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    flHI (TflSTERS KT

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    D E A D IN T H E WATER

    T his booklet contains an exciting adventuredesigned to be run in one to two sessions, as wellas new rules for running m ilitary squads and squadrons. The adventure provides a number of opportu

    nities to use the squad and squad ron rules (foundon page 28), and it can be run immediately afterth e Age of Rebellion Beginner Came, after theadventure in the back of the Core Rulebook, or as astand-alone experience. The players should alreadyhave created characters and established their individual or group Duties. GMs should read this entireadventure to familiarize themselves with the overallnarrative before running it.

    ADVENTURE SUMMARYThis adventure sends the PCs on a mission to

    acquire a much-needed shipment of droids for theRebel Alliance. A team of pirates functioning asRebel privateers recently acquired a large haul ofImperial droids, and the party is sent to negotiateon behalf of the Alliance. Unfo rtunate ly, when thePCs bring the shipment back to the Rebels on theNebulon-B frigate Shadow Raptor, the droids turn

    violent and seize control of the ship. It is up to thePCs to rescue the crew and regain control of theRaptor before i t drifts into a black hole.

    Once the ship and crew are safe, the PCs areassigned to investigate who betrayed the m, starting with the p rivateers. A trail of clues reveals thatthe pirates were actually Imperial agents and leadsthe party to an abandoned factory on the allegedlyneutral planet of Teagan. As it turns out, the factory is a secret Imperial Intelligence facility and thesource of all the droids.

    I N V O LV I N G T H E P L A Y E R S

    Getting players involved in an ACE OF REBELLIONadventure is often a matter of having an element ofAlliance leadership, be it a local Rebel organizer or

    Alliance High Command, assign the party a mission.In this case, the Rebels are given their mission byGeneral Airen Cracken of Alliance Intelligence. Theparty can be a team that has worked together onprevious missions, or they can meet each other during this mission. Early scenes give the party plentyof time to get to know each other.

    E P I S O D E I: B L U E MILK RUN

    The PCs begin the game on board a small, rusted-out Rebel transport dubbed the Spinster's Loom,moments from dropping out of hyperspace. If theparty has its own ship, it was left behind due tosecurity concerns. If this adventure is used to introduce the PCs to one another, GMs may want onlyone or two PCs on the Spinster's Loom an d the restin the Shadow Raptor's briefing room. The Spinster's pilot is a female Wookiee named Brahtikka,

    an d her co-pilot is a talkative LE-series repair dro idnamed LE-LU979, or Lelu.

    Allow the team a moment to talk with Lelu. Thedroid doesn't know much, and some inform ation isclassified. Still, she is able to reveal the followingduring conversation:

    The ship is en route to the Shadow Raptor,the Alliance Intelligence headquarters for theTrans-Hydian Borderlands.

    The Raptor's coordinates are classified—noteven Brahtikka knows them. They are encryptedand stored deep inside Lelu's memory banks,

    where even she can't consciously access them.Lelu and Brahtikka are Rebel ins ertion specialists—essentially smugglers working for the Alliance. They also fly more routine transportationjobs for the Alliance betw een cove rt insertions.

    When the party is ready, Brahtikka brings theSpinster out of hyperspace to a seemingly emptyregion. Have the PCs make a Hard O C ^ O ) PercepTION check. Success means that they notice a fewstars vanishing in the black void of space. O O O

    GAME MASTER S KITA C E O F R E B E L L I O N

    fl fter ensuring all game preparations are complete, read the following open ing crawl aloud :Despite recent victories, the Rebel Alliance flounders in its struggle against the evil Galactic Em pire.

    Desperately short on supplies, th e Rebels investigate every lead to resupply their forces.

    As part of this effort, a team of eli te operatives issent to the Alliance Intelligence flagsh ip ShadowRaptor to oversee resupply efforts along the rim-ward sectors of the Hyd ian Way.. .

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    STRING OF ADVENTURES

    T his adventure can be played independently,but it can also be run as part of a largercampaign using the adventures in the ACEOF REBELLION Core Rulebook, ACE OF REBEL-LION BECINNER CAME , or ACE OF REBELLION beta

    and official supplemental adventures foundat www.fantasyflightgames.com. Should aCM wish to create a campaign from the official adventures in this fashion, the suggestedorder is Welcome to Onderon. Operation:Shadow Point. Perlemian Haul. Operation:Shel l Came, and finally, Dead in the Water.

    Structurally, Welcome to Onderon andOperation: Shadow Point are linked. Uponsuccessfully locking down the listening poston Onderon, the PCs are alerted to theexistence of Vuld Tansen (a former Imperialofficer), which sets into motion the events of

    Perlemian Haul. Due to their heroism andgrowing reputation, the leadership of theAlliance's Titan Base requests the party fortheir assault on Hammer Station, settingin motion the events of Operation: She l lC a m e . The Imperial shipping manifests stolen during that adventure can provide thespark that ignites the events of Dead in theWater. If the GM does not have access to theACE OF REBELLION beta, the Onderon listening

    post can provide the same information.

    means that they realize they are pulling alongside

    some kind of ship. A ($) means that they recognizethe faint outlines of a matte-black Nebulon-B frigaterunning dark. The Spinster's Loom docks beneaththe boom that separates the tall forward hull fromthe engines. When the party enters the airlock, readthe followine:

    A series of familiar mechanical clangs and clunksaccompany the cycling of the airlock. As it opens,yo u are greeted by a bug-eyed porcine humanoid. His four powerful forearms have ritualistictattoos of star systems and nebulae starting onthe backs of his hands and disappearing under

    the rolled-up sleeves of his coveralls. He gruntsat the party in broken Basic.

    "This be Shadow Raptor. / Tay Coomsay. Come.Bridge." With a wave of the meaty forearms onhis left side, Coomsay leads you down the ship'sboom corridor, which runs the length of the shiptoward the forward fuselage.

    The Bosph navigator Tay Coomsay escorts theparty to the bridge. He takes them through threehatches to a bank of two large turbolifts. The decknumbers run from one to thirty-five, top to bottom.Coomsay points out that the barracks for operatives are on Deck 8, where the party can stow theirgear. The bridge is farther down, on Deck 17. Ifthe party asks about his tattoos, he explains, in his

    monosyllabic way, that Bosphs have star maps tattooed for every place they ever travel. If the partysuggests this might be a security risk, Coomsaygets offended. He says he'd never betray the Alliance, but he rolls down his sleeves. If the party likes,Coomsay can bring them to the barracks to stowtheir gear before leading them to the bridge.

    Upon entering the bridge, the party is greeted bya commanding view of a distant vermillion nebulaspiraling around the event horizon of a black hole.The bridge crew is an assortment of non-humans ata dozen consoles split between a trio of sunken crewpits. A Mirialan woman stands behind the captain's

    chair. She has exotic green-gold skin, and geometrictattoos spill from the corners of her eyes like tears.She turns to the party, prompting a brief exchangewith Navigator Coomsay. The navigator nods andjoins the quiet hum of activity in the forward crewpit alongside a Lafrarian helmsman. The Mirialanintroduces herself as Captain Hylo Sortuli and, afterexchanging pleasantries, leads the party aft towardher ready room to start their briefing.

    http://www.fantasyflightgames.com/http://www.fantasyflightgames.com/

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    Walking through the hatch, Captain S ortuli nea rlytrips over her fat, sleeping pet lizard. "Stang it,Bonebark " Th e lizard flicks a lo ng tongue over itsey e and blinks. After extricating herself and ruffling the loose tufts of d own-covered s kin on theback of his n eck, Captain Sortuli heads throughanother hatch to the main conference room. Insideis a large table with a holotermina l at its center.The captain activates the holoterminal with adatacard, and a ruddy-faced man with gray hairand weary bags under his eyes ma terializes.

    "Thank you for arriving on such short notice. I 'mGeneral Airen Cracken, Alliance Intelligence. Asyo u know, we are always in need of supplies andma teriel. At the mom ent, we are critically sho rton droids. The crew of t he privateer gun ship Contispex Crusader recently liberated a major cacheof Imperial droids and is selling them for trugutson the credit. Your mission is to m eet with Captain Oglerk. negotiate for the droids, and getthem safely back to the Shadow Raptor."

    General Cracken can answer the following q uestions:

    • Why do we need the droids? The droids areneeded for processing signals intelligence, logisticslabor an d bureaucracy, maintenance, medical services, and serving as astromechs for starfighters .

    Where did the droids come from? A daring raidon Hammer Station by operatives in the CorvaSector yielded an Imperial shipping manifest. Themanifest was split up and shared with local cellsand R ebel-aligned privateers in the area, includingthe crew of the Contispex Crusader.

    Is the Em pire lookin g for the d roids? The incident was reported as an act of piracy. There is noreason for the Empire to tie it to Alliance activity,but they are undoubtedly keeping their ears open.

    • W hat do we know abo ut the Contispex Crusader and h er crew? The ship is captainedby Shyndi Oglerk. a young human female who

    recently took to piracy. It is unknown how sheacquired her ship and crew. They give quarterwhen asked and mostly target the CorporateSector Authority and the Hutts. Their letter ofmarque, which authorizes them to act as Alliance privateers, was only signed last month.

    How do we pay? There is a briefcase datapad

    capable of performing a credit transfer to theiraccount via the Bank of Bonadan. Captain Sortuli hands this to the characters when they askor once the briefing is over.

    Where do we make the exchange? The privateers have asked to meet at a smugglers' havenknown as Port Tooga.

    • How do we get there? The Spinster's Loomstands ready to depart for Port Tooga at the PCs'convenience. The rendezvous is in twelve hours.

