Tuesday, March 29, 2016

Especially for You

"She may not look like much, but she's got it where it counts, kid. I've made a lot of special modifications myself."


I just picked up this cool supplement at the FFG Event Center: Special Modifications. Now all I need is the Jedi Guardian book and a bounty hunter book and I will be done with my modest FFG SWRPG library. Probably.

Techs are a big deal in Star Wars RPGs, but they can be a bit difficult to integrate into the larger group sometimes. I can't say whether this book helps with that as of yet, but here is a preview of the book.

Pages: Contents
1: Crawl
2: Credits
3: Contents
4: Fiction
5-9: Overview and Introduction
10-41 (Chapter 1: Expert Artificers): Backgrounds for Techs, including Antiquarian, Born Engineer, Tech Designer, and Underworld Tech Expert. A new chart of Technician focused Obligations. Three (or four?) new species: the Dug, the Besalisk, and two subspecies of Mustafarian. New Specializations like Cyber Tech, Droid Tech, and Modder. A bunch of new talents, a new Technician Motivation Chart and two new Signature Ability trees: Inventive Creation and Unmatched Calibration.
42-67 (Chapter 2: Tools of the Trade): Equipment! For techs! Rules for using tools as ranged weapons and for hot-rodding existing weapons (or tools) into something more useful. And dangerous. Some new armor, new cybernetics, slicing tools, construction and salvage tools, weapon and armor attachments, and things called "remotes". Simple droids. Drones? A few new vehicles, with emphasis on heavy haulers and at least two airspeeder equivalents of a mobile tow truck/repair yard. Cool. A few starfighters, then the starship equivalent of a mobile tow truck/repair shop. Artwork seems a bit like Han's new Episode VII ship, Eravana: open mouth, suck in broken down vessel. The chapter is rounded out with vehicle attachments. These techs will find a way to attach anything to anything, won't they?
68-96 (Chapter III: Ingenious Creations):If you can't merge the two things into one thing, you may have to build a new, separate thing. This chapter includes rules to do just that. There is a discussion related to my point above, why/how the Tech leaves the workshop for the danger and thrill of adventure. Integrating the Tech into the hijinks that are bound to ensue when an RPG adventure happens. A related discussion assists with making "Technical Encounters" exciting in their own right, so as to more fully include the nerd, I mean, Tech, in the fun. Rules for crafting weapons (melee and ranged) and droids, as well as gadgets and cybernetics. Rules for Slicing encounters! Every non-Tech party member's nightmare, potentially. Sit still and listen as the computer hacker goes on a solo adventure...within the computer! Seriously, it looks like the rules here are again focused on making sure the Tech stuff can be integrated into the rest of it all. The chapter, and the book, ends with some ideas about selling your wares, as a Tech, and some ideas on Tech rewards.

Impressions
I am not done reading the whole book, but I like what I see.Wonderful art and whatnot, as per usual with the FFG SW stuff. I like having the four-armed Besalisk race stats. Dugs are kinda neat, too. I will probably ignore the Mustafarians. Both of them.

I will be paying very close attention to the "Integrating Techs into Non-boring Adventures" portions of this book as I get to them. From what portions I have read of those sections, it looks promising. I am reminded (with some of the vehicles and artwork) of Shug's Space Barn on Nar Shadaa or the aforementioned Eravana...without the rathtars and questionable hyperspace lever usage, of course.

Meet the Fleet, part 5


   

A/SF-01 B-wing, heavy assault starfighter. Product of Slayn & Korpil, developed in secret for the Rebel Alliance by the Shantipole Project in the Roche Asteroid Field. The project was led by then-Commander Ackbar; a joint effort between the insectoid Verpine and Rebel engineers. 

Conceived as a reaction to the anti-starfighter prowess of the Imperial Navy Nebulon-B frigate, the B-wing has a deserved reputation for fearsome firepower and heavy shielding. A capital ship hunter.

I got two of these in the B-wing expansion packs, and the other two from a pair of Rebel Aces boxes (along with a pair of A-wings). Not interested in getting more than this flight of B-wings.


Meet the Fleet note: I have an actual fleet massing near Sullust as we speak. Well, two fleets. Or maybe four, depending on how you count them. (I may have gotten into Star Wars: Armada recently. Accidentally.) More on that later...

Sunday, March 13, 2016

Lead by Example (P)Review

I've fallen behind in my rulebook reading; until I'm caught up, here's a quick (p)review of Lead by Example.

-Nate



Lead by Example (P)Review
Presented here is an overview of what one can expect from the new Strongholds of Resistance supplement.

Page 1: Opening crawl

Page 2: Inside title page

Page 3: Table of contents

Page 4: Fiction

Pages 5-9: Overview and summary

Chapter 1 (pages 10-41): Voice of Authority
This chapter presents ideas for commander backgrounds and duties; three new species (Chagrians, Ishi Tib and Lannik); three new commander specializations (the Figurehead, Instructor and Strategist); commander motivations; and two signature abilities (Rousing Oratory and Unmatched Authority).

Chapter 2 (pages 42-95): Trappings of Command
In this chapter one can find some new clothing and decoration options; one droid, the T-series tactical unit; some new “field equipment” for outfitting and protecting bases; one each of landspeeder, airspeeder and walker; five new starships, all cruisers or bigger; and four commander-oriented ship modifications.

Chapter 3 (pages 60-96): The Tides of Battle
This chapter presents guidelines for using commander characters in a campaign, along with eight pages of mass combat rules and examples, and five pages presenting medals of honor and other awards used by the Rebellion.




Saturday, March 5, 2016

Meet the Fleet, part 4


   

TIE/in. Squint. TIE Interceptor. Flown by Imperial Aces, the dreaded 181st, and Emperor Palpatine's Royal Guard. A quick and elusive opponent. Deadly in the right hands.

