Showing posts with label Star Wars. Show all posts
Showing posts with label Star Wars. Show all posts

Monday, April 6, 2020

Tierfon Mission: Territory

When a Bothan spy is captured in Hutt Space, it's up to the PCs to stage a rescue.


Star Wars: Age of Rebellion: Territory
There's an old saying that “knowledge is power.” Now, as the Rebel Alliance has regrouped its fleet following the evacuation of Yavin base, officials in the High Command are seeking any and all information that could given them an edge, including details for previously secret hyperspace routes around Hutt Space. In fact, a Bothan spy given that very task has been captured by a Hutt crimelord, and High Command wants to rescue him. To that end, they've brought in a Special Operations team from Tierfon Base.

Adventure Summary
This mission begins with the PCs hunting boma beasts on the Dxun Moon of Onderon. From there they are invited to a secret rendezvous with the Rebel fleet around Orto Plutonia, where they are briefed for a mission in which they are tasked with infiltrating the court of Slarr the Hutt. Bringing the beasts gains them entry, where they can learn of the Hutt's nefarious plan to execute the Bothan. At that point—and with Imperial forces on the way, too—they must take daring action to rescue the Rebel operative.

Planning and Preparation
In this case, the PCs have time to plan and prepare during the middle of the first episode; they should start the scenario in media res, with no time to make adjustments, to increase the drama of the situation.


Involving the Player Characters
As mentioned above, the PCs should start this scenario on the Dxun Moon of Onderon, set up to hunt a pair of boma beasts; they can ask questions about why they're doing it after the fact.

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 against the enemies of the Rebel Alliance.
  • Counter-Intelligence: Rescuing the Bothan spy is definitely an opportunity to prevent him from revealing valuable information.
  • Intelligence: Moreover, acquiring the information the spy discovered would be of huge benefit.
  • Internal Security: This is a chance to make sure the Spec Ops team completes its mission, and to silence the spy if necessary.
  • Personnel: It is up to this Rebel to make sure that no being is left behind on this mission.
  • Political Support: Acquiring new hyperspace routes could open pathways to systems in which the Alliance has not previously been active.
  • Recruiting: Possibilities for recruitment come with opening new systems, too.
  • Resource Acquisition: The same goes for acquiring raw materials, equipment and other goods.
  • Sabotage: This mission provides a chance to harm the Hutts, and possibly to the Empire as well.
  • Space Superiority: There's a good chance for some space combat on this assignment, too.
  • Support: The PCs need to work together during this mission if they are going to succeed at it.
  • Tech Procurement: Recovering the Bothan spy's Y-Wing fighter and Astromech droid are a definite victory for the Alliance.

Episode 1: Hunters and Hunted
As mentioned above, this scenario begins with the PCs hunkered down on the Dxun Moon of Onderon, hunting for boma beasts—and with the explicit instructions to capture them alive. They are stationed on the edge of a clearing, with a live nerf tethered in the middle of it as bait. The PCs should make Stealth or Survival checks to conceal themselves, opposed by the beasts' Perception efforts.

Boma Beasts (Rivals): Refer to page 36 of Operation: Shadowpoint for stats.

This should present them with an interesting challenge, and one that sets the scene for their meeting with the Rebel fleet.

Rendezvous at Orto Plutonia
Once they've bagged the boma beasts, the PCs are directed to coordinates in deep space close to the Cularin System. There they are met by a Nebulon-B frigate, the Castellan, where their ship is inspected and then they are instructed to connect with its docking tube. From there, then, the frigate jumps to hyperspace headed for Orto Plutonia and the rest of the Alliance Fleet. Even though this assembly of ships is depleted by losses suffered during the Battle of Scarif, this should still be an impressive sight, a glimpse into the larger structure of the Rebel Alliance than the PCs have seen before: CR90 corvettes, Hammerhead corvettes, GR-75 Medium Transports, various starfighters, and other vessels.

Briefing
Once the Castellan is back with the fleet, the PCs meet a new officer, General Davits Draven. He thanks them for their previous service to the Rebel Alliance—and can even name some specific details, at the GM's discretion—before presenting them with the following details about their new assignment.
  • Recently Alliance Intelligence sent a Bothan spy, Evnik Ral'lya, to scout new hyperspace routes around Hutt Space, ones that could provide new inroads into surrounding systems.
  • He was captured by mercenaries working for Slarr Uwanesh Diann, a Hutt crimelord.
  • Currently he is being held in the Hutt's stronghold on Nal Hutta.
  • Alliance Intelligence believes that Slarr is planning to execute the Bothan as part of an elaborate hunting competition, as he has used this means for other enemies in the past.
  • For that reason they wish to send the PCs, with a gift of Onderonian boma beasts, to visit Slarr's court, attend the hunt, and thus rescue Ral'lya and recover his ship and Astromech unit.

