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stacles between them and freedom are legions of Imperial Troops, 900 meters of twisted wreckage, and a
ruthless Imperial captain bent on their destruction.
The Rebels soon discover that their lives and the life
of their charge are not all that hangs in the balance.
The Star Destroyer, recently pounded by a Rebel Strike
fleet, is not as wounded as it appears. It has one last
In this adventure a group of Rebel agents find them- weapon to use against the returning Rebel ships. It has
selves aboard a battle-torn Star Destroyer. With them itself.
is one of the Rebellions top engineers, Walex Blissex,
Set to self-destruct, the ravaged engines still contain
designer of the Victory-class Star Destroyer. They must
enough power to obliterate the shattered Star Destroymake their way through the ruined ship to the hangar
er and its approaching enemies. Can a handful of Rebay, in hopes of finding an escape craft. The only obbels save the unsuspecting fleet before time runs out?
Imperial Governor Denn Wessex sent holodisk messages throughout the galaxy, hoping that at least one
would reach a member of the Rebel Alliance. The tape
contained a message from the governor, beseeching
Walex Blissex to take this offer of free passage and
return to the Relgim sector. His daughter, Lira Wessex,
was dying, and her only request was that she get to
see her father one last time in order to make amends
for their long years apart. If accepted, a ship would be
The Empire quickly found someone to replace the
waiting at Kwenn Space Station to transport Blissex to
engineer, however. His daughter Lira, a brilliant engiRelgim for the sad reunion.
neer in her own right, married a regional governor
named Denn Wessex and quickly became a rising star
Rebel High Command was naturally skeptical. This
in the military machine. Using her fathers work as a smelled like an obvious trap, but Walex Blissex refused
basis, Lira Wessex designed the Imperial-class Star to be swayed. He needed to see his daughter and
Destroyer.
make things right before it was too late. If he refused to
take this chance and she did die, he doubted he could
Now, after years without any contact, Walex has relive with himself. So, with due reservation, High Comceived a message from his daughter. She claims to be
With the tightening control of the Empire, vessels of
peace were quickly replaced by weapons of war. As
the last remnants of the old Republic collapsed, Walex
Blissex disappeared. He decided it was better to go
into hiding than be forced to create instruments of destruction. As the fledgling Rebellion came into being,
Blissex found a cause worth joining.
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There was no reason not to take a few precautions, however. After all, Blissex was valuable to the
Rebellion and a good friend to everyone who knew
him. It was this reason that a small Rebel team was
sent with Blissex to Kwenn Space Station, assigned
to safeguard the engineer against any obvious dangers.
At Kwenn, things got worse. The Victory-class Star
Destroyer Subjugator, a vessel currently assigned to
the Relgim sector, waited patiently within the dry
dock. The ships commander, Captain Kolaff, greeted
Blissex and invited him aboard the massive vessel.
Naturally, the Rebel team would not let the engineer
go alone. Once aboard the Star Destroyer, the Rebels and the old engineer were taken prisoner by
stormtroopers and escorted to the ships detention
block.
No, without weapons or equipment, the Rebel heroes feel the mighty vibrations that signal the Star
Destroyers departure. Trapped, without any hope of
escape, they can only contemplate their fate as the
powerful vessel roars away from the space station
and into deep space.
EPISODE I: BLIND
MANS BLUFF
II: A
C
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EPISODE III:
ENGINE CORE ATTACK
Now in the central engine core, they find themselves assaulted while attempting to turn the remains
of the Subjugator against the Empire. In the process,
they discover information that ups the ante for everyone.
EPISODE IV:
A DANGEROUS TREK
Having escaped the assault in the core, the PCs
must face the dangers of the damaged sections of
the Star Destroyer, making their way from the fiery
core to the cold vacuum of the vented areas of the
ship on their way to the hanger decks.
EPISODE V: THE
A CLASH WITH KOLAFF
As they arrive at their destination, the PCs must
face Captain Kolaff himself in a final duel that will determine the fate of the PCs once and for all!
EPISODE VI:
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Bascially, they have been programmed to record activity throughout the damaged ship, especially in areas no longer occupied by the crew. When these menial Droids run into the PCs, the PCs have one round
to react. The mouse Droid comes to a complete stop,
briefly records the disturbance that stopped its programmed patrol course, then zooms back the way it
came. Once it begins to flee, the Droid transfers its
information to the security officer on the bridge for
analysis , then resumes a secondary patrol pattern.
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If informed, the system administrator will inform danger of being cut off entirely.
Captain Kolaff as to the intrusion, who will proceed to
send the nearest Stormtrooper patrol to investigate
the situation.
Special Modifications
Much of this adventure (like the Black
Ice adventure) deals with sabotage and
slicing. This naturally makes the Special
Modifications sourcebook for Technicians
a valuable resource. Throughout the adventure notations will be made when the
opportunity to use the rules in that book
present themselves.
