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A n A d v en tu re for use w ith S T A R W A R S: T h e R o le p la y in g G a m e

In the twisted wreckage of a dying Star Destroyer, Rebel heroes


battle through detention cells, stormtroopers and zero gravity
to save an Alliance fleet.
Starfall
by Rob Jenkins and Michael Stern

Development & Editing: Bill Slavicsek AT-ST Combat Scenario: Greg Gorden Art Direction: Stephen Crane
Map Art & Graphics: Rosaria J. Baldari Typesetting: Peter Corless Cover and Interior Art: Lucasfilm, Ltd.
Production: Steve Porpora Rules Upgrade: Bill Slavicsek and Greg Gorden
Playtesting: Scot Rogers and the Cincinnati Group, Theo Stern and the War Puppies
J

W W W E sr

\^H g am es
RD 3 Box 2345
H onesdale, PA 18431
40016

. T\1 & 1989 Lucasfilm, Ltd. (LFL). All Rights Reserved. Trademarks are used by West End Games under authorization.
STAR.
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ntroduction

This is a story of triumph and tragedy, of heroes Perception, Knowledge, and Technical skills, as
and villains, of courage in the face of overwhelm well as the more common combat and piloting
ing odds. This is another adventure in the galaxy skills.
of Star Wars: The Roleplaying Game. If you want As gamemaster, you should read and become
to be a player in Starfall, read no further. The in familiar with Starfall before attempting to run it.
formation in this book is for the gamemaster (GM) Players may choose to stray from pre-arranged
only. Players who read on will ruin the adventure plotlines, and the only way to respond to such cir
for everyone involved. cumstances is to know the adventure thoroughly.
In this A d v e n tu re .. . Adventure Materials
Before starting, check to make sure you have
.. .a group of Rebel agents find themselves im
everything youll need to run Starfall. Between
prisoned aboard a battle-torn Star Destroyer. With
the front and back covers you should find:
them is one of the Alliances top engineers, Walex
Blissex, designer of the Victory-class Star Star Wars Rules Upgrade. This four-page folder
Destroyer. They must make their way through the outlines important rules changes and clarifications
ruined ship to the hangar bay, in hopes of finding for Star Wars: The Roleplaying Game and must
an escape craft. The only obstacles between them be incorporated into the game system.
and freedom are legions of Imperial troops, 900 The Pullout Section. This eight-page section in
meters of twisted wreckage, and a ruthless Im cludes the adventure script, maps of the damaged
perial captain bent on their destruction. VSD Subjugator exclusively for gamemaster use,
But the Rebels soon discover that their lives and computer data handouts to be given to the
the life of their charge are not all that hangs in players when the text indicates it, non-player
the balance. The Star Destroyer, recently pound character (NPC) templates, and a map for the
ed by a Rebel strike fleet, is not as wounded as AT-ST combat scenario.
it appears. It has one last weapon to use against Victory-Class Star Destroyer Technical Readout.
the returning Alliance ships. It has itself. This full-color, poster-sized display shows the
Set to self-destruct, the ravaged engines still con layout and specifications of a Victory-class Star
tain enough power to obliterate the shattered Star Destroyer.
Destroyer and its fast-approaching enemies. Can
a handful of Rebels save the unsuspecting fleet Additional Materials. To play Starfall youll need
before time runs out? This is the challenge that the following items not included with this adven
must be faced in Starfall. ture: a copy of Star Wars: The Roleplaying Game,
paper, pencils, and as many six-sided dice as you
P reparing to Play can find. The Star Wars Sourcebook, The Star Wars
Any players who dont have player characters Campaign Pack (which includes a gamemaster
(PCs) must spend a couple of minutes selecting screen), and Star Wars Miniatures Sets are all
and customizing character templates from the recommended but not necessary to play this
rulebook. Otherwise, use characters from your adventure.
campaign. However, as the adventure begins with Difficulty Numbers
the PCs as prisoners aboard a Victory-class Star and Improvisation
Destroyer, they start without any equipment. The As GM, you should adjust this adventure to
script sets this up and PCs should retain only match the level of your particular group of players
equipment that can be well-hidden or appears using the Difficulty Number Scale found in the
totally innocent. rules upgrade. For example, if the text tells you
Starfall combines situations that require a mix to have the PCs make a moderate Strength roll,
of skills to survive. The group needs PCs with turn to the Difficulty Number Scale in the rules

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upgrade and assign a number between 11 and 15, Lira Wessex, was dying, and her only request was
depending on the level of skill of the PCs. The Dif that she get to see her father one last time in order
ficulty Number Scale can also be found on the to make amends for their long years apart. If
gamemaster screen provided with The Star Wars accepted, a ship would be waiting at Kwenn Space
Campaign Pack. Station to transport Blissex to Relgim for the sad
Note, in all adventures, attributes are capital reunion.
ized and italicized, skills are only italicized. Alliance High Command was naturally skeptical.
Also keep in mind that the number of PCs and This smelled like an obvious trap. But Walex
what template types they are using affects the out Blissex refused to be swayed. He needed to see
come of each encounter. This adventure is de his daughter and make things right before it was
signed for six beginning player characters with too late. If he refused to take this chance and she
a good mix of skills. If you have fewer PCs, you did die, he doubted he could live with himself. So,
may need to scale down the encounters accord with due reservation, Alliance High Command
ingly. If your players have particularly powerful agreed to let him go.
PCs, you may need to scale up the encounters to There was no reason not to take a few precau
offer sufficient challenges. tions, however. After all, Blissex was valuable to
the Alliance and a good friend to everyone who
Adventure Background knew him. It was for this reason that a small Rebel
The Old Republic was the republic of legend. team was sent with Blissex to Kwenn Space Sta
Under its stability a galaxy flourished. It was a tion, assigned to safeguard the engineer against
time of great accomplishment. Of those people any obvious dangers.
that contributed to the prosperity was the brilliant At Kwenn, things got worse. The VYcfory-class
engineer, Walex Blissex, designer of the Victory- Star Destroyer Subjugator, a vessel currently
class Star Destroyer. During the years following assigned to the Relgim sector, waited patiently
the Clone Wars, this mighty vessel was the pride within the dry dock. The ships commander, Cap
of the Republic Navy and the chief proponent of tain Kolaff, greeted Blissex and invited him aboard
peace. the massive vessel. Naturally, the Rebel team
With the coming of the Empire, vessels of peace would not let the engineer go alone. Once aboard
were quickly replaced by weapons of war. As the the Star Destroyer, the Rebels and the old engineer
last remnants of the Old Republic collapsed, Walex were taken priso ner by stormtroopers and
Blissex disappeared. He decided it was better to escorted to the ships detention block.
go into hiding than be forced to create instruments Now, without weapons or equipment, the Rebel
of destruction. As the fledgling Rebel Alliance heroes feel the mighty vibrations that signal the
came into being, Blissex found a cause worth Star Destroyers departure. Trapped, without any
joining. hope of escape, they can only contemplate their
But the Empire quickly found someone to fate as the powerful vessel roars away from the
replace the engineer. His daughter Lira, a brilliant space station and into deep space.
engineer in her own right, married a regional
governor named Denn Wessex and quickly A dventure Synopsis
became a rising star in the military machine. Using The adventure opens with the Rebel PCs trap
her fathers work as a basis, Lira Wessex design ped within a Star Destroyer detention cell. All
ed the Imperial-class Star Destroyer. looks lost when suddenly the sounds of battle rock
Now, after years without any contact, Walex has the Imperial ship. Unknown agents attack Sub
received a message from his daughter. She claims jugator, damaging the vessel and providing the
to be sick and near death. The message screams means for the Rebels to free themselves from the
trap with every word, but Blissex will not be detention block.
deterred. If it isnt a trap, he could not live with They must then make their way through the
himself if he refused this last chance to see his heavily-damaged ship in order to reach the hangar
daughter before she died. bay and perhaps find a shuttle or other craft to
escape. But along the way they discover that the
Recent Events damaged Star Destroyer has been set to self-
Imperial Governor Denn Wessex sent holotapes destruct. Unfortunately, the attacking fleet doesnt
throughout the galaxy, hoping that at least one realize the danger as they return for another pass.
would reach a member of the Rebel Alliance. The When the Rebels discover that the attackers are
tape contained a message from the governor, an Alliance fleet, the situation becomes even more
beseeching Walex Blissex to take this offer of free desperate.
passage and return to Relgim sector. His daughter,

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S Z T S Z I^ Z IS Z Z Z ^ Z Z S ^ S
1 M
V ^ >^ ^ \ n ^ iv j ^ / n ^ / ss ^ ^

K wenn Space Station where VSD Subjugator awaits the arrival of Dr. Walex Blissex.

The Rebels must save themselves, the Alliance skills as an engineer to turn Blissexs ship of peace
fleet and Walex Blissex, while combating into the war machine known as the Imperial Star
everything that Captain Kolaff throws at them. Destroyer. But something in her fathers design
And in the background, orchestrating the entire eluded her, causing problems that could one day
series of events, is the dangerous Lira Wessex. doom the Imperial Star Destroyer project. While
she can replicate the technology that created the
The M ain NPCs massive ships, she cannot do it as efficiently or
Here are brief explanations of the major non inexpensively as Walex did. To rectify the situa
player characters and what their plans and motiva tion, Lira has used her husbands influence to find
tions in this adventure are. More information is Walex Blissex. The trap, so carefully orchestrated,
available in the various episodes, and in the will not only bring her father out of hiding, but
pullout section. could provide information about the Rebellion that
Walex Blissex: Blissex, an important figure from will enhance her familys position in the Empire.
the Old Republic, is best remembered as the father Captain Kolaff: Assigned to command the Im
of the V7cfoo;-dass Star Destroyer. Now a perial fleet protecting the Relgim sector, Kolaff
respected member of the Alliance, Blissex retains reluctantly agreed to Governor Wessexs order to
a measure of authority and an aura of aged accompany his wife to Kwenn. He dislikes the fact
wisdom. In this adventure, he is most concerned that he must participate in a trap, preferring to
over his daughters condition. Heedless of the engage an enemy in honorable combat. But he
danger, Blissex wants nothing more than to recon does like the idea of capturing a Rebel traitor. He
cile with Lira Wessex before it is too late. will go along with Lira Wessex for as long as it
Lira Wessex: The daughter of an Old Republic serves his own purposes to achieve a promo
idealist and the wife of an Imperial governor, Lira tion out of the core systems and onto an Imperial
presents an enigma both to the Rebel heroes and Star Destroyer, or even onto a Super Star
to her father, Walex Blissex. She rejected her Destroyer. From such a post, Kolaff knows he
fathers beliefs and embraced the ideologies of the could truly distinguish himself in the battle against
New Order. Her faith in the Emperor led her to the Rebel Alliance.
marry into the Imperial hierarchy and use her

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am em asters Guide
to VSD Subjugator
Sum m ary Some of the more curious players may still wish
Because running an adventure in a setting as to explore a good deal of the giant Star Destroyer,
vast and intricate as a Victory-class Star Destroyer however. In this case, you should let them to
presents unique problems and challenges, this an extent. Troop concentration, heavy damage,
guide is presented for ease of play. or simple inaccessibility should keep the PCs away
The storyline follows the most logical route for from places you dont want them to go. For ex
the PCs to take through the Star Destroyer. It is ample, if a particularly gung-ho group decides that
also the route suggested by Walex Blissex. This they want to take over Subjugator's bridge, they
path is detailed with mood, descriptions, en will almost definitely meet with more resistance
counters and events. If the PCs decide to deviate than they can handle. But keep in mind that, as
from this route, let them. But in order to fully heroes, they should always be left with a chance
describe every corridor and chamber in Sub to succeed, no matter what the odds.
jugator, we would need a book many times larger
than the one you are now reading. Instead, this The G u id e
gamemasters guide presents some general The following guide serves as a basic overview
descriptions about the Star Destroyer, taking in of Subjugator's inner workings and overall status
to account its condition at the start of the in its damaged state. The descriptions given here
adventure. are general, and you should add greater detail
One further note. If your players do deviate from whenever possible. Try to use your imagination
Blissexs route, you will still need to use the en to embellish the descriptions of specific locations.
counters and events presented in the adventure, The troop concentrations given should be adjusted
as those advance the story. Just have them occur according to the partys size and condition.
wherever the PCs wander. The sections described below are clearly mark
ed on the full-color map.
H andling th e Curious Player
One of the drawbacks of providing players with
such an open area to explore is that they feel Personnel
obligated to wander every which way. While PCs Aside from the various technicians, mechanics
should be free to roam far afield, excessive and systems operators occupying the Star
wandering can slow an adventures plot to a dead Destroyer, Subjugator also has combat personnel
crawl. That isnt in the spirit of Star Wars. In this that the PCs interact with the most. Anyone else
adventure, we have built in a number of plot can be assumed to have an attribute of 4D in his
devices to prevent excessive wandering. One plot or her area of expertise, and 2D in all other skills
device is the pressing time constraints the PCs and attributes (unless otherwise noted in the text).
operate under. Not only is the Star Destroyer fall The combat personnel have the following
ing apart around them, but the Rebels quickly statistics.
discover that the vessel has been set to self- S torm troopers*: DEX ID, blaster 3D, brawling
destruct (which will destroy the PCs and the ap parry 3D, dodge 3D; STR 2D (3D for damage rolls),
proaching Alliance fleet). These time constraints brawling 3D. All other attributes and skills 2D.
are constantly brought to mind by NPCs and Blaster damage 4D.
cutaways throughout the adventure. * These codes reflect armor adjustments.

