Saturday, February 27, 2016

Tierfon Mission: Underground

Here's the first in a series of mission scenarios for Age of Rebellion; it sends the PCs from Tierfon base to the primitive world Flakax to make contact with potential new allies there.

Underground

-Nate


Star Wars: Age of Rebellion: Underground
The mines of the planet Flax, located in Sumitra Sector, are an important source of starship-grade ore for the Galactic Empire. With the escalation of hostilities following the Battle of Yavin and the destruction of the Death Star, this commodity has become even more valuable. While the Empire guards this resource closely, the Rebellion is eager to acquire some of it.

Enter the heroes.

Given that the planet's native species, the insectoid Flakax, have been enslaved by the Empire, Major Kento Moorla believes they may be willing to cooperate with the Alliance. That's why he's sending the PCs, a team of Irregulars, to make contact with the Flakax and, if possible, broker a deal to trade military and intelligence support for the ore.

Adventure Summary
In order to complete this mission, the PCs must make their approach to Flax without drawing the attention of Imperial ships in orbit. After reaching the surface they must find a place to land where they can conceal their ship, and then set out on foot across the rough local terrain. This could bring encounters with the native flora and fauna. Once they reach their destination, one of the planet's many extensive cave networks, their task is to locate some of the disgruntled slaves, open negotiations for mutual assistance, and, hopefully, strike a bargain. If they can do so—or, if the scenario takes a turn for the worse and they need to flee the area—they must then find their way back off of the planet, once more without alerting the powers that be.

Planning and Preparations
In the interest of starting this adventure in media res—in the middle of things—it is best to handle the necessary preparations while the PCs are en route to Flax. They receive their briefing in the form of a holoprojector recording of Major Moorla which provides the necessary details.
  • The Empire maintains an extensive mining operation on Flax, used to produce ore for use in building starships.
  • Part of their operation involves the enslavement of the native Flakax, who provide labor in the mines.
  • Some of the Flakax have become disgruntled with this arrangement, and could be willing to work with the Alliance, perhaps trading starship-grade ore for military aid and supplies.
  • The PCs' mission is to travel to Flax, make contact with the Flakax, and broker such a deal.
  • The Flakax are an insectoid species; their hive-like settlements are each ruled by an all-powerful queen.
  • Needless to say, they should avoid any Imperial entanglements if at all possible.
Along with this information, the PCs have been given the following equipment: thermal cloaks and goggles, long-range comlinks, climbing gear and electrobinoculars. Note that these items have been assigned to the PCs for this mission only, and so they are expected to return them in good working order to the quartermaster. They're also assigned an astromech droid to mind their vessel while they're disembarked. Finally, the PCs have also been given crates containing blaster pistols, medpacs, comlinks and similar equipment, for use as a good-will offering to the Flakax if they are amenable to working with the Alliance. 

Should the PCs wish to have procured any additional items before departing on their mission, they can do so ex post facto via GM approval and/or a bit of roleplaying.

Involving the Player Characters
This scenario assumes that the PCs are willing agents of the Rebel Alliance, part of the group known as “Irregulars.” As such, they are being sent on this assignment under the orders of Major Kento Moorla. The GM can modify circumstances to fit the needs of a different party, however. For example, the PCs could run into a Flakax who has fled the planet and sought out the Rebel Alliance, perhaps even while Imperials are pursuing the fugitive slave. If they manage to rescue the unfortunate, he then asks them to undertake the voyage back to his planet.

Mission Objectives and PC Duty
Detailed below are a few of the ways in which the duty of each PC can tie in to this mission.