Two of these miniatures (the pair painted in flat Imperial Navy gray) come from a pair of TIE Interceptor expansion packs, the other four come from a pair of Imperial Aces boxes (the 181st red stripe and the all-red Royal Guard re-paints).

Friday, March 4, 2016

Meet the Fleet, part 3


   

The RZ-1 A-wing. Rebel Interceptor. Built for speed. Designed by Jan Dodanna and Walex Blissex, formerly of Kuat Systems Engineering. Custom manufactured, by hand, at secret Alliance bases. Some of these craft have actual wood furnishings in the cockpit. In the time period of this blog, just months after the Battle of Yavin, prototypes of this quick little craft are already in the field. Some have even been involved in combat.

As for the miniatures, I got a pair of the Rebel Aces boxes, plus two A-wing expansions. I have no desire to increase the number of A-wings in my arsenal, in part because only 4 named pilots exist in the X-Wing Miniatures Game right now.

The blue and white models are a great re-paint nod to the early Ralph McQuarrie concept art. Very nicely done, FFG.

Wednesday, March 2, 2016

Tierfon Mission: Turbulence

Here's the other scenario that I ran at Con of the North.

Turbulence

-Nate



Star Wars: Age of Rebellion: Turbulence
The planet Dac is a major bastion of support for the Rebel Alliance, home to the dedicated Mon Calamari and their shipyards. Recently a team of Irregulars operating out of Tierfon Base acquired a supply of starship-grade ore from the planet Flax; now they are delivering to the allies who will build from it vessels with which to continue the battle against the Evil Galactic Empire. Even on this friendly world, however, they are walking into the middle of unexpected dangers. 

Unbeknownst to the Mon Calamari, a Quarren crime boss by the name of Toruck Chel is running a series of illicit skiff races on Dac's watery surface. Participating in them is a risky but potentially lucrative proposition, and one that has drawn numerous competitors. Some are desperate, some are fearless or foolish, and some are ruthlessly determined to win by any means necessary.

Adventure Summary
This adventure begins with the PCs finishing a delivery of crucial supplies to a Mon Calamari contact on the surface of the planet, when they overhear a distress signal from one of the racing skiffs. Should they investigate, they find a vehicle that is malfunctioning, leaving its occupants exposed to the attack of a deadly keelkana. As long as they can make the rescue, the PCs can meet Gaea Rus and learn of the illicit skiff races. Provided they are interested in becoming involved, they can be introduced to Toruck Chel and interact with him and the other competitors. In the end they can compete in the race...

Planning and Preparations
Unlike other missions, this scenario finds the PCs caught up in the midst of unofficial business. Although it could ultimately prove useful to the Alliance, it also tests their willingness to operate outside of normal parameters.

Involving the Player Characters
This scenario should begin in media res, as they finish dropping off the supplies for their Mon Calamari contact, Lieutenant Aneru. From that point onward, the situation develops as it may.

Mission Objectives and PC Duty
Detailed below are some of the ways in which this assignment can tie into different characters' objectives.
  • Combat Victory—While this scenario might not seem to present much opportunity for pursuing this duty, interactions with the keelkana and the saboteurs do so.
  • Counter-Intelligence—This character faces the task of making sure that PCs are not revealed to be agents of the Rebel Alliance, something that could become more challenging, depending on how the situations develop.
  • Intelligence—The interactions with Lieutenant Debah provide a chance to gain information that could become important in the future.
  • Internal Security—This character might see Gaea Rus, a potential ally, as a possible threat; this can make for some interesting interactions with her, and with those PCs who seek to recruit her.
  • Personnel—On the other hand, this character probably sees Rus as a good opportunity to recruit a wealthy and daring potential operative, and is right in doing so.
  • Political Support—For this character, the publicity that can be gained by participating in the race is a good thing, and so providing dramatic competition and playing to the fans is a desirable objective.
  • Recruiting—Much like with the Personnel duty, for this PC securing the support of Gaea Rus is also a positive outcome.
  • Resource Acquisition—Acquiring and delivering the foodstuffs should be this character's primary goal, but there could be other opportunities for acquisition along the way.
  • Sabotage—The encounter with Drunn Debah is a good chance to do some harm to the Empire.
  • Space Superiority—The race itself presents a challenge for this hero, as do any potential Imperial Entanglements as the PCs make their exit from Dac.
  • Support—This character can, as usual, help fellow operatives in attaining any of the aforementioned duty objectives.
  • Tech Procurement—The waveskimmer skiffs could be an interesting asset for this character, along with any chance to develop equipment for use on aquatic worlds.

Episode 1: The Rescue
Begin this scene by setting the stage. The PCs' ship is parked on a docking platform on a small rocky island, one used by the Mon Calamari for transferring goods from starships to submarine vehicles. Lieutenant Aneru is looking over the supplies, making a list on his datapad. At the same time, the PCs can load aboard sealed containers of flash-frozen seafood for the return trip.

Lieutenant Aneru—Use the stats for a Mon Calamari Shipwright from page 35 of Strongholds
of Resistance.

As the waves lap against the footings of the platform and the sun is beginning to set on the far horizon, have the PCs make average Perception checks; success allows them to hear the crackle of a faint transmission from their ship's comm system.

<Static> “...anyone there? I've suffered a malfunction and my skiff is sinking.
If you can hear me, I need help. Please, if anyone is out there...” <Static>

Hopefully this is enough to pique the PCs' curiosity. The voice, it should be mentioned, is that of a Human female, one who sounds fairly refined in her upbringing. 

At this point, an average Computers check using the ship's sensor suite can locate the source of the transmission. It's not far away by freighter. As long as the PCs are willing to have a look, it becomes important to know where each is stationed aboard the ship, since this influences how they can react when they arrive on the scene.

Keelkana Attack
The source of the transmission is an Ubrikkian Bantha II cargo skiff, one that is clearly having problems. The vehicle is partially emerged in the turbulent ocean, with waves continually cresting over it. At the control console, a Human female struggles to keep it operating, while also fighting the waves to keep an unconscious Human male aboard. What is more, their predicament has attracted the attention of a keelkana that prowls in these waters. 