Subjugator has three main areas for living quarters. The modest crew living section, the spacious
officers row, and the combat personnel quarters.
Damage in these areas ranges from light but noticeable to heavy and almost impassable. The crew and
combat personnel living areas are made up of large
barracks connected by small, twisting corridors. The
apartments in officers row consist of three person
chambers and large single person studios.
Many displaced crew members, cut off from their
posts during battle, have fled to their quarters in the
intermittent quiet. There are no troops stationed in
any of the living quarters, but any soldiers cut off from
their posts may be roaming these corridors.
Power has been reduced in these areas due to
greater needs elsewhere in the ship. Some areas are
totally without power, creating cold, dark pockets
throughout. Members of the crew have very little in
terms of personal belongings, but should the PCs
explore the officers quarters, they will find quite a
wealth of personal treasures including exotic equipment, credit vouchers, and black market items.
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Strangely, most of the Star Destroyers Droid population is missing. Conversations pertaining to this
rattle among crew members, and an occasional referSubjugator is at battle-alert condition. The mighty
ence to this can be heard over the comlink system.
Star Destroyer, its power vastly depleted, operates on
Despite the devastating damage and loss of life
two of its six power cells. All shields have been damsustained
by Subjugator, the crew remains remarkaaged or destroyed. The powerful DeLuxFlux hyperdrive has suffered irreparable damage. Captain Kolaff bly upbeat. They have seen their captain holds his
has diverted most of the remaining energy into the own against the odds, and morale is high. Left with so
weakened sublight engines, shutting the rest down few troops, Kolaff has decided not to spread his forccompletely in an effort to make Subjugator appear es too thin. Instead, he concentrated his troops in
critical areas, and assigns search and destroy
more heavily damaged than it is.
teams to dispatch the annoying fugitives, once he
Inside the ship, chaos abounds. Many crew membecomes aware of their activity.
bers are trapped or displaced, and Kolaff has paid
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A Hard
Perception check will tell the PCs
that the cry came from the direction of Cell Row Two.
In fact, it came from Walex Blissex, who is in the cell
marked on the map on page 12. When they arrive,
the cell is open, as, unfortunately, Blissex is not
alone. When the PCs approach the cell, read the following section aloud:
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Whichever way they decide to go, build the scene der. Read:
with the appropriate bits presented here. Climbing the
shaft ladders is an Average
Coordination
check, while using the rope is a Hard
Athletics check. The PC helping Blissex will have
whichever check they make upgraded once, with a
result indicating theyve dropped him! During the
climb, a particularly jarring explosion rocks the shaft.
When this happens, everyone on the ladder must
make another roll of their chosen method with
applied to the check. Anyone who fails this roll begins
to fall down the shaft. Falling PCs can catch a proCut Away to
truding ladder rung by making an Average
Cothe Subjugators Bridge
ordination check, followed by a Hard
Resilience check to avoid injury. Anyone who fails
INTERIOR:
SUBJUGATORS
BRIDGE:
the Resilience check will take 1 unsoakable wound,
Standing before the massive viewports of the
while anyone who fails the Coordination check will fall
command bridge, a high-ranking officer looks
to their death. A falling PC (or Blissex) can be caught
out upon the damage his ship has sustained.
by another PC by making a Hard
Coordination
His eyes slide slowly across the deep gashes
and twisted superstructure, resting momentarily
check, upgrade a number of times equal to the
upon a black scar that slices the forward hull.
Silhouette of the falling PC, as they must balance
An explosion rips through the wounded from
both their own hold and catch the falling party memsomewhere inside, throwing the crew from side
ber. Failure on this roll means that they cannot catch
to side, but the officer stands firm before the
the falling PC, and a result on the roll means
viewport.
they lose their grip and begin falling themselves!
Once the Rebels have climbed for a dramatically
appropriate amount of time (complete with various
suspenseful bits) they reach a working section of the
shaft. The players shouldnt be told this outright. Instead, they should be told descriptive elements that
hint at the changing situation. Lights further long the
dimly illuminate their section of the shaft. Wind and a
distinct whooshing sound can be heard up ahead.
Probably the most telling difference occurs when the
PCs enter the working section of the shaft itself and
experience the floating sensation of emerging into a
repulsorfield. They can now propel themselves
through the shaft much the same way a landspeeder
floats on a cushion of repulsor energy. However, being in a working shaft means they must now watch
out for lift cars. Dodging these cars requires everyone
to make Average
Athletics checks as they
swim through the repulsor field.
