Scorched Earth

Adventure for
West End Games' RPG:
Star Wars

Scenario © by Liz Holliday


The last job had been hell. One minute the team were making contact with a rebel cell on Daronak, the next stormtroopers were all over them. The little weaselly guy had been an informer. It had to be him, because as they legged it down Channoga Boulevard they saw him taking a payoff from an imperial agent they'd last run into three planets ago. That was before the bounty hunters turned up and started lobbing thermal detonators around...

Oh, they got off planet, okay - but barely. And just when they thought they were home free, the damn hyperdrive cut out. Again...

Or something like that.

This scenario is a little squib to throw at your players in between major adventures. It assumes they are quite badly beaten up and are low on supplies and equipment. They have been given the security clearances to use an automated supply dump in an asteroid in a belt in the Keldimar system (or choose any suitable nearby system); it contains food, weapons and ammunition, repair facilities and medical supplies (even a bacta tank, if you judge the players will need that much of a hook to get them to go there). Adjust the contents of the supply dump to meet the needs of your group - there's a suggested list at the end of the article.

GETTING THERE

Getting to Keldimar is easy. Getting through the seething mass of rocks that is the asteroid belt is not.

The party have to fly through the asteroid belt and locate the Dump. This is a Star Wars style asteroid belt, which means it has very little to do with anything one might encounter in real space - so make your players work to get through it. Let huge chunks of rock zoom by - and straight at them. They'll need to make at least a couple of moderate Piloting skill checks.

Locating the right asteroid will require a Moderate Navigation skill check..

APPROACHING THE DUMP

If the characters do not initiate contact, they will be fired upon.

If the characters do initiate contact, they will be fired upon, even if they give the security codes they were issued with. A voice - a Difficult Perception roll will enable the characters to identify it as a droid's - will start out sounding reasonable; but it will refuse to acknowledge the codes. It will get more and more heated, and will end up screaming, "You can't fool me, you murdering Imperial scum..." It will fire on the party.

    Proton torpedoes: Damage 9D; range 1/3/7

What's going on here?

The Dump is run by a maintenance droid Q5ML; it is backed up by two security droids, N1K0 and N1K2. Unfortunately, a random impact with another asteroid punched through the outer airlock and destroyed most of the docking bay area - along with N1K2, who happened to be in the bay, carrying out routine maintenance on the motion sensors there. Even more unfortunately, he was in communication with N1K0 at the time. Grief, plus the energy spike caused by N1K2's "death" have driven N1K0 crazy.

He's convinced that the accident was caused by Imperial invaders, and that N1K2 gave his life defending the Dump. He's also convinced that Q5ML is an Imperial spy, waiting for the return of his masters - and that the next people approaching the Dump will be them. N1K0's strategy is basically scorched earth - he'll defend the Dump if he has to destroy it to do it.

What N1-K0 will do

N1K0 has moved all the supplies into the canteen/recreation area (Map Ref 14), and has wired them with thermal detonators. He's done the same to the Medlab (Ref 5). He's actually holed up with Q5ML in the Workshop/laboratory (Ref 12). He has seeded the entire complex with movement and heat detecting sensors, and thermal detonators, and has set a couple of traps in specific areas. He's converted a number of repair droids to act as remote sensors/weapons. They aren't very bright, but they are programmed to kill intruders on sight. It is possible to reprogramme the droids with a Difficult Programming skill roll - but first catch your droid.

Some of the repair droids have video and/or audio feeds so that N1K0 can track the party. He can also talk to the party through them, and will harangue them constantly ("Die, you evil Imperial scum... you can kill me but the rebellion will live on... N1K2 shall not die in vain...!" and so on; the players should be able to figure out what happened by piecing together what they see around them with N1K0's ramblings). He will use the droids to shepherd the party towards one of the areas where he has a trap set.

N1K0 cannot be reasoned with (though the players might have fun trying), conned or reprogrammed by remote. His sole aim is to kill the intruders - if he is cornered (but note that he has chosen somewhere with plenty of escape routes) N1K0 will use Q5ML as a hostage, but only until he can figure out a way to get the better of the party. If he possibly can, he will try to take over their ship - if he does, he will blast the asteroid from space, then set off to try and contact the Alliance (or kill Imperials, whichever comes first). To do this, he will try to work his way toward the Landing Bay.