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Star Destroyer Troopers: DEX 3D+2, blaster


VSD SUBJUGATOR (Current Status) 4D+2, dodge 4D+1; KNO 2D+1; MEC 2D+2; PER
3D; STR 3D+2, brawling 4D+2; TEC 2D+2.
Craft: Rendili StarDrives Subjugator Because of the lack of manpower, Captain Kolaff
Type: Victory-class Star Destroyer has converted most of the MSE-6 general purpose
Length: 900 meters Droids (or mouse Droids) to simple patrol duty.
Crew: 1,382 (62 officers, 1,320 enlisted) Basically, they have been programmed to record
Troops: 230 activity throughout the damaged ship, especially
Cargo Capacity: 3,432 metric tons in areas no longer occupied by the crew. When
Consumables: 2 years these menial Droids run into the PCs, the PCs have
Hyperdrive Multiplier: [None] one round to react. The mouse Droid comes to
Nav Computer: [Yes] a complete stop, briefly records the disturbance
Hyperdrive Backup: [None] that stopped its programmed patrol course, then
Sublight Speed: [0] zooms back the way it came. Once it begins to
Maneuverability: [0] flee, the Droid transfers its information to the
Weapons: security officer on the bridge for analysis, then
3 Quad Turbolaser Batteries resumes a secondary patrol pattern.
(fire separately) MSE-6 General Purpose Droid: DEX 4D, search
Fire Control: [4D] 4D, security 3D. Equipped with electro
Damage: [5D] photoreceptor, auditory sensor, holorecorder,
12 Double Turbolaser Batteries retractable heavy manipulator, retractable fine
(fire separately) manipulator.
Fire Control: [3D]
Damage: [2D+2] Com m and Section
24 Concussion Missile Tube Launchers and Systems Control
(fire separately) Since the attack and subsequent damage sus
Fire Control: [2D] tained by Subjugator, most of the ships person
Damage: [9D] nel have congregated in the command section.
1 Tractor Beam Projector Control of most of the ships systems has been
Fire Control: [3D] taken over by the undamaged computers in the
Damage: [None; target captured if hit] systems control section, but many of these tasks
are being handled by backup machinery that is
having trouble rerouting so many systems at once.

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Normally, command personnel and staff monitor wander this area somewhat freely, provided no
systems operations all over the ship from these one becomes suspicious of them.
levels. Now they are actually handling tasks that The engineering section is a fairly dangerous
they previously only supervised. place, however, as violent equipment collapses or
The largest contingent of troops can be found radiation leaks may occur without warning. For
in these connected areas. Patrols of three storm- as long as the PCs remain in this area, random
troopers wander the corridors on regular intervals, rolls should be made periodically to determine
while other troops are stationed at important inter whether or not they are affected by these occur
sections and access ports. rences. A roll of 11 on two six-sided dice indicates
The communications station monitors broad an equipment collapse, 12 is a radiation leak. Have
casts coming from the Alliance fleet, as well as the PCs make Moderate Dexterity rolls to avoid
any Rebel intership communications. This station being affected. An equipment collapse causes 4D
is guarded by 15 stormtroopers and six Star of crushing damage, a radiation leak 3D of burns.
Destroyer troopers. Built around the Star Destroyers giant engines
Twenty stormtroopers guard the access to the and power cells, this area is irregularly designed,
bridge. All turbolifts that still operate in the area and has many hidden corners, passageways, crawl
stop at a transfer station that has been converted spaces and compartments in which to hide. Walex
to the bridge access guard station. At this transfer Blissex can help the PCs find these places in
area, those people who want to proceed to the moments of crisis. Near the engine control core,
bridge must switch to the one lift that leads to the many of the numerous catwalks necessary for
aft bridge section provided they can get past gaining access to certain sections have collapsed
the stormtroopers. or are hanging on by the merest of threads. Con
In addition, wherever possible Captain Kolaff sequently, movement is slow and perilous, and
has closed and locked blast doors. These can be whole sections have been or are in danger of be
opened using control panels positioned next to ing cut-off entirely.
each door, if a person knows tbe. access codes.
Without the codes, it takes 10 -rounds to cut Hangar Decks
through a locked blast door using up a blasters The hangar entry port opens into a large hollow
entire energy cell. Otherwise, a Difficult security ed flight compartment. The walls of the flight com
roll is needed to break the codes. partment are lined with variously-sized hangar
Physically, this area is almost completely intact. bays, ranging from small starfighter bays to large
Very little damage can be perceived here. Power shuttle holds. The bays connect to vehicle
is at 70 percent throughout the command and maintenance shops that cover the bottom levels
systems control sections, and any equipment of the hangar decks, and to huge vehicle storage
accessed by the PCs should be functional. facilities that fill the top levels. Levels are con
While these areas have functional work stations, nected by giant lift platforms that rise and lower
they can serve as traps for the PCs. Whenever a from deck to deck, and by repulsorlift shafts for
work station or computer terminal is accessed more direct movement.
without inputing the proper security code, the This is the second most heavily guarded area
security officer on the bridge is alerted. He in of the ship. Imperial troops patrol the hangar
forms Kolaff and sends the nearest stormtrooper decks with relative frequency, moving in groups
patrol to investigate the situation. Should the PCs of four to nine soldiers. Once Kolaff becomes
check before using the station, a Moderate com aware that Rebels are loose in his ship, this area
puter programming roll makes them aware that goes on total alert. Anyone without proper
the equipment is being monitored. clearance and the right uniforms will be attack
ed on sight.
Engineering Section The upper levels of the hangar decks have sus
Engineers and technicians constantly bustle tained major damage, resulting in the loss of most
about this area in an effort to keep Subjugator's of the stored vehicles. Virtually all ships were lost
power on line. Upon entering the engineering sec in the space battle or in the resulting damage to
tion, the PCs are likely to be perceived as techni Subjugator. These storage decks provide a twisted
cians and asked to lend a hand in the repairs. Star landscape of bent corridors, crushed walls, and
Destroyer troopers are posted at critical systems shattered equipment. Rising out of the rubble are
stations only, and the Rebels should be able to the shadowy forms of damaged shuttles, pulveriz-

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ed AT-ATs, and ruined TIE fighters. Little in this Many displaced crew members, cut off from
area is of use to the PCs. With some concentrated their posts during the battle, have fled to their
searching, the Rebels can find four speeder bikes, quarters in the intermittent quiet. There are no
two light laser cannons, and a cache of three troops stationed in any of the living quarters, but
blaster pistols. any soldiers cut off from their posts may be roam
The hangar bays themselves, however, are ing these corridors.
another matter. While many bays have sustained Power has been reduced in these areas due to
some damage and many of the carried craft were greater needs elsewhere in the ship. Some areas
lost in the fighting, some things remain in work are totally without power, creating cold, dark
ing order. One bay contains a flight of TIEs (four pockets throughout. Members of the crew have
starfighters), one holds an Imperial shuttle, and very little in terms of personal belongings, but
yet another contains four AT-ST scout walkers. should the PCs explore the officers quarters, they
Maintenance shops on the lower levels suffered will find quite a wealth of personal treasure in
a similar fate as the top levels. Being on the outer cluding exotic equipment, credit vouchers, and
edge of the ship, these areas consequently took black market items.
the brunt of the Rebel fleets attack. One chamber D a m a g e d A reas
remains intact in this area. It contains an AT-AT
walker, standing and facing the entrance. With the Gaping battle scars tear across almost the en
diminished lighting and damaged ship structure, tire surface of the crippled Subjugator, sometimes
the AT-AT should startle the PCs if they enter this ripping a gash four or five decks deep. These areas
level. But the walker itself is in a state of repair, are extremely hazardous to travel, but may be the
with many circuits and power modules lying about only way for the fugitive Rebels to elude their pur
as its overhaul was interrupted by the battle. suers.
Visually, these damaged areas are shocking. The
Living Quarters torn and twisted superstructure juts out in all direc
Subjugator has three main areas for living tions, thrusting massive pipes and slabs of hull up
quarters. The modest crew living section, the through decks from floor to ceiling. Certain sec
spacious officers row, and the combat personnel tions are so thoroughly destroyed, they are com
quarters. Damage in these areas ranges from light pletely inaccessible. Others may have gaping holes
but noticable to heavy and almost impassable. The ripped through them, exposing the vacuum of
crew and combat personnel living areas are made space. Still others have caved-in floors or ceilings.
up of large barracks connected by small, twisting Traveling through damaged areas is painstak
corridors. The apartments in officers row consist ingly slow as obstacles must constantly be cir
of three-person chambers and large single person cumvented. The PCs will find themselves scaling
studios. huge chasms ripped through multiple decks,

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climbing through partially collapsed corridors on operates on two of its six power cells. All shields
their hands and knees, and even dodging still have been obliterated, and most weapons systems
falling debris. In addition, breath masks must be have been damaged or destroyed. The powerful
used in certain areas. As they move close to a DeLuxFIux hyperdrive has suffered irreparable
damaged section, the PCs notice the air becom damage. Captain Kolaff has diverted most of the
ing thinner. Fortunately, masks can be found hang remaining energy into the weakened sublight
ing on the walls in all of Subjugator's outer decks engines, shutting the rest down completely in an
for just such an emergency. effort to make Subjugator appear more heavilly
There are numerous hazards which make travel damaged than it is.
ing damaged areas ill-advised. In many spots, the Inside the ship, chaos abounds. Many crew
partially collapsed superstructure may be unstable. members are trapped or displaced, and Kolaff has
Both ceiling cave-in and floor collapse present a paid them absolutely no attention. Blast doors all
constant threat. Walex Blissex will be a tremen across the ship have automatically closed, sealing-
dous help, as his engineering skills may be able off many decks completely.
to detect many unstable spots. The Rebels can The ships internal comlink system constantly
detect things as well, making appropriate Percep crackles with orders, some of which may occa
tion or Technical skill rolls of Moderate difficulty sionally help the Rebels, such as rifle squad P-36
or better. Still, the Rebels may not always have to the detention center. Also, the constant blar
a choice, and may often be forced to cross an ing of the battle-alert klaxon helps to mask most
unstable area. sounds the Rebels may make.
Severed power lines, radiation leaks, and the Strangely, most of the Star Destroyers Droid
constant explosions that rock the ship from population is missing. Conversations pertaining to
somewhere deep within the engineering section this rattle among crew members, and an occa
create additional dangers as well. sional reference to this can be heard over the com
As GM, use these hazards to enhance the mood link system.
and atmosphere of the adventure. For example, Despite the devastating damage and loss of life
a character should not be killed without warning sustained by Subjugator, the crew remains
by a sudden floor collapse. Rather, have that remarkably upbeat. They have seen their captain
character chased by Imperial troops until the floor hold his own against the odds, and morale is high.
in front of him suddenly collapses, and he must Left with so few troops, Kolaff has decided not
choose between jumping the perilous pit or fac to spread his forces too thin. Instead, he concen
ing a deadly shower of blaster fire. trates his troops in critical areas, and assigns
search and destroy teams to dispatch the annoy
O verall Ship Status ing fugitives, once he becomes aware of their
Subjugator is at battle-alert condition. The activity.
mighty Star Destroyer, its power vastly depleted,
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pisode One
Blind M ans Bluff
Sum m ary Start th e Adventure
The adventure begins with the Rebel PCs held Hand out copies of the adventure script, found
prisoner in Subjugators detention center. Explo in the pullout section, and assign each player a
sions echo throughout the Star Destroyer, and then part. The parts are labelled 1st Rebel, 2nd
the lights go out. The ?irea is cloaked in total Rebel, and so forth. If you have six players, each
darkness and, using this to their advantage, the player reads one part. If you have fewer players,
Rebels find themselves able to defeat the Imperial assign additional parts as necessary. Begin with
detention guards and their interrogator Droid. the Read Aloud section, then pick up the action
Under cover of darkness, the PCs must now find with the adventure script as 1st Rebel begins
the man they were assigned to protect, Walex to read.
Blissex. They must move quickly, as power may
be restored at any moment and the threat of Blackout!
discovery seems imminent. As soon as the players finish the script, read the
following passage out loud:
A deafening explosion rocks the giant ship,
ead Aloud knocking you and your friends to the cell
A long time ago, in a galaxy far, far floor. More explosions follow, violently shak
aw ay... ing the ship back and forth. Somewhere close
A group of Rebel agents has been assigned by you hear the terrible sound of metal scrap
to accompany the great engineer Walex ing metal, the tearing of plastisteel walls, and
Blissex, designer of the Victory-class Star the hissing of escaping atmosphere. The floor
Destroyer, to Kwenn space station. Blissex, now of the cell lurches wildly and a battle-alert
a respected member of the Alliance, received klaxon rings out. Then the lights cut off and
a message from his son-in-law, Imperial Gover you are plunged into total darkness.
nor Denn Wessex, claiming that the engineers The PCs must make difficulty rolls to get around
daughter is near death. Even though it in the dark. Easy Perception rolls or Very Easy
appeared to be a trap, Blissex could not pass Sense rolls allow PCs to find their way to the cell
up this last chance to reconcile with his door. With the power down, the magnetic seal has
daughter. been broken. A Difficult Strength roll pushes the
Whether Lira Wessex, who designed the door open, but no more than two PCs can com
Imperial-class Star Destroyer based upon her bine actions at one time.
fathers previous work, is^ruly dying or not As an added incentive if the PCs decide to sit
seems inconsequential. Upon reaching Kwenn, around in the dark, explain how the air gets thin
Walex and his Rebel escorts were captured and ner as time passes. Without power, the air circula
placed in the custody of Captain Kolaff, com tion system in the detention block isnt working.
mander of the VSD Subjugator. With so many Rebels in such a small cell, it wont
Now, trapped within the detention block of take long for the air to go bad. Also, periodic
the powerful ship, the Rebels have little hope explosions from somewhere far away occasionally
of escape. They can only wait for the eventual rock the cell block, hastening the urgency of the
return of their captors and the terrible inter situation.
rogator Droid that is sure to accompany Once they open the door, the PCs find them
them . . . selves in the dark central corridor of the detention
block. They have no weapons and no source of

