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Episode I - What’s all this then?

Olstra the Hutt earns a fair bit of money from her arms Equipment: Blaster Pistol (Range [Light], Damage 6; Critical
smuggling operation. Bargos wants to disrupt this income 3; Range [Medium]), Armored Flight Vest (+1 Soak)
stream and has figured out a way to do so. He does not have
the manpower to simply destroy all the different operations
ZENKA TORVE [RIVAL]
and doing it piece by piece would be too time and resource
consuming. He thinks that by sabotaging a few cargo ship- A Sullustan female, she works mostly as the mechanic for the
ments, her buyers will notice the decrease in quality and her group. She is thoughtful but cocky and cool under fire. She
reputation will plummet. The PCs are instructed to perform has saved the group more than once with a quick fix of the
one of these operations. hyperdrive or a fast repair of the shields.

INTRODUCTION
The PCs receive a comm transmission on their private chan-
2 3 3 2 2 2
nel. Read aloud or paraphrase:

3 11
“Greetings my friends! After your last Skills: Mechanic 2, Cool 1, Vigilance 1, Ranged (Light) 1
success, I have another task for you. Our Equipment:
competitor earns a good amount from her Blaster Pistol (Range [Light], Damage 6; Critical 3; Range
arms sales. I wish to put a stop to that. [Medium]), Armored Flight Vest (+1 Soak)
Unfortunately we have neither the time nor
the resources to put her completely out
of business, so we will have to try a more Grond [RIVAL]
subtle tactic. We have managed to get the Known only as Grond, this Trandoshan Male is big and quiet.
location of the smugglers responsible for He likes violence but can sometimes see that there are other
fulfilling her latest contract. I want you to ways to reach a goal. He serves mainly as muscle and gunner
intercept them, dispose of them and deliver on the ship.
the shipment yourselves. However, before
you deliver the goods, make sure the weap-
ons are useless. How you accomplish that
is up to you. The smugglers are currently 3 3 2 2 1 1
waiting on their shipment in docking bay
136a in Coronet City, grid 44. You need to
hurry to get there before they take off.”
4 16

Skills: Gunnery 1, Brawl 3, Cool 1, Ranged (Heavy) 2


THE SMUGGLERS Equipment:
Blaster Rifle (Range [Heavy], Damage 9; Critical 3; Range
A small ragtag group of four people who make weapon runs [Long]), Armored Flight Vest (+1 Soak)
for Olstra. They are not exceptional but have so far managed
to evade capture. They have done other smuggling in the past Serrassu “Kid” Marron [RIVAL]
but never struck big, and the gang is currently not very hope-
ful about the future. The gang will probably break up soon. Only 16 years old, the “kid” has only been with the group for
a couple of months. He is a human male who is good with
Tova Zettarian [RIVAL] computers and likes to fly, so Tova thinks he will make a good
addition in a couple of years.
A human female from Corellia. Like all Corellians, likes speed,
flying and danger. She grew up on the fringes of a smuggling
ring and got her own ship when she was 22, borrowing most
of the money from a Twi’lek loan shark tied to Olstra. She has 1 3 3 2 2 2
been working for her ever since.

2 12
2 3 2 2 2 2
Skills: Computers 2, Vigilance 1, Perception 1
Equipment:
Blaster Pistol (Range [Light], Damage 6; Critical 3; Range
3 12 [Medium]), Armored Flight Vest (+1 Soak)

