T R A M P FREIGHTERS
By Mark Rein-Hagen and Stewart Wieck Revised for Second Edition by Eric Trautmann
Development an Bill Smith Graphics: Tim Bobko, Thomas ONeill Cover Art: Lucasfilm, Ltd. Interior Art: Allen Nunis Ship Illustrations: Rob Caswell
Publisher:Daolel Son Palter Associate Pubiisherflreaurer: Denlse Palter Associate Publisher: Richad Hamno * Senior Editor:Gleg FaIahtey Editors: PeterShwelghofer, Bill Srnllb. Ed Stark Art Director:Stephen C m e Graphic Artists: Tlm Bahko, ThomasONeUl, Bdan khomhurg * Sales Manager:Bill Olmesdahl * Licensing Manager: Roo Slden. Warehouse Manager: Ed Hill Accounting: Karen Bayly. Wendy Lord, KimberlyRiedo Btliing Amy Ciacobbe
RR 3 Box 2345
Honesdale PA 18431
B. TM and 0 1-4 Lucarlllm. Ltd (LFL). All Rights Rerewed. Trademarks o LFL used by West End Games under authorization. f
Chapter One: How to Begin
Chapter Two: Player Introduction
Chapter Three: Drop-Point Delivery .........................................................
.......................................................... Chapter Five: The Black Market ............................................................... Chapter Six: Tramp Freighters and the Rebellion .....................................
Chapter Four: Speculative Trading Chapter Seven: Loan Sharks .................................................................... Chapter Eight: Ship Modifications and Repairs ......................................... Chapter Nine: The Minos Cluster ............................................................. Chapter Ten: Planets of the Minos Cluster ............................................... Chapter Eleven: The Minos Campaign ......................................................
..................................... Chapter Thirteen: Charts and Tables ........................................................
Chapter Twelve: People and Ships of the Cluster
characters in astar Wars campaign are directly involved in the Rebellion as fighters for the Resistance. you should make it clear that star-trading is central to success in the
. becoming more and more broadly-scoped and fast-paced as time passes.. and may be used even if you decide to take your characters far outside the Minos Cluster. providing the rules and background needed to run a series of closely connected Star Wars stories centering on the star-trading circuit of the Minos Cluster. New modification rules. they may find themselves becoming more and more entwined in the war against the Empire. norwilltheybetold what missionstogoon. Normally. leaving players more“space”toexp1ore: inshort. SecondEdition. assist the Rebellion. if it ranks that high. Included in the following pages is a complete Star Wars campaign. This galaxy guide is about the role of tramp freighters and their crews. character templates and gamemaster characters have all been inf cluded. If the characters become involved in smuggling. This supplement includes a detailed campaign setting: the Minos Cluster. Over the course of the campaign the characters will have opportunities to outfox their competitors. dealing with the black market. as gamemaster. tradthe ers might be able to customize their ship into a spacecraft as trulyexceptional as thehfillenniurn Falcon . Eventually.
As the campaign opens. but the risks will be increased as well. The characters receive fewer spectacular rewards at first than what they might be used to. In this campaign.star-traders operating solely for profit. you can lose them. improve and even arm their ship. This information will
behelpful in anycampaign involvingspacetravel. Sometimes they will have to d o it all at the same time.They are free to go where and do whatever they wish.
In 1990. As the campaign progresses. a whole new galaxy was opened up. and the expenses involved in maintain-
ing and customizing a ship._“This supplement illustrated a universe far larger than the Empire and the Rebellion. bargain with strange aliens. Imperial classifications of contraband. however.
A large part of this galaxy guide gives rules for hauling. Whatever travails the characters face in the cutthroat world of interstellar trade will be only increased if and when they become involved in the Rebellion. However. and only through the operation of their ship are they able to get money and equipment. deal with Imperial Customs officials.) This campaign has been designed to start slowly and relatively low-keyed. expanding the horizons o thestar Wars universe even farther. the charactersdonot haveaccess tofreeequipment.. the characters are. after great effort.fighting for freedom in the galaxy is a distant second. of course.but to afford it they will have t o be highly capable and shrewd operators. the characters are mostly interested in keeping the loan sharks off their backs and keeping their dilapidated freighter in space for just one more jump . There are many frustrations which accompanytheoperationofatrampfreighter. much as Han Solo did over the course of Star Wars:A New Hope through Return ofthe Jedi. first and foremost. the potential profits may be increased. (Just ask Han Solo about the difficulties involved. however.
The Minos Campaign
Thiscampaignmaybequitedifferent fromany You have run previously.Asquick1y as you make a few credits. Galaxy Guide 6: Tramp Freighters became one of the most popular supplements created for Star Wars: The Roleplaying Game. Tramp Freighters offered garners and fans of the Star Wars trilogy a new insight into the events occurring “a long time ago in a galaxy far. : Galaxy Guide 6 Tramp Freighters has now been expanded and updated to incorporate all major rules modifications and additions instituted in Star Wars: The Roleplaying Game.J n R
. and. far away . Since they d o not start as part of the Rebellion. buying and selling cargo.
we hope that you are able to explore a whole new avenue of roleplaying and that your players will be presented with interesting dilemmas for their characters to face. shortly after the Battle o Yavin.
. During this period. Player characters should be reminded that these are dark times. and if the characters simply wander the Cluster aimlessly. they will quickly go broke We hope you and your players will enjoy trading on the fringes o the galaxy. before thedeaths of Darth Vaderand f the Emperor. f
This supplement is set in the classic Star Wars time frame. indeed . and that the f characters will eventually find ways to assist the Rebellion while still maintaining a healthy profit margin. as they try to juggle their greed with their sense o justice. Most importantly. there is still a highly effective and well-organized military present in Imperial space.I
Minos Cluster.. Jabba the Hutt is still alive and operating and Boba Fett is still among the most feared bounty hunters in the galaxy..
You should also have a general idea of how you are going to do things . and more inclined to roleplay them properly and make them a vital part of the campaign.decide the tone your adventures will have as well as the style of gamemastering you will employ. However. t o name a few. You. the real owner of the freighter will probably want the ship back . though one player character is elected captain. trading and ship modification rules. (Besides. First. if the players contribute. think about changing your style.. tl0-W to Begin
H o w to Begin
Before you attempt to run the Minos campaign you should read and be comfortable with the material included herein. Spending time intelligently creating the ship at the start will only makethecampaign better lateron. (Of course.)
In addition to designing their ship. but. until they pooled their money and bought the ship for themselves (they’ve formed a “corporation”). All economic decisions have to be made by the group as a whole. and simple economic necessity. The are now using the ship they have stolen to make a living for themselves. and why he is associating with the other player characters. or are you going to use your own ideas? If your players have gamed with you before. The player characters are convicts who have fled to the Minos Cluster for safety. there are plenty of good reasons why a diverse group of beings might choose to liveand work together: friendship. deciding what it looks like both inside and out. Be sure you understand how to use the transport. of course. for the player characters start the game independent of the Rebellion. have final say. Basically.. Are you going to adapt our suggestions for how to run this campaign. In general. they’ll be much more satisfied with the results. Following are a few suggestions why the player characters might decide to work together as captain and crew of a tramp freighter: The player characters were once the ship’s crew for the former owner.
Using New Player Characters
If you are using new player characters.
. so that they can’t p r c dict what will happen next in your adventures. the player characters are going to be stuck with that ship for quite some time. you’ll have to d o more work than normal to get them readyfor theMinos campaign. players are encouraged to create new player characters for the Minos c a m paign. as a reference for their own vessels. Let the players examine the ship design and improvement chapter in this book. let the players make up their player characters’ connections. Unless they manage t o steal somebody else’s ship and get away with it. Have the players look at the various stock and modified freighters provided in this book.Chapter One. Thenormal reasons whySlor Worsplayercharacters aretogether-because they’reall partofthe Rebellion -simplydon’t work in this campaign. ail players think they are brilliant shipdesigners Maybeyours are. thisis a lot of fun. but it is possible to run the campaign with more experienced player characters. and then tell them to go to it. so they will want to do a good job. each character must have some intimate connection with the ship explainingwhy he is aboard her. relationships. the players will have to create the player characters to crew the vessel. the players should design the stock light freighter which they will later crew. far from where they are known. ) The player characters all belong to the same noble family whose fortune has been recently
As a group. As much as possible.
yet you also owe a loan shark nearly 20. You hail from one of the worlds in the Minos Cluster.andto survive they had no choice but to fly cargo for profit. self-centered crewmember
Some Reasons Why A Character Would Be Useful In The Group
You have bounced from planet to planet. Encourage players to craft a player character that is rich in detail. Chances are. While you lived in theCluster. they can be used in this campaign. planetary systems and their unique differences. These other guys need a pilot. The campaign will not succeed if the player characters can. cosmetic surgeons. Unfortunately. permanently. and can finance t h e first purchase of cargo. For now. go back t o Alliance Headquarters and requisition several hundred heavy blaster rifles or a wing of starfighters to help them out of a tough situation. It is essential that t h e player characterscan work together and that everyone contributes equally to t h e group’s survival -a useless. you have t o sunder the player characters’ connections with the Alliance. they have to be all but completely on their own. You vow to stay sober (but don’t know if you can d o it. and are able to repair nearly any sort of equipment. that’s the theory. however. For established player characters. You own the ship. including fences. Essentially.i’ogether you can create strong experiences in the player characters’ history which could affect the way players should roleplay. you won’t be able to continue your life among t h e stars.youcouldn’t wait to leave. Gamemasters may find that sending the player
There are some additional details you and the f players should take care o before the campaign begins.
Using Established Characters If the players already have Sfar Wafs characters. contacts. and their brawn. You have been the Rebel contact on Gesaril for the last I O years. but you have absolutely no experience with life in space. at will.-Along the way you have learned the basics of starship modification and repair. you won’t be able t o continue any life at all. though). the players might not be very happy with what you are going to d o to their player characters. friends and contacts there. You are more comfortable with machines than with other people. (At least.) One player character owns the ship. but in order t o survive a very tricky situation (the very first adventure) is forced t o takeonsomepassenf gers (the rest o the party). but your cover has been broken. The only thing left of theironcevast wealthisthiscrummyship. and you still have numerous family. and you’re ready to begin. their brains. For this campaign to succeed. You also have a great deal o f expertise a s a space pilot. Youalreadyhave thenecessarylicenses and permits to be a freighter captain. You have just gotten your inheritance. gamemasters are encouraged to completely pull the rug out from beneath their players. if you don’t pay this guy off soon. whether it be money. suchas designingeach player character’s personal background. Unless you find a partner soon. you can sell these services for a decent profit. document forgers. Overall. you need to get off-planet before the local authorities throw you in the drunk tank. this means a bit of work on your part. The player characters should be outside of the Alliance’s chain of command altogether. including home planets. Usually they just fly without getting paid by their customers. and have found it impossible to get any sort of Imperial work permit yet you just won this funky freighter in a bet. While living in the underworld of many planets you have f established contacts for nearly any sort o criminal activity.Chapter One: How to Begin
will quickly disrupt shipboard life and will more than likely be booted off the ship as soon as everyone else grows tired o him. system to system for years. to whoever will take you to the next port. personal histories. and have picked up an impressive command of a few non-Human languages. You are a criminal with a record. You are a highly-trained ship mechanic. Now that you’ve seen some of the galaxy.000 credits. working for passage on anything from luxury liners to garbage scows. and any contacts they still have. you’ve become a drunk and have no ambitions other than getting your fill of Regellian draught. However. and toughs. f Once the players’ characters are completed.
lost due to Imperial activity. with few resources t o call upon but their ship. and you must run for it. let the players read Chapter Two. On many systems in the Cluster you have a contact. or simply a few useful skills. It later proves to be impossible to get them off the ship. you can’t wait to go back. and know how to get in contact with the Rebellion outside of the Cluster. you are on the run. You know of nearly every Rebel sympathizer in the Minos Cluster. Be sure each player character has something to provide the group. though the crew you are shipping with now is able to make you feel at ease.
rounding up thousands of suspected Alliance sympathizers and subjecting them t o interrogation. has Imperial Intelligence has also been highly active. and otherwise make themselves a major nuisance t o the Empire. immediately. Intell doesn’t want to hear from the Rebels until they have the network u p and running. Intell’s resources are stretched almost to the breaking point attempting to cover even a fraction of them. In this campaign. COMPNOR is ruthless.rallying thousands of citizens to the Alliance’s cause. For these reasons. The Imperial troop line deploys around the planet the Rebels have been most active on. But. lntell organizes groups of agents. and several divisions of Imperial soldiers land on t h e planet and ruthlessly subjugate it. the Rebels travel to Minos f Cluster because the rest o the galaxy has become too dangerous for them to roam around in. granting a successfully-infiltrated spy network unparalleled access t o the Empire’s corridors of power. Alliance agents inform Sector HQ that the Empire has names and descriptions of all of the Alliance’s intelligence assets in thissector-includingtheRebelplayer characters. f Essentially. Alliance commanders fear that the Sector HQ is compromised as well: too many operatives have disappeared. though lntell may put loads of money. Holos of the devastation are distributed to all the planets in the sector. thelast bit of badnews. t h e most strategically important and heavily-controlled regions in the Empire. supplies. are relatively poor and of little strategic importance. ships them into the Outer Rim and tells them to d o their best. Within days. Networks in the Core Worlds stand to make t h e most spectacular gains. they are also more likely to be compromised and eliminated. there are thousands o sectors within the Outer Rim. At this moment. They have been given a dilapidated starship and told to set u p cover stories a s traders. they are more than likely being hunted by dozens of the best bounty hunt-
The ”Hunted Criminals” Gambit In this approach. The Core World sectors are the biggest intelligence prizes: they are t h e richest. Their covers are irretrievably blown in this system and probably throughout the rest of Imperial space as well. especially to spies found on their doorstep. The playercharacters’victorycelebration ended. Unless an individual sector is of unusual strategic importance.anta
Chapter One: How to Begin
T A R I
characters into the Minos Cluster as deep-cover operatives or a s hunted criminals are easy ways to sever their ties to the Rebel Alliance. virtually all of the planets in the sector have surrendered. The Outer Rim Territories. Intelligence will give them new orders. and t h u s receive little Imperial attention. destroying vital enemy equipment. Then the Imperials mount a staggering counteroffensive. it receives the bare minimum of attention possible. you should create a truly nasty last adventure to end the old campaign. equipment and agents into the Outer Rim Terrif tories. Undercover Operatives The Alliance is constantly seeking to expand its spy network to all sectors of the galaxy.and it is more ferocious than anyone thought possible. and the f chances that all o them were able to commit suicide t o avoid interrogation is exceedingly small. there is much rejoicing in the ranks of the Alliance. One planet does not -and all of its major cities are bombed into rubble from space. They provide the bulk of the Alliance’s food and supplies. a process that sends shivers up the spines of even the most hardened of intelligence operatives. discrediting the local sector Moff. To get this to work. and d o it yesterday. many of the Alliance intelligence networks in the system are compromised. moving in unexpectedly f large amounts o troops. and military hardware. The Empire has published their d e scriptions and put a bounty of several hundredthousand credits on each of them. The player characters should have a very good chance to seriously disrupt Imperial operations in their sector. on the other hand. Once they have established a functioning network. When the Rebels succeed. The new Moff of thesector demands immediate surrender. Soon. dangerous and nerve-wracking business. gives them new cover stories and some money and the bare f essentials in terms o equipment. The base is to be evacuated. Alliance Intelligence must constantly disband and recreate its networks -an expensive. Operatives” idea. Alliance Intelligence spends a great deal of its resources into setting up and maintaining networks in the Outer Rim.they’llalmost certainlybehunted down and killed. Other Imperial ships gointoorbit around other Alliance-sympathetic planets. it’s an extension o the “undercover . infiltrated and destroyed. Unfortunately. Finally. d o it right. Nearly half of all networks are infiltrated and destroyed during their first six months of operation. The Alliance forces of a few cruisers and starfighterwings are badly outmatched and immediately retreat from the sector.threatening devastating retribution if the planets d o not comply. though the Rebels don’t go t o Minos by choice: they go because if they stay where theyare. Sixout ofevery IOnewCoreWorldintelligence networks are compromised from their inception. and are fertile recruiting grounds for Alliance soldiers and operatives. theRebels have been chosen to set up the network in the Minos Cluster. _
Chapter One: H o w to Begin
1 . not even everyone in Intelligence can be trusted. Alliance Intelligence gives them some funds and tells them to go away for a year. While this is an extremely grim scenario. and a lot o the Rebels’ friends and loved ones are in f grave peril. they are going to the Minos Cluster to hide out.until things cool down. the Rebels can lie low and (hopefully) avoid trouble. They are ordered to stay out of any Rebel operations in or near the Minos Cluster. As long as they pose as one o the thousands o tramp freighter crews f f that pass through the Cluster. After the furor in their home sector has died down. If your players seem rather depressed by this turn of events. then so much the better. To survive.
. Though the people in this sector will suffer (badly) in the short run. By lowering the intensity of your campaign you can give it renewed life and vigor.quiet& . the player characters will have to change their style. Alliance HQ will summon the player characters back into Rebel Alliance. lntell doesn’t want to know where they are. If they can make a little money. backwater region. and aid the Rebellion in whatever way they can. An ally of the Rebels that works for Intelligence suggests that the Minos Cluster. the Rebels have. whenever they can. in fact. f The player characters will be out o the spotlight of the Rebellion for a time. would be an ideal area for hiding from the Empire. and stay there . succeeded in their mission: they have forced the Empire to divert precious resources from other sectors and from thelmperial’ssearchforthe RebelFleet and main base. The Rebels have only one chance for survival: go somewhere far away from the war zone. They are not going to the Minos Cluster to save the galaxy. with the huge bounties on the Rebels’ heads. nor are they to make contact with any Rebel personnel.
ers in the galaxy. the Rebels’ actions here have had asignificant impact on the course ofthe war. you should
relay this information to them. and are largely left to their own devices. This is a good opportunityforyoutogetagrasponyourowncampaign. Once you finishtheMinoscampaign. to tone down the player characters’ powers and the players’ expectations. Hopefully they will take with them a better ideaofwhat they are really fighting for. the player characters can return to the hot-spots of the Rebellion from whence they came. a remote.
You’ve seen it all before. They looked after their own. Their constant struggle for survival .living from hand to mouth . but that’s not your concern. But they’ll never stomp you out. It takes luck and a
. war is definitely bad for business. demeaning. It offers goodandbad. if one o them were in trouble. the only place you can get the money to buy a ship quickly is through a loan shark. with all therisksthot entails. brag up a storm about the deal he had just closed or the trip he just made. lot o intuition. Mostly though. What goods should you buy? Where’s the best place to sell? How much should you charge for hauling timesensitivecargo? How much for danger pay? What are the best routes t o frequent? Where are the pirates? Where are the customs officials? Which ones can be bribed? Which ones can’t be bought? Even those who seem t o have it down t o a science can lose their shirts. Unless you fancy weapons-running. to f make enough moneyto keep thecreditors happy. butonceyouexperieiiceit. Note: If you wish to run a tramp freighter captain.A A R V A N
Chapter Two Player Introduction
=Chapter Two Player Introdwction
The players should read the following matef rial at t h e start o the campaign. about space travel. eventually.chances are you will never want to give it up. But no matter what happens. They were fierce rivals but. (Mostly. But if your blood boils with t h e desire t o to be your own person i n a time when government seeks tocontrol you morethanever before. therearealreadytoomanyregulations governiri~iiriterstellartradeand know you the Empire has more tricks up its sleeve. and cheap. He also makes it perfectly clear that the penalty for non-payment will be painful.) You’ve heard talk of a Rebel Alliance fighting the Empire. and. You’re part o a proud and f lonely heritage: you’re a tramp. enjoyinghissuccess as if it were their own. there is nothing the others would not d o to help him. about hauling cargo. then life on a tramp freighter is for you. Unless you’re exceedingly well-funded. and hectic. He will be happy t o loan you the money. You know the life will be tough. and throw his credits t o the wind.did that t o them. you’ll survive. they can add all the silly. In addition. pointless regulations they want. fatal. Usually. (And theloanshark will be happy to complete that transaction as well.
Thetrampstook1ifeasitcame:theyweretight when they had to be. but you’ll have t o learn the ropes as you go. difficult. But sometimes a fellow would swagger in. they can let the pirates have free run o the f space lanes.
The Life of a Tramp
It can be tiring. there is a tramp freighter captain template provided at the end of this book. you can use virtually any character with a reasonable Mechonicol and Perception score (and with reasonable access to a spacecraft). they were selfcentered. lord o the space lanes. you just hope the fighting stays out of your sector since money gets really tight when the lasers start shooting.you used to talkwith thecraftyold tramps at the local bar. you wish them luck. And you’ll certainly have creditors to worry about. They can put in all the bulk freighters they like. Oh. so anything which preoccupies them is good news foryou. It will give them an idea of their new roles i n the Star Wars universe. anyway. When you wereyounger. cantankerous. Your kind has been around as long as there has been space travel and you’ll still be here long after this Empire has f been dead and buried. You and your kind dways have.) You know a little about buying and selling goods. and the trade lanes can dry up at lightspeed when the Imperials and Rebels start nosing around. freespending when they f could be. Then all ofthecaptains loosenedup. troirblesonie. you’ve heard othertramps say.
If youwant it to beeasy for the traders t o find someone who needs s o m e thing transported. but often it is the only legitimate way open to a tramp t o make money. However. he'd offer the job for 1. scoundrels. If the trip took longer than expected.table.youwill want t o keep it somewhat realistic . Marginally Profitable Easy Long Run. and hauling cargo is more an excuse for the action than the heart of the action itself. Good Profit Very Difficult Short Run. That is. Full Cargo. Remember that you should use this table only between your designed adventures. Full Cargo. Fairly Profitable Difficult Moderate Run.
. Large Cargo. The profits are not tremendous. you can have the player characf f ters roll to determine what kind o runs they get. simply by giving them a consignment headed in that direction. High Profit
. That is. internally consistent . If you want to get them to go to a planet. the shipper wouldn't pay for theextra time: that's the freighter captain's problem.
. per day. This is based on a x2 hyperdrive engine (the standard for tramp freighters).to help the players suspend their disbelief.
Finding a Customer
Finding a customer is as difficult as t h e gamemaster requires. on the other hand. it is. plus one day to load cargo and get out-system. you can have them makestreetwise or Perception rolls. Your adventure needs always supersede this or any other . and Rebelsin-waiting zooming around having adventures in space. their success levels determining how good and potentially profitable the run is: Roll to Find Customer Run Found N o Run Failure Long Run. when a freighter is hired t o carry cargo from one place to another in a specified amount of time and for a specified fee. Not Much Very Easy Cargo. and one day t o get in-system at the destination planet and off-load the cargo. These rules are meant to help you d o so. And you can determine how much money they have simply by paying them more or less for each trip. You can send the player characters anywhere you want them to go. if you haven't got anything planned for them. if a shipper needed 50 tons of cargo hauled to a planet which was 10 hours away and he was paying the 10 credititon rate. let them find someone who has something he wants taken there. is the standard way inwhich tramp freighters earn their living. It's also the easiest way for the gamemaster to f control the flow o the game. you want the player characters to have to roll for their drop-point deliveries. If. one day to offload the cargo) equals 1.500 credits. more importantly. Barely Profitable Moderate Moderate Run.
Galaxy Guide 6: Tramp Freighters is about seedy characters. one day in transit.
Standard Fees for Droppoint Delivery
The standard fee for drop-point delivery is between five t o 10 credits per ton.Chapter Three: Droppoint Delivery
# A P
S I a L
=Chapter Three Drop-Point Delivery
Droppoint delivery.500 credits: 10 credits x 50 tons equals 500 credits per day. Large Cargo.and. 500 credits times three days (one day to load cargo and go to hyperspace. or if f you want t o go through a lot o runs in a short period o time.
shippers might offer bonuses for quickdelivery.In addition to the standard fee. he’s likely to pay more per ton. over the long term their income will be higher. depending upon the
. the f fragility o the cargo. and so forth. a trading house. (Be assured that penalties for slow delivery are almost always charged. Both o these last f two are quite risky. But they will get steady work. They give the freighter captain avoucher for the other half. and there’s a pretty good chance they’ll also get bonuses for on-time delivery as well as breaks on ship-repair and upgrade fees.orhecanpost hisship as collateral against the cargo.
Theshippers might (and most larger shippers do) demand that the hauler take out insurance on the cargo: this usually runs between 1% and 10% of the cargo’s value.
traders’ reputation. for example. or simply hire the entire vessel for the trip (usually at 300-600 credits per day). If the trader f can’t get a reputable insurance agent to cover it. shippers pay half the fee up front. The voucher also lists any bonuses/ penalties for early/late delivery. Generally. The freighter captain is responsible for the condition of the goods: if they’re damaged. the receiver may refuse to accept them.Though they will tend not to make as much money on individual runs. Typically.
The player characters can make contact with f ashipper who needs a lot o repeat business. as you might imagine. and so forth.) If the shipper has a smaller load but requires a quick turn-around. they’ll have to accept a fee perhaps as much as five or 10 percent below standard. the riskiness o the trip. hecan turntoaloanshark. or pay less for them. The only way they can assure themselves o gaining f suchajobis bybeingcheapand reliable. if the player characters get a long-term contract with.
Chapter Four: Speculative Trading
=Chapter Four Speculative Trading
One o the ways a tramp can earn a living is f through speculative trading: that is.are risky enough. and then find an interested consumer on another planet and sell thegoods. experienced traders' speculative deals go sour. and roughly 20% of even established. bureaucracy and value. This is fairly risky and requires a large investment o capital and time. so will the character. so most new captains avoid it f unless presented with an especially good deal. they may end up with a cargo of colored water where they thought they had medicine. Traditional cargo deals . When involved in speculative trading. f There are also plenty o opportunities here for characters to get into trouble.deliberatelyselling goods below cost to steal the freighter's f customers. hopefullyfor a profit. Further. people with contacts among the producers and consumers in their system. it must be noted that. and anyone new to a profession tends f to be ignorant o many of its intricacies. purchasing a cargo out of his own pocket."It's much easier to get skinned than it is to sell skins for a profit. Remember: this is a roleplaying game.the simple purchase of products for resale somewhere else .becoming a trading house himself and employing other freighters to carry his loads. years of experience in buying and selling items. It is not unusual for sellers to attempt to sell shoddy merchandise to neophyte buyers. particularly bargain. stealing the cargo outright. He's the one who must decide where his character will look for buyers and sellers. the freighter captain is almost certain to lose: the houses have the capital to survive a long time without making a profit: the tramps don't. or the freighter's other f sources o income will simply dry up. when engaged in speculative trading. Still. t h e tramps are competing with the people who normally provide them with the cargo t o haul in drop-point delivery: they had better hope that they don't annoy their best customers. underpaying what was promised.
. the goods sold at a miniscule profit or outright loss. If the tramp freighter captain is successful. he may be able to work his way into the lucrative buying and selling business full-time . or a cargo of rotting vegetation when they believed they had purchased food. and attempting to sell it there for a profit. not a commodities transportation simulation."
Buying and Selling: Attack of the Number-Crunching Players
This chapter's rules allow a character t o find a source of goods on one planet. But he certainly shouldn't attempt this until he knows Minos Cluster inside and out: as an old sayinggoes. That's appropriate: as the player learns. thisiswherethebigmoneyistohemade. In this kind o battle. Whether or not the trader has a chance to make money is dependent on certain skills. The most important thing to remember is that the rules should support the kind of game you and your players wish to play. Tramps don't have many of these things.Let the buyer beware. t h e houses may in retaliation start up a price war against the freighters. But whether the character actually makes money depends on the player. and so forth. and the warehouse space to hold them until they are sold. These are all good ways to add interest to what is otherwise a rather dry numbercrunching exercise. make his purchase. taking it to another planet. the tramp is up against the established trading houses. if they begin tocut seriously into the trading houses' profits. Similarly. the capital t o be able to affordto hold onto items until it is profitable to sell them. and these decisions will only be made properly after a little experience. Additionally. the purchaser may attempt to rook the traders by refusing to pay for goods. if the tramps are not careful.
so should you try to balance these rules and your own story. Gamemasters should feel free to mix and match concepts-suchasspacelevel planetswithmigrating tribes . Likewise. go for it. don’t forget to reward characters who work hard to improve the skills that are supposed to help make them rich. or planets “only” up to atomic technology are regarded as “primitive. However. complete with the Empire’s biased point of view. by all means do not let your adventures get bogged down in these trading rules. consulting. By the same token. f Ifyourplayersareinterested inzmming about the galaxy. half the fun of being a tramp freighter captain is living on the edge while trying t o convince creditors that things are going just fine. For example. This could not be further from the truth. the Empire’s trade categories are very general and gamemasters can choose to devise one specific type of good that differs from the rest of the planet’s trade profile. calling for some fairly tough chart-consulting. industrial planets that have already developed repulsorlift drives. Kessel would be a normal space technology planet in all respects except that spice is much cheaper because it is abundant there.as long as a believable story context can be devised t o explain the planet. the Rebellion and the Empire. Don’t feel obliged to roll the dice for every transaction the characters make.
. if you and your players are interested in the intricacies of galactic trading. going from spaceport to spaceport. If the trader makes too much money too quickly. Other planets might otherwise have unusual trade profiles . Implicit in the Empire’s view is the belief that any society different from the Empire is “inferior”: planets ruled by religious heirarchies. the technology level system is based on Imperial guidelines. Just as a tramp freighter captain tries to balance his life between survival. weave a
Chapter Four: SpecukVe Tradinq
story of disastrous ruin into the saga.stone technology goes hand-in-hand with tribes. therefore reducing demand for items based on that specific technology. streetwise or even persuasion. there are planets where different skills are needed to conduct trade: business.which may run against t h e grain of a gamemaster’s more free-wheeling style o play. Just remember that the rules are meant to serve the needs of your story. For example.. While characters must normally make bureaucracy rolls to find buyers or sellers on most planets. but it can also be time-consuming. interacting with the natives and blowing up Imperials. if vou eniov the chart. and tribal units do not understand money. If your adventure calls for the trader to strike it rich. record-keeping and number-crunching .VnRz
Manipulating the buying and selling rules can be fun. on the other hand. cuitures. For example. The gamemaster must also consider how trade is conducted on certain planets. record-keeping and number-crunching necessary to make these rules work.
A General System
While the following rules cover many aspects of running a tramp freighter campaign. characters could use streetwise on planets where trade is conducted exciusivelythroughopenair marketsor on planets where tradeis largelycontrolled by organized crime. Use these rules for baclrground and stick with the droppoint delivery rules described elsewhere: they’re fast and fun. gamemasters should be aware that these rules tend to generalize and simplify what is an incredibly intricate galaxy.” Imperial sentientologists also assume that the development of civilizations will parallel the development of Imperial civilizations .for example. let it happen no matter what the dice say. easilymanipulated byyouand your players toget the resultsyou’re looking for. but. gamemasters should feel freeto alter the rules t o fit their needs. In other words.
and their culture has probablygot agooddealofviolenceinit. making gathering a full cargo a lengthy business. and each tribe is likely t o have only a few items worth trading for. and. The peopleon theseworlds will often pay fortunes for any advanced items: manufactured goods. the basic social unit is likely to be the tribe. and these companies d o not look kindly upon those who try to muscle in on their business. making wholesale trading of goods possible. they will quickly move toestablish a permanent outpost togather its profits. these worlds can be extremely profitable. Rules on these operating costs may be found in another chapter of this galaxy guide. Industrial Industrial worlds are just beginning to discover important manufacturing concepts such as mass production. Once the larger trading houses discover the planet and set up shop there. The primitives have no transportation network. the trading potential is enormous. never t o be seen again. and the like. Stone This is the most primitive category of world which need concern us. These people probablydonot understand theconcept of money. the people will probably have developed primitive agriculture. There are wholesale companies which handle f the relocation of goods from one part o a world t o another. Realistically. say. and are always looking for instructions on ways t o improve their manufacturing capabilities. animal wealth (furs and the like). Risks: Traders are sometimes mistaken for demons or other mythic beasts and attacked accordingly. profits begin to drop quicklytomore reasonable levels. Example of Stonelevel Planet: Endor. ) The system which follows does not take into account otherexpenses which thetramp freighter might have-dockingcosts. Risks:Just because people are feudal does not make them stupid. Technology levels are used in the buying and selling procedure.Chapter Four: Speculative Trading
dARL. if herbivorous or omnivorous. (Although. educational material. luxury goods (obf jects o primitiveart. And the tribes are likely to be migra-
. and so forth. It's fairly easy to trade for low-tech goods on these planets. They have probably learned primitive mining and ore-processing techniques. planets will not fall directly into one of these categories. Thecompetition will quicklydrive the price the natives are willing t o pay for imported goods down and the price they are willing to sell native goods for up. sometimes a deal comes along that looks so sweet it can't be ignored . foodand medicine. They typically have an f established central government. Example: Gamorr. These worlds generally have an aching need for raw materials and metals.) The cultures of the world are loosely-knit. They have developed a slow transportation network (typically roads and ships) and have discovered currency.Traderswho attempt to rob these peoplemay find themselves attacked by screaming hordes of armorclad beings wielding pointy swords. but thegamemastershouldassigneachplanet to the one category it most closely resembles. wood or coal furnaces or whatever primitive machinery the environment will accommodate are used t o provide energy t o manufactureitems. poisoned mead at the king's party. the Gamorrean homeworld. There will still be profits t o be made: they simply won't be astronomical. or a number o governments each controlling a significant portion of the planet. with the primitives trading their goods for the trader's. ship repairs.. The society makes and uses stone tools.thefirst trader there can make a killing. mostly) and foodstuffs. so all deals will have t o be based on barter. If the world possesses mineral wealth. (Civilizations at lower than stone tech level d o exist. the trader can also find minerals. Iftheplanet isunknowntotheEmpire. once another trading house discovers the location of the planet.
tory: atrader who has established good relations with one tribe may return during a later journey to discover that it has up and vanished on him.
Thesesixclassificationsareused bythe Imperial bureaucracy to identify the level of technology on a particular planet. and with some hard work. weaponry. However. medicine. Feudal Worlds classified as "feudal" haveestablished a complex social order and have hegun to produce primitive manufactured goods. waterwheels. or the people of the world are good craftsmen. Note that traders should not buy and sell items on the same planet. or by even more insidk ow means.-
Buying and Selling Goods
This speculative trading system assumes that the tramp freighter is purchasing cargo at one point and travelling t o another point to sell the cargo (hopefully) for a profit. but it is virtually impossible to trade with them. Windmills. player characters should be warned not to attempt to sneak adeal past the planetary business networks. Since they have the political and eccnomic clout tostomp any small-time interlopers.. A trader can sometimes find a market for manufactured goods here (metal tools and weapons. the Ewok homeworld. mostly). When first discovered.
the freighter would almost certainly defeat one or two enemy fighters. This limits the tramps’ opportunities for major trading kills. as they will be competing against the trading houses. Risks:Similar to those o an industrial civilizaf tion.
to largescale production of goods and is beginning to discover how much the universe offers. (F’ity the tramp freighter that inadvertently sets down near a planetary military installation.) Information Sophisticated devices of communication and data-processing characterize civilizations in the informationage. . and their technological level is beginning to approximate that o the more backwards f planets in the Empire. If. f most of them in the area in which the tramps are working will have been discovered. however. just as lethal as a blaster). The trappings might be different. and the tradinghouses will haveestablished permanent settlements on them. the opportunities for killings selling the planet information are extraordinary.
