Age of Rebellion - Game Master's Kit (SWA03) (OCR)
Age of Rebellion - Game Master's Kit (SWA03) (OCR)
Age of Rebellion - Game Master's Kit (SWA03) (OCR)
DEAD IN T H E W A T E R
his booklet contains an exciting adventure
Tas designed
to be run in one to two sessions, as well
new rules for running military squads and squadrons. The adventure provides a number of opportunities to use the squad and squadron rules (found
on page 28), and it can be run immediately after
the Age of Rebellion Beginner Came, after the
adventure in the back of the Core Rulebook, or as a
stand-alone experience. The players should already
have created characters and established their individual or group Duties. GMs should read this entire
adventure to familiarize themselves with the overall
narrative before running it.
ADVENTURE SUMMARY
This adventure sends the PCs on a mission to
acquire a much-needed shipment of droids for the
Rebel Alliance. A team of pirates functioning as
Rebel privateers recently acquired a large haul of
Imperial droids, and the party is sent to negotiate
on behalf of the Alliance. Unfortunately, when the
PCs bring the shipment back to the Rebels on the
Nebulon-B frigate Shadow Raptor, the droids turn
E P I S O D E I: B L U E MILK RUN
fl
fter ensuring all game preparations are complete, read the following opening crawl aloud:
Despite recent victories, the Rebel Alliance flounders in its struggle against the evil Galactic Empire.
Desperately short on supplies, the Rebels investigate every lead to resupply their forces.
As part of this effort, a team of elite operatives is
sent to the Alliance Intelligence flagship Shadow
Raptor to oversee resupply efforts along the rimward sectors of the Hydian Way...
The PCs begin the game on board a small, rustedout Rebel transport dubbed the Spinster's Loom,
moments from dropping out of hyperspace. If the
party has its own ship, it was left behind due to
security concerns. If this adventure is used to introduce the PCs to one another, GMs may want only
one or two PCs on the Spinster's Loom and the rest
in the Shadow Raptor's briefing room. The Spinster's pilot is a female Wookiee named Brahtikka,
OF
REBELLION
STRING OF ADVENTURES
but it can also be run as part of a larger
Tcampaign
using the adventures in the ACE
PORTTOOGA
Astronavigation Data: Listehol system, Kwymar
Sector, Outer Rim region
Orbital Metrics: 77 days per year /1 2 hours per day
Government: Shoola the Hutt's cartel
Population: 6,500 (human 30%, Mirialan 10%,
Gigoran 5%, Brizzit 3%, Shatras 3%, Ferroan 3%,
Devlikk 3%, Rarririan 3%, other 40%)
Languages: Basic, Bocce, Taarja, Huttese
Terrain: artificial space station
Major Cities: none
Areas of Interest: Barvy Harpy, Tooga Bazaar, Nova
Room, Biscuit Barren
Major Exports: spice, contraband
Major Imports: foodstuffs, technology, contraband
Trade Routes: Hydian Way, Listehol Run
Special Conditions: none
Background: A major transshipment point for spices
and all manner of illicit goods along the Hydian Way,
Port Tooga is a haven for pirates and scoundrels
throughout the Tingel Arm. Though it was previously
held by the Techno Union as a research and development lab, the station is of unknown alien origin.
Strange machinery and ancient geometric markings
are everywhere. Shoola the Hutt claimed the station
after the Clone Wars. Most remnants left behind by
Port Tooga's Separatist guests have been long since
looted or otherwise appropriated.
Two thousand meters in diameter, this disc-shaped
station has a hull of hexagonal plates that form a testudinal shell; Port Tooga gets its name from a species
of armored reptile favored as a Hutt delicacy. The
station avoids Imperial detection by orbiting dangerously close to the star of the Listehol system, where
solar winds, stellar ejections, and radiation confound
sensors. Most ships would struggle to deal with the
radiation were it not for the exotic alien ray shield
projected by Tooga at all times.
A ring around the ship's diameter is littered with
more than one hundred docking tubes which lead to
interior hangar bays. Beyond the bays is the main
passage, known as Shoola's Ring, which is filled wallto-wall with tents, shops, cantinas, and eateries. Atop
the center of the station is an alien command center,
which Shoola the Hutt has converted into her throne
room and reception hall. The centermost areas of the
station are dedicated to various ship functions, such
as the power core, life support, and other, unidentifiable alien technology.
DOCKING RING
PARLOR
GOING BARVY
The Barvy Harpy is in full swing, with species of
all hinds drinking, dancing, fighting, and generally carrying on and having a wildly fun time. The
music consists of a lively quetarra and synthviol duet masterfully played by a pair of ZabraH
and the rhythmic stomping of those dancing and
clapping along.
R O O W A R R A [RIVAL]
R O O W A R R A ' S C R E W [MINIONS]
SHOPPING SMART
Shyndi suggests that they all move somewhere
quieter and leads them to Docking Bay 99. Waiting there is an older man she introduces as First
Mate Kog. The man, who has a datapad set atop a
pair of crates, eyes the party with casual disinterest.
Shyndi suggests that they get down to business and
OF
REBELLION
The PCs should make a counteroffer by initiating an opposed check using any social skill, at
the CM's discretion. Shyndi claims that the damage from the raid, which earned her an Imperial
bounty, is the reason she can't accept the Rebel
counter-offer.
The PCs' final counter-offer may use any appropriate social skill. Shyndi accepts whatever offer
is made.
CAPTAIN SHYNDI O G L E R K [ N E M E S I S ]
CARGO WOES
Although the tug is hyperspace capable, it does not
have the systems necessary to accept the encrypted
coordinates to the Shadow Raptor. The PCs have several options for solving this problem:
The PCs can sell the tug for about 1 5,000 credits. However, it takes three trips to move all the
containers with only the Spinster. The PCs should
be warned that this could attract attention and
provide hyperspace telemetry to anyone scrutinizing their movements, compromising the security of the Shadow Raptor. If left unattended too
long, the containers could be stolen.
