THE BAKUSA IV OPERATION An adventure for Star Wars Roleplaying By Jonathan HicksAdventure Synopsis
The Rebel heroes are instructed to take a small freighter to the Bakusa system, land on Bakusa IV, and pick up a consignment of weapons and armour for the safe world they are operating from. Whilst they are there, they are double crossed by the gang leader who was supposed to be selling them the weapons, betrayed to the Imperials and chased by the local planetary military forces. Can they make it across the war torn city of Calappa to freedom?
GM`s Info
This adventure can be set pretty much at any point during the Star Wars trilogy. It has not been written to coincide with any events after Return of the Jedi, for the Imperial forces in this game are still at full strength and are very sure of themselves. With a little work and a few changes it should be quite easy to adapt it to your own campaign. The NPC`s have been designed with beginning stats in mind, so if they need raising to suit your players, then go right ahead. The Imperial Sourcebook and the rules companion are also handy, but are not necessary for play.
This scenario has been designed using first edition rules, for the author prefers the simple version of the game best for ease of play, but the stats are easily convertible to second edition with virtually no effort.
Players Info
The characters required for this game can be any mix of races and skills, so it is completely up to the players what sort of group they have. Because this game is nothing but a huge chase across a city at war, the players will have to rely upon their own tactics and discretion to get by. Good combat skills wouldn`t go amiss either.
About Bakusa IV
Bakusa IV used to be a thriving farming world, selling its plant based products system and sector wide, making quite a name for itself for certain delicacies such as `Mando Wheat Pie` and `Bakusa Poppo- Cereal`. But the great flock of traders to Bakusa got greater every year, due to the reputation of Bakusa products spreading far and wide. With the traders came the organised crime and then Imperial intervention, and the Bakusa people started to get annoyed with the intrusions they were being forced to suffer. One half of the Bakusana, the Bakusan people, welcomed the prospering trade, but the other half, thinking that their fellow beings had sold out to greed and had forgotten about the religious teachings of no personal gain, started to cause trouble between the traders and the Bakusan government. About a year ago, civil war broke out between the Bakusan people. It was labelled a Holy War against all Bakusan non- believers, and the once great trading city of Calappa was reduced to a war ground. Trade has all gone, and the Imperials have left a garrison there to keep an eye on the proceedings, using the supplies of food as a source for their own troops.
One particular gang leader called Broma Marn is an arms merchant, and is constantly selling weapons to the warring factions and making a tidy profit. The Imperials use him as a source of information, although Rebel Intelligence have no knowledge of this. As far as they are concerned, Broma is selling them a lot of decent equipment very cheaply. That is why they are sending this rebel team (the players) to pick up the cargo.
The Bakusana
The native sentients of Bakusa are very serious minded people, and have a great belief of community and hard work. They welcome outsiders, but are very careful about letting other beings interfere with their way of life. They are also incredibly proud and are quite against power and material gain.
They resemble a six foot mantis with rather dextrous hands instead of the claws, and they stand on roughly insectoid/ human legs. The following stats describe an average Bakusana.
DEX: 2D+1
KNO: 2D+2
MEC: 1D
PER: 1D+1
STR: 2D
TEC: 2D+2
The Bakusa Military would have the following skills. This applies to either fighting side.
BLASTER 4D, DODGE 3D, HIDE/ SNEAK 3D, BRAWLING 4D
They use standard blaster rifles and also carry a knife. There is a 1 in 6 chance of a Bakusana carrying a rocket launcher, which has the range of a pistol and does 6D damage with a 7 meter burst radius. They fight to the death.
Broma Marn
This rather ugly human comes from the outer rim worlds, and was counting on rich pickings when he homed in on Bakusa. He knew he had hit a winner when the civil war started, and the sales he made to either side, who were not very well equipped for a planetary war, were very profitable indeed. As long as the war continues, Broma Marn will remain a very wealthy man.
