WEG40020 Scavenger Hunt
WEG40020 Scavenger Hunt
WEG40020 Scavenger Hunt
Scavenger Hunt
An Adventure for use with Star Wars: The Rolcplaying Game
Development: Michael Stern • Editing: Bill Slavicsek • From a Story by: Steve Gilbert and Michael Stern
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Art Direction: Stephen Crane • Graphics: Cathleen Hunter, Sharon Wyckoff
Map Art: Rosaria J. Baldari • Cover Art: Ralph McQuarrie • Interior Art: John Robinson
Production: Steve Porpora • Cooking Droid Concept: Chad and Jason Dubeau
Rules Upgrade: Greg Gorden, Bill Slavicsek • Playtesting: Scott Rogers and the Cincinnati Group
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TiJlGAMES
Rd 3 Box 2345
Honesdalc, PA 18431
40020
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ntroduction
T h e music begins b e fo re the curtain coordinates, they earn a second shot at the
opens, a vibrating fanfare that swells to a Imperial transport. But unknown to them,
crashing crescendo. The curtains roll back, the Empire has bolstered Elusive's firepower
and a span of distant stars unfolds. Gasps, with a squadron of TIE fighters!
laughter and thundering sound effects rock
the theater. Somewhere popcorn falls to the Preparing to Play
floor, forgotten. What happens on the screen If this is your first Star Wars adventure,
is m ore im portant than a sim ple snack, spend a few minutes helping your players
more real. That’s the atmosphere of S ta r select and prepare their character tem
Wars, an atmosphere of wonder, excitement, plates according to the rules of Star Wars:
and non-stop action. The Roleplaying Game.
Throughout this adventure, we provide If you plan to run this adventure as part of
you with hints to help recreate the atmo an existing campaign, be certain to review
sphere of those wonderful films. If you plan your players’ character templates so that
to be the gamemaster of this adventure, you you may adjust the adventure to make use
should read it thoroughly, taking special of their particular skills and experience. You
note of the sidebars and tips directed at may also want to alter the background or
you. If you plan to play in the adventure, openin g sequ en ce to fit the adventure
stop reading now. You’ll spoil the game if smoothly into your campaign. As gamemas
you know the story, and that’s just not fun ter, you must read through the adventure
for anybody. thoroughly. The more familiar you are with
the text, the smoother your gaming session
In This Adventure ... will run.
... a group of Rebels are on a mission to
destroy Elusive, an Imperial transport carry Adventure Materials
ing information that could compromise and In addition to this adventure booklet,
endanger the Alliance. In the opening scene, Scavenger Hunt includes:
the Rebels attack and damage Elusive, but • Star Wars Rules Upgrade. This four-page
the battered starship manages to escape in folder contains essential rules changes and
to hyperspace before they can finish it off. clarifications for Star Wars: The Roleplaying
Shortly thereafter, the Rebels intercept a Game.
transmission from an alien race called the • The Pullout Section. The four-page pullout
Squibs, which indicates that the ship may section includes the script that starts the
still be in the sector. Unfortunately for the adventure, a gamemaster diagram, a mis
Rebels, the exact coordinates of Elusive are sion diary handout for the players, new star-
transmitted in a strange code. ship statistics, and non-player character
The Squibs agree to give the Rebels the templates.
uncoded information, but only if they first • Im perial Shuttle F lo or Plans. Full-color
run a tiny “errand;” an errand to a place floor plans of a Lambda-class Imperial shut
they call “Paradise System.” What follows is tle, the ship the Rebels use in this adven
a comical side trip as the Squibs use the ture.
Rebels to solve their problems with a rival • Additional Materials. You also need the
race, the Ugors. following items, not included in this adven
If the Rebels accomplish the mission and ture, to play Scavenger Hunt: a copy of Star
convince the Squibs to give them Elusive’s Wats: The Roleplaying Game, pencils, paper,
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and as many six-sided dice as you can gath inform ation c e n ter as it was how ever,
er. Other materials, such as The Star Wars Dankayo command never expected to learn
Sourcebook, The Star Wars Campaign Pack, everything. In fact, the base was lucky to re
and Star Wars Miniatures Sets are also recom ceive the message ordering the Imperial Star
mended, as are appropriate music and re D estro yers Relentless, A venger, and
freshments. Devastator to rendezvous at Dankayo and re
duce the tiny base to molten slag.
Difficulty Numbers
and Game Balance Recent Events
As gamemaster, you must modify this ad Even before the last of its atm osphere
venture to fit your particular group of play drifted away, before the dense clouds of
ers using the “ D ifficulty Number Scale” atom ized to p so il could begin to settle,
found in the rules upgrade. Imperial transports Elusive and Timely, as
For example, if the text says a Rebel must well as a complement of TIE fighters, moved
make a Difficult streetwise roll to accomplish in to perform “mop-up” operations and a
a given task, turn to the “Difficulty Number thorough search of Dankayo’s now evenly-
Scale” and assign a number between 16 and cratered surface. What they found surprised
20, depending on the level of skill of your them. The Rebel Alliance, having som e
players’ characters. warning of the impending raid, ordered the
Note, in all adventures, attributes are capi base evacuated. Not a single being, living or
talized and italicized, skills are only itali dead, was discovered on the planet.
cized. The Imperial commander in charge sighed
Also keep in mind that the number of resignedly and began making plans to blame
Rebels and their particular type of tem the debacle on an inferior officer. He was,
plates affects the outcom e of e v ery en however, cautious enough to order a com
counter. This adventure is designed with plete stripping of the planetary installation,
four to six n o vice ch aracters in mind. in the slim hope that a clue would be dis
Additional or more experienced characters covered as to the location of the hole into
may require you to beef up encounters, which the fleeing Rebels had scampered.
while fewer or more inexperienced charac The majority of the task force soon de
ters may require you to scale down the en parted, leaving Elusive to pick up the pieces.
counters. The idea is to challenge the PCs, A wealth of datapacks were recovered, but
neither overw h elm in g them nor making Elusive's com mander reasoned that they
things too easy for them. were probably worthless considering the
Rebels had left them behind. Still, he would
Adventure Background transport them to the Imperial Intelligence
Some Rebel bases and installations have
center on Coronar just in case.
made it into the galactic news services, be
Contrary to the commanders beliefs, how
coming almost shrines or memorials to the
ever, the datapacks are not w orth less.
people who served there. The Dantooine
Dankayo’s automatic destruct sequence, de
lDase that served so well for so long; the
signed to destroy every last scrap of data
fighter base on Yavin’s Moon, where the
contained in the base’s memory banks in
Death Star was destroyed; these and other
case of an attack, had failed. The seemingly
rumored strongholds create the legends
useless datapacks actually contain com
that surround this terrible civil war.
plete, detailed inform ation about e v ery
But it is in places like Dankayo, a little-re
Rebel intelligence operation under Dan-
marked planet in a little-known system, that
kayo’s control. Now that information is en
the unsung war is waged. Dankayo, an
route to the Imperial Intelligence center on
Alliance administrative base, coordinated
Coronar. Once decoded and analyzed, the
clandestine missions throughout no less
Empire will use the data to hunt down and
than th ree separate sectors. E xten sive
destroy the unsuspecting agents, safehous-
records were kept there, of virtually every
es, and contacts that help the Alliance.
undercover agent, safehouse and Rebel con
tact within its sphere of activity. Adventure Synopsis
This tiny, unobtrusive installation also T h e R ebels, under ord ers to d estro y
served as the hub of Alliance intelligence in Elusive before it and its shipment reaches
these sectors; the central brain that kept Imperial Intelligence, arrive in Dankayo sys
the missions running smoothly. As good an tem just as their quarry is leaving. They
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must now find a way to track the transport with unrestrained glee. This is how the tiny
through hyperspace. Help arrives, coinci aliens managed to obtain Elusive's destina
dentally, in the form of the garbage-sal tion coordinates. They really aren’t interest
vaging Squibs. ed in the projector itself, just the problems
The Squibs have a method for tracking its loss will cause their scavenger rivals, the
ships from jump point to jump point, so Ugors.
they know when and where Elusive will exit
Chief Tax Chaplain ArrGack and the Ugors:
hyperspace. The Rebels are therefore forced
As unpleasant and generally abrasive as a
to deal with the scavengers, undertaking a
liquidy, am orphou s b ein g can be, the
quest for an object from a place the Squibs
“Reverend Auditor” is an old hand at reliev
call Paradise. In the swirling junkyard sys
ing tourists of their excess credits. He also
tem of Paradise, the Rebels seek out a pow
com m ands the e n tire fle e t of Salvage
erful gravity-well projector.
Dreadnoughts that patrols the Paradise sys
Stealing the device plunges the junkyard
tem. He and his Ugor comrades are amazed
into complete chaos, leaving hosts of angry
at how the measly Squibs manage to pro
aliens and a gang of annoyed underworld
cure so much prime refuse, but they enjoy
henchmen after the heroes. The gravity-well
following Squib ships around and stealing
projector does, however, provide the Rebels
garbage from them.
with a means for dragging Elusive out of hy
perspace for the final climactic battle. T eeh l: Freelance enforcer for Jabba-the-
Hutt, Teehl has been ordered to steal the
The Main NPCs gravity-well projector rumored to be in the
The following are brief explanations of the possession of the Ugors and stored in their
major non-player characters, outlining their giant space-junkyard. Running into the
plans, motivations and involvement in the Rebels along the way is simply an added
adventure. Additional information on each challenge, one which she gladly meets with
of them is available in the various episodes, enthusiastic aplomb.
and in the pullout section. Elnine-Geeate (L9-G8): This fully-automated
Spilfer and the Squibs: Spilfer is the young
cooking Droid is given to the Rebels by the
Squib guide sent to lead the Rebels through
Squibs as a show of good faith. Actually, the
Paradise System to the gravity-well projec tiny scavengers couldn’t wait to get rid of
tor. The Squibs use information obtained
Elnine, who might well be the most annoy
from Squib spies (called slave labor aboard ing mechanical in the galaxy. His only skills
many large Imperial ships) to track potential
are of the cooking and food preparation va
“junking” opportunities. Because Imperial riety, and his pompous, sarcastic behavior
ships routinely dump their garbage before
makes him more of a liability than a help.
entering hyperspace, they often leave large Elnine of course, wishes nothing more than
treasure-troves of precious junk in their
to find a master who appreciates the subtle
wake, which the scavenger Squibs scarf up
seasoning of Bantha tartare.
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One
Prey
Summary Start the Adventure
The adventure begins as the Rebels reach Locate the script in the pullout section
the Dankayo system . E lusive has just and assign a part to each player. The parts
dumped her trash, preparing to make the are labelled “ 1st Rebel,” “2nd Rebel,” and so
jump to lightspeed. They engage Elusive on. If you have few er than six players,
directly, or take advantage of their vessel’s assign additional parts as necessary. Give
Imperial markings to get close to their target each player copies of the script and the
b efore attacking. W hatever course they “Final Log of Agent ZNT-8,” also from the
take, Elusive manages to escape into hyper pullout. If you don’t have access to a photo
space. copier, you can share the copy we provide.
The Rebels intercept a transmission de Have them read the “log entry” handout be
tailing Elusive’s jump coordinates, but they fore starting the script. When the script is
cannot break the code. The transmission’s finished, get the adventure going with the
destination is a garbage scow owned and following:
operated by the alien Squibs. The Rebels
must negotiate and deal with the scavengers Friendly Fire
if they hope to com plete their important The PCs have arrived at the intercept
mission. point where Elusive prepares for the jump to
hyperspace. The shuttle’s sub-space com
unit cra ck les to life, and the v o ic e of
ead Aloud Elusive’s communications officer is heard:
A long time ago, in a galaxy far, far “ Greetings, shuttle ... B on d erium , is it?
aw a y... T h is is Im p e r ia l A r m o r e d T ra n s p o r t
The Empire has attacked and destroyed E lu s iv e . W h at is y o u r p u rp o se on
the Rebel base on Dankayo. Although all Dankayo?”
personnel were evacuated in time, data
The PCs can attack Elusive immediately, or
detailing Alliance activities in the neigh
keep talking and try to move closer. If they
boring sectors was left behind. The ruins
choose to roleplay it out for a while without
of the base — including the important
op en in g fire, have them make a few
data — were picked up by the Imperial
Moderate con checks. This particular officer
cargo ship Elusive for transport to an ISB
research facility. isn’t too bright, so it shouldn’t be too hard
to trick him. After some talking, have the of
This data, when analyzed, will identify
ficer inquire:
Rebel spies, agents, contacts, and safe-
houses th rou gh ou t Dankayo B ase’s “Shuttle B ond erium , have you perhaps
sphere of control. The Empire has not yet run into a convoy o f fleein g Rebels run
realized what it has captured, but when it ning you r way with th eir tails betw een
does thousands will be at the mercy of their legs?”
the Emperor. Only one band of Rebel
agents is near enough to catch Elusive be He then proceeds to give a cheery synop
fore it reaches its destination ... sis of the failed attack on Dankayo in a chat
ty, one-com-officer-to-another fashion, until
the Rebels are about ready to attack. As
they begin to do so, he signals:
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them on course for the Imperial base on The ship that has just entered the system
Coronar. Success on the second roll tells the is the Squib needle ship, Thrifty. The Squibs
Rebels that sensors indicate a last-second are scarfing up all the garbage they can be
change of course — destination unknown. fore the inevitable arrival of their rivals in
Give the players a few seconds to deal with refuse, the Ugors. What happens next de
the frustrating facts, then read aloud: pends on what the Rebels decide to do.