At this point the PCs are free to ask any questions they might have, although there isn't much additional information available. They can also request any equipment which they deem necessary, including clothing for disguises, at the GM's discretion. Finally, they should work together to establish whatever aliases they need; this might require using the Computers skill to forge fake identification. 


Episode 2: In the Hutt's Court
Upon arrival at Nal Hutta and approaching Slarr's territory, the PCs are hailed by the Hutt's minions and asked to identify themselves and declare their business. This is a first test of their aliases and cover stories, if not a particularly pressing one. As long as they keep their composure, they are directed to land their vessel on one of the (by now familiar) landing pads located throughout the swamp around Slarr's stronghold. 


Slarr's Stronghold
At the landing pad the PCs are met by a pair of skiffs from the stronghold; they can load the boma beasts and themselves aboard, and then are taken to the stronghold. 


Slarr's stronghold is a tall, circular structure with a domed roof flanked by four tall towers. It has broad, warship-grade blast doors in front (1) that open into the entrance hall (2). That, in turn, is flanked by a guard post (3) and the stronghold's comm center (4), the door to which is always kept locked. The hall then opens into Slarr's audience chamber (5), with his dais in a prominent position. Six doors lead out of that chamber, with hallways leading to a guard barracks (6), servants' quarters (7) and kitchen (8). Slarr's personal chamber is located in the rear of the building (9), and there are sleeping quarters for guests (10) along with spiral staircases leading up into the guard towers (11). On the lower level, accessible via the stairways in the towers, one can find a torture chamber (12) and cells for prisoners (13), along with additional guest quarters (14) and the stronghold's repulsor-garage (15), in which are kept Slarr's sail barge and a pair of skiffs. 


Developments
Once the PCs arrive in Slarr's court, the situation can develop in many different ways; detailed below are a few of the more likely possibilities.
  • The PCs are met by Eom Nivlem, the Gran majordomo, who takes them to meet Slarr. As visitors, they are expected to treat a Hutt with great respect. This can be handled by a PC making a Negotiation check versus Slarr's Cool, or a Deception effort opposed by his Disipline. The PC should receive a boost die for presenting the boma beasts, along with other bonuses or penalties for good or bad reasoning or roleplaying, at the GM's discretion.
  • The result of this effort, then influences just how much leeway Slarr is willing to grant the PCs during the leadup to the hunt.
  • After the PCs present the boma beasts, a group of guards leads them down to an emptied guest room (14) on the lower level; asking to accompany them—to make sure the beasts are safely delivered, of course—could be a good excuse to look around a bit. While the doors to various rooms are kept locked, small windows can provide a glimpse of their contents.
  • The PCs could also ask for a chance to rest and recover a little bit before the hunt, granting them access to guest quarters in which they can make their plans and preparations without the risk of being observed.
  • They can also interact with Tenrep Cray, Traborn Yerg and Tescali Ru, other members of the Hutt's court, and thus maybe learn more about Slarr's business.
  • This is also an excellent opportunity for the GM to introduce other characters who can provide plot hooks for future adventures.

Unexpected Guests
Having heard through their own channels that Slarr the Hutt has captured a suspected Rebel operative, the Imperial Security Bureau sends an agent, Lieutenant Ennis Dul'Tir, to investigate the matter. He arrives accompanied by a squad of Imperial Army Troopers in plain clothes and a Vehicle Corps Pilot.

Imperial Army Troopers (Minions): Refer to page 418 of the core rulebook for stats.

Imperial Vehicle Corps (Rival): Refer to page 419 for stats.

Lieutenant Ellis Dul'Tir: Use the stats for an Intelligence Agent from page 419.

For their part, the Imperials inquire about the prisoner and ask to join the intended hunt. In doing so, they might have a chance to interact with the PCs, thus subjecting them to a greater test of their aliases and cover stories—something that requires a Deception check opposed by the Lieutenant's Discipline effort, with modifiers at the GM's discretion.

Episode 3: Survival of the Fittest
Before long it's time for the big announcement; Slarr declares that the Bothan was captured in Hutt Space without permission, and for that he shall suffer death, in the form of a hunting contest. Any beings who are interested are permitted to form teams, each of which is led down to the repulsor-garage to load onto a skiff. While they are preparing, the Hutt and many of his courtiers board his sail barge and head out to the hunting ground with the prisoner.