An atomic civilization hasadvanced
. though insystem space travel may be relatively common. and hyperspace. however. except that their weaponry is better (a chemically-powered surfacetwair missile could conceivablyhitaslow-movingtrader. Groundbased lasers and atomic missiles would definitely give it problems.Theplanet seeks t o learn more about the planetary bodies near the homeworld. but the weapons are better still. The trader’s window of opportunity for making a killing is very small indeed. Example: Kubindi. Its subspace fighters may goalmost as fastasafreighter in atmosphere. they can. Since these civilizations broadcast a lot of energy (in the formo radio waves. Risks:Once again. droid technology. the Kubaz homeworld. as well. More potent forms of energy are discovered and rockettechnologyis developed. and come across an atomic-level civilization which has not yet made contact with the civilized galaxy. the same as industrial-and atomic-level civilizations. and a couple of cannon shots could conceivably put a hole in a grounded ship (though the odds of a cannon shot hitting a moving ship would be astronomical). atomic level planets sometimes have a militaristic mind-set. The recent development of com-
puters has completely restructured these beings’ lives. Also. principal world of the Twi’leks. make a fortune selling them the secrets of repulsorcraft engines (unless the planets already have it). be interested in setting up normalized relations with such a planet as soon as it found out about it. the tramps are exploring far enough afield. but these planets have about the same level of technology as that which can be found on
. The industrial planets are likely to attack traders whom they suspect of cheating them. for instance).andit would do an appreciable amount of damage).Chapter Four: Speculiitive Trading
Risks: These planets often have weaponry which could seriously threaten a trader (slugthrowers can be. The Empire may very well have “invited” them t o join its ranks. An information-age planet may have sophisticated spacebased weaponry. or they might attack if theythoughtthat doingsowouldearn them cheap information about high technology CPlease t o telling me how make metal so strong as your ship’s skin or I will pulling your friend‘s eye out. but a dozen could give it problems. and the trading houses too would be all over it in months. In adogfight. fearand paranoia. once again. yah?”) Example: Ryloth. Space This is the stage at which most planets in the Core Worlds are. and contact with offworlders is oftenmet with suspicion. Information-age planets still have not yet discovered the secrets of hyperspace. in the right circumstances. for purposes oftaxation and military conscription. Ifthetradersareluckyenoughtobethefirsto t discover an information-age planet. The Empire would definitely.
and ores used for other purposes such as mixing cement (calcite) and common salt (halite) are notable examples. iron and hfredium are examples. The colonies often begin as farming communities. This contains information on how difficult it is to purchase a product. The letter before theslash tells how high thesupply or demand for the item is: very low.it’s equally possible that they have discovered some item which the Empire doesn’t yet know about. Steel. this step is often prompted by overcrowded conditions on the homeworld. For example: salt is a mineral. “H”. if a trader wished t o trade in mid-
This category includes simple manufactured items like handiworks. plastics and polymers are part of this category. unsanitized cities have bred diseases which the civilization has yet to find cures for. cruisers. at this level the people have learned the f secrets o hyperspace travel. high.
Trade Good Categories
Tomake thesystemsimpler. The rows of the table list the various product categories -low tech. copper ores (chalcopyrite and malachite).
High Technology Very advanced products are classified as high technology. “VL‘. foodstuffs. Tatooine.II‘
Chapter Four Speculative Trading
Cloud City. tradegoods have been broken down into the following categories:
Using the Supply and Demand Table
To use this section. Certain items from other catf egories might be considered luxury items on some worlds. frigates. information age.
S r A L WART
Minerals Mineral ores required t o produce any number o items are part of this category. or protein. works o art. almost vanishingly small -unless you travel faraway from known space. except that these folks may have their own versions of starfighters. lasers. f Discounting odd exceptions of fantastical advancement like the Columi of Columus. It’s marginallxpossible that they might not yet have discovered the secrets of bacta tanks or some other specific item they’d pay a lot for. native crafts. Since space-age planets are at roughly the same tech level as the traders. For example. Example: Calamari. a low-tech chair might be a luxury on a wealthy high-tech planet.
Metals All manners of formed metals are included here. “VH. Risks:Once again. Foodstuffs This category covers any meat. “L“. and the like. and what the base selling price is. the entries in regular type to the demand for the commodity. Such items are especially usefulontheworldsof moderate technological level.
A multitude of expensive items are classified as luxury goods. but a variety o other factors have pushed species to f the stars. how difficultit is to sell the product. Medicinal Goods Drugs and herbs o all kinds are classified as f medicinal goods. paper goods and elaborate craft items are included here. and so forth. In this level o civilization. The bold entries refer to the available supply of the commodity. While some space travel may have been practiced during the previous stage of civilization. Spices. there’s little room here for a killing selling these people information. Items like computers. same as before.” The number after the slash lists the base purchase or selling price for the commodity on that planet type. mechanical weaponry (projectile weapons. thespace f age is the final stage o development of any civilization. what the base purchase price of the product is. and so forth. gems and liquor are examples of items which may be purchased without any actual need o the item. vegetable. but primarily denotes grain and other bulk food products.
Liquor and other recreational drugs are also luxury items (in the right market). Coruscant. The columns of the table list planetary technology levels-stone. where over-populated. refer t o the “Supply and Demand Chart” on page 94. the Mon Calamari and Quarren homeworld. Textiles. precious f metals. copper.
. furniture and woven cloth. Iron ores @ef matite and magnetite). or very high. etc. of course.
Mid Technology In this category are devices which result from sernixomplex manufacture. or anywhere else in the civilized sectors o the galaxy. but on Arcona salt is a luxury item. Cross-referencing the commodity with the planetary tech level. a species f takes to the stars to found colonies and discover the universe. low. “ M . moderate.). you can find out how easy or difficult it is to buy orsell any commodit yonany tech level planet. The chances of being the first to discover a space-age civilization are.
Buyers Beats Seller By Price Multiplier 2-4 -2% 5-8 -4% 9-12 -6% 13-16 -8% 20+ . See the guidelines on page 41 of SecondEdition for assignjng skill levels. and the difficultyof doing so increases by one difficulty level. ThePerceptionskill bargain is used to negotiate a price. he must find a different person to deal with. Factor the results against the product’s base
Once the trader has found someone on the planet looking to d o business. you can find out whether or not the trader was able to find a buyer/seller. however. This lists the difficultyoffinding either a cargo or a purchaser of a cargo.andanysubsequentattemptstofindabuyer/ seller forthat samecommodityhave an increased difficultyof +Z. and each unit has a base purchase price o 5. there is another limit to how much cargo a trader can carry.
Finding a Customer/Seller
To find a customerjseller. For example. and a limited amount of tonnage it can carry. It cannot he emphasized enough. Apply modifiers as indicated. f and each ton of mid-tech good has a base cost of 5.ino/. that a freighter can carry exacfry what the game-
. Barguin skills vary widely. or the demand for the product he wishes t o sell. use t h e alternate results chart below because these results reflecttrading large quantities of goods at wholesale prices. The difficulty of the roll is dependent upon the scarcity of the product he wishes to buy.
while the bargain results on page 82 of Second Edition reflect single transactions at retail prices.
How Much Can I Carry?
Besides money. there is a moderate supply o mid-tech goods. Success at this roll means that the trader has found a potential customer/seller within the first two days he looked. a trader must make a bureaucracy skill roll. where you would find the entry:
This tells you that. but. Rules for using the bargain skill can be found on pages 82-83 of Star Wars: The Rolephying Game. the difficulty remains increased until at least a month has passed.670 credits. on an industrial world.
Price Multiplier +2% 5-8 +4% 9-12 +6% 13-16 +8% zo+ +IO% If the seller and buyers’ rolls are within two of each other. f Once you have this information. he must pass an Easy bureaucracy roll. The difficultyincreases by +2 for each failed attempt.Chapter Four: Specula& Trading
tech products on an industrial world. if he does so.
Seller Beats Buyer By 24
A trader can always refuseto buy or sell at the
gamemaster character’s final price. and how much credits he paid/made on the transaction. There is a high demand for mid-tech goods. but use t h e following chart to determine results. according to the supply/demand for the cargo. Second Edition. Examine the ”Buying/ Selling Difficu1tyChart”in “Charts andTables” the section.400 credits. When bargaining. if the trader wishes to find a cargo with a high supply. Failure indicates that he did not. If h e wishes to sell an item for which there is a low demand. he must pass a Difficult bureaucracy roll. the two parties must agree toaprice. ranging from 2D for barely competent traders up to 8D or more for very experienced traders. the price is unaffected. Each ship has a limited amount of space for cargo. you would cross-reference the row on mid-tech products and the column on industrial-level worlds.
If thesesameprimitivesusealotof salt intheirdiet and therefore have become expert at collecting f H" it.
Instead o using our values." multiplied by a percentage shown in the "Buying/SellingDifficulty Chart. The prices are derived from the average prices shown in the "Base Cost and Weight Chart. since this is the only mineral they use a lot of. the supply o other f minerals remains "VL.
Chapter Four Speculative Trading
. they sell it at 90% of the base mineral cost. customize these numbers to suit your campaign.it is much more realistic to assign erkinite a true value than to give it the average value for metal on the "Cost Chart. you should alter the supply and demand for items to suit your campaign worlds: if you've got a stone-age world where the inhabitants live in trees and refuse to have anything to do with metals." Or ignore the chart and say that they simply will not buy metals there at all. If a planet o your own creation has some special f sort of metal (called erkinite. as long as it serves the story you are telling.notafewmillion(actually 16. change the demand for metals from "L" to "VL. as long as it remains within the bounds of common sense. you can say that the supply o salt is '. The "Supply" line on the "Supply and Demand Chart" shows the average supply for each-good type. for instance) to offer. barring any major structural changes or damage to the ship. and. themoreeffort youmake. as soon at is comfortable. if their ship could handle 15 tons o grain in one gaming f session. it's going to be much more fun and interesting for your players.350 credits (in trade) per ton.5 tons to be exact). the better the result. Just be sure to be consistent in what you allow the players to carry. at that. player characters can carry as much cargoas needed. Aswithmost things. you are heartily f f encouraged to put in values o your own. it should be able to d o it again. This is okay at first." and the cost remains high." Similarly.Remember._
master wishes it to car@. since they have so much of it. If you customize this system. Detailing cargo space down to the millimeter is not necessary. or 1. the "Demand line shows the average demand.
Customizing the Tables
All of the datainthesetables represent averages -and pretty general ones. but you should. very generic.I'. as you and your players get used to the system." It's all very. the Millennium Falcon can handle afewtonsofspice. However.
buying.can be purchased or sold through these illicit channels. there’s no sign posted saying.)
Most free traders have done some business with the black market at some point in their checkered careers. (If not. these underground networks tend t o thrive. food. People buy and sell through the black market sometimes simply to avoid paying taxes Or to avoid having t o notify the authorities that one has purchased a certain good. Elements of the black market can almost always be found in and around a spaceport: purchasing agents. After the traders have made a contact on a planet. or even exPensive clothing not available t o Alliance personnel through “official channels.)
. they should be fine. Often blackmarketeers know the contents of a freighter in their sphere of influence better than thevessel’s crew. fairly quickly. and in the Outer Rim Territories. since there are usually people willing to buy goods whichareunavailablethroughnormal channels. As long as the player characters don’t give the impression that they are informing for the Empire/Rebellion/local law enforcement agency.o course). possibly selling pornographic holograms.Chapter Five: The Black Market
* .” Some kind of contact must be made with someone who is involved with the network. the well _ _ . If a player character merely asks politely at the local spacer’s bar. Onsome planets.” A good does not necessarily have to be illegal or restricted to he sold in the black market. A keen-eyed. spice. shrewd player characters are in a good position to get in contact with the black market. (Determining what tosay. but the first contact can be difficult and risky. they are asking for difficulties. The goods and services available through the black market range from the mildly illegal (bootleg holos) to the morally repulsive (Twi’lek slave girls).weapons. (Greed can he a powerful gamemastering tool. “this way to the black market. they will know who to talk to in the future and should have no further troubles. booze. it may he illegal to trade in animal skins. the local customs agents may be intimately involved.
=Chapter Five The Black Market
The Black Market: A Gamemasterk Paradise
Finding the Black Market
The first time the player characters attempt to contact the black market on a planet. Fortunately.
-that’s the tough bit. In fact. Almost anything . On repressive or deeply-religious planets. situation will probably become fairly hostile. storing and transporting the contraband goods. d e e p trouble. shippers. simple mind-altering substances such as alcohol or stimpills may be availableonly through the biackmarket. Virtually every planet in the galaxy has some kind of black market. the black market may he a highly-efficient system offering all of the goods described above. ”contraband entertainment” . Black-marketeering is inherently illegal. and gamemasters can manipulate the situation to throw the player characters into deep. either.and if the potentialcontact will listen
Gamemasters who are looking for a down-anddirty atmosphere for their campaigns may find the black market a blessing. and more. a s well. streetwise trader should not have too much difficulty determining who to talk to.) The black market is an illegal economic system outside of the normal galactic economy. player characters have an opportunity t o acquire a great deal of cash. selling. Planets that are near Rebel bases will often have some kind of a black market. and after this contact and a “routine check of references” by the marketeers. he’s likely to find someone with the right connections (for a f small fee. On Imperial planets. and warehouse managers form an essential link in the underground economy. there they would only be available through the black market.andwilloftenmakefirstcontact ifthecargo is of sufficient value. it is possible the traders may be allowed access to the operation.
the authorities may simply give traders a warning to keep their noses clean. If the a p proach is at all reasonable. Itisunlikelythat the black-marketeerwill have many of the contraband goods right there at his normal placeof business. if someone wishes to pull a fast one) are appropriate. of course: the officialmay simply be lying and hoping to get t h e trader to implicate himself further. he mayrequireadeposit of half of the selling price (or higher) before he arranges the drop-off of the merchandise. and so on. storing. however. the player characters will be unsuccessful in all futureattempts tocontact the blackmarket in that region.) Modify the player's roll according to how well the player character plans his contact and how well the player roleplays. and so forth. on the other hand.the traders also can a s k for hostages and upfront money.
. they fail. The actual exchange of goods-forcredits would likely take place somewhere else entirely.warehouseagents. or boot them off-planet.shopkeepers. describe what h e or she needs or what the trader has available for sale. whereupon the black-marketeer would name a price. If the player characters are selling to the black market. fine them.) A further complication may often present itselfduringatrader'ssearch for the blackmarket. day two is a Difficult roll. depending upon the value of the merchandise they are offering.the blackmarket is rarely obvious or easy to locate. the buyers may demand that one of them accompany his goons as a hostage before the marketeer goes to pick up the goods: this ensures against double-crosses f or last-minute changes o plan. opposed bargain rolls (or con rolls. the difficulty of the task increases by one step (Le. these are onlyguidelines. impound their ship and hold them for questioning. Conversely. he may be genuine. In moreextremecases. his player should describe what he is doing: who he is talking to. At best. how he is phrasing his questions.Chapter Five: The Black Market
. (Naturally.. the better the acting. If the player charactersarenot known tothe blackmarketeer. On the other hand. hemay. no one said crime was an easy living!) If alerted. If you need the traders to get in touch with the black market. selling." but when brought before the officer. if day one is a Moderate difficultyroll. subtlety is what allows the blackmarket t o function. the black market consists of a number of loosely-linked merchants.
If a trader wishes to get in contact with the local black market. individuals within t h e
W A W
black market itself may believe that the trader is an informeror undercover law enforcement agent who is attempting t o infiltrate their network (a situation that the black market will almost certainly take violent steps to rectify). at worst. have samples or halos of the items he has for sale. and how much you willing to pay?" This is risky. It is also entirely possible that an Imperial agent or local law official is the black market contact on the planet. then let them.
Black Market Settings
Asmentionedabove. they maysearch aship. "what are you looking for. the player should attempt to make a sheetwise roll with the difficulty based on the "BlackMarket Contact Chart. Failure on three or more of these streetwise rolls can mean one of two things: either the trader was not able to find anyone at all (end of story.1fyouneed them tofailto find the black market. a death mark may be placed on the traders. and should beused ifthecontact withthe blackmarket isnot integral toyourstory line. the more likely it is that the trader will make contact. (Hey. Every day the player character searches unsuccessfully for a black market contact. the only question asked is. and on to t h e next planet it is). no matter how good they roll. An even worse possibility: due to the trader's persistence and incompetence at contacting them." Eachrollrepresentsaboutaday'sworthofsearching. A player character would meet one of these beings under the guise of legitimate business. bub. or transporting goods. or perhaps the trader has brought himself to the attention of t h e local or Imperial authorities.and other diverse beings in the business of buying. Typically. A trader may find himself "taken in for questioning. no matter how poorlytheyroll. in these cases.
Han Solo wouldn’t do it. and they may find that they have no choice but to destroy the trader for their own survival. abandoned communications satellites -any remote.“ Fairly persistent questioning reveals that the cargo is sentient beings: Twi’leks.Havethem f chased by friends and family of the enslaved beings. acting like an
D Chapter Five: TheTiack Market
. or some other unfortunate species which is often enslaved. The slave-trader probably won’t buy it. take the slavers and the bounty hunters out once and for all. the blackmarketeer is much more likely to trust the traders. Thereareanumberof places theadventure can go from here: The traders may simply refuse the cargo. Other tramp captains will refuse to associate with them. The actual locations where the black market “sets up shop” vary. Wookiees. He states that he is paying the traders a higher rate because he wishes to avoid “Imperial entanglements. A black-marketeer will probably rotate his base of operations from place t o place. underground caves. local lawenforcement officials have heard of the shipment and are waiting for them at their drop-point. and then. and your players shouldn’t either. punish them for it. though Zaprid prefers to f steer clear o the complications of operating in Imperial space. threaten them in some way. if they continue to refuse. and what is contraband on one world may be legally bought and sold on every streetcorner on another and may not be available for any price on a third. page 161) are normally the sorts of goods people buy and sell through the blackmarket. The player characters can attempt to smooth things over with the slavers. Note: Carrying slaves as cargo is contemptible. A fiercebattleensues. often on a daily basis.. The traders’ greed may overwhelm their decency and they may choose to accept the cargo. SecondEdition.
interstellar circus. Of course. The slave-trader may cause the traders no little trouble if and when they return to this planet. who have sworn blood-feud against all who engage in the slave trade. If they do. Warehouses.
Goods to Buy or Sell on the Market
Items with an F. perhaps claimingattackbypirates. The traders may be so outraged by the thought of the slave-trade that they decideon their own to go up against the trader. In some of the Outer Rim systems. R or X rating (see Star Wars: The Ro/eplaying Game. The slave trade is not illegal in the Empire.thetraderslose them. a travelling “caravan” of freighters and star-yachts travels from backwater world t o backwater world.andthetradersareforced to fleewithout getting paid. or. or simply run away and hope that the slavers forget about them. trusting word of mouth to spread far enough to ensure steady business. the planet to which the slaves are being transported has banned the practice and it is illegal to import them there. When theyreach theother planet. Send the forces o justiceafterthem. At heart. Once aboard ship. in which case the person who tried to hire them may at first increase his offer. once they have the “cargo”on board. Chaos ensues. no matter how desperate he was for money. however. the black market will be different from planet to planet. Star Wars is a game about good versus evil: dealing in slavery is every bit as terrible as turning to the dark side of the Force. The only way for them to clear their names is to destroy the slavetrader who got them into this. fairly isolated location within easy travelling distance of the black-marketeer’s home base can become a veritable illicit bazaar. The traders may pretend to agree to the deal. t h e slaves make an attempt at freedom and the traders have to kill many of them to keep them down.
. and will send bounty hunters after the traders. The Alliance is vehemently against slavery: if they have any ContactswiththeRebeIs. In short. The followingis a general description of the different classifications of black market goods:
Adventure Hook: Chained Cargo
The traders are approached by a blackmarketeer who wishes to hire them to transport a load of unspecified “cargo” to a specified planet. for instance).A
References are always useful ‘when dealing with illegal enterprises. Zaprid‘s Caravan is famous forbilkingsmall-time hustlers and local peasants in the Tion Hegemony. for trip/e the standard rate. If the traders can get a mutually-trusted third party t o vouch for them (another trader who has done business with the market on this planet. kill the slave-trader’s guards and free the slaves. the player characters become outcasts and outlaws.
lllegalgoodsareavailableonly through t h e black market. spice. This fee generally runs from five to 50 percent of the cost of the item. An Easy Perception roll will reveal that the alien appears to be sick. and averages around 10 percent. The background check
Since he doesn’t know them. assorted types of military hardware and so forth. Imperial law. the seller decides to rip off the traders. are avoided by using the black market. The traders must interpret the clues correctly to make the purchase and to drop offthe goods. and tough enough t o convince the seller to give them reasonable merchandise. In order to obtain such a license. Again. On his deathbed. for instance. In-thefield execution is within Imperial Customs’ purview. blaster pistols. Some things which could complicate the issue: The traders aren’t known to the weaponseller. he demands that the traders promise to finish the deal. possession of an illegal item (such as military hardware) is often met with severe punishment. X @legal): It is illegal to possess the item. Characters can keep their names off the records by purchasing the items through the black market. the alien becomes increasingly ill. the traders find 60. of course. and there’s nothing the traders can d o to save him. the traders must get in contact with the Alliance underground. grenades. The Imperials must f be disposed o quickly. and so forth. Hunting weapons and most armor requires a fee and a permit on many Imperialdominated worlds. and any fees. it would be unfortunate. the traders must then convince the Rebels that they’re not Imperial spies. To find the base
. if the traders will carry him to a certain planet.q A L WARZ-
Adventure Hook: Gun-Running
The traders are approached by a non-Human.
Buying Black Market Items
Once a contact has been located. and the seller convinced that the whole thing wasn’t a s e t u p . if the Empire f traced a load o hunting blasters found at a captured Rebel base back to the traders. and some cryptic clues leading to the being’s contacts on the planet where he is to purchase the goods and his contacts among the Alliance underground. The traders must be smart enough to look at the goods. If the traders successfully off-load their cargo. possibly with a lifethreatening illness. cash. are restricted. An Imperial Customs frigate intercepts the traders’ ship coming out of hyperspace and demands to search it.Chapter Five. on thespot. blaster carbines.000 credits. Most weapons useful in combat. but gun-running is a dangerous business and they should have t o work for their 10. On the way to the pick-up. R Festricted): Restricted items may not be sold or purchased without a local or Imperial license. are all illegal. the hand-off of the goods could be interrupted by Imperials. or both. They must convince him of their bona fides. Thermal detonators. gamemasters shouldn’t throw all of the complications described above at the traders. The alien offers 10. the trader must request the goods he desires and then the two sides must agree on a price. stormtrooper armor. Among his effects. The Black Market
. ship-mounted weapons. he’ll admit that he’s purchasing blasters for delivery to the Alliance underground at their destination. and dies. Certainly. Possession may violate local law. Even if only a special fee is required. giving them shoddy merchandise or giving them less than they paid for. In many Imperial-held areas. Imperial forces stumble onto them while the transaction is taking place. theywill have made important contacts (with boththe blackmarketand theRebellion) which could lead to further offers of employment in the future. If they press him for details. and take it to another planet. anti-Imperial holos. the petitioner must usually undergo a background check and perhaps paya high fee (100 percent of the item’s cost or higher). pick up a small cargo. Medical examination reveals that the being is dying. This is important if the goods are ultimately destined to go to the Rebellion.000 credits’ worth of precious metals. of a type that the player characters are unfamiliar with. a record of the transaction is still often filed with theauthorities so that they can keep track of who owns such items.
F (Fee): A special fee or permit of some kind is required to purchase the item.000 credits. Once they’re on the planet.
These are the basic rules for selling to the black market. (Note. consult the “Base Sellingand Buying Price for BlackMarket Goods” in the ”Charts and Tables” section (see below for an explanation of how to use this table). Generally. As as previouslyused. the seller is responsible for transporting the goods to a location specified by the purchaser as well as being responsible for any bribes necessary to get the items off-planet. but which the traderwishes to buy through the black market -because.” Then both sides make burguin rolls following the Second Edilion rules. The player characters have to find a contact as above (streetwise rolls). Once you have the base asking price. modifyf ing the selling price. Determine the baseoffering price for black market goods by consulting the “Base Selling and Buying Price” table. and then bargain for the price. the buyer is free to reject this price and try elsewhere (if he succeeds at a second sheetwise roll. but they will have to pay an exhorbitant price. o course.but this varies according to specific circumstances and gamemaster whim. find the results as shown under f “Negotiations” in the previous chapter. Remember that they’re dealing with criminals here typically not people rebelling against the system because theywish to fight tyranny. for instance. at the e. Then the two sides make opposed bargain rolls. the traders are advised to be very careful with individuals in the black market.) In other words. black-marketeers arranging for free-traders t o be in the warehouse the moment customs troops raid it is not an uncommon occurrence. find the standard cost and multiply it by thenumber under the“Marketeer’s Purchase Price. This is good for roleplaying scenarios: it gives the player characters the opportunity to make u lot of money or get into a lot of trouble. thesupply f of guns would be high. but it’s kind of hard to tell them from the dishonorable ones at first glance. his offering price will be correspondingly lower. There are honorable black-marketeers. but they also involve themselves with some very dangerous and generally untrustworthy elements. Typically. It’sup to thegamemasterwhetheror not there are other black-marketeers in the area./
offering price for the item.” The trader would probably sell legal items t o the black market for fairly obvious reasons they’re stolen. It is possible that the purchaser has better contacts at the spaceport and can transport it easier than the seller.since he will not usually want the buyer to know the location of his warehouse . modifying the result according to the updated bargain rules in Second Edition. Second Edition. the seller is responsible for transporting the goods to an agreed-upon drop-point . the trader and the seller make bargain rolls. Captains who choose to sell to the blackmarket tempt not only the laws and officials of the Empire. as per page 82-83 o Star W r :The Roleplaying Game. and whether or not they carry theitem in question. this refers to items which are legally available on the planet.) Of course. their price may be even higher than the original offering.
Using the Black Market felling and Buying Table
If a player character wishes to buy an item on the blackmarket. Note the category”1egal” on the“Black Market Selling and Buying Table”. he needs to buy a blaster pistol. that special circumstances may cause the marketeer to lower his price further. if the trader is gamemaster’s discretion purchasing in bulk. (Often. to cover his extra risks and expenses.
those pe& identity scans and datawork legal arms traders require. If a player character wishes to sell an item to a black-marketeer.
Selling to the Black Market
kter the player characters have made a few black market purchases and have first-hand experience with the sometimes outrageous prices charged. arrange a meeting. for instance. they maywantacut oftheaction. you are encouraged to customize black market prices to fit your campaign: if the traders have been engaged in a high amount of gun-running toTatooine. but does not wish to endure “all
.find thestandardcostuistedin SecondEdition rules) and multiply it by the number under the “Marketeer’s Selling Price’’ column.. all thestores areclosed). o r they may find themselves trying to swim with a pair of synthecrete overshoes on. The characters may be lucky enough to find someone to sell them what they want. For example. And if they do.There is indeed money to be made selling goods t o the market.g. a black-marketeer’s idea of honor is far differentfrom the traders’. if so.) As always. (Though warehouse pick-ups may he a setup. the characters may need t o buy something in the middle of an important holiday (naturally. difficulty increased by one difficultylevel). for example. display asample of the goods. and the price o guns might go down. This category can also be used for exceptional circumstances. but folks who gooutside thesystem because they want to make a lot of money and don’t care how they d o it. but it is not easily acquired.
Its few heavy factories arestretched to t h e breaking point trying to produce enough warships and repulsorcraft to keep the battle going. There are usually several different hyperspace routes available between planets. you see. and whatever else needs transporting.may be converted into warships. This practice. and Imperial warships. even given their lack of cargo ships. supplies. f Roughly one-third o the large ship cargo carried in the galaxy is war materiel for the Empire’s forces:weaponry. is quickly becoming more dangerous than it is worth.
. Afreighter captainwho encounters one of the enemy customs vessels is subject to search at any time . direct route available. serve as hospital vessels. Though it is often unable to anticipate new Alliance tactics. rather thanriskit. Part of the problem is.
The Alliance supplements its meagerconstruction capacity through the simple expedient of stealing the Empire’s ships._
M A W
-Chapter Six Tramp Freighters
The Rebel Alliance has. An additional problem is that. Also. the risk of meetinganlmperialCustomsshipisaboutonein 20. the Alliance must use the ships they have for purposes other than simple transport of goods.
The Empire: Unlimited Cargo Capacity. In the early days.and while it is difficult enough to explain away replacement starfighter parts . but they are not yet even close. the Empire controls virtually ail of the bulkcargovessels plying thespaceways. equipment. in desperate circumstances. thus winning both the ships and their cargo. for many years. however. I was selling them for scrap on Ord Mantell” .
One Further Complication: Imperial Interdiction
Finally. or indirectly through intimidation of large shipping corporations. and these are so heavilyscrutinized that it is nearly impossible for the Alliance to transport anything that way. the Alliance suffers because its transport ships can rarely take the most economical. On popular routes. Control of Bulk Transport
Either directly through Imperial ownership. this means that everyone will want t o take that route transports. one of which is the fastest and thus the most fuel-andtimeefficient. fromone point to another. Too Many Purposes
This places a crushing burden on the Rebel Alliance. and. The major transport system of the galaxy supports the Empire. The Empire has an almost limitless cargo carrying capacity with which to supply its bases and fleets: the Rebellion would be pleased to have theAlliance’syearlycargocapacityequa1 the Empire’s monthly capacity.Chapter Six: Tramp Freighters and t h e Rebellion
. cargo transports are of secondary importance.it’s nearly impossible to explain away a load of injured Rebel troopers. The remaining space is taken up by private goods. bulk freighters. of course. Rebelshipscommonlytake longer but less-traveled routes. that the Alliance simply does not possess enough manufacturingcapacityforall of its pressingneeds. such routes are often frequented by Imperial Customs agents. Rebel transportsshuttlecargo
One Solution: Grand Theft. Naturally. used f tramp freighters for much o their cargo transportation (often t o the shock and dismay of unwary freighter captains).
The Alliance: Too Few Ships.“er. Alliance craft had good success in luring Imperial combat vessels away from the transports they were escorting and then closing in and capturing the defenseless cargo ships. fuel. theyalso carry troops into battle or evacuate personnel from discovered bases.
the Imperial warships obligingly race off into space after t h e decoy Rebel force.
. designed to sucker in the Rebel forces fordestruction. most Imperial sentry ships refuse to take the bait and leave their charges when attacked. are stripped from thevessel tomakeroom forcargoholdsand loading gear. far from
Theft of Passenger Spacecraft
Ever innovative. Though still quite useful behind the lines. the second Rebel force appears and confidently close in on the “helpless” transports only to discover.). these captains are often incarcerated (or executed) for being Rebel f sympathizers. sometimes too late.theyexplodesoeasilyandsospectacularly that enemyforces take themout in theearly f seconds o conflict. Non-essential areas (everything except the engines. being desperate for the work or in general sympathetic to the Alliance’s cause. turn a blind eye). In many cases.
Finally: The n a m p Freighter
The Alliance has found that it can supplement its meager supply capacity through the use of tramp freighters. navigation equipment.itisquitelikelythatitisas part of a trap. that the transports are bristling with camouflaged weapons and tractor beams to hold the attackers until the warships return. The Rebellion now seeks tocapturelargepassenger vessels and convert them into cargo ships. etc. Unfortunately.Once they are gone. Pretending to be lured off.
However. a converted passenger liner is dead meat in battle. but.~
V A N
Chapter Six: Tramp Freighters and the Rebellion
the Imperial Navy has shown itself adept at r e structuring its operations to counter Alliance tactics it is familiar with. the captains of the tramps are not even aware that they are carrying Alliance goods (though some certainly suspect. even when they are unaware o the true nature of their cargo. these are relatively uneconomical craft. These days. the Rebel Alliance has recently discovered another source of transports. They are also rather fragile. A large portion of the Alliance’s material is produced in small factories hidden on thousands of worlds scattered across the galaxy. and easily disabled by enemy fire. unable to carry very much weight compared t o the amount of fuel they consume.iftheydoso.
The container ships. space barges and otherhugeships which now plythespaceways are largely corporate-owned. electronic parts.
being shipped to Alliance-ownedwarehouses on the industrial world. independent freightercaptain: while the tramp freighters d o not often see the level of profit a bulk freighter routinely earns. and some wealthy individuals have purchased one or more of the craft t o get in on the money. hard to come by through "unofficial" channels. Simplybyoverlookingasystem. a s they are expensive t o maintain. it has thrived. systems even sectors -that are deemed unprofitable: smaller worlds that donot command enoughresources f to attract the services o bulk ships become hungrymarkets forthesmallertransport ships. but it serves to stretch the Alliance's transport capacities as far as is possible. but the Empire f maintains its own fleets o such vessels. What the freighter captains d o not know. they are recruiting freighter captains to take over these runs and thus ensure that the carrier has some idea of what he is risking.. is that the goods come from Alliance-sympathetic farms or hidden factories. plant fibers.thisold method o trade is slowly disappearing and being r e f placed by t h e more economical bulk freighters. Itisrather hardonthetrampfreightercaptain who discovers the hard way (say. This method of transport is expensive.though thereasonsfor thecontinued f success o the tramp freighter lies in their ability to go anywhere. to pass Imperial inspection. tramp freighters haul the cargo. In years past. The ethics o f this system bothers Alliance High Command. At the same time. The Alliance has very few of these ships at where the fighting is and far from where it is needed. the transport was primarily carried out by small.However. knowing f f that their other needs would be taken care o by other worlds. duties. it is impractical for the Alliance's ships to collect this material themselves. A galaxy-wide economy based on the import and export of goods has allowed some worlds to specialize in areas o production. a load of foodstuffs from a farming world to an industrial world. and whatnot. This may appear illogical on the surface. on the contrary.
. It is interesting to note that the advent o f the bulk freighter did not mean the demise of the light-freighterindustry. A complex system such as this is impossible to maintain without a huge fleet o freightersable to transport goods from f one world to another. it is possible to make a comfortable living. a large Alliance ship stops at the world and collects the cargo in bulk.moreimportant. When enough cargo has collected at the warehouses.