The PCs can try to slave the tug's hyperdrive to
the Spinster, which is probably the safest course
of action. This requires an Easy (^) Charm check
on Brahtikka and Lelu and an Average
^)
Computers check. It does, however, add ^ to
any Astrogation checks made by the Spinster
while slaved.
REBELLION
w |
(^^^tt)
MUTINOUS
DROIDS
Give the players a moment
to take stock of their situation. There are four hatches
in the conference room,
Lbut they are sealed shut.
F*Tne first leads forward to
Many crew members are cut off from their stations, because their jump seats were beyond a
hatch in another space.
Once the event timer reaches 2, the stale, uncirculated air begins to take its toll. Have each PC make an
Average ( ) Resilience check before each ensuing combat encounter. Increase the difficulty of the
check one step every other encounter. Failure means
the PC suffers 2 strain, which cannot be recovered
ACE OF REBELLION
Event Timer
Event Description
Shortness of Breath
2 (~30 minutes)
Life support has been disabled. PCs must make Resilience checks to avoid
suffering strain.
Shortness of Breath*
5 (~75 minutes)
Black Hole
6 (~90 minutes)
Shortness of Breath*
8 (~ 120 minutes)
Reinforcements* *
9 (~ 135 minutes)
Black Hole***
1 0 ( ~ 1 5 0 minutes)
until either life support is repaired or breathing equipment (such as emergency breath masks) is acquired.
If the party fails to reactivate life support before the
event timer reaches 5, the NPC crew fall unconscious;
NPC crew die when the event timer reaches 8. The
droids give senior officers breath masks to preserve
them for interrogation.
LINEAR EXPERIENCE
II hile Episode II is designed to allow the
W PCs to address each objective as they
see fit, some GMs may prefer a more structured approach. The CM may opt to present
encounters in the following order:
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
BLACK HOLE
GETTING AROUND
THE RAPTOR
ACE OF REBELLION
GM should not bog down PCs with too many encounters while they maneuver around the ship. Unless
attempted during a combat encounter, repeated
checks to overcome the following obstacles should
be limited to extenuating circumstances that are cinematically appropriate and to results of
HATCHES
T W O HULLS
Hatches can be opened several ways. PCs can slice a
hatch with a Hard ( 0 0 0 ) Computers check, but <>
or & alerts the droids, who dispatch a patrol to investigate. An Average ( 0 0 ) Mechanics or Skulduggery
check triggers a hatch's mechanical release; the hatch
then requires an Average ( 0 0 ) Athletics check to be
forced open. Any weapon with the Breach quality can
blast open a hatch with an Average ( 0 0 ) h
using
the skill appropriate to the weapon. However, if the
weapon is an explosive, it alerts the droids, who dispatch a patrol to investigate. Finally, PCs can recover
an internal comlink from one of the droids and make
a Daunting ( 0 0 0 0 ) Computers check to slice the
c
e c K
The Shadow Raptor coordinates all Alliance Intelligence efforts in the Outer Rim between the Hydian
Way and the Perlemian Trade Route. While the ship
runs with a light crew,, a company of analysts and
cryptographic technicians work with an assortment
of analysis droids to sort through all the intelligence
collected in the Trans-Hydian. Most of this information is analyzed, archived, and sent via secure courier
to the office of General Vernan, the head of Alliance
Intelligence. However, some of the intelligence is considered actionable, prompting the deployment of a
team of operatives to take appropriate action.
If
THE SHADOW
RAPTOR
The Shadow Raptor has been modified in a number of ways from a baseline Nebulon-B frigate. First,
the hangars have been modified to accommodate
Alliance starfighters instead of TIE racks. The hull
is painted matte black, and the running lights are
largely disabled, with the exception of some that are
used to mimic the density of local star fields. Finally,
the sensor suite and comms array have both been
upgraded to make certain that the Raptor discovers
any Imperials in the area long before she is spotted.
S H A D O W
R A P T O R
ESCAPE POD
2. Secure the Ship: Slice the damagecontrol console and trigger a shipwide
hull depressurization alarm, sealing
all hatches and locking out overrides.
3.
4.
5.
Access
Intelligence
Datacore:
Necessitates taking over the analysis deck. Gain access codes and
copy the data, or physically remove
the datacore for later analysis.
6.
Named for a millennia-old legend of the Mirialan people, Hylo left her homeworld of Mirial at a young age
to seek adventure among the stars. She was a part of
Cracken's original crew during the Contruum resistance
and helped Cracken steal the Shadow Raptor. When
Cracken was promoted, she became the captain of the
Shadow Raptor. She has a pet lizard named Bonebark
that always seems inconveniently underfoot.
(P-COMM)
Deck: Forward-01.
Objective A: Stop droids from calling reinforcements. If failed, the ISD Iceheart arrives near the end
of the episode.
Objective B: Call for Alliance reinforcements. If
achieved, an Alliance CR90 Corellian corvette and a
squadron of X-wings arrive near the end of the episode.
Objective C: Warn the fleet that its location isn't
secure. If failed and the Empire obtains the fleet location, the fleet suffers a devastating attack that costs
dozens of ships and thousands of lives.
Objective D: Disable P-Comm to prevent future calls
by droids for Imperial reinforcements.
Objective E: Erase encryption codes. If failed and
any Imperials escape with the codes, Rebel commu-
4 0 9 - 4 3 3 of the AGE OF REBELLION Core Rulebook. Comm techs should use the Imperial
Naval Engineer stat block, maintenance
techs the Rebel Mechanic block, pilots the
Rebel Starfighter Pilot block, ground crew
the Underworld Shadowport Mechanic block
(replacing the Underworld skill with Warfare),
and analysts the Underworld Infochant block.
