Tuesday, July 30, 2019

Alphabet Squadron



Just finished this new book, part one of a trilogy: Alphabet Squadron (Alexander Freed, 2019). Part of a crossover event with Marvel comics, specifically the 5 issue TIE Fighter title (currently on issue 4). I have to say this one fell a bit flat for me. I loved Freed's first foray into the SW universe, Battlefront: Twilight Company. This one has a number of problems, even though on its surface it feels perfect for me and this blog. 

The good: Alphabet Squadron is a rag tag collection of ships flying for New Republic Intelligence. Its pilots (and ships) are cast offs and survivors of regular starfighter squadron-killing events here or there. Their job is nominally to fly strange or interesting "non-combat" missions for the New Republic. They're spies, basically. In starfighters.

The bad: the name. Don't care for the word "Alphabet" when the SW equivalent is Aurebesh.  Don't care for the fact that there are literally only five ships in this "squadron", and each of them is a different type of vessel. What, exactly, will be the point of a single A-wing flying alongside a single U-wing and a single X-wing, Y-wing, and B-wing? Good question. 

The bad (part 2): Each of the members of Alphabet Squadron is the sole survivor of their particular former squadron's demise. That being said: don't worry! They weren't the best pilots in their former units, but they don't die...even when flying their five mismatched vessels (none of which were built for the same battlefield role) against some of the best the Imperial Remnant has to offer. Reading the scenes wherein their former squadron mates died in droves made it seem that the life of a starfighter pilot is short. Reading how these yahoos have nothing to worry about when flying against many times more enemy ships (from the same "legendary" Imperial squadron that destroyed their friends) kinda ruins the suspension of disbelief. 

The bad (part 3): I can't stand the "conflicted, brooding, secretive former Imperial trying to make good" storyline. Will she or won't she stay loyal to the New Republic? Worse is the "the Empire was full of good people trying to do their best" storyline. Even after exposure to countless episodes of Imperial cruelty. I, for one, don't like to muddy the waters on this point. The Empire is like the Nazis. BAD GUYS, full stop. Adding layers of moral ambiguity to what should be fast paced space opera usually doesn't end well. I don't even like the Imperial characters to refer, when speaking to each other, to efforts by the Rebel Alliance as "terrorist acts". That may be indeed what the Imperial military machine would realistically label the destruction of the Death Star, but writing this kind of moral equivalence is troubling. We want the Rebels to be the GOOD guys, you dummies. Characters like Saw Gerrera were rightly kicked out of the formal Rebellion for crossing those sorts of lines.

The bad (part 4): This is certainly not the best book for reading about the workings of a starfighter squadron in combat, both on and off the battlefield (that would be the wonderful Rogue Squadron series by Stackpole et al: both the novels or the Dark Horse comics). The writing during the battle scenes in Alphabet Squadron does not evoke that sense of movement, throttle and stick work, rolls, tricks, and edge of your seat danger that Stackpole provides. Those details make it feel more realistic. Also more realistic in the Rogue Squadron material: many pilots die along the way. A tragic but true effect of war. There are some weird things that occur in Alphabet Squadron dogfights: enemy ships forming a "cage" and not letting their target out, for one. While flying. In space. No thanks. Not to mention these five underpowered characters in their mismatched ships with no coherent job on the battlefield will never die. No matter what they face. Again, no thanks.

To sum up, this was an average Star Wars book for the Disney era (read: disappointing). Like many of these new books, I don't care about these characters. They try to make them "gritty" or something, and it falls flat. If you aren't invested in the characters, then you don't care what happens to them. 

Disney does keep the inclusivity streak alive, with multiple mentions of LGBTQ relationships, which I am for, in theory. They must have a checklist, however, for each writer, as these references tend to pop up out of nowhere and not be exactly germane to the story. There are no similar shout outs to heterosexual relationships, where a quick note tells us some random tidbit about a background character's sexual preference. Not that I'd want those random comments to pop up, either. We have yet to see, for example, a long-running romantic relationship between two main characters (like Han and Leia in other novels), where the mere existence of their relationship is not the story, but just a detail. That would be interesting.