W A W
After many years ofassociation. fast. however. and are fairly impossible to hide. for instance.Chapter SIX: Tramp Freighters and the Rebellion
-.the bulkfreighters are creating a huge market for the smaller. though they have few options at this point. Each load is innocent enough . independently-owned stocklight freighters. and they are
its disposal. A freighter may get a job carrying. f Captains o bulk freighters are often ordered to bypass planets. dozens of other freighters have similar jobs. through being arrested and having his ship confiscated) that he is carrying goods for the Alliance. collecting a varietyof goods from other planets. to the best of their abilities. the planets of the galaxy have become interdependent. However. being preoccupied with maintaining the Alliance's Fleetorother. Instead.protein. In many cases.
Loan sharks are often tied to criminal syndicates and a trader who makes a loan shark look ineffectual by failing to pay in a timely manner is dealt with harshly. as traders who need money d o not need to provide a great deal of collateral. de'dication and more thanalittle luck.
If a player character borrows 20. At the end of that time he has paid the loan shark 60.
It is not unusual for careless star traders to miss a payment. For these reasons. usually their lives and their ships are all that keep most traders one step ahead of f bankruptcy.000 credits from a loan shark at 300 percent interest. Typically. he must pay it next month. It is extremely unwise. at 10 percent per month (though traders who are considered a bad risk by the loan sharks can pay almost 900 percent in interest).
The First Missed Payment If a player character misses a month.is highly mobile. Loan sharks offsetthe risks o loaningmoneyinsuchavolatileindustrybycharging a grossly high interest rate. given forged registration papers and renamed in a matterofweeks(ariskthateventhemostso1vent and audacious of financial officers will refrain from taking). Unlike most banks. This naturally tends to cut down on the number o f defaulters (and deadbeat star traders as well).000 credits. loan sharks have no qualms about using forcet o remind thecustomers when payment is due. The typical rate is 300 percent spread over 30 months.
. In addition.
Loan sharks charge almost obscenely high interest for the money they loan.his ship . and the debt is settled. and what capital he does have . foolish and dangerous. are the lifeblood o the independent tradingcommunity. Loan sharks. The light cargo-hauling business is highly speculative: operating a ship so it sees a profit takes hard work. at any price. individuals who will loan money f to almost anyone. The risks are too high: the returns are too low. and they will not hesitate to hunt down and terminate anyone who dares to skip out on a debt. for 30 months. the trader pays the loan shark 2. most legitimate financial institutions will not loan tramp freighter captains money. that individual owes 300 percent of the amount borrowed -whether the money is repaid in 30 months or in three days. the chances of staying in business are depressingly f low: over 60 percent o one-ship operations fail within their first year.Chapter Seven: Loan Sharks
=Chapter Seven Loan Sharks
Purchasing and outfitting a freighter costs a great deal ofmoney.000 credits (10%) each standard month. but it is not uncommon. able to be whisked to the other side of the galaxy.The typical tramp freighter operator does not have much capital against which to secure a loan. there is no rate reduction for early repayment: once someone borrows from a loan shark. Even if the trader is honest. he is charged a penalty of a month's payment.
Hutch. is it?” The YT-1300freighter hovered over the sandy dunes. If the player character passes a Very Difficult roll. If he doesn’t make an Easy roll. idea _ _ ” began the first mate. a bonus of I D is awarded to his con or bargain roll to avoid the beatings. questioned closely by the loan shark. The Jedi. The cargo doors opened. If the passes only an Easy roll. moving into position over a towering edilicethat resembled an old-style Republic fortress. a cyborg with no sense of humor.000 credits -the payment he missed. agreed with Hutch.” muttered Hutch
Missing three or more payments to a loan shark is one of the more spectacularly stupid things a star trader can do. and the payment due that month. Note of course that these sessions should be roleplayed out. The player character must explain to the loan shark why t h e payment is late. “I think the fat boy could use that grain more than the Rebellion. held by
thugs.) If the player character chooses to resist a
. with the player character being
dragged into the loan sharks office. violence will f probably be o the broken-finger variety. the player character taking a wound at most (unless he resists.” Spodsports. in some cases actually cracking the sun-blasted exterior. the penalty incurred.I owe the slug for those goons at Mos Eisley. “We need the grain in the hold to fool a Customs inspection!” Rash just smiled. Rash looked at the slightly pale faces in the cockpit around him. If the player character can pay all or most of the debt when brought before the loan shark. Twenty thousand credits is not worth shooting at me. in which case you should run it as a normal combat). very good). takingtheequivalent of a wound in damage.two for each missed month plus the current payment due forthe third month. he is killed (probably slowly and painfully). he is beaten. ’Side. usually) to visit the loan shark and explain their delinquency. Conversely. as described above. and will probably make some kind of a violent demonstration (to make sure that the player character is giving them undivided attention). Traders who miss three months in a row are ”invited” (at blaster-point. resistance to the loan sharks goons is not generally a prudent course of action. At this stage. With a huge boom. and several metric tons of grain dropped on the structure. he thought. assume aplayercharacter misses a 2. (A player who comes up with a really great excuse for non-payment. the debtor is beaten up . _ _ badly. The penalty for three months’ delinquency (in addition to the beating/wounding/near-murder). “I have a bad feeling about this. Debtors with particularly poor excuses for their delinquency are usually killed outright. At this point. Next month. dependingupon his interaction rolland the quality of the player’s roleplaying. ”Hey.For example. The trader will almost certainly be paid a visit by the loan shark‘s goons. guys.togetuptodate. the freighter took to the skies. he is beaten to incapacitation and then dumped in the nearest available gutter. His passengers were very nervous. who will suggest that the player character pay up immediately. he is mortally wounded and left to die. If he passes only a Moderate roll. beaten to a greater or lesser degree.000 credit payment. and his body disposed of in a particularly humiliating and public fashion. If the player character’s story isn’t good enough (and it should be uery. the player character owes three payments or 6.inthe
third month the player character would have to pay five payments in all . Jabba didn’t get where he is todaywithout having a sense of humor.Therefore. If he passes only a Difficult roll. The player character who misses two months
What Not To Do
Captain Nuendo Rash powered up his ship’s engines and guided his craft through the searingTatooine afternoon. he is let off with a stern warning: pay up. is two penalty payments for the third and subsequent months missed. Relax. but rolls a three to avoid a beating does not have to be killed. Captain. Kaoln. or else. and how the trader intends to repay the balance owed. Gamemasters (and players) should bear in mind that loan sharks employ thugs who are more than capable of shredding a penniless freighter captain into very tiny pieces. loan sharks often demand that a debtor pay ahead on their loan if they have missed more than one or two payments. a player who does not roleplay well yet rolls high to avoid the beating should not get off scot-free.
The Second Missed Payment
in a row is charged a penalty payment for each
missedmonth. “Uh. and then. Also. it is probably time for the player character to start thinking about skipping the galaxy (or finalizing their own funeral arrangements). this really is not a good .
Three or More Missed Payments
A player character who misses two months in a row is courting danger. The player character must alsornakeacon or burgain roll (player’s choice).
the loan shark can offer the player characters employment directly. failure to repay the loan s h a r k s losses immediately will almost certainly lead to a huge bounty being placed on their heads. in return for free cargo hauling. and everybody else. of course).-m
V A k r
beating. Duringthesetimes. that is well and good. as they almost certainlyinvolve the transportation of illegal spice. A trader who manages t o amassenough wealth torepaytheloansharkwill probably be killed anyway if caught.
. If the trader effects a successful escape. as they scrabble around like womp rats. Also. Jettisoning the the loan s h a r k s
cargo because they are approached by an Imperial Customs frigate is a sure-fire way for the player characters to find themselves in a potentially lethal situation. particularly if they have been roughed up by a thug o r two. the more trouble they should have getting out. they are likely to accept dangerous (often foolhardy) jobs in an attempt to keep up with their payments. If they get heavily into debt to a loan shark. local planetary officials. perhaps reducing the debt owed by a few month’s payment. business is business. weapons or other contraband (probably of the type that will earn the crew the death sentence if caught by a customsvessel). The deeper the player characters have fallen into the loan s h a r k s clutches. hunting for cash as the endofthemonthapproaches. run combat according toSecondEdition rules. They can get themselves into all kinds of trouble with the black market. f Gamemasters should think o the loan shark a s a particularly nasty a d v e n t u r e hook.
Chapter Seven: Loan Sharks
Goods and Services The loan shark is an excellent tool for getting
player characters t o d o things that they normally would not do. but an angry loan shark is not easily appeased. gamemasters with somewhat-sadistic streaks f should enjoy the effectiveness o the loan shark in providing motivation for the traders to brave new dangers (mostly t o save their own necks. except that now a hefty price has been placed on his head (and probably f that o his known associates) until the trader or the loan shark is dead. The traders are better off not inquiring about the nature of these runs tooclosely. gamemasters are encouraged t o dangle especially risky hut lucrative jobs in front of the traders’ noses and watch them try to wriggle out of one tight spot after another. Imperial Customs.
typicallywithinone planetary day of the ship’s arrival. This type of port has limited storage and parking capacity.
Docking Fees These vary from spaceport to spaceport. There is n o guarantee that there are any refueling or repairservicesavailable.L rn
=Chapter Eight Ship Modifications and Repairs
Most planets in the Empire have at least one spaceport. troublemakers are unwelcome at Imperial class ports. ship captains must specify that they are declining these services.andthe few services that exist will be of low quality (though they will probably be fairly affordable). There are usually a number o different f shipyards surrounding the port. All the most lavish amenities are available for ships’ crew and passengers. With luck. Spaceports vary considerably in equipment and capabilities. Landing Field A landing field is basically a flat. Modification f and repairs can cost up to double normal price and take more than twice as normal long to accomplish. Standard Class The standard class spaceport has a fullystaffed and equipped flight control tower. There is nearly always an Imperial Customs officeon site. Standard Maintenance a n d Restocking Every spaceport of standard class or better will automatically perfom standard restock and mainte nanceonanyshipthat haslanded. The Customs office for this quality of port is probably staffed by highly competent officers equipped with portable scanners. though the quality of the work is fairly good. A particularly busy Imperial class starport might charge up to 150 credits a day. Quality of repairs and modifications are often of advanced quality and are moderately affordable.andit may not benecessaryforthestarship captains to even leave the port to conduct their business. It has an impressive array of landing fields and ship storage and maintenance facilities.Chapter Eiqht: Ship Modifications and Repairs
. There is no flight control tower. The Imperial Space Ministry has developed five different classifications for spaceports. Theshipyardsarecapableof rapid and high-quality repairs and modifications. where primitive repairs can be assayed by the ship’s crew. The Empire usually maintains a formidable military presence in Imperial class starports. level area cleared on the ground. so ships landing run a risk of colliding with departing vessels. All major supplies must be purchased elsewhere. Many of the planet’s merchants may maintain offices at the port.
. and in many cases. which are caf pable of perforrningnearly any sort o ship repair and customizing that the owners wish (and can afford). and minor infractions aredealt with to the lull extent of the law. there are maintenance sheds for rent. ships must land nearby and crews must walk to the port if all parking spots are occupied. Spaceports also automatically charge the fees for these services -to avoid this extra charge. these fields are little more than cheap synthecrete or tightly packed dirt. Generally. though the services may not come cheap. and offers restocking services and asmall shipyard capable o minor repairs and modifications. but most spaceports of standard class size or larger charge 50 credits per standard day.
_. Limited Services Limited service starports usually have a small control tower with a homing beacon that helps guide incoming ships to the proper landing area. Imperial Class The Imperial class port is quite luxurious and modern. Stellar Class The stellar class spaceport has facilities for landing and docking nearly any type and class of vessel. as well as the price f level o the goods and services available.
but we suggest f that there’s around a three percent chance o hyperdrive malfunction for each subsequent jump: the gamemaster should secretly roll 2D. and are covered by the docking fees. The ship is a YT-1300freighter (crew f of two and sixpassengers. this work can be done from the exterior of the ship through intake manifolds and service accessways. not for fixing the entire ship). Some poverty-stricken tramp freighters avoid restocking their ship until their stock of consumables runs out. In general. make the characters go searching for the part. repair difficulties and time taken should be customized to fit the situation. the ship should have a complete overhaul and certain componentsoftheenginesshould bereplaced. The following rules are repeated from Star Wan-. The cost of a maintenance overhaul is around
. and can takeas little time as astandard hour if the servicecrew isivell trained (or well motivated. If characters need to hire someone to d o the starship repairs for them. Second Edition. used parts may not be as reliable as new parts -if these parts were abused.it’s part o the price of doing business). Note that the repair costs listed are for characters who are doing the repairs thernseloes.while isolated starports (such a s some in the Outer Rim Territories) may charge a base feeas high as 35 credits (since food and supplies f are expensive t o ship to such out o the way locales).Standard restock includes replenishment. However. and basic proteins for food converter systems (though it does not cover luxury items such as fresh food or liquor).foratotal o eight people) that has beenout in thespacelanes for 12 days. The standard maintenance package covers replacement o air filters and gravitational disks f and ablative heat shields. On most ships.rather than f have players just mark off a certain number o credits lor a given part. Maybe the characters get stuck with faulty parts.
All the modifications and replacements listed below were designed forlight frelghters (and other related ships). Bear inmind.
Repairing starships can be a lengthy and expensive process. preferably with a large number of strategically placed bribes). the costs. lubricating fluids. Waste removal. Future supplements will discuss modifications to starfightersandother types of vessels. A mechanic droid will also re-calibrate the intake and firing cells of the ion engine. It’s f also suggested that many o these aspects be roleplayed out from time to time . characters can make repair rolls at f f the end o 15 minutes o work. They should not be used for starfighters or capital combat ships. however. decontamination and landing-gear stress checks are also performed automatically. The cost for restocking is based on what is called a “base fee. The formula lor determining the total restocking fee is: Base fee x total crew and passenger capaciQ x number of days worth o f consurnables to be renewed = restocking fee Example: The TwiYek Dancer is docking at a starport with a restocking base fee 01 10 credits. Players should be encouraged to roleplaythe negotiations with maintenance chiefs in these situations.” Most starports in fairly well traveled routes charge around 10 credits as a base fee. Characters can save on costs by buying used parts (in general. Maintenance Overhaul After every 20 hyperspace jumps. figure that the labor costs run about equal to the cost o the new f parts. they may give out very quickly. that theseareallmerely guidelines -gamemasters can alter these guidelines to fit the specific situation as necessary. o r learn that they have to special order the parts they need and may have
crew and passengers) x 12 (days worth of
consumables to be replaced)). In general. and coolants .As always. the cost for used parts will be half that of new parts). It isupto thegamemasterwhat exact effectsfailure to have this maintenance has. the crew could die of starvation before rescuers could arrive. The cost for restocking is 960 credits (IO (base fee) x 8 (total number o f
1. then two hours.000 credits on the average. but vessels that have been heavily modified or see an inordinately high amount of usage can cost as much as 5. and on a roll of 2.o f all necessary fluids water. characters will be using their space transpotis repair or starship weapon repair skills. and d o basic maintenance on the hyperdrive. but this is quite dangerous: if the ship is stranded for any reason. the hyperdrive malfunctions. then one day and then two days (this is for each repair. These costs are for new replacement parts f only and are based o n the original retail cost o the vehicle (as one might suspect. then one hour.oxygen and other life support gases. replacement f parts are expensioe . causing catastrophic starship malfunctions at the most inopportune times.000 credits.
Shields Lost 1D 2D 3D 4D+
When a drive or Difficultrepair roll is anidenticalunit andi cost. Characters will need a fully equipped starship repair bay (rental costs tend to run around 100 credits per day. check with mechanics to get the work done. Tramp freighter c a p tains will find system replacement to be cheaper and safer in the long run. The prices listed for the modifications described below are for new parts and do not include installation costs. the tramp freighter captain has two options: modify the existing system or replace it with a new one.
-lD -2D 3 D or more
Difficulty Easy Moderate Difficult difficulty Easy Moderate Difficult Very Difficult Difficulty Easy Moderate Difficult Very Difficult
cost 10% 15%
Moves Lost 1 2 3
Cost 5% 5% 5%
.Chapter Eiqht: Ship Modifications and Repairs
to wait several days for the part (while at the same time having to dodge bounty hunters who have vowed t o turn them over to a loanshark). To get a ship to perform like the MiUennium Falcon. Most freigh their profits back
. As always. The characters have to buy (or manufacture) custom parts. And even then there’s a good chance the whole deal may malfunction when these systems are pushed to their limits.
armed. only use these situations when they make the game more fun and exciting . too. Have them go to starship parts yards. the characters are going to have to take the chance that it may become as temperamental. The followingsection describes modifications that can be made to existing systems aboard freighters. However. They are not merelyrepairing adamaged system: they are redesigning a given system to do things its designers never intended. with prices varying with availability). but occaf sionally this type of roleplaying can be a lot o fun.players will get bored quickly if they always have to search out a mechanic.
This Is Expensive!
Players may be amazed at the costs of upgrading their starships. refit and reprogram computers. but many characters will choose to take the easy route and simply upgrade their systems. piayers (and gamemasters) must remember exactly what the players are doing. and d o amillion other things to even have a chance of getting the system to d o what they want it to do. make deals with proprietors.
ry to replace it with 35%ofthevehicle’s
ssary to repair a damaged hyperdriv
Modify or Replace?
y Difficult 35%
For each system.
Then.” Most freighter captains ignore such warnings. If the player characters do not want t o pay a licensed tech for modifications. ships with less modification d o not gain the benefits that heavily upgraded craft experience (at least.roilsaoneonthewild die and thegamemaster chooses to useacomplication instead ofjust subtracting thecharacter’s highest die. as long as the P characters are modifyingan existingsystem. but if the traders need to make a quick getaway they may not have much choice. The gamemaster should roll one die to determine how serious the malfunction is..one tremendous advantage over replaced systems: they d o not take U extra space.Chapter Eiqht Ship Modifications $ni Repairs
. the ship’s cargo capacity is unaffected. Many independent repair technicians can be bargained with in order t o reduce their price. the tech will simply walk away. o course). Sometimes a shipyard will purchase a used part from a ship after it installs a new one.
The exact time a modification requires is entirely up to the gamemaster. Difficulty of Modification Very Easy Easy Suggested “Time Taken” 1 hour
original design specifications is dangerous. around five percent o the list cost. ignoring the potential danger. but it is suggested f that the time be related to the sophistication o the work.
work).there are countless other freighter captains that will pay the tech’s price. Unfortunately. but they will never offer more than 25 percent of the listed cost of a new part (if that).
Moderate Difficult Very Difficult Heroic
2 days 1 week
Weight and Cargo Space Taken Up
Modified systems have.
Product Liability information
Most stock light freighters can be modified (and often are). or a tendency to lose all fire control is the ship does some fancy maneuvering).
If the characters hire someone to perform these modifications. Repair and modification times can be cut in half if the player characters pay for overtime and/or substantial bribes (whichisnormallyabout double the normal cost forthe work). sign custom mishap tables to fit specific starships -every ship has its own “personality” (an unnerving hum whenever the hyperdrive is engaged. A system that has been modified experiences a malfunction if the player character isusingamodifiedsystem. unreliable and not recommended. these warnings are not without basis. adding modifiers as indicated under the modification rules to find out what happens. Gamemasters are encouraeed to de. avessel that has increased its hullstrength b y + l ismuchlesslikelytosuffer a catastrophic failure than a ship with a hull that has been upgraded by +lD or more. Such modification invalidates any and all product warranties and service contracts. and proceed to tool their ships far beyond design specs. but corporate technicians are usually inflexible in their pricing. thegamemaster should rollon the”Modilied Starship Mishap Table” t o see exactly what hamens. these parts may cost half f f the price o new parts (if they are available. Such a procedure is tremendously expensive. In game terms. when the blasted contraptions actually Gamemasters should keep track of which systems that player characters have modified and by how much. modifying a space transport too far past its original design specs can lead to catastrophic systems failure at inopportune moments. they will offer onlysalvage price for f it. stock light freighters experience difficultyin direct proportion to the extent ofship modifications. In game terms. If the part is at all damaged. Characters may wish t o use used or reconditioned parts for their modifications and repairs -as for repair parts. though virtually all manufacturers’ disclaimers state something along the lines of “modification of a space transport beyond its
. Conversely. the cost is usually costs f between 20 and 50 percent of the cost o the modification.
Mishap Space Difficulty Cost Modifier +I Moderate +lo% +1 +2 Difficult +15% +I +3 Very Difficult 125% t2 +4* Heroic +35% +3
Roll 1 Result Engine overloads while landing or docking as a result of stresses.
Speed can be the most important component in a ship. Repairs cost 10%of engine cost. arace against other ships) or when maneuvering in combat while going above the drive’s original speed. Pilot must make Difficult piloting rolls not t o crash the ship (5D damage to all aboard if ship crashes). Drive circuit link failure. with no thrust. Temporary drive failure. adding +10t o the difficulty of all maneuvers until repaired (Easy difficulty). The cost is based on the original retail price of the ship. Drive system stalls. Space is -2 until repaired (Moderate repair roll). On 1-2. for it can save the lives o its crew. This is usually acf complished with the installation o higher-powered lateral thrusters. Add +5 to the difficulty ofall maneuvers. Ship is dead in space for 1D rounds.controls are considered ionized for that round. Engine powertransferconduitblows out. Roll 1D at the beginningof each round.g. takes 2 rounds). Characters roll for mishaps whenever complications happen when they roll for pure speed (e. Drive system stalls. Engine power conduits blow out. adding +10to the difficulty of all maneuvers until repaired (Moderate difficulty). Ship must continue at same speed for 2 rounds. Space is -2 until repaired (Easy repair roll). Enginereachingunsafeoperatingparameters: ship must make no maneuvers for next 2 rounds or circuits burn out.Add t10tothedifficultyof all maneuvers for 2D rounds. Power surges increase difficulty of all maneuvers by t 5 for 1 round.. Add + 15 to all astrogation difficulties. Engineshuts down. Engine reachingunsafe operatingparameters: ship must make no maneuvers for next 2 rounds or circuits burn out.
A ship’s captain sometimes wishes to give his ship better maneuverability.
Sublight Drive Mishap Tables
Roll 1 2
Result Engine powertransferconduit blowsout. Ship must continue at same speed for 2 rounds. it is impossible to improve the Space by more than four. All maneuvers at +IO to difficultyuntil rerouted (Moderate repair roll. must bereplaced.Chapter Eiqht: Ship Modifications and Repairs
Type of Mishaps
Modify as indicated for each system’s modification rules. including landing. Engine power surges. A roll o a “1”always counts as a minor mishap. Engine overload and is destroyed.Enginedestroyed. Replacement parts cost 25% of the original cost of the en e i n e.anyonenear theenginecompartment suffers 4D damage from explosion and smoke inhalation. Drive system fails as ship is on final approach for landing.
* Due to current technology standards. The cost is based on the original retail price of the ship. Engine destroyed and disables hyperdrive (Difficult repair roll to fix). Must be completely replaced. f Type o Mishap f Die Roil 1-2 Minor 3-5 Moderate 6+ Catastrophic Roll 1 2
Result Powersurges. Engine overload and power surge. f Characters must make a repair roll to increase f the “Space” speed o their ship (use the conversion chart on page 110of SecondEdition to determine the ship’s new speed in an atmosphere). Engineoverload. maneuverability considered OD for 5 rounds.
. Engineoverload. maneuverability is effectively OD. Characters must make a space transpolls repairroll t o increase the maneuverability speed of their ship.
Systemshort. Maneuvering thrusters firing randomly. but must be repaired before next hyperspace jump (Easy repair roll). nust nust :om:plo4
Roll 1 2 Result Control circuit malfunction causes maneuverability t o be -2D for l round.ols d. The cost f is based on the original retail price of the ship. Add +5to the difficulty of all maneuvers until circuits are replaced (an Easy repair roll ifthecharactershave thecircuits on hand). Add + 5 to t h e difficultyof any maneuvers and enemy ships get a +5 bonus to hit in this round. Lateral thrusters misfire. Maneuverability at -2D until Easy repair roll made. Serious power surge.ut. Maneuverability at -2D until Moderate repair roll made.
Jcklent the with vely ties. Maneuverability is OD for 1D rounds and feedback destroys one ship's system.__
Mishap Maneuverability Difficulty Cost Modifier +1 Easy +5% +1 +2 Moderate +lo% Cl +lD Difficult +15% C l clDcl Very Difficult +20% +2 +1D+2* Heroic ~25% +3 * Due t o current technology standards. it is impossibleto improvethe maneuverability by more than +1D+2. or increase all astrogation difficultiesby t10 and double all hyperspace travel times. Increase difficulty of all maneuvers by +10untiIsystemisshutdown(Easypi/o& mg roll) and repaired (Moderate repair roll and requires 500 credits worth o f parts). it is impossible to improve a hypderdrive to better than x112. Roll 1 D 1 Hyperdrive 2-3 Ion drive 4 Sensors 5 Communications 6 1 weapon (determine randomly) Major radiation leak.
ts w ed of retail
. Alluvial dampers misaligned.
the . . Maneuverability is OD and system must be completely replaced. but must be repaired before next hyperspace jump (Moderate repairroll). Short remains: at the beginning o f each additional round. Engine maneuveringcircuitryblows. Maneuverabilityis OD for 1 round. Maneuverability is OD for one round. Lateral t h r u s t e r s blow u p (maneuverability0D)and power feedbacklowers Space by -2 for 1D rounds.On a 1-2. Mishap Old/New Difficulty Cost Modifier Easy + 10% +l x4 1x3 (or more) ~31x2 Moderate +15% Cl x2/x1 Very Difficult +25% +2 Xl/X1/2' Heroic +35% +3 * Due to current technology standards. Alluvial dampers misaligned. System short. Anyone in the engine room suffers 4D radiation damage. Add +5 to the difficulty of any maneuvers and enemy ships get a +5 bonus to hit for next 3 rounds.
Maneuverability Mishap Tables
Roll 1 2 Result Control circuit malfunction causes maneuverability t o be -lD for l round. System short. Maneuverability is O for D 1D rounds. Enginemaneuveringcircuitry blows. Radiation leak nothing immediatelydangerous. Chapter Eiqht: Ship Modifications and Repairs circuits are replaced (an Easy repair roll if the characters have the circuits on hand). Lateral thrusters misfire. or increase all ashogation difficulties by +10 and anyone in the engine room suffers 4D radiation damage. Add + l o t othedifficultyofallmaneuvers until
Characters must makearepairroll to increase the hyperdrive multiplier o their ship. Minor radiation leak: nothing immediately dangerous. Double all h y p e r space travel times and next to the engine compartments sufers 6D radiation damage. re-
Roll 1 Result Lateral thrusters blow. the system shorts out for that round. roll 1D.
Character must make Easy repair roll before hyperdrive can be engaged.
. Hyperdrive fluctuation.. Hyperdrivemotivator damaged. Power flux nearly destroys hyperdrive. Misjump.. Hyperdrive power flux. but the hyperdrive is destroyed a s the ship emerges into realspace. Ship will not enter hyperspace until 2 rounds after hyperdrive is engaged. it is impossibletoimprove the hull code by more than + I D + I .l D for 1 round. Hyperdrive destroyed. Engine vibration causes hull stress. Ship will not enter hyperdrive until the motivator is fixed (Very Easy repair roll).2 rounds after hyperdrive is engaged. If the ship is damaged in the next threerounds. Hyperdrive cuts out in wrong system. It's also quite expensive indeed. Hyperdrive cuts out in wrong system. Near miss. The cost is based on the original retail price of the ship.
. The main hyperdrive is completely destroyed. Reduce the ship's Space by -1 and maneuverability by -lD for 2 rounds. Characters must make Very Difficult repair roll to get it operating again. Ship emerges in wrong system. The ship drops t o real space.
Shield array damaged through power 1luxes. Power overload: emergency circuits shunt energy into alternate system.
Roll 1 2 Result Hyperdrive blows. Ship collides with a heavy object while in hyperspace. heavily damaged and with a ruptured hull. Roll 1D to see which system is destroyed: 13 Communications 34 Sensors 5-6 Lose I D o shields f Hyperdrive misaligned. Power surges mean trip takes 1D days longer than expected. The pilot must now plot a new hyperspace course. The main hyperdrivenearlyoverloaded. x 2 is now x4). Minor hull stress.add +lDtotheenemy's
damage roll. Characters must makearepairroll to increase the hull code of their ship.Shieidsreducedby-1Dfor 1 round. The ship arrives at its destination.
Hyperdrive Mishap Tables
Roll 1 2 Result Hyperdrive fluctuation. Hyperdrive power flux. x 1 is nowx 2. Hyperdrive overload. Characters may not move to different sections of the ship until pilot makes a Very Easy computer pmgramminghepair roll. The ship is no longer space worthy and must be abandoned. susceptible t o further damage.
Improvingaship's hull strength by armoring it makes it that much more difficult to damage. Ship nearly collides with a stellar object and drops to realspace at the last instant. Trips takes 1D hours longer than normal.
Hull Mishap Tables
Result Power surge wipes out sensors and communication systems for 1D rounds. Hull code is . Power surges destroy backup hyperdrive and double hyperdrive modifier (x 1/2 is nowx 1. Misjump. Ship will not enter hyperspace until 1D. Misjump.
Roll 1 Result Hyperdrive overload. Characters must make a Difficult repair roll t o get it operating again. Engine vibration stresses hull. automatic bulkheads seal for 2 rounds. Mishap Hull Difficulty Cost Modifier +1 Moderate +lo% +1 +2 Difficult 115% +1 +ID Very Difficult +20% +2 +1D+1' Heroic +25% +3 Due to current technologystandards. Minor hull stress. Trips takes 4D hours longer than normal.
Circuit fluxcreateserratic power flow:-lD to fire control until fixed (Easy starship weapon repair roll)._
Roll 1 2 Result Enginevibration stresses hull. Power surge overloads sensors and communications systems for 1D rounds.pirates. Targeting c o m p u t e r malfunction. Hull code is .Shie1ds reduced by -lD for 1D rounds and after that reduced by-1 until Easyspace transports repair roll. Allasn-ogationattempts in the next 1D rounds add +10to the difficulty. Shield failuredue topowerfluxes. Power flux reduces damage by3D for 1D rounds unless fixed (Moderate starship weapon repair roll). de
Tramp freighter captains have a number of worries . If the ship is damaged in the next three rounds. Power transfer conduit blows out.
Damage +1 +2 +lD +1D+l +1D+2 Difficulty Easy Moderate Difficult Very Difficult Heroic
Modifier +1 Cl +2
Weaponry Mishap Tables
2 Result Power surge reduces fire control by-ID for 1 round. automatic bulkheads seal. Hull breach and bulkheads fail! All characters in ship suffer 8 D damage from vacuum until characters attach temporary seal (Difficult Sfrengfhtotal) or computer system activates seal ( I D rounds). not the starship. Severe power fluctuations reduceshields by9D until Moderate repairroll is made. Weapon will only fireonce per round for 1 round. The cost is based on the original cost of the weapon. FirecontrolisODuntil fixed (Easystarship weapon repair roll). hostile aliens. Hull stress. Power flux reduces damage by -lD for one round.
er Id. Any character in breached compartment suffers 8 D damage from vacuum until computer systems attach temporaryseal (1D rounds). susceptible to further damage.
Roll 1 Result Power surge destroys one ship’s system. Circuit flux creates erratic power flow.all of which can call for enhancing a ship’s existing weaponry. automatic bulkheads seal. Enginevibration causes serious hull damage-reduce hull by-3Duntil repairsare made (Very Difficult repair roll). Characters may not move to different sections o the ship until pilot f makes a Very Easy computer pmgramming/repairroll (to open bulkheads) and a Very Easy repair roll to fix the breach. Ranges halved for 1 round. add +2D to the enemy’s damage roll..
Is )t IP
1 2 Result Power surge reduces fire control by -lD for 1D rounds. Hull breach in cargo hold: half of the cargo is sucked from the ship into the vacuum of space. Microscopic hull breach. Power surge interferes with hyperdrive motivator. Characters use either their capitalship weapon repair or starship weapon repair skill (depending upon the scale o the weapon) to improve their f ship’s weapons.l D for 1D rounds. Weapon disabled until fixed (Very Easy starship weapon repair roll). Weapons misfire. Roll I D 1 Communications 2-3 Sensors 4-5 Backup hyperdrive 6 Main hyperdrive Hull breach. unwary customs vessels . Character can attach seal manually with a Difficult Strength total (due to fightingtheeffects of thevacuum).
destroying t h e weapon. They give a vessel a Space rating o 8. Weapon disabled until fixed (Moderate starship weapon repair roll).000 credits plus instaiiation costs Weight: 16 metric tons Availability: F Came Notes: The Evader-CT Ion Drive is a scaled-down version of a military ion drive.
Weight and Cargo Space
All the replacement systems weighsomething. And there is always the chance that when a new system is put into a ship.it freezesin place for ID rounds. Technology isn’t perfect. when replacing one device with a new one.9 Ion Drive Type:Military ion engine Con: 5W. Ifweaponisaturret. Or the charactersbought afaulty system. After they’ve spent enough time patching together that modilied hyperdrive. but don’t neglect it either. but requirea 5. originally designed for use in starlighters. They give a vessel a
Power transfer conduit blows out.-.
Power transfer conduit blows out. computers have glitches.309 kmh). They are available on the open market. Power surge reduces weapon t o molten slag.
Evader-GT Ion Drive
In time. Weapon disabled until fixed (Moderate starship weapon repair roll). Circuit flux creates erratic power flow. Because o the cutting edge f technology in this drive. originally designed for use in starfighters. As the ship is refitted. Increase difficulty o all gunnery f rolls by +2Dfor 5 rounds. and parts from one manufacturer (or model line) may not be compatible with parts from another. Double ail difficulties for rnodifyingthisdriveand doubiealimodi8erswhen rolling for mishaps. f 1.
Model: Corellian Evader-GT Ion Drive Type:Commercial propulsion system Cost. don’t rely on this possibility to make your adventures more interesting. Requires a Heroic starship weapon repair roll to fix.
Spaceratingof io. the characters may decide to completelyreplace a starship’s systems. double all difficulties for modifying this drive and double all modifiers when rolling for mishaps.. As a gamemaster. Targeting computer displays faultyrange data. Possession o such a drive is a class one f infraction in Imperial space. f Double all difficulties for modifying this drive and double ail modifiers when rolling for mishaps beyond a t i modir
Our Worries Are Over
. no effect. Circuitry overload only allows weapon to be fired once every four rounds. they’ll probably breathe a sigh ot relief (especially if they’re used to modified systems giving them problems). players must keep track of how much cargo capacity remains. They have a Space rating o 12 (atmosphere of 450.