Y ou r s h ip ’ s s e n s o r k la xo n s u d d en ly Examining the Garbage
screams to life as it scans another vessel If the Rebels search Elusive’s dumpings,
entering the system. It first appears like a they find nothing of unusual interest; just
pinpoint o f light, but resolves itself into a the typical waste products of an Imperial
tapered, needle-like craft. A scintillation of starship with almost unlimited resources.
many-hued lights cluster around it, many Rebel ships would have held onto almost all
o f them moving on their own. Energy read of the stuff to be repaired, scavenged, or
ings rev e a l that the beams o f light are melted down for materials, but none is of
som e form o f cru de tractor beam. You particular value.
watch as they lance out from the needle
like ship’s equator, snagging bits o f trash
Hailing the Alien Ship
The Squibs respond to a friendly greeting
Elusive left behind, then drawing them to
with a cautious inquiry (in heavily accented
ward itself, where they join a hovering col
Basic) as to the R ebels’ intentions. The
lection o f more garbage.
Squibs rea lize that the Rebels are not
Imperials, even though they fly an Imperial
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ship. The tiny scavengers not only moni Meaner than a Junkyard Wookiee
tored the battle with Elusive, but also the As the Rebels watch, the destructive ener
scanning done by the Rebels in an effort to gies of the doughnut-shaped Ugor ship are
track the fleeing ship. The opportunistic lit unleashed on the hapless Squib vessel.
tle aliens also realize that the Rebels are ob Read:
viously desperate to find their escaped prey.
The two alien ships erupt in hellish con
A hostile communication is responded to
flict, the large ringed ship unleashing its
with a great deal of bluff and bravado by the
massed antique energy cannons and the
Squibs, but a Moderate technology roll tells
sm aller ship using clusters o f debris like
the Rebels that the Squib ship is unarmed.
fencing foils to ward o ff the blasts. An im
The fearsome-looking emplacements that
mense storm o f outdated w eap on ry ex
dot its sides are actually tractor beam pro
plodes toward the tapered surface o f the
jectors.
tiny needle ship. Through it all, the silver
Attacking the Aliens s liv e r o f the s m a ller ship d od g es and
If attacked, the Squibs swing a clustered darts, parrying madly with its tractor-con
hunk of garbage between themselves and trolled clusters o f garbage, clearly over
the attacking Rebel ship with their tractor matched but neither giving ground nor ap
beams. They quickly position more trash, pealing for help.
creating a wall of garbage as they prepare
The Rebels can make Easy technology rolls
for the jump into hyperspace. They do not
to figure out that the smaller ship has no of
attack anyone without extreme provocation,
fensive weaponry. The ship is adequately
except for their hereditary foes, the Ugors.
defending itself with its tractor beams, but
Three’s a Crowd this is keeping them from co llectin g as
No matter what the Rebels do first, their much garbage as their aggressive rivals.
next action is interrupted once more by the
blaring of their ship’s sensor klaxon. It has
A Glimmer of Hope
The Ugors immediately vanish into hyper
been set-off by the unexpected appearance
space with their newly-collected prizes if
of a huge, doughnut-shaped Ugor battle-
the Rebels identify themselves as Imperials,
wagon. Read this aloud:
attack, or after five rounds of combat with
The ship that pops out o f hyperspace be the Squibs. They aren’t out to destroy the
fore you seems as different from the other Squib craft, just keep them busy while they
as space from time. The squat, ugly, ring- recover as much of the debris as possible.
shaped craft has a patchwork surface o f About this time, the Squibs re c e iv e a
various blackened metals, and the hole in pirate-band signal from somewhere outside
the m iddle o f the thick ring seethes with the system. It is easily intercepted by the
crackling energies. The design is unfamil Rebels, popping up on their ship’s com unit
iar, but the makeshift arm or plating and automatically. Strangely, it is being broad
the many cru de w eapon em placem ents cast on an open channel. The Rebels may
which litter its mismatched surface hint at wonder about this, and if so, have them
its intentions. make a Moderate computer program m ing
roll. This tells them that the signal is being
The Ugors open fire immediately on both
received by the Squib ship on a private
Squib and Rebel ships, whether or not they
channel, and relayed on an open channel,
appear to be cooperating. Meanwhile, the
leading to the obvious conclusion that the
lurid yellow lightnings of the Ugor tractor
Squibs want the Rebels to intercept the mes
beams begin drawing the choicest bits of
sage. The message reads as follows:
garbage into the battle-wagon’s central hole.
The ship is equipped with antique auto “ Secret agent Dono to Momship. Hope
blasters. pseudosonic beamers, G-type roto- you enjoyin g plenty big treasure dump.
Iasers, and the like — all obsolete by even Plenty good stuff left on big-ship, you bet.
Rebel standards, but deadly in sufficient Have place-numbers for next big-ship stop.
num bers. And the number of w eapons W ill transmit in super-secret Squib code.
mounted on the Ugor Salvage Dreadnought Starting now.”
is excessive by anyone’s standards.
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The rest of the message is completely in see that it is made of thousands of different
decipherable to anyone without an idiomat pieces of other salvaged vessels, each cun
ic knowledge of Old High Squibbian. It re ningly fitted into place so as to make a
lays Elusive’s exact hyperspace destination smooth, silvery whole. Again, the garbage
coordinates. The message comes from a that floats around the Squib ship is just that;
Squib spy used as near-slave labor aboard floating trash. Tiny tractor beams keep it all
Elusive, though the Rebels don’t know this. in orbit, but there is nothing especially nifty
They should now realize that they must deal about this trash as compared to any other
with the Squibs if they want to find out space-debris.
where Elusive is headed. Once the Squib ship has matched course
with the Rebel vessel, a connecting tube
Let’s Make A Deal which was obviously once a part of some
The Squibs are perfectly willing to deal emergency evacuation gear snakes across to
with the Rebels, providin g they helped the airlock. Atmosphere hisses into it, and
chase off the Ugors. If they didn’t extend the airlock door swings open slowly to re
this kindness, the Rebels have to gather up veal a pair of meter-high, schnauser-like
some of the free-floating garbage (o r pro Squibs.
vide some of their own) as a peace offering.
Once the Squibs are prepared to talk, their “ G reetings, ill-fa vored stranger ones!
first com m unication is sw ift in com ing. The Illustrious C hieftain o f Junkyards,
Read: C o m m a n d er o f the T h r if t y , K in g
E b a reeb a veeb eed ee (pronounced ee-ba-
“ Alien scavengers, identify seifs or face ree-ba-v-b-d) bids you w e lc o m e to his
qu ick o b lite r a tio n by aw esom e Squib Momship.”
weaponry, you bet.’’
The two small aliens gesture with menac
T h e Rebels should be aware that the ing-looking power grapplers. They make no
Squibs have no real weapons, and that their move to disarm the Rebels, but their atti
shuttle could easily outrun the Squib ship tudes are haughty, almost contemptuous.
as well as anything they care to throw at The Rebels could easily dispatch the tiny
them. Let the Rebels discuss this among Squibs, but in order to gain the necessary
themselves until things begin to slow down, information, they must act with restraint
then inform them that the other vessel is toward the annoying aliens.
gathering more garbage, most of which is In fact, everyone on board the Squib ship
being set to float around the ship, but some is in on the gag, and constantly reminds the
of which seems to be gathering into another Rebels that they must behave in order to get
fighting-cluster. Then have the shuttle’s com what they want. As the strangers pass
unit crackle to life as another Squib an through the alien vessel, muttered tauntings
nouncement blares forth: assault them from all sides. Things like: “We
“ Hapless pawns o f the vile, contemptu need no sissy props to defeat overweight
ous U gor buckets-of-slim e, be prepared offworlders!” or “Go back where you came
nonetheless for instantish death! We give from, stinking trash-burners!"
to your doomed seifs 20 cergl-units o f what Commander of the Thrifty
you call time, to tell your names or else!” Read this aloud as the Rebels are led
Improvise further Squib pseudo-nonsense through the ship:
as necessary, but steer the Rebels toward The inside o f the Squib Momship is an in
accepting a haughty invitation to board the credible array o f recycled ornaments and
Squib “ M om ship” by som eone who calls cheap gadgets. Gorgeous mosaics formed
himself “ Chieftain of All Junkyards.’’ The o f broken drick lefru it jars decorate the
Squibs only bargain face-to-face, and so the low-ceilinged halls, and the lighting is pro
Rebels have to accept this offer. vided by the flickering exciters o f burned-
out signal lasers.
The Mighty Squibs
As the Rebels’ shuttle pulls alongside the The Rebels are led past numerous murals,
Squib ship for docking, the Rebels can get a all depicting central characters who seem to
much closer look at the alien vessel. They have an awful lot of personal effects. They
eventually wind up in the audience chamber
of King Ebareebaveebeedee.
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This three-m eter high cham ber is cov term s with the Squibs. Essentially, the
e re d e n tir e ly w ith th ings that g litte r. Squibs give them the information if they
Spray-on metalfoil, bits o f tube liners, and first agree to perform a favor for them. See
decorative touchplates all line the walls. the sidebar on Squib haggling, however, for
T h e c e ilin g sp orts a la rg e spacescape the tortuous route by which these terms are
showing a Squib ship, almost invisible in a reached.
cloud o f encircling garbage, approaching a
green planet. Tacky as the mural is, it is The Big Deal
made moreso by the fact that every cen The eventual and ultimate request of the
tim eter o f it is made from m ulticolored Squibs is that the Rebels journey to a fabu
Imperial tax stamps which read “ Do Not lous star system known as the “System of
Remove Under Penalty o f Death.” Paradise,” where they are to recover a valu
able item for the mighty Squibs. This is the
Upon an oversized throne made from the only thing that the scavengers will trade for
cockpit of an old Z-95 Headhunter sits the Elusive's destination coordinates, nothing
Com m ander of Thrifty him self, Ebaree- else. Once the Rebels agree, read the follow
baveebeedee. He greets the visitors: ing aloud:
“So, dealers with abridged decks, we of “ Is deal,” grumbles King Ebareebavee-
Lofty Squib greet you in name of universal beedee. “ You bring us quest object from
buddy-buddiness, irrespectfu l o f d iffe r System o f Paradise, w e give you place-
ences in station, no less.” numbers to catch Big-Ship. A ll pals togeth
According to traditional Squib bargaining er, can get down to serious art.” He winks
ceremony, a party desiring something pos knowingly, as though he’s just told an off
sessed by another must open the session by color joke.
making the first pitch. It is for this reason As part of the deal, the Squibs refuse to
that the king, and e v e ry Squib present, tell the Rebels exactly what the “quest ob
stands silent, not responding to or answer je c t ” is, but a Squib guide, one
ing any questions until the Rebels make Spilferith im u s-n arlam os (o r S p ilfer for
their first offer for the desired information. short), is sent along to ensure the success
Keep in mind the three keys of Squib bar of the mission and identify the item when it
gaining when running this scene: is found.
• Something is a good deal if it’s free, no Once the Rebels have agreed to the condi
matter how worthless it is. tions (they haven't much choice, really) the
• Haggling is the highest form of communi Squibs present them with a “gift of bargain
cation. closing,” the Droid L9-G8. The value of their
• The only good Ugor is a ripped-off Ugor. gift, and the humor of the king’s joke, be
comes annoyingly apparent to the unsus
The sooner the Rebels grasp these facts, pecting Rebels before long.
the quicker they will be able to come to
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g quib Haggling
• Involve trading for a greater quantity,
____ The Squibs hold a few things sacred, larger number, or best of all, higher novel
which is more than can be said for the ty or kRR (not translatable) value.
Ugors (see their template in the pullout). • Are complicated. To a Squib, a more in
Foremost among these is the love of hag tricate deal is a better deal. Sheer com
gling. Haggling, as defined by the Squibs, plexity reckons in a bargain as much as
refers to any kind of conniving, hodge any of the above considerations.
podge of a deal that lets both sides think
Here is a brief exam ple of haggling,
(for a time, at least) that they just got the
better of the other. Everything else that Squib-style:
other races enjoy, such as reproduction, A Sullustan trader offers a Squib a cred
exploration, conquest, or even acquisi it for a Gamorrean snack-cracker. Rather
tion, are all sublimated by the Squibs un than demanding two credits, the Squib
der the love of haggling. suggests that the Sullustan give the credit
Similarly, calling a Squib a good bargain to his friend the Twi’lek, who then buys
er is the equivalent of telling a member of tw o Anoat m alteds with it, gives the
any other race that he or she is smart, Sullustan one malted and the Squib the
rich, or sexy. Their favorite kinds of deals: other, in exchange for the cracker which
is split three-ways for malted dunking by
• Involve things that can't normally be
all.
compared easily, like food and electronic
parts, or information and medicine. In any case, the only thing a Squib will
• Are resolved quickly, with no later pay stop at is outright stealing, although
ments (which might be reconsidered) or cheating a buyer (as humans define cheat
interest rates (a concept invented by the ing) may be perfectly acceptable, as long
Ugors and one of the reasons they are so as the seller never actually lies while pur
despised). suing a sale.
— STAR.