Tuesday, July 23, 2019

Tierfon Mission: Firestorm

Here's the next mission for the Rebel heroes of Tierfon Outpost.

Firestorm

-Nate


Star Wars: Age of Rebellion: Firestorm
Defeat at the Battle of Yavin has served as a wake-up call for the Galactic Empire. Not only does the Rebel Alliance pose a real threat to the New Order, but its starfighters and pilots are a particular danger. That was why the Empire developed the Lancer-class frigate, a capital ship armed with quad laser turrets for use against starfighters. What most beings don't know, however, is that certain Imperial officers have been undertaking secret and, some would say, unethical research in the hope of making that frigate even more deadly. 

This project is known by the codename “Firestorm.” It involves connecting computer targeting systems directly to operators' brains, using a device similar to the data goggles developed by the Trade Federation back before the Clone Wars. In this way, it allows gunners to track and fire on targets at a much faster rate, making the Lancer's quads much more effective against small and agile fighters. The only problem is, it's also been driving test subjects insane.

At first Imperial Research & Development decided to scrap the program, deeming the benefits not to be worth the cost. One rogue scientist, however—a Human named Ebla Muir—has been set up to continue the research secretly. Operating out of an abandoned B'omarr monastery on Nal Hutta, he has moved ahead with tests of the cybernetic device, and has finally made it work. Even so, one of his test subjects—another Human, Terun Dovis—has managed to escape, wandered into a lodge run by Haiuk the Whiphid, and there encountered a pair of Tynnan free traders who are Rebel sympathizers, Nog and Cham Teleus. They managed to subdue the Human and then passed on word of their encounter to the Alliance, and it eventually reached intelligence operatives at Tierfon Base.


Adventure Summary
This scenario begins with the PCs en route to Nal Hutta, having been ordered to head for that world before being briefed. After they make the jump they can watch the holorecording that Lieutenant Juno Bast has provided, carried by an Astromech droid named R2-D6. Provided with those details, they can land on Nal Hutta and contact the Tynnans. With their input the PCs can find Terun Dovis in an upstairs room and learn what he knows. In doing so they might run afoul of the undercover ISB team that is stationed at the Lodge.

To pursue the investigation, the PCs must find a way to neutralize the ISB agents or sneak Dovis past them. Then they can learn what he knows and set off into the swamps to find the secret lab. Success in that effort allows them to access the lab, discover the secrets behind the Firestorm Project, and possibly even destroy it. The Empire does all it can to combat such sabotage, however, including launching TIE Fighters from a Star Destroyed in orbit.


Planning and Preparation
Outside of the information with which they're provided en route, the PCs don't have much material with which to work. In addition to their regular ship, they are issued a cargo skiff to use while in the swamps of Nal Hutta.


Involving the Player Characters
Once they make their landing, at the swamp platform detailed below, the PCs can head to the Lodge to start their investigation.

Mission Objectives and PC Duty
Detailed below are some of the ways in which this assignment can tie into different characters' objectives.
  • Combat Victory: Provided they can find the secret Imperial research facility, the PCs have a good opportunity to face their foes and cause some damage.
  • Counter-Intelligence: Similarly, access to the secret lab means that the PCs can steal Imperial research and maybe even plant misleading data.
  • Intelligence: As mentioned above, the lab is a good opportunity for characters to steal valuable information.
  • Internal Security: Given the uncertain nature of the mission and those involved in it on Hal Nutta, this PC must be vigilant indeed.
  • Personnel: As always, this character can support other PCs in all sorts of ways during the mission.
  • Political Support: Similarly, this character can win favor for the Alliance by making sure that the mission is conducted in ways that don't cause unnecessary damage or harm.
  • Recruiting: This character has a good opportunity to meet potential allies, including Nog and Cham Teleus and Terun Dovis.
  • Resource Acquisition: While the Empire is developing technology related to its war effort at this facility, the chances are good that PCs won't want to use it for the Alliance. They should have a chance to steal other valuables, however.
  • Sabotage: This is a great opportunity for characters to damage an Imperial facility.
  • Space Superiority: An encounter with TIE fighters at the end of this scenario is a good chance for these characters to fulfill their duty.
  • Support: Here, too, this character can support others in their efforts.
  • Tech Procurement: As mentioned above, the technology that's being developed in this facility is of a morally questionable nature, but the PCs might have a chance to nab other prizes along the way.