    The party can leave for Port Tooga immediatelyor explore the Raptor first. If the party chooses

    the latter, the GM can skip ahead to Episode II forinformation about the spaces on board the Raptor.Otherwise, the PCs can board the Spinster and makean uneventful hyperspace jump to Port Tooga. Whenthey come ou t of hyperspace, read the following:

    The brightness of the Listehol system's main-sequence star at such proximity is blinding.Brahtikka wears a thick pair o f welding gogglesas she makes her approach to Port Tooga. Youfear th e shadows she and Lelu cast might createpermanent tan lines across your face if s he holdscourse much longer. Fortunately, Brahtikka turns

    the ship about and puts the star behind you,bringing Port Tooga into focus. The station's rayshield shimmers l ike a glow dome as i t pulsesagainst th e star's intense radiation, ma king theparticulars of station activity difficult to see. AsBrahtikka clears the station shields, the muddyshell-like hull of the station snaps into focus. Aflock of bulk freighters drifts near the stationaround a collection of containers, like a herd ofbanthas guarding their cubs.

    Allow the party to explore the station as theysee fit, but their rendezvous is at the Barvy

    Harpy with Captain Oglerk.

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    PORTTOOGA D O C K I N G RING

    Ast ronav iga t ion Da ta : Listehol system, KwymarSector, Outer Rim region

    Orbi ta l Metr ics : 77 days per year /1 2 hours per day

    Government : Shoola the Hutt's cartel

    Popu la t ion : 6,500 (human 30%, Mirialan 10%,Gigoran 5%, Brizzit 3%, Shatras 3%, Ferroan 3%,Devlikk 3%, Rarririan 3%, other 40%)

    Languages: Basic, Bocce, Taarja, H uttese

    Terrain: artificial space station

    Major Ci t ies : none

    A r e a s of In teres t : Barvy Harpy, Tooga Bazaar, NovaRoom, Biscuit Barren

    Major E x p o r t s : spice, contraband

    Major Impor t s : foodstuffs, technology, contraband

    Trade Rou te s : Hydian Way, Listehol Run

    Spec i a l Cond i t i ons : none

    Background : A major transshipment point for spicesand all manner of illicit goods along the Hydian Way,Port Tooga is a haven for pirates and scoundrelsthroughout the Tingel Arm . Though it was previouslyheld by the Techno Union as a research and development lab, the station is of unknown alien origin.Strange machinery and ancient geometric markingsare everywhere. Shoola the Hutt claimed the stationafter the Clone Wars. Most remnants left behind byPort Tooga's Separatist guests have been long sincelooted or otherwise appropriated.

    Two thousand meters in diameter, this disc-shapedstation has a hull of hexagonal plates that form a tes-tudinal shell; Port Tooga gets its name from a speciesof armored reptile favored as a Hutt delicacy. Thestation avoids Imperial detection by orbiting dangerously close to the star of the Listehol system, wheresolar winds, stellar ejections, and radiation confoundsensors. Most ships would struggle to deal with theradiation were it not for the exotic alien ray shieldprojected by Tooga at all times.

    A ring around the ship's diameter is littered withmore than one hundred docking tubes which lead tointerior hangar bays. Beyond the bays is the main

    passage, known as Shoola's Ring, which is filled wall-to-wall with tents, shops, cantinas, and eateries. Atopthe center of the station is an alien com mand center,which Shoola the Hutt has converted into her throneroom and reception hall. The centermost areas of thestation are dedicated to various ship functions, suchas the power core, life suppo rt, and o ther, unidentifiable alien technology.

    Around the edge of the station, a number of dockingtubes have been installed by Shoola the Hutt, givingPort Tooga the capacity to berth 25 medium andlight freighters at once. Shoola's henchmen, typically Mirialan overseers with Gigoran brutes, wrangle the droids that handle loading and unloading.

    The standard price for docking is 200 credits plus a500-credit fee for cargo-handling services, which ismandatory for any cargo transfer.

    T H E B A RV Y H A R P Y

    One of the many cantinas along Shoola's Ring, theBarvy Harpy is famous for raucous brawls, shadydeals, and a never-ending string of bands which haveno problem playing through it all. Having at least onegood Barvy Harpy story is an almos t-manda tory markof authenticity amon g veteran denizens of the underworld. The cantina's name refers to Shoola the Hutt,who has been known to take an obsessive romanticinterest in some of her smugglers, which can makenegotiations with her difficult. Many a smuggler hascome to the Harpy to erase his memory of the pastfew hours after a long negotiation session with thebulbous temptress.

    T H E T O O G A B A Z A A R

    An open market comprising a combination of tents,storefronts, and beings who carry their wares insidetheir jackets, the Tooga Bazaar is a place where onecan find just abo ut an ything. While all types of spices,arms, and other contraband are easy to find at rea

    sonable prices and great quality, more mundanenecessities are at a premium. Here, countless NPCsare pushing wares, seeking distribution contractswith smugglers, or trading the last few items in theirinventory for a ride off the station. Rebel characterswalking the bazaar might notice the unique hardwareof an enterprising outlaw tech, a frog-like Shatrasnamed Billdip. Characters with the Tech ProcurementDuty should be interested in acquiring some of hisequipment or recruiting him.

    T H E N O V A R O O M

    Hidden behind an armored door on the inner side ofShoola's Ring is the Nova Room, a lounge for high-stakes gambling. While most need an invitation first,a show of several thousand credits is often enoughto get in the door. The interior is all granite and greelwood with rich red velvet upholstery, typical of theMuun neoclassical decorating style. Sabacc is themost-played game, though pazaak, dejarik, and someother games are also popular. There is a strict ruleabout checking weaponry at the door, making theNova Room one of the safest locations on the station.

    GAME MASTER S KITA C E O F R E B E L L I O N

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    The proprietor, a human named Kris Wahl, is anelderly but energetic man with a meandering stripeof facial hair that runs from ear-to-ear. Kris has a softspot for youn g, down-on-their-luck gamblers and canbe very lenient abou t letting them ca rry m odest tabs.Players who visit the Nova Room for a drink can overhear a conversation between two pirates about buying some starfighters. Apparently, last week a man inthe Barvy Harpy claimed he'd have access to Rebelstarfighters in a week or so, which should interestanyone with the Internal Security Duty.

    B I S C U I T B A R R E N

    There is an archway on S hoola's Ring that spouts aliengibberish every time someone walks through. At thevery end of the brief message, the sounds "bikkik bar-ran" are clearly au dible, which led an enterprising chefto rent the space and serve some of the best breakfast sandwiches and shakes in the Outer Rim. Whilethe TaggeCo fast-food chain Biscuit Baron might take

    issue with the approp riation and modification of theiriconography, the food is considerably better than thesemisentient food paste the galactic chain offers. TheBarren is considered required eating on every visit toPort Tooga. If the PCs visit, they overhear two spacers discussing a delivery they just made to the planetTeagan. The spacers suspect the delivery location issome sort of secret Imperial facility. This should be ofinterest to anyone with the Intelligence Duty.

    S H O O L A ' S P A R L O R

    Shoola has taken over the station's top-central floorsand converted them into her personal quarters. Whilea few attendants, droids, and dancers flit about herchambers, the room is private by Hutt standards. Theonly visitors she allows there are those with whomshe'd like to mix business with pleasure. Below theparlor is her more public reception hall, where sheconducts business. The lower decks are run by herengineering staff and her small army of thugs and misfits. Access to the station's c enter is restricted to thosewith an escort or directly under Shoola's employ. It iswell known that Shoola has no love for the Empire;any PCs with the Political Support Duty should takean interest in sounding out a potential alliance.

    GOING BARVY

    Th e Barvy Harpy is in full swing, with species ofa ll hinds drinking, dancing, fighting, and generally carrying on and having a wildly fun time. Themusic consists of a lively quetarra and synth-

    viol duet masterfully played by a pair of ZabraHand the rhythmic stom ping of those dancing andclapping along.

    The PCs do n't know wh at Captain Oglerk looks like, sothey m ust either ask around or wait to be approached.During their search, the party is confronted by a growling, mangled Wookiee named Roowarra, who has lostone of his eyes and nearly ha lf his fur to a fire. Betweenthe loud music, Roowarra's drunken slurring, and theodd dialect, the party must make a H ar d ^ ^ )Xenology check to understand his grievance. If theysucceed, they realize he has mistaken them for Impe

    rial customs agents who impounded his ship. Onlynow, Roowarra is flying into a rage, and calming himdown seems unlikely. Allow a member of the party tomake an A ve rage • ) Cha rm or Ha rd « • • ^ )Coercion check to explain to Roowarra that he shouldseek his revenge elsewhere.

    Failure means Roowarra strikes the party memberwho last spoke to him, starting a brawl. Roowarrais joined by four aliens of various species, who takehis side. Although the Wookiee has a bowcaster andhis comrades have blasters, none of them draws aweapon, and no security or patrons attempt to breakup the fight. If anything, the crowd seems to be ineven better cheer as soon as the brawl starts. However, should one of the par ty mem bers draw a blaster,virtually every patron in the Harpy draws as well,strongly encouraging the party to leave the premises.

    GAME MASTER S KITA C E O F R E B E L L I O N

    INTEGRATING EDGE OF THEEMPIRE CHARACTERS

    I f the C M is running a campaign that inte-I grates the Obligation and Duty mechanicsas well as the careers from both EDGE OF THEEMPIRE an d ACE OF REBELLION, this scene is per

    fect for introducing EDGE OF THE EMPIRE PCS tothe rest of the party or for triggering Obligat ion. Port Tooga's Barvy Harpy is a naturalenvironment for characters operating outsidethe law, and it is possible that Alliance Intelligence hired a local smuggler or mercenaryto watch over the party and keep them outof trouble. Any such characters are paid whenthey return with the party and shipment ofdroids to the Shadow Raptor. If a party mem-be ns a droid, it can be introduced during theinspection in the S h o p p i n g S m a r t encounter.

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    Skil ls: Athletics 2 , Brawl 2. Melee 1, Piloting (Space) 1,Ranged (Heavy) 1, Survival 2.Talents: None.Abi l i t i e s : Wookiee Rage (when Roowarra suffers anywounds, he deals + damage with Brawl and Meleeattacks; when suffering a Critical Injury, he deals +2damage with Brawl and Melee attacks).Equipment : Bowcaster (Ranged [Heavy]; Damage10; Critical 3; Range [Medium]; Cumbersome 3,Knockdown).

