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...



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