may become lost. To move from section to made clear that they need to avoid riding
section make a Hard [ ddd ] Know(War- it during watch 1 and 2. If they do de-
cided to ride the TL anyway, they en-
fare) Check (+boost if they “bought” the
magazine) or a Daunting [dddd ] Surviv- counter a wandering NPC.
al Check. Failure means they end up in
the wrong area – a hallway or a nearby However, they can open the doors and free
section (GM Choice). Spend ttt y/ to climb. The same rules for Hatches and
generate a roaming patrol. Success means Doors (see below) apply to turbolifts.
they arrive where they intended (excep- Failure means a wanderering NPC; Spend
tion: alarm). or ttt y/ to generate a patrol.

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

APPROPRIATE to unload cargo from the transport with


help from 2 loader droids. A security

SECTIONS
team watches the area.

If the Squad arrived here in any kind of


The following sections have encounters transport, all enemies are shocked and
that further the Squad's mission to res- stunned (disorient 1) when the party
cue The Advisor. The party is free to ex- disembarks. The Infantry, SGTs, Pilots
plore anywhere they want, but only those and Droids attack at short range. Because
listed here advance the plot. of their surprise, the crew does not call
in an alarm to the bridge.

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.

Unless otherwise stated in the descrip- GROUND CREW [MINION]


tion NPC minions surrender when their
leader is killed or incapacitated.

HATCHES AND DOORS


Alarm: All Hatches and Doors are locked
(use sparringly and/or dramatically).
Skills (group only): Mechanics
Talents and Abilities: None
Exterior hatches allow players to move Engaged Range(Hydro Spanner):
from the outside of the ship to inside or Dam: 5, Crit: 4, Spec: Improvised,
vice versa. They are always locked. In- Disorient 1
terior hatches act as secure doors. These Equipment: Jumpsuit, repair tools.
hatches are not normally locked.
GROUND CREW SARGENT [RIVAL]
ddd
To open a locked hatch make a Hard

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.

AFT HANGAR BAY


ddd dc dd
dd dd
Cool: Coercion: Charm:

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]

Cool:d Coercion: d Charm: d


Discipline:d Vigilance:d
Leadership:d Negotiation: d
Deception:d
Other: Athletics 2
Talents and Abilities: Droid, Silhouette
2
Engaged Range(Loader Arms): d
Dam: 6, Crit: 5, Spec: Disorient 2
Equipment: None

MORNING GLORY INFANTRY [MINION]

Skills (group only): Melee, Ranged


(Heavy), Vigilance
Medium Range(Blaster Carbine):
Dam: 9, Crit: 3, Spec: Stun Setting to the bridge. Make an Opposed [ dd ]
Equipment: Blast Vest (+1 Soak) Perception Check to notice the attempt.

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.

ENGINEERING Rita can disable the hyperdrive but the


crew tries to stop her with a restraining
bolt. They surrender after 5 casualties
Deck: Aft-08/09 or if their leader dies. The crew can be
Size: Long Range, 2 levels locked up in any number of the side
Points of Entry: Entryway on A-08, many rooms.
large pipes with vent access on opposite
side, Turbolift down the middle; stops on MORNING GLORY ENGINEER [MINION]
A-09.
Crew: 45/30/10 Engineers, 5/3/1 SGT and
1/1/0 LT; only SGTs/LTs are armed.

The engineering section is large and


fills most of 2 decks. There are two
levels with a large opening in the cen-
ter. Walkways cross the open spaces. It Skills (group only): Computers, Mechanics
holds the primary fuel cells, the tibana Talents and Abilities: none
gas reserves, numerous workshops, and Engaged Range(Brawl):
fabrication shops. Dam: 2, Crit: 5, Spec: Disorient 1,
Knockdown
Equipment: Jumpsuit
The hyperdrive controls are here and can
only be disabled from this location.

The engineers do not willingly fight the


PCs, but an engineer makes a secret call

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.

The explosion will be large and PCs


should leave the section. This exposes
the room to vacuum, depressurizing the

dc dd dd entire section. That triggers the closing

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

ENGINEERING LIEUTENANT [RIVAL]


Deck: Fwd-02
Size: Medium Range
Points of Entry: Ladder up to P-Comm,
vent, door 20 m from TL.
Crew: 15/5/0 Comm techs, 1/1/1 SGT; SGT
is armed.
dcc dd ddd
dd dd
Cool: Coercion: Charm:
S-Comm is tucked away on the aft edge of
dcc dd
Discipline: Vigilance:
deck 2. Here they process planetary and
dd
Leadership: Negotiation:
Deception: internal ship comms. There are 2 banks of
Other: Computers 2, Mechanics 3 terminals and a few small offices. In the
dd
Medium Range(Light Blaster Pistol): middle of the room is a routing array
used to send messages via external an-
Dam: 5, Crit: 4, Spec: Stun Setting
Equipment: Commlink, officer's uniform tenna. PCs may play back the last mes-
sage if they wish:

MAIN REACTOR X-Wing: "Negative contact dirtside with


any White Hats, Morning Glory."
Deck: Aft-12/13
Size: Long Range, 2 levels MG: "Roger that Fishface, we saw the bo-
Points of Entry: Huge Blast Door (open), gey go Big L. Must have scared them off.
vents. RTB."
Crew: Various maintenance droids
Alarm: This area will be locked down with
a huge metal door that can only be opened Techs do not fight the Squad unless pro-
from the Bridge. voked. They refuse to disable the array,
but a Social Check or 2 could convince
them otherwise. If a tech or Squad member
The reactor is huge and covers 2 full tries to disable the comms, another tech
decks. It is built with access to all 7
ddd
secretly calls the Bridge from his sta-
of the ships engines and has many main- tion. Make a Hard [ ] Perception
tenance catwalks along the edges of the Check to notice the attempt.
engines. In the center of the room is a
large bank of terminals. The array can be disabled by blasting it,

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

that attack on sight any intruders from


COMM TECH SARGENT [RIVAL] short range. The LT, at long range, tries
to call the Bridge right away. Reverse
these ranges if the Squad enters P-Comm
through the vents.

SGTs and LT fight with the droids. The


crew cower their behind desks, limiting
available cover to 4 usable positions.

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,

Congratulations on your recent catch! How


delicious it will be to torture every
last secret out of him!! I wish I could
be there. Cool: ddd Coercion: dd Charm: ddd
Discipline: dd Vigilance: dd
Leadership: dcc Negotiation: ddd
The files you're looking for are in the
computer core. Within you will find
Deception: dd
Other: Computers 2, Know(Education) 2
everything you need to know.
Talents and Abilities: None
Medium Range(Blaster Pistol): dc
I'm off to Planet A, our next operation. Dam: 6, Crit: 3, Spec: Stun Setting
Be seeing you soon! Equipment: Commlink, officer's uniform

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).

After security is eliminated it's finally


time to rescue The Advisor! To open the
cells the party can: Slice it (Average
[ddb ] Computers Check), shoot the con-
tainment console (sounds the alarm, if
possible), or Social Check an NPC to open
it. Setback dice on the Computers Check

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.

are due to security protocols.

SGT NACHKT [RIVAL]


dd cc dd
dd dc
Cool: Coercion: Charm:

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.”

He paces down the length of the corridor,


speaking to his diplomats.

“This will do. I will assume command of


this Squad immediately.”

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 crew are spread about the bridge go-


ing about their jobs. The LTs on the
bridge compose of various LTs listed in
other sections.
Cool:
dddd Coercion: dccc When the Squad enters, the Watch Officer
Charm: cccc orders the crew to attack and calls for
Discipline:ddd Vigilance:dcc backup. Unless S-Comm was shutdown or the
dddd
Leadership: Negotiation:dccc party has a jammer 2 Patrols arrive in 5
ttt y
Deception:cccc rounds. Spend / to arrive sooner.
Other: Know(Core) 3, Know(Education) 2,
Perception 4, Skulduggery The crew can be locked up in any of the
Talents: Plausible deniability 2, Natural ready rooms or conference rooms. If The
charmer, Nobody's fool 2 Advisor arrives on the Bridge he will
Equipment: Lavish robes, funny hat send a ship-wide message (if possible):

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).

Once the autoturret droids are dis-


patched, if hidden (see above), Dash ap-
pears behind the group holding The

Cool: dd Coercion:dd Charm:dd Advisor at blaster point. He demands they

Discipline: dd Vigilance:dd drop their weapons and backaway. If not

Leadership: dd dd
Negotiation:
hidden, he throws a stun grenade and

Deception: ddd makes a dash (see what I did there?) for


The Advisor.
Other: Stealth 2, Perception 1, Skuldug-
gery 2
Talents and Abilities: Adversary 1, Depending on PC choices, he either:
Stalker 2
Medium Range(SE-14R Light Repeating 1. Escapes in the turbolift, blasts the
Blaster): dcc control panel and rides in the turbolift
Dam: 6, Crit: 3, Spec: Auto-fire, stun to the Bridge with The Advisor.
setting
Engaged Range(Vibroknife): dcc 2. The PCs convince him to stay and he
Dam: 4, Crit 2, Spec: Pierce 2, Vicious 1 tries to shoot and kill The Advisor.

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.

While looking around and looting, the


group will find an experimental computer
system. Players with the Tech Acquisition
Duty should find this very interesting
and want to confiscate it. The computer
is encumbrance 3.

ADVISOR DOWN
1 01 iMPERIAL STORM COMMANDO
LIFE SUPPORT emergency medpacks, 10 liters of bacta,
and 10 doses of synthetic anesthetic.