Once the sail barge reaches its destination, they release the Bothan at Area 0 and give him a blaster and a twenty-minute head start before the hunters set out on his trail. Unless given other instructions previously by the PCs, he start a fake trail leading into the jungle (3) before doubling back and entering the marshland (1), staying in the water and heading for the hills (2). Slarr's minions also release numerous camera droids so the Hutt can watch the hunt in comfort. 


The Hunt Begins
After the twenty-minute head start, the PCs and their rivals are allowed to begin the hunt. They can follow the coordinates they've been given until they reach Area 0, at which point they must use other tactics to find their quarry. If they haven't managed to communicate with the Bothan, then they should make Survival checks opposed by his Stealth efforts. Once they enter the terrain in which he is hiding, the PCs can make Perception checks, too. Of course, the other groups of hunters are doing the same thing, and might come snooping around the PCs if they're not having any luck. 


Boma Beasts
To make things even more exciting, Slarr has his handlers release the two boma beasts that the PCs brought him. These he also releases at Area 0 in the hunting grounds, to see if they are more efficient than the sentient hunters. They also make Survival checks to begin tracking the Bothan.

Boma Beasts (Rivals): Refer to page 36 of Operation: Shadowpoint for stats.

Developments
If they do find Ral'lya, the PCs need to decide just what to do with him. The direct approach, of course, is to take him aboard their skiff and make a run for it, but they might have other ideas requiring adjudication by the GM. Whatever the case, once Slarr realizes that he's been betrayed, he orders all of the other hunters to attack.

R2-DX
Ral'Lya's Astromech droid is also present for the festivities; it's been pressed into service slinging drinks on the Hutt's sail barge. The Bothan insists that the PCs help him acquire it before trying to leave Nal Hutta, since it has important astrogational data in its memory banks. This should present a challenge, but one the PCs can resolve through creative means, rather than by fighting their way through Slarr's entire entourage.

Ral'lya's Y-Wing
During the hunt there is also the matter of the Bothan's Y-wing fighter, which is parked on one of the nearby landing pads and covered with a weatherproof tarpaulin. R2-DX knows how to find it, or the PCs could interrogate one of the Hutt's minions. If they can recover it, then the PCs could use it as something of a wild card as this scene progresses.


Epilogue
As long as they can rescue Ral'Lya and his Astromech, recover the Y-Wing fighter and escape from Nal Hutta, the PCs score an important victory for the Rebel Alliance. In addition to saving one of its agents, they have acquired valuable information that can be used for planning future missions against the evil Galactic Empire.

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

Slarr the Hutt (Nemesis)
Brawn 5 Cunning 4 Presence 3
Agility 1 Intellect 3 Willpower 4

Soak: 5
Wound Threshold: 17
Strain Threshold: 15
M/R Defense: 0 / 0

Skills: Brawl 1, Coercion 3, Computers 1, Cool 2, Core Worlds 1, Deception 3, Discipline 2, Education 1, Leadership 2, Lore 1, Melee 1, Negotiation 3, Outer Rim 1, Perception 3, Ranged—Light 2, Resilience 2, Streetwise 3, Survival 1, Underworld 3, Vigilance 2

Talents: Greased Palms, Grit, Know Somebody, Plausible Deniability, Rapid Recovery, Sound Investments x4, Toughened, Wheel and Deal x2

Abilities: Awkward, Ponderous (refer to page 407 of the core rulebook for details); Adversary 1

Equipment: None

Slarr Uwanesh Diann—although few know is kajidic name, and even fewer know his third name—is a relatively young Hutt, and an up-and-comer in the world of organized crime. Even so, he is a force with which to reckon in the galaxy. Slarr runs his organization out of his stronghold on Nal Hutta, and commands a growing ensemble of criminal beings. His activities include the production and distribution of illicit drugs, gunrunning (especially in the Corporate Sector) and slavery. Like others of his species, Slarr is ruthless in his pursuit of profit and power. While he is happy to share his ill-gotten gains with inferiors who prove useful to him, in the end he looks out only for himself.


