Professional Documents
Culture Documents
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
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)
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.
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.
5 16 15
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.
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.