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Black Ice

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50% found this document useful (2 votes)
861 views65 pages

Black Ice

good

Uploaded by

Brian
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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BLACK ICE

It is a time of GALACTIC CIVIL WAR.

While the REBELLION has won its first


battle against the evil GALACTIC EMPIRE,
they were forced to flee their base on YAVIN
and roam the stars aboard their fleet ...

Endlessly hunted by the limitless ships of the


GALACTIC EMPIRE fuel and supplies are the new
measure of life or death for the young ALLIANCE
growing in the embers of the DEATH STAR.

Hoping to stack the odds in their favor, a group of


Rebels have infiltrated an Imperial Intelligence base
in the swamps of the planet Lotide, where information
on the fuel supplies of the Imperial Replenishment
Fleet are located ...
1st Rebel: Okay, this is Chief Scientist Benkin’s office. You keep an eye on the hallway; I’ll plug QT-7 into the
computer outlet. All set QT?

GM: Sure, Boss! Ready, willing and able! Lemme at ‘em!

2nd Rebel: “Cutie.” Swell name for an overenthusiastic suitcase. Who thinks these things up anyway?

GM: I heard that! What’s wrong with my name? I think it’s a good name. Do you really think it’s a bad name?

3rd Rebel: Pipe down, both of you! We’re in the middle of an Imperial Tech base, surrounded by who knows
how many Imperial Security Bureau guards, and you two are arguing about a name! QT, get to
work!

GM: Well, he started it. *kerchunk* *whrrr* …. *click* …. *beep* …. *beep* …. *bzzzzzzzzzzz*

4th Rebel: How long is this gonna take, anyway?

5th Rebel: Between 5 and 45 minutes—a lot shorter if the security programming picks him up …

6th Rebel: That’d be interesting. What do you think they’d do to six unarmed enemy spies caught in the mid-
dle of a high security outpost?

4th Rebel: Probably give us a medal for stupidity above and beyond the call of duty ...

2nd Rebel: Hey, we did volunteer for this mission, if you remember.

6th Rebel: Really? I remember being reassigned to Major Setenna Hase of Sector HQ, listening as she briefed
us on a new mission, and then being personally thanked by the major for volunteering—but I
do not remember actually stepping forward ...

1st Rebel: Stop complaining, this isn’t such a bad job.

3rd Rebel: Says you! I have trouble pretending to be a top-notch Imperial scientist. It goes against my na-
ture. And I really feel naked without my blaster.

5th Rebel: Does anybody know if there are any Stormtroopers on this post? I hate Stormtroopers.

2nd Rebel: We may get a chance to find out. Here comes a technician now.

1st Rebel: Okay everybody, act like scientists.

3rd Rebel: (under breath) Act like scientists?

6th Rebel: (to technician) Uh, er. Hello there. Nice day isn’t it?

GM: Sure is. What are you guys up to, anyway?

4th Rebel: We’re, uh, calibrating the subatomic frequency bonding refractor in the chief’s computer. See, it’s
been acting up lately and …..

GM: Hi guys, I’m back! Security system as a piece of cake! I’ve accessed the information but … say … who’s
the new guy? Uh oh ...
owerful music fills the vacuum of space with mov-
ing rhythms. Captivating text tilts toward the hori-
zon, recapping prior events as it disappears into the
void. A rumbling roar shakes the scene, announcing a
space vessel’s imminent approach. The star field shifts,
the soundtrack blares, a planet pans into view, and an-
other action-packed episode of Star Wars: Age of Re-
bellion begins.
Black Ice is an adventure designed for four to six
player characters and a gamemaster. If you want to run
a player character, stop reading now. The information
contained in this book is for the gamemaster only; he or
she should read it entirely before play.

ebel agents take on a mission that builds from a ware and unprotected, however.
simple job—to infiltrate an Imperial tech outpost
That is where the Rebels heroes come in.
and steal data on an Imperial Replenishment fleet—
and grows increasingly more impossible. The Alliance They are sent to a nearby Imperial tech outpost to
desperately needs fuel to power its own fleet, and the procure information concerning Imperial replenishment
information that the Rebels acquire points them to a fleet activity. If they can discover a hole in Imperial se-
great source—the container train Black Ice. curity, a time when the lightly-armed cargo transports
are unprotected, then a raid will have a higher chance
Now all the Rebels have to do is survive a head-on
of success.
assault with the vessel, break in, and take over the
ship. Complications arise, as they always do, and the Eventually, the Rebels board the container train
Rebels must repel an Imperial attack on Alliance Sector Black Ice, wherein they are forced to deal with some
HQ before the Empire captures or destroys a large por- unexpected developments. Then, when they think they
tion of the Rebel Fleet! have safely moved the vessel to Sector HQ, the last
surprise is revealed: the Empire has followed them
back to the lair!
Can the Rebels defeat Imperial soldiers, dreaded
You cannot fight a war without supplies. That is the Dark Troopers, and a fully-armed Imperial torpedo
hard fact that the burgeoning Rebel Alliance is learning sphere before the fleet (and the planet it is orbiting) is
everyday. Ships, weapons, ammo, clothing, food, fuel demolished? Let’s fin out ….
and a host of incidental necessities must be procured
constantly to stave off the better equipped Empire.
The Alliance survives on the generosity of unknown
benefactors, on the ingenuity of its members, and on
the booty from countless raids against Imperial ships.
Every day, it is getting harder to catch these ships una-

3 Black Ice
necessary to decode the information and ends with
their escape from the facility.
• QT-7: This computer access Droid helps the
Rebels break into the computer files at the
tech outpost in episode one, assists them in
EPISODE II:
cracking the coded data in episode two, and THE PLAN
should be around to communicate with Black
This episode covers the debriefing the heroes re-
Ice in episode three and six. With its carrying
ceive after returning to the Rebel Fleet. Though it
handle, QT-7 looks like a high-tech suitcase.
doesn’t have any overt action, it sets up the final epi-
Its face is covered with blinking lights,
sodes and provides the PCs with much of the infor-
screens of various sizes, and input and out-
mation they will need to complete the adventure.
put jacks. It is cheerful, friendly, and enjoys a
good game of sabaac.

• Major Setenna Hase: Hase gave up her po- E


PISODE III:
sition as a civilian advisor after the destruc-
tion of the base on Arda I. She has since CRACKING THE CE I
quickly risen to the post of field mission com- This episode sees the heroes make their daring
mander for the Alliance, coordinating dozens raid against the Black Ice and overcome the ship’s
of Rebel strike teams and agent groups at a crew to take control of the vessel. It ends when the
time, keeping these small but effective forces PCs manage to wrestle the craft into hyperspace.
moving from assignment to assignment. The
PCs have been assigned to Major Hase ei-
ther because of their past successes or be- E
PISODE IV:
cause Hase specifically requested them after
the events of Onsalught at Arda. She ap-
C E
HIEF NGINEER KOLOS S
pears in episodes two, five, and six. This episode begins as the PCs find out the Black
Ice isn’t as secure as they thought it was. The epi-
• Chief Engineer Skolos: Skolos is a hard, sode ends as they defeat the internal threat and
dedicated man who cherishes his beloved come out of hyperspace at base, only to have the
ship, Black Ice. He sees the Rebels as pi- Black Ice begin broadcasting an automated distress
rates who have dared invade his ship. He beacon.
decides to battle the “pirates” and win back
the Black Ice by using what he knows best—
he turns the ship itself against the Rebels, E
PISODE V:
using every automated threat to push back
the invaders. He confronts the Rebels in epi- T
HE LITZ B
sode four. The difficulty of quickly uprooting from a planet
where a base has begun to be established is large.
With a week until the last of the Rebels can be evacu-
ated, it falls to the PCs to hold off Imperial assault.
This section describes the main plot line of the
The episode ends with the arrival of the Torpedo
adventure in greater detail. However, events might
Sphere.
turn out differently depending on the Player Charac-
ters actions and the circumstances.
EPISODE VI:
EPISODE I: NO SURRENDER
The PCs must destroy the Torpedo Sphere or face
MISSION: IMPOSSIBLE destruction in this final act ...
The adventure opens with the characters recover-
ing the data they have been assigned to retrieve, but
encountering a problem; it’s coded. The rest of the
episode follows the heroes as they get the cypher

Black Ice 4
contact took place.
If the technician was hit but wasn’t actually wound-
se the script in the opening section of this ad-
ed, it takes an Average Deception check to
venture to familiarize the players with their situa-
convince him that the attack was an accident.
tion. The script begins the game “In media res” de-
scribing the action just as would the opening of a Star If the technician was wounded, he’s going to begin
Wars movie, and helps your players get into their making a lot of noise real soon. The Rebels have one
characters. Feel free to make as many copies as you round to either finish him off or gag him and lock him
need to give each player their own script, or let every- in a closet somewhere. If they fail, immediately go to
one read from the one included. When finished, go to “The Chase.”
Event 1 below.
Once this incident is resolved or there is a break in
the action, feel free to explain the situation to the
players as detailed in the sidebars entitled “How Did
We Get Into This Mess?” and “How Do We Get Out
The PCs are probably going to have a number of of This Mess?” on this page and the next.
questions—”where are we” or “what’s our cover sto-
ry?” or “how come we don’t have any guns?” Don’t
give them a chance to worry too much about these
admittedly important questions right now. They can How Did We
figure all that out after they deal with the immediate
problem. Read;
Get Into This Mess?
The PCs are assigned as counterintelli-
gence agents—spies—to Mortex Sector
HQ. Their CO, Setenna Hase, voluntold
them for a mission to infiltrate an Imperial
Intelligence Technical Services branch
outpost located deep in the swamps of a
planet called Lotide. The mission is to ac-
Give each of the PCs five seconds to announce
cess the outpost’s computers for infor-
an action, reminding them that they are completely
mation on the Imperial Replenishment
unarmed. If a Rebel hesitates when his or her turn
Fleet and learn all they can about the pro-
comes up, skip him and immediately go to another.
jects being performed at the outpost.
Once all have announced an action (or taken too
long) read; Equipped with forged identitags describ-
ing them as a group of scientists newly
assigned to the base from the Dakot sys-
tem (a small academically oriented planet
on the other side of the sector), because of
unreliability, incompetence, or both. You
were given regulation lab coats and pocket
computers, one of the PCs has been given
After hearing this, some of the Rebels may wish to
charge of QT-7. You had to leave your
reconsider their actions, particularly if they were hom-
blasters and other weapons behind, as
icidal in nature. Allow these Rebels to make Easy
they would set off alarms and blow your
Coordination checks, with success indicating that the
cover. Training provided in details of their
Rebel smoothly converted their punch to a friendly
cover story gives the players to any
slap on the back, missed with his kick into a foppish
Deception checks relating to their cover
military turn, or the like. Failures indicate he was too
story. The PCs entered the planet openly
far progressed to stop before semi-violent physical
aboard a passenger freighter and then
took a shuttle from the city reserved for
employees of the base.
5 Black Ice
After the Rebels have finished with the technician (or should emerge unscathed. Try to keep the tone of the
sometime during the ensuing chase scene if they didn’t episode light-hearted. Things will get a good deal tens-
silence him quickly enough, QT-7 informs them about er later in the adventure, believe us!
one tiny problem. Read:
The rebels have only a few specific things they must
accomplish; they must recover the information neces-
sary to break the code on the fleet data; they must find
out as much as possible about what research is being
pursued at the tech post; and they must safely get the
fleet data back to Sector HQ.
The remainder of the episode is divided into three
parts. The first part, “The Outpost and Denizens,” de-
scribes the outpost and the personnel within it. The
second part, “Events,” describes some things which
may happen while the Rebels are wandering about.
The third part, “The Chase,” gives you some tips on
running a battle in and around the outpost, as well as
describing the Rebels’ escape through the swamp.

Give the players the handout on the next page. It


shows the pertinent selection from the data files, but it’s
all in code! QT-7 is unable to break the code (he’s How Do We
tried), but he has found where the key is located. Get Out of This Mess?
The outpost itself is a large, dismal
building in the middle of a large, dismal
swamp several hundred kilometers from
the city. All the scientists go back to the
city in the same repulsorlift shuttle at the
QT-7 calls up a map of the outpost (show the players end of the work day. Once you make it to
the “Tech Floor Plans” and he highlights rooms 30,32 the city, you have the name and address
and 33. of a Rebel sympathizer who will get you off
-planet, plus an alternate contact, if the
first one fails.

3 2 3 2 2 1 The security around the facility itself is


impressive and elaborate, a fact that made
you very happy that you left your weapons
2 4 0 0 at home. QT-7 was given a cursory glance,
but nothing more.
Skills (group only): Mechanics.
Talents: None. A different security guard was assigned
Abilities: None. to escort you to Dr. Benkin’s office, who
Equipment: Heavy hydrospanner (Melee; Damage: 5; would be reviewing your transfer details
Critical 4; Range [Engaged], Inaccurate 1), repair tools. and duty assignments, where you currently
wait. You were advised by security to not
Essentially, the rest of this episode is a journey
touch anything, then he left. Ignoring these
through the outpost. The post is occupied by the in-
instructions, you promptly accessed the
competent scientists, playing with forces they barely
Chief Scientists computer terminal.
comprehend, and a number of disgusted, low-morale
Intelligence Security Personnel. There is danger here, Should you do something to sacrifice
but not a lot of it. Though the Rebels may end up in a your cover prior to the end of the duty shift,
fight, chase, or both, unless things go very wrong they extraction from the facility into the city may
be more … problematic.
LOTIDE
Astrogation Data: Lotide system, Mortex sector,
Outer Rim region.
Orbital Metrics: 364 days per calendar year / 24
hours per day
Government: Imperial dictatorship
Population: 400 million (human 99%, other 1%)
Languages: Basic
Terrain: swamps, marshland
Major Cities: Market City (capital)
Areas of Interest: Imperial Technical Branch Out-
post
Major Exports: high technology
Major Imports: foodstuffs
well, for it provides a level of cover for the local Tech-
Trade Routes: Shaltin Tunnels, Hyperlane GG734, nical outpost. The inhospitable terrain, combined with
Hyperlane GH972 the unwelcoming capital makes the world overlooked
Special Conditions: swamp predators by all but the most informed, and creates difficulty in
even landing on the planet. The corporate entities
Background: Lotide is a fairly inconsequential planet
tend to be nearly as paranoid of corporate espionage
in the galaxy, having little in the way of useful exports
as the Empire is of spies and infiltrators.
and even less in cities or rest spots. Most of the plan-
et is near inhospitable - dangerous swamps infested
with deadly fauna, Acklays are common, along with
Dionagas and worse.
If it weren’t for the fact that the planet is completely
controlled by the Empire, there would be little that Imperial Technical
could save the planet from abandonment. However,
thanks to the fact that it isn’t a valuable world in the Branch Outposts
Empires eyes, production requirements on hazardous mperial Branch Outposts are dedicated
materials is extremely lax. Directly benefitting the pro- research and design facilities that are
duction of circuit boards who typically see their crea- scattered throughout the Empire. Mostly
tion is typically heavily controlled due to the caustic they test prototype vehicles, small arms,
chemicals used in their construction. and equipment before they are developed
for mass production to troops in the field.
This has reduced the production costs considera-
bly, as typically companies either need to take safety Almost always on inhospitable planets that
precautions and environmental protocols or pay hefty add to their security, only the most dedicat-
bribes to local governments - both extremely costly ed and trusted scientists and technicians
endeavors. No such problems exist on Lotide, howev- are allowed in these facilities. It was one
er, as the planet is barely even in the galactic con- such facility on Eadu where the Death Star
sciousness, and what of it is, is controlled by the iron superlaser was developed.
fist of the Empire.
This lack of notice by anyone but the most greedy
and corrupt plays to the advantage of the Empire as

7 Black Ice
: ***  - 

: *** ❖

: 

: - ;

;;;

 ;;;;

;;

;

;- 

;;;

: ❖
*
*
-;;❖


: ❖

: 

:  -  ❖


❖

Black Ice 8
Abilities: None.
Equipment: Heavy hydrospanner (Melee; Damage 5;
There are three types of characters in the out- Critical 4; Range [Engaged], Inaccurate 1), repair
post—bureaucrats, scientists, and security guards. In tools.
general, they are standard human specialists. In the
high security areas, the test clone Stormtroopers are
tasked with guard duty.
2 2 4 2 2 3

The tech post is not a particularly exciting or re- 2 4 0 0


warding place to work for bureaucrats: it’s in the mid-
dle of a swamp, there’s little or no room for advance- Skills (group only): Computer, Knowledge
ment, the scientists are weird, and it doesn’t seem as (Education), Medicine.
if anybody in the galaxy knows (or cares) about what Talents: None.
goes on here. Thus, the bureaucrats are more than a Abilities: Bacta Specialist 2 (patients heal 2 addition-
little demoralized, surly, and indifferent. al wounds when they heal wounds from bacta tanks
or long-term care), Surgeon 2 (when making a Medi-
1 1 3 2 3 4 cine check to help a character heal wounds, the tar-
get heals 2 additional wounds).
Equipment: Bacta, medpac, synthskin.
2 10 0 0
Skills: Charm 2. Cool 1. Deception 1, Negotiation 2.
Talents: Kill with Kindness (remove from all
Most of the security guards (save for the high se-
Charm and Leadership checks).
curity areas) are natives of the planet—police, militia
Abilities: None.
men, and the like—specifically recruited by Intelli-
Equipment: Comlink, datapad.
gence Internal Security for this post. They don’t have
the training of standard Imperial career officers,
though Captain Hawra has done a credible job of
In general, the scientists like it here: they are well- whipping them into shape.
funded, and nobody seems to care whether they pro-
duce anything or not. Most of them were sent here
because they were too quirky, too odd, or in some
2 2 2 2 2 2
cases, too brilliant to fit at the standard, highly regu-
lated Imperial research facilities. The Scientists fall 3 5 0 0
into one of two categories - Technicians and Physi-
cians. Technicians are skilled engineers that test new Skills (group only): Discipline, Ranged (Heavy),
mechanical inventions, while Physicians are sur- Ranged (Light)
geons and doctors that work on advances in genetics Talents: None.
and eugenics. Abilities: None.
Equipment: Blaster rifle (Ranged [Heavy], Damage
9; Critical 3; Range [Long]; Stun setting), two frag
grenades (Ranged [Light]; Damage 8; Critical 4;
3 2 3 2 2 1 Range [Short]; Blast 6; Limited Ammo 1), trooper uni-
form and helmet [+1 Soak].

2 4 0 0

Skills (group only): Mechanics.


Talents: None.