“ WARS’
pisode Two
Strangers in Paradise
Summary that it is more valuable than it seems. In
Arriving at Paradise System, the Rebels order to search for the mysterious object of
discover just what "paradise" means to a their quest, the Rebels must first pass a
Squib — a massive space junkyard. The en Ugor blockade checkpoint. There are more
tire system is controlled and operated by pleasant ways to spend one’s time.
the Ugors. To enter the system, the Rebels
must first pass through an Ugor blockade
checkpoint. The ever-thrifty and religious
Ugors naturally demand a healthy "dona £ ut-Away to Elusive
tion" of anyone wishing to make a "pilgrim
------ Read Aloud:
age" into the System of Paradise.
After their second grueling bargaining ses INTERIOR: ELUSIVE CARGO HOLD. The
sion in less than one day, the Rebels enter camera slowly tracks along a row o f data
the space junkyard. However, they notice a packs stacked neatly on a long table, even
strange ship following them. A chase scene tually com ing to rest upon an Im perial
ensues as the Rebels try to lose their pur technician stacking more packs. Beside
suers, which they may eventually do, but the tech n icia n is a n oth er, y o u n g e r
not before nearly crashing into several large Imperial, who picks up one o f the data
pieces of junk. packs and inserts it into a computer con
sole.
Arrival in Paradise The first technician turns to his compan
Read: ion and says, "The captain said to invento
ry the material, not examine it."
Once you’ve deciphered the thickly ac "Aren’t you even the least bit curious?”
cented Basic o f the Squib guide and actual returns his partner.
ly located the system o f Paradise, you fol "I used to be. Spent two seasons in the
low his directions and soon are on the out spice mines for it. Besides, it’s probably
skirts o f a rather strange system. Your just a lot of useless trash, or else the
ship’s sensors id en tify it as J21-Z65, no Rebels never would have left it behind.”
points o f interest, pretty far o ff the beaten “Well if it’s useless, then th ere’s no
track. It hasn’t even got a planet, only a harm in taking a little peek.”
small sun and asteroid field. Nevertheless, With that, the young tech punches codes
you also detect a well-maintained picket into his console. Dull green light shines in
around the system that is as solid as an his widened eyes as he reads the display.
Imperial Naval blockade. The ships form " ‘ ...Alliance operatives, Ralltiir Sector.’
ing the blockade are squat, ring-shaped Useless trash, huh? Get the captain!”
Ugorian battle-wagons. Cut to...
This, according to Spilfer, is definitely the INTERIOR: SHUTTLE B O N D E R IU M
System of Paradise, and the number of BRIDGE.
Ugors patrolling the perim eter indicates
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Haggling: The Sequel final payment and his asking price, the offi
The Rebels arrive before the Chief Tax cial will be open to bribes to let the Rebels
Chaplain, an unpleasantly liquid person keep their hand weapons. If the bribe is
named ArrGack, who receives them in much good, he mentions casually that certain
the same fashion as a funeral director greet “tool license fees” have been known to in
ing prospective clients. He smiles a lot (he clude hand blasters and the like. But no
has a lot of mouths), but he keeps looking at matter the tip, he does not let them enter
them like he’s hungry. GrrKack introduces the system with active ships’ weapons. All
you to his superior: ships’ weapons must be deactivated upon
entering the system.
“ M eet h o n o ra b le B ilg rim s , oh W ise
A rrG ack . Dey u n dertake B ilgrim age to Spilfer to the Rescue
atone fo r many zins, all o f which Your Just as the Rebels are about to close a
Wisdom has doubtless heard before.” deal, they are interrupted by the high-
pitched, yet fam iliar sound of som eone
There is an awkward pause, as the Rebels
clearing his throat to get attention. Much to
are supposed to cough up some credits. The
the Rebels chagrin, they recognize the voice
“holy collection plate,” a silvery platter with
as belonging to Spilfer, their Squib guide.
a bright red velvet lining, is passed to the
Unable to resist a good haggling session, the
Rebels. If they hesitate at all, the lugubrious
tiny Squib has disguised himself in a very
voice adds, “Is usual donation 50 credits
poorly fitting, human-sized blast helmet and
standard per bilgrim, extra for Droids and
tech-suit and crossed-over into the Ugor
zinners.” While the Rebels are deciding how
vessel to join in the fun. Before the Rebels
to react to all of this, GrrKack begins to re
can stop him, he starts to haggle with the
cite a brief list of rules, including the follow
Ugors.
ing:
Everything goes fine, and the Squib is able
• No hostility or bad feeling is allowed in to bargain the unruly crustaceans down to a
Holy Place; therefore no weapons permitted. rock-bottom 12 credits, until it comes time
• All donations must be anonymous, credits to shake on the deal. Read this aloud:
up front.
GrrKack unscrews the top o f his arm or
• This system is under Divine Law, which su
and extends a gloppy pod toward Spilfer.
persedes all others. Any legal actions are
When it gets within a m eter o r so o f the
subject to Divine Laws as interpreted by the
fu zzy blue alien, it reco ils in apparent
Holy Officers on duty.
shock. The pseudopod retreats back into
• A deposit is required before entering,
the suit, to be replaced by three snaky ten
which will be refunded after Pilgrim has
drils with bulbous eyes on their tips. “ I
paid the assessed p ric e fo r any H oly
can’t believe my eyes,” rumbles the blob
Artifacts Pilgrim may be removing.
like thing in the shell, “ I dink dey brought
The Ugors cheerfully accept any and all us a sacrifice!”
credits offered them, and double all subse
If no one else says it, have Spilfer exclaim,
quent requests for money. Only bribes of as
"I can’t believe your eyes either.” Or maybe
tronomical value will be considered. The ac
not. In any event, GrrKack turns to his lead
tual standard “donation” price is 20 credits,
er with many widened eyes.
and the Ugors do not usually charge extra
for Droids, but they figure they can get away “ Wise ArrGack, see if that is not demon
with it here. o f a Squib, coming to give glory on the al
If the Rebels decide to haggle, have them tar o f the Angel of Taxations and Imports.”
make a bargain roll against ArrGack (bar
gain 5D), and follow the standard rules for ArrG ack’s vagu ely turtle-shaped shell
opposed skill resolution. If the Rebels de pops open with a hiss of hydraulics, reveal
cide not to haggle, the Ugors continue to ing a sickly green soup with a pair of bat
ask for more money, until the Rebels stop tered macrobinoculars floating in it. They
them. Then they begin to haggle. come to bear on the Rebels, and a gurgly
If the Rebels manage to whittle the price voice emanating from the green stuff bur
down to 30 credits or less and then tip the bles:
customs official the difference between the
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“ Yup, G rrKack, is sure-enough Squib- track of the number of successes and fail
thing, ve rita b le pseudopod o f the Anti- ures, averaging them out in the end to deter
Prophet. Killum quick, but with p ro p er mine the overall culinary accuracy of the
cerem ony.” Tax Chaplain GrrKack closes dish. The m ore successes, the b etter it
his shell and, working the mechanism on tastes — to an Ugor, anyway. When the
h a lf a d ozen w eapons, begins, “ Let us cooking is finished, the Rebels should be
pray...” glopped-up, disgusted and embarrassed by
the culinary ordeal.
Fighting the Ugors here should appear ob
Suggested dishes include: free-floating fun
viously futile to the Rebels, and you should
gal fondu, spirogyra gelatin, glazed glucose
encourage the use of other kinds of skills in
pate, mitochondria crunchy surprise, single
dealing with this situation. Some fast talking
celery soda, and photo-lipids in brazened
and maybe a few con rolls are in order, but
fatty-acid sauce.
even if the Rebels are persuasive in talking
the Ugors out of shooting, they must turn Giving Up Weapons
over some serious credits if they want to get Getting the Rebels to relinquish their
out of this cleanly. Once the Ugors notice blasters is a lot like taking styro-taffy from a
the Squib, they will only let him go in ex baby. They’ll likely scream their heads off
change for a healthy “exorcism fee.” and stubbornly refuse. Nevertheless, the
Ugors insist that no weapons are to be per
The Way to an Ugor’s Heart mitted in Paradise System. All weapons are
If the Rebels picked up on Elnine’s excited
impounded for safe return upon leaving the
exclam ation at the thought of meeting a
system. Of course, the Ugors expect to be
Ugor earlier, they may realize that they have
bribed, and the Rebels are likely to oblige
a valuable bargaining chip here. The one
them, providing you can keep them from
thing that Ugors enjoy almost as much as
opening fire first.
collecting junk is eating. Naturally, being a
A bribe of substance, as well as a success
cooking Droid, L9-G8 is well-versed in the in
ful opposed bargain roll, lets a single Rebel
tricacies of Ugorian cooking.
hang onto a single hand weapon. This bribe
In fact, there are certain Ugor delicacies,
is described as a “tool tax” by the Ugors.
very rare and very valuable, that Elnine can
Encourage the Rebels to come up with cre
prepare for the Rebels to use as payment.
ative names for their “tools, ” so they can be
The problem, of course, is that Droids are
listed on the official dataforms: “Yeah, it’s
not allowed on board Ugorian ships; there
an, uh, rivet evaporator, and the other
are no exceptions. And, since the stolen
thing’s a ... laser surveying t o o l..."
shuttle has no galley, the only way that the
No matter what the bribe, however, the
Rebels can use food as a bargaining chip is
Ugors do not allow the Rebels to take live
to do the cooking themselves. This means
heavy weapons or ship weapons into the
that they will have to be talked through the
system. All standard ships have override
cooking procedure by Elnine via comlink,
cutouts in the weapon systems, for comply
not an easy task even if you aren’t forced to
ing with terms of surrender and safety regu
use the m akeshift kitchen aboard the
lations, and when docking at a rare pacifist
Ugorian ship.
planet, such as the former peace-abiding
For each step of the recipe that Elnine out
world of Alderaan.
lines for the heroes-turned-chefs, have them
T h e Ugors d e a c tiv a te the s h u ttle ’s
make a Dexterity roll. The rolls should get
weapons using the override cutouts and af
more and more difficult as the process pro
fix the official customs seal over each, to be
gresses, beginning with Very Easy ( “find a
inspected when the Rebels try to leave. The
large b ow l” ) and continuing up to Very
penalty for tam pering with this seal is
Difficult ( “without cracking the shells, re
death, in any of a number of interesting
m ove the contents of six morrt eggs and
ways. The seal itself is also booby-trapped,
flop them into the bowl” ).
a fact that the Ugors keep to themselves (6D
It takes six pairs of appendages to proper
damage to weapon, 3D to characters within
ly prepare an Ugor meal, so all of the Rebels
five meters of the blast).
must pitch in. Have everyone make a roll for
each step of the process (Very Easy, Easy,
Moderate. Difficult, and Very Difficult). Keep
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Paradise by the Cockpit Lights Rebels are actual Imperials, and therefore
Read aloud: must be headed for the only object of inter
est in Paradise System — the gravity-well
L eavin g behind the rather ex p en sive projector.
picket, you are confronted by a planetless
If the Rebels attempt to hail the other
star system. G arbage orbits around the
ship, the Ugors call to ask what all the chat
sm all sun w h e r e w o rld s sh ou ld be.
ter is about. They claim no knowledge of
“Ahhh,” sighs Spilfer, “ Paradise!”
any other ship in the system. The pirate ves
The outdated technology o f a thousand
sel does not respond to any communica
w orld s drifts in p recise orbit around a
tions. If the Rebels ignore the shadowing
massive w reck o f some kind, and apart
ship, the craft continues to trail them, keep
from the periodic Ugor patrol craft and the
ing its distance, waiting for the shuttle to
strange black assault ship that appears to
park and disembark passengers before mov
be follow ing you, you fly alone among the
ing in for the kill.
junk.
If the Rebels try to determine what kind of
Attacking the Pirate Ship
Attacking the pirate vessel right away
ship is follow ing them, let them make a
could prove difficult, because the Rebels
Moderate technology roll. If anyone makes
must first reactivate their weapons. Doing
the roll, they can manipulate the shuttle’s
this requires success on a Difficult starship
sensors to mark the ship as a late-model
repair roll for each of the shuttle’s weapons.
Aratech SkySlayer, with auxiliary weapons
Remember, the official Ugor inspection seal
and twin custom engines. What the Rebels
is booby-trapped, and it takes a Difficult
can’t tell is that this is a freelance pirate ves
demolition roll (at the player’s request) to
sel sent by crimelord Jabba-the-Hutt to find
detect and deactivate the traps. Otherwise,
the mysterious “gravity engine" that the
all Rebels within five m eters of the seal
Ugors are rumored to be using. At the mo
when it is tampered with take 3D damage,
ment, the pirates are simply following the
and the weapon itself takes 6D damage.
stolen Im perial shuttle. T h ey think the
The pirates try to avoid combat with the
Imperial shuttle at this point, unless they
LIGHT ASSAULT SHIP GRASP are provoked. They have lavishly bribed the
Ugors to keep quiet about their presence
and to let them keep their ship’s guns ac
Craft: Aratech SkySlayer Grasp
tive. Therefore, if they are attacked, they
Type: Light assault ship
will respond in full.
Length: 20 meters
Crew: 7 Remember, any combat here takes place
in what is essentially an asteroid field.
Passengers: None
For RPG combat, have each ship’s pilot
Cargo Capacity: 50 metric tons
make a Moderate starship piloting roll every
Consumables: 4 months
round (as one of their actions) to avoid
H yperdrive M ultiplier [x l]
Nav Com puter [Yes] slamming into a chunk of orbiting debris.