I Eoshaa-Chi Ion Drive Model Kuat Drive Yards‘ Boshaa-Chi Ian Drive Type:Military ion drive Cost: 100. they’ll havenothingtoworryabout. adjust the ship’s cargo
When characters install replacement systems. and that weight is subtracted from theamount of cargo the ship can carry. I Starscream9 Ion Drive
Model: Sienar Fleet Systems’ Starscream. Power overflow disables 1D other weapons (pick randomly) on the ship for 2 rounds.000credit Imperial permit to legally possess. And.000credits plus installation costs Weight: 18 metric tons Availability: X Game Notes: The Boshaa is an older model of a military ion drive. They are available on the black market. maybe the mechanics didn’t quite get everything right. with all the risks that entails.on a 5 or 6 the weapon overloads. On the other hand. But .50..000 credits plus installation costs Weight: 24 metric tons Availahllity: X Came Notes: The Starscrean-9 is a military ion drive.
The following is a selection o some o the f f possible replacement drives that tramp freighter captains can select... During the campaign. Weapon destroyed. This will dramatically affect how profitable each run can be: ships with high cargo capacity can carry a lot more and make a lot more money. Roll 1D each round .
. these ships are probably slow and/or lightly armed and armored. Fire control is OD and damage is -3D until fixed (normally fixed by a solid kick t o the computer linkage). Machines break.. Targeting computer has a short. in general. Possession ofsuchadriveisaclassane infraction in Imperial space. What follows are some possible replacement systems they may wish to install aboard their starships. If not. they may decide to get rid of it and upgrade to a more modern hyperdrive system. They are avallable (for monstrous costs) on the black market.
. These hyperdrives are very illegal. Finding a mechanic who's willing to build such a drive is another matter entirely. It is possibletoremovethe back-up hyperdrive from a space transport and sell it. if I didn't know better.000 credits plus iristailation costs Weight: 15 metric tons Availability: 2 Game Notes: The Corellian Avatar-IO stardrive was an attempt at a universal hyperdrive system that was compatible withanytypeaicraft.000 credits on the black market . Any ship that relies on a x3 or slower hyperdrive for main propulsion is risking great delays in travelling their shipping routes.000 credit permit) is punishable under Imperial law. cheap (comparative1y)and is fast enough to get a ship from point A to point B within a reasonable time.000 credits on average plus installation costs
Wetght: 18 metric tons Availability: F Game Notes: The Griflyrl-XTG hyperdrive is generally used aboard SoroSuub vessels.
Chapter Eiqht: Ship Modifications and Repairs will have. like most o SoroSuubs shiD hardware."). and the quality of work. Double ail difficulties for f modifyingthis driveand double all modifiers when rolling lor mishaps beyond a + I modification.000 credits plus installation costs Weight: 10 metric tons Avai-lehlllty: 2 Game Notes: The Boa" Ion Drive is a simple. I SoroSuub Boav Ion Drive M o d e l SoroSuub Boa" Ion Drive Type:Commercial propulsion system Cost: 10. any hyperdrive can be installed in any freighter with the room for the upgrade. generally. f
Type:Commercial hyperdrive Cost: 15. it may be more difficult to install. Technicians installing a Boa" unit will lace an increase o one f difficulty level i n their space trmspons repair roll. The Boav gives a vessel a Space rating o 4. is f mostly compatible with other SaroSuub hardware. the costs for hyperdrives decrease drastically.m R V A R I
f i cat i 0n. Any nonSoraSuub yessels attempting to install this type of drive suffer an increase ofone diliiculty level during the attempt. In game terms. I Hyperdrive x2
Model: Coreliian Avatar-I0 Type: Commercial propulsion system Cost: 10. Of course. and their compatibility.000 credits plus inStallation costs Weight: 10 metric tons Availabillty: I
Model: Sienar Fleet Systems Lifesaver 1000 Reserve Hyperdrive
. the differences between hyperdrives are the hyperdrive multipliers.
x3. I'd say you were probably a smuggler .000 credits plus installation costs Weight: 12 metric tons Availability: 2
M o d e l Rendili StarDrive's ATX-5
XI Hyperdrives This levelof hyperdriveis probablythefastest typeof star drive that theaverage tramp freighter
Type Commercial propulsion system Cost: 4. unless the owner is fortunate enough t o locate a military hyperdrive (and can afford theenormouscost ofinstallingit). requiring a 500 credit Imperial permit. depending on thequalityoftheparts. It is reliable.000 and 90. f the passengers and crew o the freighter are in a very bad situation if the main drive conks out in transit .
x 2 Hyperdrives This is arguably the most common speed hyperdrive found aboard tramp freighters.thecost o f t h ehyperdrive being modified. They give a vessel a Space rating o 6.. The installation cost is around 15. those who can afford it use this class of drive for a backup rather than a main drive.Spacehansporrs repoirrolls to instail an Avatar-IO receive a * I D hanus. A typical custom hyperdrive job can cost between 50.
m x3 Hyperdrive
Model: lncom Horizon-Hopper Light Stardrive Type: Commercial propulsion system Cost: 7.000credits.000 credits plus installation costs Weight: 12 metric tons Availability: F Game Notes: The Starslinger Ion Drive Is available on the open market. . economical unit.
x 1/2 Hyperdrives This type of drive is not commercially available for freighters -they must be custom built (and are extremely prone to failure). though it.
There are many different brands and types of hyperdrives that characters can choose to install in their vessels. and x 5 Hyperdrives At this level.if they can be found at all.. Operating a vessel rated for this speed without the proper documentation (and the 5. I 1 Hyperdrive x
M o d e l SoroSuub Griffyn-XTCLightspeed Unit
I lncom Starslinger Ion Drive Model: lncom Starslinger Ion Drive Type: Commerciai propulsion system Cost: 20. any hyperdrive with a multiplier of x5 or more isn't worth that much).. Some stolen models cost as much as 90. Here are some examples. but Imperial Customs officialswillprobablymake lifedifficultonanyonewithashipthatfast ("Why d o you need something that fast . thereby gaining additional cargo capacity and a bit of extra cash (however. but depending on brand and type. x4.. and penalties include stiff fines and possible suspension of the operator's flight license.000 credits. with theaverageunit weighinginaround20 tons.Theyarelegal.
* This weapon is illegal.000 1. Up to three identical weapons can be linked to fire at the same target simultaneously.500 3. Bribery can. To get a permit through normal channels. modify the difficulty of acquiring the permit. f Tmtolaer A heavy shipmounted laser.Itisusuallyillegalto
have a turbolaser mounted on a private vessel._
‘ m A P HART
Weight: 8 metric tons
AvailablUty. page 110). A turbolaser can fire onlyevexyothercombat round (simplybecauseit has
beenjury-riggedtothefreighter). * * This weapon disables an enemy ship’s electronics a s explained on page 1 10 of Star Wars: The Roleplaying Game. Shields are almost impossible to improve beyond their initial strength.000 6 2D l0Q00 8 3D 20. Blaster cannon: A relatively weak blaster. He makes an opposed con or bureaucracy roll. of course.000 2. Loser cannon and heavy laser cannon: A stronger version o the blaster cannon. Second Edition. Success indicates that the captain has been granted permission to equip the ship with the
Most weapons are designed to be fired individually.
. The “Weapon Summary”chart has some sample starship weapons. usually mounted only on larger ships. and thus are equally effective against both lasers and missiles.000 10
indicated weapon type.Chapter Eiqht: Ship Modifications and Repairs
Type:Commercial backup hyperdrive
Cost 2. The usual f cost o the feeis 30percentofthepurchaseprice. A separate roll must be made for each weapon mounted on his ship. The shields listed below combine the powers of both particle and ray/energy shields. The Lifesaver1000ISonly recommended as a backup hyperdrive and must be overhauled after each use. Proton torpedoes: A missile containing a prcton-scattering energy warhead.000
Weight (In Tons)
9. Shield Code Cost Weight ( n Tons) I ID 4.000 1. Ion cannon:An ion cannon does not destroy an enemy vessel. but instead of inflicting damage. theopponent’s e q u i p ment is ionized (see Star Wars: The Roleplaying Game. 1
Came Notes. from the captain’s or weapons officer’s station. Make a normal attack roll. Torpedoes have no appreciable weight. his skill against the damage code of the weapon (modified by local circumstances and the character’s clean record .500 credits plus installation costs
. Second Edition.500 800 3.
Shields are essential to protect your ship’s integrity in a fight.500 500
5 0. Missiles have no appreciable weight.500
3. the player character must apply at anlmperialSpace Control office. usually mounted on lightly armed vessels.
Weapon Fire Control ID Taim & Bak Kd-3 Light Blaster Cannon Kuat Vonak Light Laser Cannon 2D Arakyd Tomral Heavy Laser Cannon 2D lncom W-34t Turbolaser* 3D Comar f-2 Light Ion Cannon** ID Comar f-4 Medium Ion Cannon** 2D Comar f-9 Heavy Ion Cannon** 4D Arakyd Hi-fex Proton Torpedo Launcher (includes 12-torpedo rack) 2D Replacement Torpedo Arakyd Morne-3 Concussion Missile 1D Launcher (includes IO-missile rack) Replacement Missile Damage 1D 2D
Most of the weapons below require a fee and an Imperial permit to operate legally. Concussion rnissi1es:These missiles contain an armor-piercing warhead and a compact energy pack that detonates upon impact.000
1.or lack thereof). rather it temporarily disables its electronics.
and so on.
To date. Space may be big. Possession of this type of countermeasure requires Imperial certification.
Chapter Bqht: Ship Modifications and Repairs
)e P. the weapons must haveidenticaldamagecodes. However.._
Equipping the cargo hold to hold an X-wing fighter.500 credits and the systems weigh at least 1 ton. Linking two weapons adds +IDto the damage code. The various sensors listed below are ail described in The Star Wars Sourcebook. without proper navigational data. each with a damage code o 2D. the weapon mount and the pilot’s station. i a weapon can be fired from two f differentlocations. there is always a chance that players will come up with modifications that have not been anticipated by the gamemaster.000 credits plus installation costs Weight: I metric ton Availability: X Came Notes:+ I D to identify. Example: The owner of a tramp freighter wishes to link two light laser cannons. For a weapon link to have any useful value. but broadcasts the general location of the ship doing the jamming. Sensor decoys can only be used once (their engines burn out after use).000 credits plus installation costs Weight: 2 metric tons Availahllity: F GameNates:TricksterDronesadd +2Dtothedifficultyta determine which sensor reading is the ship and which is the decoy. it costs a bundle.
Fuel converters allow the captain to avoid the expense of paying refueling or power cell replacement fees. bounty hunter. They can be ejected with a pre-programmed course and normally have a maximum sublight f speed o 5. just about every major crimelord. smuggler.etc. Similarly. Second Edition. A simple rule of thumb: if it is technically complex.government and scientist would kill t o obtain it . Of course. The discovery of a working cloaking shield would be worth hunf dreds o millions of credits for the sentient lucky enough to find or construct one. the weapon’s new damage would be 4D.
Sensor Jamming Hardware
Model: Fabritech NightBlind 472 Type: Sensor jamming device cost: 4. sensor decoys are easily detectable. of
A sensor decoy sends out electromagnetic and holo signals exactly identical to the ship. Gamemasters should decide t h e costs and the weight ofsuch modifications. for that kind of money. Note that many of the sensors below have no appreciable weight. If he linked a third light laser cannon to the pair. What follows are some unusual systems characters can purchase.. false beacons or transponders. space is extremely crowded.
Life-Form Indicators (LFl‘s): 800 credits
A special signal generator that floods an area with static which blinds all sensors. space-mine ejectors. usingtheexamples below a s a guide.
I Sensor Decoys
ie in :Y ie
Computers and Sensors
The necessity of sensor apparatus is obvious to most star-pilots. but make it easier to detect a ship (see the sensors rules on Page 81 of Second Edition). ElectrwPhoto Receptors WPRs): 300 credits.) to the difficulty o the enemy sensor f
operator t o determine which is the decoy and which is the real ship. They are relatively effective at distance.
Full spechwn Transceivers P s ) : 500 credits. self-destruct mechanisms. but -2U to drtect. the captain can buy certain materials (normally waste material) in bulk and put it into the fuel converter. while linking three weapons adds +2D t o the damage code. they add a die modifier (+1D. their new damage is 3D. but easily seen through when enemy sensors are set on focus mode. the additional linkage costs 100 credits per weapon.. In game terms. +2D. They normally add to the difficulty to identify a ship. sun.
E ’) 600 Dedicated Energy Receptors P RS: credits. other spaceship.By linking them f together. there is no working cloaking device known in Imperial space. it is easy to wind up smashing into an asteroid. say.U-
3 A R V A N
The computer linkage for this operation costs around 100 credits per weapon. Costs begin at 1.
Model:Corellian Trickster Decoys Type: Starship countermeasures system Cost: 2. but in a number of areas. detachable sections . This is considered a +I modification on the mishap charts. This rule is based on the “Combined Action Bonus Table” from page 69 of Second Edition. Instead.
Certain special cargoes require precise temperature control. Weight: 5 tons. whether it be in the secret compartment or in the main bay. Cost: 400 credits per additional passenger capacity. This costs 30 credits per person and weighs only one ton per person. quite illegal. cargo hold space must be converted to passenger space. while out-system it takes about 60 days to fully recharge the ship’s power cells.
A beam capable o pulling a smaller vessel f closer to the freighter (if the freighter is smaller.000 credits. Cost: 12. does not show up on scanners at all. allowing them to dip into a planet’s atmosphere or seas to steal natural resourcces with which to recharge their power cells. customs officials are likely to become suspicious merely on grounds of simple mathematics: “You’re trying t o tell me that a ship this size has capacity for only 60 tons o cargo? What kind o fool do you f f take me for. Second Edition. Cost: 8.000 credits. Weighk5 tons ofcargocapacityfor 1 ton of cargo space. Cost: 200 credits per ton of cargo t o be hidden. as well as a quick way t o get in trouble with your loanshark. plastics. waste-or heavy metals and other high energy materials. Weight: 5 tons from cargo capacity for 1 ton of cargo space. Weight: 1 ton. smuggler?“ The cost for secret compartments depends upon how secret they are. Cost: 1. This device will jettison whatever portion of your cargo you wish.--
Secret Cargo Compartments
Up to three people can fit in each ton o space f in a secret compartment (secret compartments f require a lot o space t o even attempt to conceal). See Star Wars: The Roleplaying Game. Weight: 15 tons. Weight: 10 tons. Weight: 15 tons.000 credits. Cost: 15.
. A ship can refuel on bulky. Requires a Very Difficult Perception roll to locate with the naked eye.000 credits. There are three different grades o compartments: f Concealed: Requires a Difficult Perception roll to locate. If more than 20 percent o a ship’s cargo space f is taken up by secret compartments. The ship will be able to halve its “restocking” fee at starports. cellulose materials (wood). damage is ZD. Fire control is ZD. Weight: 5 tons of cargo capacity for 1 ton of cargo space. but a scanner will detect it immediately. these will recharge a ship’s systems in about 15 days. it is drawn toward the other ship instead). A cheaper way to go is to put in a primitive life support system and have the passengers sleep on the Hoor. Can be triggered by either a dead-man switch or by command from the ship’s computer.000 credits. Hidden.
Automatic Cargo Jettisoning
A wonderful way to avoid an Imperial fine. low energy oxygen.
Solar Converters Ships may also be equipped with solar converters: huge. but the captain will have to personally arrange for fuel supplies elsewhere.
Solid Fuel Converter
Converts virtually any matter into fuel cell power. however. a scanner will find it on a Moderate Perception roll.000 credits per ton o cargo to he f hidden.
Some ships (scouts. In-system. molecule-thick solar-absorbent sails. Cost: 1. Cost: 8. Weight: 10 tons per person.Chapter Eiqht: Ship Modifications and Repairs
. It is. page 110 for details. Scanner Resistant: Requires a Very Difficult Perception roll to locate. Cost: 400credits per ton of cargo to be hidden. water.
To carry additional passengers. especially) are equipped with scoops.
Weight: 5 tons.
Replacement Navigation Computer
exempt from this rule).
Escape Equipment Enough escape pods for each crewmember
and passenger on board a ship is required by f Imperial law (military vessels are.
With this device installed. the captain is able to provide comfortableenvirons for many different species throughout the ship. A standard freightersized escape pod seats eight passengers and has food and oxygen for two weeks. o course. Weight: 1 ton per 20 tons converted.
Cost: 100credits per ton converted.000 credits.200 credits.
. Weight: 4 tons. Cost: 1. Cost: 4. o r in one cabin or the cargo hold..000 credits.
and is currently in a state of disarray. it is underpopulated. Minos Cluster is physically removed from the rest of the Empire. Its terminus is
Welcome to Minos
The Minos Cluster is about as far from the Galactic Core as you can get. More importantly. Beyond the Cluster there is no Empire. the great revolt against the Empire. The greater depth of detail gamemasters have. such as the increase in piracy and the steady decay of the Cluster economy. so use the following information only as a starting point. and the more prepared they will be when the players suddenly decide to d o something unexpected. but only for someone who is willing to stretch Imperial law. the more realistic the campaign will seem. no knownspace travel. However. The lawlessness of Minos Cluster can make a space voyage a little hair-raising. no Rebellion.cargo that a corporate ship would never consider. However there is a good aspect to being such a backwater region: the Cluster is out of reach of the moredraconian aspects of the Empire. the Rebellion in Minos Cluster recently suffered a large set-back with the arrest of its leader.andtradeisregulatedfarless thanitisinthe Galactic Core. If credits are t o be made. when prospects for profits are so poor. so before the campaign begins gamemasters should make f much o it known to the players. though most of them are largely self-sufficient. In the meantime. prosperity. In Minos Cluster. relatively low-tech. a sizeable percentage of the population still cares about the state of affairs in the galaxy. Drun Cairnwick. There are credits t o be made. and it requires a hyperspace f trip o at least five days to reach the nearest inhabited systemfromTravnin.=Chapter Nine The Minos Cluster
The following information about the Minos Cluster is common knowledge. Out here on the edge it is still possible for a small independent operator t o make a decent living. there are a great many problems to face. and comf pletely out o touch with contemporary Imperial society. life has become a bit more difficult. One of the more positive aspects about the Minos Cluster is that the Imperial presence is relatively muted. There is room for free movement. The Empire has stepped up its operations somewhat. risks must be taken. particularly on the worlds that Cairnwick was most active on. and free thought.
. Eventually it may be Minos Cluster which touches off the final phase of the Rebellion. which thedecrepit luxury liner Farseekerruns every month. Be sure to add your own wealth of creative ideas to what is sketched out already. The Empire does not spend very much time or energy securing the loyalty or fealty ofthis sector. f and carry nearly any sort o cargo . The corporations are not willing to risk their billioncredit ships on such hazardous space lanes. but that's all part of a day's work for a tramp freighter. Minos Cluster is the end of the line. the Imperial headquarters
for the Cluster. located on the edge of civilized space. so for the less law-abiding tramp freighter operators. Additional detail on the Cluster will need to be created. and have not decided t o ignore everything but their own
the Travnin system. and the systems in the Cluster have never been strongly preRebellion. f Many o the planets in the Cluster have only recently been colonized. This chaotic state of affairs leaves a lot of openings for enterprising tramp freighters who don't mind risking their necks for a living. there is still hope. free trade. None of the planets in the Minos Cluster have the necessary technology and industry to produce ships for the Alliance. The corporate-owned bulk freighters that frequent the systems of the Galactic Core are not in common use out here. Almost all of the trade that takes place in the Cluster is carried out by light freighters. for there is not much here to concern the Empire. and people are more free t o d o as they please. and no trade.Thereison1yone major space liner route.
The Cluster itself is o no real tactical Value to f the Empire, and is therefore left largely in the capable (or not so capable) hands of local Imperial officials. The conflict between the Empire and the Rebellion does not seem very real out here, and most people are only dimly aware of what is going on. There is no Rebel base in the Minos Cluster, and only minimal activity anymore; the arrest of Cairnwick and the remote location make this section of the galaxy too impractical for recruitment or active sedition. So welcome friends, to the Minos Cluster: the sleepiest corner of thegalaxy. You may be able to find your fortune out here on the edge o space, f as there are certainly many opportunities t o be found. Consider yourself warned, of the many dangers as well.
Chapter Nine: The M i 6 5 3 Cluster
L a w and Order
Though the Minos Cluster is located in the far reaches of space, the grip of Imperial control can still be felt, though certainly not as stronglyas in the Core Worlds or other less-remote regions. ThelmperialCustomsships scattered across the Cluster are crewed by competent - if not outstanding - officers, and the Navy line ships while they patrol somewhat sporadically - are nonetheless Imperial warships and are forces to be reckoned with. Despite the Imperial presence, it is still a big chunk of space with a lot of “nothing”happening
inside it. It could be a month or two before the player characters even see an Imperial ship, and even then the crew may be too lazy to d o anything but ask for the Ireighter’s identification code. Typically, only ships that are doing something clearly suspicious a r e s t o p p e d a n d searched. However, as Rebel activity increases in the Cluster, the Imperial Navy will become more and more vigilant. They will begin t o make random inspections, and at the worst possible moment an Imperial ship can appear and insist upon a full f search o a ship. Random inspections will be conducted more and more regularly as the campaign progresses, and a ship’s captain breaks Imperial laws only at great risk. If a ship and crew earns a reputation for lawlessness, it will face constant Imperial scrutiny (and harassment) and even more frequent inspections. It is a very bad idea to get on the wrong side of an Imperial Customs inspector. Imperial law does not extend evenly across the Cluster, and not all planets have Imperial Customs agents. By law, there should be an officer at every starport in the Cluster, but many of the starports in Minos Cluster have only part time officials who are usually poorly-trained locals with limited loyalty to the Empire, and who can be easily (though not necessarily cheaply) bribed. The relatively low caliber of these officials can be contrasted to that found on the Imperial Customs ships, but even their crews are not well-
Chapter Nine The Minos Cluster 3
H A R T
trained by Imperial Core standards. Only the dregs of the Navy - or officers who have inadvertently made their superiors exfremely angry -are sent to Minos Cluster any more, and their ineptitude is becoming more and more ingrained. Patrol craft from the Navy base on Travnin venture out on an irregular basis, but not enough to seriously hamper the activities ofthe pirates. By all rights, there should be twice as many patrol craft in the Cluster, for piracy in Minos Cluster is as widespread as it is well-known,but most o the f officers' corps is more interested in avoiding danger than in finding it. Each planet in the Cluster has a consulate, f with an Imperial Consul-General in charge o it. These consulates are guarded by Imperial Army troops (very few o which have ever seen actual f combat), who are by law confined to the compound grounds and the spaceport, though on some planets these restrictions are ignored. There are few Imperial officialsstationed at the consulates, and their duties are very limited, though they have the formal authority to take over the local government. For instance, while there are only seven Imperial officialson Adarlon, yearly they collect nearly four billion credits in taxes from its government. Some Imperial laws are tightlyenforced,while others are ignored. If you are caught breaking some rules your ship will be confiscated, but other laws areso lightlyenforced that inspectors will gladly accept a small bribe to ignore the infraction. Whereas in most parts of the galaxy it is not permissible for a privately-owned ship t o carry heavy weaponry, in the Minos Cluster the f enforcement o that law has been gradually diminished because of the prevalence ol piracy. ll a ship is thought t o be allied with pirates o r the Rebellion, the law is enforced, otherwise it is ignored. Their are five different classifications of inf fractions o Imperial Law.
Class Two Infraction Shipment o high energy weapons between f systems without a special permit from the sector capital, as well as the transportation or purchase o illegal goods (rated with an X). f The punishment for class two infractions inf cludes the arrest o the crew and impoundment o the ship until it is claimed by the owner. A fine f of at least 10,OOOcreditsandfromfiveto30years in jail is also standard Imperial punishment for this type of crime. Class Three Infraction f This includes the attempted bribery o an f Imperial official. as well as the transportation o high-technologyand restricted items (rated with an R) without Imperial permit or license. The definition of high technology is nebulous, and there is an enormous regulations book on the subject (which requires about 14 hours to scan) -many devices are included largely to prevent f them from fallinginto the hands o the Rebellion. The punishment for a class three infractionis in almost all cases the impoundment of the offending vessel and the immediate arrest o the f ship's captain who is taken back to the sector capital (which in Minos Cluster is Travnin). Though it is possible for the captain to escape further punishment with the aid of a good legal counsel, such legal help could cost over 10,000 credits. Further punishment could involve a prison sentence, a substantial fine, and perhaps revocation of theship'sand thecaptain'soperating permits. Class Four Infraction The Empire forbids the export or import of any form of narcotic without a permit. Unfortunately this can be interpreted to mean nearly any food. drink, or drug if a customs official feelslike making a little trouble. Goods that require a special fee or permit to purchase (rated with an F) which are transported without the required fee or permit constitute a class four infraction. It is also a violation for a captain or a ship to operate without the proper operating license, and each timeacustoms vessel hails aship, they willasklortheship's and thecaptain's identification numbers. credits, and sometimes a short jail sentence for the captain or the owner of the vessel.
Class O n e Infraction Thesearethemostseriousspacecrimeslisted in the Imperial legal code. They include conspiracytooverthrowtheEmpire,possessionofa
cloaking device, or an attack on another ship.
Any sort o aggression against an Imperial ship is f also considered a class one infraction. The punishment for class one infractions is usually the immediate impounding of the ship and five to 30 years on an Imperial penal colony for all involved. With such a serious case, legal representation is of little use.
The penalty is typically a fine of 1,000to 5,000
Class Five Infraction f This covers a host o local ordinances which restrict theimport andexportofgoods. Ageneral Imperial rule is that a ship must be fully provi-
en or se
Chapter Nine: The Minos Cluster sioned when it leaves a starport, and must have adequate escape pods for all its passengers and crew. Thepenaltyforaclassfiveinfraction usually is a small fine, only 500 t o 1,000 credits. Imperial officials in the Minos Cluster will readily allow themselves to be bribed into ignoring class five infractions a s long as the person i reasonably s polite about it. Note: Long-term imprisonment is almost certain if there is any evidence that the player characters were working in conjunction with the R e bellion, or the goods being carried were destined for the Rebellion. matters concerninglmperial law, they don’t mind overlooking a local law or two for the right price. The player characters should be very careful about giving bribes, however. Let themfigureout for themselves why it works sometimes and why they get arrested at other times (a conversation in a spacer’s bar can be of great help in learning the ropes). The penalty for bribery can be s e vere, but in Minos Cluster attempts at briberyare so common they are often ignored (or accepted, of course). Almost all o the Imperial officials in the Clusf ter are natives of Travnin. While the inhabitants o Travnln are known as being authoritarian and f inefficient,the officialsfrom this system are easily 10 times worse. Paperwork is their best proObtaining Licenses tection against their own incompetence, and if Every ship needs an operating license to d o they are given trouble by the player characters any sort of hyperspace trade in the Minor Clusthey will force them to wade through a year’s ter.Theycost 1,00Ocredits,but thankfullyonlya worth of forms and applications. little paperwork and a short inspection of the The lower-level officers aboard the customs ship is required. If a ship is caught without the frigates may sometimes accept bribes, but only license, the penalty can be severe. for relatively minor infractions, class fouror five. Every ship also requires a captain who is fully They might easily arrest any player character licensed and accredited; if the ship is caught in who attempts to bribe them for something more flight without such a licensed captain, the penserious (unless the player characters can quickly alty can be equally severe. By law, gaining a talk their way out of it). captain’s license requires tests and IO years of In the Minos Cluster, the most important thing documented time in space and a 300 credit fee, is t o not get caught. Most tramps breakor at least but in actuality a few well-placed bribes (adding bend some Imperial law on each run, and it has up to around 500 credits) can get nearly anyone become an accepted practice even for the most the license. reputable traders. Imperial officials realize this, Obtainingalicenseor permit tocarryrestricted but ifthey catch you and don’t like you much, you goods can be very difficult,unless you have the may still be forced to pay a fine. right connections. They can only be applied for Most of the officials, however, avoid having to at the Cluster capital, in theTravnin system. First bring people back to Sector HQ on Travnin for of all, you have to know the right Ministry to go into,andthenhavetoknowtherightquestionsto minorinfractions:the paperworkis just toomuch trouble. It is much easier t o inflict fines on those ask, and then there is a special fee. breaking the contraband laws (providing extra Unfortunately, the bureaucracy at Travnin is funding for their department or the official’s atrociously slow. As a matter of principle, any “personal retirement fund”), rather than putting Imperial official will reject nearly any request the player characters on trial and imprisoning unless pressure is placed on him from above or them. However, class two or class one infracbribesarepaid.0nlythecorporationsareable to tions nearly always result in the captain being get anything done, and that’s only because they taken toTravninfortrialand hisshipimpounded. have special Imperial departments which they Brown-nosing local Imperial authorities is a work through. A player character will need to veryancient and honored tradition, and knowing make a Difficult bureaucracy roll to get his applihowtodoit rightcan beofgreatvaluetoatramp. cation processed, failure indicating a week lost If the player characters can get on a first-name trying t o get something done. (Rather than simbasis with each Imperial inspector in every sysply rolling, however, it is much more fun to tem in the Cluster, they have a huge advantage. roleplay it out, a process that can be alternately However, it must be understood that some hilarious and frustrating.) officersand officialsare very serious about their workandcannot bebribed.Theydothings bythe Customs Officials book, and all infractions are taken seriously. The The Imperial Customs inspectors found at player characters will have to learn which officmanystarportsinMinosClusterhavethedutyto ers can be bribed or jollied, which cannot. One of enforce all Imperial import and export laws. the latter such officers is detailed later in this Though Imperial officialsrarely accept bribes on galaxy guide.
as the other ships are always held in reserve to protect the sector capital from Rebel attack. hull 4D. the regular troops are so ill-prepared and low in morale that they are useless for anything beyond planetary defense. there is not much of a n Imperial presence in the Cluster.) There is also a carrier with a full complement of 24 TIE fighters. a few dozen double turbolaser batteries and not much else. (See the next chapter for the cruiser's game statistics. however. and the stormtroopers spend most of their time keeping an eye on the regulars. damage 2D+2). The largest ship is an ancient relic from the Clone Wars. they send their reports directly back to the ISB office regularly. Weapons: 20 quad turbolaser batteries (fire control 4D. sheilds 3D+1. At first the player characters will only meet with a customs corvette only every 15voyages or so. space 4. While they are supposedly ready for rapid deployment throughout the Cluster. The Chorio. Capitol. capitol ship pirating 50.
The Customs Ships
Thetwocustomsvesselsarecorvettes. though these encounters may become more frequent as the campaign goes on. space 4. Except for extreme emergencies the Imperial
Moff will not let more than 1.000 stormtroopers off-planet at one time. and all travel t o it is prohibited.000 stormtroopers.Weapons: 10 quad turbolaser batteries (fire control 40. Gesaril Prison Ship Another Imperial ship is located in the Gesaril system. damage 5D). cowing the local governments. the smuggling and piracy that has been going on for so long.__
The Imperial presence in Minos Cluster is quitelight. Weapons: 10 twin laser cannons (starfighter. and declines to waste much o its resources on it. shields 2D. armed with 68 working concussion missile tubes. The Chariot is undergoing repairs and is likely t o be incapable of hyperspace travel for some months. (Currently. damage 5D). but. Capitol. plus a n additional 5. They are powerful enough to deal with almost any pirate ship.
A h . capitol ship gunnery 4 0 . mainly IS6 agents. damage 3D). There are over 40. Only the customs vessels are to be seen anywhere in the Cluster outside of Travnin. theIS6 will react quicklyand with appropriate ferocity. The light cruiser is heavily armed and carries a squadron of TIE fighters aboard it. if the spies get word of a plot against the Empire. maneuverabilpiloting 5D. ity lD. and the cruiser is nearly always nearby. fire control 3D. +2capitol ship capitolship shields 40.) Other Forces Other than the Imperial forces listed above.: Victoryclass Star Destroyer. The last line ship is a well-armed transport ship capable of carrying over 15. capitol ship gunnery4D capitol shippiloting4D+2. space 4. f especially since they spend much o their time hovering around the inhabited systems. or even slow. There are not enough Imperial ships t o prevent.000 Imperial troops on Travnin itself.armed
with six double turbolaser cannons. concussion missles (fire control 4D. scattered throughout many of the worlds in theCluster. These agents do not answer to the local government. hull 7D+l. Capitol.
. The security ofthe prison asteroid is taken seriously (or perhaps it is the veil of secrecy surrounding the planet).000 troopers. The cruiser is wellequipped and well-maintained and the most capable troops are assigned to duty aboard it. There are also spies. It supports a fleet ofthreecapitalshipsandtwocustomscorvettes. damage 5D).and is not likelytoincreaseinthenear future. The Minos Cluster is very large. The Empire has better things to worry about than this sleepy f arm of the galaxy. The Empire mainly relies on the threat of interdiction and attack to give its inspectors and officialsthe power to enforce Imperial laws and collect taxes. it would ignore almost ail threats until it is too late. maneuverability 1D. hull 5D+2. are not likely to encounter even the customs vessels very often.shields 2D. Imperial Transport Ship. The player characters. Escort Camer. Gesaril is interdicted. starship gunnery 40+% maneuveravility lD. If the local Imperial government were left to its own devices. but this information is highly classified. The Main Naval Base at Travnin The Imperial Navy maintains a small satellite base in orbit around Travnin. a Victoryclass Star Destroyer named The Chariot. and is used to guard both a prison asteroid and the planet itself. capitol ship sheilds 40+2. 40 double turbolaser batteries (fire control 30. and the f corvettes have a great deal o territory to cover.capitolship sheilds 4 0 + / .
but only a few dozen actually contain sentient life. Adarlon was created by decree of the Senate of the Old Republic. f The Human inhabitants of this planet are obsessed with pleasure and fun. are temperate and quite wet. These black market holos appear to be the beginning of a new era of cinematic creativity and vigor.) Today. they will have t o accept a job. however. sophisticated. though It doesvary considerably by region. The young colonists were given heavy financial backing. artistic and handsome Humans ever gathered together. and its underground holos which depict the Empire unfavorably are becoming increasingly popular. but scores of others have advanced past the stone age (though some just barely). Adarlon has a generally pleasant climate. however. The other inhabited systems should be detailed by you if you wish to include them in the campaign. they play when work and they work at play. In the cities.
-Chapter Ten Planets of the Minos Cluster
There are over 70 planets in the Minos Cluster suitable for life. The story suggestions for each planet can be used when the player characters have reached a low spot. no matter how unpleasant). are almost out of credits and would be open to nearly any proposal (if they are desperateenough for money. The holo industry. The early settlers were the brightest and best of the young of the Republic (many of them from Alderaan) and as a group they were alleged to be the most educated. and producers travel t o the planet to get their “big break.I
Chapter Ten Planets of t h e Minos Cluster
. ie at rs
Adarlon was oneof the first colonies settled in this area of space. On the other hand. Listed below are 10 of the primary systems in the Minos Cluster. but few realized the planet’s importance in the music business as well.a1 ily
te. and only six planets have been fully colonized.it isoutofthereachofthe more draconian censorship of the Empire. Adarlon has traditionally been thehomeof most of thegalaxy’s best entertainer%and even today many aspiring actors. sophisticated Adarlon acts (“Boba Fett and the Assassin Droids” notwithstanding). the settlers quickly turned to producing entertainment. The tastes of the Empire run to entertainments that are more violent than the traditional. The forested regions between the mountains and the seas.