Tenrep “Dianoga” Cray, Aqualish Captain (Rival)
Brawn 3 Cunning 2 Presence 2
Agility 2 Intellect 1 Willpower 2

Soak: 3
Wound Threshold: 14
Strain Threshold: 10
M/R Defense: 1 / 1

Skills: Athletics 2, Brawl 2, Cool 2, Coordination 1, Discipline 3, Gunnery 2, Leadership 3, Mechanics 1, Medicine 1, Melee 2, Perception 2, Piloting—Planetary 1, Piloting—Space 1, Ranged—Heavy 2, Ranged—Light 2, Resilience 2, Stealth 1, Survival 2, Vigilance 2

Talents: Command x2, Confidence, Field Commander, Improved Field Commander, Point Blank, Second Wind x2, Side Step

Abilities: Can breathe underwater; one free rank in Brawl; one free rank in Resilience; remove a setback die due to cold or wet conditions

Equipment: Armored clothing, blaster pistol, blaster carbine, comlink

Tenrep Cray earned his nickname, “the Dianoga,” as a guerilla fighter during sectarian violence, and then the Clone Wars, on Ando. He was one of the soldiers who remained loyal to the Republic, and was deeply disturbed by the apparent betrayal of the Jedi Order. In the aftermath of that experience he began working as a mercenary, selling his services to the highest bidder. Before long that led him into contact with Slarr the Hutt, and the Aqualish eventually became the crime lord's chief of security. Cray harbors no illusions about the morality of this business; he has grown cynical regarding noble causes, and now seeks little more than a comfortable life.



Aqualish Enforcers (Minions)
Brawn 3 Cunning 1 Presence 1
Agility 2 Intellect 1 Willpower 2

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

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

Talents: None

Abilities: Can breathe underwater; remove a setback die due to cold or wet conditions

Equipment: Heavy clothing, blaster pistol, comlink

These thugs are oafish and none too bright, but effective in combat. They are quite loyal to Captain Cray, so it would take a good deal of persuasion for them to betray him.


Eom Nivlem, Gran Majordomo (Rival)
Brawn 2 Cunning 2 Presence 3
Agility 2 Intellect 2 Willpower 2

Soak: 2
Wound Threshold: 14
Strain Threshold: 12
M/R Defense: 0 / 0

Skills: Charm 2, Coercion 1, Computers 2, Cool 1, Core Worlds 2, Deception 3, Negotiation 2, Outer Rim 1, Perception 3, Ranged—Light 2, Skulduggery 1, Stealth 1, Streetwise 3, Underworld 2, Vigilance 2

Talents: Grit, Kill With Kindness x2, Plausible Deniability x2, Toughened

Abilities: One free rank in Charm or Negotiation; Enhanced Vision: Remove up to two setback dice from ranged attacks or Perception checks caused by environmental effects or concealment

Equipment: Comlink, datapad, blaster pistol

Eom Nivlem was once an important aide to the Imperial Senator from Malastare. With Palpatine's disbanding of the Senate, however, he found himself without a job. Never one to rest on his heels, the Gran sought out a young Hutt crime lord and offered his services. Perhaps to his own surprise, Slarr accepted. Now Eom serves as an emissary for the crime boss, providing access to circles in which the Hutt would not normally be welcome. To that end he travels through the galaxy, conducting negotiations and handing out assignments. Eom is ever the opportunist, and it won't be long before he starts using his influence in Slarr's organization to line his own pockets.



Evnik Ral'Lya: Use the stats for a Bothan Spy from page 412 of the Core Rulebook.

Traborn Yerg, Human Technician (Rival)
Brawn 2 Cunning 2 Presence 2
Agility 2 Intellect 3 Willpower 2

Soak: 2
Wound Threshold: 12
Strain Threshold: 12
M/R Defense: 0 / 0

Skills: Astrogation 1, Computers 3, Education 2, Gunnery 1, Mechanics 3, Piloting—Planetary 1, Piloting—Space 1, Ranged—Light 1, Skulduggery 2, Streetwise 1

Talents: Grit, Side Step, Solid Repairs, Speaks Binary, Tinkerer x2, Toughened, Utinni!

Abilities: One free rank in each of two non-career skills

Equipment: Blaster pistol, comlink, datapad, toolkit

At one time Traborn Yerg was a promising young tech working in the Corporate Sector. He was—and still is—gifted when it comes to building, repairing and modifying droids. In particular, he had a knack for gladiator droids, something that brought him to the attention of certain CorpSec higher-ups who enjoyed watching robots fight each other. While that made for quick promotions, it also ultimately led to his downfall. One of his droids went berserk, killing the Viceprex who'd bought it. In the aftermath, Yerg fled to Hutt Space. There he took a job as a technician, managing Slarr's comm center. At the same time, he continues to work on combat automata, and has recently finished a prototype droid bounty hunter. Although he is awkward in the presence of females, Yerg believes that his technical prowess makes him appealing to them.