Deck:Fwd-26 MORNING GLORY DOCTOR [RIVAL]


Size: Short Range
Points of Entry: Turbolift, ladder from
airlock, vents.
Crew: None

This section is a small deck and only


contains a few consoles that monitor the
life support system. Life support can be
Cool: ddd Coercion: ddCharm: ddd
disabled from here. If the PCs decide to
Discipline:dd Vigilance: dd
disable it oxygen begins to run low in 2
Leadership: ddd Negotiation: ddd
hrs.
Deception:dd
After 2 hrs, make an Average [ dd ]
Other: Medicine 3, Know(Education) 3
Equipment: Doctor's scrubs, lab coat,
Resilience Check or suffer 2 strain. Make commlink
a check every 30 mins and increase the
difficulty once for each additional check
to a maximum of Formidable, then start MEDICAL DROID [RIVAL]
upgrading.
See AoR CRB p. 428
Shortly before suffocation begins (8 hrs)
the bridge sends a team of 5 engineers
and 1 LT to repair it. If the PCs stop
FORWARD HANGAR
them, suffocation begins 30/30/10 minutes
later. The crew die a few minutes later. Deck: Fwd-05/06/07
Size: Long Range

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.

In searching the medical bay they find:


15 stimpaks, 1 (full-sized) medpack, 3

ADVISOR DOWN
IMPERIAL STORM COMMANDO 1 02
GROUND CREW [MINION] AIR BOSS LIEUTENANT [RIVAL]

ddd ddd ddd


dd
Skills (group only): Mechanics Cool: Coercion: Charm:
Talents and Abilities: None Discipline: Vigilance: dd
Equipment: Jumpsuit, repair tools. Leadership: dcc Negotiation: ddd
GROUND CREW SARGENT [RIVAL]
Deception: dd
Other: Mechanics 2, Computers 2
Medium Range(Blaster Pistol): dc
Dam: 6, Crit 3, Spec: Stun Setting
Equipment: Commlink, Repair tools,
jumpsuit.

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.

MORNING GLORY INFANTRY [MINION]

Skills (group only): Melee, Ranged


(Heavy), Vigilance
Talents and Abilities: None
Medium Range(Blaster Carbine):
Dam: 9, Crit: 3, Spec: Stun Setting
Equipment: Blast Vest (+1 Soak)

MORNING GLORY PILOT [MINION]


AoR CRB p. 425, "Starfighter Pilot"

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

CAPTURE THE FRIGATE a non-essential pod first (i.e. no PCs or


Advisor in the pod), because it is a 1
hit kill.
CJP: 3
If S-Comm is active, 4 X-Wings and 1
If the party controls the Bridge they can Kappa shuttle (with remaining troopers,
fly the Morning Glory back to the Death up to 4 patrols and 1 LT) launch, in hot
Squadron. Assuming the hyperdrive and pursuit, at extreme range. Pods take an
engines are functional, The Advisor's additional 4 rounds to land on the
navigator plots a course and off they go. surface (again, target non-essential pods
first).

PHONE HOME AND REQUEST FIRST AVAILABLE SHUTTLE


ASSISTANCE
CJP: 2
CJP: 1
The party can steal a Kappa shuttle from
From P-Comm (if not disabled) they can the Aft Hangar. If S-Comm has been
make a call to 21 or the Fleet. This goes deactivated the Bridge will hold its
against CPT Razor's request to maintain fire, not knowing if the ship is friend
radio silence and makes him angry. CPT or foe. Then 4 X-Wings will launch to
Razor tells the Squad to make sure the confirm IFF (some LT runs to the
Rebels can't escape.
dcc
hangar!). PCs should be encouraged bluff

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-

DEATH SQUADRON rive to pickup Advisor Jakorr. He re-


quests the Squad come to his flagship,
Fatality, to speak to with him before he
The Death Squadron is still orbiting departs.
Shelkowna. Easy Money will tell the team
that the fleet should be there for Overall, The Advisor will be greatful
several days. that the Squad rescued him. He had a
feeling that Darand was a spy, but didn't
QUICK TRIP expect such drastic action. Multiple
topics of conversation are possible (the
GM may add anything else relevant):
If the party stole a shuttle or controls
the bridge, the group can hyperspace back
to the Shelkowna System without incident KHOAN RUSS
(once in hyperspace) and return to the
Executor. If Khoan Russ is saved, The Advisor is
glad that such a valuable asset as an
COLD, SO COLD Imperial Royal Guard was saved. He's sure
the Emperor would send his thanks, if he
did that sort of thing.
If they took the escape pods they will
land on the planet in a different loca-
tion, away from civilization, near an MERCENARY ACQUISITION
abandoned mining camp. Here they can hide
out and await the return of Sentinel 21. If Nachkt (prison guard SGT) was brought
to the fleet he is arrested as a Rebel
If the party called in advance (from a traitor and executed. If they left him on
functioning P-Comm) Sentinel 21 will show Arkania, strangely his bank account was
up in 1 hr. If not called 21 will return siezed by the Empire (and possibly a fu-
in 18 hrs as per the prearranged plan. ture villian).

The Advisor and his team are not dressed


for cold weather; this presents a serious DEARLY DEPARTED
challenge since Arkania is very cold.
Make an Average [ dd ] Resilience Check If his entourage died in the cold (or
every 6 hrs or suffer 3 strain (GM Note: shotdown in a pod) he'll be dissapointed
don't forget that the cold addsbb ). with the Squad and mention how hard it is
to find good people. He'll recommend they
If the PCs do nothing to help within the take training in survival and be better
18 hrs, when 21 picks them up, his entire prepared future situations.
entourage will have died of hypothermia.
The Advisor will be very close to dead.
The PCs can build a fire, make a shelter,
SWEET, SWEET REVENGE
etc. Make a Hard [dddb ] Survival Check
to help the freezing to death NPCs stay If Dash Darand was captured or killed The
alive. Setback die is because there is Advisor expresses gratitude that his be-
very little flammable material. trayer was brought to justice. He tells
the party to watch out for traitors, you

THE ADVISOR
never know who might turn on you.

RETURNS HOME CAPTURED SHIP


If the Morning Glory was captured, he
After their return, rumors swirl around will tell them what a fine day it is for
the Executor that Advisor Jakorr had a the Empire and how he couldn't have cap-
personal meeting with Darth Vader. tured the ship without them.

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

4 Duty for Capturing the Morning Glory

MONEY
XP, DUTY AND
2000 SB Mission Completion Bonus

1500 CR Bounty, divided among the party,

REWARDS
for capturing or killing Dash Darand

2000 SB, divided among the party, for


selling the SE-14R to the quartermaster.
Unless otherwise stated all XP, Duty and
money rewards are per player.

XP
5 XP for Returning to the Fleet Alive

10 XP for Rescuing the Advisor (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.

For example, the GM could award 1


CJP to a group that goes the en-
tire adventure without having the
alarm sounded.

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.

3. If you do not have at least 1 rank in


a given skill, upgrade 1 difficulty die.

4. Checks are triggered after a PCs moves


into or past the space. Any movement
boost can be added to the current move
just completed or to the next move.

Space 0: Get your “space legs”. Average


[ dd
] Coordination Check. Space 10: Comm Buoy. PCs have been
ordered to touch the buoy as they go by.
Table 4-4: Get Your Space Legs Results Average [ dd
] Coordination Check plus:
Spd 1= b; Spd 2 = bb
; Spd 3 = upgrade 1
difficulty die.

Table 4-7: Comm Buoy Check Results

Round 2 (at the start): Shuttle 21 Hypers


away and suddenly it is very quiet... Av-
erage [ dd
] Fear Check. See AoR CRB, p.
Space 10 (As the PC exits the space):
315
“Don't look down.” Hard [ ] Fearddd
Check.
Table 4-5: All Alone Check Results
Table 4-8: Don't Look Down Check Results

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}.

Table 4-9: Drive by Shuttle Check

When at the Morning Glory: Average [ ] dd


Coordination Check to grab on to the ship
(use results from buoy coordination
check); spd 1 = b
; spd 2 = bb
; spd 3 =
upgrade 1 difficulty die.

Grabbing on to the Ship: the PC attempt-


ing the check must have enough movement
to reach the section they want to grab.
Hard [ ddd ] Computers Check or Average
[dd ] Skullduggery Check or Hard [ ] ddd
Athletics Check.

Rita arrives on round 11, or 2 rounds


after the 1st PC (whichever is earlier).

ADVISOR DOWN
IMPERIAL STORM COMMANDO 1 08
EPISODE IV: JAZBINA
UPRISING
ADVENTURE soldiers entrenched at the space port to
secure rescue.

