AoR Adventure - Operation Shell Game Reduc

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    INTRODUCTION

    Welcome to an introductory adventure for AcE oFREBELLION. This adventure is designed to send ateam of beginning Alliance operatives into Imperialoccupied space while introducing major game conceptsand rules along the way. Before beginn ng, the GameMaster should read the entire ad enture The playersshould create their characters, requisition equ pment,and establish their individual or group Duty.

    While this adventure introduces game conceptsand rules, it does not necessarily ntroduce the PlayerCharacters to each other With Alliance agents, it spossible that the Player Characters do not know oneanother pr or to the mission brie ing, or they may haveworked together on previous m ssions. he playersshould decide what relationships th Player Characters have, if any, prior to the m ssion starting

    DVENTURE SUMM RY

    Alliance High Command has recently become aware

    that a prototype starship from an as-yet unknownmperial testing facility is being moved to a more high

    pro le location in order to undergo end stage test ng ofits unique properties The information concerning thistransfer is extremely delicate, and truthfully the Allance came into possession of it largely by blind luck

    Unfortunately, the testing is taking place over a veryshort period of time, so mobilizing the Alliance's topoperati es for a strike to retrie e the prototype will beimpossible; it falls to a relatively untested team of op

    erat ves to try to retrieve the stars ip in uestion.

    he Player Characters assemble at one of the closest All ance bases, one set in Corva Sector, near theborder of the Outer Rim Territories Corva Sector is

    irmly under Imper al control, but the Empire s resources there are relatively scarce, allowing the Rebels to sneak in without being noticed and keep a lowprof le In fact, the Alliance assets in Corva Sectoralmost never undertake missions within the sector itself in order to prevent drawing attention and causingan increase in the mperial presence As a result, the

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    strike against the Imperial facility where the prototype is being tested will have the element of surprisein its favor Or at least, that s the theory

    The rst stage of the mission is gaining entry into theImperial facility in question Alliance command opensthe door for the team, providing them with a stolenshuttle and forged credentials, but it falls to the teammembers themselves to carry off the ruse. Once theygain entry into the facility itself, the plan is much lessconcrete: the Alliance has no access to the schematicsof the station itself and so the group must improvise

    they e r h f r the prototype The yriad ct t etaking place within a standard Imperial military facilityafford the Player Characters numerous opportunities topursue side objectives and fulf ll their individual Duties

    The f nal stage of the mission begins when the Player Characters nally secure the prototype The departure of the secretive starship will immediately alert theImperials aboard the space station that the Allianceis attempting to secure the ship They immediatelyscramble several squadrons of TIE f ghters and bringone of the system capital-scale ships in to attemptto recapture the prototype Fortunately for the team,the Alliance anticipated such a potential outcomeand has a squadron of X wings ready to intervene

    What was intended to be a simple getaway rapidlybecomes a pitched battle in space between the RebelAlliance and the Galactic Empire.

    INVOLVING THE P YERS

    Assembling a party of Player Characters in cE OFREBELLIONis a simple matter the Alliance desperatelyneeds someone to complete an important mission,and no one else is available; the Player Characters arethe Alliance's only hope It may be that the characters are a long-standing mission team or they mayhave been assembled specif cally for this mission. Theplayers may wish to make this choice beforehand, orthe GM may decide that it is necessary for the purpose of the adventure that it be established one wayor another. Regardless, all parties need to be familiarwith the idea in the beginning so as to avoid any unfortunate character creation errors that might diminish enjoyment of the game

    Prior to starting play, the GM should make a Dutycheck to see if any of the Player Characters' Duty isactivated If so, the GM should try to incorporate it intothe adventure. Then the players roll to generate thepool of Destiny Points for the session

    EPISODE 1: WELCOME TO TIT N B E

    After ensuring all game preparation is complete, reador paraphrase the opening crawl aloud

    The Player Characters begin the game with a rendezvous with an Alliance transport on a minor world'sstarport a few hours from their destination: Titan BaseThe captain of the transport is a very surly and laconicnear human with no interest whatsoever in having aconversation with the Rebels Once they take off, heorders everyone off his bridge and does not come ouThe two hour trip to Titan Base is an opportun ty for

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    the characters to meet and converse with one anotherbefore their arrival, so that they have a more cohesive

    group when they arrive at the base Upon their arrival,read the following text

    4s O isemhorA y ur senses are assoiled byt 1etypicol c nditi ns f o ngor boy T1ere ore: rkers ond d i s swrrying in every irecti n,on 1er lig 1 reig teo f urX-1' ngs A manis l king ot o otopo os y u step d 1 Every-

    d e s 1e o ks. 'Jm Lt S L gistics fe e QOt o e Q in ten minutes, but d

    w nu; p ;t 1o it i q t e ot leos o ol urhe re t ss is reod In t e me time get

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    dants in the bay can give the Player Characters quickdirections to any of the ocations described in the following section; the base isn't that arge, after a l

    TITAN B E

    In most respects, Titan Base is a typical Al iancestarf ghter base, and the P ayer Characters wi l be

    arge y fami iar with the ayout if the GM wishes to inform the of its basic a enities. Each location withinthe base has its own personne , and those personnelmay have information that is of use to the P ayer Characters, either in the ful l ment of the mission they areundertaking or in assisting them with secondary ob jectives that they may discover during its execution.

    COMMAND CENTER

    The command center of Titan Base is generally restricted access for most personne , and a though thesecurity droids stationed outside its door will notstop anyone from entering, they wil remind PlayerCharacters that they should only enter the CC if theyhave the necessary credentials and relevant businessHowever, since the P ayer Characters are scheduledto have a meeting within a atter of minutes, no oneobjects to their presence

    The CC is relatively quiet, with half a dozen beingsworking diligently at their stations supervising communications, sensor information, and analyzing data.When the characters enter, they wi l be greeted byCaptain A eene, a female Bothan who identi es herself as second-in com and of Titan Base, althoughtechnical y that is a rank she shares with the Alliance

    Intelligence Of cer on site (this is a matter of so epo itica conf ict between the two of them, actua y)

    Aleene is aware of the characters' presence andthe nature of their mission, but while she is friendlytoward them, she will not reveal any information pertaining to the mission itself, as she considers such athing unprofessional for someone in her position Shewill answer questions about Titan Base itself and itspersonne , however, and can identify any of the otherpersonnel described in these locations as well as theco mand staff:

    Titan Base's co mander is a male Mon Calamarinamed Elemack, who is reserved and competent,but seems to take a great deal of his duties personally, particularly if issions fail e is under agreat deal of stress presently due to an overdueSpecial Operations team, which is what necessitated the Player Characters be brought in