    R O O W A R R A ' S C R E W [MINIONS]

    Ski l l s (groups only) : Brawl, Mechanics, Perception,Ranged (Light), Vigilance.Talents: None.Abi l i t i e s : None.Equipment : Heavy blaster pistol (Ranged [Light];Damage 7; Critical 3; Range [Medium]; Stunsetting).

    negotiate the price of the droids.

    Shyndi indicates a long string of five cargo containers lined up behind a hy perspace-capable tug. Sheasks the party to select any two con tainers to inspectthe droids. Inspections confirm that each cargocontainer has about two hundred droids of variousmakes and models comm on to the Imperial bureau

    cracy. The droids appear to be in working order andexactly as advertised.

    The Rebels should designate a primary negotiatorwho makes the opposed rolls with S hyndi. Other characters can assist, providing • or m aking cooperativechecks, at the CM's d iscretion. The GM should requirethe primary negotiator or a PC assisting to make astatement or response for every check. Note that theCM can use First Mate Kog in the same way.

    SHOPPING SMARTShyndi suggests that they all move somewherequieter and leads them to Docking Bay 99. W aiting there is an older man she introduces as FirstMate Kog. The man, who has a datapad set atop apair of crates, eyes the party with casual disinterest.Shyndi suggests that they get down to business and

    GAME MASTER S KITA C E O F R E B E L L I O N

    R O O W A R R A [ R I VA L ]

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    The Alliance is prepared to spend up to four m illioncredits, but if the party can get the droids cheaper,they should be rewarded with Duty points. Shyndi'slowest price is three m illion credits. Her initial o ffer isfive million credits. The CM should set the offer madeafter each check, based on the results.

    • Shyndi opens negotiations by claiming the droids

    would retail for ten million credits, but she offersto sell them at the bargain price of five million.Shyndi makes an o p p o s e d Negotiation check

    • The PCs should make a counteroffer by initiating an opposed check using any social skill, atthe CM's discretion. Shyndi claims that the damage from the raid, which earned her an Imperialbounty, is the reason she can't accept the Rebelcounter-offer.

    • Shyndi makes an opp osed Decep t ion checkas her final counter-offer. She suggests that shemight just take her droids and see what offersshe can get in Hutt Space. Her new price includesthe space tug in the deal.

    • The PCs' final counter-offer may use any appropriate social skill. Shyndi accepts whatever offeris made.

    C A P T A I N S H Y N D I O G L E R K [ N E M E S I S ]

    Ski l l s : Coercion 1, Cool 2, Deception 3, Education 2,Leadership 1, Melee 2, Negotiate 1, P iloting (Space) 1,Ranged (Light) 2, S kulduggery 2, Warfare 2.Talents: Adversary 1.A b i l i t i e s : None.Equipment: Heavy blaster pistol (Ranged [Light]; Damage 7; Critical 3; Range [Me dium ]; Stun setting), datapad.

    F I R S T M A T E K O G [ R I VA L ]

    Ski l l s : Athletics 1, Coercion 2, Cool 3, Deception 2,Discipline 2, Knowledge (Warfare) 3, Leadership 1,Piloting (Space) 2, Ranged (Light) 2, S kulduggery 3.Talents: Adversary 1.Abi l i t i e s : None.Equipment: Heavy blaster pistol (Ranged [Light]; Damage 7; Critical 3; Range [Medium]; Stun setting), d atapad.

    GAME MASTER S KITA G E O F R E B E L L I O N

    Once the price has been settled, S hyndi turns overthe access codes for the tug and the PCs transfer theagreed-upon amount to her account. Now they justhave to figure out how to get the cargo back to theShadow Raptor.

    CARGO W OESAlthough the tug is hyperspace capable, it does nothave the systems necessary to accept the encryptedcoordinates to the Shadow Raptor. The PCs have several options for solving this p roblem :

    • The PCs can try to slice the encryption on thecoordinates, which requires a Hard ^ ^ )C o m p u t e r s check. But first, the party must convince Brahtikka and Lelu to let them attempt it,which requires a Daunt ing ( • • • • ) Coercioncheck or an A verage +) Charm check

    • The PCs can sell the tug for about 5,000 credits. However, it takes three trips to move all thecontainers with only the Spinster. The PCs shouldbe warned that this could attract attention andprovide hyperspace telemetry to anyone scrutinizing their movements, compromising the security of the Shadow Raptor. If left unattended toolong, the containers could be stolen.

    • The PCs can try to slave the tug's hyperdrive tothe Spinster, which is probably the safest courseof action. This requires an Easy (^) Charm checkon Brahtikka and Lelu and an Average ^ )Compute r s check. It does, however, add ^ toany Astrogation checks made by the Spinsterwhile slaved.

    When the party returns to the Shadow Raptor, thefive containers are split between the forward andaft docking bays and organized so that shuttles andstarfighters can still launch if needed. Some of thedroids are activated imme diately to augment theRaptor's skeleton crew and help w ith intelligenceanalysis. The PCs are given a few hours to write theirafter-action reports, rest, and recuperate. During thistime the party can also explore the Shadow Raptor.Afterward, they're ordered to report to the captain'sconference room for debriefing.

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    EPISODE I I : SHADOW R A P TO R R E V O LT

    "You can ' t know how b adly we need these droids—good job. I 'll see you all at the fleet. Cracken out."Cracken's visage contracts toward the table intonothingness, as if swallowed b y a b lack hole. Ahigh tone blasts twice over th e ship's intercom.

    "Attention, all hands: attention, all hands. Makeready for jump to hyperspace. Batten all hatchesfore an d aft. and assume jump pos itions." The message repeats, and moments later the deck humswith energy as the Shadow Raptor comes aboutto its jump vector. A mo men tary lurch throws yoursense o f gravity to all sides of the room at once a sth e Raptor engages its hyperdrive.

    Th e smooth hum of hyperspace is interruptedby a violent rumble below deck, followed by two

    muffled pops. The lights flicker, and emergencyklaxons wail. The Raptor twists a nd tumblesuncontrollably through hyperspace. overloadingthe inertial dampeners. You remember the stories of the lost Permondiri Explorer, th e Queenof Ranroon. and a dozen other famous ships lost,never to be heard from again.

    On e final b oom rocks th e Raptor into silence. Thedeck plates are no longer humming. T he alarmshave stopped. Th e ship isn't in hyperspace anymore , and the ion engines a re silent.

    T he PCs arrive in the captain's conference roomand find General Cracken already on the holo withCaptain Sortuli and a newly acquired protocol droid.Cracken orders all the droids' memories wiped while

    en route to rendezvous with the Alliance fleet. CaptainSortuli congratulates the PCs on their success. Shethen smiles and departs for the bridge to make readyto jump to lightspeed, coaxing a stubborn Bonebarkalong with her.

    Cracken clears his throat and continues the briefing, either congratulating or chastising the partybased on their performance in the previous episode.If the PCs sold the tug or kept a droid for themselves,they must m ake a Hard ( ^ ^ ^ ) Negotiation checkto convince Cracken to let them keep the tug orcredits from its sale or an A ve rage ^ ) Nego t iation check to keep a PC dro id. Add • to the checkif the team overpaid Captain Oglerk and another •if they failed to observe security precautions to protect the Shadow Raptor's location. Despite any mishaps, Cracken is relieved to have the droids. As thedebriefing winds down , read the following aloud:

    The newly acquired protocol droid suddenly• ^ tt a c k s the PCs without warning (use theprofile found on page 22). Shuttingthe droid down via its power switchrequires a Hard ( • • • ) B r a w | check . Ifthe droid is a PC who was acquired fromthe deal, allow the PC to make a Formidable ^^^tt) Disc ip l ine check toretain control of its systems. This check

    may be attempted each round, andthe difficulty is reduced one stepeach round until the droidsucceeds

    MUTINOUSDROIDS

    Give the players a momentto take stock of their situation. There are four hatchesin the conference room,

    Lbut they are sealed shut.F*Tne first leads forward to

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    the captain's ready room and, through there, to thebridge. The second leads aft, toward the escape pods.The third leads amidships, toward a passageway tothe turbolifts and the tactical action officer's warroom, and through the latter, to the bridge. The finalhatch leads to a smaller conference room . Exam ininga vent reveals life support is also offline. The briefing room still has a functioning wall comm . com puterterminal, and holopr ojector. Have each PC make aHard ( • • + ) Vigilance check. Success means thatthe PC brough t his primary weapon to the debriefing.Every O is an add itional piece of his equipment, atthe GM's discretion.

    A junior officer named Lieutenant Hastings contacts the party via the w all comm or comlink. He saysCaptain Sortuli is assessing the damage and assuresthe PCs that a tech is on the way to open the hatch.He can also provide the following informa tion:

    • There were several explosions throughout the ship.

    • The Raptor dropped out of hyperspace and ispresently in a slow-but-uncontrolled spin towarda black hole.

    • The ship's current location is near the Listehol Run.

    • The ion engines, hyperdrive, life sup port, hatchcontrol, and co mm unications systems are offline.

    • Many crew mem bers are cut off from their stations, because their jump seats were beyond ahatch in another space.

    Once the inform ation is relayed, the party hears astampede of several dozen droids in the passagewayoutside.

    Captain Sortuli relays the following objectives tothe party:

    • Warn the Rebel fleet that their location is notsecure (see P -Comm, page 15).

    • Disable the primary comm unications arraybefore the droids can call in reinforcements (seeP-Comm, page 5).

    • Issue an "abandon ship" order from S-Comm,so the crew can at least try to escape beforethe Raptor is swallowed by a black hole (seeS-Comm, page 16,).

    • Disable hyperspace-capable craft in both hangarbays to prevent damaging intelligence from getting into the hands of the Empire (see Fo rwardan d Aft Hangar Bays pages 7 and 20).

    • Free capture d intelligence operatives and reclaimthe ship (see Ana lys i s Deck, page 18).

    Captain Sortuli's comlink goes silent. Have the party

    make an Average ^ ) Knowledge (Warfare)check or, if they use the briefing room computer, anEasy (^) Compute r s check to bring up a schematicof the Raptor. Success reveals the following:

    • Primary Com munications is on Deck F-01, sixteen decks up.