He is ugly, smelly, fat, and downright repulsive, and yet his men run around in circles for him. He eats a lot and is the kind of man that will talk whilst he is eating and leave the food that dribbles from his mouth and sticks in his rough beard. There is a scar which has permanently closed his left eye, and he likes to brag how he got it `fighting the evil Empire`, which, of course, he never did. He got it when he was blind drunk one night and fell out of his apartment window.
His stats are as follows.
DEX: 2D+2 BLASTER 3D, MELEE 3D
KNO: 4D BUREAUCRACY 4D+1, STREETWISE 6D
MEC: 2D
PER: 3D BARGAIN 4D, CON 5D+2
STR: 3D+1
TEC: 3D COMP. PROG./ REPAIR 4D
His right hand man is a huge, seven foot and incredibly mean alien who resembles a tyrannosaurus on steroids. He does everything that Broma says, although it is quite obvious he detests the man. He is harsh, to the point, and does not smile or joke, unless it is sarcastically. This is one to be avoided. His stats are:
DEX: 2D+1 BLASTER 6D, DODGE 4D+1, MELEE 4D
KNO: 2D+1 LANGUAGES 3D, SURVIVAL 4D
MEC: 2D BEAST RIDING 3D+1, STARSHIP PILOTING 3D
PER: 3D GAMBLING 4D, SEARCH 4D
STR: 5D+1 BRAWLING 6D, STAMINA 6D
TEC: 3D DEMOLITION 4D, SECURITY 4D
THE ADVENTURE
Briefing
Read this aloud to the players:
`Okay, gentlebeings, lets have some attention here. I don`t have to spell out to you the supply problems faced by the Rebellion, and I sure don`t have to explain how low on provisions this base is. There have been a lot of cutbacks recently, and things are looking grim. Now, we may just have the answer to that. We`ve got a new contact out at a place called Bakusa, I don`t know if you`ve heard of it. Anyway, he seems reliable enough, and reckons he can supply us with decent weapons at low cost. He may be able to sort out other stuff, too, such as food supplies and medical equipment, but right now all Alliance command are concerned about is the weapons.
`We`ve sorted out the pickup, and we want you to handle it. I`ve got some info on Bakusa here,` at this point, the GM should read out the Bakusa paragraph, but not the bits that connect to the plot devices, `All you have to do is touch down at the co-ordinates we`ll supply you in an old freighter we`ve been kind enough to loan to you. The man whose meeting you is the local gang leader, Broma Marn. I know, he`s a bit of a low life, but he has no love for the Empire and will serve us well. Besides, we`re desperate, and I think Command will go for anything right now. All that remains is for me to wish you good luck and remember: the war on Bakusa is not ours, so it is imperative you don`t get involved. Dismissed.`
The PC`s will then be taken to the hangar, where their ship will be waiting. It is a bog standard stock light freighter, but the hold has been shielded to resist any scanning. This is only on loan.
EPISODE 1: THE ARRIVAL
What A Desolate Place This Is
When the PC`s come out of hyperspace over Bakusa, they will immediately be aware of an Imperial customs frigate parked in orbit. It is manned, but it has got quite used to traffic coming and going from the planet, an will not accost their ship. There is also no communication from the planet below, and no amount of hailing traffic control will help. The PC`s will have no choice but to land at the co-ordinates supplied to them. The planet is a pale brown colour, and it is night time on the side of the planet they are landing on. When they hit atmosphere, the cloud cover, charged with energy particles from thousands of energy discharges on the planets surface, will down sensors and cut off communications.
We`re Going Down!
The ship will shudder violently as one shot after another from some weapon repeatedly slams into the ship`s hull. The ship will spin out of control, and whoever is piloting needs to make a Starship Piloting roll of 16 or greater to bring her down. If they fail, get them all to make moderate Survival rolls. Any failures result in a wound. The ship is a write off. Completely. No matter what the outcome of the Starship Piloting roll, the ship is ditched and burning. In fact, add a bit of danger by getting all the PC`s to make easy Dodge rolls to escape the ship before it blows! Failures result in a further wound.
