Monday, December 23, 2019

Tierfon Mission: Provisions

During what should be a routine supply run to the planet Ansion, the PCs discover Imperial oppression, and have a chance to oppose it.



Star Wars: Age of Rebellion: Provisions
There's an old saying that “an army marches on its stomach.” While that might be outmoded, what with the multi-faceted nature of interplanetary warfare, it is still in essence true. Without a solid supply of food, military forces on the ground, in the air and in space are not going to be successful. To that end, the Rebel Alliance invests considerable effort in obtaining and distributing adequate foodstuffs for its members. The Galactic Empire is always on the lookout for those who would thus supply the Rebels, however, and cracks down whenever it suspects someone of aiding and abetting the Alliance.

Adventure Summary
This adventure begins while the PCs are visiting the spaceport known as Savannah Landing on the planet Ansion, where they've been sent to pick up a cargo of food supplies for Tierfon Base. There they witness a fight between a local nerf rancher and some thugs, a conflict in which they can intervene. If they do so, then the Human they save asks them to provide even more aid in dealing with pirates who've been stealing nerfs and supplies of grain from the ranchers and farmers. That, in turn, leads to a confrontation with the pirates themselves, and thus with the Imperials who support them.

Planning and Preparation
This scenario can really begin in media res for the PCs, since it seems like a routine cargo pickup. While they might have procured items that they've been seeking for some time—especially if their a newly gained Contribution Rank has granted them some kind of reward—the drama of the situation is best served by having them be caught completely off-guard.
As detailed below, PCs with technical skills could be part of efforts to create clean aliases for the Player Characters and their starship(s).


Involving the Player Characters
This scenario assumes that the PCs are part of a Special Operations team working out of Tierfon Base. If that is not the case, then the GM might need to do a little extra work to weave them into the events of this mission.

Mission Objectives and PC Duty
Detailed below are some of the ways in which this assignment can tie into different characters' objectives.
  • Combat Victory: This mission provides plenty of opportunity for fighting.
  • Counter-Intelligence: Given that the PCs have been building names for themselves as a Rebel Special Operations team, it behooves characters with this Duty to make sure that they don't blow their aliases and cover stories.
  • Intelligence: The fact that the Empire is paying pirates to prey upon independent farmers and nerf ranchers could have considerable influence on those locals who are doing business with the New Order.
  • Internal Security: Characters with this Duty should always be on the lookout for any signs of subterfuge.
  • Personnel: As always, characters with this duty can look out for their fellows and help ensure success for the whole team.
  • Political Support: Depending on how it develops, this mission could provide an opportunity to win over the hearts and minds of a population that suddenly sees its fellows suffering Imperial persecution.
  • Recruiting: In the same way, it's a good chance for the PCs to recruit like-minded individuals from among the locals to the cause.
  • Resource Acquisition: As mentioned above, providing a supply of quality foodstuffs is vital to supporting the Rebellion.
  • Sabotage: Revealing the way in which the Empire is manipulating the population of Ansion would be a considerable setback to it, indeed.
  • Space Superiority: In the end, this mission is bound to include a battle with local TIE fighters and perhaps even other vessels.
  • Support: The many challenges presented by this mission provide ample opportunities for PCs with this Duty to aid their comrades in arms.
  • Tech Procurement: Meeting this Duty is, admittedly, a bit of a stretch for this mission, but the GM can always tailor the scenario accordingly.

Episode 1: A Backwater Planet
The action begins at Savannah Landing on the planet Ansion, where the PCs have been sent to pick up the cargo of foodstuffs. This is a world with only a small Imperial presence; indeed, the surrounding airspace is patrolled by TIE fighters from the local garrison, without any capital ships in orbit. 

Refer to the map below for a layout of Savannah Landing. 


The Cargo Inspector
When they first land, the PCs find their ship approached by the local customs inspector, Rowan Hobb, who is accompanied by a small squad of stormtroopers. This is a chance to test the PCs' aliases as well as any false credentials that they've prepared, with them making Computers and Deception checks opposed by the inspector's Perception efforts.

Inspector Hobb (Rival): Use the stats for a BoSS Agent from page 416 of the Core Rulebook.

Stormtroopers (Minions—one per PC): Use the stats from page 420.

This encounter should make the PCs sweat a little bit, and perhaps necessitate some good roleplaying, but not present any real danger. If the situation for some reason takes a bad turn, then Inspector Hobb can readily summon another squad of troopers led by a sergeant, with more reinforcement available after a longer delay.

The Fight
Once the PCs are moving around the Landing, however, they run into the real conflict. An average Perception check reveals the sound of a fight coming from the narrow alley between the two buildings in the center of the facility; this is a nerf herder, Tamric Raal, being roughed up by a band of pirates.

Tamric Raal (Minion): Use the stats for a Nerf Herder from page 433 of the core rulebook.