    • The forward hangar bay is on Deck F-07, tendecks up.

    • Deck F-08 is also the barracks and training deckfor intelligence operatives, and houses an arm oryan d brig.

    RUNNING THIS EPISODEThe PCs are free to pursue their objectives in anyorder, though there are three tim ed strategic eventsthat trigger certain effects depen ding on PC actions.The PCs begin play locked in a conference roomon Deck F-17, the bridge deck. Each encounter (orapproximately every 5 minutes of in-game time)advances the timer by 1 . If the PCs are divid ed, thenencounters said to be taking place simultaneously donot each advance the timer. See Table 1-1: EventTimer for event details and timing. The purpose ofthe event timer is to create tension and to force theparty to choose between objectives or split up andrisk being overpowered.

    S H O R T N E S S O F B R E A T H

    Once the event timer reaches 2, the stale, uncirculated air begins to take its toll. Have each PC make anAverage ( • • ) Res i l ience check be fore each ensuing combat encounter. Increase the difficulty of thecheck one step every other encounter. Failure meansthe PC suffers 2 strain, which cannot be recovered

    Wait, something's happening." Hastings'svoice shakes with anxiety. A hatch opens andunleashes a cacophony of clanks, shouts, andblaster fire, followed by a mechanical voicedevoid of any emphasis or em otion.

    "This ship is now property of the Ga lactic Em pire.You are all my prisoners. Take them away." Thewall comm cuts out, replaced by the iron resolveof Captain Sortuli's voice.

    "This is Ca ptain Sortuli. I'm trapped in the b ridge'fresher, and they'll discover me any mom ent .Our hyperdrive has coordinates to the Rebelfleet. We cannot let that information fall intoImperial hands. Your team is our only hope."

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    TABLE 1-1 : EVENT TIMER

    Event Name Event Timer Event D escription

    Shortness of Breath 2 (~30 minutes) Life support has been disabled. PCs must make Resilience checks to avoid

    suffering strain.

    Shortness of Breath* 5 (~75 minutes) NPC crew are unconscious from lack of oxygen.

    Black Hole 6 (~90 minutes) The Shadow Raptor is in danger of being swallowed by a black hole.

    Shortness of Breath* 8 (~ 120 minutes) NPC crew are dead from lack of oxygen.

    Reinforcements* * 9 (~ 135 minutes) Impe rial or Rebel reinforcements arrive at extreme range.

    Black Ho le* ** 10 (~ 15 0 minutes) The Shadow Raptor is swallowed by a black hole

    "Ignore if life suppo rt is repaired.* ' Ignore if reinforcements aren't requested.* * ' Ignore if the ion engine is repaired.

    until either life support is repaired or breathing equipment (such as emergency breath masks) is acquired.If the party fails to reactivate life support before theevent time r reaches 5, the NPC crew fall unconscious;NPC crew die when the event tim er reaches 8. Thedroids give senior officers breath masks to preservethem for interrogation.

    LINEAR E X P E R I E N C E

    II hile Ep i sode II is designed to allow theW PCs to address each objective as theysee fit, some GMs may prefer a more structured approach. The CM may opt to presentencounters in the following order:

    1. Encounter P-Comm (page 15)

    2. Encounter S-Comm (page 16)

    3. Event Shortness of Breath(page 10)

    4. Encounter Forward Hangar Bay(page 17)

    5. Encoun ter Life Su ppor t (page 17)

    6. Encounter Intelligence Op eratives 'Barracks/Brig (page 16)

    7. Event Black Hole (page 11)

    8. Encounter Engineering (page 21)

    9. Event Reinforcements (page 11)

    10. Encounter Aft Hangar Bay or IonEngine 5 (pages 20 an d 21)

    11. Event Black Hole (page 11)

    To help guide the PCs along, the CM can usea few different techniques to draw them tocertain areas. This can include alarms alertingthem to issues that need to be resolved, helpfulhints from rescued crew members, or even having TJ-11 taunt the group over the intercom .

    B L A C K H O L E

    Unless the party has already reactivated an ionengine before the event timer reaches 6, the droidleader, TJ-11, announces that the Shadow Raptor is60 minutes from the black hole's event horizon. (Theship arrives at the event horizon when the event tim erreaches 10.) TJ-11 also orders its shuttle be preppedin the aft hangar bay. Any data objectives obtainedby the droids, such as astrogation d ata, enc ryptioncodes, or the intelligence datacore, along with thecaptain and navigator, are moved to TJ-11 's shuttle.(For information on TJ-11, see the TJ-11 ' s Mis s ionO r d e r s sidebar on page 4.)

    Have the PCs each make an A ve rage (^ ^ ) Fearcheck. Failure by any party mem ber m eans that theevent timer is advanced by 1 while the PCs debateabandoning ship. When the event timer reaches10, the Shadow Raptor is sucked into a black hole,destroying the ship and anyone still on board.

    R E I N F O R C E M E N T S

    If the PCs do not disable P-Comm or a droid escapesinto hyperspace, the ISD Iceheart exits hyperspace atextreme range from the Raptor when the event timerreaches 9. The Iceheart launches two squadrons ofTIE fighters, but it takes until the event timer reaches11 for them to close to weapons range. Alternatively,if the PCs call for reinforcements, the CR90 Remember Alderaan and an X-wing squadron arrive at longrange from the Raptor to lend assistance. It is pos

    sible tha t both Imperial and Rebel ships arrive.

    GETTING AROUNDTHE R A P TO RWhile the sealed hatches and turbolifts restrict theparty's ability to move about the ship, there are several ways the PCs may try to circumvent the shipwidelockdown. The party should make an A verage ( • • )Steal th check to prevent being discovered by droidpatrols (use the profiles on page 22). However, the

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    GM sho uld not bog down PCs with too many encounters while they maneuver around the ship. Unlessattempted during a combat encounter, repeatedchecks to overcome the following obstacles shouldbe limited to extenuating circumstances that are cin-ematically appropriate and to results of

    H AT C H E S

    Hatches can be opened several ways. PCs can slice ahatch with a Hard 0 0 0 ) Compu ters check, b ut or & alerts the droids, who dispatch a patrol to investigate. An A verage 0 0 ) Mechanics or Skulduggerycheck triggers a hatch's mechanical release; the hatchthen requires an A verage 0 0 ) A thle tics check to beforced open. Any weapon with the Breach quality canblast open a hatch with an Average 0 0 ) c h e c K usingthe skill appropriate to the weapon. However, if theweapon is an explosive, it alerts the droids, who dispatch a patrol to investigate. Finally, PCs can recoveran internal comlink from one of the droids and makea Daunting 0 0 0 0 ) Computers check to slice the

    encryp tion. If the check is successful, the n for the rest ofthe episode the comlink c a n be used to unlock the nearest hatch or turbolift as an incidental action. Playerscan end the lockdown entirely with an A verage 0 0 )Computers check from the damage-control consolein engineering o r a Daunting 0 0 0 0 ) Computerscheck from the bridge.

    T W O H U L L S

    The Nebulon-B frigate has two hulls separated by along boo m. The forward hull contains the bulk of shifunctions, while the aft hull houses ion engines andthe main reactor. The boom access corridor is theprima ry means of tran sit between hu lls, though thereare other possibilities. Add 15 minutes and increasethe difficulty of any Stealth checks by one step if thePCs move between the forward and aft hulls via theboom access corridor. With proper equipment, thePCs can spacewalk between hulls and slice exteriorhatched with a Hard 0 0 0 ) Computers check.They can also jump to the hangar bay with a Hard

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    f

    0 0 0 ) Coordination check. The PCs can alsotravel between hu lls by launching an escape pod intothe opposite hangar bay in two maneuvers, whichrequires a Ha rd 0 0 0 ) Piloting (Space) check.

    T U R B O L I F T S

    The Raptor has two main tur bo lift ban ks: one setin the forward hull that runs thirty-five decks, andanother in the aft hull that runs seventeen decks.Slicing a turbolift at the lift requires a Hard 0 0 0 )Computers check, but slicing it at a security or damage-control station requires only an Average 0 0 )Computers check. Using another remote terminalmakes it a Daunting 0 0 0 0 ) Com puters check.Each deck has a maintenance hatch just aft of theturbolift banks that can be used to climb betweendecks with an Average 0 0 ) Athletics check.

    TH E SH A D O W RA P TO ROriginally the Imperial escort frigate Eccentric Lad,the Shadow Raptor was liberated from ContruumShipyard by Airen Cracken and his crew of resistance fighters when he fled his homeworld. WhenCracken's crew officially joined the Rebel Alliance,the rechristened Shadow Raptor was put into service coordinating Intelligence operations throughoutthe thirty-plus sectors of the Trans-Hydian Borderlands, with Cracken acting as captain and seniorintelligence officer. When Cracken was promotedto the rank of general and given a larger area ofresponsibility, he turned over command of the Rapto r to Captain Hylo Sortuli.

    Captain Sortuli keeps the ship well maintainedand is generally liked by her crew. However, whilethe crew is disciplined, they lack military bearing.There are no uniform requirements and no moremilitary pomp than m ight be found on board a commercial transport of similar size. However, CaptainSortuli takes her job very seriously and considersprotecting the Raptor's location and its mission hertop priority. Her misfit crew is largely made up ofaliens local to the Trans-Hydian region who have apersonal stake in seeing the Empire defeated.

    The Shadow Raptor coordinates all Alliance Intelligence efforts in the Outer Rim between the HydianWay and the Perlemian Trade Route. While the shipruns wi th a light crew,, a compan y of analysts andcryptographic technicians work with an assortmentof analysis droids to sort through all the intelligencecollected in the Trans-Hydian. Most of this information is analyzed, archived, and sent via secure courier

    to the office of General Vernan, the head of AllianceIntelligence. However, some of the intelligence is considered actionable, prompting the deployment of ateam of operatives to take appropriate action.