SUMMARY With the space port captured, the full


strength of the Death Squadron arrives
planet side. All 75,000 infantry troopers
Thanks to Intel the Squad found in a pre-
are deployed and more than 500 AT-ATs,
vious mission Fleet Intelligence has loc-
AT-STs, and 1 series tanks are landed at
ated alias “Cyrus Sixkiller”, a renowned
the space port.
Clone Wars Ace turned Rebel recruiter.
1st Squad is deployed to Jazbina to as-
sassinate him. As the Squad gets close to Princess Syayna, now declared for the
killing their target a Mysterious Rebellion, holds the Palace and its time
Stranger makes his presence known. Barely to end her reign. 1st Squad is given the
escaping with their lives, 1st Squad in- task of eliminating a group of AT-AAs
forms Razor of this Mysterious Stranger. preventing Imperial air support.
The Death Squadron arrives without a mo-
ment lost. 1st Regiment is deployed to
the local garrison as a peacekeeping MINION USAGE
force.
Minion groups for Cyrus Sixkiller are
Darth Vader arrests and executes beloved well defined. In the later parts of the
King Prepredenko for killing the Mysteri- adventure it is assumed minions are
ous Stranger. Suddenly, a mass protest of everywhere, all over the battlefield. The
over 5 million citizens appears outside GM should use minions as he sees fit, to
the Palace. Jazbina space port is taken provide a challenge to the party. Groups
over by a large militia force, effect- of 2-4 are recommended.
ively cutting off Imperial forces from
reinforcements. 1st Regiment must take on
a much larger force of militia and Rebel
DUTY REFERENCE SHEET
At the start of each session roll poten- PCs should keep their mission secret and
tial Duty effects. As the ranking will not discuss it with anyone but the Gen-
vary, the GM should compile the list as eral.
stated in the AOR CRB, p. 48.

Hopefully by this point players have COMBAT VICTORY


gained a contribution point, earned a (TK-618, Commando)
promotion and reset their duty scores.
The Rebels offer no greater challenge
Duty effects can be easily adapted if a this mission than facing off versus Jago.
player's duty is rolled. While the duty Players should be excited by the chal-
sidequests are not required they may lenge of attacking Rebel HQ and wiping
provide an interesting break from the ac- out this menace.
tion or a unique challenge. Players
should be encouraged to try them even if
their duty is not active. INTELLIGENCE
(TK-766, Slicer)
For our pre-gen characters:
Sixkiller has a special set of comm en-

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)

A mole exists within the King's inner


circle, believed to be one of his minis-
ters. PCs should find the leak and close
it. You never know who is going to talk.

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.

Dark Horse Comics


Vaders Quest 1 , 2, and 3 are copyright 1 999 Dark Horse Com-
ics. All rights reserved to their respective owner and parent
companies. Any use of trademarks or copyright material in this
document should not be view as a challenge to those trade-
marks/copyrights and are used without authorization, endorse-
ment, 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.

INTERLUDE
Read the red text aloud:

In a surprising move, Admiral Bento steps


down as the commander of the Executor.
Wild speculation and gossip abound as to
why he resigned and who will be the new
Fleet Admiral.

A few days later Kendall Ozzel is


promoted from Captain of the ISD Reprisal
to Fleet Admiral of the Death Squadron.
More than a few stunned, shocked, and
dismayed conversations are heard within
the halls of the Executor. Most naval NAVAL ACTION: THE BLACK
officers can hardly believe what has
transpired.
WIDOW NEBULA
A few weeks after the Shelkowna Blockade
One day it comes to you. Admiral Ozzel a naval action in the Black Widow Nebula
was promoted because he would never be occurs. The Black Widow Nebula is a dense
stupid enough to argue with Supreme nebula that is an impenetrable black
Commander Darth Vader. cloud, obscuring all light. The fleet
chases 2 deserting starships: the ISD
Eradicator and ICV Flashpoint. Most of
the 501st is not involved in the action,
but a few zero-g troops are dispatched to
capture a rogue YT-1300 (The Millenium

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.

Another week of drilling passes in a Sixkiller is currently on a Galaxy-wide


blur. You think it's been six weeks since tour promoting his latest best-selling
the action at Arkania, but the days have novel “In the Command of General Windu”.
melted together into continual nothing- The next stop on his tour is Jazbina. 1st
ness. Squad will deploy immediately and join up
with a normal troop rotation, leaving
from Anaxes. The garrison is unaware of
The mind-numbing boredom and never-ending your mission and only the CO, MGEN Hal-
repetition are giving you a bit of space crom, has knowledge of this operation.
madness. You long to see a setting sun, Consider yourselves undercover at the
feel the wind on your face, and fire your garrison. Do not discuss this mission
blaster in battle once again. Not to men- with anyone other than the General.
tion how difficult it is to live in tight
quarters with 8000+ Stormtrooper grunts
on high protein diets. One fine morning
CPT Razor calls 1st Squad and informs
ADDITIONAL INFORMATION
them he has a mission briefing. Cyrus Sixkiller was born on Naboo ap-
proximately 60 years ago. He fought to

MISSION BRIEFING: liberate Naboo from the Trade Federation.


He saw combat action throughout the en-

ASSASSINATE tire Clone Wars. Sixkiller retired from


active duty shortly after the end of the

CYRUS SIXKILLER
war but has been a Rebel recruiter for
several years.

Jazbina is a desert world and expansive


Thanks to the data and/or codes that 1st
mining colony. While not extremely hot,
Squad recovered, Fleet Intelligence has
Razor does recommend Thermal Shielding
discovered that famous novelist and
mods.
celebrity Vignon Wenden is in fact the

JAZBINA UPRISING
119 IMPERIAL STORM COMMANDO
501st//1R/2B/H Company

Mission: Rebel Recruiter


Assassination
STANDARD IMPERIAL
Mission Objectives: GARRISON
Primary: Assassinate Cyrus PERSONNEL
Sixkiller
1 Major General (Army)
Primary: Contact CPT Razor 300 Command
should anything unusual happen 500 Support services
on Jazbina 200 Technical
100 Medical
100 Gunners & Weapon techs
Secondary: Avoid bad press 80 Walker techs
70 Trade & Diplomatic
Secondary: Do not disrupt good 60 Ground techs
relations with Jazbina 25 Air controllers
10 Speeder bike techs
Good Luck and Happy Fragging!! 50 Intelligence officers

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.

Should the Squad encounter anything


strange, unusual, or out of the ordinary
while on Jazbina please contact CPT Razor
or SSGT Cross immediately.

Suit up and head out ASAP – Sentinel 21


is awaiting your arrival.

JAZBINA UPRISING
IMPERIAL STORM COMMANDO 1 20
JAZBINA
Astrogation Data: Jazbina System,
Lostar Sector, Expansion Region,
Map: M-8

Orbital Metrics: 215 days per year,


22 hours per day

Government: Monarchy
Affiliated: Galactic Empire

Population: 725 Million (60% Jaz-


binan, 35% Human, 5% other)

Languages: Basic, Jazbinan

Terrain: Desert, tropical, oaises

Major Cities: Jazbina City (capit-


al), Hernipakna Upuan, numerous
mining towns Jazbinans are a humanoid race with des-
tinctive feline traits. They have feline
Areas of Interest: Govenor's Palace, ears, noses, and sharp claws and teeth.
aromatic baths, high-roller casinos Many have facial hair and markings sim-
ilar to common household felines. Jazbina
Major Exports: Silicates, unprocessed is a hot planet and local culture re-
ore, spices and salts, sun crystals flects this. Hot and spicy food is the
favored dish.
Major Imports: Medicine, technology

Trade Routes: Hydian Way

Special Conditions: Extreme heat b adds

BELOVED KING
to all checks during the day. Average
high is 120 F and average low is 70 F.

Background: Located deep in the Lostar Planetary Governor and King,


Sector, Jazbina is an independent mining Prepredenko, age 73, has ruled
colony that is very productive and very for over 40 years. He loyally
lucrative. It provides the Empire with supports the Imperials and their
large quantities of pure silicate and mutually agreeable trade deal.
many other unprocessed ores. It also pro-
duces spices, including salt. Jazbina
Many citizens credit their succe-
brand salt is known to many connoisseurs
ss to the King. Quality of living
and high end restaurants as the finest
has grown tremendously during
available.
Prepredenko's rein. He is deeply
loved by his subjects and Jazbin-
As of 5 BBY, Jazbina has made a deal with ans consider him the father of
the Empire. They sell the Empire silic- Jazbina.
ates, salts, and ores at a premium. In
return, the Empire has agreed not to in-
He has many sons and daughters;
terfere in daily life or local politics.
Princess Syayna is his heir.
The planet is ruled by a monarch, through
blood line succession.
NASTY WEATHER
LAY OF THE LAND A couple of bad weather conditions
TERRAIN occur on Jazbina: sandstorms and
monsoons. The GM may have a
weather system arrive to complic-

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.

thing larger than silhouette 2.

Space on the plateau is limited, so there


is only 1 space port in the city. Due to
the city's dense construction a vehicle
of silhouette 3 or greater cannot safely
land anywhere but the space port.

There are thousands of tall buildings and


very few open spaces within the city. Two
refuges are the King's Palace and Jazbina

CRAMPED CITY CONDITIONS Space Port. The King's Palace features a


large open public square facing the front
of the Palace and a private garden behind
Jazbina city has a population of nearly the Palace. The square is open to the
100 million; this gives a population public and is usually very full. Jazbina
density of roughly 75,000 sentients per space port has hundreds of docks of every
square mile. Many surface roads in the size up to silhouette 5. It is always a
city are small, having been built over to mad house of traffic coming and going at
squeeze in more living spaces. The pre- every hour of the day.
ferred method of travel for denizens is
air speeder or speeder bike. Large walk-
ers, such as the AT-AT, cannot traverse COASTAL RESORT
the city by any means. There is too much
congestion for proper movement of any- Jazbina City is near the Mantalasanti

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.

Sentinel 21 picks up other passengers and


with a second fully loaded Sentinel they
depart for Jazbina. 2 days later (7 in TRANSPORTATION
total) the shuttles land at the Imperial
Garrison, on the roof of the structure. For this adventure PCs will re-
quire planetary transportation.