Have the PC in the best position to do so make a Perception check opposed to the keelkana's Stealth effort. Success for the hero means that none of the PCs are surprised by the attack, while failure means that the keelkana gains a free attack (with a boost die added) before initiative begins. Once the battle is underway, the PCs should suffer setback dice to ranged attacks against the creature because of the protection afforded by the water. For its part, the keelkana targets the Human male first, and then targets of opportunity after that.


Keelkana—Use the stats from page 34 of Strongholds of Resistance.

The PCs don't need to kill the beast in order to complete their rescue. If they can reduce it to half of its would threshold, or inflict multiple critical injuries upon it, the keelkana decides to seek easier prey elsewhere and swims away. Options here include rigging a cable to the skiff and towing out of harm's way (a hard Survival check), lifting the victims to safety aboard the freighter (average Athletics checks for each) or other strategies (GM's determination).

Gaea Rus—Use the stats for a Wealthy Noble from page 430 of the core rulebook.

Gaea Rus's Story
As long as they can rescue her, Gaea can explain her situation to the PCs. She might be willing to share more information if a character makes a suitable Charm check opposed by her Discipline. Through conversation or recitation, she relates the following details.
  • She is the daughter of an influential family in the Tion Hegemony.
  • She and her brother, Derc, are preparing for a local skiff-racing competition.
  • The competition is not entirely legal, promoted by a Quarren crime boss named Toruck Chel.
  • It consists of a race through a series of rocky islands using skiffs with repulsorlifts modified to decrease their flight ceilings, making for difficult flight. The prize is 10,000 credits.
  • She and her brother hope to win the prize of ten thousand credits.
  • The two are bored of their ordinary lives and are seeking a little excitement.

An average Outer Rim knowledge check reveals that Gaea and Derc's family is connected to the noble Tion family and its holdings; they are wealthy and influential beings.
At this point, of course, Derc is incapacitated (or possibly dead) and Gaea's skiff is badly damaged (or even lost at sea). If she is going to compete in the race, she needs help, and asks for it from the PCs. What is more, because she cares little for money, she offers them the full prize if they will assist her. 

Note: The PCs' interaction with Gaea Rus—and with the other NPCs in this scenario—can make for some good roleplaying as they try to explain their business on Dac without giving away their Rebel affiliations. On the other hand, considering the fact that Gaea is a wealthy and influential young woman who lacks a sense of purpose in life, perhaps the PCs might want to try recruiting her.


Episode 2: Meeting the Competition
If they're willing to work with her, Gaea can lead the PCs to the islands where the competition is being held. One in particular boasts sandy beaches and private cabins, along with a restaurant and bar. This is where Toruck Chel has set up his base of operations, and where the competitors are being lodged. 


The restaurant is run by a friendly and outgoing Nautolan named Nadira. It has a broad common room filled with tables and chairs for patrons, along with two smaller rooms for private seating. The kitchen and pantry are in the back, along with the rear exit. There are refreshers in the front corner. Nadira welcomes newcomers and enquires about the purpose of their visit as she takes orders for food and drinks. She can provide most of the popular potent potables from around the galaxy, but the cuisine runs heavily toward seafood. It is still delicious, though. 

Once they're settle, the PCs can also meet the organizer, and then interact with some of the competition. Toruck Chel, surrounded by his Quarren bodyguards, greets them. Assuming that he hears of Gaea's accident, he expresses his relief that she is okay and then discusses any changes to her racing situation that are necessary. He can also assign the PCs to their own private cabin, one of the many located along the beach.



The other competitors also happen to be gathered at Nadira's. They are a mixed bunch, including the following characters.
  • One is a local Mon Calamari named Mujnah. She is well regarded by others, a skilled pilot and a fair competitor.
  • Another is a Xexto hotshot, Togala Genu, one who is full of confidence and has the aptitude to back it up. While he can talk trash, he is not known to cheat.
  • The third is a Corellian. Golthani Ru, who makes her living by piloting for an Ugor reclamation vessel; not too much is known about her.
  • There is also a Shistavanen named Sen Wral. His reputation is not good, as it's believed that he'll resort to any means necessary in order to win a race.
  • Last is an Imperial officer who can't resist the temptation of the race, a Human by the name of Lieutenant Druun Debah. He is taking a considerable liberty by participating in the competition.
Note that stats for these characters are provided in an appendix that can be printed and shared with other players during the race, allowing non-pilot types to participate in the dice rolling (see below for more details). 

During these interactions, Lieutenant Debah inevitably makes his way over to where the PCs are seated. While not suspecting them of Rebel activity, he is always on the lookout for that kind of thing. As such, his seemingly innocent questions require the PCs to be careful. This requires either some clever half-truths from a PC, or perhaps even a Deception check opposed by the Imperial officer's Perception effort. The GM should, as always, assign bonuses or penalties to these checks based on good and bad roleplaying. 

Mixing and mingling with these beings can take as much or as little time as the players and GM want. Once they're ready, one of the staff members escorts the PCs to their private cabin.


Preparations
While they have a little downtime, one or more of the PCs might want to do some work on the skiff that they'll be using in the race. This is a good chance for mechanically-minded characters to use some of their special abilities. 

First up is the task of repairing Gaea Rus's waveskimmer. It has suffered the effects of an Engine Damaged critical hit, reducing its speed by 1. A hard Mechanics check is required to restore the engines to maximum capacity. 

At the same time, characters such as Riggers might want to use talents like Bolstered Armor or Tuned Maneuvering Thrusters to improve the performance of their 'skimmer. At the GM's discretion, the PCs could make other modifications to the vehicle, such as adding a weapon emplacement to it.

