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CREDITS
WRITING INTERIOR ART
Sam Mangham/Talkie Toaster Star Wars Rebels (Purrgils, Shattered Planet, Fyrnock),
Matt Bradbury (Shadowport),
BASED ON J.B.Casacop (Scurrg H-6 Bomber),
James Clyne (Summa-verminoth),
The Star Wars Roleplaying system, designed by Jay Little ESO/L.Calçada/M.Kornmesser (Young Stellar Object),
and developed by Max Brooke, Andrew Fischer, Tim Flan- Ian Fullwood (Cal Battleship),
ders, Tim Huckelbery, and Sam Stewart James Gallagher (Sith Fighter),
Fann Gau (Swoop Race),
SOCIAL ENCOUNTER & CHASE RULES Ansel Hsiao (Crusader Corvette),
Joel Hustak (Recon Specialist),
Fantasy Flight Games (adapted) Jeremy Jarvis (Exogorth),
Vincent Jenkin (T-65 Repairs),
Brian Matyas (Star Destroyer Bridge),
COVER ART
Gustavo Mendonca (Capital Ship with TIEs, Shady Cantina),
Paul Adams (Republic General), John McCoy (Space Jellyfish),
Ben Zweifel (Corellian Conflict) David le Merrer (Arquitens Cruiser),
Jessica Rossier (Hiding YT-1300),
Scott Richard (Hyperwave Beacon),
INTERIOR ART Darren Tan (Home One, Kom’rk, Admiral Ackbar),
(MISSING CREDITS) Andreia Urgai (Weequay Pirates),
Magali Villenueve (Customs Corvette),
Death Star Hangars (page 7), Alfred Wong (TIE Droid).
Strike Cruiser (page 18),
Mandalorian Pilot (page 11).

This is an entirely unofficial and non-profit fan-made sourcebook for the Fantasy Flight Star Wars Roleplaying Game.
All content reproduced without permission.

No rights are claimed or assumed in the making of this. It’s just for fun!

Many thanks to Fantasy Flight Games for producing the Star Wars Roleplaying Game and to LucasFilm for producing Star
Wars.

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CONTENTS
Chaos Between the Stars.................................................... 4 Chapter 3: Expanded Rules...................................... 23
Chapter 1: Fleets of the Galaxy................................ 7 Expanded Social Encounters.............................................. 24
Rebel Alliance..................................................................... 8 Starship Stealth Rules........................................................ 26
Galactic Empire.................................................................. 9 Expanded Chase Rules....................................................... 27
Scum & Villains................................................................... 10 Expanded Minion Rules...................................................... 28
Flora & Fauna..................................................................... 12 Expanded NPC Crews......................................................... 29
Chapter 2: Ships of the Galaxy................................. 15 Alternative Defences.......................................................... 30
Item Qualities..................................................................... 16 Chapter 4: Modular Encounters................................ 33
New Starships..................................................................... 16 Hostile Acquisitions............................................................ 36
Buying Used....................................................................... 20 Proscribed Prescriptions.................................................... 40
A Historic Hunt................................................................... 44
The End of World’s End...................................................... 49
Unnatural Entanglements .................................................. 54
CHAOS BETWEEN THE STARS
W ar! For the second time in a generation, the stars are
thrown into turmoil as the galaxy convulses with civil
war; the oppressive navy of the Galactic Empire strives to
Deploy the Fleet provides encounters GMs can use to get
straight into adventuring in the chaos between the stars, as
well as a bevy of expanded rules to help run both those en-
crush the fleet of the Rebel Alliance. Inamongst this epic con- counters and their own.
flict, pirates and criminal syndicates thrive, threatening the
shipping that is the lifeblood of galactic society free from ret-
ribution. But military conflict and criminal endeavours
are not the only threats to the honest
spacers, as many crea-
tures call the darkness
of space their home -
some benign if treated
well, but others ancient
and terrible.
WHAT’S IN THIS BOOK? starship combat easier, and to provide mechanics for avoid-
ing combat.
Deploy the Fleet is an unofficial sourcebook for the Star It includes a modified version of the structured social en-
Wars Roleplaying Game that covers space encounters, with a counter rules from the Genesys Core Rulebook, describing
particular focus on capital ship-scale encounters from small how personality traits can be used in multi-round in-depth
freighters up to Star Destroyers. social encouhters, and an expanded version of the chase
rules from the Edge of the Empire Core Rulebook. It also
The content and encounters in this book are designed
includes rules for ‘going dark’ to avoid other ships’ sensors
to fit easily into Age of Rebellion and Edge of the Empire
when sneaking past blockades or evading pursuit.
campaigns, but the encounters and variant rules can also be
worked into many Force and Destiny campaigns with ease. This chapter also includes simple rules for player joining
and lead minion groups (including starships or capital ship
CHAPTER 1: FLEETS OF THE GALAXY gunners), rules for larger minion groups like the dozens of
turbolaser gunners on star destroyers, and simple actions for
The first chapter provides profiles for typical NPCs encoun- NPCs to use to streamline starship combat. In addition, it
tered in starship-scale encounters from the three main star- includes alternative rules for starships shields and defence,
faring groups in the galaxy; the Rebel Fleet, the Imperial aimed at making ace pilots and shielded fighters more sur-
Navy, and Scum & Villains (including pirates and mercenar- vivable in combat.
ies). It also includes new rules for spaceborne creatures, and
a range of creatures that can be encountered amongst the CHAPTER 4: MODULAR ENCOUNTERS
stars, including space slugs and Purrgils.
The final chapter includes a range of modular encounters,
CHAPTER 2: SHIPS OF THE GALAXY many of which make use of the expanded chase and social
rules introduced in Chapter 3. The encounters cover smug-
The second chapter contains a range of new starships, from gling medicines, defending against pirate attacks, stealing
unusual starfighters to secret Imperial surveillance vessels. capital ships and tracking down spaceborne creatures.
Several of the new vessels are suitable for encounters be- These are all designed to work both as potential contracts
tween smugglers and customs enforcement, whilst others fit for characters from an Edge of the Empire campaign, or as
into small-scale fleet battles and provide suitable ‘hubs’ for missions for Age of Rebellion characters, that can be used as
rebel cells. This chapter also includes rules for buying flawed single-session adventures, expanded into short arcs, or even
second-hand ships at a discount. used as a base for a campaign. Several also include brushes
with the Force and would work with groups from Force and
CHAPTER 3: EXPANDED RULES Destiny, but others could also be modified for Force-sensitive
parties. Each encounter is provided with suggestions for how
This chapter of Deploy the Fleet includes expanded rules. to modify it to work for player groups with a range of sizes
These cover both generally-applicable rules for social en- of starship at their disposal (though several could work for
counters and chases, as well as rules intended to make groups that do not yet have a ship).
“No star system will dare oppose the Emperor now.”
-Grand Moff Tarkin

T he space between the stars may seem empty and dead,


but for untold numbers of beings the endless dark is their
home. For thousands of years, millions of sentients have lived
drift between celestial bodies on the solar wind. Nowadays,
these creatures are mostly either legend or nuisance.
This chapter describes the forces of the main fleets operat-
and died in starships plying the hyperspace lanes, both for ing in the galaxy. It outlines both the heroic pilots and admi-
trade and for conquest, connecting all the disparate points rals of the Rebel Alliance, and their oppressive counterparts
of civilisation in the galaxy together into a single society. The in the Galactic Empire. In addition, it provides rules for the
fleets of the Rebel Alliance and Imperial Navy are some of scum and villains who profit from the chaos of the Galactic
the latest inheritors of this long tradition. For endless ages Civil War, including pirates and the fearsome Mandalorian
before, though, space was the domain of creatures born Mercenaries. It also introduces the flora and fauna of the
there- being that feed off asteroids and exotic plasmas, and spaceways, including new rules for starship-scale creatures.

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REBEL ALLIANCE
T he Alliance Fleet is a beacon of hope to a galaxy in chains.
The fleet allows the forces of the Rebellion to break
through Imperial blockades to bring essential medicines and
point and suffer 2 System Strain to cancel a Critical Hit on a
friendly ship within Close range).
Equipment: Light blaster pistol (Ranged (Light); Damage 5;
supplies, or to evacuate those who find themselves targeted Critical 4; Range [Short]; Stun setting), Rebel flight suit.
by purges and crackdowns. It is only the mobility and speed
of the Alliance Fleet that allows the Rebellion to evade the REBEL ADMIRAL [NEMESIS]
overwhelming forces of the Empire, and to strike it where it is
weakest, and only the resourcefulness and determination of With a force of volunteers, under-provisioned and un-
its crews that enable it to survive the relentless pursuit. der-equipped and facing an insurmountable task, Rebel Ad-
mirals cannot command by simple weight of authority. The
ALLIANCE FLEET greatest officers in the Rebel Fleet lead their crews through
inspiration and force of personality, both figureheads and
tactical geniuses who can plan the impossible and encourage
Representing all those suffering oppression and injustice at
their crews to accomplish it.
the hands of the Empire, the ships of the Alliance fleet are
both warships fighting for freedom, and homes to those who
have lost their own. 2 3 4 3 3 4
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

REBEL PILOT [MINION] SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

3 14 16 1 1
Unlike the regimented academy pilots of the Empire, the pi-
lots of the Alliance come from all walks of life. Some may be Skills: Astrogation 3, Charm 3, Cool 3, Discipline 3, Gunnery
military professionals, trained in a planetary defence force 3, Knowledge (Outer Rim) 3, Knowledge (Warfare) 2, Lead-
or mercenary company, but many more are former civilian ership 3, Negotiation 2, Piloting (Space) 3, Ranged (Light) 2,
pilots, refugees, or even farm-boys, driven to volunteer in the Vigilance 3.
Alliance by a desire for justice. This diversity and drive is the Talents: Adversary 2 (Upgrade the difficulty of all combat
Alliance’ greatest strength; Alliance pilots have far more inde- checks against a Rebel Admiral twice), Command 3 (Add
pendence and initiative than their rivals. bbb to Leadership checks; affected targets add bbb
to Discipline checks for the next 24 hours), Galaxy Mapper 2
(Remove bb from Astrogation checks; Astrogation checks
2 3 2 2 2 2 take half the usual time).
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Abilities: Built On Hope (May spend a Destiny point and
SOAK VALUE W. THRESHOLD M/R DEFENSE perform an action to encourage up to 3 capital ships or min-
2 4 0 0 ion groups of starfighters within sensor range; the ships ig-
nore the effects of hull trauma and system strain until the
Skills (group only): Cool, Gunnery, Piloting (Space).
end of their next turn. At the end of their next turn, if they
Talents: None.
exceed their hull trauma or system strain thresholds, they are
Abilities: None.
disabled or destroyed as usual).
Equipment: Light blaster pistol (Ranged [Light]; Damage 5;
Equipment: Heavy blaster pistol (Ranged [Light]; Damage 7;
Critical 4; Range [Medium]; Stun setting), Rebel flight suit.
Critical 3; Range [Medium]; Stun setting), Armoured clothing
(+1 soak, +1 defence).
REBEL ACE [RIVAL]
Whilst the pilots of the Rebellion are less rigorously trained
than those of the Empire, they more than make up for it in
experience. Some former pirates or ex-smugglers have years
of combat against Imperial patrols, whilst even new pilots can
fly (and survive) far more sorties than their Imperial counter-
parts thanks to the shielding and hyperdrives on most Rebel
starfighters. As a result, many Rebel Aces develop a cocky
disposition- whether out of a genuine feeling of invulnerabili-
ty that comes with repeatedly cheating death, or as a way of
avoiding coping with its ever-present threat.

2 4 2 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

2 12 0 0
Skills: Cool 3, Gunnery 2, Mechanics 2, Piloting (Space) 2.
Talents: Adversary 1 (Upgrade the difficulty of any combat
check targeting this character once), Skilled Jockey 2 (Re-
move bb from all Piloting (Ground) and Piloting (Space)
checks).
Abilities: Selflessness (As a reaction, may spend a Destiny

8
GALACTIC EMPIRE
I n a sense, the Galactic Empire is defined by its starfleet.
With the dissolution of the Senate, all pretence of voluntary
cooperation has ended. Every swingeing tax, every oppres-
Critical 4; Range [Short]; Stun setting), Imperial flight suit.

IMPERIAL CAPTAIN [RIVAL]


sive new law, and every dictate of the Emperor is enforced
upon the galaxy by the vast fleet. Whilst the wealthy and Much of the Navy’s duty involves enforcing Imperial law on
powerful humans of the Core Worlds may see the fleet as a the fringes of the galaxy. Captaining a patrol boat or light
symbol of peace and order, to many more it embodies the cruiser on these trips offers a great deal of independence
Empire’s oppression. Outer Rim Planets are stripped bare of and responsibility; many captains are ambitious new officers
natural resources, populations enslaved, all to feed the Impe- eager to make a name for themselves. Others are those who
rial Fleet’s insatiable need for war materials. have fallen foul of naval politics, finding themselves doomed
to a career of dead-end guard duties in backwater systems.
IMPERIAL NAVY 2 3 3 2 3 2
Whilst the bulk of the vast manpower of the Imperial Navy BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
consists of enlisted humans, the ranks of its starfighter corps SOAK VALUE W. THRESHOLD M/R DEFENSE
and officers are, in theory, a highly-trained elite. 3 14 0 0
ACADEMY PILOT [MINION] Skills: Astrogation 1, Coercion 1, Discipline 2, Gunnery 2,
Knowledge (Core Worlds) 2, Knowledge (Warfare) 2, Leader-
The Empire’s boundless hunger for trained pilots is met by ship 2, Piloting (Space) 2, Ranged (Light) 1.
the many Imperial Academies across the galaxy. Highly pres- Talents: Adversary 1 (Upgrade the difficulty of all combat
tigious, the vast majority of applicants find themselves dis- checks against an Imperial Admiral once), Command (Add b
missed, doomed to less glamorous shipside work. Only the to Leadership checks; affected targets add b to Discipline
best and most disciplined find themselves in the seat of a checks for the next 24 hours).
highly-advanced TIE fighter. Unfortunately for these pilots, Abilities: None.
however, the Academy process is intended to produce a pilot Equipment: Light blaster pistol (Ranged [Light]; Damage 5;
as standardised and disposable as the TIE fighters they fly; a Critical 4; Range [Medium]; Stun setting), Code cylinders, Im-
galaxy-spanning Empire can afford to be wasteful. perial officer’s uniform (+1 soak).

2 3 2 2 2 2 IMPERIAL ADMIRAL [NEMESIS]


BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Propaganda claims the Imperial admiralty consists of the
SOAK VALUE W. THRESHOLD M/R DEFENSE finest minds of the galaxy, honed by training at exclusive
2 4 0 0 academies, and with absolute devotion to the Emperor’s
New Order. In practise, many admirals are ambitious polit-
Skills (group only): Discipline, Gunnery, Piloting (Space).
ical climbers, well-connected members of noble families giv-
Talents: None.
en prestigious positions, self-serving schemers, or all of the
Abilities: None.
above. Those Imperial Admirals who do embody the ideals of
Equipment: Light blaster pistol (Ranged [Light]; Damage 5;
the Navy, however, are terrifying foes; ruthless, highly-trained
Critical 4; Range [Medium]; Stun setting), Imperial flight suit,.
and with the limitless resources of the Galactic Empire be-
hind them.
IMPERIAL ACE [RIVAL]
Whilst many TIE pilots’ careers end in their first engagement, 2 2 4 3 4 3
some are lucky, or good enough, to survive again and again. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Other aces come from prestigious Core Worlds noble families, SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
too politically valuable to be treated as disposable tools like 3 16 15 0 0
the typical pilot, and are protected until they become highly
experienced killers. These are the ace pilots of the Empire; Skills: Astrogation 2, Coercion 3, Discipline 4, Gunnery 3,
often entrusted with the Empire’s newest exotic prototypes. Knowledge (Core Worlds) 3, Knowledge (Warfare) 3, Leader-
An Imperial Ace’s only weakness is their incredible arrogance. ship 3, Piloting (Space) 3, Ranged (Light) 2, Vigilance 2.
Talents: Adversary 2 (Upgrade the difficulty of all combat
checks against an Imperial Admiral twice), Command 3 (Add
2 4 2 3 2 2 bbb to Leadership checks; affected targets add bbb
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE to Discipline checks for the next 24 hours).
SOAK VALUE W. THRESHOLD M/R DEFENSE Abilities: Swarm Tactics (May perform a maneuver to direct
2 12 0 0 one allied minion group of starfighters within sensor range;
the group may perform an immediate free maneuver, or add
Skills: Cool 2, Discipline 2, Gunnery 2, Piloting (Space) 2.
b to its next check).
Talents: Adversary 1 (Upgrade the difficulty of any combat
Equipment: Light blaster pistol (Ranged [Light]; Damage 5;
check targeting this character once), Defensive Driving 1 (In-
Critical 4; Range [Medium]; Stun setting), Code cylinders, Im-
crease the Defence of vehicle/starship being piloted by 1).
perial admiral’s uniform (+1 soak).
Abilities: Ruthlessness (When attacking a starship, may
spend a Destiny point and inflict a Critical on one friendly
starship at Close range of the target to add x to the check).
Equipment: Light blaster pistol (Ranged (Light); Damage 5;

9
SCUM & VILLAINS
T he Galactic Empire was ostensibly born out of a need to
enforce order upon the Outer Rim in the aftermath of the
Clone Wars. Despite the vast resources poured into the Im-
PIRATE CAPTAIN [NEMESIS]
Whether they style themselves as marauding terrors or
perial Fleet, this goal has not been achieved, and in the dark ruthless businessmen, all Pirate Captains have two things
spaces between planets the law is still set by whoever holds in common; the strength or charisma needed to assert their
the biggest blaster cannon. dominance over a crew of violent criminals, and the cunning
required to keep it.
PIRATES
4 4 2 3 2 3
The spaceways of the galaxy have always been rife with BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
piracy and crime. The trade of thousands of worlds pours SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
through the hyperlanes, ripe for harvesting by those suffi- 3 16 15 2 1
ciently enterprising and ruthless. Out in the Rim, where the
grasp of the Imperial Navy weakens and honest opportuni- Skills: Coercion 3, Cool 3, Coordination 2, Deception 3, Gun-
ties are few, piracy runs rampant. Some of the many pirates nery 2. Leadership 2, Melee 3, Piloting (Space) 2, Ranged
of the Outer Rim see themselves as noble figures, targeting (Light) 3, Resilience 2, Skulduggery 3.
wealthy corporations or Imperial shipments (albeit for per- Talents: Adversary 2 (Upgrade the difficulty of all combat
sonal gain), and leave crews unharmed or take them for ran- checks against a Pirate Captain twice), Command 2 (Add
som. To depend upon this charity, though, is folly- just as bb to Leadership checks; affected targets add bb to Dis-
many are amoral killers who leave nothing but burning hulks cipline checks for the next 24 hours), Feral Strength 2 (Add
behind after a raid. 2 damage to all Melee and Brawl checks)[Included in profile].
Abilities: Pirate Leader (May perform a maneuver to direct
PIRATE CREW [MINION] all pirate allies within Medium range; they may add b to
their next check).
Pirate Crews are drawn from those not welcome in galac- Equipment: Vibro-cutlass (Melee; Damage 8; Critical 2;
tic society. Some have been rejected; running from a life Range [Engaged]; Defensive 1, Vicious 2), Disruptor pistol
of crime, debt or slavery, or fleeing Imperial purges to the (Ranged [Light]; Damage 10; Critical 2; Range [Medium]; Vi-
safety of hidden asteroid bases and remote planets. These cious 4), Armoured clothing (+1 soak, +1 defence).
unfortunates are only able to survive by stealing from those
who banished them. Others, however, chose to reject society
themselves, and dive head-first into a chaotic life of blood-
MERCENARIES
thirst and excess, where every day could be their last. As the galaxy burns with the fires of civil war, the Empire can
no longer be relied upon to maintain order, its navy preoccu-
2 3 1 2 1 2 pied with hunting down the Rebel Fleet. Many planets have
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
turned to hiring mercenaries to protect them; whilst others
plantes make use of the fog of war to recruit guns-for-hire
SOAK VALUE W. THRESHOLD M/R DEFENSE
to settle scores with their rivals. Both the Rebel and Impe-
4 5 0 0 rial fleets turn to mercenaries too, for tasks where specialist
Skills (group only): Melee, Gunnery, Piloting (Space), skills, plausible deniability, or simply well-trained profession-
Ranged (Light), Ranged (Heavy). als are needed.
Talents: None.
Abilities: None.
Equipment: Heavy blaster pistol (Ranged [Light]; Damage
7; Critical 3; Range [Medium]; Stun setting), Blaster carbine
(Ranged [Heavy]; Damage 9; Critical 3; Range [Medium];
Stun setting), Vibroknife (Melee]; Damage 3; Criti-
cal 2; Range [Engaged]; Pierce 2, Vicious), Pad-
ded armour (+2 soak).

10
PRIVATEER CAPTAIN [RIVAL] MANDALORIAN MERCENARY PILOT
[RIVAL]
Mid-way between a bounty hunter and a legalised pirate,
Privateer Captains have been granted official license by one After centuries of peace, Mandalorian Mercenaries venture
organisation or other to raid the vessels of their enemies. The out into the galaxy once more. The white-clad warriors of
Rebel Alliance is one the main groups sanctioning Privateer Clan Saxon have sworn their fealty to the Empire, whilst the
Captains, turning would-be pirates into valuable allies by other clans of Mandalore unite in rebellion against their rule.
sanctioning their plunder of Imperial shipping. Other priva- Many of the famed Mandalorian Death Watch threw their lot
teering contracts are of more dubious legitimacy, where the in with the Shadow Collective during the Clone Wars, and still
line between mercenary and bandit runs thin. Corporations serve as underworld muscle. Many more simply feel the call
like the Mining Guild have been known to comission Privateer of millenia of mercenary tradition, and step out into the gal-
Captains to raid competitors and independent operators. axy as guns-for-hire.

2 3 2 4 3 3 3 4 2 3 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE W. THRESHOLD M/R DEFENSE
SOAK VALUE W. THRESHOLD M/R DEFENSE
3 13 1 1 5 16 1 1
Skills: Astrogation 2, Cool 2, Coercion 2, Deception 2, Skills: Athletics 2, Cool 2, Discipline 2, Gunnery 3, Melee 2,
Gunnery 2, Leadership 2, Negotiation 2, Piloting (Space) 3, Piloting (Space) 3, Ranged (Light) 3, Vigilance 2.
Ranged (Light) 1. Talents: Adversary 2 (Upgrade the difficulty of any combat
Talents: Adversary 1 (Upgrade the difficulty of any combat check targeting this character twice), Defensive Driving 2 (In-
check targeting this character once), Nobody’s Fool 1 (Up- crease the Defence of vehicle/starship being piloted by 2).
grade the difficulty of all social checks against a Privateer Abilities: Fearlessness (When attacking a starship, may
Captain once). spend a Destiny point and reduce piloted starship’s defence
Abilities: Aggressive Negotiations (May spend x on starship to 0 until the start of their next turn to add x to the check).
combat checks by themselves or allies on the same ship to Equipment: Kal dagger (Melee; Damage 5; Critical 2; Range
deal 4 strain to one crewmember of the targeted ship). [Engaged]; Corsosis, Sunder, Vicious 2), 2 WESTAR-35 blaster
Equipment: Blaster pistol (Ranged (Light); Damage 6; Criti- pistols (Ranged (Light); Damage 6; Critical 2; Range [Short];
cal 3; Range [Medium]; Stun setting), Armoured clothing (+1 Accurate 1, Stun setting), Mandalorian flight suit (+1 soak,
soak, +1 defence). +1 defence).