With this final obstacle overcome, however, the
PCs reach a set of doors that can be opened using a
convenient control panel to the side of the shafts lad-
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If not using the slicing rules from Special Modifications, the character that is elected to access the computer must first succeed on an Easy Computer
check. If they succeed, display for them the full
color map of the Star Destroyer Technical Readout. If
they wish to continue, have them make an Average
Computer check with one upgrade due to the
system being monitored. A result indicates that
they have been spotted by the system monitor. In this
instance Captain Kolaff will be alerted to the intrusion
and he will send the nearest Stormtrooper patrol to
investigate. Success will grant the PCs the data
In the work station, the Rebels find a computer readout below.
access terminal. There are a number of these
Once they get to examining the data they have
throughout the Star Destroyer that work, but they only
received, they should realize that the engine control
provide the information presented in the section they
core is the next place they should proceed to. Blissex
appear in. If the PCs ask Walex Blissex to access the
says that he can turn the self-destruct program
computer, he tries but without success - he just
against the Imperials if he can reach the main control
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One combat round after the PCs discover the EBefore long, the Rebels reach a blocked corridor,
Web, read the following aloud;
but an open blast door leads into what seems to be a
repair facility. Racks of engine parts line the far wall,
and dismantled sublight modulators lie on a central
table. Another door across the shop leads into what
seems to be a clear corridor. This is the only way to
go unless the PCs want to retrace their steps and risk
running into the Stormtroopers. A second door on the
far wall is closed. Blissex says that the passage
through the repair shop isnt the most direct route, but
it will be quicker than back-tracking. As the Rebels
enter the repair shop, read the following aloud;
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Cut Away to
the Attacking Fleet
INTERIOR: LIBERTY BRIDGE: The camera
slowly pans across a battered Mon Calamari
Cruiser, zooming in to look upon the bridge.
Sparks fly from a freshly-welded control panel
as crew members bustle in and out of the
frame. The shot finally comes to rest upon the
stoic figure of Captain Torrie, a commander of
the fleet that attacked the Subjugator. A medical droid bandages a bloody wound on Torries
right arm.
Repair status? orders the captain.
Almost there, sir, an aide responds. Power
is up to 50 percent in the remaining ships, we
have basic sublight drive capability, and all but
one ship have minimal shields.
And Subjugator?
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Current Battle Status: Enemy approaching at sublight speed after effecting repairs. Probably attack range in 02:03.45. Preparing effective response while playing dead-in-space (see Priority Command D-113). Report logged and readied for probe droid launch as we remain under communications blackout.
:Priority Command D113 * * * Time: 02:03.45 and counting * * *
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Before the Rebels can contemplate the significance of that revalation, The Trap is sprung. Go on
to the next event.
Creative Escapes
Moments like this tend to bring out the
best in players. As GM you should encourage creativity. Try to use everything you
are given here to play up the drama.
Wounded Stormtroopers plummeting down
into the energy field, Kolaff echoing over
the ship comlink, dramatic near misses on
the Rebels, etc.
The PCs can work the bridge controls
from the console, and a Hard Computer
check stops the extension of a bridge.
They can only attempt to stop two bridges
a turn, and it takes 3 turns for a bridge to
fully extend.
Unorthodox methods of escape should
become obvious to your players (such as
using a rope to swing down to the next
level). In these cases, make the best calls
you can for ruling using the skills in the
Core Book for guidance.
If the PCs are still in trouble after seven
combat rounds have passed, use Walexs
Suggestion on the next page.
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Stormtrooper Squads
and their Tactics
Though the rules for Squads can be used
anywhere, they are especially appropriate in
the Control Core fight, and as such are presented in abbreviated version here. Full rules for
squads can be found in the Age of Rebellion
Gamemasters Kit.
Any Rival or Nemesis may make an Easy
Leadership check to form a squad with an
allied Minion group at Engaged range. For the
purposes of this scenario, all Sergeants will
already have made these checks prior to appearing. Once formed, the minion group no
longer receives a check in combat nor rolls for
initiative. The groups Silhouette is considered 1
higher as well. While leading a squad, the leader my redirect one hit to any member of his
squad instead, just as if they were a minion
themselves. The Stormtrooper squads will
adopt one of two formations, Skirmish while
crossing the bridge, or Close while attacking
the PCs.
to any Vigilance
Skirmish Formation: Add
checks for Initiative or any Perception checks to
spot enemies. Additionally, enemies must use 1
additional
to activate the Autofire or Blast
special qualities when targeting the Squad
Close Formation: Concentrating fire on a
single target, any attack made by the Squad
adds to its check.
heir escape from the engine core leads the Rebels into a new set of hazards and adventures.
The first obstacle encountered as they begin their
dangerous trek is a deadly power cell storm that engulfs the lower levels of the ship. A brief rest in a supply room uncovers more of Kolaffs plan and their
best hope for escape - the location of a shuttle being
prepared for departure! The location, however, is in a
far distance hangar bay and to get there the heroes
must get past renegade Droids, make their way
through the twisted underside of the damaged vessel,
and survive a zero gravity fight with yet more
Stormtroopers.