Well, We`re Here
Bakusa is desolated. The PC`s have crashed on the outskirts of the city Calappa, and it is totally devastated. Burnt out buildings, blown away buildings, exploded war machines, the entire scene is one of rubble, waste and the smell of ozone. The entire city has been ruined. Even now, shots can be heard echoing through the streets, accompanied occasionally by the dull thump of explosions. This surely is hell. But remember: don`t get involved.
Welcoming Committee
The sound of repulsor vehicles fill the air, and it may well be a good idea for the PC`s to take cover. Easy Hide/ Sneak rolls may be called for here.
Three armoured speeders pull up. There are four figures to each speeder, and they all pile out of them and start searching the wreck of the PC`s spacecraft. One fat man in particular seems to be telling the others what to do. The figures are a mish- mash of several different races, all armed in different ways, so they are obviously Broma Marn`s men.
The PC`s hear him shouting, `Are they alive? Any bodies? No? Oh damn, damn, damn, the deals all gone to pot... ` and he will then go on about how much money all this will lose him. His right hand man will shout, `there`s definitely no sign of them, Broma` and so this will leave little doubt as to wether the PC`s should come out of cover or not. This man may be their only hope of getting off planet. At this point, no mention should be made of what deal Broma will lose money on. Just have him mention some deal, but just make the players assume it is their weapons sale.
If the PC`s come out of hiding, or if they are found, Broma`s men will not take any direct action against them. They will eye them suspiciously, and will not even return fire if fired at. Broma, on the other hand, will smile broadly and look positively ecstatic at them.
`Thank the stars your alive!` he will cry, wiping a very plump and sweaty face with a hanky, putting across the assumption that he is very nervous. His men will continually scan the area, as if expecting trouble.
Suddenly, they all fall down into a defensive crouch, and aim their guns at a pile of rubble, from behind which a large speeder flies over. They will all relax as they notice it is a large war speeder filled with their own men. Any players passing a moderate Technology roll will realise that the gun mounted on the back of the speeder is powerful enough to bring down a starship.
`You must be the couriers for the rebellion,` Broma says quietly to them, over the roar of the engines and the burning ship, `I recognise the ship. Your commanders told me what kind of ship you would be coming in. I`m sorry for the inconvenience, but all the soldiers fighting this war immediately assume that any flying vehicle over their territory is an enemy. It was they who shot you down.
`But we can`t hang around here. There will no doubt be scouts coming to investigate the crash. We`d better make ourselves scarce. I`ve got another ship on the other side of the city, which you can use, but the only way to get to it is to go through the city itself. Dangerous, but when theres a few thousand creds involved, you take these kind of risks, right?` Broma looks incredibly nervous as he shows the PC`s to the armoured speeder. It is open backed, so they will be stood in the back with three of Broma`s men. They are sullen and quiet, and will do their best to avoid conversation, unless it is with each other.
If the PC`s refuse to travel with Broma, remind them of the situation. They are stranded, with no supplies. Neither side of the warring factions will take them in. They have nowhere to go, and they don`t know the way to any other places of importance. Basically, Broma is their only chance of getting off- planet.
Dangerous Journey
Broma will ride with the PC`s. Every now and then, his men will trade shots with Bakusana snipers, but they shoot to keep their heads down, not to kill. `It`s not right to kill any members of either side,` says Broma, `I do a good trade, and the last thing I want is a break down in communication because I nailed one of my customers`.
In the very centre of the city is the huge Imperial garrison. It appears that the convoy of speeders the PC`s are in is heading for it. Broma will assure them that they are just passing by the base, and that the Imperials will not bother them because they are just on planet to watch the war and decide a course of action which will suit them. The starport, he will continue, is just a few miles over the far side of the garrison, and that is where his ship is. Make sure this information is made clear to the PC`s. This may be their only chance to get off this hell- hole.