JAZBINA GARRISON The garrison can provide a stand-


ard 10 trooper armored airspeeder
[Eote CRB p. 248, +1 armor, -1
The local garrison is situated on the handling] for their daily usage.
east side of the city near the edge of
the hill. Consisting of nearly 3,000 If PCs would rather ride speeder
personnel, it is constantly a busy place. bikes, they must rent these from
MGEN Larno Halcrom is the commanding the QM at a rate of 50 credits /
officer; 1st Squad reports to him day for each bike. It is also pos-
directly for the duration of this sible to do both: rent a few bikes
mission. and get free use of the air speed-
er.

JAZBINA UPRISING
1 23 Imperial Storm Commando
the difference.

When the PCs are settled in they'll be


called into MGEN Halcrom's office. Read
the red box text aloud:

You enter the General's office and


quietly sit down. He looks the group over
for a moment to size you up before speak-
ing.

“I understand you hotshot Storm Commandos


are on an important mission authorized by
Lord Vader himself. I have one thing to
say to you: If you so much as cause me
one ounce of grief with the Jazbinans I
swear to The Emperor you will feel my
pain. Do we have an understanding?”

Without missing a beat he leans his head


out his office and shouts to his adminis-
trator.

“Sargent! These troopers in my office are


big fans of Vignon Wenden. Get them his
local tour schedule right away.”

The Sargent responds, “Yes sir! Right


away sir!”, and a moment later he hands a
flier to you.

The General dismisses you and you rush


out the door as quickly as he's done say-
ing “Get out!”.

If PCs come back to speak to the MGEN at


any point, his administrator stops them
and asks that they make an appointment

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.

During this portion of the adventure the


GM should keep reasonable track of the
time and day. It takes 1 hr to travel
between the two cities and travel within
either city can take 1-3 hrs depending on
traffic. Also note that if players begin
to suffer sleep deprivation it should
have noticeable consequences, preferably

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.

Sixkiller has taught his drivers some of


CYRUS SIXKILLER [NEMESIS] his skills, but there's no substitute for
experience. The 3 minions drive (3) G-35
"Silver Cloud" airspeeders [SoF p. 104].
Add-ons: 2 Light blaster cannons.

WENDEN'S DRIVERS [MINION]

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.

WENDEN'S BODYGUARDS [RIVAL] PLANETARY FORCES AND POLICE [MINION]

dd dd d Skills (group only): Coercion, Ranged


dd dcc
Cool: Coercion: Charm:
(Light), Ranged (Heavy), Survival
d d
Discipline: Vigilance:
Talents and Abilities: None
dd
Leadership: Negotiation:
Deception: Equipment: Padded armor (+2 soak)
Other: Perception 2, Ranged(Heavy) 2 Medium Range(Blaster Carbine):
Talents and Abilities: Bodyguard Dam: 9, Crit:3, Spec: Stun setting

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.

The below Public Events (PE) are held in


Jazbina City.

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

*Lorea receives an invite

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).

Many government officials, local Line of sight to Sixkiller is not pos-


celebrities, and rich nobles are present sible from outside the fence at ground
at this function. Overt action definitely level. The fenced-in area is medium
causes an incident with the government. range. The Bazaar is extreme range.
Similarly, trying to get in without an
invite.
The Hairball apartments, adjacent to the
Bazaar, provides a unique opportunity for
Concealing any weapon here is Impossible. a sharpshooter. From an apartment on the
20th - 40th floor LOS is possible to
The Palace Garden is long range. Sixkiller. The shot is extreme range. The
roof is 60 stories high and is beyond

ROYAL PALACE HOTEL AND


extreme range.

CASINO The party may rent an apartment here at a


cost of 750 credits / week. Also note
that this leaves a significant data trail
Located in Hernipakna Upuan, it contains
which could be traced to the Squad (bad
a perfect replica of the Palace in Jaz-
press).
bina City. A large tower is attached to
the back of the “Palace”, where the
casino and normal guest rooms are loc-
ated. The Royal and Prince/Princess
FANCY FEAST HOTEL
suites are available for rental.
Sixkiller is staying at the Royal Suite. This hotel is one of the finest and most
luxurious on Jazbina. It is also one of
The Royal suite is medium range. The the most expensive. The hotel serves high
Hotel/Casino common areas are long range. tea at 1500, which is often attended by
nobles, ministers and occasionally
Royalty.
Security is tight. To get past the lobby

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.

MR. BAGOYA'S BAZAAR


Normally an open-air market place, an
area for Mr. Wenden has been fenced off

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.

The media room is short range.

If PCs encourage her, Lorea asks for an


exclusive interview (see “Not on the
Schedule” section, p. 131). If the
players are stuck this could be an option
for the GM to bail them out.

The second part is the public event in


the ballroom, starting at 1600. The hotel
has made it a bit of a party. Tables and
chairs are scattered about the room. It
is wide and spacious, but is filled with
people at tables or standing in a long
line. A large food buffet is also Sixkiller is busy during the convention.
available with the purchase of your He gives the keynote speech on Saturday
ticket (100 credits). morning in a conference hall, with near
200,000 guests in attendance. At times he
is at a large convention booth signing
A security checkpoint at the entrance autographs, talking, etc. The booth is
scans all entering the ballroom. To short range and has plenty of Clone Wars
conceal a weapon of encumbrance 1
requires an Average [dc ] Stealth check.
memorabilia, including an actual battle
worn set of clone armor.

The ballroom is extreme range. The line to Sixkiller's booth is usually


1-2 hrs long. He also hosts a couple

HERNIPAKNA UPUAN panel discussions in large conference


rooms with thousands of attendees.
CONVENTION CENTER
Security screens all convention-goers for
weapons. To conceal a weapon of encum-
The convention center is abuzz with
activity during the weekend while the an- brance 1 requires an Average [ dc
]
nual Comic and Fiction Convention is hap- Stealth Check. Clever PCs might attempt
pening. Nearly 500,000 fans will attend, to fast talk their way past the guards,
claiming their weapons are part of a
some even coming from as far as a nearby
sector. costume. Make an Average [ ddb ] Decep-
tion Check. The setback is because the
weapons look and feel real. Security
Many sentients wear costumes of their fa- guards randomly patrol the hall. Spend
vorite comic or holo-vid hero. There are
a lot of Clone trooper costumes and even
ttt y/ on any check to have the PCs
encounter a group.
a few dressed as Stormtroopers. 1st Squad
should be able to easily blend in. (For
some hilarity introduce an NPC wearing a
realistic Darth Vader costume).

The Convention Center is extreme range+.


Included on the grounds are 5 extreme
range convention halls, labeled A-E.

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.

Security around the building is heavy.


Several armed LTs patrol the top floor
and the roof. The apartment has an en-
Cool: dd Coercion:dd Charm:ddd
trance from the building and roof, both
dd Discipline: dd Vigilance: dc
locked. An Average [ ] Computers or
Leadership: dcc Negotiation:dd
Skulduggery Check is required to open any
locked door. The doors are booby trapped.
Deception: dd
Succeed at an Average [ dd
] Mechanics
Other: Perception 2, Survival 1
Talents and Abilities: Adversary 1
Check to spot and disarm the bomb.
Medium Range(Blaster Carbine): dcc
Dam: 9, Crit: 3, Spec: Stun Setting
The explosive does an automatic 10 dam to Short Range(Frag Grenade): ddd
anyone opening the door and blast 6 to Dam: 8, Crit: 4, Spec: Blast 6, Limit
all in engaged range of the door, if not Ammo 2
disarmed. Equipment: Blast Vest (+1 Soak)

Rebel Cell leader “Jago” has been running MONTY HAUL


an operation on Jazbina for several years
with little success. Recently, he has In the house the Rebels have a small
been speaking to Princess Syayna but has stash, locked in a large safe. A
not been able to recruit her. He hopes successful Hard [ dddb ] Computers or
that Cyrus Sixkiller can seal the deal. Skulduggery Check is required to open it.
The cell deals in illegal spices to fund The setback die is due to an encryption
its nefarious actions and pay its sol- lock. In the safe players find:
diers.
1000 credits
Several of Jago's LTs patrol around the 1000 credits worth of Illegal Spices
building and some patrol inside the Several Marked Sabaac decks and loaded
apartment as well. They realize Jago is chance cubes
the key to the resistance and willingly 5 Stimpaks, 1 Medpak (full sized)
sacrifice themselves to save him.

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.

Sixkiller grants her the interview on


Friday at 0800, at the Convention Center.
This is shortly before the show opens.
She is given a max of 30 mins to conduct
the interview. Lorea refuses to perform
the assassination herself but may set the
players up to succeed.

Characters are submitted to security and


cannot fast talk their way past (no one
is in costume yet). The advantage is that
ddd
Before combat or initiative-based rounds
there are no bystanders or other security begin the party must make a Hard [ ]
aside from Sixkiller's bodyguards. Fear Check. The PCs only know two people
in the Galaxy with lightsabers and both

1 , 2, 3, are pretty mean. As soon as the saber is


ignited Lorea screams and flees in utter

ASSASSINATE
terror.