    The Shadow Raptor has been modified in a number of ways from a baseline Nebulon-B fr igate. First,the hangars have been modified to accommodateAlliance starfighters instead of TIE racks. The hullis painted matte black, and the running lights arelargely disabled, with the exception of some that areused to mimic the density of local star fields. Finally,the sensor suite and comms array have both beenupgraded to make certain that the Raptor discoversany Imperials in the area long before she is spo tted.

    S H O W R A P T O R

    Hull Type/Class: Frigate/Nebulon-B.M an ufa ctu rer : Kuat Drive Yards.Hyperdrive: Primary: Class 2, Backup: Class 12.Navicomputer: Yes.

    Sensor Range: Extreme.Ship's Complement: 683 officers, pilots, andenlisted crew.Starfighter Complement: Twenty-four starfightersand eight transports.Encumbrance Capacity: 3,500.Passenger Capacity: 75 intelligence operatives,

    50 intelligence analysts.Con sum ables: Two years.Price/Ra rity: 8,50 0,0 00 credits (R)/7.Customization Hard Points: 0.Weapons: Six port and six starboard turret-mounted retractable medium turbolasers (Fire ArcForward, Aft, and Port or Forward, Aft, and Starboard; Damage 10; Critical 3; Range [Long]; Breach3, Slow-Firing 1).

    Three port, three starboard, three forward, andthree aft turret-mounted retractable light laser cannons (Fire Arc Port or Starboard or Forward or Aft;Damage 5; Critical 3; Range [Close]).

    Three forward-mounted heavy tractor beam emitters (Fire Arc Forward; Damage -; Critical -; Range[Medium ]; Tractor 6).

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    TJ-11S MISSION ORDERS

    T J - 1 1 is the T-series tactical d roid in chargeI of this Imperial opera tion. Its orders areas follows, in order of importance:

    1. Disable the Hyperdrive: Go to engineering and disable the hyperdrivemotivator. If the ship is allowed tojump to the flee t, the droids are likelyto undergo memory wipes beforebeing brought aboard Rebel ships.

    2. Secure th e Ship : Slice the damage-control console and trigg er a shipwidehull depressurization alarm, sealingall hatches and locking out overrides.

    3. Cap tu re A s t roga t ion Da ta : Necessitates taking over the bridge and

    slicing the navicomputer. If necessary, remove the datadrive for lateranalysis and take the ship's captainand navigator prisoner.

    4. A ler t the Imper ia l F lee t : Necessitates taking over P-Comm. Whilein control of P-Comm, acquire Rebelcommunication encryption codes.If unobtainable, disable comms soRebels cannot call reinforcements.

    5. Acces s In te l l igence Datacore:Necessitates taking over the analy

    sis deck. Gain access codes andcopy the data, or physically removethe datacore for later analysis.

    6. L i fe Sup por t : Send a detachmentto shut down ship life-support functions to distract and weaken anyRaptor crew resistance and provideleverage during interrogations.

    7. A s s e t Recovery: If possible, bring theShadow Raptor to an Imperial port.

    8. A s s e t Denia l : If control is lost,extract intelligence assets and scut

    tle the Shadow Raptor.

    E S C A P E P O D

    Hull Type/Class: Escape pod .

    Manufac tu re r : Faberstien-Lago.Hyperdr ive: None.Navicomputer : None.Senso r Range: Medium.Ship ' s Complemen t : One pilot.Encumbrance Capaci ty : 10Passenge r Capaci ty : 5.Consumables : Two weeks.Pr i ce /Rar i ty : 5,000 credits/7.Customizat ion Hard Points : 1Weapons : None.

    L I F E B O A T

    Hull Type/Class : Life boatManufac tu re r : Faberstien-Lago.Hyperdr ive: Primary: Class 2.Navicomputer : None; astromech droid socket.Senso r Range : Long.Ship ' s Complemen t : One pilot.Encumbrance Capaci ty : 50.Passenge r Capaci ty : 25.Consumables : Two months.Pr i ce /Rar i ty : 15,000 credits/7.Custom izat ion Hard Points : 2.Weapons : None.

    C A P T A I N H Y L O S O RT U L I [R I VAL]

    Named for a millennia-old legend of the M irialan people, Hylo left her homeworld of Mirial at a young ageto seek adventure among the stars. She was a part ofCracken's original crew du ring the C ontruum resistanceand helped Cracken steal the Shadow Raptor. WhenCracken was pro mo ted, she became the captain of theShadow Raptor. She has a pet lizard named Bonebarkthat always seems inconveniently underfoot.

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    SHADOW RAPTOR CREW

    uring some encounters, GMs may requirestat blocks for members of the Raptor's

    crew. All NPCs should be drawn from pages4 0 9 - 4 3 3 of th e AGE OF REBELLION Core Rule-book. Comm techs should use the Imperial

    Naval Engineer stat block, maintenancetechs the Rebel Mechanic block, pilots theRebel Starfighter Pilot block, ground crewthe Underworld Shadowport Mechanic block(replacing the Underworld skill with Warfare),and analysts the Underworld Infochant block.Officers vary but are generally rival versionsof the minions they lead. The bridge crew isa mix of rival NPCs, each with an adversaryprofile related to the station he operates.The Rebel operatives include forty Rebeltrooper minions and four of each rival RebelNPC type found in the AGE OF REBELLION CoreRulebook, pages 411-415.

    Ski l l s : Cool 2, Knowledge (Warfare) 3, Leadership 2,Nego tiate 1, Piloting (Space) 2, Ranged (Light) 1.Talents: Adversary 1.Abi l i t i e s : Command (add • per rank of Commandwhen making Leadership checks; affected targetsadd • to Discipline checks for the next 24 hours).Equipment : Heavy blaster pistol (Ranged [Light];Damage 7; Critical 3; Range (Medium); Stun setting),datapad.

    P R I M A R Y C O M M U N I C A T I O N S (P-COMM)

    Deck: Forward-01.Objective A: Stop droids from calling reinforcements. If failed, the ISD Iceheart arrives near the endof the episode.Objective B: Call for Alliance reinforcements. Ifachieved, an Alliance CR90 Corellian corvette and asquadron of X-wings arrive near the end of the episode.Object ive C: Warn the fleet that its location isn'tsecure. If failed a nd the Empire obtains the fleet loca

    tion, the

    fleet suffers a

    devastating attack that costsdozens of ships and thousands of lives.Object ive D: Disable P-Comm to prevent future callsby droids for Imperial reinforcements.Object ive E: Erase enc ryptio n codes. If failed andany Imperials escape with the codes, Rebel commu

    nications are not secure du ring a future ad venture atthe worst possible moment.Sabo teu r Droids : One saboteur astromech, ten saboteur protocol droids, and a saboteur medical droid.Rebe l s : Thirty comm techs and five officers. Nonearmed.

    Just forward down a short passageway from the tur-bolift, P-Comm consists of a central watch floor, twocomms-array control rooms, encryption and decryption rooms, a secure comms station , and adm inistrative offices. The watch floor has a central holographic

    projector and a dozen workstations at which techsroute comms, message traffic, and other informationpackets from outside local space.

    the event timer is 4 or under, the droids have notcalled for reinforcements. W hen the PCs enter,

    the Raptor's crew is kneeling on the watch floor,held at blaster point by two minion groups of

    ve saboteur p rotocol d roids each. The communications officer, a gruff Mirialan man

    named Commander Figlia, is being interrogated by a saboteur medical droid whowants the access codes to the communications consoles. The astromech droid is

    attempting to slice the consoles in themeantime.

    After the PCs eliminate the droidsand call for reinforcements, the communications crew balk at the idea of

    disabling P-Comm, especially if the PCs'felan for disabling it involves permanent destruc-i b n . The PCs must find a compromise, or convince the crew that destruction is neccessary.

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    A C E OF R E B E L L I O N 8

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    If TJ-11 decides to abandon ship and the droidshold this space, then they move Commander Figliaand some encryp tion hardware to the aft hangar bay.Securing the commander and hardware should be ofprime concern to any PC with the Personnel or Internal Security Duty.

    S E C O N D A R Y C O M M U N I C A T I O N S(S-COMM)

    Deck: Forward-02.Object ive A: Make an "abandon ship" order. Directthe crew to bring back help and warn the fleet. Ifachieved, a dozen escape pods jettison as any crewnot trapped by the lockdown aban don ship.Objec t ive B : Alternatively, the PCs can make a Hard

    ^ Leade r sh ip check to call upon the crewto resist the droids, which results in the crew g ettingslaughtered but reduces the number of enemy d roidsby one minion group in each section.Sabo teu r D r o i d s : Two saboteur astromechs.Rebe l s : Twenty comm techs and two officers. Nonearmed.

    Just aft of P-Comm and down a ladder well. S-Commcomprises two watch floors: one to handle internalship comms and another for local-space communications. It also has five small office spaces, a largeoffice, and a routing array. Lt. Commander Colm, theson of a trade baron whose corporate assets werenationalized by the Em pire, is the senior officer.

    The two droids have secured the crew in the largeoffice, and they have split up to cover both watchfloors. Unfortunately, after the party relays its message, TJ-11 uses the ship's comm to scramble twoY-wings to disable the escape pods. Any PCs whohave the Space Superiority or Personnel Dutiesshould be interested in taking over a bank of the Raptor's laser cannons or acquiring starfighters to protect the escape pods. As it stands, droids con trol theRaptor's weapons systems, and they fire on the PCs ifthey launch any vessels.

    I N T E L L I G E N C E O P E R A T I V E S 'B A R R A C K S / B R I G

    Deck: Forward-08.Objec t ive A : Free the intelligence operatives trap ped

    in their own brig. If achieved, the operatives help takeback the ship.Objec t ive B: Resupply weapons, ammunition, andsupplies from armory. If achieved, the party gainsaccess to additional arms and equ ipment.Sabo teu r D r o i d s : Two saboteur medical droids andtwenty saboteur protocol droids.Rebe l s : Seventy-two Rebel operatives and two officers. None armed.