Skills: Astrogation 1, Piloting (Space) 1, Ranged (Light) 1,


Negotiation 1
THE hornet [YT-1300 FREIGHTER] APPROACHING THE
“The Hornet” is the group’s (really Tova’s) ship. It is not modi-
fied in any major way, the group does not have the resources
SMUGGLERS
and is fully focused on keeping the ship operational.
The docking bay doors are unlocked but closed. The normal
way to open them is just to push a button, this will however
4 3 -1 1 - - 1 3 produced a pretty loud screech since the bay doors are not in
the best condition (this is noticed on an Average Perception
22 15 (11) check). A side door is possible to use if found (Simple
Perception (-) check) or a PC can override the doors to only
Hull Type/Class: Freighter YT-1300 open a fraction (Easy Computer (1) check ) which will pre-
Manufacturer: Corellian Engineering Corporation vent the doors from making too much noise.
Hyperdrive: Primary: Class 2, Backup: Class 12
Navicomputer: Yes Zenka is outside the ship, performing some light maintenance
Sensor Range: Short via an access panel on the underbelly of the ship and will be
Ship’s Compliment: One pilot, one co-pilot/engineer. alerted on anyone entering the docking bay without using
Encumberance Capacity: 165
stealth. Sneaking up on her is an opposed check vs her Vigi-
Passenger Capacity: 6
Consumables: 2 months lance. Since she is currently working, anyone sneaking up on
Cost/Rarity: 100 000 credits/4 her receives 3 to compensate for her lack of attention.
Customization Hard Points: 6
Weapons: One Dorsal and one Ventral Turret Mounted Tova is in the cockpit and will also have a chance to spot
Medium Laser Cannon (Fire Arc All; Damage 6; Critical 3; anyone sneaking about on the ground. Any sound or sudden
Range [Close]). movements will let her make an Easy Vigilance (1) check
to notice something is amiss. If she succeeds and cannot see
Zenka working, she will try to raise her on her comlink. Failing
that, she will get the others and cautiously disembark the ship
WHAT IF...? (with weapons at the ready).

The rest of the scenario assumes that the


characters take over the shipment, either
by subduing the smugglers or by stealing THE SMUGGLERS’ RESPONSE
their ship. Resourceful PCs might actually
manage to get on board, sabotage the
shipment and then let the smugglers carry If the PCs charge in with guns blazing, the smugglers will get
out the delivery. The GM should probably their guns out and attempt to respond in kind. Zenka tries
point out to the players that this plan is a to take cover by the landing struts and use her blaster in the
bit risky since the smugglers might actually first couple of turns, but if the fight is going badly she will try
check the weapons before handing them to get back on board if she can. If she manages to get back
over. To make sure the faulty weapons are on board, the smugglers lift off and escape with the goods,
actually the ones delivered the PCs need unless the PCs can ambush them in space with their own ship.
to be the ones making the drop. If the GM need to hint the PCs, any character with a military
background knows that the direct approach against a superior
defensive position (like a small scale assault against a ship in a
docking bay) has a very low chance of success.

Docking Bay 136a If the PCs try some other approach the smugglers are much
easier to get close to. Zenka (which is the first one they meet)
The docking bay is a standard non-descript bay on the
will ask them what they are doing here, but any plausible
outskirts of Coronet City. The weapons have already been
explanation (Easy Deception / Charm check (1)) will prompt
received and stored on board the ship (classified as agricultur-
her to go get Tova.
al equipment). Departure inspections have been made by the
(bribed) customs officials and departure clearance has been
If alerted by Zenka, Tova will get the group together and meet
approved. The smugglers are currently killing time to time the
the PCs outside the ship. The smugglers will be suspicious and
delivery right (they prefer to wait in the open air instead of in
Tova is much harder to fool than Zenka. It will take a Daunting
their ship at the destination). Zenka is performing some light
Deception (1111) check to allow the PCs on board. The
maintenance, Tova is checking the flight computer and Grond
smugglers will attempt to verify any credentials the PCs offer
and Kid are resting in their quarters. The docking bay has
by checking the official computer systems at the spaceport,
some empty fuel cans, loading crates and empty boxes laying
and do some slicing of the non-official systems (have “Kid”
about.
make Hard Computer (111) check to discover any faulty
information the PCs offer, with added or subtracted difficulty
depending the PCs explanations/earlier deception checks).
OTHER MEANS
If the smugglers are clearly outgunned (a well armed PC party If it is clear they are losing (they lose Grond or half their num-
with Light Repeating Blasters and Grenade Launchers) they ber), the smugglers will give up and attempt to bargain with
can be persuaded to give up (Daunting (1111) Leader- the PCs. If it becomes clear that the PCs want the location and
ship check, with 3 added for each heavy weapon the PCs contact details of their delivery, they will use that information
brandish). The PCs might have some difficulty walking around as a bargaining chip to try to get out alive. If the PCs wants
with a lot of heavy weapons in Coronet City though. to steal their ship, an opposed Leadership or Charm check
against the most senior smuggler left will convince the smug-
If the smugglers feel the characters are few and/or lightly glers to hand them over.
armed, they will first try to intimidate the PCs into leaving. If
they feel they have a numerical or situational advantage and
the PCs refuse to leave, they will start a fight. The smugglers
use stun settings (except Grond) but will switch to lethal set-
tings if the PCs use normal settings.