The PC`s realise he is telling lies about passing the garrison unassailed when three AT- ST`s walk out in front and behind the convoy, stopping them. Broma will look unconcerned, and insure the PC`s that it is just a passing patrol, and when he`s had a few words with the commander, they can be on their way. He exits the speeder and goes over to the lead AT- ST with his right hand man. The hatch of the vehicle opens, and a helmeted Imperial pilot starts talking down to Broma. The PC`s can`t hear what is being said, but will start to understand when Broma points directly at them, and starts for the lead speeder to get out of the way.
The three men in the speeder with them will turn on them suddenly, guns drawn. If the PC`s question the meaning of all this, the goons will smile and say, `Don`t you recognise a double cross when you see one?`
The AT- ST`s close in, and it may seem to the PC`s that the game is up. In fact, try to get the feeling of hopelessness across to them, considering the amount of firepower that is pointed at them.
Unintentional Rescue
Suddenly, the lead AT- ST`s head explodes, throwing debris in all directions. The legs of it topple over and crush a small building.
Bakusana repulsor tanks are moving down the road. They are firing a heavy barrage of energy blasts, a lot of the shots exploding quite near the PC`s speeder. The other Imperial war machines turn to face this more dire threat, and Broma`s speeders try to make a break for it.
The PC`s speeder is hit, not a bad blow but the gun mounted on the back is destroyed, vaporising the gunner. The whole vehicle lurches violently, throwing Broma`s men off- guard. Now`s the chance for escape! If the PC`s realise that this will be their only chance to get out of here, then they will have to fight the goons. Their stats are all 2D, Except STR which is 3D, and Blaster, Dodge and Brawling which are all 4D.
Whilst they are fighting, another AT- ST is destroyed, falling onto one of Broma`s speeders, and both explode. Broma`s and another of his speeders manage to escape. It is important that Broma survives this encounter.
The last AT- ST pulls back under the onslaught of the repulsortanks, and the PC`s realise that the barrage is now aimed at them. They had better exit the area sharpish. The speeder they were on is useless now, so they had better start making successful Easy Dodge rolls or get caught in the blasts of the tanks. Any failures will result in 4D+1 damage. Any attempt to communicate with the Bakusana will fail, and the tanks will continue fighting. They will pass the PC`s and chase the remaining AT- ST.
EPISODE TWO: THE TRUTH BEHIND BAKUSA
What Now?
Well the situation looks pretty bleak. The PC`s are stranded in the middle of a war- torn city with no transport or supplies, except for what they are carrying. They should have the information as to the rough whereabouts of the spaceport, and even though it was likely Broma was lying to them about its location, it is their only hope. They had better start slogging.
The terrain is rough with debris and rubble. Describe the atmosphere in detail, and get across the image of a once great and beautiful city now down in ruins. The sky is dark, and there is so much smoke it is hard to tell wether it is night or day. Flashes of explosions light up the far- off gloom, and streaks of energy fly through the air to destroy unknown targets. The smell is one of acrid smoke and death.
Surprise!
A blaster shot explodes by one of the PC`s feet. A sniper has zeroed in on them.
The PC`s should make Dodge rolls against the snipers skill of 5D, he is shooting at them from medium range with a rifle. From the directions of the energy bursts, he is somewhere ahead of them.
Getting to him will be a problem. He has got them pretty much pinned down, and any attempt to get out of cover to make a break will result in him opening fire. He will never fire more than one shot at a time, unless two characters make a break at the same time.
If the PC`s manage to get away from him, then go onto the next section, but if they battle and beat him, he is a good source of information. But remember to remind the PC`s that they are not there to get involved with the war, and if they do injure or kill the sniper, they will lose skill points. If they go out will full intent to savagely kill him, then it may be a good idea to dish some Dark Side points, or take away Force points. Remember to remind the players.
If the sniper is captured, then it is going to take a moderate Bureaucracy roll to get him to listen to what they have to say. At first he will call them `Broma`s scum`, and `Empire lovers`, but with a little reasoning he will calm down.