THE DUMP

Large Map of Dump (slow: 96K)

GENERAL DESCRIPTIONS

Ceiling height is around 4 metres. All walls are faced in plasteel. The corridors are 2.5 metres wide, and in places follow the line of least resistance in the rock. The ducts for the air-recycling system are in the ceiling; these are only wide enough for one person to crawl along; changing marching order would be difficult. There are vents as shown. These are secured by bolts and the covers can be removed with a Moderate strength roll if the player has an appropriate tool, or a Difficult Strength Roll and a Difficult Dexterity Roll if they don't. They can also be cut through with a blaster in three rounds.

ROOM DESCRIPTIONS

ROOM 1: LANDING BAY

As the characters' ship approaches from space, they will see that something has smashed through the outer airlock doors. There is no air (and no air pressure) inside the Bay. The players may think to check for this. If not, a readout on their ship's monitors will tell them (otherwise it's going to be a very short game...)

Inside, there are three landing pads. One is intact; the second is damaged; the third has been totally destroyed. Once the ship has landed, the players will have to restart the force-screen across the entrance to the Dump. The controls are at 1D, but to get there a character will have to go out wearing a vac-suit. Restarting the screen takes an easy Tech roll. Any attempt will alert N1K0 that the players are in the Dump. The air recirculating system has been shut off. The character will have to restart them. This will take an Easy Tech roll, followed by a Moderate Programming roll to stop N1K0 shutting the recirculator back down again.

N1K0 has barricaded the main entrance to the Dump. However, he has merely locked the other doors, which lead to the heavy repairs workshop and the main supplies warehouse.

1A Remains of outer airlock door.

1B Welded barricade across main entrance to the Dump. The party can cut through this, but it will take 60 points of blaster fire to cut a small hole.

1C Crater left by asteroid impact. The asteroid is a fist sized chunk of rock lying nearby. Also nearby is the mangled wreckage that is all that's left of N1K2.

1D Airlock control panel. See above.

2 WAREHOUSE: used to contain supplies - food, clothing, weapons etc - but N1K0 has moved them all. All that remains are the shelves, and a repulsor-lift trolley. There's a welded barricade across the door at B.

3 HEAVY WORKSHOP: N1K0 has moved almost all the equipment that used to be in here. A cradle for holding a ship under repair remains, a large ceiling mounted grabber/third hand, and a heavy duty welder on a wall mounted arm. (Damage 7D6). There's a welded barricade across the door at B.

4 RECEPTION: There are seats around the walls. There were seats grouped in the centre, but these were thrown around when N1K0 moved the stores. There is a tangle-net suspended from the ceiling here. It's the same colour as the ceiling, so spotting it will take a Moderate Perception roll. Once N1K0 judges that as many of the party as possible are under it, he will send in a repair droid to release it. The droid is moving very fast, so it's at the equivalent of extreme range - a Very Difficult shot. Players on the edge of the area who also make a Moderate Dex check avoid the net.

The tangle net will slow the players up. They will need to make a Moderate Dex check each round. If they succeed, they will be down one dice on each action. If they fail, they will be down two dice.

As soon as the net falls, N1K0 sends in several droids.

5 MEDLAB. Contains three beds, a couple of computer-assisted diagnostic couches, and a couple of other medical computers. If there's a bacta-tank, N1K0 has disabled it by removing its oxygenator. All portable supplies and equipment have been removed.

6 Dormitory 1. There are several ranks of bunk beds here, and some footlockers. The place is spartan and clean. The only thing of real interest is the secret door at 6A.

6A N1K0 has made himself an escape route from the Laboratory (12). The door is well hidden behind a false wall that has a set of bunk beds against it. A Difficult Perception roll is needed to spot it. The door can't be opened from this side, but 35 points of blaster fire will cut through it.

7 & 8 DORMITORIES 2 & 3 - as Dormitory 1, but without the secret door.

9 SEVERAL INDIVIDUAL BEDROOMS - slightly less spartan than the dormitories, but not much.

10 & 11 STORAGE ROOMS for the laboratory. The gear has been moved out, but there are a couple of intriguing looking crates in here. Shame they're empty. N1K0 has trapped the doors to close automatically 20 seconds after the last person enters the room (even if the whole party doesn't enter - the trap is sprung by a dumb motion sensor). Stun gas will then flood in from the air vent. A Moderate Stamina roll is needed to stay awake each round for five rounds, after which the recycling unit will kick in and clear the air. The door can be reopened with a Difficult Strength roll, or by hitting it with 25 points of blaster damage. Two repair droids will be waiting outside for the party to emerge. If some of the party have waited outside, the repair droids will engage them.