Failing the roll means that the ship has hit a
H yperdrive Backup: [No]
Sublight Speed: [4D] piece of junk, and takes from ID to 3D of
damage, depending on the size of the de
Maneuverability: [ID ]
Hull: [4D] bris. Determine the size randomly by rolling
Weapons: one die (1 or 2. ID damage; 3 or 4, 2D dam
Two Quad Laser Cannons (fire age; 5 or 6, 3D damage).
Add descriptions for better effect during
separately)
the combat. For example, “ ...rolling away
Fire Control: [2D+2]
from the enemy laser barrage, your shuttle
Damage: [4D]
swings directly into the path of a burnt-out
Four Blaster Cannons (fire linked)
Jawa Sandcrawler husk! Make your roll...”
Fire Control: [3D]
In any event, the pirates are crucial to
Combined Damage: [6D]
action taking place later on in the adven
Shields:
ture. Try not to let them be destroyed, but if
Rating: [2D]
the Rebels are extremely successful a n d
heroic in the attempt, they can destroy the
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pirate ship. In this case, simply have anoth If the pirate succeeds and the Rebel fails
er pirate ship show up later. or both fail, the chase continues. Remember
to use the starship piloting rolls to determine
Losing Them if any collisions with asteroids occur, as
If the Rebels decide to run for it, have the mentioned above. If the Rebels manage to
Rebel pilot make a Difficult starship piloting “lose" their pursuers, they can navigate
roll. Then do the same for the pirate pilot freely in the floating junkyard; collision rolls
(at 4D). are no longer necessary.
If the Rebel succeeds and the pirate fails, The chase should go on for no longer than
the Rebels have eluded their pursuers — for three com bat rounds, at which time the
the moment. In this case, the pirates will Rebels reach the Death Star chunk at the
still be looking for them, and will reappear center of the system.
at your discretion. Go on to ep isod e three, and have the
pirates duck out of sight for a while.
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pisode Three
That’s No M oon...
Summary Sneaking Past the Ugors
After evading or confronting the mystery As the R ebels’ shuttle approaches the
ship, Spilfer leads the Rebels to the object Holy of Holies, ask the players to make
of their quest. What seemed like a simple Perception rolls for their characters. Those
enough task is suddenly complicated when who roll Difficult level or above notice that
the guide points to a 40,000 ton wreck that’s the chunk of wreckage occupies a central
protected by several Ugor ships and pro position among a large section of rotating
claims, “That’s it." After the initial shock, garbage. Logical, of course, considering its
the Squib clarifies that they don’t want the size, but the chunk isn’t spinning. Those
whole thing, just a pod-sized device stored Rebels that make an Easy Perception roll
on the derelict (the gravity-well projector). notice the patrolling Ugorian ships. There
The Rebels must sneak past the Ugors. are seven of them, camouflaged among the
dock with the massive wreck, and get inside rest of the floating garbage. Read:
undetected. Once inside, the Rebels explore
the w reck, b attle a Dianoga and som e The Ugorian patrol around this particu
Droids, and meet Darth Vader’s spare suit of lar hunk o f junk seems unusually heavy. In
armor before reaching the gravity-well pro fact, it is the only evidence of organized
jector. patrols you’ve seen so far. From the styl
ized black holes emblazoned on the sides
Eureka! o f these ships — religious icons if you ever
Read the following aloud: saw some — this must be a place of great
religious significance to the Ugors.
To Elnine, the enormous wreck floating
in the center o f the system resem bles a How the Rebels decide to sneak through
huge, metallic slice o f dricklefruit pie ala the cordon of Ugorian ships is up to them.
mode — one that has been through a heat Keep in mind that the intent of this en
ed space battle and lost. Judging by sheer counter is to give the Rebels a chance to
mass alon e, it could easily be a m ajor employ sneakiness and stealth rather than
chunk o f an Im perial Star D estroyer or combat skills. If they must scratch their
space station of some kind, but none o f its itchy trigger fingers, more Ugors than they
outer surface has survived to identify it. It can handle show up to forcibly cast them
is a monstrous honeycomb o f broken cor out of Paradise (see “Darn the Torpedos”
ridors, deck supports and conduits. “That’s below).
it!” Spilfer shouts excitedly, pointing at the A few possible ploys are outlined below. If
m assive w reck. “ T h ere is object o f our the Rebels have difficulty coming up with a
quest!” plan of their own, let Spilfer or Elnine sug
gest one or more of the following.
It is suggested that you have Spilfer take
his tim e revealin g that it is som ething The Diversion
aboard the enormous wreck, rather than the The Imperial shuttle is swift and relatively
wreck itself, that is the true object of their stealthy, so it might be possible for the
quest. Rebels to stage a diversion of some sort.
They could engineer a collision between
two pieces of floating garbage, and then slip
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cavenger Hunt
Adventure Script
Use the following script to start your adventure. The gamemaster will tell you which
part (o r parts) to read.
2nd Rebel: Relax. I used to pilot jump- 1st Rebel: We heard the speech. If we
ships, which are very similar to Imperial don’t stop that transport, the entire
shuttles in most respects — except for Alliance underground network in the sur
this knob. Anybody know what this knob rounding sectors will be compromised.
does?
6th Rebel: I can’t believe Dankayo’s base
1st Rebel: Humor. In our situation. That’s personnel left those databanks intact.
very co m fo rtin g ... What were they thinking?
3rd R ebel: When I take the Final Jump, I 4th Rebel: They were probably busy sav
don’t want to be in an Imperial shuttle. ing their lives. That’s what I’d be doing if
my base were under Imperial attack.
4th Rebel: Don’t worry. They made some
“special m odifications” to this bucket be 5th Rebel: That still leaves us in this
fore we took off. We’ll be all right. predicament. I just hope the transport’s
still in orbit when we get to Dankayo.
3rd Rebel: Well, I don’t know what good a
couple of extra guns and some shielding 2nd Rebel: W e’ll find out soon enough.
are going to do against an armed Imperial Strap yourselves in, I’m cutting in the sub
transport. light engines.
5th Rebel: Think about it. We’re flying an Gamemaster: Mesmerizing streaks of light
Imperial shuttle. We’ll just slide up close spin and twist into the familiar points of
to them, all friendly like, and then — realspace as the stolen shuttle’s sublight
engines kick into action.
3rd Rebel: We’re Rancor chow. Nice plan,
very simple. 6th Rebel: There she is! And by the looks
of that trail of garbage, she’s about to go
6th Rebel: So the odds aren’t so hot. The to lightspeed.
admiral didn’t have the time or the re
sources to com e up with anything better. 5th Rebel: Isn't it nice how Imperial proce
We’re his only hope. dure never varies. So what do we do now?
4th Rebel: That’s right. Think of the con 2nd Rebel: Now we do what we came to
do. Ready or not, here we go!
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PLAYER HANDOUT:
The Final Log of Agent ZNT-8
Transmitted from Dankayo to Alliance Com Buoy 965C shortly after the Imperial attack.
GAMEMASTER DIAGRAM:
The
Holy
of
Holies
OHIO
LANDING SITE
ENCOUNTER
■\ ELUSIVE
Teehl
Template Type: Pirate
Ht.: 1.7m Sex: Female
Craft: Elusive
DEX 3D+2 PER 3D Type: Imperial Armored Transport
Blaster 5D Con AD Length: 50 meters
Dodge 4D Hide/Sneak AD+2 a Crew: 10
KNO 2D STR 3D+2 Troops: 20
MEC 3D+1 Brawling 4D+2 Cargo Capacity: 30,000 metric tons
Starship Piloting 4D*2 TEC 2D+1 Consumables: 3 months
Starship Gunnery 4D Demolition 3D+2 Hyperdrive Multiplier: [x2]
Physical Description: Teehl wears a battle-scarred but Nav Computer: [Yes]
well-repaired black and gold spacesuit. Her faceplate is Hyperdrive Backup: [Yes]
polarized but her voice over the comlink sounds melodi- Sublight Speed: 12D]
ous. Maneuverability: [0]
Equipment: Old spacesuit. blaster carbine (damage 5D), Hull: [6D]
vibrocutlass (damage 4D), scrambled comlink, 2 grenades Weapons:
(damage 5D), holdout blaster (damage 3D*1). Two Laser Cannons (fire separately)
Background: Teehl started out as the favorite mistress of Fire Control: [2D]
a powerful pirate. Eventually she worked her way up to be Damage: [5D]
the captain of her own ship. Grasp, and now works as Four Double Turbolaser Batteries (fire linked)
“hired muscle” for Jabba-the-Hutt. Her current mission is Fire Control: [3D]
to "secure" the gravity-well device for her boss. Damage: [2D+2]
Personality: Teehl cannot accurately be called ruthless, Shields: [None]
because she actually cares about every person she
betrays and kills. It is simply that she cares more for her
self, and every person who has gotten close to her has
also gotten in her way.
Quote: "We’re reasonable people. All we want are the
goods. (To the side) Okay, guys, blast them!"
V
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r
Spilfer Typical Ugor
Template Type: Squib Hero Template Type: Ugor
Ht.: .97m Sex: male Ht: variable
DEX 4D PER 4D
Dodge 5D Con 5D+2
KNO 3D Bargain 5D
MEC 3D Search 5D • Ugors have a total of 12D of attributes. Because they
Tractor Beam Op. 4D STR 2D are amorphous beings, they can shift around their
TEC 2D attributes according to what they require at the moment.
Physical Description: Spilfer is a tiny, blue-furred biped For example, forming pseudopodia into a bunch of eye-
with tufted ears and five-fingered hands and feet. He stalks to examine something would increase a Ugor’s
wears a motley collection of odds and ends in lieu of Perception.
clothing, arranged in a fashion which a race of junk collec • No attribute may have more than 4D, and when one
tors would consider tasteful. attribute is needed, the rest must also be allocated
Equipment: One small, tin-plated power pistol (damage accordingly to other attributes. Ugors have no skills.
3D, short range only; looks like a toy); one heavy-duty • There are no PC Ugors. only NPCs.
item of ominous appearance that is actually a garbage- Physical Description: Ugors are large, amorphous beings.
grabber. They speak by extruding any of a variety of impromptu
Background: Spilfer is the Squib guide sent with the organs, some capable of being understood by humans.
Rebels on their quest, or, in his own tongue. “Special- Equipment: Although not exactly carrying every known
Ambassador-to-big-guys-who-are-not-Imperials." He wears weapon and tool, Ugors can often perform the same
the ceremonial Fizz-Pop Cap (with foil cluster) of a Squib effects using their extremely versatile bodies. A properly
Diplomat, and actually has authority to sign treaties for shaped pseudopod can be a lockpick, a shovel, a vise, a
the entire Squib race. knife, a carryin g bag. or a w aterproof umbrella.
Personality: Wants to win glory by “dealing the good Background: Ugors are garbage collectors who own and
deal." Picks up and adds to his collection any loose bits of operate the Paradise System Junkyard with Imperial sanc
flotsam he runs across. Sometimes, he politely asks if any tion. They are at war with the Squibs, but most garbage
one else wants an item, to see what they will do. If they let wars aren’t extremely violent — just messy.
him retain most of his treasures, he quickly grows to like Personality: Ugors believe that gambling, bargaining, and
the Rebels. cheating are a way of life. They are an unfriendly, isolated
Quote: "Us Squibs learn real good Basic. Study 'em up lots lot who hate everything that isn’t garbage.
from examining plenty good garbage, you bet." Quote: "Whad will you gib me for de redurn ob your sister?”
=J BONDERIUM
King Ebareebaveebeedee
Template Type: Squib
H t: .89m Sex: Male
Craft: Bonderium <
Type: Modified Imperial Lambda-c\ass Shuttle DEX 3D PER 3D /
Length: 20 meters KNO 2D Bargain 6D A t
Crew: 4-6 MEC 2D Con 4D+2 Jwv /
Passengers: 10 Command 5D STR ID (
Cargo Capacity: 80 metric tons TEC ID
Consumables: 2 months Physical Description: The king is a smallish, older Squib,
Hyperdrive Multiplier: [x l] a bit grayed about the whiskers and wrinkled about the
N'av Computer (Yes] eyes. He wears a regal collection of trash passed down to
Hyperdrive Backup: (Yes] him from generations of former kings.
Sublight Speed: [3D* 1] Equipment: The king carries nothing but the items which
Maneuverability: ( ID] hang from his traditional robes, and cannot, by traditional
Hull: (3D] High-Squibbian Law, make use of any of them.
Weapons: Background: Fbareebaveebeedee has sat on the Squib
Four Double Laser Cannons throne for over 40 standard years. It was he who began
(fire separately) the system of using Squib spies aboard large vessels to
Fire Control: (3D] communicate their garbage dumps, and under his rule the
Damage: (4D] Squibs have reached new heights of prosperity.
One Proton Torpedo Tube P erson ality: A true proponent of all ancient High-
Fire control: (2D] Squibbian traditions, the king usually acts according to
Damage: (9D] custom rather than personal whim. He is fair, just and a
One Tractor Beam Squib of his word.
Fire Control: [3D] Quote: “Be trusting me. We make plenty-nice music
Shields: together."