Officers vary but are generally rival versions
of the minions they lead. The bridge crew is
a mix of rival NPCs, each with an adversary
profile related to the station he operates.
The Rebel operatives include forty Rebel
trooper minions and four of each rival Rebel
NPC type found in the AGE OF REBELLION Core
Rulebook, pages 411-415.
nications are not secure during a future adventure at
the worst possible moment.
Saboteur Droids: One saboteur astromech, ten saboteur protocol droids, and a saboteur medical droid.
Rebels: Thirty comm techs and five officers. None
armed.
Just forward down a short passageway from the turbolift, P-Comm consists of a central watch floor, two
comms-array control rooms, encryption and decryption rooms, a secure comms station, and administrative offices. The watch floor has a central holographic
projector and a dozen workstations at which techs
route comms, message traffic, and other information
packets from outside local space.
the event timer is 4 or under, the droids have not
called for reinforcements. When the PCs enter,
the Raptor's crew is kneeling on the watch floor,
held at blaster point by two minion groups of
ve saboteur protocol droids each. The communications officer, a gruff Mirialan man
named Commander Figlia, is being interrogated by a saboteur medical droid who
wants the access codes to the communications consoles. The astromech droid is
attempting to slice the consoles in the
meantime.
After the PCs eliminate the droids
and call for reinforcements, the communications crew balk at the idea of
disabling P-Comm, especially if the PCs'
felan for disabling it involves permanent destruci b n . The PCs must find a compromise, or convince the crew that destruction is neccessary.
li
ACE O F REBELLION
8*
COMMUNICATIONS
(S-COMM)
Deck: Forward-02.
Objective A: Make an "abandon ship" order. Direct
the crew to bring back help and warn the fleet. If
achieved, a dozen escape pods jettison as any crew
not trapped by the lockdown abandon ship.
Objective B: Alternatively, the PCs can make a Hard
^
Leadership check to call upon the crew
to resist the droids, which results in the crew getting
slaughtered but reduces the number of enemy droids
by one minion group in each section.
Saboteur Droids: Two saboteur astromechs.
Rebels: Twenty comm techs and two officers. None
armed.
Just aft of P-Comm and down a ladder well. S-Comm
comprises two watch floors: one to handle internal
ship comms and another for local-space communications. It also has five small office spaces, a large
office, and a routing array. Lt. Commander Colm, the
son of a trade baron whose corporate assets were
nationalized by the Empire, is the senior officer.
The two droids have secured the crew in the large
office, and they have split up to cover both watch
floors. Unfortunately, after the party relays its message, TJ-11 uses the ship's comm to scramble two
Y-wings to disable the escape pods. Any PCs who
have the Space Superiority or Personnel Duties
should be interested in taking over a bank of the Raptor's laser cannons or acquiring starfighters to protect the escape pods. As it stands, droids control the
Raptor's weapons systems, and they fire on the PCs if
they launch any vessels.
INTELLIGENCE OPERATIVES'
BARRACKS/BRIG
Deck: Forward-08.
Objective A: Free the intelligence operatives trapped
in their own brig. If achieved, the operatives help take
back the ship.
Objective B: Resupply weapons, ammunition, and
supplies from armory. If achieved, the party gains
access to additional arms and equipment.
Saboteur Droids: Two saboteur medical droids and
twenty saboteur protocol droids.
Rebels: Seventy-two Rebel operatives and two officers. None armed.
CREATIVE SOLUTIONS
may not have the skills required
Dto groups
complete some of the challenges they
epending on character composition, some
encounter. This can be a problem, especially if it means getting the life support back
online! In these cases, the CM is encouraged
to come up with creative solutions to allow
the skills the characters do have to help them
in the situation. For example, in the Life Support encounter, the PCs may be able to use
Computers to reprogram one of the disabled
droids to do the repairs for them, or perhaps
succeed at a Knowledge (Warfare) check to
realize that there is a back up life support
system that they can activate one deck below.
LIFE S U P P O R T
Deck: F-26.
Objective A: Repair and activate ship life support.
If achieved, Resilience checks to resist asphyxiation
are no longer required before combat encounters,
and strain can be recovered normally.
Saboteur Droids: Two saboteur medical droids and
one saboteur astromech.
Rebels: Five maintenance techs. None armed. .
Life support consists of a small watch floor with
four crew stations for. water, power, air, and gravity. The astromech droid is plugged in, monitoring
the power and gravity stations simultaneously. It is
overseen by a medical droid. The Rebel life-support
technicians are locked in an empty cistern.
To restore life support, the
party must first make
a Hard (0 0 0) Computers check at the air station to slice the saboteur droid firewall and regain
control of the system. Unfortunately, a simple diagnosis reveals that there has been an alteration to
the air recyclers, causing them to take oxygen out of
the air, accelerating the effects of hypoxia. The recyclers are along the starboard side of the ship and
must be repaired at three different points, requiring an Average (00) Coordination check to worm
into the .crawl space and then an Average (0 0)
Mechanics check to repair.the damage. After the
PCs repair the,second unit, a minion group of five
saboteur protocol droids exits, the turbolift and
attacks the party.
F O R W A R D HANGAR B A Y
Deck: Forward-07.
Objective A: Secure the hangar bay. If achieved, the
party gains access to eighteen X-wings, six Y-wings.
and two shuttles which they can use to assist in a
variety of objectives.
Objective B: Disable the shuttles and starfighters.
If achieved, the droids must first repair the ships
before they can use them to escape or call for
reinforcements.
/
Objective C: Stop the droids from destroying the
escape pods or jumping to hyperspace.
Saboteur Droids: Four saboteur astromechs, three
saboteur load lifters, and ten saboteur protocol
droids.
Rebels: Two pilots, ten" ground crew, and twenty
maintenance techs. None armed.