    The other signif cant player in Titan Base's command structure is Captain Jannis, a ale hu anwho serves as the ntelligence Of ce Jannis is anabrupt and dis issive person ho forms no attachments to others, viewing everyone and everything

    as an asset. He is intense y disliked by base personnel but respected for his ski at his job. (A eenereveals this information as part of her subtle, othan attempts to undermine Jannis's authorit )

    Whi e she does not reveal ission particu ars,A eene will mention that the characters may beconducting a mission in a delicate location whereadditional infor ation may be easily at hand. Inparticular, she emphasizes, during the mission theteam should keep their eyes open for sensitive information such as sector fleet deployment detailsand hedu in u h nf r t on w uld e uiteva uable to the Alliance

    HANGAR BAY

    As the sight of their arrival, the goings on in the base'shangar bay are large y described in the text aboveIt is easily the largest and busiest part of the base,which is natural given that Titan Base is primarily astarf ghter ase. Lt. Shara can be found there, as shecan be most of the ti e.

    Other prominent personne include Jayce Terri ,the commander of the base's X-wing squadron, andChief Engineer Sorren, a Su ustan who oversees themechanic crews that maintain the base's contingentof ships. Terril is remarkab y reserved and quiet for anX-wing ace, and regards the newco ers with intensity

    Sorren is quite bubbly and gregarious (unusual yfor someone in such a stressful position) and eager tota k to anyone who wishes to strike up a conversationAlthough t Shara wi l brush off any attempt at conversation in order to continue her duties, Terri and

    Sorren wi l be able to talk and will i part the followinginfor ation to anyone interested: itan Base is ho e to an X-wing squadron that

    primarily conducts issions in adjacent sectorsNightmare Squadron is known for lightning fastattacks that decimate mperia targets and leave

    itt e in the way of survivors, hence their somewhat aggressive name

    ight are Squadron is presently being preparedfor something Terril refers to as "an ambush double, where the squadron jumps to a dead spotand waits there to make a icro jump to an actual target as part of an ambush. The squadron is

    scheduled to depart whenever the ission teadeploys, and both Terril and Sorren believe thatthe f ghters will play some sort of role in the Player Characters' mission

    "The Hammer, an Imperial space station of so eimportance within Corva Sector, is the site of a training facility for I perial pilots, which is one of thereasons that Nightmare Squadron is not normallydeployed within the secto Terril and his pilots areeager to test their skills against the mperials, how-

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    ever. Still, if the mission takes the characters to theHammer, both Terril and Sorren recommend actsof sabotage to ensure that they are not grossly outnumbered by TIE ighters upon their escape

    THE BARRACKS

    The barracks are very nondescript and cramped intheir layout, just as one might expect a military baseto be he troops stationed at Titan Base are organized into three duty shifts, and divide their wakinghours between security duties and training exercises,as well as ll ng n w th any men al labor that thebase's limited droid contingent is inadequate to takecare of on their own.

    The barracks themselves are remarkable only inhow bland they are: they consist of simple, uncomfortable cots, footlockers for each enlisted man, anda smattering of furniture such as tables and chairswhere the men sometimes play cards or partake in

    other leisure pursuitsAt the time the Player Characters come by, the duty

    shift has just changed and several soldiers are present, unwinding a bit before they grab some rack timeFive are playing a game of sabacc while another, amale Duros named Krudar, is cleaning his personalblaster while sitting on one of the bunks. he menplaying cards are not interested in conversation, andare quite stand-of sh toward outsiders Krudar is a bitmore amenable, although he still regards newcomerssomewha indifferently until they prove themselves,which the Player Characters will not have time to doIf a Player Character makes an asy ( + )Leadershipcheck or an verage ( + + l harm check, Krudarwill become a little more talkative, and can give themthe following information

    The mission currently being organized is notbeing assigned to the Alliance troops stationedat the base, and the troops' commander is nothappy about it

    itan Base has a resident team from Special Operations, but they are presently overdue from amission and rumor among the enlisted men is thatthey may have been captured or killed in action.

    Scuttlebutt at the base is that the Imperialshave some new weapon in testing and the base

    commander wants it destroyed before it can bebrought to bear against the Alliance

    WEAPONS RANGE

    Titan Base is largely subterranean, as is often thecase with starf ghter bases, having been built into amesa on an uninhabited planet in one of Corva Sector's more remote systems. A large natural cavern liesbeneath the base itself, and it is here that the com

    mander of the ground troops statione at itan Basehas set up a weapons range and testing ground whereshe can put her men through their paces and ensurethat they are ready when they are called upon by thecommander. Most of the troops go through maneu vers in the weapons range daily, driven by the fanaticperfectionism of their commander, a female Twi'leknamed Lieutenant B'wek

    B'wek is in the weapons range overseeing targetpract ce and is not at all pleased to see the PlayerCharacters; she believes that the mission being organized ho ld ave bee a i ed to he and he me ,not some newcomers Getting on B'wek's good sideis quite diff cult, given her natural prejudices, andrequi es either a ard ( + + + l ha m or Leader-ship check, or an impressive display of weapons pro

    ciency to gain her favor. Player Characters hopingto accomplish the latter will need to make a ard( + + + l anged (Light) or anged ea y) checkwith one of the standard issue weapons at the range

    If the characters manage to win over wek, she maybe w lling to give them the following information Allegedly, the mission they are undertaking involves

    a secondary Imperial station known to everyone as"the Hammer, due to its characteristic shape.

    B'wek has seen orders indicating th t her menmay be deployed to serve as secondary searchand rescue forces for the missing Special Operations team if they do not appear within the nextthree days. It is her opinion that they have beencaptured by the Imperials and are being heldsomewhere in Corva Sector.

    MISS ON BR EFINGAfter a little time familiarizing themselves with itanBase and its personnel, the Player Characters arealerted to the impending brie ng by a c ll through thebase intercom which informs all new arrivals to reportimmediately to the primary brief ng room attached tothe command center Several others, in luding Shara,Jannis, and erril are present.

    When the Player Characters enter the brie ngroom, read or paraphrase the following aloud

    Col!\ I 'I tlion i .' r IVfr SC l (l e < :s WOI . lf0 1scu .j / rN' /

    tl . 1 /V! u in ) i li/i Jh n r t in ot !J l lf IV. , WIu

    i. o ! n s :, f! /1 l i > (< f

    Iu i s " r l\

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    This rather unusual confession on the part of thebase commander is a test of sorts by Elemack todetermine if the team has the proper psycho ogicalmake-up to hand e the mission. He wil be pleased ifthey respond with some mild degree of indignation,even more so if they instead make it clear that theywill prove they are the right beings for the job.