THE MYSTERIOUS STRANGER [NEMESIS]


The battle may happen in any of the above
locations. The GM should be prepared for
the battle to happen at any time, any
place. It could be a fast-paced air
speeder chase, a throw-down fight in a
public place, a long range sniper shot, a
nighttime raid of a secure hotel... the
cc dd dd
list is endless. Force Rating: 1

dd cc
Cool: Coercion: Charm:

dd dd
Discipline: Vigilance:
THE FORCE INTERVENES dd
Leadership:
Deception:
Negotiation:

Skills: Pilot(Planetary) 3, Pilot(Space)


Before the players unleash their attack
3, Gunnery 2, Know(Edu) 1, Know(Outer) 1
read the red text aloud:
Talents and Abilities: Adversary 2, Un-
canny Reactions, Uncanny Senses, Touch of
After hours of preparation and planning Fate, Skilled Jockey 2, Sense Danger,
the Squad readies to unleash death and Imp. Full Throttle
destruction upon Cyrus Sixkiller and his Force Powers: Sense (2 Control, 1 Dura-
entourage. You've picked the perfect
ddcc
tion, 1 Strength)
place, the perfect time, a flawless plan. Engaged Range(Lightsaber):
You have gone over it hundreds of times Dam: 10, Crit: 2, Spec: Breach 1, Sunder,
in your head. The “Go” signal is given Vicious 2
and it's game on! Equipment: Robe, lightsaber

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.

The Mysterious Stranger holds his ground


long enough to allow Sixkiller to flee
then flees himself. If defeated, he be-
comes unconscious and planetary forces
take him prisoner.

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:

Literally minutes after they report in


the ICC Skullbreaker, an interdictor
class, blockades the system. The Death
Squadron arrives 48 hrs later. Lord Vader
and all of 1st Regiment (2489 troopers)
deploy to the space port, as a
peacekeeping force.
If the Squad did not murder Sixkiller King Prepredenko lured to Jazbina and
previously they now have 48 hrs to finish captured Luke Skywalker. He had hoped
the job before the Death Squadron ar- that he might help him find his missing
rives. daughter, Syayna.

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:

You suddenly feel the call of nature.


“Planetary Alert: Effective immediately
ships are prohibited from leaving Jaz-
bina. The ICC Skullbreaker, an Interdict- BRASS KNUCKLES OF TRUTH
or Class, will enforce this blockade. Any
vessel refusing to comply with this order +3
will be destroyed.”
The Squad now has an opportunity to in-
Something big is about to happen. terrogate Prepredenko. Make a Group So-

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

HE'S ANGRY nothing.

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).

2. He contacted Luke Skywalker claiming


Jazbina wanted to join the Rebel Alli-
ance. In fact this was a ruse to deliver
him to Darth Vader. He has been a loyal
servant to the Empire.

3. He was told Darth Vader wanted Luke


Skywalker dead.

4. Prepredenko's daughter was missing


and he was desperate. She had been speak-
ing to bandits. He needed help.

5. While in the prison Luke was tor-


tured for his secrets and gave up the
name Jago. This is whom Syayna was talk-
ing to.

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

If y , he lies: Jago, the dangerous crim-


needed) before the next scene.

EXECUTION
inal Syayna was talking to, killed Sky-
walker after he escaped.

After the interrogation,


text aloud:
read the red
HANGOVER
After a blissfully quiet night, the Squad
When you're finished with Prepredenko SGT
is frantically woken by Lorea.
Hunter calls CPT Razor and tells him the
news.
Read the red text box aloud:
Moments later Darth Vader is in the dun-
Lorea frantically dashes into your bunk.
geon standing right next to the you. You
“News feeds are going crazy! A protest of
feel his seething anger and hatred as he
nearly five million Jazbinans has formed
stares at the cowering King. Vader ig-
outside the Palace. Syayna has declared
nites his lightsaber and out of sheer
herself leader of the People and sworn
malice beheads Prepredenko in one clean
allegiance to the Rebellion!!!”
stroke. His crown clatters loudly on the
floor. The terror and ferocity of the at-
tack shakes you to your core. You'll Moments later an alarm rings out and then
surely have nightmares. a general call sounds at the base:
“Attention all personnel!! Jazbina City
3DVO records everything. has turned to chaos: looting, rioting,
and hooliganism are occurring in every
part of the city. All personnel are order
Stunned and unable to speak you return
to remain behind the garrison's shields
with Lord Vader to the throne room. The
until further notice.”
ride to the garrison seems very long.
There goes that beach vacation.
1st Squad is given the rest of the day
off. The party may do as they please.

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.

The paranoid Jazbinans installed energy CHOOSE YOUR OWN


shields and weapon turrets decades ago,
fearing pirates. An orbital or aerial ADVENTURE
assault on the space port is not an
option. This has created a huge problem Special Forces have been selected for 3
for the Death Squadron. They cannot land critical missions. Due to our service
additional troops because of the local record, H Company has been given first
terrain. 1st Regiment is cutoff and sur- choice. We're going to decide which one
rounded in hostile territory. we want right now:

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

MASS COMBAT DICE


support. 10 Companies (1550 troopers) of
jump troops are going to join the garris-
on shortly. LTC Hawthorne will take com-
mand of those forces while on the ground.
Northern: dcccdcccbz (40-55%)
For this mission, Lorea cannot accompany

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

FORCES AT THE NORTHERN FORCES AT THE NORTHERN


FRONT FRONT
5,000 militia 501st 1st Regiment:

FORCES AT THE SOUTHERN 1,860 Stormtrooper Infantry

FRONT
80 Stormtrooper Scouts (w/o bikes)
1 Darth Vader

5,000 militia Jazbina Garrison:

GUARDS 400 Stormtrooper Infantry

Total: 2,341
HQ: 250 Rebel heavy soldiers

Comm Tower: 200 militia FORCES AT THE SOUTHERN


Control Station: 150 Rebel soldiers
FRONT
288th & 501st/3R Airborne Infantry:

1,550 Jump Troopers (various companies)


Total Strength: 10,600
501st 1st Regiment:

155 Shock Troopers (P Company)

Jazbina Garrison:

400 Stormtrooper Infantry


40 Scouts (w/bikes)

Total: 2,145

SPECIAL FORCES
465 Storm Commandos (D, H, L)
27 Scout Snipers (D, H, L)

Total Strength: 4,977 Troopers & Darth


Vader

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.

SPECIAL FORCES OVERVIEW For simplicity's sake, the Northern Front


skips Phase I and II.

Objectives should be rolled at the end of MASS COMBAT PHASE III


Phase II. Each successful objective has
Imperial benefits for Phase III as listed
in their entries. Objective bonuses are Objectives that effect Phase III may
stackable with other objectives. For ex- effect the roll for the Northern Front.
ample, if both HQ and Communications are
successful, downgrade 2 difficulty dice Rebels win: The militia troops shout the
on both fronts. If an objective fails, name Prepredenko over and over before the
none of its bonuses are added. battle begins. Their morale strengthened,
the militia holds its ground and forces
DO NOT ROLL the objective PCs attempt. the 501st into a defensive posture.

Rebel Headquarters*:dccccccbb Darth Vader is pinned down by hails of


laser fire and unable to have any
(44%) -- p. 152
Storm Commandos: dddd , Imperial Ld: 3
significant effect on the fight. As the
ddd
upgrades; Greater enemy forces ,
militia grinds down the Imperial Forces,
Rebel Ld: 3 upgrades, b for heavy
COL Edwards is forced to call a
weapons, b for Rebel snipers.
withdrawal and regroup.

Imperials win: The 501st brings a full


*Adds 1 difficulty upgrade (35%) if Phase show of force and strikes fear into the
I on Southern Front is lost.
*May Subtract b if Rebel Shuttle is des-
heart of the militia. The 501st live up
to their reputation, driving the militia
troyed in Disable Communications Object- back.
ive
Darth Vader cuts down swaths of troops
Success: Downgrade 1 difficulty die on and hundreds more flee from his
both fronts, Remove 1 difficulty die on
both fronts, add bto both fronts.
terrifying presence. COL Edwards controls
the battle brilliantly; the onslaught is
too much for the militia forces. They
Disable Communications:dcccdccb lose morale and break, fleeing their
(49%) -- p. 142 positions.
Storm Commandos: dddd , Imperial Ld: 3
ddd
upgrades; Greater enemy forces:
Rebel Ld: 2 upgrades,b for walls.
,
MASS COMBAT NARRATIVE:
SOUTHERN FRONT
Success: Downgrade 1 difficulty die on
both fronts, add zto Northern Front. MASS COMBAT PHASE I
Vehicle Flanking: dcccccbb Rebels win: The militia stands its ground
(60%) -- p. 147 and repels Imperial assault. Many
Storm Commandos: dddd, Imperial Ld: 3 troopers fall as the formidable numbers
dd
upgrades; Same size forces: Rebel of the militia prove a significant
Ld: 2 upgrades, bb
for 2 e-web nests. challenge. Forcing the Imperials back,
their morale is strengthened. Confident
Success: Add bb to Southern Front, in their position, a few guns turn to
negate bb on Southern Front. face an attacking force heading towards
Rebel HQ.

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

Imperials win: Superior troops and fire-


power prove more than a match for the mi-
litia. In spite of massive odds the
discipline and training of the 288th
strike a blow to the militia's morale.

Shock troopers destroy several anti-per-


sonnel turrets. In a desperate attempt to
hold their nerve the militia tighten
their formation, falling back further in-
to their fortified positions.

Effects: Add bon the next mass combat


check because militia morale is falling.

MASS COMBAT PHASE II


Rebels win: The militia begin to chant
"Prepredenko” over and over. Hunkering
down in their fortifications, they hold
their ground. Imperial troops simply can-
not break their lines. Seizing an advant-
age, the militia begin to turn their
flanks and encircle the Imperials.

Effects: Add bbto the next check as


Imperials become encircled.

Imperials Win: In a surprising maneuver,


LTC Hawthorne calls for a trooper charge.
show no mercy to a fleeing and broken
The militia is taken aback and loses the
enemy. Bloodlust is high; more than a
initiative. Fortifications are breached
thousand militia are cut down while they
and several militia soldiers lose their
run.
nerve.