Rating: [3D]
V
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in while the Ugors are occupied cleaning up sion that the weapons on the Rebel ship
the resulting mess. This involves at least have been disabled. If and when the Rebels
one Moderate con roll to stage the diver demonstrate otherwise, the aliens will be
sion, then a Moderate starship piloting roll to surprised (give the Rebels two free haste ac
slip in quickly. T h e y ’d better have their tions). Second, although the Ugors are famil
lan din g s ite s e le c te d in a d van ce (s e e iar with the system, they are indifferent pi
“Landing” below), or they’ll have to circle lots. If the Rebel pilot makes a Difficult star-
the wreck, exposing themselves to further ship piloting roll, they lose the Ugors for a
Ugorian notice. time.
The Old Hide-ln-The-Garbage Trick Landing on the Wreck
Seems like a good idea, right? Worked for As the Rebel ship approaches the hulking
Han Solo, d id n ’ t it? But the Im perials mass identified as the object of their quest,
w eren’t garbage experts. The Ugors are. find out where they would like to dock. A
When the Rebels (disguised as one of the Moderate Perception roll allows a Rebel to
bits of flotsam) begin moving toward the identify one of the three possible docking
“Holy of Holies,” the Ugor patrols are on places. Refer to the schematic in the pullout
them like Squibs at a two-for-one sale unless section at this point, as it pinpoints the ex
the pilot makes a Moderate sneak roll and a act locations for you. Read the descriptions
Moderate starship piloting roll to pull it off. below aloud as the Rebels approach. Let
Increase or decrease the piloting difficulty them decide which one of these routes to
depending on the success or failure of the take.
sneak roll. The Ugors know every piece of Note, if the Rebels only make a Very Easy
junk floating around the gravity-well projec or Easy Perception roll, then they only iden
tor and its orbit, since they set each piece in tify one or two of the possible three landing
place using the machine. See “Getting Out of sites (as marked on the schematic).
a Sticky Situation” below if the Rebels try
this and fail. The Bare Wall
This potential landing site is automatically
Dam the Torpedos... noticed by the Rebels, no matter what kind
Having a probable dislike for being muz of Perception roll they make.
zled, the Rebels may have th eir sh ip ’s
weapons working again by now. This being As the titanic chunk o f debris isn’t spin
the case, you may find that they immediate ning, it should be a simple matter to land
ly begin thinking in terms of using force. Try the shuttle on the relatively flat area you
to point them toward other solutions, per see before you. You can lock in place using
haps using the Droid or Squib to make alter power hook and enter through the rip in
nate suggestions. the bare wall. Through the rip, you see the
The Rebels can and should get past this tangled remains o f interior machinery.
hurdle without shooting up the place. Guns The Disposal Chute
are not the answer here, and you should If the Rebels make an Easy Perception roll,
hint that a frontal assault is fruitless, and in addition to “The Bare Wall” they notice
possibly suicidal. The Ugors jump on the this possible entry passage.
Rebels with all they’ve got if they think the
“Prime M over” is in jeopardy. At the wide end o f the chunk is what ap
pears to have been an enormous disposal
Getting Out of a Sticky Situation chute. It is wide enough for you to bring
The Ugors do not take kindly to tourists your ship inside, and surely one o f the
who stray from the scenic route and try to m any ducts con n ectin g into the chute
sneak into the Holy of Holies. If the Rebels leads into the wreck.
are caught in this kind of situation, the
Ugors converge on them at the rate of one The Emergency Airlock
ship every other round. Each Ugor ship is If the Rebels make a Moderate Perception
identical to the original Dreadnought en roll, in addition to “The Bare Wall” and “The
countered at the beginning of the adventure. Disposal Chute,” they notice this possible
The Rebels do have a few things in their entry passage.
favor. First, the Ugors are under the impres
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One side o f the wreckage has a recessed spray-on shipping foam. A weapons locker
em ergen cy airlock , which used to face along the w all has been smashed open,
onto som e non-pressurized area o f the spillin g the remains o f several Imperial-
structure. That area, w hatever it was, is issue blaster rifles across the bent floor.
now gone with the rest o f the ship, and the This corridor was near a storage chamber
airlock now opens into deep space. Your when the Death Star was in one piece.
ship could dock with the hulk at this point. Rebels who make a Difficult Perception roll
notice that it appears that the locker ex
Entering the Wreck
ploded from the inside when the atm o
After the Rebels have chosen a landing
sphere went. Yet there is some other, later
site, refer to the “Gamemaster Schematic” in
damage, both to the locker and the weapons
the pullout section. Find the chosen landing
themselves. A closer examination reveals
site and follow the prescribed path from
that the power cells have been rem oved
that site to the gravity-well projector. This is
the path that S p ilfer leads the Rebels from most of the blasters.
If the Rebels d id n ’ t hide any of their
through, and the encounters happen in the
weaponry from the Ugors, you may allow
order described.
one or two of the newly-discovered blaster
Strangely, there is sufficient gravity within
rifles to be repaired by scavenging parts
the wreck to maneuver normally. There is
from several others (and making Moderate
no oxygen, however, and breath masks must
be used at all times. The wreck is an eerie Technical rolls).
Anything the Rebels seem disinclined to
place, replete with strange, echoing noises
grab, Spilfer lays claim to, accumulating an
and dark, shadowy movements.
incredible assortment of useless garbage.
The players probably don’t realize that
He is pleased that they are willing to let him
this is all a large chunk of the now-de
have all these discarded servo-adaptors and
stroyed Death Star, and you should try to re
burnt-out components, but also a little sus
veal it to them slowly. Feel free to throw in
picious. “Why are they being so nice to me?”
as many familiar Death Star locales as you
he wonders. When the Rebels start to move
want in addition to the ones provided here,
again, read this aloud:
but try not to make it too obvious. When the
Rebels enter, you should convey a sense of As you begin to move, a dozen distorted,
70mm wonder. metallic shapes clamber silently into view.
Much to the Rebels chagrin or delight, You recogn ize most o f them as standard
(depending on how things have gone so far) Droids, but some are so twisted and bent
Elnine refuses to leave the shuttle. The go as to be almost unrecognizable. At the lead
ings-on of the past day or so have caused is a d en ted and scarred in te rro g a tio n
him such distress that he has become petri robot — a black and chrom e sphere o f
fied with fear. The only way that the Rebels hateful technology. It is carried by an unfa
can get the frightened mechanical off the miliar, humanoid Droid with heavy armor
ship is to deactivate him. in which case he p la tin g. A squad o f b ent and b ro k en
becomes quite an encumbrance. Elnine “vol mouse Droids slide into v ie w along the
unteers” to stay behind to “guard the ship.” floor, most o f which have small blasters
This is desirable for the story’s purposes, crudely mounted on them.
since having Elnine back on the ship should
provide some amusing moments in the next If the lightsaber from encounter three
hasn’t been discovered yet, add:
episode.
The h eavily-arm o red D roid ca rrie s a
Encounter One: lightsaber.
The Void Droids
A fter docking near the bare wall, the These are the “Void Droids” (see the side-
Rebels can enter a central corridor which bar in this ep isod e). They surround the
seems to be slightly more disheveled than Rebels, emerging from unseen openings and
the rest of the wreck. Read: dark corridors before the heroes can act.
There are a total of 18 Droids in this en
Several bits o f storm trooper arm or are counter, but if you feel your player charac
strewn throughout this corridor. Some of ters need more of a challenge, throw in a
the arm or, h o w e v er, is still packed in few more of your own design. Simply take a
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normal Droid’s statistics, adjust the codes A winding corrid or leads to encounter
slightly to increase combat skills, and give it three, while a twisted maintenance shaft
a weapon or two. goes to episode four.
The Void Droids want only two things —
power and spare parts. They ask the Rebels
to “hand over all mechanical devices or be ^ oid Droids
destroyed .” If the Rebels are convincing ___ Think for a moment, about how a
enough (a Difficult con roll or better) they spaceship dies. Most often there is an ex
might persuade the Void Droids to join plosion, and all that survives are vanish
them, with the promise of endless power, lu ingly small segments of the whole. But
bricant and spare parts. It is more likely, even if a ship dies a peaceful death, in its
however, that the Rebels will refuse to coop last moments the atm osphere escapes
erate with or talk to the Void Droids, and the and the occupants are left only vacuum
scene will degenerate into a battle. and the icy cold of space.
If a battle occurs, the Droids fight until re You’d think that would kill everything
duced to half their number, then they re on board, wouldn’t you? You’d be wrong.
treat into hidden passageways that the There are beings on every ship in the
Rebels cannot navigate. They continue guer galaxy who can su rvive without light,
rilla tactics as long as the Rebels are aboard without heat, without air. In fact, all they
the wreck, trying anything they can to steal need is an occasional recharge and oil
the things they need so desperately. bath. The Droids.
If the Rebels make an offer of part of their But without maintenance, proper pro
equipment, they must make Moderate bar gramming, or any normal frame of refer
gaining rolls to convince the Droids not to ence, even a Droid can go insane. When
take everything. this happens, “Void Droids” are born.
Below are the Void Droids encountered They become a mob of obsolete mecha
here, others may be added later at your dis nisms leading the lives of cyberzombies,
cretion: stealing spare parts and power, occasion
ally attacking lone Droids for lubricant,
ITO-9 (Interrogation Droid): STR 3D; PER
and so on. “Void Droids” have been found
4D; Skills: melee 3D, interrogation devices
on large starsh ip and sp ace station
and tech n iqu es 4D+1. W eapons: laser
wrecks throughout the galaxy.
scalpel (damage 2D), power shears (damage
T h e form er Death Star’s p articu lar
4D+2), hypodermic injector (stun damage
group of mechanical nasties are without a
3D), grenade (damage 5D).
doubt the most dangerous. This is be
K0-B2 (Com bat D roid): STR 7D; DEX 5D. cause they are led by an Interrogator
Skills: Blaster 6D, Dodge 6D, Melee 5D+2. Droid, still very much aware and danger
Weapons: blaster rifle (damage 5D), force ous. It can no longer move on its own,
pike (damage STR+2D). since losing its repulsorlift engine, but
this nasty-looking torture Droid leads this
MSE-6 General Purpose Droids (8): DEX 4D,
particular pack of homicidal appliances.
search 4D. Weapons: blaster pistol (damage
While the Droids are hungry for power,
3D). they are not stupid. They realize that they
T-Series Imperial Protocol Droids (4): KNO can’t drain power from the gravity-well
3D; blaster 2D+2, dodge 1D+2, languages 5D. projector as this is the only thing keeping
Weapons: blaster rifle (damage 4D). their sanctuary from crashing into other
pieces of orbiting junk.
D99-X M aintenance D roids (2): TEC 4D;
blaster 2D, d od ge 2D, Droid repair 5D.
Weapons: retractable heavy manipulators
(damage STR+1D), blaster pistol (damage
3D). Encounter Two:
There’s Something Alive in Here
MD-1 Medical Droids (2): KNO 3D; medicine Upon en terin g one of the con n ectin g
5D, dodge 3D. Weapons: laser scalpel (dam ducts, the Rebels must wade into a disposal
age 2D+2), power clamp (damage 1D+2). tube full of garbage. Within this dank area,
they meet a Dianoga — just like the one that
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almost got Luke Skywalker! Read aloud: definitely hungry, which makes it a lot nasti
er than the one that attacked Luke. It has
The path through the disposal tube has
been through a rough time, actually surviv
its blessings, chief among them is the fact
ing the space station’s destruction with only
that you can’t smell what you’re wading in
its incredible adaptability to see it through.
to through your breath masks. Silent, hov
It grabs the Squib and any Rebels that
ering gouts of garbage drift aimlessly in a
come to his aid, pulling them toward its gap
solid stream o f refuse. As you wade hip-
ing maw. It takes three combat rounds for
deep through the the garbage, the tube
the beast to pull a victim into its maw. Each
opens into a wide passageway, festooned of these rounds, the creature must make a
with the remains o f branching disposal braw ling attack (u sing its 6D Strength)
ducts. Did you hear something? Nah, prob against its victims to retain hold. Once the
ably not. victim has reached the mouth, he takes 5D
Eventually, the duct opens out into what of damage per round. The Dianoga can hold
was once a refuse processing station, where up to seven victims at a time, and therefore
the trash was compressed prior to ejection. declares seven attacks at the start of each
Here, huge garbage baffles that once held round.
tons of the junk hang open and empty, twist
ed by awesome destructive forces. The only Dianoga: DEX 2D; PER 3D+1; STR 6D. Speed
visible exit big enough for a person leads in Code 4D. Attacks through brawling. Victims
to a damaged compression chamber. Spilfer in maw take 5D damage per round.
constantly makes excited noises over the A muck-filled tunnel leads to encounter
comlink channel, gathering bits of worth one, and a side passage climbs up toward
less-looking garbage with his garbage-grab episode four.
ber and adding it to the collection pouches
decorating his suit. Encounter Three:
Wait until the Rebels are distracted before Darth Voder’s Ghost
you hit them with the Dianoga. If they make The emergency airlock leads to a dark and
jokes about the sewer scene from the Star silent section of the wreck. The Rebels even
Wars movie, then now is not the time to tually find themselves in a once-restricted
spring the creature on them. When they are portion of the Death Star, in a section that
poking fun at the Squib or are wrapped up has been canted to one side by the collapse
in finding another exit, have the garbage of a number of the supporting structures.
creature attack. You might want to wait for The corridor looks like a leaning house of
an “I’ve got a bad feeling about this...” just sabacc cards. Structural supports, beams,
for effect. In any event, start like this: and cables jut out in all directions, leaving a
Spilfer suddenly makes a very different surprisingly sturdy arched pathway through
noise over the comlink. He seems to have the chaos. Most of the side rooms are hope
uncovered a length o f greasy gray leather, lessly blocked, but the Rebels do manage to
and is apparently very excited about it. He find one which is intact and accessible,
must value it highly, since he refuses to let though it’s a room unlike any they’ve ever
go of it, even though it is quite a bit bigger seen.