Pirates (Minions—one per PC): Use the Pirate Crew stats from pages 425-6.

The Cantina and the Warehouse
This scenario assumes that the PCs don't need to spend too much time exploring Savannah Landing, since they'll soon head out to the open plains. Should the GM need layouts of the cantina and the warehouse, however, one can easily use the facilities detailed in the scenario “Firestorm;” a map of the docking bay can be found in either “Plunder” or “Legacy.”



If they rescue him, then Raal asks the PCs if they can help him and his fellows protect themselves against the pirates, and possibly eliminate their threat once and for all. While he cannot himself offer much by way of compensation for doing so, he is confident that many of his fellow farmers and ranchers would happily do business with the Rebellion if given the opportunity. 


Episode 2: Local Troubles
As long as the PCs are willing to assist Tamric Raal, he can lead them out to his ranch, where more of the locals, along with his sister and himself, can tell more of their story. Tamric has an Aratech cargo skiff that he uses for hauling goods, or the PCs can use their own vehicle(s). The ride to the ranch is a beautiful one, crossing seemingly endless fields of grass and grain, with the occasional stream and copses of trees.

Cargo Skiff: Refer to page 447 in the Core Rulebook for stats.

Raal Ranch
Refer to the map above for the following location descriptions. The ranch consists of the main house (1), which has a small main room (A) with a refresher (B) and storage room (C); there are also a small kitchen (D), pantry (E) and two bedrooms (F and G). There are also a pen and barn for the nerfs (2), and a small shed (3) for storing the ranch's skiff and other supplies. 

Once they arrive, the PCs and Tamric are met by his sister, Nili, along with others assembled from nearby farms and ranches. They are eager to tell of their woes, as detailed below.

Nili Raal: Use the Nerf Herder stats from page 433 of the Core Rulebook.

The Story
As long as the PCs are able to rescue Tamric, he tells the following tale; the GM can present these details in a conversational manner, or more like a briefing.
  • For generations the farmers and ranchers in this area have brought their goods to Savannah Landing, for sale to offworld buyers.
  • Recently, however, Inspector Hobb arrived on the scene and began buying those products in the name of the Empire.
  • At the same time, visits from independent buyers become much more rare.
  • What is more, those sellers who sought to meet with vessels on their own territory found that they began to suffer attacks from ruffians.
  • Hobb maintains that it is quite safe to do business at the Landing, but that the Imperial forces on Ansion just aren't adequate for guarding any business that is transacted in more remote locations.
  • As long as the PCs does Raal add that he believes this is a way to prevent the locals from selling their foodstuffs to the Rebel Alliance.
  • Since the pirates travel by repulsorcraft, the locals suspect that they have some hideout not far from the ranches.
This information should raise some questions in the minds of the PCs. The truth of the matter is that many of the people of Ansion are comfortable with selling their goods to the Empire, but wish that they had a more diverse market. They appreciate the sense of law and order provided by Imperial rule, but are open to the idea of having fewer restrictions on their business. To that end, they might be persuaded to speak out against such limitations, if they could be shown how to do so.

The Pirates
At some point during this assembly, some of the pirates arrive to harass the locals. Several of them come riding in on Nebulon-Q swoops, firing into the nearby ground and sweeping in circles to inspire fear. Others follow in another cargo skiff, ready to take meat, grain and other supplies from the locals. This time they should be in for a surprise, however, as they find a Rebel Alliance SpecOps team waiting for them.

Pirates: Use stats from page 433 of the Core Rulebook.

Nebulon-Q Swoops: Use stats from page 51 of Stay on Target.

Cargo Skiff: Refer to page 447 in the Core Rulebook for stats.

This encounter can turn in a number of directions. If the PCs make a strong stand against them, then the pirates attempt to flee. All the while they shout threats: “You've made a mistake this time! You'll be sorry for it! Just wait!” Even so, the PCs can give chase, either in the Raals' skiff, on stolen swoops or by other means. In this way, the pirates could even lead the PCs back to their hideout, since that is where they head. To that end, they could also plant some kind of tracking device aboard a swoop or on one of the surviving pirates, in order to learn their destination. 


At this point, then, the PCs have a couple of options. The locals tell them that the pirates have been amassing stolen foodstuffs, and thus should have quite the stockpile in their hideout. If the PCs would help them recover the goods, then they'd happily share with the Rebel Alliance—and make arrangements for more business in the future. On the other hand, they could also hunker down at the ranch, preparing defenses during a montage scene in order to repulse the retributive strike that is most assuredly coming.

The Hideout
Refer to the map above for the following location descriptions. The hideout is located in a copse of trees, covered by camouflage netting (A). It consists of two small shelter units (B), each with a dozen bunks, tables and refreshers. There is also a unit for storage (C), and another that has been converted into a makeshift mess hall (D). Parked between them is the Stellar Wind, a Wayfinder-class transport, along with a pair of battle-scarred Z-95 Headhunter starfighters, that the pirates use for making their attacks. 