9 Black Ice
one day, floating in the swamp.

When the Empire was first born, Clone soldiers


made up the majority of the armed forces. Since that
2 2 3 3 2 2
time, indoctrination and conscription have filled the
ranks of the military with many skilled soldiers, but 2 12 0 0
the idea of an elite cadre of mind-scrubbed “loyal”
soldiers was not lost on the Emperor. Though the Skills: Coercion 3, Computers 2, Deception 3, Disci-
original clones are no longer widely used, these pline 1, Knowledge (Core Worlds) 2, Knowledge
clones still serve as the basis for the red-clad Royal (Warfare) 2.
Guard that serve the Emperor and Lord Vader. Pro- Talents: Adversary 2 (Upgrade the difficulty of all
duced at a handful of facilities throughout the Empire, combat checks against this target twice), Defensive
this is the true reason why the Lotide Outpost is given Slicing 2 (add to opponents checks when defend-
such latitude in its research programs—it’s true pur- ing a system), Improved Defensive Slicing (upgrade
pose is act as one of the cloning facilities for the Roy- the difficulty to slice Pora’s system twice).
al Guard. By having a seemingly unimportant back- Abilities: None.
water facility carry the task, it minimizes discovery by Equipment: Heavy Blaster Pistol (Ranged [Light],
the Rebels and any other scientific finds it may pro- Damage 7; Critical 3; Range [Medium]; Stun setting),
duce are merely a bonus. Only Captain Hawra knows military comlink, uniform.
of this fact, however, and proof of the facilities pur-
pose can only be discovered in the Captain’s person-
al logs.
A cheerful, outgoing man, Hawra rose to his pre-
sent position on the backs of those who underesti-
3 3 3 2 2 2 mated his ruthlessness. Competent, but highly cor-
rupt. Suspects that Lieutenant Pora is out to get him;
5 16 12 1 1 Lieutenant Pora is shortly going to suffer an unfortu-
nate “accident” in the weapons lab.
Skills: Athletics 2, Discipline 3, Melee 2, Perception
3, Ranged (Heavy) 4, Ranged (Light) 3.
3 3 3 3 3 3
Talents: Adversary 2 (upgrade the difficulty of all
combat checks against this target twice). 3 13 14 0 0
Abilities: None.
Equipment: Blaster rifle (Ranged [Heavy], Damage
Skills: Charm 2, Coercion 2, Deception 2, Ranged
9; Critical 3; Range [Long]; Stun setting), Vibroknife
(Light) 2. Melee 2, Streetwise 2, Vigilance 2.
(Melee; Damage 4; Critical 2; Range [Engaged];
Talents: Adversary 1 (upgrade the difficulty of all
Pierce 2; Vicious 1), two frag grenades (Ranged
combat checks against this target once).
[Light]; Damage 8; Critical 4; Range [Short]; Blast 6;
Abilities: None.
Limited Ammo 1), stormtrooper armor [+2 Soak], utili-
Equipment: Light Blaster Pistol (Ranged [Light],
ty belt, extra reloads.
Damage 5; Critical 4; Range [Medium]; Stun setting),
encrypted datapad, secure commlink, uniform.

Hawra’s Second in Command, Pora is a cold, cal-


culating, and absolutely dedicated killer. Actually an
Imperial Security Bureau Captain, Pora is here under-
cover, investigating charges of corruption against
Captain Hawra. If they are substantiated, Pora won’t
even bother with a trial – Hawra will simply be found

Black Ice 10
first floor. Currently, the room is pitch black, and
the Rebels may be surprised to see a beach ball
sized Death Star hovering in the air before them.
A second look confirms this as a holoprojection; if
they look carefully, they can see near microscop-
ic TIE fighters and X-Wings swirling through the
There are 20 scientists here, working in three are- air around them. Several seconds pass, and then
as of research: biotechnology, physics (mainly wea- the Death Star explodes. Two scientists are argu-
ponry and vehicular improvement), and computer ing about the destruction of the Death Star. One
programming and design. The biology section in the cites a report by Ensign Jude Edivon that the Re-
northeast corner smells like wet bantha. The physics bels X-Wings found a weakness in the Death
lab sound as if there is a running gunfight going on Star’s reactor system; the other refutes it and
within (though the more dangerous research takes claims the Death Star had to have been sabo-
place in well-shielded areas on the lower floor). The taged from within. Unable to convince his com-
computer room is filled with the cackle of program- patriot, he turns to the Rebels for support:
mers.
1. Surgery: Microsurgery, modified bacta tanks, an
ominous looking drain in the middle of the floor,
and an MD-5 series medical Droid are here.
2. Cage Room: This room is filled with cages of
chittering, bleating, mewling animals, ranging in
size from the mouse-like greeper, to one large
cage in the corner occupied by a sickly bantha.
There are two technicians here repairing a cage.
3. Office: The office of Dr. Lagg, head of the phys-
ics lab, contains a sophisticated overhead holo-
projection system. Dr. Lagg keeps a very low-
intensity blaster in his desk; when he’s bored, he
shoots at targets flashed on the walls by the holo-
unit. He’s at it when the Rebels enter, and mis-
takes one of them for a holoprojection. Use the
stats for a Technician for Dr. Lagg. The blaster
he is using is Damage: 3, Crit: -, Short, Stun.
4. Office: Physicist Dr. Makim’s office is currently
empty. There is a disassembled blaster pistol
scattered across the desktop (Damage: 5, Crit: 4,
Medium, Stun), which can be reassembled with
an Average Mechanics check.
5. Bio Lab: This large, open area is filled with lab 7. Office: The office of Dr. Endius, head of Bio lab.
tables, has various high-tech equipment scat- Various unpleasant-looking dead animals adorn
tered about. Four Physicians work here, perform- this otherwise standard office. Dr. Endius talks
ing various nasty experiments involving living incessantly about biology in arcane polysyllabic
subjects. terms, and cannot be understood by anyone with
fewer than 3 ranks in both Medicine and
6. Physics Lab: The room is filled with a sophisti-
Knowledge (Education).
cated computer system, wherein the scientists
create models of new weapons and vehicles; all
of the actual testing takes place in the labs on the

11 Black Ice
8. Washroom: Standard. 17. Empty Office: The Rebels have been assigned
here temporarily, until permanent offices can be
9. Lunch Room: Standard.
arranged. Desks, chairs, nothing more. The office
10. Office: Dr. Euritarina’s office. Dr. Euritarina can is bugged by security and monitored in the Com-
usually be found in the weapons testing lab munications Center (room 41). If Rebels make
(room 21). A locked display case contains 10 an- friends with any of the computer scientists, they
tique blasters. A Hard Skullduggery will warn them of the bug.
check is necessary to open the case, and any
18. Office: See room 13; no computer chip.
generated can be used to activate an alarm.
The blasters are in working condition, however 19. Office: See room 13; no computer chip.
they are without power packs, so have no ammu-
20. Chief Scientist’s Office: The room is almost
nition.
completely bare, consisting of a desk, one chair,
11. First Aid Room: Fully-equipped emergency sur- and a computer console. The Script opens here.
gery, complete with 5 emergency medpacs, 2 full
medpacs, a bacta tank, various drugs and a 21-B
Surgical Droid.
12. Office: Standard, unoccupied. Captain Hawra sends patrols of two Security
Guards through here every hour.
13. Office: Office of Dr. Gordal, one of the very
young geniuses working in the computer labs. 21. Weapons Testing Lab: This large, well-shielded
This office is incredibly messy; walls are covered room consists of two main sections—the machin-
with old food and posters of local holostars and ist’s shop and the firing range, separated by 10
sports heroes. A Formidable Percep- inches of warship grade transparisteel. Note: an
tion check when searching through the various alarm sounds whenever anybody enters or
paraphernalia will discover the prototype for a leaves the testing lab with a blaster power pack.
memory chip that, when completed, will increase The security guards on patrol carry a disabler
Droid memory capacity by 48%. which overrides the alarm, so it doesn’t go off
every time they pass through. The machinist
14. Security Post: Two Security Guards are sta-
shop contains some of the finest weapons repair
tioned here. They loathe the scientists, fear their
and construction machinery in the sector, in
experiments, and won’t come out except under
which six technicians and twelve second degree
extreme provocation. There are two blaster pow-
droids of various types engineering types build
er packs in a locked desk drawer (an Average
new weapons under the direct supervision of Dr.
Skullduggery check).
Euritarina. There are dozens of power packs in a
15. Computer Room: Five scruffy people pounding cabinet, and at least 50 blaster pistols of various
studiously away at keypads. Despite their nerdy types, 10 blaster rifles of various types, and three
appearance, these are the only scientists sharp different models of repeating blasters scatter
enough to see through the Rebels’ cover story. If about in various states of modification and disre-
any Rebel attempts to pass himself off as a com- pair. There are number of other oddities here too,
puter expert, let him (or her) make a Computer including a complete AT-AT Walker’s heavy
check against the scientists’ skill of If blaster lying in the corner, and a fully powered
the Rebel wins, the scientist will sulk, but is im- lightsaber hanging on a wall.
pressed. If the scientist wins without threat, he
Lightsaber of a Lost Jedi
simply smirks; If, however, threat was generated
on the roll he decides the Rebel is a phony and 9 Damage; 1 Critical; Encumbrance 1; 1 Hard
pleads to be taken along when the Rebels make Points, When rolling a Force check as part of a
their break. combat check, spend to recover 1 Strain,
Adds automatic to successful Lightsaber com-
16. Lounge: Comfortable seating area with access to
bat checks when engaged with a single oppo-
holovids shows. This area is bugged by security
nent, Breach 1, Defensive 1, Sunder, Superior.
and monitored in the Communications Center
(room 41).

Black Ice 12
13 Black Ice
22. Vehicle Testing Bay: A well equipped garage in neat racks along the wall.
where several grease-covered scientists and
27. Detention Cell: A single, large room. The door
Droids are working on four Aratech 74-Z speeder
requires a Hard Skullduggery check to
bikes, one SC2 repulsor tank, and a Juggernaut
open from the outside without a cylinder key of
assault carrier. The Juggernaut is currently inop-
the appropriate rank, and a Formidable
erable, the other vehicles more or less so (see
Skullduggery check to open from the inside;
“The Chase” later).
failure or the accumulation of on either roll
23. Storage Area: Door is locked (a Hard sets of an alarm. Captain Hara and Lieutenant
Skullduggery check is required to open it, and Pora have the proper rank cylinders.
any threats generated activate alarms). Inside,
28. Mess: A long table, seating up to 20, is all that is
the Rebels find banks of spare machinery work
here. A food processor is in the alcove.
clothing, chairs, hydrospanners, Droid shells, but
no weapons. 29. Armory: Locked. Daunting Skulldug-
gery check to break into; failure or the accumu-
24. Electronics Lab: Scientific equipment.
lation of on the roll sets of an alarm. The
room contains three dozen blaster pistols, one
dozen blaster rifles, 200 power packs, case of 48
thermal detonators, several cartons of broken
The people in charge thought it would be a good
weaponry awaiting repair.
idea if the scientists couldn’t get at the power and
environmental control area without going through the 30. Lieutenant Pore's Office: A bare, almost spar-
security quarters. tan cell, containing a desk, chair and cot. Lieuten-
ant Pora’s heavy blaster pistol and gun sheath
Over 30 security guards live here, under the com-
hangs from a hook on the wall when he is in; he
mand of Captain Hawra. Scientists are not welcome
has a second is concealed under his desk, point-
in this part of the building—unless they are under
ing directly at the door. His computer contains the
arrest or working on the clones. While the Security
code key the Rebels need.
Guards live in this area, the Security of it falls to the
Clone Stormtroopers that are produced here. 31. Vehicle Storage and Maintenance: Six speeder
bikes, a personnel-carrying repulsorcraft, and
25. Power, Environmental Controls and Cloning
blaster-equipped speeder are stored here. All are
Tanks: A single Clone stands watch in this area.
functional, though the speeder bikes’ and speed-
The outpost draws its power from a Verrtog reac-
er’s weapons have no power regulators (for safe-
tor that occupies a dominant place in the fore-
ty they are kept in a locked cabinet until needed).
section of the room (conveniently obscuring the
There are four troopers here at all times.
cloning tanks behind). It requires an Average
Mechanics check to shut down the reactor, 32. Captain Hawra’s Quarters: In contrast to other
but it takes a Formidable Mechanics quarters, these are luxurious, almost decadent.
check to get the reactor to explode violently. The Plush carpeting, soothing sub sonics, the latest in
clone tanks themselves are automated, needing null-gee sleeping plates. His computer contains
little in the way of oversight. A single scientist can the code key the Rebels need. This room is
be found in the rear of the room monitoring the bugged by Lieutenant Pora.
operation of the tanks. The tanks themselves are
33. Captain Hawra’s Office: Less opulent than his
capable of growing a squad of stormtroopers
quarters, a standard office. There are, however,
every 12 months.
outlandish weapons mounted on the walls; a
26. Living Quarters: Fifteen bunk beds in a special gaderfii stick, bowcaster (with 24 shots) and a
sound and light-dampening field against one wall, force pike. As above, the computer contains the
and a dozen tables, chairs, couches, etc. scat- codes the Rebels need. This room is bugged by
tered throughout the rest of the room. The troop- Lieutenant Pora.
ers in this room are unarmed; their weapons rest

Black Ice 14
40. Entrance: This area is constructed of thin trans-
About 15 civil servants and secretaries inhabit this paristeel, designed to resist assault on the com-
area, along with two security officers stationed in room pound while still looking clean and professional.
36, and two more in room 44.
41. Communication Center: A young woman controls
34. Office: The Project Head’s assistant. communications into and out of the post from here.
She’s ISB, reporting to Lieutenant Pora, and listens
35. Project Head’s Office: A cluttered office.
to all calls.
36. Lounge: Two security guards are here, keeping
42. Office: Random bureaucrat.
track of the scientists going to and from the testing
areas. 43. Supply Cabinet: Locked. A Hard Skull-
duggery check is required to open the lock. Noth-
37. First Aid Room: Identical to room 11.
ing but office supplies are in the cabinet.
38. Reception: A small, open room containing a young
44. Lounge: Same as room 36, except that the troop-
woman and a data pad. There are two buttons un-
ers are here to keep the scientists out of the securi-
der her desk: one opens the doors into and from
ty section of the building.
room 40, the other sounds a silent alarm in
Hawra’s and Pora’s offices. 45-48. Offices: Standard offices for random bureau-
crats.
39. Conference Room: Big room with oval table and
comlink. Bugged by Captain Hawra.

15 Black Ice
take the Rebels into the security offices or the power
room; both are off-limits to scientists.
Following below are several events which might
Use the map provided, and let the Rebels encoun-
take place while the Rebels are in the outpost. You
ter the rather odd characters and situations described
can run as many or as few as you like; just remember
in the map key, above.
that this episode is meant to be light-hearted in tone,
so don’t get too bogged down in detail as it can de-
tract from the flow of the story.
If any of the events lead to violence or a chase, go
to “Event 6: The Chase,” otherwise, once the action
After the Rebels have had a chance to look
begins to lag, have the day end and the transport
around, Captain Hawra sends an officer to “invite”
repulsorcraft arrive to take everyone (except the se-
them to have a chat. The officer takes them to the
curity guards, of course) back to the city. Go then to
conference room (room 39), and then escorts them,
Episode 2.
one at a time, into Captain Hawra’s office (take the
player out of the room and conduct the interview with
his character away from the other players).
Shortly after the Rebels finish accessing his com-
Hawra asks the Rebels a few routine questions
puter and dealing with the technician who interrupted
about his or her previous posting on Dakot
them, Dr. Benkin returns to his office. A remarkably
(answering these questions requires a successful
old man, Dr. Benkin teeters on the verge of senility
Hard Deception check - remember that the
and hasn’t the foggiest idea of who the Rebels are or
Rebels have a bonus of to any such checks).
why they are here. Once they explain, he’s even
Should the Rebel produce 1 or more on the
more confused.
check, Hawra hits him or her with a nasty surprise.
Pick one of the following “Hawra’s Challenges.” After
the interview, send the player into yet another room
to represent the mess hall; don’t let the interviewed
Rebels speak to those not interviewed.

Hawra’s challenges are a series of tricks that the


Captain has prepared should his suspicions be
aroused.

The Rebels may attempt to talk Dr. Benkin out of


contacting Personnel Routing; it takes an Average
Deception check to sufficiently befuddle the old
man. If not, in four hours Personnel Routing sends a
priority message to Captain Hawra, telling him to The Rebels’ briefing didn’t mention an assistant
place the Rebels in custody until they figure out who security chief at all. There isn’t one, and Hawra
they are. doesn’t have a brother. Rebels who reply that they
never met him or feign ignorance are fine; those who
try to pretend they met Messtin are in trouble.
As soon as possible, Dr. Benkin turns the Rebels
over to another scientist and instructs him to take
them on a tour of the facilities. The scientist will not

Black Ice 16
Otherwise, either a subtle con job (dressing as se-
curity guards, cleaning people, etc.) or a good diver-
sion (exploding one of the labs, taking the project
head hostage, simulating an attack on the post) can
get them to the computers unmolested.
While QT-7 is busy downloading the proper files,
have Hawra or Pora enter so that you can finish with
If the Rebel protests his innocence, he’s fine. a big chase. Do this especially if the Rebels have had
an easy time of it during the episode, otherwise, re-
serve it for a convenient use of on any roll made
after QT-7 initially plugs into the computer. Allow the
player who is QT-7 “keeper” to roll QT’s
Computers skill. If using the rules for slicing encoun-
ters from Special Modifications, the System Securi-
ty is Hard however if accessing Lt. Pora’s PC,
this is increased to Daunting as he has files
The truth meter isn’t very accurate. Passing the sensitive to the ISB on the machine along with ac-
same check a second time will fool the device. cess to the data network. Remember, when access-
ing Pora’s computer, to modify the roll for the Talents
in Pora’s profile. To access either system, though, QT
-7 will need to disable the security program protecting
the data. Then, they will need to make an Enact
Command check to recover the information. Threat
generated on either of these rolls will alert either Pora
or Hawra to the presence of the PCs at their comput-
er.
If not using the slicing rules, then QT-7 will need to
Protesting innocence, cringing, running away, etc.
make a Computers check to complete the download
are all appropriate responses. Confessing or assault-
while the PCs keep guard. This check will be Daunt-
ing the Captain will result in either the character being
ing if on Hawra’s computer, or Formidable
taken prisoner or Hawra calling for the alarm.
on Pora’s.
In either case, be sure to make them take addition-
al checks, either from the desk commlink activating,
After each Rebel is interviewed, he or she is taken Dr. Benkin stopping by to drop off another transfer
to the mess (room 28), where several security officers from Dakot (who obviously doesn’t remember the
keep an eye on him until all others have been ques- PCs), a secretary dropping off paperwork who winds
tioned. If any of the Rebels fail the test, they are up being an old friend of one of the Rebels who asks
placed in the detention cell (room 27). what they’ve been up to and when they became a
scientist, or anything else that would make for an in-
If the Rebels try to sneak into either Hawra’s or teresting moment and get them rolling a check or two.
Pora’s private offices (rooms 30, 32 and 33) to ac- This will make Hawra’s or Pora’s later entrance seem
cess the unrestricted computers, here’s what hap- more like the PC’s doing than a necessity to create
pens. the environment for “the Chase.” If all the checks
Let any reasonable plan get them into the office, clear without incident, however, run the end of the
just as long as they have not been forced into a day exit as opposed to the Chase - the PC’s deserve
chase scene. If they have given themselves away, a reward for their luck and skills of subterfuge.
they’ll have to do some fighting or expert sneaking to
get at the unrestricted computers.