His name is Zuppurus, and he is the Bakusana equivalent of a teenager. He has been holed up in this spot for weeks, trying to get a clean shot at Broma Marn. Broma betrayed his parents to the Imperials, and now they are both dead. He will share his food with the PC`s when he is assured of their intentions.
This encounter with Zuppurus could happen at any time, in any other situation, for it is unlikely that the PC`s will talk civil to someone who just tried to kill them. Maybe they could encounter him wandering the streets, but the strife of his existence must be conveyed to the players. The encounter with Zuppurus should take place before the events of An Amusing Find.
He will inform the players that there is indeed a starport over the far side of the Garrison, perhaps five or six miles. He knows for a fact that it is the place where Broma keeps his supplies as well as two ships. This should give the players the incentive to head in that direction.
He will also inform them that the two warring factions of Bakusa nearly made peace before the city was desolated, but the interference of the Empire kept them both apart. The Empire, it has been recently revealed, pushed the two sides to escalate the war. Now they are still tearing each other apart, and a few groups have banded together to fight the Imperials, who don`t consider the Bakusana a threat, locked away as they are in their garrison. The Bakusana are destroying themselves, and the Empire will just sit back and help them along to save resources. When each side is dead, the Imperials will pick up the pieces. Perfect.
Zuppurus knows all this because his brother is fighting for the group set against the Empire. He will also let slip that what a lot of the Bakusana want is an incentive to band together and fight the Empire... an incentive like the arrival of the Rebellion. Zuppurus will say this wether he knows the PC`s are rebels or not.
After giving the PC`s some food to take with them, Zuppurus will move on, and tell them to mention his name if they meet up with his brother, Apnama, who is camped out in the direction the players are headed.
An Amusing Find
A little further down the road, the PC`s will find the wreck of one of Broma`s speeders still smoking. It is empty, and it looks as though it drove over a mine of some sort. The one Broma escaped in is further down the street. It has taken multiple hits, and the driver is still sitting at the controls, shot through the chest. Another body is lying by the vehicle. It is one of Broma`s men, and he has been shot multiple times. There are no other bodies. It looks as though Broma had been ambushed, but still managed to escape. The trail leads into an adjoining building where four bodies remain. They have all been shot, and they are all Bakusana soldiers.
A groan from the corner alerts the players to the fact that there is another in the room and that he is barely alive. The Bakusana, after a little aid from the players, will inform them that Broma is heading for the spaceport, and that he is now on foot.
The sound of approaching footsteps, a lot of them, will be heard by the PC`s on a successful PER roll at moderate level, unless there is one on watch, who will immediately see eight Bakusana soldiers approaching, guns at the ready. They will stop short at the entrance, and shout for the PC`s to surrender. There is no other way out of the building.
The Bakusana will not believe the PC`s if they try to explain who they are, and will accuse them of killing the Bakusana in the building. Then all hell breaks loose.
Proof Of Honest Intentions
An explosion immediately takes out two of the soldiers as the remaining AT- ST from the original battle comes lumbering down the road, flanked by ten stormtroopers. The AT- ST leads the way, the troopers covering each other as they move quickly down the street. They fire into the Bakusana soldiers, cutting down another one, who drops an energy plazooka at one of the PC`s feet. Now might be a good time for the PC`s to prove to the Bakusana what they are really on planet for. The plazooka has the range of a pistol, and does 5D walker scale damage. It has two shots, and will prove a devastating weapon against the AT- ST. Use Heavy Weapons to fire it with, and the Imperial vehicle is at medium range.
The Bakusana fight with a purpose, and cut down two Imperials for every one they lose. When the troopers lose seven of their men, and the added protection of the AT- ST, they will pull back.
Thank you, I suppose
After the battle, the Bakusana who was leading the group, of which only three remain, approaches the PC`s with unease. `I suppose I should thank you. Broma`s men wouldn`t dare open fire on the Empire, even with their lives at stake. I am Apnama.` If, at this stage, the PC`s mention the fact they have already met with his brother, Zuppurus, Apnama will smile and be more relaxed. He will take them to a basement where he will treat their wounds and feed them.