11
FLORA & FAUNA
T he depths of space appear cold and empty at first glance,
but are teeming with strange and exotic life. From sili-
con-based creatures dwelling in asteroid fields, to colossal
PURGILL
[RIVAL]
gas-bags, life finds a way to thrive throughout the galaxy.
Purple, whale-like
creatures propelled
FORCES OF NATURE through space by an ar-
ray of tentacles and fins, in modern times the Purrgil are
Most space-borne creatures are much larger and hardier considered little more than a nuisance. Collisions between
than their planetary equivalents due to the stresses and re- swarms of the hyperspace-capable creatures and spacecraft
quirements of space travel. As such, they are more akin to are a constant threat in the hyperspace lanes between star
starships than traditional creatures. Each creature in this sec- systems, and many spacers consider them little more than
tion can be considered to have the following additional rules a lumbering menace. This is something of a tragic state of
section to its profile: affairs, as Purrgil were not always considered spacebone nui-
sances. Their natural ability to enter hyperspace after inhal-
ADDITIONAL RULES ing the exotic gas Clouzon-36 was the inspiration for the first
experimental hyperdrives, and thus the foundation of galac-
Megafauna: This creature behaves as a ship/vehicle with an
tic civilisation. A few still believe in the old tales, though- that
integrated pilot who cannot be targeted separately. If the
Purrgil know of secret hyperspace routes to exotic systems
creature would suffer a Critical Hit, it instead suffers a Critical
that have never been explored. Fewer still believe rumours
Injury. Megafauna do not suffer Strain, and do not suffer Sys-
of the Purrgil’s surprising intelligence, or of truly gargantuan
tem Strain from weapons with the Ion quality. They may use
specimens who lurk in the depths of space.
the Resilience skill in place of Mechanics, and Perception
in place of Computers checks to operate sensors. Megafau-
na may not make other checks that use the Computers skill 4 3 1 2 1 2
(e.g. to slice systems or operate communications). BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Skills: Athletics 2, Astrogation 2, Brawl 2, Perception 1, Pi-


TIBIDEE [RIVAL] loting (Space) 2, Resilience 2.
Talents: Skilled Jockey 2 (Remove bb from Piloting (Space)
Relatively calm and docile creatures, Tibidees resemble a checks), Galaxy Mapper 2 (Remove bb from Astrogation
pale gray manta-ray, and propel themselves through upper checks, Astrogation checks take half the regular time).
atmospheres and between rocky planets with a combina- Abilities: None.
tion of internal gases and undulating wings. Distant flocks DEF. FORE/PORT/STARBOARD/AFT ARMOR
of Tibidees can communicate with each other using radio 5 3 +1 0 0 0 0 6
waves, a talent that sometimes causes them to become SILHOUETTE SPEED HANDLING H.T. THRESHOLD S.S. THRESHOLD
confused by starship jamming frequencies, triggering either 50 35
mating behaviour or an aggressive response. Whilst normally
passive, if they feel threatened a flock of Tibidees will turn on Flight Capability: Atmospheric and spaceflight.
their attacker; battering and biting them. Hyperspace Capability: Class 5.
Sensor Range: Short.
3 4 1 2 1 1 Weapons: Headbutt (Fire Arc Forward; Damage 12; Critical
2; Range [Close]; Natural Weapon [This weapon uses the
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Brawl skill], Ram [On a successful attack, a Purrgil may spend
Skills: Brawl 1, Perception 2, Piloting (Space) 2. aa to push the target, allowing them to move it a distance
Talents: Skilled Jockey 2 (Remove bb from Piloting (Space) equivalent to a Speed 1 maneuver]),
checks). Tentacles (Fire Arc All; Damage 6; Critical 4; Range [Close];
Abilities: Radio-sensitive. (Add bb to Perception checks to Linked 3, Tractor 4, Natural Weapon [This weapon uses the
detect ships/vehicles). Brawl skill]).
DEF. FORE/PORT/STARBOARD/AFT ARMOR

3 4 +2 0 0 0 0 2
SILHOUETTE SPEED HANDLING H.T. THRESHOLD S.S. THRESHOLD

8 10
Flight Capability: Atmospheric
and spaceflight.
Hyperspace Capability: No.
Sensor Range: Long.
Weapons: Jaws (Fire Arc Forward;
Damage 8; Critical 3; Range [Close];
Prepare 1, Natural Weapon [This
weapon uses the Brawl skill]).

12
SUMMA-VERMINOTH [RIVAL] EXOGORTH [RIVAL]
Legends say the Summa-verminoth are the anger of unfor- Otherwise known as Space Slugs, Exogorths are gargantuan
giving universe given form. Whilst this may be something of worm-like creatures that live burrowed into asteroids. They
an old spacer’s tale, they are mostly found in areas like the are ancient creatures, living on ambient radiation and rare
Akkadese Maelstrom where space is decidedly unfriendly; minerals extracted from the asteroids they inhabit and slow-
turbulent gas clouds rich with exotic elements and riven with ly growing to colossal sizes. Their slow metabolisms and sili-
gravitic anomalies. Writhing masses of tentacles, eyes and con-based nature mean more than one spacer has mistaken
teeth sparking with electric discharge, the Summa-verminoth the open mouth of a slumbering Exogorth for a convenient
are at creatures of legend at least partly due to their relent- asteroid cave when escaping pursuit. This is often a fatal mis-
less aggression. Few spacers who encounter these creatures take, as when aroused few Exogorths can resist the bundle of
in person survive to tell the tale. high energies and rare minerals a ship represents.

5 3 1 2 1 1 6 1 1 2 3 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Skills: Athletics 2, Brawl 2, Gunnery 1, Perception 2, Piloting Skills: Athletics 2, Brawl 2, Cool 3, Perception 2, Piloting
(Space) 2, Resilience 2, Vigilance 1. (Space) 2, Resilience 4, Stealth 3, Vigilance 3.
Talents: Skilled Jockey 3 (Remove bbb from Piloting Talents: Skilled Jockey 1 (Remove b from Piloting (Space)
(Space) checks). checks).
Abilities: None. Abilities: None.
DEF. FORE/PORT/STARBOARD/AFT ARMOR DEF. FORE/PORT/STARBOARD/AFT ARMOR

6 3 +0 0 0 0 0 5 7 1 -4 0 0 0 0 12
SILHOUETTE SPEED HANDLING H.T. THRESHOLD S.S. THRESHOLD SILHOUETTE SPEED HANDLING H.T. THRESHOLD S.S. THRESHOLD

95 60 180 60
Flight Capability: Spaceflight. Flight Capability: None.
Hyperspace Capability: None. Hyperspace Capability: None.
Sensor Range: Medium. Sensor Range: Medium.
Weapons: Fanged Maw (Fire Arc Forward; Damage 16; Crit- Weapons: Colossal Maw (Fire Arc Forward; Damage 20; Crit-
ical 2; Range [Close]; Breach 2, Vicious 2, Natural Weapon ical 1; Range [Close]; Breach 5; Inaccurate 3, Tractor 6, Vi-
[This weapon uses the Brawl skill]), cious 3, Natural Weapon [This weapon uses the Brawl skill]).
Whipping Tendrils (Fire Arc All; Damage 9; Critical 3; Range
[Short]; Linked 3, Tractor 3, Natural Weapon [This weapon ADDITIONAL RULES
uses the Brawl skill]), Massive 2: When making an attack targeting this creature,
Electrical Discharge (Fire Arc Forward; Damage 8; Critical 4; the Critical rating of any weapon used is increased by 2.
Range [Medium]; Ion).
Asteroid Dweller: An Exogorth may burrow through rock as
part of a Fly/Drive Maneuver without a check. As an action,
an Exogorth may make an Average difficulty (dd) Athlet-
ics check to leap to another asteroid or other location within
Medium range.
Silicon-based: Detecting a burrowed Exogorth on sensors
requires an opposed Computers vs Stealth check, adding
b equal to the difficult terrain rating of the environment.

13
“Don’t be too proud of this technological terror you’ve constructed. The ability to destroy a planet is insignificant next to the
power of the Force.”
-Darth Vader

F or thousands of years, galactic civilisation has depended


upon vast fleets of starships. The majority are civilian ships,
those that drive the engine of the galactic economy through
generations of peace, however, the Clone Wars and Galactic
Civil War have driven a burst of innovation in both the ships
of war and the weapons they wield. Not all ships are at the
trade, asteroid mining, and other innocuous activities. But cutting edge, however, and the inhabitants of the depths of
the galaxy is a threatening place, and no ship can afford to go the Outer Rim must make do with starships anyone from the
entirely unarmed- even in the peaceful years of the Old Re- Core Worlds would consider obsolete- though there may be
public, the spacelanes were rife with piracy and the countless the odd diamond in the junk.
nations and corporations turned to military means to settle This chapter provides new rules for a range of starships,
their disputes before the Jedi stepped in. Some cultures, like from exotic starfighters to the workhorse capital ships of the
the Mandalorians or Mon Calamari, have millennia-long histo- Rebel Alliance Navy. It also provides a new weapon quality,
ries of shipbuilding and craft exquisite artisanal vessels for all and some alternative rules for existing weapon qualities that
purposes. Others, like the shipwrights of Corellia, mass-pro- simplify their use in combat. Finally, it includes new rules for
duce rugged and reliable vessels that have underpinned ga- buying badly-damaged used starships or vehicles at a sub-
lactic trade for as long as anyone can remember. After many stantial discount.

15
ITEM QUALITIES OPTIONAL ITEM QUALITIES

S ome item qualities in the Core Rulebooks can be


slightly complicated to use, and require multiple ex-

T he weapons used in starship combat range from light la-


ser cannons for defending against swift, agile starfighters
to powerful turbolaser cannons designed to destroy kilome-
tra checks. Optional passive variants of these qualities
are presented below:

ters-long capital ships. Item qualities allow the unique char- GUIDED (PASSIVE)
acter of each weapon to be represented in-game.
Weapons with the Guided quality have their own pro-
TRACKING (PASSIVE) pulsion, and can steer themselves towards a target.
When attacking a starship or vehicle with a weapon
Weapons with the Tracking quality are heavy, fixed in a with the Guided quality, compare the speed of the tar-
mount, or otherwise have a limited ability to turn to follow get with the Guided rating. For every point the target’s
fast-moving targets. speed is above the weapon’s Guided rating increase
When attacking a starship or vehicle with a weapon with the the difficulty of the attack by 1. For every point the
Tracking quality, compare the speed of the target with the target’s speed is below the rating, reduce the difficulty
Tracking rating. For every point the target’s speed is above of the attack by 1.
the weapon’s Tracking, increase the difficulty of the attack by
1. TRACTOR (PASSIVE)
Tractor beams are energy weapons that deal no dam-
APPLYING TRACKING age, but can be used to trap starships or vehicles in

T
place.
he Tracking quality is applied to new weapons in this
book, but can also be applied to weapons from oth- When attacking a starship or vehicle with a weapon
er sourcebooks. If you would like to apply tracking to with the Guided quality, compare the silhouette of the
existing weapons, recommended values are: target with the Tractor rating. For every point the tar-
get’s silhouette is above the weapon’s Tractor rating
• Tracking 3: Light turbolasers, heavy ion cannons.
increase the difficulty of the attack by 1. On a hit, re-
• Tracking 2: Medium turbolasers, battleship ion duce the target’s speed by 1 per s (to a minimum of
cannons. 0).
• Tracking 1: Heavy turbolasers.
• Tracking 0: Proton bombs and other bombs.

NEW STARSHIPS
Powered by a Cybot Galactica Ace-6 droid brain, the Au-
STARFIGHTERS to-fighter is capable of enduring high-speed maneuvers
that no organic fighter pilot could survive. Despite this, rigid
Small but powerful, Starfighters define the shape of interstel- programming means Auto-fighters still cannot match up to
lar warfare. They are typically heavily armed for their size, skilled organic pilots.
and operate at all scales of conflict, from bounty hunters du-
elling over a mark to dozens of wings in mass fleet combat. 1 3 1 1 2 1
TIE AUTO-FIGHTER [MINION]
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Skills (group only): Discipline, Gunnery, Piloting (Space).


A rare tool in the Empire’s arsenal, the TIE Auto-fighter, also Talents: None.
knowns as the TIE Droid, is an automated starfighter. Whilst Abilities: None.
battle droid technology has been banned since the defeat
DEF. FORE/PORT/STARBOARD/AFT ARMOR
of the Separatist droid armies in the Clone Wars, the Empire
employs these illegal war machines primarily to defend in-
3 6 +3 0 - - 0 2
stallations where human pilots are impractical or a security SILHOUETTE SPEED HANDLING H.T. THRESHOLD S.S. THRESHOLD

risk- deep-space relays or secret research bases. 6 8


Hull Type/Class: Drone Starfighter/TIE-DR.
Manufacturer: Sienar Fleet Systems.
Hyperdrive: Backup: None.
Sensor Range: Close.
Consumables: One day.
Price/Rarity: 170,000 credits (R)/7.
Customization Hard Points: 0
Weapons: Twin medium laser cannons (Fire Arc Forward;
Damage 6; Critical 3; Range [Close]; Linked 1).

16
SCURRG H-6 BOMBER
Developed several years before the Clone Wars, the Scurrg is
a powerful all-purpose combination starfighter/bomber, and
one ahead of its time. Originally offered to Mid-Rim worlds
like Naboo as a flexible solution for patrolling their space-
lanes in the face of unrest in the Outer Rim, sales faltered in
the face of the apparent peace. Though war arrived soon af-
ter, many of the few Scurrgs produced had already been sto-
len or sold on the black market, and the high per-ship price
and unproven experimental bomblet generator prevented its
adoption by the nascent Republic military.
Still, as a robust and flexible ship the Scurrg is in great de-
mand in the age of the Empire, in particular amongst pirate
bands for whom the energy bomblet generator is far more CRUSADER CORVETTE
useful than expensive traditional ordnance. Rumours abound
that bootlet manufacturers in the Outer Rim are producing The Crusader is a fast picket boat whose bold, angular de-
new vessels from stolen schematics. sign bristles with point-defence weaponry. Though the sharp
lines of the craft evoke the battleships of the Mandalorian
DEF. FORE/PORT/STARBOARD/AFT ARMOR crusades of ages past, the protective nature of the design
4 4 +0 1 - - 1 3 better fits with the New Mandalorian philosophy of pacifism
SILHOUETTE SPEED HANDLING H.T. THRESHOLD S.S. THRESHOLD and defence. With oversized engines and highly sophisticat-
15 8 ed targeting software, the Crusader is designed to rush to
the defence of ships threatened by starfighters; this makes it
Hull Type/Class: Starfighter/Scurrg H-6. an ideal patrol boat, defending freighters from encroaching
Manufacturer: Nubian Design Collective. pirates, but just as capable as a support player in a major
Hyperdrive: Primary: Class 2, Backup: Class 10. fleet battle.
Navicomputer: Yes.
Sensor Range: Close. DEF. FORE/PORT/STARBOARD/AFT ARMOR

Ship’s Complement: One pilot, one gunner, one navigator. 5 4 0 2 2 2 2 5


Encumbrance Capacity: 10. SILHOUETTE SPEED HANDLING H.T. THRESHOLD S.S. THRESHOLD

Consumables: 2 weeks. 55 30
Price/Rarity: 150,000 credits (R)/9.
Customization Hard Points: 2 Hull Type/Class: Corvette/Crusader.
Weapons: Quad medium laser cannons (Fire Arc Forward; Manufacturer: MandalMotors.
Damage 6; Critical 3; Range [Close]; Linked 3), Hyperdrive: Primary: Class 1, Backup: Class 12.
Twin light laser cannon turret (Fire Arc All; Damage 5; Criti- Navicomputer: Yes.
cal 3; Range [Close]; Linked 1), Sensor Range: Medium.
Energy bomblet generator (Fire Arc Down; Damage 7; Criti- Ship’s Complement: 80 crew.
cal 3; Range [Close]; Blast 7, Breach 8, Slow-firing 2, Tracking Encumbrance Capacity: 2,500.
0). Passenger Capacity: 0.
Consumables: One year.
Price/Rarity: 5,200,000 credits (R)/7
GUNSHIPS AND PATROL Customization Hard Points: 2.
Weapons: Five port and five starboard twin heavy laser can-
BOATS nons (Fire Arc Port or Starboard; Damage 6; Critical 3; Range
[Short]; Linked 1),
Between single-pilot starfighters and capital ships with crews One dorsal and two ventral twin heavy laser cannon (Fire
of hundreds, there sit gunships and patrol boats. These small Arc All; Damage 6; Critical 3; Range [Short]; Linked 1).
but flexible vessels perform the thankless day-to-day work
of policing star systems, picket work and reconnaisance in ADDITIONAL RULES
larger fleet operations.
Point Defence Systems: When a Crusader performs the
Blanket Barrage action, it can also
grant the benefits of the action
to one other friendly starship
within Short range.

17
IMPERIAL CUSTOMS CORVETTE
Whilst the Imperial Star Destroyer is the imposing face of
Imperial oppression, many traders and smugglers have far
greater fear of the humble Imperial Customs Corvette. A fast,
relatively maneuverable vessel with a bevy of tractor beams
and boarding clamps, the Corvette exists to patrol the space-
ways of inhabited systems, ensuring compliance with the pet-
ty regulations and swingeing fees of the Imperial customs re-
gime. The Customs Corvette has a bridge rising high above a
forked body, designed to catch and clamp smaller freighters
between the arms, in order to allow the stormtrooper squads
it carries to board the vessel and frisk it for contraband.
Though highly effective in this role, and capable of shaking
off attacks from the occasional pirate or Rebel starfighter, the
Customs Corvette is not a combat vessel; in high-risk systems
it is commonly accompanied by Customs Frigates (Edge of
CAPITAL SHIPS
the Empire: Fly Casual, page 54). The workhorses of most galactic military fleets, capital ships
have crews of thousands and can level an unprotected city
Though Rendili StarDrive restricts the sale of the Customs within an hour. They are the main vectors for the projection
Corvette to the Empire, replicas can frequently be found for of both the power of the Imperial Navy, and the protection of
sale at shadowports. For pirates, the allure of a vessel with the Rebel Alliance, across the galaxy.
which prospective marks will willingly dock and submit them-
selves to inspection cannot be understated.
STRIKE CRUISER
DEF. FORE/PORT/STARBOARD/AFT ARMOR

5 4 0 2 1 1 1 4 Designed by Loronar, more traditionally known for their ci-


SILHOUETTE SPEED HANDLING H.T. THRESHOLD S.S. THRESHOLD
vilian exploration vessels, construction of the Strike-class
38 25 Cruisers was licensed to the experienced military shipwrights
of Rendili Star Drive. The Strike-class was marketed towards
Hull Type/Class: Corvette/Customs Corvette. the Empire as a flexible, multi-purpose ship. It is designed
Manufacturer: Rendili StarDrive. around a series of modular components, allowing military
Hyperdrive: Primary: Class 2, Backup: Class 8. garrisons, starfighter hangars or intelligence centres to be
Navicomputer: Yes. rapidly swapped in or out to serve any mission profile. On
Sensor Range: Medium. top of this modularity, the ship is surprisingly capable; pair-
Ship’s Complement: 58 crew. ing the speed and maneuverability of a light cruiser with the
Encumbrance Capacity: 500. weaponry and shields of a heavy cruiser.
Passenger Capacity: 20 troops. This flexibility was not achieved without cost. The civilian
Consumables: Two months. experience of its designers led them to build the ship around
Price/Rarity: 800,000 credits (R)/5 a single set of spinal conduits, not the redundant systems
Customization Hard Points: 1. common in most military ships. Most modules are connected
Weapons: Three port and three starboard twin light tur- to the spine via only a few attachment points. A single solid
bolaser turrets (Fire Arc Forward and Port or Forward and hit can leave a module without power or life support; several
Starboard; Damage 9; Critical 3; Range [Medium]; Breach 2, hits can detach one altogether. This makes large-scale fleet
Linked 1, Slow-firing 1), engagements something of a liability for the Strike-class.
Four forward medium tractor beam emitters (Fire Arc For-
ward; Damage -; Critical -; Range [Short]; Tractor 4). DEF. FORE/PORT/STARBOARD/AFT ARMOR

7 3 -1 2 2 2 2 6
ADDITIONAL RULES SILHOUETTE SPEED HANDLING H.T. THRESHOLD S.S. THRESHOLD

Impound Clamps: As an action, the Customs Corvette can 71 55


clamp onto a vessel at Engaged range if it has speed 0 or
has been successfully tractored. The ship cannot perform Pi-
lot Only maneuvers, and the Customs Corvette can initiate
boarding of the vessel after 3 rounds. If the Customs Corvette
is destroyed whilst clamped to a vessel, the connected vessel
suffers 30 damage and a critical hit.

18
EF-97 INTELLIGENCE CRUISER
The EF-97 Intelligence Cruisers operated by the Imperial Se-
curity Bureau are an insidious threat to freedom of thought
across the galaxy. Fitted with high-resolution sensor arrays
and powerful computer systems, they lurk in the darkness
on the edges of inhabited systems, sifting through the com-
munications of entire planets for signs of seditious or disloyal
activity. An EF-97 does not announce its presence as a Star
Destroyer would; in many cases by the time rebels or polit-
ical dissidents in-system realise the eyes of the Empire are
upon them, and the ISB’s trap is ready to be sprung.
To prevent intelligence leaks, the EF-97 has a small sen-
tient crew augmented by a large contingent of droids who
Hull Type/Class: Cruiser/Strike. are routinely memory-wiped. A small number of Imperial Se-
Manufacturer: Rendili Star Drive, licensed from Loronar curity Bureau analysts oversee a bank of tactical droids who
Corporation. tirelessly sift through the data. The minimal staffing of the
Hyperdrive: Primary: Class 2, Backup: 12. EF-97 is both a blessing and a curse, however- if a Rebel cell
Navicomputer: Yes. can catch a lurking EF-97 it is relatively easy to board and
Sensor Range: Medium. sieze control of the vessel. As a result, the Rebel Alliance now
Ship’s Complement: 1,200 crew. possess several, turning them from tools of oppression into
Starfighter Complement: 18 starfighters. vital early-warning systems.
Encumbrance Capacity: 5,000. DEF. FORE/PORT/STARBOARD/AFT ARMOR
Passenger Capacity: 1,000. 6 3 -1 2 2 2 2 5
Consumables: Two years. H.T. THRESHOLD S.S. THRESHOLD
SILHOUETTE SPEED HANDLING
Price/Rarity: 5,000,000/6 (R).
Customization Hard Points: 5.
71 46
Weapons: Fifteen forward and five aft twin medium turbola- Hull Type/Class: Cruiser/Intelligence Cruiser.
ser batteries (Fire Arc Forward and Port and Starboard or Aft; Manufacturer: Kuat Drive Yards.
Damage 10; Critical 3; Range [Long]; Breach 3, Slow-Firing Hyperdrive: Primary: Class 2, Backup: 12.
1, Linked 1), Navicomputer: Yes.
Ten port and ten starboard quad light turbolasers (Fire Arc Sensor Range: Extreme.
Port or Starboard; Damage 9; Critical 3; Range [Medium]; Ship’s Complement: 250 crew and 400 droids.
Breach 2, Slow-Firing 1, Linked 3), Starfighter Complement: 18 starfighters.
Ten port and ten starboard heavy laser cannons (Fire Arc Encumbrance Capacity: 3,000.
Port or Starboard; Damage 6; Critical 3; Range [Short]). Passenger Capacity: 300 analysts.
Consumables: Three years.
ADDITIONAL RULES
Price/Rarity: 12,000,000/8 (R).
Fragile Superstructure: When a Strike Cruiser suffers a Customization Hard Points: 3.
critical hit, roll twice on the critical hit table and select the Weapons: Four port and four starboard twin medium turbo-
higher result. laser turrets (Fire Arc Forward, Port and Aft or Forward, Star-
board and Aft; Damage 10; Critical 3; Range [Long]; Breach
Modular Construction: Reduce the difficulty of Mechanics
3, Slow-Firing 1, Linked 1),
checks to install new ship attachments and apply modifica-
Three forward, three port, three starboard and three aft
tions to installed attachments by 1.
light laser cannons (Fire Arc Forward or Port or Starboard or
Aft; Damage 5; Critical 3; Range [Short]).

ADDITIONAL RULES
Advanced Intelligence Suite: Add bb to Com-
puters checks to use sensors, jam
communications, or analyse en-
crypted messages when using the
ship’s systems.
BUYING USED FINDING A BARGAIN

N ot all flaws are equally problematic on all ships


or vehicles. For a single pilot fighter, Bad Atmo-

T he Outer Rim is often called the place where technology


goes to die. The docks and marketplaces are filled with
decades old technology, much of it built in the Core Worlds
sphere can easily be mitigated by simply wearing
a spacesuit, whilst a slow freighter that’s a Rough
Ride or has a Stalling Engine isn’t a huge problem.
and gradually sold and resold farther and farther out as it
However, some combinations of flaws are much
aged. Not everything survives this long journey intact, and
worse than the sum of their parts. A ship with Le-
on particularly remote worlds finding a fully-functional ship is
gal Issues, a Garish Paintjob and a Suspect Tran-
nearly impossible- sometimes, garbage will have to do.
sponder may be a nightmare to own, even if it runs
perfectly well. The price reduction is unchanged,
FLAWS AND DISCOUNTS regardless of how problematic the ship’s flaws are-
sometimes you get lucky and find a ship going for far
Ships and vehicles can be found second-hand at a substantial less than it’s worth, and sometimes you don’t.
discount from their market price, up to 50% off. For every In addition, ships or vehicles with a given number of
10% (or part of) that the price is reduced, the ship or vehicle flaws might not always be available everywhere. In
suffers from one random flaw from Table 2-1: Starship or the Core Worlds, finding a ship on its last legs at a
Vehicle Flaws, re-rolling any duplicate or inapplicable flaws. 50% discount might be quite difficult- conversely, in
In order to try and identify the flaws in a prospective pur- the Outer Rim it could be near-impossible to find a
chase, a character can make an Average (dd) Mechanics ship that doesn’t come with a flaw or two.
check or Hard (ddd) Perception check. On a successful
check one of the ship’s flaws is revealed, plus one additional
flaw per x. a can be spent to increase the discount by (or similar) hull type. Make an Easy (d) Mechanics check,
an additional 2%. Each character may only search for flaws or a Hard (ddd) Mechanics check if the ship or vehicle
once per purchase. Once a ship or vehicle has been bought, has hull trauma greater than its threshold- adding b per flaw
the GM reveals the remaining flaws as they become relevant, or critical hit the scavenged ship/vehicle is suffering from. On
or when dramatically appropriate. If the characters choose a success, recover parts worth 10% of its base cost per s.
not to buy a ship or vehicle after examining it. they can al- Whether or not the roll succeeds, the scavenged ship or ve-
ways search for another of the same type (which may have hicle becomes irreparably broken and may not be flown or
the same, or a different discount). Increase the rarity once for scavenged again.
each previously rejected.
DEVELOPING FLAWS
FIXING FLAWS
Optionally, ships can develop flaws during play. Once a ship
How to remove or mitigate a flaw is detailed in its is crippled by taking its hull trauma in excess of its hull
description. For flaws requiring a Mechanics trauma threshold, it develops one random flaw from Ta-
check the process takes one day per point ble 2-1: Starship or Vehicle Flaws. If an inappropriate
of Silhouette. On a successful check, the flaw is rolled, re-roll it.
flaw is permanently removed. On a
failed check, half of the parts are SELLING FLAWED SHIPS
wasted and the character must
start again. a on a failed check When selling a flawed ship or ve-
can be spent to reduce the time hicle, the base value
required for the next attempt by 1 is reduced by
day, to a minimum of 1. 10% per flaw.