Adarlon itself is a rugged. where most of the population lives. Humans can be found on 10 planets. While there are many more systems in the stellar region. and the early years of the colony were not marked with extreme hardship. Throughout recent galactic history. but some haveonlya tinysettlement or scientific outpost.” (The newest “trendy act” is a rather awful band called “Boba Fett and the AssassinDr0ids”and ashrewd trader could make some real moneyferryingconcertgoers to Adarlon or by scalping auditorium passes for a “Fett” concert. was pioneered by Adarlon. not for its (non-existent) natural resources. these 10 systems contain the only planets known to be interested in trade. Its three major cities are located along the west Coast of the northern continent on a narrow plateau between the mountains and the sea. he
.There are two alien species in the Cluster that have achieved the technology necessary for space travel. of course. who selected the world because of its beauty. it rains pnlyin the early mornings (climate control) and It is sunny the rest o the time. singers. Not having t o devote their efforts to survival. because Adarlon is so distant fromthelmperialCore. mountainous world. its predominance is somewhat reduced from its golden years during the Republic. andare bringing Adarlon to theforefront of the entertainment world once again.
Adarlon is a magnet for tourists. Many of these underground holos are prcduced by a group of rebellious directors and actors. Its three major cities are well over 200 years old. f love. A series of crackdowns and black-listings. Most of the hyperspace jump points are located a couple of hours from the planet.and200iftheywanttogotooneofthe theme parks.it is extremely expensive to spend any time here. and its past is well-preserved. interacting with actors.comedians. as displayed in those early holos. this secret industry is growingbyleapsandbounds. singers. The purge was brilliantly conducted by BabelTorsh. effectivelydestroyedfree speech. their tall buildings were built in grid formation with streets running however. Even as late as five years ago. however. justice. but only for the richest of the galaxy’s wealthy . but are still produced and distributed on the black market. and all holos becamesubject to Imperial censorship. Its holos portray the Empire as good and just.Chapter Ten: Planets of the Minos Cluster
. and young music groups can always be seen playing on the streets.Sincetheadventofaircars. when the planet is in somewhat of a decline. the planet is still underpopulated. in which the guests carry out elaborate plots and adventures in live-action roleplaying.
In the “Charts and Tables” section is a chart which indicates the standard hyperspace travel time between thedifferent systems of the Minos Cluster.
Across Adarlon there are a large number of elaborate theme parks which offer total immersion amusements. at that time thechief assistant t o the imperial Consular-General on Adarlon.
Life Outside t h e Parks Despite the number of entertainers from across the galaxy who still come to Adarlon t o find their fortunes. were identical to those of the Old Republic: honor. fantasy themes which introduce the supernatural into a normal person’s life. folk musicians. most of whom were blacklisted five years ago. (If the player characters leave the spaceport. in between.tothepointthat its f revenues nearly rival those o the legitimate en-
. and huge tracts are all but deserted wilderness. the name Adarlon still brings avision of glamour and excitement t o many people’s minds. His name is still hated and feared even today. the boy who could not speak.
The Empire is becoming increasingly irritated at the underground halo industry. Who can forget the story o Tito. The most popular holos are about the rugged “tree men ofYelsain.” and that is the only credit provided at the end o their holos. Though few realize it. droids and holos. and even today. This was not always the case. his lieutenants acted quickly and efficiently to bring the annoying planet t o heel. These distance f are listed in hours o hyperspace time for a ship with a xl hyperdrive. yet who freed his planet fromtyranny. ostensibly to curb licentiousness and obscenity in the entertainment industry.are of high quality.
tertainment industry. courage.” those about the miners at Mestra. The “legitimate” entertainment industry on Adarlon strongly supports the Establishment. Increasingly popular across the galaxy. and since they were first designed for ground travel. N e f Holds-Barred has secret connections with the Rebel Alliance. Adarlon is a beautiful and romantic place t o visit.) There is much history to this planet. Quite a few of the Adarlonians have their homes in the parks. freedom. in fact. or of Ansil the refugee who became the finest sansil player in the galaxy? Holos from Adarlon have reached a vast audience throughout the galaxy.hero of the Rebellion in Minos Clus-
ter. hoping that they will be
Holos about Jedi or depicting any sort of failure or incompetence on the part of the Empire are strictly forbidden. the Emperor as almost a divine being. most 01 the streets have been turned into kilometers of lush parkland framing the buildings. and contemporary drama and comedy.the group’s early financial backing c a m e almost entirely from Drun Cairnwick. however. Adarlon still had a semblance of artistic integrity and conscience. they will have to pay at least 30 credits a daysimply to eat and sleep. The parks’ rules dictate that a person treat other people exactly as if they were the character they were playing at all times. They call themselves collectively “NeHoldsBarred. 100 if they want to have any sort of goodtime. deva bands .
The Holo Industry
Alderaan’s values and ideals. and spend much of their waking hours in their roles. and holos from that period clearly showed the cancer eatingawayat the tottering Old Republic. Once President Palpatine was firmly in power. and the entertainments which can be found everywhere . It is consideringcrackingdownon theholoindustryagainand may unleash the hated Babel Torsh against the planet once more. A new restaurant is said t o open every hour on Adarlon.
” The latest entertainment is ice climbing. he removed a number of nobles from power. holm Major Imports: Food. If they’re smart and careful.
After having visited Adarlon a couple of times. If they respond favorably. In addition. ThelmperialConsulateis located at thespaceport. inside the spaceport. during the Babel Torsh era. drugs. There
. Once this is done. this sport has even caught on in a few worlds of the Galactic Core. Given t h e small size of holos.Thepeopleonthis f garden planet are a little bit too joyful and full o life. which they can distribute across the Cluster. and almost any combination can be found there. things go pretty smoothly. Instead of killing them and creating a whole new pantheon of martyrs. Despite its beauty and wealth. household
devices. the Empire controls the entire planet. all the traders have to do is make periodic trips to Adarlon. theillegalones. However. and there arevery high profits involved. The tough part is setting up the Clusterwide network of black market contacts t o buy the videos. and the player characters may find themselves going u p against Babel Torsh himself. the busyness o the f Adarlon spaceport. Inside a fantasy dungeon they meet a man f who. steady profit without much risk. and then distribute them to their contacts. astrangesort o f malaise has fallen over the planet. Eventually. these troopers are in complete control.”Thisis a test. The holo dealer doesn’t minimize the risks.
The Adarlonspaceport is as beautifulandchic as the rest of the planet.
I Adarlon T y p e Terrestrial Temperature: Temperate Atmosphere Type I (breathable) Hydrosphere: Moist Gravity: Standard T e m i n : Mountain Length of Day: 21 standard hours Length of Year: 381 local days Sapient Species: Humans Starport Imperial class Population: 20 million Planet Function: Entertainment Government: Dpmocracy Tech Level: Space Major Exports: Entertainment acts.
When the Emperor overthrew the Old Republic and declared the Empire. offersthem a chance to get involved in holo smuggling. The fact is. residents and tourists pay outrageous prices to climb them. luxury goods. the ConsularCeneral collects taxes from here. If the player characters choose to become involved in the scheme. Though many chose to flee f or chose death. they can make a good. and a whisper-transit lineconnects it directlyto thecityof Balderdash. However. far from any Human settlements. The Adarlonians haul ice bergs down from the poles to float just off-shore from the cities. This has happened only once in the planet’s history. in the role o a mysterious noble. and the corruption of t h e local customs inspectors. The spaceport is located in the middle of the Jesart desert. raw materials
are not many people living on this planet. and their cowardice is slowly strangling allthat isgoodintheirculture. After having been featured in a number of holos. but not immoral. however. they areasked to meet an anonymous businessman at one ofthe theme parks. and through them. but he does maximize the potential money to be made. He offers t o sell them a number of black market holos. If they agreed to permanent exile. Noonecanenter or leave the planet without the say-so of the Imperial ConsularCeneral. along with Imperial Customs inspectors and a unit of 100 stormtroopers as well. pick up a new batch. he made a bargain with them. It’s illegal. Only in a state of emergency would those troopers be allowed to make arrests or conduct maneuvers outside of the spaceport. the Empire will make good its intention to crack down on the black market holos. and depending on their reaction. it is a class three infraction to transport illegal holos. a little bit too blind to what is going on around them. the people o Adarlon are hiding from the horror of the Empire in their entertainments. one with afantasytheme. so it is a risky business venture. getting the product off-planet is a cinch. the player characters are approached by a man who asks them if they’ve got any holos-”you know.’WARS
Chapter Ten: Planets o the MiGFCluster f
“discovered. in the southern hemisphere. he would allow them to keep much of their wealth. but the few who are there are exceedingly wealthy. a large number o the families
The climate and terrain of Eliad is extremely wide-ranging. and subtle f signs o decay can be found in increasing numf ber. the tramps might be asked t o join the black market network for the No-Holds-Barred holos.
not Naval personnel.exactly as the Emperor intended. Perhaps someone challenges a trader to a fight. All communications on and offthe planet are monitored by the Imperial consulate. plains. the contacts the player characters make now will come in very handy.The guests are dressed to look like them.the player characters discover that the entire lodge is decorated tolookliketheinsideofarag-tag spaceship much like their own. don't want to give the Imperials any excuse to come in and destroy what they have built for themselves.: Humans Starport: Standard class Populatlon: 6 million Planet Function: Trade
Government: Imperial governor Tech Level: Space
Major Fxportr: Minerals Major Imports: Luxury items. then. these nobles are as intelligent and sophisticated as they are rich. are not Human. Some have built replicas of the castles they lived in on their homeworlds and pretend they never left. they were relocated to Eliad. Eliad is completely under Imperial control. machinery
The Empire maintains a Lancerclass frigate in orbit to watch over the nobles. There are only about 300. The older nobles. building palaces and villas for themf f selves far out o sight o each other (perhaps to avoid having to see their own uselessness reflected in each other). Long ago they gave in t o the Empire and allowed themselves to be banished here. There is neither wilderness nor
. The result of years of family tradition with the highest quality education available in the galaxy. though ships are rarely searched when they land (nobody really cares what anyone brings to the planet).
The world is anti-Imperial. Eight hundred stormtroopers
guard the spaceport and ensure that none of the nobles attempt to leave the planet. Perhaps if they decide to tell the story about their wilderbeast hunt on Yelsain. There are 100 stormtroopers on the ship t o keep the mercs in line as well. plateaus Length of Day: 21 standard hours Length of Year:381 local days
Sapient Specie. Another crew of a light freighter was invited to attend as well. Slowly and nearly imperceptibly. but the traders won't immediately be able to tell them from the nobles. attended by a handful o faithful servants and huge numf bers of droids. There's never been much trouble. Later on. thesebored nobles areengaged in increasingly sophisticated and demented entertainments. but in a muted. so the ship is mainlycrewed by mercenaries. Their families have been wealthyforavery1ongtirne. They can be an excellent sourceof income for innovative traders who come up with interesting and expensive ways for the nobles to amuse themselves. filled with tightlycrowded plants. the Kari. and they proceed to get very drunk and somewhat violent. Unlike the "high-class" society on Mestra. of course. it is one giant city." If they agree. and the number of creatures that live upon it is not entirely comprehensible to the Human mind. they are rotting away under the weight of their own worthlessness . some noble will pay them to host such a hunt here on Eliad with imported animals: anything to make a fast credit. Imperial. years later. the nobles on Eliad have quite rarified and elegant tastes and habits. ThesurfaceofKarideph is covered by endless rows of carefullytilledgardens. It is fortunate. Essentially. they have not yet gained the courage to acknowledge their mistake. Now.
Story Idea A young noble offers t o pay the traders 500 credits each t o come t o his party. that the inhabitants.theyhavehadquite a while to learn how t o d o it right. rather pathetic form. and to other planets like it.accepted. to
Immensely rich and with absolutely nothing productive tospend theirmoneyon. and an Imperial governor rules the planet from the consulate
This world is one of the most wildly overpopulated planets in the galaxy. Any ship leaving the planet is searched thoroughly and completely. though the officers are. valleys. In a mass exodus.
Type:Terrestrial Temperature: Temperate Atmosphere: Type I (breathable) Hydrosphere: Moist Gravity: Standard Terrain: Mountains. This is a chance for you to have some fun with the traders while they think of how to entertain the nobles.
at the spaceport. and none is expected. The nobility has spread widely across the planet. they are here still. who control almost everything on the planet.
entertain his guests by adding 'atmosphere.000 or so nobles on Eliad the rest of the population is made of their servants.
not just the bards. this is a common complaint. All members ofaHatch share a single name.” they communicate to Kari all over the planet through the broadcast networks. The planet is relatively low tech. which means.
The Tunnels of Kari If a foreigner wishes to venture forth into the tunnelsofKari. The Kari f have dug some o their tunnels as far as 12 kilometers in depth. sing to one another constantly. in huge tunnel systems which f crisscross the planet. for they directly guide f the thought processes o the entire planet.”whichisafamilyof 20 to30Kari. The Kari primarily manufacture small appliances and machine parts for export. only recently entering the information age. they are often stolen by the Kari guide Hatches to keep them fromcutting into the Hatches’ business. and from Hatch to Hatch. with the same systems of leaders and workers. Usually.a
W A R I
any wildlife left anywhere: every centimeter o f land is in some way cultivated. There is definitely work to be had hauling cargo to and from this planet. nearly breaking through the planet’s crust to its mantle. Fearing their t r e mendous birth rate. and they have a very strong desire to expand beyond the gravity well of their planet. Many o the Kari have f never seen the light o day. and religious structures so common t o so many other societies. able t o but do little more than guide the visitors there. They communicate through a complicated series of clicks and whistles which can carry a huge amount of information each second (the language compares favorably to the beeps and whistles that many droids communicate with). The best singers in Kari society are called “bards. and the larger or more important Hatches may have hundreds..
Kari society is a great deal like most other galactic cultures. though their exports are extremely large by Cluster standards. Each Hatch has at least one singer. most o the Kari live underground. Though the Empire carefully guards access to these droids. TheEmpire hasconstructedanumberofdroids (looking vaguely like the Kari) for their own use. The Kari bitterly resent this. This is not easy. this is aKariwho Is carefully taught a single destination by its Hatch3 is virtually an idiot otherwise. they are the individuals of Kari.
Considering that the planet’s popillation rivals that of the other planets in the sector combined. while an entire Hatch costs at least 80. especially droid parts of all types. The constant song of the Kari forms the interwoven mental processes of the group brain. Guides can be obtained at various expatriate-owned establishments who have developed close relations with certain Kari Hatches. These droids are capable o guiding them around f the planet. however.
Chapter Ten: Planets of the Mi66CCluster
Complicating the problem. They are significantly smarter than the average Kari worker.
The most important individuals in Kari are the singers. Most of the Karis’ expendable wealth is spent purchasing knowledge to improve the planet’s technology.somesort of guide is essential. The planet is dotted with a number of enormous cities. the crowds in the corridorsareso thickthat it isoftennecessaryto hire an entire Hatch to push everyone else out of the way so the huge. with intelligence approximately equal to that of a dull-witted Human. All Kari. it is not surprising that Karideph is one of the economic hubs of the Cluster. The base group in Karian society is a “Hatch. for indeed they d o take up too much room and don’t under-
. they might quickly spread over the galaxy. The singers gather and pass on information from Kari to Kari. They’ll take literallywhatever protein they can get. with buildings so tall that their up per extents need to be pressurized. living and working entirely within the teeming warrens. Despite the f size ofthese buildings. and the sea is as carefully tended as are the fields. Because much of their energy must be concentrated upon keeping their own populace fed.
Black Market Technology
The most money to be madeon Kari is through the black market. for the cities are far too complicated and labyrinlhinetonavigatealone. importing a staggering amount of raw material and foodstuffs. the Empire has refused to allow the Kari to develop or purchase space technology. They and their Hatches comprise the top echelons of the leadership structure. they do not have the export potential that might be expected from such a gigantic population.
. complex hierarchies. clumsy visitors can get by.
Kari and Outworlders
One of the worst insults an individual Kari can utter is a high-pitched screech. Even the sides o f the mountain ranges are terraced from top t o bottom. Hatches each have unique personalities. A single guide costs 20 credits. that. if theywereallowed offPlanet. “You take up too much room!” When aliens are about.
Their vision is far from acute. Kari interactions with Humans are very complicated. bugs. When you speak with the Kari. however. It is not known whether the Kari really understandtheconcept of individuals. they form an advancd consciousness (albeit averyslow-thinkingone by Human standards). otherwise you could be stuck in the same conversation for months. The Kari The Kari are an insect-like species standing approximately one meter tall. By themselves they are nothing expendable. an individual Kari is little more than an animal. where all the expatriates live and work. It is
. Once an idea has been explained to them. butthenthey'venever seentheentirelmperialNavyinaction. they'll be squashed like. "insanity. it is a matter of time.Chapter Ten: Planets of t h e Minos Cluster
W A P
stand the simple courtesy of jumping out of the way of large vehicles. Another group of Hatches. replaceable slaves of the group mind but together. They will happily collaborate with the Empire. (They'rewrong. These Hatches simply cannot believe that a group ofindividual beings could ever cooperate sufficiently to stop them. and. They also have two front limbs that serve as secondary appendages. a battle for the thought-processes of the group mind. In their songs they are beginning to speak of a new concept. KariPerceptrondependsupon thesizeolthe hatch. in groups of around 100 they can solve fairly complicated mathematical equations. There is evidence that f they think o each species as being one consciousness.
Size of Hatch Perception
ion. throughoneofthe-most respected Hatches.seetheEmpireas thegroup mind of many creatures. and extremely dangerous. These Hatches seek to limit all contact with the Empire. with a blackexoskeleton covering much of their body.
same time). f They are currently engaged in an extended and highly-abstract discourse with the Kari group mind.and thenassume their rightful place in the galaxy as master of them all. knowing that they are superior to it.orwhetherthey assume that all aliens are actually parts of group minds. These Kari see all aliens as. though dominated by thesub-units called Human. STRENGTH 2D/4D+2 TECHNICAL 1D/2D+2 * See "HiveSociety" Special Abilities: Hiue Sock@:The Kari are one of the few examples of a true hive society. basically. when the time is right. They view this entity as schizophrenic. In small groups ol individuals they can think well enough to tend a farm. at least hours -and usually days -while thegroup talksthingsoverunderthedirectionof a singer and gives its response. and argue that the Kari should learn alltheycan from theseanimals.ooo
Move: 12/15 (leaping) Sire: Imeter tall
5011 I. Aliens who are holding up traffic often get trampled upon. especiallythose intherulingHatches. but they have an f uncanny sense o hearing.) The conflict between t h e two factions is irreconcilable. holds a very different view."The songs describe how t h e Empire entity is n o longer able to communicate with itself properly and is edging toward selfdestruction. you have got to always be moving.ofcourse. you want to keep things as simple as possible. like themselves. and it is beginning t o echo throughout all of Kari society. at least 20 members o a f Hatch must be gathered together before any difficult concepts can be understood. Alone. a s one entity.
The Kari and the Empire
Many singers among the Kari. To speak with the Kari requires a complicated machine which can process the information from up to eight different songs simultaneously (Kari usually listen to many songs at the
Attribute Dice: 7D' DFXTERITYID/3DtZ KNOWLEDGE ID/ZD MECHANICALID)3D+Z PERCEPTION. er. Kari have two powerful rear legs which enable them to make the impressive leaps which are their prif mary mode o locomotion.1f theKari ever step too far out of line. They cannot help but look upon individual beings as inferior to the Kari group mind. In addition. fearing contagion with its insanity. only when these creatures are united in groups are they able to think through even simple problems. they believe that the Empire can be dealt with. It is a war of the mind. Some radical alien scholars who have studied the Kari have fashf ioned a theory o culture which uses that as a base assumption: society is a conscious creature. called the University o Universal Thought. They have founded a small university on Kari. together as the entire planet they can think through problems of abstract philosophy at a far deeper level than most other species.000
2D 30 4D
There is an Imperial enclave around the spacport (which takes up far too much space!). on this planet you can't sit still. clever animals.
hundreds of them the size of small moons -and some of those rocks are full o ore. they will not be allowed to return to their ship. and.000 credits if they will go to a city on the far side of the planet. for it is entirely new to their way of thinking. Whether this is true or not is
.” which is located atop the towers of Capital City (which surrounds the spaceport). some quite large. they will be lost in the middle of the city. If the player characters refuse to take the job. There are no planets inthesystematal1.” as the scholar later tells them. most as smallasdust. travel down t o its lowest levels. The Hatch is usingasongof strength to gain power. upon reaching the dis-
eased Hatch-home. Large numbers of singers are now singing different verses of the song. they are assigned two guides and sent on the long subterranean journey to the other Hatch. and eliminate the members of a certain Hatch .
The player characters first meet the University of Universal Thought when they are f hired to ship some equipment to the top o a building in a city on the far side o the planet f (for 500 credits profit). and the other knows how to guide them back to their ship from the other Hatch.
Chapter Ten: Planets of the Minos Cluster
. the player characters are offered5. but the entire lead Hatch was ensnared by the Imperials’ brainwashing techniques).it is to be a “surgical procedure. a song which exalts in violence and ruthless domination and tells of how the Kari can only succeed in getting off the planet if it emulates the Empire.
The Mestra system contains one of the largest asteroid fields in the galaxy. and help battle thesong which is reverberating through the Kari mind. The Imperials are using the Hatch t o f drive the ruling Hatches out o power. is beginning to batter at the ruling Hatches’ consciousness
governed by the Imperial Consular-General.. perhaps facing opposition on the way. The Mestra f f system has some o the richest deposits of durelium ore. even now. It is virtually impossible to get in or out of the spaceport without being subjected to a rigorous search. The entire area around the Mestra sun is littered with asteroids. This song is attracting wideattention throughout the Kari mind. only to discover that there are Imperial agents secretly aidinganddirecting theHatch which the player characters are supposed to eliminate. for it is essential in the construction o hyperspace drives.atsometimein thepast every f one o them was turned into rubble. minerals
Origin of Mestra
It is thought that all the planets that once made up this system (and there would have been a number of them) were blown apart long ago in some ancient war. The traders need to descend deep into the hostile city. trade Government: Feudal clan structure Tech Level: Information Major Exports: Servo-neuro motors f o r droids. Somehow.-
J A R VARS
. they must kill a group of Kari who all have painted red marks on their heads. Until they agree to go on the mission. Once they agree to the mission. small machine parts Major Imports: Food.//ion sizable chunks of rock out there. The player characters are invited to the Hatch’s “high-home. one o f the scholars approaches the player characf ters and tells them that one o the most important Hatches on Kari wants to speak with them. It is a very strange and eerie experience as the traders probe deeper and deeper into the weirdest and most crowded environment they’ve everencountered. f The Imperials have gained control o a faction of Hatches (who misguidedly agreed to work with the Human animals in return for technology. drive out the Imperial spies. On a later trip. Once there. Eventuallythe player characters reach their targets. f
Atmosphere: Type I(breathable)
Gravity: Standard Terrain: Urban Length of Day: 19 standard hours Length of Year: 204 local days Sapient Species: Kari (N) S t a l p o r t : Stellar class Population: 88 billion (or maybe more: an accurate census is impossible) Planet Function:Homewarld .Though noaccuratecount hasever been made. one of the more valuable metals in the galaxy. and is guarded and patrolled by 200 stormtroopers. to eliminate a cancer. and. communication devices. One guide knows how to guide them to the Hatch-home. it is estimated that there are at least 100 rr. the traders must destroy or free the enslaved Kari. who do not hesitate to push their weight around.
Groups o f “poundies” run these ships for the company.oxygen. a s Minos-Mestra is the only organization in the system licensed to buy or sell ore. and never ask any questions. especially all export of ore.theft. they can charge up t o double the normal price for an item. and then extract the minerals from t h e fragments.thecompany police have becomesome of the worst claim-jumpers in the system. Minos-Mestra Corporation owns the Mestra system.
The company has a fairly simple system for buying the minerals from the miners: it offers one-fourth thecurrent market valueof theore to the miners.but of course the risk is part of the job. even after the f company takes its huge cut. food. the miner won’t gain much of a reward for his labor . because of the number of times the poundies have cheated miners out of their fair shareof aclaim by thesimpleexpedient of crushing an entire asteroid . and has a monopoiy on most vital goods and services in the system . but then subtracts half of that money to cover the processing of the ore.
armed forces.”Makingsuch a strike is every miner’s dream.Theycal1 it the“bighaul. in fact if not in law.e Minos Cluster
open to considerable speculation. However.itdoesn’tmuchcare what else happens. They patrol it with their own armed ships and control all exports and imports. There’s even more money to be made smuggling out ore. they comprise their own unique subculture in the system. a corporation specializing in mining and largescale manufacturing. hut.
The company owns a number of immense smeltingships which actuallypulverizean asteroid. Miners are incredible optimists. Unless his strike is very rich indeed. especially if the “big haul” were a weapon he could turn on the Minos-Mestra company “police. Mostof theminers WorkingtheMestrabeltare freelancers in name. living from meager strike to meager strike. a
diverse and wealthy megacorporation with holdings across the galaxy. he’ll be rich. it can he a long time between strikes. the emergency services. or violence: as long as thecompanygetstheore. and still be well below the price charged at the company store.claim marker
~~ ~ ~
. The best way to describe the Mestra system is to say it’s a weird mixture of prison colony and wild frontier.medicine. At one time Minos-Mestra was owned by VernanCroup. and it has become even more harsh and ruthless than it was under VernanCroup.
The company’s corruption and regulations lead to a great deal o smuggling in and out of the f system: traders can make a fortune bringing in luxury items and even bare necessities for the miners.“
Minos-Mestra Corporation Mestra system is controlled and managed by Minos-Mestra. with the worst aspects of each highlighted. The company police d o little to prevent claim-jumping. It provides the police. and all ofthe
shot. the company police tend to shoot suspected smugglers first. smuggling is quite dangerous: unlike even most Imperial Customs officials.andsoforth-theminersaremore indentured servants than they are freelancers. Since only one in a thousand asteroids has f more than trace amounts o the valuable ore. The miners hate the poundies almost as much as they d o the police. suck in the debris. hut the legends of the miners speakof ancient alienartifacts of immense value found in caves on certain the asteroids. And if he does hit the right vein o ore. NowMinos-Mestraisrunpurely for short-term profits. driving off or killing miners who find rich strikes and either working them themselves or selling their location to other unscrupulous (or merely desperate) miners. Basically. VernanCroup sold its operations here tolocal investors. In fact. When the economy of the Cluster began t o fail after the fall o the Old f Republic. and always looking for that very long
Minos-Mestra is charged with “maintaining the Emperor’s peace” in the system.
coming-out f parties.
The High Society of Mestra
There are a number of extremely wealthy people in theMestrasystern. and their present assignment as a choice slice of hell. the rich of Mestra system are quite faddish and any new foodstuff. The execs. the miners a s scum.drug. so it is fairly safe from asteroid hits. the corporate police as brainless goons. These rich folks get bored quickly.” to fight the company and the injustices it perpetrates on the miners. it is more of a rich boy’s club than anything else. on assignment here from the main corporate headquarters on Shesharile 5. Despite the outrageous f prices they charge. and are always looking for something new.and all without any warning.and about 400 kilometers across. The only way to make a decent profit is t o purchase a seller’s permit from the company (for 500 credits. and the members have done little more than talk.
Entering the Asteroid Field
Though the company will buy nearly any cargo at the spaceport (for resale to the miners later). most ships still land at Javis 12 t o d o their trading. this would undoubtedly make an excellent nucleus for a Rebel organization in Mestra system. mostlyminers who have struck it rich and who chose to stay in the belt. In keeping with their need to spend as much of their money as possible in the shortest amount of time.. Many of them stay because they still have friends among the prospectors. the traders a s crooks. Recently. and some of these children have returned to Mestra t o live. The miningfarnilies have adopted many o the f traditions o the nobility o the Galactic Core (as f f shown on popular holos from Adarlon). These people are very rich and very bored. the other wealthy group living on the asteroid. embarrassingly so. it offersvery pnor prices. There are many pilots . the clouds of dust found in certain areas can doimmensedamage toaship’s sensors-tosay nothing of the damage which could be done by the sudden impact of a rock the size of Jabba’s sail barge. the miners have built a palace of some sort on the asteroid.
. Javis 12 also has the only ship repair and refuel services available in the system (for which the charge is an even 200 percent o list price). Javis 12. it being illegal to d o other-
wise. view the exminers as bumpkins.
Only the company headquarters on one of the larger asteroids. It maybe possible to tricktheex-miners into a bidding war for a few luxury items (for instance. or larger.” They aren’t real good at it: they more resemble the rustic hillbillies who get rich and move t o the big city than anything else. It lies on the outskirts of theasteroid belt. so a second load of the same item may not sell at all. and they will often host formaldress balls.broke miners. Indeed. This group of nouueau riche has set up a snrt of mock high society and import a variety of different luxury goods to live in what
.Allspin has beentakegolf o f t h e rock. has any sort o landing f beacon or starport. These palaces are often extremely ornate and ostentatious. they have set up a secret organization. while a few others have become major shareholders in the company and remain to keep an close eye on their investment. called “The Vigil.
Some of the older mining families have sent theirchildren toschoo1. and if the player characters make the right friends. Usually.and for a mere 20 or so credits a day. giving the miner just enough time to get off the asteroid before it is pulverized. Javis 12 is roughlyegg-shaped.
The Minos-Mestra Executives
The ex-miners are held in complete contempt by the Minos-Mestra corporate executives. good for one trip only) and visit one of the numerous “burgs” spread through the trans-orbital belt. and the spaceport faces directly away from the belt. and other sorts o mindless but expensive entertainments. As of yet.onAdarlonoroneof t h e other local systems. hand-carved wooden tables from Yelsain). but the traders will have to be careful. they will be quickly invited to one. However.
they believe to be the style o real “highclass f folk. Attempts t o go through the asteroid belt without a knowledgeable pilot can be very dangerous.
The Javis 12 spaceport is a series of domes and caves on one o the largest asteroids in the f system. or shiny trinket is likely to bring a price as high as the demand. and the only way any sane person would attempt that is to have a pilot who is intimately familiar with the patterns and streams of rock in the belt. parties are the focus of their lives. a pilot can be obtained. Each ofthe families in this “high society” owns their own private asteroid which has been placed in orbit somewhere near Javis 12. for the most part -willingto hireout theirservices. This of course means navigating the belt itself.
both because of the comf f position o the planet’s crust and because o the peculiar values of the inhabitants. with extensive wood and rope pathways adjoining the intertwined branches. and thecarnivoresareverydangerous. and it sports some truly immense trees. Examination of the artifact reveals that it is an extremelyadvanced weapon. Even the universities are up in the trees. the settlers make use of high tech items. for the southern islands are plagued by both tremendous hurricanes and dangerous wildlife. they d o not get as winded as they normally would. Almost everyone o n the planet has advanced training in a specialized field. the traders must get it out o the system and then f find a buyer. the traders must balance their greed against their common sense and their honor. Yelsain is a forest planet. but has lower than average gravity because of the absence of heavy metals. The high oxygen content also helps create the spectacular weather Yelsain is so famous for.
M A P
anywhere on Yelsain. most folk are farmerswho raise or hunt for their own food. Almost no metal can be found
. this weaeon could conceivably destroyaStarDestroyer. in houses in the gigantic trees. Almost all the settlers live in the northern continent. various aliens Starport: Stellar Class Population: 18 million Planet Function: Trade Government: Corporate controlled Tech Level: Space Major Fxports: Minerals Major Imports: Luxury items. Thereare few potential buyers for such a weapon: mega-corporations. for virtually everyone carries a weapon of some kind. they discover that he has found an artifact on his stake. and he offers f them half o everything he makes if they can helphimremoveitfromtheasteroidintact. by the same token.T’
Chapter Ten: Planets of the Minos Cluster
By galactic standards. includingcommunicators. The inhabitants of this planet are a rustic and backwards people because they want to be. The Empire is likely to impound the weapon and not give them anythingforit. as practically everyone in the galaxy knows from t h e holos which have been made about this planet. Most communities are built high in the forestsas well. and duels are common. The atmosphere is high in oxygen. with immense thunderstorms practically a nightly affair. and advanced medical techniques. f Mounted on a ship with powerful enough drives. Yet. If they question him. and people come here from off-planet to go to one of the many prestigious universities of Yelsain. Visitors quickly learn to be polite on Yelsain. Oneday. to avoid the dangerous ground life. not because they have to be. The animals which inhabit Yelsain are extremely large. the Alliance will pay for it. Yelsain was settled by colonists from Adarlon f who got fed up with the opulence o that place and wanted t o escape what they saw as the poisons of technology and the chaos of city life. but one which requires immense amounts o power. averaging twice Human size. aircars.or the Alliance. However. the traders begin to make contacts with the variouscitizens ofMestra. Once the artifact is recovered. some a s tall as 400 meters. There are few towns and no cities o n Yelsain. anearly incoherent prospector begs the playercharacters t o help him protect his claim. particularly when they exert themselves. the weapon will explode and likely devastate a large proportion of the asteroid field. and they are among the most educated people in the Cluster.Thetwomost dangerous creatures are the trogliths and the garaths. If the asteroid is demolished. While aiding the prospector. at the same time. so visitors tend to get dizzy at first.
S r A L
After a few trips into the system. get it out of the Mesta system. but they’ll offermuch less than they could get from the corporations. Yelsain is very rural and backwards -the settlers (as they call themselves) actually till their fields with animals pulling wood and metal plows. Yelsain’s schools of higher learning are second to none. and then sell it.
I Mestra Type: Asteroid Fieid Temperature: Frigid Atmosphere: Type IV (environment suit required) Hydrosphere: Arid Gravity: Low Terrain: Asteroids f Length o Day: 45 standard hours Length of Year 61 1 local days Sapient Species: Humans. trying to stop the demolition of the artifact when the “poundies”attemptto steal theentire claim out of hand.
Yelsain is a very large planet. who restrict its import.
The Tree Dwellers
Most people live high off the ground. the traders end up on a processing ship.thecorporationsarelikelytotry to steal it. Onceagain. the Empire .
Offworlders who break a law are brought to the attention of one of the “meetin’s. outgoing Yelsain tree-rangers are wellloved across the galaxy. bloodisalmost sure to be spilled.)
