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G'’ o miafy.iA n A d v en tu re for use w ith S T A R W A R S: T h e R o le p la y in g G a m eIn the twisted wreckage of a dying Star Destroyer, Rebel heroesbattle through detention cells, stormtroopers and zero gravityto save an Alliance fleet.

Starfallby Rob Jenkins and Michael SternDevelopment & Editing: Bill Slavicsek AT-ST Combat Scenario: Greg Gorden Art Direction: Stephen CraneMap Art & Graphics: Rosaria J. Baldari Typesetting: Peter Corless Cover and Interior Art: Lucasfilm, Ltd.Production: Steve Porpora Rules Upgrade: Bill Slavicsek and Greg GordenPlaytesting: Scot Rogers and the Cincinnati Group, Theo Stern and the War PuppiesW W W E sr\ Hg am esRD 3 Box 2345H onesdale, PA 1843140016 . T\1 & 1989 Lucasfilm, Ltd. (LFL). All Rights Reserved. Trademarks are used by West End Games under authorization.J

—STAR."W ARS'ntroductionThis is a story of triumph and tragedy, of heroesand villains, of courage in the face of overwhelm ing odds. This is another adventure in the galaxyof Star Wars: The Roleplaying Game. If you wantto be a player in Starfall, read no further. The in formation in this book is for the gamemaster (GM)only. Players who read on will ruin the adventurefor everyone involved.Perception, Knowledge, and Technical skills, aswell as the more common combat and pilotingskills.As gamemaster, you should read and becomefamiliar with Starfall before attempting to run it.Players may choose to stray from pre-arrangedplotlines, and the only way to respond to such cir cumstances is to know the adventure thoroughly.In this A d v e n tu re . .Adventure Materials. .a group of Rebel agents find themselves im prisoned aboard a battle-torn Star Destroyer. Withthem is one of the Alliance’s top engineers, WalexBlissex, designer of the Victory-class StarDestroyer. They must make their way through theruined ship to the hangar bay, in hopes of findingan escape craft. The only obstacles between themand freedom are legions of Imperial troops, 900meters of twisted wreckage, and a ruthless Im perial captain bent on their destruction.But the Rebels soon discover that their lives andthe life of their charge are not all that hangs inthe balance. The Star Destroyer, recently pound ed by a Rebel strike fleet, is not as wounded asit appears. It has one last weapon to use againstthe returning Alliance ships. It has itself.Set to self-destruct, the ravaged engines still con tain enough power to obliterate the shattered StarDestroyer and its fast-approaching enemies. Cana handful of Rebels save the unsuspecting fleetbefore time runs out? This is the challenge thatmust be faced in Starfall.P reparing to PlayAny players who don’t have player characters(PCs) must spend a couple of minutes selectingand customizing character templates from therulebook. Otherwise, use characters from yourcampaign. However, as the adventure begins withthe PCs as prisoners aboard a Victory-class StarDestroyer, they start without any equipment. Thescript sets this up and PCs should retain onlyequipment that can be well-hidden or appearstotally innocent.Starfall combines situations that require a mixof skills to survive. The group needs PCs with2Before starting, check to make sure you haveeverything you’ll need to run Starfall. Betweenthe front and back covers you should find: Star Wars Rules Upgrade. This four-page folderoutlines important rules changes and clarificationsfor Star Wars: The Roleplaying Game and mustbe incorporated into the game system. The Pullout Section. This eight-page section in cludes the adventure script, maps of the damagedVSD Subjugator exclusively for gamemaster use,“computer data” handouts to be given to theplayers when the text indicates it, non-playercharacter (NPC) templates, and a map for theAT-ST combat scenario. Victory-Class Star Destroyer Technical Readout.This full-color, poster-sized display shows thelayout and specifications of a Victory-class StarDestroyer. Additional Materials. To play Starfall you’ll