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light. See the accompanying map that shows


which cell held the Rebels and which cell holds
Walex Blissex. The Rebels have a moment to get
their bearings, then ask for Moderate Perception
rolls. If anyone makes it, read the following
passage out loud. If no one makes the roll, go on
to A Shot in the Dark below, wherein the Rebels
are caught by surprise by the detention block
guards.
There is a change in the darkness. Off to
your left you see a glow that steadily gets
brighter. You hear the clang of boots echo
ing upon the metal floor, the whisper of sharp
conversation. Someone approaches from a
turn in the corridor, their light cutting a path
through the thick blackness.
Detention block guards approach from the con
trol room using Cell Row One. Whether the PCs
are aware of them or not, proceed to A Shot in
the Dark.
When the Rebels close with the guards, use only
A Shot in the Dark hand-to-hand combat skills (melee, melee parry,
As the detention block guards turn the corner, brawling, brawling parry). The guards can use
read: their blaster pistols as clubs, causing STR+1D
At the far end of the corridor you see four damage.
uniformed men outlined in the glare of a glow After the battle, the PCs have either dispatch
rod. Thick smoke billows around them, sug ed the guards and acquired their equipment or
gesting great damage in the cell block they have been defeated and returned to their cell.
beyond. Without warning, a blaster bolt As this is the opening scene in the adventure, give
illuminates the hallway as it zaps past you. your players every opportunity to succeed. But
If the Rebels failed to make their Perception rolls never make them think they have it easy. Wounds,
earlier, the detention block guards spot them first close calls, and desperate battles are the heart of
and begin firing immediately. The PCs cannot dramatic adventures. If the PCs win out, they
dodge the initial volley, but can dodge any subse recover four blaster pistols (each with 4-24 shots
quent shots. If the PCs did make the roll and are left in their energy cells; roll four six-sided dice
hiding, the shot is simply being used as a flare secretly to determine how much ammo, and keep
to light the area beyond the range of the glow rod track of when it runs out), four uniforms (no
as the guards are not yet aware that they are free. armor), a glow rod, and a medpac.
The Rebels best chance of surviving this en Detention Block Guards: DEX 2D, brawling
counter is to remain hidden and jump the guards parry 2D+1, melee parry 2D, melee 2D+1; STR
when they get close enough. Of course, this op 2D+2, brawling 3D+2. All other attributes and
tion works best if the PCs have not been spotted. skills 2D. Blaster damage 4D. Cannot use combin
If they have been seen or otherwise made their ed actions.
presence known, the Rebels must dodge the
blaster fire and either charge directly into the
Demon in the Dark
With the four guards defeated, the PCs must
guards or run the other way. Because the ship is
now escape the cell block and find Walex Blissex.
on battle alert, all weapons are set to do normal
They get a clue to help their search. Read:
damage.
If the Rebels run in the opposite direction from As you gather what equipment you can and
the approaching guards, they can make Moderate discuss plans, your conversation is abruptly
hide/sneak rolls to get out of sight in a doorway cut-off by a heart-rending scream. The pain-
or around the corner. From these hiding places, filled voice echoes hauntingly through the
they can grapple with any passing guards. PCs dark cell block, then dies out.
charging the guards while using full dodges are Moderate Perception rolls tell the PCs that the
assumed to be zigzagging in and out of the glow cry came from the direction of Cell Row Two. In
rods light beam and suffer no additional penalties. fact, it came from Walex Blissex, who is in the

n
-STA R .
W ART

cell marked on the map. Moderate search rolls Droid rises from a dark corner. Shining black
lead the Rebels to the open cell. Unfortunately, and globe shaped, the Droid possesses mult
Blissex is not alone. When the Rebels approach iple appendages each tipped with delicate
the cell, read: instruments. It moves toward you, menac
The light from the glow rod shows an open ingly extending a needle-tipped arm.
cell, its dark interior exposed to the empty The Droid attempts to do what it does best
hall. Inside, slumped across the bench on the interrogate prisoners. However, since the Rebels
far wall, is Walex Blissex. In the dim illumina arent behaving like normal prisoners, it tries to
tion he appears unconscious and ragged. stun them or otherwise render them more
Nothing else in the area moves. cooperative. It can be bluffed into believing the
Rebels are detention block guards, provided at
Hiding in a dark corner of the cell is an inter least one PC is wearing a guard uniform and he
rogator Droid. Sometimes referred to as a torture or she makes a Moderate con roll. Otherwise the
or pain Droid by the detention personnel that use PCs must fight the Droid, which has a definite
them, these Droids are feared for their ability to advantage in the dark, confined space.
get information out of unwilling prisoners. It
followed its orders to interrogate Blissex, even Interrogator Droid: STR 3D; PER 4D. Skills:
though the recent battle prevented the interroga dodge 3D, melee 3D, melee parry 4D; interroga
tion officer from being present. It decided to duck tion devices and techniques 4D+1. Weapons: laser
out of sight when it detected people heading this scalpel (damage 2D), power shears (damage
way. 4D+2), hypodermic injector (stun damage 3D),
shock blaster (stun damage 4D). Only one weapon
As you enter the cell to examine Blissex, can be used in any combat round.
you hear the unmistakable hum of a repulsor-
lift generator. It sounds extremely loud in the Walex and the Last Guards
small cell. Behind you, a small spherical Walex Blissex suffers from stun damage inflicted
by the interrogator Droid. He slowly returns to
IZZ good health, but not until the specified moment
T he Detention Block
The detention block aboard Subjugator
in episode two. Till then, he needs help getting
around and will be able to provide little infor
other Victory-class Star Destroyers is mation. He does say the following before the
actually made up of many interconnected cell Rebels decide to move on.
blocks. The detention block shown on the full- Blissex groans as you bend to help him up.
color map and here in the adventure book In a weak voice he mutters, Asked technical
represents one individual block of 88 cells. This q u estions. . . about Star D estro y ers.. .
block, in turn, connects to other cells that makes no s e n s e . . . ship must have been
stretch out along this deck and span a number attacked. . . our chance to escape. .. The
of decks above and below. effort obviously weakens the old man, and he
Turbolifts are located throughout, connected lapses into a sem i-conscious state.
to each block by a short hallway. Six blocks at As the PCs make their way toward the deten
tach to each turbolift bank, creating block tion block control room, more blaster shots ring
clusters of 528 cells. out. The remaining two guards have stationed
Subjugator carries only Walex Blissex and themselves behind the control consoles, using
the Rebel PCs in its detention block. Energy them for medium cover. They fight to the death.
in this area has been lost due to a direct hit These guards each have a blaster pistol, with three
on the section power coupler. Six detention six-sided dice worth of shots left. The room itself
block guards remain in the vicinity, four of is filled with a thick, bellowing smoke that issues
which meet the PCs in A Shot in the Dark. out of a crack in the floor.
The other two stay at their post in the control If the PCs make a Difficult search roll in the con
room until the Rebels reach them. While the trol room, they find a storage box filled with
PCs were jammed into one cell, Blissex has rations, two medpacs, two comlinks, 50 meters of
been placed by himself in a cell on Row Two. syntherope, and a glow rod.
When the PCs reach him, hes being ad
ministered to by a deadly interrogator Droid.

12
WARS

O ut of th e C ells
a n d Into th e Fire
Beyond the control room doors lies a short
hallway that leads to a turbolift tube. Since there
is no power in this section of the Star Destroyer,
the Rebels must open the lift doors manually. This
requires a Very Difficult Strength roll, but up to
three characters can combine actions to pry open
the doors. But opening the doors could be the least
of their problems. Read:
With great effort you slide the doors to the
turbolift open. But your glow rods beam does
not fall upon a lift car. Instead it reveals the
gaping emptiness of the giant turbo shaft.
The darkness seem s to stretch infinitely up
and down, and you feel as though you are
standing on the threshold of an unending pit.
Without a lift car, the only way out is to climb
or fly . . . or fall!
The Rebels must decide which way they want
to go at this point. They can climb through the
shaft using the ladders on each side of the shaft
wall, or they can use the rope if they found it in
the control room. Climbing up leads to the com
mand section of the ship, down to the engineer
ing section. Blissex, if asked, suggests proceding
down. In his semi-conscious state he tries to explain
that down is safer and probably more accessible
than the upper tower of the Star Destroyer.
Whichever way they decide to go, build the
scene with the appropriate bits presented here.
Climbing the shaft ladders is an Easy climbing roll,
while using the rope is a Moderate difficulty a distinct whooshing sound can be heard up
number. The PC helping Blissex increases his or ahead. Probably the most telling difference occurs
her difficulty by one level (so the Easy roll when the PCs enter the working shaft and
becomes a Moderate roll, for example). During the experience the floating sensation of emerging into
climb, a particularly jarring explosion rocks the a repulsor field. They can now propell themselves
shaft. When this happens, everyone on the lad through the shaft much the same way a land-
ders must make an Easy Strength roll to hold on. speeder floats on a cushion of repulsor energy.
Those using the rope but not attached to it in some But being in a working shaft means they must
way must make a Moderate Strength roll to retain watch out for lift cars. Evading the approaching
their grip. Anyone who fails the rolls begins to fall one requires Moderate Dexterity or dodge rolls,
down the shaft. Falling PCs can catch a protruding or Easy swimming rolls for those who want to
ladder rung by making an Easy Dexterity roll attempt to swim through the field.
followed by a Moderate Strength roll. Those that With this final obstacle overcome, they reach
fail this fall to their deaths. a set of doors that can be opened using a conven
Once the Rebels have climbed for a dramatically ient control panel. Read:
appropriate amount of time (complete with The door sw ooshes open, revealing an
various suspensful bits), they reach a working sec empty, lighted corridor. It stretches to your
tion of the shaft. The players shouldnt be told this right and left, and no dangers seem present.
outright. Instead, they should be told descriptive Somewhere in the shaft another explosion
elements that hint at the changing situation. Lights sounds, but that is behind you as you let the
further along dimly illuminate the shaft. Wind and doors shut.

13
-STAR.
W ART

u t-A w a y

m m

mm
Read aloud:
INTERIOR: SUBJUGATOR BRIDGE. Standing The official laughs, but there is no humor in
before the massive viewports o f the command her voice. Victory? Captain, that pirate fleet
bridge, a high-ranking Imperial officer looks out caught you off guard and devastated your vessel.
upon the damage his ship has sustained. His eyes I do not see running away as a victory.
slide slowly across the deep gashes and the A dangerous gleam sparkles in KolafTs piercing
twisted superstructure, resting momentarily upon eyes. Not running, my lady, tactically retreating.
a black scar that slices the forward hull. An They have damaged us beyond repair, that is
explosion rips through the wounded ship from true. But I have a surprise being readied for those
somewhere deep inside, throwing the bridge crew pirates. They will find the price of dealing with
from side to side. But the officer stands firm Subjugator to be more expensive than they can
before the viewport, oblivious to the discomforts afford.
o f his men. The official smiles evilly. With my help, of
It doesnt look very promising, does it Captain course, Captain.
Kolaff, asks the woman who now stands beside Of course, my lady.
him. She wears the regal garb o f an Imperial Fade to. ..
official, retaining an air o f authority even though INTERIOR: SUBJUGATOR CORRIDOR AND A
the outfit is stained and torn. SMALL GROUP OF REBELS.
Promising, my lady? replies Kolaff. We are
about to win a great victory against our enemies.