. because they thought it was making them decadent. it’s usually a very quiet place. Their word can always be trusted. the planet is largely free of crime. gambling. Punishments range from beatings to oneyear’s hard labor on somebody’s farm. the justice f they dispense can only be described as harsh and somewhat brutal -though effective. They’re not stupid. and if they succeed they will get 8. (Tyrellian ale ran a little dry by the end of the last moot and was selling for 200 credits a barrel. government itself is forbidden by law. alone and without weapons (avirtual death sentence). and they absolutely expect the same from others. for all of that. and if the player characters start to see things their way. Though she has an Imperial permit from the ImperialgovernoratTradetown. and “rarin”’ for a showdown. he could make a fortune. rape.000 credits right away. it is critical to remember that duty and honor are vitally important to a Yelsain. for its constitution allows for no taxation or paid government officials.
. mostly because the settlers ensure that justice is carried out in their neighborhoods. and much drinking. for a week‘s time. Yelsain’s close connections with Adarlon has served to make it a favorite topic for the holo industry. and one of the most dangerous things avisitor can d o on this planet to ask a settler where the treerangers are. they will have made some volatile enemies. and they are very eager to punish those who pollute the environment. But if they push through to the end to get the money. A zoologist from Adarlon living at Tradetown hires the ship and its crew to help her obtain the beast and then to transport it backtothezooonAdarlon. and the settlers have an almost religious reverence for it. The early settlers’ skirmishes with the trogliths and the garaths and stories about the brash.in that order.
. Essentially. It is a prime opportunity for a free trader. boasting. Their largest single import is repulsorcraft and speeder bikes.and technologyisdespised. and had better avoid Yelsain in the future (which could be interestinglateron in thecampaign.
primary form of transportation on the planet When trading with the people of Yelsain. The people of Yelsain hate this popularity.thelocalswould be very incensed by the nature o this venf ture if they were to learn of it. to banishment o n one of the thunder islands in the south seas.
Crime and Punishment
The government on Yelsain can only be considered anarchistic democracy. The worst crimes on Yelsain are murder (not including fair fights).Shegives them 1. when Yelsain becomes important t o the Rebellion).. it is the commercial hub of the planet. Nature is reveredonYelsain. and metal and plastic are avoided like the plague.000 more. singing. Even the air speeders are constructedofwoodasmuchasposslble. Despite the absence of organized government. Do the player characters go through with it. trading.” a drumhead court composed of settlers who are all armed. Almost half of the world’s population attends this huge gathering. or d o they give up in the face of such dedicated opposition? The settlers will try to teach them their attitudes about the environment when and if they catch them.-wn
They rejected the easy life on Adarlon. hunting. Merchants from all over the Cluster are invited to land their ships there and trade goods with the settlers. has been seen on one of the southern islands. then they will have made some firm and fast friends. Unfortunately. and if he is carrying the right cargo. the
The Moot Once every year.
Chapter Ten: Planets of the Minos Cluster
A rare type of wild animal once thought extinct.
The small settlement around the spaceport mostly made up of offworlders-is the only town of any size on the planet. carousing. The people of Yelsain look very unfavorably on offworlders despoiling their planet. dangerous. wordofwhat they aredoingandwherethey are going leaks (try to make it the player characters’ fault) and they are pursued by nearly 100 young settlers on speeder bikes who are willing t o go t o the ends of Yelsain to stop them. armed assault. either: if anyoneattempts tocheat them. and they wanted t o recover their natural past. except when absolutely necessary. and. Wood is everything to them. Despite the romantic portrayal o these vigilante courts in the holos. pollution and theft . as the player characters are about t o take off for the southern isles. The people of Yelsain avoid purchasing items fromoff-planet except for goods which cannot be manufactured here: mainly the aforementioned metal and electronic devices.
. Almost every tool or device to be found on this planet is constructed of some kind of wood. and spouse-seeking goes on. fighting.-. Named Tradetown. a grand moot is held in a huge open field a few hundred kilometers north of Tradetown.
and would be a n excellent addition to the Rebellion. but.If theycan'tforcethelocalstopay taxes. It was considered a way to sow wild oats and to repay the Republic for helping found the colony and k e e p ing the peace ever since. The right to free speech and free movement are central to the beliefs of t h e settlers. The resultinn
. after a few aborted experiments. Yelsain isvehemently anti-Imperial.I
Chapter Ten Planets of the Minos Cluster
H A R T
Yelsain and the Empire
Up to a few years ago. it was discovered t o be far more cost-effective than sending troops into the woods after wellf armed and hostile Humans without a trace o fear in them. before a deep bore mining project caused an enormous volcanic eruption nearly a century ago.outgoing trade products. They are renowned as great warriors. now it has a decaying economy and a repressive political sysf tem -survival and religion are about all most o its populace have time to worry about.. and they will
. Though once it was quite advanced. These days. IYelsain
Type: Terrestrial Cool Tempera-: Atmosphere: Type I (breathable) Hydrosphere: Arid
c a iy Low r vl :
Terraio: Mountains. There have been some attempts to curb the famous anti-Imperial rhetoric of the Yelsainians. This doesn't net them quiteas much as the standard Imperial tax would. The planet was covered with ash for a numf ber o years and the atmosphere was permanentlv tainted with oollutants. and therearesaid t o be peoplestill living deep in the forests who have some small knowledge ofthe Force. hatred for the Empire and the Em-
fight t o protect them. but tonoavail. Pergitor itself was once a lush tropical planet. Yelsain is technically under direct Imperial
Length of Day: 24 standard hours length of Y e a r 249 local days Sapient Species Humans starport:Stellar class
Population: 4. Those days are long gone however.
This world has a semi-toxic atmosphere. forests
fear nothing. the young men and women of Yelsain used to volunteer t o join the Republic Navy in huge numbers.5 billion Planet Fuoctlon: Trade Coveromeat: Anarchist democracy
simply imposes a 26 percent tax on ail incoming and. though once it was known as a garden planet. Many Jedi were recruited from Yelsain. they certainly can't force them to shut up.
and in return it is a strong s u p porter of the Emperor. including any and all forms o medication.
Through one of the merchants they deal with.
The Church and Infidels
The Church has some very firm and harsh laws. They were the leaders of the liberalization movement of 30 years past. Some of the younger members of the royal family (which is descended from the founder of Jesa Corp) became involved in the movement. 2.o r at least aided -the revolt against the old regime. they acf cepted the laws and traditions o the conservative society they had joined. exiled the royal family. the local government allows the Empire to recruit heavily f from the youth o Pergitor for the Imperial Navy. For years after the mining accident. the traders realize that he is asking them t o smuggle in luxuries for the Church officials. they protested against the repressive government. who have been used in harsh crackdowns on political demonstrations when the local armed forces were perhaps reluctant to fire upon their own people. and fairly common. however. This is a dangerous world. as well. The Resistance asks the playercharacters to get involved in the black market network. the Imperial troops must be dealt with. It is illegai to exhibit o r use any sort of paranormal ability (e.) While they are engaged in preliminary discussions with the Resistance.. After a great deal of obscure references and sidestepping of questions. fundamentalisttheocracy. f The Church has the constant support o 600 stormtroopers stationed at the starport. because people were more interested in survival than anything else. With luck. Here is a paraphrase of the list that is read to each arriving crew: 1. for the most part. the traders can become involved in smuggling for both the Church and the Resistance at the same time. they 1 can freely smuggle in things for the ResisL t a n c e . A great wave o liberalization came to Pergitor. But then the backlash came: the once sleepy Church of Infinite Perception gained new power from the disenchanted conservatives who flocked to it.__
J A R
Chapter Ten: Planets of the Minos Cluster
the main sect. Now the days of “liberal decadence” are long gone. overthrew the liberal government.and established a religious fundamentalist state. authoritarian. and perhaps that is something the player characters can also help with later on. the young began to rebel. under the leadership of a man simply called “the Preceptor.
.g.and will arrange that their ship is never searched by local customs officials(thoughhestillcan’tdomuchabout the Imperials).” It is possible. for any violation of a state crime to be punished with summary execution. The Church. the player characterscomeincontact with members of the Pergitor Resistance. but are now in hiding. and in its piace is a rigid. but. In return for these services. It is stronglysupported by the Empire. Theuseof anydrugsorartificialstimulants. 1 andsince their ship is neversearched. for theyare well paid for I the materials they import for the Church. which can give the player characters immense profits but will be very risky. with little open dissent. After several trips. envoy reads an to its crew a list of “state crimes. It is thought by some among the Pergitor Resistance that the Empire masterminded . the Force). the player characters are introduced by another merchant friend to one of the procurement agents for the Church. the Resistance also asks the traders to smuggle in weapons so that an attempt at revolt can be finally made.” staged a revolution. About 30 years ago. Pergitor was a tightly-controlled planet. and f for 15 years. 1 The player characters are in averylucraI tive position here. (If the revolt is to succeed however.andeverytimeashiplands. is f strictly forbidden. its younger citizen reveled in long overdue new freedoms. They experimented with a plethora of synthetic drugs smuggled in from off-planet. and they watched the holos that had been prohibited since the planet was first settled.
The pilot must make aDifficultspacefransportsroll bringtheship to down safely. The ship will experience inexplicable mechanical malfunctions with no apparent cause. hyperactive creatures that Imperial r e searchers have classified barely sentient. They are highly sensitive to emotion. Cesaril is a very strange place.. This is a speculation -no one knows for sure. Later. It is believed that the Gesarils combined their strange powers to crash the scout ship a s it took off. six-limbed creatures have some strange affinity for the Force. When t h e Empire's scouts first landed on Gesaril.thereisn't muchof interest on the planet unless you count the wrecks of t h e nine Imperial spaceships. and greatly fear anger and aggression. They are hyperactive and constantly race around chasing one another playfully. The Gesarils are very friendly with visitors who are not fearful or aggressive. for when they are held. The Gesarils are excellent carvers. Covered with a strange.
TECHNICAL lD/ZD Special Abilities: Empalhtc: Ail Gesarils are sensitive to emotion and possess the Force skill Sense at ID. heavily-furred. Move: 12/15 Sire: 2 meters tall
These small. If the player characters wish to establish any f kind o lucrative trade with this planet they will have to either develop a close relationship with the government. The Church hierarchy has become decadent and does not abide by its own harsh restrictions. Besides thesethings. it is inhabited by a species o f furry. or find a contact in the enormous but highly-secretive black market. the Church itself is one of the largest operators in the black market. These ships all crashed in exactly the same coastal section of the planet and no one knows why. their psychic sensitivity allows them some limited communication with visitors. theemotion thecrafter was feelingwhile making the carving can actually be felt. incredibly-thick jungle which actually floats above a noxious swamp. theywerevery aggressiveand treated the natives harshly. Working through normal channels will yield only tiny profit margins.
I Pergitor Type: Terrestrial Temperature Cool Atmosphere: Type 111 (breath mask required)
Hydrosphere: Dry Gravlty: Standard Terrain: Ashdesert Length of Day: 34 standard hours Length of Year: 291 local days sapient Speclea: Humans Starport: Stellar class Population: 2 billion Planet Function: Trade Government: Authoritarian theocracy Tech Level: Space Major Expons: Minerals Major Imports: Smuggled luxury items.Chapter Ten: Planets of the Minos Cluster
Trade on Pergitor
The merchants on Pergitor are a peculiar lot. Individuals can be identified by their fur markings and colors. but can be extremelyskittish around those who are moody or violent. Though they cannot speak Basic. It organizes regular secret shipments of certain luxury goods. the Gesarils will attempt to make their ship crash. machinery
Known a$ the forbidden planet. of course). If the traders display negative emotions when they go to the planet. and no one is allowed to enter or leave it. In truth. the Gesarils don't mind if people f land. The planet has been put under strict quarantine. This makes the carvings potentially extremely valuable trade items (as long as the Empire doesn't find out where they came from. they apparently dragged them out of orbit and brought them to the ground. and a few individuals among them are able to use it to great effect. as long as they are not full o hate. and insist upon making the final arrangements for trade agreements at their own homes over the IateafternoonmeaLThiswillgive thetraders a first-hand look at the merchants' strange religious rituals and customs. and enjoy making masks and small statues out of wood. a Moderate roll to escape back into orbit. You will have to decide how they view the traders. which are then distzibuted t o the various temples. Thecarvers somehow imbue theircarvings with psychic energy. Surprisingly.. when other ships came to investigate. This is not yet public knowledge and it would greatly weaken the Church if it became known.
The Prison Staff
The prison staff of 300 lives on the asteroid. they rely on t h e prison population for their female ”companionship.
Cells for 1. capital ship shields 4D+2. they are given the chance to win the Imperial contract for supplying the prison. entertainment facilities and a bar. it is unfortunate to note. The Empire built its prison in this barren system to kill two birds with one stone. and. for which they would earn 3. If the approaching ship refuses t o obey its orders and turn away fromthe planet. Thecommander ofthecruiser. it figured it might as well serve double duty guarding the prison The penal asteroid holds the long-term prisonf ers o the Cluster. It does have 10 turbolasers mounted along both ends of the central tube. Since it needed a battle cruiser here to maintain its quarantine on Gesaril anyway.
. for it relies primarily on the cruiser for protection.”-
C V A N
. the TIE will call the cruiser and attack. This contract provides an excellent o p portunity for the traders to get in contact with members of the Rebellion inside the prison. stores.sensors 4D+2 Passengers: 200 (troops) Caqo Capadty:500 metric tons Consumables: 2 years Cost: Not available for sale Hyperdrive Mnlliplier d Hyperdrive Backup: x12 Nav Computer Yes Maneuverability: 1D Space: 6
. spaced widely along kilometers o corridor. there is often a TIE fighter on patrol around the planet (about half of the time).Thecontract requires them tomake one cargo run every 50 days. particularly by passing messages via the prisoners they carry. By speaking with crewmembers of the Intrepid who are on leave at the prison asteroid. The “town” is complete with living quarters. The traders will have to have some excellently-forged documents and a f very good line to have even a chance o getting his permission to land on the planet.who may beescortinga prisoner to or from the asteroid and who ensures that they d o not break into the cargo and steal anything. Planets of the Minos Cluster
The Sector Prison The Empire has established a prison colony on a large asteroid in far orbit around the sun.000 inmates.capital ship piloting 5D.”
Type: Light cruiser Scale: Capital Length: 300 meters Skill: Capital ship piloting: Class 1000 cruiser Crew: 580. The contract also gives them a chance to learn about the forbidden planet. jungle Length of Day: 19 standard hours Length of Year:134 local days Sapient Species: Gesarii (N) Starport:None
Assuming the traders have kept their noses clean and d o not have criminal records. carrying 100 tons of goods from Travnin to Gesaril. A large tube in the center o the f f asteroid leads t o the ships’docks in the center of the rock. Holding at present nearly 1. isolated section.
J Chapter Ten. the rescue of Drun Cairnwick from the prison. The staff is almost entirely male. the prison population is about evenly divided between hardcore criminals and political prisoners. agreat reason to try to make a landing. it will find the cruiser waiting in orbit for it when it leaves the planet’s surface. It is virtually impossible t o reach the prison unchallenged.000 credits per run. the traders may be able to come up with a plan that will get them onto the surface of the planet a hint of the schedule of the TIE fighter patrols would be enough.
The asteroid’s anti-ship defenses are minor. If the ship makes it through the TIE to the planet below. Note: This subplot is essential if the player characters hope to succeed in the final adventure of this campaign. On each run they are accompanied by an Imperialofficial.Captain Dulrain.. in a separate.
Populatiou: 16 million Planet FUocUon: Trade Government: Tribal Tech Level Stone Major F p m None xo : Major Imports: None
Craft KDY’s Class 1 O Cruise.
I Gesaril Type: Terrestrial Temperature: Hot Atmosphere Type I (breathable) Hydrosphere Saturated Gravity: Standard Terrain: Swamp.300 prisoners are hollowed out of this enormous rock. However.
. skeleton: 200/r10 Crew Skill: Capital ship gunnery 5D+2. gunners: 80. is a difficult man t o con. The player characters hear rumors that one of the ships that was destroyed on Gesaril was equipped with a cloaking device. The cruiser is always in orbit near the prison. but it is possible for a fast ship to land on the planet when the asteroid is on the other side of the system.
There is only one city of any note on the planet. Travnin is the location of the regional offices of the Empire for this Cluster.andofthecorrup tion and decay which accompany it. More and more people have lost their jobs. it collapsed during the opening ceremonies. wind-swept moon circles a gas giant which is the only planet in its double-star system.
HUII 2 n Shields:D
Possioe: 40/1D Scan: 70/2D Search 150/3D Focus: 4/3D+2
There are five light freighters.Chapter Ten: Planets of the Minos Cluster 3
. many of them serving as clerks. and now nearly one-third of the population is no longer employed. they believethat but they have no choice but to continue to serve the f Empire. 6 back crew: 2
Skill: Capital ship gunnery
Fire Conhol: 2D Space Range: 3-15/35/75 Atmosphere Range: 630/70/150!un Damage: 4D
12 Ion Cannons Fire Arc: 3 front. He sells each of them the same cargo. There they get into bragging and insult contests and generally have a good time carousing and trading information. you have to go to the “arena” and take your chances in its dark and dangerous maze. because of the flimsy materials used in its construction (a result of Imperial corruption). and were brought in long ago to manage galactic affairsin t h e Cluster.. as part of a
program to raise themoraleof thelmperialworkHowever. Corrupt and servile to their superiors. the Empire built a swoop racing arena to entertain the populace.
The Humans who inhabit this planet are here only because of the Imperial base. and the natives of this planet are nearly universally disliked across the Cluster. and that is centered around the starport. This is where the HQfor Imperial Fleet of thecluster is located. In thesubstantialnetworkoftunnels that wind f through and below it. winner take all. much o the underworld of the planet resides. 3 left. a load full of exotic fruit bound for Mestra. and their crews meet each other at The Grand Design. 6 left. Manyofthemsuspect that theyhave “sold theirsouls”toaforceofevil.
A decade ago. all at the spaceport. the other ships follow them. get conned f into thinking its a great cargo. Almost everyone here works for the Empire in one way or another. The terrain is extremely rugged and nearly barren of life. stevedores. 3 right. when they take off from Travnin. Then a local merchant makes a “secret” proposal t o each o them in prif vate. they are too fearful for their own lives and livelihoods to d o anything about it. The planet has been in dire straights ever since the Empire began to reduce its presence in the Cluster. There are also a number of towns along the small ocean some 300 kilometers away.
2 Turbolasers 8
Fire Arc: 10 iront. Subspace chatter r e veals that they are all carrying the same cargo. entertainers. 6 right. and through the work o some f o the merchant’s accomplices.and where the reclusive Moff for the Cluster lives. navy personnel. and the traders’experiencesuggests that whoever gets to Mestrafirstwillget the best price. If you want to buy or sell anything illegal. It becomes a race to the finish. The vast majority of Imperial officials in Minos Cluster come from Travnin. Now it is in ruins. Though they may realize the extent o theevil theydofortheEmpire. The player characters get a full load at a cheap price. and so forth. or want to get anything shady done. these people are terrified o the Empire which they f serve. 3 back crew: 2 Skill: Capital ship gunnery Fire Conhol: 3D Space Range: 1-5/15/30
Atmosphere Range: 2-lOBO/6Okm Damage: 3n
but everything inside. and will not. The Quockrans built the droids to deal with the aliens so they wouldn’t have to. the Quockran will be quitesurlyand uncooperative.
. Big trouble. The entire bar. thoughthey evolved when it was much more moist.
Attdhute nice: 17n . Something akin to giant intelligent
The Alien Droids
The alien droids appear t o be in charge here. Individual booths and tables. revolvesnot only the building itself. for instance). but it is a very confusing system. we’re all droids here. machinery. These creaturesarenative tothisdesert planet. and it is a great place to openly trade and gain information. though they are Qenpraliy not violent in this dislike.m R VARS
Chapter Ten: Planets of the Minos Cluster
The Grand Design
The spacers’ bar is located just a little ways from the spaceport. They are completely indifferent to the affairs of the galaxy. get involved in alien politics (such as the Rebellion). there are living creatures on Quockra-4. making it dangerous for unprotected Humans. they come to the surface onlyat night (for they loath contact with aliens) f and conduct all o their affairs through the alien droids. Theydislikecontact withaliens. In general.It can get extremely hot during the midday hours. administrative Government: imperial governor Tech Level: Space Major Exports: Minerals Major Imports: Luxury items.Theyellowaliendroids conduct the trade.andwillavoid it ifatallpossible.TheQuockrans truiydrspiseoflworld~rs. f emergingonlyat night. desert Length ofDay: 26 standard hours Length ofYear:325 local days Sapient Species: Humans Starport imperial class Population: 140 million Planet Function: Trade. but some are o unknown design. butwillnot beabletotellthem much about the world except that they really don’t like it much. However. “Why certainly sir. who in fact are their servants. as well. Move: 8/10 Size: 2 meters tali
Though most people do not realize it. The Quockrans are enormous black-skinned creatures.~ DEXTERITY 2D/3D KNOWLEDGE ZD/3D+2 MECHANICAL iD/3D PERCEPTiON 3D/4D+2 STRENGTH iD/3D TECHNICAL 3D16D+l Special Abilities’: lnlemul Orguns:TheQuockrans have no diflerentiated internal organs: they resist damage as if their Slrenglh
Thisisadesertworld. This world is populated entirely (or so most people think) by droids of a thousand different varieties. though there are several extremely large salt flats. Many of the droids are of Imperial f manufacture.and thelmperial droidsareon the bottom. the yellow repair droids with three arms seem to give the most orders. Called “The Grand Design. located near the spaceport. They livebeneath thesurface o Quockra-4. There is only one city. but can communicate through the beeps and whistles of machine language. They do not discuss their origin with anyone. as d o certain chairs (which the regulars know enough to avoid). At night it gets very cold. using Imperial droids as internreters
The Quockrans are a slug-like species. It is built largely underground. holo screens. It never rains and there are no oceans. built in acircular building. Some of the Imperial models can speak with the playercharacters.
Story Factors: Xenophobio. Their most basic desire is to be left alone. the red workerdroids arein themiddle.llatwithout muchdifferentiation of terrain. If somehow cornered and made to communicate with aliens (by being captured and put aboard a ship. There is apparently a hierarchy within the droid community. hut I must tell you that I really don’t know very much about this place.”
was 7D. ITravnin
Type: Terrestrial Tempemture: Temperate Ahnosphere: Type 1 (breathable) Hydrosphere: Dry Gravity: Standard Terraln: Mountains. andeven thedrinkglassestwistincircles. lood
They d o not speak any recognizable verbal language. I’d be glad to help. Living deep under the ground.” it is rather famous for its original decor. in any imaginable circumstances. and protective clothing is required. The bar resembles nothing less than a complicated version of an a m u s e ment-park ride. No one but spacer folk are welcome in here.anynan-Quwkranwhomeddies Ouockran in alfairs is asking for trouble. You see. to escape the extremes of temperature.
There are resorts on Shesharile 5 for the very
The Decline of Shesharile
When t h e player c h a r a c t e r s first visit Shesharile. Never being terriblyhigh-tech. large machinery Major Imports: Droids
Shesharile 5 & 6 This system has two populated moons circling the same gas giant. Many system economists are concerned that this depression could spread to other planets. though the cheap cost of labor offsets this somewhat. however. they’ll be further stymied by their noncommunicativeness. not on conventional weaponry. In their headlong pursuit of wealth.” He f offers to pay the traders u p t o 3. Industry is becoming quite outdated by galactic standards. and the whole planet is a hive of life and activity. d o they notice its fall into decline. but since most of its exports were to the Imperial military. Only later. both moons are thickly overlaid with industry.
I Ouockra-4 Type: Terrestrial
A researcher from one of the systems near the Galactic Core is attempting t o discover the “real natives o Quockra-4.
The Great Depression
When the economy of this planet becomes stagnant. when they emerge from their tunnels to loll about in the cool desert sands. but they have become so accustomed t o filth that no one notices it any more. after the traders have visited it several times.
. command them to leave. but under present conditions that would be impossible. or simply attack. and all kinds o f amusing run-ins with single-minded droids who either ignore them. it could become instantly worthless and they might not be able to get enough on it t o pay their port fees (this is an excellent opportunityforyou to relieve the tradersof excesscash).Chapter Ten Planets of the Minos Cluster
slugs. it is a thriving commercial and industrial system . Once they d o discover the Quockrans. The natives are inshock. rich. though thereareat least 10million droids Planet Function:Trade Government: Unknown Tech Level: Space Major Exports: High technology. The traders will likely be taken by surprise by this change (unless they actively keep up with economic news). The Rebellion could certainly benefit from havingadefunct munitions plant onshesharile begin production for it. the twin planets have been increasingly left behind in recent years. salt flats Length o Day:31 standard hours f Length ofYear:402 local days Sapient Species:Quockrans (N) ?+tarport: Landing field Population:Unknown. They’ll have to be incredibly pushy and obnoxious to get anyf thing out o the slugs.
Temperature: Hot Atmosphere: Type I (breathable) Hydrosphere: Arid Gmvlty: Standard T e d n : Desert. The Quockrans may give quite a shock t o visitors who are given to midnight strolls. it slides into the worst depression the Cluster has ever seen.000 credits for information leading t o the builders of the alien droids. they are one o the strangest alien species f to be Found in the galaxy. This f decline is a direct result o the Imperial pullout and Shesharile’s loss ofthe militarycontacts (the Empire is spending all its money on the new Death Star. and they could loose their shirts on the cargo they are carrying. This will probably require a trip into the tunnels beneath the planet.people have money t o spend. this is unlikely. hut even there things are very dirty by galactic standards. the people of Shesharile system have ruined the environment of their world. They are commonly knownas theTwinPlanets throughout thecluster. Things look very poor for Shesharile. and certainly not on industry in the Minos Cluster). On both moons it is impossible to escape the filth andthe pollution: thesearegarbage planets. both ruled by the same system-wide government. Heavily-settled.
Prices are doublingvirtuallyeveryday. The player characters must switch over their ship so the cargo hold can contain people. f The spiral o inflation is terrible. and so forth. I Shesharile 5 & 6
Type: Terrestrial Temperature: Temperate Atmosphere: Type I (breathable) Hydrosphere: Arid Gravity: Standard Tenaln: Urban Length of Day: 26 standard hours Length of Year: 377 local days Sapient Species: Human Starport: Standard class Population: 12 billion Planet Function: Trade Government: Democracy (later becomes controlled by organized crime) Tech Level: Information Major Exporb: Munitions. even with a failing economy. they have still become a leading export. otherwise it could take weeks or even months.and they are being victimized by the pirates. and who. peopletryingtoescapeShesharile.4 A R
Chapter Ten: Planets of t h e Minos Cluster
and local organized crime has begun to take control of the cities. Many merchants insist upon being paid in imperial credits o r precious metals.
After the economic collapse. a group of poor people come to the player characters with a request to be transported to Mestra system where they hope to become asteroid miners. one that can hardly fly.Though produced by the underworld. and the truckers to carry the loads quickly. illegal spice.
. illegal spice Major Imparb: Food. which are quite popular on Travnin and Adarlon as well on Shesharileitself.Neartheendofthe journey they see a rat-trap ship. and it can get very expensive if you are in any kind of hurry. This planet is corrupt.
A major problem for the twin planets are different varieties of narco-spice. Most traders also bribe the laborers to unload quickly. being attacked by pirates. However. who brooks no interference from anyone. who are paid by the various city governments to keep law and order. They can pay with their family heirlooms: jewelry and such. and the player characters are bound to run into the spicerunners after spending any time on the planet. there are credits to be made: a trader merely needs to know where to look. and it is run entirely by local officials. The other ship is also full of immigrants. in many cases. Atrader must bribe theseofficialsto belet through quickly. Yerkys ne Dago (see the “Character Profiles”chapter). What d o the player characters do?
The spaceport has an extremely tough customs area. Do the player characters get greedy and try to pack too many in? At some point in the journeytheremight bean attemptedmutiny. and Shesharile credits are now worth about one-fiftieth o( their face value. luxury items
Thestreets ofShesharile5arenowruled by its gangs. actually control the city government. The largest city on Shesharile 6 is completely ruled by the leader of its organized crime.
at its base. or youcan just use theadventureideas given witheachplanet. The player character involvement in the Rebellion will always be a matter of choice. They must be given a clear vision of the future and belief in the possibility of change. the player characters should have made an enemy of at least one Imperial official.and should resent all the rest. Additionally. the player characters start at a very low level. You should also describe to them the effect the Empire has on each planet
they visit. Getting the traders involved in the Rebellion is really quite easy. about awakening the hearts and minds of the people of Minos Cluster to the possibility of Rebellion. as everyone is basically apolitical and has adapted to Imperial rule. as small-fry free traders -at first their only worries will be about where their next cargo. will come from. Exposed to the evil of the Empire.
The grand scope and galactic proportions normally found in a Star Wars campaign have been shrunk forthe purposes ofthissupplement. The Rebels cannot hope to beat the Empire unless every hand in the galaxy is united in opposition to it. you should casually mention that there didn’t used to he so many pirates. and thus they will be true heroes. episodic campaign with increasing tension and a grand shootem-up climactic ending (which could lead on to yet another campaign). it wasdesigned to be an integrated. and the money to pay for it. it must win the support of the common people. Only gradually will things begin to change. in the end the characfers’ limited scope gives the players a better appreciation of just how immenseandimportant is thiswarwhich theRebellion is waging. By the
. this enemy should hound the player characters and cause them no end of trouble. introduce the Rebellion as a means by which they can d o something more important and relevant than make a fast credit. But in the Minos Cluster this will he difficultto do. The climax of the campaign combines an attempt to do just that with all the workand effort the player characters have put into their trading. the player characters will become full-fledgedmembers oftheRebellion by the end of the adventure. make the changes in them a part of the roleplaying. Over the course of the campaign. Finally. Try at first to get the player characters very involved in their trading among the stars. to let them decide to hecome heroes. You want their characters to he money grubbing. Overthefirst few stories. try to get them to be selfish.asamatterofbusiness. but hopefully your players will catch on to what you’re doing and will have their characters play along. You will also need to play up the collapse of Shesharile. Manipulate events so that this becomes so.__
Chapter Eleven The Minos Campaign
=Chapter Eleven The-Minos Campaign
There are many different ways to run t h e Minos campaign. Although this campaign starts out with a much smallerscope than is usual insfar Wars. but not entirely soulless. However. as well as a climactic space battle. Every time pirates waylay them. In the Minos campaign. You can just use the trading rules in connection w i t h a sector which you’ve invented. self involved and somewhat greedy businessmen then gradually build in them a sense of how small and petty are their own lives and how unjust the Empire is. If the Rebel Alliance is to succeed in its struggle against the Empire. You want toencourageatransformationinthem. You just get them to hate the Enipire. the entire galaxy will hear of this uprising and enough people might gain new hope that other sectors will join togethertooppose theevil forces of the Emperor. detailingall the miseryand sufferingit has caused. hut that
was before t h e Empire withdrew threequarters ofthe patrol vessels. This campaign is. You can lay it on thick if necessary. MinosClusterwillhavebegun its Rebellionagainst the Empire and increasing Imperial resources will have to he directed toward it. and their horizons broaden. perhaps even contriving to have the traders lose a lot of credits. If they win.
The player characters might discover something interesting about the cargo. even if its only a clue for some later adventure. Does it need help. While normally nothing very exciting should occur. Perhaps an important prisoner is being held on hoard by [mperial troops. By adding your own details. and then give them brief adventures (use the ones suggested with each planet) to fill in the gaps. Mechanical Difficulties. for it brings the player characters togetherand introduces them to thethemeofthe f campaign. You can add whatever descriptions. player characters.
The five adventure outlines presented below are not fully fleshed-out adventures they are only starting points. gamemaster characters. so d o whatever is necessary t o make it exciting and fulfilling for you and your players.space them out a bit. Damaged Cargo. or does it speed by? Is it adrift or stopped for repairs? Was it looted by pirates? Is the crew engaged in a mutiny? There should be something different about this ship. or if the ship is simply very old. the ship begins toaccruedockingfees. If the ship is overdue for an overhaul. This is your campaign. or events in the plot that you feel are necessary. scripts. you can make each of these outlines into a complete adventure. Either a customs frigate or a Navyvessel appears. when the time is right. The ship is either attacked or pursued by pirates. Distress Signal. then there may be some f sort o mechanical breakdown. or a great gain for the Rebellion. It could be a trap. Imperial Ship.
The player characters all start onTravnin. Feel freeto come up with some of your own. Other Ships. and the ship is docked at t h e starport.
Adventure Outline One: Getting Started
The initial adventure of the campaign is very important. and player handouts.During this advent u r e . Below are several ideas for events that might occur. have something big happen and play the next adventure on the list below. perhaps someone was secretly using them to smuggle illegal goods. and you should ensure that the player characters are faced with an occasional crisis or opportunityas they travel between star systems. changing or altering whatever you’re not comfortable with. Then. you should have something special happen every once in a while (like when you want to run an adventure). don’t run these adventures one right after another . or if some of its components were used before they were installed. or it could lead to
a very lucrative trading run. It may only hail the ship and a s k for identification or it may decide to search it for contraband. maybe part of it spoils. Scanners indicate that there is another vessel nearby. giving the traders chances to use their cunning to avoid confrontation.
Chapter Eleven. willget theplayercharactersstarted on ~ ~ ~ their career in star-trading by having them make
ship. The player characters receive a distress signal from another
While they are designed to be run in the order that they are given. You should let the traders trade and haul cargo t o their hearts’ desire. Something happens to the cargo.VARS
end of the campaign the Rebellion should become much larger and more important than the player characters’ own lives. They have been arranged so that they build in intensity and increasingly pull the player characters into the Rebellion. or a few crates break open during takeoff.
. Pirates. The Minos Campaign
Events in Space There are many things that can occur on a space
voyage. You must also take responsibility for the story itself. Be sure you read the description o theTravnin system beforeattempting to run this adventure. Make sure you build up t o the encounter. Starting from the point when the adventure begins.