SCAVENGING SPARES
A flawed ship or vehicle that requires a
Mechanics check to fix can be repaired by
taking parts from
another of the
same

20
TABLE 2-1: STARSHIP OR VEHICLE FLAWS
d100 Flaw Type
01 - 05 Abysmal Handling: The ship or vehicle's maneuvering systems are broken. Reduce its maneuverability by 2.
Fixing the flaw requires parts worth 10% of the ship's base cost and a Hard (ddd) Mechanics check.
06 - 10 Bad Atmosphere†: The ship's life support systems are unreliable or customised for an unusual species. When
the crew suffer Strain, they suffer 1 additional Strain. Fixing the flaw requires parts worth 10% of the ship's base
cost and a Hard (ddd) Mechanics check.
11 - 15 Blown Capacitors†: The ship or vehicle cannot cope with high power draws. In any turn in which it accelerates,
decelerates or performs Evasive Maneuvers it cannot fire any weapons with the Slow Firing quality. Fixing the
flaw requires parts worth 10% of the ship or vehicle's base cost and a Daunting (dddd) Mechanics check.
16 - 20 Comms Static: The ship or vehicle's communications array suffers from heavy interference. Upgrade the diffi-
culty of any checks made to use the comms once (including Actions like jamming or slicing enemy ships). Any
attempt to communicate requires at least an Easy (c) Computers check. Fixing the flaw requires parts worth
10% of the ship or vehicle's base cost and a Hard (ddd) Mechanics check.
21 - 25 Faltering Deflectors†: The ship's shields easily overload. An attacker may always spend aa to inflict an Av-
erage (dd) Shields Failing critical hit, regardless of the critical rating of their weapon. Fixing the flaw requires
parts worth 10% of the ship's base cost and a Daunting (dddd) Mechanics check.
26 - 30 Garish Paintjob: The ship or vehicle has a distinctive and unpleasant look. Add b to all social checks where
this might be an issue. Fixing the flaw requires paint worth 1000 credits per point of Silhouette and an Easy (d)
Mechanics check. Special: When identifying flaws, this flaw is always found before any others.
31 - 35 Glitched Navicomp†: The ship's navicomp is unreliable. Upgrade the difficulty of all Astrogation checks once.
Fixing the flaw requires parts worth 10% of the ship's base cost and a Daunting (dddd) Mechanics check.
36 - 40 Heavily Customised†: The ship has a variety of unhelpful modifications that cannot easily be removed. Reduce
its number of available Customisation Hard Points by 2, to a minimum of 0. Fixing the flaw requires parts worth
10% of the ship or vehicle's base cost and a Hard (ddd) Mechanics check.
41 - 45 Jury-Rigged: The ship is full of non-standard replacement parts and quick fixes. Upgrade the difficulty all checks
to repair or upgrade the ship once. Fixing the flaw requires parts worth 20% of the ship or vehicle's base cost
and a Hard (cdd) Mechanics check.
46 - 50 Jammed Deflectors†: The ship's deflector shield projector is jammed. Upgrade the difficulty of all checks to use
the shields once. It cannot perform the Angle Deflector Shields maneuver. Fixing the flaw requires parts worth
10% of the ship's base cost and a Daunting (dddd) Mechanics check.
51 - 55 Junker: The ship's components are all worn out and breaking down. Add b to all checks. Fixing the flaw requires
parts worth 30% of the ship or vehicle's base cost and a Hard (ddd) Mechanics check.
56 - 60 Lacking Integrity: The internal structure of the ship is severely weakened. Add +30 to all critical rolls. Fixing the
flaw requires parts worth 30% of the ship or vehicle's base price and a Formidable (ddddd) Mechanics
check.
61 - 65 Legal Issues‡: The ship or vehicle may be stolen, fitted with restricted parts, or banned from parts of the galaxy.
Upgrade the difficulty of social checks to interact with officials once.
66 - 70 Patchwork Hull: The ship or vehicle has years of poorly-repaired hull breaches. Reduce its armour by 1. Fixing
the flaw requires parts worth 20% of the ship or vehicle's base cost and a Hard (ddd) Mechanics check.
71 - 75 Rough Ride: The ship or vehicle’s suspension or inertial compensators are damaged. When it changes speed or
performs Evasive Maneuvers each of the crew suffers 1 Strain, unless they spent their last Action bracing, Fixing
the flaw requires parts worth 10% of the ship or vehicle's base cost and a Hard (ddd) Mechanics check.
76 - 80 Sensor Ghosts: The ship's sensors are inaccurate and create spurious contacts. Upgrade the difficulty of all
checks to use the sensors or to attack targets at the edge of sensor range once. Fixing the flaw requires parts
worth 10% of the ship or vehicle's base cost and a Hard (ddd) Mechanics check.
81 - 85 Short Circuits: The ship's power systems are fragile. When the ship suffers System Strain, it suffers 1 extra. Fix-
ing the flaw requires parts worth 20% of the ship or vehicle's base cost and a Hard (ddd) Mechanics check.
86 - 90 Stalling Engines: The ship or vehicle's engine is underpowered and over-stressed. Reduce its maximum speed
by 1. When the ship accelerates, decelerates or performs Evasive Maneuvers it suffers 1 System Strain. Fixing
the flaw requires parts worth 20% of the ship or vehicle's base cost and a Hard (ddd) Mechanics check.
91 - 95 Substandard Fittings†: The ship or vehicle's weapons are all cheap or substandard. They all gain the Inferior
quality (reduce damage by 1 and add t to all checks). Once all the weapons are replaced, the flaw is fixed.
96 - 00 Suspect Transponder†‡: The ship's ID code is suspicious. It may not be Imperial-issue, or be associated with
rebel activity. Upgrade the difficulty of social checks to interact with officials once. To fix the flaw, the code must
be replaced. Copying across another ship's code takes a Formidable (ddddd) Computers check. Apply-
ing for a new code from the Empire requires at least 5000 credits and a Hard (cdd) social check.
† If this flaw is inapplicable as the ship or vehicle lacks the flawed system (e.g. airspeeders with no transponder, starships
with no shields), re-roll the flaw.
‡ This flaw is not appropriate for crippled ships or vehicles to develop.

21
“I am altering the deal. Pray I don’t alter it any further.”
-Darth Vader

T he breakers yards of worlds from Bracca to Raxus Prime


attest to the one constant among in the stars for gener-
ations; conflict. Ships have fought, been destroyed, broken
counters seen in A New Hope, including duels between aces
or tramp freighters against a handful of TIE fighters, whilst
the Mass Combat rules introduced in suppliments cover vast
down and remade for centuries, for power, for ideology or engagements like the Battle of Endor. This supplement intro-
simply for a fistful of credits. Rules, too, can be broken down duces rules designed to help with encounters in the middle;
and remade into something new. involving one or a handful of capital ships and their associ-
ated fighters. It includes expanded rules for minion groups,
This chapter introduces expanded rules for both chases (on
including rules for groups larger than 6 members to stream-
foot and in space, based on those from the Edge of the Em-
line the management of large turbolaser batteries or fighter
pire Core Rulebook) and rules for structured social encoun-
wings, along with rules allowing players to join and lead min-
ters (originally from the Genesys Core Rulebook). These new
ion groups of any size, both for protection and to improved
rules allow for the PCs to participate on complex, multi-party
their offensive capabilities. It also includes streamlined rules
pursuits and dramatic multi-round negotiations, potential-
for managing NPC crew on starships, making everything from
ly both at the same time! It also provides a framework for
Astromechs to Star Destroyer bridge crews fast and simple to
starship stealth, allowing for tense games of cat-and-mouse
run. Finally, it includes variant rules for starship shields and
in asteroid fields that can seamlessly switch back and forth
defence, aimed at making player-piloted ships more durable
into chases.
and differentiating agile interceptors from heavily-shielded
It also further expands the starship/vehicle rules in the Core fighters.
Rulebooks. These are well-suited to the kinds of space en-

23
EXPANDED SOCIAL ENCOUNTERS
I n a dramatic, high-stakes negotiation for the fate of a sys-
tem, or a cut-throat business deal with a dangerous Hutt,
where debate is long and tense, every edge counts. Resolving
• Meeting an NPC’s Desires or playing off their Fears has
an even stronger effect, adding bb to a check. Exam-
ples include laying on the flattery when trying to De-
such a dramatic scene with a single social check can some- ceive a vain artist afraid of losing their fame, or using
times seem anti-climactic. These expanded social rules adds Leadership to rally a Droid Rights Activist to help you
an easy way to give flavour to NPCs in standard encounters, free an enslaved protocol droid.
and a framework for longer, multi-round social encounters. • If a PC instead tries to persuade a character to face their
Fears, or proposes to thwart their Desires, this adds
PERSONALITY TRAITS bb to the check. Examples are trying to Charm a
Moff who truly believes in the Empire to defect, or using
Social interactions can be more nuanced than a straight con- Negotiate to persuade a fame-obsessed slicer to keep
test between the skills of the characters involved. Two storm- quiet about a job the PCs are hiring him to perform.
trooper sergeants with identical attributes and skills may If multiple personality traits could apply to a check, the bo-
have very different personalities, and opinions of the Empire nuses and penalties all stack! For example, a Rodian smug-
for which they work- an argument that elicits sympathy from gler using Deceive to pass a forged cargo manifest past a
one may fall flat before another. diligent but bigoted customs officer would suffer bb.
To represent these distinctions, NPCs may have personality Optionally, you may use PC motivations to modify their
traits- Strengths and Flaws, Desires and Fears: social checks too. If so, treat their motivation as if it was a
• Strengths are those parts of a character’s personality Strength or Flaw. For example, a PC motivated by the over-
that make them stand out, and endear them to others- throw of the Empire may add b to checks to persuade oth-
a quick wit, a sense of curiousity, or self-reliance. ers to rebel; though conversely, they may add b to checks to
persuade Imperial officials they are a law-abiding innocent.
• Flaws are negative traits, impulses the character cannot
control, strongly-held opinions that blind them to ra-
tional discssion. Pedantry, arrogance or speciesism are DISCERNING TRAITS
examples of flaws- though some within the Empire may
As understanding an NPC’s personality traits can be the dif-
not view the latter as a flaw!
ference between making a lifelong friend or starting a lifelong
• Desires are traits akin to a player character’s Motiva- feud, players may be very keen on learning them.
tion. They are the things that drive a character onwards,
When making a social skill check, a PC may spend aa/x
be it a determination to free Droids from slavery, a burn-
to determine an NPC’s Strength or Flaw, or aaa/x to
ing belief in the Imperial Order, or simply a lust for per-
learn a Desire or Fear as their response betrays their person-
sonal power and wealth.
ality. As part of a more structured encounter, a PC can spend
• Fears are those things a character cannot stand, and an action to make an opposed Perception vs Cool check to
will avoid at any cost. Disgrace, isolation, or failure are examine their behaviour and learn a single personalty trait.
typical fears, each providing a different lens through They may only do this once per target, and in a conversation
which the character views the world. a break to intently observe the other party’s behaviour may
Rivals will typically have a Strength and a Flaw, whilst Nem- come across as suspicious!
esis NPCs will also have a Desire and a Fear. Minions are un-
likely to have any personality traits worth mentioning, though
they can be given some to make an interaction more interest-
STRUCTURED SOCIAL
ing. In addition, NPCs of any type can be given personality
traits on the fly- you may decide mid-encounter that a mer-
ENCOUNTERS
chant’s sense of humour is so key to their character that it is Whilst most social encounters can be handled entirely in nar-
a Strength. This can be instead of (or as well as!) any pre-set rative time, with either one or a small number of social skill
personality traits. checks, a critical or tense encounter may benefit from being
run in a more structured way, with a clear criteria for success.
PERSONALITY EFFECTS Much like a combat, a structured social encounter is run
in a series of rounds, within which each PC has a turn. Un-
An NPC’s personality strongly affects how they respond in a
like combat, however, initiative is not important, as it is only
social situation. Their social skill checks are modified:
PCs who act. Each turn, a PC has an action and a maneu-
• If the player character’s actions or argument plays to ver which they can spend to use talents or interact with the
their target’s Strength or Flaw, add b to the check. environment. Within a structured social encounter, they can
Offering a bribe using Negotiate to get past a greedy also always spend an action to make a social skill check to
official, distracting a jovial bartender with a joke when contribute to the ongoing discussion, by dealing strain to an
using Deception, or using Charm to persuade a dili- NPC. The PC decides on their target and argument, and the
gent guard to investigate a notorious smuggler would difficulty for the check is set by the skill used and the effects
all benefit. of the target’s talents and personality traits. On a success,
• If a PC’s approach (or even their nature!) goes against the target suffers 1 strain per s; if the check fails, the PC suf-
the target’s Strength or Flaw, then instead add b as a fers 2 strain instead. aaaa/x may be spent to deal 5
penalty. Using Leadership on lazy subordinates or any strain as a ‘critical remark’- the specifics of the remark should
attempt at Coercion against a stubborn hermit would always be expanded upon though! PCs can always deal strain
both suffer the penalty. using talents like Scathing Tirade, though relentless abusive

24
behaviour may very well prompt an NPC to leave, or even not fall unconscious as they normally would if their strain ex-
drive them to violence! ceeds their strain threshold. Instead, they fully accept the
PCs position. It is still up to the GM how the NPC interprets
COMPROMISE AND CAPITULATION the PCs stated goals; the PCs do not get to directly control
the capitulating NPC’s actions! For example, even if the PCs
In many cases, an NPC doesn’t need to be completely con- successfully ingratiate themselves with a Planetary Governor,
vinced of the PCs viewpoint. Sometimes a compromise, they would still not be willing to hand them the codes for the
where the PCs get most of what they want, albeit in exchange planetary shield. They might be willing to arrange a trip to
for a small favour or with a few limitations, can be enough. see the shield projectors for their new best friends, though...
Once an NPC has suffered strain equal to half their strain
threshold (or wound threshold, if they are a Rival), they are FAILURE AND REJECTION
willing to come to a compromise with the PCs. The deails of
When a PC suffers strain greater than their strain thresh-
this are down to the GM, in discussion with the players. As an
old, they can no longer contribute to the social encounter.
example, when negotiating with a neutral planet to encour-
Whether due to exhaustion, shame, or the character having
age them to join the Rebellion, they may agree with caveats
displayed so much dishonesty or such a lack of knowledge
or preconditions- perhaps requiring the PCs provide weapons
that nobody will take them seriously any more.
or medicine before they will declare their alleigance.
Once all of the PCs have been rejected from the encounter,
Alternatively, a social encounter can continue on past the the party cannot accomplish whatever their goal was for the
point that an NPC would be willing to compromise. Once an encounter; and, at the GM’s discretion, may themselves con-
NPC has suffered strain over their strain threshold, they do cede to some of their opponent’s demands!

TABLE 3-1: SPENDING a AND x IN SOCIAL ENCOUNTERS


Cost Result options
a or x Recover 1 strain.
Add b to the next allied active character’s check.
Notice a single important point in the ongoing encounter, such as an overly curious waiter or some drapes your
character can stand behind to avoid being recognized.
aa Learn the Strength or Flaw of the targeted character (if an NPC).
or x Add b to the targeted character’s next check.
Add b to any allied character’s next check, including that of the active character.
aaa Learn the Desire or Fear (if an NPC) or Motivation (if a PC) of the targeted character.
or x Successfully conceal your true goal in the encounter.
Learn the true goal of your target, if your target has one.
x Learn any one Personality trait of any character in the encounter (with the GM’s approval).
Upgrade the difficulty of the targeted character’s next check.
Upgrade the ability of any allied character’s next check, including that of the current active character.
Do something vital, such as getting everyone’s attention, or distracting all the guards so your character’s
friends have a chance to do something important.

TABLE 3-2: SPENDING t AND v IN SOCIAL ENCOUNTERS


Cost Result options
t or v The active character suffers 1 strain.
The active character gets distracted or sidetracked momentarily. This can result in their being unable to acti-
vate an ability that requires spending a maneuver on their next turn, or it may just result in their being dragged
into a lengthy and boring conversation.
tt The active character accidentally reveals their own Strength or Flaw (if an NPC).
or v Add b to the targeted character’s next check.
The active character or an allied character suffers b on their next action.
ttt The active character accidentally reveals their own Desire or Fear (if an NPC) or Motivation (if a PC).
or v The active character accidentally reveals their true goal in the encounter.

v The active character accidentally reveals the Desire, Fear or Motivation of one of their allies.
Learn one false Personality trait of the target character (the active character believes it to be true).
Upgrade the difficulty of an allied character’s next check or the next check of the current active character.
The active character becomes so embroiled in irrelevant events in the encounter that they cannot do anything
important during the next round.

25
STARSHIP STEALTH RULES
T he iron fist of the Empire grips ever tigher on the space-
ways. Punitive blockades seek to force rebellious planets
into submission by denying them vital supplies, whilst in-
GETTING SPOTTED
Once a starship has been spotted, the chase begins! Use the
creasingly many commodities and even species are subject expanded chase rules from page 27. In the first round, the
to immediate seizure by Imperial Customs as it attempts to starship that has gone Dark must spend an action to re-en-
crack down on sedition. The Rebel Alliance runs these block- able its systems. If the pursued ship manages to increase the
ades as a vital act of resistance; rescuing political prisoners lead it has on its pursuers (e.g. from Short to Medium range),
from the claws of the Imperial Security Bureau, inserting Reb- it may then attempt to evade them by spending an action to
el operatives into off-limits research installations, and deliv- Go Dark again. This requires an opposed Piloting (Space)
ering much-needed aid. Others avoid them for more prosaic vs Vigilance check against the sensor operator of the pursu-
reasons; to avoid Imperial arrest warrants, or deliver contra- ing ship (which may be the pilot in the case of a single-crew
band goods like spice or restricted weaponry. starfighter). This check is modified as Table 3-3: Silhouette
Comparison, and again adds b equal to the Hazardous
GOING DARK Terrain rating of the environment and b equal to the ship’s
Speed.
A starship can attempt to avoid detection by ‘going dark’; dis- On a success, the ship has successfully evaded its pursuers,
abling all non-essential systems and appearing to all but the and once again is no longer automatically detected by their
most intense scrutiny as nothing but a piece of space junk. passive sensors. Instead, it performs opposed Skuldug-
With shields and weapons disabled, the ship is a sitting duck gery vs Perception checks as before; however, upgrade the
for attacks if detected, and even lighting and life support is difficulty of this check once per time the starship has been
often turned down to a minimum. It is always a tense, fraught caught. Evading a search becomes harder each time the ship
experience, even for smugglers who have snuck through doz- has been spotted! If the ship fails its check to evade pursuit,
ens of Imperial blockades. it is now dark and vulnerable, and must still spend an ac-
As an action, a starship of Silhouette 1-5 may Go Dark. tion next round to re-enable its systems. It cannot attempt to
This halves its maximum speed, rounding up, and reduces its evade pursuit again until it has further increased the lead it
defence to 0 in all arcs. It may not use weapons, communica- has on its pursuers.
tions or active sensors, and may not voluntarily suffer System
Strain (for example, to perform actions, activate abilities, or
take a second pilot-only maneuver). These effects last until
the pilot spends an action to re-enable the ship’s systems.
This action cannot be performed in the same round in which
the ship used the Go Dark action, even for multi-crew ships.
As a benefit, whilst Dark the ship is no longer automati-
cally detected by passive sensors. Instead, at the start of
each turn the ship is within sensor range of another vessel
the ship’s pilot must attempt an opposed Skulduggery vs
Perception check against the sensor operator of the vessel,
modified by the difference between the two Silhouettes as
Table 3-3: Silhouette Comparison. If the ship is moving,
add b per point of Speed. In addition, if the ship is attempt-
ing to hide in Hazardous Terrain, add b equal to the terrain’s
rating to the check. If the ship is in range of multiple hostile
vessels, make a single check at the hardest difficulty. If the
ship that has gone Dark passes the check, it remains unde-
tected. If the check generates f, the ship has been spotted!

TABLE 3-3: SILHOUETTE COMPARISON SENSOR RANGES


Silhouette Difference Difficulty Modifier
Dark ship is 2 or more Silhouette +d
larger than scanning ship.
In the core rules, a ship’s sensors allow it to pas-
sively identify all vessels within sensor range. In
general, larger vessels have much larger sensor
Dark ship is 1 Silhouette small- None ranges than small ones, and as a result a Star De-
er than, the same size as, or 1 stroyer with Long-range sensors can bombard an
Silhouette larger than scanning X-Wing with Close-range sensors without the X-Wing
ship. knowing where it is! This makes sneaking past larg-
er ships functionally impossible, as a ship is spotted
Dark ship is 2 Silhouette smaller - d and cannot Go Dark before it even knows the larger
than scanning ship. ship exists.
Dark ship is 3 Silhouette smaller - dd Instead, as a variant rule you may assume that ev-
than scanning ship. ery ship automatically broadcasts its transponder ID
Dark ship is 4 or more Silhouette - ddd out to its sensor range. As a result, a ship moving
smaller than scanning ship. into another vessel’s sensor range will always have
the opportunity to Go Dark before being detected.