Combat Victory—In theory, this character should be out of place in a scenario such as this one, where the PCs are supposed to avoid any Imperial entanglements. Even so, such a character could be sent along “just in case.”
Counter-Intelligence—This character can especially be given the task of making sure that the mission comes off without a hitch, preventing the Imperials from gaining any hint of a possible insurgency on Flakax.
Intelligence—A primary focus for this character can be to gather as much information about the Flakax—including their culture, assets and motivations—as possible so that the Alliance can best decide how to work with them in the future.
Internal Security—Much like with those who emphasize on counter-intelligence, this character should focus on making sure that no problems develop among the team sent to complete the mission.
Personnel—Recruiting agents from a new species should be at the heart of what this character hopes to accomplish. What is more, if any of the Flakax wish to return to Tierfon Base with the PCs, this character is likely to be the one who plays host to these visitors.
Political Support—A character with this duty, and the skills to support it, can be the face of this mission, leading the negotiations with the Flakax if and when they occur.
Recruiting—The involvement of this character is much the same as that for ones with the Personnel duty, as detailed above.
Resource Acquisition—Given the fact that acquiring starship-grade ore is vital to building up the Alliance fleet, a character with this duty should be in his element.
Sabotage—While this operation is supposed to be as low-key as possible, there may be opportunities for causing harm to the Empire's mining operation on Flax, and that's where this character can rise to the occasion.
Space Superiority—Although this mission isn't supposed to involve any dogfighting, it does need a skilled pilot to bring the team into and out of Flax. There's also the fact that missions don't always go as planned...
Support—As always, this character can work with teammates to make sure that the mission comes off without a hitch.
Tech Procurement—This character can personally oversee the acquisition of the ore, perhaps involving testing it for purity and then helping deliver it to the Alliance facilities where it will be used to produce ships for the fleet.



Episode 1: Insertion
Once the PCs are ready to begin the mission, their first challenge is to approach Flax. To do so, one team member should make a hard Astrogation check in order to drop the party's freighter in on the side of the planet away from the massed Imperial ships. 

At that point, the pilot needs to make a similar Pilot—Planetary check to take the ship rapidly down to the surface and then closely along the terrain so as again to avoid detection. Should either of these efforts fail, the Imperials become aware of a ship making planetfall, and dispatch a pair of TIE/ln starfighters to patrol the area.

Finally, someone aboard the ship needs to make a hard Computers check, using the ship's sensors to find a place to land. At the GM's discretion, characters in the ship's cockpit can also make Perception checks instead. The implications of these efforts affect how well the PCs can hide their ship, as detailed below.

Landfall (Area A)
After they've landed, the PCs need to conceal their vessel. The result of the aforementioned Computers or Perception check whether or not the PCs can find a partially sheltered area where they can easily park the vessel and cover it with a camouflage tarp. This, in turn, grants boost or setback dice to the Stealth check made to hide the vehicle. This check only needs to be made if and when an Imperial patrol passes through the area (see below). 

Once they're ready, the PCs can set out on foot across the desert terrain. Note that any characters who don't wear thermal cloaks or other protective gear, or who are not naturally able to withstand the desert heat, suffer a setback die to all physical actions taken while crossing the sands. Navigating a route toward the nearest rocky terrain requires an easy Survival check, given that the sun in the sky provides a clear reference point.

TIE Fighters—Use the stats found on page 270 of the core rulebook.

TIE Pilots—Use the stats found on page 423.

Can-Cell Attack (Area B)
One of the Imperials' contributions to life on Flax is the predator known as the Can-Cell, native to planets like Teth and Kashyyyk. They have been introduced on this world because the Imperials hope to keep the native Flakax in their underground hives, where they can focus on their work for Queen and Emperor, rather than having them roaming the planet's surface and causing trouble. Of course, can-cells are not strictly insectivorous, and these one take an interest in the PCs. 

The PCs should make Perception checks opposed by the can-cells' Stealth efforts. Success allows the PCs to be aware of the attack, while failure means that the predators attack with surprise. For their part, the can-cells swoop in to attack their targets, hoping to fell a character and then carry that victim off as a meal. They are very hungry and fight to the death. 

Should the PCs manage to kill one or more can-cells and carry away proof of having done so, they can gain boost dice on future checks made to interact with the Flakax and earn their respect.