A huge bribe is another way to get the smugglers to part with


the cargo. A bribe of at least 10 000 credits and a Hard
Negotiation check (111) will get the PCs the cargo. If the
PCs want to borrow the ship and want the contact details as
well, the bribe needs to be at least 20 000 credits. For each
5 000 credits over this limit, downgrade the difficulty of the
Negotiation check once.

The encounter will probably turn into a fight, since the


smugglers are no pushovers and they know their papers are in
order. Except for Grond, they are not that battle savvy though
and will probably succumb to the PCs. They will try to take
cover and use aim maneuvers, but they do not have much
combat experience and will not work as a team.
Episode II: Probably a glitch,
try this one
THE FREEDOM FIGHTERS
The freedom fighters are a small group of about 40 individu- Equipment:
als who have started an active resistance against the Empire. Blaster Carbine (Range [Heavy], Damage 9; Critical 3; Range
The core group has broad support in the society and it is [Medium]), Padded Armor (+2 Soak)
easy for them to get supplies and general equipment, but for FREEDOM FIGHTER [MINION]
military style weapons they have had to reach out. They found
an intermediary for Olstra the Hutt and have bought a couple
of times from her earlier. The latest shipment is already paid 3 2 2 2 2 2
for and expected to arrive soon.

The group has a hideout in a remote part of the planet, about 3 5


20 kilometers away from the capital. They have hollowed out
some caves using mining equipment and is using that as a Skills (Group only): Brawl, Ranged (Light)
temporary base. The base has one main entrance and one Equipment:
secret back entrance. See Episode III for more information Blaster Pistol (Ranged [Light]; Damage 6; Critical 3; Range
about the base. [Medium])

The freedom fighters are quite a new group, but the mood is THE BASE
good and most of the members like each other. Eventually,
they might join the Rebellion if they hear about it, but current- Since many of the fighters are miners, they easily converted a
ly they are operating on their own and are only focused on large cave to serve as their main base of operations. They hol-
their own city and planet. lowed out a few rooms and enlarged the entrance cave. Most
of the fighters live in the cave, since they do not want to travel
too much back and forth, but since some have families in the
members nearby capital, security sometimes has to take a back seat.

Many of the members are miners and other friends or family


members. The group has only been together for about a year
Delivery instructions
and they still have a lot to learn about creating a well func-
tioning resistance movement. Therefore operational security Unless the characters got the delivery information from the
has been lacking and the Empire has found out about the smugglers, they need to slice into the ship’s computer to
little terrorist cell (as the ISB calls it) and will soon make an check their logs from earlier deliveries. The files are not very
example out of it. Most of the freedom fighters are humans hard to find or slice and requires only an Average computer
(about a quarter of them are other species) but many differ- (11) check. If they cannot get it done themselves, any slicer
ent occupations are represented. They have little in the way on the street will only take about 200 credits and ten minutes
of military training but most are determined and hardy, and to fix it.
could make good candidates for rebel training in the future.
The location is up to the GM, but should be a planet with
significant Imperial presence and an active underground. The
RAWA OLSEN [NEMESIS] time of the delivery should be set so that the PCs can cover
The leader of the freedom fighters. A human male who the distance pretty easily in that time, unless the GM feels a
previously worked as a mining chief. He got fed up when the few astrogation checks needs to be made to keep the pace.
Empire nationalised the mine and the work got too danger-
ous, so he recruited the first members from his crew. He is The instructions are to meet at a desolate plain about 20 km
charismatic, hard working and dedicated. from the capital city. An airspeeder will meet them there and
escort them back to the final drop off point. All terms and
payments have already been made and the only thing for the
3 3 2 2 3 2 PCs to do is drop of the weapons at the destination.