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Kolaff
INTERIOR:
SUBJUGATOR
BRIDGE:
Framed against a sea of stars, Kolaff peers
anxiously out the giant viewport. At his right, the
female official scowls impatiently.
continuing on.
The automatic defense blaster fires shots randomly into the corridor each round unless a target chargCalculate any damage the PCs may have sus- es it, in which case it fires at the charging figure. The
tained and then describe how the Droids disappeared blaster cannons targeting system has a Gunnery skill
and the planetary scale weapon does 4
down a side passage, though not all the Droids are of
damage
with
a critical of 4. It has a Hull threshold of
gone
4, and a System Strain of 3. It is always considered to
be at short range of the PCs (due to planetary scale)
however the PCs begin at Medium range to it on a
personal scale.
The Rebels now encounter T-3PO, an Imperial
The PCs have one round to eliminate the MSE-6
protocol Droid with a female vocal pattern and an air
of superiority. The Droid remains, watching the Re- Droid before it reports to Kolaff, but even if they do
bels while its compatriots continue their trek. It offers destroy it, the activation of the blaster cannon will
its services to the Rebel group, claiming that it can alert Kolaff to activity in the lower levels.
help them. I can translate over four million forms of
If the PCs are having a hard time with the cannon,
communication and retain knowledge concerning this
T-3PO can speak to its Droid brain and convince it to
Star Destroyer that you might find useful.
stop firing. This could be a good way to earn the ReWhile T-3PO doesnt like life forms, particularly bels trust, after all.
Rebel life forms, it does want to survive. It sees a
Once the blaster cannon and mouse Droid are
greater chance of survival at the side of these life
defeated, move on to Event 25: The Dangerous Trek.
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following aloud;
The Y-Wing pilot and his gunner have not survived
the crash, and the ship itself cannot be used. Even
the communications equipment has been destroyed,
which the PCs can discern with an Average
Mechanics check. The turret however does work,
which could prove useful.
Making their way past the Y-Wing, the Rebels find
themselves in a particularly devastated section of the
corridor. The Rebels move into an area of exposed
superstructure. The floors and ceilings of several
decks are blown away here, bending massive chromium girders inward to create a torn landscape of crisscrossed girders and jutting metal. As the Rebels
move further, they are quite suddenly lifted off of their
feet. Its obvious this section of the ship has been
deprived of gravity.
T-3PO has served aboard the Subjugator for
many years and it is infinitely familiar with many of
the service levels and Droid access chutes. She has
a keen hatred of humans in general due to the treatment she has received while in Imperial service, but
her programming remains loyal to the New Order.
She joined the Droid rebellion to find a way off the
Star Destroyer and hooked up with the Rebels in a
further attempt to save her metallic skin.
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time now, originally sent by Kolaff to look for any Rebel scouts. When Kolaff became alerted to activity on
the lower levels, he sent the Dark Troopers to investigate.
Fighting in Zero-G is complicated, which is one of
the many reasons why the Dark Troopers were created. A PC fighting in Zero-G cannot move and shoot,
as making a Coordination check to launch oneself
and firing a weapon are both actions. This means that
the average combatant is only 50% effective in a
space environment. To get around this, the Dark
Troopers movement is calculated by their internal
targeting computer, in effect making their motion part
of the firing solution. An internal jetpack renders them
a Silhouette 1 vehicle, so their movement is covered
by a single maneuver each turn as normal. PCs however, will need to choose between the two.
The Dark Troopers will maintain their advantage in
the vacuum of space by keeping to medium range.
Any PCs attempting to close with them will need to be
in environment suits to survive in the vacuum of
space (and then will need to figure out a way to get
back inside the Star Destroyer once combat is over).
This puts the PCs in the difficult position of either
fighting the Troopers or weathering their fire for the 6
rounds required to cross the expanse. Take the opportunity to increase the chaos by having T-3PO
shout to the Troopers, explaining that she has been
taken prisoner by the Rebel womp rats and pointing
out the location of any Rebels attempting to hide.
The PCs can also return to the Y-Wing and use
their Gunnery skill to man the turret, adding valuable
firepower and protection against the Dark Troopers.
In either case, once the PCs are across the chasm,
the Dark Troopers return to their patrol after reporting
to Kolaff. Kolaff knows the only route will take them to
the Hangar and he has already prepared for his final
confrontation with the Rebels.
T-3PO will apologize for her behavior, stating that
it was old programming that activated and promising
it wouldn't happen again. If the PCs done believe her,
she sniffles and wanders down a side passage.
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With an Average
Computer check, a PC can
operate the comlink transmitter to warn the fleet. This
will also require a successful Average
Charm
or Deception check to convince them this isnt an Imperial trick.
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:Sensor Alert * * *Shuttle Tatium engaging hyperdrive. Shuttle entering hyperspace. Projected trajectory - unknown.
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