Can-Cell
Brawn 2 Agility 3 Intellect 1
Cunning 3 Willpower 2 Presence 1

Soak: 4
Wound Threshold: 12
Strain Threshold: 12
M/R Defense: 1 / 1

Skills: Athletics 1, Brawl 3, Perception 2, Stealth 2, Survival 3

Abilities: Armored Carapace (+2 to soak, and treat as 1 / 1 armor); Flight

Equipment: Mandibles (Brawl; Damage 4; Critical 3; Range [Engaged]; Knockdown).

These large, flying insectoids are easily the size of most beings; they have buzzing wings and
powerful mandibles.

TIE Flyover (Area C)
If any of the PCs' piloting efforts during their approach were not successful, they attract the attention of a TIE fighter patrol. In this case, two TIE/ln fighters make a flyover, looking for signs of trouble. Here again the characters should make average Perception checks, with success allowing them to hear the telltale whine of approaching twin ion engines. As long as they are aware of the approaching fighters, the PCs can then make average Stealth checks to hide themselves. Failure here—or being unaware of the starfighters' approach until they arrive—means that the TIE pilots spot the PCs and call in to their superiors.
At the same time, the character who oversaw the camouflaging of the team's ship should also make an average Survival check, modified by the factors mentioned above. Here again, success means that the Imperials remain unaware of an outsider presence on Flax, while failure means that they are alerted and send a few squads to investigate (see below).

Finding the Tunnels (Area D)
Once the PCs have crossed the desert landscape, they should make hard Perception checks to find an entrance to the Flakax hive. Although they can take as much time as they want to find the tunnels, the GM could throw an additional can-cell attack and/or Imperial patrol at them if they don't succeed after a couple of efforts.


Episode 2: Making Contact
Refer to the appropriate map as the PCs make their way into the Flakax tunnels. The tunnel that leads into the hillside is roughly dug, but seems solid. It is pitch dark, however, and so characters who are unable to see in the dark need a light source in order to navigate.

Navigation
As they head into the tunnels (A), the PCs should make hard Survival checks in order to keep track of their path. While it might not matter much on the way into the tunnels, whether or not the PCs succeed could be very important as they make their way back to the surface (see below). To help set the scene and add to the sense of possible danger, it could be good to have the players declare a marching order for their characters.

The Old Droid
At the bottom of a vertical passage (B) lies a dirty, badly dented and motionless protocol droid. It is nearly deactivated, but can be restored to working order (but only 1 wound per success) with an average Mechanics check. This is I-3PO, an Imperial espionage droid that masqueraded as a translator among the Flakax. It monitored their activities until they discovered its true purpose, at which point they arranged for it to have an accident in the depths of the tunnels. 

If reactivated, I-3PO feigns a lack of memory. It recalls working among the Flakax as a translator, but claims not to remember how it came to be lying in this unhappy state; characters who wish to do so may make Perception checks opposed to its Deception effort, but add a setback die to the difficulty for the droid since it does not have facial expressions that characters can try to read. At the same time, the droid begins asking subtle questions about who the PCs are and what they are doing on the planet. For now it bides its time, hoping to learn the nature of their business and thus have a chance to inform against them later.

I-3PO—Use the stats for a Protocol Droid from page 429, but substitute 2 ranks of Deception
for the droid's 2 ranks of Charm.

The Ascent
Proceeding further, the PCs reach a place where they face a vertical assent (C). In order to proceed, one character must make a hard Athletics check. As long as that character succeeds and can lower a rope for the remaining team members, the difficulty of their checks is lowered to average. Failure, on the other hand, means the PC in question makes no progress, while 3 threat or despair results in a fall that causes 10 strain damage. As always, at the GM's discretion, the PCs could use other strategies to overcome this obstacle.