Nikto Technicians (Minions)
Brawn 3 Cunning 2 Presence 2
Agility 2 Intellect 1 Willpower 2

Soak: 2
Wound Threshold: 5 each
Strain Threshold: NA
M/R Defense: 0 / 0

Skills (group only): Athletics, Brawl, Computers, Perception

Talents: None

Abilities: NA

Equipment: Clothing

These technicians are recruited from the ranks of the servants and trained by Traborn Yerg to work in the palace's comm center. Because they know they've been spared from more difficult tasks by him, that gives Yerg some influence over them. He hasn't been willing to exploit that arrangement, however, because of the security that working for Slarr gives him.






Appendix 2: 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

TERRITORY

It is a time of civil war.

While scouting new routes through hyperspace on the Outer Rim,

a Bothan spy has been captured. Now the Rebel Alliance

sends a Special Operations team into the court of Slarr the Hutt

in a desperate attempt to rescue him...



Saturday, August 10, 2019

Tierfon Mission: Backlash

Rather than being a full-fledged mission in its own right, this article provides suggestions for how the GM can use NPCs from previous scenarios and other elements to build up the Empire's pursuit of the PCs as they score more and greater victories for the Rebel Alliance.

-Nate




Star Wars: Age of Rebellion: Backlash
This supplement provides suggestions for how the forces of the Galactic Empire might escalate their pursuit of the band of Rebel agents operating out of Tierfon Base, possibly including any or all of the following elements.

NPCs from Previous Scenarios
Each of the preceding Tierfon Missions can provide NPCs who have a score to settle with the PC, as detailed below.
  • While the PCs have likely gained control of the espionage droid I-3PO from “Underground,” the droid can still play an important role in this escalation, since they could use it to work against those who are pursuing them.
  • The playboy Lieutenant Druun Debah from “Turbulence” probably has a score to settle with the PCs if he believes they stole victory from him. Given his willingness to bend or break Imperial regulations, he's a good candidate for setting off on a personal vendetta against them.
  • Any pirates who survived the events of “Plunder”—and especially Captain Atisako Fellum—could be willing to team up with the Imperials in order to take revenge.
  • Lieutenant Ennis Dul'Tir, agent of the ISB from “Turncoat,” is probably the best candidate to lead these efforts. After all, he has the best access to intelligence resources, and thus possibly to background information about the PCs and their connections and activities.
  • The scientist Ebla Muir from “Firestorm” is something of a wild card who can be added to these machinations.
What Do the Imperials Know about the PCs?
From the outset it's important to determine how much the Imperials already know about the Rebel operatives. Their two best sources of information are probably footage from the hovercams at the race on Mon Cala (from “Turbulence”) as well as any security footage from the secret Imperial research facility on Nal Hutta (from “Firestorm”). With that in mind, it's up to the GM to decide—based on the PCs' background stories and any information they might have shared during interactions with NPCs—just how much the Imperials can learn about them.

Kidnapping Allies for Leverage
One possibly early possibility is that the Imperials resort to kidnapping previous allies of the PCs in the hope of bringing them out into the open. The Tionese noblewoman Gaea Rus from “Turbulence” is probably the best candidates for this, since she is not holed up in any secret Rebel base. In this case, the PCs would probably hear about her disappearance through order channels—such as Tri-Nebulon News—a long with details regarding where she was last seen, and thus might feel the need to investigate the matter for themselves. At the GM's discretion, the Imperials could also target NPCs from the PCs' background stories, if they've revealed any candidates.

Bounty Hunters—Do We Need Their Scum?
The GM could also take this opportunity to introduce bounty hunters who are pursuing the PCs. This could result in any case from any Obligation the PCs might have incurred from their lives before joining the Rebellion. Alternately, the Imperials could hire someone to keep an eye out for them on words that they've previously visited. Presented below is a good example of the types of beings that they could hire. 

Zer Noloss (Rival)
Brawn 2 Cunning 2 Presence 2 Agility 2 Intellect 2 Willpower 3

Talents: Sense basic power, control upgrade (both types).

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

Skills: Cool 2, Discipline 2, Knowledge 2, Medicine 2, Perception 3, Ranged (Heavy) 3, Ranged (Light) 2, Stealth 2, Streetwise 3, Survival 3, Vigilance 3

Talents: Sense Basic Power, Uncanny Reactions, Uncanny Senses

Abilities: Free rank in Discipline; Ammonia Breather

Equipment: Heavy clothing, blaster carbine, blaster pistol, breath mask, survival kit, stimpack, comlink

Zer Noloss is one of the Findsmen who is attunded to the Force--although he would argue that it's just the mystical tradition of his species. Whatever the case, he has an uncanny ability to recognize danger before it arises, and he can sometimes tell what his opponents are thinking. Both of those abilities he uses to help recognize and pursue his quarry, and he hopes that one of his apprentices will prove to be sensitive in the same way. He is an especially good candidate for pursuing the PCs if any of them have been revealed as Force-wielders.