When the PCs arrive there are four groups of three pirates, led by Atisako Fellum, their Gran captain. They don't kindly to interlopers on what they see as their territory, of course, and state a rousing defense. Even so, should they come to believe themselves outmatched, they are willing to grab what they can and make a run for their ship—holing up and firing the ship's canons, if necessary—and then launch for space, figuring that their business on Ansion is finished.

Pirates: Use stats from page 433 of the Core Rulebook.

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



The Stellar Wind: Refer to page 258 of the Edge of the Empire Core Rulebook for stats.

Z-95 Headhunters: Refer to page 263 of Edge of the Empire.

Episode 3: Bigger Problems
What the PCs may or may not realize is that Fellum and his pirates can also call in Imperial support. This the Imperials justify with the excuse that they're trying to maintain law and order, and that all parties involved in this conflict will have a fair hearing. (In truth they have no such intentions, of course—especially if they can reveal agents of the Rebel Alliance.) To that end, they respond by sending a Gozanti light assault cruiser to the location of the pirates' base.

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.

Lockdown
At the same time, Rowan Hobb tries to lock down Savannah Landing—especially if the PCs' ship is still parked there. He seals both doors into the compound and places stormtroopers inside and outside.

Inspector Hobb (Rival): Use the stats for a BoSS Agent from page 416 of the Core Rulebook.

Stormtroopers (Minions—one per PC): Use the stats from page 420.

He also calls in support from the local garrison, in the form of speeder-bike-mounted scout troopers and, eventually, AT-ST and AT-AT walkers.

74-Z Speeder Bike: Use the stats from page 263.

Scout Troopers: Use the stats from page 422.

AT-AT Walker: Use the stats from page 264.

AT-ST Walker: Use the stats from page 265.

Imperial Vehicle Corps: Use the stats from page 419.


Epilogue
Success on this mission allows the PCs to acquire vital supplies for the Rebel Alliance. Additionally, they might also be able to win over the people of Ansion, as detailed above—a possibility that could be the impetus for future missions.

Rewards for Risks
The PCs should earn 10 experience points each for success, or 5 if they fought the good fight but were unsuccessful. Additionally, those who played to their motivations could earn an extra 5 experience points.

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

LEGACY

It is a time of civil war.

When a team of Rebel operatives is sent to procure food supplies,

it should be an easy mission. They are about to learn, however,

that the people of Ansion are living under dire oppression,

and only bold action can let them be free...



Wednesday, December 18, 2019

Force Collector


Just finished another Young Adult book, Force Collector (Kevin Shinick, 2019). While set in the Sequel trilogy era, this one is out in the middle of nowhere, so it doesn't run afoul of too much of the stuff with which I disagree. 

This is a sort of coming of age buddy story about a pair of teenagers and a droid. They have reason to travel to all sorts of Star Wars locations as seen in the movies. They visit Jakku before Rey steals the Falcon, they find themselves on Takodana before Maz Kanata's castle is destroyed, they even have a chance to visit the new Disney theme park and meet Dok-Ondar. A kind of fun romp along to familiar locales, even if the motivations for the galaxy-spanning trip don't quite make sense.

Part of the "Journey to Rise of Skywalker" series. I have no idea how this helps to set up the movie...perhaps more will become clear after we see the film tomorrow night.

Sunday, December 8, 2019

Tierfon Mission: Legacy

This Tierfon Mission sends the heroes back to Corellia, where they can solve a mystery and make a discovery of tremendous importance to the Rebellion.

-Nate



Star Wars: Age of Rebellion: Legacy
The Clone Wars wrought many changes on this galaxy, including the transition from the Old Republic to a New Order, the end of the Jedi, and more. Even so, remnants of what used to be still remain, providing a link to the past for those who can find them. Such is the case with a Neti Jedi named Obah, who was betrayed and murdered on the planet Corellia. Although her life was cut tragically short, the power of the Force was with her—and can be with those who stand against the tyranny of the Galactic Empire.

Adventure Summary
This adventure begins when the PCs are contacted by a like-minded being from Corellia, a Drall historian named Emiss who has heard of their exploits and wishes to aid them in their efforts. To that end, he reaches out to various contacts, eventually finding a Rebel sympathizer who can make contact with Tierfon Outpost and ask for a meeting. They can have the meeting at a cantina on the beach, where the Drall presents them with an old comlink. Using it, the PCs can track a weak but persistent signal down into the sewers beneath Coronet City, where—after facing a number of hazards—they find a similarly old R2 unit. It presents them with a test, a hologram of its old mistress, and if they pass it is willing to accompany them. That is when agents of the Empire arrive on the scene, however. During the ensuing battle, the PCs learn that the droid harbors one more secret: Obah's lightsaber.