The Cave-In
At another point while the PCs are navigating the tunnels (D), they feel the ground begin to shake, and then dust and bits of rock begin falling from the ceiling. At that point they must make average Coordination checks; success means they manage to jump out of the way of falling debris, while failure causes five wounds as the characters are pelted with rocks. What is more, rolls that generate three or more Threat results cause the character in question to become buried in debris. Should that happen, it takes a hard Brawn check to dig out each victim, and that character suffers two wounds per round until rescued. Note that the buried character may try to dig out oneself, but the difficulty for doing so increases to daunting.

First Contact
Further onward the tunnel opens into a broad chamber (E), one that is filled with stalactites, stalagmites and columns of rock. This is a Flakax guard post. As the PCs enter this area, have them make Perception checks opposed by the Flakax sentries' Stealth efforts. As long as at least one of the PCs succeeds, the group is not caught off guard. Failure by all of the characters, on the other hand, means that they are surprised, letting the Flakax move into advantageous positions and granting them boost dice on their Vigilance checks for initiative if and when combat occurs. 

As long as the situation can be resolved without violence, and the PCs can explain their presence in the tunnels, the Flakax sentries agree to take them to meet with Annat. One further complication arises if the PCs have restored I-3PO to working order, however. The Flakax recognize the droid, and it recognizes them; therefore, the droid tries to flee and thus to alert the authorities. The situation should be resolved as a normal combat, using Vigilance checks for initiative.

Meeting with Annat
Beyond the large chamber is a smaller area in which the dissident Flakax hold their meetings. While Annat, their leader, doesn't look much different from his fellows, they look to him with respect and deference. Interacting with him is a good chance for a diplomatic type of character to step up, hopefully explaining the goods and services that the Alliance has to offer in exchange for the cooperation of and processed ore from the Flakax. 

At the same time, this is a good chance for some roleplaying that helps capture the idiosyncrasies of this species. Given their insectoid nature and hive-oriented society, Flakax tend to see the world (along with the rest of the galaxy, for that matter) differently from other beings. For example, Annat defers to female characters first, assuming that they are in charge. He also asks the PCs what roles they play in their hives, and to describe the “queen” of their Alliance along with the leader of the Empire. 

This is also the time for the PCs to present the goods that they've brought, and perhaps to show off their ability to use the items in question. For example, as the Flakax are examining the blaster rifles, a PC who is a good shot could demonstrate that talent with a bit of trick shooting. Similarly, a character who is skilled in Medicine could treat the wounds of a Flakax sentry. Such demonstrations can impress the Flakax, granting bonuses later. 

Once there's been some good interaction between the two parties, the character who is speaking for the PCs should make a hard Negotiation check. As always, the GM should feel free to grant boost dice for this check based on effective roleplaying and relevant arguments, along with setback dice for brutish behavior or the like. Success means that Annat agrees to provide refined metal for the Alliance in exchange for goods and assistance, while failure causes him to refuse any such cooperation. What is more, in the event of successful negotiations, Annat asks to accompany the PCs back to their “hive.”

Annat (Rival)
Brawn 3 Agility 2 Intellect 1
Cunning 2 Willpower 3 Presence 1

Soak: 4
Wound Threshold: 15
Strain Threshold: 15
M/R Defense: 0 / 0

Skills: Athletics 2, Brawl 2, Discipline 2, Negotiation 2, Perception 2, Resilience 2, Survival 2,
Vigilance 2

Talents: Grit x2, Intense Focus, Toughened x2

Abilities: Thick carapace (increase Soak by 1)

Equipment: Claws (Brawl; Damage 4; Critical 3; Range [Engaged])

Annat is fairly typical of the Flax; he is loyal to his queen and hive, and works for their
betterment. Even so, he has begun to suspect that their good does not lie in the same direction as what is demanded of them by the Galactic Empire. As such, he has undertaken the unprecedented task of reaching out to the greater galaxy—in particular, the Rebel Alliance—in the hope of finding another path for his people to take.