needthe following items not included with this adven ture: a copy of Star Wars: The Roleplaying Game,paper, pencils, and as many six-sided dice as youcan find. The Star Wars Sourcebook, The Star WarsCampaign Pack (which includes a gamemasterscreen), and Star Wars Miniatures Sets are allrecommended but not necessary to play thisadventure.Difficulty Numbersand ImprovisationAs GM, you should adjust this adventure tomatch the level of your particular group of playersusing the Difficulty Number Scale found in therules upgrade. For example, if the text tells youto have the PCs make a moderate Strength roll,turn to the “Difficulty Number Scale” in the rules

-S TA R .W ARTupgrade and assign a number between 11 and 15,depending on the level of skill of the PCs. The “Dif ficulty Number Scale” can also be found on thegamemaster screen provided with The Star WarsCampaign Pack.Note, in all adventures, attributes are capital ized and italicized, skills are only italicized.Also keep in mind that the number of PCs andwhat template types they are using affects the out come of each encounter. This adventure is de signed for six beginning player characters witha good mix of skills. If you have fewer PCs, youmay need to scale down the encounters accord ingly. If your players have particularly powerfulPCs, you may need to scale up the encounters tooffer sufficient challenges.Adventure BackgroundThe Old Republic was the republic of legend.Under its stability a galaxy flourished. It was atime of great accomplishment. Of those peoplethat contributed to the prosperity was the brilliantengineer, Walex Blissex, designer of the Victoryclass Star Destroyer. During the years followingthe Clone Wars, this mighty vessel was the prideof the Republic Navy and the chief proponent ofpeace.With the coming of the Empire, vessels of peacewere quickly replaced by weapons of war. As thelast remnants of the Old Republic collapsed, WalexBlissex disappeared. He decided it was better togo into hiding than be forced to create instrumentsof destruction. As the fledgling Rebel Alliancecame into being, Blissex found a cause worthjoining.But the Empire quickly found someone toreplace the engineer. His daughter Lira, a brilliantengineer in her own right, married a regionalgovernor named Denn Wessex and quicklybecame a rising star in the military machine. Usingher father’s work as a basis, Lira Wessex design ed the Imperial-class Star Destroyer.Now, after years without any contact, Walex hasreceived a message from his daughter. She claimsto be sick and near death. The message screams“trap” with every word, but Blissex will not bedeterred. If it isn’t a trap, he could not live withhimself if he refused this last chance to see hisdaughter before she died.Recent EventsImperial Governor Denn Wessex sent holotapesthroughout the galaxy, hoping that at least onewould reach a member of the Rebel Alliance. Thetape contained a message from the governor,beseeching Walex Blissex to take this offer of freepassage and return to Relgim sector. His daughter,Lira Wessex, was dying, and her only request wasthat she get to see her father one last time in orderto make amends for their long years apart. Ifaccepted, a ship would be waiting at Kwenn SpaceStation to transport Blissex to Relgim for the sadreunion.Alliance High Command was naturally skeptical.This smelled like an obvious trap. But WalexBlissex refused to be swayed. He needed to seehis daughter and make things right before it wastoo late. If he refused to take this chance and shedid die, he doubted he could live with himself. So,with due reservation, Alliance High Commandagreed to let him go.There was no reason not to take a few precau tions, however. After all, Blissex was valuable tothe Alliance and a good friend to everyone whoknew him. It was for this reason that a small Rebelteam was sent with Blissex to Kwenn Space Sta tion, assigned to safeguard the engineer againstany obvious dangers.At Kwenn, things got worse. The VYcfory-classStar Destroyer