26
EXPANDED CHASE RULES
S mugglers outracing a customs patrol, Rebel operatives
chasing after an Imperial spy, or an explorer fleeing a rav-
enous animal- there are many situations when the standard
change position within a range band). In a ship or ve-
hicle chase, the pilot of each ship or vehicle may still
perform up to two Pilot Only maneuvers.
movement rules do not quite fit. In this case, a modified set of These steps repeat each round, until it would be appropriate
chase rules intended to track the relative position of groups for the chase to end. Suitable ends could include after a set
of characters on the move are more appropriate. However, number of rounds have passed and the chase leader has ar-
the most important thing to remember in a chase is that a rived at their destination, when the pursuers reach Engaged/
great deal of the action is going to be narrative in nature. Skill Close range of the chase leader, or when all pursuers have
checks can and will resolve the outcome of the chase, but the fallen behind to beyond Extreme range from the chase lead.
action during the chase is mostly narrative, and therefore up
to the GM and players to describe.
RACES
CHASE RULES In some situations, there may be no single character or ve-
hicle leading the chase- multiple different characters may
The basic chase rules describe a single person or vehicle be fleeing their pursuers simultaneously, or several speeder
leading the chase, followed by any number of pursuers. To bikes may be trying to outrace each other. In this case, when
resolve a chase. the GM first should determine how far away multiple characters or ships/vehicles are at Close or Engaged
the participants start from each other. If the chase consists of range of the chase lead, whichever scores the most s on the
ground vehicles such as speeder bikes or landspeeders. the skill check next round becomes the chase lead. If there is a
GM may want to use personal scale range bands. If, on the draw, the previous lead retains their position.
other hand, the chase consists of airspeeders, starfighters, or
even capital ships, they should probably use planetary scale INTERACTING IN A CHASE
range bands. Once they have determined the starting dis-
tances, then the chase begins in structured time: In some cases, the various pursuers in a chase are at odds
• At the start of each round, the leader of the chase and with each other- or are allies who seek to aid each other. If
their pursuers make appropriate skill checks. The skill the various pursuers in a chase would like to interact with
used will vary depending on whether the chase is vehic- each other, their relative distances will depend on the format
ular or on foot. A chase participant on foot will typical- of the race. The most straightforward way to manage this is
ly use Athletics, whilst those in a vehicular or starship to assume that pursuers at the same range band from the
chase will use Piloting (Ground) or Piloting (Space), chase lead will all be at Close or Engaged range from each
whichever is appropriate for their transport. other,. Those one range band closer to or farther from the
chase lead are then at Short range, and so on.
• The check will normally be Simple (-) difficulty, though
vehicle chases through difficult terrain or hazardous en-
UNUSUAL CHASES
vironments should use the standard difficulties for trav-
elling through difficult terrain. Not every chase is a simple contest of running ability or polit-
• Compare the total number of successes for the partic- ing skill. Longer chases, or those through interesting or dan-
ipants in the chase. If the chase lead has the highest, gerous terrain can offer an interesting and more complicated
they increase the gap between them and their pursu- challenge. A chase through an abandoned temple could in-
ers by one range band. Otherwise, every pursuer who volve the participants making upgraded Easy (c) Coordi-
scored more s than the leader moves one range band nation checks instead of Athletics checks one round as they
closer to them, and every pursuer who scored fewer s cross a rickety bridge, with v resulting in the character suf-
moves one range band further away. fering a critical injury. Alternatively, pursuing a bounty across
star systems could involve making Astrogation checks in-
• Any pursuer who succeeds and is in a ship or vehicle,
stead of Piloting (Space) checks, comparing the hyperdrive
may close by an extra range band per point their cur-
ratings of the ships involved instead of their speeds. Chases
rent speed is higher than that of the chase lead. Con-
can even incorporate skill checks not related to the physical
versely, if the chase lead succeeds each pursuer moves
chase at all- for example, a race between rival traders to pick
one extra band further away per point of speed they are
up a rare and valuable commodity could involve all parties
lower than the chase lead.
making Negotiate checks instead of Piloting (Space) one
• If the chase is part of a larger encounter or an ongoing round as they attempt to secure a landing bay before their
combat, each participant may now take a turn in initia- competitors.
tive order. They may not use maneuvers or actions to
change their relative distance to the chase lead
(though they may

27
EXPANDED MINION RULES
S tar Wars features battles between a handful of heroes and
the endless forces of crime lords and the Empire. As these
battles expand to epic scales, those same heroes graduate
A player character may spend a maneuver to begin leading
a minion group. If the PC and minions are in ships or vehicles,
they must be the same Silhouette in order to join the group.
to becoming generals, squadron leaders and admirals, com- Whilst leading a group, the PC and minion group act in the
manding starship crews of thousands in battle. This section same initiative slot and have a single maneuver and action
introduces rules to make using minions in large-scale combat between them like a standard minion group. The PC cannot
easier, as well as to allow PCs to command groups of minions be targeted independently from the minion group, and all at-
at any scale. tacks hit the minions in the group before the PC (though the
GM may rule that the Blast quality or x on combat checks
LARGE MINION GROUPS may result in direct damage to the PC).
The PC & group may spend their action on their turn as
The basic minion group rules allow for small groups of com- usual to perform a skill check, activate a talent the PC has, or
batants who would be no challenge on their own to combine attack with either the PC or minion group’s weapons. All skill
forces, making them both a greater threat and much easier checks they make using the minion’s group skills are treated
for a GM to run. However, the battles of the Galactic Civil as assisted checks, and may use the higher of the PCs and
War occur at vast scale- wings of dozens of starfighters trade minion group’s characteristics and skills for the check. If this
shots with Star Destroyers bristling with scores of turbola- would not provide any benefit, instead the skill check gains
sers. At these scales, the rules struggle to represent the sheer b. If the minion group has more than 6 members, it does not
force of numbers without requiring multiple minion groups. score any additional hits on combat checks unless the attack
These alternate rules expand the existing minion group rules was made using the minion group’s weapons.
to cover even larger scales and can be used for minion groups
of all types, including minion gunners firing starship weapons, EXAMPLE: LEADING MINION GROUPS
minion groups of starfighter pilots forming large wings, and
even traditional squads of stormtroopers. Admiral Jan Dodonna has joined a minion group of 6
Minion groups with more than 6 members do not increase heavy turbolaser gunners. Before performing an attack,
their group skills above 5 as usual. Instead, when making a he spends a maneuver to activate the True Aim talent,
combat check using a group skill, when they would score a adding a b and upgrading the ability of his next com-
hit either as a result of succeeding on a combat check, or bat check. Then, he spends an action to direct the min-
triggering the Auto-Fire or Linked qualities, they score one ion group to attack a Star Destroyer.
hit per full 6 members of the group (for example a group Jan has the highest Agility attribute at 3, and the min-
containing 20 minions would score 3 hits). ion group has the highest Gunnery skill at 5. With the
When a large minion group would suffer a hit due to gen- b and extra upgrade from the True Aim maneuver, Jan
erating t or v on a skill check (for example on combat rolls an attack using a dice pool of ccccdb.
checks against a ship using the Blanket Barrage action, or Pi-
loting checks whilst travelling through a minefield), the group
suffers one hit per full 6 members of the group. STRAIN & SYSTEM STRAIN
Minion groups may not voluntarily suffer Strain or System
EXAMPLE: LARGE MINION GROUPS Strain. Whilst leading a minion group, a PC may not make use
of any talents that cost Strain or System Strain to activate,
A minion group of 22 X-wings is using its Proton Tor-
or spend Strain or System Strain to take a second maneuver.
pedo Launchers with the Linked 1 quality to attack an
Imperial Star Destroyer that is performing the Blanket A PC may attempt to direct the minion group to allow it
Barrage action, upgrading the difficulty of attacking it. to perform a second maneuver or benefit from a talent they
possess; they (and/or their ship) must suffer the Strain and/
The check scores saav. The attack succeeds,
or System Strain cost, and then perform a Leadership check
scoring 3 hits (1 per full 6 X-wings in the group), and
with a difficulty equal to the higher of the Strain or System
triggers the Linked 1 quality for aa scoring another
Strain cost (if any). On a success, the minion group the PC is
3 hits for 6 in total. However, the v is spent to trigger
leading may perform a second maneuver or gain the benefit
Blanket Barrage’s effect, dealing 3 hits on the attacking
of the talent’s effects; on a failure, the Strain and/or System
minion group.
Strain is still suffered but to no effect.

EXAMPLE: STRAIN & SYSTEM STRAIN


LEADING MINION GROUPS
Hera Syndulla is scrambling a minion group of 12
Whilst Star Wars is a tale of heroes, in larger battles individual Y-Wing starfighters from a Rebel hangar, and wants to
player characters can be overshadowed by the sheer num- perform the Punch It maneuver to accelerate them from
ber of participants. The Squadron rules provided in other Speed 0 to 4. Her ship suffers 4 System Strain and she
supplements help with survivability, but do not substantial- attempts a Daunting (dddd) Leadership check.
ly boost their ability to contribute offensively. These variant On a success, Hera and all the ships in the minion group
rules allow PCs to join and lead minion groups, granting them she leads will accelerate to Speed 4.
protection and greater offensive power, and allowing them to
lend the benefit of their heroic abilities to the rank and file.

28
EXPANDED NPC CREWS
S tarship & vehicle crews come in all scales- from a pilot and
their stusty astromech droid to a Star Destroyer with tens
of thousands of crew. These rules help streamline the use of
CAPTAINED SHIPS/VEHICLES
Larger ships/vehicles can have multiple NPC crew members
NPCs, whether they side with the PCs or against. operating under the command of a single captain, scaling
from half a dozen to thousands on the biggest capital ships..
NPC ACTIONS Allowing each NPC on these ships/vehicles to perform an in-
dividual action would grind the game to a halt.
The actions in the Additional Starship and Vehicle Actions Instead, the crew may perform a single maneuver and one
tables in the core rulebooks (Edge of the Empire Table 7-7 action from Table 3-4: NPC Ship/Vehicle Actions per rank
page 237, Age of Rebellion Table 7-4 page 248, Force and of the Leadership skill the captain has. After these actions,
Destiny Table 7-4 page 241) allow for characters with any set the crew may perform as many attack actions are required to
of skills to contribute in space combat. However, when play- fire all the weapons mounted on their ship/vehicle.
ers have helpful NPC crew, or face enemy ships/vehicles with
substantial crews, these rules can be very time-consuming. In TALENTED CAPTAINS
place of these, Table 3-4: NPC Ship/Vehicle Actions offers
simplified versions of these actions for NPCs to perform, that If a capital ship is captained by a particularly dangerous Rival
do not require dice rolls. These do not replace the regular or a Nemesis, talents can make it into a greater threat. For
actions, and NPCs may always choose to perform the actions every rank of the Command talent the captain has, their crew
from the table Additional Starship and Vehicle Actions. In may perform 1 extra action each round. A captain with the
particular, use of Damage Control to recover Hull Trauma or Master Pilot talent may also still suffer 2 strain to perform an
repair Critical Hits should always require a skill check. additional action each round. If the captain has any talents
that require actions to use, any of the ship’s actions may be
INTEGRATED ASTROMECHS spent to activate them. The Adversary talent upgrades the
difficulty of attacks against the captain’s ship.
Ships intended for long-range, independent service are of-
ten fitted with an astromech socket, allowing them to carry a
mechanic with them wherever they travel. A ship can be con- CAPITAL SHIP CREWS
sidered to have an integrated astromech if it has ‘Astromech’
listed in its crew requirements. If one is installed, it acts on Capital ships (with silhouette 5+) contain a large number
the same initiative as the pilot of the ship it is installed in, and of highly-specialised crew. Rather than requiring profiles for
can perform a single maneuver (including Pilot only maneu- each of these types of NPC, capital ship crew can be treated
vers) or one action from Table 3-4: NPC Ship/Vehicle Ac- as minion groups of a size depending on the ship. The crew of
tions. Performing two Pilot only maneuvers in a single round a capital ship have ranks in each non-combat skill (other than
still costs 2 System Strain, even if one is performed by the Leadership) equal to ½ the ship’s Silhouette, rounding up.
pilot and one by an integrated astromech. If a minion group If the crew are called upon to make a skill check, they have
of starfighters consists of ships with integrated astromechs, the default ability scores for their race, or 2 for highly mixed
the astromechs also act as a minion group. crews. If the crew is poorly-trained or highly elite their ability
may be lower or higher by 1-2 points.

TABLE 3-4: NPC SHIP/VEHICLE ACTIONS


Modular Encounter Description
Copilot Downgrade the difficulty of the next Piloting check once per rank of Piloting.
‘Spoof’ Missiles Upgrade the difficulty of attacks against the ship/vehicle using weapons with the Guided
quality once per rank of Computers, until the start of this ship’s next turn.
Jam Communications Select one ship/vehicle in sensor range. Its comms are jammed and it must spend an action
and pass an Opposed Computers check to use them, until the start of this ship’s next turn.
Boost Shields Increase this ship/vehicle’s shields in each zone by 1 until the start of its next turn.
Fire Discipline Add b to all attacks made from this ship/vehicle until the start of its next turn.
Scan Target Select one ship/vehicle within sensor range. Reduce the cost to score a critical on attacks
against this ship by a, until the start of this ship’s next turn.
Slice Enemy Systems Select one ship within sensor range. Reduce its defence by 1 in one arc, until the start of
this ship’s next turn, and inflict 1 System Strain per rank of Computers.
Damage Control Recover 1 System Strain per rank of Mechanics.
Jump to Hyperspace The ship jumps to hyperspace in a number of rounds equal to its Silhouette minus Astro-
gation.
Blanket Barrage, Select a weapon; all weapons of that type count as firing this round. Upgrade the difficulty
Silhouette 5+ of attacks by Silhouette 4 or smaller vehicles once per rank of Gunnery, until the start of
the ship’s next turn. If an attacker rolls ttt/y, they suffer a hit dealing the base dam-
age of the weapon used.

29
ALTERNATIVE DEFENCES
C enturies of interstellar combat and the associated arms
races have led to incredible developments in the art of
war. Starships duel equipped with powerful shields that turn
The bonus defence rating provided by Evasive Maneuvers
is negated by the Gain The Advantage action, as with the
normal benefits of Evasive Maneuvers.
lethal blows into harmless ones, and advanced engines and
thrusters allow interceptors to bank and dodge at incredible EXAMPLE: EVASIVE MANEUVERS
speed. The core rules provide limited scope to differentiate
between agile interceptors that defend themselves by avoid- Hera Syndulla is piloting an A-Wing with a handling of
ing incoming fire, and heavy bombers that rely on multiple +3, and has 1 rank of the Defensive Driving talent, giv-
layers of shielding to weather its blows instead. This section ing her a defence rating of 1. Attacks against her add b
introduces rules that make both types of defence unique and from her rank of Defensive Driving.
equally viable, and to make player-piloted ships a bit more
survivable. If Hera spends a maneuver to perform Evasive Maneu-
vers, she increases her defence rating by her A-Wing’s
handling of +3, to 4. Attacks against her now add
ALTERNATIVE SHIELDS bbbb and upgrade their difficulty once!
If her opponent successfully performs the Gain The
Deflector shields are one of the most vital forms of starship
Advantage action against Hera, their attacks against her
defence. Using highly advanced technology, they absorb and
ignore the benefits of Evasive Maneuvers and only add
diffuse the energy from attacks, though sufficiently heavy fire
b from her rank of Defensive Driving.
can cause them to overload. These alternative rules aim to
give shields a unique character that helps differentiate them
from other defensive measures.
Starships no longer have built-in defence ratings. Instead,
they have a shield rating in each arc equivalent to their origi-
nal defence rating. When a starship is hit by an attack, it may
suffer 1 point of system strain per point of shield rating in the
arc facing the attacker to reduce the damage of the attack by
the same amount.
Any effect that would modify a defence rating that refers
to shields or power instead modifies the ship’s shield rating, DEVELOPER NOTES:
to a maximum of 4. This includes maneuvers and actions like
Angle Deflectors or Boost Shields, starship modifications like ALTERNATIVE DEFENCES
a Reinforced Shield Generator, and critical effects like Shields
Down.
A nyone who has played a starship combat using
the existing rules will be aware that they are par-
ticularly lethal. Starships are very easy to hit, and
EXAMPLE: TRIGGERING SHIELDS have low hull trauma thresholds. Once disabled, a
starship can at most be fixed to limp back to port.
Wedge Antilles is piloting an X-Wing with a forward
shield rating of 1, an aft shield rating of 1, and 3 points The alternative shield rules in this section are in-
of armour. He suffers a hit from a TIE fighter in his front tended to make the sorts of ships that players are
arc, dealing 7 damage. Wedge suffers 1 system strain likely to use (freighters and shielded Rebel fighters)
to reduce the damage of the attack by 1, to 6. After more survivable, by turning their system strain into
armour, the attack deals 3 hull trauma. a second health pool- and one that can be relatively
easily healed. It makes ships with shield-regenerat-
If Wedge spends a maneuver to Angle Deflectors, he
ing astromechs, a common X-Wing: The Miniatures
can reallocate 1 point of shield rating to his forward arc.
Game archetype, possible. PC ships are more like-
If he takes another hit in the forward arc, he can suffer 2
ly to be disabled in combat by running out of sys-
system strain to reduce the damage of the attack by 2.
tem strain, and as a result can be quickly restored
to function- although few ships will have sufficient
shielding to avoid suffering a good amount of hull
ALTERNATIVE DEFENCE trauma!
The alternative defence rules are instead designed
Whilst some starships rely on heavy armour and banks of to make agile ships with competent pilots (players
shields to protect them from incoming fire, the most agile and Rival or Nemesis NPCs) harder to hit, and to
interceptors (and talented pilots) rely on avoiding being hit make high-tension dogfights more practical. Minion
in the first place. These alternative rules aim to make make groups of TIE Fighters will struggle to find opportu-
agile but flimsy starfighters like interceptors more survivable- nities to perform the Evasive Maneuvers action to
but equally vulnerable to a more talented ace! benefit from their ships’ handlings, whilst a talented
When a starship with a positive handling performs the Eva- ace will be able to suffer system strain to repeatedly
sive Maneuvers maneuver, in addition to the usual benefits perform Evasive Maneuvers, making them a difficult
it may add its handling to its defence rating, to a maximum target. The Gain The Advantage action gains a lot
of 4. This defence stacks with any provided by cover or by of value against an ace pilot, allowing for parties to
talents like Defensive Driving. This defence applies to attacks duel aces in a tense back-and-forth- or hope their
from any arc. shields hold up long enough to wait them out.

30
31
“Traveling through hyperspace ain’t like dusting crops, farm boy.”
-Han Solo

S tar Wars is a tale of smugglers, diplomats and Jedi, but it is


also a story of epic conflicts amongst the stars- from wily
rebels outwitting blockades to deliver vital supplies, to fleets
handy encounters and bite-sized sections of plot that can
be easily included into their existing campaign, to introduce
starship encounters or provide handy tools with which they
of capital ships with city-levelling firepower duking it out for can introduce characters, settings or ships. Using these en-
the fate of the galaxy. However, no matter how vast the scale, counters can help integrate starships more closely into the
it is always the acts of a handful of heroes who make the campaign, without resulting in single-character-focus ses-
difference. sions where the party’s pilot dominates. They can even serve
as a way to introduce starship encounters and combat to a
This chapter contains a selection of approximately ses-
campaign that has not previously focused on it, or to allow a
sion-length ‘modular encounters’, with a focus on space en-
campaign to pivot more towards space-based adventures.
counters- and specifically capital ships. Though the encoun-
ters are focused on large-scale ships, and most include some Many of these encounters make use of the expanded rules
level of combat, they can easily be tuned to reduce the scale for both chases (on foot and in space introduced in the previ-
of the ships involved or even remove combat altogether. ous chapter, and also provide examples of how to implement
these new rules.
The idea behind these encounters is to provide a GM with

33
WHAT IS A MODULAR EN- character, or to provide an opportunity for an Age of
Rebellion character to act on their duty.
COUNTER? • A Taster for Large-Scale Combat: Several of the en-
counters in this chapter allow the party to participate
There are adventures, and there are campaigns. GMs fre- in capital-ship scale starship combats, without requir-
quently run one or two adventures in succession, and, if ing that they already own their own capital ship. If the
everyone is having a great time and wants to keep going, players enjoy it, these encounters offer several routes
the adventures segue into a campaign. Other GMs plan cam- to transition to a campaign with more starship combat.
paigns from the start, crafting long story arcs that may run • As the Beginning of an Adventure: The encounters
for months. Some GMs rely on adventures written for the set- within this chapter each introduce new antagonists, lo-
ting, while others craft their own stories, often influenced by cations and events that could form the beginning of a
the PCs’ backgrounds, motivations, and other characteristics. story arc for a party. At the end of each, several possible
Modular encounters are meant to supplement the work of threads the story could take are suggested- a shipjack-
the Game Master, adding in “set pieces” that can enhance ing may expand into a quest to staff and refit the stolen
the overall experience for those involved. These encounters vessel, for example.
present the kinds of scenes and challenges that can crop up • As the Basis of a Campaign: By linking together all of
at almost any time, filling in some downtime or giving the CM the modular encounters presented in this chapter, a GM
an effective response to an unplanned turn of events. can create an entire campaign based around starship
These modular encounters have all kinds of uses, including combat. A GM can weave together the seperate en-
the following: counters with additional content, or simply run them
all in combination with modular encounters from other
• To Contribute to the Plot: The modular encounters
books as a pre-built campaign.
within this chapter can be integrated into existing ad-
ventures. They can provide a GM with an easy way of
introducing a new location, new allies or enemies, or of USING THESE ENCOUNTERS
providing the party with a new starship.
Each of these modular encounters is meant to help the Game
• As Filler: Each modular encounter is about one session Master explore starship-based adventures and starship com-
long. If a player cannot make a game night, a modular bat. Taking a look at them as a whole is useful in plotting
encounter can easily be run for those who can make it. out which ones to use, how to use them, and when. Having
This could be either in continuity, or even as a flashback a general plot in mind should make inserting one or more of
or flash-forward taking place outside of the current plot these encounters into an adventure relatively easy.
arc.
In some cases, the GM may stage one of these encounters
• For Obligation/Duty Triggers: The modular encoun- as the opening for a campaign. Other encounters may occur
ters involve everyone from crime lords to Rebel cells, when the PCs are contacted by the characters in the encoun-
and everything from requisitioning medicine and war ter, or arrive at a location involved in one whilst seeking out
assets. As such, they can easily be dropped into a cam- something. Table 4-1: Modular Encounter List provides an
paign to satisfy the obligation of an Edge of the Empire overview of the encounters in this chapter.

TABLE 4-1: MODULAR ENCOUNTER LIST


Modular Encounter Description
Hostile Acquisitions The Rebel Alliance hires the PCs to sneak onto a newly built starship and hijack it on its
maiden voyage. Unfortunately, the Empire is on to their schemes...
Proscribed Prescriptions A contact hires the PCs a huge shipment of medicine direly-needed by a blockaded planet.
On the way to deliver it however, the PCs are interrupted by its original owners.
A Historic Hunt A long-lost hyperspace tracking beacon has been re-activated, and the PCs are comissioned
to pursue the purrgil it is attached to. It turns out they are not the only ones giving chase...
The End of World’s End The remote mining colony of World’s End is being menaced by a crime syndicate after dis-
covering a cache of ancient starships. The PCs must help the colonists defend their homes.
Unnatural Entanglements The party’s ship is pulled out of hyperspace into the middle of a gigantic meeting of space
creatures. A beacon can light their way out, but its current occupant is not cooperative.

34
35
HOSTILE ACQUISITIONS
T he Rebel Alliance is occupied with building a fleet to chal-
lenge that of the Empire for control of the galaxy. Whilst
most of it consists of vessels donated to the Alliance by
“The time-scale is short, but the job is nothing we ha-
ven’t pulled off a dozen times before. All we need is
worlds in rebellion, like-minded philanthropists or Imperial your discretion.”

deserters, sometimes serendipty alone does not provide the
Major Kruf is willing to offer the following information:
Rebellion with what it needs. In these situations, the Rebel-
lion must turn to slightly more aggressive procurement tech- • The Alliance is offering 1500 credits per PC. A Hard
niques. (ddd) Negotiation check can increase the amount
by offered 100 per s.
Over the course of this modular encounter, the PCs are
approached by (or receive orders from) Alliance Intelligence • The sabotage will involve the PCs stowing away on the
seeking to acquire a new Assault Frigate. Working with a ship during delivery, and disabling it in an empty sys-
mole in Rendili Star Drive, they sabotage the delivery of the tem. The Rebellion will provide a pilot to fly their ship to
freshly-built warship to buyers in the Corporate Sector and the meeting point without them.
instead transfer it to the Rebel Fleet. Of course, no heist ever • They’ve hijacked several other ships from the same
goes off without a hitch... shipyard this year. The Imperial Security Bureau has
This adventure is a handy way to introduce a party to cap- stepped up its activity in response, but all their agents
ital-ship combat, and can be used to provide a group with a are busy chasing after the local rebel operatives. The
capital ship. PCs can walk in without suspicion. If they pass a Hard
(ddd) Knowledge (Underworld) or Vigilance
check, they realise that their contact may also be under
SHIP SHAPE suspicion. If they bring this up, add b to the check to
negotiate their fee.
For generations, Rendili Star Drive were one of the main sup-
pliers of warships to the Galactic Republic. Old and proud, • The ship is likely to have a token defence force of secu-
the company has recently come to be eclipsed by Kuat Drive rity droids. They will need to disable the droids to allow
Yards, With many of its shipyards in the Outer Rim, the com- the Rebel engineers to land.
pany was split in two during the Clone Wars, and this disloy- If the PCs have no links to the Rebellion, Alliance Intelli-
alty has only helped it fall further behind Kuat In the Galactic gence can be swapped out for a large and powerful crime
Empire’s favour. As a result, rebel sympathies run rife within syndicate like Black Sun or Crimson Dawn. Instead of being
the company, and more than a few of its ships have ended delivered to the Rebel fleet, the ship will instead be auctioned
up in Rebel hands. off to the highest bidder- or kept by the syndicate itself. If the
The Assault Frigate Mark II was designed by a working PCs would like to acquire a capital ship of their own, they can
group within Rendili Star Drive in collaboration with Rebel even receive the message directly from the mole in Rendili;
engineers, and fits their needs to a tee. Not only does it have offering them a ship at a bargain price, as long as they can
extensive automation reducing the need for a large crew, and provide their own crew...
powerful engines that lend well to the Rebellion’s fast-mov- Whilst the encounter is designed around the theft of a large
ing style of warfare, the stock models are also riddled with Assault Frigate, the company and ship can easily be swapped
back-doors and design quirks that enable Rebel engineers out for another. This will require the Imperial vessel in the
to easily disable or seize control of them. With the galaxy in last section to be swapped out for a smaller ship to match
flames Rendili Star Drive has been doing a fairly brisk trade in the capabilities of the vessel being hijacked. Suggestions for
Assault Frigates, but those sold to pro-Imperial planetary de- other silhouettes are:
fence forces or corporations have a surprisingly high chance
• Silhouette 5: Seinar Fleet Systems Marauder Assault
of being stolen in dry-dock, or during delivery.
Corvette vs Imperial Raider.