    Overt hostility toward the commander or others as aresult of this secondary status will only reinforce to thecommander that this is a last-ditch effort that may we lfai , and he wi l become less enthused about the chances for su ess If he hara ers are par i lar abrasive,he may limit the resources he affords them as a result,becoming unwil ing to lose additional assets in what heconsiders a mission with an extremely high risk of failure.

    Regardless of how the brie ng begins, after a fewmoments, the commander continues with the essential information concerning the nature of the mission:

    THE MISSION PARTICULRS

    Rather than present a lengthy explanation to be readdirectly to the p ayers, the mission brief ng should behandled as a back and forth exercise between the various members of the brief ng team and the charactersthemselves As the commander has said, questionsand comments are welcome throughout the brie ing,although in many cases the characters may ask questions that will be answered by information that hasnot yet been imparted.

    The most relevant facts of the mission are as fo ows: mperial freighter IM-873X, a Star Ga leon, has

    been making precisely schedu ed trips to CorvaSector for more than six years Recently, the shipwas delayed by a period of eight days, somethingthat has never happened in the better part of a

    decade This anomalous incident caught the attention of Alliance Intelligence Intelligence analysis of the Galleon's fuel capacity

    and range provided a limited number of ports ofcall that the ship could have used for refuelingThe list of mperial grade starports was eliminated from the list through slicing into records of theBureau of Ships and Services records

    The stellar cartography data gathered by Intelligence estimated the Ga leon's delay was due to a

    trip into the Stylar Nebu a, a region wherein theAlliance has ong suspected a secret Imperia development facility is located

    A single unencrypted communiqu was intercepted by nte ligence referring to a prototypefor an unknown project ca ed Operation: Shellcracke Contextual clues from the communication seemed to indicate it was a small-scale shipdesigned for use against f eet-scale capital ships.

    At this point the true nature of the mission has essentia y been revealed, and the characters may haves gni can ques ions Unfor una e y, here is very i leinformation available about the prototype itself or itsnature Truthfully, the Al iance on y knows that it exists, and suspects what its ultimate purpose is Beyond that, they have nothing but conjecture and hypothesis, none of which they wish to burden thecharacters with because doing so will predisposethem toward certain outcomes in their mission; command prefers its operatives to re ain fluid Jannis willtell them what he can about the mission, but franklythey have almost nothing to go on It's an exceptionally dangerous undertaking with grossly little intelligence to base their choices on

    Obviously, there are a large number of unknownfactors in the mission. The good news, if it can becalled such, is that once the tea is inside the amer, things are much simpler, because there is no signif cant secondary security cordon inside the stationother than the one that will presumably exist aroundthe prototype itse f, and by the time the team is readyto breach that, it will be the end of the mission nevitably, the characters wi inquire about the plan ofinsertion, at which point, the com ander wi l turn themeeting back over to Captain Jannis

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    n;e lost rep rt p!oces e s p relot ei eorb .on 1:eoe ug t n eutr stor t hme sus-tw e e/ectr : c S . thes p -. ret o pem ot t 1e Ho er o request

    t \Oul n t e u reos o ie por ;culori!unme cre( n o s

    The Player Characters are provided with a La bdaclass shuttle, a pilot if need be, and forged credentialsthat will allow them to successfully pass for an Imperialsurve crew h s should get them into the Hammer,but from there, they will be responsible for locatingthe prototype and acquiring (or destroying) it. Afterthat, the escape from the ammer is up to them, andperhaps the most dangerous portion of the mission.If rules for the class shuttle are needed, thecan be found on page 1 82

    Fortunately, as Terril informs them, NightmareSquad will be nearby to serve as a proper escort if theprototype makes it free of the station's tractor beams(which he mentions the team will need to disable unless they are better pilots than anyone on his squadron) Before it reaches that point, however, they willnot intervene; doing so does not statistically improve

    the chances of success and risks exposing the existence of a starf ghter base in the sector. Such a risk isworth it to secure the prototype, but unless it makesit clear of the station, the chances are not worth it.

    As the Player Characters take on the ole of a surveycrew, the quest on of equipment may come up Impe

    rial survey of cers rarely carry military-grade equipment beyond standard issue sidearms, so that maysigni cantly hinder the sort of weapons that they maytake with them On the other hand, however, surveycorps members do tend to carry large kits with them,contain ng all sorts o supplies for the r w lderness eplorations and such his allows the Player Charactersto smuggle in an array of different gea , including disassembled weapons if they are so inclined.

    In a worst case scenario, Lt. Shara can, if properlyplied, scrounge up an old exploration droid that canbe used to contain some of the larger, more obviouscomponents of blaster rifles, should the Player Characters desire to sneak such things into t e station rather than appropriate them once they ar ive In general,however, assume that the Player Characters can carryblaster pistols, but no more than two larger weaponsat most, and only then if they specif cally take steps toconceal them within other survey equipment

    EPISO E I: LY THE HAMMER OWN

    Deployment to the Hammer takes place on the aforementioned captured Imperial survey vessel, withthe charming transponder identi cation code of TheEmperor's Vision he characters are accompanied atthe very least by an old astromech droid, R2 M5 m

    ive's purpose is to upload a speci ically tailored set ofdata to the ship's navicomputer after the ship emergesin the system where the Hammer is located. This willprevent any Imperial examination of the computer'sdata revealing the location of itan Base.

    The team is instructed to either wipe the droid'smemory after it has served its purpose and bring itwith them aboard the prototype, or destroy it so thatit cannot give away any essential information How thecharacters wish to proceed with the droid is up to them.

    Some types of characters, particularly Commanders, Engineers, and Spies, may wish to gain more information about the Hammer before their arrival. Ifthis is the case, they may be able to glean the following sorts of information by making an Average ( + + 1Knowledge (Galactic Civil War) check

    *: he ammer is positioned in a minor systeman hour or two off o the Corva system, for whichthe sector is named he station p ays a majorrole in supplying sma ler capital ships from the

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    Corva fleet, and is stationed just ar enough outof the way to prevent further congestion of the

    Corva system In addition to its value for supply,the ammer is a training facility for pilots Thenearby asteroid belts are notorio sly stable andallow for certi cation for high speed, close quarters ship combat.