Subjugator, a vessel currentlyassigned to the Relgim sector, waited patientlywithin the dry dock. The ship’s commander, Cap tain Kolaff, greeted Blissex and invited him aboardthe massive vessel. Naturally, the Rebel teamwould not let the engineer go alone. Once aboardthe Star Destroyer, the Rebels and the old engineerwere taken pris’o ner by stormtroopers andescorted to the ship’s detention block.Now, without weapons or equipment, the Rebelheroes feel the mighty vibrations that signal theStar Destroyer’s departure. Trapped, without anyhope of escape, they can only contemplate theirfate as the powerful vessel roars away from thespace station and into deep space.A dventure SynopsisThe adventure opens with the Rebel PCs trap ped within a Star Destroyer detention cell. Alllooks lost when suddenly the sounds of battle rockthe Imperial ship. Unknown agents attack Sub jugator, damaging the vessel and providing themeans for the Rebels to free themselves from thedetention block.They must then make their way through theheavily-damaged ship in order to reach the hangarbay and perhaps find a shuttle or other craft toescape. But along the way they discover that thedamaged Star Destroyer has been set to selfdestruct. Unfortunately, the attacking fleet doesn’trealize the danger as they return for another pass.When the Rebels discover that the attackers arean Alliance fleet, the situation becomes even moredesperate.3

TA LW ART1VK S Z T S Z I Z IS Z Z Z Z Z S SM ’ \n /n /ss wenn Space Station where VSD Subjugator awaits the arrival of Dr. Walex Blissex.The Rebels must save themselves, the Alliancefleet and Walex Blissex, while combatingeverything that Captain Kolaff throws at them.And in the background, orchestrating the entireseries of events, is the dangerous Lira Wessex.The M ain NPCsHere are brief explanations of the major non player characters and what their plans and motiva tions in this adventure are. More information isavailable in the various episodes, and in thepullout section.Walex Blissex: Blissex, an important figure fromthe Old Republic, is best remembered as the fatherof the V7cfoo;-dass Star Destroyer. Now arespected member of the Alliance, Blissex retainsa measure of authority and an aura of agedwisdom. In this adventure, he is most concernedover his daughter’s condition. Heedless of thedanger, Blissex wants nothing more than to recon cile with Lira Wessex before it is too late.Lira Wessex: The daughter of an Old Republicidealist and the wife of an Imperial governor, Lirapresents an enigma both to the Rebel heroes andto her father, Walex Blissex. She rejected herfather’s beliefs and embraced the ideologies of theNew Order. Her faith in the Emperor led her tomarry into the Imperial hierarchy and use her4iv jskills as an engineer to turn Blissex’s ship of peaceinto the war machine known as the Imperial StarDestroyer. But something in her father’s designeluded her, causing problems that could one daydoom the Imperial Star Destroyer project. Whileshe can replicate the technology that created themassive ships, she cannot do it as efficiently orinexpensively as Walex did. To rectify the situa tion, Lira has used her husband’s influence to findWalex Blissex. The trap, so carefully orchestrated,will not only bring her father out of hiding, butcould provide information about the Rebellion thatwill enhance her family’s position in the Empire.Captain Kolaff: Assigned to command the Im perial fleet protecting the Relgim sector, Kolaffreluctantly agreed to Governor Wessex’s order toaccompany his wife to Kwenn. He dislikes the factthat he must participate in a trap, preferring toengage an enemy in honorable combat. But hedoes like the idea of capturing a Rebel traitor. Hewill go along with Lira Wessex for as long as itserves his own purposes — to achieve a promo tion out of the core systems and onto an ImperialStar Destroyer, or even onto a Super StarDestroyer. From such a post, Kolaff knows hecould truly distinguish himself in the battle againstthe Rebel Alliance.