THE OFFER • Silhouette 6: Kuat Drive Yards Nebulon-B Frigate vs


Gladiator Star Destroyer.
The encounter begins with the PCs receiving an encrypted • Silhouette 7: Rendili Star Drive Strike Cruiser vs Vindi-
message from Alliance Intelligence requesting a discussion cator Heavy Cruiser.
about an urgent job. If they agree, they receive a call. Read
or paraphrase the following aloud:
MAKING CONTACT
“Greetings, Major Kruf from Alliance Intelligence here. The PCs arrive at the space docks surrounding Koiogra, a
We know you’re professionals, so I’ll get straight to spindly cylinder surrounded by banks of hangars and extend-
the point. We have a mole in the Rendili Star Drive ed docking gantries. Parked along several, there are the un-
Shipyards in the Koiogra system, with information on mistakable curved silhouettes of Assault Frigates in various
a newly-completed warship just about to be shipped stages of construction. They are directed by port control to
out. We suspect our local operatives are under Impe- a private hangar; as they approach the station, the hustle
rial observation; we’d like you to make contact with and bustle of shuttles and space-suited workers crawling all
him instead. He’ll provide you with the information you over the most finished Assault Frigate slowly resolves. The in-
need to sabotage the ship mid-delivery. Once the de- side of the hangar is shady and full of mysterious boxes, with
livery crew have abandoned ship, we can send out a several starfighters parked up on the side. As the PCs land,
recovery team and take control of the ship long before their rebel contacts step out of the shadows and introduce
Rendili’s repair teams can arrive.” themselves as the ones who will be flying the PCs ship to

36
the rendezvous. They provide the PCs with directions to the Ranged (Light) 1, Streetwise 1, Vigilance 1.
cantina they will be meeting the informant, and ask for any Talents: None.
tips on flying their ship. Abilities: Adversary 1 (Upgrade the difficulty of any combat
check targeting this character once).
The PCs make their way from the hangars towards the com-
Equipment: Light blaster pistol (Ranged [Light]; Damage 5;
mercial district of the space docks, located at the centre of
Critical 4; Range [Medium]; Stun setting).
the hub. They enter into a particularly shady-looking canti-
na, full of sullen-faced workers drinking silently in booths as
distorted Klatoonian Jizz blares out through the poor-quality
sound system. Their contact, a Duros female wearing a long
STOWING AWAY
cloak to hide their Rendili Star Drive uniform, is sat at a booth After entering the docks, their contact hustles them through
in the back. As the PCs approach, read or paraphrase the a series of winding passageways until they arrive at a janito-
following aloud: rial closet, and ushers them inside. Then read or paraphrase
the following aloud:
“Sssh! Don’t. Say. Anything. There’s an ISB agent
two tables over. We need to get out of here and to the “So you’re the team the Alliance sent. Forgive the
docks, fast. Follow me and let’s lose them on the way.” abrupt introduction, but I don’t think either of us want-
ed to exchange business cards anyway. We’ve got to
This plays out as a chase over the span of 4 rounds, with move fast- the ship is due to depart in a few hours,
the Imperial Security Bureau Agent starting at Short range and we need to get you on-board. I’ve stashed a few
from the PCs. Their contact will keep pace with the fastest maintenance team space-suits in the locker over there.
PC. As the chase wends its way through the districts of Ko-
iogra station, a range of different skills may be used. PCs can We need to get you into them and on through the port
make checks using other skills at higher difficulties if they can entrance. Pretend you’re entering to do some final
justify it. checks. Once you’re in, make your way to the cargo
bay and find a container to hide in. I’ll remove you
• Rounds 1-2: The chase takes the PCs through the from the access logs. Nobody will know you’re still on
cramped markets and cantinas of the commercial dis- board, and the ship will leave.
trict. Competitive checks may be made using Athlet-
ics, Coordination or Streetwise. The cramped, busy I’ve sabotaged the reactor interlock. A few hours in,
environments add bb to all checks, and offer plenty it’ll blow, and the ship’ll drop out of hyperspace. It’ll be
of opportunity fo the PCs to interfere with their pursuer drifting dead- no power, no life support. Don’t worry-
by knocking over market stalls or causing street-fights. I’ve made sure there’s no spares onboard, so the de-
livery crew will just evacuate and you’ll have the place
• Rounds 3-4: The chase leaves the busy commercial to yourselves. Then, you just need to disable whatever
district, and enters the working area of the docks, full defences they leave in the hangar bay so the Alliance
of narrow corridors full of heavy machinery and winding engineers can land with the new interlock and get the
pipework. Competitive checks may be made using Ath- ship running again. Good luck!”
letics, and are upgraded Easy (c) difficulty due to
the traffic of industrial vehicles.
The PCs can ask their contact a few questions, before they
Once the PCs have reached the docks, record the Impe- hurry off to their station:
rial Suspicion raised during the chase. This will be tracked
• The sabotage to the power and hyperdrive will be rela-
throughout the rest of the encounter:
tively easy to repair, and they’ll have a full engineering
• Ended chase with the ISB Agent at Engaged/Short/ team and plenty of spare parts for it.
Medium/Long range of the contact: Increase Suspi-
• During the hijacking, life support will fail when the power
cion by 4/3/2/1.
cuts out. They’ll need to wear the space-suits then.
• PCs fired non-silenced ranged weapons during the
• The hangar bay defences are likely to be a bunch of
chase, or attacked the ISB Agent in front of an au-
budget security droids. The PCs will have the drop on
dience: Increase Suspicion by 2.
them, so it shouldn’t be much of a challenge.
• ISB Agent was killed: Increase Suspicion by 3.
• The ship will activate a distress beacon when power
If one or more PCs are beaten to the docks by the ISB fails, but they should be able to get it up and running
agent, they can slink off and return to be let in via a side door. long before a response arrives.
The contact then leaves the PCs to make their way onto
ISB AGENT [RIVAL] the ship. As they leave the back passages of the docking
bay, they enter a large, vacuum-shielded hangar. The han-
The agents of the Imperial Security Bureau are an ever-pres- gar is buzzing with activity as hover-trollies move pallets
ent threat to those who fail to conform to the Emperor’s New of crates back and forth, and outside space-suited figures
Order. Lurking on every corner and listening out for the faint- crawling over the ship outside closing ports and discon-
est whisper of disloyalty, they are unquestioningly devoted to necting pipes. A covered gangway extends from the hangar
rooting out rebellion and sedition within the Empire. edge towards the starboard entrance, and groups of crew in
maintenance space-suits bustle back and forth along it, ship-
2 3 2 3 2 2 ping in last-minute supplies and removing tools and equip-
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE ment. Trandoshan Foreman Vrossk stands at the top of the
SOAK VALUE W. THRESHOLD M/R DEFENSE
gangway, checking off crew and supplies as they enter the
2 15 0 0 vessel and recording as tools and construction crew leave.
The last-minute rush has clearly made him tetchy, and he
Personality: Strength: Idealistic, Flaw: Intolerant. occasionally growls under his breath, whilst the corner of his
Skills: Coercion 1, Deception 1, Discipline 1, Melee 1, mouth twitches to reveal his fangs.

37
If the PCs try to pass him, Vrossk demands to know why slow progress allows the Empire to draw closer.
they need to enter. If they timed their entry to coincide with Unlike the rest of the ship, the hangar bay is lit up. Pow-
a large group of other staff, add b to the check as Vrossk er cables snake from a parked shuttle to several spotlights
is too busy to question them properly. Otherwise, add b pointing towards the bay doors. One portable generator sits
from his poor mood. If the PCs fail the check, increase Im- by the bay doors, powering the atmospheric shields, whilst
perial Suspicion by 1 as Vrossk will pass his concerns to an another is located at the back of the hangar, wired up to
ISB agent later. The PCs can retry the check, upgrading the a pair of dish-shaped anti-vehicle laser cannon turrets. The
difficulty by 1 each time and increasing suspicion by 1 each turrets are crewed by security droids, with more patrolling
failure. If the PCs attack and kill Vrossk before he can report the hangar. There is one command droid, and 2 patrolling se-
on them, instead increase Suspicion by 3, or 1 if they hide curity droids per PC, arranged into minion groups. Once the
the body before it can be discovered (no mean feat in a bus- laser cannon turrets have been disabled, the Rebel Alliance
tling hangar). engineers can begin to approach, but the longer it takes the
Once past Vrossk, the PCs follow their informant’s instruc- closer the Empire comes. For every round after the second
tions, passing through hundreds of metres of corridor full of that combat continues, increase Suspicion by 1.
staff sweeping up debris and polishing scratched walls. They
make their way to the main cargo hold, find a cargo contain- OOM SECURITY DROID [MINION]
er, and hide inside of it.
The template for the OOM Battle Droids that menaced the
FOREMAN VROSSK [RIVAL] galaxy a generation ago, the OOM Security droid is a spin-
dly, skeletal droid marked out from its military brothers in the
An ill-tempered Trandoshan, Vrossk’s scales are beginning to B-1 series by red shoulder-paint. Cheap and unintelligent,
mottle yellow with age and his claws are blunt from a lifetime the droid is popular with those looking for quantity over qual-
of brawls in dockyard bars. After his promotion to manage- ity. For those scarred by memories of the Clone Wars, howev-
ment, he now takes out his anger on his underlings, instead er, their budget price comes as little consolation.
of whoever happens to be in reach at the bar after a jug of
cheap rotgut. 2 2 1 1 1 1
3 2 2 2 3 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE


BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE 4 4 0 0
SOAK VALUE W. THRESHOLD M/R DEFENSE
Skills (group only): Ranged (Heavy), Vigilance.
4 12 0 0 Talents: None.
Personality: Strength: Independent, Flaw: Quick to Anger. Abilities: Droid (Does not need to breathe, eat, or drink and
Skills: Brawl 2, Coercion 2, Leadership 2, Mechanics 2, Ne- can survive in vacuum or underwater; immune to poisons and
gotiation 1, Vigilance 1. toxins).
Talents: Nobody’s Fool 1 (Upgrade the difficulty of all Charm, Equipment: E-5 Blaster carbine (Ranged [Heavy]; Damage
Coercion and Deception checks targeting Vrossk once). 9; Critical 3; Range [Medium]; Inaccurate 1, Stun setting).
Abilities: None. Manufacturer: Baktoid Combat Automata.
Equipment: Engineering toolbox, space-suit, Claws (Brawl; Price/rarity: 7,000 credits/5.
Damage 4; Critical 5; Range [Engaged]; Disorient 2).
OOM COMMAND DROID [RIVAL]
SHIPJACKING Designed to partner with other OOM-series droids, the OOM
Command droid has a more powerful processor and better
From their hiding place in the hold, the PCs feel a sudden,
programming. Though still of lower intelligence than most
significant judder as the ship crashes out of hyperspace.
organics, their tactical uplinks allow OOM-series droids to
There’s a brief blare of warning sirens, followed by a loud
coordinate their actions to make the most of their numbers.
‘thunk-thunk’ noise as the primary generator shuts down,
then the backup. The sirens fall silent and the lighting switch-
es from full, to shadowy red emergency lighting, to a pure 2 2 2 1 1 1
darkness only lit by the pale glow of emergency exit signs. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Gravity flickers off, and small items begin to float and bounce SOAK VALUE W. THRESHOLD M/R DEFENSE
around the hold. The air quickly chills and develops an acrid 4 12 0 0
tang, as the ‘new ship smell’ turns sour.
Personality: Strength: Enthusiastic, Flaw: Overly Literal.
The PCs have to don their space-suits and make their way Skills: Leadership 2, Ranged (Heavy) 1, Vigilance 2.
to the main hangar. Navigating their way through the pitch- Talents: None.
black corridors of the ship to the requires an Average (dd) Abilities: Droid (Does not need to breathe, eat, or drink and
Survival or Athletics check, adding bbb from the lack of can survive in vacuum or underwater; immune to poisons and
gravity, life-support and lighting. If any PC fails the check, in- toxins), Tactical Uplink (May perform a maneuver to direct up
crease Suspicion by 1. If they all fail, increase it by 2 as their to two allied minion groups of droids within Medium range;
each group may perform an immediate free maneuver as an
incidental or add b to its next check).
Equipment: E-5 Blaster carbine (Ranged [Heavy]; Damage
9; Critical 3; Range [Medium]; Inaccurate 1, Stun setting).
Manufacturer: Baktoid Combat Automata.
Price/rarity: 11,000 credits/6.

38
1.4 FD P-TOWER At some point during the repair process, determined by
the Imperial suspicion built up (see Table 4-3: Imperial Re-
A cheap, rugged defensive emplacement that can operate in sponse Speed) an Imperial Victory-class Star Destroyer ar-
almost any environment, the 1.4 FD P-Tower mounts a heavy rives at Long range to the front side of the ship (if the ship has
laser cannon to take down light vehicles. They are a popular been replaced with another with stronger front than broad-
budget defense against pirates. side armament, it instead arrives to the starboard). It opens
communications with the hijacked ship as soon as it is able
DEF. FORE/PORT/STARBOARD/AFT ARMOR
to. Read or paraphrase the following aloud:
1 0 - 0 0 0 0 2
SILHOUETTE SPEED HANDLING H.T. THRESHOLD S.S. THRESHOLD “Attention pirate scum! This is Captain Juff of the En-
4 5 forcer. Stand down and prepare to be boarded. Do not
attempt to flee- we will sink your stolen vessel with all
Manufacturer: Atgar SpaceDefence Corporation. hands. Imperial justice is on the way.”
Crew: One gunner.
Price/Rarity: 10,000 credits/6.
Weapons: Heavy laser cannon (Fire Arc All; Damage 6; Crit- The Imperial response vessel accelerates and moves to-
ical 3; Range [Short]; Slow-firing 1). wards the hijacked ship as fast as possible. The Imperial ves-
sel will open fire on the hijacked ship if fired upon, or if it
ADDITIONAL RULES activates its engines or hyperdrive. Once the response vessel
reaches Close range, it launches boarding parties in shuttles,
Remote control: A 1.4 FD P-Tower can be aimed and fired landing several squads of Stormtroopers in the hijacked ship’s
by a remote uplink from within Short range. This adds b to hangar bay. The boarding party can be repulsed as a regular
combat checks made using it. combat against a suitable number of Stormtrooper minions.
Alternatively, it can be handled by making upgraded Hard
HOT-WIRING (ccd) Leadership or combat checks each round to re-
pulse them, where t on the check is suffered as wounds and
Once the ship has been secured, two GR-75 transports land y as a critical injury to the character making the check. Each
in the hangar bay, and scores of Rebel engineers pour out. round the PCs fail to repulse the Stormtroopers, disable one
the PCs must assist the engineers as they restart the Assault system they have repaired (preferably leaving the hyperdrive
Frigate’s systems and prepare to jump to the rendezvous with to last, to give the players a chance to escape). Once the ship
the Rebel fleet. jumps to hyperspace, any trapped Stormtroopers surrender.

This encounter occurs in structured time. Each round, PCs TABLE 4-2: IMPERIAL RESPONSE SPEED
may spend an action to repair one of the ship’s systems, ei-
ther by making Medium (dd) Mechanics or Leadership Imperial Response Time
checks to either repair them directly, or coordinate the Rebel
repair crews. PCs may justify the use of other skills, for exam-
Suspicion
ple using Computers to reboot the life support systems. The 0-1 Arrives at the end of the 3rd round.
systems are: 2-4 Arrives at the end of the 2nd round.
• Life Support: Until life support is repaired, the PCs 5-7 Arrives at the end of the 1st round.
must perform all their repairs in space-suits with life
support provision– add b to all checks. 8+ Arrives at the start of the 1st round.
• Artificial Gravity: Until gravity is restored, the PCs
must pull themselves along the walls or push them-
selves off and glide – add b to all checks.
GETAWAY
• Shields: The ship starts off with its shields disabled. Re- Once the ship has jumped to hyperspace, the PCs can turn it
duce its defence in each arc to 0 until they are repaired. over to the Rebel Alliance fleet in exchange for their reward
and go about their business. The Alliance will increase the re-
• Sensors: Until the sensors are repaired, the ship cannot
ward by 500 credits per PC to compensate for the additional
detect any enemy vessels or make any attacks.
unexpected risks in the job.
• Communications: Until the sensors are repaired, the
If the encounter is intended to be the basis of a longer ad-
ship may not send, receive or jam any communications
venture, the Rebel fleet or their underworld fence may al-
(or jam guided weapons).
ready have moved on from the handover destination. The
• Weapons: The ship starts off with all its weapon sys- PCs potentially instead jump straight into an ongoing Imperi-
tems disabled. Each successful check to repair weapons al investigation and have to evade capture in a ship with few
re-enables all weapons of one type (e.g. all medium tur- supplies and a skeleton crew. Finding the missing Rebel cell
bolasers). or fence, or locating a new one, offers a potential story arc.
• Engines: Until the engines is repaired, the ship cannot Once the fleet has been found, the PC could then lead an
move or jump to hyperspace. assault on the Koiogra shipyards to rescue their contacts and
seize as many ships as possible now their covert operation
• Hyperdrive: Once this has been repaired, the PCs may has been disrupted.
make an Average (dd) Astrogation check to plot
a route to the Rebel fleet. The ship will jump to hyper- Alternatively, if the PCs stole the ship for themselves, they
space in 1 round per point of silhouette, reduced by 1 now need to secure a full crew (of dozens to hundreds), and
round per s on the check. find a facility capable of berthing a capital ship for any re-
pairs required from the hijack.
Players may spend xx on a skill check to instantly re-en-
able one other system. y may be spent to disable any sys-
tem other than the engines or hyperdrive.

39
PROSCRIBED PRESCRIPTIONS
A s the fires of rebellion spread throughout the galaxy,
the Empire resorts to increasingly unethical measures to
damp them down. Even the faintest hint of rebel activity can
DRUG DELIVERY
result in a punishing Imperial blockade, denying planets vi- The encounter begins when one of the PCs underworld asso-
tal supplies. However, each new tyranny presents a business ciates or Rebel contacts them. They have recently obtained
opportunity- or recruitment call- for those who are willing to a bulk stock of medicine desperately needed at a nearby
face it down. planet. If the PCs can deliver it, they will avert a humanitar-
ian catastrophe (or, for more mercenary parties, be able to
In this encounter, a the PCs are hired (or directed by a Reb-
name their price). They are offered a shipment of medicine
el Alliance contact) to deliver a shipment of medicine desper-
with Encumbrance equal to 5 times their ship’s Silhouette,
ately needed by a nearby world. All they need to do to make
but no official permits allowing them to carry it. The party
a vast profit (or avert a humanitarian disaster) is run the Im-
can pick it up from a shady warehouse at their contact’s plan-
perial blockade of the world. However, the original owners of
et then, holds filled with contraband medicine, must make
the supplies, Athakam Medtech, are keen to get them back.
it off-world. Stationed above the main spaceport is a small
This modular encounter is designed for parties with ships Imperial force, performing random customs checks. There are
of silhouette 4-7; running the blockade with a larger ship is a range of ways the PCs may want to cover up their cargo:
impractical, and with a smaller ship is trivial (but so are the
• Buy filler: Travelling with an empty hold is suspicious,
quantifies of medicine smuggled). The encounter can be eas-
so the PCs may want to obtain a supply of mundane
ily hooked into campaigns involving crune syndicates or the
goods like rations, raw materials or spare parts for 10
Rebel Alliance, and offers the opportunity for Rebel players
credits per point of Encumbrance, that can later be
to become entangled in smuggling, or visa versa. For criminal
recouped by selling them elsewhere. A completely full
parties, the involvement of mega-corporations and humani-
hold adds b to checks to forge cargo manifests or hide
tarian crises introduces an element of moral choice.
drugs on-board the ship, whilst an empty hold adds b.
• Forge cargo manifest: The PCs may write a forged car-
THE BEST MEDICINE go manifest that does not include their medical supplies
(or any other contraband!) using the Skulduggery skill.
The planet Bromlarch has long been a staunch supporter of
the Senate, thanks to timely aid from the Galactic Republic • Forge permits: The PCs may instead decide not to hide
rescuing its planet-wide system of aquaeducts. Since the dis- their cargo, and forge permits to carry the medicine us-
solution of the Senate, the planet has been a hotbed of rebel- ing the Skulduggery skill.
lion, with strikes and protests demanding its re-instatement. • Hide cargo: To make the medicine harder to find, the
The Empire has responded by blockading the planet, pre- PCs may try to hide it in the ship’s hold using Stealth.
venting imports of vital water purification chemicals and The PCs now have to depart, keeping their nerve and pass
medicines; even as an outbreak of Green Fever ravages the through the customs checkpoint as if nothing was amiss. As
planet, shipments of vital antidotes are turned away or con- they enter orbit, the pilot of their starship must make an
fiscated. The corrupt captains of the blockade vessels have Average (dd) Cool check to fly casual, without drawing
sold one of these siezed deliveries, from the corporation attention to themselves. As they approach the checkpoint
Athakam Medtech, to their underworld contacts. To get the above the spaceport, they are hailed by an Imperial Customs
shipment off their hands before the corporation starts inves- Corvette (page 18), commanded by an Imperial Customs
tigating what’s going on, they have sold it on to one of the Officer. Read aloud or paraphrase the following:
PCs contacts at a knock-down price. However, without the
right permits to own the drugs and with an Imperial blockade “Vessel [Starship Name], this is Inspector Resh of the
at the other end, their contact requires substantial help with Imperial Customs Bureau. Your transponder code is
delivery; this is where the PCs come in. not registered as a local trader; hold station and pro-
The blockade in this encounter assumes the PCs are pilot- vide a full manifest of your cargo and your intended
ing a small capital ship of Silhouette 5. If their ship is larger, destination.”
the Medtech pursuit frigate and Imperial blockade vessels
should be swapped out for larger vessels. The Medtech ves- Lying to the Customs Officer about their cargo is an op-
sel should be powerful, but still weaker than the pair of Impe- posed Deception vs Vigilance (ccd) check, adding b
rial vessels. Suggestions for other Silhouettes are: if they failed the earlier Cool check as their behaviour arous-
• Silhouette 6: Kuat Drive Yards Nebulon-B Frigate & es suspicion. In addition, the PCs must provide their cargo
Gladiator Star Destroyers. manifest. If forged, when it is inspected, roll an opposed
Skulduggery vs Perception (cdd) check, adding b if
• Silhouette 7: Rendili Star Drive Strike Cruiser (page the PCs have a full hold of cargo to cover their smuggling or
18) & Vindicator Heavy Cruisers. b if they have an empty hold, adding an extra b for each
If the PCs are using a larger ship, the size and value of the of the earlier checks the PCs failed and b for each check
delivery should also be increased to match- to ensure that they passed. If the PCs succeed both checks they may evade
the mission remains worthwhile! inspection entirely as they appear completely inconspicuous.
Otherwise, the Customs Officer will insist on docking to fully
inspect their cargo. The Imperial Customs Corvette docks,
and the Customs Officer boards with two teams of 3 Imperial
Stormtroopers. They begin searching the vessel. If the PCs
hid the medicine, roll an opposed Stealth vs Perception

40
(cdd) check, adding b if they have an empty hold or
b if it is full. Otherwise, they must present their permits for
UNEXPECTED CHECKUPS
the medicine they carry, with an opposed Skulduggery vs Whilst travelling through a nearby nebula to a hyperspace
Perception (cdd) check. On both checks, add b for jump point the other side. The PCs ship is hailed by the
each previous check the PCs failed and b for each check Athakam Medtech patrol vessel and ambulance the Deliver-
they passed. On a success, the Customs Officer leaves with- ance. Read aloud or paraphrase the following:
out further harassing them. Should the PCs fail, however, the
inspection reveals their illicit shipment. They may attempt to “Halt! This is Captain Ma’sara, of the Athakam Med-
bribe the Customs Officer with an opposed Negotiation vs tech vessel Deliverance. We have reason to believe
Cool (cd) check, costing the party 100 credits per point that you are carrying a shipment of Athakam-branded
of Silhouette their ship has, minus 50 per s on the Negoti- drugs obtained via illegal means. Stop your vessel and
ate check. If they fail, the Customs team will attempt to take prepare to surrender your cargo.”
them into custody! The PCs must take out the Customs Offi-
cer in order to be able to use his code cylinder to disengage
the Customs Corvette’s docking mechanisms so they can flee. If asked, Captain Ma’sara will reveal that the Deliverance is
investigating a missing shipment ordered by Bromlarch. After
being siezed when the blockade went up, corporate enquiries
IMPERIAL CUSTOMS OFFICER [RIVAL] have discovered it has gone missing- presumed stolen and re-
sold. She has been dispatched to recover the medicine, and
Technically civilians working for the Imperial Bureau of Cus-
return it safely to the Athakam warehouses.
toms, Imperial Customs Officers are dressed in military-style
uniforms that evoke those of the Imperial Navy, and work The PCs can attempt to negotiate their way out of the situ-
closely with it. Tasked with inspecting and approving ship- ation as a structured social encounter (page 24). Example
ments to make sure they comply with Imperial regulations, skill checks and their difficulties include:
in practise their byzantine nature allows Customs Officers • Using Deception vs Vigilance (ccd) to claim that
to oppress or extort traders almost on a whim. As a result, the PCs ship does not really contain the shipment does
many Customs Officers are either petty tyrants or corrupt. not go well; Captain Ma’sara is Easily bored and hungry
for action, adding b.
2 2 2 3 2 2 • Trying to use Charm vs Cool (ccd) to persuade
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE the Captain that delivering the medicine to the sick is a
SOAK VALUE W. THRESHOLD M/R DEFENSE better alternative to letting it sit in a warehouse plays to
3 12 0 0 her Idealistic nature, adding b.
Personality: Strength: Rigorous, Flaw: petty. • PCs can use Negotiation vs Negotiation (ccd)
Skills: Discipline 1, Leadership 1, Negotiation 1, Perception to argue that Athakam has already been paid for the
1, Piloting (Space) 1, Vigilance 2. medicine, and has no right to it. If the PCs are delivering
Talents: Nobody’s Fool 1 (Upgrade the difficulty of all social it pro-bono for the Rebel Alliance, this appeals to her
checks against an Imperial Customs Officer once). Idealistic nature, adding b.
Abilities: None. • Offering to split the payment from the delivery using
Equipment: Blaster pistol (Ranged (Light); Damage 6; Criti- Negotiation vs Cool (ccd) as a bribe is not re-
cal 3; Range [Short]; Stun setting), Imperial officer’s uniform ceived well- going against the Captain’s Idealistic per-
(+1 soak). sonality trait, and adding b. The same modifier applies
to any attempt to persuade her that Athakam should
IMPERIAL STORMTROOPER [MINION] buy the shipment back off of them (at a discount).