    The Hammer is an old, ref tted Firestar classOrbital Defense Station, manufactured during thedays of the Old Republic by Rendili StarDrive Itpresently serves as a staging point for secondaryfleet maneuvers in Corva Sector As part of its re

    tting, the Hammer has a IE complement of twofull squadrons of twelve, for a total of twenty fourstandard IE/In starf ghters.

    Despite its origins as an orbital defense station, a sizable portion of the Hammer's armamentshave been removed to make room for additionalstorage and work space. It relies primarily, but notexclusively, on ighter support for defense.

    c: A station the size of the ammer has a crew ofapproximately 500 naval personnel, plus a largenumber of droids. With gunners, security forces,and pilots, the total number of crew is increasedto approximately 750.

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    WELCOMING COMMITEEAs soon as the Player Characters' vesse emergesfrom hyperspace in the Hammer s system, read:

    The blue clouds of ypersp ce ps re pl ced w ite st rs t t stre k in ie1 In

    ist nce. am er-s ped st t on ngs in orbit un a Nue gre pl net The s ip s commcomes to life: Attention uni enti e vessel Vouare not sc e ule rriv l or t ss ste . mn-tai our pr lwur n i our fmedi te ! or f ce milit r censur

    This is an opportunity for P ayer Characters who emphasize interaction ski s to take the ead and ensurethat the group is not suspected of any oddities. heagreed-upon story concerning damage to the ship se ectronic systems has been supported with carefu y

    staged damage inf icted by Inte igence agents andthe credentia s that the P ayer Characters have beenprovided with will take severa hours to be detectedas forgeries, either through background checks in amassive Imperial database or through repeated scrutiny of physica documents of one form or another

    Regardless, despite the harsh tone of the initiacommunication, the Imperia s have no particu ar reason to disbelieve the P ayer Characters, and as ong asthe crew keeps their coo and sticks to the story [andavoids any particu ar y horrendous ski l ro resu ts),everything shou d go re ative y smooth y

    There wi l be an uncomfortab e few moments of sience after transmitting the detai s of the ship's iden

    tity to the Hammer, after which you may read the folowing to the players:

    The initia stage of the insertion goes easi y, as expected. A iance Inte igence tends to do very we withforged credentia s, after a , and this is no exceptionNow the dif icu t part of the mission, the one dependent upon the P ayer Character themse ves, begins

    Once the survey vesse enters the station, read orparaphrase the fo owing a oud:

    Interacting with the hangar ogistics of cer is are ative y simp e procedure He is not particu ar y invested in his duties As ong as the characters presenttheir credentia s and succeed at an Easy (+ )Charmor Deception check, they can convince him that theyare who they c aim to be, at east for now

    he questions are just a forma ity, rea y Once thecharacters reach this point, barring any particu ar yfoo ish decisions on their part, they have gained access to the Hammer. Since the Hammer is not a standard Imperia station, bui t as it is on an o der chassisthe customs of cer admitting them to the statio

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    will provide the characters with a single datapad thatgives them the layout of the station as well as specically delineates the portions of the station to whichthey have access.

    THE HAMMERThe layout of Hammer is somewhat simplistic, given itsolder mode and limited function owever, there arethree levels of security clearance with regard to thePlayer Characters: Low, Medium, and igh SecurityLow e ur y re s do no h e re ul r se ur y de lsand are accessible to the Player Characters with no restrictions. Medium Security areas can be accessed bythe Pla er Characters, but require them to show theircredentials each time, which increases the chancesthat they might be detected as forgeries. High Securityareas are not accessible to the P ayer Characters forany reason, and if they are discovered in one of thoseareas they will immediately be placed in detention

    1e of cer nds back your documents . eryvell t en " !e says his tone remaining disintereste Tour vessel will be p cessed as soon asit can be worked into t e duty ste Dr id cwill complete a diagnostic within forty -eig!thours at hich point the actual repairs should becompleted shortly thereafte

    ou re being issued seventy two ur level onesec rity p sses \ou ill ve access to all common are s of the st tion nd you h ve tempo

    ry quarters ssigned. Any f ilure on your partto d 1ere to your security restrictions ill result iis plin ry ctio and i subor in tion charges

    Do you underst nd your restrictions?'

    FREIGHT HANGAR BAY [LOW SECUR T

    This large bay is where the characters enter the Hammer, and is where their ship, he Empe r s Vision,remains throughout the entirety of their visit Giventhe nature of their mission, it is relatively unlikely thatthey will be utilizing the survey esse as a means ofescape, but the sh p remains without security regardless. Droid maintenance crews w ll be working on theship shortly after the Player Characters arrive. It willtake approximately forty-eight hours for the droid'sf ndings to be analyzed by an Imperial technician, atwhich point they w ll realize that the damage to thesurvey vessel was deliberately inflicted rather thansuffered as a result of an environmental stimulus Unless they wish to tamper with the maintenance droidsfor some unknown reason, there is very l ttle that warrants the Player Characters attention in this hangar.

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    STARFIGHTER HANGAR AYMED UM SECUR

    The secondary hangar on the Hammer has beenref tted to serve as a starf ghter bay, complete withthe unique apparatus necessary to dock standardT E f ghters (the unique and distinctive shape of thef ghters requires that they perch atop a tower ikestructure for maintenance and recharging) Due tothe aggressive rotation for pilot training that takesplace at the ammer, fully half of the T E ghters areon maneuvers at any given time while the others arerecharging and undergoing maintenance. This bay isserviced primarily by mperial personnel rather thanstandard issue droids, which makes it more dif cult tobypass scrutiny in the bay.

    SECONDARY OBJECTIVE: TIE SABOTAGE

    Whether as a result of their own initiative or as a result of information given to them by Engineer Sorrenor Jayce Terril from Titan Base, the P ayer Charactersmay take it upon themsel es to sabotage the ghterscurrently located within the secondary hangar bay inorder to ensure that the team's exit from the stationwill be as painless as possible.

    This act of sabotage is no mean feat, however,and can prove very diff cult for those making the attempt The simplest way is to destroy the system thatgoverns the hangar bay door, or the system that releases the docking c amps that release the f ghtersBoth of these systems could be corrected, but it willtake time, and the a ternative is to physically disablethe c amps themselves, which would be extraordinarily time consuming and virtua y impossible to complete without being detected. The procedure for thisparticular objective would unfold as follows:

    Once in the hangar bay, gaining access to a computer terminal that would allow such an act ofsabotage to take place requires an Average( )Charm or Coercion check

    After gaining access to the computer terminal,establishing an immediate lockdown of either thehangar doors or the docking clamps requires anAverage ( ) Computers check Establishinga time delay for one of these effects increases thedif cu ty to a Hard ( ) Computers check.