-S TA R .W ARTam em aster’s Guideto VSD SubjugatorSum m aryBecause running an adventure in a setting asvast and intricate as a Victory-class Star Destroyerpresents unique problems and challenges, thisguide is presented for ease of play.The storyline follows the most logical route forthe PCs to take through the Star Destroyer. It isalso the route suggested by Walex Blissex. Thispath is detailed with mood, descriptions, en counters and events. If the PCs decide to deviatefrom this route, let them. But in order to fullydescribe every corridor and chamber in Sub jugator, we would need a book many times largerthan the one you are now reading. Instead, thisgamemaster’s guide presents some generaldescriptions about the Star Destroyer, taking in to account its condition at the start of theadventure.One further note. If your players do deviate fromBlissex’s route, you will still need to use the en counters and events presented in the adventure,as those advance the story. Just have them occurwherever the PCs wander.H andling th e Curious PlayerOne of the drawbacks of providing players withsuch an open area to explore is that they feelobligated to wander every which way. While PCsshould be free to roam far afield, excessivewandering can slow an adventure’s plot to a deadcrawl. That isn’t in the spirit of Star Wars. In thisadventure, we have built in a number of “plotdevices” to prevent excessive wandering. One plotdevice is the pressing time constraints the PCsoperate under. Not only is the Star Destroyer fall ing apart around them, but the Rebels quicklydiscover that the vessel has been set to selfdestruct (which will destroy the PCs and the ap proaching Alliance fleet). These time constraintsare constantly brought to mind by NPCs and“cutaways” throughout the adventure.Some of the more curious players may still wishto explore a good deal of the giant Star Destroyer,however. In this case, you should let them — toan extent. Troop concentration, heavy damage,or simple inaccessibility should keep the PCs awayfrom places you don’t want them to go. For ex ample, if a particularly gung-ho group decides thatthey want to take over Subjugator's bridge, theywill almost definitely meet with more resistancethan they can handle. But keep in mind that, asheroes, they should always be left with a chanceto succeed, no matter what the odds.The G u id eThe following guide serves as a basic overviewof Subjugator's inner workings and overall statusin its damaged state. The descriptions given hereare general, and you should add greater detailwhenever possible. Try to use your imaginationto embellish the descriptions of specific locations.The troop concentrations given should be adjustedaccording to the party’s size and condition.The sections described below are clearly mark ed on the full-color map.PersonnelAside from the various technicians, mechanicsand systems operators occupying the StarDestroyer, Subjugator also has combat personnelthat the PCs interact with the most. Anyone elsecan be assumed to have an attribute of 4D in hisor her area of expertise, and 2D in all other skillsand attributes (unless otherwise noted in the text).The combat personnel have the followingstatistics.S torm troopers*: DEX ID, blaster 3D, brawlingparry 3D, dodge 3D; STR 2D (3D for damage rolls),brawling 3D. All other attributes and skills 2D.Blaster damage 4D.* These codes reflect armor adjustments.5

-STAR.W ART— VSD SUBJUGATOR (Current Status)Craft: Rendili StarDrive’s SubjugatorType: Victory-class Star DestroyerLength: 900 metersCrew: 1,382 (62 officers, 1,320 enlisted)Troops: 230Cargo Capacity: 3,432 metric tonsConsumables: 2 yearsHyperdrive Multiplier: [None]Nav Computer: [Yes]Hyperdrive Backup: [None]Sublight Speed: [0]Maneuverability: [0]Weapons:3 Quad Turbolaser Batteries(fire separately)Fire Control: [4D]Damage: [5D]12 Double Turbolaser Batteries(fire separately)Fire Control: [3D]Damage: [2D 2]24 Concussion Missile Tube Launchers(fire separately)Fire Control: [2D]Damage: [9D]1 Tractor Beam ProjectorFire Control: [3D]Damage: [None; target captured if hit]6Star Destroyer Troopers: DEX 3D 2, blaster4D 2, dodge 4D 1; KNO 2D 1; MEC 2D 2; PER3D; STR 3D 2, brawling 4D 2; TEC 2D 2.Because of the lack of manpower, Captain Kolaffhas converted most of the MSE-6 general purposeDroids (or “mouse Droids”) to simple patrol duty.Basically, they have been programmed to recordactivity throughout the damaged ship, especiallyin areas no longer occupied by the crew. Whenthese menial Droids run into the PCs, the PCs haveone round to react. The mouse Droid comes toa complete stop, briefly records the disturbancethat stopped its programmed patrol course, thenzooms back the way it came. Once it begins toflee, the Droid transfers its information to thesecurity officer on the bridge for analysis, thenresumes a secondary patrol pattern.MSE-6 General Purpose Droid: DEX 4D, search4D, security 3D. Equipped with electro photoreceptor, auditory sensor, holorecorder,retractable heavy manipulator, retractable finemanipulator.Com m and Sectionand Systems ControlSince the attack and subsequent damage sus tained by Subjugator, most of the ship’s person nel have congregated in the command section.Control of most of the ship’s systems has beentaken over by the undamaged computers in thesystems control section, but many of these tasksare being handled by backup machinery that ishaving trouble rerouting so many systems at once.