Now is your chance to have some fun with
than he is. His frantic antics are almost
funny as he attempts to pull it from the the Rebels as they discover why this room
is still in one piece. It is Lord Darth Vader’s
muck and mire.
high-security meditation chamber!
Let the Rebels make Easy Perception rolls A side opening in the twisted corridor
to realize that the thing has hold of the leads a short way into darkness. At the end
Squib, rather than the other way around. A of the passage the Rebels find an intimidat
Moderate Dexterity or Easy swimming roll is ing, heavily-armored black door. They must
needed to get close enough to help him. figure a way to open this sealed portal if
In case you were wondering, this is a simi they intend to search this chamber. Any
lar creature to the Dianoga seen in the first reasonable-sounding plan should succeed,
Star Wars film. It could even be the same one but some plans are better than others.
that attacked Luke; it’s hard to tell with
Dianogas. This creature is sick, injured, and
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If they use explosives or excessive force, Show the players the illustration of Darth
be sure to drop lots of debris on them — Vader so that they can all get a good look at
each Rebel takes 4D damage from the col it. Make sure to block out everything on the
lapse if they are unsuccessful on a Moderate page but the drawing itself. Then ask what
dodge roll. Another method for cracking the each Rebel is doing.
door is for a Rebel to unlock it. For this to The debris flies out at them because the
work, the Rebel must make a Difficult secu room was vacuum sealed. The terrifying ap
rity roll. parition is not the Dark Lord himself, but
The first two rooms encountered after sim p ly a spare helm et and cloak. You
opening the door are of little interest to the should, h o w ever, treat this e x a c tly as
Rebels. The first is a lounging area still hung though the stunned Rebels have just met
with spartan fixtures that were obviously Darth Vader himself. Ask for declared ac
put in with the plumbing when the place tions and begin to run this as an actual en
was built, and with an equal amount of en counter. You should mention that the Rebels
thusiasm. The second, a command/control haven’t actually seen Vader, but th ey’ve
information access center, appears to have heard about him enough to recognize him at
been of high clearance, though nothing in least as well as the players.
side has any value now. The third room, the The idea here is to panic them, get them
sleeping chamber, is another matter. The to fire a few wild shots, maybe waste a force
personal quarters are disarrayed, but from point (go easy when it comes to returning
the homogeneity of the mess, it is apparent those points: the idea is to break the ten
that they once were neatly kept. sion, not take away the only edge some poor
Most of the garbage appears to be person Rebel has).
al medical equipment, of the sort that a rich If a Force-using Rebel tries to sense
and hypochondriacal fleet admiral might Vader’s presence, you may (depending on
have. There are also the ruins of some spe the roll) tell them they detect a faint taint,
cialized gadgetry that looks like it might like a bad psychic smell, in the dark door
have been used in repairing some kind of ex way, but no trace of a Force presence. This
p erim en tal Droid. W ith a M od era te is just the evil aura remaining in Vader’s
Perception roll, the Rebels find three med- chamber; psychic residue, as it were. A real
pacs among the medical equipment. ly good roll might let them detect a faint
A lone door, black and foreboding, looms positive aura in the room beyond the figure
in the back of this room. (from a captured artifact: see below).
If a Rebel decides to shoot at the appari
Behind the Black Door
tion, there is no n oticeab le effect. The
This portal, like the front entrance, is se
cloaked figure seems to sway aggressively,
cured by an armored door. This one howev
like a snake preparing to strike. If they spec
er, is not locked. Make sure you know where
ify the helmet as their target (and take the
everyone is in the room when the Rebels de
appropriate penalty of +5 to the difficulty
cides to open it. It would be best if you do
number), a successful hit spins the figure
this without being obvious about it. Try us
away in apparent retreat.
ing Star Wars miniatures if you have them to
If anyone attacks the presum ed Vader
help visualize the scene. When the door is
hand-to-hand (earning the “ Foolish But
opened, read this aloud:
Gutsy’’ award for this episode), they are en
The door slides away with a hiss o f hy fo ld ed in darkness as the cloak winds
draulics and you are im m ediately pum around them. Then they discover their as
m e lle d w ith a ll m a n n er o f d e b r is . A sailant is a disembodied helmet and cloak
strange and powerful gust o f wind pushes on a stand.
you backward, and as you struggle to look Beyond it is the remains of Vader’s medita
beyond the hail o f debris you see light tion chamber, including the collapsed and
gleam o ff o f a shiny metal helmet. Your tw isted w reckage of the en closed unit.
eyes focus on the darkness and you see a There is also an extra surprise that the
tall, dark figu re standing framed in the Rebels could use, if they haven’t already
doorway, its cloak whipping in the unnatu met the Void Droids.
ral wind.
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pisode Four
The Gravity- Well Projector
Summary This, of course, is the vaunted gravity-well
When the Rebels reach the center of the projector. Spilfer casually points at the pod
derelict they find that the device they’re af like device and exclaims, “There big juju.
ter is on and functioning. After finding a way Grab ’em and get leaving before some pushy
to disconnect the machine, the Rebels try to Ug show up. He ask plenty awkward ques
make their way out of the wreck, wrestling tions, you bet.’’
with the clumsy projector. Before long, they Remember, all the Squibs want to do is
are attacked by Jabba’s pirates, who jump show up the Ugors. The gravity-well projec
them while still inside. After an exciting bat tor is of little value to them except as it is
tle, the Rebels break free and dash for their prized by the Ugors.
ship. When they reach the shuttle, they see Approaching the Projector
that the once orderly system of trash has Those that head toward the projector no
gone haywire. Chunks of garbage and ma tice that it seem s som ehow uphill from
chinery float everywhere, colliding and spin them as they approach — not so much visu
ning wildly. Getting out of the system is not ally as in the amount of effort it takes to
going to be as easy as getting in ... reach it. An Rasy technology roll allows the
Rebels to realize that the great amount of
The Object of the Quest
power being pumped into the device seems
After suffering through the encounters in
to be forming a dense field of gravity.
the previous episode, the Rebels finally
reach their goal. The gravity-well projector Curiosity Killed the Squib
chamber has high, fluted walls. Observation As the Rebels ponder an approach, Spilfer
ports, empty now of their transparisteel, ceremoniously decides to take matters into
form uncanny black openings against the his own hands. Plucking a long tool-like ob
greenish decor. ject from his collection of junk, the curious
Of the sections of the wreck the Rebels Squib rears back to take a hefty swing at the
have had a chance to tour, the area sur p ro je cto r. R ebels making a D ifficu lt
rounding the gravity-well projector seems to Dexterity roll can stop the little guy in mid
be in the best shape. Strangely, there also swing. If no one stops him, Spilfer connects
seems to be a fair amount of power in use. with the pod’s outer casing, and the device
The energy emanates from a pair of mas begins to whine and smoke. Read:
sive, dangerous-looking pow er plants of
patently Ugorian design, obviously added af As the high-pitched whining reaches an
ter the mighty space station’s demise. All of “ explosion-imminent” crescendo, the guilt-
the power is being drawn by a squat bul ridden Squib closes his eyes and chooses a
bous device about the size of a small escape knob at random. There is a tense moment
pod. Mounted in place, its projector dish as he turns the chosen knob, pulls it o ff of
points out into space. the machine, and nimbly pockets it with
the rest of his junk. Soon a friendly-looking
A silver mechanism rotates at high speed
inside the translucent black case. It is diffi green light winks on inside the device. The
cult to tell exactly what it would look like if little guy seems to have saved the day, but
at rest, but in operation the mechanism h e refuses to return the knob.
forms the illusion of a black hole.
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31
____________________________ STAR___
'WARS---
landing is quite another, especially on the threaten to dislodge the Rebels from the
uneven surface of the massive wreck. But projector.
the Rebels should realize that leaving Elnine It takes three rounds for the Rebels to
flying around in the shuttle for too long is make it all the way up to the ship. For each
just as risky. The system has becom e a of those rounds, roll a die. A roll of six indi
swirling mass of destruction, and they've cates that a piece of debris may dislodge a
got to get back aboard Bonderium as quickly character. Determine the character involved
as possible. randomly, and have him make a Difficult
Talking Elnine through a landing requires Strength roll. The result is the same as
a Very Difficult starship piloting roll. If the above; failure means the character is dis
roll is failed, Elnine cannot land the shuttle lodged, and another may try to grab the vic
and remains hovering above (after a jarring tim before he spins away.
miscue, of course). This is the most proba The Rebels may decide to bring the pro
ble situation, and the Rebels will have to jector aboard the ship (a tight fit through
think of something fast if this is the case. the outer hatch) or to leave it in tow with
the tractor beam. Doing the latter exposes
An Uplifting Experience the device to the dangers of colliding de
One (admittedly crazy) way is to use the bris, though.
shuttle’s landing tractor to lock onto the
gravity-well projector, then pull it up to the Nick of Time
ship while the Rebels cling to it. If none of In the interests of high drama, as soon as
the Rebels think of this, Spilfer, being an ex the Rebels are off the derelict and safely
pert on tractor beams, suggests the plan. aboard their shuttle, read the follow in g
Once the plan is suggested, the PCs who aloud:
successfully examined the device earlier
realize that it is actually feasible. The pocket As you watch from the comparative safe
of normal pressure surrounding the projec ty' o f your ship, a comet o f conglomerated
tor will keep the Rebels from exposure to garbage slams into the wreck. Something
hard vacuum on the way up. in the trash explodes, prompting a similar
There are a plethora of hazards involved display o f pyrotechnics aboard the mas
in this plan. First, a Rebel must make a sive wreck which hurtles w ildly past you,
Difficult starship gunnery roll to talk Elnine toward a nearby mass o f rusted m ining
through locking the tractor beam on the de equipment. A chain reaction o f collisions
vice (Spilfer has a special tractor beam skill continues to build, each impact yieldin g
if the Rebels let him handle it). Second, each hundreds o f shards that smack into still
Rebel must make a Moderate Strength roll to further chunks o f debris. In moments, the
be able to hang-on to the device all the way entire star system becomes a chaos o f bil
up to the shuttle. Anyone failing starts to liard-like rebounds and collisions, even
spin off from the rest. An additional roll (at m ore dangerous and unpredictable than
-ID because it is a second action in the before. The giant wreck’s fiery demise has
round) allows a nearby character to grab turned the System o f Paradise into a fren
hold of the victim, however. Next there are zied storm o f destruction.
the wildly careening bits of debris which
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pisode Five
Paradise Unbound
Summary Not So Fast...
Now safely aboard their ship, the Rebels As the shuttle reaches the outer edge of
must navigate their way out of the system the system, before the Rebels have a chance
by dodging in and out of multi-ton wrecks. to make the jump to lightspeed, a nearby
When the Rebels break free of the garbage section of space shimmers and turns into
the Ugors spot them and take off in pursuit. four Ugorian Battle-wagons. A hate-filled,
Amid all this, dozens of Squib ships sudden Ugor voice fills the airwaves with a menac
ly appear and begin scarfing up the free- ing message:
floating junk.
“Heave to, rabid gropers ob the Holy ob
After escaping the angered sons of Ugor,
Holies! Id is now we are blasting you to
the Rebels must meet with King Ebaree-
m olecu les, to be d e la y e d o n ly fo r the
baveebeedee to resolve the gravity-well pro
abount o f seconds id takes for you to turn
jector situation and get Elusive's current lo
o b e r the P rim e M o v e r fro b y o u r v ile
cation.
clutches!”
Dangerous Getaway Right Where We Want Them
Once aboard the shuttle, four Moderate The Ugor pilots use a typical Ugorian
starship piloting rolls put the Rebels out of “overwhelm” tactic. They pop out of hyper
immediate danger and on a course for free space in a perfect position to come at the
space. Any failure means an accidental colli Rebels from all sides, completely surround
sion with a wad of garbage. Treat a collision ing them. The PCs must survive four combat
as a 3D to 5D damage roll against the shut rounds before they can make the jump to
tle’s hull and shields. Some fast repairs may lightspeed. Read this aloud:
be necessary here.
If a collision is imminent, Spilfer has a A surprising maneuver by the fast-clos
chance to deflect the incoming garbage with ing Ugors puts you directly between two of
the ship’s landing tractors. He must make a the clumsy cruisers, and two more quickly
Difficult tractor beam operation roll. join them to box you in. Sweeping in from
If the players think of it, they have the port and starboard, fore and aft, the four
means to avoid any and all damage while es doughnut-shaped battle-wagons unleash
caping the system. The gravity-well projec their antique flying fang missiles. Many of
tor, which should be in the shuttle’s hold by the fossil missiles are clearly duds, some
now, can be hooked into the ship’s power even blowing up in the launch tubes, but
supply to create a repulsor field of sorts. A an even d ozen cork screw tow ard your
Rebel making a Difficult technology roll can ship.
hook the device up and adjust it to create a The Rebels’ best chance is to fly up or
repelling gravity field around the ship. If this down, moving their shuttle from between
is accomplished, none of the starship pilot the attacking ships. While the Ugors are
ing rolls are necessary to escape the sys busy d od g in g th eir own arm am ents,
tem. The gravity field deflects all incoming Bonderium can put on some real speed and
garbage. make the jump to hyperspace. A Moderate
'starship piloting roll does the trick.