5 16 15

Skills: Leadership 1, Vigilance 1, Negotiation 1, Ranged


(Heavy) 1, Piloting (Planetary) 1
SHIP AND CARGO His men begin unloading the crates and moving them to the
storage caves while Rawa ushers the PCs into a small side
cave. If the GM wishes he can make Rawa or someone else
If the PCs choose to use the smugglers ship for the delivery open a crate and try a random Blaster Carbine to make the
(this will probably arouse the least suspicion) they need to PCs sweat. An average Charm or Deception (11) check will
break into the computer and get the codes to operate the make them put it down again.
ship, unless they got the codes from the smugglers. This will
require a Hard Computers (111) check. Failing that, the Rawas cave contains a small desk with a battered data pad
PCs will have to transfer the cargo (and the manifest) to their and a few folding chairs. He sits down and start to discuss
own ship. their trip, if they had any problems or other incidents. He also
quizzes them a bit about the empire in other sectors, if they
The cargo consists of 20 Blaster Carbines stored in 4 crates are as oppressive there as here etc. Since Rawa still think
and 2 crates of Frag Grenades (30 grenades in total). To sab- they are working for Olstra, he then begins discussing larger
otage these, anyone can make a Average Mechanics (11) purchases. They are ok with small arms for the moment, but
check to remove vital parts and make the weapon useless lack bigger weapons for anti speeder and anti walker use. He
until replaced. The GM can assign difficulties for any more is really passionate about acquiring such units. If the PCs play
advanced sabotage as he sees fit (making the weapons blow it right, they can probably score a new customer for Bargos
up on first use etc). The PCs should be clear about how severe here.
their sabotage is (i.e. something that will be easy to fix by
flipping a switch, or something that will require new parts and If at any point Rawa discovers the weapons are useless, he
time to replace). It will be important in Episode III. becomes enraged. The PCs can shift the blame on to their
supplier with a Hard Charm (111) check, if they think of
it. Otherwise he launches into a tirade about how he needs
to get his money back and they will never work on this planet
MEETING UP again and so on. He then threatens them with bodily harm
and lets them know they will never leave this planet if they do
When the PCs arrive at the coordinates given, they are met not get out of his sight right now.
by two freedom fighter members (Haf and Khan) who are
anxious to get the delivery going. They ask the PCs where the When the PCs are just about to leave (or when Rawa finally
usual fellows are, but will accept any reasonable explanation decides they need a lesson and gets ready) one of his aides
without becoming suspicious. Their speeder cannot handle run in screaming “Sir, sir, we’re under attack! It’s the Empire!”
the heavy crates, so the PCs have to follow them back to their
base to deliver the weapons.

The PCs follow the speeder to a small mountain range. On the


way, some remnants of previous mining operations are visible,
but clearly no one has worked in these mines for a few years
(the PCs might wish to make a detour but the freedom fighters
advise against it, the mines are dry and there is not much
equipment left).

When they arrive at the base, the miners insist that the
PCs park their ship inside to hide it from prying eyes. The
commander of the base meets them at the ramp when they
disembark.

“Welcome! Glad to see you could make it!


We really need this stuff. Step into my of-
fice so we can handle the formalities. What
happened to the usual guys?”
Episode III: UNsatisfied customers
The ISB has managed to get a lead on the freedom fighters by
using spies and informants in town. They have even managed
Battle tactics
to find the location of their main base, and are currently The Imperial commander is pretty new and not a tactical
assembling a strike force to take it out. When imperial scouts ace. He will try to assault the caves with a full frontal assault
spot the PCs ship coming in, they assume the freedom fight- under cover fire from the AT-STs and count on the fact that his
ers are preparing to evacuate, and decide to attack with the troops are much better trained. Since the freedom fighters are
force they have currently assembled. also inexperienced, they will try to meet the imperials head
on. If the PCs contain any military type characters, they can
organize the freedom fighters with an Average Leadership
THE IMPERIAL FORCES (11) check (becomes a Daunting (1111) Leadership
The strike teams consists of one platoon of army troopers, check if the fighters have already discovered the faulty rifles).
led by an officer, two speeder trucks for transport (will not If the freedom fighters can stay in the caves and take cover as
be involved in the assault) and two AT-ST as support units. much as possible, they can manage to decimate the incoming
The freedom fighters will not stand a chance by themselves frontal attack so the Imperial commander is forced to retreat.
and everyone of them will be captured if the PCs do not help That is, if they have some functioning weapons.
them.
IMPERIAL ARMY TROOPER [MINION] The faulty cargo
If the PCs have sabotaged the weapons beyond repair, and
2 2 2 2 2 2 the freedom fighters discover this, they will treat the PCs as
enemies during the assault (since they naturally think the PCs
led the imperials to their location after giving them broken
weapons). All bets are of and the freedom fighters shoot to
3 5 kill. Most still have their blaster pistols to use. The freedom
Skills (Group only): Discipline, Ranged (Heavy), Ranged fighters will begin opening the crates when the Imperials at-
(Light). tack and attempt to arm themselves using the contents.
Equipment:
Blaster rifle (Ranged [Heavy]; Damage 9; Critical 3; Range What to choose?
[Long]; Stun setting), two frag grenades (Ranged [Light); Dam- The PCs have a couple of options here. They can try to escape
age 8; Critical 4; Range [Short]; Blast 6, Limited Ammo 1), by themselves or they can help the freedom fighters fight of
trooper uniform and helmet (+1 soak)
the attack. If they decide to help out, their best course of
action is probably to try to take out the two AT-ST, since the
IMPERIAL ARMY officer [rival] freedom fighters have no heavy weaponry and the PC’s ship
cannon is the only weapon in the vicinity that can hurt the
3 3 2 2 2 2 walkers.