The Imperial Stormtrooper Corps regularly seconds Storm- • Attempts to use Charm vs Cool (ccd) to persuade
troopers to the Imperial Bureau of Customs. Few smugglers Captain Ma’sara that she should assist the PCs in their
are capable of standing up to a boarding squad of Storm- delivery gain bonuses from both her Idealistic and Eas-
troopers, with their heavy armour and weapons and exten- ily bored personality, adding bb.
sive training in ship-board combat. As a result few smugglers As per the rules for structured social encounters, each s on
will attempt to stand up to them, and secondments to cus- a social check inflicts 1 strain on the Captain, whilst failed
toms duty are typically incredibly dull, featuring months of checks inflict 2 strain on the PC making them. Once the PCs
searching tediously through shipping crates punctuated by have inflicted 7 or more strain on the Captain, she is willing
the occasional arrest. to compromise; offering to look the other way on the PCs de-
livery, or potentially buy the shipment back off the PCs. If the
3 3 2 2 3 1 PCs inflict enough strain to push the captain over her wound
threshold, she can instead be persuaded to assist them with
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
their delivery- or potentially even to mutiny and sign up with
SOAK VALUE W. THRESHOLD M/R DEFENSE
the Rebel Alliance!
5 5 0 0
Skills (group only): Athletics, Discipline, Melee, Ranged
(Heavy).
Talents: None.
Abilities: None.
Equipment: Blaster rifle (Ranged (Heavy); Damage 9; Critical
3; Range [Long]; Stun setting), Vibroknife (Melee; Damage 4;
Critical 2; Range [Engaged]; Pierce 2, Vicious 1), Stormtroop-
er armour (+2 soak).

41
DELIVERANCE INJECTION SITE
The Galactic Standard medical symbols painted on the clean
The PCs arrive in the Bromlarch system, ready to deliver, and
white hull of the Deliverance seem somewhat incongruous
make their way towards the planet. From a distance, the plan-
with the sweeping wings and blunt, turbolaser-studded prow
et is a serene green orb, criss-crossed by regular blue stripes
of the ship. An old but proven design, the Deliverance has
of aqueduct, and surrounded by a matching azure ring. As
served in corporate fleets for decades. Since its acquisition
the PCs approach closer, the imposing grey of the Imperial
by Athakam Medtech, it has been refitted with advanced on-
blockade begins to show as a stark contrast to the natural
board medical facilities so it can deliver emergency medical
beauty of the planet. It orbits over the main spaceport, the
care in the most hostile of situations. Despite this, however,
only landing site large enough to accommodate capital ships.
it mostly serves to protect the corporation’s valuable assets-
The blockade consists of two Arquitens-class light cruisers,
whether that be from piracy or defaulting clients...
Law and Order, with a single wing of 6 TIE fighters between
DEF. FORE/PORT/STARBOARD/AFT ARMOR them. Landing on-planet to deliver the medication will in-
5 3 0 2 1 1 1 5 volve distracting one of the cruisers, or sneaking past using
SILHOUETTE SPEED HANDLING H.T. THRESHOLD S.S. THRESHOLD
the optional starship stealth rules on page 26.
65 35 The two cruisers sit just above and below the ring system,
at Medium range from the ring and at Long range from each
Hull Type/Class: Corvette/Marauder other. Each is helmed by an Imperial Captain (page 9).
Manufacturer: Republic Sienar Systems The ring is Hazardous Terrain with rating bb and mostly
Hyperdrive: Primary: Class 2, Backup: None. blocks sensors and communications, so the ships intermit-
Navicomputer: Yes. tently send through a TIE patrol carrying messages. If the PCs
Sensor Range: Medium. observe from a distance, an Average (dd) Knowledge
Ship’s Complement: 177 crew. (Warfare) or Perception check reveals the TIE patrol rou-
Starfighter Complement: 12 starfighters, 2 shuttles. tine; when the PCs attempt to pass through the ring, there’s
Encumbrance Capacity: 175. a safe window of at least 1 round per s before the TIE patrol
Passenger Capacity: 60 patients (5 in bacta tanks). might arrive. If the PCs convinced Captain Ma’sara to assist
Consumables: Three months. them, and ask for her opinion, she will suggest they organise
Price/Rarity: 3,000,000/5 (R). a feint. The Deliverance will issue a long-range distress call,
Customization Hard Points: 0 (1 used). and fake firing on a target behind the planet’s moon. She an-
Weapons: Four forward-mounted and four turret-mounted ticipates one of the patrolling ships will rush to assist; when it
light double turbolasers (Fire Arc Forward or All; Damage 9; arrives, she will attempt to convince them that she is chasing
Critical 3; Range [Medium]; Breach 2, Linked 1, Slow-Firing Rebel smugglers carrying stolen supplies. This will involve an
1), opposed Deception vs Vigilance (ccd) check, adding
Three forward mounted light tractor beam emitters (Fire b for the plausible nature of the lie. One or more PCs may
Arc Forward, Damage -, Critical -, Range [Close], Tractor 2). want to stay behind on the Deliver-
ance to assist Captain Ma’sara’s
ADDITIONAL RULES
check. If successful, one block-
Bacta Tanks: When suspended in a bacta tank, a wounded ade vessel will be pulled away
character recovers 1 wound per 2 hours. An incapacitated on a wild goose chase for long
character recovers one wound per 12 hours. A character in enough for the PCs to land
a bacta tank can test to recover from a critical injury once on planet, unload their med-
every 24 hours, instead of once per week. ical supplies, and pass back
through the blockade. A
failed check may indicate
CAPTAIN MA’SARA [RIVAL] that instead of helping
the attending blockade
Though she originally aspired to be a surgeon, when Captain
ship insists on board-
Ma’sara failed her exams she turned to ambulance driving for
ing and investigating
Athakam Medtech. Whilst her eventual promotion to captain
the Deliverance, sus-
of the Deliverance is a testament to her quick wits and sharp
picious about Athakam
reflexes, it has certainly been a less interesting posting than
Medtech making a
she had expected; high-risk medivacs vastly outnumbered by
second attempt to
shakedowns of bootleg pharmaceutical shipments.
deliver medication
to the planet.
2 4 2 3 3 3 y on a failed
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE check may
SOAK VALUE W. THRESHOLD M/R DEFENSE result in the
2 13 0 0 blockade
ship simply
Personality: Strength: Idealistic, Flaw: Easily bored. opening fire!
Skills: Cool 2, Discipline 3, Leadership 2, Medicine 2, Nego-
tiation 2, Piloting (Ground) 3, Piloting (Space) 3, Vigilance 2.
Talents: Adversary 2 (Upgrade the difficulty of any combat
check targeting this character twice).
Abilities: None.
Equipment: Blaster pistol (Ranged (Light); Damage 6; Crit-
ical 3; Range [Short]; Stun setting), Reinforced uniform (+1
soak).

42
If the Imperial officers see through the Captain’s lies and at- TIE-LN STARFIGHTER
tack her, or alternatively, if they persuaded Captain Ma’sara
to join the Rebellion, she will assist them in destroying the The entire galaxy is familiar with the keening wail of the TIE-
blockade vessels. Again, if asked she suggests they organ- LN Starfighter, the primary enforcer of the Empire’s will.
ise a diversion, and once the Imperial vessel arrives jam its
communications and attack it, before sneaking up on the DEF. FORE/PORT/STARBOARD/AFT ARMOR

remaining blockade vessel, again attempting to jam its com- 2 5 +3 0 - - 0 2


munications. The PC’s vessel or the Deliverance can make SILHOUETTE SPEED HANDLING H.T. THRESHOLD S.S. THRESHOLD

an opposed Computers vs Computers (ccd) check to 6 8


prevent the Imperial ship from communicating or sending a
distress signal, with either vessel assisting the other. Hull Type/Class: Starfighter/TIE Series
Manufacturer: Sienar Fleet Systems.
Hyperdrive: None.
LAW & ORDER Sensor Range: Close.
Ship’s Complement: 1 pilot.
Ageing Arquitens-class light cruisers, the duo of Law and
Encumbrance Capacity: 4.
Order once served the Republic in the Clone Wars, helping
Passenger Capacity: 0.
break Seperatist blockades of beleaguered worlds. Now, they
Consumables: Two days.
serve the Galactic Empire as oppressors themselves. Helmed
Price/Rarity: 50,000/4 (R).
by officers in dead-end career postings, they enforce petty
Customization Hard Points: 0.
Imperial directives with the vigour of the bored and resentful.
Weapons: Medium laser cannons (Fire Arc Forward; Damage
DEF. FORE/PORT/STARBOARD/AFT ARMOR 6; Critical 3; Range [Close]; Linked 1).
6 3 -2 2 2 2 2 5
SILHOUETTE SPEED HANDLING H.T. THRESHOLD

60
S.S. THRESHOLD

45
TREATMENT SUCCESSFUL
Once the PCs navigate the blockade, they can land unop-
Hull Type/Class: Light Cruiser/Arquitens
posed at the docking pad of a shipping warehouse on the
Manufacturer: Kuat Drive Yards
outskirts of the capital city. Rebel contacts on-world rush
Hyperdrive: Primary: Class 2, Backup: Class 12.
out to collect the delivery, and any payment the PCs are ex-
Navicomputer: Yes.
pecting. The payoff is 100 credits per Encumbrance worth
Sensor Range: Medium.
of medicine, which can be negotiated up by 5% per s on
Ship’s Complement: 750 crew.
an opposed Negotiate vs Negotiate (cd) check. They
Starfighter Complement: 3 TIE-LN Fighters.
can then leave the planet, quickly- negotiating the blockade
Encumbrance Capacity: 1,200.
in the opposite direction. Fortunately, in the event of being
Passenger Capacity: 100.
spotted they can simply flee and jump to hyperspace.
Consumables: Three months.
Price/Rarity: 5,000,000/5 (R). If the PCs successfully delivered the medicine as Reb-
Customization Hard Points: 2. el-aligned operatives, this may fully win over the natives of
Weapons: Two dorsal and two ventral turret-mounted twin Bromlarch, and cause the entire planet to openly throw its
light turbolaser batteries (Fire Arc All; Damage 9; Critical 3; lot in with the Rebellion- especially if the blockade was de-
Range [Medium]; Breach 2, Linked 1, Slow-Firing 1), stroyed. If it remains, independent PCs will have plenty of
Four port and four starboard quad laser batteries (Fire Arc future work breaking the blockade having proven their ability.
Port or Starboard; Damage 5; Critical 3; Range [Medium]; Depending on their interactions with Captain Ma’sara,
Linked 3, Accurate 1), the PCs may find themselves with unwanted entanglements
Four forward-mounted concussion missile launchers (Fire with the Corporate Sector Alliance. Athakam Medtech may
Arc Forward; Damage 6; Critical 3; Range [Short]; Blast 4, consider the PCs to be potential assets for future contracts
Breach 4, Guided 3, Slow-Firing 1), that cross the line of Imperial law, or alternatively dangerous
Forward-mounted medium tractor beam emitter (Fire Arc threats to its shipping.
Forward, Damage -, Critical -, Range [Short], Tractor 4).

43
A HISTORIC HUNT
T he galaxy is ancient and full of mysteries, its stars full of
strange space-dwelling creatures and the relics of bygone
ages of civilisation. Fortunes have been made by spacers
The PCs can ask the Professor for more details:
• The Institute is offering the PCs 10,000 credits and ref-
erences in all their papers from the research. A Hard
re-discovering these lost wonders, and lives have been lost (ddd) Negotiation check can increase the amount
to their new guardians. by offered 1,000 per s. If the PCs offer to collabo-
In this encounter, the Player Characters are drafted in to rate on the papers (and pass a Hard (ddd) Knowl-
help discover an old hyperlane tracker affixed to a Purrgil edge (Education or Xenology) check to demonstrate
in the days of the Old Republic. As they follow the Purrgil their competence) then add bb to the check. If they
through dangerous and uncharted systems, they quickly instead turn down the academic credit, add b to the
discover that they are not the only ones hunting down the check.
beast. • Purrgil are not known to be aggressive, but their sheer
This modular encounter is aimed at parties with ships from bulk and habit of traversing hyperlanes without a tran-
silhouette 4-6, as diverting a larger vessel on a wild chase sponder can cause them to be a threat to shipping.
through difficult terrain is a difficult endeavour with high risks • Travelling through systems with no navigational data can
for its rewards. It can potentially be useful for a Games Mas- present a bit of a hazard, but the Professor is sure that
ter whose party is looking for coordinates to a lost location a competent set of spacers like themselves can manage.
or new routes to bypass Imperial blockades; the tracker may
contain the astrogation data they seek. Alternatively, the • The tracker has been active for the last few weeks, and
tracker could also contain lost Old Republic mapping data has been in constant motion the whole time.
pointing to lost colonies or abandoned treasure troves.
THE RUNAROUND

FIELD WORK The pursuit of the Pale Purrgil is run as a chase, using the
expanded chase rules from page 27. The Purrgil starts out
The encounter starts when the PCs receive a message from at Long range from the PCs travelling at speed 3, and when
the Duros Institute of Astrobiology on Duro. Read aloud or making competitive checks, is considered to pass with a sin-
paraphrase the following: gle s each round. The PCs ship starts off the chase at half of
its maximum speed.

“Hello there! This is Professor Orwem Vin, from the ROUNDS 1-2: ROCKY ROADS
University of Duros Institute of Astrobiology. We’re
The PCs ship arrives in the system indicated by the hyper-
looking for a research assistant to help us out with
wave tracker. Sensors show it to be on the other side of a
a little expedition, and you happen to be in the right
vast asteroid field, but it is rapidly moving away! The system
place at the right time!
is lit by a blazing blue giant, and the dense asteroid field
We’ve just realised that some strange hyperwave surrounding it is a patchwork of light and shadow, constantly
signals that we recently began receiving are actu- shifting as the asteroids tumble. As the PCs draw into the
ally messages in very, very Old Republic encoding! shadows, sensors reveal swarms of Mynocks flitting back and
Our archives suggest they’re associated with an forth between them.
astrogation research collaboration- using trackers
The asteroid field is hazardous terrain with a rating of
on Purrgils to map out the hyperlanes back in the
earliest days of galactic civilisation. If this tracker is
bb, and the harsh shadows add b to all checks involving
sensors (including Gunnery checks). They are approached by
still active, not only does it represent an incredible
a number of Mynocks equal to twice their ship’s silhouette.
trove of mapping data, but we may also have found
The PCs can make Easy (dd) skill checks to remove
a several-thousand-year-old Purrgil! Just think of the
or avoid them, for example by making a Gunnery
research opportunities!
check to shoot them off or a Piloting
Ahem. Sorry. The tracker is active in a system near (Space) check to evade them.
to you. We have no idea what caused it to reactivate, Each s
so you need to get to it as soon as possible, before
it shuts down for good. Er, there is a good chance
that following it may involve travelling through sys-
tems with no recorded navigation data, so the pur-
suit may be a little risky. It would be well worth the
reward, though! We have a respectable research
grant, and more than that we’ll reference you in the
many papers we can write on the discovery!”

44
on a check removes one Mynock. At the end of the round, have gotten caught by the pulsar jet again, this time suffering
the ship suffers 1 system strain per remaining Mynock as a Hard (ddd) Shields Down critical hit to their rear arc.
they descend upon the ship and start drinking power from its
systems. The PCs then make a competitive Piloting (Space) ROUND 5+: NURSERY SLOPES
check for the chase against the Pale Purrgil. Once again the PCs drop out of hyperspace, this time to find
By round 2, the PCs have made their way to the edge of the that the transponder signal has stopped moving. The system
asteroid field. The source of the tracking signal has already is spectacular; filled with an unusual thin green haze, gently
jumped to hyperspace, but they can easily follow it. Their illuminated by the glow of a young stellar object, a nascent
ship emerges from the darkness of the asteroid field, passing star. A thick disk swirls slowly around it, and dozens of Purr-
a last few colossal asteroids. Little do they know, a hungry gils swim through it. Baby Purrgils frolic in the disk, leaping
Exogorth (page 13) lies in wait in a shallow crater. into and out of the clouds, whilst adults bask closer in. The
leviathan Pale Purrgil lies further out in the disk, seemingly
Detecting the Exogorth requires an upgraded Hard asleep- its breaths blowing gentle swirls and eddies in the
(cdd) Computers check, adding bbb from the as- gas of the disk.
teroid field and lighting. If they detect the Exogorth, it is too
late to evade it- it is directly in their path, and preparing to The dense fog in the system has a hazard rating of b. PCs
spring out on them. They may make combat checks and wondering what it is can make an Average (dd) Knowl-
perform actions to try and mitigate the threat of its attacks edge (Education) check to discover that it is Clouzon-36, a
instead, for example by spending maneuvers to take cover, rare and valuable gas used for hyperspace fuel. The Mining
using the Aim rules to try and deal critical hit effects to it, Guild (or another organisation) would pay tens of thousands
or angling shields towards it. They may also continue dis- of credits for the location of this system; though the PCs em-
lodging any Mynocks that successfully latched themselves to ployers at the Duros Institite of Astrobiology would no doubt
the ship last round. At the end of the round, the Exogorth argue the scientific value of the system is incalculable.
makes an attack against the PCs’ ship just before it jumps to The PCs are now racing to beat the Cal Perquo to the Pale
hyperspace. They then make a competitive Hard (ddd) Purrgil. It starts the chase at Long range from the PCs ship,
Astrogation check for the chase. Use each ship’s hyperdrive travelling at speed 2. Each round the PCs move one range
rating instead of its speed when calculating how many range band closer to the Pale Purrgil, then make a competitive Pi-
bands a ship closes on winning a check. If a ship’s pilot or loting (Space) check against the Cal Perquo. The chase ends
navigator has the Galaxy Mapper talent, count its hyperdrive once the PCs ship is at Engaged range of the Pale Purrgil.
rating as 1 better.

ROUNDS 3-4: MAGNETIC FIELDS


THE PALE PURRGIL [RIVAL]

The PCs drop out of hyperspace into the next system the This Purrgil is colossal, having grown continually for almost as
Pale Purrgil has entered. Unfortunately, this is a pulsar sys- long as (or possibly even longer than) galactic civilisation has
tem- and they have dropped directly into the path of the existed. Its leathery hide has been bleached white by millen-
high-powered jet of charged particles it beams out! The jet ia cosmic rays, and is pocked with scars from energy weapon
quickly sweeps away like the beam of a lighthouse, and once burns, micrometeor strikes and ship collisions. Rumours of
the sensor interference from it clears, the PCs can see the such a beast have circulated in spacer bars for generations,
system is mostly a cold and empty void. A few blasted plan- though few have ever taken them seriously.
ets remain, the survivors of the supernova that gave birth to
the pulsar. The Pale Purrgil is currently leaving orbit of one of 5 2 1 3 3 1
them on the far side of the system.
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

The PCs ship suffers System Strain equal to its silhouette, Skills: Athletics 3, Astrogation 3, Brawl 3, Perception 2, Pi-
and immediately takes a Hard (ddd) Shields Down crit- loting (Space) 3, Resilience 2, Vigilance 2.
ical hit, reducing its forward shields to 0 and the shields in Talents: Skilled Jockey 3 (Remove bbb from Piloting
all other arcs by 1. The system is relatively easy to travel (Space) checks), Galaxy Mapper 2 (Remove bb from Astro-
through, with no hazard rating. The PCs can spend the turns gation checks, Astrogation checks take half the regular time),
attempting to effect repairs and doing whatever else they Adversary 2 (Upgrade the difficulty of all combat checks
wish, then make a competitive Piloting (Space) check for against The Pale Purrgil twice).
the chase at the end of the round, as before. Abilities: None.
At the start of round 4, the PCs ship has crossed the sys- DEF. FORE/PORT/STARBOARD/AFT ARMOR
tem. As they move out of the lee of the supernova-scarred 6 3 +1 0 0 0 0 7
worlds and towards the nearest jump point, the beam of the SILHOUETTE SPEED HANDLING H.T. THRESHOLD S.S. THRESHOLD
pulsar begins to swing inexorably back towards them, caus-
65 45
ing their sensors crackle and fizz. They also detect the engine
emissions of another ship, heading towards jump point too. Flight Capability: Atmospheric and spaceflight.
The ship is the Cal Perquo, commanded by Captain Avak. Hyperspace Capability: Class 3.
Identifying it from its transponder frequency requires a Hard Sensor Range: Medium.
(ddd) Knowledge (Underworld) check. This reveals the Weapons: Headbutt (Fire Arc Forward; Damage 14; Critical
history of the Perquo, and the obsessions of its notorious 2; Range [Close]; Natural Weapon [This weapon uses the
captain. Once the PCs have finished their actions for the Brawl skill], Ram [On a successful attack, a Purrgil may spend
round, if the ship is still suffering from the Shields Down crit- aa to push the target, allowing them to move it a distance
ical it again suffers System Strain equal to its silhouette, and equivalent to a Speed 1 maneuver]),
further suffers a Hard (ddd) Shields Overloaded crit- Tentacles (Fire Arc All; Damage 8; Critical 4; Range [Close];
ical hit. They then make a competitive upgraded Hard Linked 3, Tractor 4, Natural Weapon [This weapon uses the
(cdd) Astrogation check against the Pale Purrgil for the Brawl skill]).
chase. y or ttt on the check results incidates the PCs

45
3 4 2 3 2 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

4 16 12 1 1
Personality: Desire: Revenge, Fear: Abandonment,
Strength: Dedicated to his crew, Flaw: Reckless.
Skills: Astrogation 3, Coercion 3, Discipline 3, Gunnery 2,
Leadership 3, Melee 3, Negotiation 2, Piloting (Space) 3,
Ranged (Light) 2, Resilience 2, Vigilance 3.
Talents: Adversary 2 (Upgrade the difficulty of all combat
checks against Captain Avak twice).
Abilities: From Hell’s Heart (Before Captain Avak would be
knocked unconscious or a ship he commands would be dis-
abled, he may make a single attack action).
Equipment: Armoured clothing (+1 soak, +1 defence),
Heavy blaster pistol (Ranged [Light]; Damage 7; Critical 3;
Range [Medium]; Stun setting), Vibro-harpoon (Melee; Dam-
CAL PERQUO age 7; Critical 2; Range [Engaged]; Pierce 3, Vicious 3).