Gand Findsmen (Minions)
Brawn 2 Cunning 2 Presence 1 Agility 2 Intellect 2 Willpower 3

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

Skills: Cool 1, Discipline 1, Knowledge 1, Medicine 1, Perception 2, Ranged (Heavy) 2, Ranged (Light) 1, Stealth 1, Streetwise 2, Survival 2, Vigilance 2

Talents: Dodge

Abilities: Free rank in Discipline; Ammonia Breather

Equipment: Heavy clothing, blaster carbine, blaster pistol, breath mask, survival kit, stimpack, comlink

These Gand--who go by the name Gand, since they have not yet distinguished themselves enough to earn individual names--are apprenticed to Zer Noloss. While they aid him insofar as they can, they are mostly with him to learn. As such, they are quite loyal to their mentor and defer to him in all matters.


Tracking Devices
Finally, keep in mind that capturing and/or killing the PCs is not always the best option for those who are pursuing them; after all, if the Imperials can manage to plant a homing beacon aboard one of their starships, then they could track them back to their secret base—a development that they would follow up with probe droids sent to that world, possibly to be followed by a full-scale invasion.



Monday, February 18, 2019

Tierfon Mission: Downtime

Detailed here are some of the training exercises in which the PCs can participate during their downtime in a Rebel base, be it at the Tierfon Outpost, on Yavin or Hoth, or in similar locations.

-Nate



Tierfon Mission: Downtime
This collection of activities is intended to be used at times when the PCs have time between missions, whether it be at Tierfon Base, or at similar Rebel Alliance outposts. They can be run in the same manner as modular encounters, as featured in the supplement Strongholds of Resistance. Alternately, they could be used as a stand-alone session for PCs who've been newly recruited to the Rebel Alliance, giving them a taste of a soldier's life and thus earning some XP with which to start developing the appropriate abilities.

Target Practice
One of the more common activities for Rebels in training is target shooting, both with pistols and rifles—as befits the different situations in which they might need to operate.
  • This involves five shots using either Ranged (Light) or (Heavy) or Gunnery skill checks.
  • The range can start out at short, with one difficulty die, and then escalate to medium and long.
  • The character with the highest number of successes after five shots is the winner; advantage can be used to break any ties.
  • Target drones could be used to provide moving targets.

The Obstacle Course
This activity combines general physical fitness—that is, running—with a series of barriers that help development different skills.
  • The running part requires Athletics checks, with the difficulty determined by the length of time.
  • A climbing wall also requires an Athletics check, with the difficulty adjusted based on the height, slope and number of handholds.
  • Various parts of a ropes course, such as crossing a narrow beam, crawling under a net, or the like, require a Coordination check.

Hand-to-Hand Combat
Another important aspect of training is unarmed and melee combat. This can be run as a typical combat between characters, with the following considerations.
  • The characters fight with padded staves, which means that they do damage to each others' strain thresholds rather than wound thresholds—unless, of course, some chooses not to do so.
  • They are also issued padded armor, which provides some protection from the attacks and thus makes the training bouts run longer than might otherwise be the case.
  • At any time, one of the competitors can call off the bout after recognizing a superior opponent.

Medical Emergencies
While not part of the ordinary training process, it's likely that characters skilled in Medicine will be called upon to help in various situations.
  • When a transport returns carrying wounded Rebels, refer to the Critical Injury table (from page 231 of the Core Rulebook) to determine the problems with which the medic must deal.
  • After the initial first aid, characters can make Medicine checks to provide medical care for ongoing recovery, as detailed on pages 232-3 of the Core Rulebook.
  • The medic could also be called on to deal with the outbreak of a disease in the base, requiring the collection of appropriate medicines and the treatment of those affected by it.
Wilderness Training
Given the potential for Rebels to find themselves stranded on alien worlds with hostile environments, they must know how to find shelter, water and food.
  • Characters should make Survival checks in order to provide for their basic needs.
  • Success means that they can pass a relatively comfortable night in the wilderness, and maybe even accrue boost dice for future business; failure, on the other hand, inflicts setback dice on ensuing endeavors.
  • There's always the chance the a native creature could come prowling, forcing the PCs to scare it away, placate it, do battle, or handle the situation in some other manner.
  • Finally, in the event that bad weather occurs during one of these exercises, the PCs might even need to make Resilience checks to deal with exposure, or could be called upon to rescue other Rebels who've been caught unprepared in such conditions.