14
-S TA R .
W ART

pisode TWo
Journey to the Core
Sum m ary programs. The PCs must handle these types of
chores. To open the blast door, a Rebel must use
The Rebels flight from the detention block has
led them to the upper levels of the engineering the access port beside the doorway to get into the
lock override program. An Easy computer pro
section. With Walex Blissexs help, they begin a
journey that will take them to the heart of the Star gramming roll and a Moderate security roll opens
the door. Then go to The Burning Engine.
Destroyer to the engine control core! But on
the way they must circumvent collapsing engines If the PCs decide to take a different route, use
and other hazards, while trying to ascertain ex the gamemaster guide to help describe locations.
actly what is going on outside the dying ship. Just make sure to use the events presented in this
episode no matter what route they take.
Blissexs Plan
The Burning Engine
Once the Rebels safely reach the empty cor
When the PCs open the blast door to the
ridor outside the turbolift shaft, Blissex comes out
engineering section, they are greeted by a terrible
of the semi-conscious state induced by the inter
rogator Droid. He takes a moment to get his bear sight. Read:
ings and says: The blast doors slide open and a burst of
We are in an access corridor just above hot air forces you back. You see a twisted
the engineering section. I believe that we can metal staircase that descends into a raging
find a computer terminal in one of the work inferno! The large area beyond the blast door
is a sublight propulsion unit shaft, and the
stations. It should be a simple matter to get
into the computer and determ ine just what cylindrical sublight engine itself is burning.
But it appears that the staircase can be used
we are up against. What do the rest of you
think? to reach a suspended catwalk which opens
onto a work station.
Blissex eagerly wants to hear what the Rebels
The Rebels must climb down the twisted stair
have to say about the situation. But he also
case, using two Easy climb rolls to reach the cat-
believes that since he knows the interior design
walk. Pause between each roll, building the
of the Victory-class so well, his plan is the best.
suspense as the chamber shakes and small explo
At least until they reach a computer and gather
sions play across the burning engine column. Once
more data.
three PCs have crossed the catwalk and reached
If the PCs choose to accept Blissexs plan, he
the work station, another explosion rips the cat-
leads them to a blast door. Behind the door is the
walk lose from the wall. Anyone on it must make
emergency entry into the engineering section.
a Moderate Dexterity roll to stay atop the sway
Blissex explains:
ing walkway. Now, hanging on by the merest of
Behind this blast door we will find a stair fasteners, the catwalk presents a hazard for those
case leading down into one of the smaller still on it and those yet to cross it. Two successful
sublight propulsion units. From there, if the Easy Dexterity rolls allow each remaining PC to
damage isnt severe, we should be able to find reach the work station. Those who fail have one
a computer work station that we can borrow. last chance to catch themselves before falling to
But first we must get this blast door open, and their deaths. They must make a Difficult Dexterity
I am not very good with security programs. roll.
Blissex will try to open the blast door, but he Once they reach the work station, go on to event
fails. He isnt proficient at manipulating existing one.

15
-S TA R .
W ARS

Event One: Accessing expect. That should take out the remaining
th e C o m p u te r crew and this vessel, while still providing us
In the work station, the Rebels find a computer with enough of a buffer to reach the hangar
access terminal. There are a number of these bays and escape. Follow me.
throughout the Star Destroyer that work, but they An Easy search roll uncovers enough breath
only provide the information presented in the masks for everyone. Breath masks allow the
pullout when the text says to. If the PCs ask Walex Rebels to survive in near-vacuum, but do not
Blissex to access the computer, he tries but protect them from hard-vacuum.
without success. He just doesnt have the aptitude
in computer programming. The Trip to th e C ore
The character elected to access the computer Blissex leads the Rebels through a door in the
must first make a Very Easy computer program work station. Once they reach the corridor
ming roll. If he or she succeeds, display the full- beyond, a gigantic explosion in the sublight engine
color Star Destroyer Technical Readout to the shaft throws them to the floor. If they open the
players. If he wishes to continue, have him make blast door to look back, read:
an Easy computer programming roll. Success The far side of the engine column has
means they receive Computer Monitor #1 from ruptured, piercing the outer hull from the
the pullout section. This provides the Rebels with inside. You see flames and smoke boiling off
some information about the state of the Star of the shattered engine and rolling out into
Destroyer, and also tells them that Subjugator has the exposed vacuum of space. Already the air
been set to self-destruct in approximately three thins and freezes, forming another dead
hours. chamber in the dying Star Destroyer. Walex
If a character fails a roll, he cannot try again. warns you to come away and seal the door
Someone else must attempt another try, at a before more atmosphere is lost.
difficulty one level higher than the difficulty that
Now Blissex takes them through corridors and
was failed. If anyone decides to check for security
shafts that have suffered some damage, but not
monitoring, they must make a Moderate computer
to the extent of some places they have seen. They
programming roll to determine that they are
proceed down levels toward the core with little
indeed being monitored.
trouble. They do, however, run into an MSE-6
Once they get a chance to examine the data
Droid (see the gamemaster guide for suggestions
they have received, they should realize that the
on how to run that encounter). Feel free to add
engine control core is the next place they should
any other encounters pertaining to the wrecked
proceed to. Blissex says that he can turn the self-
ship you like, such as corridors of near-vacuum
destruct program against them if he can reach the
or exploding walls that seal the path ahead or
main control station in the core.
behind. When you have had enough fun with
No one knows the working of this ship these types of encounters, go on to event two.
better than I do, explains Blissex. 1 can
manipulate the destruct mechanism to Event Two: M eetin g
explode one hour earlier than the Imperials C a p ta in K olaff
As they move through the massive vessel, the
Rebels enter an area that is strangely quiet. The
corridor they are moving through is wide and low,
with intersections about 30 meters apart. With
shocking suddenness, a squad of six stormtroopers
appears in the intersection behind the Rebels and
opens fire. There is no cover, but the troopers are
at medium range.
The first Rebel to reach the next intersection
finds a devastating surprise. The Imperials have
positioned one tri-mounted automatic blaster
cannon (6D damage) with a crew of three storm-
troopers in the left corridor. An Easy Perception
roll allows the most attentive PC to notice that
a blast door control lies just beyond the inter
section. If it can be reached, the Rebels can seal
the corridor behind them, giving them time to get

16
-STAR. PULLOUT SECTION
W ART

tarfall
Adventure Script
Use th e following scrip t to s ta rt y o u r ad v en tu re. Your g am em aste r will tell you w h at
p art (or parts) to read. W hen y o u r tu rn com es read yo u r lines o u t loud, sp eak in g th e way
you think your ch a ra c te r w ould. Be sure to listen to w h at th e o th e r ch aracters say as th e
script contains im p o rtan t b ack g ro u n d info rm atio n to sta rt th e ad v en tu re.

Start the Script 2nd Rebel: Speaking of Blissex, where do you


think theyve taken him?
1st Rebel: Well, all things considered, it could 1st Rebel: I think hes still somewhere in the
be worse. detention center. I overheard some guards talk
2nd Rebel: Were locked in a detention cell in ing about it.
the middle of a Victory-class Star Destroyer with 3rd Rebel: Well theres not a whole lot we can
no equipment and no weapons. How could it do about it just now.
possibly be worse? 4th Rebel: What do you mean? Weve got to
3rd Rebel: We could be dead. escape.
GM (as voice over cell comlink): Attention 5th Rebel: Thats right. Those Imperials just
prisoners. Interrogation will begin shortly. We warned us that theyre on their way. ..
hope that you will be as uncooperative as our
2nd Rebel: And theyll probably have an inter
last guests.
rogator Droid with them!
4th Rebel: Im not so sure that would be worse.
4th Rebel: But w hat can we do about it? They
5th Rebel: Ive got a bad feeling about th is. . . outnum ber and outgun us, and that Captain
6th Rebel: Maybe if you had this bad feeling Kolaff character sounds like a real Rancor.
before convincing us to volunteer for this mis 1st Rebel: Yeah, the way he calmly invited
sion we might not be in this mess. us all aboard his ship back at Kwenn kinda gave
3rd Rebel: Yeah, when an Imperial Governor me the creeps.
sends holotapes all over the galaxy to contact 6th Rebel: Listen, weve still got Dr. Blissex on
a well-known Rebel, it should set off a few our side, if we can find him.
warning lights.
5th Rebel: Right. If we do break out, he might
5th Rebel: The Governor sounded sincere to know a way to get out of this Imperial
me. Just a guy whos wife was dying, and her monstrosity.
last wish was to see her father before she took
3rd Rebel: Wait a minute! You want us to go
The Final Jump. W hats so unusual about that?
up against an entire Star Destroyer?
6th Rebel: Her father just happens to be Walex
2nd Rebel: I like the o d d s ...
Blissex, designer of the Victory Star Destroyer,
and now an important member of the Alliance.

17
PULLOUT s e c t io n : -S T A R .
"WARS"

C a p t a in K o la ff T ee -T h re ep io (T-3PO)
Template Type: Imperial Captain Template Type: Imperial Protocol Droid
Ht.: 1.8m Sex: Male Ht.: 1.7m Sex:
DEX 3D+2 PER 2D+1 DEX 2D PER 2D
Blaster 5D+2 Command 7D+1 Dodge 3D+2 Bargain 4D
Dodge 3D+2 STR 3D+1 KNO 2D STR 2D
KNO 2D+1 Brawling 4D+1 Alien Races 3D TEC 2D
Bureaucracy 4D TEC 3D Bureaucracy 4D Droid Programming 3D
MEC 3D+1 Security 4D Languages 5D Security 4D
Starship Piloting 6D+2 MEC 2D
AT-ST Operation 5D+1 Physical Description: This tall silver Droid has a cold, angular
Physical Description: Captain Kolaff is an impressive-looking face with large, insectoid photoreceptor eyes. It walks stiffly, and
man, tall and square shouldered. His uniform is always kept carries itself with a dark sense of superiority.
immaculately clean, to match his neatly cut hair and piercing Equipment: None.
steel-grey eyes.
Background: T-3PO has served aboard Subjugator for many
Equipment: Blaster (damage 4D), comlink. years and is intimately familiar with many of the service levels
Background: A brilliant tactician and intrepid leader, Kolaff had and Droid access Ghutes. The Droid has a keen hatred of humans
quickly built a reputation as one of the most competent com in general due to the treatment it has received while in Imperial
manders in the Imperial Navy. He had been known, however, service, but its programming remains loyal to the New Order.
to take his time with certain assignments, savoring the challange It joined with the other Droids who deserted their posts to find
of battle for as long as he could, rather than extinguishing a Rebel a way off the dying Star Destroyer, and hooked up with the Rebels
threat as quickly and easily as possible This practice eventually- in a further attempt to save its metallic skin.
became his undoing, as Kolaff was transferred to Relgim to com Personality: T-3PO is the opposite of the Rebel protocol Droid
mand a fleet of VSDs. C-3PO in many ways. It is nasty, belligerent, condescending, and
Personality: Kolaff is an extremely intelligent, though obsess speaks with a rasping female accent. It also believes itself superior
ed, leader who has only one true love in life, the love of battle. to all other Droids, and hence feels it must survive.
He holds no true hatred of the Rebellion, and rather admires Quote: I will show you the way out, Rebel scum, provided you
their courage. He is smugly confident, sarcastic and believes take me with you.
himself invincible.
Quote: You must savor the thrill of battle like a fine wine.

W a le x Blissex Lira W e s s e x
Template Type: Engineer Template Type: Engineer
Ht.: 1.6m Sex: Male Ht.: 1.5m Sex: Female
DEX 2D+1 PER 2D+1 DEX 2D+1 PER 2D+1
KNO 4D STR 2D+2 Blaster 3D+1 Command 4D+1
Technology 7D TEC 4D KNO 4D STR 2D+2
Starship Design 10D Demolition 5D+2 Bureaucracy 6D TEC 4D
MEC 2D+2 Repulsorlift Repair 6D Starship Design 8D Computer Programming 7D
Starship Shields 3D Starship Repair 8D Technology 6D Repulsorlift Repair 5D
Physical Description: Blissexs bald head and thick white beard MEC 2D+2 Starship Repair 8D
create an impressive visage, offset by the modest Alliance jump Starship Piloting 3D+2
suit he wears. Physical Description: Lira Wessexs striking red hair and pierc
Equipment: None. ing green eyes leave a lasting impression. She wears regal robes
Background: A brilliant engineer and the Old Republics signifying her position as wife of an Imperial governor. Her
foremost starship designer, the life and destiny of Dr. Walex beauty and bearing aside, she maintains a very cold, even mascu
Blissex were altered forever with the coming of the Empire. His line air about her. Ambition and power motivate her every action.
VYctory-class Star Destroyer, once the galaxys peacemaker, had Equipment: Data storage pad, hold-out blaster (damage 3D+1).
become one of the Empires most feared weapons. Because of Background: The finest student her father ever trained was his
this, Blissex joined the fledgling Alliance, and since that time daughter Lira, now a brilliant engineer in her own right. While
his work for them has been invaluable. her father Walex saw the Empire as a curse, Lira saw it as a great
Personality: Walex Blissex is a deep-feeling man who holds his opportunity. She married an Imperial governor and designed
ideals far above all else. A true pacifist, it has been difficult for the war ship that replaced the VSD the awesome Imperial-
Dr. Blissex to devote his life to creating weapons of war, but he class Star Destroyer.
has always done so in what he believes to be the interests of Personality: Lira is cold and aloof. She likes power and will
galactic peace. Blissex never doubts the rightness of his actions. do anything to advance her position in the Empire. She is used
The personal code he lives by is strictly black and white. There to having her orders followed, and her voice has become a feared
is no grey, except in matters that concern his daughter, Lira. political weapon throughout the galaxy.
Quote: It is a small price to'pay for the survival of a galaxy. Quote: Perhaps next time I should design a starship that com
mands itself, Captain.
Control i M o tio n

^ E n n ^

Vehicle
W fT T rrm
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5.
S p K t e * 1U i

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mBm1jjjl
-S T A R .
"WARS" IPULLOUT SECTION

Computer Monitor #7

; l /SD S u bjugator' * * P riority Command D-11 3 ' ' *


;Restricted Access' ' 'S ecurity Code D-I228-H
.Command Clearance Only
-.From: Captain KolaFF, Commander. \/SD Subjugator
:To: ChieF Engineer Juren * * 'Your Eyes Only
:EFFective Im mediately
Readings on bridge indicate 67 percent pow er lass throughout ship.
Two oF six. power cells operational. Main and auxiliary deFleeto r screen
generators destroyed. Pow er available to remaining weapons
systems nominal. StarFighter complement 97 percent depleted. Crew
casualties 64 percent.
It is thereFore m y decision to reroute all available pow er to engine
control core. Main and auxiliary hyperdrive and sublight engines to
be rigged For selF-destruct. Three-hour delay pasture. Implosion
sequence will be programmed From bridge and transm itted For recep
tion and im plem entation by you a t engine control core. Clear engine
control oF all personnel n ot essential to this operation. This is a priority
command. / w an t no leaks. I am holding you personally responsible
For the success oF this operation.