    If the hangar bay doors are sealed, it wi l takeapproximately two minutes for the mperial personnel in the area to o erride it. If the dockingclamps have been damaged instead, it takes veminutes. n either case, this provides an excellenthead start for the Player Characters at the time oftheir escape from the station

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    IMPERIAL TECHNICIAN [MI ION ]

    Skills (group only): Mechanics.Ta ents: NoneAbilities: NoneEquipment: Holdout blaster (Ranged [Light]; Damage5; Critical 4 Range [Short); Stun setting tool kit.

    Skills (group only): Gunnery, Piloting (Space

    Talents: NoneAbilities: None.Equipment: ight blaster pistol (Ranged [Light ; Damage5; Critical 4 Range Medium]; Stun setting , flight suit

    DETENTION CENTER HIGH SECURITY

    The Hammer has a small detention center that ismarked on the datapad with clearly indicated security checkpoints. During the time that the Player Characters were at Titan Base, several Alliance personnelmay have speculated about the possible capture ofthe base's Special Operations team. These speculations are correct, the team has in fact been captured,and is being held at the ammer until such time asthey are remanded into the custody of a higher authority The only other prisoners presently being heldin the detention center are a pair of Imperial troopers,one of whom is being held for insubordination and theother for dereliction of duty.

    SECONDARY OBJECTIVE:RESCUE ALLIANCE PERSON EL

    Whether as a result of a deliberate investigation or bypure happenstance, the Player Characters may takeit upon themselves to liberate Titan Base's SpecialOperations team. They were apprehended elsewhere,but their particular set of "crimes ties them fairlyclosely to Corva Sector, and so they were discreetlymoved back here to try to deter ine if there was anyformal Alliance presence within the sector.

    They have been detained within the station for morethan two weeks, and al f ve members of the team aresuffering from numerous injuries and repeated torture. None of them have surrendered any informationyet, but it is only a matter of ti e; no one can holdout inde initely, and it should be quite obvious to the

    Player Characters if they see the prisoners or perhapssee video feed of them that they are on the brink ofbeing broken.

    Unfortunately, freeing the prisoners is one of themost diff cult undertakings the mission team can settheir sights upon To begin with, the detention center,while small, is perhaps the most heavily guarded portion of the station other than the prototype hangaritself. Further complicating the matter is the disabledstate of the prisoners themselves. Three can walk under their own power, but move quite slowly; the other

    wo nno mo e without assistance. The team consists of the following:

    Nattus Breely: A former smuggler and bountyhunter, Breely is frighteningly intense and leadsmissions through a combination of raw charismaand complete intimidation. He is still mobile, moving largely through sheer determination alone.

    Wettan Garn: A middle aged human womanof unassuming appearance, Garn is the team'sweapon specialist and is by far the most dangerous member of the team regardless of circumstances. Her repeated attempts to escape haveresulted in a number of vicious beatings, leavingher unable to walk under her own power.

    Llek Huron: A near-human male, Huron is theteam's back up pilot and droid specialist. He haslost an eye during a particularly unpleasant interrogation and is probably the member of the teamclosest to the breaking point

    Yotuu: A Gotal conf dence man who serves asthe team's procurement specialist, Yotuu has notbeen treated kindly by the anti alien ImperialsHe is the most grievously wounded member ofthe team, and is only barely conscious.

    Ty Breely: Nattus s young cousin and the team'stechnical expert. The Imperials at the Hammersuspect (correctly that the younger Breely maybe Force sensitive, and are holding him for an Imperial nquisitor scheduled to arrive to collect himin three days time. He is the least damaged of theteam because of this

    Successfully gaining access to the detention centeris a feat in and of itself. There are six armed and armored security guards present in this section at all

    times, and being permitted past the security accesspoint at all requires a Daunting ( + + + t l CharmDeception, or Leadership check.

    Assuming the Player Characters gain access to thedetention center, they are watched extremely closelyby the security forces They will not be permitted toaccess the computer station, which is exactly whatthey need to do if they wish to override the securitylocks on high value prisoners such as the Rebel team.This requires an Average ( + t l Computers check

    PER TI N: SHELL G ME

    AC OF

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    Successfully completing this task, however, immediately alerts any remaining security forces in the centerto what is going on, which will result an immediate attack on the part of the Imperial personnel.

    If the detention cells are opened successfully, andpresumably the security detail is dealt with in onemanner or another, the Rebel team is more thanready to depart the area. They are in unfortunatecondition, however, with only two of the six able tomove under their own power Even if the team members help one another, there will still be two prisonersw o e so woun ed ey need P yer Ch r c eto help them leave the detention center.

    Within ten minutes of disabling the security forcesin the center, a standard communications check-in willbe missed, an a station wide alert wil be soundedIf this happens, ten ad itional mperial troopers wi lbe instant y deployed to each High Security location,and Medium Security locations receive an additionalf ve troopers as well

    Because of the slow speed with which the layer Characters and the former prisoners must move through thestation, it is inevitable that an alarm wi sound withinmoments of their departing the detention center. Thismeans that, if they wish to seize the prototype from therestricted hangar bay, they will have to f ght their wayin If this turns out to be the case, at least they have afew extra hands on eck for the batt e

    Skills (group only): Ranged ( eavy)Ta ents: NoneAbil ties: NoneEqu pment: Blaster carbine (Ranged [ eavy]; Damage 9; Critical 3 Range [Medium Stun setting), blast vest (+ 1 soak), military comlink.

    ENGINEERING SE ION[MEDIUM SECURIT

    The portion of the station devoted to engineering con

    cerns is medium security but has a fairly low popu ation of Imperial personnel. Most of the systems foundwithin the area operate independently, and sabotageis not usually a concern since the most vital systemsare well shiel ed within the station's bulkheads, andanyone who wanted to destroy the life support system,for example, would be every bit as at the mercy of theelements as the rest of the station's crew

    Due to its status as a Medium Security area theengineering section is accessible to the Player Charac

    ters, but only if they present a reasonable purpose fortheir visit; the security etai is un ikely to admit themwithout a reason given. An Average ( + + l Charmor Deception check will be suff cient to convince the

    mperial troops that they have suff cient business inthis section Once inside, there are patrols that sweepthe area every half-hour, but beyond that there is nosigni cant security presence within the region

    One of the most signif cant and important aspectsof the engineering section is ready access to the station's computer system in the form of technical sta

    ion e ul in e v l ou ou e e M nof these wil be occupied by distracted techniciansor be blocked by droids who are accessing the dataports, but a few moments of searching should providethe Player Characters access to a computer station ifthey require one

    SECONDARY OBJECTIVE:DISABLE A TRACTOR BEAM ARRAY

    Either of their own volition or as a resu t of advice theywere given by Sorren or Terril at Titan Base, the P ayerCharacters may very we l have a vested interest in disab ing the tractor beams that operate on the station'saft surface. This is the surface that faces the hangarbay exit of the restricted access hangar where theprototype is present y held, and as a result it will beimportant that the ship not be easily recaptured onlymoments after departing the hangar bay Disablingthe tractor beams is an essential step in this process.