A Little Romance?
Another potentially interesting development is the possibility that Gaea Rus becomes romantically involved with one of the PCs. This is likely to be one with a higher Presence score, or a character who took a particular risk in order to help her.

Episode 3: The Race
As the race approaches, pilots and their crews should board their waveskimmers and then head for the starting line (1). Toruck Chel is present, too, and looses a number of camera droids to monitor the race. They broadcast back to Nadira's Cantina, as well as “to those who are watching around the galaxy.” Once everyone is in position, Toruck produces an old-fashioned slugthrower pistol and uses it to accentuate the “On your marks, get set, go!”

Keeping Score
To conduct the race, use the following guidelines. Every time the racers make skill checks, the one with the highest result scores 4 points; next highest scores 3, and so on down the line. This creates a running tally, affected by every check, that reflects the overall positions of the competitors, and the one with the highest total after the last check is the winner. Every triumph scores 2 bonus points, too.
Order / Points
First / 4
Second / 3
Third / 2
Fourth / 1
Fifth / 0

The Course
Refer to the map of the islands for a layout of the course.

1. Fast Start
To begin the race, all competitors should make Cool checks for initiative, representing how quickly they can jump off the line.

2. Open Stretch
This part of the course requires pure speed, so characters who've made upgrades to that quality for their vehicle should receive bonuses to their Piloting (Planetary) checks. Here the lead vehicle should roll first, and can use Advantage generated by the check to add setback dice to other racers' checks. 

3. Sharp Turn
Rounding this island requires average Piloting (Planetary) checks, this time with bonuses for those who've increased their waveskimmers' handling. In addition to determining the scoring for this part of the course, failure on these checks requires pilots to make a second check in order to remain in control of the vehicle. Failing that second check means the pilot temporarily loses control and the vehicle suffers a minor collision with the rocks (see page 256 of the core rulebook for details).

After the sharp turn is another run through the open stretch, with another round of speed-based checks.

4. Wide Turn
Coming around the back of the island, the camera droids have a hard time keeping track of the racers amid the crashing waves and spray. Due to the turbulence, competitors should make hard checks, with failure requiring a second such check to avoid losing control (see above). This is perhaps the first opportunity for competitors to engage in any shenanigans, as detailed below.

After the wide turn, the course leads through a third open stretch, a second sharp turn, and then the fourth and final open stretch before reaching the finish line.

Meanwhile, back at Tierfon Fighter Base...
This scene could provide a good chance for the GM to use a humorous cut-away scene. Back at Tierfon Fighter Base, an enterprising technician has managed to patch a live feed of the race into the base's command center holoprojector. While some of the off-duty Rebels are watching, one of them leans in for a closer look at the competitors. “Wait a minute,” she asks. “Isn't that __________?” 

Needless to say, once they return to base, the PCs are going to have some explaining to do. This scene can develop with cheering and/or booing, depending on the developments in the race.

Shenanigans
Nobody really expected this to be a fair and honest race, did they? In the event that the PCs are proving to be more of a challenge than what they expected, some of the competitors are willing to cheat. Presented below are a few of the possible strategies that they can employ.
  • Somebody surreptitiously loosens the cover on his engine compartment (Perception opposed to Skulduggery to notice the action) and a moment later it flies off into the path of the next 'skimmer. Dodging it requires a Pilot—Planetary check, with failure causing a collision that inflicts a major collision, as detailed on page 256 of the core rulebook.
  • Another character produces a small globe containing some kind of liquid. It is, in fact, oil secreted by female keelkanas, and is a powerful attractant for the males. The offending character must succeed at a Ranged (light) attack to hit with the globe. An average Survival check can identify the liquid, and a hard check of some kind is required to remove it. Options here include dipping that part of the waveskimmer into the water to wash it off, removing the part of the vehicle that's been befouled, or whatever else the PCs can think to do.

Keelkana Attack!
This event can happen for a number of reasons. One is if a competitor hits an opponent with the globe of keelkana oil; another is if a competitor lose control of a vehicle and crashes. Whatever the case, a keelkana lances up out of the water to attack the beings on the vessel in question. This requires going into initiative, using the stats provided above. 

This situation could also present an interesting moral dilemma for the PCs, as well as a chance to make the Empire look bad. After all, Lieutenant Debah does not even hesitate if a competitor is in trouble, but the PCs could demonstrate their altruism by stopping to aid a rival. Given that this event is being broadcast throughout the Outer Rim territories, that's some good publicity for the Rebel Alliance—especially if someone is so bold as to fly a banner with the Alliance starbird on it.

Conclusion
The winner is, of course, the pilot with the highest point total after finishing the course. Toruck Chel, Nadira and the assembled visitors are waiting to congratulate the winner, and to present him/her/it with the 10,000-credit purse. Gaea Rus insists that the PCs keep all of it, since all of this is just a hobby for her. What is more, she could become a useful ally for the PCs, since she is an influential noblewoman and has been impressed by their character.


Epilogue
As long as the mission is a success, the PCs have won a considerable prize for themselves.

Rewards for Risks
At the GM's discretion, the PCs should earn 10 experience points for a complete success, or 5 xp for a good effort; players who stick to their characters' motivations should earn another 5 xp. At the same time, they should each increase their Duty rating by 5.


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

TURBULENCE

It is a time of civil war.

As part of the ongoing war effort, Rebel agents

are delivering a valuable cargo of supplies to

Mon Calamari technicians on Dac. Little do they

know that they're about to stumble into a cutthroat

competition, a chance to win fortune and glory

if they can survive it.
Appendix 2: The Competition
Presented here are stats for the various competitors in the waveskimmer race. They are formatted so that they can be cut out and given to players who don't control the party's pilot to keep them more involved in the race.