17 Black Ice
Once he has passed made his checks, QT-7 again • Security Doors: When the alarm sounds, all the
pops up to update the PCs, read the below; external doors and the internal security bulk-
heads slam shut and lock; however, the Rebels
can take a rank cylinder off of any of the security
guards, or off of Dr. Benkin. These can open the
doors. Otherwise, they must succeed in a Hard
Skullduggery check to open each door that they
encounter. Remember, QT-7 is down dur-
ing this time, so he cannot do this for them
any longer.
The PCs will need to keep QT safe during this • Stun Fence: The outpost is surrounded by a
time, and he won’t be able to hack any systems for three-meter high meshed fence. When anyone
them either. This means it is entirely on the PCs to touches it, powerful energy shoots through them
get out. body, stunning them as if hit by a damage 10
weapon with the Passive Stun quality. Unfortu-
nately, when the field is engaged, the power
The outpost is a medium-security facility, built surge shorts out the post’s communications sys-
more to repel external attackers than to keep them tem, cutting the outpost off from the rest of the
inside. Determined Rebels should be able to escape world until the commlink can be repaired (a three
with relative ease if they are forces to fight or flee. hour process).
Following are the main components of the post’s se-
curity system.

: Priority Flight Plan *** Imperial Replenishment Fleet DK - 299

: Restricted Access *** Security Code DV5

: Command Clearance Only

: Imperial Replenishment Fleet DK - 299 ships;

3 maintenance carriers; Far Run; Fixer; Quartermain 3

6 bulk freighters; Talsor; Farsan; Action I; Action IV; Star Bantha; Colo

2 container ships; Cargo X; Bounty

1 container train; Black Ice

5 lancer class frigates; Lancer 1 - 5

3 escort frigates; Protector 2; Guardian; Security 1

: Fleet course via hyperlane GG734 to Refrax spaceport for supply transfer and routine maintenance * Black
Ice to be loaded with high grade starship power cell fuel from planetary refinery * Lancers 2 - 4; Guardian;
Security 1 scheduled for space dock overhaul before next leg of trip

: Overhauls scheduled to be complete within 48 standard hours

: Cargo transfer to be complete within 36 standard hours

: Imperial replenishment fleet DK - 299 continues via hyperlane GH972 to rendezvous with Strike Fleet EM4 in
Kestrel System

Black Ice 18
The stun fence can be shut off only from the re-
ception desk (room 38), or through the computer Once the fighting begins, the Rebels have three
system (see the previous encounter for the sys- choices: they can stay inside and attempt to defeat all
tems information when using the slicing rules, 30-odd security guards and 12 Clone Troopers (one
otherwise it is a straight Formidable full squad performs duties and training while the next
Computers check). Alternatively, Rebels can squad gestates); they can break out of the post and
shoot out one of the transformer junction boxes at enter the swamp on foot; or they can steal one or
the field pylons with their blasters (this requires more of the vehicles from room 22 or room 31.
and 1 damage delivered to the pylon, which
• If they attempt to defeat all the security forc-
has a Soak of 5). Finally, the PCs could just drive
es: Good luck to them. The first few minutes will
through the fence, which will work, however the
probably go to them, as the forces will be sur-
strain absorbed by the speeder will see it fail,
prised and disorganized. Soon, however, Captain
sticking the PCs with a 12 hour hike through dan-
Hawra will mobilize the Clone Stormtroopers and
gerous swamps to get to the spaceport. See the
coordinate the defense - the PCs hope. If they
section on escaping on foot for more information.
have already dealt with Hawra, Pora then takes
command, and his ISB training makes him a for-
• The Minefield: Outside the fence is a belt of anti-
midable foe. In this case, all forces will receive a
personnel mines, 30 meters in width. Since in-
free to all checks they need to make due to
stalled, an average of five mines per day have
Pora’s expert training and lethal intellect. In
exploded on contact with the denizens of the
either case, the forces will pull back and set up
swamp, and the security personnel have tired of
ambushes to lead the PCs into a kill zone, where
replacing them. Thus, the mines are deactivated
they will be in the middle of a crossfire position
until needed. When the Rebels make their break,
between two squads of 10 guards and a full 12
the guards activate the minefield.
man Clone Stormtrooper squad. Beyond that, the
Scientists in the facility will gleefully use this op-
It takes six rounds to pass carefully through the
portunity to test their experimental weaponry.
minefield on foot, as the mines are ineffective
During combat, you may use to have an
against repulsorcraft, a single movement will
experimental weapon hit a PC, it will have a ran-
clear the minefield without incident. When on foot,
dom damage value between 1 and 10, and will
have the PC’s make an Average Vigi-
have a random weapon quality. After an hour, the
lance check, automatically upgraded once due to
spaceport will send reinforcements in the form of
the difficult terrain and competent placement.
a Stormtrooper Weapons Platoon (2 squads of
Success indicates that the PC has spotted the
12 Stormtrooper along with 3 E-Web weapon
mine and can avoid it, while a indicates the
teams of 4).
PC has set off a mine without a chance to spot it.
Strain should issued for indicating that a • If the Rebels try to make it out on foot: Again,
snapped twig or rock on the underside of the foot it’ll take some luck. Getting outside isn’t the prob-
convinces a PC that they have stepped on a lem, the stun fence and minefield are tricky, but
mine, only to be relieved when they are not - their navigable. They may have a little more trouble,
nerves are still frayed however. Should a PC roll however, making their way through several doz-
a failure, the mine will detonate unless are en kilometers of virgin swamp while hundreds of
spent, indicating the character “lucked” over the security troopers and Stormtroopers from the city
mine. Should the Rebels walk in a single file, only are looking for them. The trip will take a minimum
the lead character is at risk unless a character of 24 hours. Each hour, determine an encounter;
lucked past a mine, then the next character in line
must also make the check, but will have a 1: Stormtrooper Squad on Patrol - 4 Biker
penalty due to “trusting” the lead character. Scouts on Speeder Bikes, another patrols
Anti-Personnel Mine: Damage; 12, Critical; 3, arrive on each of the next 2 turns
Range [Engaged], Blast 4, Vicious 4, Limited Am- 2-6: Nothing.
mo 1.

19 Black Ice
7-8: Dionaga - A spectacularly unattrac-
tive life form, this cephalopod has been
looking for prey, it’s found some.
9-10: An Acklay stalks the PCs through 3 2 +0 1 - - 1 1
the swamp, this most vicious of beasts is
8 4
hungry.
Vehicle Type/Model: Repulsor Tank/SC2-M.
• If the Rebels steal speeder bikes and escape: Manufacturer: Rothana Heavy Engineering.
Should the Rebels abscond with the speeders in Maximum Altitude: 3 meters.
either room 22 or 31 and not disable the other Sensor Range: Short.
speeders first, run a chase as laid out in the core Crew: One pilot, one gunner.
rulebook. It will be the Rebels craft against up to Encumbrance Capacity: 25.
6 speeder bikes (depending on how many speed- Passenger Capacity: 1.
ers are left) or the repulsorcraft (depending on Price/Rarity: 65,000 credits (R)/5.
what vehicles the Rebels took). If the Rebels take Customization Hard Points: 2.
the personnel repulsorcraft, the guards will take Weapons: Twin front-mounted light blaster cannons
the speeder bikes, and the Rebels will begin at (Fire Arc Forward; Damage 4; Critical 4; Range
only Short range. If the Rebels took the speeder [Close]; Linked 2).
bikes, they will begin at Medium range, but the
guards will have restored the blaster cannon on
the repulsorcraft. If the PCs disabled all vehicles Once the Rebels destroy/outrun/evade their pursu-
in room 31 aside from those that they have taken, ers, the rest of the trip to the city is uneventful. If you
then they will begin at long range, but the guards feel as though they’ve had too easy a time, or have
will have restored the repulsor tank to give chase brought loose ends (kidnapped scientists, etc.) you
in. The tank will be escorted by four Clone can certainly run a few small scenes in the city to tie
Stormtroopers on the speeder bikes if they were things up.
not disabled as well. Use stats presented earlier
for the guards and Stormtroopers.
If the Rebels are captured, they are taken into the
city and thrown in prison. If you are feeling inventive,
you can run extemporize a prison-break scenario;
otherwise, you can have the Rebels contact in the
2 3 +1 0 - - 0 0
city get them (and QT-7) out of jail.
2 4 Whatever means you need to end this Episode,
once QT-7, the PCs and the information are free of
Vehicle Type/Model: Speeder Bike/74-Z. the planet, move on to the next Episode.
Manufacturer: Aratech Repulsor Company.
Maximum Altitude: 25 meters.
Sensor Range: Close.
Crew: One pilot.
Encumbrance Capacity: 5.
Passenger Capacity: 1.
Price/Rarity: 3,000 credits/4.
Customization Hard Points: 2.
Weapons: Forward-mounted light repeating blaster -
this weapon’s entire profile uses personal scale, not
planetary scale. (Fire Arc Forward; Damage 11; Criti-
cal 3; Range [Extreme]; Auto-Fire, Pierce 1).

Black Ice 20
nless something truly unusual occurs, there is
no overt action in this episode. The Rebels will
meet with their superior officers, get healed if neces-
sary, and get ready for the big attack coming up in
the next episode.
This episode is important, however - it serves to
advance the plot, introduce new characters, and sig-
nals a major tone change in the adventure - but there
is no action in it.
Major Setenna Hase and the planet Fangol are
provided in this adventure as the PCs commanding
officer and the world where the Rebel outpost is hid-
den, though it is strongly recommended that they be Let the Rebels make their report. Don’t have them
replaced with whatever planet and commander that go into exacting detail, but give them the opportunity
you have already established in your game. This re- to present the highlights for Hase’s approval. After
quires only the briefest of changes, replacing of a they finish, read:
name here and there, and doesn’t impact the story
too much.

The Rebels’ contact on Lotide smuggles them off-


planet and sets course for Fangol, the planet hiding
the secret Alliance Sector Headquarters. Read the
following aloud:

The Rebels have the opportunity now to heal to


max (they’ll need it for the next part of the adventure)
as well as make any small adjustments to their char-
acter sheets or equipment as the wish (recovering the
gear that wasn’t appropriate to take with them on an
undercover assignment and the like). From there, you
can fade directly into the next scene or you could
have them wander the base to visit with and interest-
ing Alliance NPCs in your campaign.

Regardless, after 24 hours, the Rebels are sum-


moned to a meeting with Major Setenna Hase. As
they enter, however, they realize there is a distinct
difference to this briefing. While normally their assign-
ments are of the low fanfare variety, this however, is
quite different. Representatives of all parts of the Alli-
ance operating staff are present. Read:

21 Black Ice
FANGOL (5251977)
Astrogation Data: Fangol system, Mortex sector,
Outer Rim region.
Orbital Metrics: 821 days per calendar year / 36
hours per day
Government: none
Population: 3,000 (human 55%, other 45%)
Languages: Basic
Terrain: frozen plains, mountains, snow
Major Cities: none
Areas of Interest: Alliance Sector HQ
Major Exports: none
Major Imports: none
Trade Routes: Shaltin Tunnels, Hyperlane
GG734, Hyperlane GH972 planet’s surface without additional assistance in the
Special Conditions: harsh cold, blizzard and winter form of signal boosters. This is accomplished for the
storm conditions common sole inhabitants of the planet by a satellite called
Background: A small, cold planet on the very edge Sentinel One. Disguised as an exploration satellite to
of the Mortex sector, Fangol was never officially allay suspicions by others passing through the sys-
named, bearing only the research designation tem, Sentinel One is equipped with sensors and con-
5251977. The small world is totally shrouded in pure ventional communications gear along with a powerful
white mist which reflects all but a small fraction of the low-frequency transmitter to penetrate the mists to
sun’s light, causing it to shine like a candle in the the base below. Should an interloper enter the sys-
empty blackness of space. tem, Sentinel One shuts down most of its systems
and plays the role of a simple explorer satellite.
In addition to providing the planet with an awe-
inspiring appearance, the mists prevent nearly all Established after the loss of Hoth, the Rebels used
communication, scanning, or monitoring of the the lessons they learned from establishing Hoth to
quickly set up the base on Fangol deep underground.
The Mists of Fangol Temperatures on the planet barely reach above –110
degrees galactic standard and the unfiltered air is
hrown up by ice volcanoes scattered poisonous, so Rebels go on the surface only in times
across the planet’s face, the mist is of great need. The base’s power is drawn from ther-
composed of water vapor contaminated by mal collectors sunk into the planet’s molten core.
a heavy concentration of metals and other
Roughly 3,000 Rebels occupy the base at any one
elements. The metal-rich mist makes sen-
time. One third are administrators, another third sup-
sor scans of the surface all but impossible,
port personnel - laborers, doctors, communications
rendering the base beneath it virtually in-
experts and the like. The final third are the soldiers
visible (and making flying into or out of the
and pilots of the Rebel Alliance. Home to the Alliance
planet somewhat unnerving).
Fleet, the base is additionally equipped with 100 star-
Of course, the base cannot see up out of fighters, five dedicated corvettes and six light freight-
the mist, either. The base’s communica- ers.
tions and sensors are contained in a small
satellite in geosynchronous orbit above the
base called Sentinel One.

Black Ice
Black Ice 22
side of the ship. An assault team carried inside the
vehicle then emerges and captures the vessel before
its crew knows what hit them. Read below:

Hase wants the Rebels to man one of the assault


vessels, and in conjunction with a team on the other
Spiral, to board and commandeer the Imperial fuel
container train assigned to the replenishment fleet.
Hase explains the situation. The Imperial replenish- She provides the Rebels with a schematic of the
ment fleet’s escorts have more than enough firepow- container train, (included on the next few pages of the
er to deal with the small Alliance forces in the area - module) introduces them to their counterparts in the
under normal circumstances. However, the flight plan other assault ship, and lets them plan their own at-
suggests that Refrax presents a perfect opportunity tack. The PC’s will comprise Black Team; their as-
for the Rebellion. With only a token force in space signment is to secure the aft engine pod. The other
and the majority of the escorts grounded at the near- assault ship will be manned by White Team; their as-
orbit space dock for standard maintenance, the cargo signment is to commandeer the forward engine pod.
vessels are virtually defenseless.
In the event of a Rebel attack, the escorts in
space, plus several units of anti-space artillery, would Here are thumbnail sketches of White Team so
hold off attackers until the grounded vessels could that you can characterize them during the planning
leave the dock and join the battle. session.
The Rebel attack, though, will be spearheaded by White Team Leader: Untos Poquot, a bitter, taciturn
a group of Rebels whose job it will be to infiltrate an man. Lost his wife on Alderaan. Hates the Imperials
anti-space artillery bunker. When the next wave of with an unsurpassed fury. A good planner despite his
Rebels follow, these infiltrators will bombard the passion.
space docks to shut them down, and then engage the
Second in Command: Worrumba, a Wookiee. Owes
other anti-space weapons batteries. The Rebels at-
a Life Debt to Poquot. More interested in protecting
tacking in space will only have to deal with the es-
his friend than in aiding the Rebellion.
corts already in orbit.
Team Members: Two humans, two Mon Calamari.
Enthusiastic, headstrong. Are sure that a Rebel can
whip any 10 Imperials. Should make the PCs very
Several weeks ago, Sector HQ acquired two Impe-
nervous.
rial Spiral-class ship assault vessel - Hase wont’ ex-
plain how. These are small, needle shaped boarding
craft, specifically designed to bore their way through
an enemy vessel’s shields and hull, straight into the

23 Black Ice
Black Ice 24
25 Black Ice
Black Ice 26
Let the PCs come up with any plan they want, as
long as they are within the parameters of the assign-
ment - to secure the aft engine pod of the container
train.
White Team Leader will explain that his group will
hit the communications level, just below the bridge.
From there, his team will make its way up to the
bridge, secure it, and radio the aft engine pod to see
how Black Team is progressing. He does not care
how the Rebels get their part of the job done, as long
as his people don’t have to worry about trouble from
the aft.
The Rebels may come up with back-up plans in
case of emergency - if so, they will be much better
prepared for the next episode, when everything falls
apart. If not, they are going to have to improvise on
the fly.

27 Black Ice
ector HQ bustles with activity as the plan to cap- Customization Hard Points: 0.
ture the Black Ice is put into motion. This epi- Weapons: Forward-mounted proton lances (Fire Arc
sode sees the Rebels engage the forces of the Impe- Forward; Damage 10; Critical 1; Range [Engaged];
rial Navy and closes with the successful capture of Linked 6, Limited Ammo 1).
the container train.
The Spiral is designed to be a single use, small
unit boarding craft for the rapid insertion of special
forces into non-military vessels or space stations.
Sector HQ is alight with motion as hundreds of Re- When the ship nears the target, the six lances on the
bels prepare for the attack against the Imperial re- front of the Spiral shoot forward and lock into posi-
plenishment fleet. Dozens of serious-faced Rebel tion, protecting the airlock from impact. Upon striking
pilots listen to attack instructions from their mission the target, the lances penetrate the targets hull using
officers, and maintenance personnel and Droids work the force of the ram, and ignite.
feverishly to get the base’s spacecraft ready for the
The lances, formed almost entirely of a material
attack.
called tekonite, vaporize in a shaped charge that ab-
sorbs nearly 92% of the kinetic energy of the remain-
ing impact, insuring that the cabin survives to release
Gren Lavorn, the base’s spacecraft maintenance the boarding party. They also burn away the hull from
officer, shows the Rebels the ship they will use in the the surrounding area, and due to the detonation last-
assault, a Spiral-class vessel designed to penetrate ing only a fraction of a second, the molten hull imme-
hull and shielding. Over 70 percent of the ship is sub- diately cools around the Spiral itself, both sealing the
space engines and shield generators, giving the Spi- hull breach and creating an access point for the
ral power but no grace. boarding party into the victims superstructure. Exter-
nal plasma torches then prep the pod for cutaway so
the vessel can be recovered later.
While incredibly competent at it’s task, the Spiral
never saw widespread use, as the cost was prohibi-
tive for the Empire, who preferred to use the power of
the fleet to disable ships and board using shuttlecraft

and docking clamps.