#
Deck: Forward-1 5.
Objective A: Secure and/or wipe the
intelligence datacore. If failed, future
adventures may be negatively affected
by Imperial Intelligence.
Objective B: Free the captured officers and
analysts.
Saboteur Droids: Two saboteur medical droids,
one saboteur astromech, and ten saboteur proto^ col droids.
Rebels: Ten officers and fifty analysts. None
armed.
Deck: Forward-1 7.
Objective A: Secure the bridge. If achieved, the crew
can move the Raptor away from the black hole once
the ion engines are online.
Objective B: Secure the navicomputer. If failed, the
Empire could gain the astrogation data needed to
locate and launch an attack on the Alliance Fleet.
Saboteur Droids: Four saboteur astromechs and
five saboteur protocol droids.
Rebels: Ten Rebel bridge crew members. None
armed.
The bridge module contains the actual command
bridge as well as a number of conference and ready
rooms. The command bridge consists of an elevated
command deck with four large view screens and a
panoramic transparisteel viewport. Twelve crew workstations are divided among three sunken crew pits.
The forward pit has astrogation, helm, communications, and shields. The portside pit has engineering,
_r
ACE OF REBELLION
Deck: Aft-07.
Objective A: Secure the hangar bay.
Objective B: Disable the six shuttles. If achieved, the
droids cannot use the shuttles to get reinforcements.
Saboteur Droids: Two saboteur astromechs, four
saboteur load lifters, ten saboteur protocol droids,
and TJ-11.
Rebels: Ten ground crew, ten maintenance techs, Captain Sortuli, and Navigator Coomsay. None armed.
Weapons: Medium hangar tractor beam (Fire Arc
Entire Hangar; Damage 10; Critical 2; Range [Long];
Tractor 4).
The aft hangar bay has room for six shuttles of silhouette 4 or smaller. This deck also contains cargo storage for most of the aft hull. Three of the droid containers are located in the aft hangar bay. The ground
crew and maintenance staff are locked in one of the
smaller portside cargo bays, guarded by a minion
group of five protocol droids. One of the astromechs
is working around one of the shuttles, prepping it
for launch, while the other is in the control room to
operate the docking-bay tractor beams. The remaining protocol droid minions are guarding Captain Sortuli and Navigator Coomsay, while the tactical droid.
TJ-11, oversees launch preparation.
THE CHASE
I f the shuttle escapes the hangar, the party
I has a number of ways to react. There are
five other Kappa-class shuttles and a dozen
ISP-6 shuttle pods in the bay. The pods only
take one maneuver to launch, while the shuttles take two. PCs may instead use a Raptor
gunnery station to attack the shuttle or rush
to the forward hangar to acquire Y-wing fighters. They may pursue multiple options. Keep
in mind that rushing to another part of the
ship takes time and gives TJ-11 an opportunity to gain a lead. There are also two shuttle
pods in the back of TJ-11 's Kappa-class shuttle, and if the party closes to medium range,
TJ-11 deploys the pods with astromech pilots.
The party should attempt to disable rather
than destroy the shuttle, especially if Sortuli and Coomsay are on board. The shuttle
needs ten rounds to plot a course for hyperspace or twenty if the party disabled the
hyperdrive earlier. If the ISD Iceheart has
not yet shown up but the droids did get word
out for reinforcements, it arrives during this
chase at extreme range from the Raptor.
SILHOUETTE 1
SPEED
HANDLING
Deck: Aft-09.
Objective A: Secure engineering. If achieved, Chief
Engineer Duago provides to any Mechanics or
Computers checks to restart the sublight engines.
Objective B: End the hatch lockdown. If achieved,
the party can move freely about the ship and the
crew are freed to resist their droid captors.
Saboteur Droids: Two saboteur astromechs and fiv
saboteur protocol droids.
Rebels: Three officers and forty-five maintenance
techs. None armed.
Engineering occupies most of Decks 8 and 9 and
includes not only the main engineering watch floor
but also the ship's three primary fuel cells and their
power regulators. The chief engineer's office is just aft
of the watch floor, and a number of workshops, partsstorage facilities, and fabrication shops are scattered
throughout the deck.
When the party arrives, the droids don't immediately notice, as they are busily filing a report to TJ-11,
who is on the bridge. The ship is slowly approaching the black hole's event horizon. The engineering
staff says that any of engines 1, 2, or 5 by itself can
save the ship, but they have no estimate of when any
engines might come back online.
The crew has been locked in the storage locker on
the port side of the deck. Freeing the Sullustan chief
engineer, Duago, and retaking engineering provides
to any checks to restart the sublight engines later,
but the sublights can only be reactivated from a sublight-engine control room.. The hatch control override is here, however; after clearing out the droids,
an Average
^ ) Computers check can restore
normal function to all hatches on the Shadow Raptor.
REBELLION
to Discipline checks for the next 24 hours), Field Commander (as an action, may make an Average ( )
Leadership check; three allies may immediately suffer 1 strain to perform a free maneuver).
Abilities: Command (add per rank of Command
when making Leadership checks; affected targets
add to Discipline checks for the next 24 hours),
Droid (does not need to breathe, eat, or drink and
can survive in vacuum and underwater; immune to
poisons and toxins).
Equipment: Heavy blaster pistol (Ranged [Light];
Damage 7; Critical 3; Range [Medium]; Stun setting),
comlink, datapad.
A SIGH O F R E L I E F
E P I S O D E III: LOGISTICAL P E R I L
T here are two possible paths to starting the investigaI tion into the attack on the Shadow Raptor. If the
Raptor survived, the PCs might examine any of the
droids brought on board, including TJ-11 if it has not
escaped or been destroyed. However, if the Raptor was
destroyed by the black hole or captured by the ISD
Iceheart, they won't be able to pursue this line of investigation. Their other option is to return to Port Tooga
to track down the Contispex Crusader and her captain
and learn more about where the droids originated.