    The principle purpose of the tractor beams at theHammer is to maneuver cargo pods into and out ofthe various hangar bays, as well as to bring ships intothe docking area. Due to the current status of the restricted hangar bay, the tractor beams on that facingare not being use on a regular basis, and disablingthem should go unnoticed The Player Characters willnot necessarily know this, of course, but it does makethe objective easier to achieve.

    Disab ing the tractor beams immediately requires anAverage ( + l Computers check to do so electronically or Hard ( + + l Mechanics check to manuallydisrupt the relay Attempting to set them to automatically disable at a later time increases the diff culty ofthe task to a Hard ( + l Computers check.SE ONDARY OBJECTIVE: OBTAIN SECTOR

    FLEET DEPLOYMENT INFORMATIONThe computer system at the Hammer is part of thesector-wide network that coordinates the activities ofthe Corva Sector Imperial fleet. The characters mayhave been informed by Captain Aleene at Titan Basethat the sector's f eet movements are incredibly important to the Alliance's activities, or they may take it uponthemselves to try to locate any sensitive informationthat might benef t the Rebels in the station's network.

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    Either way, if they attempt to access the most secure records in the ac lity, they wi come across fleetd spensation records as we l as the secrets o Project:Shel -cracker. (Access ble in ormat on concern ng the

    atter can be ound in the sidebar What Is Project:Shell-cracker, be ow ) Obta n ng information about

    the eet (o t e prototype) nvo ves aHard ( + + + lComputers check, the results o which wil revea varying degrees of informat on:

    *: The exact schedu e and manifests o a l f eeta g ans r s hr ugh t the ect r for the

    next six weeks are retrieved from the network. : T e sc edule and man fests for a cargo

    transports and t e exact nature of t eir mil taryescorts or t e next three months are retrieved

    rom the network. t : he size and composition of a l sc edu e

    mil tary patr s throughout the entire sector arediscovered for a per od o three mont s, includingthe cargo sh p information described above

    :The detai s of a l military patro s as we assector sca e cap ta sh ps such as Star Destroyersand other vesse s are ocated or the entire sectorfor a peri d of s x months is retrieved, as we asa other nformat on descr bed above

    PRIMARY MISSION OBJE iVERESTRICfED HANGAR BAY

    HIGH SECURIT

    This tertiary angar bay is the sma est of those oundon the Hammer and is present y be ng used exclus ve y

    or housing the prototype and its attendant crew andsupp rt equipment No other ships r non essentiapersonnel have access to the hangar at a and there

    are redundant security checkpoints to ensure that nooutsiders ga n entry. It is quite litera y the most heavi y guarded location on the ammer and, o course,happens to be t e one area where the P ayer Characters have to be n order to ul ll their mission

    The corridor t at approaches the restricted hangar is c vered by a security checkpoint at both ends,separated by the ength o the corr dor as we as by ab ast grade security door. Gaining access to the hangaritse f requires e ther convincing the security detai togrant the characters passage through the checkpoint

    g ng he r a r ugh he ha ga se eatter is except ona ly di cu t to the po nt of impos

    sible, but it may be t e method t at some charactersprefer Both options wi be explored in this secti n

    GAINING ACCESS: THE SUBTLE APPROACH

    A though extreme y dif cu t, the avenue w th thegreater chance of success is using decept on and subterfuge to gain access to t e hanger, simp y because

    the team attempts to ght their way in, by the timet ey reach the anger t s poss b e that it wi l havebeen sea ed, making escape much more di cu t

    The rst step n gaining access to the hangar is tode eat the two security checkpoints t at bar the wayEach performs comp ete y ndependent inspection ofcredent a s to ensure that ax procedures on the partof one patrol cannot mpair the duties o the others.Each c eckp int represents a Daunting ( + + + + lCharm or Deception check. Each set o guards wirequire the characters to present the forged credentia s that they were given by Al iance Intel igence, andthey wi be closely scrutinized both t mes.

    WHAT IS PROJECT SHELL-CRACKER?

    A su pe ed by All ance n e gen e P oje L S e a e a weapon in a i enad e en yn ed b e Rebe on'svory a Va n e su e u dep o ment oLJ g e s agan a ge a dened a getsaused mun ons expe w in the Impe a

    Na o n s on a s m a b t eEmp eo de ro a ge s a e ta ge nc lud ng bo han e bases and e r arge capi a ae e

    s s hep oJe comb nes e e a e ous ymo hba ed wea pon p o e sn o ng e un -

    ed or as ip a an i cum ent a andpa c s e d ng o de e a a a ng pa

    oad o u ha e ng bomb

    e 1eo behind the s i s U1a ts omp es e d s ructu e con a ns a a tice- ike web ofion ene gy that e ves to dis up 1e ene gy

    s gna u e o o he h ed Thu wh e a ghteo bombe no ma app oa h ng a ie dedage wou dmpa ct upon t pati e h e d ng theShe a e ou dpene t ate thi aye o de

    ense and be ab e o depo i i pay ad upone a ge pha age tes ing ha pro en t a

    t i tec o ogy doe o a though it need ag eat dea o ne uning and he proto ype asbeen del e ed to e tes ng s ation a heHamme o on inuetest ng I s cu ent y tted w

    he sh e ding e hno ogy but none o theighie d bomb

    he above in o mat on is aa ce sib e a a uce sf u Average (< <

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    Additionally, each separate patrol will require anexplanation as to the reason for the team accessingthe hanga GMs may if they so choose lower the dif

    iculty of the Charm or Deception check slightly to reflect their superior duplicity. Alternatively if the teamincludes any non-human non droid members thismay increase the diff culty by one or more degrees atthe GM's discretion.