The Spiral is severely limited in cargo space, allow-
ing each passenger to carry only a few small items in
an overhead bin and not much more in a rear cargo
3 5 -2 1 - - 1 4 compartment. There’s only enough room inside the
craft for each of the PCs to stow a knife, blaster pis-
15 10 tol, two spare ammo packs, and a stim pack. All other
equipment must be stored in the rear cargo compart-
Vehicle Type/Model: Boarding Vehicle/Spiral class.
ment, which can hold any two of the following; two
Manufacturer: Sienar Fleet Systems.
weeks additional emergency rations, up to four
Hyperdrive: None.
blaster carbines and extra ammo packs, a medpac
Sensor Range: Short.
and four stim packs, 24 grenades, or QT-7.
Ship’s Complement: One pilot.
Encumbrance Capacity: 10. The Rebels are advised to take QT-7 with them, as
Passenger Capacity: 5. the computer access droid may be useful for talking
Consumables: One Week. to the container train’s Imperial network. If the group
Price/Rarity: 75,000 credits (R)/5. has a skilled slicer already, this may not be needed.

Black Ice 28
Read the following aloud:

The Rebels find their ship buried somewhere within


the Imperial container train. Where? To find out, have
the pilot make a Piloting [Space] check. To breach
the Black Ice the pilot needed to be at maximum
speed, so with the Spiral’s silhouette of 3, that means
that means the pilot will have a difficulty of
with to his roll from the miserable handling of the
ship. Failure on this roll indicates that the PCs have
landed on the Engine Pod instead of the Command
Pod, and will be forced to fight their way through quite
a bit of the vessel. Success indicates they hit the
Command pod, while can be spent to move them

29 Black Ice
the group further away. Moves them 50 meters Skills (group only): Mechanics.
off target, while puts them on the Command pod, Talents: None.
but far from their target strike point. Should the pilot Abilities: None.
roll a it might be a good time to have the impact Equipment: Heavy hydrospanner (Melee; Damage:
rattle free the locking mechanism on the rear cargo 5; Critical 4; Range [Engaged], Inaccurate 1), repair
pod and vent their gear and rations into space. tools, Heavy Blaster Pistol (Ranged [Light], Damage
7; Critical 3; Range [Medium]; Stun setting), comlink,
Remember, at this point the breaching lances are
Vac suit (+1 Soak).
spent and the engines are inoperable. While they can
use the retrieval fusion cutters to free the Spiral from
the hull, they won’t be able to maneuver it to another
spot and try again. The PCs will just have to soldier 1 1 1 1 1 1
on.
The exception to this, of course, is if the PC’s de-
cided to aim for the Landing Bay and hit without miss- 3 3 0 0
ing. In this case, the Spiral passes straight through Skills (group only): Mechanics.
the magnetic shielding and comes gently to rest on Talents: None.
the floor of the bay. The ship is undamaged and still Abilities: Droid (does not need to eat, breathe, or
ready for breaching. drink and can survive in vacuum and underwater;
immune to poisons and toxins).
There are four very surprised Imperial technicians
Equipment: Arc welder (Melee; Damage 3; Critical -;
staring at the ship, but they are unarmed and easily
Range [Engaged]; Stun Damage), built-in repair tools
dispatched, though not before one of them alerts the
(counts as tool kit as well as emergency repair kit that
bridge that they are being boarded.
can be used once per session).
Assuming that the PCs have not entered through
landing bay, the Imperials are not yet sure what is
going on - all they know is that a section of the ship
Built by Rendili StarDrive, the Container-class star-
was breached, but they are unsure if the ship has
ship is a dedicated fuel cargo ship. At full size, with all
been invaded, or merely hit by wreckage from the
force containers active, it measures a colossal 7,800
battle outside. They immediately send a party of 4
meters long and weighs in at roughly 1,210,000,000
repair Droids to assess the damage followed by, sev-
metric tons! Most of this, however, is cargo space.
eral minutes alter, six vac-suited Imperial technicians
The nine black spheres, each 600 meters in diame-
carrying repair equipment and, somewhat gingerly,
ter, are force fields filled with refined fuel for power
blasters.
cells - 110,000,000 tons in each. A large conduit runs
If the Rebels have moved quickly, they can escape down the center of each hold, carrying power and
into a side corridor, gaining another few precious connecting the chain to the engine units at either end.
minutes before the Imperials learn exactly what These container spheres can be deactivated and
they're up against. Otherwise, they’ll have to fight. their projectors collapsed in order to extend or retract
the train as needed for the haul.
To commandeer the Ice, the Rebels must reach
the pod’s security bridge. This is not difficult; there The two engine pods are huge, dwarfing even the
are only 10 security guards in their half of the vessel, engines on the mighty Star Destroyers and rivaling
and they are completely surprised by the attack. If the
Rebels move quickly, before the Imperials have time
to get their defense organized, they should have little
trouble.

3 2 3 2 2 1

3 4 0 0

Black Ice 30
those on the Death Star itself. The fore and aft engine and at the breach site). Three of the squads are des-
pods are identical (as the ship moves in either direc- ignated for guard duty, and of these three they pull 8
tion with ease, the terms “fore” and “aft” become in- hour shifts, meaning two will be off duty, with one fully
terchangeable based on the trip). asleep and the other getting food and relaxing. The
The crew spends most of its time in either of the remaining squad will the armed and armored, patrol-
command modules that sit atop the engine pods. ling the ship.
These are 330 meters in length and 75 meters wide,
about the size of a frigate. The entire ship is con-
trolled from these capsules, and the crew is rarely When the battle began, all of the sleeping crew
required to enter the engine pods, and almost never awoke for the alert, but are still coordinating their de-
visit the cargo spheres (save when moving between fense. As such, one of the guard squads are not yet
the engine pods through the central corridor). ready to defend the ship, counting instead as mere
Despite its huge size, the container train virtually technicians.
runs itself requiring a standard crew of only 200 - 100 Unless you are particularly interested in drawing up
in each of the two command capsules. As half of the the floorplans of the Black Ice’s command capsule
Ice’s crew is on shore leave at this moment, there are and forcing the Rebels to thread through the maze of
only 50 crewmen total in each pod, with the highest corridors, we suggest that you handle movement ab-
ranking naval officer being merely an ensign. At full stractly.
strength, each engine pod is designated two platoons Since the Rebels have a schematic showing the
of Imperial Army soldiers to handle it’s operation; layout of the command capsule, and they can find
these act as additional security when not performing their own location on any computer terminal, run the
maintenance and upkeep operations (it’s mostly sequence as a series of vignettes. Present the PCs
these poor grunts that were denied shore leave and with short problems and skill tests to move them clos-
are present when the PCs assault the command cap- er (or further depending on and results) to their
sule). Added to this are two mixed platoons of objective. At all costs, don’t get bogged down in the
Stormtroopers, one with two assault squads and a details - keep this event fast and loose. Play up the
surgical squad that serves as medical and anti- lack of coordination of the Imperial army troopers, the
boarding operations, and another of two assault confusion and disbelief that they could be under at-
squads and a weapons squad that serves as counter tack at all.
terrorism. Finally, this is all tied up by an Imperial na- Below are couple of examples of vignettes that can
vy bridge crew consisting of 20 naval officers who be used, but feel free to make up your own. When the
handle navigation and command and control opera- PCs seem to be getting bored of them, have the Re-
tions. bels reach their objective - the main opposition.
This, as mentioned before, is not at full strength.
As the Black Ice is not intended to go anywhere at all,
only the lowest ranking naval officers have been left
on the craft, assigned to this duty for having too large
of winnings at the last officers sabaac game (they
suspect they were in cahoots, though no evidence
could be found of it). Neither of the army platoons An Average Athletics check is all that’s re-
remain, rather a loose conglomeration of squads from quired to avoid the hazard, though inflict
both platoons who were left behind merely because strain damage (and possibly cause the player to drop
of the need for someone to be, causing any squad their weapon) while failure may cause the character
that failed inspection to be called for the skeleton to suffer 4 damage (increased by 1 for each addition-
crew duty. This has created a strange problem, as al above his rolled).
they are not used to each other, and so their reaction
times are lower than would normally be expected. At
any given time, of the five squads left behind, Two
are designated for 12 hour maintenance shifts; one
will be getting bunk duty (sleeping before their next
shift) while the other responding to maintenance
problems aboard the vessel (these are the poor A Hard Deception check is needed to con-
troopers the PCs encountered in the Landing Bay vince the voice nothing is wrong.

31 Black Ice
Knowledge (Warfare) check. Failure indicates they
get turned around on the floor below and need to re-
Pick up the tempo as the Rebels approach their turn the way they came; the entire process takes 5
objective. Increase the number of sightings of ene- rounds. can be spent to reduce this time by 1 for
mies, and let them hear others shouting behind them. each spent. Success indicates that they may
The ship’s communication system begins blaring out come up at another repulsorlift tube. The number of
instructions to the defenders, and the Rebels hear rounds it takes to reappear depends on the tube they
command calls like “Invaders sighted at corridor junc- went down, and the tube the reappear at. The base
tion 2D-7A; Bravo squad to junction 5D-7A … go to time is 3 rounds, and add the difference between the
plan G-Prime, repeat, Gamma-Prime. Execution in repulsorlift tube numbers (ex - leaving 1 and appear-
three zero seconds …” Obviously, the defenders are ing at 4 would be 6 rounds, 3 base, plus 4-1). Again,
getting organized. can be used to reduce this time (to a minimum of 3
rounds).
The map below shows the layout for the final bat-
tle. The defenders, a security team of 4 guards, are
behind barricade one (A), set up just in front of blast
doors leading to the bridge. They trade shots with the 3 2 3 2 2 1
Rebels for two rounds, then retreat towards barricade
two (D), locking the blast doors behind them (B).
2 4 0 0
The barricades themselves are hastily constructed
of tables, chairs, and assorted odds and ends. One Skills (group only): Mechanics, Ranged (light).
and a half meters high, they provide 1 ranged de- Talents: None.
fense. The locked blast doors (C) require a Hard Abilities: None.
Skullduggery check to open (or a conveniently Equipment: Heavy Blaster Pistol (Ranged [Light];
placed explosive or thermal detonator). Damage 7; Critical 3; Range [Medium]; Stun setting),
Blast vest and helmet (+1 Soak), comlink.
The repulsorlift tubes (1-6) are filled with a cushion
of repulsor energy that allows characters to “bounce” Ventilation ducts (marked by on the map below)
down to the next level without the aid of a car. If a PC are .3 meters square, just wide enough for someone
attempts to go to a lower level and come up a differ- (except larger species like Wookies) to fit through.
ent way, let them make an Average The ducts lead down into the space between floors,

5
6

3 1
2

Black Ice 32
but are unlit; anyone attempting to navigate them fighter pilots ask to “get a lift” back to base on the
would need to carry their own lighting or make a Hard Black Ice. This can provide a temporary character(s)
Survival check to navigate the near lightless for the wounded PCs to play while their regular char-
environment to another duct access. acter heals up in a bacta tank in the med bay.
There is a weapons locker (E) that contains light
blaster pistols and ammo packs. The heavy blaster
pistols are empty (they were taken first by the
guards). An emergency repair station (F) contains White Team Leader announces that the forward
manual fire-fighting equipment in case the automatic bridge’s controls were damaged in the firefight - the
defenses are damaged. This includes axes, extin- Rebels will have to pilot the Ice for themselves. If they
guishers and spare wiring and circuitry for immediate have QT-7 with them, he can talk to the ships com-
repairs. The custom inspector’s office (H) contains a puters and convince them to cooperate (the ship’s
desk, chair, computer and two security guards cover- computers aren’t built for logical rationalization, after
ing repulsorlift #4. Finally, there is a first aid station (I) all); the Rebels will need only to make standard Pilot-
that contains a bed, medpacs, and other equipment ing (Space) and Astrogation checks to operate the
for minor injuries. train. If QT-7 isn’t along, however, then the PCs will
have a harder time. Due to the amount of automation
used to operate the train, they will need to slice the
The security guards, after falling back, wait at barri- system to get it unlocked. This should be a difficult
cade two (D) where they are joined by the two guards task, and if using the slicing rules, the Black Ice’s
from the custom inspector’s office (H). When the sec- computer is a Military Starship Network with a con-
ond blast door is breached, they use their combined stant System Administrator with Improved Defensive
fire to hold the Rebels off until reinforcements arrive. Slicing and 2 ranks in Defensive Slicing. They will
Then, when there are at least 12 defenders, they need to access the system, disable the security pro-
charge. gram, and then enact a command to have the ship’s
Reinforcements arrive haphazardly as they com- computer turn over navigation to the PCs. Once this
plete their patrol routes. Each round, roll a d6; on a 1- is done, it is the same as if QT-7 convinced the com-
3 nothing happens; on a 4-6 reinforcements show up; puter. If they fail in this, upgrade the difficulty of all
roll a second d6 to determine which repulsorlift they Piloting (Space) checks by two. Should the PC’s
appear from. Reinforcements don’t need to follow the spend a to check for automatic distress beacons,
same rules for advance as the PCs did, they possess see Episode 4 for how to handle it.
the required access keys for the doors. Each group
will be a fire team of four security guards, but there Cut Away to
are only three total groups available for reinforce-
ments. Assault Command
While the security guards are dedicated, once INTERIOR: REBEL CORVETTE, BRIDGE:
more than half their number has become incapacitat- Several Alliance officers watch the battle taking
ed, they will break for repulsorlift 5. If the PCs let place beyond the viewport. Major Setenna
them go, they head straight for the hangar, where Hase checks a monitor, then stares out at Black
they, along with almost everyone left alive on the Ice.
ship, board escape shuttles and make for deep “What could they be doing in there?” she
space. asks aloud. “If they don’t get that train moving
The bridge is currently manned by two very fright- soon, this will all have been a waste of time. We
ened ensigns. They will formally surrender the vessel may have caught the Imperials off guard, but
when the PCs enter. they’ve retaken the artillery bunker and we are
Shortly after the PCs secure the bridge, they re- getting ready to launch the escorts. We’re going
to be outnumbered very shortly.”
ceive a message from White Team Leader. Laconi-
cally announcing White Team’s success and asking “Major,” says a junior officer, “three lancers
what is taking the PCs so long. and a frigate have just left space dock.”
Hase frowns and looks to General Niall.
Niall shakes his head grimly before turning to
If some of the PCs should be badly hurt during the
the officer, “Let’s cover the Ice for a few more
battle, you might want to have some crippled star- minutes, then take us to hyperspace.”
Wipe to …
33 Black Ice
INTERIOR: BLACK ICE, BRIDGE.
Once the PCs get control over the Ice, the Black difficulty. When the PCs get the train into hyperspace,
Ice moves out. The ship is incredibly slow and un- read:
wieldy, and they will need to pilot her out from the
gravity shadow of the planet and space dock. To ac-
complish this, they will need to make Piloting
(Space) check to navigate the hazardous terrain of
the starship battle. Being the size of the Black Ice and
in the middle of two groups of capital ships launching
torrents of missiles and turbolaser fire makes the
vastness of space seem a lot less vast. Assign to
the piloting check to leave the gravity shadow. It
would definitely be in the best interests of the party to
have someone take the plot course action first, and 9 1 -4 2 2 2 1 2
the Ice is equipped with a co-pilot station for the pur-
poses of the copilot action. If the PC’s succeed on the 8 8
first try, the Black Ice escapes with no damage, if
Vehicle Type/Model: Container Train/Black Ice.
they are required to attempt a second check, de-
Manufacturer: Rendilli Stardrives.
scribe the impact of stray fire and it’s dangerous prox-
Sensor Range: Close.
imity to the fuel pods, the ship becomes lightly dam-
Ship’s Complement: 200; 100 in each engine unit
aged for purposes of computing the jump to hyper-
command capsule.
space. If they need four or more checks to get free,
Encumbrance Capacity: 6,092,317,630; 9 container
the ship becomes heavily damaged for the Astroga-
pods holding 676,923,070 each, 2 engine and com-
tion check.
mand sections holding 5,000 general encumbrance
Once the PCs make the check to leave the gravity each.
shadow, the Black Ice moves out and can jump to Passenger Capacity: 50
hyperspace. If the PCs used QT-7 to convince the Consumables: One month.
Ice’s computer to assist, then simply determine the Price/Rarity: 1,800,000,000 credits (R)/9.
difficulty of the check off any damaged sustained. If Customization Hard Points: 0.
the PCs had to slice the system (or didn’t and just Weapons: None.
fought the computer) then consider the navicomputer Other: Massive 3.
missing when determining the Astrogation check

Black Ice 34
he Rebels discover that the Black Ice isn’t as His love for machines and technology led him to
secure as they thought. The ship itself attacks spend more and more time in the engine room, help-
them, and they must battle Droids, security systems, ing out whenever he was given the opportunity, and
and maintenance equipment to finally win control of soon the Army technicians began referring to him as
the container train. Behind the attacks is Chief Engi- “Chief Engineer” instead of just Chief Skolos. It’s a
neer Skolos, a man outraged that “pirates” have hi- moniker that he quickly took to, and soon even his
jacked his ship. own men were calling him “Chief Engineer Skolos.”
I highly recommend watching the movie Die Hard When it came out that all the Stormtroopers under
before running this Episode, as the character Bruce his command (and almost everyone else on the ship)
Willis plays is the perfect analog for the gruff saboteur were going to be planet side while repairs were being
that Chief Skolos is, and the PCs are in the exact done, Skolos took the opportunity to revel in his love
position of the Hans and his criminals. This reversal of maintenance and volunteered to stay aboard to
of roles adds a level of morality to the situation that help the maintenance crews.
makes the eventual resolution with Skolos logical and
Now he believes his beloved ship has been taken
cinematic.
by pirates, and there’s nothing he hates more than
pirates. He plans to take back his ship and return the
Black Ice to the replenishment fleet where she be-
A hard, dedicated man who loves to repair and longs. He knows the ship like the back of his hand,
maintain machinery, John Skolos spends more time maybe better, and has devised a series of nasty at-
in work clothes than he does his Stormtrooper armor. tacks to use against the PCs. He plans first to weak-
A colonel in the Stormtrooper corps, Skolos was as- en them, then destroy them in the maintenance sec-
signed as Executive Officer (XO) of the Stormtrooper tion. He loves the ship and hopes to bring it back in-
platoons on the Black Ice under the ship’s Captain. tact - which is why he hasn’t set the self-destruct yet.
This assignment to non-Stormtrooper command re-
sulted in Skolos being given the rank of Chief of Staff.