Tecknel explains to the player characters that the other captain wanted the cargo himself. theyarewarnednottoopen t h e crates. and if they answer in the affirmative. If the player characters don’t already know what the crates contain. part o Tor’s crew boards the ship. s h e comes over and introduces herself. If they d o not already have them. where a lot of spacers hang out. make the actual lift-off and get into hyperspace. If he searches theshipandopensthecrates. who staggers over to their booth and yells something to the effect of. blind space hand who hangs out at the port tells them that their best bet is to go to The Grand Design bar. so there is still room for othercargo) but beforetheplayercharactersare able to leave port. Hyperspace is rather uneventful.. 1. Once the player characters agreetothedeal. asks them if they are the crew of the “new ship” in port. Some obstacles to hinder player characters should include: Imperial bureaucrats sending them in circles (“No sir. 1’11 send the Iceman after you. the player characters meet a young singer. An inspection o the ship might be ref quired for its license. they are waylaid by the pirate Tor Skylow. The player characters may notice that they seem t o know exactly what they are looking for.or else they will not be allowed to take off from the spaceport. ship permits are given at a different office. and can begin the campaign in earnest. Axtor Bridgeman. the rest to be paid by his agent on Gesaril. such as load the cargo.
asingle traderuntoGesariLThis first tripwillnot be madeon speculation. the crates are loaded into the cargo bay (they only weigh 20 tons and take u p 10 cubic meters.000 credits to deliver . but don’t bore them to tears. a member of the underworld. They are full of highly advanced electronics. With an unmodified freighter. “That damn cargo is mine. which can besomewhat complicated. Episode Four: The Pirates
Player characters now must find a way t o survive the encounter with the pirates with ship and crew intact. he won’t become their enemy. thetraders will be in a great deal of trouble (see below). During the flight out of the Travnin system. they havealmost no hopeof either out-racing or outfighting Tor’s ship. ”) Frustrate the player characters as much as you can. two local inspectors come on board to check for proper licenses. If the traders are friendly and cooperative. you can have one of them break during this procedure. who sit him in a f spinning booth and buy him a drink. they will find
. but will be a commissioned cargo. and seem uninterested in anything but the crates. he will have it in for them.. He has 14 large crates bound for Gesaril which he will pay the player characters 2. Tecknel says. but it is a good time for the player characters to get to know one another better. 2. They threaten tosearchtheship.
Episode Two: The Grand Design
The player characters must now obtain their first cargo.I’
Chapter Eleven The Minos Campaign
. No sir. Some obstacles to thwart the player player characters should include: At The Grand Design (described in t h e Travnin section). Later the same evening. pass inspections. Before he can finish he is hauled off ” by two o Tecknel’s toughs. If the player characters investigate. During the negotiations they are interrupted byavery drunk freighter captain. andfailing that would mean the player characters would have to make a few repairs -their introduction to the lazy workers of the Travnin shipyards. and disables them if the player characters refuse. if they make trouble. but 1 wouldn’t _ _ . takes thecrates and transfersthem to their ship. Though the player characters will not know it at first. and after a short conversation. Next . she immediately introduces them t o Tecknel Shnick. and at the same time get an idea of what kind of cargo they are carrying. gain the final clearances. but that he doesn’t trust him because he lost his last three cargoes t o pirates. of a variety only used in fire control systems for ship turbolasers. these parts are destined for the Rebellion. She then asks if they are looking for cargo. the player characters still have the advance payment. Once the f player characters cease resisting. got it?”
Episode Three: 3. Launch. you can have the player characters have their first run in with Babel Torsh (see “Minos Characters”). licenses are required forboth theshipand thecaptain. An old.000 in advance.
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Episode One: The Bureaucracy
Before the player characters can d o anything else. pay the port fees. but soon leave if the player characters d o not offer one or react suspiciously. “If you do. When the player characters come out of hyperspace on the outskirts of the Gesaril system. moves immediately to the cargo bay. hopingtogetabribe. and for some f u n roleplaying. they need to get their ship ready for space. who tells them to cut their drives.1. who calls herself Neena (see “Minos Characters”). During one of her breaks. I don’t know where that office is. Player characters should make all the preparations to get offplanet. Regardless of the fact that they were waylaid.
Chapter Eleven: The Minos Campaign
ters involved with the Rebellion early on.This will be stipulated in their contract. for he was the only person able to hold it together. reestablish some sort of Rebel network. but knows that theRebelliongot hold o the cargo. but there is more to them than can be discerned at firstglance. they will learn the truth. three clowns who can never resist a prank. six Af‘EI lions and their cowardly trainer. but you’llhave to decide what to do next . such a s assist in the raising of the “big top”and thecareandfeedingoftheanimals. This circus will use the freighter both as transportation and a s its home base. The player characters must attempt t o transport the circus from Adarlon to Yelsain without tempers being lost entirely. the director of the Kitonak band. and get readyforaparadeon the first dayoftheMoot. The player characters will be expected to help with the chores of the circus. can perform ail sort of interesting tricks and are very fun-loving. SO the voyage will be a crowded one and tempers will be short._ I
out that Tecknel Shnick doesn’t ‘even have a n agent on Gesaril. The player characters should begin to realize that something is going on during this episode. The player characters should be introduced to all the members o the circus and get an idea of their personalif ties. This will be the player characters’ first realcontact with the Rebellion. This could open a whole new can of worms. regenerating Abyssin. The circus is quite large and the ship is not. When the player characters eventually get back to Travnin.000 credits per month. The mission of the circus is to attempt to find out what happened to Drun. Try to throw so many little problems at the player characters that they get fed up with their passengers. At first the traders won’t realize what they are about. and will hopefully begin t o aid the performers. Thecircus folkareveryexotic. Some interesting foils for the player player characters can include: a foul-tempered. and It sets t h e stage f o r their later involvement with it. Have fun with this. They areactually Rebel spies sent by the No-Holds-Barred group on Adarlon. it will be difficult to use the remaining adventure outlines.)
Adventure Outline Two: Cairn4 Flying Circus
Background While the ship is on Adarlon. two irascible mutating aliens.
... Here the circus needs to set up the big top. the player characters are offered a three-month contract to
carry a small travelling circus t o every planet in thecluster (they were recommended by Neena). (The real leader of this Rebel team is actually Terno.quite talented. who are desperatelylookingfor Drun Cairnwick. saying the shipment proved to be invaluable. an obnoxious Kitonak band that practices at all times of day and night. which offers the player characters a total of 5.. and an overworked ringmaster who enjoys ripping out his own hair . where the Grand Moot will begin in a few days.
.all crowded aboard the same m a i l ship. a Togorian knife thrower with a penchant for late night snacks. a haughty but beautiful acrobat and her insanely jealous strong-man boyfriend. (If you don’t manage to set theright toneandget the player charac-
Episode Two: The Grand Moot
Theship lands south ofTradetownonYelsain. and to build people’s resistance to the Empire a s much as possible through their entertainment. but a s the player characters get more and more involved with the circus.)
Episode One: Madhouse
This episode should be as wild and crazy as you can make it. She does not realize they were f waylaid. Neena thanks them for their help. The Rebel organization in Minos Ciuster fell into a shambles when Drun was arrested.
the mysterious passenger hides in a stateroom. They are then chased back t o the city by Imperials on airspeeders. however.Butif things heat upshequicklymakes herself known. but don't have him actively pursuing the circus . pass inspection (which is very tough). and then to get off-planet as quicklyas possible. and are sent on a variety of errands. There are nearly 50 Imperial stormtroopers attacking thecastle. and get off-planet. with much of the Cluster fleet out on patrol.Torsh may be simplycurious about what it is (though don't tell the players that). To survive having Princess Leia aboard the ship (since s h e is extremely demanding). During their journeys prior to this adventure.andemerges to give orders and take over. they are introduced t o the Rebel leader by their friends with the circus. with the help of the player charac-
. They then have to sneak the "cargo" into the spaceport. but unless a mistake is made. captained by BabelTorsh. the player characters encounter a greatly increased Imperial presence. What occurs from now on is entirely up to you and thedecisionsof theplayers. However all
Episode Two: The Trip
At first. When it is time to raise the tent.andthereisawholeskit makingfun of what hedid onAdarlon. Additionally. Upon reachingthecastle.Chapter Eleven The Minos Campaign
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have to find a way t o shake the tail. they are told in no uncertain terms that it is noneof their business. they meet a Rebel who is their "cargo. f who are Rebel sympathizers.theyfindthatitisunderattack. they discover that they are being followed and
Episode Three: Winning Allies
The player characters finally reach Eliad. Leia may politely suggest that they d o so. who a s k them to transport a "cargo" to Eliad and back. so they are going t o be very curious about it. inspectors will be waiting at the spaceport. When the player characters land on Adarlon. If anyone makes trouble at a performance.
This is the first circus Yelsain has ever seen. Gamemasters are encouraged to let the players stew a bit.but that it is still possible to land nearby.where the Princess. It should beobvious that this Rebel is very tense and frightened. so if the player characters go directly to Eliad. the Imperial inspectors at every starport begin to take their jobs seriously. and there is a running battle as the player characters attempt t o make it back to the aircar. but they manage (hopefully) to lose their pursuers with the help o the local police. and will stop briefly somewhere else as a ruse.someonesoimportant thatthey have brought in reinforcements from other sectors. One o theclowns is dressed to lookiikehim. The player characters should attempt to rescue the mysterious passenger. the player characters might learn that the Imperials are looking for one of the top Rebel leaders. Then stormtrooperssuddenlyrush into the room. the player characters are expected to throw him out as quietly as possible. However. and if the player characters press too hard. When he attends a performance. they will be followed there.
Adventure Outline Three: The Eliad Connection
The Imperials are engaged in a massive hunt throughout the Cluster for someone very specia1. which may attempt to prevent the player characters' ship from leaving the system. have so many more things go wrong that the player characters can't keep up with it all. The player characters finally find out who their cargo is: Princess Leia. imperious and as brave as ever. the player characters must demonstrate some restraint and patience. Hopefully they will be smarter than that by now. all will go well.
attempts to learn what this cargo is will be ignored. who is as demanding. Most players will hope that thegamemaster will throw someserious opposition at them so they can ease their frustrations by blasting stormtroopers into slag. andonce theyaredealt with. Babel's customs ship is likely to try to chase them through hyperspace. the entire circus is afraid they are about f to be arrested. suffering can be a character-building experience. The player characters are made into troubleshooters by the ring master. go on parade and have the first performance.Theplayercharacters will have to use all of their cunning and imagination t o escape. Through the grapevine. Trytoget Babel Torsh involved at some point.
Episode One: Collecting the Passenger
The player characters are asked to fly an air car to a remote castle on the Natalar mountain range to collect the cargo On the way. Even more startling." It is a Humanoid female who is wearing a a cloak and hood so her face is hidden. attended by two droids who were waitingfor herat thespaceport.The player characters should certainly be concerned. When they enter the castle. If they don't. and thoroughly search the player characters'ship both when it lands and before it leaves. Orbiting the planet is an Imperial Customs ship. he will not make an all-out attack on the ship for fear of harming the passenger. whose ship was spotted entering the Minos Cluster.
The player characters will have to organize their rag-tag fleet and find some way to put it to effective use to defeat the Imperial forces in the Gesaril system. f and the prison itself would make a good base.J A R -WARS
ters. Several different meetings are held. for theyare trulycowardsand believe that theyhave everything to lose if they oppose the Empire.
Chapter Eleven: The Minos Campaign
asktheplayercharacters toattemptarescue. widespread rebellion in Minos Cluster is impossible.
Adventure Outline Four: The Revolt of Minos Cluster
The Rebellion finally learns what happened to Drun Cairnwick.
Episode One: The Great Rescue
The rescue of Drun Cairnwick is the objective of this scenario. they are disguised as parties. who betrays the Princess to thestormtroopers. These stormtroopers must beeliminated and t h e ship taken. You may have t o manipulate things so they think of seeking aid from the other freighters.and even the guards inside (who might use Drun a s a hostage) are the major obstacles t o be overcome. However. The object of this mission is to turn over this ship to the Rebellion. so that it can beshown across thewholecluster. Player characters must attempt to spring the Rebel leader from the prison asteroid. L\hile the nobles are well-trained in weapons operation. there are 100 stormtroopers on board t o watch over them. and she has risked everything to come here to beg the cowards of Eliad for their support. The troopers will then "crash" one of the parties. and attempt to convince the governments of the dif-
. travel t o every planet in the Minos Cluster. and a number o Imperial officials attend each f one.. along with Drun (and perhaps Princess Leia. and must be constantly counseled to hold her temper in check.
. attempts to convince the nobles there to use their wealth and influence t o aid the Rebellion. They
Episode Two: Rousing the Rabble
The player characters.
Episode Four: The Great Attack
The player characters inust lead a group of nobles on an attack 011 the Imperial ship that orbits Eliati. The player characters collect together all the traders they have befriended in earlier adventures (and maybe Tor's pirate ship as well) and make a run on the prison asteroid. The Iinperialshiporbitingtheplanet iscrewed by well-paid mercenaries. discovering that h e is imprisonedona prisonasteroid inGesarilsystem. She also has reason to believe that the mercenaries will not fight very effectively: however. and she can provide an Imperial shuttle. While scores o decadent f nobles dance and drink in the palace above. The player characters should attempt t o convince the nobles to give both financial support and their ships to the cause of the Rebellion. The nobles require agreat deal of convincing. However. Perhaps there could be a spy or a traitor among t h e nobles as well. If the player characters are clever. The Imperial cruiser guarding the asteroid. they are inexperienced in battle and none too brave. the 500 political prisoners held at the prison will makean excellent nucleus o a Cluster Rebel government. The Princess has learned theaccess code to theship. sir?"). Leia holds a secret debate in the wine cellar below. if t h e player player characters have refrained from locking the acidtongued Rebel leader in a maintenance locker). If the player characters are successful. so the player characters can get aboard it. even these parties are monitored.for without Drun.TheRebellion is in desperateneed of financial support. Princess Leia has nothing but contempt for the nobles who have betrayed their homes and their positions. they will take a holo crew along to film the whole rescue. the prison space defenses. The player characters will have t o find a way to take care o these officials ("Anf other drink. but since all meetings are banned by the Imperials.
who will then cause as many problems for thelmperial command as possible. even for certified heroes. the infiltrators have t o use their contacts to send 'a message to the Rebel fleet. Even so. Perhaps the player characters and Drun could arrange for a meeting of planetary leaders on the prison asteroid. and rumors suggest there is one. and the player characters only have three months before they arrive. Imperial reinforcements are on their way. There are a number of planets that need a great f deal o persuasion before they will join the Rebellion (since many are terrified o the Imperial f Military). or who at least oppose the player characters at every turn. If the player characters say they are carrying some cargo essential t o the defense of the planet such as durelian ore from the Mestra system or Shesharilian vodka . The player characters will have to establish some sort of base (Neena could be useful in doing that) as well as make a list of priority targets.
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ferent planets t o join in the Rebellion. to have any chance at success against the Travnin fleet. so the player characters have to avoid Travnin. The plan is t o send a group of infiltrators down to the planet disguised as traders. the player characters must at-
." There are two Imperial customs ships that are pursuing the player characters (though c a r e fully. and may refuse permission for t h e ship to land -they will have to be talked into giving clearance. Failing that. and avoid arrest. the revolt is taking place in several clusters throughout several sectors. the planetary defenses must somehow be disrupted and the Imperial weaknesses found. which could be roleplayed out with the player characters involved a s speakers for the traders and the "Cluster Navy. so they have to get their job done quickly. the seed o a Cluster government formed. and may take several game sessions to complete.Chapter Eleven: The Minos Campaign
Episode One: Touchdown
Player characters must now simply t o get to Travnin. for there is much resistance to them now). If a weakness can be found. land.they might be allowed to
Adventure Outline Five: Operation Chaos
This is the climax to the campaign.and a declaration of open Rebellion to be signed by the provisional Cluster government by the time they are done. Fortunately.
tack and defeat the Imperial fleet at Travnin before it can be reinforced by the main Imperial fleet. The Imperial Navy at Travnin may be suspicious of the player characters' ship. Imperial agents on a planet convince the government to arrest the player characters. Along with all the ships from the Cluster they can possibly muster. the number of obstaclesand thescopeof their adventures have slowly grown. so the Navy cannot send reinforcements immediately. The local Imperial Navy is finally starting to mobilize. The player characters hope to have every planet working with the f Rebellion. They have t o infiltrate an Imperial stronghold and bring it to its knees on their own quite a task. Overall. they try t o rouse the population of that system against the Empire..
At t h e start t h e player characters shouldn’t have had much contact with the Rebellion at all.and havemostofthosedealwith trading. successfullyescapeTravnin. and every important economic or militaryinstallation is guarded. The player characters must wade through the stormtroopers who are guarding the spaceport. so they will have to find a way to escape from it and reach the city.
The player characters need to get back t o their ship. Ten TIE fighters will attack them a s they attempt to close on the fleet. Spread out the traders’ contacts with the Rebellion.and then attack the Star Destroyer at its weak point. the weaponry on the side of the Star Destroyer facing the planet is not yet operational. The player characters can attempt to ruin the morale of the populace.and so t h e ship is not fully shielded from attack. Fortunately.”Don’t make money the reward for every adventure. so none of its weapons or shield can be fully-powered.youmust getthemmoreand more involved in the Rebellion. part of the “fun. and make it seem like there is a huge Resistance at work. half the battle is won. In general. the player characters are
given inforniation from Neena about The Chariot. and the battle will have been won. the player characters must create a disturbance to distract the Imperialdefenders. they will undoubtedly be killed.Iftheshipcan at this vulnerable point. and that its weapon systems are partly operational -theywere tricked. if only beattacked at thisonesmallpoint.” Every single intersection is patrolled by a stormtrooper or soldier. the Star Destroyer will blow up. If the player characters fail in their attack. At the last minute.
Chapter Eleven: The Minos Campaign
Episode Two: The Pen is Mightier than the Sword
Once theymanage toget toTravnin. the player characters learn that their information about the Star Destroyer was wrong. even though there will only be a few of them on the planet. Even then. Run yourown stories in between.do not hesitate to get them in debt with a loan shark that is. though they may well know about it. kidnap important leaders.
Episode Three: Final Battle
While on the planet.A R VARS
land.try to encourage them t o have the same attitude Han did inA New Hope. and it should bevery hard tomakesteadyearnings fromthat. however. Theplayercharactersshould usually be poor. sotheshipcannot fireupon them. striking the Imperial war machine whenever It is looking the other way. at least at first though your adventures should always have themlurkinginthe background (alittletrade. and the Rebel activities will take prominence. In the latter half o thecampaign.Oncetheyareinspace.
Advice for the Gamemaster
Don’t let the player characters have very much money on hand. they must get by a swarm o TIE fighters in order t o get f close enough to fire on the Star Destroyer’s weak spot. blow up important factories.inwhichnearly 100srnallRebelshipsare arrayed against the Imperial Navy. but a new one was secretlyinstalled. it’s better t o provide them with information or devices that will enable them to earn a profit later. If the Star Destroyer is blown up. the trading will slacken f off and grow less important. A large space battle begins in the Travnin system.in two waves o five f fighters each. The adventures dealing with the Empire should be rare. There are a thousand Imperial stormtroopers on Travnin.Bit bybit. If the player characters are successful in inflicting damage on the vulnerable section. trytoget themtospenditfast bythreatening tohaveit taxedorstolen. Don’t d o all of the stories that we have provided at once. Thus anti-Imperial graffiti might be more effective than blowing up a supplyhepot. the traders shouldn’t consider it their fight. Travnin is now onawarfooting. an immediate attack can be launched to take advantage of this Imperial weakness.Iftheyscrewup. Its sublight drive no longer functions properly. The original sublight drive is not functioning. They are to besaboteurs and guerilla warriors. If they can get word of this to the Rebellion. the parts of the hull that were removed to allow t h e drive to be installed have not been fully r&paired. and many more o f t h e local populace have been conscripted for the duration of the “crisis.
. [fallelse fails. they will be confined to the spaceport.Thefirstfewhoursontheplanet will beverytrickyastheygetadjustedtothisnew situation -identity papers are a must. the battle and campaign is won.the Imperial will hire thelceman to track down the “terrorists”and eliminate them. Propaganda is perhaps the most important element of the mission.
. then WHAM! a Rebellion adventure). If they are successful. Any money they d o get should come from their trading. the Rebels might still have a chance. and the battle lost. an encounter on a planet. afterall. However. if the player characters can ruin the morale of the populace. and then launch their ship before heavy weapons canbeusedagainst it. the Victory Star Destroyer in orbit about the planet. and when they d o have money. Drun Cairnwick will call for a grand attack on the fleet.
E 3D+1 Alien species 5D. After brief retraining. starship gunnery 5Di2. Babel was transferred back t o Adarlon as an advisor to the Imperial Consular-General. h e had proven his worth t o the Empire and was p r o m o t e d again. dark-skinned Human male whose main goal is t o fulfill his duties efficiently.517. DI
Passengers: 20 Cargo Capacity: 500 metric tons Consumahles: 2 months Cost: Not available for sale Hyperdrive Multiplier: x2 Hyperdrive Backup: x8 Nav Computer: Yes Maneuverability:2D space: 8 Atmosphere: 365.con6D*I.")
IImperial Customs Corvette
Rendiii Star Drive's Light Corvette Type: Imperial customs vessel Scale: Starfighter Length: 180 meters Skill: Space transports: light corvette Crew: 52. un i f or m Capsule: Babel Torsch is a pudgy. he managed t o blacklist many fine performers by claiming that they were Rebels or Rebel The powerful holo industry eventuallymanaged to blackmail Babel's superiors and he lost his post. cultures 5D. ("But your papers indicate that only 20 cubic meters of spiceisaboardyourvessel. skeleton: 18/+10 Crew Skill: Space transports 5D. Babel now travels from world to world aboard a customscorvettewhich he commands t o make sure that the planetarycustoms offices doing a proper job. Torsch has a huge ego. starship shields 5. hut Torsch will not tolerate the slightest infraction of Imperial rules or laws. languages 5D11. lsuggest you recalculate your load or else you could be f found guilty o defrauding t h e Imperial Office of Customs. but I'llguess thereareat least 22cubic meters. Imperial ID. planetary systems 5D+1 MECHANICAL 2D+2
STRENGTH 2D Lifting3D TECHNICAL 3D Computer programminglrepair 5D Character rointr: 15 Move: IO Equipment: Blaster pistol (40).planetary systems 4D
. Torsch will check every last paper and credential a freighter captain has. bureaucracy 8D+2. I'mjust eyeingit.5km &ma&: 4D
I Dwin Arnae
Bureaucracy 8D.050kmh Hull: 5D+1 Shields: 3D
Passive. languages 5D+2. He immediately attacked the holo industry. and at the pinnacle o his short-lived holo f career.Chapter Twelve: People and Ships of the l -r tsC eu
=Chapter Twelve People and Ships of the Cluster
IBabel Torsch Type: Imperial Customs Officer
D E X I " 2D+1
Blaster 4D12. He instituted bans o all f kinds. gunners: 6. Babel proved himself early in his career.
6 bouble Turbolaser Cannons Fire Arc: Turret crelu: I
Skill Starship gunnery
Space Rongee:515135175 Ahnowhere Range. 30110 Scan: 6012D
Search: 90140 Focus: 4/4D+1
Wearnos. 300-1. datapad. 1. After a brief stint as a bureaucrat. are He does an excellent job o rooting out f corrupt Imperial officials and tracks smugglers like a hound. Truly a smuggler's nightmare. Many customs officials
fall prey t o bribery. Babel was appointed t o head the Imperial Office of Customs in the Cluster.A man with a distinguished past (in the eyes of the Empire).513. However. dodge 6D
Recognized by his superiors as a competent but essentially unspectacular individual. His straight. cultures 5D. But when Dwin uncovered information about some minor infraction perpetrated by his superiors. His crew hates him and will often overlook infractions they discover while searching a ship simply t o irritate him." and are more interested in the Rebellion. unilorm. Dwin advanced as far as staff sergeant. his words are carefully chosen.
m Ernie1 Skoff
Tvne: . Thegeneral onlylaughed at the information which Dwin revealed and then reported the incidenttoDwin'scaptains. His desire is tocollect as many fines as possible from tramp freighters t o prove his worth to his superiors. I ill demonstrate that this is not so. ~ Historian
Blaster 3D+2. Arnae intends to scour the trade routes in the Cluster t o protect it from Rebel infiltration.
Astrogation 4D PFRCEF'TION 3D+2
T r a m p Freighters
. wiry little man. jetblack hair is cut short and is beginning t o thin. For this reason. Dwin's uniform is always spotless.Dwin wasremoved from his post in t h e Imperial Navy and sent t o work in the Sector Interdiction Office.A V A R I
. ("You tramp freighter captains are all the same.imperial ID.. ~ . Dwin joined the Imperial Navy at an early age to make himself useful and give the Empire the benefit of his "extraordinary" abilities @win's own opinion).2
STRENGTH 2D TECHNICAL 3D Computer programmingjrepair 6D. datapad. tramp freighters are almost relieved t o discover it is Dwin who will f conduct a search o their ship. he showed the bad judgment ol taking t h e information over their
Twelve: People and Ships of the Cluster
Imperial Customs Corvette
Command 4D. Heis nowcaptainofoneofthe customs corvettesand spends most o his time on patrol. f Dwin is dedicated to his job. dodge 3D. you think Imperial law applies t o everyone but yourself. regardless of the degree of inkaction (even if it is very minor).") tledoes herealize thathissuperiorscare almost nothing for such "margin haulers. lang u a g e s k ~ i lstreetwise SD .000credits
Capsule: Dwin Arnae is a mousy. Considered a perfectionist by his crew. far more than anyone else in t h e SIO. and his crew must be ever attentive.1
Alien species 6D. Dwin hopes t o set an Imperial record by apprehending and successfully prosecuting the most customs violators. 5D+ I Character Point*: 9 Move: I O Equipment: Blaster pistol ( 4 D + I ) . secu . bureaucracy 4W2.2.
droid repair 4012. brawling parry SD-1.2
. and believes in killing his quarry without any warning. Smiles o r other em* tional displays never cross the face of Iceman. He now searches for t h e means by which the Rebellion can defeat the Empire and restore order t o t h e galaxy. iceman has no mercy. (“Assuming my translation is accurate. repulsorlift operation 4D*1. Other than t h e fact that he hails from thedistantNordsystem.security 6D Character Polnu: 12
3 Laser Cannons
Fire Arc: Turret Skill Starship gunnery Fire Control: 3D.200kmh Hull: 6D
Shields: 4 0
Blaster 7D-1. hide 6D..
IThe Sudden Death
Craft Modiiied Sydon Vehicle Works M U . search S D STRENGTH 2D+2 Lifting 3D. little is known of this reticent bounty hunter. His skin Is smooth and almost glassy. search 6D. the Sudden Dealh (modified scoutship) Capsule: The bounty hunter known as Iceman is tall. His s t u d i e s h a v e d e m o n s t r a t e d that even t h e most heavily o u t n u m b e r e d forces can prevail. melee parry 7D. dodge 6D. ink styIus and hardcopy notepad Capsule: Emiel is an aging Human male. this ancient text from the planet Forntay relates how the primitiveinhahitants roseupanddefeatedsuperioroppressors. sneak 8D STRENGTH 3D+Z Brawling 5D.starship shields 6D PERCEPnON 3D Command 4D.B R Pacifier scout ship Type: Modified scout ship
I Iceman Type:Bounty Hunter DFXIERITY 4D
k a l e : Starlighter Length 25 meters Skill Space transports: MRX-BR Pacifier crew: i Crew Skill See iceman Passengers. lirst aid SD. the natives are now extinct. droid programming 4D+2. When t h e Empire assumed control of the curriculum. 8(prisoners’ brig) -0 Capacity: 25 metric tons Consumables: i year Cosr: Not available lor sale Hyperdrive Multiplier: x i Hyperdrive Backup: x5 Nav Computer: Yes Maneuverability:3D Space: 7 Atmosphere: 600 1. (On one occasion he calmly walked into a pirates’ hideout and without a word shot ail 12 pirates. Emiel had been a respected educator at Darakln University. planetary systems 5012. Many think that his name is derived from t h e way h e puts his targets “on ice. swimming 7D+i
Sensors: Passiue: IS/lD Scan: 3012D Search: 45/30 Focus: 3/4D Weapons: 3 Pmton Torpedo launchem
Fire Arc. datapad. stamina 4D TECHNICAL 3D Computer programmingJrepair 3D+2 Character Points: 7 Move: 10 Equipment: Holdout blaster GO). starship gunnery 6D*i. Using proof from past history. stamina
70. h e packed his bags and left tocontinue his studies. and immerses himself in research. He enjoys being busy.1 001300~700 Damage: 9D
TECHNICAL 2D Computer programming1 repair 4Dil. streetwise6Dll. known for carmine his researches beyond-what was needeb t.”)
Force Points: 3 Move: 10 Equipment: Blaster rifle (50). He isalways disheveled (scraps oi paper are tucked in every pocket) and h e only rarely takes t h e time to groom himself properly. Sadly. Front
Skill Starship gunnery Fire Control: 2 0 Space Range: 11317 Atmosphere Range: 50. t h e Rebellion can defeat t h e Empire. cultures 4D-1.) iceman has very little personality. melee combat 8D.
Bargain 4D+i. He has learned of a planet in t h e Gesaril system which the Empire has d e c l a r e d off-limits. languages 4D.. Emiei is nevertheless a naive intellectual alone in a dangerous galaxy.” but it could h e a reference to his reserved bearing. heavy blaster pistol (50). Iceman is determined to maintain his perfect record as a bounty hunter.2. Emiel hopes to show that despite lesstechnologyand fewerresources. Emiel is certain there is information there which could help t h e Rehellion. space transPorts 6D-2. 1 . athletic and a p pears glacially calm at all times. survival 6D+I MECHANICAL 2D-2 Astrogation 5D. teach his courses. lifting 4D+i. Imperial bounty hunter certification. vehicle blasters 6D KNOWLEDGE 30+1 Alien species 4D. h e is unable to demonstrate such emotions. He is always focused on t h e task at hand and has no interest in associating with others. climbingljumping 6D. In fact. 5 manacles. Though tough-minded. comlink. knife (STR+iD).
I Neena Type: Curious Explorer DEKTERlTy 2D+1 Blaster 3D+l.repuisoriiftoperation4D+2.5km
I Kay-Emtoo (K-M2J
. ("The Star Destroyer is incapable of hyperspace travel and the shields on its port side are not functioning due t o a timing flaw in the sublight drives. work clothing Capsule: Neena. Out of necessity. languages 5D. search 6D+1. That was WhenDrunCairnwick recruited her and sent her t o Travnin. . Commond Ouenrde: An extra unit in K-M2's housing neutralizes the effects of restraininy bolts.8
Move: IO Equipment:Datapad. The Rebellion made certain that K-M2 found his way t o an out-ofthe-way imperial base so any malfunctions would not jeopardize major missions. Sire: 2 meters tali Cost: 1. Neena tried t o seek out her friend Leia. Thus hewas abletosurviveimperial memorywipes and reprogramming.sneak 5012
thanks in part to programming by t h e Rebellion's best slicers and engineers. She hopes s h e can learn something which will be
Capsule: KayEmtoo is a typical third-degree spaceport control d r o i d : tall. Kay-Emtoo is very organized. She has an impish nature that is endearing t o those around her. repuisorliftrepair5D+l. He performs his spaceport duties with great skill and care. where t h e Cluster Moff is rumored t o live. I
Lifting 4D TECHNICAL 4D Computer programming/repair6D+I . s h e began to play gigs on spaceliners. and Rebel programmers fear that Kay-Emtoo may someday sacrifice his excellent mole position to save a n endangered
person. droid repair7D. security 6D+L. If we are to attack at all. Kay-Emtoo wishes to resume contact with the Rebellion and provide current information about the imperial forces in the sector such as the size o f enemy forces. Neenagrewupin the household ofBaiiOrgana on the world o Aideraan.spacetrans ports 6D+1. with a dome-shaped cranium and a slightly protruding mid-section. is almost always described as "cute" by those who meet her. planetary systems 5D+1 MECHANICAL 4D AstrogationSD+I. K-M2 can even override t h e hindrances of a restraining bolt. but soon grew bored. so h e does not overstep his boundaries. She tried t o c h o o s e t r i p s which might t a k e h e r n e a r people s h e knew.. but is very cognizant of his position in t h e Imperial hierarchy.hide 5D+2. -.2/2. This meant s h e was away on the fateful day when t h e Empire used t h e Death Star t o destroy Alderaan. Emtoo is theresult ofa Rebel experiment in using droids t o penetrate the Empire at vital points. a 19-year-old Human female. and s h e can usuallysmiie her way into virtually anyone's heart. He is painted bright red.") Displaying tremendous ability t o d o his duty.shegaveupand s o o n found herself playing for t h e entertainment of decadent men and women on f t h e far-flung planet o Adarlon. . K-M2 has risen t o take over spaceport control on Travnin.hold-out biaster(3D). .space transports repair 5D-+2 Equlpped W i t h Humanoid body (two arms.fancyclothing. K-M2 has specially implanted and hidden back-up power batteriesand memorystorage units.
Chapter Twelve: People and Ships of the C l u s t e r
Type: industrial Automaton K Series Spaceport Control Droid DEXTERlTY 2D Dodge 4D KNOWLFJXE 3D Bureaucracy 8D. but without themoneyprovided bytheorganafamiiy. He is surprisingly compassionate. When s h e began to f display musical talent. but after a few months o f trying. blaster: hold-out blaster 5D+l. awkward-looking.500 credits (used)
Character Points. demoiition6D. Neena was stranded. musical instrument: strinzosciiiator 6D+1 KNOWLEDGE 3D+2 Languages 3D MECHANICAL 3D PERCEPllON Con 8D. Organa sent her off-planet t o school t o master her art.droid programming 7D.
Mnvw R . and so forth. current assignments. . . musical instrument5D.starship shields 5 D 4 PERCEPTION 3D Con 5D+1.Jnra
Space Range: 1-3/12/25 Atmosphere Range: 1W300/1. two legs) * Two visual and auditory sensor recorders Vacabulator speechlsound system Special Abilities: Backup Memory A combination of backup battery and memory storage units allows K-M2 to retain certain information even through routine memory wipes.Sheearneda good living. dodge 5D.
T r a m p Freighters
. In shock. we must d o so now. She is now attempting t o build a reputation on t h e planet so that s h Chariol..
meieecambat 3D KNOWLEDGE 3D+2
Bureaucracy 4D.”= .