Episode 1: First Impressions
When they arrive at Nal Hutta, the PCs can land their ship on one of the docking platforms built into the swamp for that purpose. This may not be important yet, but could have implications if they must make a hasty exit later in the scenario. 


Local Wildlife

Depending on the desires of the players and the needs of the campaign, the GM can spring some encounters with native flora and fauna during the short trip from the landing platform to the Lodge.

Chemilizard—Refer to page 45 of Lords of Nal Hutta for stats.

Haiuk's Lodge
Refer to the map below once the PCs reach their destination. The lodge is a rough but comfortable place, with pourstone walls and an arched roof. Inside, the main room (1) is a broad, open chamber with high ceilings and plenty of tables for seating. The bar dominates one wall, and stairways and lifts lead to the upper level. A door behind the bar leads back to the kitchen (2) and storage room (3), the latter of which includes an underground space for storing perishable foodstuffs. There are also small rooms for more private seating (4), and refresher units (5). On the upper level there are more than two dozen rooms (6), each furnished with a bed, desk, closet, and refresher. 

The typical crowd at Haiuk's Lodge is a diverse bunch, as befits the beings who frequent Nal Hutta. This is a good chance for the GM to introduce any number of potentially useful or otherwise interesting NPCs. At the same time, a number of locals and visitors warrant specific attention, as detailed below.
  • Haiuk, the Whiphid proprietor, is a large, boisterous personality. He has an adventurous spirit, but also enjoys relatively peaceful life in his old age. As such, he could object to unnecessary violence in his establishment—but he has no love for the Empire, either.
  • The party's contacts, of course, are the Tynnans, Nog and Cham Teleus. When the PCs arrive, Cham is up in a guest room ministering to the injured Terun Dovis, while Nog waits at the bar, nursing a drink. Once the PCs make contact with him, he tests them with vague questions that hint at the real topic of interest, before agreeing to take them to their quarry.

New Arrivals
At some point while one or more of the PCs are waiting in the main room of the lodge, a new group of visitors arrive. While they look like an ordinary bunch of humans, they are in fact a team of undercover Imperial agents, ones who are looking for the missing test subject. They don't know that Terun Dovis is here, but they are on the alert for suspicious behavior. The PCs should make Perception checks to recognize that they're not ordinary visitors.

Imperial Army Officer—Use the stats from page 419 of the core rulebook.

Imperial Army Trooper—Use the stats from page 418 of the core rulebook.

The Imperials take action if they see Dovis or suspect any Rebel activity. Haiuk the Whiphid doesn't take kindly to violence in his establishment, so he as his staff could become involved in a fight, too.


The Test Subject

Guided by Cham Teleus, the PCs can find Terun Dovis in the upstairs room in which he's sleeping. He had been stunned and then tied up for his own protection, but is beginning to awaken when the PCs arrive. Keeping him passive requires either a stunning attack or an average Medicine check; otherwise he begins raving and attacks the newcomers, shouting, “No! You can't take me! I won't go back there!” Should that occur, the Imperial agents down in the main room should make hard Perception checks to hear the noise and come investigate. 

If they can pacify Dovis, then the PCs need to find a way to take him out of the Lodging House without attracting attention. This is largely left up to the creativity of the players and the adjudication of the GM, but should entail appropriate opposed skill checks by the PCs and Imperials.

