Sunday, May 1, 2016

Tierfon Mission: Plunder

Here's another Age of Rebellion scenario for PCs operating out of Tierfon Base.

Plunder

-Nate



Star Wars: Age of Rebellion: Plunder
When business is conducted on an interplanetary scale, it's a big thing. While this is common knowledge throughout the galaxy, it's especially familiar to those beings and families whose names are synonymous with trade on such a scale. Such is the case with the Santhe family of the Tion Hegemony. They are involved in such fields as shipping and transportation, shipbuilding and other technology. 

What they don't know is that one of their own has betrayed them. 

The treacherous being is Jal Santhe, a young Human who has built up a considerable gambling debt in Hutt-owned casinos. In order to pay off those credits, without letting his parents know what he's done, Jal has begun selling travel itineraries for Santhe-owned transports to Slarr the Hutt. That crime boss, in turn, provides the information to pirates in his employ, allowing them to strike targets that put up little resistance. This arrangement might have gone undiscovered, if not for the intervention of another Tionese noble sympathetic to the Rebellion, Gaea Rus.

Note to the GM: This scenario can be played as a stand-alone Rebel mission. On the other hand, PCs who participated in the events of Turbulence should already be familiar with Gaea Rus, whom they hopefully saved from a keelkana attack. In that case, she has provided her lead to the Rebellion as a way of thanking them for their assistance.

Adventure Summary
This adventure begins with the PCs planting a tracking device aboard a Santhe-owned vessel, the Steadfast, a YT-1300 transport that is docked on the planet Taanab. If that effort succeeds, then they can track that vessel into the depths of space, where it suffered an attack, and from there to the hidden pirate base on Rhen Var. At that point, it's up to the PCs to raid the pirates' store of spoils and thus acquire supplies and, perhaps, intelligence valuable to the Rebels' war effort. They're not the only ones interested in this business, however, and are in for a surprise when agents of the Empire also become involved.

Planning and Preparations
Although the PCs are thrown into the middle of the action in the first episode, it is assumed that they've also had some time to prepare for this business. For that reason, the GM may allow them to request retroactively any equipment that they deem necessary. In this case, they should have the opportunity to do so without expending Destiny points.

Involving the Player Characters
This scenario should begin in media res, when they've already landed their freighter and are preparing to plant a tracking device aboard the nearby Santhe vessel. As mentioned above, however, they should be allowed a little time for making preparations that would've happened before departing Tierfon Base.

Mission Objectives and PC Duty
Detailed below are some of the ways in which this assignment can tie into different characters' objectives.
  • Combat Victory—Although stealth is encouraged during the first part of this mission, there's plenty of opportunity for fighting once the PCs rad the pirates' hideout.
  • Counter-Intelligence—This character is, as usual, tasked with making sure that the PCs are not revealed to be agents of the Rebel Alliance.
  • Intelligence—The very nature of this business, uncovering a plot to sell out Santhe vessels to pirates, along with the possibility of doing so on behalf of the Alliance, involves this Duty.
  • Internal Security—This character should strive to make sure that the PCs don't reveal their true identities or the nature of their activities to Imperial authorities.
  • Personnel—While the pirates are likely to become enemies of the PCs, this character might attempt to recruit some or all of them to serve as Rebel privateers.
  • Political Support—For this character, gaining influence with Gaea Rus and her noble family should be a priority.
  • Recruiting—Much like with the Personnel duty, for this PC securing the support of Gaea Rus and, possibly, the pirates, are also positive outcomes.
  • Resource Acquisition—The elements of stealing from pirates and, possibly, acquiring other targets from them, are natural objectives for characters with this Duty.
  • Sabotage—Causing harm to the pirates, as well as to the Imperials when they make their appearance, fit in well for this character.
  • Space Superiority—Given the likelihood of ship-to-ship combat on this mission, characters with this Duty should have a chance to shine.
  • Support—This character can, as usual, help fellow operatives in attaining any of the aforementioned duty objectives.
  • Tech Procurement—Much like with Resource Acquisition, detailed above, characters with this Duty have a good chance to steal valuable equipment from allies of the Galactic Empire.