A truly ancient design, the Cal-class (otherwise known as


the Kumauri-class) dates back to the earliest days of the Re-
GASTROARCHAEOLOGY
public. Before effective planetary shields, its asteroid accel- When the PCs ship enters Engaged range of the Pale Purrgil,
erators were key weapons for planetary bombardment. The their sensors reveal that the tracker’s signal is coming from
sturdy design of the Cal-class has enabled them to last long inside the Purrgil. In addition, now the PCs are close enough,
beyond their expiry dates. The Cal Perquo has been a pirate they can detect a weak modulation to the signal. An Aver-
vessel for generations, menacing under-developed planets age (dd) Computers check reveals that it seems to be a
and isolated mining stations with its vast mass driver cannon. distress signal!
DEF. FORE/PORT/STARBOARD/AFT ARMOR The Pale Purrgil is sleeping soundly, its wide mouth opening
7 2 -3 1 1 1 0 8 and closing as it blows patterns into the swirling green clouds
SILHOUETTE SPEED HANDLING H.T. THRESHOLD S.S. THRESHOLD of the disk. The PCs can fly inside it in a small vessel to ex-
90 40 plore- whilst some may remain outside to try and negotiate
with Captain Avak (see Crisis Talks on page 47). The PCs
Hull Type/Class: Battleship/Cal (modified). can fly a Silhouette 4 or smaller vessel in through its open
Manufacturer: Old Republic Navy. mouth, making a test to fly through difficult terrain with a
Hyperdrive: Primary: Class 4, Backup: Class 15. hazard rating of bb. Failure indicates the Cal Perquo has
Navicomputer: Yes. time to catch on them, taking one maneuver towards the Pale
Sensor Range: Long. Purrgil. When they succeed, they fly their ship (or a shuttle
Ship’s Complement: 4,500 crew. from a larger craft) down the colossal gullet of the Pale Purr-
Starfighter Complement: 12 starfighters. gil. Initially, the inside is dark- but as their eyes adjust, they
Encumbrance Capacity: 8,000 see the inside is filled with a glowing mist, and pulsing green
Passenger Capacity: 1,000 veins marble the inside of the Purrgil.
Consumables: One year.
Price/Rarity: 6,000,000 credits/8 As they travel into In the depths of its gullet the mist grows
Customization Hard Points: 0 thicker, and transitions into a breathable atmosphere. The
Weapons: Forward mass driver (Fire Arc Forward; Damage cavernous belly of the Purrgil is large enough to swallow a
25; Critical 1; Range [Long]; Inaccurate 2, Linked 1, Slow-Fir- corvette whole, and is full of flotsam and jetsam from crashed
ing 3, Vicious 3, Tracking 0 [Increase the difficulty of attacks ships from ages past lodged in a thick layer of goo. Many
with this weapon by 1 for each point the target’s current of them have a crust of strange, glowing fungus atop them.
speed is above 0]), Some serve as perches for mynocks, whilst more roost on
Ten port and ten starboard quad light turbola- the ceiling. The passage quickly narrows, and the PCs ship is
sers (Fire Arc Port or Starboard; Damage 9; Critical 3; forced to land on a flattish patch. A glowing red light shines
Range [Medium]; Breach 2, Slow-Firing 1, Linked 3), out through the mist, deeper into the purrgil’s guts, indicat-
Six prow heavy tractor beam emitters (Fire Arc Forward; ing the location of the tracking beacon.
Damage -; Critical -; Range [Short]; Tractor 6). The PCs can wade their way through the knee-high goop,
past the scattered flotsam and jetsam from starships from
CAPTAIN AVAK [NEMESIS] ages past. As they approach the flashing beacon, they notice
it appears to be recently modified- the sides are swept clean
Not a pirate by choice, Captain Avak was originally a bulk of gunk, and a cable connects it to the wreckage of a probe
freighter captain. After his ship, the Corellian Mule, was droid. As they examine it, they are startled by a call from a
wrecked in a collision with The Pale Purgill with the loss of voice in Galactic Basic! Half a dozen sentients in patched
all hands, the Captain was rescued from an intact chamber spacesuits rush out of the mist towards them. Behind them,
in the wreckage by the pirates of the Cal Perquo and press- the PCs can just about make out a crude shelter cobbled
ganged into service. Driven by a burning desire for revenge, together from a battered escape pod and parts from several
he quickly clawed his way to the position of Captain. For the other wrecks of all sorts of provenance. If the PCs ask where
last five years, the Cal Perquo has been hunting for his hated they came from or how they have survived, read aloud or
nemesis. paraphrase the following:

46
Though they were originally a respectable group of human
“Rescuers? You’ve come for us! At last! and Duros spacers from the Core Worlds, years spent living
off of survival rations and defending themselves against my-
Our freighter was crippled when this Purrgil dropped nock attacks in the depths of the Pale Purrgil have turned
out of hyperspace into our path. The Captain sacri- the survivors of the Corellian Mule into a lean and desperate
ficed himself to let us get to the escape pods, but bunch. Clad in heavily patched spacesuits and armed with
they were damaged in the crash too- no beacons, no scavenged blasters, the motley crew are willing to do any-
life support. We thought we were doomed, but the thing to escape their confinement.
Purrgil swallowed us! We’ve been stuck here living
off fungus and stale rations ever since...
2 2 2 3 2 2
A few months ago it swallowed a wreck with a work-
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
ing hypersignal conduit, and we were able to repair
this old beacon thing with it! We didn’t dare hope it’d SOAK VALUE W. THRESHOLD M/R DEFENSE

work, but here you are- our saviours!” 3 4 0 0


Skills (group only): Mechanics, Ranged (Light), Survival
Talents: None.
If the PCs offer them the chance to leave, they jump upon Abilities: None.
it! If they don’t, the stranded spacers are likely to turn hos- Equipment: Blaster pistol (Ranged [Light]; Damage 6; Critical
tile- trying to force their way onto the PCs ship to escape. If 3; Range [Medium]; Stun setting), worn spacesuit.
the PCs do not have the space to carry them off (at least, all
at once) they may need to persuade the survivors that they MYNOCK [MINION]
will return for the last of them. A failed attempt to persuade
them the PCs will return may result in them requiring that Mynocks are disgusting, silicon-based space parasites that
one PC is left behind as a hostage, to ensure their safe return, survive by latching onto the hulls of starships and feeding
or refuse to allow them to recover the tracking beacon until off power cables and other vital systems. About a meter
they are collected. long with wings that could be used in atmosphere. they have
Once they have dealt with the survivors, the PCs can look spread throughout the galaxy by hitching rides on passing
at recovering the tracking beacon. It is an old, sturdy-looking starships They absorb matter and energy from their hosts.
metal cylinder almost 2 metres long and 1 metre across, and which can eventually cause system failure. Mynocks can be
they cannot find a way to recover the hyperspace database found on the surface of several different worlds, although
from the outside, as the ports are all too damaged and crust- their allergy to helium limits the number of habitats in which
ed with millenia of gunk. The PCs can instead try to remove it they can survive.
from the Pale Purrgil, but will discover it is lodged firmly- the
stomach has clearly grown around the beacon, and it looks 1 3 1 1 1 1
as if it is causing some degree of irritation. They may make a BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Hard (ddd) Athletics check. On a success, they dislodge SOAK VALUE W. THRESHOLD M/R DEFENSE
the probe and may move it into their ship- as long as it has
at least 12 encumbrance free. Failure means one round of
1 4 0 0
structured time passes before they can retry or leave, allow- Skills (group only): Brawl, Coordination.
ing the Cal Perquo to spend a maneuver closing on the Pale Talents: None.
Purrgil. Abilities: Vacuum Dweller (can survive in vacuum without
penalty, and can move in a vacuum environment), Energy
As they attempt to take off, they quickly discover that my-
Parasite (mynocks can make an Average (dd) Coordi-
nocks have swept onto their ship whilst they were busy, and
nation check to latch onto any starship or vehicle they are
the engine simply will not start. Depending on how many PCs
engaged with. Ships or vehicles with a mynock attached suf-
chose to fly down in the shuttle, and how well-equipped they
fer 1 system strain per mynock each day and reduce their
are, they must face and drive off a flock of 6-12 mynocks.
handling by 1). Flyer (mynocks can fly, see core rulebook),
Each round the combat continues, the Cal Perquo can once
Helium Allergy (when exposed to helium. mynocks suffer 1
again advance. Depending on how the chase went and any
wound per round ignoring soak. until their bodies inflate and
discussion is going, the PCs may find themselves under fire
explode).
by this point! If so, the mynocks promptly flee, and the PCs
Equipment: Sucker-mouths and claws (Brawl; Damage 4;
are able to take off- exiting the Pale Purrgil’s mouth just in
Critical 5; Range [Engaged]).
time.

STRANDED SPACER [MINION] CRISIS TALKS

47
When the Cal Perquo moves within Sensor range of the PCs and leaves the system without a fight- but with a promise that
ship, they can hail it, and try to talk to Captain Avak. This he will only spare the Pale Purrgil this once, and should they
plays out as a structured social encounter (page 24). Each meet again they will fight to the death. If the PCs manage to
round, the Cal Perquo moves towards to the Pale Purrgil using beat his Strain Threshold by dealing 13 strain, he capitulates
a a normal Fly/Drive maneuver Once it is in Short range, the entirely, abandoning his quest for revenge- though whether
PCs have one extra round as it powers up weapons before it or not he gives up his life of piracy is another question...
opens fire. aaa/x on Social checks can be used to stall Otherwise, they fail to persaude Captain Avak to call off his
Captain Avak, buying an extra round before his ship opens attack, and the Cal Perquo opens fire with its mass drivers! A
fire. Example skill checks and how they relate to the Captain’s combat begins, with the Pale Purrgil taking the last Initiative
personality traits are: slot. If the PCs successfully disable the Cal Perquo before the
• Using Charm vs Cool (ddd) or Coercion vs Disci- Pale Purrgil is killed, it halts its attacks.
pline (ccd) to persuade the Captain not to attack Should the Pale Purrgil die in the battle, angry Purrgil from
the Pale Purrgil as he would almost certainly be killed all across the system charge towards the Cal Perquo and the
by the other Purrgil in the system goes against his de- PCs ship to wreak vengance- they have mere moments to flee
sire for Revenge and his Reckless personality, adding the system! They must make an Astrogation check with a
bbb. If the PCs mention that this would likely leave difficulty equal to ½ their ship’s Silhouette, upgraded twice.
his new crew stranded, though, add bb from his Ded- For each f on the check their ship suffers 1 hull trauma, and
ication to his crew. each y inflicts a critical hit as the pursuing Purrgils bite and
• Attempting to use Deception vs Vigilance (ccd) lash at their ship whilst it prepares to jump to hyperspace.
to convince Captain Avak into believing that this is not,
in fact, the Pale Purrgil goes against his desire for Re-
venge and Dedicated personality, adding bbb. A WHALE OF A TIME
• Using Negotiation vs Negotiation (ccd) to offer Once the threat is over, the Pale Purrgil will return to resting
to split the rewards for retrieving the sensor, or the pro- in the gas clouds, and calmly let the PCs extract the ancient
ceeds from selling the system’s location, goes against tracking device from its stomach and res-
the Captain’s desire for Revenge, adding bb. cue the crew stranded with-
• Using his rescued crew as hostages to Negotiation vs in too if either
Negotiation (ccd) his departure adds bbb to
the check as he fears Abandonment and is
Dedicated to them. However, if
the check generates
y it

are still
there. After the PCs
are clear, it swims off into the
depths of the glowing green disk- quickly disap-
pearing from sensors, and they are unable to follow. It may
is likely to appear once again at a later date- potentially returning to
result in him turning his pay it’s debt to the PCs by saving them in turn.
guns upon the PCs ship! Either way, If Captain Avak’s ship was disabled in the fight, he is now
ransoming his crew will certainly not endear the trapped as a group of large adult Purrgil slowly circle at long
PCs to him to them should they meet again in future... range- the PCs may want to repair his ship and rescue him
• If the PCs have discovered his crew are still alive thanks and his crew, or simply flee and leave him to his well-de-
to the Pale Purrgil and try to Charm vs Cool (ddd) served fate!
him to spare it out of thanks, this assuages Captain If Avak survived his hunt (whether due to negotiated with-
Avak’s fear of Abandonment, and plays on his Dedica- drawl, rescue, or an off-screen escape!) then depending on
tion to his crew, adding bbb. how their interaction went he may be a useful contact for the
• Using Charm vs Cool (ddd) to convince Captain PCs, a recurring adversary, or something in-between. He may
Avak to spare the Pale Purrgil because of its family goes continue his life of piracy, turn to mercenary work, or even be
against his desire for Revenge but plays on his fears of willing to sign up with the Rebellion- the Alliance welcomes
Abandonment, adding bbbb. every capital ship, even one as old as the Cal Perquo.

As per the rules for structured social encounters, each s


on a social check inflicts 1 strain on Captain Avak. If the PCs
successfully inflict 7 or more strain on him, he is willing to
compromise with them. He will allow them to retrieve the
probe (whilst he rescues his crew, if they are still stranded),

48
THE END OF WORLD’S END
W hilst the Empire nominally controls the galaxy, enforcing
the New Order with the long arm of the Imperial Fleet, in
the Outer Rim this is far more propaganda than truth. Wild-
“Few weeks ago, tibanna prospectors round here
found an old fleet o’ warships, floatin’ in the gas
cat miners set up unlicensed operations, seeking to strike it giant. Drunks in the bars reckon’ they’re left over
lucky, whilst roving criminal gangs rule by force. from whatever cracked up World’s End. Anyway, this
In this modular encounter, the Player Characters are re- stirred us up a pot of trouble- Crimson Dawn turned
cruited by a small mining colony to help prepare their de- their eye on us. Gave us ‘notice’ they’d be in charge,
fences against an incoming attack fleet, by salvaging ancient as of next week.
military technology. They must investigate these mysterious Listen- y’all look like you’ve tangled with pirates be-
remains whilst dealing with the social challenges of mobilis- fore. You couldn’t help me turn this place around?
ing a civilian population to fight. Kick those scum right back out the airlock when they
This encounter is aimed at parties with ships of up to sil- come?“
houette 6. Larger vessels are possible but will overshadow
the station and make the process of arming and preparing it
somewhat redundant. Once saved, the World’s End Station WORLD’S END STATION
can offer PCs operating as part of a Rebel cell a safe base of
operation, or simply provide a useful ‘hub’ or ally for a party Over two centuries old, the station was first established as a
to call upon later. It is best suited to parties looking for a frontier asteroid mining operation by independent prospec-
large, mechanically-complex space combat encounter. tors. As the number of mines grew and tibanna gas harvest-
ers arrived in-system, the earliest and most well-established
WELCOME TO mining station gradually developed from a nearly-automated
installation crewed by a few hardy shift workers, to a small
WORLD’S END outpost offering repairs and R&R, to a full-blown station with
thousands of permanent inhabitants and families.
World’s End station is a remote mining station in an isolated, DEF. FORE/PORT/STARBOARD/AFT ARMOR

unnamed system, orbiting a gas giant. The station is named 8 - - 1 1 1 1 6


for the gas giant’s destroyed moon, blasted apart long ago SILHOUETTE SPEED HANDLING H.T. THRESHOLD S.S. THRESHOLD
by some celestial cataclysm. The population eke out a living 120 75
selling tibanna gas without Imperial oversight or tariffs, and
mining rare metals from the exposed core of the shattered Hull Type/Class: Custom (originally CMC-A14)/Station.
moon. Whilst setting up a new tibanna siphon, station work- Manufacturer: Originally Corellian Engineering Corporation.
ers recently discovered the ruins of an ancient fleet battle, Sensor Range: Long.
including multiple star-destroyer sized vessels, floating in the Ship’s Complement: 500 crew.
gas giant’s upper atmosphere. The bounty of salvage from Starfighter Complement: 12 mining vessels, 6 tugboats.
this find could dramatically improve the lives of everyone Encumbrance Capacity: 30,000
on the station. Unfortunately, rumours of the discovery have Passenger Capacity: 25,000 civilians.
drawn the attention of the Crimson Dawn crime syndicate. Consumables: One year.
They seek not only to seize the salvage for themselves, but Price/Rarity: -/Unique.
also to annexe World’s End itself into their holdings. Customization Hard Points: 0
Weapons: Six heavy laser cannon turrets (Fire Arc All; Dam-
The PCs may receive a message from a contact on the
age 6; Critical 3; Range [Short]; Breach 2, Inaccurate 2,
World’s End requesting they visit, or simply stop in at the
Linked 1),
station in passing whilst looking to refuel and resupply. As
Three medium turbolaser turrets (Fire Arc All; Damage 10;
they approach it, they notice several ramshackle transports
Critical 3; Range [Long]; Breach 3, Slow-Firing 1),
and mining ships heading off the station heavily loaded, with
Six medium tractor beam projectors (Fire Arc All; Damage
containers stuffed with personal goods hanging off the sides.
-; Critical -; Range [Short]; Tractor 4).
The traffic controller responds to their request to dock with
a mixture of panic and relief, and they’re directed to a free ADDITIONAL RULES
landing bay. As they approach, the bay is in disarray, packed
with a crowd of people carrying their belongings on their Massive 3: When making an attack targeting this starship,
backs or in carts. They move back just enough for the PCs the Critical rating of any weapons used counts as 3 higher.
ship to land, but then surge forwards.
As the PCs deliberate over what to do, the crowd parts as
a weathered-looking human with a few armed guards push
their way through the crowd to their ship’s entrance ramp.
They introduce themselves (whether in person, or through
comms if the PCs keep their doors closed). Read aloud or
paraphrase the following:

“Howdy, visitors- this is Mayor Auren, of the World’s


End. We’re in a bit of a pickle.”

49
WORLD’S ENDER [MINION] TABLE 4-3: STATION MORALE
The people of the World’s End Station come from a wide Morale Response Time
variety of species, although the human descendants of the
Despondent Add bb to all checks by the World’s
original Corellian miners who staked their claims on World
Enders.
End make up the majority. No-nonsense people used to life
in a dangerous environment, Enders grow up learning to fix Concerned Add b to all checks by the Enders.
anything that breaks with a hydrospanner and a bit of elbow
grease. Confident No modifier to checks by the Enders.
Assured Add b to all checks by the Enders.
2 2 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE DELVING INTO THE DARK


3 4 0 0
With the situation stabilised on the station, the party can
Skills (group only): Mechanics, Piloting (Space).
head down to explore the wreckage. They can lead a fleet of
Talents: None.
mining vessels down to scavenge the wreckage for parts. The
Abilities: None.
wrecked warships are slowly sinking down into the depths of
Equipment: Blaster pistol (Ranged [Light]; Damage 6; Criti-
the gas giant. As the party approaches, vast, arrow-shaped
cal 3; Range [Medium]; Stun setting), Heavy clothing.
hulks loom out of the obscuring orange clouds. Many have
hulls clearly shattered by turbolaser blasts, and the wind
PREPARING FOR THE END drivess currents of thick orange mist through their hulls.
Scattered mynocks can be seen roosting inside the wrecked
The deadline for the station’s surrender is only three days ships, and other flitter away as the party’s ship approaches.
away, and the station is unprepared and panic-ridden. How-
Once the PCs have arrived, they (and the accompanying
ever, all is not lost- the station inhabitants, despite being ci-
miners) can begin to salvage the wreckage of the ships for
vilians, are resourceful and willing to learn to defend their
components to take back to the World’s End, though the
home. In addition, the ancient wrecks orbiting the planet be-
darkness and strong winds apply bb to all checks. None
low contain a bounty of military-grade weapons and shield
of the battleships seem to be intact enough to repair, but
projectors.
according to the World’s Enders they contain salvageable
components. Each PC has enough time to search the wrecks
CROWD CONTROL for components with a Average (dd) Mechanics check or
Hard (ddd) Perception check. If they searched for:
The Enders are thoroughly demoralised, and the concourses
of the station are full of panicked miners attempting to solicit • Weapons: They find a still-functioning battery of weap-
travel off-station from anyone who looks like they might own ons. Add an extra 6 heavy laser cannon turrets or 3 me-
a ship. The PCs need to turn the mood around, and fast, or dium turbolaser turrets to the World’s End Station.
the station won’t be able to offer any resistance. The May- • Armour: They successfully prise off some mostly-un-
or requests the PCs do two things; first, restore the station’s damaged armour plating from the wrecks. Increase the
nerve, and second, form those civilian miners who haven’t armour of the World’s End Station by 1 (to a maximum
lost their nerve into a passable militia. of 8).
Each PC only has enough time to do one thing- either train • Shields: They discover some working shield projectors.
volunteers, or boost the station’s morale: Increase the shield rating of the World’s End station in
• Train volunteers: A PCs can attempt to train the World’s each arc by 1 (to a maximum of 4).
Enders by passing an Average (dd) Leadership check. • Ships: They discover a large hangar, full of dag-
On a success, select 1 skill the testing character (or any ger-winged starfighters. Recover a wing of 6 Ancient
other character assisting on the roll) has at least 1 rank Starfighters.
in. The station residents gain this as a group only skill.
Salvaging sinking ships in the howling wind and darkness is
a challenging endeavour. Table 4-4: Spending t and v Scav-
If the PCs put effort into constructing training courses
enging provides options for spending t and v on these
or organising practical tests like taking Enders out in
checks.
their ship to fire at asteroids, add one or more b to the
check. x on the check can be spent to teach a second
skill, or even a talent the PC has.
TABLE 4-4: SPENDING t AND v SCAVENGING
• Boost morale: The station’s morale starts at ‘Despon- Result Outcome
dent’ on on Table 4-3: Station Morale. PCs can try Mynocks: The PC disturbs a Mynock roost.
t
and encourage the station’s inhabitants with a Hard Their ship sufers 2 System Strain.
(ddd) Charm or Leadership check. PCs may at-
tempt to use other social skills, like Coercion or De- tt Minor collision: Whilst the PCs are salvaging
ception, but these should be upgraded at least once. one hulk, another crashes into it. The acting
If they succeed, improve station morale by one step. PC suffers 2 wounds.
ttt Collision: The whipping winds bump the PCs
However, v on the check causes station morale to wors- ship against a wreck. It suffers a hit dealing
en by one step, as the station occupants see through damage equal to twice its silhouette.
their comforting lies, or their attempts to intimidate the
Enders into resisting backfire. v Major collision: The PCs ship is crushed be-
tween two drifting hulks. It suffers a critical hit.

50
Whilst the PCs are finishing their work, they receive a dis-
tress call from one of the teams of Worlds Enders exploring
another wreck- the thick hull blocks the speech of the mes-
sage, but there is a sense of panic and urgency. The PCs rush
to one of the larger vessels, sunk deeper into the clouds of
the planet, and the land in the hangar bay. They make their
way through the buckled and bent hallways, lit only by glow-
ing fungus and the occasional dim red emergency light.
The encounter begins at Long range from the hangar bay,
in a nearly-pitch black corridor (add bb to all checks due
to the darkness). A group of 4 Worlds Enders are at Medium
range from the PCs down the corridor, fleeing from pursuing
beasts. They are laden down with components, including a
strange glowing item- an Average (dd) Lore check can
identify it as a Sith Holocron.
ANCIENT STARFIGHTER
A minion group of 3 Corrupted Fyrnocks pursue the World’s
Enders at Short range, and each round will chase the World’s These mysterious starfighters are present in large num-
Enders and attack them. In addition, there is an extra minion bers in the arrow-shaped derelicts. They feature a small,
group of 3 Corrupted Fyrnocks per 2 PCs, that will attack the barrel-shaped cockpit slung between two wide, dagger-like
PCs. If the PCs are highly capable and dispatch the first wave wings. Whilst fragile and poorly-armed by modern standards,
of Corrupted Fyrnocks with ease, extra Fyrnocks crawl out of they still seem servicable enough. Regardless, though, any-
air vents and through holes in the walls in later rounds. one piloting them feels a distinct sense of unease.
If one or more World’s Enders successfully make it back DEF. FORE/PORT/STARBOARD/AFT ARMOR
to the hangar bay, they can flee to safety, and the PCs may 2 5 +2 0 - - 0 2
make one extra selection from the list of salvage options. If SILHOUETTE SPEED HANDLING H.T. THRESHOLD S.S. THRESHOLD
the World’s Enders drop the Sith Holocron, either because 5 6
they have been persuaded to or because they have all been
killed, the Corrupted Fyrnocks grab it and retreat to the Hull Type/Class: Unknown/Starfighter.
depths of the ship. Manufacturer: Unknown.
Hyperdrive: None.
Once the PCs have finished their rescue mission (whether Sensor Range: Close.
successful or not) they must return to the World’s End. The Ship’s Complement: 1 pilot.
last of the three days before the Crimson Dawn fleet arrives is Encumbrance Capacity: 4
spent installing the scavenged components into the station, Passenger Capacity: 0
and readying the World’s Enders for the upcoming fight. If the Consumables: One day.
PCs were particularly unsuccessful at their earlier efforts to Price/Rarity: -/-.
prepare the station, then they may be given the chance to go Customization Hard Points: 0
back and retry some of the preparations from previous days. Weapons: Light laser cannons (Fire Arc Forward; Damage 5;
Critical 3; Range [Close]; Linked 1).
CORRUPTED FYRNOCK [MINION]
ADDITIONAL RULES
A silicon-based creature commonly found in asteroid fields,
Sith-crafted: Characters piloting an Ancient Starfighter may
the Fyrnock is a vicious predator that lurks in the darkness.
not spend Light Side Destiny Points to upgrade the ability
Over the millenia, the colony in this wreckage have become
of skill checks made whilst piloting the
corrupted by the Dark Side.
ship.