Mental Malfunctions
Add details for Dovis's madness, similar to the confusion spell. Treating him requires hard Medicine and Computer checks. If he is not treated, then during any stressful situation—including combat and, at the GM's discretion, other moments—he acts randomly. The GM should roll percentile dice, with the following results.
1-25: Act normally.
26-50: Do nothing but babble incoherently.
51-75: Attempt to flee at top speed.
76-100: Attack the nearest available target.



A Chase?
If the PCs are noticed by the Imperials, and decide to make a run for it, then the situation can be resolved as a chase. In that case, the distance starts out as medium. The vehicle operators for each side should make opposed Piloting—Planetary checks. Success for the PCs allows them to increase the distance from the enemy, while success for the Imperials allows them to close the gap. This also determines the range for combat between them, and ranged attacks suffer an extra setback die for each range increment due to the thick jungle. The Imperials have three 74-Z speeder bikes (refer to page 263 of the core rulebook for stats), while the PCs have an Ubrikkian cargo skiff (refer to page 112of Lords of Nal Hutta for stats). They continue the pursuit until either they are outpaced by the PCs or defeated in combat.


Episode 2: In the Middle of Nowhere
Once they've had a chance to recover after escaping from Haiuk's Lodge, the PCs can ask Dovis some questions. To that end, he provides the following information.
  • The Empire has been using him as a test subject for new brain implants that connect with starships' gunnery systems, making him a formidable sharpshooter.
  • These tests were being conducted in a facility hidden somewhere in the swamps of Nal Hutta.
  • He managed to escape, but due to his condition he cannot recall the route that he took from there to Haiuk's Lodge.
  • Dovis does recall that he used a drainage pipe to escape, though.
  • He can also provide an estimate of the Imperial forces present in that facility, as detailed in its description below.
That's not a lot of information with which to work, but the PCs can add to it by making a n Average Computers check to access the memory in Dovis's implant. They can then use that data like GPS coordinates, letting them retrace his steps back to the swamp into which the drainage pipe empties.


The Swamp
This location is pretty simple in nature; there's a big pipe that drains water out of the secret Imperial research facility, and it empties into a broad pool. Most notably, a medium dianoga lives in that drainage pool, and attacks any potential pray that wanders into it.

Dianoga: Refer to page 432 in the Age of Rebellion core rulebook for stats.

Accessing the drainage tunnel involves average Perception checks to notice the alarm device connected to the grill that seals the tunnel, hard Computers to disable said alarm, and average Mechanics to remove the grill itself. That last check can be circumvented by causing enough damage to the grill with weapons such as vibroblades or lightsabers, but failure to notice and deactivate the alarm alerts the Imperials to an intrusion. Refer to the guidelines below for continuing this scenario if that should be the case. 

The Tunnel System
The tunnel system itself is pretty straightforward, with one long central pipe leading directly to the Imperial research lab. It opens into a wider central chamber underneath the landing area, with branch tunnels leading out underneath the different chambers that surround it.


The Secret Facility
The lab is laid out as a big, circular landing field surrounded by a ring tunnel, with eight outbuildings arranged around it, as listed on the map above. More detailed layouts for each of those, along with information about the personnel who inhabit them, are presented below. Access crawlspaces beneath the outbuildings allow the PCs to explore the place, but they still need to be careful. They should keep in mind that their mission is to learn what they can about Project Firestorm—as well as an other intelligence about Imperial plans—and not to conquer the hold facility.

The landing field (1) is hard-packed earth with duracrete pads for landing vessels. There is one Lambda-class shuttle parked here when the PCs arrive, and a pair of Imperial techs are servicing it. What is more, underneath a tarpaulin cover there is an old droid fighter, one that the Imperials use for target practice. The ring tunnel (2) is an enclosed passage, four meters wide, that provides access to the outbuildings. 