Mujnah (Rival)
Brawn 1 Cunning 2 Presence 2
Agility 2 Intellect 3 Willpower 2
Soak: 2
30
Wound Threshold: 11
Strain Threshold: 13
M/R Defense: 0 / 0
Skills: Astrogation 2, Computers 1, Core Worlds 1, Gunnery 2, Mechanics 1, Outer Rim 2, Perception
1, Piloting--Planetary 2, Piloting--Space 3, Ranged--Light 1, Vigilance 1
Talents: Full Throttle, Skilled Jockey
Abilities: One free rank in Perception; Amphibious
Equipment: Heavy clothing, blaster pistol, comlink

Mujnah is a highly skilled pilot, and she enjoys the challenges that are presented by her work for
Captain Zate. Even so, she longs to do something more important. Having heard stories about the
oppression of her homeworld by the Empire, and how such brave individuals as Captain Ackbar are
fighting for freedom, she dreams of having a chance one day to make that kind of difference. She questions her own skills, however, and wonders if she would be able to do what must be done if such circumstances befell her.









Togala Genu, Xexto Hotshot (Rival)
Brawn 1 Cunning 2 Presence 2
Agility 4 Intellect 2 Willpower 1
Soak: 1
Wound Threshold: 10
Strain Threshold: 10
M/R Defense: 0 / 0
Skills: Astrogation 2, Computers 1, Cool 2, Gunnery 3, Mechanics 1, Piloting—Planetary 2, Piloting—
Space 3, Ranged—Light 2, Streetwise 1, Vigilance 2
Talents: Confidence, Corellian Sendoff, Dedication, Grit, Koiogran Turn, Shortcut, Showboat, Skilled
Jockey
Abilities: One free rank in the Confidence talent; Additional Limbs (one free maneuver per turn)
Equipment: Heavy blaster pistol, long-range comlink, A/KT Wing Commander armored flightsuit

Togala is a brash, boastful pilot; the only thing he enjoys more than piloting his ship in dangerous
situations is telling others about it later. Even so, he is friendly with other pilots and loyal to those who earn his respect. He has no love for beings who lie or cheat others (but taking a little license in storytelling is another matter entirely).
Sen Wral (Rival)
Brawn 3 Cunning 3 Presence 2
Agility 3 Intellect 2 Willpower 2
Soak: 5
Wound Threshold: 12
42
Strain Threshold: 12
M/R Defense: 0 / 0
Skills: Athletics 1, Brawl 2, Coercion 1, Cool 1, Gunnery 1, Mechanics 1, Medicine 1, Melee 2,
Negotiation 1, Perception 2, Piloting—Planetary 2, Ranged—Heavy 2, Ranged—Light 2, Resilience 1,
Stealth 1, Survival 3, Vigilance 2
Talents: Expert Tracker, Hunter, Outdoorsman, Swift, Tracker
Abilities: Night Vision: Shistavanens remove one setbeck die imposed by concealment that is caused
by darkness; Uncanny Tracker: Shistavanens always treat Survival as being a career skill
Equipment: Padded armor, blaster carbines, force pikes, comlink

Sen Wral is an unpleasant being, a Shistavanen bandit who has decided to wager some ill-gotten cash on this race. He does not hesitate to cheat if he thinks he can do so without being caught.
Golthani Ru (Rival)
Brawn 2 Cunning 2 Presence 2
Agility 3 Intellect 2 Willpower 2
57
Soak: 2
Wound Threshold: 12
Strain Threshold: 13
M/R Defense: 0 / 0
Skills: Astrogation 1, Athletics 1, Brawl 1, Computers 1, Cool 2, Coordination 2, Core Worlds 1,
Gunnery 2, Lore 1, Mechanics 2, Medicine 1, Melee 1, Outer Rim 1, Perception 2, Piloting—Planetary
2, Piloting—Space 3, Ranged—Heavy 1, Ranged—Light 2, Resilience 1, Skulduggery 1, Stealth 1,
Survival 1, Vigilance 1
Talents: Full Throttle, Grit, Improved Full Throttle, Rapid Reaction, Skilled Jockey
Abilities: One free rank in each of two skills
Equipment: Flightsuit, blaster pistol, comlink, datapad

Known as “Golly” to those who are close to her—and there aren't many who can make such a claim—Golthani Ru is a skilled pilot, as befits a native Corellian. While she longs for more adventure in her life, she is happy for now to be working as Ma'char'ba's personal pilot. When she has a chance to do so, she likes to test her abilities by weaving in and out of asteroids and performing other such stunts. One day she hopes to have her own ship, something small, fast and sleek. Until then, she tolerates her unusual boss and coworkers. Golly is a good-looking young woman with black hair, brown eyes and a dark complexion.





Saturday, February 27, 2016

Tierfon Mission: Underground

Here's the first in a series of mission scenarios for Age of Rebellion; it sends the PCs from Tierfon base to the primitive world Flakax to make contact with potential new allies there.

Underground

-Nate


Star Wars: Age of Rebellion: Underground
The mines of the planet Flax, located in Sumitra Sector, are an important source of starship-grade ore for the Galactic Empire. With the escalation of hostilities following the Battle of Yavin and the destruction of the Death Star, this commodity has become even more valuable. While the Empire guards this resource closely, the Rebellion is eager to acquire some of it.

Enter the heroes.

Given that the planet's native species, the insectoid Flakax, have been enslaved by the Empire, Major Kento Moorla believes they may be willing to cooperate with the Alliance. That's why he's sending the PCs, a team of Irregulars, to make contact with the Flakax and, if possible, broker a deal to trade military and intelligence support for the ore.

Adventure Summary
In order to complete this mission, the PCs must make their approach to Flax without drawing the attention of Imperial ships in orbit. After reaching the surface they must find a place to land where they can conceal their ship, and then set out on foot across the rough local terrain. This could bring encounters with the native flora and fauna. Once they reach their destination, one of the planet's many extensive cave networks, their task is to locate some of the disgruntled slaves, open negotiations for mutual assistance, and, hopefully, strike a bargain. If they can do so—or, if the scenario takes a turn for the worse and they need to flee the area—they must then find their way back off of the planet, once more without alerting the powers that be.