    CREATIVE SOLUTIONS

    epending on character com position, somegroups may not have the skills required

    to complete some of the challenges theyencounter. This can be a problem, especially if it means getting the life sup por t backonline In these cases, the CM is encouragedto come up with creative solutions to allowthe skills the characters do have to help themin the situation. For example, in the Life Support encounter, the PCs may be able to useComputers to reprogram one of the disableddroids to do the repairs for them, or perhapssucceed at a Knowledge (Warfare) check torealize that there is a back up life supportsystem t ha t they can activate one deck below.

    Along the starboard side of Deck 8 is a row of cells

    where seventy-two intelligence operatives have beencrammed into a brig built to hold thirty. What wouldtypically be a large m edical ward is mostly convertedinto barracks and training space, including a gymnasium and a pair of thirty-meter firing ranges. Theaf t end of the deck is the reinforced sublevel of theforward hangar bay, which is four decks high. With aHard ( + + K n o w l e d g e (Warfare) check or helpfrom a freed operative, the party discovers a m aintenance crawl space that can get them inside the hangar bay near the magnetic field.

    The saboteur medical droid rivals each lead twominion groups of five protocol droids, or the CM can

    use the squad rules to make two squads, each led bya medical droid. It is possible to avoid real combat bydistracting the droids and freeing the operatives. Todo this, one of the PCs must make a Hard ^Steal th check to sneak past the droids to one of theweapons ranges to create a distractio n. Half the droidsare sent to investigate. The PCs then can make anAverage ( • ) Compute r s check to unlock the brigsecurity fields, freeing the prisoners. The Rebel operatives overpower their oppressors in moments, takingup their arms and hun ting down the remaining droids.

    When the operatives are freed, they offer to splittheir force to reinforce the areas the party has recap

    tured. With an A ve rage ( • • ) Negotiation check.the pa rty gains five Rebel troope r minions or one rivalper PC. The PCs can use the minions to form squadsor minion groups. Alternatively, the PCs cou ld try toconvince the operatives to retake the bridge or eitherof the hangar bays. With out the help of the party, theoperatives are destined to fail, but one enemy rivaland five m inions can be removed from encounters atthat location.

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    L I F E S U P P O R T

    Deck: F-26.Objective A: Repair and activate ship life support.If achieved, Resilience checks to resist asph yxiationare no longer required before combat encounters,and strain can be recovered normally.Saboteur Droids: Two saboteur medical droids andone saboteur astromech.Rebels: Five maintenance techs. None armed. .

    Life support consists of a small watch floor withfour crew sta tions fo r. water, power, air, and gravity. The astromech droid is plugged in, monitoringthe power and gravity stations simultaneously. It isoverseen by a medical droid. The Rebel life-supporttechnicians are locked in an empty cistern.

    To restore life support, theparty must first make

    a Hard 0 0 0) Computers check at the air station to slice the saboteur droid firewall and regaincontrol of the system. Unfortunately, a simple diagnosis reveals that there has been an alteration tothe air recyclers, causing them to take oxygen out ofthe air, accelerating the effects of hyp oxia. The recy-clers are along the starboard side of the ship andmust be repaired at three different points, requiring an Averag e 00) Coo rdination check to worminto the .crawl space and then an Average 0 0)Mechanics check to repair.the damage. After thePCs repair the,second unit, a minion group of fivesaboteur protocol droids ex its, the turb olift andattacks the party.

    F O R W A R D H A N G A R B A Y

    Deck: Forward-07.Objective A: Secure the hangar bay. If achieved, theparty gains access to eighteen X-wings, six Y-wings.and two shuttles which they can use to assist in a

    variety of objectives.Objective B: Disable the shuttles and starfighters.If achieved, the# droid s must first repair the shipsbefore they can use them to escape or call forreinforcem ents. • /Objective C: Stop the droids from destroying theescape pods or jumping to hyperspace.Saboteur Droids: Four saboteur astromechs, threesaboteur load lifters, and ten saboteur protocoldroids.Re bels: Two pilots, ten" gro und crew, and twen tymaintenance techs. None armed.

    The forward hapgar bay holds two . squadrons of

    starfighters, the captain's pinnace, and a utilityshuttle. The hangar occupies most of Decks 5, 6,and 7 and represents the largest interior space onboard. The TIE fighter launch racks have long beenremoved to m ake room for Alliance starfighters.

    Crew on watch during .the hyperspace jump havebeen/locked inside a pilot's ready room and are

    guarded by the saboteur• ^ r ^ proto col droids. The

    rest of the droidsare scattered

    r

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    the datacore's access codes. Two saboteur protocoldroid minion groups stand guard over four officeswhere nine officers and fifty analysts are secured.The remaining intelligence personnel are held in theberthing decks above and below the analysis deck.

    B R I D G E

    Deck: Forward-1 7.Object ive A: Secure the bridge. If achieved, the crewcan move the Raptor away from the black hole oncethe ion engines are online.Object ive B: Secure the n avicomputer. If failed, theEmpire could gain the astrogation data needed tolocate and launch an attack on the Alliance Fleet.Sabo teu r Dro ids : Four saboteur astromechs andfive saboteur protocol droids.Rebe l s : Ten Rebel bridge crew members. Nonearmed.

    The bridge module contains the actual commandbridge as well as a number of conference and readyrooms. The command bridge consists of an elevatedcommand deck with four large view screens and apanoramic transparisteel viewp ort. Twelve crew workstations are divided among three sunken crew pits.The forward pit has astrogation, helm, communications, and shields. The portside pit has engineering,

    power, logistics, and life support stations. Finally, thestarboard pit has stations for sensors, gunnery, security, and flight control. All of these stations can becontrolled from the captain's chair, though other thanhelm and astrogation, all stations are merely monitoring or command relay stations for the appropriatesection elsewhere on the ship.

    The tactical action office is in the aft portside corner of Deck 17. While the bridge can do everythingtactical can, the bridge concerns itself with all aspectsof ship opera tions; tactical is solely focused on threatidentification and response. The five workstations intactical are dedicated to tagging threats on the sensor board, directing the gunnery teams and fightersquadrons, and angling deflector shields. Duringcombat operations, tactical typically functions in anadvisory capacity.

    Once the party secures the bridge, the PCs noticethat Captain Sortuli and Navigator Tay Coomsay aremissing. Lt. Hastings explains that they were taken

    by TJ-11 to the escape pods. If the PCs check thesensors or view screens, they can see an escapepod shooting across the emptiness of space to theaft hangar bay. Hastings believes the droid means toescape with the captain and navigator and begs thePCs to rescue them.

    _r

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    A F T H A N G A R B A Y

    Deck: Aft-07.Objec t ive A : Secure the hangar bay.Object ive B: Disable the six shuttles. If achieved, thedroids cannot use the shuttles to get reinforcements.Sabo teu r Dro ids : Two saboteur astromechs, foursaboteur load lifters, ten saboteur protocol droids,and TJ-11.Rebels : Ten groun d crew, ten ma intenance techs, Captain Sortuli, and Navigator Coomsay. None armed.Weapons : Medium hangar tractor beam (Fire ArcEntire Hangar; Damage 10; Critical 2; Range [Long];Tractor 4 ).

    The aft hangar bay has room for six shuttles of silhouette 4 or smaller. This deck also contains cargo storage for most of the aft hull. Three of the droid containers are located in the aft hangar bay. The groundcrew and maintenance staff are locked in one of thesmaller portside cargo bays, guarded by a miniongroup of five protocol droids. One of the astromechsis working around one of the shuttles, prepping itfor launch, while the other is in the control room tooperate the docking-bay tractor beams. The remaining protocol d roid minions are guarding Captain Sortuli and Navigator Coomsay, while the tactical droid.TJ-11, oversees launch prepa ration.

    If TJ-11 has previously given the order to prep aKappa-class shuttle, then when the PCs arrive, the

    THE CHASE

    I f the shuttle escapes the hangar, the partyI has a number of ways to react. There arefive other Kappa-class shuttles and a dozenISP-6 shuttle pods in the bay. The pods onlytake one maneuver to launch, while the shuttles take two. PCs may instead use a Raptorgunnery station to attack the shuttle or rushto the forward hangar to acquire Y-wing fighters. They may pursue multiple options. Keepin mind that rushing to another part of theship takes time and gives TJ-11 an opportunity to gain a lead. There are also two shuttlepods in the back of TJ-11 's Kappa-class shuttle, and if the party closes to medium range,TJ-11 deploys the pods with astromech p ilots.

    The party should attempt to disable ratherthan destroy the shuttle, especially if Sortuli and Coomsay are on board. The shuttleneeds ten rounds to plot a course for hyperspace or twenty if the party disabled thehyperdrive earlier. If the ISD Iceheart hasnot yet shown up bu t the droids did get w ordout for reinforcements, it arrives during thischase at extreme range from the Raptor.

    droid is overseeing final preparations. If the PCs didnot stop the droids from acquiring the intelligencedatacore or the comms encryption codes, theseitems are being loaded onto the shuttle along withthe cap tain, navigator, and navicomputer d atadrive.

    Should the PCs trigger a combat encounter, TJ-11forms a squad with a minion group of five protocol

    droids, while the other twenty fight as a separateminion group. One astromech droid continues prepping the shuttle, while the one in the control roomuses the hangar's medium tractor beam to dropcargo crates on the party. The tractor beam is considered an improvised weapon with a silhouette of 3for the purpose of these attacks.

    K A P P A - C L A S S S H U T T L E

    An aging shuttle model, the Kappa-class shuttle isan all-purpose vehicle that saw use during the CloneWars and the early years of the Empire. Versatileenough to perform escort, logistics, and combatdrop duties, it is still effective despite having beenreplaced by a variety of new, specialized shuttlecraft.The rear vehicle bay holds two ISP-6 shuttle pods,which can launch as a maneuver.