Type: Arconan criminal DEXTERITY 2D+ I
Type: Cybarged Pirate DEXTERITY 3D-2 Blaster 6D-1. toolkit. as a means ofsupporting his habit. melee parry 6D KNOWLEDGE ZD Planetary systems SD
MECHANICAL 3 D + 2
Blaster4D+l. search5D. As he grewolder. and a lover of social gatherings particularly in crowded (often dangerous) cantinas. can complete a repair in as little as a third o the f . but his smoothly-run organization quickly dominated t h e scene. He loves above all t o fix whatever needs fixing. not at all embarrassed by his iackof understandingof how technological devices function.dodge4D+I. repulsorlift pair 1OD. plump.. The & I Goo brothers. Using t h e connections he established on Arcona. melee combat 6D+1. sneak 5D STRENGTH 2D+2
Computer programming/repair 5D.forged ID. search 80
Brawling 4 D t Z
. In order to find such a weakness. he sought out virgin territory and eventually brought t h e black market to the Cluster. Shlithdan will oftenoffer discounts t o traders buying on t h e black market who wiii agree to test some substance on a native of a planet.2 PERCEPTION 2011 STRENGTH 2D+2 TECHMCAL 4D Computer programming/ repair IOD. space transports 6D. heavy blaster pistol (50). Late in t h e c a m p a i g n .Thefungi is thefinalstraw i n t h e collapse of the worlds. They all possess a strange. starship shbeids 4D+Z PERCEPTION 3D
Con 6 D i l . risk their lives to combat t h e tyranny of t h e Empire. Equipment: Comlink. datapad. droid repair 9D. They don’t have the education t o understandthe theorybehind thedevices. languages 4 D i I. small pouch of salt Capsu1e:Shlithdan isanArcona. a native of Chortose. The horrible memoriesshecarriesofthelossofher friends make it difficult for her to be close to others.gambling4D. They
vide little e x t r a dbwer o r perfor-
stalldevic&consideredillegal by the Empire. Shlithdan hopes to discover a biological weakness in one o t h e species o the Cluster which f f would addict them to acornmon substance like salt. Most of the operators who were already in t h e Cluster resisted Shlithdan’s arrival. PorgoGooand his brothersdiscovereda latent talent for engineering and starship r e pair at an early age. space transports repair 10D Character Poluts: 11 Move: 8 Equipment: Astrnmech droid: comiink.~Hefinds an uncommon. provided they think the device is “cool. hisskindark grey striated with brown streaks. but cheap fungi which is addictive t o people of the two Shesharile worlds. hideSD. streetwise 7D-2. is short. But s h e believes in t h e Rebellion and respects t h e individuals who. and Shlithdan does not want to mess with such a powerful individual. security 5D TECHNICAL 2D C h c t e r Points: 4 M. eiven t h e -
bets usually work). intuitive understanding o the workings o technof f logical devices. Porgo runs a small repair shop where ship owners in the know bring theirvessels for repairs.C h a p t e r Twelve: P e o p l e and S h i p s of the C
M A W
valuable to t h e Rebellion.
_. 1n . normal time. Shlithdan is a calculating individual. Shlithdan becameaddicted tosalt at an early age and later became a dealer. perhaps with the inadvertent help of the chara&ers. dadne SDi2. Shlith-dan wishes to discover an organic shortcoming in another species which could result in physical addiction (much as salt d o e s to t h e Arcona)so hecanmakeagreat deal of credits.. and furry. starship g u n n ~ r y
5D. work coveralls Capsule: Porgo Goo. : Chortose Engineer m D 2D+1
KNOWLEDGE 3D+2 MECHANICAL 2D. like her.
PERCEPllON 2D+2 BargainSD+l..con6D+l. The only competitor he has been unable to surpass is Yerkys ne Dago. Shlith-dan makes his discovery.
T.” Porgo is playful. butthey still seem t o be able t o figure a way t o make them work. but his business savvy and competence usually save him from any ill effects. value 8D MECHANICAL 2D+2
Astrogation 4D+2. He takes enormous risks.Shlithdansaw t h e fortune that was t o be made in the black market with the right product at the right place and time. Neena is introverted but friendly. Together with his brothers. droid pr gramming IOD. His gold eyes attest his addiction t o salt. brawling parry 4D-2.
The crew then took t o pirating. Tor conf vinced the crew of her patrol ship to rebel against t h e Empire.a
V A N
Computer programmind repair 5D Force Poinls: 2 Character Points 15 Move: 10 Equipment: Blaster pistol (4D).
Chapter Twelve: People and Ships of the Cluster
Mostlytheyinterrupt Imperial shipments. Those who know her well cannot help but appreciate her honesty and contagious
confidence. but they havebeen known towaylaylight freighters theyfeel are serving t h e Empire's needs. Some of t h e goods they capture are sold on Yelsain for bargain basement prices. Imperial propagandareportsdeclared that the men were left todie." As a member o the Imperial Navy. with shoulder-length red hair. blaster 4 0 . vacuum suit. 850 kmh
. melee combat 40. Torand hercrewthentook h e r s h i p t o a r e m o t e part of the Yeisain system where they modified the customs craft so that it was not instantly recognizable as an Imperial vessel. f Tor is t h e archetypical noble thief and I also a s orn leader. the
* . comlink. Move 10. hut Toractuallycalled the Imperial base on Travnin and informed authorities o the f pod's location. Strength 30. Blaster pistol ( D . physically fit woman. In return. 2.
Capsule: Tor is a
tall. Mechanical 40.skeleton: 3/+10 Crew Skill: Space transports 6D+2.Perception 30. starship shields 6D+1 Passengers: 10 Cargo Capacity: 100 metric tans
Consumables:3 months Cost: Not available for sale Hyperddve Multiplier x2 Hyperdlive Backup: x7 Nav Computer: Yes Maneuverability:2D Space: 8 Atmosphere: 295. She is known for wearing iavish and ornate clothing befitting her role as an evil plunderer. hut s h e actually prefers a simple military uniform when not 'performing.
The Counter Puncher
. All stats are 2D except: Dexterity 30.cybernetic arm (+ID to ten arm to Strength to resist damage in combat). starship gunnery 4D+2. flashy clothes.gunners:6. space transports 4Dc I . renaming the ship t h e Counter-Puncher.000 credits.
Pirate Crew. 4)
I The Counter-Puncher Cr& imperial customs frigate Type:Modified customs frigate Scale: Starfighter Length:35 meters Skill: Space transports: ustoms trigate Crew: 6. Those unwilling t o join Tor were dropped in an escape pod and leftto float in space. authorities on Yelsain help hide t h e crew and ship in times o extreme emergency.starship gunnery iD.
2/2. T h e a r r e s t of all his teachers. Drun Cairnwick is a very charismatic and infiuentia1 man. however. he has estab. In short. byfrequent conflicts opens smuggiingand other criminal Dago has publicly told the tale of his lile. but he is actually a very base. He is currently on Shesharile 5. His aim was t o create an uprising among the people oi Minos Cluster. Cairnwick was just beginning the training required t o become a Jedi. and was never seen again. languages 7D. When the Republic was overthrown by t h e Emperor.
Capsule: Drun looks older than his years. Intimidate 7D. Yerkys himell escaped slavery by allying mselfwitha band ofsmugglers.
Hull: 3Dt i Shields: 3D senmrs:
Passiue: 3 0 1 1 ~
Search: 90/4D Focus: 4/4D+ i
Weapons: 6 Heaq Laser Cannans Fire Arc:Turret crew: 1 Skill: Starship gunnery Fire Conhol: 2D Space Range: 13/12/25 Atmosphere Range: 10@300/1.. Most of t h e beings in debt
. and to either mold it into a safe haven for members oftheRebellion or cost the Empireagreat deal in time and resources in reclaiming it. Few would aveguessed a Twi'iekcapabie ofgaining as much power as Yerkys. Ryloth.value 9D+Z
TECHNICAL 3D Computer prograrnmingirepair 3D. Once tall and broad shouldered. plan2tary systems 4 D t l MECHAMCAL 2D+2 PERCEPTION 4D Bargain 7D. If the RebeilioninMinosCIusteris tosucceed.. he was finally arrested and taken t o the prison asteroid in the Cesaril system. so he returned to his home world of Adarlon and began agiing against the Empire. command 10.streetwise 7D MECHANICAL 2D PERCEFIION 4D+3 Command 8D. Drun's most important objective isto'ireetceMinos Cluster from Imperial domination._. and in turn to free the galaxy a s well. A f year ago. corrupt and evil individual.Thepeopleo1 thecluster trust and believe in him and his cause. con 8D+1. if it is simply given to
. He is usually welldressed and makes daily changes in the ornamental painted designs on his head tails. and thefutureoftheClusteristied t o his existence.("We are not truly free. Now an old man. however."
M " = 10 A. Since his arrival in the Cluster. Conditions on t h e planet w e r e d e t e r i o r a t i n g quickly. By t h e time they got t o the popular front headquarters. hemust be rescued. droid repair 4 0 Force Points: 3 Character Points: 26 Equipment: Blaster pistol (40). who became famous many decades ago for his opposition t o the Imperial takeover of the galaxy. Imperial agents moved against him and his supporters.bureaucracy5D+i. forged ID. Yerkys does make use o f his head tails. . The right one gestures and points to add flair t o his speech while the left tail flexes when he is angered a n d quivers when heis content.5km Damage:5D
in theClusterowetheirlives(anda1otofmoney) t o Yerkys.cultures 5D.000 credits Capsule: Yerkys is a very physically fit Twi'lek..: 15 Mave: 10 Equlpment: Datapad. Superficially. Drun still opposes the Empire with all his might and is an active member o t h e Rebellion. expensive robes. lished acriminal networkof black marketeers. dodge 6D KNOWLEDGE 4D+2 Bureaucracy 7D. cultures ED.". he has lost much of his strength in recent years.2..I. smugglers and other undesirables which is practically unrivaled in t h e galaxy. so h e decided to escape while he could. Yerkys is very gracious and courteous. prevented him from ever being able to pursue this noble course.
I Drun Cairnwick Type: Rebel Agent D M T u U n 2D+l Blaster 4D+2. con 7D STRENGTH 2D TECHNICAL 3D Computer prograrnmlngJrepair 5D Force Points: 1 Character Point.C h a p t e r Twelve: People and Ships of the Cluster
. isa havenforcriminais and slavers. he is the key to the Rebellion. Fina y. and they would follow him if he asked them for aid. 5. heavy blaster pistol (5D)
I Yerkys ne Dago Type: Twi'iek Loan Shark DEKTERlTy 20 Blaster 3D KNOWLEDGE 4D Alien species 6D. and eventually took control of t h e band. Yerkys ne Dago wishes todrivethesmallRebelpresenceand the Empire in t h e Ciuster against each other. yet he has a stranee maenetism. but Is known t o change locations frequently for security reasons. but he is one of the most powerful and richest men in the Cluster. he was gone. the Twi'lek homeworld. He is gentle in both voice and mannerisms.
planetary systems 5D+l MECHANICAL 3D Astrogation 4D. Axtor was given the O P Dortunitv to accomDanv his
Axtor. the Dyn0st. Command 7D+1. so the only signs that he's aging are the lines in his face. space transports repair 5D
dom which t h e
Character Points: 1 i Move: I O Equipment: Datapad. languages 4D. cultures 4D. a sizeable loan is still outstanding. space transports 6D.Y
Capsule: Axtor is an older Human.
rowed from a loan shark to buy his own stock light freighter. The time for revolt is now.
STRENGTH 2D Brawling 3D+2 TECHNICAL 3D+1 Computer programmingirepair SD. blaster pistol (4D). yet h e is extremely charismatic and can have a great effect on people.-) He became somethingofa hero.RCEPTION31)+2 .
I Axtor Bridgeman Type:Tramp Freighter Captain DEXlF3WY 2D+2 Blaster 4D+2. Axtor's first contact with life aboard a freighter came when a ship owner named Bridgeman offered his father a position on a vessel in return for his excellent repairwork. He is a genial and f soft-spoken man. Axtor is an easyyoing man. one not given to following rules and regulations.dodge 3D+Z KNOWEDGE 3D+l Bureaucracy 4 D i l .-R VARA
us -we are only truly free if we have given it to ourselves. While he has been able to cover the interest charges. Axtor's fatheraccepted Immediately and soon found himself advancing through the ranks.andnowit is time for us t o give ourelves our freedom.search 8D
Chapter Twelve: People and Ships of the Cluster
Yerkys ne Dago.TheEmpiremadeusslaves. Axtor simply f wishes to pay off his debt to the Twi'lek loanshark. strong hands o a mechanic. Axtor has the large. did not desire to workforalarcecm
.con 6D+1. His hair has been greying for the last 20 years. however. starship gunnery
4D+2. and is now a part o popular folk lore. His luck runs either very hot or frigidly cold. uniform. but overall he has been unable t o dent the original loan. Later. t h e Dynasfy. starship shields 4D+2 PF. He has accepted
h e didn’t mindputtlnghisdeadly abilities t o work in another trade. Hisnormaltacticistousehis superb demolition skills t o rig the target ship with explosives and follow it through hyperspace until they reach a remote location. but hopes tocatchtheattentionoftheEmpiresohewill be trusted with more valuable cargo flmoeriai d i w lomats. theOc-Ta Cwra. demolition GD.C h a p t e r Twelve: People and Ships of the C
. With t h e small ship M a Coo-faat his disposal.5km Damoge: 5D
snout is a bit longer than normal and his skin is perhaps a shade darker because h e spends so little time in the sunlight. and h e wishes to carry on his trade practices. 4 grenades (5D). Chordak has command o one of the f fastestships in the Minos Cluster. 1 back
Skill Starship gunnery Fire Control: I D Space Range: 1-2/8115 Atmosphere Runge: 100-2008001.1. t h e regular run io i h e prisdn on Gesaril.l Character Points: 8 Move: 10 Equipment: Blaster pistol (4D).
2 Concussion Missile Tubes Fire Arc: 1 front. (“Yeah. messengers. 1’11 find some way to recover t h e lost money and meet my interest payment. I’llsell f o r t h a t price if it’s t h e best you offer.5km Dumage: 8D
C r a f t Modified Coreilian YT-1300 Light Freighter Type:Modified light freighter kale: Starfighter
I Chordak Type: Rodian Pilot DEXTERITY 3D
Biaster4D+2. and h e knows it.7 meters Skill: Space transports: YT-I300 crew: I Crew Skill: See Chordak Passengers: 1 Cargo Capacity: 50 metric tons Consumables: 3 weeks Cost: Not available for sale Hyperdrive Multiplier: xi12 Hyperdrive Backup: x5 Nav Computer Yes Maneuverability:3D Space:8 Atmosphere: 2 9 5 850kmh Hull: 4D Shields: I D
SeUWrs: Passiue: 1 W D
Search: 4513D Focus: 3/4D
Capsule: Chordak is a Rodian pilot. and seems to enjoybothequally. gambling 4D+l. However. but h e is average in most respects.
I The Dynasty Craft ModifiedCorellian YT-1210 Light Freighter Type:Modified light freighter scale: Starfighter Length:35 meters SL111: Space transports: YTI210 light freighter Crew 1. command 3D. Chordak plays t h e pirate and steals from other tramp freighters. he might b e tempted t o quit t h e Ireight business. Chordak grew u p on Rodia.dodge4D.”) If he somehow became wealthy. Sometimes unwilling to play completely by t h e rules.22. space transports 4D. But that would send him to t h e grave years earlier than his life among t h e stars would. the 00
MECHANICAL 4D Astrogation 3D. Unable t o ignorehis questionableRodian tendencies completely. etc. He is a dangerous opponent because he is tenacious when pursuing a goal. Chordaktookto the trading lanes. Starship gunnery
Length 26. security 3D. f something most Rodians accept as normal.grenade6D. vehicle blasters3D+2
3D+2. His tapir-like
Weapons: 2 Modified Laser Cannous (fire-linked) Fire Arc: Turret Skill Starship gunnery
. sneak 4Dt2 STRENGTH 2D+2 Brawling 3D+2 TECHNICAL 2D Computer programming/repair 3D. Though Chordak is a bit more cultured than most Rodians. search 4D+.
. space transports repair 2D. gunners: 1 Crew SUI: See Axtor Bridgeman
Passengers: 4 Cargo Capaelty 1 metric tons W Consumables: 2 months Cast: Not available for sale Hyperdrive MulUpUer xZ Hyperdrive Backup: x5 Nav Computer: Yes Maneuverability: 1D Space: 4 Atmosphere:2 8 0 800 kmh Hull: 4D Shields: 2D Sensors:
Scon:25/iD Search: 40/2D Focus: 2/3D Weapons: 1 Laser Cannon Fire Arc: Turret
Crew: 1 Skill Starship gunnery Fire Control: 2D Space Range: I-3/12/25 Atmosphere Range: 100-30011. He then triggers the bomb and cripples t h e target. starship shields 3Dil PERCEPTION 2D Bargain 3D+i. h e h a d littletaste for killing for t h e sake o killing.
his odd streaks of bad luck and good luck.). and was bred t o t h e Rodian lifestyleand philosophy. hide 4D. he has not lost all his Rodian tendencies and will not hesitate to use violence.
Korkeal Hai loves to modify her ship.J A R
Chapter Twelve: P e o p l e and Ships of the Clustei
Fire c<mrol: RD Space Range: 1-5110/17 Atmosphere Rmxe. KNOWLEDGE 3D + I
Bureaucracy 5D+I. droid repair 4D. tool kit.rheI Korkeai s p e n t h e r formative v e a r s in t~~~. rrpulsol-ldt operation 4D. 2D
1 Blaster Cannon Fire Arc. droid programming 4D. he Shesharile system constructing a light freighter from spare parts. ("No.2.planrtal-)~ systrins 5D+ I MECHANICAL 3D Astrogation 3D-2." (Which is a somewhat diihioiis I. the Rif6
Capsule: Korkeal is a Human female. with a slender
. She combats her failing eyesight with a pair of archaic plasspecs rather than with medication. 7km
build. Turret Skill: Starship gunnery Fire Conlrol: 3D Space Ranse: 1-51I01I 7 AInio\-phere Range: 100-50011/ I . so that "it is the best light freighter in the galaxy. Korkeal is hyper-kinetic and I never tires of trying new combinations o f parts o r going through the piles o machinerystrewn f about hership. Unable t o handle all of the finer
Damage: 4 0
I Korkeal Hai Type: Tramp Freighter Captain DEXTERITY 2D+7 . datapad. starship shields 4D PERCEPTiON 3D-?
Bargain 5D. space transports 5D.. 1'11 figure out some way t o use
T r a m p Freighters
. space transports repair 6012 Force Points: I Character Points: 22 Move: 10 Equipment: Blaster pistol (4D)..1 Computer prograrnmingjrepair 5D. the Riff-Rdf. -11.2. value
STRENGTH ?D TECHNICAL 3D.7km Damage. Iwon't throwawaymyTorshkin M-2 intergyrons.:100-500f1/1. starship gumiery JD.
She also has a burning desire which s h e expects to never fulfill -ruin Babel Torsch like Torsh N ined her.C h a p t e r Twelve: People and Ships of the C
d A P
them to make this ship even better! What d o you mean'betterthan what?'lzzat some kindof crack?")
I The Riff-Raff C& Modified CorelliSpace Gymsnor-3Freighter
MECHANICAL 3D Astrogation 5 D 4 space transports 6D. starship gunnery 5D.con 6D. Certainly Rollo Morsal isnotvetywell known. datapad. and her career was destroyed when it wasdiscovered that ShehadplayedaJedifighting the Clone Wars in a halo many years before.brawling parry 4D
. A life which was the product o talent and a bit f of luck was felled by one strokeof bad fortune. the Gilded My (modified star yacht)
Capsule: A very beautiful woman in her prime. value 5D+2
Type:Modified light freighter Scale: Starfighter Length: 34. scrap parts and various other unidentifiable pieces of mechanical debris) Cunanmabl=. Jona was Rollo's working name f o r many years.7km D o m q e : 5D
Type:Tramp Freighter Captain D m E R I T Y 2D-2 Blaster 4D. the years when the woman was a famous actress in the Adarlon systern. flight suit. 1 month cost: Not available for sale Hyperdrlve Multiplier: XI Nav Computer Yes Maneuverability:OD
Brawling 5D+I TECHNICAL 3D+1 Character Polnur: 9 Move: IO Equipment: Blaster rifle (SD).1 meters skill:Space transports: Gymsnor-3 crew: I Crew SLIII: See Korkeal Hai Passengers: 4 Cargo Capadty: 75 metric tons (IO metric tons are full with junk. 100-500/1/1.
s ae4 pc:
Ahnosphere: 480: 800 kmh Shields: 2D sensors:
Scan: 30/1D Search: 45/2D Focus: 3/3D
Weapons: I Heavy Blaster Cannnn Fire Arc: Turret Skill: Starship gunnery
Fire Conml: 2D Spoce Range: 1-5/10/17
Atmosphere Range. Roilo was the hottest actress in the holo business when the tyrannical Imperial Officer Babel Torsh began an investigation of the holo industry. Her objective isfairlysimple: survive. but Jona Reeten is certifiably famous. Rollo is now somewhat gaunt and lethargic from
inactivityand despair.starship shields 6D+2 PERCEPTION 3D+2 Bargain 6D.
.212.2. .200kmh Hull: 2D Shields: I D Sensors:
Passim: IOjOD Scon. con 6D12. . Kollo has accepted what has happened t o her without too much bitterness. command 4D.space transports 6D+I. ~ . starship gunnery SD. the Solur Flare Capsule: Trynic is a Devaronian: humanoid.I Blaster 4D. lifting 30 TECHNICAL 3D
PERCEPTION 4D Bargain 6D* 1. brawling parry 4D+2. Tiebo. starship shields 4D. languages 6D+2. with a pair of dark horns atop a hairless head and redtinted skin. much of the work is actually done by Kollo's pilot and former valet. His most significant feature is his piercing eyes. Prone t o fits of despondency.2
Computer programmingjrepair 4D Character Points: 7 Move: i n Equipment: Blaster pistol (4D).
I The Gilded Lily C r a f t Converted Boodo-class Star Yacht Type: Modifiedspace yacht
~ 0 ~ " 2136s . 1.25/1D
Skill: Space transports: Buudo-class space yacht
I Trynic Type: Devaronian Tramp Freighter Captain DFXTERITY 2D. pianetarysystems 7D MECHANICAL 2D Astrowion SD+2. bureaucracy 7D. dodge 3D+2 KNOWLEDGE 3n-1 ~ .
Weapons: I Laser Cannon
Fire Arc. into a light freighter and s h e now attempts to make a living through trade runs.. Brawling SD-2. Kollo did the only thing s h e could think of: s h e converted her expensive space yacht. This is very unnerving to those who com-
4Dil STRENGTH 7n ~. _ Alien species 4D+l.m -4
Chapter Twelve: People and Ships of the Cluster
Blacklisted and unable t o find acting work.search
.5. the Gilded Lily. gamblingsD.5km Dumoge: 2D
Length: 32 meters Cmw: 1 Cmw Skill: See Rollo Morsai Passengers: 4 Cargo Capacity: 75 metric tom Consumahles: 1 month Cost: Not available lor sale Hyperdrive Multiplier: x2 Hyperdrive Backup: x7 Nav Computer: Yes Maneuverability: I D Space: 10 Atmosphere: 41. She believes that there is more pain tocomein herlifeand she is not eager tomeet it head-on. Turret Skill Starship gunnery Fire Conrrol: 2D Spoce Range. 1-3/12/25 Atmosphere Range: 100-300j1.
6 meters Skill: Space transports: YT-I300
Damage: 2D 1 Heavy Blaster Cannon Fire Arc: Turret Skill: Starship gunnery Fire Conlrol: 2D
Space Range: 1-5/10/17 Atmosphere Range: 100-500/1/1. so anyone attempting t o con Trynic receives an increase o one difficulty level f for their skill rnll
FIre Arc: Turret crew: 1 Skill: Starship gunnery Fire Conhol: 2D Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2/2.5 Clew Skill: See Trynic Passengers: 6 Cargo Capacity: 150 metric tons CoMUmablw: 3 months Cost: Not available for sale Hyperdrive Multiplier: XI Hyperdrive Backup: x7 Nav Computer: Yes ManeuverabUity: I D space: 4 Ahnmphelp: 480. and inevitablygets the best of anyone he deals with.5km
IThe Solar Flare
Craft:Modified Coreliian YT-1300 Light Freighter Type:Modified light freighter Scale: Starfighter Length 30. He loves t h e life as a small cargo handler and uses the well-known Devaronian wanderlust as an excuse t o remain in space.
municate with him. gunners: 2. 800kmh Hull: 6D Shields: 2D
SenSam: Passiue: 10/OD Scan: 25f I D
Search 40/2D Focus: 2/3D
Weapons: 2 Laser Cannons (fire separately)
is a shrewd individual whd is prepared for practically anyeventuality.C h a p t e r Twelve: People and Ships of the C
* . skeleton 11.7km Damoge: 5D
The Solar Flare
Drive system fails as ship is on final approach for landing. Ship must continue at same speed for 2 rounds.. takes 2 rounds). Replacement parts cost 25%of the original cost of
the engine. replaced.Add +15 t o all astrogation difficulties.. is deadinspace forIDrwnds.
Engine powerconduits blowout.'Power surges.
of all maneuvers by +5for 1
Power surges increase difficulty F.
. Repalrs cost 10%O engine cost.
.l rounds. f
ables hyperdrive (Difllcutt r e pair roll t o flx).1 .On 1-2. Add +5 to Tem@orqdrlve failure. diUtnttty of all maneuvers for 2f. Ship Engine overload and power the di&cultyo aU taaneuvers. Engine overload.controlsareconsidered ionized lor that round..
E-power t r a q f e r e d u l t . .
Enginereachingunsafeoperating parameters: ship must make no maneuvers for next 2 rounds orcircuitsburnout.stroyed. Roll 1D at the beginning of each round. Space is -2 until re.
Ehglnewerloadswbtlelandiag or docking as a result of. Pilot must make Difficult pilot rolls not to crash the ship (5D damagetoallaboardifshipcrashes).. Engine s h u t s down.
Engine reachingunsafeoperatingparameters:shipmust make nomaneuversfor next2rounds orcircuitsburnout. Add t10 to the . must bereplaced. Drive system stalls.. P . Engine destroyed.
Englne power surges.e at same speed for 2 rounds.blowsout. Must be completely round. All maneuvers at + 10 todifficulty until rerouted (Moderate repair roll.adding+lOto thedifficultyof all maneuvers until repaired (Easy difficulty).Chapter Thirteen Charts and Tables
Charts and Tables
. maneuverability is effectively OD. Shil) must contin.
Drive circuit link failure. paired (Moderate repair roll).Space is-2 untilre. .adding+lO t o the difficulty o all maneuf vers until repaired (Moderate difficulty). surgeJhgInedestroyedanddisf
includkg landtng. a w
Drive system stalls. with no thrust.(Easynv??r row.
. maneuverability considered OD for 5 rounds.
Engine overload. stresses.ngine power transfer conduit Engine overload and i s deblows out.anyone near the engine compartment suffers 4D damage from explosion and smoke inhalation.
at. Anyone in the engine room suffers 4D radiation damage. f Serious power surge.
Major radiation leak. 2 D until
.Chapter Thirteen: Charts and T .s e l ba
d A W
Alluvial dampers misaligned. but must be repaired before next hyperspace jump (Moderate repair roll). Short D f remains: at the beginning o each additional round.
System short. Add +5to the difficulty o any maf neuvers and enemyships get a +5bonus to hit in this round. Maneuverability is O for 1 round.
Lateral thrusters misfire.
h e u v e r i n g thrusters firing randomfy.
Lateral thrusters blow up (maneuverability OD) and power feedback lowers Space by -2 for IDrounds.
radiationdamage. Maneuverability is OD for one round. fncrease difficulty of all maneuvers by +IO u t l ni system is shut down (Easy pifotingrdl)andrepaired(Modelate repair roll and requires 500 credits worth o parts). Add +5 to the difficulty of any maneuvers and enemy ships get a +5 bonus to hit for next 3 rounds. thesystemshortsout for that round.
Radiation leak: nothing i m m e diatelydangerous. Roll ID: 1 Hyperdrive 2-3 Ion drive 4 Sensors 5 Communications 6 I weapon(determine randomly)
Lateral thrusters misfire. Maneuverability is OD for ID rounds. Maneuverability at -2D until Easy repoir roll. or increase all astmgafion difficulties by +IO and double all hyperspace travel times. roll ID. Maneuverability is OD lor ID rounds and feedback destroys one ship's system. On a 1-2. Double aM hyperspace travel times and & to'the engine compart-meats suffers 6 0 radiation
is no longer speee worthy ai^
must be abandoned.
Hyprrdrive destroyrtl. Shipwill notenterhyperspaceuntil 1D+2 rounds after hyperdrive is engaged.. Shipwillnotenter hyperdriveuntil the motivator is fixed (Very Easy repair roll). 4 Power overload: emergency circuits shunt energy into alternate system.. .5 x2 x2. Ship emerges in must make Easy repuirroll before takes4Dhours1~ngerthannor-wrong system.
.. . . hyperdrive can be engaged.
after hyperdrive is engaged. . ID days longer than expected. . Ship nearly cullidcs sliip arrives at its ticstiiiation. ~ ~ P ~ ~ . y y P e . . Trips Misjump. ! 3 .
Hyperdrive power flux.pcrtlriveisdrstroyed t o realspareat Ihc last Instant. as t h e s h i p e i n r r g r s into ’l’lic pilot must now plot anew renlspnce hyperspace course.:!&-
. x 2 is now x 4.
. T h e Near miss.5
~~ ~~~~~~~ ~~
Modified according to the “normal” price of the item
. x. Hyperdrive cuts out Power surges mean trip takes in wrong system. . Hylwrtlrive cuts out in
W r t J l l g systelll.5 x1. mal.
Item’s Status Legal Fee Restricted Illegal
Marketeer’s Selling Price* x2 x3 x4 x5
~~ ~ ~
Marketeer’s Purchaser’s Price.Character Hyperdrive fluctuation.l D of shields Misjump. Power flux nearly destroys hyperdrive. Roll 1D to see which sys tern is destroyed: 1-2 Communications 3-4 Sensors 5-6 Lose . . d r i ~ p ~ G ~ . . .-WARS
Chapter Thirteen: Charts and Tables
Hyperdrive motivator damaged. with n strllar object and drops buI thcli).. Misjump. Characters must make Very Difficult repair roll to get it operating again.. now x 2.
heads seal.l D for 1 round.
Shield failure due to power fluxes.
Engine vibrationsmtsses h@. If the ship is dam.
Hull breach in cargo hold: half of thecargoissuckedfromtheship into the vacuum o space. Power surge interferes with Reduce the ship’s Space by-1 and hyperdrive motivator.Hull breach. f
Gold Silver Spice Ryll
Cubic Meters/ Metrication . All maneuverabilityby-lDfor2rounds. Hull Power surge werloads sensozs Severe power fluctuations r e and cornmulrlcattons systems duceshieldsby-2Duntil Moderfor 1D rounds.000 20. ashogorion attempts in the next ID rounds add +IO to the difficulty. susceptible to fur. Any character in aged in the next three rounds.000 2.1 2 1
Metric Tons 140. automatic bulkther damage. a t e repair roll i made.OS .Die Roll
Minor hull stress.
Engine vibration causes serious hull damage reduce hull by -3D until repairs are made (Very Difficult repair rolls). s
Enginevibrationcauses hullstress.700 35.
code is -ID for 1 round. breached compartment suffers add +2Dto the enemy’s damage 8D damage from vacuum until roll.
Shield array damaged through power fluxes. automatic bulk headsseal for2 rounds. Character can attach seal manually with a DifficultStrengthtotal (due to fighting the effects of the vacuum). Characters may not move t o different sections o the ship until pilot makes a Very f Easycornputerprograrnrning/repair roll. computer systems attach temporary seal (ID rounds). Shields reduced by -lD for 1D rounds and after that reduced by -1 until Easy space transports repair roll. Shields reduced by .000
Chapter Thirteen Charts and Tables
Circuit fluxcreateserraticpower Circuit fluxcreates erratic power flow.-1Dtofirecontroluntilfixed flow. Fire control is OD until f i e d (Easystanhip weapon repairroll). (Fasystarship weapon repairroll).
If weapon is a turret, it freezes in place for I D rounds. If not, no effect.
Weapons misfire. Ranges halved Power transfer conduit blows for 1 round. out. Weapon disabled until fixed (Moderate starship weapon repair roll).
Power flux reduces damage by
Circuit fluxcreates erratic power flow. Roll IDeachround-ona5or 6 the weapon overloads,destroying the weapon. Requires a Heroic stanhip w p repairroll to fur am Circuitry overload only allows weapon to be fired once every four rounds.
-IDfor one round.
Targeting computer displays faulty range data. Increase difliculty o dl gunnery rolls by +ZD f for 5 rounds.
Powertransferconduit blowsout. Targeting computer has a short. Poweroverflowdisables IDother Weapondisableduntilfixed(Very FirecontrolisODanddamageis3D weapons (pick randomly) on the Easy starship weapon repairroll). untilfixed(normallyfixdbyasolid ship for 2 rounds. kick to the computer linkage>.
Population of World Large Considerable Average Small Tiny
Base Difficulty Very Easy Easy Difficult Very Difficult Heroic
Conditions Difficulty Modifiers -2 Light/no Imperial presence Standard Imperial presence 0 Heavy Imperial presence +2 Loose/ Corrupt Planetary Gov’t. 2 Standard Gov’t. 0 Repressive Gov’t. +2
Chapter Thirteen: Charts and T - s e l ba
PERGITOR GESARIL TRAVNIN
S H -
60 90 40 15 55 55 1 5 3 5 10 65
80 60 70
40 25 IO 35 45
~ ~ ~ _ _ _ _ ~~.~ _ _ _
A I distances listed in hours at XI hyperdrive multiplier speed L
Tramp Freighter Captain
Character Name: Player.
HeLght: PhysicaJ Description:
Backgruund Ever since childhood you showed above average skill in piloting spacecraft; your business s a w y wasn’t too shabby either. The Empire tried to recruit you, but wary of any institution which could mandate your daily activity. you declined and kept your freedom. Sure, you know t h e Rebellion is out there but -like any shrewd entrepreneuryou realize that facing down t h e Empire is the weak position in t h e Deal. So you decided to live by your own skills. The loan shark was no charmer, but hey, credits a r e credits. You’ve got your beat u p light freighter and a hefty interest payment everystandardmonth, but it’sjustyouandyourshipagainsttheuniverse:just thewayyou IiKe it. Now if you could just get the blasted hyperdrivecoupler to function, you’d be in business ... Penronality: You are a wanderer and traveler at heart, and your tramp freighter captaincyaliows you toindulgethis wild streak(and maybemakesomecash while y o u d o it).Youlove it,even whenyoumiss theoccasionai paymenttotheloansharkand his thugs show up and are a little bit ... sfern ... with you. No one said business was easy. 0bjectives:To make some money, modify your ship t o make it a more efficient freight hauler, and t o have some fun. Quote: “Hey, I don’t have t h e money yet, but I’ve got this simple little spice run to Quockra _..” Connection with Other Characters:
STRENGTH Brawling Climblng/Jumping Lilting Stamina Swimming
Dodge Grenade Melee Combat Melee Parry Vehicle Blaster
Astrogation Beast Riding Repuisoriift Operation Space Transports Starship Gunnery
Starship Shields PERCEPTION Bargain
Bureaucracy Cultures Languages Planetary Systems
Computer Prog/Repair Demolitions Droid Programming Droid Repair First Aid Repulsorlift Repair Security Space Transports Repair
Special Abilities: None Move: io Force Points: Character Point% __ 0 Wounded
40.000 credits debt to loan shark.
Force Sensitive ?
D a d Side Points:
0 Mortally Wounded
Equipment: Comlink. hold-out blaster (3D). modified stockYT-1300freighter (with 10,000 credits worth of modifications), 4000credits.
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by Mark ReinOHagen and Stewart Wieck Revised for Second Edition by Eric Trautmann
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