Flakax Laborers
Brawn 2 Agility 2 Intellect 1
Cunning 2 Willpower 2 Presence 1
Soak: 3
Wound Threshold: 5 each
Strain Threshold: NA
M/R Defense: 0 / 0

Skills (group only): Athletics, Brawl, Perception

Abilities: Thick carapace (increase Soak by 1)

Equipment: Claws (Brawl; Damage 4; Critical 3; Range [Engaged])

These drone workers epitomize the Flax qualities of loyalty and determination.


Episode 3: Extraction
Once the PCs have completed their negotiations, for better or for worse, all that remains is for them to take their leave of the planet. This requires them to backtrack along their previous course, perhaps with Annat in tow. The only real obstacle they face is the vertical section of tunnel, which is now a descent; here again, hard Athletics checks (reduced to easy if the PCs can anchor a rope to use in descending) allow them to reach the bottom, while failure with three Threat or Despair causes a fall.

Imperial Entanglements
As the PCs make their exit, the question of how aware the Imperials are of this incursion becomes important once again. If they failed to make the approach without attracting attention means that there could be TIE/ln patrols sweeping through the area, perhaps accompanied by scout troopers on speeder bikes. Should they not have managed to hide their ship, there could be a full squad of stormtroopers standing guard over it, along with a technician who is trying to gain access. (If the PCs left any being aboard their ship, such as an astromech droid to watch over it, they could be notified of these developments upon exiting from the tunnels.) 

At the GM's discretion, based upon the outcomes of events at the start of this scenario, one or more of the following situations could occur.
  • Another TIE/ln patrol sweeps through the area, forcing the PCs to hide as detailed above.
  • A pair of scout troopers (page 422) on 74-Z speeder bikes (page 263) approach, requiring a similar response from the PCs—but this time the Stealth efforts are opposed by the troopers' Perception checks.
  • As mentioned above, a group of four stormtroopers and a sergeant (pages 420-1), along with a naval engineer (page 420), are present at the party's landing site. The PCs could storm into battle, or could try to use Stealth in order to gain the drop on these enemies.
  • If the PCs have previously attracted attention, or don't manage to make another hard Pilot—Planetary check to fly out inconspicuously, they draw pursuit from the aforementioned pair of TIE/ln fighters.
In this way, the party's exit could be quick and easy, or it could be filled with possible dangers. Once they reach the necessary distance of six planetary diameters from Flax, they can make the jump to hyperspace.


Epilogue
Assuming that the PCs were successful in their negotiations (along with the various risks necessary in traveling to and departing from that meeting), they can deliver Annat to Tierfon Base. At that point he is swept up into meetings with the commanding officers, making arrangements for accumulating the processed ore and turning it over to the Alliance. While the PCs still see the Flakax from time to time, for the most part his activities are at a level above their pay grade. Of course, there will eventually be the matter of retrieving a cargo of processed ore, a task for which the Alliance will need a capable team of irregulars...

Rewards for Risks
As long as the mission is a success, the PCs have made a small but important contribution to the Alliance war effort. At the GM's discretion, they should earn 10 experience points for a complete success, or 5 xp for a good effort; players who stick to their characters' motivations should earn another 5 xp. At the same time, they should each increase their Duty rating by 5.

Appendix: Opening Crawl
Presented below is an opening crawl in the style of the Star Wars movies for use with this scenario.

STAR WARS
AGE OF REBELLION
UNDERGROUND
It is a time of civil war.
The Rebel Alliance has recently won a major victory at the
Battle of Yavin, and the dreaded Death Star has been destroyed.
Even so, the Galactic Empire is cracking down on this insurgency,
using its fleet to seek out and destroy Rebel strongholds.
In order to fight back, the Alliance needs its own fleet, and raw
material is essential for building new ships. That is why a group of
irregulars out of Tierfon Base is being sent to the enslaved
world Flax in the hope of meeting dissidents there, enlisting
their aid and acquiring crucial supplies...





1 comment:

  1. Nice! Any comments on how this played out at Con of the North or elsewhere?

    ReplyDelete