    Hull Type/Class : Shuttle/Kappa-class.Manufac tu re r : Sienar Fleet Systems.Hyperd r ive : Primary: Class 2, Backup: Class 18.Navicompu te r : Yes.S e n s o r Range : Short.Sh ip ' s Complemen t : One pilot, one co-pilot, andtwo gunners.Sta r f igh te r Complemen t : Two silhouette 2 supportvehicles.Encumbrance Capaci ty : 50.Pas senge r Capaci ty : Forty.Consumab le s : Two months.Pr i ce /Rar i ty : 80,000 credits (R)/6.Customizat ion Hard Poin ts : 2 .We a p o n s : One top and one bottom turret-mounteddouble blaster cannons (Fire Arc Port or Starboard orForward or Aft; Damage 4; Critical 4; Range [Close]

    Linked 1).Two auto-blasters (Fire Arc Forward; Damage 3;

    Critical 5; Range [Close]; Auto-fire, Linked 1).

    S H U T T L E P O D

    The ISP-6 shuttle pod is a short-range comba t utilityvehicle with echoes of the Lambda-c\ass shuttle in itsdesign. Only lightly armed, the shuttle pod is oftenused to survey damage, assist on spacewalks, or provide close air support to ground forces.

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    SILHOUETTE 1 SPEED 1 HANDLING

    Hull Type/Class : Sh uttle/ISP-6.Manufacturer : Cygnus Spaceworks.

    Hyperdr ive: None.Navicomputer : None.Senso r Range : Close.Ship ' s Complemen t : One pilot.Encumbrance Capaci ty : 8Passenger Capaci ty : None.Consumab le s : Two weeks.Pr i ce /Rar i ty : 5,000 credits (R)/6.Custom izat ion Hard Points : 1.We a p o n s : Two light blaster cannons (Fire Arc Forward; Damage 4; Critical 4; Range [Close]; Linked 1).

    E N G I N E E R I N G

    Deck: Aft-09.Objec t ive A: Secure engineering. If achieved, ChiefEngineer Duago provides • to any Mechanics orComp uters checks to restart the sub light engines.Object ive B: End the hatch lockdown. If achieved,the party can move freely about the ship and thecrew are freed to resist their d roid cap tors.Sabo teu r Dro ids : Two saboteur astromechs and fivsaboteur protocol droids.Rebe l s : Three officers and forty-five maintenancetechs. None armed.

    Engineering occupies most of Decks 8 and 9 andincludes not only the main engineering watch floorbut also the ship's three primary fuel cells and theirpower regulators. The chief engineer's office is just a ftof the watch floor, and a numb er of workshops, parts-storage facilities, and fab rication shops are scatteredthroughout the deck.

    When the party arrives, the droids don't immediately notice, as they are busily filing a report to TJ-11,who is on the bridge. The ship is slowly approaching the black hole's event horizon. The engineeringstaff says that any of engines 1, 2, or 5 by itself cansave the ship, but they have no estimate of when anyengines might com e back online.

    The crew has been locked in the storage locker onthe port side of the deck. Freeing the Sullustan chiefengineer, Duago, and retaking engineering provides• to any checks to restart the sublight engines later,but the sublights can only be reactivated from a sub-light-engine control room.. The hatch control override is here, however; after clearing out the droids,an A verage ^ ) Comp ute r s check can restorenormal fun ction to all hatches on the Shadow Raptor.

    S U B L I G H T - E N G I N E C O N T R O L R O O M 5

    Deck : Aft 12-15.Object ive A: Secure sublight-engine control room 5.Object ive B: Activate sublight engine 5. If achieved,the bridge regains enough control of the ship tomaneuver away from the black hole.Sabo teu r Dro ids : Three saboteur astromechs, twosaboteur load lifters, and ten saboteur protocol droids.Rebe l s : One officer and twelve maintenance techs.None armed.

    The sublight-engine co ntrol room is a two-deck spacebuilt around each of the Raptor's seven ion engines.Catwalks and gantries line the engine housing foraccess to maintenance hatches and control panels.There are twelve different mo nitoring stations spread

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    throughout to track power flow from fuel cells andwatch over the reactor, temperature, radiation levels,thrust, and m ore.

    When the party arrives, the thirteen Rebel crew areunder guard by the protocol droids, while the astromechs are plugged in to the crew stations, obliviousto anything but their efforts to reactivate engine 5.

    Instead of fighting all of the droids, the PCs can disable the static discharge vane system with a Hardt 1 C o m p u t e r s check at any terminal. Success

    creates an ionization overload that takes out all thedroids in all seven engine room s, though ^ on thischeck knocks out critical components needed torestart the engine, doub ling the time to com plete theengine restart.

    Once the party eliminates the droids, they canwork with the maintenance staff to restart the engine,which requires a Daunt ing ( + • • • ) c ooperative Computers check followed by a Hard ( • • + )cooperative Mechan ics check Each check takes

    two rounds to complete. Assistance from the maintenance crew can add • to these checks, and if ChiefEngineer Duago is in control of engineering, he canprovide an additional Q

    S A B O T E U R M E D I C A L D R O I D [ R I VA L ]

    FX-series and 2-1 B medical droids wield a variety ofsurgical scalpels and syringes filled w ith u seful chem icals for interrogations. These saboteur models havebeen equipped with a potent anesthetic injector todeal with organic resistance.

    Ski l l s : Discipline 1, Medicine 3, Perception 2.Talents: None.Abi l i t i e s : Droid (does not need to breathe, eat, ordrink and can survive in vacuum and underwater;immune to poisons and toxins).Equipment : Built-in diagnostic and surgical tools(count as a medpac as well as a stimpack that can beused once per session), vibrosca lpel (Melee; Damage2; Critical 4; Range [Engaged]; Pierce 2, Vicious 1),anesthetic injector (Medicine; Damage 8; Critical 5;Range [Engaged], Stun Damage).

    S A B O T E U R P R O T O C O L D R O I D [ M I N I O N ]

    A variety of different protocol droids with upgradedchassis and armed with blaster pistols integratedin hidden compartments. Saboteur protocol droidsoperate in m inion groups of five droids each.

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    Skills (group only): Charm, Knowledge (Education),

    Knowledge (Xenology), Negotiation, Perception,Ranged (Light).Talents: None.Abi l i t i e s : Droid (does not need to breathe, eat, ordrink and can survive in vacuum and underwater;immune to poisons and toxins).Equipment : Blaster pistol (Ranged [Light]; Damage6; Critical 3; Range [Medium]; Stun setting).

    S A B O T E U R L O A D L I F T E R [ R I VA L ]

    Cybot Calactica CLL-series load lifters are capableof bludgeoning enemies with their powerful loading arms or bashing them with large crates andequipment.

    Ski l l s (group only): Athletics, Brawl, Melee.Talents: None.Abi l i t i e s : Droid (does not need to breathe, eat, ordrink and can survive in vacuum and underwater;immune to poisons and toxins), silhouette 2.Equipment : Truncheon lifters (Brawl; Damage 6;Critical 5; Range [Engaged]; Disorient 2), large improvised weapon (Melee; Damage 7; Critical 5; Range[Engaged]; Cumbersome 4).

    S A B O T E U R A S T R O M E C H [ R I VA L ]

    R2- and R3-series astromech droids with upgradedpiloting and gunnery protocols. These droids arecapable of slicing computer terminals and repairingdamaged machinery. They have an arc welder thatthey can use as a weapon, though astromech droidsflee com bat if their protocol escorts are destroyed.

    Ski l l s : Astrogation 3, Computers 3, Cool 2, Gunnery2, Mechanics 2, Piloting (Space) 3.Talents: None.Abi l i t i e s : Droid (does not need to breathe, eat, ordrink and can survive in vacuum and underwater;immune to poisons and toxins).

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    Equipmen t : Arc welder (Melee; Damage 3; Critical - ;Range [Engaged]; Stun Damage), built-in repair tools(counts as a tool kit).

    T J - 1 1 , S A B O T E U R TA C T I C A LD R O I D [ N E M E S I S ]

    A T-series tactical droid restored by Imperial Intelligence, TJ-l I was programmed to lead the mission toship jack the Shadow Raptor and discover the location of the Rebel Fleet. TJ-11 is cold and pragmaticto a fault, working its way down a series of preprogrammed objectives and assessing its next move bycalculating odds of success.

    Ski l l s : Coercion 2, Cool 2, Leadership 3, Knowledge(Education) 1, Knowledge (Warfare) 2, Perception 2,Ranged (Light) 3, Vigilance 2.Talents: Adversary 2 (upgrade the difficulty o f all combat checks against this target twice), Command 2 (add• • t o Leadership checks; affected targets add • •

    to Discipline checks for the nex t 24 hours), Field Commander (as an action, may make an Av e rag e ( • • )Leadership check; three allies may immediately suffer 1 strain to perform a free maneuver).Abi l i t i e s : Comm and (add • per rank of Commandwhen making Leadership checks; affected targetsadd • to Discipline checks for the next 24 hours),Droid (does not need to breathe, eat, or drink andcan survive in vacuum and underwater; immune topoisons and toxins).Equipmen t : Heavy blaster pistol (Ranged [Light];Damage 7; Critical 3; Range [Medium]; Stun setting),comlink, datapad.

    A S I G H O F R E L I E F

    The Shadow Raptor is most likely rescued by thePCs and spared the gruesome fate of experiencinga black hole firsthand. After ousting the remainingdroids, the Raptor can make a quick jump to hyperspace to avoid Imperial reinforcements. Captain Sor

    tuli, if rescued, orders the PCs to investigate who sabotaged the droids. If Captain Sortuli was captu red orkilled, Lt. Hastings can plead with the PCs to rescueor avenge her instea d. If the Raptor is headed for theblack hole, this might be Hastings's dying wish beforebeing swallowed by the event horizon.

    EPISODE I I I : LOGISTICAL PERILT here are two possible paths to starting the investiga-

    I tion into the attack on the Shadow Raptor. If theRaptor survived, the PCs might examine any of thedroids brought on board, including TJ-11 if it has notescaped or been des troyed . However, if the Raptor wasdestroyed by the black hole or captured by the ISDIceheart, they won't be able to pursue this line of investigation. Their other option is to return to Port Toogato track down the Contispex Crusader and her captainand learn more about where the droids originated.