3 3 1 2 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

3 10 0 0
Skills (group only): Brawl, Perception, Stealth, Survival, Vig-
ilance.
Talents: None.
Abilities: Darkvision (Remove bbb added to checks from
darkness), Light Aversion (Must pass an Average (dd)
Discipline check to move into a brightly lit area), Shadow
Leap (As a maneuver, roll uu; may spend w to move
to a shadowy location within Medium range and in line
of sight. The Corrupted Fyrnock may use this to move
to Engaged range of any enemies in that location).
Equipment: Claws (Brawl; Damage 7; Critical 4;
Range [Engaged]; Pierce 3), Bite (Brawl; Damage 6;
Critical 2; Range [Engaged]; Dark Drain [On a hit, roll
uu; the target suffers 1 Strain per w, and the Cor-
rupted Fyrnock heals an equal number of Wounds]).

51
CRIMSON DAWNS CARMINE BOLT
The frigate Carmine Bolt is one of the few true warships
The day after the PCs finish installing the new scavenged
owned by the Crimson Dawn. A Starbolt Assault Carrier de-
components into the station, the Crimson Dawn fleet arrives.
signed for independent planetary assault, it is the perfect
The flagship is the Carmine Bolt, a light carrier, commanded
platform for a full-spectrum shakedown; allowing the Crimson
by a Pirate Captain (page 10). It drops out of hyperspace
Dawn to overwhelm isolated locations with starfighters and
and promptly launches its complement of 24 Extended
troops, then fill the capacious hold with their ill-gotten gains.
Range Z-95 Headhunter starfighters. The fleet should also
include an extra ship (or ships) to match the PCs ship with DEF. FORE/PORT/STARBOARD/AFT ARMOR
the appropriate Pirates crewing them (page 10). If the PCs 6 3 -1 2 2 2 2 6
ship is: SILHOUETTE SPEED HANDLING H.T. THRESHOLD S.S. THRESHOLD

• Silhouette 3-4: Add 1 Scurrg (page 17) , piloted by 75 60


Mandalorian Mercenaries (page 11).
Hull Type/Class: Frigate/Starbolt
• Silhouette 5: Add a Crusader Corvette (page 17). Manufacturer: Corellian Engineering Corporation.
• Silhouette 6: Add a second Starbolt Assault Carrier Hyperdrive: Primary: Class 2, Backup: Class 10.
like the Carmine Bolt. Navicomputer: Yes.
Sensor Range: Long.
The Crimson Dawn capital ships start out in the Forward arc
Ship’s Complement: 800 crew.
of the World’s End Station, travelling at Speed 1, and acceler-
Starfighter Complement: 24 starfighters, 12 combat
ate as they approach the World’s End. They stay in the open,
speeders, 2 shuttles.
above the plane of the asteroid field. The starfighters instead
Encumbrance Capacity: 4,000
start at Speed 1 in the Port arc, and fly through the asteroid
Passenger Capacity: 250 troops.
field for defence. They approach the World’s End and attack
Consumables: Two years.
it, aiming to destroy the starfighters defending it then disable
Price/Rarity: 10,000,000/8 (R).
it with their ion cannons.
Customization Hard Points: 2
If the station is disabled, the Carmine Bolt closes to En- Weapons: Two dorsal turret-mounted heavy turbolasers
gaged range of the World’s End and deploys attack shuttles (Fire Arc All; Damage 11; Critical 3; Range [Long]; Breach 4,
full of mercenaries to seize control of it. If the party trained Slow-Firing 2),
the World’s Enders in the Ranged (Light) or Ranged (Heavy) Two port and two starboard light turbolasers (Fire Arc Port
skills, they may spend a Destiny Point to repel the boarders or Starboard; Damage 9; Critical 3; Range [Medium]; Breach
for a round; otherwise, the station surrenders, and they must 2, Slow-Firing 1),
flee- their efforts have come to naught! Two ventral turret-mounted heavy ion cannons (Fire Arc All;
Alternatively, once the Carmine Bolt has suffered 50 Hull Damage 8; Critical 4; Range [Medium]; Ion),
Trauma (or 5 critical hits), they will engage their hyperdrive Forward mounted twin proton torpedo launcher (Fire Arc
and flee, along with any remaining Crimson Dawn starfight- Forward; Range [Short]; Damage 8; Critical 2; Blast 6, Breach
ers. 6, Guided 2, Linked 1, Limited Ammo 8, Slow-Firing 1),
Forward mounted heavy tractor beam emitter (Fire Arc For-
ward, Damage -, Critical -, Range [Short], Tractor 6).
EXTENDED RANGE Z-95 HEADHUNTER
The highly popular, if ageing, Headhunter series of starfight- CRIMSON SUNSET
ers has variants for every occasion. The Extended Range edi-
tion was originally intended for use as a scout ship, though After the Crimson Dawn fleet leaves, the Worlds Enders re-
after decades of reliable use they have been phased out of joice! They round up and jail any Crimson Dawn members
most militaries. Their capacity for independent operation has remaining on the station or drifting in disabled starfighters,
helped most find new homes on the second hand market. then set about celebrating their victory- with the PCs as
guests of honour. The next day, they will reward the PCs- ei-
DEF. FORE/PORT/STARBOARD/AFT ARMOR
ther with a 10,000 credit reward, or with starship upgrades
3 4 +1 1 - - 0 3 to the value of 15,000 credits, salvaged from the ancient
SILHOUETTE SPEED HANDLING H.T. THRESHOLD S.S. THRESHOLD
wreckage (for example, reinforced shield generators or im-
9 8 proved weaponry).
Hull Type/Class: Starfighter/Z-95-ER. Mysteries still abound, however. The PCs may have recov-
Manufacturer: Incom/Subpro. ered a Sith Holocron- or be aware of one still lurking in the
Hyperdrive: Primary: Class 3.0, Backup: None. depths of the wreckage. What other secrets remain to be
Sensor Range: Short. found in the depths of the planet? Was the abandoned fleet-
Ship’s Complement: 1 pilot. involved in whatever calamity wrecked the World’s End, and
Encumbrance Capacity: 12 if so can the reason for the planet’s destruction still be found
Passenger Capacity: 0 somewhere on its ruined surface?
Consumables: Three days. Whilst the Crimson Dawn may have been driven off, other
Price/Rarity: 60,000/5. galactic players may be interested in the sunken fleet. Some
Customization Hard Points: 2 ships may be in good enough condition to be restored to
Weapons: Twin medium laser cannons (Fire Arc Forward; function. Given the difficulty of constructing full capital ships,
Damage 6; Critical 3; Range [Close]; Linked 1), other criminal syndicates, pirate bands or even the Rebel Al-
Twin light ion cannons (Fire Arc Forward; Damage 5; Critical liance would be very keen to trade for them. Do the inhab-
4; Range [Close]; Linked 1, Ion). itants of the World’s End Station want to remain neutral or
make the most of the bounty the ruined fleet represents?

52
53
UNNATURAL ENTANGLEMENTS
W hilst spacers have plied the hyperlanes of the galaxy for
generations, interstellar travel is still fraught with dan-
ger. The technologies of hyperspace travel are advanced but
space course out of the system are futile, as the electrical
discharges involved in the spawning are disrupting sensors
throughout the whole system. In order to safely calculate a
delicate, and vulnerable to disruption; both by natural and hyperspace jump, they will have to spend weeks traversing
un-natural means. the system using their sublight engines first. However, sen-
sors do pick up a faint signal from a hyperwave relay. The
This encounter can be used any time the players are trav-
relay should have ensured hyperspace travel through the sys-
elling between systems, but is best used when they have an
tem was unaffected by the Medusae; it must be malfunction-
element of time pressure. The players’ starship drops out of
ing. Unfortunately, however, the signal’s point of origin can be
hyperspace unexpectedly, into a swarm of highly-energetic
traced back to the depths of the bloom...
space fauna. They are forced to flee to safety, then venture
back into the depths of the swarm to re-activate an old Re- Better prepared this time, the PCs can travel through the
public hyperwave beacon to leave without a lengthy detour. swarm at their own pace. An Average (dd) Astrogation
However, the beacon is in the hands of a former Imperial pris- check will allow them to plot a path that gets them to Me-
oner, one who does not wish their location to be revealed. dium range of the hyperwave relay before they enter Haz-
ardous Terrain and are required to make Piloting (Space)
The encounter can work for parties with any size ship,
checks again. Whilst passing, they can get a closer look at
though the starship combat section against swarms of space
the wrecks floating through the bloom. A Hard (ddd)
creatures works best for ships of up to Silhouette 6. It can be
Perception check will reveal that whilst all of the ships bear
used as an adventure on its own, to add a sense of jepardy
the scars of attacks by lightning and tendrils, most have also
to a time-limited delivery, as a way to spend v from a par-
been salvaged; hangar bay doors cut open, cargo containers
ticularly bad Astrogation check, or potentially as a way to
missing.
introduce a new Force-sentitive mentor or rival to the group.
Finally, they arrive at the hyperwave beacon, a large tow-
ANIMAL MAGNETISM er rising from the surface of a small planetoid with a bare-
ly-breathable atmosphere. A wrecked ship also lies nearby,
which a Hard (ddd) Mechanics check identifies as an
Whilst the PCs are travelling along a hyperlane, their navi-
Oubliette-class prison transport, The Hopeless.
comp (or astromech droid) suddenly begins blaring out warn-
ings about hyperspace disruptions, and their ship is uncere-
moniously ejected from hyperspace. As the blue streaks of THE LIGHTHOUSE KEEPER
hyperspace travel disappear, their windows and viewscreens
fill with another, less welcome sight- they are in a nebu- As they approach the beacon, a crackly droid voice appears
la filled with hundreds, if not thousands, of the vast, cruis- on the comms, calling out for survivors. When the PCs re-
er-sized jellyfish known as the Hydroid Medusae extend in spond, the droid immediately requests that they hold for the
every direction. Bolts of lightning arc between them, and the station keeper. After a short wait, the comms crackle back
sensors are filled with a crackling static; though even without into life. Read aloud or paraphrase the following:
them the PCs can make out the blackened shapes of wrecked
starships drifting between the creatures.
“Hello, unidentified vessel! This is the station keeper
The PCs ship begins the encounter travelling at its maxi- for hyperwave beacon S-142 speaking, I’m glad to
mum speed. The bloom of Hydroid Medusae is gargantuan; see you’ve survived. I’m afraid to say we’ve been
the PCs must fly to Extreme range of their current location to having some trouble with the beacon; with your help,
leave the nebula and reach safety. However, the sheer den- we may be able to help me get it working again!”
sity of the creatures makes this area Hazardous Terrain with
a rating of 2. The PCs will have to make Piloting (Space)
checks to navigate their way through, adding bb from the Georb Ourrir makes an opposed Vigilance vs Deception
hazard rating. tt/v on the check can be spent to have (ccdd) check against the PCs; on a success, they sus-
their ship struck by an arc of lightning between two Medusae, pect that this invitation may not be offered entirely in good
inflicting System Strain on their ship equal to its Silhouette. faith. The PCs are directed to land in the beacon’s hangar,
which will accept a small (Silhouette 4 or less) craft. Inside is a
Once the PCs have made it to safety, they can begin to take small, non-hyperspace-capable shuttle, with a few after-mar-
stock of the situation. They can attempt Average (dd) Xe- ket modifications. An Easy (d) Mechanics check identifies
nology checks to remember information about the Medusae; them as tractor and cut-
success reveals that these crea- ting beams, suggesting
tures rarely gather; only for that this is the vessel
spawning, a pro- that has salvaged the
cess that can hulks outside. They
last months. are met
Attempts
to plot a
hyper-

54
by a battered K-series security droid that introduces itself as that will then destroy their ship.
K-4R1. It requests that they follow it to come see the master • If confronted, he will use Deception (ccddcc)
of the installation, Georb Ourrir. They follow K-4R1 through vs Vigilance to insist he is not a deceptive Force-user.
the passages of the station, passing buzzing groups of astro-
mech droids working on maintaining the station. Eventually, If the PCs are particularly experienced, he may take a sec-
they reach the turbolift to the beacon control room, mid-way ond turn at the end of the initiative sequence. Once the PCs
up the tower. Originally a round, plain room with a few banks have inflicted 9 or more strain, Georb will allow the PCs to
of consoles around the transmission spike in the middle, it leave as long as they leave instructions behind to disable the
is now bedecked with finery salvaged from a dozen wrecks beacon after they leave. Once they inflict 17 strain, he also
captain’s quarters. Plush rugs cover the floor, and scorched concedes, and is willing to re-enable the hyperwave beacon
but expensive Greel-wood furniture covers the walls. In the and leave with them if possible.
corner sit stasis-crates full of preserved delicacies. Should the PCs reach their strain thresholds, the conversa-
This plays out as a structured social encounter (page tion ends. Georb insists they obey him or he will throw them
24). Georb reveals that he is not, in fact, the station keep- in the brig. If they refuse to comply, he resorts to force. If the
er but an escaped Imperial prisoner. He insists that he cannot PCs are particularly experienced, add an extra security droid
allow them to fix the beacon, and more, that now the PCs and consider having more arrive during the fight. Should the
have found his hideaway, they cannot be allowed to leave or PCs be defeated during combat, they will be thrown in the
they will reveal its location to the Empire. Instead, they must brig. However, they do not need to defeat everyone in order
join him here. There is enough bounty from the starships that to escape- they can clearly see the central control terminal
wreck themselves here to sustain all of them in luxury. Exam- in the middle of the room. Any PC in Engaged range of the
ple skill checks and how they relate to Georb’s personality terminal may spend an action to make a Hard (ddd) As-
traits are: trogation check to reset the beacon’s navicomputer, then
flee. If the PCs lose the combat, they wake up locked in a
• Using Charm vs Cool (cdd) to persuade Georb that maintenance cupboard. They will have to escape and find
the Rebel Alliance can offer him safe haven sates his some other way to reset the beacon before leaving!
desire for Security, but would offer him little chance to
indulge his flaw of Greed, adding bbb to the check.
GEORB OURRIR [NEMESIS]
• Attempting to use Deception vs Vigilance (ccd)
to convince Georb that the PCs arrived intentionally to Georb is a Nikto male, his leathery green face ringed with
inspect the beacon and more will be coming plays on cracked and prematurely worn horns. He wears long, heavi-
his fear of The Empire and rattles him, adding bb to ly patched robes but is bedecked with jewelery and trinkets
the check. clearly salvaged from the wrecked ships surrounding the hy-
• If the PCs try to offer Georb a trade in exchange for perspace beacon.
reactivating the beacon using Negotiation vs Cool Once a Padawan in the Jedi Order, Georb was forced to go
(cdd), if the offer is good (including luxuries un- underground after Order 66. Despite decades of successful-
available to him in his current situation) it goes against ly evading the fearsome forces of the Inquisitorius, he was
his desire for Security, but plays to his flaw of Greed, finally captured by the Empire. Fortunately, Georb escaped
adding bbb. interrogation thanks to the crash of his prison transport The
• Threatening Georb into fixing the beacon using Coer- Hopeless. Thanks to the malfunctioning hyperwave beacon,
cion vs Discipline (ccc) goes against his desire the transport dropped out of hyperspace in the middle of a
for Security, and would interfere with his Greed for sal- Nebuloid Medusae spawn, crashing near the beacon. Con-
vaged loot, adding bbb to the check. sumed by fear of being re-discovered, Georb has fallen to the
Dark Side and now lives out his life in self-indulgent isolation,
• If the PCs have discovered Georb is Force-sensitive (this scavenging the remains of the ships that crash every Medu-
can be determined the same way a PC would discover soid spawning season.
a Fear or Desire) they can attempt to ingratiate them-
selves using Charm vs Cool (cdd). Attempts to
bond over his fear of The Empire, add bb.
3 4 2 4 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
As per the rules for structured social encounters, each s
on a social check inflicts 1 strain on Georb Ourrir. On his turn, SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

Orrir spends his action making counter-arguments against 4 16 16 1 1


the PCs: Personality: Desire: Security, Fear: The Empire, Strength:
• He focuses on using Charm (ccdcc) vs Cool to Adaptable, Flaw: Greedy.
insist that the isolation of the beacon has kept him safe Skills: Charm 2, Coercion 1, Computers 2, Deception 2, Dis-
from the Empire. He can’t risk them leaving and poten- cipline 2, Leadership 2, Lightsaber 3, Mechanics 2, Negotia-
tially outing his location to the Empire, but his outpost tion 2, Ranged (Light) 2, Stealth 3, Vigilance 1.
is a reasonable place to live. Talents: Adversary 2 (Upgrade the difficulty of all combat
checks against Georb Kessik twice), Nobody’s Fool 1 (Up-
• He will attempt to scare the party with Coercion grade the difficulty of all Charm, Coercion and Deception
(cddcc) vs Discipline by stating that even if checks targeting Georb Ourrir once), Force Rating 2.
they fix the beacon, re-booting it will enrage the Me- Abilities: Dark Side Force User (Uses Dark Side results in-
dusae, causing them to attack and destroy their home. stead of Light Side results), Force Power: Influence (May roll
This is, unfortunately, true. cc when making a Charm, Coercion, Deception or Ne-
• If the party insist they will simply leave and travel to gotiation check; spend z to add s or a); Force Power:
a safe distance at sub-light, or threaten to bring the Bind (May spend an action to roll cc; may spend z to
crew of their vessel to help them, Georb uses Coercion immobilse one target in short range, and the target suffers 1
(cddcc) vs Discipline to insist he will meddle wound ignoring strain; may spend z to disorient the target
with the beacon’s signal, which will enrage the Medusae, for 1 round, and the target suffers 1 additional wound).

55
Equipment: Armoured robes (+1 soak, +1 defence), Blast- NEBULOID MEDUSA [RIVAL]
er pistol (Ranged [Light]; Damage 6; Critical 3; Range [Medi-
um]; Stun setting), Salvaged Lightsaber (Lightsaber; Damage Space-creatures reminiscent of the jellyfishes of oceanic
8; Critical 2; Range [Engaged]; Breach 1, Sunder, Vicious 3). worlds, the Nebuloid Medusa are cruiser-sized beasts with
vast, diaphanous bells filled with an eerie glow. They feed
KX-SERIES SECURITY DROID [RIVAL] primarily on charged particles within nebulae, storing the
energy within; lightning arcs between their writhing tendrils.
Straddling the borderline between a security droid and illegal Normally unaggressive, and more akin to plans than animals,
combat droid, the KX-series is a powerful and dangerous tool the Nebuloid Medusa becomes territorial in the spawning
of Imperial oppression. With a bulky, athletic torso and sin- season, lashing out at anything that might interfere.
ister skeletal head and limbs, the droid is programmed with
knowledge of to use a wide variety of Imperial military tech- 5 2 1 1 2 1
nology. The Imperial prison transport The Hopeless originally
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
had a large complement of K-series security droids, selected
for their immunity to Force-users’ mind tricks. After the trans- Skills: Astrogation 1, Brawl 2, Gunnery 2, Piloting (Space)
port crashed the escaped Georb Orrir repaired the broken 3, Resilience 2.
droids to function as servants and assist him in salvaging oth- Talents: Skilled Jockey 2 (Remove bb from Piloting (Space)
er wrecked starships. checks).
Abilities: Static Field (Upgrade the difficulty of all combat
4 3 1 2 2 1 checks made against a Nebuloid Medusa at Close range
once. v or ttt on a combat check against a Nebuloid
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Medusa may be spent to inflict a hit from the Nebuloid Me-
SOAK VALUE W. THRESHOLD M/R DEFENSE dusa’s Arc Lightning weapon).
7 14 0 0 DEF. FORE/PORT/STARBOARD/AFT ARMOR

Skills: Brawl 2, Discipline 2, Perception 2, Ranged (Light) 2, 6 1 -2 0 0 0 0 3


Vigilance 2. SILHOUETTE SPEED HANDLING H.T. THRESHOLD S.S. THRESHOLD

Talents: None. 75 60
Abilities: Droid [Does not need to breathe, eat or drink and
can survive in vacuum or underwater; immune to poisons and Flight Capability: Spaceflight.
toxins]. Hyperspace Capability: Class 8.
Equipment: SE-14r Light repeating blaster (Ranged [Light]; Sensor Range: Short.
Damage 6; Critical 3; Range [Medium]; Auto-fire, Stun set- Weapons: Arc Lightning (Fire Arc All; Damage 12; Critical 4;
ting), Steel fists (Brawl; Damage 6; Critical 4; Range [En- Range [Short]; Linked 3, Ion),
gaged]; Disorient 2, Knockdown), Armor plating (+2 soak). Tendrils (Fire Arc All; Damage 10; Critical 3; Range [Close];
Linked 3, Natural Weapon [This weapon uses the Brawl skill]).

TENTACLE SPECTACLE JUVENILE NEBULOID MEDUSA [MINION]


As the hyperwave beacon begins to re-start, the whole sta-
The Nebuloid Medusa reproduces by budding off polyps
tion judders and a discordant series of chirps and screech-
that attach to asteroids, using long fronds to feed off the gas
es echoes through it as it begins cycling through broadcast
and dust in nebulae. Once mature, they bud off into Juvenile
frequencies. Through viewscreens in the station or on their
Nebuloid Medusae; tiny versions of their adult selves, though
ship, the PCs can see a wave of agitation pass through the
still much larger than a starfighter.
Medusae; the creatures begin to surge menacingly towards
the station, tendrils crackling with electrical arcs.
3 2 1 1 2 1
The PCs can rush to their ship (either fleeing from combat,
or with Georb in tow). They must defend the station until it BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

finishes re-starting, and the creatures are no longer agitated. Skills (group only): Brawl, Gunnery, Piloting (Space), Resil-
The creatures start off at Medium distance from the beacon, ience.
and move towards it, but will change course and head after Talents: Skilled Jockey 2 (Remove bb from Piloting (Space)
the PCs ship if attacked. The creatures attacking depend on checks).
the Silhouette of the PCs ship: Abilities: Static Field (Upgrade the difficulty of all combat
• Silhouette 4: 8 Juvenile Nebuloid Medusae. checks made against a Juvenile Nebuloid Medusa at Close
range once. v or ttt on a combat check against a Ju-
• Silhouette 5: 1 Nebuloid Medusa & 6 Juveniles. venile Nebuloid Medusa may be spent to inflict a hit from the
• Silhouette 6: 2 Nebuloid Mesudae & 18 Juveniles. Juvenile Nebuloid Medusa’s Arc Lightning weapon).
DEF. FORE/PORT/STARBOARD/AFT ARMOR
If the creatures reach Close range of the beacon, they begin
to wrap their tendrils around it and electrocute it, delaying its
4 2 -1 0 0 0 0 2
restarting process for a round. After 3 rounds have passed, SILHOUETTE SPEED HANDLING H.T. THRESHOLD S.S. THRESHOLD

the beacon is fully restarted and the screeches and chirps 25 25


stop. The Nebuloid Medusae stop their attack, and drift back
Flight Capability: Spaceflight.
to the main body of the swarm.
Hyperspace Capability: Class 8.
Sensor Range: Close.
Weapons: Arc Lightning (Fire Arc All; Damage 8; Critical 4;
Range [Short]; Linked 3, Ion),
Tendrils (Fire Arc All; Damage 6; Critical 3; Range [Close];
Linked 3, Natural Weapon [This weapon uses the Brawl skill]).

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FREE FLYING
Once the beacon restarts and the Nebuloid Medusae retreat,
the PCs ship begins receiving astrogation calculations from
the hyperwave beacon. They can safely jump to hyperspace
and continue their course. If they successfully persuaded
Georb to leave, he will pay them several thousand credits
worth of salvaged jewelery and luxuries to take him away. If
they killed Georb instead, they can loot a similar amount of
items from the station (depending on how much experience
the party has, 1000-5000 credits may be appropriate).
In order to get the credits for these goods, however, the
PCs will have to sell or fence them. This may well generate an
entirely new set of difficulties for the PC, as if the origin of the
goods becomes apparent they may find themselves pursued
by people seeking after the fate of the missing starships.
If the PCs helped Georb escape, he may want to stay with
the party for a while whilst scoping out a new place to lie low;
whilst with the party, or after leaving, he may serve as a pos-
sible mentor for any Force-sensitives in the party. Whilst he
was originally a Jedi Padawan many years of exile and pursuit
have caused him to fall to the Dark Side, his good nature
corrupted by fear and a self-centred obsession with survival
at any cost. He may prove an unreliable mentor; but is he
beyond redemption? Alternatively, if the PCs simply help him
escape to freedom it may not be long before they find the
Inquisitorius pursuing them for what they know...

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