    Once the security checkpoints are successfully bypassed, the characters gain entry into the ha gar itsel Unfortunately, this is very much a case of leaving

    he fr in a d en erin he f re. There re tional security perso nel stationed inside the hangaralthough not as many as in the corridor outside. Theinternal security forces do not actively investigatethose entering the hangar, assuming that they havebeen inspected by the external forces However, anystrange behavior or oddities of any sort within thehangar proper will result in immediate and demonstrative action from the security forces. They will ot

    question anyo e, but rather immediately place themin custody and escort them to the detention center,the question them there

    Ironically the greater threat to the team once theyare inside the restricted hangar is the team of technicians currently worki g on the prototype This is asmall, hand selected group of well trained individualswho are familiar with one another from workin together lo g term. Outsiders will be met with immediate suspicion and confusion. Allaying their suspicionsis absolutely necessary in order to access the prototype, and is dif icult to accomplish.

    Convincing the tech ical team that the Player Char

    acters have legit mate business with the prototype requires a Daunting ( + + + + l Charm or Deceptioncheck Alternatively it may be possible for the characters to convince the technicians that they belongin the hangar bay through a demonstration of theirtechnical acumen, which can be accomplished with aHard ( + + + l Mechanics check.

    As if the characters have not had enough diff cultyalready once they decide to actually enter the prototype presumably for their imminent departure, theydiscover that it has one additional layer of security: akeycard entry system that requires not only a specif ccard from one of the technical crew, but also a personalized entry code. The keycards can be obtained fromany of the naval engineers present in the hangar butthey will not surrender the code unless aggressivelycoerced through a Hard ( + + + l Coercion checkAttempting to defeat the security system without theproper credentials and code requires a Daunting +

    + + + l Computers check

    OPER TION: SHELL G ME

    AC

    GAINING ACCESS: THE DIRECT APPROACH

    Some types of Player Characters may prefer a directfrontal assault to gain access to the prototype. If so,ensure that they understand this is an exceptio allydif icult nigh-impossible task but permit them tomake the attempt if they wish.

    The two security checkpoints in the corridor outsiderese t the rst obstacles Both consist of ten stan

    dard mperial security personnel and are separatedwith by a heavy blast door. In additio to dealing withthe security forces opening the door (which will besealed as soon as the f ghting breaks out) will requireeither a Daunting ( + + + + l Computers check or aHard ( + + + l Mechanics check to set demolitio s.

    I side the hangar bay, there are another half-dozensecurity personnel as well as a dozen Imperial technicians (who are armed but who would prefer to avoidcombat unless there is no other option) and a numberof non military grade technical droids

    IMPERIAL NA TROOPER (M NION]

    Skills (group only): Perception Ranged (Light).Talents: None.Abi ities: None.Equipment: Blaster pistol (Ra ged [Light]; Damage 6Critical 3 Range [Medium]; Stun setti g) blast vestand helmet ( + 1 soak)

    IMPERIAL NAVAL ENGINEER (M NION]

    Ski ls (group only): Computers, Mechanics.Talents: None.Abi ities: None.Equipment: Light blaster pistol (Ranged [Light]; Damage 5; Critical 4 Range [Medium]; Stun setting)

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    EPISODE Ill:THE BA LE FOR CORVA SE OR

    0ne th Play r Charact rs gain acc ss to th s curhangar bay wh r th Sh ll crack r prototyp is b

    ing h ld, th mission b gins its ndgam ; th r is nogoing back, for th lik lihood of acc ssing th hangaron two s parat occasions witho t b ing d t ct d is

    xtr m ly unlik ly. Pr sumably, th Play r Charact rsgain acc ss to th prototyp its lf aft r mployingwhat v r d c ption or assault plan suits th ir n dsfor th nd of Episode II Onc th y acc ss th prototyp 's cockpit, r ad th following t xt aloud:

    ir 1 i l p s Je! s ofO OI '.ci ! c ic O r e W u s r/ i 1 s se led As ou c / e o kp

    us !i n st to p er up.T e O I is in/ ! s sors seem respo1 t our prese e ! ;ump s onm kin e re for w-o T e v:ons soun Ln u ori e\ p t e JI ! u

    i e of I in er m repor n 1 Jori \it / c d Em U n rse ! p ss

    SHELL-CRACKER PROTO PE

    Hu l Type/Class: Patrol Boat/Sh ll-Crack r.Manufacturer: Imp rial R&DHyperdrive: Primary: Class 1 , Backup: Non .Navicomputer: Y s.Sensor Range: Short.Ship's Complement: On pilot, on co-pilot, on gunnEncumbrance Capacity: 40Passenger Capacity: 6.Consumab es: On w k.Cost/Rarity: NA.

    Customization Hard Points:4

    Weapons: Forward mount d m dium las r cannons(Fir Arc Forward; Damag 6 Critical 3; Rang [Clos ];Link d 1)

    Dorsal twin light ion cannon turr t (Fir Arc All;Damag 5 Critical 4 Rang [Clos ]; on, Link d 1)

    Normally, onc this klaxon sounds, it is too lat Anyship att mpting to xit th hangar at this point wouldrun into a h avy particl shi ld, causing signif cantstructural damag Adding to that th fact that a h avyblast door is v ry slowly closing, and scap from thhang r is im ossibl How v r du to th uniqu natur of th prototyp 's shi ld arrays, th particl shi ldcov ring th xits into th void is not an issu , givingth Play r Charact rs a handful of pr cious s conds tog t th ship out b for th blast doors clos , which

    v n th prototyp will not b abl to ov rcom

    1 ou \ fr m e 1vs of liu m llo t een in l kpi n

    / ops v wn J u Jou/t e W C r of wm Ointin t O i1 t in inf(suppor of one form or t w limm ri Cop nin e( e VI \Di w on ls/ on ;i st s! ! s nk s l m ssi eemer e l s/ oors egin to s!i e lose

    Tim is of th ss nc no Th blast doors will bclos d in six rounds Th ship's warm up roc durwill compl t in thr rounds, allowing th charact rsonly thr rounds to succ ssfully xit th hangarTh y may s cur additional tim by making a succ ssful Average ( + + l Piloting (Space) check. Eacht gain d on this roll r duc s th amount of timstart u tak s to compl t by on round, although af may r sult in c rtain syst ms b coming unavailabl for a short p riod of tim Onc th prototyp iscompl t ly pow r d up, it will r uir ith r anAver-age ( + + 1Pi oting (Space) check to cl ar th doorsif mor than thr rounds r main b for th y clos , ora Hard ( + + + 1Pi oting (Space) check if thr orf w r rounds r main

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    At this po nt it w ll become very important whether or not the P ayer Characters disabled the tractorbeams and the stat on's secondary TIE/ n squadron.If they have, then gett ng free of the stat on's gravity well s a re at vely s mp e matter. f they did not,then things w be much more d f cu t. The aft tractorbeam array wi come on ine almost mmed ate y asthe stat on personne attempt to secure the prototype before t eaves range.