If no one thinks of this maneuver, there is
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another option. They could adjust the gravi Constant Star Destroyer patrols rule out any
ty-well projector even further so that the re- sort of action there. The only solution
pulsor field deflects the missiles away from seem s to be catching Elusive after she
them. This requires a Difficult technology leaves the repair station, but before she
roll to set up. This also drains the ship’s reaches Coronar. This means som ehow
power significantly, reducing all other ac dragging the ship out of hyperspace, a
tions by 2D for two combat rounds. tricky proposition to say the least.
If the players fail to think of either of these Any Rebel who had successfully examined
tactics, the shuttle is assaulted by 12 mis the gravity-well projector earlier realizes
siles. First roll one die; the result equals the that the d evice is capable of generating
number of missiles which are actually duds powerful enough disturbances in hyper
and do no damage. Work out the remaining space to yank a ship free, assuming that it is
missile shots as per space combat. triggered in the realspace equivalent of the
ship’s path. If no one is familiar enough with
Squibs Ahoy the device to know this, Spilfer suggests it,
As the Rebels prepare for hyperspace, a keeping in mind what the Rebels will have to
fleet of Squib needle ships take advantage of do next: get the d e v ic e back from the
the confusion resulting from the collapse of Squibs.
Paradise System. They pop out of lightspeed
and begin raking in choice bits of garbage, Haggling: Part III
including any disabled Ugor ships. The The Rebels are invited to again dock with
Ugorian fleet, devastated and occupied by the Squib Momship. The honor guard re
the system’s collapse, uncharacteristically turns and escorts them into the presence of
retreats from their hated enemies. the expectant King EbareebaveelDeedee. His
chamber is, if anything, more highly deco
Gleefully ravaging the Ugor holy system,
rated than last time. To the murals have
the Squibs sing out their various battle
been added a few impromptu renditions of
cries: “ Dibs on the big pieces!” , “ Eat hot
the System of Paradise collapsing, and a
trash, Ugorian slime!” and “Death to all sin
h e ro ic a lly e x a g g era te d p o rtra it of the
gle-minded fanatics of Ugor!” Coming in be
Rebels nears completion.
hind the first wave of Squib ships is the
Squib Momship and its escort. The familiar The king himself is beaming. At his side
voice of King Ebareebaveebeedee chirps in stands a Mon Calamari dressed in robes.
over the shuttle’s com unit: “Beware of smiling Squibs,” mutters Elnine
to the Rebel nearest him. What Elnine sus
“ Hail, conquerors of heroes! Much good pects and Spilfer knows, but neither of them
loot has been gifted to us due to thoughtful mentions, is that the Squibs have no real
v a n d a lis m b y you o f U gorian chu rch use for the gravity-well projector. They
marines. Bring now the quest-object to us wanted the Rebels to steal it merely because
and we will keep short end of deal.” of the trouble it would cause the Ugors.
Maneuvering close to the momship may Therefore, when the Rebels express an in
be accomplished with a Moderate starship terest in it, the Squibs will gladly see to it
piloting roll. Failure causes further damage that the deserving heroes get what they
to the paint on Bonderium as she impacts want — a gift, as it were, from the grateful
yet another hunk of free-floating garbage. Squib nation. Of course, being Squibs, their
Once the Rebels have delivered the gravity- offer takes the following form:
well projector, the Squibs are all too happy “ Knowing you interest in trifle-thing, we
to give them the information they need. In have only ask m inor items in exchange.
typical Squib fashion, the king explains that Perhaps if you give us your little ship and
Elusive is docked at the Empire’s Tolan all that you possess, as souvenir o f fond
Naval Installation for repairs. Its next desti ness in which we hold you, and to set up
nation: the Imperial Intelligence Operations museum display we gladly give way.”
Center on Coronar.
As soon as the Rebels express their dislike
Planning the Attack for this deal, the Squibs make a counter-of
The Rebels should immediately recognize fer. Since they are Squibs, they don’t simply
that attacking Elusive while it’s still at the reduce their former asking price: they add a
Naval In stallation w ould be su icid e. further level of complexity to the deal.
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“ Ah, then perhaps you give half-interest must keep Elnine. If they d on ’t want the
your ship to Mon Calamari trader in ex Droid, they have to give up their own ship,
change fo r tugboat, w e sell tugboat and also.
lend you enough cre d it buy back your
ship, good in terest rate, keep gravity-
Parting Compliments
Before they leave, a final deal-closing gift
doohickey for good, free paint job no extra
is given by the king to the Rebels. It is a
charge?”
sealed datapack which they are not to open
Presumably the Rebels will decline this of until they’ve destroyed Elusive and reported
fer also, and with luck will be baffled by the to their superiors in the Alliance.
sudden inclusion of the Mon Calamari in When the gift is opened, an enormous
this deal. This, to the Squibs, is good — as hologram of the king appears, looming over
far as they’re concerned, a confused cus the R ebels. He announces, in boom in g
tomer is a good customer. When the Rebels tones, a pact of mutual support between the
make their counter offer, you may feel free Squib Polyanarchy and the Rebellion. It is
to incorporate it into the Squibs’ next bid, attested to by Spilfer, and ready for Mon
but add it in an irrelevant or twisted way. M othm a’s agreem ent to name the Rebel
Here's an example: “Maybe you loan your heroes as Ambassadors to the Squibs, with
ship, 99 year lease, we give projector, free all rights and discount privileges pertaining
paint job, parking-orbit voucher, plus head thereto. At the conclusion of the message,
of Imperial Walker, good condition, only use the king adds a signal compliment: “Good
once?” Have fun with this for as long as you heroes they. Drive hard bargain.”
or the players can stand it, but try not to
This episode closes with Bonderium blast
overdo it.
ing off to intercept Elusive before it can
The deal should eventually boil down to
reach the Empire’s Coronar base. Go on to
this: In exchange for the salvage rights to
episode six.
the soon-to-be-destroyed Elusive, the Rebels
may have the gravity-well projector, but
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pisode Six
Desperate Showdown
Summary disrupt hyperspace travel entails a certain
Armed with the gravity-well projector, the element of risk. In fact, if the Rebels fail the
Rebels make a last-ditch attempt to destroy above-mentioned technology' roll, they acci
Elusive before it can reach the Imperial dentally overload the projector. This means
Intelligence Center on Coronar. By creating a that the projector “shifts gears,” increasing
gravity anomaly in Elusive's hyperspace its gravity output to the point where it can
lane, the Rebels can knock the transport no longer be controlled. This creates an arti
back into realspace. ficial black hole and poses a very dangerous
But when Elusive com es out of hyper hazard to all matter in the vicinity (see “The
space, the Rebels find that the transport has Black Hole" below). Any Rebel who had ear
been equipped with something extra — an lier examined the projector realizes this as
external rack that carries a flight of TIE he or she begins the new adjustments, but
fighters! before the difficulty check is rolled.
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has gone wrong. A ship o f the Elusive's The flights rotate, if necessary, to keep the
mass can on ly take a certain amount o f strongest TIEs with Elusive. The transport is
time to cross a certain amount o f distance, currently undergoing emergency repairs on
whether in realspace or hyperspace. That its hyperdrive engines and nav computer,
tim e has passed. Suddenly a section o f which were thrown into hysterics by the ef
space to the right o f your view port shim fects of the gravity-well projector. Elusive
mers as Elusive emerges from hyperspace. joins the fight after five combat rounds.
The reason for its tardiness is apparent,
for mass has been added to the equation
Star Warriors Combat
To use the Star Warriors boardgame to run
— a newly-installed rack o f TIE fighters!
this battle, you’ll first need to cut out each
RPG Starship Combat of the counters from the strip provided in
Give the Rebels one round to do whatever this adventure. You’ ll also need the map,
they like, after which six TIE fighters peel off markers, and ship’s log record sheets pro
from medium range and swing in to attack vided with Star Warriors.
(the pilots were scrambled as soon as it be
Required Rules: Only the standard game
came apparent that they were making an un
rules are needed to run this scenario.
scheduled departure from hyperspace).
The six TIE fighters all launch from the Set-Up: Place the counter representing shut
dual racks set on each side of the transport, tle Bonderium in hex 2517, facing hex 2518.
forming into three flights of two fighters Place the counter representing Elusive in
each. One flight hangs back near Elusive, hex 3329, facing hex 3328. The six TIE fight
ready to buy the ship time to restart its hy ers should not be placed on the board until
perdrive. The other two flights attack the they move, but each begins its movement in
Rebels, one swinging in to strafe at close Elusive’s hex, facing the same direction as
range, while the other provides covering fire the Imperial transport.
aimed at the shuttle’s weapons.
Game End: T h e gam e is over when
Both fighters in a flight combine attacks.
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Bonderium is destroyed, or when Elusive is • If both Elusive and Bonderium exit the
destroyed and Bonderium exits the game game map and avoid destruction by the
map. “Black Hole” effect, begin the scenario again
with the same set-up rules.
Special Rules:
• Elusive cannot move or fire until the fifth The Black Hole
game turn. The odds of the Rebels winning this fight
• At any point during the game, the Rebels are small. If they recognize this right away,
may choose to set the gravity-well projector they may also realize that they have a very
to overload (see “The Black Hole” below). destructive ace up their sleeve. A power
Drop the “ Black Hole Marker” in the space overload of the gravity-well projector can be
with Bonderium. On the next turn, any ships purposely triggered. It requires an Easy
within two spaces of the marker are de technology roll, and it produces the artificial
stroyed. Three game turns after they do “Black Hole” effect described above.
this, the “Black Hole” effect comes into play, Once trigg ered , the e ffe c t cannot be
and any ships remaining on the game map stopped. The overload turns the gravity well
are considered destroyed. into a runaway gravity vacuum, sucking ev
• The Imperials cannot react to the gravity- erything in the vicinity into its deadly maw.
well projector’s overload until the second The Rebels have three rounds to escape the
round of its three-round sequence. area before being sucked into the mon
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strous hole them selves. A fter the three from their ship, or it will blow them all up.
rounds the Rebels are clear of the danger, As they dump the projector and escape the
but during those rounds all actions other Black Hole’s pull, read this aloud:
than the base starship piloting roll are re
The ship’s lights return to full brightness
duced by 2D.
as you cut the gravity-well projector loose
The Imperials aboard the TIE fighters and
from your craft, and the puddle o f stars
Elusive have little idea of what is actually
that indicates its field o f operation begins
happening and virtually no time to react, so
to stir and darken. The projector itself is
they continue with what they are doing.
sputtering and sparking, and for a moment
With two racks of TIE fighters to protect his
or two it’s a toss up whether it w ill last
ship, the Imperial commander isn’t worried
long enough to do its job.
about one lone rogue shuttle.
Soon the corn-channels are filled with
The Great Escape distress calls from the Imperial pilots, and
Besides the gravity overload occurring in a few TIE fighters make a break for safely.
the space around them, the Rebels have a The pool of starshine vanishes in a sudden
problem within their ship as well. The pro flash, and one-by-one the TIE fighters seem
jector itself heats up, smoke spilling from to e lo n g a te as th e y ’ re p u lled into the
between baffle plates. It doesn’t even take a swirling void.
Very Easy Perception roll for the Rebels to E lu sive, engines blasting at full thrust,
realize that they must cut the machine loose seems for a moment to be holding its own,
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but at last it too stretches impossibly long, few well-deserved kudos from Alliance High
and is swallowed up by a current o f energy. Command. You should feel justified in re
turning any a p p ro p ria tely spent Force
The Fine Print points, and in awarding anywhere from
Of course, this last result means that the three to six skill points each to the player
Rebellion loses the use of the potentially characters. You may award more of either if
very useful gravity-well projector. In fact, you think it justified, especially for excellent
since there is now nothing left of Elusive to roleplaying or extremely dramatic action.
salvage, and the Rebels can’t exactly return If the Rebels som ehow managed to de
the gravity-well projector, they may be in stroy Elusive without overloading the pro
trouble with the Squibs. (In this case the jector, they unfortunately find that merely
Squibs gladly lay claim to the black hole in creating the gravity-well was enough to ren
stead, and this should make the Rebels ex der the battered machine almost completely
tremely worried.) useless. This kind of success should be re
The Rebels did accomplish their primary warded with an extra skill point for each
task however, that of destroying the data character however.
carried by Elusive, which will earn them a
40
Scavenger Hunt
by Brad Freeman
A funny thing happened on the way to an am b ush.. .and now the
largest pile of garbage in the galaxy stands between a Rebel strike
team and the fate of secret Alliance sympathizers.
The Imperials have destroyed the Rebel base on Dankayo. reducing
the facility to slag. Now that slag has been loaded into a transport for
shipment to an Imperial research base. Buried within the wreckage are
intact data banks containing the locations of every Rebel contact in this
portion of the galaxy. If that information is discovered, thousands upon
thousands of people will die!
A Rebel strike team has been assembled to intercept the Imperial
transport. Problem number one: figure out the transport’s destination so
an ambush can be set up along the appropriate space lane. Problem
number two: convince the scavenger Squibs to help with problem
number one. The Squibs know where the ship is headed, but will only
reveal the information in exchange for a favor. A big favor...
Z
West End Games
RD 3 Box 2345 ISBN 0-67431-15*1-0
W ART
Adventure
Honesdale, PA 18431
40020
FROM For ages 12 and up.