EPISODE THREE: NEW ALLIES
Your Our Only Hope
Informing Apnama that they are part of the Rebel Alliance at this stage would be a bad move for the players. He will insist that they help him in their cause, and if the players say that they cannot get involved, as their orders state, he will grow angry and get quite annoyed.
But the situation has changed. As far as Rebel Command were concerned, the war was between two sides of the Bakusa people. Now that there is evidence that the Empire are subverting yet another world in their cruel regime, then surely the Rebellion should get involved? Apnama will inform the players of this fact, and then it is up to the players how they react.
If they stick to their original orders and do not get involved, Apnama will stalk away in anger, but will return and say to the PC`s, `I cannot blame you for not getting involved. A few representatives from the Rebellion in this war will not unite the people. But we will help you get to the spaceport, for if you escape this tradegy of a world, then surely you can tell your superiors what is truly happening here? The people do want to be united, but the seeds of distrust that the Empire is sowing are stopping any major assaults from taking place. With the help of your Rebellion, we could crush the garrison, and we would be worthy allies in your cause.`
This is a very reasonable request. Apnama will recharge the weapons of the PC`s, give them all a grenade each, and will lead the group, with four other men, to the spaceport, saying that he will take the easiest route. Any mention of Broma will strengthen his resolve, for he knows the truth behind the ganglord, too.
Ambush
The route is rocky and treacherous, but after about an hour of dodging patrols and getting around battles (some of which you may like to run as encounters- enemy soldiers taking pot-shots, dodging artillery fire not exclusively aimed at them, etc.) the spaceport finally comes into sight. It is a large place, and has taken its share of hits during the war. But there is one section which is rather unscathed. Looking at the disrepair of the other sections of the port, it is probably the only place where a ship could dock.
Two of Apnama`s men go down in a hail of fire. A group of four goons leap out of cover on either side of the group, firing wildly, and the rest of the group will have to take cover. There is plenty about. Run a firefight as normal, but don`t get the PC`s hurt too much. Theres plenty of that to come later.
Great Walls Of Fire
The area about is covered in debris from the spaceport- parts of ships and mechanical equipment mostly- so the PC`s can try to make their way to the port by diving from cover to cover. It will be quite difficult to get to the port doors, where another two goons are keeping it covered, so let the players sweat a little. They are outnumbered. This situation relies on bright ideas and tactics.
If any shots are fired at the goons by the door, they will duck inside and return fire. Suddenly, it happens.
There are a lot of canisters lying around, and a shot bounces off one of them, a PC`s shot or whatever, which explodes in flames. A sticky flaming napalm substance flies everywhere (Easy Dodge roll to avoid, 4D damage if failed) and sets off the others around. The chain reaction is immense, and the whole area where the firefight is taking place erupts into great walls of flame, setting off a lot of minor explosions in a lot of the more sensitive rubble. Everyone is thrown into panic, so it would be a good idea for the PC`s to get moving.
`Your on your own,` shouts Apnama over the din, `I`m returning to my people to tell of you, to give them hope! Take care my friends!` And with that, he flees back to the city.
A few seconds later, he comes running back, being chased by a dozen stormtroopers and an Imperial repulsortank. `I think, perhaps, I will come with you!` he bawls as he flies past the PC`s to the starport.
Final Obstacle
Inside the ruined spaceport are two stock light freighters. The cargo ramp of one is down, and there are four men loading huge open topped crates, filled with guns and explosives, into the hold. There are three others on guard after hearing the fighting outside. Broma Marn is at the base of the ramp of the other ship with his right hand man, giving orders to two others. The engines of the starships are starting up.