Planning and Preparations
In the interest of starting this adventure in media res—in the middle of things—it is best to handle the necessary preparations while the PCs are en route to Flax. They receive their briefing in the form of a holoprojector recording of Major Moorla which provides the necessary details.
  • The Empire maintains an extensive mining operation on Flax, used to produce ore for use in building starships.
  • Part of their operation involves the enslavement of the native Flakax, who provide labor in the mines.
  • Some of the Flakax have become disgruntled with this arrangement, and could be willing to work with the Alliance, perhaps trading starship-grade ore for military aid and supplies.
  • The PCs' mission is to travel to Flax, make contact with the Flakax, and broker such a deal.
  • The Flakax are an insectoid species; their hive-like settlements are each ruled by an all-powerful queen.
  • Needless to say, they should avoid any Imperial entanglements if at all possible.
Along with this information, the PCs have been given the following equipment: thermal cloaks and goggles, long-range comlinks, climbing gear and electrobinoculars. Note that these items have been assigned to the PCs for this mission only, and so they are expected to return them in good working order to the quartermaster. They're also assigned an astromech droid to mind their vessel while they're disembarked. Finally, the PCs have also been given crates containing blaster pistols, medpacs, comlinks and similar equipment, for use as a good-will offering to the Flakax if they are amenable to working with the Alliance. 

Should the PCs wish to have procured any additional items before departing on their mission, they can do so ex post facto via GM approval and/or a bit of roleplaying.

Involving the Player Characters
This scenario assumes that the PCs are willing agents of the Rebel Alliance, part of the group known as “Irregulars.” As such, they are being sent on this assignment under the orders of Major Kento Moorla. The GM can modify circumstances to fit the needs of a different party, however. For example, the PCs could run into a Flakax who has fled the planet and sought out the Rebel Alliance, perhaps even while Imperials are pursuing the fugitive slave. If they manage to rescue the unfortunate, he then asks them to undertake the voyage back to his planet.

Mission Objectives and PC Duty
Detailed below are a few of the ways in which the duty of each PC can tie in to this mission.

Combat Victory—In theory, this character should be out of place in a scenario such as this one, where the PCs are supposed to avoid any Imperial entanglements. Even so, such a character could be sent along “just in case.”
Counter-Intelligence—This character can especially be given the task of making sure that the mission comes off without a hitch, preventing the Imperials from gaining any hint of a possible insurgency on Flakax.
Intelligence—A primary focus for this character can be to gather as much information about the Flakax—including their culture, assets and motivations—as possible so that the Alliance can best decide how to work with them in the future.
Internal Security—Much like with those who emphasize on counter-intelligence, this character should focus on making sure that no problems develop among the team sent to complete the mission.
Personnel—Recruiting agents from a new species should be at the heart of what this character hopes to accomplish. What is more, if any of the Flakax wish to return to Tierfon Base with the PCs, this character is likely to be the one who plays host to these visitors.
Political Support—A character with this duty, and the skills to support it, can be the face of this mission, leading the negotiations with the Flakax if and when they occur.
Recruiting—The involvement of this character is much the same as that for ones with the Personnel duty, as detailed above.
Resource Acquisition—Given the fact that acquiring starship-grade ore is vital to building up the Alliance fleet, a character with this duty should be in his element.
Sabotage—While this operation is supposed to be as low-key as possible, there may be opportunities for causing harm to the Empire's mining operation on Flax, and that's where this character can rise to the occasion.
Space Superiority—Although this mission isn't supposed to involve any dogfighting, it does need a skilled pilot to bring the team into and out of Flax. There's also the fact that missions don't always go as planned...
Support—As always, this character can work with teammates to make sure that the mission comes off without a hitch.
Tech Procurement—This character can personally oversee the acquisition of the ore, perhaps involving testing it for purity and then helping deliver it to the Alliance facilities where it will be used to produce ships for the fleet.



Episode 1: Insertion
Once the PCs are ready to begin the mission, their first challenge is to approach Flax. To do so, one team member should make a hard Astrogation check in order to drop the party's freighter in on the side of the planet away from the massed Imperial ships. 

At that point, the pilot needs to make a similar Pilot—Planetary check to take the ship rapidly down to the surface and then closely along the terrain so as again to avoid detection. Should either of these efforts fail, the Imperials become aware of a ship making planetfall, and dispatch a pair of TIE/ln starfighters to patrol the area.

Finally, someone aboard the ship needs to make a hard Computers check, using the ship's sensors to find a place to land. At the GM's discretion, characters in the ship's cockpit can also make Perception checks instead. The implications of these efforts affect how well the PCs can hide their ship, as detailed below.

Landfall (Area A)
After they've landed, the PCs need to conceal their vessel. The result of the aforementioned Computers or Perception check whether or not the PCs can find a partially sheltered area where they can easily park the vessel and cover it with a camouflage tarp. This, in turn, grants boost or setback dice to the Stealth check made to hide the vehicle. This check only needs to be made if and when an Imperial patrol passes through the area (see below). 

Once they're ready, the PCs can set out on foot across the desert terrain. Note that any characters who don't wear thermal cloaks or other protective gear, or who are not naturally able to withstand the desert heat, suffer a setback die to all physical actions taken while crossing the sands. Navigating a route toward the nearest rocky terrain requires an easy Survival check, given that the sun in the sky provides a clear reference point.

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

TIE Pilots—Use the stats found on page 423.

Can-Cell Attack (Area B)
One of the Imperials' contributions to life on Flax is the predator known as the Can-Cell, native to planets like Teth and Kashyyyk. They have been introduced on this world because the Imperials hope to keep the native Flakax in their underground hives, where they can focus on their work for Queen and Emperor, rather than having them roaming the planet's surface and causing trouble. Of course, can-cells are not strictly insectivorous, and these one take an interest in the PCs. 