Planning and Preparation
While at Tierfon Outpost, the PCs are called in for a meeting with Major Kento Moorla and Lieutenant Juno Bast. It is the latter who presents them with a cryptic message that she recently received.

Recently a band of freedom fighters scored a daring coup on Corellia. If they are willing to take another such risk, I have an opportunity for them to help guard the peace and justice in our galaxy.

There is a date and time connected with this potential meeting, one that gives them a little time to prepare if they want to keep the appointment. Given that, they might be able to requisition some equipment items, at the GM's discretion, before boarding their ship and taking flight. Whatever the case, they are given an Ubrikkian cargo skiff for their use on this mission.


Involving the Player Characters
This scenario assumes that the PCs are part of a Special Operations team working out of Tierfon Outpost, and that they participated in the events of the scenario “Turncoat.” If either of those assumptions is not the case, then the GM may need to do some additional work in order to weave them into this mission.

Mission Objectives and PC Duty
Detailed below are some of the ways in which this assignment can tie into different objectives.
  • Combat Victory: While more limited in scope than some other missions, this one still presents good opportunities for taking the battle to the Empire.
  • Counter-Intelligence: The need for discretion and stealth on this mission is a perfect fit for characters with this duty.
  • Intelligence: The secrets possessed by Obah's R2 unit and the holograms it has recorded could be a major score for the Rebellion.
  • Internal Security: Given the stakes of what the PCs might accomplish here, it is vital that PCs with this duty guard against any potential treachery.
  • Personnel: As always, characters with this duty can look out for their fellows and help ensure success for the whole team.
  • Political Support: What the PCs stand to learn from success here could allow them to rally like-minded beings under the banner of the Rebellion.
  • Recruiting: While the PCs aren't likely to win over any organic recruits from this mission, they can still gain the posthumous aid of a potent ally.
  • Resource Acquisition: As mentioned above, the recordings carried by the R2 unit are of immense value to the Rebellion.
  • Sabotage: Success for this mission creates a major setback for those who want to stamp out any remaining sparks of the Jedi Order.
  • Space Superiority: Any time the PCs need to escape from a world, there's a chance to cause harm to the Imperial Navy.
  • Support: The many challenges presented by this mission provide ample opportunities for PCs with this duty to aid their comrades in arms.
  • Tech Procurement: Although the R2 unit might seem like a small prize, the secret that it contains is a truly important acquisition.

Episode 1: A Fellow Enthusiast
As they approach Coronet City on Corellia, the PCs are haled and asked to identify themselves as well as their business here. This is a chance to make Computers checks for forging fake identifications, and Deception to tell a convincing stories. Assuming that they are allowed to land—in a docking bay that is detailed below—then they can head out to the appointed meeting.




The Downtime Cantina
The meeting takes place at the Downtime Cantina, which sit on Corellia's noted Gold Beaches. It is a small structure with a main room boasting several tables and a bar (A), and a small back room (B).
When the PCs arrive, they find a variety of being relaxing and having drinks. There is only one Drall, however, and that is Emiss. He addresses the PCs in a nonchalant way, using vague hints to establish that they are his intended contacts. Once he is satisfied, he presents the item that he has found—an old-style comlink. Pinging it evokes a return signal, albeit a weak one. With this, along with a successful hard Computers check, the PCs can track the origin of the signal back into Coronet City—indeed, back into the disreputable Blue Sector of that location. Once the PCs set out for that area, continue in the next section. 

What is more, although the Imperials are not yet alerted to the presence of the PCs, the GM should feel free to have them make Perception checks opposed to unknown Stealth or Deception efforts in order to build the tension during this scene.


Episode 2: Down and Out in Coronet City
Once they head back into the sprawling metropolis, the PCs should make an average Computers check in order to keep tracking the signal. Eventually it leads them to a place where it seems to emanate from beneath them. At that point, those who succeed at easy Core Worlds checks recognize that there is an extensive sewer system beneath the city, and that the source of the transmissions can probably be found down there.

The Storm Sewers
Use the map above as a general layout for the tunnels that crisscross beneath Coronet City; each of the following suggested encounters fits a different section. Note that this scenario doesn't present a complete map of the sewers; rather, the different locations in the maps, above, should be used as set pieces for the following encounters. 

At one point the PCs run into a number of duracrete slugs that are feeding on the walls of the tunnel; they must fight their way through them in order to continue on their intended route.

Duracrete Slugs (Rival): Refer to page 22 of the Under a Black Sun PDF for stats.

Inclement Weather
While the PCs are exploring the sewers, it starts to rain back up on the surface. At first this means little to the PCs, but as time passes the flow of water becomes more of a challenge. In game terms, this causes the tunnels to be treated as difficult terrain, as detailed on page 227 of the Core Rulebook.