V i m M !

Computer Monitor #2

:Priority Command D-113' ' 'Time: 02:03.45 and counting' '


:V5D Subjugator B attle Report 1283
:Logged by: Captain KolaFF. Commander. I/SO Subjugator
Enemy Force encountered outside Kwenn system. Originally believ
ed to be pirate raiding group, now conFirmed as Rebel task Force by
intercepted communications.
Makeup oF enemy Force: I Rebel Star Cruiser (Man Calamari), I
Rebel Escort Frigate (Nebulon Bj. 4 Rebel Corvettes (Corellian). First
aggression: Rebel. Motive For attack: Unknown. Possible relation to
prisoners, but unlikely. Action taken: Standard deFensive posture.
Enemy response: Heavy bombardment From all ships. Action taken:
Return bombardment, concentration on Cruiser. Enemy response:
Cruiser retreats. Action taken: Advance on Frigate. Enemy response:
CrossFire From Corvettes. Action taken: Controlled ramming oF
Frigate, tra cto r beam Focus on Corvette # 2. Enemy response:
attem pted retreat. Action taken: Corvette propelled into Cruiser.
Enemy response: Combined Fire From all ships. Action taken: Standard
tactical retreat. Enemy response: Retreat and regroup. ConFlict
evaluation: Inconclusive.
Current Battle Status: Enemy approaching at sublight speed aFter
eFFecting repairs. Probable attack range in 02:03:45. Preparing
eFFective response while playing dead-in-spate Isee Priority Command
D-113). Report lagged and readied For probe launch as we remain
blackout.

- ~ u m
23
PULLOUT SECTION -T O R .
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Computer Monitor #3

-.Priority Command D-113 * Time: 01:07 .2 i and counting ' *


-.Restricted Access' ' Security Code D-1228-1
:Comm and Clearance Only
-.From: Captain KolaFF. Commander. VSD Subjugator
:To: Hangar Deck OFFicer Lieutenant Klito * * Your Eyes Only
:EFFective Im m ediately
Prepare command shuttle For departure, hangar bay G-12. Time
oF departure. 00.47.00 minutes. Shuttle crew and tw o squads oF
troops to be ready and waiting a t tim e oF departure. Three units
oF reserve Fuel, three months consumables and tw o astromech Droids
to be loaded aboard as well. Clear hangar bay G-12 oF all non-essential
personnel. This is a p riority command. I w ant no leaks. Do not Fail me.
.KolaFF out.

Computer Monitor #4

.P riority Command D-11 3 ' 'Tim e: 00:00.00 and counting


.Sensor alert Warning!' Volatile energy overload oFF rear center
arc. approximately .35 sublight units distant. DeFlector shields
autom atically engaged. Brace For impact.
Shields holding Firm. Damage superFicial.
.Sensor A le rt Vessel detected oFF Front leFt arc. approximately
.52 sublight units distant. IdentiFication Files conFirm craFt os Lambda-
class shuttle bearing Imperial markings. Communication detected.
Relaying. . .
:To: Governor Denn Wessex. Relgim Sector
-.From: Lira Wessex, shuttle Tatium
Escaped unharmed, b ut mission unsuccessFul. My Father has
escaped me again. Rendezvous a t prearranged coordinates in
04.00.00. All my love.
:Lira out.
.Sensor A lert 'S h u ttle Tatium engaging hyperdrive. Shuttle enter
ing hyperspace. Projected traje ctory uncertain.

24
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away. But reaching the blast door means crossing


the intersection, and crossing the intersection
means getting past the blaster cannon. moke on the Battlefield
One combat round after the PCs discover the w Smoke and other battlefield environments
cannon, read the following aloud: such as darkness and rain obscure targets,
As the deadly blaster fire thickens, the ship- rendering a character virtually invisible in some
wide comlink crackles to life. A smoothly conditions. Firing at a fully obscured target adds
sarcastic voice adds itself to the din of battle. +10 to the difficulty number. If the target has
Are times so trying in the Rebellion that they been spotted (because the attacker let the target
have armed moisture farmers and used-Droid shoot first and then aimed at the blaster flash,
salesman against the might of the Empire? for example), the environment acts as medium
Must they leave it to me to train you as cover (+2 to the difficulty number).
soldiers? So be it. Your first lesson is called Spotting a character in such an environment
'neutralizing a crossfire position. Do try not requires a Perception check, which counts as
to panic. an action. If the obscured character is silent and
did npt move last round the check is Difficult;
This is the voice of Captain Kolaff. A Rebel who
if the character made noise or moved last round
makes a Moderate Perception roll remembers the
the check is Moderate; and if the character fired
voice of the Imperial captain who greeted them
a blaster last round the check is Easy.
at Kwenn. Kolaff uses the comlink as a psycho
Stormtrooper helmets are equipped with
logical weapon, trying to make the Rebels believe
MFTAS (Multi-Frequency Targeting and Acquis-
that he is in total control of the situation and mere
tion System) as part of their armor sensor ar
ly toying with them. Actually, both the forces at
ray. MFTAS allow stormtroopers to make a free
his command and his methods of surveillance
Perception check at 4D when the environment
have been greatly depleted. He has only become
aware that they escaped when they accessed the (smoke, darkness, rain) provides cover which
computer (or when they ran into the mouse obscures their opponents. This check does not
count as an action for stormatroopers and does
Droid).
not lower their die codes.
The stormtroopers behind the Rebels move in
and combine fire at the fugitives. The blaster can
non is operated by two stormtroopers, one firing wall is closed. Blissex says that the passage
and one feeding energy clips. The third stands through the repair shop isnt the most direct route,
guard beside them. Because the intersection is par but it will be quicker than back-tracking. As the
ticularly wide, the cannon can fire twice at a target Rebels enter the repair shop, read the following
moving across. Try to make it clear to the players out loud:
that there is absolutely no cover here, and they
must act quickly to avoid being cut to pieces. You enter the deserted shop, noting how
Once the blast door access panel is reached, an equipment seem s to have been left in the mid
Easy technology roll allows a PC to operate it. dle of use. You hear the scrape of an armored
Once closed, the stormtroopers have to call the boot across the metal floor and spin to meet
bridge to have the door opened again. This gives whoever approaches. A flash of light ex
the Rebels adequate time to escape. plodes in front of you, blinding you with its
brilliance. When your eyes clear, your vision
Event Three: B ack to School remains obscured as the room fills with thick
Before long, the Rebels reach a blocked cor grey smoke. More armored footsteps sound,
ridor. But an open blast door leads into what and a familiar voice resonates from the ship
seems to be a repair facility. Racks of engine parts wide comlink. So good of you to find us. Wel
line the far wall, and dismantled subiight modu come to lesson number two. I call it stacking
lators lie on a central table. Another door across the deck. I suggest you refrain from cough
the shop leads into what seems to be a clear cor ing, so as not to attract undue attention.
ridor. This is the only way to go unless the PCs Ten stormtroopers have entered through the
want to retrace their path and risk running back once-closed door across the room. Because of the
into the stormtroopers. A second door on the far equipment in their helmets, they suffer no ill

25
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effects from the riot-control smoke. Rebels not PCs can retrieve blasters from any stormtroopers
wearing breath masks must make Easy stamina who fall during the fight, but you must check to
rolls every combat round that they remain in the see how much ammo remains in the energy cells
room. If a PC fails the roll, he or she is stunned (roll three six-sided dice to determine the number
for one combat round. of shots left in each blaster recovered here).
The stormtroopers disperse themselves and fan Event Four:
out into the room, attempting to cover as much A W elco m e Reprieve
space as possible. The smoke limits what the PCs
can see (see the sidebar below), but begins to The corridor beyond the repair shop passes one
of the many medical stations scattered throughout
dissipate in six combat rounds, with visibility
the Star Destroyer. Read:
returning to normal on the seventh round. Once
the cloud dissipates the stormtroopers retreat back This large chamber is obviously a medical
into the corridor from which they emerged, shut station, and it appears strained under the
ting the blast door behind them. The open passage weight of a ship full of casualties. Twelve
that Blissex wanted to take remains clear. bacta tanks fill the center of the chamber.
Three of these have been shattered due to the
damage Subjugator has sustained, their life-
giving fluids splashed across the metal floor.
But the other tanks are intact, each holding
a wounded man. The beds and examination
tables are filled as well, and other wounded
crew m em bers spill into the crowded
corridor.
As you look around, a frantic medical Droid
pops out from behind the tanks and says,
None of my assistants answered my duty
alert, so youll just have to wait until I get
around to you. So many wounded, so many
dead.
The Droid is programmed to tell the sick or
wounded from the healthy, not Rebel from
Imperial, so the PCs should be safe here. While
none of the bacta tanks are available, the medical
Droid will use his built-in supplies to heal any
Rebels who need it (provided they are cooperative
and dont blurt out that they are the enemy). The
Droid simulates the effects of medpacs with its
diagnostic and treatment appendages.
If the PCs attempt to destroy any of the equip
ment here, the wounded men will band together
and defend the station to the best of their abilities.
All have attributes and skills of 2D, but only 15
are in good enough condition to fight. If the PCs
make Moderate search rolls, they find two med
pacs and four blaster energy cells that they can
take. Roll four six-sided dice to determine how
many shots each cell contains.
After the Rebels are satisfied that they have
found everything they are going to, Blissex
reminds them of the time and suggests they con
tinue on to the engine core. Go on to episode
Rebels with a welcome reprieve. three.

26
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All die codes (except Strength) are reduced by


tun Damage ID for each stun. Stuns are cumulative within
____IWhen blasters are set on stun, or when a round. For example, a character hit twice for
characters are attacked by weapons designated a 2D stun result each time would lose 4D for
as stun only, these rules are used. Note that all actions in that round and the next round.
these rules replace Setting Blasters on Stun on If the number of stuns taken in one round ex
page 48 of Star Wars: The Roleplaying Game. ceeds the characters Dexterity, that character
Also note that weapons set on stun retain their is immobile. Immobile characters are not uncon
normal damage codes, but use the table below scious, but they can take no DEX skill actions
for effect. while immobile. If they have dice remaining in
any other attributes, however, they can take
Stun Damage Summary
those types of actions. For example, a 3D stun
DR < SR No effect total received in one round would immobilize
DR > SR ID Stun a Scout character, but the Scout would still be
DR > 2xSR 2D Stun able to use his Knowledge skills.
DR > 3xSR Unconscious If the number of stuns ever exceeds a char
DR = damage roll acters stamina, that character is knocked
SR = targets strength roll unconscious.

27
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pisode Three
Engine Core A ttack
Sum m ary the chamber is vacant and all of the equipment
The Rebels finally reach the engine control here has been destroyed. Another door, however,
core. But their plan to turn the self-destruct pro brings them face-to-face with the engine control
gram against Kolaff fails due to an unexpected core. Read the following aloud:
development. The battle to escape the core proves The floor ahead of you ends and you find
deadly, and time itself turns against the Rebels yourselves upon a small metal ledge, looking
when they discover yet another clue by access out upon a huge cylindrical shaft that sur
ing the Star Destroyers damaged computer banks. rounds a pulsing power column. Energy
streams criss-cross the shaft, crackling be
tween the column and power conductors in
the shaft walls. These deadly, dancing beams
ut-Away to Attacking Fleet create a ballet of many-colored light. Across
Read aloud: from you, midway through the shaft, the
INTERIOR: ATTACKING FLAGSHIP, BRIDGE. power column splits in two. The top half
The camera slowly pans across a battered Mon continues upward as far as you can see, the
Cal Cruiser, zooming in to look upon the bridge. bottom half drops into the bowels of the Star
Sparks fly from a freshly-welded control panel Destroyer. Between the two halves, a solid
as crew members bustle in and out of the frame. beam of energy sparkles with unimaginable
The shot finally comes to rest upon the stoic colors. At this juncture, a circular platform
figure of Captain Torrie, commander o f the fleet provides access to a central control console.
that attacked Subjugator. A medical Droid Three grey-clad technicians busily work the
bandages a bloody wound on Torries right arm. controls, changing the mix of colors in the
Repair status, orders the captain. beam.
Almost there, sir, an aide responds. Power Walex Blissex gleefully announces to the PCs
is up to 50 percent in the remaining ships, we that they are looking at the engine control core.
have basic sublight drive capability, and all but All of the energy provided by the ships power cells
one ship have minimal shields. and created by the ships engines passes through
And Subjugator?' the core. From here, it is directed to various power
No discernible improvement, replies the stations throughout the ship for use. Blissex
aide, she seems almost dead in space. explains that he must get to the control console
A sturdy smile creeps across the captain's face if he is going to be able to alter the self-destruct
as he engages the fleet-wide comlink. order. To get there, the PCs will have to repair the
Task Force Starfall, this is Starfall leader. control panel that extends the connecting bridge
Prepare to attack. I repeat, prepare to attack. while Blissex gathers tools from the damaged
Wipe to. .. control station. See The Bridge below.
INTERIOR: SUBJUGATOR ENGINEERING
SECTION. The Bridge
A successful Moderate Technical roll allows a
Rebel to repair the controls, and an Easy technol
ogy roll allows him or her to operate the controls
The Engine Control C ore that extend the bridge.
The Rebels reach the end of a corridor, marked Regardless of whether or not the Rebels are clad
by a closed blast door. The door, once opened, in Imperial uniforms, they are allowed to approach
empties into a control station of some kind. But the platform without being questioned. This is