    Examining any droid other than TJ-11 with an A verage Computers or Mechan ics check revealsa non-standard chip hardwired onto the droid's brainand stamped with the letters "TTC." O O reveals

    the chip is a modified behavioral inhibitor similar to arestraining bolt. If TJ-11 is examined, a HardCompute r s or Mechan ics check reveals that several components are similar to old Baktoid CombatAutomata designs. A Hard ^ ^ ) Oute r R im orKnowledge (Warfare) check reveals that Baktoidonce had a factory on Teagan as part of the ListeholRun during the Clone Wars. If the party doesn't haveaccess to any droids because of their choices in Episode II, they can instead retu rn to Port Tooga to pickup the trail.

    It is also possible to examine the navicomputer on

    the tug the PCs acquired earlier, if they still have it.The navicomputer has been wiped, but a Daunt ing4 • ^ ) Compute r s check reveals that before

    Port Tooga, the tug recen tly left the planet of Teagan.

    " D R O I D - A R M " A Y M U S

    If the party goes to the Barvy Harpy, they are onceagain approached by the disfigured Wookiee fromtheir last visit. Roowarra apologizes for his drunkenbehavior, explaining that all humans look alike tohim, especially when he is drunk. Roowarra explainsthat he just misses his ship and hates the Empirefor stealing her. He is very sorry and wants to makeamends. This should attract the attention of any PCwith the Recruiting Duty.

    If the PCs ask Roowarra about Captain ShyndiOglerk and the Contispex Crusader, Roowarra directsthem to the bar, where a drunken Weequay namedAymus is half-asleep. Aymus has had his left armreplaced with an antiquated mechanical one. With anEasy (^) Charm or Negotiation check and a drink,or a Hard ( • • • ) Coercion check, the PCs can getAymus to share his story. Read the following aloud:

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    "Yeah, sure I've seen 'e r before. What you lotwan t with 'e r anyway?" Aymus takes a long swigof his Gizer ale. "Don't really matter, I s'pose.Ain't no pirate, if that 's what you wan na know."Aymus scratches just above h is e lbow, where thedroid arm joins with h is flesh. "How do I know?Because I 'm a kriffing pirate "

    "See, I heard th e Crusader wa s prize-happy,going after CSA and Im perial treasury ships andthe like. My kind of crew. I hear the first mate ison station and figure I'll sign on, right? Only Igo to their bay. and they aren't taking on crew,just cargo." Aymus looks around expectantly."Pirates always take on crew, s ee . Always. Andanother thing—that ship she had? That wasn ' tnothing no pirate'd ever get 'er hands on . Toonew, too shiny. No self-respecting pirated showup here with it . Just as like to get taken. No,mate . Whatever th e Crusader is, it ain't a pirateship. I heard rumors i t berths on a planet namedTeagan just off the Listehol Run."

    With that, Aymus demands another drink for hishelp but has no additional information to offer. Hesays that Shoola the Hutt should have some sort ofdocking and sensor logs and m ight share them if thePCs are feeling open-minded. Then Aymus chucklesand returns his full attention to his drink.

    R O M A N C I N G T H E H U T T

    Gaining an audience with the Hutt paramour requiresan Av e rag e ( ^ ^ ) Negotiation or Decep t ion checkto convince her roguish major-domo to put the PCson her schedule. The PCs are led up to Shoola'spalace, an elaborate audience hall that seems partnightclub and part b oardro om . Shoola does businessbeneath a sound-dampening field, which extends toanyone within engaged range of Shoola. Any Perception checks made to eavesdrop are increased by twosteps in difficulty from short range or farther. ThePCs can still faintly hear music blasting throughoutthe hall but otherwise have privacy with Shoola andher translator droid.

    Securing Shoola's help requires an A verage (

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    cal droid logic processor and fielded a nu mber oftechnical questions about compatibility with Arakydcomponents. If the PCs show Kwiggley a TTC chip theypulled from a saboteur droid, he reveals tha t TTC standsfor the Teagan Tech Consortium, a high-end d roid m anufacturer on the w orld Teagan.

    IS T H I S F O R H E R E OR TO G O ?

    THE SEARCHNARROWS

    By now the party shouldrealize that the answers to their

    questions lie on Teagan. PCs curiousabout Teagan can make a Hard ttt)

    A s t r o g a t i o n , Mechan ic s , Ou te r Rim,or Xenology check to compare notes onbthe planet. Using a navicomputer or other\ data resource reduces the difficulty one

    step. The hyperspace jump itself from PortTooga to Teagan is uneventful and shouldnot require a check. The party can learn

    the following:

    • A s t r o g a t i o n or O u t e r R i m : Teaganis in the system of the same namein the Kwymar Sector just off theListehol Run.

    • Xenology: The short

    and mysterious Devon are the native species.

    Their vocalizations and hearing rangeare incompatible with most human-oid species.

    Mechan ic s or O u t e r R i m : Protocol droids arehuge business on Teagan, and the Teagan TechConsortium has recen tly released the ir RWW-series droid, a soft-shelled p rotocol model marketed as a budget human-replica droid.

    If the PCs aren't sure what to do next, Roowarraoffers to buy them a meal at Biscuit Barren. While

    they are eating, have them make an A verage ( • • )Percept ion check to overhear a conversation at anearby bo oth, where two spacers (one of whom has areceding hairline and bushy sideburns) are discussinga delivery from last week. Depending on the checkresults, the party gleans the following information:

    TEAGAN

    Ast ronav iga t ion Da ta : Teagan system, KwymarSector, Outer Rim region

    Orbi ta l Metr ics : 312 days per year / 22 hours per day

    Governmen t : Devon Trade Council

    Popu la t ion : 350 million (Devon 85%, Mirialans 4%,Neimoidians 3%, humans 3%, other 5%)

    Languages : Basic, Bocce, and Denosh

    Terra in : terrestrial, mountainous

    Major Ci t ies : Ganaang Spaceport, The Warrens

    A r e a s of I n t e re s t : Teagan Tech Consortium head

    quarters, Kwymar Automaton Ltd. factoryMajor Expor t s : droids

    Major Impor t s : raw m aterials

    Trade R o u t e s : Hydian Way, Listehol Run

    Specia l Cond i t ions : none

    Background : Named for the wife of a Trade Federation board mem ber decades ago, Teagan was once amanufacturing world ruled by the Trade Federation.During the Clone Wars, the S eparatists manufacturedthe LEP-series servant droids and PK-series worker

    • Success : Two weeks ago, the spacers delivere d ashipment of droid parts along the Listehol Run.

    • O A customs mix-up between the pilot andGanaang Traffic Control was resolved by a TTCprotocol droid.

    • O O The delivery was made to a planet called

    Teagan.• 0 The parts were delivered to a warehouse not

    far from the spaceport.

    If, after hearing any or all of this, the PCs wish toquestion the spacer telling the story, he can be convinced to share all the information with an Average

    Charm, Coerc ion , or Negotiation check

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    droids on Teagan. When the Empire nationalized theTrade Federation after the war, it decided to abandon Teagan to its own devices. Most infrastructure,including countless droid factories, was abandoned,and the remaining inventory and assets were shippedoffworld by the Empire.

    The natives are short, squat creatures called

    Devon who evolved deep beneath Teagan's mountain ranges. When outside their warrens, Devon wearthick goggles and cover themselves in voluminousrobes and heavy scarves to protect against ambient light, which can blind Devon and damage theirskin. Devon communicate via a series of ultra-high-frequency chirps and whistles that carry through thecaves where they evolved. M ost of these sounds arefar outside the normal humanoid hearing ranges, andconversely, the Devon cannot hear most phones ofhumanoid languages, making them entirely dependent on protocol droids.

    The Devon have taken over many of the abandoned

    factories to create new droid-manufacturing companies, but countless abandoned factories, warehouses,and office buildings that da te back to the Clone Warsremain vacant.

    G A N A A N G S PA C E P O RT

    A stellar-class spaceport run by a few Devon and aswarm of droids, Canaang has a steady stream of merchant traffic importing refined materials and exporting droids. Customs is handled by droid-assistedDevon. The planetary government keeps taxes andtrade tariffs considerably below galactic averages toattract outside investors, but they have had little success in attracting much interest in Teagan.

    T E A G A N TECH C O N S O R T IU M

    The most prosperous manufacturer o n-wo rld, Teagan Tech Consortium manufactures the RWW-seriesprotocol droid, which is among the most advancedprotocol-droid models in the galaxy. The RWW-seriesis everywhere on Teagan, as its grasp of the Devonlanguage is unparalleled, making it the preferredtranslator for any mee ting.

    TURNABOUT ISFAIR PLAYDepending on w hat in forma tion the PCs have, the theycan follow the trail to Kwymar Automaton Ltd in a fewdifferent ways. If the PCs have the Teagan Tech Consortium behavioral chips from the saboteur droids,they might take the chips directly to TTC and demandan explanation. TTC is staffed entirely by Devon, whoneed a protocol droid to translate the PCs' demands.The droids don't translate word for word, and theyalways soften insults and enhance compliments,which adds • to any Coercion checks and • to any

    Charm or Negotiation checks. TTC techs can analyzethe chips and acknowledge that they manufacturethem. The chips were designed to convert old Separatist battle droids into peaceful utility droids, inhibiting violent behavior. The techs say that the chips havebeen modified in a way that allows them to overridea peaceful droid's life-preservation programming subroutines which proh ibit droids from violence. The techsdiscover that the chip in question was part of a batchsold to KA Ltd. a mon th ago, and they happily give thePCs directions to that company's headquarters.

    If the PCs know that Kog flies a Nubian shuttle,spacepo rt personnel can be bribed or tricked into sharing launch and landing clearance information, or theparty can attempt to slice the information. The Nubianship is easy to spot, and the party can trace its registryto KA Ltd. The ship was never docked at the sp aceportbut did request launch clearance and permission toland both times it left and returned to the planet in thepast two weeks. Customs provides directions to KA Ltd.

    K W Y M A R A U T O M A T O N L T D .

    An abandoned factory on the outskirts of Canaang,Kwymar Auto