Examining any droid other than TJ-11 with an Average
Computers or Mechanics check reveals
a non-standard chip hardwired onto the droid's brain
and stamped with the letters "TTC." O O reveals
the chip is a modified behavioral inhibitor similar to a
restraining bolt. If TJ-11 is examined, a Hard
Computers or Mechanics check reveals that several components are similar to old Baktoid Combat
Automata designs. A Hard
^ ^ ) Outer Rim or
Knowledge (Warfare) check reveals that Baktoid
once had a factory on Teagan as part of the Listehol
Run during the Clone Wars. If the party doesn't have
access to any droids because of their choices in Episode II, they can instead return to Port Tooga to pick
up the trail.
OF
REBELLION
AGE OF REBELLION
purchased and was paid a combination of hard currency and a few of the droids for her personal staff. No
sooner do the PCs learn this then they are attacked
by two minion groups of five saboteur protocol droids
wielding blaster pistols. While Shoola's thugs fend off
a horde of reinforcement droids, it's up to the PCs to
protect Shoola as she retreats toward a secure turbolift to her private chambers at long range.
Once out of danger, Shoola is much more forthcoming. If the PCs failed a social check at the start
of this encounter, they can now retry, with the difficulty reduced one step. If the PCs examine the
droids' remains, they uncover "TTC" chips like the one
described earlier in this episode. Shoola has the following information to share:
On Captain Shyndi Oglerk: Shoola comments
on her lack of style or culture but notes that she
paid her import tax on her droid shipment without any haggling, which was odd.
On First Mate Kog: Shoola pays no mind to
underlings, but the PCs are welcome to her dock
master's logs and security feeds, which detail
Kog's visit without Shyndi a week ago. He docked
a small modified Nubian transport and spoke
with a Bimm junk dealer and later a balding
spacer with long sideburns at the Barvy Harpy.
Kog and Shyndi used the same transport the day
they met with the PCs.
On T-series tactical droids and TTC droid
chips: Shoola directs the party to Kwiggley, a
Bimm junk dealer specializing in droid parts. She
provides a holomessage that ensures the Bimm is
forthcoming with any and all information he has.
Any promises the PCs make to Shoola should be
fulfilled as soon as they finish their investigation.
Failure to do this could create complications for the
PCs during future adventures. Should the PCs include
their dealings with Shoola in any debriefing or reports
later on, the Rebellion orders them to fulfill their end
of the bargain.
ONE BIMM'S TRASH...
THE SEARCH
NARROWS
By now the party should
realize that the answers to their
questions lie on Teagan. PCs curious
about Teagan can make a Hard
(ttt)
Astrogation, Mechanics, Outer Rim,
or Xenology check to compare notes on
bthe planet. Using a navicomputer or other
\ data resource reduces the difficulty one
step. The hyperspace jump itself from Port
Tooga to Teagan is uneventful and should
not require a check. The party can learn
the following:
Xenology: The short and mysterious Devon are the native species.
Their vocalizations and hearing range
are incompatible with most humanoid species.
TEAGAN
Astronavigation Data: Teagan system, Kwymar
Sector, Outer Rim region
Orbital Metrics: 312 days per year / 22 hours per day
Government: Devon Trade Council
Population: 350 million (Devon 85%, Mirialans 4%,
Neimoidians 3%, humans 3%, other 5%)
REBELLION
TURNABOUT IS
FAIR PLAY
Depending on what information the PCs have, the they
can follow the trail to Kwymar Automaton Ltd in a few
different ways. If the PCs have the Teagan Tech Consortium behavioral chips from the saboteur droids,
they might take the chips directly to TTC and demand
an explanation. TTC is staffed entirely by Devon, who
need a protocol droid to translate the PCs' demands.
The droids don't translate word for word, and they
always soften insults and enhance compliments,
which adds to any Coercion checks and to any
OPTIONAL R U L E S : FIGHTING IN
SQUADS AND SQUADRONS
n many campaigns, PCs fight alongside other Rebel
I soldiers
against the evil Galactic Empire. The squad
and squadron rules allow GMs and players to organize minion groups under the leadership of PCs or
rival and nemesis NPCs. Squads are groups of infantry on the ground, while squadrons are groups of
vehicles, particularly starfighters and airspeeders.
Organizing minion groups in this way can empower
PCs and story-critical NPCs and scale up combat as a
whole without adding initiative slots or sacrificing the
cinematic pace of combat.
To create a squad or squadron, the character who
wants to lead makes an Easy (^) Leadership check
as a maneuver. If successful, the character can lead
up to eleven allied minions
already within engaged
range. These minions are
now members of their
squad
or
FORMATIONS
The most basic role of any squad
or squadron leader, beyond
keeping up morale, is to
deploy his troops in a manner that maximizes their
advantage over the enemy.
At the lowest levels of the
military order of battlethat is, squads of troops
and squadrons of vehicles
this is accomplished through
the use of formations.
A leader can order his
squad into a formation by
making an Average
^)
Leadership check as a
maneuver, though combat
conditions may alter the difficulty. Organizing into a formation
outside of combat is usually a Simple (-) or Easy
Leadership check. If the targeted minions possess
Discipline as a group skill, add to the check. Success indicates that the squad or squadron has successfully transitioned into the new formation, while failure
means it cannot establish the new formation and loses
any benefits from the previous formation. No check is
required to maintain an existing formation.
OF
REBELLION
Result Options
If spent after a successful Leadership check to enter a formation, may enter the formation as an incidental action
instead of a maneuver.
If targeting a squad or squadron, force one minion in it out of position. The leader loses the benefits of that minion
until the minion returns to formation.