28
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simply because the personnel currently on the the Alliance. It also reveals, if the PCs examine
platform are too thoroughly engrossed in their the information closely, that the Alliance fleet will
work to pay the Rebels much heed. be in attack range again the exact moment that
Crossing the bridge is not as easy as it looks. Subjugator has been set to explode! Kolaffs
The bridge is only one meter wide, with no railing. insidious trap should become clearer, and this
In addition, the pulsating light can have a dizzying should provide the Rebels with further motivation
effect. Have each Rebel crossing the bridge make to either stop the explosion or somehow warn the
an Easy Dexterity roll. Failure do.es not result in fleet before it gets too close.
a deadly fall, but rather a close call, with bits of
loose equipment falling from the clumsy character At th e Controls
and plunging down into the surging energy below. Once given clear access to the controls, Walex
As the PCs near the end of the bridge, they hear Blissex goes to work. First, he begins to turn
the all-too-familiar sound of a mouse Droid merrily various dials, changing the colors in the beam.
beeping behind them. It scoots back the way it The energy patterns in the shaft flux and change
came, and the PCs have one chance to stop it as the old man works, drowning the room with
before it disappears through the door. Even if they a new flood of dazzling color. Once finishing this,
do destroy the Droid, the violent action causes he slowly turns to the large computer console on
the technicians to take a good look at their visitors the power column. The once-confident Blissex
and sound the alarm. Either the MSE-6 or the hesitates, looking nervously around at the PCs.
technicians alert Kolaff to the location of his Taking a deep breath, the old man meekly
quarry. addresses them:
Control Room Technicians: All attributes 2D. Im afraid Ive been misleading you, my
Special skills: technology 4D, engineering 4D, star- friends. My refusal to operate computers thus
ship repair 4D. Weapons: hydrospanners (treat as far hasnt been entirely by choice. Its just,
clubs, damage 3D), welding lasers (treat as blasters, well . . . Ive never learned to use one. There.
damage 3D+1). Ive said it. You see, for years my daughter
and others have done all of my computer
Event Five: A nother work for me. Covering for a stubborn old fool
C o m p u ter C lu e whos simply been too proud to admit his
Sometime during this episode, while the PCs ignorance. I am truly sorry. However, there
are working the computer console, they may is still hope. If I can have the assistance of
decide to get an update on the condition of the one of you, I should be able t o . . . talk you
Star Destroyer. A PC must make a Moderate com through the sequencing.
puter programming roll to get into the informa Drying his moistened eyes, the humbled
tion network this time. If the Rebel succeeds, give engineer explains that there are a total of six steps
them Computer Monitor *2 from the pullout required to alter the self-destruct sequence. For
section. This provides the group with a further each step, the PC chosen to operate the computer
update on the time they have left, as well as reveal under Blissexs direction makes a computer pro
ing that the fleet that attacked Subjugator is from gramming roll. To add a bit of life, before each

29
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roll have Blissex explain that step and even coach Creative Escapes
the programmer. For example: That was brilliant, Moments like this tend to bring out the best in
my boy! Now weve got to polarize the primary players, and no doubt heroism and drama will
intercoolant trans-flux capacitors! abound. As GM, you should encourage creativity.
Starting with a Very Easy roll, the rolls become Try to use everything you are given here to play-
harder with each new step, increasing in difficulty up the drama. Wounded stormtroopers plum
until finally reaching Very Difficult on the fifth meting down into the energy field, the mocking
step. The PC can combine actions with Blissex to voice of Captain Kolaff echoing over the ship-wide
achieve these rolls, just keep in mind that it is the comlink, dramatic near misses on the Rebels, etc.
PC who must perform the action. After the fifth The PCs can work the bridge controls from the
step has been achieved, Blissex jumps back from console, but they must make Moderate technology
the screen in disbelief: rolls to stop the extension process. They can only
I dont believe it! Surely this is impossible! attempt to stop two bridges in a round, and it takes
Someone has set a self-destruct sequence that three rounds for the bridges to fully extend. On
only I know! I built it into the ships design the fourth round, the stormtroopers will begin to
as a failsafe option but never revealed it to cross, except for the one group that started across
the builders. It is a self-destruct option that the PCs bridge at the beginning of this scene.
cannot be altered. To trnnper with it further Certain unorthodox methods of escape should
would result in the Star Destroyers immed become obvious to the PCs right away, such as
iate destruction! But who could possibly have using rope to swing to a lower doorway. If a
set it? Why, other than myself, the only being character attempts this, a Moderate climbing/
in the galaxy possessing the knowledge and jumping roll is necessary for success. If the PC fails,
ability to perform such a feat i s . . . my have that same character make an easy Dexterity
daughter! roll. Success on this roll means that the Rebel
came up short of the mark, but catches the door
Before the Rebels can contemplate the way ledge as the rope swings back to the console
significance of that revelation, The Trap is platform. Failure indicates that the unfortunate
sprung. Go on to the next section. Rebel slams into the wall, loses his grip, and plum
mets into the energy field to his doom.
The It a p If the PCs are in trouble and seven combat
At this precise moment, eight doors opening rounds have passed, use Walexs Suggestion
on this level of the control core slide wide simul below.
taneously. A wall of stormtroopers stand in each Walexs Suggestion
doorway, effectively blocking off all exits from the Walex snaps his fingers and shouts, Of course!
room. The painfully familiar voice of Captain He grabs one of the more technically-oriented
Kolaff echoes through the huge shaft: Rebels and explains:
We can change the energy field created
How very disappointing. Just when I was by the criss-crossing beams! You must manip
beginning to think that you might have a ulate the computer just so to alter the energy
micro-bit of soldier in you after all, you play
into a repulsorlift field. Then we can leap into
directly into my hands. (Yawn) Bantha the shaft itself, using it as a turbolift.
herders. . . Very well. Here is your next, and
quite probably last, lesson. I call it Dying. While he quickly explains the process to the PC,
the other Rebels must continue to hold off the
Stormtrooper Tactics: As Kolaffs bellowing stormtroopers. Using a combined action with
chuckle fades, the stormtroopers open fire. There Blissex, the PC at the computer controls must
are six troopers at each entrance, but only two make a Difficult computer programming roll. Then
can fire at a time. The rest busy themselves with Blissex moves to the edge of the platform and non
extending the remaining bridges. Four of the six chalantly dives off, disappearing into the energy
that arrived at the door the PCs entered by begin field below. Blissex and the PCs must make Easy
to make their way across the already-extended swimming rolls to maneuver through the now-safe
bridge immediately. Once the other bridges are field and reach a door a few levels below.
extended, the remaining stormtroopers slowly The stormtroopers dont immediately realize
advance, leaving two in each doorway to guard what is happening. They assume that the Rebels
against escape. These troopers must make the are committing suicide instead of risking capture.
same Easy Dexterity roll that the Rebels made The Rebel group gets away again.
earlier to keep from stumbling on the bridges. Regardless of how the Rebels escape this am
They battle to the death. bush, move on to episode four.

30
JTTARi
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pisode Four
A Dangerous Trek
Sum m ary They could also decide to go back out into the
Their escape from the engine control core leads engine control core. But the stormtroopers are 15
the Rebels into a new set of hazards and adven minutes behind them, following Kolaffs orders to
tures. The first obstacle encountered as they begin recover the Rebels bodies. Returning in this direc
their dangerous trek is a deadly power cell storm tion requires them to resume their battle with the
that engulfs the lower levels of the ship. A brief stormtroopers. In addition, the troopers have
rest in a supply room uncovers more of Kolaffs adjusted the repulsor field to work in only one
plan and gives the Rebels their best hope for direction down. The PCs, if they use the field
escape the location of a shuttle being prepared again, find that they can only descend deeper into
for departure! But the location is in a far distant the Star Destroyer, eventually reaching the supply
hangar bay and to get there the heroes must get room in A Moments Rest below.
past renegade Droids, make their way through the The other option open to them is to forge ahead
twisted underside of the damaged-vessel, and sur through the energy storm. Once the door is pried
vive a zero gravity fight with yet more storm- open (a Moderate Strength roll, with no more than
troopers. two PCs combining actions), read:
The blast doors reluctantly slide apart,
The Power C e ll Storm releasing a wave of hot air into the work sta
The PCs exit the engine control core into tion. Once you recover, you see a raging
another work station. Read: energy storm that fills the power cell casing
tube before you. Twice as wide as the control
This empty engineering work station is
core, this hollow tube encases one of the six
dark and quiet. There doesnt seem to be any giant power cells that provide energy for the
power running through the computer term
Star Destroyer. Unfortunately, this cell is
inals or other equipment. The far door offers
damaged, spewing its power into the tube in
a strange sight, however. The upper part of
clouds of energized particles. A meter-wide
the blast door glows red hot, and portions of
ledge runs around the tube wall, disappear
the metal have begun to liquefy and drip.
ing behind the curve of the power cell.
Beyond the door lies one of the power cell Blissex explains that severe power surges can
casing tubes. Unfortunately, the power cell it holds cause cells to overflow with energy. While rare,
is a damaged one. But instead of being dead, this such overflows generally spell the death of a cell
cell explodes with energy, engulfing the tube in as all its power boils out. The resulting energy
an energy storm! The Rebels must proceed storms can last for years, though, usually requiring
through this storm or find another way out of the jettisoning the cell into deep space.
area. The pathway around the tube is safe enough,
A Moderate search roll uncovers a maintenance but the storm can provide some hazards. As the
chute that drops even deeper into the dying vessel. PCs make their way around the tube, a cloud of
If the PCs discover this path, they can dive into energy bursts from the power cell and rolls toward
the chute much the same way that Luke them. As it smashes into them, the cloud explodes
Skywalker and his group used the garbage chute with intense heat (roll against 6D damage for all
in the original Star Wars film. The chute leads to characters). Those that make Moderate Knowledge
the supply room in A Moments Rest below, rolls recognize the danger immediately and can
dumping the PCs through a ceiling grate and onto warn the others. If warned, characters can make
the floor. Easy Dexterity rolls to avoid the cloud.

31
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One other danger presents itself inside the tube.


A particularly violent portion of the storm ex
plodes along the last 30 meters to the exit. Here, ut-Away to Kolaff
beams of energy fire from the power cell, Read Aloud:
smashing into that area of the ledge with frighten INTERIOR: SUBJUGATOR BRIDGE. Framed
ing regularity. Characters must make three against a sea o f stars, Kolaff peers anxiously
Moderate dodge rolls as they cross toward the exit. out the giant viewport At his right, the female
For every roll that is failed, the character gets Imperial official scowls impatiently.
blasted by an energy bolt that does 4D+2 damage. Theyre coming, the captain says, I can feel
When the Rebels reach the door, they can them drawing closer.
activate the control panel and exit into a safe cor The Rebel fleet does not concern me, snaps
ridor. Go on to A Moments Rest. the offical. Only Walex Blissex interests me.
Blissex and his Rebel cohorts are dead. I am
Event Six: A M o m en ts Rest sorry for the inconvenience this will cause you,
Whether the Rebels have fallen down the main but even now my stormtroopers search the
tenance chute, lowered themselves through the lower levels for their bodies.
control core, or crossed the storm-filled power cell The official smiles coldly. You fool. They are
tube, they finally arrive at a supply room off a not dead. They simply escaped your foolish
quiet and deserted corridor. This room contains trap. You are a pathetic commander who must
plenty of blaster pistol ammo (from this point on rely on wild schemes and inane plottings to
you do not have to keep track of ammo expend make up for your lack of military competance.
itures), nine glow rods, three coils of syntherope Without turning to face her, Kolaff calmly
(15 meters on each coil), two grappling hooks, food replies, Assuming that you have done what I
and water, and eight medpacs. asked of you and done it correctly, you will
There is also a computer terminal which the PCs soon see what military competance is. As for
can access for an information update on the con Blissex and the others, if they have survived
dition of the Star Destroyer. A Moderate computer I will have them back in custody before time
programming roll yields Computer Monitor #3 expires.
from the pullout section. This bit of information I hope so, captain, her answer drips poison-
shows that time is running out and the Star ously from her scarlet lips, for your sake.
Destroyer will soon self-destruct. It also reveals Cut t o . ..
that Kolaff is having a shuttle readied in hangar INTERIOR: SUBJUGATOR DROID ACCESS
bay G-12. This gives the Rebels a destination and CORRIDOR.
an added sense of urgency.
Blissex quickly outlines a way to the hangar bay.
His route calls for the Rebels to travel through the mixture of various servomotors assaults your
very lowest levels of the Star Destroyer, thus senses as dozens of Droids start pouring in
avoiding most of the major guard patrols. We will to the corridor behind you from a connecting
use the Droid access corridors along the bottom passage. There are all kinds of Droids in the
of the ship, explains Blissex. At best we shall only group; m edical Droids and laborers, repair
meet up with servant and maintenance Droids Droids and administrative assistants. They
along that route. walk, waddle, glide and roll into the tunnel,
As they prepare to once again embark into Sub moving as quickly as they can toward you.
jugators corridors, read Cut-Away to Kolaff out These Droids have joined together, abandoning
loud. their posts in an effort to escape from the
deteriorating ship. They fear discovery by their
R e n e g a d e Droids Imperial masters, and that fear will be reflected
Blissex leads the PCs into a cramped corridor when they see the Rebels. Any living beings are
that serves as a passageway for maintenance and instantly recognized as Imperial masters by the
other common labor Droids that work on the Star Droids. Their fear lends speed to their escape and
Destroyer. They travel for a good distance before they charge past the PCs in a stampede of metal
they hear noise coming toward them from a con and plastic. Moderate command rolls stop in
necting passage. Read: dividual Droids. Once stopped, these Droids beg
The silence of your journey through the forgiveness and plead not to be melted down or
dark Droid tunnels shatters. The noise of a sent to the spice mines.