Stalking and Guard Duty
This activity also takes the PCs outside the base; in this case, some of them are positioned in a particular location, while the others are tasked with sneaking up on that position, as detailed below.
  • The approaching characters start out in the extreme range band from their fellows, and advance one band—to long, medium, short, and then engaged—with each successful Stealth check opposed by the stationary characters' Perception efforts.
  • There could be some kind of target for the stalkers, in the style of capture-the-flag; the character who can close to engaged range can claim it.
  • In that case, the defending characters could be armed with weapons set on stun, in order to address those who are not stealthy enough.

Technical Difficulties
There is plenty for mechanically-minded characters to to in a Rebel base, including the following.
  • It would be necessary to wipe the memory of a captured droid so that it can be used by the Alliance; in this case, success means that it has not remaining memories and serves faithfully, while failure means that it retains some old programming and could act against the Rebellion.
  • Just as with critical injuries, technicians could be called upon to repair critical damage to ships, vehicles and other equipment; refer to the table on page 258 of the Core Rulebook for details.
  • Characters could also be tasked with picking or locks or pockets, requiring Skullduggery checks opposed to the targets Perception efforts.

Vehicular Patrols
The Rebel base routinely runs patrols of the surrounding territory, either speeder bikes or airspeeders on the ground, or starfighters in space. To that end, the PCs involved in these tasks should make Piloting (plantary) or (space) checks as needed.
  • These patrols normally follow pre-established routes, which means that characters need only make piloting checks in order to run the usual courses.
  • Here again, native beasts could complicate these activities by attacking the vehicles that pass through their territory.
  • In the event that a vehicle suffers damage, PCs trained in Mechanics could be called upon to make repairs during battle.

Sunday, March 18, 2018

Dawn of Rebellion (P)review


I know it's a bit late, but here's a preview of what people can expect from Dawn of Rebellion.

Page 1: Crawl

Page 2: Credits

Page 3: Table of Contents

Page 4: Foreword by Dave Filoni

Pages 5-9: Welcome to the Rebellion!/The State of the Galaxy/Life Under the Galactic Empire
This section provides an overview of the the Star Wars galaxy in this time period, which spans the years leading up to A New Hope—inlcuding events covered in the Rebels TV series and the film Rogue One.

Pages 10-49: Chapter 1—Worlds in Revolt
Presented in this chapter are overviews of numerous planets, including Alderaan, Atollon, Dathomir, the Death Star, Scarif, Jedha, Lothal, and five smaller ones. This seems like good material, including stats for creatures and modular encounters. Most interestingly, it also provides stats for characters from the TV series and films, including Princess Leia Organa, Saw Gerrera and even (former) Darth Maul.

Pages 50-89: Chapter 2—Organizations
This section describes numerous groups, including the Empire, the early Rebellion, Phoenix Cell, the Spectres, the Broken Horn Syndicate, the Free Ryloth Movement, the Protectors of Concord Dawn, and numerous “independent operators.” Here again there are stats, including Ahsoka Tano, Darth Vader and Lando Calrissian.

Pages 90-129: Chapter 3—Player Options
Presented in this chapter are four new alien species (the Drabatan, Gigoran, Iakaru and Tognath); six new universal specializations (Force adherent, Imperial Academy cadet, Padawan survivor, pirate, retired clone trooper and ship captain); six pages of new talents; new weapons including the lightbow and some heavy Gunnery weapons; four new droids, especially the KX enforcer and MSE units; and many different vehicles from Rebels and Rogue One.

Pages 130-143: Chapter 4—Game Master Support
This section provides guidelines for GMs, including treating campaigns like TV seasons, how to develop antagonists, and how to use Rebel cells in campaigns.

Page 144: Ad

All in all, this seems like a highly useful book. There's a lot of crunchy content for use in an Age of Rebellion campaign, of course, but also good material for Edge of the Empire games that involve up-and-coming Rebels. As always, the art is beautiful and the production values are top-notch. The decision to include stat blocks for major characters is an interesting one, and of course means that somebody's campaign will see the PCs kill Darth Vader.



Tuesday, February 6, 2018

First Look at SOLO


For the sake of completeness, here is the Superbowl first look as well.