Effects: Downgrade 1 difficulty die on


b
TICKING CLOCK
the next combat check and remove for
entrenched positions.

MASS COMBAT PHASE III The Special Forces objectives take


part within the larger mass combat
(GM note: Additional flavor text may be phases. For the PCs, each mass com-
added based on successful objectives) bat phase represents 15 rounds.
These rounds are approximately 3-5
Rebels win: Rebel numbers and troop mor- mins each.
ale stand firm against elite, veteran
troops even with a surprising turn for An easy way for the GM to keep track
the worst. The 288th is unable to crack is a simple system of note cards.
militia positions or weaken their morale. Write 1-15 on each note card and
LTC Hawthorne calls a retreat, and the place them together in a pile. As a
288th falls back to regroup. round is finished, the GM removes a
card. This allows GMs and players a
transparent system for keeping track
of time.
Imperials win: A sudden turn for the

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

MASS COMBAT PHASE I keep track of rounds spent fighting, as


each round adds to the timer.

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.

If at some point the party decides to


turn around and double back (costing 2
rounds), they face a minion group (cost-
ing 1 round, 3 in total) and then move on
REBEL HEAVY SOLDIERS [MINION]
to the next challenge.

ROUND 1 : DRAGON'S TEETH


A number of dragon's teeth barricades
have been hastily erected but pose enough
of a threat to slow down the Squad. Sev-
eral methods may be possible: Skills (group only): Gunnery, Ranged
(Heavy)
An athletic character may just throw the Talents and Abilities: None
barricades aside or smash them (Easy Equipment: Various heavy weapons – light
[db ] Athletic Check). repeating blasters, missile tubes, flame
projectors and more. Reinforced blast
An acrobatic character may try to vault vest and helmet (+2 soak).
over them (Easy [ ] db
Coordination
Check). ROUND 3: STRANDED PUBLIC TRANSPORT

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 **”.

The door may be unlocked with a Hard


[dddb ] Computers or Skulduggery Check.
It's also possible the Squad may climb
ddb Cool: dcc Coercion: dd
Charm: ddd
over the wall, make an Average [ ]
Discipline: dd Vigilance: dc
Athletics Check.
Leadership: dcc Negotiation: ddc
Deception: dd
If they enter the private property area Other: Streetwise 2, Pilot(Space) 2
the Squad encounters a group of privat- Talents and Abilities: Adversary 1, Quick
eers standing around their ship, an HT- Draw, Quick Strike
2200 medium freighter. They are obviously Medium Range(Heavy Blaster Pistol): dcc
Dam: 7, Crit: 3, Spec: Stun setting
Equipment: 1000 credits

PRIVATEERS [MINION]

Skills (group only): Ranged (Light), Vi-


gilance, Skulduggery
Talents and Abilities: None
Medium Range(Blaster Pistol):
Dam: 6, Crit: 3, Spec: Stun Setting

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.

Otherwise shots are fired and the privat-

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.

FRIENDLY COMPETITION shield generator on top of the tower


projects over a large area.
To win the R&R prize the Squad must fin-
ish the gauntlet run at round 11, in
Phase I. If they arrive at round 12 it A small group of defenders mill about the
will be a tie with 1P/1S. courtyard inside the fence, but upon the
arrival of the company they look rather

MASS COMBAT PHASE II


hesitant and fearful.

DEFEATING THE LASER FENCE


As mentioned earlier, it's possible that
as the Squad runs the gauntlet the timer The fence is impervious to blaster fire:
will tick over to Mass Combat Phase II. bolts bounce off harmlessly. The emitters
This is fine and causes no problems. can be destroyed per the stat line below.
However, the Squad must still finish Two consecutive emitters must be des-
their objectives before the end of round troyed to disable the fence.
15, Phase II.
A power conduit terminal lies in the
Read the red text box aloud, as the PCs middle of the courtyard. A PC may be able
reach the base of the tower: to lob a grenade or other explosive over
the fence. Make an Easy [ dbb ] Combat
You meet up with the rest of H company Check. The setback dice are for a tar-
near the base of the tower. Many troopers geted shot.
look bruised and battered, but able to
carry on. There are certainly fewer than EMITTER POLE
there were at the wall.

Around the base of the tower is a 10 foot


tall laser fence with a cross-hatch pat-
tern. It forms a square, 30 feet per
side. Emitters sit at the four corners. Wounds are in personal scale.
At the center of the courtyard you notice
a large power console with wires running No amount of coercing or negotiation can
to the four emitters. convince the NPCs to lower the fence;
Social Checks are Impossible.
The tower rises up a daunting 200 feet,
looking out over the entire star port. At Once the fence is disabled/destroyed the
the top is perched a round dome contain- militia minions flee up the elevator to
ing the comm stations and personnel. A the control room, locking the door behind

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.

B. Break in, kill everyone, and


Front Door: A set of blast doors is at
blast/break the computers. Takes 3 rounds
the base of the tower. Quickly construc-
to smash (no check needed), plus combat
ted board barricades are attached to the
rounds. Perhaps a murder hobo check.
door. The beams can be removed in 2
turns. They can also be shot, bombed,
etc. This may be faster, as deemed by the C. Coerce a tech to do it. Make an Av-
GM. erage [ddbb ] Coercion Check. Setback
dice are because the crew is highly op-
The doors can be unlocked with an Average posed to overloading their own systems.
ddbb
[ ] Computers or Skulduggery Check.
The setback dice are because of an en- D. Climb to the top of the tower and
cryption and advanced software. Once disable/destroy the antenna. This takes 2
open, PCs may ride the elevator to the rounds or 10 rounds in total if climbing
top (no check required). Taking the elev- from the bottom of the tower.
ator requires 2 rounds.
E. If the party has the detonite
Climbing: The tower is rounded at the top charges from the private docking bay they
and climbing it can be tricky. Ropes can- may use them to destroy either the con-
not be attached to the tower with a grap- trol room or the base of the tower. Make
pling hook and characters must free an Average [dd ] Mechanics Check. Prop-
climb. This requires a Hard [ dddb ] erly setting the explosives and safely
Athletics Check. The setback die is be- detonating them takes 6 rounds.
cause of limited handholds. Free climbing

MASS COMBAT PHASE III


the structure takes 8 rounds.

Reaching the top, players may smash the


glass (real glass) windows and enter the Objectives not completed by the end of
main structure or may climb to the array round 15, Phase II have no effect on
(requires an additional 2 rounds). Phase III. The communications tower must
be disabled at the end of round 15 to
have an effect on the mass combat check.

Destroying Rebel communications has the


following effects on Phase III:

On the Northern Front Vader senses an


advantage and seizes control of the bat-
tlefield. Add an additional z to the
Northern Front's mass combat check.

For both fronts commands are harder


for Rebel leadership to issue. Downgrade
1 difficulty die on both fronts.

JAZBINA UPRISING
IMPERIAL STORM COMMANDO 1 46
OBJECTIVE: another group of 4 troopers. The PCs may
control the friendly NPCs.

VEHICLE FLANKING Read the red text box aloud:

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.

MOVING TO THE CONTROL STATION REBEL GUNNER [RIVAL]

H Company gathers on the left flank of


the 288th, near the rear. The team must
skirt the militia line and make its way

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 .

Outside the control station are 3 Heavy


Repeating Blaster (HBR) nests. Guarding
the space port entrance are 150 Rebel
soldiers.

A mini mass combat happens between Rebel


soldiers and H Company. 2P/1S (PCs) and
2P/3S (Shock) are selected to clear out
the HBR nests. GSGT Whitehot is given
command. The Shock troopers fight as 2
fire teams: SGT Hamm with 4 troopers and

1 47 JAZBINA UPRISING
Imperial Storm Commando
REBEL GUN CREW [MINION] mandos continue to give their lives and
eventually the Rebels troops are
scattered.

Effects: Increase H Company after action

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-

MASS COMBAT EFFECT


It may happen that the Squad is
fighting the guns at round 15 or
the battle may already be finished.
Either way, when the timer reaches
round 15 the players should roll
results for Mass Combat Phase I.

If the Imperials win, players are

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.

The control station door is locked but


can be opened with an Average [ ddbb ]
Computers or Skulduggery Check. The set-
back dice are from advanced software and
encryption locking. Thick plastisteel
windows are at regular intervals, but are
tinted such that the interior of the
station cannot be seen. Windows have Ar-
mor 1, WT: 8 (personal scale).

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.

The control station is long range. HOSTAGE GUARD [RIVAL]


PASSIVE OR AGGRESSIVE NEGOTIATIONS
Depending on their playstyle the PCs
either attempt to Social Check the guards
into releasing the hostages, with an ad-
ditional b , or just draw guns and shoot
(setback die is because guards have Cool: dc Coercion:dcc Charm:d
leverage over hostages). Discipline: ddd Vigilance: dcc
Leadership: dd Negotiation: d
If PCs succeed at a Social Check, the Deception: d
guards walk out the back of the station Other: Perception 2, Resilience 1
and close the door behind them. Talents and Abilities: Adversary 1
Engaged Range(Shock stick):
Dam: 6, Crit: 2, Spec: Disorient 2
BOSS hostages have been beaten and
Equipment: Heavy clothing (+1 Soak),,
battered, showing signs of significant
injury. If y on a Social Check a guard
manacles
may kill a hostage. A player with the
Personnel duty may want to administer
medical treatment to surviving hostages.
RESTRICTED MILITARY AREA
Doing this takes 5 rounds.
Read the red text box aloud:

The charges are wired together and rigged


to explode if any of the hostages get up As you reach the space port Razor comms
from their chairs. To disable the bomb you, sounding desperate.
make a Hard [ dddb ] Mechanics Check.
The setback die is due to complex wiring. “1st Squad, we need those doors open
If y with f
, the bombs explode and any right now! Move your asses!!”
character in the station takes 30 damage.
The radio crackles static for a moment...
If a player wants to repair a broken ter-
minal, inform them it requires a Formid- “Take cover in the control station!
able [ dddddbb ] Mechanics Check and There's too many of them!!”
success or failure, takes 10 rounds. Set-
back dice are because the parts are

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

DOOR CONTROL BOOTH


The terminal is long range from where the
PCs enter the Restricted Area. To access
the terminal make a Hard [dddbb ] Com-
puters Check. Setback dice are for ad-
vanced software and encryption.