Imperial Pursuit
Some time later, the PCs should make Perception checks opposed to the Stealth efforts from a squad of stormtroopers. Having identified the party's vessel, they begin their efforts at finding, cornering and neutralizing this band of Rebels.

Stormtroopers (Minions): Refer to page 420 in the Core Rulebook for stats.

Stormtrooper Sergeant (Rival): Refer to pages 420-1 in the Core Rulebook for stats.


Episode 3: New Friends and Old Foes
Eventually the PCs find an old astromech droid that once served Obah the Neti, and now survives beneath the surface of Coronet City by splicing himself into available power sources and performing self-maintenance. This moves the mission into its final stages.

The Droid
R2-D0 served Obah the Neti faithfully during her career in the Jedi Order, even when she decided to leave behind the call to arms of the Clone Wars so that she could better serve the scrumrats living on Corellia. After the transmission of Order 66, which caused clone troopers to turn on their Jedi leaders and thus led to the downfall of the Jedi, Obah tasked D0 with recording as much of her teachings as was possible, before she was killed by criminals. For that reason, the droid is prepared to test those who want its assistance, so as to know if they are worthy.

R2-D0 (Rival): Refer to page 428 in the Core Rulebook for stats.

The Test
Once D0 believes he can trust the PCs—which requires an average Negotiation check, with boost or setback dice assigned for good or bad argumentation or roleplaying—the droid projects a holographic recording of Obah, in which she speaks a single phrase. If the PCs can answer with the correct response, then she moves on to the next phrase.
  • She says, “There is no emotion.” The answer is, “There is peace.”
  • She says, “There is no ignorance.” The answer is, “There is knowledge.”
  • She says, “There is no passion.” The answer is, “There is serenity.”
  • She says, “There is no death.” The answer is, “There is the Force.”
An average Lore check can recognize these phrases as being part of the old Jedi Code. As long as one or more of the PCs can provide the correct responses, R2-D0 agrees to go with them. Failing that, they might need to subdue the droid.


Back to the Surface
Once they exit from the sewer tunnels, the PCs need to make their way back to the docking bay in which they landed. The problem here is that there are more Imperial stormtroopers assigned to guard this location, so the PCs must sneak past or shoot their way through them.

Stormtroopers (Minions): Refer to page 420 in the Core Rulebook for stats.

Stormtrooper Sergeant (Rival): Refer to page 420-1 in the Core Rulebook for stats.

Relic of the Past
At a dramatically appropriate moment, R2-D0 reveals one more secret that it has been keeping: Obah's lightsaber. It tootles in Binary at the character who can most likely wield the weapon, and then opens its storage compartment to reveal the lightsaber. When the time is right, D0 launches it toward the character best prepared to use it.

Off into Space
Given the fact that this planet is home to the Corellian Engineering Corporation and its shipyards, there are plenty of Imperial vessels in orbit. For that reason, the PCs face numerous TIE fighters as they make their exit. At the GM's discretion, if the PCs have built enough of a reputation through their previous activities, then the Empire could even send one of its aces after them.

TIE Pilots (Minions): Refer to page 423 in the Core Rulebook for stats.

TIE Ace (Rival): Refer to page 423 in the Core Rulebook for stats.

TIE/ln Fighters: Refer to page 270 in the Core Rulebook for stats.


Familiar Faces?
If the PCs participated in the events of the scenario “Turncoat,” then an old enemy, ISB Lieutenant Ennis Dul'Tir—assuming that he survived the encounter—could show up here, helping to build him up as a recurring enemy.


Epilogue
Success can gain some important resources for the Rebel Alliance, while failure could lead to capture, imprisonment, or worse.

Rewards for Risks
The PCs should earn 10 experience points each for success, or 5 if they fought the good fight but were unsuccessful. Additionally, those who played to their motivations could earn an extra 5 experience points. Finally, any character who is Force-sensitive gains a tremendous opportunity to learn more about the ways of the Jedi, including the acquisition of their signature weapon.


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

LEGACY

It is a time of civil war.

A mysterious discovery on the planet Corellia leads Rebel heroes into

a decades-old mystery, one that could lead them into a trap,

or that could provide them with a powerful new weapon to use

in their battle against the Galactic Empire.


Saturday, December 7, 2019

Spark of the Resistance


Just finished Star Wars: Spark of the Resistance (Justina Ireland, 2019). This is a Young Adult novel and part of the Journey to The Rise of Skywalker build up.

I have liked many of these young person novels in the past. This one didn't really do it for me. The cast is small, Rey, Rose Tico, Poe Dameron, BB-8, and the Millennium Falcon. The story feels small as well. The crew is loading the last of some cargo the almost defunct Resistance needs aboard the Falcon. Then they get a cryptic distress call and decide to take a detour instead of delivering the critically needed supplies.