(KM>or$
On any check while leading a squad or squadron, spend to order it into a new formation as an incidental action
If targeting a squad or squadron, may eliminate one minion in it.
If leading a squad or squadron, the minion allies may make a free, immediate attack. Calculate this attack as if all
the minions in the squad or squadron are an independent minion group. No minion group can have more than 5
ranks in a skill for the purposes of this attack, even if there are more than five minions.
Cost
Result Options
If leading a squad or squadron, one minion is separated from the it and placed at close range.
If leading a squad or squadron, cannot redirect the next successful attack to a minion.
or ^
FORMATIONS
Concentrating fire on a single target is a tried-andtrue method for punching through even the thickest
defenses.
Effect: Add to any attack made by the squad
while in this formation.
MISSION SPECIALIST
Battlefield objectives sometimes require skilled specialists for activities such as slicing a door, repairing an artillery cannon, treating a wounded officer,
or appropriating a disguise to infiltrate enemy lines.
Squads are typically built to provide an assortment
of skills for overcoming a wide variety of challenges.
Effect: While his squad is in this formation, the squad
leader can use the Leadership skill to perform a single Computers, Mechanics, Medicine, Skulduggery,
Survival, or any Knowledge check. The squad must
remain in this formation for the duration of the check.
The leader can only do this a number of times equal
to his ranks in the Leadership skill per session.
COMM SILENCE
It is often advantageous for a squad to move into
position undetected.
Effect: Add to all Stealth checks made by the unit
while in this formation.
SEARCH PARTY
When running enemies to ground or locating units
lost in the field, squads are able to work efficiently
and cover more ground through the use of search
patterns, grids, and divided areas of responsibility.
Effect: Add to any Survival checks to track a target
and to all Perception checks, at the GM's discretion.
SQUADRON
FORMATIONS
A C E OF REBELLION
SCREEN FORMATION
Most Alliance vehicles are better protected than their
Imperial counterparts. Pilots have trained to use this
to their advantage, arranging themselves in tight ball
formations wherein they can put the full strength of
their shields to a single fire arc and strengthen the
group. If the vehicles in the unit don't have shields,
LEAD DEVELOPER
CREDITS
MANAGING A R T DIRECTOR
Andrew Fischer
Andrew Navaro
WRITING AND
ADDITIONAL DEVELOPMENT
ART DIRECTION
Zoe Robinson
Keith Kappel
EDITING AND
PRODUCTION MANAGEMENT
PROOFREADING
Eric Knight
PRODUCER
Chris Gerber
EXECUTIVE GAME
DESIGNER
Corey Konieczka
EXECUTIVE PRODUCER
Chris Beck
Michael Hurley
PUBLISHER
Brian Schomburg
Christian T. Petersen
COVER A R T
PLAYTESTERS
LUCAS LICENSING
DIRECTOR OF PUBLISHING
SENIOR EDITOR
Carol Roeder
Jennifer Heddle
MANAGER OF THE
HOLOCRON
Leland Chee
FANTASY
FLIGHT
GAMES
& TM Lucasfilm Ltd. All rights reserved. Used under authorization. No part of this product may be reproduced without specific
written permission. Fantasy Flight Games and the FFG Logo are registered trademarks of Fantasy Flight Publishing, Inc.
Printed in China
For more information about the Star Wars: AGE OF REBELLION line, free downloads,
answers to rule queries, or just to pass on greetings, visit us online at
www.FantasyFlightGames.com
With the galaxy under the rule of the Galactic Empire, it-is difficult to know
whom to trust. Agents of the enemy are everywhere; and even a simple supply
mission can become a desperate fight for survival.
Take your Star Wars: AGE OF REBELLION campaign to the next level with the
ACE OF REBELLION CAME MASTER'S KIT. The forces of the Empire are fearless
and plentiful, but with the rules for forming squads and squadrons found
within, players can take on these overwhelming forces alongside formations
of allies. The kit also contains a brand-new adventure, new rules and advice
for GMs, and a deluxe Game Master's Screen that places the most commonly
referenced rules close at hand.
This product includes a 32-page book and a 4-panel Game Master's screen.
A copy of the AGE OF REBELLION ROLEPLAYINC GAME core rulebook is required to
use this supplement.
PAGEZBB
dlOO
Severity
Result
01 - 09
Easy ( )
1 0 - 18
Easy (4)
Jostled: A small explosion or impact rocks the vehicle. All crew members suffer 1 strain and are disoriented for one round.
1 9 - 27
Easy (4)
Losing Power to Shields: Decrease defense in affected defense zone by 1 until the Critical Hit is repaired. If the ship or vehicle has no
defense, suffer 1 point of system strain.
28 - 36
Easy (4)
Knocked Off Course: A particularly strong blast or impact sends the ship or vehicle careening off in a new direction. On his next turn, the pilot
cannot execute any maneuvers and must make a Piloting check to regain control. The difficulty of this check depends on his current speed.
3 7 - 45
Easy (4)
Tailspin: All firing from the ship or vehicle suffers until the end of the pilot's next turn All crewmembers are immobilized until the end of
the pilot's next turn.
4 6 - 54
Easy (4)
Component Hit: One component of the attacker's choice is knocked offline, and is rendered inoperable until the end of the following round. For a
list of ship components, see Table 7-10: Small Ship or Vehicle Components or Table 7-11: Large Ship or Vehicle Components depending
on target ship silhouette.
55 -
Average
()
Shields Failing: Reduce defense in all defense zones by 1 point until the Critical Hit is repaired. If the ship or vehicle has no defense, suffer 2
points of system strain.
<>
Navicomputer Failure: The navicomputer (or in the case of a ship without a navicomputer, its R2 unit) fails and the ship cannot make the
jump to hyperspace until the Critical Hit is repaired. If the ship or vehicle is without a hyperdrive, the vehicle or ship's navigation systems fail,
leaving it flying or driving blind, unable to tell where it is or where it's going.