At any given time there are usually a handful of off-duty Imperial Navy troopers present in the mess hall, having a meal or playing a hand of sabacc. 


The individual quarters are for soldiers (two to each); fully a dozen are usually present, half of whom are sleeping at any given time. 


Family quarters are reserved for officers and scientists; they provide considerable more space. Captain Ebla Muir, his two lieutenants and three scientists are quartered here. 


The warehouse is just what it sounds like, a large building with rows of shelves for stacking crates and barrels of supplies along with other equipment. 



The laboratory has a dozen stations with computer terminals, along with workbenches and larger platforms at which the technicians can operate. There are also four gunnery chairs (similar to the ones aboard the Millenium Falcon) that operate for quad-laser emplacements on the top of this building. 


Of particular interest to any PC slicers is the comm center, which is staffed by two troopers at all times. It is linked to the facility's satellite dish, which is mounted atop this building. 

Personnel

Use the following stats for the Imperials in the facility.

Imperial Navy Troopers: Use the stats from page 419 of the core rulebook.

Naval Engineers: Use the stats from page 420 of the core rulebook.

Imperial Navy Captain: Use the stats from page 55 of Allies and Adversaries.

Quad Laser Emplacements: Use the stats for these from page 278 of the core rulebook.

Droid Fighter: Use stats from Rise of the Separatists, or from the blog listed below.


The PCs could have various interactions with all of the aforementioned elements, until such time as a general alarm is raised. At that point, a running battle erupts.


Episode 3: Last Call
Unless the PCs manage to infiltrate the facility, accomplish their objectives and then depart without raising any alarm, this is likely to erupt into a big fight. In addition to the Imperials in the facility itself, they can call down a Gozanti-class armed transport that carries four TIE fighters. Those attempt to pursue and destroy any repulsorcraft on the ground, as well as any starships that become involved in the PCs' escape.

Gozanti-Class Cruiser: Refer to page 277 of the core rulebook for stats.

TIE/ln Fighters: Refer to page 270.

Imperial Gunners: Refer to page 418.

TIE Pilots: Refer to page 423.

Unless they think of something really unusual, the PCs need to reach their starship, escape from Nal Hutta's gravity well and make the jump to hyperspace in order to complete this mission.


Epilogue
Success allows the PCs to deal the Empire a notable setback, as well as to free Terun Dovis and the other test subjects from virtual enslavement and possible madness. If they can be identified by agents of the Empire, then they find themselves moving higher on wanted lists and receiving more scrutiny from the Imperial Security Bureau. How that might affect the PCs' future missions, though, only time will tell.

Rewards for Risks
At the GM's discretion, the PCs should earn 15 experience points for a complete success, or 10 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.


Relics of the Clone Wars
Because the Imperial technicians at this secret facility have been conducting research about the Clone Wars, the databanks here can be a valuable source of information about that time period. To that end, the GM could introduce any or all of the following elements.
  • This could lead to a lost cache of Seperatist weapons and ammunition on a world such as Orto Plutonia or even Geonosis.
  • There might be information about non-droid factions who fought against the Old Republic, the survivors of which the Alliance might recruit to make a stand against the New Order.
  • The records could even include information about a lost Jedi Knight, one who was killed but managed to leave beyond some type or relic or lore.




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

FIRESTORM

It is a time of civil war.

Desperate to acquire new weapons for use against the Rebel Alliance,

agents of the Empire have begun conducting cruel experiments using

technology from the Clone Wars. One of their test subjects has escape,

however, and hopes to reach safety by finding Rebel agents...

Appendix 2: NPCs
Detailed below are some of the NPCs that the heroes can meet.