Blah blah blah, First Order, blah blah blah, new type of super weapon, blah blah blah, the end. 

There are some decent portions. A new alien species. An interesting remote planet. An abandoned secret Imperial lab. The story takes place just weeks after the sequel trilogy started. Somehow the reclusive, under-staffed, remnant of a remnant First Order has already dominated the galaxy. So much so that these three people and a droid represent most of the strength remaining. This book, itself, is not too bad.

It suffers most from being tied into the sequel trilogy in general. The following rant is not directed at this book in particular, but it sums up my issues with the new stuff.

I don't like it. As I have complained about before, the appearance of the fringe element First Order as more technologically advanced (by FAR, in some cases) than the Empire is straight up ridiculous. The speed with which they supposedly spread out and conquer the galaxy (and the numbers they must have, to make such an expansion possible) is ludicrous. All that firepower and manpower was simply lying in wait, just beyond the galactic horizon, getting ready to pounce and make the winners of the Original Trilogy back into the underdogs. Because they can't change the story. Why can't the New Republic be the good guys and the big guys for a change? 

Try writing something new. Try (like the good authors of the old Expanded Universe did) the role reversal plot line and explore the concept of the ill-equipped outsider former Rebel underdogs becoming "the man" and the government. What a change from the free-wheelin' days of hiding out, scraping it together, and living on a prayer. Same goes for the Imperials. They used to be able to spend lives and material at will. An inexhaustible supply of TIE fighters. More Stormtroopers to replace those lost. Star Destroyers and re-supply bases aplenty. Now they have to change. Adapt. Fight a retreat. Sue for peace. Hide. 

Sunday, November 3, 2019

Tierfon Mission: Sepulcher


Here's the next mission for the Rebel heroes operating out of Tierfon Base.

-Nate



Star Wars: Age of Rebellion: Sepulcher
During their disruption of the secret project Firestorm on the planet Nal Hutta, the PCs had an opportunity to pillage the Imperial computer network for intelligence leads. One of the items they might find is a report from a team operation on the planet Felucia, which tells of a lost Separatist cache on that world. In additional to coordinates for the cache's location, the message includes the following summary:

It is believed that this cache might contain Separatist military equipment and supplies.”

Needless to say, the powers that be at Tierfon Base would like the heroes to find out what's there.


Adventure Summary
This mission requires the PCs to fly to Onderon, land their ship somewhere near the facility's location, and then make their way through the jungle to the cache. There they must bypass its security measures and access its interior, where they find relics of the Clone Wars which provide both opportunities and challenges for these agents of the Rebel Alliance.


Planning and Preparation
The quartermaster at Tierfon Base issues each PC a suit of jungle camouflage fatigues, backpacks, three ration packs, filtering canteens and combat knives, along with one emergency medpac and two tents for the party. If the PCs desire, they can also be assigned an astromech droid—R2-D6—who can mind their starship while they are out in the field. 

Finally, during the briefing the PCs are presented with the following details about the situation on Felucia.
  • During the Clone Wars, Felucia was home to forces of the Commerce Guild, but a team of clone troopers led by Jedi was able to overthrow the Confederacy forces there.
  • After the end of the Clone Wars, the Empire took control of the planet, but there are some partisan groups who resist that occupation through guerrilla warfare.
  • Because the Confederacy surrendered during that time, and the new Emperor Palpatine issued Order 66, some of the usual mopping-up may have been cut short.
  • Because this information was stolen from an Imperial facility on Nal Hutta, Alliance Intelligence believes that other Imperial forces might be following up on it.

The Aftermath of “Firestorm”
The details presented above assume that the PCs (or some other Speial Operations team) managed to infiltrate the secret Imperial facility on Nal Hutta, accomplish their objectives and escape relatively cleanly. If that is not the case, then it may be necessary to modify some of the information presented above. For example, if the scientist Ebla Muir was not slain during those events, then he would likely be part of the Imperial force that is trying to find the PCs. Refer to the scenario “Backlash” for more details about incorporating other NPCs, too.


Involving the Player Characters
This scenario assumes that the PCs are a Special Operations team working out of Tierfon Base, and that they have a little time to prepare before heading out to Felucia.