73 - 81
Average
()
Power Fluctuations: The ship or vehicle is beset by random power surges and outages. The pilot cannot voluntarily inflict system strain on the
ship (to gain an extra starship maneuver, for example), until this Critical Hit is repaired.
82 - 90
Hard
()
Shields Down: Decrease defense in affected defense zone to 0, and decrease defense in all other defense zones by 1 until this Critical Hit
is repaired. While the defense of the affected defense zone cannot be restored until the Critical Hit is repaired, defense can be assigned to
protect that defense zone from other zones as usual. If the ship or vehicle is without defense, suffer 4 points of system strain.
91 - 99
Hard
()
Engine Damaged: The ship or vehicle's maximum speed is reduced by 1 point, to a minimum of 1, until the Critical Hit is repaired.
6 4 - 72
100 - 108
109 - 1 1 7
118 - 126
Average
()
Shield Overload: The ship's shields completely fail Decrease the defense of all defense zones to 0. This Critical Hit cannot be repaired until
the end of the encounter, and the ship suffers 2 points of system strain. If the ship or vehicle is without defense, reduce armor by 1 until the
Critical Hit is repaired.
Hard
()
Engines Down: The ship or vehicle's maximum speed is reduced to 0 until the Critical Hit is repaired, although it continues on its present
course thanks to momentum. In addition, the ship cannot execute any maneuvers until the Critical Hit is repaired.
Hard
Hard
()
127 - 133
134 - 138
Daunting
( )
Daunting
( )
139 - 144
Daunting
( )
145 - 153
1 54 i
Daunting
Major System Failure: One component of the attacker's choice is heavily damaged, and is inoperable until the Critical Hit is repaired. For
a list of ship components, see Table 7 - 1 0 : Small Ship or Vehicle Components or Table 7 - 1 1 : Large Ship or Vehicle Components
depending on target ship silhouette.
Major Hull Breach: A huge, gaping tear is torn in the ship's hull and it depressurizes For ships and vehicles of silhouette 4 and smaller, the
entire ship depressurizes in a number of rounds equal to the ship's silhouette. Ships and vehicles of silhouette 5 and larger tend to be highly
compartmentalized and have many safeguards against depressurization. These ships don't completely depressurize, but parts do (the specifics
of which parts depressurize is up to the CM; however, each section of the ship or vehicle that does lose air does so in a number of rounds
equal to the vehicle's silhouette). Vehicles and ships operating in an atmosphere can better handle this Critical Hit. However, the huge tear still
inflicts penalties, causing the vehicle to suffer the Destabilized Critical Hit instead
Destabilized: The ship or vehicle's structural integrity is seriously damaged. Reduce the ship or vehicle's hull trauma threshold and system
strain threshold to half their original values until repaired.
Fire!: Fire rages through the ship. The ship or vehicle immediately takes 2 points of system strain, and anyone caught in the fire takes damage
as discussed on page 214. A fire can be put out with some quick thinking and appropriate skill, Vigilance, and/or Cool checks at the Game
Master's discretion. Once going, a fire takes one round per 2 of the ship's silhouette points to extinguish.
Breaking Up: The vehicle or ship has suffered so much damage that it begins to come apart at its seams, breaking up and disintegrating
around the crew. At the end of the following round, the ship is completely destroyed and the surrounding environment is littered with debris.
Anyone aboard the ship or vehicle has one round to get to an escape pod, bail out, or dive for the nearest hatch before they are lost.
Vaporized: The ship or vehicle is completely destroyed, consumed in a particularly large and dramatic fireball. Nothing survives.
J When rolling for a Critical Hit. add + 10 for every Critical Hit the starship or vehicle is already suffering.
SILHOUETTE COMPARISON
Difference in Silhouette
Firing vessel has the same silhouette as
target, or the silhouette is 1 larger or
smaller than the target.
PAGE 249
Difficulty
Average (44)
Easy(4)
Hard
Daunting
(^44)
(4444)
Formidable
( )
Total Strain
PAGE 247
Difficulty
Easy (4)
Average (44)
Hard
PAGE
(444)
233
Current Wounds
Medicine Check
Easy(4)
Average (44)
Hard
(444)
Severity
PAGE
231
Result
PAGE
213
01 - 0 5
Easy(4)
0 6 - 10
Easy (4)
Slowed Down: The target can only act during the last allied Initiative slot on
his next turn.
11 - 15
Easy(4)
16-20
Easy (4)
Distracted: The target cannot perform a free maneuver during his next turn.
Maneuvers
21 - 2 5
Easy (4)
26-30
Easy (4)
Discouraging Wound: Flip one light side Destiny Point to a dark side Destiny
Point (reverse if NPC).
31 - 3 5
Easy(4)
Stunned: The target is staggered until the end of his next turn.
36-40
Easy (4)
41 - 45
Average (44)
46-50
Average (44)
Head Ringer: The target increases the difficulty of all Intellect and
Cunning checks by one until the end of the encounter.
51 - 55
Average (44)
Fearsome Wound: The target increases the difficulty of all Presence and
Willpower checks by one until the end of the encounter.
56-60
Average (44)
Agonizing Wound: The target increases the difficulty of all Brawn and
Agility checks by one until the end of the encounter.
61 - 65
Average (44)
Slightly Dazed: The target is disoriented until the end of the encounter.
66-70
Average (44)
Scattered Senses: The target removes all from skill checks until the end
of the encounter.
71 - 75
Average (44)
Hamstrung: The target loses his free maneuver until the end of the
encounter.
76-80
Average (44)
Overpowered: The target leaves himself open, and the attacker may
immediately attempt another free attack against him, using the exact same
pool as the original attack.