W \ W w e s t
® . TM & c 1989 Lucasfilm Ltd (IFL).
All Rights Reserved. TVademarks of
\ ^ g a m es LFL used by West End Games under 0 18 87 44 0 24
authorization,
Scavenger Hunt
For use with Star Wars: The Roleplnylng Game
Imperial
Lambda-Class
Shuttle
Emergency
Catwalk
Cargo Holds
Cockpit
Equipm ent
Storage
1 Cockpit Ramp
*>
1
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Haste allows a character to perform his actions first during the “roll are strictly individual actions may not be combined. For instance,
actions" segment. Every haste a character declares counts as one TIE pilots may not use a combined action to increase their ships’
action. The character declaring the greatest number of haste actions speeds. The speed of each TIE fighter is independent of the speed
performs the first actions. of another. They may use a combined action, however, to fire upon
Note: Actions by subsequent characters must take into account any a Rebel vessel.
damage results that occur due to the haste actions.
Stance
Preparing an action lets a character increase one skill code by ID A character can either be standing or prone. For game purposes,
on the next combat round. During the round that a character standing includes crouching, kneeling, or any position in which a
prepares, he can do nothing else. In the next round, he makes his character is not lying down to avoid fire. Prone is deliberately ly
improved skill roll. ing down to avoid fire. A character can fall prone at any time without
Dodging and O ther Reaction Skills penalty. A character who is prone can get up and use skills in the
There are now two options available when using a reaction skill same combat round, but this counts as an action. Prone characters
— a full reaction and a combat reaction. are harder to hit; add +2 when determining to-hit difficulty numbers.
Full dodge is similar to the dodge rule described in the basic rules. Dam age Effects
You add the number a character rolls using his dodge skill to the Stun results now reduce all skill and attribute codes of the target
difficulty number of the attacker. The character making the full by ID for the rest of this combat round and the next combat round
dodge must move at full speed (take a running action) although he only. However, strength codes are used at full value when resisting
does not have to move the full distance allowed. He cannot per damage. Stun effects are cumulative. A character stunned three
form any other action that round. In a starship combat situation, times in the same combat round would reduce his codes by 3D
a full evasion would require the pilot to do nothing except try to through the next combat round.
attempt a fancy maneuver in hopes of decreasing his ship’s chances
G renades and Therm al Detonators
of being hit. Other crew members, however, can use other skills
To determine distance scattered (in meters), roll ID at short range,
this round — including starship gunnery. See “Evasion” for details,
2D at medium range, and 3D at long range.
details.
Combat dodge allows a character to substitute his skill roll for the O ptional C om bat Rules — Surprise
attacker’s difficulty number. The defender rolls his dodge dice, and Surprise gives a character two free haste actions for the combat
then chooses the difficulty number of the attack, either his dodge round. These actions do not lower any of his die codes.
roll or the original difficulty number. The combat dodge lowers a
Example of Play (Combat)
character’s skill codes by ID for that combat round.
Four Rebels encounter seven Imperials in the corridor of a space
One reaction skill roll affects all combat directed at a target for station. They are at medium range to each other, and all characters
the entire combat round. are armed with blaster pistols. ___
The Rebel group consists of a pilot (DEX 3D. blaster 5D, dodge
C om bined Actions •ID. STR 3D), an engineer (DEX 2D + 1, blaster 3D + 1, dodge 3D + 1,
Two or more characters can now combine their actions for a single
STR 2D+2). a smuggler (DF.X 3D + 1, blaster 5D + 1, dodge 4D + 1,
round in order to more effectively accomplish a single task. To per
STR 3D), and a Wookiee (DEX 2D+2, blaster 4D+2. dodge 3D+2.
form a combined action, all characters involved must declare they
STR 5D).
are combining. One of the involved characters must be chosen to
The Imperials include a bounty hunter (DEX -1D. blaster 6D. dodge
actually perform the action, using his skill code for the roll; others
5D, STR 3D+2), and six stormtroopers (DEX ID, blaster 3D. dodge
involved are simply adding support. For every additional character
3D, STR 3D).
(other than the chosen one) involved in the action, add one pip
Both groups decide to attack, so combat must be resolved accor
for every full die of skill or attribute or Fire Control the supporting
ding to the combat sequence. We’ve described the first round of
characters have. Then roll once for each combined action declared.
Example: Two stormtroopers and an Imperial officer declare a combat so that you can see how all the elements work together.
combined shot at one PC. One trooper is chosen to roll his blaster
1. Declare Actions. Characters declare actions in DEX order, from
skill code of 3D. The other trooper (3D) and the officer (2D + 1) add lowest to highest.
Stormtroopers *1 and *2 combine with the bounty hunter to take
one pip for each full die of skill they have, for a total of +5. So
one shot at the Wookiee.
the chosen trooper rolls 3D+5 to make the difficulty number deter
Stormtroopers '3 and *4 combine to take one shot at the engineer.
mined by the gamemaster.
Stormtrooper *5 takes one shot at the pilot.
Every combined action counts as one action. Reduce every in
volved character's skill or attribute codes accordingly, depending Stormtrooper "6 takes one shot at the smuggler.
The engineer declares a full dodge.
on the number of actions declared in a round.
The Wookiee decides to take a haste action to move to cover,
Example: The two stormtroopers and the Imperial officer declare
then take one shot at the bounty hunter.
two combined shots at one PC. Their skill codes are each reduced
The pilot falls prone (increasing the difficulty number to hit him,
by ID for taking two actions. The troopers now have blaster codes
+2). then fires twice (once at trooper *2 and once at trooper *5).
of 2D. and the officer has a code of 1D+1. So the chosen trooper
The smuggler takes a haste action to shoot once at the bounty
rolls 2D+3 twice to make the difficulty number.
hunter.
Combined shot damage is calculated normally. For each hit, roll
The bounty hunter combines his fire with stormtroopers *1 and
the damage dice of the chosen weapon. Do not combine the damage
*2 to take one shot at the Wookiee.
dice of every weapon involved. In effect, every combined shot is
actually a volley of shots directed at a specific target in order to 2. Declare Reaction Skills. The bounty hunter is the only
secure a hit. character to declare a combat dodge.
Note: When using this rule, the gamemaster must take into 3. Roll Reaction Skills. At medium range, the difficulty number
account the sorts of actions which can be combined. Actions which to hit is 11. Reaction skills could increase that number. All characters
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who declared reaction skills roll their dice. 4. Roll Actions. Characters who declared actions roll skill dice. Ac
The engineer rolls his full dodge. He rolls a 13 and adds that tions are resolved in descending order of the number of haste ac
number to the difficulty number, increasing it to 24. tions taken; a character who takes three haste actions would act
The bounty hunter rolls his combat dodge. He rolls a 17 and before a character who took one or two haste actions. Actions with
decides to substitute that for the difficulty number. the same degree of haste are resolved simultaneously, with all non-
4. Roll Actions. Haste actions are rolled first, then other actions. movement actions occurring first, then all movement.
Smuggler declared two actions, a haste and a shot at the bounty 5. Calculate Damage. Roll damage and hull dice for all targets
hunter. Reducing his skill by ID. he has 4D+1 to make a difficulty which were hit, and determine the effects according to the "Damage
17. He rolls 16+1 for a 17, a hit! Damage for this haste action is Summary" chart. Any targets hit early in the "roll actions" segment
calculated now. Smuggler rolls a 12 for damage, bounty hunter rolls because of haste actions must calculate damage at that time, before
a 15. The bounty hunter is stunned; his codes are reduced by ID lesser hastes or simultaneous actions occur. These damage results
for the rest of this round and all of the next. effect the outcomes of the remaining actions in the segment.
Wookiee uses his haste to move to medium cover (+2), increas
ing the difficulty number to hit him to 13. Evasion
All other actions, which have the same degree of haste, occur Full evasion is the evasion described in the rulebook. If a pilot
simultaneously. They can be resolved in any order. chooses a full evasion, he may perform no other action that round.
Stormtroopers *3 and *4 take a combined shot at the engineer. This is different from the full dodge; in full evasion, the evading
The chosen trooper rolls his 3D. adding 3 pips from the other trooper. ship cannot increase its range. Piloting rolls are only made to deter
That makes it 3D+3 to get a 24. He rolls a 10, a miss! mine if the attacking ship moves closer; if the evader rolls higher,
Stormtrooper *5 shoots at the pilot. He has 3D to roll a 13. He the range remains the same; if the attacker rolls higher, the range
rolls an 11, a miss! decreases by one step.
Stormtrooper *6 shoots at the smuggler. He has 3D to roll an 11. When a pilot declares a full evasion, he is desperately trying to
He rolls a 12, a hit! avoid enemy fire. His efforts make it considerably more difficult
The bounty hunter rolls his dice, 6D reduced by 2D due to actions to hit his ship, Such a wildly gyrating, unpredictable flight path also
and stun. The two stormtroopers add 6 pips so the bounty hunter makes it more difficult for any gunners on the evading ship to hit
has 4D+6 to roll a 13, the difficulty number to hit the Wookiee. their targets; add the evasion roll to the difficulty number to hit
He rolls a 12+ 6 for an 18, a hit! enemy ships.
The Wookiee shoots at the bounty hunter with 4D+2, reduced Combat evasion functions exactly as a combat dodge. The pilot may
by ID because he took two actions. He needs a 17. He rolls an 11, choose to substitute his skill and maneuver roll for the attacker’s
a miss! difficulty number. A combat evasion has no effect on the fire of
The pilot shoots twice with 5D. reduced by ID because he took gunners aboard the evading ship, or on piloting rolls (except for
two actions. He needs an 11. He rolls a 12 and a 14, two hits! the action cost).
5. Calculate Damage. Each target hit rnlls-STR dice against
damage dice to determine the extent of damage. Shielding
The smuggler rolls 9, but the damage roll is 12. He’s wounded! Shielding is a reaction skill, declared during the "declare reac
The Wookiee is hit for 15 damage, but he rolls a 24. He's only tion skills” segment of the starship combat sequence. Shield attempts
stunned. are made during the "roll reaction skills" segment. The shield
Stormtrooper *2 and stormtrooper *5 roll 10 and 11, but the attempt roll is added to the difficulty number of the attacker. This
damage rolls are 14 and 17 respectively. They’re both wounded! sum is called the shield number. If the attacker rolls above the dif
At the end of the first round of combat, the smuggler is wounded ficulty number to hit, but less than the shield number, he hits the
(codes reduced by ID), the Wookiee is stunned (reduced by ID ship but the shield dice are added to the hull dice when calculating
through the end of round two), stormtroopers *2 and *5 are wound damage.
ed, and the bounty hunter is stunned through the next round. Example: The pilot of Silver Bolt rolls an 18 for a combat eva
Will the Rebels win the day? Or will the Imperials combine their sion against TIE fighters at short range, choosing that number in
powers to overwhelm our heroes? Only subsequent combat rounds stead of the difficulty number of 6. The co-pilot, operating the
will tell. shields, rolls a 16. The shield number is 34. If the TIE fighter pilots
roll 17 or less, they miss Silver Boll. If they roll 18 through 33 they
Starship Combat Sequence hit the ship, but the shields help protect the hull. If the TIE pilots
Each starship combat round follows this sequence (which replaces roll 34 or better, they hit the ship while avoiding the shields; only
the sequence on page 61 of the rulebook): hull dice are rolled to resist damage.
1. Declare Actions. Characters declare all actions for this combat Starship Damage
round. The full evasion option must be declared now, as well as The description of ship ionization (page 63 of rulebook) is modified
attempts to increase and decrease range during the "roll actions" as follows.
segment. The character (PC or NPC) with the lowest Dexterity code If shields were not used successfully, or the ship has no shields,
declares actions first, followed by the other characters in ascending or all shields are blown, when a ship is lightly damaged its controls
order of Dexterity. are ionized. All ship codes (except hull) are reduced by ID for the
2. Declare Reaction Skills. All pilots declare combat evasions. rest of this round and the next combat round only. The ship and
The character (PC or NPC) with the lowest Dexterity code declares crew may take actions with the decreased die codes; they do not
first, followed by the other characters in ascending order of Dexterity. have to forfeit a round. The ship recovers from ionization at the
3. Roll Reaction Skills. AH pilots who declared the use of reac end of the next combat round.
tion skills (full or combat evasions) roll skill dice. Shield operators O ther Vehicles
roll for shielding attempts. The gamemaster determines the to-hit The starship combat sequence is used whenever the combatants
difficulty numbers for this combat round. are in vehicles. A speeder bike chase uses the same sequence as
a dog-fc^r between starhghters
3
STAR WARS CHARTS AND TABLES UPGRADE
D iffic u lty D iffic u lty No.
This section
11-15
STARSHIP replaces the
bottom portion
standard jou rn ey
no nav co m p u ter 2 1 -3 0
COMBAT SEQUENCE of the “A stro hasty en try + 10
gation Chart" light d a m ag e +2
1. Declare Actions. Characters declare on page MO of
h eavy dam age +5
all actions for this combat round. the roleplaying
Full evasion option, and attempts to ea ch ex tra day taken -1
game rulebook.
increase or decrease range, must be each day saved + 1
declared now. Lowest DEX declares
lirst. then others in ascending order.
2. Declare Reaction Skills. A ll pilots
declare combat evasions. Lowest
Melee Weapons D am age D iffic u lty S c a le
Target Prone +2