The PCs should make Perception checks opposed by the can-cells' Stealth efforts. Success allows the PCs to be aware of the attack, while failure means that the predators attack with surprise. For their part, the can-cells swoop in to attack their targets, hoping to fell a character and then carry that victim off as a meal. They are very hungry and fight to the death. 

Should the PCs manage to kill one or more can-cells and carry away proof of having done so, they can gain boost dice on future checks made to interact with the Flakax and earn their respect.

Can-Cell
Brawn 2 Agility 3 Intellect 1
Cunning 3 Willpower 2 Presence 1

Soak: 4
Wound Threshold: 12
Strain Threshold: 12
M/R Defense: 1 / 1

Skills: Athletics 1, Brawl 3, Perception 2, Stealth 2, Survival 3

Abilities: Armored Carapace (+2 to soak, and treat as 1 / 1 armor); Flight

Equipment: Mandibles (Brawl; Damage 4; Critical 3; Range [Engaged]; Knockdown).

These large, flying insectoids are easily the size of most beings; they have buzzing wings and
powerful mandibles.

TIE Flyover (Area C)
If any of the PCs' piloting efforts during their approach were not successful, they attract the attention of a TIE fighter patrol. In this case, two TIE/ln fighters make a flyover, looking for signs of trouble. Here again the characters should make average Perception checks, with success allowing them to hear the telltale whine of approaching twin ion engines. As long as they are aware of the approaching fighters, the PCs can then make average Stealth checks to hide themselves. Failure here—or being unaware of the starfighters' approach until they arrive—means that the TIE pilots spot the PCs and call in to their superiors.
At the same time, the character who oversaw the camouflaging of the team's ship should also make an average Survival check, modified by the factors mentioned above. Here again, success means that the Imperials remain unaware of an outsider presence on Flax, while failure means that they are alerted and send a few squads to investigate (see below).

Finding the Tunnels (Area D)
Once the PCs have crossed the desert landscape, they should make hard Perception checks to find an entrance to the Flakax hive. Although they can take as much time as they want to find the tunnels, the GM could throw an additional can-cell attack and/or Imperial patrol at them if they don't succeed after a couple of efforts.


Episode 2: Making Contact
Refer to the appropriate map as the PCs make their way into the Flakax tunnels. The tunnel that leads into the hillside is roughly dug, but seems solid. It is pitch dark, however, and so characters who are unable to see in the dark need a light source in order to navigate.

Navigation
As they head into the tunnels (A), the PCs should make hard Survival checks in order to keep track of their path. While it might not matter much on the way into the tunnels, whether or not the PCs succeed could be very important as they make their way back to the surface (see below). To help set the scene and add to the sense of possible danger, it could be good to have the players declare a marching order for their characters.

The Old Droid
At the bottom of a vertical passage (B) lies a dirty, badly dented and motionless protocol droid. It is nearly deactivated, but can be restored to working order (but only 1 wound per success) with an average Mechanics check. This is I-3PO, an Imperial espionage droid that masqueraded as a translator among the Flakax. It monitored their activities until they discovered its true purpose, at which point they arranged for it to have an accident in the depths of the tunnels. 

If reactivated, I-3PO feigns a lack of memory. It recalls working among the Flakax as a translator, but claims not to remember how it came to be lying in this unhappy state; characters who wish to do so may make Perception checks opposed to its Deception effort, but add a setback die to the difficulty for the droid since it does not have facial expressions that characters can try to read. At the same time, the droid begins asking subtle questions about who the PCs are and what they are doing on the planet. For now it bides its time, hoping to learn the nature of their business and thus have a chance to inform against them later.

I-3PO—Use the stats for a Protocol Droid from page 429, but substitute 2 ranks of Deception
for the droid's 2 ranks of Charm.

The Ascent
Proceeding further, the PCs reach a place where they face a vertical assent (C). In order to proceed, one character must make a hard Athletics check. As long as that character succeeds and can lower a rope for the remaining team members, the difficulty of their checks is lowered to average. Failure, on the other hand, means the PC in question makes no progress, while 3 threat or despair results in a fall that causes 10 strain damage. As always, at the GM's discretion, the PCs could use other strategies to overcome this obstacle.

The Cave-In
At another point while the PCs are navigating the tunnels (D), they feel the ground begin to shake, and then dust and bits of rock begin falling from the ceiling. At that point they must make average Coordination checks; success means they manage to jump out of the way of falling debris, while failure causes five wounds as the characters are pelted with rocks. What is more, rolls that generate three or more Threat results cause the character in question to become buried in debris. Should that happen, it takes a hard Brawn check to dig out each victim, and that character suffers two wounds per round until rescued. Note that the buried character may try to dig out oneself, but the difficulty for doing so increases to daunting.

First Contact
Further onward the tunnel opens into a broad chamber (E), one that is filled with stalactites, stalagmites and columns of rock. This is a Flakax guard post. As the PCs enter this area, have them make Perception checks opposed by the Flakax sentries' Stealth efforts. As long as at least one of the PCs succeeds, the group is not caught off guard. Failure by all of the characters, on the other hand, means that they are surprised, letting the Flakax move into advantageous positions and granting them boost dice on their Vigilance checks for initiative if and when combat occurs. 

As long as the situation can be resolved without violence, and the PCs can explain their presence in the tunnels, the Flakax sentries agree to take them to meet with Annat. One further complication arises if the PCs have restored I-3PO to working order, however. The Flakax recognize the droid, and it recognizes them; therefore, the droid tries to flee and thus to alert the authorities. The situation should be resolved as a normal combat, using Vigilance checks for initiative.

Meeting with Annat
Beyond the large chamber is a smaller area in which the dissident Flakax hold their meetings. While Annat, their leader, doesn't look much different from his fellows, they look to him with respect and deference. Interacting with him is a good chance for a diplomatic type of character to step up, hopefully explaining the goods and services that the Alliance has to offer in exchange for the cooperation of and processed ore from the Flakax. 