Mission Objectives and PC Duty
Detailed below are some of the ways in which this assignment can tie into different characters' objectives.
  • Combat Victory: This mission provides numerous opportunities to fight someone, be it relics of the Confederacy of Independent Systems or the forces of the Galactic Empire itself.
  • Counter-Intelligence: Here's a good chance to take sensitive information from the Empire and exploit it.
  • Intelligence: The possibility of stealing information from the Empire and exploiting it before that enemy can do so could be a notable coup.
  • Internal Security: As always, it's up to these characters to make sure that nothing goes wrong during the course of this mission.
  • Personnel: In a similar way, it's vital to the future of the Rebellion to make sure that all of its agents come home from this mission.
  • Political Support: Given the opposition to the Empire on Felucia, it's possible that some of the locals could be recruited to the cause of the Rebel Alliance.
  • Recruiting: Along the same line, there could be able-bodied inhabitants of Felucia who are willing to sign up and fight alongside the Rebels.
  • Resource Acquisition: While nobody know what the secret Separatist cache might contain, it's important that the Alliance claims any valuable materiel before the Empire can do so.
  • Sabotage: However this mission develops, it's important to make sure that the New Order does not acquire whatever is to be found in this cache.
  • Space Superiority: Although this is a ground-based mission, there's always the chance that the fight will move into the cold, dark embrace of outer space.
  • Support: As always, the various and sundry beings who make up the Rebel Alliance must work together—with the proper support—if they are going to be victorious.
  • Tech Procurement: If there is new technology to be found in this cache, then it's a chance to make a valuable discovery.

Episode 1: The Deep, Dark Jungle
Given the lack of an Imperial presence on Felucia, it's relatively easy for the PCs to make the approach aboard their freighter or other such vessel. Following the coordinates from the communique, they can find a suitable clearing close to the cache in which to land. Because the jungle around the cache is particularly thick, they cannot land closer to it than a distance of five kilometers.

Predators and Prey
One of the more dangerous local creatures is the Felucian ripper, a winged beast with a broad body and a mouthful of sharp teeth that prowls beneath the jungle canopy. Shortly after the PCs venture out, one of them tries to make a meal out of them. From the outset, the PCs should make Perception checks opposed to the creature's Stealth effort. If they fail, then it can close to Engaged and take a free attack before they roll initiative.




Felucian Ripper (Rival)
Brawn 4 Agility 3 Intellect 1 Cunning 2 Willpower 1 Presence 2

Soak: 4 Wound Threshold: 20 Strain Threshold: -- M/R Defense: 0 / 0

Skills: Athletics 2, Brawl 3, Perception 2, Resilience 2, Stealth 3, Survival 2, Vigilance 2

Talents: Adversary 1

Equipment: Bite (Brawl; Damage 5; Critical 2; Vicious 1).

Due to its ravenous hunger, the ripper fights until it is incapacitated.


The Natives
Shortly after the ripper attack, the PCs should make another round of Perception checks, this time opposed by the Stealth efforts of a group of Felucian natives. These locals are out gathering food, and are not hostile, but that doesn't mean the scene can't be a little tense. Once spotted, they emerge from hiding and approach the party, asking (in their own language) who the PCs are and what they are doing on this world. As long as the PCs seem friendly enough, the scouts are willing to take them back to their village to meet their shaman.

Felucian Scouts (Minions)
Brawn 2 Agility 3 Intellect 1 Cunning 2 Willpower 2 Presence 1

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

Skills (Group only): Athletics, Melee, Perception, Ranged—Light, Survival

Talents: None

Abilities: None

Equipment: Clothing, spear (Melee; Damage 4; Critical 2; Pierce 1).

These reptiloid natives are protective of their village, but not outright hostile to newcomers. They have no love for the Empire.




The village consists of a cluster of huts, of which the shaman's (1) is the biggest. There is an underground cell for holding prisoners (2), along with a covered area for building fires and holding meetings (3). The rest of the huts are home to Felucian scouts (4).

Luwallit, Felucian Shaman
Brawn 2 Agility 2 Intellect 2 Cunning 2 Willpower 3 Presence 3

Soak: 3 Wound Threshold: 12 Strain Threshold: 13 M/R Defense: 0 / 0

Skills: Cool 2, Discipline 2, Lore 2, Medicine 3, Melee 2, Negotiation 2, Perception 3, Resilience 1, Survival 3, Vigilance 2

Talents: Insight, Uncanny Senses

Abilities: Force power Foresee with Strength upgrade

Equipment: Clothing, spear (Melee; Damage 4; Critical 2; Pierce 1), rancor claw necklace.

Luwallit is the spiritual leader of the Felucians in her village; she recognizing the connection between all living things, and occasionally experiences premonitions about situations that help her guide her fellows' decisions.

While the Felucians don't know anything about the lost Separatist cache, beyond where to find the entrance to it, they do provide a good opportunity for role-playing and for the PCs to demonstrate the general good will of the Rebel Alliance. They are willing to let the party rest and recover for the night, providing food, shelter, and even medical treatment if needed. (If the PCs killed the flying ripper and think to mention that, then the Felucians send a party to retrieve and butcher its carcass, which leads to a notable feast.)

Force-Sensitive PCs?
If any of the PCs have a Force rating of 1 or higher, then Luwallit provides a chance to discuss the nature of the Force, and even to learn the Foresee power. The exact nature of this interaction is left up to the player(s) in question and the GM.