3 3 3 2 2 2

5 16 15 1 1
Skills: Athletics 2, Computers 4, Discipline 3
Knowledge (Warfare) 5, Melee 4, Mechanics 4,
Ranged [Light] 4, Ranged [Heavy] 3, Vigilance 4.
Talents: Adversary 3 (upgrade the difficulty of all
combat checks against this target 3 times), Durable 2
(subtract 30 from Critical Injury rolls made against
him), Gearhead (remove from Mechanics checks),
Soft Spot (may spend one Destiny Point to add four
damage to one hit of a successful non-starship/
vehicle attack), Technical Aptitude (complete comput-
er related tasks in 50% the normal time).
Abilities: None.
Equipment: Heavy Blaster Pistol (Ranged [Light];
Damage 7; Critical 3; Range [Medium]; Stun setting),
Heavy hydrospanner (Melee; Damage: 5; Critical 4;
Range [Engaged]; Inaccurate 1), Armored vest and
helmet (+2 Soak), Rebel comlink, tool kit.

35 Black Ice
odds. Skolos is adept at tactics and skilled in both
computers and maintenance, and will sue all these
The episode begins in hyperspace. Read:
skills to deplete the PC’s resources before moving in
for the kill.

If one or more PCs wish to go to aid White Team,


the only feasible way to get to the forward engine pod
is via the low-powered repulsor shuttle which runs
down the conduit at the center of the cargo spheres. A
repulsorlift tube leads to the bay where a flatbed cargo
shuttle is stored. About 20 seconds into the ride, a
warning sensor indicates that a force field is in place
ahead. The pilot of the shuttle must make a Piloting
(Ground) check to avoid crashing into the force field
If QT-7 accompanied the group, then read the follow- which separates the first cargo sphere from the sec-
ing section before moving on, if the PCs didn’t bring the ond. Failure causes the shuttle to crash, and while no
little droid, then skip it and move on to the call from one is hurt, the shuttle is ruined.
White Team.
The PCs discover that the force field is in place be-
cause the conduit in the next cargo sphere has been
breached. Fuel has spilled into the conduit, making
passage impossible. The force field is all that keeps the
fuel from rushing into the first sphere as well.
QT-7 has been hit by a virus from Skolos that over- If any of the PCs make a Hard Vigilance
loaded his circuits temporarily fusing them. Even with check, they notice a Droid moving along the top of the
the best checks, the PCs can only confirm that he will conduit they are in. The Droid is applying a high-
remain incoherent for a while (the remainder of the epi- powered laser tool to the metal, seeking to rupture this
sode) while his internal repair systems take over. conduit as well. If the PCs can destroy it within one
Once you read the above (or if the PCs didn’t take combat round, they are safe. Otherwise, the conduit
QT-7) read the below; ruptures and must get out before tons of fuel crush
them.
If the repulsorlift shuttle is operational, then it simply
is a matter of successfully avoiding the hazard of the
falling and rushing fuel (a terrain modifier of for the
check). If the shuttle was destroyed, then the PCs must
make a run for it. To cross the distance they’ve traveled
before the first sphere’s force field drops into place will
require the PCs to essentially cross two planetary
range bands. This means moving from short range
(where they are) to extreme range, and the repeat the
process again. This means a character will need to
make a maneuver to move from short range to medium
range, then 2 more maneuvers from medium to long,
Below are a series of events that pit Skolos against and another 2 to move to extreme, then repeat for a
the Rebels. Use as many as you like, and if you want total of 10 maneuvers.
add even more, but be sure to have at least two occur The purpose of this test is to accumulate strain on
at the same time, especially if the PCs split the group. the PCs, and this means getting them to place them-
These are intended to weaken the group prior to selves in a position to accumulate it. Whether this is
Skolos directly facing them in the hopes of evening the from taking 2 maneuvers a turn by paying 2 strain, or

Black Ice 36
by making Athletics checks in an effort to move fast-
er, it doesn’t matter - you need only get them into a Any of the PCs who remain on the bridge must
panic and taking the strain. deal with the next situation (although you could have
To accomplish this, explain how the fuel looms it occur anywhere). An alarm alerts them to a prob-
above their heads, and remind them that 110,000,000 lem, and an Average Computers check allows
tons of death surrounds them, rushing in faster and them to decipher the cryptic readings of the life sup-
faster. Each round after the second, add to all Ath- port monitor.
letics checks made to run, the PCs will soon see According to the monitor, life-support has been
that time is not on their side, and the chances of them compromised. Carbon dioxide in the air is rising
making it lessen with each lost round. alarmingly throughout the capsule, except in the
maintenance and life support sections. The PCs can
try to repair the problem from the bridge by making
an Average Computers check. Success allows the
2 2 1 1 1 1 PC to switch off the alarm and momentarily repair the
issue, make the same roll for Skolos. If the PC rolled
4 12 0 0 better than Skolos did, then the PC notices that there
is a much more devious glitch set in the life support
Skills: Mechanics 2, Ranged [Light] 2. section itself, causing the air to continue to be poi-
Talents: None. soned but at a much slower rate. If Skolos scored
Abilities: Droid (does not need to eat, breathe, or better, then the PCs won’t notice the problem until it
drink and can survive in vacuum and underwater; might be too late.
immune to poisons and toxins). All PCs not in life support or maintenance will start
Equipment: Arc welder (Melee; Damage 3; Critical -; to get woozy, apply the disoriented status to the PCs
Range [Engaged]; Stun Damage), built-in repair tools until they correct the issue. Starting on the subse-
(counts as tool kit as well as emergency repair kit that quent round, they will begin losing 1 strain per round
can be used once per session), Fusion Cutter as the effects of suffocation set in. This will increase
(Ranged [Light]; Damage 5; Critical 3; Range [Short]; to 2 strain on round 10, and full suffocation rules set
Breach 1; Burn 3; Sunder; Vicious 3). in on round 20.
In life support, the problem is easily corrected with
an Average Mechanics check.
3 1 +0 0 - - 0 0

8 8 Sensor alarms begin to flash, warning the bridge


crew about a large gravity well somewhere up ahead
along their projected trajectory. Before the Rebels
Vehicle Type/Model: Multi-role Cargo Shuttle/IO-5.
can get more information, the alarms stop and the
Manufacturer: Aratech Repulsor Company.
sensor monitors go dead. The PCs can trace the
Maximum Altitude: 25 meters
problem to a maintenance access tube that connects
Sensor Range: Close.
to the sensor dish (an Average Mechanics
Crew: One pilot.
check). It seems that a relay has been disconnected
Encumbrance Capacity: 150 (without passengers).
and must be manually reattached before the sensors
Passenger Capacity: 2 in cab, 8 in bed.
can come back on line. Until then, the ship is running
Price/Rarity: 1,800,000,000 credits (R)/9.
blind.
Customization Hard Points: 2.
There is no gravity up well up ahead. That was a
Weapons: None.
Skolos trick, but the sensors must be fixed if the PCs
are to be sure. The PC that makes the trek up the
access tube must make an Average Mechan-
ics check to locate the disconnected relay, and a
Hard Mechanics check to reattach it.
Once the sensor relay has been reconnected, the
trap is sprung. The power that flows through the ship
to the relay also powers a (previously deactivated)
explosive device. As soon as the relay is connected,

37 Black Ice
read the following: Talents: None.
Abilities: Droid (does not need to eat, breathe, or
drink and can survive in vacuum and underwater;
immune to poisons and toxins), Self-Destruct Mecha-
nism (should the Droid’s mission be compromised, or
their controller sends a coded signal, it may self-
destruct as an out of turn incidental; this explosion
does 10 damage to all engaged characters and each
SpyEye in a minion group may move to engage dif-
ferent characters).
Equipment: built-in holocamera.

Once most PCs are running around fixing other


things, a Mynock Exterminator Droid named DBX-11
enters the bridge to exterminate the “Mynocks” there.
The bomb is as much a test as it is an attempt to Skolos has programmed the Droid to recognize the
eliminate the “pirates” aboard the Black Ice. An Aver- PCs as Mynocks.
age Perception check will reveal its location, Since it normally works in and around the engines,
hidden in small vent jutting off the conduit. The real the Droid is heavily-armored. DBX-11 is uncertain
test comes in disarming it. Skolos has designed this about his job because he has never been in the com-
bomb to test the PCs skills in demolitions. He figures mand capsule before. Also, while his memory circuits
that either he will eliminate one of the “pirates” or he clearly define the PCs as Mynocks, he remembers
will discover their capabilities (which will adjust his them looking much different the last time he went to
tactics in the future). To represent this, the difficulty to exterminate the pests. Note, DBX-11 has always
disarm the bomb is equivalent to Skolos’ Mechanics been programmed via comlink, so he has never seen
check and should give most PCs a run for human beings before. He does have photo– and au-
their money. Failure doesn’t cause the bomb to ex- dio-receptors, though, so he can be reasoned with -
plode, merely speed up the timer. The PC has three sort of. See below for a possible example of DBX-
chances to defuse the device, unless they accumu- 11’s “peculiar” logic circuits.
late or first. If any of three conditions is met,
the bomb detonates, roll Skolos’ Mechanics check to 1st Rebel: Blast it! We’re not Mynocks! Stop shooting
determine the damage, the bombs profile is Damage us!
12; Crit 3; Range [Engaged]; Blast 1 (due to the DBZ-11: (Taking a shot at them) Well, you say so,
closed access tube doors); Vicious 4; Limited Ammo but how do I know this isn’t one of your sneaky
1. Mynock tricks?
1st Rebel: Has a Mynock ever tried to talk to you at
When any PCs leave the bridge, they encounter 3 all? To say anything?
SpyEyes. These repulsor-driven Droids are small DBX-11: (Dubiously) No … you’re usually too busy
spheres with built-in holocams for remote-viewing. If chewing on power cables. That’s why I have to exter-
the PCs don’t try to destroy them, the Droids ap- minate you. It’s a very important job, you know. The
proach, beep apologetically three times, and then Whole ship depends on me! (Edges around to get a
explode. better shot) Say, how come you don’t have big wings
like the other Mynocks?
2nd Rebel: Because we’re not Mynocks!!! We’re hu-
1 2 1 1 1 1 man beings!
DBX-11: Oh sure, tell me another one. Human be-
ings are tiny things living inside comlinks…
2 5 0 0
In the PCs convince DBX-11, after apologizing most
Skills (group only): Vigilance. profusely, he’ll tell them that the orders to go to the

Black Ice 38
bridge came directly from Chief Skolos. gulfed in flame. If the PCs ignore the signals, after a
few minutes Skolos will take over the ship’s comlinks,
read:

4 3 3 3 1 1

7 19 10 1 1
Skills: Computers 3, Mechanics 3, Ranged (Heavy)
5, Ranged [Light] 5, Vigilance 2.
Talents: Adversary 2 (upgrade the difficulty of all
combat checks against this target twice), Barrage 3
(add three to the damage of all Gunnery or Ranged What, Are You
attacks at medium or long range), Point Blank 3 (add
Tryin’ to Kill Us?!
three to the damage of all Ranged attacks at short or
engaged range). Skolos and DBX-11 represent extremely dan-
Abilities: Droid (does not need to eat, breathe, or gerous opponents, and there is the question of
characters being seriously injured or killed. This
drink and can survive in vacuum and underwater;
is intentional, because they only occur in situa-
immune to poisons and toxins).
tions where the opponent can (and should) be
Equipment: Arc welder (Melee; Damage 3; Critical -; reasoned with. Both the Nemesis characters in
Range [Engaged]; Stun Damage), built-in light re- this regard are intended to provide social inter-
peating blaster (Ranged [Heavy]; Damage 11; Critical actions in addition to challenging combat en-
3; Range [Long]; Auto-fire, Cumbersome 4, Pierce 1), counters.
built-in heavy blaster pistol (Ranged [Light]; Damage You can forward this idea by initiating con-
7; Critical 3; Range [Medium]; Stun setting). versation at the opening of the scene, for in-
stance, have DBX-11 enter the bridge already
talking about “finding the Mynocks” and declar-
ing “There you are!” when he sees the first PC.
After the PCs have experienced a few of the
With Skolos, the read aloud should hint to the
events, Skolos decides to make himself known. On players that there is a misunderstanding that
the bridge, alarms go off indicating a fire in the can be exploited, if not, continue his accusa-
maintenance section. Interior sensors show mainte- tions about them being pirates, and how if he
nance and all adjoining corridors and levels are en- loses his ship it will be in a legitimate act of war.

39 Black Ice
and massive in width and length. Two sets of large
blast doors stand opposite each other, one set lead-
The maintenance section is uncomfortably hot. ing to the corridor where the PCs enter, the other
PCs begin sweating when they reach the outer corri- leading into the storage section.
dors. Inside, they can hear the roar of some great
There are four main station in the room: the forge,
engine, and the lower rumble of something large
the lathe, the vehicle repair, and the Droid and elec-
moving about. The blast doors slide open at their ap-
tronic repair stations (see the map on the following
proach, letting out a powerful wave of heat. As they
page).
ponder the situation, Skolos eggs them on, read:
Gantry: A large gantry (crane) hangs from the center
of the ceiling. It moves on tracks and appears to be
able to reach any section of the room. Once the PCs
enter, the gantry attempts to grab PCs, pick them up,
and drop them from a great height. Avoiding the gan-
try requires a series of reactions; firstly, the target
must succeed in an Average Vigilance check
to notice they are the target of gantry. Next, the tar-
geted PC must succeed in an Average Athletics
check to avoid the grasping jaws of the gantry when
it strikes. Should either of these checks be failures,
then the crushing jaws of the gantry grab the charac-
ter and quickly lift them high into the air. The PC has
one final chance to avoid disaster, they may make a
Hard Coordination check to squeeze out of
the jaws and drop to the floor. Should they squander
this last chance, then they will be dropped and fall
from the ceiling onto the dangerous machinery below.
This represents a fall from Medium Range. Due to the
clutter and sheer danger of the area, add to any
Athletics or Coordination checks to reduce the fall
damage. The gantry will continue to make one attack
per each round the PCs are in the maintenance sec-
tion, and will target a random PC that is not in cover.
With the weapons the PCs have, it is unlikely that
they can destroy the gantry (it has a vehicle profile
with a Hull Threshold 4, Strain Threshold of 4, and
Armor 1) and its controls are at the station Skolos
waits at.
The Plasma Forge: The forge is used to create re-
placement components from raw material. It is cur-
rently set to maximum heat. Skolos has bypassed the
security system and left the forge door slightly open.
The forge itself is immune to heat, but the mainte-
nance area itself is very hot. The floor near the forge
door is already beginning to glow bright red. PCs in
the immediate area of the force face a Rating 10 fire
hazard as the durasteel in the floor is near molten
and releases many of the acidic agents used in the
treatment of the metals is released (not to mention
the heat of the forge itself). The forge’s controls have
been tampered with, and any PC attempting to shut
down the forge must make a Mechanics check
Maintenance is a big room, 12 meters in height

Black Ice 40
again using Skolos’ own check of as the dif- the laser’s path. Skolos will get two attempts to target
ficulty. If Skolos wins, the forge is programed to open someone on the ladder prior to them reaching the
the door fully, blasting the maintenance area with top, and will only fire on the first person up the ladder
insurmountable heat (increase the hazard to 14) and (after that he gets into position to receive attackers).
probably ensuring the quick death of anyone in the Laser Lathe (Damage 10; Critical 2; Breach 1; Burn
area. Should the PCs succeed, however, they can 3; Sunder).
deactivate the forge. The existing hazard will reduce
Vehicle Repair: A Standard vehicle repair bay with
automatically by 1 each round until fully dissipated.
equipment scattered about. There is a cargo skiff on
Laser Lathe: This is a high precision, high end ener- jacks over the maintenance pit. An external mainte-
gy laser used to repair equipment. In standard use, nance shuttle sits in a corner. The cargo skiff merely
the part is carefully placed on a grid encased in a doesn’t work; the cargo shuttle is boobytrapped. If a
laser-resistant cowling. The operator sits at the chair PC opens the shuttle’s hatch, a thermal detonator
and scans the part via holocam, inputting the precise inside explodes on a time delay to allow for someone
angle, length, and strength of burn into the control to enter before it goes off. If the PC examines the
pad. Skolos has removed the cowling and now oper- hatchway before entering, allow a Daunting
ates the laser from the monitoring station. He holds Vigilance check, success means the PC spotted the
off firing until a Rebel is on the ladder heading up to detonator and can slam the door shut prior to detona-
the monitoring station. The laser lathe operates as a tion. While this reduces the damage of the thermal
normal ranged weapon would, save that it uses the detonator from 20 to 10, the controls of the shuttle
Computers skill as opposed to the normal Ranged or are ruined either way (use Skolos’ Mechanics skill in
Gunnery skills. This is because you aren’t so much place of Ranged (Light) as this is a booby trap and
as “aiming” as you are programing the trajectory of not a thrown grenade).

41 Black Ice
Droid Repair: This area contains banks of Droid di-
agnostic and repair equipment. A variety of Droids in
various states of disrepair stand around. When the
PCs enter this area, one Droid in particular rumbles
out to attack. An early precursor to the more tradition-
al R2 astromech unit, the P2’s are visually similar, but
far larger. As the P2’s are much simpler in both de-
sign and programming, it was an easy matter for
Skolos to reprogram P2-D19 to attack humans at his
command.

2 1 2 1 1 1

5 19 0 0
Skills: Astrogation 2, Computers 2, Mechanics 2,
Piloting [Space] 2.
Talents: None.
Abilities: Droid (does not need to eat, breathe, or
drink and can survive in vacuum and underwater;
immune to poisons and toxins).
To make matters worse, Skolos is armed with 5
Equipment: Arc welder (Melee; Damage 3; Critical -;
frag grenades, which he will throw out the monitoring
Range [Engaged]; Stun Damage), built-in repair tools
station’s window once the PCs discover his location.
(counts as tool kit as well as emergency repair kit that
can be used once per session), built-in buzz-saw He is monitoring the battle’s progress through holo-
(Melee; Damage 5; Critical 3; Range [Engaged]; cams mounted on the gantry and in each corner of
Breach 1; Sunder; Vicious). the room; he never needs to stick his head out to see
what’s going on (except momentarily, when throwing
a grenade). Having tested and worn down the PC’s,
he is banking on the threats in the maintenance area
When the PCs first enter, after Skolos’ monologue,
to finish them off, but he has a last few aces up his
he will offer a final barb to the characters before
sleeve.
sending P2 at them. Read:
Additional Droids begin showing up six rounds af-
ter combat begins - three SpyEye Droids, and then,
four rounds later, another DBX-11. These will hunt
the PCs are they navigate the maintenance area
looking for Skolos. You can adjust these times as well
based on your group; if they are seeming to have a
very easy time of the maintenance area, have the
reinforcements show up early, if they walk through
them when they appear, add more reinforcements or
make the DBX-11 appear earlier.
The goal here is to get the PCs looking for another
way to end the conflict outside of combat. Skolos will
be vital in the final Episode if the PCs have any hope
of saving the Black Ice, giving them the chance here
to avoid having to kill him is key to that conclusion.