32
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The greatest danger in this scene remains the If the PCs ignore the Droid, T-3PO comments on
crushing number of Droids determined to keep their obvious lack of intelligence and begins
on moving until they find a means of escape. The belittling them. Blissex warns them that time is
Rebels must make increasingly more difficult running out and indicates the doorway they were
dodge rolls to avoid being dragged along with the looking for. Then two things happen. Read:
rush of robots. Each round they must make a roll, The door ahead is suddenly blocked when
beginning with Very Easy, until the number of a turbolaser lowers from the ceiling and
Droids is so much that only a Very Difficult dodge begins firing at you. Its an automatic
roll allows a PC to keep his footing. Any who fail defense of som e sort, yells Walex over the
a roll are carried along with the wave of Droids. din of the blasts. It was obviously added by
Those caught in the wave must make a Moderate the Imperials since it is not part of my
Strength roll or wind up sustaining 5D damage original design. Before you can respond,
with each missed roll (make four rolls before the another noise cuts in the familiar beeping
PC is released from the crowd). of a m ouse Droid! You see it on the floor
The press of Droids gets increasingly beneath the laser, its optical sensor fixed
greater until you are swept up in the rush. upon you. You have three-point-six seconds
It takes all your strength to remain out of the to interrupt it before the MSE-6 reports on
way of the grinding limbs of these frightened your position, cuts in T-3PO calmly.
mechanicals. Faster and faster you are car The automatic defense laser fires three bolts into
ried, crushed between protocol and sanita the corridor every round. It randomly picks three
tion Droid, rolling head over heels as the separate targets unless a character charges it. In
digital voices cry out for help. With your last that case, it fires three times directly at the charg
bit of stamina you pull yourself up, getting ing figure. The laser has a skill of 5D and does
your head clear of the metallic bodies. But 5D damage. A heavily damaged result against the
your strength gives out and you slip, sliding laser reduces its rate of fire by one, a severely
back down into the sea of .mechanicals. wounded result by two, and a destroyed result
Somewhere up ahead an explosion sounds, knocks it out of cQmmission. The PCs have one
but you barely notice it above the noise of the round to destroy the MSE-6 Droid before it relays
Droids. But the Droids do notice it. You fall its information to the security officer. But even
to the cold floor as the wave of robots turns if they destroy it, Kolaff will be alerted to activity
down a side passage, moving away from the on the lower decks.
source of the last explosion. If the PCs are having a hard time with the laser,
Calculate any damage the PCs may have sus T-3PO can talk to its computer brain and convince
tained and then describe how the Droids disap it to cease firing. This could be a good way to earn
pear down a side passage. But not all of the Droids the Rebels trust, after all.
are gone. Go on to Meeting T-3P0. For more information on T-3P0, see the NPC
template in the pullout section.
M eeting T-3PO
The Rebels now encounter T-3P0, an Imperial
protocol Droid with a female vocal pattern and The D angerous Trek
an air of superiority. The Droid remains, watching The door opens onto the shattered underside
the Rebels while its compatriots continue their of the Star Destroyer. The PCs can actually see
trek. It offers its services to the Rebel group, claim the atmosphere boil away through large holes in
ing that it can help them. I can translate over the torn hull, but enough of the corridor remains
four million forms of communication and retain for them to travel. As the Rebels proceed through
knowledge concerning this Star Destroyer that you the twisted wreckage have them make difficulty
might find useful. checks to avoid flying debris, to navigate through
While T-3PO doesnt like life forms, particularly collapsed passages, and to stay on the right path.
Rebel life forms, it does want to survive. It sees None of these mini-encounters should be deadly,
a greater chance of survival at the side of these but they should add to the suspense and thrill of
life forms than it does with the renegade Droids. the adventure. Modify your favorite bits from the

33
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great disaster films, adapting them to the space Characters pushing off of something need only
environment. make an Easy jumping roll, and these PCs gain
When the journey begins to lose impact, read: the speed of 10 meters per round. This type of
You push your way through yet another trip lasts only six rounds.
blocked passage to behold an eerie sight. The As the Rebels begin to cross the giant chamber,
10-meter wide corridor ahead has taken a read:
terrible beating from the outside. Large por A long gash in the floor ahead opens into
tions of the floor have been cut open, bend space. Your rate of travel should take you well
ing jagged chunks of metal into sharp hills. past the danger, but the view is spectacular.
The ripped hull looks out onto space and Especially the six stars, gleaming white, that
w hile the corridor retains enough of an seem to move closer and closer. Wait! Those
atmosphere to survive in, it is noticably arent stars, those are storm troopers! They
colder in this section. Slicing through one rise up from the open wound, their blasters
wall is a battered Y-wing fighter. Cables spill ready. They seem to have no trouble
from the torn nose of the ship, and smoke navigating in zero gravity.
billows from the shattered cockpit.
The Y-wing pilot and his gunner have not sur In zero gravity, all difficulty numbers for the PCs
are increased by two. In addition, no combined
vived the crash, and the ship itself cannot be used.
Even the communications equipment has been actions are possible and any PC trying a full dodge
destroyed, which the PCs can discern with an Easy smashes into an obstacle for 3D stun damage.
technology roll. But the gun does work, which Combat dodges are still possible, but each dodge
could prove helpful in the next section. counts as two actions. Stormtroopers receive
extensive training in space combat, and therefore
Zero-G Battle suffer no penalties and may operate as usual.
Making their way past the Y-wing, the Rebels Firing blasters in zero gravity sends the firer off
find themselves in a particularly devastated sec in the opposite direction that the weapon is point
tion of the corridor. The Rebels move into an area ing. The stormtroopers were taught to use this as
of exposed superstructure. The floors and ceilings a means of controlling direction of movement
of several decks are blown away here, bending during zero-G combat. The PCs will probably pick
massive chromium girders inward to create a torn up on this quickly, once they see the Imperials
landscape of criss-crossed girders and jutting doing it, but because they have not been trained
metal. As the Rebels move further, they are quite in this technique they will have much less preci
suddenly lifted off their feet. Easy Knowledge rolls sion in their movements (Moderate Mechanical
let them realize that the area has been deprived rolls to control flight with a blaster).
of gravity. If T-3PO is traveling with the Rebels, it calls out
Walex Blissex points out an opening at the far to the stormtroopers, explaining that it has been
end of the corridor, some 60 meters distant, as captured by these Rebel Womprats. It also points
the direction that the group must take. Floating out hiding PCs and warns unaware stormtroopers
through the air, characters have little control of of impending danger.
direction and travel five meters per round. Only PCs can return to the Y-wing if they want to
by pushing off of something does a character gain increase their fire power. The laser cannon has
any kind of momentum or direction in flight. This a fire control of 2D and does 10D damage to man-
increases a characters speed to 10 meters per sized targets. PCs must use their starship gunnery
round. to determine their chances to hit.
Characters making Moderate jumping rolls can Stormtrooper Tactics: Launching themselves
launch themselves from wherever they are in the directly at the Rebels, the stormtroopers employ
general direction of the opening. But by travel a tactic taught to them in zero-G training. They
ing only five meters every round the trip takes attempt to kick off of the enemy once they reach
12 rounds to complete. Additionally, if a character them, using an opponents body to launch from,
fails the roll he slams into a wall or other obstacle, while at the same time changing the enemys
taking 3D stun damage. direction of flight. For combat purposes, a kick

34
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off is considered a brawling attack. If successful, of 12 Star Destroyer troopers appear. Blissex
the PC that was kicked off tumbles wildly for shouts, Run! The PCs should realize that since
one round and cannot take any actions. they are this close, flight is probably a better
option. Think of the chase scene in the first Star
Event Seven: The G re a t Escape Wars film. This is what you should try to emulate
Whether the Rebels defeat the stormtroopers here. Have blaster bolts whiz very close, but dont
or just make their way through the opening, they inflict more damage to the PCs at this time (unless
find themselves back in relatively intact and grav they decide to hang around and fight, then go for
ity filled corridors once again. After a moments it). These troopers have been sent by Kolaff to herd
rest, Blissex says they are close to the hangar bays. the Rebels to where he wants them hangar bay
T-3PO apologizes for its actions during the battle, H-12. This bay is one level above the bay holding
explaining that it was old programming reassert the shuttle, and Kolaff has prepared it for his final
ing itself. It wont happen again. If the PCs dont confrontation with the Rebels.
buy the story, T-3PO sniffles and disappears down Build the chase as dramatically as possible. At
a side passage. the end of the far corridor is the hangar bay door.
Before the Rebels get very far, the stormtroopers As the PCs approach it, go on to episode five.
catch up to them (if any survived) and a squad

35
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pisode Five
A Clash with Kolaff
Sum m ary hangar bay map from the pullout so everyone can
With time running out and a squad of angry see it. Blissex points out the control station against
troopers behind them, the Rebels reach the the wall. From there, the Rebels can raise the lift
hangar bays but realize they are in the wrong platform, which appears to be the only way out
one! To get one level down to the bay they want, of this bay. (They can hear troopers at the door
the Rebels must face prehaps the most deadly behind them, trying to get in.) Blissex moves
challenge of this adventure. They must face Kolaff toward the control station immediately.
who awaits them in an AT-ST scout walker! The As someone heads for the control station, ask
fate of the approaching Rebel task-force hangs in for more Perception rolls. Anyone making a Dif
the balance. ficult roll spots the waiting stormtroopers in the
smoke. The PCs may react to the stormtroopers
H a n g a r Bay H-12 actions. If no one makes the roll, the stormtroopers
The Rebels finally arrive at the entrance to the open fire, getting one free round of actions before
hangar bay and close the door behind them. An the PCs can react. Place the six stormtrooper
Easy technology roll allows the PCs to lock the counters (labeled ST1-ST6) on the map, set
door. Use the map of the hangar bay found in the ting them on the far side of the vehicle lift.
pullout section and the counter strip provided with It takes one round for a PC to reach the control
the adventure. The map is also designed to be station. The stormtroopers will not fire at this PC
used with Star Wars Miniatures Sets. As the PCs this round. An Easy technology roll activates the
turn to examine their surroundings, read: lift platform. An Easy Perception roll allows the
Smoke fills this small bay, obscuring vision PCs to find the environmental controls. With this
in all directions. Some distance to the right, panel the PCs can begin to vent the smoke from
four large objects can be seen through the the bay.
smoke, but no details can be gleaned. Venting the smoke reveals the stormtroopers if
Use The Set Up below to run the battle in the they havent been spotted already. The smoke
hangar bay. seems to roll and boil off their armor as they take
their positions. As soon as the stormtroopers are
The Set Up spotted, Walex hits the activator for the cargo lift
Cut apart the counters and place them out of if a PC hasnt done so yet.
sight for the moment. The six counters labeled As the battle begins, ask for one more set of
PC1-PC6 represent the player characters. They Perception rolls. Anyone making an Easy check
start at the door. They should have the counter notices that the shadowy forms on the right hand
marked Walex with them as well. side of the bay are AT-ST scout walkers. Place four
The PCs enter the hangar bay. The bay is full of the AT-ST counters (labeled lT -4) on the op
of a cloying, choking smoke which issues from posite side of the bay from the vehicle lift.
a smoldering Dygian coolant pool in a particularly Combat Round 1: Stormtroopers begin their at
bent portion of the left wall. Walex informs the tack, firing at Rebels who have not headed toward
PCs that they are a level above the shuttle hangar the control station. Blissex, and any Rebels with
bay, but that this bay should have a cargo lift him, reach the control station.
if they can find it without falling into it. A Difficult
Perception roll is needed to find the edge of the Combat Round 2: Lift activated. Stormtroopers
cargo lift in the smoke, and the PCs notice that continue to attack, combining fire effectively.
the lift platform is on a lower level. Display the Remember to add the smoke combat modifiers