At the same time, this is a good chance for some roleplaying that helps capture the idiosyncrasies of this species. Given their insectoid nature and hive-oriented society, Flakax tend to see the world (along with the rest of the galaxy, for that matter) differently from other beings. For example, Annat defers to female characters first, assuming that they are in charge. He also asks the PCs what roles they play in their hives, and to describe the “queen” of their Alliance along with the leader of the Empire. 

This is also the time for the PCs to present the goods that they've brought, and perhaps to show off their ability to use the items in question. For example, as the Flakax are examining the blaster rifles, a PC who is a good shot could demonstrate that talent with a bit of trick shooting. Similarly, a character who is skilled in Medicine could treat the wounds of a Flakax sentry. Such demonstrations can impress the Flakax, granting bonuses later. 

Once there's been some good interaction between the two parties, the character who is speaking for the PCs should make a hard Negotiation check. As always, the GM should feel free to grant boost dice for this check based on effective roleplaying and relevant arguments, along with setback dice for brutish behavior or the like. Success means that Annat agrees to provide refined metal for the Alliance in exchange for goods and assistance, while failure causes him to refuse any such cooperation. What is more, in the event of successful negotiations, Annat asks to accompany the PCs back to their “hive.”

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

Soak: 4
Wound Threshold: 15
Strain Threshold: 15
M/R Defense: 0 / 0

Skills: Athletics 2, Brawl 2, Discipline 2, Negotiation 2, Perception 2, Resilience 2, Survival 2,
Vigilance 2

Talents: Grit x2, Intense Focus, Toughened x2

Abilities: Thick carapace (increase Soak by 1)

Equipment: Claws (Brawl; Damage 4; Critical 3; Range [Engaged])

Annat is fairly typical of the Flax; he is loyal to his queen and hive, and works for their
betterment. Even so, he has begun to suspect that their good does not lie in the same direction as what is demanded of them by the Galactic Empire. As such, he has undertaken the unprecedented task of reaching out to the greater galaxy—in particular, the Rebel Alliance—in the hope of finding another path for his people to take.

Flakax Laborers
Brawn 2 Agility 2 Intellect 1
Cunning 2 Willpower 2 Presence 1
Soak: 3
Wound Threshold: 5 each
Strain Threshold: NA
M/R Defense: 0 / 0

Skills (group only): Athletics, Brawl, Perception

Abilities: Thick carapace (increase Soak by 1)

Equipment: Claws (Brawl; Damage 4; Critical 3; Range [Engaged])

These drone workers epitomize the Flax qualities of loyalty and determination.


Episode 3: Extraction
Once the PCs have completed their negotiations, for better or for worse, all that remains is for them to take their leave of the planet. This requires them to backtrack along their previous course, perhaps with Annat in tow. The only real obstacle they face is the vertical section of tunnel, which is now a descent; here again, hard Athletics checks (reduced to easy if the PCs can anchor a rope to use in descending) allow them to reach the bottom, while failure with three Threat or Despair causes a fall.

Imperial Entanglements
As the PCs make their exit, the question of how aware the Imperials are of this incursion becomes important once again. If they failed to make the approach without attracting attention means that there could be TIE/ln patrols sweeping through the area, perhaps accompanied by scout troopers on speeder bikes. Should they not have managed to hide their ship, there could be a full squad of stormtroopers standing guard over it, along with a technician who is trying to gain access. (If the PCs left any being aboard their ship, such as an astromech droid to watch over it, they could be notified of these developments upon exiting from the tunnels.) 

At the GM's discretion, based upon the outcomes of events at the start of this scenario, one or more of the following situations could occur.
  • Another TIE/ln patrol sweeps through the area, forcing the PCs to hide as detailed above.
  • A pair of scout troopers (page 422) on 74-Z speeder bikes (page 263) approach, requiring a similar response from the PCs—but this time the Stealth efforts are opposed by the troopers' Perception checks.
  • As mentioned above, a group of four stormtroopers and a sergeant (pages 420-1), along with a naval engineer (page 420), are present at the party's landing site. The PCs could storm into battle, or could try to use Stealth in order to gain the drop on these enemies.
  • If the PCs have previously attracted attention, or don't manage to make another hard Pilot—Planetary check to fly out inconspicuously, they draw pursuit from the aforementioned pair of TIE/ln fighters.
In this way, the party's exit could be quick and easy, or it could be filled with possible dangers. Once they reach the necessary distance of six planetary diameters from Flax, they can make the jump to hyperspace.


Epilogue
Assuming that the PCs were successful in their negotiations (along with the various risks necessary in traveling to and departing from that meeting), they can deliver Annat to Tierfon Base. At that point he is swept up into meetings with the commanding officers, making arrangements for accumulating the processed ore and turning it over to the Alliance. While the PCs still see the Flakax from time to time, for the most part his activities are at a level above their pay grade. Of course, there will eventually be the matter of retrieving a cargo of processed ore, a task for which the Alliance will need a capable team of irregulars...

Rewards for Risks
As long as the mission is a success, the PCs have made a small but important contribution to the Alliance war effort. At the GM's discretion, they should earn 10 experience points for a complete success, or 5 xp for a good effort; players who stick to their characters' motivations should earn another 5 xp. At the same time, they should each increase their Duty rating by 5.

Appendix: 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
UNDERGROUND
It is a time of civil war.
The Rebel Alliance has recently won a major victory at the
Battle of Yavin, and the dreaded Death Star has been destroyed.
Even so, the Galactic Empire is cracking down on this insurgency,
using its fleet to seek out and destroy Rebel strongholds.
In order to fight back, the Alliance needs its own fleet, and raw
material is essential for building new ships. That is why a group of
irregulars out of Tierfon Base is being sent to the enslaved
world Flax in the hope of meeting dissidents there, enlisting
their aid and acquiring crucial supplies...