-S T A R ."W ARTNormally, command personnel and staff monitorsystems operations all over the ship from theselevels. Now they are actually handling tasks thatthey previously only supervised.The largest contingent of troops can be foundin these connected areas. Patrols of three stormtroopers wander the corridors on regular intervals,while other troops are stationed at important inter sections and access ports.The communications station monitors broad casts coming from the Alliance fleet, as well asany Rebel intership communications. This stationis guarded by 15 stormtroopers and six StarDestroyer troopers.Twenty stormtroopers guard the access to thebridge. All turbolifts that still operate in the areastop at a transfer station that has been convertedto the bridge access guard station. At this transferarea, those people who want to proceed to thebridge must switch to the one lift that leads to theaft bridge section — provided they can get pastthe stormtroopers.In addition, wherever possible Captain Kolaffhas closed and locked blast doors. These can beopened using control panels positioned next toeach door, if a person knows tbe. access codes.Without the codes, it takes 10 -rounds to cutthrough a locked blast door using up a blaster’sentire energy cell. Otherwise, a Difficult securityroll is needed to break the codes.Physically, this area is almost completely intact.Very little damage can be perceived here. Poweris at 70 percent throughout the command andsystems control sections, and any equipmentaccessed by the PCs should be functional.While these areas have functional work stations,they can serve as traps for the PCs. Whenever awork station or computer terminal is accessedwithout inputing the proper security code, thesecurity officer on the bridge is alerted. He in forms Kolaff and sends the nearest stormtrooperpatrol to investigate the situation. Should the PCscheck before using the station, a Moderate com puter programming roll makes them aware thatthe equipment is being monitored.Engineering SectionEngineers and technicians constantly bustleabout this area in an effort to keep Subjugator'spower on line. Upon entering the engineering sec tion, the PCs are likely to be perceived as techni cians and asked to lend a hand in the repairs. StarDestroyer troopers are posted at critical systemsstations only, and the Rebels should be able towander this area somewhat freely, provided noone becomes suspicious of them.The engineering section is a fairly dangerousplace, however, as violent equipment collapses orradiation leaks may occur without warning. Foras long as the PCs remain in this area, randomrolls should be made periodically to determinewhether or not they are affected by these occur rences. A roll of 11 on two six-sided dice indicatesan equipment collapse, 12 is a radiation leak. Havethe PCs make Moderate Dexterity rolls to avoidbeing affected. An equipment collapse causes 4Dof crushing damage, a radiation leak 3D of burns.Built around the Star Destroyer’s giant enginesand power cells, this area is irregularly designed,and has many hidden corners, passageways, crawlspaces and compartments in which to hide. WalexBlissex can help the PCs find these places inmoments of crisis. Near the engine control core,many of the numerous catwalks necessary forgaining access to certain sections have collapsedor are hanging on by the merest of threads. Con sequently, movement is slow and perilous, andwhole sections have been or are in danger of be ing cut-off entirely.Hangar DecksThe hangar entry port opens into a large hollow ed flight compartment. The walls of the flight com partment are lined with variously-sized hangarbays, ranging from small starfighter bays to largeshuttle holds. The bays connect to vehiclemaintenance shops that cover the bottom levelsof the hangar decks, and to huge vehicle storagefacilities that fill the top levels. Levels are con nected by giant lift platforms that rise and lowerfrom deck to deck, and by repulsorlift shafts formore direct movement.This is the second most heavily guarded areaof the ship. Imperial troops patrol the hangardecks with relative frequency, moving in groupsof four to nine soldiers. Once Kolaff becomesaware that Rebels are loose in his ship, this areagoes on total alert. Anyone without properclearance and the right uniforms will be attack ed on sight.The upper levels of the hangar decks have sus tained major damage, resulting in the loss of mostof the stored vehicles. Virtually all ships were lostin the space battle or in the resulting damage toSubjugator. These storage decks provide a twistedlandscape of bent corridors, crushed walls, andshattered equipment. Rising out of the rubble arethe shadowy forms of damaged shuttles, pulveriz-7