Episode 2: A Well-Guarded Secret
It is a short journey from the Felucian village to the front doors of the Separatist cache. That consists of a rocky outcropping in the middle of the surrounding jungle, one that has clearly been excavated and then sealed with heavy blast doors. A control panel to the right of the doors provides a means of entrance, as long as the PCs can succeed at a hard Skulduggery check. Failed checks can be tried again, due to the dilapidated nature of the place, but any Despair result alerts the facility's remaining guardians to the characters' arrival. 


Inside the stronghold's blast doors (1) is an entryway (2) with loopholes for blasters in the walls; behind them are passageways (3) for battle droids to take up firing positions if they've been alerted. Another set of blast doors opens into the central passage (4), with access to the battle droid recharging rooms (5). Beyond that is the work room (6), where technicians once worked on maintenance and research.

Further into the facility one can find the mess hall (7), kitchen (8) and food storage (9), along with the comm center (10), refreshers (11) and personnel quarters (12). The spiral staircase in the comm center leads up to a sensor array—and a potential second exit, if it should be needed.

Personnel
The following droids are present in the facility when the PCs arrive.
  • There are a dozen functional battle droids, divided between the two recharging rooms—although the GM should feel free to adjust that number for more or less combat-oriented parties (refer to page 110 of Allies and Adversaries for stats).
  • For a really strong group, there could even be a droideka that is still functioning (page 117).
  • BC-11 is the protocol droid that considers itself to be in charge of the facility (page 133). She, programmed with a female personality and voice, addresses the PCs via the intercom, asking who they are and what their business is in the facility. During combat, she
  • The astromech droid R1-D1 (page 111) still keeps the facility and its mechanical inhabitants running. Additionally, it can manipulate the facility's network to hinder the PCs, such as by closing blast doors on them, cutting the lights, and the like.

Research and Development
Once the PCs have gained control of the facility, they can examine what remains of the projects on which the Separatist had been working. This could include, at the GM's discretion, all of the following possibilities.
  • There are hydroponic units containing samples of the plant nysillin, which is known for its healing properties.
  • Samples have also been taken from the many different fungi, pitcher plants and the like that can be found all over Felucia; some of them have poisonous or even psychedelic properties.
  • The same goes for a long-dead, but preserved, gelagrub, which as in the process of being dissected. Indeed, the Commerce Guild scientists were experimenting with the slime that it produces, in order to learn about its adhesive qualities.
  • There's also a full set of clone trooper armor, one that they were examining in order to find weaknesses.

Episode 3: Hot Pursuit
As mentioned above, other Imperials are aware of the lost Separatist cache and come to investigate it. To that end, a Sentinel-class landing craft (refer to page 273 in Age of Rebellion for stats) arrives while the PCs are exploring the stronghold and lands nearby. It disembarks the following personnel:
  • One Imperial Army Officer (page 419); this could be a familiar face, if the PCs were identified during previous activities, or someone new.
  • Two stormtrooper sergeants (page 420-1).
  • Two squads of regular stormtroopers (page 420), each consisting of two three-trooper fire teams.
  • A team of three Naval engineers (page 420).
Upon arrival, the stormtroopers secure the area in front of the stronghold, and then the engineers approach the blast doors and start working to open them. If the PCs left someone—such as R2-D6—aboard their ship, then they could be alerted to this development a little bit earlier.

Development
For their part, the Imperials try to force their way into the stronghold, neutralize all resistance, and then ask questions afterward. This is a chance for the PCs to stage a defense, and possibly even to recruit the droids for those efforts. After all, the Galactic Empire is really the heir to the Old Republic. Convincing the droids requires a successful Negotiation effort by the PCs, with boost or setback dice given based on good roleplaying or effective reasoning. Success lets them gain new allies, thus possibly changing the course of the battle. 

Alternately, if the PCs have a means of bringing their ship to the stronghold—for example, if the droid R2-D6 has been left aboard it—then the PCs might decide to stage a fighting retreat, thereby recovering as much of the material from the facility as possible before making their escape. 

Whatever the case, this should make for an exciting confrontation. The crew of the Seninel-class landing craft can even become involved, taking to the air to snipe at the Rebel spacecraft, and even pursuing it into orbit as the PCs try to make their escape to hyperspace.


Epilogue
Success can gain some important resources for the Rebel Alliance, while failure could lead to capture, imprisonment, or worse.

Rewards for Risks
The PCs should earn 10 experience points each for success, or 5 if they fought the good fight but were unsuccessful. Additionally, those who played to their motivations could earn an extra 5 experience points. What is more, they could bring any number of resources with them back to Tierfon Base, and thus to the rest of the Rebel Alliance.


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

SEPULCHER

It is a time of civil war.

Seeking any available resource, the Rebel Alliance sends a Special Operations team to explore a

Separatist cache from the Clone Wars, but it's only a matter of time before the Galactic

Empire sends its own forces with the same objective...