Star Wars: Corellian Smuggler
Encounters


Encounters

2d6SpaceportWildernessSpace
2Valuable ContactMisunderstandingAsteroid Field
3CutterPartnerStowaway
4Spare PartsDangerous CreatureMisjump
5Blaster DuelFind CargoMynocks
6Get Lucky.No EncounterNo Encounter
7No EncounterLaying LowNo Encounter
8Corrupt BureaucratNo EncounterNo Encounter
9Sabaac GameBad WeatherEquipment Failure
10Drunken SpreeEquipment FailureRebel Victory
11MisunderstandingRough FlightIon Storm
12PartnerRebel BaseSecret Approach

Encounter Descriptions

Asteroid Field

Roll 2d6 and apply all Piloting and Hull & Shield modifiers. Ship suffers one Damage for each point the modified die roll is less than 10.

Bad Weather:

May not safely leave System for 1d6 Days. If you choose to leave while enduring Bad Weather, resolve a Rough Flight encounter. Once you have resolved the Bad Flight encounter, you may choose to continue exiting the System, or turn back and land again.

Blaster Duel

Time to shoot it out with some low-life scum. Use the following table to determine the outcome. Apply your own Blaster skill to the die roll.

2d6Result of Duel
4 or lessYou're dead; game over
5-7You're Wounded, but you get him
8-10Nice Shooting, go get a drink and claim a 100 credit bounty on the scum
11+Quick and deadly, they never knew what hit them. In addition to your 100 credits, gain one Character Point toward improving your Blaster skill.

Corrupt Bureaucrat

Pay 100 credits in bribes, plus 100 credits per Wanted in the System, or add an additional +3 to the Day's Spaceport Imperial Entanglement die roll.

Cutter

Remove 1d6 of Wanteds from the map at no cost, plus one Wanted per 500 credits paid to the Cutter.

Dangerous Creature

The crew is attacked by a dangerous creature. Treat the Creature as a Stormtrooper for combat purposes. Creature will attack until slain, or all Crew Members are slain.

Drunken Spree

Use the following table to determine the result of your drunken spree.

2d6Result of Drunken Spree
2-3Lose 500 credits; if you cannot pay, game over
4-5Find a Sealed Cargo in Hold (lose any already there)
6Find a load of Contraband "Weapons for Sale" in your secret Hold (lose any already there with no Penalty) and take on the new Contraband's obligation
7Move ship to a random System
8Gain 500 credits
9-10Lose cargo and Contraband on-board (and suffer the penalty)
11-12Roll for 2 Results, re-roll future "11" or "12" results.

Equipment Failure

Draw one random Damaged (not Really Damaged) counter and apply it to your ship.

Find Cargo

Locate an abandoned load of Cargo. You may deliver it to any non-Wilderness System at any time and get paid 500 credits.

Get Lucky

You gain one luck circle for every 500 credits that you choose to spend.

Ion Storm

All Shields become Damaged if Functional. No effect if already Damaged.

Laying Low

Remove two Wanted counters from the map.

Misjump

Roll on the following table to determine the result of the Misjump.

2d6Result of Misjump
4 or lessShip is lost forever, game over
5-6Ship ends up in a random System, Hyperdrive is Really Damaged, and ship suffers 3 Damages
7-8Ship ends up in a mostly random System (roll 2d6 to determine the System, you may adjust die roll by 1), Hyperdrive is Damaged
9-10Ship ends up in a slightly random System (roll 2d6 to determine the System, you may adjust die roll by 2)
11-12Due to your excellent Piloting skills, there are no ill effects

Apply all Piloting modifiers to Misjump die roll.

Misunderstanding

A random Crew Member in your hire leaves, and will not work with you again for the remainder of the Scenario. Treat as No Encounter if no Crew Member is in your hire. This encounter has no effect on Partners.

Mynocks

Sublight Drive Component becomes Damaged if Functional, or Really Damaged if already Damaged.

Partner

Receive the Crew Member resident to the System (if more than one, choose). Works for no pay (or receive at no Purchase cost). If none available, no effect. A partner remains with you until slain. If your Partner is slain, your next Spaceport encounter is automatically Drunken Spree.

Rebel Base

Freely upgrade one aspect of your ship (Controls, Turrets, Hull & Shields, or Diagnostics).

Rebel Victory

Remove 1d6 of Wanted counters from the map.

Rough Flight

While landing on a planet, or while moving the ship to a new location during your stay, the ship's repulsors fail and you are in danger of crashing. Apply Piloting modifiers and resolve the incident on the following table.

2d6Result of Rough Flight
3 or lessCrash, all on board killed, game over
4-5Draw 3 Really Damaged and 3 Damaged
6-7Draw 2 Really Damaged and 2 Damaged
8-9Draw 1 Really Damaged and 1 Damaged
10-11Draw 1 Damaged
12+No damage received; good landing, Captain.

Sabaac Game

Choose an amount to bet, 50 credits minimum, then roll on the following table. Treat as No Encounter if you have no credits.

2d6Result of Gambling Session
3 or lessLose bet. Also lose 10 times amount bet
4-5Lose bet. Also lose 3 times amount bet
6-7Lose bet
8Break even, reclaim amount bet
9-10Reclaim bet, and win an amount equal to bet
11-13Reclaim bet, and win an amount equal to 3 times bet
14+Reclaim bet, and win an amount equal to 10 times bet.

Add your own Charisma to die roll. If you lose the bet and cannot pay the amount due, Lose ship (Game Over)

Secret Approach

Do not roll for Imperial Entanglements as long as you stay in the new System.

Spare Parts

Repair 1d6 of Damage. One Point improves a Really Damaged Component to Damaged, or a Damaged to Functional.

Stowaway

Stowaway pays you 2,000 credits for the ride, but the Space Imperial Entanglements die roll at destination System is at +2. You may not refuse to accept or Jettison the stowaway. Treat the stowaway as Contraband if Boarded or Detained. The stowaway may be hidden in your Secret Hold even if you are carrying Contraband there.

Valuable Contact

Add 2 to the Day's Cargo or Contraband Availability die rolls.

Star Wars and all related characters and events are registered trademarks of Lucasfilm LTD and West End Games. Used here with permission.

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