Episode 1: Tracking the Steadfast
As mentioned above, this scenario begins with the PCs about to land in a docking facility on Taanab, one that is adjacent to that occupied by the Steadfast. They've already been provided with the following information:
  • Recently Gaea Rus, a Tionese noblewoman with Rebel sympathies, has come to suspect that a member of the wealthy and influential Santhe family has been selling out transport ships and their cargoes to a band of pirates employed by Slarr the Hutt.
  • She believes that he's doing this in order to pay off a gambling debt.
  • According to her informants, one of the targeted vessels is the Steadfast, a vessel bound for Lianna by way of Taanab.
  • The powers that be at Tierfon Base would like the PCs to plant a tracking device aboard that ship in order to discover the location of the pirates' base.
  • Armed with that information, they want the PCs to conduct a raid on the base and acquire the materiel stored there.
  • Additionally, if possible, they should acquire information regarding other potential targets belonging to the Santhe family, since they are loyal supporters of Palpatine's New Order.
As mentioned above, if this information makes the PCs think they need any special equipment for this mission, then they can try to obtain it retroactively. It should be noted, of course, that the Alliance has provided them with the tracking device in question.

The Docking Bay
Refer to the map below for the following area description. Each docking bay features broad, secure double doors out front (1). They are little more than open pits with fifteen-meter-high walls (2). Each one does boast a small set of quarters (3) with bunks, a table and chairs and a refresher, along with a small workshop (4) and a storage area (5).

Port Authority

The first challenge that the PCs face is dealing with representatives of the local port authority. Upon landing in their assigned docking bay, they're approached by customs agent Pree Olasa, accompanied by members of the spaceport security force. He's come to ask some routine questions, but the PCs don't necessarily know that. As such, they need to make a Deception check opposed to his Discipline effort, with bonuses for good or bad roleplaying applied as usual. Alternately, they could try to bribe the fellow, something that requires a Charm check opposed to his Cool effort, with a bonus depending on the size of the bribe offered. After all, Olasa is just a bored local official, and one who's not opposed to the idea of turning a quick profit from ordinary daily business. In the event that the PCs resort to violence, or that their efforts to bluff the customs agent utterly fail, he can call in one or more squads of stormtroopers as backup.

Customs Agent: Use stats for a Spaceport Overseer from pages 430-1 of the Core Rulebook.

Spaceport Security Personnel: Use the stats for Imperial Navy Troopers from page 419.

Planting the Device
Once they've settled business with the customs agent, the PCs to devise a means of entering the neighboring docking bay and planting their tracking device. The docking bays, it should be noted, are arranged in square clusters, situated in such a way that their workshops (Area 4) abut on one another. Given the many different strategies that the PCs might employ, and the various ways in which the NPCs could respond to them, a good deal of GM adjudication is likely to be necessary. Even so, here are a few suggestions for the situation might develop.
  • Stealth is perhaps the best option. At any given time only a couple of crew members remain in the docking bay while the others enjoy some time in port. One or more PCs might wish to make Stealth checks opposed to their Perception efforts in order to move about unnoticed.
  • It could be advantageous for the PCs to stage some kind of distraction. This, more than any other option, requires the GM to decide how the NPCs react. Ultimately, this is likely to require one or more Deception checks opposed to the crew members' Discipline efforts, perhaps assisted by a Charm check opposed to their Cool efforts.
  • Incapacitating the crew members is always an option, if perhaps a risky one. Should that transpire, the crew members could call for backup, but the PCs could still plant the tracking device and make the incident look like a botched robbery attempt.

Steadfast Crew: Use the stats for Starfighter Pilots from page 415 of the Core Rulebook.


Following Their Quarry
As long as they succeed in planting the tracking device aboard the Steadfast, the PCs can sit back and wait while it takes off and then makes the jump to hyperspace. While doing so requires only an easy Astrogation check, the results of that effort determine the nature of the situation that they face upon arrival there. Should the PCs think to ask, the jump leads them to the edge of the Roche asteroid belt. Finally, a Triumph on this check reveals a second signal coming from the vessel in question, one that is very subtle and that uses an Imperial frequency. 

Upon reverting to realspace, the PCs find themselves on the edge of an asteroid field—assuming that they succeeded at the Astrogation check. Advantage generated by that check can be used to grant boost dice to the Piloting—Planetary check needed to navigate it without any collisions, an average effort. Threat can be used to add setback to that effort, while Despair upgrades the difficulty of the check to Daunting as the vessel appears inside the tangle of drifting asteroids. 