The door control station has many func-


tions. Each function requires an action.
silhouette 3 or smaller vehicles to exit. Remove bb (if possible) from the
The hangar door has armor 2, 15 wound Southern Front.
threshold (vehicle scale).

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.

Read the red text box aloud: MASS COMBAT PHASE I


CPT Razor points to the vehicles and mo- 1P, 2P, and 4P are chosen to ride Sen-
tions for the company to mount up. Mo- tinel 21. 3P (Shock) and the scout sniper
ments later all the land vehicles are up squad add their force to the Southern
and running. They begin piling out the Front, adding b
to the mass combat
door and rush towards the militia flank. check.

Razor yells, “Make those bastards pay!!", BIKER ASSAULT


over the comms.
Read the red text box:
The militia are taken by surprise by the
vehicle charge. Hundreds of them smartly The garrison's 40 scouts mount up on
flee, but many others feebly try to at- speeder bikes and fly 25 yards above en-
tack the vehicles. Militia die in droves emy lines. They take heavy fire from
as vehicle weaponry makes a mockery of turrets as they close on the shield gen-
them. erator. Some bikes get past the slaughter
and one lucky scout tosses a grenade into
As the attack continues, the entire left the generator, destroying the shield.
flank of the militia begins to crumble
and retreat. Not a single vehicle falls. Barely one in four return.

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.

Troops begin jumping out, all the while


Sentinel 21 takes an incredible pounding
from missiles and lasers. Somehow, all

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-

PCs must make an Average [ ddbb ] Co-


necting the other two terminals some 500
yards in either direction. You definitely
ordination Check to jump from Sentinel didn't bring enough explosives.
21. The setback dice are due to 21 taking
fire and the chaotic nature of the Atop the platform is a large, two-level
battle. Any character carrying a weapon airport terminal housing Jago's command
b
with encumbrace over 4 adds an additional HQ. A set of closed elevators doors sit
to their check. Also, any character at the base of of one of the corner pil-
lars. Its panel has been destroyed, mak-
ing the elevator inoperable.
MOUNTING THE PLATFORM COVERING FIRE
The PCs may decide they want to
Common methods up to the HQ: shoot the snipers and kill them.
There are 10 in total. The snipers
A. Repair the broken panel and call the are prone and Ranged Combat Checks
elevator. Make a Hard [ ddd ] Mechanics against them incur a bb
penalty
Check. Fixing the panel and riding the (heavy cover).
elevator takes 4 rounds.
When firing at the snipers the Squad
B. The elevator doors can be opened
with a Hard [ ddd ] Skulduggery or Ath-
draws some of their fire. 5 snipers
will focus on the Squad. Keep track
letics Check but the party must climb up of combat rounds and apply them to
the shaft. A ladder ascends the shaft. the timer.
The whole process of opening the doors
and the company climbing up takes 5
rounds. The rest of the company takes
advantage of this and runs for it.
The GM may assume the “7-9” result
C. Climb a support pillar (hopefully on table 5-2, if it fits.
with grappling hooks and rope). Succeed
at an Average [ ddb ] Athletics Check.
Climbing the building takes 6 turns. Set-
back die is due to fatigue from a long
climb. Razor directs the company to rush up to
the terminal. The party must move 50
Other options may be viable and should yards to be under cover of the building
take 4-10 rounds depending on their exe- and out of sniper LOS. The company makes
cution and skills required. a mad dash from cover to cover.

Make a Hard [ ddd] Athletics Check


(sprinting for it) or Coordination Check
(acrobatically moving from cover to cov-
er). If PCs throw smoke grenades before
running, add bb to the check.

If failure, take 3 strain damage from


overexertion. ttt y/ may be spent to
cause a PC stumble or run at the wrong
time and take a sniper hit, suffering a
10 dam pierce 3 hit.

Total successes of the party mirrors how


the company fares:

Table 5-2: 50 Yard Dash Results

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.

A brilliant light show of epic


Skills (group only): Ranged (Heavy), Sur- proportions happens for the next several
vival moments as hundreds of blasters fire in
Talents and Abilities: None both directions. Explosions, broken
Extreme Range (Model 38 sharpshooter's glass, and destruction rain down
rifle): everywhere as mass chaos consumes the
Dam: 8, Crit: 3, Spec: Accurate 2, Pierce once peaceful space port terminal.
3
Confusion and panic begins to set in, but
ENTERING THE TERMINAL then you look
CPT Razor is
to your right and suddenly
next to First Squad. He
signals {hand signals} to climb up to the
Doors: There is a set of double doors in railing and charge the enemy command
each ordinal direction (n, s, e, w). They post. Then he informs you he'll lead the
are locked can be opened with an Average
[ddb ] Computers or Skulduggery Check.
charge.
The setback die is from unusual wiring.
After reading the text the PCs make an
The doors are booby trapped with a Dam:
Average [ddbb ] Fear Check. The boost
dice are due to CPT Razor's leadership.
10, blast 6 explosive charge, set off by
pulling a wire connected to the door. A
successful Hard [ ddd
] Mechanics Check Razor joins First Squad and leads an
assault on the command post. The GM may
is needed to spot the wiring, and disarm
the bomb. give control of Razor to a player if he
wishes. To make their way to towards the
command post the party must make a Hard
Windows: Most windows are boarded up with
wooden struts. There are many windows
[dddbb ] Group Stealth Check. The
setback dice are because of the chaos of
made of glass (real glass) on both the
first and second floor. An Average [ ] dd the battlefield and the sheer amount of
blaster fire. Smoke grenades add bbto
Athletics Check or a few blaster bolts the check.
can smash the boards.
With success the party makes it to the
CUTTING OFF THE HEAD command post. With failure they get drawn
back into the mass combat, spending 1
Read the red text box aloud when they round trying to get in and out of cover.
enter the terminal: Then make the same group stealth check
again.

MINI MASS COMBAT


For the battle inside the terminal roll a
mini mass combat: dccccccb (51%).
The setback is because of heavy weapons.

250 Rebel soldiers are defending the


terminal with various rifles and some
heavy weapons.

If the company came under fire from tur-


rets because the Southern Front lost the
Phase I of the of mass combat, upgrade 1

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).

Rebels win: The heavily armed defenders


give the company more than it can handle.
Troopers scramble for what cover they can
find. A few Rebels are able to break free
and assist Jago.
Skills (group only): Perception, Melee,
Ranged (Heavy), Vigilance
Effects: Jago receives additional Rebel
Talents and Abilities: None
Elite Soldier minions in his fight
Medium Range(Blaster Carbine):
against the Squad.
Dam: 9, Crit: 3, Spec: Stun Setting
Short Range(Frag Grenade):
Imperials win: Commando training and fire Dam: 8, Crit: 4, Spec: Blast 6, Limited
discipline win the day. A number of Ammo 1
Squads make well-practiced maneuvers, Equipment: Reinforced Blast vest w/
with tremendous success. The Rebels are helmet (+2 Soak)
scattered and begin fleeing from the ter-
minal. REBEL ELITE SOLDIERS [MINION]
Effects: Seeing the carnage, Jago begins
to panic. He and his bodyguards add b to
all their checks for the rest of the en-
counter.

The inside of the terminal is extreme Skills: Gunnery, Ranged (Heavy)


range and two levels. Jago and his body- Talents and Abilities: None
guards are holed up in a VIP lounge that Equipment: Reinforced Blast Vest w/
is long range and has two levels; a dif- helmet (+2 soak).
ference in levels adds 1 range band to Weapons: Light Repeating Blasters, flame
short or medium range. Staircases connect projectors, blaster scatterguns (dam 9,
the levels on two sides. blast 6), heavy blaster rifles, blaster
carbines, frag grenades, etc.
JAGO [NEMESIS]
MASS COMBAT PHASE III
Any objectives not completed before the
end of round 15, Phase II do not affect
Phase III. Defeating Jago has the fol-
lowing effects on the mass combat roll:
Cool: ccc Coercion:ddcc
Charm:ccc ddcc
Discipline: Several militia units flee the battle.
dddd
Vigilance: ccc
Leadership: Remove 1 difficulty die on both Northern
ddcc
Negotiation: ccc
Deception: and Southern Fronts.
Other: Know(War) 2, Survival 2
Talents and Abilities: Adversary 2, Imp. Militia morale is reduced; add b on
Scathing Tirade, Nobody's Fool 1, both Northern and Southern fronts.
Alliance leader
Medium Range(Blaster Pistol):dc Rebel leadership is reduced by 1 to 2
Dam: 6, Crit: 3, Spec: Stun Setting upgrades instead of 3.
Equipment: Armored Clothing (+1 defense,
+1 soak)

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.