EScape
If the PCs chooses to escape, they will have to fight their way
4 15 to the main cave entrance where their ship is located. After
Skills: Discipline 3, Knowledge (Warfare) 2, Ranged running back to the entrance and turning the corner, they
(Light) 2, Vigilance 2 come upon a chaotic scene where blaster fire is coming from
Talents: Adversary 1 (upgrade difficulty of all combat checks all directions. They will need to defeat a squad of Imperial
against this target once). Army Troopers (see core rulebook for stats) to get to their
Abilities: Tactical Direction (may perform a maneuver to ship. If they manage to lift off and fight of any stragglers that
direct one Imperial Army minion group within medium range; try to board their ship to tag along, they need to either dodge
the group may perform an immediate free maneuver or add the two AT-STs at the entrance or destroy them. The walkers
3 to its next check], Overwhelming Fire (may perform a
will have time for one or two parting shots before the PCs can
maneuver to direct one Imperial Army minion group within
lift off and escape.
medium range; the group may perform an immediate free
combat check action).
Equipment: If they try to rescue the freedom fighters as well, they will
Blaster pistol (Ranged [Light]; Damage 6; Critical 3; Range have to hold of the army troopers while they get the fighters
[Medium]; Stun setting), officer uniform (+ 1 soak], long range on board. Most of the fighters will want to stay and fight but
comlink. a Hard Leadership (111) check forces them on board. The
PCs will have to hold off two squads of Army troopers for 10
rounds while the fighters get on board.
Fight REWARDS
If the PCs chooses to try to save the freedom fighters, they Give the PCs 20 XP for completing this scenario. If they
will probably either need to organise the freedom fighters as manage to save the base camp and help the freedom fighters
mentioned above via Leadership, or they need to defeat three survive, they receive another 10 XP. Plus additional motivation
squads of Army Troopers by themselves (one squad at a time) rewards as per the core rulebook.
to get to the AT-STs, and them finally find a way to destroy
the walkers. Using their ship is probably the best option, but
a kind GM can find some other ways for them to succeed (for
example, have the walkers stand much too close to a rock face
so that a blast of concentrated fire can cause a rock slide or
similar results). The GM should try to make the battle seem
chaotic and alive like all battles, and not simply an exercise in
die rolling.

If the PCs help fight of the Imperial force, Rawa (if he survived)
thanks them profoundly and promises to be more careful for
now on. Even if he discovered the weapons were useless, he
realizes that the PCs are obviously pawns in this double cross
and promises to buy from somebody else in the future. The
PCs might have a suggestion?

aftermath
No matter how the last assault ends, the freedom fighters
discredit their supplier. Captured fighters spread the word
from prison (“and we would have gotten away with it too, if
it weren’t for those useless blaster carbines…”) or if the PCs
saved the camp, Rawa mentions it to all his contacts. Bargos
is pleased with the PCs and even more so if he manages to
pick up an arms contract in the process.

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