The PCs also pick up a distress signal, one belonging to the Steadfast's crew. They're crammed into an escape pod, having abandoned their ship as it was being overrun by pirates. The PCs can reach their position amid the asteroids via the aforementioned Piloting—Planetary effort, and then devise a means of retrieving the pod. While they're doing so, however, they attract a flock of mynocks.

Mynocks: Use the stats from page 413 of the Edge of the Empire core rulebook.

Once they've dealt with the mynocks and retrieved the survivors, the PCs must make another Piloting—Planetary check to steer their ship back out of the asteroids. 

Dealing with the survivors—Captain Drebu and three others—provides a good opportunity for roleplaying and skill use. For one thing, one of the survivors has a broken leg (a Crippled critical injury result) and requires a hard Medicine check to be treated. There's also the matter of pretending that they don't know what happened, should the PCs choose to keep Drebu and the others in the dark about Jal Santhe's business with the pirates. On the other hand, they could be honest with the captain about what has transpired and thus possibly win him over as an ally. This could be handled with Charm or Negotiation checks, with boost or setback dice for argumentation and roleplaying as mentioned above.


Episode 2: The Pirate Base
A short time after the PCs stage their rescue, they again pick up the signal from the tracking device aboard the Steadfast; it has come out of hyperspace near the planet Rhen Var. The pirates' base is situated at the end of a narrow canyon in the mountains.

Making the Approach
Although the pirates don't maintain any kind of sensor network, they do keep one of their number aboard their own ship, the Stellar Wind, with eyes on the scanners. For that reason, if they want to approach unnoticed, the PCs should bring their ship in well away from the base and then approach using the snow-covered mountains for cover. This requires a Piloting—Planetary check opposed by the pirate's Perception effort. Once they've found a safe place to land nearby, the PCs can approach on foot and scope out the scene. 

The pirates have taken over one of the planet's curious ruined buildings, a squat tower-like structure. They store their plunder on the lowest level (1), which is divided by columns and has a spiral staircase leading upward. Next is the level (2) with the dining hall, kitchen, pantry and refresher units. Above that (3) is a ring of sleeping quarters. The building's top level (4) is a platform open to the sky above. On the field in front of it sit the Stellar Wind and the Steadfast.
When the PCs arrive, Captain Fellum is overseeing groups of pirates as they transfer cargo from their new prize into the tower.

Strategy and Tactics
Given the number of pirates who are present in the base—Captain Atisako Fellum, two pilots and various groups of minions—the PCs would do well to avoid an all-out fight. To that end, they might employ one or more of the following strategies.
  • Stealth, as long as possible, is probably the best option. This requires, of course, a skill check opposed to the relevant characters' Perception efforts.
  • Deception is not likely to succeed here. After all, this is a remote planet and no other beings are usually found here. Even so, this could allowed with GM adjudication.
  • Sabotage could be a good idea. If the PCs can somehow seal the main door into the tower, they could trap some of the pirates inside it. The same thing might apply to the main hatches of the Stellar Wind and/or the Steadfast.
  • Along those lines, the PCs might want to bring in their own ship to strafe the pirates, possibly pinning them down and/or destroying their vehicles.
Of course, if's never possible to predict every notion that the PCs will have.

The Pirates
Refer to the following stat blocks as necessary.

Atisako Fellum, Gran Pirate (Nemesis)
Brawn 2 Agility 3 Intellect 2
Cunning 2 Willpower 2 Presence 3

Soak: 3
Wound Threshold: 14
Strain Threshold: 12
M/R Defense: 0 / 0

Skills: Astrogation 2, Athletics 1, Brawl 2, Charm 2, Coercion 1, Cool 2, Coordination 1, Discipline 2, Gunnery 2, Leadership 2, Mechanics 1, Medicine 1, Melee 3, Negotiation 2, Perception 2, Piloting—Planetary 1, Piloting—Space 2, Ranged—Heavy 2, Ranged—Light 3, Resilience 1, Skulduggery 1, Stealth 1, Streetwise 1, Vigilance 2

Talents: Call 'Em, Dodge, Grit, Lethal Blows, Quick Strike, Quick Draw, Rapid Reaction, Toughened

Abilities: Free rank in Charm or Negotiation; Enhanced Vision (remove up to two setback dice from ranged attacks and Perception checks due to environmental conditions; Adversary 1 (upgrade combat checks against this character once)

Equipment: Vacuum suit (counts as heavy clothing), heavy blaster pistol, vibrosword, comlink

At one time, Atisako Fellum was a pacifist and a supporter of the Republic. He admired the Jedi, and truly believed peace and justice could exist the galaxy. The Clone Wars changed all of that. Now he has gathered similarly disaffected Gran around himself, declaring themselves the Pirates of the Solar Wind. In his mind, the ways of the galaxy have changed, and it makes more sense to sail with them than against them. Atisako Fellum has more of a sense of honor than other pirates. To that end, he may be convinced to engage in a duel with bold individuals, and he tends to show favor to attractive females. 