Haiuk the Whiphid (Rival)
Brawn 4 Cunning 3 Presence 2
Agility 3 Intellect 1 Willpower 2

Soak: 5
Wound Threshold: 17
Strain Threshold: 11
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 3, Coercion 2, Cool 1, Medicine 1, Melee 3, Perception 2, Ranged—Heavy 2, Resilience 3, Stealth 2, Survival 3, Vigilance 2

Talents: Forager, Grit, Outdoorsman, Stalker, Toughened

Abilities: Claws: Brawl attacks do Brawn +1 damage and have Critical 3; Scent: remove a setback die caused by concealment for targets within Short Range; Insulated Fur: remove a setback die from skill checks caused by a cold environment.

Equipment: Padded armor, slugthrower rifle, walking stick (doubles as truncheon), obviously cybernetic replacement leg (right)

Haiuk has reached the twilight of his career, but hasn't lost his zeal for the hunt. To that end, he still loves to tell tales of past adventures, and to hear similar stories from his guests. One should not assume that he's completely past his prime, however; even with the limp that comes from a poorly matched replacement, he is still formidable in a fight. The Whiphid tends to cut his patrons a fair amount of slack, but those who cross the line with him or with other visitors are soon to learn better.


Whiphid Staff (Minions)
Brawn 3 Cunning 2 Presence 2
Agility 2 Intellect 1 Willpower 2

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

Skills (group only): Brawl, Melee, Perception, Ranged—Heavy

Talents: None

Abilities: Claws: Brawl attacks do Brawn +1 damage and have Critical 3; Scent: remove a setback die caused by concealment for targets within Short Range; Insulated Fur: remove a setback die from skill checks caused by a cold environment.

Equipment: Padded armor, truncheon

While the quality of their service certainly leaves something to be desired, there's no arguing the fact that these Whiphids help to maintain a peaceful environment in the Lodging House. Each is utterly loyal to Haiuk, and together they are a match for just about any unruly customer.




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

Soak: 1
Wound Threshold: 12
Strain Threshold: 14
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 1, Computers 1, Cool 1, Core Worlds 1, Deception 1, Lore 2, Mechanics 1, Medicine 1, Melee 1, Negotiation 3, Outer Rim 2, Perception 2, Piloting—Planetary 1, Piloting—Space 1, Ranged—Light 2, Resilience 1, Skulduggery 1, Stealth 1, Streetwise 1, Survival 1, Underworld 1, Vigilance 2

Talents: Greased Palms, Grit, Know Somebody, Master Merchant, Smooth Talker, Toughened, Wheel and Deal

Abilities: Free rank in Athletics; Hold Breath: Tynnans can hold their breath for a number of rounds equal to ten times their Brawn rating before they risk suffocating; Natural Swimmers: Tynnans receive boost dice on all Athletics checks made to swim

Equipment: Utility belt, blaster pistol, comlink, datapad, vibroknife


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

Soak: 1
Wound Threshold: 10
Strain Threshold: 12
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 1, Charm 3, Cool 1, Core Worlds 2, Deception 2, Leadership 2, Lore 2, Negotiation 3, Outer Rim 1, Perception 2, Ranged—Light 1, Resilience 1, Underworld 2, Vigilance 2, Xenology 1

Talents: Confidence, Dodge, Grit x2, Inspiring Rhetoric, Kill with Kindness, Nobody's Fool, Steely Nerves

Abilities: Free rank in Athletics; Hold Breath: Tynnans can hold their breath for a number of rounds equal to ten times their Brawn rating before they risk suffocating; Natural Swimmers: Tynnans receive boost dice on all Athletics checks made to swim

Equipment: Utility belt, blaster pistol, comlink



Nog and Cham Teleus are a Tynnan couple who once lived in the Cularin System; now they are regulars at Haiuk's Lodge. While the story they tell is one of retired industrialists who are now living out their retirement in a lively new setting, the truth of the matter is that they are agents of the Alliance to Restore the Republic. Cham, who is more of the socialite, handles recruiting and diplomatic affairs, while Nog specializes in logistical matters. Both are regarded by Haiuk the Whiphid as little cousins. They are always on the lookout for beings who sympathize with their ideals and show proficiency in different skill sets that could be used in combatting the oppression of the Galactic Empire.