81 - 8 5
Average (44)
Winded: Until the end of the encounter, the target cannot voluntarily suffer
strain to activate any abilities or gain additional maneuvers.
86-90
Average (44)
Compromised: Increase difficulty of all skill checks by one until the end of
the encounter.
91 - 9 5
Hard
(444)
At the Brink: The target suffers 1 strain each time he performs an action.
96-100
Hard
(444)
Crippled: One of the target's limbs (selected by the CM) is crippled until healed
or replaced. Increase difficulty of all checks that require use of that limb by one.
101 - 105
Hard
(444)
Maimed: One of the target's limbs (selected by the CM) is permanently lost.
Unless the target has a cybernetic replacement, the target cannot perform
actions that would require the use of that limb. All other actions gain
Hard
(444)
Hard
(444)
Temporarily Lame: Until this Critical Injury is healed, the target cannot
perform more than one maneuver during his turn.
Hard
(444)
Blinded: The target can no longer see. Upgrade the difficulty of all checks
twice. Upgrade the difficulty of Perception and Vigilance checks three times.
Hard
(444)
1 0 6 - 110
121-125
Of; _
1 zr\
Daunting
(>
131 - 140
Daunting
( )
Bleeding Out: Every round, the target suffers 1 wound and 1 strain at
the beginning of his turn. For every 5 wounds he suffers beyond his wound
threshold, he suffers 1 additional Critical Injury. Roll on the chart, suffering
the injury (if he suffers this result a second time due to this, roll again).
141 - 150
Daunting
( )
The End Is Nigh: The target will die after the last Initiative slot during the
next round.
151 +
When rolling for a Critical Injury, add + 10 for every Critical Injury the character is already suffering.
u r i n g tneir turn.
Actions
Exchange an Action for a Maneuver: Take a maneuver
instead of an action.
ARMOR
PAGE
183
Type
Defense
Soak
Armored Clothing
Heavy Clothing
Laminate Armor
Padded Armor
RANGED WEAPONS
Name
PAGE
173
Skill
Encum HP Price
Rarity Special
Energy Weapons
Holdout Blaster
Ranged (Light)
4 Short
200
4 Stun setting
Ranged (Light)
Medium
300
4 Stun setting
Medium
400
4 Stun setting
[Blaster Pistol
Ranged (Light)
Ranged (Light)
Medium
700
Blaster Carbine
Ranged (Heavy)
3 Medium
850
5 Stun setting
Blaster Rifle
Ranged (Heavy)
Long
900
5 Stun setting
Ranged (Heavy)
10
Long
1,500
Ranged (Heavy)
11
Long
(R) 2.250
Gunnery
15
Long
(R) 6.000
Ion Blaster
Ranged (Light)
10
Short
250
| Disruptor Pistol
Ranged (Light)
10
Short
(R) 3.000
6 Vicious 4
Disruptor Rifle
Ranged (Heavy)
10
21 Long
(R) 5,000
6 Cumbersome 2. Vicious 5
Slugthrower Pistol
Ranged (Light)
Short
100
Slugthrower Rifle
Ranged (Heavy)
Medium
250
3 Cumbersome 2
Short
(>
1.000
Burn 3. Blast 8
20
Extreme
(R) 7.500
Stun setting
6 Auto-fire. Cumbersome 3
3 Disorient 5. Ion
Slugthrowers
Ranged (Heavy)
Missile Tube
Gunnery
Frag Grenade
Ranged (Light)
4 Short
50
13
3 Short
100
NA Short
75
Stun Grenade
Ranged (Light)
Anti-Vehicle Mine
Mechanics
25
2 Engaged
0 (R) 1.400
Anti-Personnel Mine
Mechanics
12
(R) 850
Thermal Detonator
Ranged (Light)
20
2 Short
(R) 2.000
MELEE WEAPONS
a1
PAGEIBO
-
c i.:11
u n
Name
Skill
Brass Knuckles
Brawl
Brawl
+0 1
Brawl Weapons
Engaged
HP Price
Engaged
25
5 Engaged
300
Melee
+1
Melee
M'mMB
0
Melee Weapons
Combat
Knife
Shock Gloves
Force Pike
Disorient 3
1
Stun 3
Engaged
25
2 Engaged
500
Lightsaber
Lightsaber
10
1 Engaged
(R) 10.000
Truncheon
Melee
+2
5 Engaged
15
Vibro-ax
Melee
+3
Engaged
750
Vibroknife
Melee
+1
2 Engaged
250
Pierce 2. Vicious 1
Vibrosword
Melee
+2
Engaged
750
Small
Melee
+ 1
5 Engaged
Medium
Melee
+2
5 Engaged
Cumbersome 2
Large
Melee
+3
Cumbersome 4
1 Disorient 2
Improvised Weapons
ITEM QUALITIES
Engaged
PAGEIGB
The following ore summaries of weapon qualifies. Full descriptions can be found in the Core Rulebooh. Active qualities
require O O to trigger unless listed otherwise.
Accurate (Passive): Add
*
T
DIFFICULTY LEVELS
P A G E 19
Difficulty Level
Simple
Ability
Proficiency
Die 4
OieO
Difficulty
Die
Challenge
Die#
%j
Boost
Die
Cost
Dice
Example
Average
Hard
Setback
Force
Die
OieO
Easy
PAGE 24
Daunting
P A G E 219
Result Options
Formidable
i>or($
or(
Add
PAGE 217
Rng Band
Difficulty
Engaged
Short
Easy (4)
Medium
Average
Long
Hard
Extreme
Daunting
(44)
(444)
(4444)
(44)
i>or(
ATTACK DIFFICULTIES
Modifier
+ 1 difficulty
PAGE 223
+ 2 difficulty
Engaged w/Cunnery
P A G E 219
Result Options
The active character suffers 1 strain (this option may be selected more
than once).
or @
or ^
()
or ^