Black Ice 42
room) and Skolos has cleared all nearby cover to
When the PC’s have navigated through Skolos’ create a kill zone. Skolos and the Droids, however,
trial of horrors and made it into the monitoring station, are behind prepared cover in the back part of the
it will be from one of two methods; communicating room (providing to Skolos but only to the Dark
with him to get parley through reason, or defeating Troopers due their size and the fact they must stand
his challenges and arriving to confront him in a final to fire). Skolos will use any remaining grenades he
pitched battle. In either case, they find Chief Skolos in has once more than a single PC has made it up the
the monitoring room with 2 Dark Trooper Combat As- ladder. Should the PCs somehow incapacitate Skolos
sault Droids. These droids have been under repair without killing him, see “Talking to Skolos” to handle
(transferred from elsewhere in the fleet) and are with- his demeanor.
out many of their usual functions (which is what lim-
ited their engagement earlier in the episode). Skolos
has used them as his final ace in the hole should the
PCs prove too competent for his other traps. 4 3 2 2 2 1

If the PCs have convinced Skolos to parley, the 8 16 1 1


Dark Troopers stand guard in the back of room, flank-
Skills: Brawl 2, Gunnery 4, Perception 2, Vigilance 2.
ing Skolos but otherwise non-aggressive. PCs can
Talents: Adversary 1 (upgrade all combat checks
get Skolos to allow them up to parley by convincing
against this target once).
him that they aren’t pirates and smugglers, but rather
Abilities: Droid (does not need to eat, breathe, or
they are members of the Rebel Alliance engaged on
drink and can survive in vacuum and underwater;
a legitimate act of war. While he isn’t happy about the
immune to poisons and toxins), Enhanced Senses
idea, he realizes that he is outmatched, and only his
(add automatic to all Perception checks).
hatred of the criminal cartels of his youth has kept
Equipment: Plasma shell assault cannon (Gunnery;
him blinded to that fact. If he suspects that they might
Damage 10; Critical 2; Range [Long]; Auto-fire;
be telling the truth, he’ll have them up to parley while
Breach 1; Concussive 1; Cumbersome 4; Inaccurate
he ascertains if they really are Rebels or not.
1), power armor (+2 soak, +1 defense).
Skolos cannot be bargained with, nor can he be
commanded, he won’t commit what he sees as sell-
ing his ship nor being ordered to abandon it. Convinc-
After their fight with Skolos, they have no more
ing him the PCs aren’t pirates will be difficult, but not
encounters on the Black Ice.
impossible. As stated above, Skolos will not respond
to Coercion or Leadership attempts at all, and any The ship reenters realspace and the Rebels are
Charm, Deception, or Negotiation checks made greeted as heroes. Setenna Hase comes aboard per-
under the pretense of “saving his own skin” or sonally to congratulate them and take Skolos into
“making a deal” won’t get far either. Instead, the PCs custody (if he wasn’t killed). White Team is found on
need to somehow frame their arguments in the form the bridge of the other command capsule - dead from
of convincing him that he is a theatre of war. Mention- life support sabotage. If the PCs didn’t bring QT-7,
ing that they are en route to an Alliance base where have Hase bring him along, fused and damaged, sit-
there will be more than enough men and ships to fin- ing that he suffered an accident repairing a starship
ish what they PCs began, or even convincing him that after the battle. She figures he would want to see
he has some broken down Droids and a bunch of friendly faces when he woke up, and everyone at the
tricks against a well trained and armed group of sol- base hates him. The read:
diers will all get him to open himself to the possible
legitimacy of his surrender.

Should PCs fail to talk him down, Skolos will fight


to defend his ship to the death. The Dark Troopers
will open fire on the PCs as they enter from the
maintenance ladder (there is no other way into the Skolos has struck again.

43 Black Ice
s soon as the Black Ice came out of hyper- which scenarios they are going to take part in. Anoth-
space, a Viper probe droid that was welded to er option is to allow the players to create characters
the exterior of the engine pod began broadcasting a that are outside their normal specialties - pilots for
shielded, tight-beam hyperspace SOS on all Imperial ground based characters and ground fighters for pi-
frequencies. The probe droid had been decommis- loting specialists. This is especially appropriate if a
sioned for repairs and the first thing Skolos had done PC was taken out during the capture of the Black Ice
was have DBX-11 attach it to the exterior hull (in case and used a downed pilot as a replacement.
he failed in his plan). The PCs can destroy or shut it
On days that have activities for both space and
down, but not before the message has gotten out.
ground scenarios, you can even let the players partic-
The Imperial all know exactly where the Black Ice is -
ipate in both, skipping back and forth to provide cine-
and the secret Rebel base!
matic suspense.

Having unwittingly allowed the Imperials to locate


The first sign of Imperial pursuit comes the same
yet another Rebel base, you are once again forced to
day as the PCs emerged from hyperspace with the
evacuate. It will take a week to get everybody off-
Black Ice. A group of TIEs have shown up to scout
world; the Alliance must hold off the Imperials for that
the location of the distress beacon.
long. Read aloud the following to start the episode:
A Gozanti-class transport jumps into the system
and releases two flights of T.I.E. fighters. At the same
time, a single T.I.E/rc reconnaissance fighter drops
from hyperspace slightly behind them.
In response, a flight of three X-Wings are scram-
bled to stop them (each containing a single player
character). The remaining PCs are busy helping with
the evacuation process begun by Mon Mothma mere
hou

Why Don’t We Just


Jump Back to Hyperspace?
It’s reasonable for the players to wonder
why the Fleet just doesn’t jump right back
to hyperspace and make for another sys-
tem to draw the Imperials away. Remind
them that the Fleet already depleted their
Following are a series of short sections that de- reserves just to engage the orbital station
scribe the various Imperial attack waves. Some are and provide the opening for the players to
space battles, others take place on the ground, as the steal the Black Ice.
defenders attempt to organize the evacuation, man
The subsequent escape and series of
the anti-space weaponry, repair the damage caused
jumps made to foil Imperial pursuit cost the
by bombing runs, and defeat the stormtroopers who
Fleet the remainder of their mobility, and
land and attack the base.
until they can refuel from the Black Ice fur-
Since all Rebel PC’s don’t have the same skills, ther jumps are impossible for all ships. If
obviously some are going to be better suited for any are left behind, then the Empire would-
space combat and others for ground defense work. A n’t fall for the ruse, and Sector HQ would
few ways to handle this is to let the players decide still be discovered.
hours ago. space. This process will take 3 rounds, that is all the
time the PCs have to destroy or disable the ship.
The flight of TIEs are standard TIE/ln starfighters,
and operate as two minions groups of two. They are Should the TIE/rc be destroyed prior to collecting
present to provide support for the Gozanti and dis- the data and relaying it to the Gozanti, the Gozanti
traction screen from the TIE/rc, who makes for the itself will attempt to make the same run, using the
planet’s surface to scan for the location of the Rebel same rules. If the PCs manage to destroy it prior to it
base. retrieving the scans and escaping to hyperspace,
they win. The Imperials, unsure of what is happening,
The PCs and the TIE’s begin at extreme range of
will make the same gambit on Day Two, repeat the
each other - the TIEs in space, and the PCs just out-
DefCon 1 scenario.
side orbit of Fangol. The TIE/rc and Gozanti begin
play outside of the combat area. On the first round,
the TIE/lns begin to close with the Rebel starships.
On the second round, the TIE/rc begins it’s run on the 3 4 +3 0 - - 0 2
planet, starting at extreme range. Each round, the
TIE/ln’s will close with the PCs until they are close 6 8
enough to properly engage. The TIE/rc on the other
hand, will continue to remain at extreme range for as Vehicle Type/Model: Starfighter/TIE Series.
long as possibly while each round closing a range Manufacturer: Sienar Fleet Systems.
band towards the planet. In three dimensional space Hyperdrive: Primary; Class 2, Backup; None.
this means that it will avoid the combat area, PCs Navicomputer: None; 4 pre-programmed jumps.
engaging the TIE/ln’s won’t be able to give chase on Sensor Range: Long.
the TIE/rc without sacrificing defensive actions Ship’s Complement: One pilot.
against the TIE/ln’s. Encumbrance Capacity: 4.
Passenger Capacity: 0.
As there are two minion groups of TIE/ln starfight-
Consumables: One week.
ers, this does mean that two PCs can engage the
Price/Rarity: 75,000 credits (R)/4.
starfighters while the third goes after the reconnais-
Customization Hard Points: 0.
sance fighter - this is not only okay, but the best way
Weapons: Forward-mounted medium laser cannons
the PCs can handle the scenario, as if the TIE/rc gets
(Fire Arc Forward; Damage 6; Critical 3; Range
within optimal scan distance of the planet, the scenar-
[Close]; Linked 1).
io gets decidedly more difficult.
While the sensor range on the TIE/rc is long, the
mists of the planet make scans at this range unusa-
ble. In order to get a solid scan of the planet (and 3 5 +3 0 - - 0 2

thus locate the presence of the Rebel base) the TIE


6 8
will need to be in close range of the planet and still
have an available action. Should the TIE accomplish Vehicle Type/Model: Starfighter/TIE Series.
this, he is able to scan the base’s location and relay Manufacturer: Sienar Fleet Systems.
the information to the Gozanti. It will then make a Hyperdrive: None.
break to get out of the gravity well and jump to hyper- Sensor Range: Close.
space. Should it return to extreme range, it completes Ship’s Complement: One pilot.
the calculations and jumps out of the system - the Encumbrance Capacity: 4.
Imperials win. Passenger Capacity: 0.
Consumables: Two days.
If the TIE/rc is destroyed, but has already contact- Price/Rarity: 50,000 credits (R)/4.
ed the Gonzanti, then the PCs are closer to victory, Customization Hard Points: 0.
but not out of trouble yet. The PCs will need to stop Weapons: Forward-mounted medium laser cannons
the Gozanti itself from escaping and reporting the (Fire Arc Forward; Damage 6; Critical 3; Range
location of the base as well. Luckily, it will remain in [Close]; Linked 1).
the system as long as it can to recover the TIE’s be-
fore making for hyperspace. Once the TIE/lns are
destroyed, it will begin calculating the jump to hyper-

45 Black Ice
pose a problem.

5 2 -3 2 2 2 1 5
3 5 +1 1 - - 1 3
50 36
10 10
Hull Type/Class: Armed Transport/Gozanti.
Manufacturer: Gallofree Yards Incorporated and Co- Vehicle Type/Model: Starfighter/T-65B X-Wing.
rellian Engineering Corporation. Manufacturer: Incom Corporation.
Hyperdrive: Primary; Class 3, Backup; Class 12. Hyperdrive: Primary; Class 1, Backup; None.
Navicomputer: Yes. Navicomputer: None - astromech droid socket.
Ship’s Complement: One pilot, one co-pilot, one Sensor Range: Close.
engineer, one comms/sensors operator, two load- Ship’s Complement: One pilot, one astromech droid.
masters, six gunners. Encumbrance Capacity: 10.
Passenger Capacity: 12. Passenger Capacity: 0.
Encumbrance Capacity: 1,000. Consumables: One week.
Consumables: One month. Price/Rarity: 120,000 credits/5.
Price/Rarity: 200,000 credits/6. Customization Hard Points: 1.
Sensor Range: Long. Weapons: S-foil-mounted medium laser cannons
Customization Hard Points: 4. (Fire Arc Forward; Damage 6; Critical 3; Range
Weapons: One dorsal and one ventral retractable [Close]; Linked 3)
turret-mounted quad laser cannon (Fire Arc All; Dam- Forward-mounted proton torpedo launcher (Fire
age 5; Critical 3; Range [Close]; Accurate; Linked 3) Arc Forward; Damage 8; Critical 2; Range [Short];
Two port and two starboard retractable twin heavy Blast 6; Breach 6, Guided 2; Limited Ammo 6; Slow-
laser cannons (Fire Arc Port or Starboard; Damage 6; Firing 1).
Critical 3; Range [Short]; Linked 1)
Forward-mounted proton torpedo launcher (Fire
Arc Forward; Damage 8; Critical 2; Range [Short]; PCs not in starfighters are put in charge of the
Blast 6; Breach 6, Guided 2; Limited Ammo 6; Slow- southern sector of the base. This area contains living
Firing 1). quarters for dependents of Rebel soldiers and com-
manders, and one of the base’s primary anti-air bat-
teries. The PCs have 20 soldiers under their com-
mand, and an additional supply cache of five blaster
rifles, one repeating blaster, and a bacta tank. They
2 3 2 2 2 2 also can hit the nearby infirmary for an effectively
unlimited supply of stimpacks.
2 5 0 0 The PCs primary obligation is to protect the 200
Skills (group only): Gunnery, Piloting (Space). civilians under their care. Next, they must keep them
Talents: None. under control, ensuring the evacuation is orderly and
Abilities: None. unpanicked. At the moment, this isn’t difficult, but lat-
Equipment: Light blaster pistol (Ranged [Light]; er, once the stormtroopers arrive, it may be. At Def-
Damage 5; Critical 4; Range [Medium]; Stun Setting), Con 1, the most that you should throw at your ground
flight suit. based PCs are questions about how things are going
- track the morale of the civilians. It begins at 10 and
lowers for each rolled in excess of on a PCs
If you have more than 3 PCs who want to be in the
check to comfort or lead them. While at 10 or 9, diffi-
starfighter portion of the battles, you can either switch
culties on rolls with the civilians are Average
to Y-Wings, allowing 2 PCs to man each starship, or
checks. At 8 morale, this increases to Hard
have the PCs operate two 3 man flights, with one
checks. At 6, this again increases to Daunting
group on duty on Day One, and the other group on
before increasing again to Formidable at 4.
duty for Day Two. This might spoil the second groups
Once this level morale is reached, full panic sets in,
spirits if the group on Day One fails (both groups
and for each morale further lost, upgrade the difficulty
would fly on Day Two in this case) but this shouldn’t

Black Ice 46
of all checks by one. This process starts with DefCon 2, the elimination
Have each of the PCs on the ground be asked a of the base’s ability to coordinate with the Fleet in
simple question about something that has happened orbit. Successful scans from the reconnaissance craft
in the game so far, and let the PC explain how the show the true purpose of Sentinel One, and so the
civilians will be okay. They can use any method they Empire targets this satellite first. They intend to de-
wish for the check (Coercion, Charm or Leadership), stroy it and thus blind the base below.
but track the morale of their groups separately. In The Torpedo Sphere has two Imperial Star De-
between days, they can switch groups, but the stroyers dedicated as escorts, the Carnivorous and
groups themselves will maintain their morale levels. the Tyrannous. The Tyrannous stays with the Torpe-
You can also throw in any ideas you have for difficul- do Sphere just outside the system, while the Carnivo-
ties to the evacuation (family members not assigned rous leads the assault on Fangol.
to the same transport, even have a child lose her fa- Arriving just beyond extreme range, the Carnivo-
vorite wompa doll) a successful interaction will raise rous unleashes it’s TIE fighters to assault the satel-
morale by 1 to maximum of 10. It is suggested that lite. Of the 6 squadrons it has at it’s disposal, it will
each PC only get one attempt to raise or lose morale reserve 2 squadrons of 12 TIE/in Interceptors each
per day. for defense and send the remaining fighters to en-
gage the Rebel forces. Of the 4 assaulting squad-
rons, 1 of them is group of 8 TIE/sa bombers, whose
Only Day One has a set encounter. From here on orders are to destroy the satellite, and 3 squadrons of
out, it is a “race’” between the PCs and the Empire. 12 TIE/ln starfighters each assigned as screens and
The PCs need to hold off the Empire’s advance for 7 escort to the operation.
days. The Empire needs to advance the DefCon level They will attack in three waves, one squadron of
to 4 to call in the final assault. Much hinges on how TIE/ln starfighters accompanying the bombers. The
the PCs handle this Episode. If the Empire never con- first wave will have 2 TIE/sa bombers (the Empire
firms the presence of the Rebel Base on Fangol and hopes to risk as little as possible) but if this doesn’t
advance the DefCon level to 2 before day 7, then the accomplish the mission, waves two and three will
Torpedo Sphere in Episode 6 will never be called in. have 3 TIE/sa bombers each. Each wave not engag-
In this scenario, the PCs have secured the Black Ice ing the satellite will keep station beyond extreme
for the Alliance Fleet regardless of how the evacua- range.
tion goes. In this case, the Empire will bring a Star The scenario is very similar to the first one, minion
Destroyer to reclaim the Black Ice. The loss of the groups of TIE/lns will engage from extreme range
first transport will be seen as possibly coincidence, while the TIE/sa bombers make a run for the planet.
but the loss of a second assures Rebel activity. The Again, the same rules apply to breaking and going
Empire still, however, doesn’t know exactly what level after the bombers. The difference here is scale -
of activity, and with the loss of the Black Ice, they are there are a lot of TIEs.
unwilling to send the replenishment fleet to reclaim Each minion group is 4 TIE’s strong for the screen,
her directly. and to make matters worse, each TIE/sa bomber is a
This will result in the Imperial Star Destroyer Adju- single TIE Ace Rival. This means that the PCs will
dicator to be sent to determine the size of the Rebel
presence. A single Star Destroyer is ill-prepared for
the size of the fleet at Fangol. In this case, go to “The
Soft Ending” in Episode 6, with the Rebels facing
down the Star Destroyer Adjudicator as the fleet or-
ganizes the evacuation.
If the Empire does advance the DefCon to 2 or
higher, they will not risk the Torpedo Sphere until
they have ensured that the base defenses are mini-
mized and the starfighter presence is small. They are
confident that the escort group can hold off the fleet
in orbit, but while doing so the base defenses will
have unanswered attacks on the Torpedo Sphere
and so will not move it into the system until the base
defense are crippled at DefCon 4.