Perhaps this is Lando's buddy (a Clone Wars era T-series Tactical Droid):


Monday, February 5, 2018

Trailer for Solo: A Star Wars Story

After very mixed feelings about The Last Jedi, I'm hopeful that this one will recapture the feel of Star Wars.

-Nate



Sunday, May 21, 2017

Rebel Rising


Another well written, engaging Young Adult novel: Rebel Rising (Beth Revis, 2017). This tale slots into the space between Catalyst and the Rogue One novelization.

Who wants to learn the sad history of Jyn Erso? Just finished reading about the intervening years between when Saw picks her up as a little girl hiding in a cave on Lah'mu to the time the Rebels pick her up as prisoner Lianna Hallik riding in a turbo tank on Wobani. 

Jyn truly does lead a sad life. The Empire has ruined everything for her, multiple times over. She has learned to survive, but has lost the essential spark of life: hope.  We'll see her regain that capacity in the movie: just in time to die a glorious death. Wow.

During this book, Jyn is not a Rebel with a capital "R" in the tradition on Mon Mothma. She also doesn't fit in with the quasi-terrorist Rebellion outcasts like Saw Gerrera, even though she spent a lot of time with him and had great affection for him. She blames equally the Empire and the Rebellion for the sad state of affairs in the galaxy. She simply wants to be left alone, but events and circumstances never allow it. A Star Wars tragedy to be sure.

A nice addition to my preferred canon.

Sunday, May 14, 2017

Guardians of the Whills


Just finished reading this nice volume- Guardians of the Whills (Greg Rucka, 2017). Technically a Young Adult tale, we follow some of the happenings on Jedha before the events of Rogue One. Our two main protagonists are featured on the cover: Baze Malbus, the light repeater heavy-hitter and (Kentucky Cheroot) Imwe, the blind force sensitive.

I like these two. Rucka does a great job writing these characters with the correct voice and feel. I love their playful banter. I like grumpy Malbus and hopeful Imwe.

We get to see how quality of life on Jedha has declined drastically since the Empire arrived. Our heroes get to make a major difference in the lives of some residents. Overall a solid addition to my preferred canon.

Saturday, May 6, 2017

Thrawn


Just finished reading this new book: Thrawn, by Timothy Zahn (2017). I must admit that I was nervous about how the Thrawn mythology would be "re-invented" in a new, more Star Wars: Rebels way (read: changed for change's sake; silly disregard for previous tales).

To that end, I was quite pleased. For a EU veteran like me, this book fits seamlessly into the rest of the Thrawn information. It does not, as near as I can tell, change anything so much that the Thrawn Trilogy would be rendered incorrect.

One minor gripe with this book might be just that: it feels a bit...minor. It has some decent action, near the end, but no good guys to follow and for whom to root. Remember, Thrawn is a bad guy. An interesting and enlightened bad guy, but still a bad guy. 

We learn Thrawn's origin story, following a short re-telling of the events of Mist Encounter, the Zahn short story (from Star Wars Adventure Journal Vol. 1, No. 7, WEG 1995). We then see Thrawn attend the academy, Thrawn hit a low point in terms of dignity (he disguises himself with dark glasses and a robe to meet some low level flunky in a diner. Oh, the humanity!).

Overall, I am pleased. Not overwhelmed, but pleased with this book. I am very glad that Disney didn't hire a Star Wars great like Zahn to simply ruin his own greatest creation with a needless and oddball revision.

Monday, April 10, 2017

Rebel Dawn and Rogue One



I was recently daydreaming about how similar these stories are, at least in terms of the end of the main female character. I will imagine that the Rogue One writers were influenced by the early EU. One can only hope for similar nods to the relevant background material for the upcoming Han Solo spin-off movie.

Operation Skyhook (from Rebel Dawn)
From the Wookieepedia summary:

...Bria Tharen leads a rebel raid on Toprawa in which rebel spies transmitted the plans for the Death Star I to Leia Organa aboard the Tantive IV. Tharen and her squadron were all killed in the raid, but the plans were successfully transmitted. This was the "first victory" of the Rebels.

Operation Fracture (and follow-on action, from Rogue One)
Rogue One action at Scarif summary (basically the same):

Jyn Erso leads a rebel raid on Scarif in which rebel spies transmitted the plans for the Death Star I to Leia Organa aboard the Tantive IV. Erso and her squad are all killed in the raid, but the plans were successfully transmitted.


A woman in charge of a desperate raid on a data storage center with a satellite transmitter antenna.

Hold the position long enough to send DS-I plans to Leia, on a ship in orbit.

Then die.