-STAR.W ARTed AT-ATs, and ruined TIE fighters. Little in thisarea is of use to the PCs. With some concentratedsearching, the Rebels can find four speeder bikes,two light laser cannons, and a cache of threeblaster pistols.The hangar bays themselves, however, areanother matter. While many bays have sustainedsome damage and many of the carried craft werelost in the fighting, some things remain in work ing order. One bay contains a flight of TIEs (fourstarfighters), one holds an Imperial shuttle, andyet another contains four AT-ST scout walkers.Maintenance shops on the lower levels suffereda similar fate as the top levels. Being on the outeredge of the ship, these areas consequently tookthe brunt of the Rebel fleet’s attack. One chamberremains intact in this area. It contains an AT-ATwalker, standing and facing the entrance. With thediminished lighting and damaged ship structure,the AT-AT should startle the PCs if they enter thislevel. But the walker itself is in a state of repair,with many circuits and power modules lying aboutas its overhaul was interrupted by the battle.Living QuartersSubjugator has three main areas for livingquarters. The modest crew living section, thespacious officer’s row, and the combat personnelquarters. Damage in these areas ranges from lightbut noticable to heavy and almost impassable. Thecrew and combat personnel living areas are madeup of large barracks connected by small, twistingcorridors. The apartments in officer’s row consistof three-person chambers and large single personstudios.8Many displaced crew members, cut off fromtheir posts during the battle, have fled to theirquarters in the intermittent quiet. There are notroops stationed in any of the living quarters, butany soldiers cut off from their posts may be roam ing these corridors.Power has been reduced in these areas due togreater needs elsewhere in the ship. Some areasare totally without power, creating cold, darkpockets throughout. Members of the crew havevery little in terms of personal belongings, butshould the PCs explore the officer’s quarters, theywill find quite a wealth of personal treasure in cluding exotic equipment, credit vouchers, andblack market items.D a m a g e d A reasGaping battle scars tear across almost the en tire surface of the crippled Subjugator, sometimesripping a gash four or five decks deep. These areasare extremely hazardous to travel, but may be theonly way for the fugitive Rebels to elude their pur suers.Visually, these damaged areas are shocking. Thetorn and twisted superstructure juts out in all direc tions, thrusting massive pipes and slabs of hull upthrough decks from floor to ceiling. Certain sec tions are so thoroughly destroyed, they are com pletely inaccessible. Others may have gaping holesripped through them, exposing the vacuum ofspace. Still others have caved-in floors or ceilings.Traveling through damaged areas is painstak ingly slow as obstacles must constantly be cir cumvented. The PCs will find themselves scalinghuge chasms ripped through multiple decks,

-STAR.W ARS'climbing through partially collapsed corridors ontheir hands and knees, and even dodging still falling debris. In addition, breath masks must beused in certain areas. As they move close to adamaged section, the PCs notice the air becom ing thinner. Fortunately, masks can be found hang ing on the walls in all of Subjugator's outer decksfor just such an emergency.There are numerous hazards which make travel ing damaged areas ill-advised. In many spots, thepartially collapsed superstructure may be unstable.Both ceiling cave-in and floor collapse present aconstant threat. Walex Blissex will be a tremen dous help, as his engineering skills may be ableto detect many unstable spots. The Rebels candetect things as