12 THE LABORATORY was kitted out for small repairs (on electronic components and such) and basic research. N1K0 has holed up here. If the party approach, depending on how things have gone he may either make a stand or try to escape through either of the doors - to Dormitory 1 or the Recreation Area. If he makes a stand, he will electrify all the doors. He has several thermal detonators on him, and he may threaten to use them, even if it means killing himself. He also has the "spy" - Q5ML - as a hostage, secured with a restraining bolt (see 12B, below).

If N1K0 decides to run for it, he will probably do so through the secret door to Dormitory 1, though this depends on what the players have done so far, and how much he is aware of. He may take Q5ML with him as a hostage, or leave him behind to slow down the party. Either way, he will electrify the doors behind him.

There are several banks of com-consoles here, each specialised to a different type of research (genetic, cyber, physical etc). There are also a couple of workbenches, one of which has various types of delicate probes, pincers, and construction tools attached to it. There are several lamps on moveable arms, and in one corner there's a secure tank with waldoes for handling toxic materials.

12A Doors. If N1K0 decides to make a stand, he'll electrify the doors. Anyone touching them (or their frames) will take 3D damage per round they stay in contact. Characters touching them without insulation will also take 3D damage. The doors can be cut through with blasters (cutting a small hole requires 20 points of damage), or de-electrified if the characters have suitable equipment to do so without coming into direct contact - requires a Difficult Security Check.

12B Q5ML is secured here. Depending on N1K0's strategy, he may have rigged the maintenance droid to blow up if he is approached or if the restraining bolt is removed. Getting the restraining bolt off without triggering the thermal detonator requires a moderate Security roll.

13 The TUNNEL that N1K0 has excavated to link the Laboratory with Dormitory 1 is the only place not lined with plasteel. N1K0 has dug a couple of deep pits across the width of the tunnel - they won't stop him, because of his repulsor lift, but they will slow down the party.

14 CANTEEN/RECREATION AREA. This is the largest single area in the Dump. The walls are curvy to provide private seating areas. The canteen and recreation areas are divided off from each other by a three- quarter height translucent wall. Most of the seating has been pushed to one side to make room for stacks of supplies. The supplies are booby trapped - there are six thermal detonators wired into them. Any attempt to move the supplies will set off at least one of the detonators. They are on thirty second fuses. Disarming them once countdown has begun requires a Moderate Security roll. Disarming them before the countdown has started requires an Easy Security Roll. If the characters ignore the supplies, but are all in the room, N1K0 may send in a droid to trigger the thermal detonators. The droid will be moving at top speed, so it will take a Very Difficult shot to hit it.

14A The Recreation Area has a mixture of small and large seating areas and tables. There are several holo-viewers around the walls, and a couple of game booths.

14B The Canteen Area used to be full of dining tables, but these have been pushed aside.

15 The Kitchen Area - Some of the furniture from the Rec Area is piled up in here; other than that, it's all gleaming steel and chrome.

SUCCESS?

Optimally, the players will disarm N1K0 without physically destroying him, (he can be wholly or partially reprogrammed) or allowing him to destroy Q5ML or the supplies. STATS

N1K0 - Humanoid form security droid

Size - 1.6 metres

DEXTERITY 2D
Blaster 7D; Dodge 8D; Running 4D

KNOWLEDGE 1D
Intimidation 5D; Willpower 5D

MECHANICAL 1D

PERCEPTION 1D

STRENGTH 1D (+2D body armour when calculating damage taken)

TECHNICAL 3D
Security 8D

Move 11

Equipment: Repulsor lift with 4 metre flight ceiling, In-built blaster rifle (Damage 5D; range 5-30/100/200), Vocabulator unit, 3 thermal detonators

Q5ML - Maintenance Droid

Size 1.5 metres
Dexterity 1D
Knowledge 1D
Mechanical 2D
Perception 1D
Strength 1D
Technical 6D
Starship repair 8D; Droid repair 7D; Computer Programming/Repair 7D

Move 5

Equipped with: Two legs; Multiple arms, pincers, grabbers; Vocabulator unit; In-built diagnostic and tool-kit

Repair droids

Size 0.3 metres

DEXTERITY 6D;

STRENGTH 1D (4D for purposes of taking damage); other attributes 1D
Blaster 6D

Move 15

Equipped with Video and/or audio relay, Vocal relay, In-built heavy blaster pistol (damage 5D; Range 3-7; 25;50)


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