47 Black Ice
need to get through 3 minion groups of TIE/ln’s and Skills: Gunnery 2, Piloting (Space) 2.
still have 2 (or 3 on waves 2 and 3) targets to engage Talents: None.
on top of it, all before the TIE bombers destroy the Abilities: None.
satellite. Equipment: Light blaster pistol (Ranged [Light];
Should the PCs manage to stop the gambit, the Damage 5; Critical 4; Range [Medium]; Stun Setting),
Carnivorous will recall its remaining fighters and on flight suit, sensory augmentation package (add
the next Day, Tyrannous will use it’s complement on to any Perception checks made by the character).
the gambit. Should both gambits fail, the Tyrannous
will move in itself and eliminate the satellite by bom-
bardment, though in the process it will itself be lost as
the Rebel Fleet comes from around the dark side of 2 0 +0 1 - - 1 5
the planet (where they have been hiding to refuel)
and engage the Star Destroyer while it is distracted. 25 30
This means that in Episode 6, the Torpedo Sphere
Vehicle Type/Model: Satellite/Sentinel Series.
will not have the Tyrannous with her for the finale.
Manufacturer: ComTech Logisphere.
Hyperdrive: None.
Sensor Range: Long.
3 4 +0 0 - - 0 3 Ship’s Complement: None - automated.
Encumbrance Capacity: 0.
9 8 Passenger Capacity: 0.
Consumables: None.
Vehicle Type/Model: Starfighter/TIE Series.
Price/Rarity: 110,000 credits/2.
Manufacturer: Sienar Fleet Systems.
Customization Hard Points: 0.
Hyperdrive: None.
Weapons: None.
Sensor Range: Close.
Ship’s Complement: One pilot.
Encumbrance Capacity: 10.
Passenger Capacity: 0.
The next phase in the Empire’s battle plan is to
Consumables: Two days.
send a team into the base itself. A squad of Dark
Price/Rarity: 110,000 credits (R)/5.
Troopers are sent via a pod dropped by the Star De-
Customization Hard Points: 0.
stroyers on the previous day. The pod will only power
Weapons: Forward-mounted medium laser cannons
up for reentry and maneuvering, and will land several
(Fire Arc Forward; Damage 6; Critical 3; Range
kilometers from the base. The Dark Troopers then
[Close]; Linked 1).
emerge and spend the night and all of the next day
Forward-mounted launchers firing either concus-
traveling to the base, attacking the Sector that the
sion missiles (Fire Arc Forward; Damage 6; Critical 3;
PCs are assigned. They use their missile launchers
Range [Short]; Blast 4; Breach 4; Guided 3; Limited
to breach through a corridor ceiling and immediately
Ammo 12; Linked 1; Slow-Firing 1) or proton torpe-
head towards the command section.
does (Fire Arc Forward; Damage 8; Critical 2; Range
The PCs must hold off the Dark Troopers until rein-
[Short]; Blast 6; Breach 6; Guided 2; Limited Ammo
forcements arrive - 10 rounds. The soldiers assigned
12; Linked 1; Slow-Firing 1).
to them will help as they are ordered, but if used to
Ventral-mounted proton bomb release chute - can
assault the troopers and not assigned to defend the
only be used against surface targets (Fire Arc Down;
civilians, the civilians Morale will drop by 1 and they
Damage 7; Critical 2; Range [Close]; Blast 7; Breach
will need to be calmed by the PCs or break in panic.
8; Limited Ammo 16).
If the soldiers are assisting in the fight, then use
the Squad rules from the Age of Rebellion GM’s kit in
this case, allowing each PC to form a squad. They
will be facing four Dark Troopers in this scenario,
2 4 2 3 2 2 though the Troopers are not sure of the layout of the
base, and so the PCs should be able to use terrain to
their advantage.
2 12 0 0

Black Ice 48
the Imperials have been advancing the DefCon as
fast as possible, the adventure will be on Day 4. Day
one saw the scouting of the Alliance base, day two
4 3 2 2 2 1 saw the destruction of Sentinel One and the launch of
the Dark Troopers. Day three the Dark Troopers
searched for the base’s location before finally striking
8 16 1 1
at the start of day four.
Skills: Brawl 2, Gunnery 4, Perception 2, Vigilance 2.
Add to this the number of days that the PCs have
Talents: Adversary 1 (upgrade all combat checks
managed to buy in time from the Imperials. Since the
against this target once).
DefCon tracker could not have gotten to this point
Abilities: Droid (does not need to eat, breathe, or
without the base being located, the maximum day it
drink and can survive in vacuum and underwater;
could be at this point is Day 6. In this scenario, day
immune to poisons and toxins), Enhanced Senses
one saw the first attempt at investigating the planet
(add automatic to all Perception checks).
fail, but on day two a scan was successful. Day three
Equipment: Missile tube (Gunnery; Damage 20; Crit-
saw the arrival of the Carnivorous, but it failed to take
ical 2; Range [Extreme]; Blast 10; Cumbersome 3;
out the satellite, so on day four the Tyrannous did.
Guided 3; Breach 1; Prepare 1; Limited Ammo 5),
The Dark Troopers then made their journey to the
plasma shell assault cannon (Gunnery; Damage 10;
base on day five, and assaulted at the beginning of
Critical 2; Range [Long]; Auto-fire; Breach 1; Concus-
day six.
sive 1; Cumbersome 4; Inaccurate 1), power armor
(+2 soak, +1 defense), jetpack, internal comlink. In this case as well, the PCs have managed to se-
cure the Black Ice for the fleet, as when the Imperial
Star Destroyer arrives to begin the ground assault,
the fleet is in mid evacuation. This again results in
“The Soft Ending” in Episode 6, only this time the
2 2 2 2 2 2 PCs will be facing down the Star Destroyer Carnivo-
rous (as the Tyrannous was destroyed and the Adju-
dicator never called) as the last of the fleet escapes.
3 5 0 0
In the case of Day 4 or Day 5, then either the Tyr-
Skills (group only): Melee, Ranged (Heavy), Vigi-
annous or Carnivorous (if the Tyrannous was de-
lance.
stroyed) arrives in orbit and releases the main forces
Talents: None.
for the ground assault, go on to DefCon Four.
Abilities: Covering Fire (may spend a maneuver to
add +1 ranged defense to up to three allied charac-
ters or minion groups within short range until the end
of the next round; this does not stack with multiple
uses). If the PCs have fared poorly to this point, they find
Equipment: Blaster rifle (Ranged [Heavy]; Damage themselves under siege. With the loss of Sentinel
9; Critical 3; Range [Long]; Stun Setting), combat One, there is no early warning from the Fleet. Like-
knife (Melee; Damage 3; Critical 3; Range wise, with the Fleet desperately trying to refuel for the
[Engaged]), blast vest (+1 soak), comlink. evacuation, they’ve been on the far side of the planet
hiding, and the Empire is striking from the light side of
With the loss of Sentinel One, all of the PCs will
Fangol. This creates a situation in which the Fleet
now be in the base. The PCs must defeat the Dark
can’t take out the Star Destroyer and the Base isn’t
Troopers. If they fail the adventure is basically over,
aware of the landing craft descending on them.
as civilians will be dead (killed by the Dark Troopers
after the PCs were defeated) and the base command If the ground assault is occurring, then regardless
center is in ruins. Any chance at a coordinated retreat of whether the PCs turn back the stormtroopers the
is lost, and the fleet scuttles those ships it cannot es- Torpedo Sphere will arrive at the end of the day,
cape with and haphazardly retreats with the rest. stopping the evacuation and leading to “The Hard
Ending.”
Provided the PCs do defeat the Dark Troopers and
win the scenario, where to next depends on the day. Even the ground assault depends on the PCs per-
if the PCs have so far won none of the scenarios, and formance to this point, though. If the PCs managed to

49 Black Ice
eliminate all of the Carnivorous’ and reduced the (+2 soak), utility belt, extra reloads.
Tyrannous’ TIE/sa bombers to 4 or less, then the as-
sault troops will need to come in under the fire of the
anti-aircraft weaponry of the base. In this case, only a
single shuttle will reach each section, the PCs includ-
ed. If, however the Empire has access to at least 5 3 3 2 2 3 1
bombers, they will be the first to make planetfall and
take out the AA weaponry, meaning that three assault
shuttles will strike each section.
5 5 0 0
Each assault shuttle carries an assault squad of Skills (group only): Athletics, Discipline, Melee,
stormtroopers. An assault squad is three fire teams of Ranged (Heavy).
4 stormtroopers (one of the 12 is a Stormtrooper Ser- Talents: None.
geant) and a weapons gun crew of 3 stormtroopers Abilities: None.
with an E-Web. The Imperials are planning to enter Equipment: Blaster rifle (Ranged [Heavy]; Damage
the base and proceed as quickly as possible to the 9; Critical 3; Range [Long]; Stun Setting), vibroknife
gunnery section of the PC’s sector and disable the (Melee; Damage 4; Critical 2; Range [Engaged];
guns. If they are successful, they will immediately Pierce 2, Vicious 1), 2 frag grenades (Ranged [Light];
begin to move towards command and control in order Damage 8; Critical 4; Range [Short]; Blast 6; Limited
to take over the base. The Empire has placed retrofit- Ammo 1), stormtrooper armor (+2 soak), utility belt,
ted Vyper probe Droids in low orbit to enable commu- extra reloads, each minion group will have 1 trooper
nications, and the stormtroopers will relay that the armed with a light repeating blaster with a sling
base is in retreat. A full scale ground invasion at this (Ranged [Heavy]; Damage 11; Critical 3; Range
point will occur - the base will be handily overrun [Long]; Auto-fire; Cumbersome 4; Pierce 1).
without the need for the Torpedo Sphere.
Don’t worry about the other sectors; their success
or failure will be determined by the PCs (so go the The PCs have whatever is left of their forces from
heroes, so goes the war) and will have the chance to the previous assault. The civilians will only be present
complete the evacuation in Episode 6. All stormtroop- if this is still Day 4, otherwise, they have already been
er in this scenario are standard minions (the weapons moved to safety. If they are present, they will need to
crews merely have an E-Web in addition to their nor- be guarded by the soldiers or personally calmed by a
mal equipment). PC each round.

3 3 2 2 3 1 The defenders have held - just barely. In another


24 hours Rebel freighters will take off carrying the last
of sector command, and in mere weeks, they’ll have
5 15 0 0
a new hiding place among the stars. Everybody con-
Skills: Athletics 2, Discipline 2, Leadership 3, Melee gratulates themselves on a job well done. Suddenly,
2, Ranged (Heavy) 2, Ranged (Light) 2, Resilience 2, a report comes in from a starfighter on picket duty.
Vigilance 2. Read:
Talents: Adversary 1 (upgrade all combat checks
against this target once).
Abilities: Tactical direction (may perform a maneuver
to direct one stormtrooper minion group within medi-
um range, the group may perform an immediate free
maneuver or add to its next check).
Equipment: Heavy blaster rifle (Ranged [Heavy];
Damage 10; Critical 3; Range [Long]; Auto-fire; Cum-
bersome 3), vibroknife (Melee; Damage 4; Critical 2;
Range [Engaged]; Pierce 2, Vicious 1), 2 frag gre-
nades (Ranged [Light]; Damage 8; Critical 4; Range
[Short]; Blast 6; Limited Ammo 1), stormtrooper armor

Black Ice 50
his is it, the big finale. The Imperials have (one all the PCs will be in starships, be that the PCs star-
way or another) tracked the Black Ice to the Re- ship or snub fighters for each of them or even a mix
bels on Fangol and are moving in for the kill. How of both. The Rebels at this point have more starfight-
dire the situation is depends greatly on the PCs ac- ers than they have pilots, so allow the PCs to decide
tions and success up to this point. If they have been what mix of their own ships, X-Wings and Y-Wings
excelling, they will receive “The Soft Ending,” while if they take to battle.
they have had … less … success, they are facing the
The more eccentric craft like B-Wings, A-Wings
grimness of the Proton Torpedo Sphere in “The Hard
and E-Wings will be reserved for ranking officer pi-
Ending.”
lots, but if you have an Ace or other accomplished
pilot, this might be a good time to reward them with
the chance to fly one the more uncommon craft.
If the PCs have done their job in holding off the
The battle plan is simple; the Fleet will surround
Imperial advance in Episode 5, the Rebels will have
the Star Destroyer to both prevent its escape and
maneuvered the Empire into making the critical mis-
pummel it into submission, the fighters will provide
take of only sending a single Star Destroyer to re-
escort to protect against the Star Destroyers squad-
claim the Black Ice. The Imperials own egotistical
rons while heavy attack craft will perform bombing
faith in the might of their main battleship has led them
runs.
into being placed in the impossible position of need-
ing to fight off nearly the entire Rebel Fleet while the Running the battle is fairly simple, each round, the
last of the staff evacuate from the nearly deserted Imperial Star Destroyer will lose 1 off each of it’s
Fangol Base. shield defense zones 2/2/2/1 on the second round,
1/1/1/- on the third before finally losing all shields on
If the Rebels succeeded on the first two days of
the fourth. Once its shields are gone, then the fleet
preventing a proper scan of Fangol by the Imperial
will begin hitting it with Ion blasts to disable it and
scouts, then the Star Destroyer Adjudicator will be in
prevent its escape - this will reduce it’s system strain
orbit. If the Rebels failed to protect the secrecy of the
by 10 each round, meaning even without help from
base, but managed to hold out long enough against
the PCs, the ship will be disabled totally on round 10.
the Imperial assault, then the Carnivorous will be in
orbit, preparing to unleash ground forces to storm the Allow the PCs to help where they fit best - PCs in
base. starfighters equipped with torpedoes can join bomb-
ing runs, while those with only cannons eliminate
In either case, the Rebel Fleet, now mobilized in
minion groups of TIEs. The Star Destroyer has 6
the final hours of the evacuation, has come around to
squadrons of TIE fighters, 72 in total, but it is facing
the light side of Fangol to take on last of the com-
far more than that in opponents (be sure to remove
mand staff before making to hyperspace. Fully fueled
any TIE’s already destroyed in the previous scenarios
and itching for a fight, the Fleet is ready and primed
to reduce it’s complement appropriately).
to eliminate this last hurdle. Read:
Try to keep the TIE groups the PCs need to deal
with small, enough to occupy them for the first few
rounds until the shields drop, then send them against
the Star Destroyer. The Destroyers cannons will be
primarily focused on the Rebel Fleet, so each round
only a single PC will be targeted as they make their
runs, and this will only be by a single light turbolaser
shot.
Each round, total the damage that the PCs have
dealt to the Star Destroyer, and add an amount of
The alert immediately goes out to scramble fight- damage equal to the total number of PCs that dealt
ers, which means the PCs as well. For this scenario, hull damage to it - this represents the work of the rest

51 Black Ice
of the Rebels. Navicomputer: Yes.
Sensor Range: Long.
Once the Star Destroyer has been crippled, read the
Ship’s Complement: 37,085 officers, pilots, and enlist-
following;
ed crew.
Starfighter Complement: 72 at full strength.
Vehicle Complement: Numerous shuttles, landing
craft, utility vehicles, landing barges, and AT-series
walkers.
Encumbrance Capacity: 15,000.
Passenger Capacity: 9,700 troops.
Consumables: Two years.
Price/Rarity: 150,000,000 credits (R)/7.
Customization Hard Points: 2.
Weapons: Ten port and ten starboard heavy turbolaser
batteries (Fire Arc Port and Forward or Starboard and
Forward; Damage 11; Critical 3; Range [Long]; Breach
4; Linked 1; Slow-Firing 2)
Ten dorsal heavy turbolaser batteries (Fire Arc Port,
Starboard and Forward; Damage 11; Critical 3; Range
[Long]; Breach 4; Linked 1; Slow-Firing 2)
Ten port, ten starboard, and ten forward light turbo-
lasers (Fire Arc Port, Starboard or Forward; Damage 9;
Critical 3; Range [Medium]; Breach 2; Slow-Firing 1)
Ten port and ten starboard battleship ion cannon
turrets (Fire Arc Port and Forward or Starboard and
Forward; Damage 9; Critical 4; Range [Medium];
Breach 3; Ion; Slow-Firing 2)
Ten ventral battleship ion cannon batteries (Fire Arc
Port, Starboard and Forward; Damage 9; Critical 4;
Range [Medium]; Breach 3; Ion; Linked 1; Slow-Firing
2)
15 port and 15 starboard medium ion cannons (Fire
Arc Port or Starboard; Damage 6; Critical 4; Range
[Short]; Ion)
10 heavy tractor beam emitters (Fire Arc Forward,
Port, and Starboard; Damage -; Critical -; Range
The PCs have accomplished the impossible, and [Short]; Tractor 6).
won a major victory for the Alliance. Go on to “The Epi- Additional Rules: Massive 2 (when making an attack
logue.” targeting this starship, the Critical rating of any weap-
ons used counts as 2 higher); Exhausted TIE comple-
ment (the actual TIE fighter complement of the Star
Destroyer is based off the previous encounters. If the
5 2 -3 2 2 2 1 5 Star Destroyer is the Adjudicator, then it will have a full
complement of 12 TIE/in Interceptors, 32 TIE/ln star-
50 36 fighters, 12 TIE/rc reconnaissance starfighters, 16 TIE/
sa bombers. If the Carnivorous is present, then reduce
Hull Type/Class: Star Destroyer/Imperial I.
the number of TIE/ln starfighters and TIE/sa bombers
Manufacturer: Kuat Drive Yards.
by the number defeated by the PCs at DefCon 2).
Hyperdrive: Primary; Class 2, Backup; Class 8.

Black Ice 52
might come to the players’ minds:

• Skolos - he knows more about the Black Ice


If the PCs have been struggling with Episode 5,
than anyone, even some of the engineers - he
then they will find themselves in serious trouble. A
might know more about the Torpedo Sphere
Torpedo Sphere has arrived in the system, bearing
and it’s weaknesses.
down on Fangol. The PC find themselves in an emer-
gency meeting aboard the Alliance flagship Home  If this is suggested, the council will allow
One. In attendance is Mon Mothma, spiritual leader of a recess to gather Skolos’ agreement. It’s
the Alliance, along with Major Setenna Hase, Admiral up to the PCs to convince him to help, go
Gial Ackbar, and General Ran Niall. Read: to “Speaking with Skolos.”

• The Black Ice - a ship the size of the container


train could do a massive amount of damage
against the Torpedo Sphere, giving the rest of
the Fleet the time it needs.
 If this is suggested, continue with “I Want
Six Volunteers - You, You, You, You,
You and You.”

• Have the fleet directly attack the Torpedo


Sphere while the fighter harass the escorts.
 If the PCs failed to scuttle the Tyrannous
at DefCon 2, Admiral Ackbar shakes his
head and explains that 2 Imperial Star
Destroyers came with the Torpedo
Sphere (the Tyrannous and the Carnivo-
rous) and a third (the Adjudicator) arrived
with a flotilla of Gozanti-class armed
freighters. There’s just too many Star
Destroyers to send their greatly dimin-
ished fleet against.

 If, however, the PCs did guarantee the


Tyrannous’ destruction at DefCon 2, then
the Admiral will take a different tack.
Rubbing his chin he will point to the fleet
and explain that the freighters could be
filled with spare munitions from the disa-
bled starfighters and used as makeshift
bombers. He will explain that they would
still intelligence on the weaknesses of the
Torpedo Sphere, however, and then him-
self suggest speaking to Skolos (if he’s
still alive). If not, he will still go through
with it, but the cost to the fleet will be
dear. In this scenario, use the Soft End-
ing fight against the Star Destroyer
(which one is your choice), as the PCs
are assigned to one of the combat
squadrons. The fleet damage in this case
Now is the time for the PCs to speak up. Look at is replaced by the freighters’ bomb loads.
them expectantly. There are a few things at this mo-
If they don’t offer any suggestions, sigh and read
ment that can change the course of the game, and
the next section:
the movies as whole. Below a few different things that

53 Black Ice
pleted and the PCs are reassigned. In this scenario,
the PCs get no Duty awards for their efforts, the
whole operation (as the Black Ice is was led to the
loss of the base) is wiped under the rug.