HQ: 100 + 2 LTs (66%) As the celebration goes on through the


night hundreds of troop and vehicle
transports make their way down to the
OTHER UNITS surface. TIE patrols scream across Jaz-
bina throughout the night. You find it
very difficult to sleep.
3 Jump Troop Companies: 279 (60%)

By the next morning the full glory of the


Total 501st Casualties: 1,792
Death Squadron is present: 75,000 mixed
infantry, 130 AT-ATs, 200 AT-STs, and 200
288th Airborne:
1-series tanks. Dozens of TIEs continu-
ously patrol the skies.
7 Companies: 651 (60%)

Garrison Forces: PRESS CONFERENCE


Stormtroopers: 560 (70%) Shortly after the battle, MGEN Halcrom
holds a press conference at the garrison.
Scouts: 30 (75%) Much is discussed. Chief among the
priorities is the elimination of Queen
Total Other Casualties: 1,241 (64%) Syayana's Rebel government. She is given
24 hrs to surrender to Imperial forces or
face the consequences.
Total Battlefield Casualties: 3,033 (60%)

CPT Razor, wearing his black officer's


Additionally, the ICC Skullbreaker was uniform, is interviewed by Lorea. He
destryoed by a suicide bomber in an X- gives as much detail as he can about the
Wing, ending the blockade. Several dozen interrogation, execution and ensuing
ships have fled the system, and a number battle. He puts it in the best light he
of others have been destroyed by the can, given the circumstances.
fleet.
CATCH YOUR to pick a skill and describe a job based
on that skill. All checks are Average

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.

QM: Hundreds of crates of supplies have


Severely injured characters may be gone out in the last day and the QM needs
medevac'd back to the Executor and help moving items from the warehouse.
potentially may not return this Make an Athletics Check.
adventure.
Call Center: Thousands of calls are com-
Bacta Tank: Any player incapacitated ing in about the execution and situation
(even if subsequently revived) during the on the ground. A PC can volunteer to help
battle may spend 24 hrs in a bacta tank answer phones and direct calls. Make a
(AoR CRB p. 233), if they wish. While not Cool Check.
perfect, it is better than most troops

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.

Droid Doc: An injured character may also


visit a medical droid. Because they are
very busy, the PC only receives the
DEFENSES
benefit of 1 medicine check, healing 6
Time passes and the situation on the
wounds.
ground doesn't change a bit. Later in the
evening at 2100 local, CPT Razor and/or
The medical droids can automatically heal
2 critical injuries at Average [ dd]
SSGT Cross call the Squad in for a mis-
sion briefing.
level or below (see critical injury
chart, AoR CRB p. 231). Hard [ ddd ] or
Rebels have stolen 5 AT-AAs (anti-air-
worse injuries cannot be healed.
craft) from the space port. The AT-AAs
Similarly, a PC with the medicine skill
have been positioned in the Square in
can attempt to heal party members.
front of the Palace. This has created a
no-fly zone for fighters. A few TIEs have
Sleep: A character not in a bacta tank already been shot down.
also receives the benefits of 1 night of
natural rest, as described in AoR CRB p.
High Command needs these vehicles dis-
232.
abled or otherwise non-functional. This
will limit Syayna's defensive posture and
MONEY MAKING make her more agreeable to surrender.

OPPORTUNITIES Command believes that the fear instilled


with this mission should motivate her
People to surrender.
After the battle the garrison is in
constant motion preparing for the new The protest is still ongoing at the
operations and recovering from the Palace. There are more than 5 million
previous battle. PCs may find time to Jazbinans in the Square. In order to keep
give help to other sections and make a the mission secret you will need to avoid
small amount of money. disturbing the protesters.

The GM should give each PC an opportunity

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):

ENTERING THE Dam: 2, Crit: 5, Special:


Disorient 1
Knockdown,

SQUARE
Equipment: None

To make things interesting, while the


Squad makes its way quietly through the
Since it is nighttime, no penalties apply
for Jazbina heat... however, bb applies
crowd they may spot Sara Ramitranacha
(Jazbina Garrison QM). She is actively
for darkness. participating in the protest. She has a
group riled up and is about to throw her
Players may take any number of approaches uniform into a fire.
to sneak into the AT-AA formation. Below
are listed some possibilities for the GMs Players may deal with her as they see
to fall back on: Sneaking through the fit. If they come out of hiding and at-
crowd, moving through the sewers, and ap- tack her, the Squad risks potentially
proaching from the backside of the enraging the protesters.
Palace.
SARA RAMITRANACHA [RIVAL]
Most approaches should take the Squad to
the Palace Garden (p. 163).

The crowd won't let the players pass and


actively blocks them from entering the
Square. Moving normally through the crowd
to their target is Impossible.
Cool: ddd dd
Coercion: dd
Charm:
Discipline:dcc Vigilance:dd
The mob is so thick sentients are prac-
Leadership:dd cc
Negotiation:
tically shoulder to shoulder. It is very
difficult to sneak past without notice.
Deception:dd
Other: Know(Edu) 2
If the party wishes to move stealthily
Talents and Abilities: Know Somebody 2,
through the crowd, make a Daunting
[ddddbb ] Group Stealth Check. The
Wheel and Deal 1, Adversary 1
cc
Medium Range(SE-14R Blaster):
setback dice are because the crowd is
Dam: 6, Crit: 3, Special: Auto-fire;
dense.
may run out of ammo withttt .
Equipment: Imperial officer's uniform
If violence breaks out or the party fails
the stealth check several protesters pull
Angry and upset over the murder of King
down and drag Squad members to the out of
Prepredenko, the former QM has deserted
the square, tossing them into the
her post and joined the protest. She is
streets. The GM shouldn't be afraid of
dressed in civilan clothing, holding her
using minion groups of 6+. There are lit-
former uniform in her hands over a fire.
erally 5 million protestors in the square
She is surrounded by a group of protest-
and they are extremely anti-Imperial.
ors as she barks a strong anti-Imperial
message.

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.

While in the sewers they may encounter a


group of smugglers purchasing a large,
heavy box from Celeste Towdy, a black
marketeer. (The GM may skip this en-
counter if they don't want to bog the
pace of the adventure down too much).

CELESTE TOWDY [RIVAL]

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.

With the Interdictor gone, the smugglers


PALACE BACKSIDE
are making a rush to get their cargo off
world. Combat is not imminent; the group The backside of the Palace is not an open
square like the front. The open space on
cc
may attempt to Negotiate with the PCs
(Opposed [ ] Negotiation Check) or the backside is an enclosed, private
perhaps the smugglers can be Social garden.
Checked into walking away or otherwise.
If PCs attempt to arrest them, the Behind the Palace is a normal street, but
smugglers resist. the Palace is separated by a small chasm
and a hedge row. Security normally
patrols the backside street; if a PC at-
tempts to jump or otherwise cross the
chasm, a few minions respond. Tonight,

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.

SYAYNA'S B2 SUPER BATTLE DROID [RIVAL]


dcc dcc dd
dd cc
Cool: Coercion: Charm:

dd dd
Discipline: Vigilance:

dd
Leadership: Negotiation:
Deception:
Other: Athletics 3, Resilience 2, Sur-
vival 3
Talents and Abilities: Adversary 2, Rapid

d d d Reaction 1, Defensive Stance 1, Crippling

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:

TRIUMPHANTDESPAIR “Hotel Company Storm Commandos this is


Scimitar-1. Request your immediate with-
Table 5-3: Boss Fight Triumphant Despair drawal to a safe distance. We will be on
target in 5 mins.”

SGT Hunter replies, “Confirmed Scimitar-


1, we are pulling out ASAP.”

SGT Hunter motions for the Squad to run


away as fast as they can. As you're run-
ning, you look over your shoulder and see

NEUTRALIZING THE ANTI-AIR


a full squadron of 12 TIE Bombers zeroing
in on the AT-AAs. A moment later dozens
of explosions shake your vision and knock
The biggest weakness of the AT-AA is that you to the ground, then total silence.
it relies on other defenders to deal with {dramatic pause} For a moment, you wonder
close-in attackers. Once the droids and if you're dead.
Tiger Uppercut are defeated, the PCs
should have no trouble eliminating the When the dust and smoke finally clear,
AT-AA crew. the once glorious Palace is nothing more
than a crater in the ground.
Disabling the AT-AAs can be handled nar-
ratively. PCs can overload the gener-
ators, destroy the computers, tie a cable
around the legs, etc. Once finished, they
should call CPT Razor and report mission
completed.

JAZBINA UPRISING
1 65 Imperial Storm Commando
DEBRIEFING Read the red text box:

Later that day you're sitting in the mess


A few plot points are made clear in a hall on the Executor, when you notice the
final debriefing with MAJ Phillips and Fleet is forming up. You brace yourself,
CPT Razor: expecting hyperspace at any moment.

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”.

BASE DELTA ZERO


The ground operations now finished, the
501st and 288th troops are loaded up in
shuttles and flown back to their
respective Star Destroyers.
XP, DUTY, 1 Duty for earning the Bronze Star

AND MONEY MONEY


1000 SB bonus to each player for elimin-

XP
ating the AT-AAs

Bonus for a successfully completed ob-


jective by the PCs:
These awards may be given at the end of (Players are only given one award)
any session:

1000 SB for the Vehicle Flanking Maneuver


5 XP for playing duty and morale

1500 SB for the Communications Tower


5 XP for surviving the session

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

DUTY awards: the Stormtrooper Cross or the


Medal of Honor.

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

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