    Evading or breaking free of them requires two Av-erage + +l Piloting (Space) checks to avo d theb a s a tog th , and a Daunting ( l Pi oting (Space) check to escape one of them once theyare caught. Fortunate y for the PCs, the tractor beamsare meant pr mar y for mov ng cargo and have l mited range. Barr ng any unforeseen prob ems, the prototype w be c ear of them w thin four rounds

    The second round after the prototype clears the bay,the stat on w l begin dep oy ng two TIE f ghters perround, for a maximum of s x rounds to dep oy the ent re secondary squadron The p lots are under ordersto d sab e the prototype for recapture f necessary, butif not, it is to be destroyed rather than fa nto thehands of the Rebel All ance. mper a Navy p lots interpret th s part cu ar order rather l bera y, and offer onlya handful of ha f-hearted warn ng shots before attempt ng to destroy the craft outr ght. This wi l requireevas ve act on, wh ch may make any attempt to navigate c ear of the system somewhat more comp cated

    PER TI N: SHELL G ME

    AC OF

    BELLIGERENCE ANDSTRE GTHAnd now the batt e for Corva Sector beg ns n earnestThe forces n question are described as fo ows:

    HAMMER SQUAD ON ALPHAThe pr nc pa squadron attached to the station is an exper enced un t that has part c pated n numerous b ockades and other actions against p anetary governmentsthat d d not a itu at qu kl nough Th y hav a sengaged n sort es aga nst a handful of p rate groupsand are eager to test their ski aga nst the Rebel on.

    Even assum ng that the other TIE squadrons weresuccessfu y d sab ed by the P ayer Characters wh ethey were ns de the Hammer, Alpha Squadron wasdep oyed on maneuvers n a nearby astero d be t andcan respond as soon as the genera a arm s sounded.This wil certainly g ve N ghtmare Squadron someth ng to do wh e the P ayer Characters are attempt ngto escape w th the prototype.

    TI F G T I T ( I I ]Common y d sparaged by the A l ance as vast y infer orto Rebe l on pi ots, in truth the p ots produced by theEmpire's starf ghter tra n ng programs are head andshoulders above any other equiva ent force n the gaaxy, w th the possib e exception of the A ance. In fact,the generally poor reputat on TIE p lots have s no fau tof the r own, but rather a comb nation of the r relat ve yfrag le equ pment and their ack of protect ve aux aries(shie ds be ng the most notab e exc us on).

    Skills (groups only): P ot ng (Space).Talents: None.Abilities: NoneEquipment: Light B aster P sto (Ranged [L ght]; Damage5 Crit ca 4; Range [Medium] Stun sett ng), f ghtsu t.

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    TIE/LN STARFIGHTER

    The tiny and fragile TIE/ n has been the primary spacesuperiority ighter of the mperial Navy for decadesnow Light fast and nimble Sienar Fleet System's T E/

    n is a bare-bones no-nonsense f ghter designed to bedeployed in arge groups to overwhelm enemy combatants with sheer numbers

    Hull Type/Class: Starf ghter/TIE SeriesManufacturer: Sienar Fleet SystemsHyperdrive: NoneNavicomputer: oneSensor Range: C oseShip's Complement: One piloEncumbrance Capacity: 4Passenger Capacity: 0

    Consumables: Two daysCost/Rarity: 50,000 credits [R)/4Customization Hard Points: 0Weapons: Forward- ounted medium aser cannons[Fire Arc orward Damage 6 Critica 3; Range Close]Linked 1) .

    NIGHTMARE SQUADRON

    This X-wing squadron received its name from its formation which involved bringing together some ofthe best reconnaissance pilots from other squadronsthroughout the Outer Rim into one unit designed forlightning strikes Nightmare Squadron's typical tactics

    are to hit an enemy installation before anyone knowsthat they are there then get back out long beforereinforcements arrive to e i inate them So far theyhave an exceptional success rate and Terril does notintend to change that on this mission

    E ILOGUE

    Presumably the Player Characters wi l successfu ly escape the system where the Hammer is positioned withthe prototype although it is possible that they insteadchose to sabotage and destroy it if they deemed it toodiff cult to extricate from the station The prototype willbe escorted to a pre arranged destination in a dead system where a ship of Alliance technicians will examine theship from every possible angle to ensure it has no trackingdevices or other means for the Empire to locate it If thatproves successful then the ship will disappear taken intocustody by Intelligence its ulti ate fate unknown

    ALLIANCE STARFIGHTER PILO T [MINIONS ]

    Skills (group only): Coo Gunnery Piloting [Space)Talents: NoneAbilities: NoneEquipment: Light blaster pisto [Ranged Light Da age5 Critical 4 Range Medium] Stun setting) flight suit

    T& B "XWING" MULTIROLE STARFIGHTER

    lnco s T-65B X-wing is the Rebel A liance's primaryforce projection starf ghter A powerful capable easyto fly star ighter the X wing co bines speed and hitting power into a potent package

    Hull Type/C ass: Starf ghter/T 65B X-wingManufacturer: lncom CorporationHyperdrive: Primary: Class 1, Backup /ANavicomputer: None Astromech Droid SocketSensor Range: CloseShip's Complement: One pilot one astromech droidEncumbrance Capacity: 10Passenger Capacity: 0.Consumables: One weekCost/Rarity: 120,000 credits/5Customization Hard Points: 1 .

    Weapons: S foil mounted medium laser cannons[Fire Arc Forward Damage 6 Critical3; Range Close]Linked 3).

    Forward-mounted proton torpedo aunchers [ ire Arc orward Damage 8; Critical 2; Range ShortBlast 6 Breach 6 Guided 2, Li ited Ammo 6 Linked1, S ow-Firing 1)

    Given the extremely delicate nature of the missionand how little time and materials there were to prepare for it the Player Characters wi l be celebrated by Alliance command for their performance They mayf nd themselves in line for promotion a prestigiouspost to a more prominent sector or simply a higherpro le for subsequent missions in Corva Sector Regardless their performance will result in them gainingthe favor of Commander Elemack even if ntelligenceOff cer Jannis never seems particularly impressed

    PER TI N: SHELL G ME