There are a few different ways the PCS could find


themselves speaking with Chief Skolos again. The
first is if they are coming to convince him to help
based on their own idea. The second is if they have
been asked to speak with him after he has heard of
the Torpedo Sphere’s arrival. If the PCs come to him
on their own, read the following:

If we’ve gotten to this point, and the PCs killed


Skolos in Episode 4, then there is nothing that will
allow the PCs to save the Black Ice and be awarded
with the Epilogue. The best they will be able to do is
take part in the heroic sacrifice of the ship by piloting
it into the Torpedo Sphere.
If, however Skolos is still alive and was taken pris-
oner, he will hear of the situation and correctly sur- Let the PCs speak with Skolos. Skolos loves his
mise the only solution is to sacrifice the container ship too much to allow it to be wasted on a brute
train to allow the evacuation of the base. He’ll ask to force attack - not while he can stop it. If the PCs
speak to the PCs, as he believes them to be the only wage the argument that the Empire is the same as
ones who will listen to him and believe him. Go to pillagers and thugs that he fought in his youth on a
“Speaking with Skolos” after concluding the scene. larger scale, then he is convinced, though any argu-
ment he could use to justify saving his beloved Black
If the PCs don’t volunteer to pilot the Black Ice right
Ice will be enough. Go to “Skolos’ Plan.”
away, sigh once more and shake your head. Have
Mon Mothma directly ask for volunteers to pilot the If the PCs were called here by Skolos, there will be
train on this mission, let the rumble of the crowd sink no need to convince him to help, the guards will al-
in on the players as everyone looks to them. They’re ready have done that. Read before moving on to
the only ones who have any experience at piloting Skolos’ Plan:”
her, and after all, they are the heroes. Will they let
someone else take the risk - and earn the glory?
If they still refuse to volunteer, the adventure is
essentially over. Another team of Rebels steps up
and volunteers to do it under the direct supervision of
Major Hase. These Rebels then break off with the
Admiral and Setenna Hase for a mission briefing. A
few hours later, they successfully ram the Black Ice
into the Torpedo Sphere, though at the cost of their
lives. Major Setenna Hase and the six other Rebels,
who were operating under Black Team in honor of the
PCs who initially captured the Black Ice, are given
heroes funerals. The evacuation of Fangol is com-

Black Ice 54
55 Black Ice
prevent the shield from recovering power between
hits. A scant 50 TIE/sa bombers could launch 500
6 1 -4 2 2 2 2 6 proton torpedoes at a planetary shield, but this would-
n’t bring it down. What disables a planetary shield is a
75 40 constant string of proton torpedoes, hitting one after
Hull Type/Class: Siege Platform/Torpedo Sphere. another until the shield is overwhelmed. To accom-
Manufacturer: Loronar Defense Industries. plish such a feat, the first torpedo tube emptied needs
Hyperdrive: Primary; Class 3, Backup; Class 18. to refilled within moments to that it may fire in time
Navicomputer: Yes. with the last torpedo tube of the initial 500. This auto-
Sensor Range: Long. mation requires a delicate set of automated sliders,
Ship’s Complement: 61,245 officers, pilots, and en- conveyors, and loading gantries to achieve.
listed crew.
Skolos will suggest that if the Ice can be snuck into
Encumbrance Capacity: 75,000.
position directly in front of the central torpedo bays
Passenger Capacity: 8,540 troops.
prior to them firing, when they launch and strike the
Consumables: Four years.
cargo force fields the explosion will detonate the pro-
Price/Rarity: 300,000,000 credits (R)/7.
ton torpedo chain, “blowing back” into the bays. Not
Customization Hard Points: 0.
only will the sensors that control the firing go haywire
Weapons: Ten forward heavy turbolaser batteries
from the electrical disturbance, but the overpressure
(Fire Arc Forward; Damage 11; Critical 3; Range
of the detonations will throw the autoloading machin-
[Long]; Breach 4; Linked 1; Slow-Firing 2)
ery off, rendering the Torpedo Sphere a “giant paper-
500 Forward-mounted proton torpedo launchers
weight” until repaired. With only ten turbolaser batter-
(Fire Arc Forward; Damage 8; Critical 2; Range
ies, there’s little the Sphere could do to turn the tide
[Long]; Blast 6; Breach 6; Guided 2; Limited Ammo
of the fight at that point.
50; Linked 500; Slow-Firing 1).
Additional Rules: Massive 2 (when making an at- He only has one condition - that he be allowed to
tack targeting this starship, the Critical rating of any go along and fight with them. If the PCs ask why, he
weapons used counts as 2 higher). explains that he understands the Alliance more hav-
ing been a prisoner than he ever thought to ask as a
Stormtrooper commander. Besides, it’s his plan, and
Skolos knows that the force fields of the container it goes wrong and the Black Ice is destroyed, he
train are unique. Designed to stop everything from wants to go down with his ship.
excited plasma to micrometeorites to ensure that the
Mechanically, Skolos’ plan and “The” Plan run very
fuel they carry doesn’t detonate, they are far stronger
similarly, using the same rules. Only the narration at
than anyone suspects. He also knows that the Torpe-
the end is different.
do Sphere is designed to overwhelm the planetary
shields of a base by a torrent of fire. The proton tor-
pedo bays fire on a cycling of 500 different tubes in
sequence. The timing mechanisms and sensors that Whether using Skolos’ plan to cause the Torpedo
enable this process to occur require two important Sphere to render itself inoperable, or Setenna’s plan
things; distance from target and delicate machinery. to sacrifice the Black Ice and scuttle the sphere, the
opening moves are the same.
Distance is important because the amount of ex-
plosive devastation of a single torpedo throws up a lot First, they have to smuggle the PCs aboard the
of energetic particles, obscuring vision on the target Ice. If the Imperials spot this happening, they might
and causing sensors in the immediate area to lose figure out what the Rebels are up to and destroy the
resolution. When you launch volleys of 500 of them, Ice before it is within range. The remainder of the
you can create an energized “dead zone” for sensors Rebel fleet will sortie out and engage the Sphere’s
in the immediate blast area. escorts diverting attention from the Ice and employing
all manner of jamming equipment to foil Imperial sen-
The delicate machinery comes in the form of the
sors. The PC’s then board the Ice, with Skolos, Hase,
automated loading bays for the torpedo tubes. While
and QT-7 along side (though they won’t know that
500 proton torpedoes sounds like a lot, to overcome
yet).
a planetary shield you need a sustained assault to

Black Ice 56
Once on board the ship, the PCs will wait until the Computer: Can be used as a flight predictor to help
Torpedo Sphere is in position to bombard the base. the pilot. Can also control the shielding or operate the
Then - and only then - can they begin their run on the ship’s sensors. If Qt-7 is on board, he will coordinate
sphere. The Ice is very, very slow, and very vulnera- this station providing to all checks performed
ble to enemy fire. They must wait until the Torpedo here.
Sphere is close to the planet and slowed by the gravi- Shields: Operates the two sets of ship’s shields, also
tation pull, to prevent it from spinning to engage them can power or retract the cargo spheres.
and therefore foiling the plan. Engineering: Used to engage the ship’s engines;
can reroute power to and from the ship’s shield and
Finally, in the version of the plan where the Rebels
propulsion units.
sacrifice the Black Ice in a ramming action, the Re-
Sensors and Communications: Can be used to
bels are to evacuate after placing her on a collision
operate the ship’s sensors. Also useful for communi-
course. This will be accomplished by the shuttle used
cating with other ships.
to board her in the hangar bay.
Prior to launching, the PCs have an hour to them-
selves. Let them make any final preparations - heal- To determine when to successfully begin their run,
ing, Force-use, equipment requisitions, final fare- the Rebels must accurately chart the Torpedo
wells, etc. After they are finished, read aloud: Sphere’s course and decide exactly when to start the
ship’s engines, how long they will take to engage,
and what velocity they will need to attain to either
achieve maximum damage on impact or to achieve
full coverage within time to block the torpedo barrage.
Call for a Hard Computers check by either
the player manning the sensors or the player at the
computer station. Upgrade the difficulty twice if the
player at the computer station is making the roll, as
they won’t have actual data from the sensors to guar-
anty the calculation. There is no failure for not making
the check, the computer simulation shows a failure in
the plan and the simulated Black Ice dies a horrible
The PCs reach the bridge and begin prepping the death, or misses altogether and is blown apart before
ship for its potentially last voyage. They have been it can recover. They can make the check multiple
warned no to power up, or to attempt to communicate times, each one cost another 5 minutes to program.
with anyone outside of the ship; the Imperials may Let the PCs stew in this though, they don’t know how
notice the power fluctuations.
From what they can read on the ship’s passive Isn’t This Thing
sensors, the Star Destroyers escorting the Torpedo
A Giant Bomb?
Sphere have cornered the Rebel Fleet, pushing them
away from the planet and giving the Torpedo Sphere If using Skolos’ plan, the PC’s may rea-
access to the base, a small cloud of TIE fighters sonably bring up the intelligence of letting
providing protection. 500 proton torpedoes slam into a container
filled with 110,000,000 tons of high grade
starship fuel. It seems insane, and it would
be - if the container were full.
The Rebels should decide now which duty stations
they’ll take on the bridge. Each section’s functions Remember, the Rebel Fleet has been
are described below: refueling for quite a few days off of the
container train, and so a decent amount of
Captain’s Station: Can control any of the functions it’s fuel is already consumed - easily
of the other stations, save for sensors. enough to allow for two or three of the nine
Pilot’s Station: Pilots the ship. spheres to now be emptied. These empty
Astrogation: Used only in hyperspace travel. spheres are the impact point for the proton
torpedoes.

57 Black Ice
the time may be affected them.
If the PCs choose to activate the sensors and scan
the sphere to get the easier roll, the Imperials will be
alerted to their presence. The TIE swarm will rede-
ploy, and a group of fighters will break off and head
their way. The Rebels will have to perform tricky ma-
neuvers, upgrading the final Piloting (Space) check
during “The Fourth Test” twice instead of the Com-
puters check now.
Success on the roll will tell the PCs exactly the
what the sphere’s course and speed should be, and
when it will be in perfect position to be rammed or
obstructed. Once this is determined, call for a Hard
Mechanics check from the engineering station
or captain’s station. If Skolos is aboard, he knows this
information by heart, and will answer without the
need for a check. Otherwise, success will tell the PCs
how long it will take to power up the engines and
begin moving - eight rounds to be safe, six rounds if
they want to take a chance. Skolos believes It could
be done in four rounds if the PCs were desperate.
Once they know this, the PC piloting the ship must
make an Average Piloting (Space) check. Suc- Give the PCs a few moments to discuss the situa-
cess tells them that, given what they know of the two tion. A PC engineer can choose from the eight or six
ships’ speed and maneuverability, to be sure of hit- round options, or (if Skolos is present) let Skolos
ting the target area, the Rebels will have to begin manage it and try for four rounds. If the players don’t
their run just as the sphere is reaching the closest have Skolos with them, read to the next section:
point - if they leave too soon, the sphere will be able
to slip past them before firing, if they leave too late,
the sphere will open fire on the fore engine pod and
the resulting chain reaction will tear the Black Ice
apart in mid flight. For each in excess of the
on this roll, the pilot believes his information is cor-
rect, however he will have his difficulty increased in
“The Fourth Test.”
In either case, once they commit and begin their
attack run, the Rebels cannot afford to divert from
their course by even a meter - the ship is so un-
wieldy, it will be nearly impossible to make course
corrections in time. No matter what the Imperials
throw at them, they must stay on course.

Many long, tense moments pass as the Imperial The engines can be started with a Mechanics
fleet approaches the planet. Several TIE fighters and check by a PC at either the Engineering station or
Interceptors circle Black Ice curiously, but, seeing the Captain’s station. The difficulty of the roll is de-
nothing of interest in the “dead” vessel, soon return to pendent upon how quickly the engineer wishes to get
their stations near the sphere. The chronometer ticks the engines up and running: eight rounds is an Aver-
off the seconds - soon the sphere will be in position. age check, while six rounds is a Hard
Read: check. Skolos will make the check for the PCs to

Black Ice 58
start them up in four rounds, but if a PC wants to fighters make kamikaze runs against the ship - target-
“challenge” him, to accomplish it themselves the PC ing both the command capsule and the highly volatile
must succeed in a Daunting Mechan- cargo containers. Read:
ics check.
Should the engineer fail the check, they may at-
tempt it again, but the need to expedite the process
upgrades the difficulty one time for each additional
attempt.

This is where the ship’s pilot sets the course to


collide with the torpedo sphere. This test is an Aver-
age Piloting (Space) check if the pilot is trying to
ram the Torpedo Sphere and chose to wait for the
best position. The difficulty increases to a Hard
check if the pilot decided to ram the sphere before it
can attack the base. The check to park the Black Ice
in front of the sphere’s torpedo bays begins as a
Hard Piloting (Space) check.
All these difficulties increase by one difficulty level
if the pilot failed their check during “The First Test,”
and will increase by another level if they garnered 2
more than on their check. This is complicated
further by a penalty if the sensor operator alerted the
Imperials during “The First Test.” Remember to up-
grade the difficulty twice in this event. Well. Now things are getting interesting. Suddenly
the Rebels are flying blind, attempting to hit a target
If the test is failed, it may be repeated, but each
they cannot see, while being crashed into by star-
additional attempt upgrades the difficulty by one.
fighters they cannot shoot or avoid. This might be a
good time for some Destiny points …
Once the Black Ice’s engines fire up and it begins
moving towards the sphere - or earlier, if no one suc-
cessfully completed test four - the Imperials begin
their attack.
The first attack wave consists of TIE fighters and
Interceptors attempting to disable the firing engine
pod (that is, the one the PCs occupy). The ship is
massively shielded, and the TIE’s have little chance
of actually permanently damaging the ship, but there
are a lot of them, and combined they can cause sys-
tems to overload and potentially slow the progress
enough for the Torpedo Sphere to react. In order to
keep the Ice moving optimally, the PC at the shield
station will need to make an Average Com- First, the sensors. If the PCs wish to break through
puter check to maintain the deflector shields towards the jamming, they are going to have to adjust their
the appropriate areas of attack sensors’ setting, while at the same time boosting their
power. This takes two separate actions; a Hard
Computers check from the sensors station, and a
Finally realizing their peril, the Imperials aboard the Hard Mechanics check from engineering. If
Torpedo Sphere begin serious jamming operations, both rolls success, the sensors break through the
totally overwhelming Ice’s sensors. Then, several TIE jamming; otherwise, the ship is still blind.

59 Black Ice
At the same time, those operating the shields must wards the command capsule, read the following:
attempt to block the incoming TIE’s. To have any
change of success, the deflector shields must be an-
gled to blocking one ship - it they try to block both,
shields in either location won’t be strong enough to
prevent damage from getting through.
The engineering and sensors stations each have a
single attempt to defeat the jamming, if they fail, the
shield operator will need to try and block the chosen
TIE essentially blind. This will be a Daunting
Computers check. If they have been able to restore
sensors, this drops to merely an Average check.
If the TIE heading towards the cargo area gets
If the PCs failed to stop the TIE heading towards
through, a muffled whuummpp! runs through the
the cargo pod, then read the following:
Black Ice before emergency lights and alarms begin
flashing all over the bridge. The TIE has hit and
breached one of the force field spheres, igniting the
fuel inside. It will blow in about two minutes unless
the fuel is vented into space. Only Skolos knows that
venting the fuel will accomplish this, if he isn’t along,
nothing can be done. Venting the pod requires a
Hard Computers check to accomplish in time.
If the TIE aiming at the command capsule gets
through, a loud clang can be heard and the lights
flicker, but there is no other immediate visible effect.
If the PCs are intent on ramming the Black Ice into
the Torpedo Sphere, the only thing left to do is head
to the docking bay and make their escape. Go to
“There’s Just One Problem…” otherwise, go to “Hear
Me Baby? Hold Together.”

Open this scene using the narrative below:

As the Black Ice comes to a halt, read:

The PCs have reached the doors leading to the


docking bay. If they didn’t block the TIE heading to-

Black Ice 60
If, however, the PCs got Skolos and made their run
to disable the Torpedo Sphere, go on to “The Epi-
The Rebels wake up. This should make your play- logue.”
ers very happy - if you have been doing your job
right, they may very well believe their characters are
dead. Read:
If you are reading this, the PCs have managed to
somehow do what seems to be the impossible. They
have stolen the Black Ice, and fought successfully to
keep her. Regardless of whether you are coming
from the “Soft Ending” or the “Hard Ending,” read the
following:

If the PCs rammed the Black Ice into the Torpedo


Sphere, this is the end of the adventure, after reading
the below, move on to the rewards sections.

61 Black Ice
Duty rewards should be based on the following (in
addition to their Motivation and Duty);

• Discovering the research projects at the Imperial


Tech Outpost - 1 Duty

• Discovering the secret Clone Project - 1 Duty

• Converting Skolos to aid the Rebellion - 1 Duty

• Saving the Black Ice from destruction - 1 Duty

Finally, award the PCs the following experience


awards for their actions (above the regular session
awards);

• Capturing Skolos - 10 XP

• Preventing the Empire from escalating past Def-


Con 2 - 5 XP

• (Bonus to Above) Preventing the Empire from


escalating past DefCon 1 - 5 XP

• Saving the Black Ice from destruction - 5 XP

Black Ice 62
Mikayla Donaldson Mikayla Donaldson

Alan Winslow, Cassandra Luna, “Smash” Evans, Shawn Seiferit,


Mikayla Donaldson Jeremy Skidgel, Bryce Beirlair, Ashley Boyce, Jason Ellis, Marci
Miezio, Stephen Gifford, Robert Grant, Yancy Evans, Phillip Mi-
chael-Doba, Phillip Glover, Phillip O’Neill, Dave Villegas, Marcin
Miduch, Paul Pennington, and the Legends of the Galaxy!

Mikayla Donaldson

Mikayla Donaldson

My special thanks to all the forum posters on the FFG community website, who have spent endless hours with me de-
bating, arguing, trolling and rehashing the topics covered in this book. They all made their impact on my thoughts, opinions, and
ideas, and allowed me to look at my assumptions in new ways. I want to also thank, of course, my Patreons! Without all of you,
this would never have seen the light of day.

Fantasy Flight Games


1995 West County Road B2
Roseville, MN 55113

This is an independent fan made product with no connection to Fantasy Flight Games or Asmodee and is not intended as a chal-
lenge to their copyright. This product is for fan use only, is made with great love and appreciation to Lucasfilm, Disney, Fantasy
Flight Games, and all artists and dreamers associated with the wonderful world of Star Wars.

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