36
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Kolaff fires three shots per round to disable the


walker to which the Rebels are closest. If the
Rebels break for two or more of the AT-STs he fires
four shots, two shots each at two walkers.
Kolaff is now in his environment, on the battle
field fighting against worthy opponents. He forgets
all else, including that he promised to capture
Walex alive, as he concentrates on the battle at
hand.
The AT-STs
The AT-STs parked against the far wall can be
reached in two rounds. It takes an additional round
to climb into the walker and power it up. Each
AT-ST holds a crew of two.
Either the walker operation skill or the
Mechanical attribute is used to operate an AT-ST,
including firing its weapons. Getting into a walker
is an action. A character getting into a walker
lowers the die code of any other actions taken that
round by ID.
AT-STs are easily fast enough to travel anywhere
within the hangar in a single round. However, the
quarters are cramped for these war machines. A
presented in episode two. If the Rebels activate Moderate walker operation or Mechanical check
the environment controls, the smoke begins to is needed to successfully move an AT-ST within
clear next round. the hangar. A failed roll means the walker loses
Combat Round 3: Lift approaches. If a PC ex its balance and falls over; a walker cannot right
amines the lift area, ask for a Perception check. itself once tipped. It can still fire its weapons, pro
An Easy roll reveals something on the darkened vided a target walks in front of it. PCs can combine
lift; a Moderate roll lets the PC know that an AT- actions to operate the AT-STs. Kolaffs walker never
ST is on the lift. Stormtroopers continue to attack, loses balance.
firing at any PCs that head toward the parked Walker weaponry has point blank range on any
AT-STs. target in the hangar.
Combat Round 4: Lift arrives. Internal lights of Scale Rules for
walker on lift glow to life, walker turns toward PCs. Walkers and Characters
Unknown to the Rebels, Captain Kolaff is at the AT-ATs and AT-STs are so much larger than a
controls. Place the AT-ST counter labeled K in single character that they are on a different scale,
the vehicle lift on the map. the walker scale. An AT-STs body strength of 3D
Combat Round 5: Kolaff attacks. is far greater than a characters Strength of 3D.
The same is true for blasting and dodging a
Stormtrooper Tactics: The stormtroopers want walker has a harder time hitting man-sized targets
to keep the Rebels occupied until Kolaff arrives. than walker-sized targets.
They set up a position at medium range (at least The difference in scale is reflected by a die cap.
10 meters away) if there is no smoke, falling prone A die cap is a maximum number on the roll of
within short range if there is smoke to cover them. a single die which will add into the total of the
They combine fire effectively, most particularly dice roll. If the number on the roll of a single die
on Rebels who are trying to make it to a parked
scout walker. Once Kolaffs AT-ST rises out of the J_____
smoke-filled lift, they work as support for the
superior fire power of the walker. D ie Cap Chart

KolafFs Tactics: Captain Kolaff wants two things D ie Caps f o r . . To Hit Dam age M aneuver
a fight and a win. Kolaff tries to keep the Rebels
Characters 6 2 6
from using the other AT-STs, until there is only
W alkers 4 6 5
one walker left. He then duels the remaining
walker one on one.

37
S T A R
'W AR S'

is greater than the cap, the die is not counted Ending th e Episode
when adding up the total. Once the haze of combat clears, the PCs can
Example: A Rebel fires a blaster pistol at an ATST, use the lift to lower themselves to the hangar bay
hitting the walker. The die cap for damage is a that holds the shuttle. Go on to episode six for
2. He rolls four dice for damage, rolling 3, 5, 3, the grand conclusion.
and 3. All of the rolls exceed the cap of 2, so the
damage roll totals 0.
There are three kinds of die caps. To hit die ^ T-ST Damage Table
caps effect the skill rolls to hit an opponent, the ___ AT-ST walkers take damage the same way
damage cap affects damage rolls (and Strength starfighters do. Use the Ship Combat Damage
rolls when defending), and maneuver effects at Summary chart from the rulebook or from the
tempts to maneuver or dodge your opponent. gamemasters screen for determining damage
Die caps only affect rolls which match two dif against the AT-STs. When a walker is severely
ferent scales. Walkers battling walkers have no die damaged, roll on the Walker System Damage
caps. table below.
Walker System Damage
AT-STs: Crew 2, speed code 3D, body strength 3D.
Weapons: one twin blaster cannon, fire control Die-roll System
ID, damage 4D; one twin light blaster cannon, fire 1 Blaster Gimbals
control ID, damage 2D; concussion grenade laun 2 Hydraulics Leak
cher, fire control ID, damage 3D. 3 Neck Ring
4 Weapon System
Final Exam 5 Control Cables
6 Walker Destroyed
Kolaff has left this gift for the brave Rebels.
He has provided them with AT-STs in order to meet Blaster Gimbals: The weapon stabilizers are
him on the field of battle, assuming they are good damaged, increasing the difficulty of all shots
enough to get past the last squad of stormtroopers. by +3.
The obsessed captain has ordered that the Rebels Hydraulics Leak: Walker is slowed con
be allowed to board one of the walkers, so that siderably. Free haste (no die code penalty) is
he may administer to them his final lesson. As the given to all opponents of the walker.
PCs enter the cockpit of one of the AT-STs, read Neck Ring: Walker head no longer pivots. Must
the following aloud: take a movement action when firing in order
to target opponents.
The AT-STs holoprojector hums to life. The Weapon System: One weapon system (of
image of a mans face appears before you. He gamemasters choice) is no longer working and
is wearing a sleek black command helmet, cannot be fired.
which seem s to complement the stinging grin
cracked across his face. A painfully familiar Control Cables: Movement difficulty is in
voice speaks. Welcome, my students, to your creased by +5.
final exam. The confident Kolaff slides a pair Walker Destroyed: Destruction is fiery and
of dark goggles over his eyes. This is a fight explosive. Characters must make survival rolls
between soldiers. Soldiers in the skins of to escape a destroyed walker, the level of suc
titans. Or should I say farmers in the skins cess of the roll determining the damage to the
of soldiers in the skins of titans, hmmm? character. If the check succeeds as Very Dif
With that, the AT-ST that arrived on the vehi ficult; the character takes no damage; Difficult
cle lift tips its cockpit toward you in salute. yields a stun; Moderate a wound; Easy an in
Then it opens fire. capacitate; and failing to make an Easy survival
check results in a mortal wound.
Run the battle in the hangar using all the rules When the Damage Roll is less than Half the
presented here. Let Kolaffs voice break over the Strength Roll: The target is unaffected by an
comlinks every so often to complement a good attack when the damage roll is less than half
move or to chastise a bad one. The battle ends of its Strength roll. There is no stun damage
when the PCs defeat Kolaff and the stormtroopers, against a walker.
or when Kolaff defeats them.

38
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W AR T

pisode Six
The Final Escape
With an Easy Mechanical roll, a PC can operate
Sum m ary the comlink transmitter and warn the fleet. This
In hangar bay G-12 the Rebels must defeat the requires a successful bargain roll of Easy difficulty
final guards, deal with the mysterious Imperial of or better to convince the fleet that this isnt an
ficial, warn the approaching Rebel fleet to turn Imperial trick.
back, and escape the Star Destroyer before it ex If someone chases after Lira, go to Liras
plodes. Hold on to your flight helmets as time Escape.
becomes the true enemy in the closing minutes
of Starfall. Liras Escape
Her identity still hidden beneath her Imperial
Down to H a n g a r Bay G-12 robes, Lira dodges through the door into the cor
The vehicle lift easily lowers the PCs to the pro ridor. If any PCs chase her, they catch up with her
per hangar bay. If they go down in an AT-ST, they in the hall. Read:
stand a better chance of success. Waiting for them Standing about 10 meters from you in the
are six Star Destroyer troopers. Also in the hangar center of a corridor intersection is the Im
is a fully-stocked and ready-to-fly shuttle. As the perial official. The official throws back her
lift descends, read: hood to reveal a beautiful yet dangerous-
You descend into hangar bay G-12, noticing looking woman. Your caution increases as
the six troopers and the shuttle waiting to she pulls a thermal detonator from the
depart. In the control tower, a single figure sleeves of her robe. She smiles, Rebel fool.
watches your descent. It appears to be a per Did you think to defeat Lira Wessex as easily
son in Imperial robes, perhaps an official or as you did that incompetent named Kolaff?
dignitary of some sort. A hood is drawn over She prepares to toss the grenade when Walex
the figures head, hiding any recognizable Blissex appears beside you. She hesitates,
details. Then, over the ship-wide comlink, you then sm iles and winds up to throw. You both
hear, Priority Command D-113. Time: five hear the sound of repulsors and servomotors
minutes and counting. . . from the connecting passage. A wave of
Lira Wessex watches from the control tower. The Droids, apparently the same frightened rene
moment the PCs do anything to suggest that they gades you met earlier, sm ash into Lira. She
are not Kolaff, she orders the troopers to attack. quickly disappears beneath the metallic
The battle should be quick, with the mechanical crush, but you notice the grenade come
voice counting down in the background. Blissex bounding toward you. You catch a glimpse of
points out that the communications equipment a silvery protocol Droid just before the explo
in the control tower should be operational and sion seals the corridor with tons of debris.
with it they can warn the Alliance fleet. The PC must make a Moderate dodge roll to
While the others battle the troopers, a PC or two grab Walex and leap from the corridor before the
should charge the tower. grenade explodes. The corridor is sealed by the
explosion, and the only thing to do now is get into
The Control Tower the shuttle and take off.
As the PCs run toward the control tower, Lira
pulls a blaster pistol and starts firing. She retreats The Shuttle
when things look rough, climbing out onto the The shuttle crew, consisting of two pilots, tries
catwalk toward a far door. to hold off the PCs. Once the crew is defeated,

39
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the PCs can enter the shuttle. Any PC with piloting May the Force be with you. Captain Torrie
skills can operate the shuttle. It is completely out.
fueled and supplied, as per Kolaffs orders. Still,
a Moderate starship piloting roll is needed to pull Rewards
out of the bay. Then an Easy roll is needed to Upon returning to base, the PCs are met by
accelerate away from the impending explosion. General Dodonna, who ceremoniously promotes
The shuttles comlink continues to receive the each of them. Those who already hold a rank are
countdown, and as it reaches zero the computer promoted to the next step up, while those without
provides one last bit of information. Hand the are bestowed the rank of lieutenant. For saving
players Computer Monitor #4 from the pullout his silly old hide, Walex Blissex designs a special
section. toy for each of the PCs. Finding the best skill
of each PC, Dr. Blissex develops a device to aug
Shuttle Crew: All attributes 2D. Special skills:
ment it by ID. So, for a PC whos best skill is blaster;
blaster 4D, starship piloting 4D, brawling 4D.
it might be a special sight which adds ID to the
Weapons: blaster pistol (damage 4D).
characters blaster roll. For a PC with a high star-
O p e ra tio n Starfall ship repair it might be a nifty new tool of some
As the explosion rocks the shuttle carrying the sort. Be creative with the device, but remember,
PCs, one last communication crackles over their it should increase the chosen skill by ID only.
subspace comlink. Read: Grant each player between 7 and 12 skill points
for the successful completion of the adventure.
Your subspace com-units crackle to life, and Reward extra Force Points to those who showed
a strong, calm voice addresses you. This is extreme courage and ingenuity throughout the
Starfall leader calling Imperial shuttle. As adventure as well as replacing the Force Points
everything you told us seem s to be correct, spent by those who used them properly. (See page
including the recent destruction of Sub 94 of Star Wars: The Roleplaying Game for
ju g a to r, please feel free to com e aboard our guidelines on making Force point judgments.)
flagship as personal guests of the Alliance.

40
Destroyer

P o rt Crew P it

M AIN BRIDGE

P o w e r Ceils

w mmsg& S s m & tm

aintenance

ngar E n try P o rt Com bat Personnel

f ir HANGAR

H 5 DURCEFILE: V5 D. INT
MSUBFILEZ/SCHEMA. 3/ 3 .. H B
mSCALE SPEC 0 . 50/ 0 .B 4//5 CHEMATIC

Rack Vehicle Storage

S**"Hangar Bays-~=Z

Vehicle Maintenance
- S T A R . W A R T

Starfall
by Rob Jenkins and Michael Stern
Nine hundred meters of twisted, battle-torn Star Destroyer stand
between imprisoned Rebel heroes and freedom in this disaster-filled
Star Wars a d ve n tu re .
Captured by Imperials, a small group of Rebel heroes find themselves
trapped within the detention block of a Victory-class Star Destroyer.
Suddenly explosions rock the giant battleship as the Imperial vessel is
attacked by an Alliance fleet. When the smoke clears, the Rebel
objective is obvious escape by any means possible!
But the attack has left the Star Destroyer a battered wreck, its crew
scattered and its power fading. What dangers await the Rebels deep
within the smouldering ruins of this once-great vessel? What Imperial
devices remain to prevent their exit? Only those with courage and
conviction will attempt to find out. Only those with strength and luck can
hope to survive.

4 0 -p a g e b o o k le t featu res:
A n action-packed script w ith parts for
every player th a t quickly starts the
disaster-filled adv en tu re.
A full-color, poster-sized m ap of a
Victory-class Star Destroyer.
Details ab o u t Victory-class Star Destroyers
a n d h o w to ru n an ad v en tu re w ith in
th eir m assive interiors.
A p u llo u t section full of non-player
ch aracter tem plates a n d ad d itio n al, fully-
d etailed m aps.
A ls o in c lu d e s:
A n AT-ST com bat scenario including a
m ap suitable for Star Wars m iniatures
sets, counters, a n d com plete set-up rules.
Lots of gam em aster notes an d guidelines
to help ru n this exciting, fast-paced
ad v en tu re.

A c o m p le te ad ven tu re for Star Wars:


The Roleplaying Game. For gam em aster
and o n e or m ore players.

W est E nd G am es
ISBN D-fl7M31-lD5-S
RD 3 Box 2345
H onesdale, PA 18431
40016
For ages 12 an d up.
. TM & 1989 Lucasfilm Ltd. (LFL).
All Rights Reserved. Trademarks of LFL
used by West End Games, under
authorization. 18874 40016

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