If the PC`s try to lie low and work out a strategy, tell them that the fireball outside is getting larger and spreading their way, as more and more of those scattered barrels explode in the heat. Also, the stormtroopers are getting closer too, trying to get through the fire without harm, whereas the repulsortank is just floating unscathed through the maelstrom of heat. They will open fire on the group in fifteen rounds. The fire will be upon them in ten. Their options are obviously very limited.
If the group take the goons by suprise, they will get a full round of free shots, in which they will obviously create a lot of damage. Flaming debris from the fire outside will start sailing into the exit in the port`s ceiling at this point, landing on the ships and crushing a couple of the men. There is a lot of open space between the doors and the ships, so the PC`s will have to make two moderate Dodge rolls or be hit for 5D of fireball damage.
Any shots fired at the men loading the weapons will not be returned, as the men flee up the ramp. Any shots that miss the men will result in a roll of a D6. A roll of a 6 will indicate that the shot has hit the crates, setting off one of the devices inside, resulting in a chain reaction that vaporises the back end of the ship. Then the already loaded weapons will blow, and the entire ship will explode, causing Heavy Damage to the other ship. Anyone standing near, or even around the ship, must make a moderate Survival roll or take 7D damage. Anyone inside the ship is killed instantly.
What Of Broma?
As soon as the fighting starts, Broma panics and starts to flee up the ramp. His right hand man takes the other two, and a newcomer out of the ship, and tries to stop the PC`s from getting any closer. The the ramp will begin to close, and the men will back towards it.
Obviously, the Rebels are going to have to move pretty quickly to get past Broma`s men and into the ship. Inside the ship, Broma has armed himself with a pistol, and is cowering in the corner of the lounge, and the only other man on the ship is the pilot. If the PC`s can get past Broma`s men, on the ship before it takes off, past Broma and the pilot, then they will have a starship, half loaded with weapons and foodstuffs, to make their escape in.
But they will have to be quick. The stormtroopers are closing in from behind, and will shoot at Rebels and Broma`s men alike to stop any of them from escaping. Six rounds after the stormtroopers attack, the repulsortank will come crashing through the wall, and open fire at anything with a heartbeat, and also at the two ships. Remind the players of the closeness of the Empire. They have no time for conversation or contemplation.
A Selection Of Endings
1: If the PC`s are killed at this point, then the ending should be quite solemn.
2: If the PC`s fail to escape in the ship, then they will either have to try to escape the Imperials or surrender. If they escape, they can try to make plans to get off planet again. If they surrender, they are taken back to the garrison where they are treated rather badly. Perhaps you would like to stage another scenario where they plot their escape from the planet. The same ending goes if they are captured. They could even join Apnama`s cause, and help bring together the Bakusana.
3: If the PC`s escape, then they will find the way off planet quite simple. As there can be no communication off planet, as discussed when they first arrived, the frigate in orbit has not been alerted to their escape, and so will take no action towards them.
And Broma?
If he is killed, then forget about him. If he is captured, then the Rebellion will find him quite useful, for he will trade a lot of underworld secrets in return for fair treatment. Secretly, though, he will always be trying to escape. If he does, he may prove a nuisance to the PC`s in future games. If he somehow escapes the PC`s in the final battle at the spaceport, he will plot revenge.
Debriefing
Getting back to Alliance HQ is a welcome relief. As you can see, it is not an easy scenario to complete, so the feeling upon returning should be one of `boy, that was lucky.`
Apnama, if he is there, will help the Alliance in any way he can, telling them of the Empire on the planet, and promising full support from his own group, and informing them that if they stop the war on Bakusa, the people would readily join their cause. They will make valuable allies.
Between six and eight skill points should be awarded for this adventure, including the following bonuses:
An extra point for each ship bought back to base.
An extra point for bringing back Broma alive.
An extra point for bringing Apnama along.
An extra point for each full load of cargo bought back.
An extra point for any other helpful item delivered to the Alliance (Imperial prisoners, information, etc.).
Considering the amount of firefights, explosions, and enemies in this game, it will be a while before your players forget about the Bakusa IV Operation.