Gran Pilots (Rivals)
Brawn 2 Agility 2 Intellect 2
Cunning 1 Willpower 2 Presence 3

Soak: 3
Wound Threshold: 12
Strain Threshold: 11
M/R Defense: 0 / 0

Skills: Astrogation 1, Charm 1, Cool 1, Gunnery 2, Mechanics 1, Perception 1, Piloting—Planetary 1, Piloting—Space 2, Ranged—Light 1, Vigilance 2

Talents: Dead to Rights, Full Throttle, Improved Dead to Rights, Improved Full Throttle, Skilled Jockey

Abilities: Free rank in Charm or Negotiation; Enhanced Vision (remove up to two setback dice from ranged attacks and Perception checks due to environmental conditions)

Equipment: Vacuum suits, blaster pistols, Z-95 Headhunter starfighters

These pilots have been picked from among the ranks of the ordinary pirates and given advanced training in order to fly the band's Z-95 Headhunters.

Gran Boarding Party Members (Minions)
Brawn 2 Agility 2 Intellect 1
Cunning 1 Willpower 1 Presence 2

Soak: 3
Wound Threshold: 5 each
Strain Threshold: NA
M/R Defense: 0 / 0

Skills (group only): Brawl, Cool, Mechanics, Melee, Perception, Ranged—Light, Vigilance

Talents: None

Abilities: None

Equipment: Vacuum suits (count as heavy clothing), blaster pistols, truncheons, comlinks

These pirates admire and emulate Atisako Fellum, sharing in the spoils of his victories.

The Stellar Wind
These pirates operate a Wayfinder-class transport named the Stellar Wind, with the addition of a second laser cannon. Aboard it they carry two Z-95 Headhunter starfighters. (See pages 258 and 263 of the Edge of the Empire core rulebook for details.) All three vessels are manned by pilots, leaving Atisako to lead the boarding party. Their usual tactic is to catch a target unaware, and then to beat it into submission with cannon fire. Once the vessel has been disabled, the boarding party moves in to bypass the airlocks and face any remaining resistance.


Episode 3: Imperial—and Other—Entanglements
The PCs and the pirates are not the only beings with an interest in the Steadfast. Agents of the Empire have begun to suspect some kind of collusion involving the Santhe family and the pirates, and so have planted their own tracking device aboard its cargo. That is why, some time after the PCs have made their move against the pirates, the Empire rears its ugly head.
Just when this happens is left up to the GM in order to choose the dramatically appropriate moment. This could be just as the PCs are escaping with their plunder, when a Gozanti-class light assault cruiser, the Pride of Pantolomin, drops out of hyperspace right in their path and begins sending out TIE fighters. The Imperial Captain, Miryl Krusick, calls for all vessels to power down weapons and shields and then return to the surface to be boarded. On the other hand, if the PCs attempt at raiding the pirate base stalls out or is defeated, then this attack can serves as a distraction and thus give the PCs a shot at turning the tables.

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

TIE Pilots—Use the stats found on page 423.

Gozanti Cruiser—Use the stats found on page 276.

Imperial Gunners—Use the stats found on page 418.


Epilogue
As long as the mission is a success, the PCs have acquired valuable supplies for the Alliance and possibly bloodied the nose of local Imperial forces, too. This should provide an enjoyable scene as they drop out of hyperspace back at Tierfon base and begun unloading the spoils.

Rewards for Risks
At the GM's discretion, the PCs 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. Depending on the size of the group, if they've participated in the scenarios Underground and Turbulence as well, then they might achieve their first increase in Contribution Rank, too.


Appendix 1: 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

PLUNDER

It is a time of civil war.

In an effort to acquire badly needed supplies for the war effort,

Rebel agents from Tierfon Base are embarking on a desperate mission.

Acting on a tip from a Tionese noblewoman, they seek to expose a plot

involving corporate greed, betrayal and piracy, and thus to claim

the spoils of war for the Rebellion...


 

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