well, making appropriate Percep tion or Technical skill rolls of Moderate difficultyor better. Still, the Rebels may not always havea choice, and may often be forced to cross anunstable area.Severed power lines, radiation leaks, and theconstant explosions that rock the ship fromsomewhere deep within the engineering sectioncreate additional dangers as well.As GM, use these hazards to enhance the moodand atmosphere of the adventure. For example,a character should not be killed without warningby a sudden floor collapse. Rather, have thatcharacter chased by Imperial troops until the floorin front of him suddenly collapses, and he mustchoose between jumping the perilous pit or fac ing a deadly shower of blaster fire.O verall Ship StatusSubjugator is at battle-alert condition. Themighty Star Destroyer, its power vastly depleted,operates on two of its six power cells. All shieldshave been obliterated, and most weapons systemshave been damaged or destroyed. The powerfulDeLuxFIux hyperdrive has suffered irreparabledamage. Captain Kolaff has diverted most of theremaining energy into the weakened sublightengines, shutting the rest down completely in aneffort to make Subjugator appear more heavillydamaged than it is.Inside the ship, chaos abounds. Many crewmembers are trapped or displaced, and Kolaff haspaid them absolutely no attention. Blast doors allacross the ship have automatically closed, sealingoff many decks completely.The ship’s internal comlink system constantlycrackles with orders, some of which may occa sionally help the Rebels, such as “rifle squad P-36to the detention center.” Also, the constant blar ing of the battle-alert klaxon helps to mask mostsounds the Rebels may make.Strangely, most of the Star Destroyer’s Droidpopulation is missing. Conversations pertaining tothis rattle among crew members, and an occa sional reference to this can be heard over the com link system.Despite the devastating damage and loss of lifesustained by Subjugator, the crew remainsremarkably upbeat. They have seen their captainhold his own against the odds, and morale is high.Left with so few troops, Kolaff has decided notto spread his forces too thin. Instead, he concen trates his troops in critical areas, and assigns“search and destroy” teams to dispatch the annoy ing fugitives, once he becomes aware of theiractivity.

-S TA RWARSpisode OneBlind M an’s BluffSum m aryStart th e AdventureThe adventure begins with the Rebel PCs heldprisoner in Subjugator’s detention center. Explo sions echo throughout the Star Destroyer, and thenthe lights go out. The ?irea is cloaked in totaldarkness and, using this to their advantage, theRebels find themselves able to defeat the Imperialdetention guards and their interrogator Droid.Under cover of darkness, the PCs must now findthe man they were assigned to protect, WalexBlissex. They must move quickly, as power maybe restored at any moment and the threat ofdiscovery seems imminent.Hand out copies of the adventure script, foundin the pullout section, and assign each player apart. The parts are labelled “1st Rebel,” “2ndRebel,” and so forth. If you have six players, eachplayer reads one part. If you have fewer players,assign additional parts as necessary. Begin withthe “Read Aloud” section, then pick up the actionwith the adventure script as “1st Rebel” beginsto read.ead AloudA long time ago, in a galaxy far, faraw ay.A group of Rebel agents has been assignedto accompany the great engineer WalexBlissex, designer of the Victory-class StarDestroyer, to Kwenn space station. Blissex, nowa respected member of the Alliance, receiveda message from his son-in-law, Imperial Gover nor Denn Wessex, claiming that the engineer’sdaughter is near death. Even though itappeared to be a trap, Blissex could not passup this last chance to reconcile with hisdaughter.Whether Lira Wessex, who designed theImperial-class Star Destroyer based upon herfather’s previous work, is ruly

ture: a copy of Star Wars: The Roleplaying Game, paper, pencils, and as many six-sided dice as you can find. The Star Wars Sourcebook, The Star Wars Campaign Pack (which includes a gamemaster screen), and Star Wars Miniatures Sets are all recommended but not necessary to

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