FALLING
STAR
A one-night real-time scenario by Jonathan Hicks INTRODUCTION
The following game has been devised with one thing in mind quick-thinking action. The players will be thrown into a situation where they must think fast and act faster if they are to survive as, unlike other scenarios, this one has a time limit. A real time limit. As ever, the author has used simplified SWRPG First Edition rules to detail the characters/devices in the game. The GM of the game is free to add/remove any of the stats as they see fit depending on the rules used and the capabilities of the PCs. The GM will require two things for this game a clock or a stopwatch with a second timer, and a print out of the vessel floor plans with this scenario. Both will be needed to complete this game. For effect, a clock with an alarm would be perfect, as the alarm sound will signal the definite end of time allowed. GAMEMASTERS
INFORMATION
First and foremost, the GM will have to familiarise themselves with the vessel in question and, if possible, the NPCs aboard. There will be little time to quickly refresh the memory as to how a certain character acts as the clock will be ticking down, so keep a copy of the stats handy for easy reference. The players may want to mull over their situation or their next course of action and, although they are allowed to do such a thing, they may waste precious time. If you think they are taking too long dont tell them straight to hurry up, simply look agitated and keep checking the time. At the end of the day, its up to them to get things done. Warn the players beforehand that this is a real-time situation or they will ponder over actions and moves. Make sure the clock is available for everyone to check on. If there is situations where they need to make snap decisions (such as combat or dangerous situations) then dont wait for them to mull over their move this isnt chess. Give them a five second countdown. If they do not make a move, they lose their turn. As soon as they make their decision, then that is their final answer if they change their minds before the five-second countdown is up, then fair enough, but if they make their decision and the countdown is over, then its too bad theyve called their action and they must stick with it. This may sound a little draconic but its necessary to keep the action going. A lot of simple combats may take anything up to twenty minutes to complete but with the countdown the players simply do not have the luxury. It may be necessary to trim down the combat rules to speed things up. This will depend on how many players you have playing the scenario. PLAYERS INFORMATION Just two pieces of advice: 1 Dont waste time. 2 Dont get killed. THE
STARSHIP THE FALLING STAR
The Iralini Class IV (a) Freighter is an old design but hardy and reliable. Capable of long distance without a cool-down period, the Class IV was sold in abundance throughout the Mid-Rim and outer worlds. The selling point was simple its internals were compatible with other vessels, even those not of the same production company, and replacement parts are cheap. Sadly, since the collapse of the Iralini Starship Yards, the availability of replacements has dwindled and original part prices have increased, although jury-rigging is easy with its compatibility. The Falling Star is a great example of this type of vessel, being complete in many respects apart from the odd modification to capabilities and the weapon replacement. STANDARD The Falling Star Modifications Starship:
Iralini Starship Yards Stock Light Freighter
Type: Class IV (a) Freighter Crew: 2 2 Passengers: 6 6 Consumables: 4 months 4 Months Cargo:
80 Metric tons
70 Metric tons Nav Comp: Yes Yes Hyperdrive Multiplier: x3
x2 Hyperdrive Backup: x10 x8 Speed: 2D 3D Manoeuvrability: 0D 1D Hull:
3D+2
4D Shields:
0D
1D Weapons:
1 Light cannon
1 Twin Blaster
Fire Control: 1D Fire Control: 2D Damage: 3D Damage: 5D
Key to Deck Plans: 1 Cockpit 2 Lounge/Galley/2 Bunks 3 Storage/Central Computer 4 Head 5 2 Bunks 6 Gun Well 7 Escape Pod (room for four in
each) 8 Cargo 9 Engine Maintenance/Core Black Dots Circulation/Conduit Vent Access Hatches NON-PLAYER
CHARACTERS ABOARD THE FALLEN STAR
The Crew: The two owners of The
Falling Star are the people in charge of the ship and therefore anything done on board
will have to be cleared through them first. Captain Lirido Trom Human Female, Aged 42, Tall with long black hair tied back in ponytail, narrow eyes, wears dark-coloured flight suit, always sour, brooding and snappy. Never smiles.DEX 3D (Blaster 4D, Dodge 3D+2) KNO 2D+2 (Planetary Systems 3D, Survival 4D) MEC 2D+1 (Starship Piloting 4D+2, Astrogation 5D) PER 3D (Bargain 4D) STR 3D (Brawling 5D) TEC 2D (Starship Repair 3D+2) Equipment Blaster Pistol (4D),
comlink, Blast-proof vest (+1 pip STR, no penalties) Captain Trom has flown The Falling Star for the past twelve years. Originally she co-piloted with her husband Vonwy, but recently he was captured and killed by Imperial during a blockade run. This has made her bitter and resentful of the Rebel Alliance as they were running for them at the time and she sees them as the cause of the death of her husband. Co-pilot Brol Human male, funny outgoing, but a little timid when faced with a situation. Mid-30s, blonde hair and dark eyes, a little plump. Always trying to be funny, especially when Lirido is around. Dresses in bright red clothes. DEX 2D+1 (Dodge 3D) KNO 3D (Languages 4D, Streetwise 4D) MEC 2D (Astrogation 3D, Starship Shields 3D) PER 3D (Con 3D+1) STR 2D+2 TEC 3D (Medicine 3D+2, Starship Repair 5D) Equipment Hold-out Blaster (3D), Tool Belt (+2 pips to TEC skills regarding repair), comlink, medpac. Co-pilot Brol is a veteran of the co-pilot scene. He has served as second mate on several vessels under several captains and, although he is good enough for a command of his own, he has been continually stopped in the last few months by Captain Lirido who seems to be stopping him from leaving her employ because she doesnt want to have to go through the rigmarole of employing someone else. She has even gone to the depths of calling up Brols potential employers and telling them he isnt good enough. Brol has resentment towards Lirido for this, but needs the job he has now. The Passengers: The passengers on board the vessel are being transported to Daggron V to a Rebel Alliance main base, hidden in the Mid-Rim worlds. Each one has their own travel case stored away in the hold and they have their own reasons for being there.Intelligence Officer Kambri Mon Calamari male, unknown age. Dresses in dark green gear with
lots of pockets. Also carries a large briefcase that is locked and bound to his wrist by
binders, to which he does not have the key. He is friendly enough but is always on the
defensive, verbally and physically.
DEX 3D (Blaster 5D, Thrown 4D) KNO 2D+2
(Streetwise 3D, Technology 3D) MEC 2D (Speeder Op. 3D, Starship Piloting 3D) PER 3D
(Hide/Sneak 4D, Search 4D) STR 3D (Brawling 4D) TEC 2D (Computer Prog/Repair 4D,
Demolition 3D, Security 4D) Equipment Heavy Blaster Pistol
(5D), smoke grenade (No damage, reduces visibility and therefore stats by 3D for 1D6+6
rounds), datapad. Kambri has worked for the Rebel Alliance since its creation and has been a source of information from many different sources. He now collects information routed to him through agents and is at this moment taking the collected data to his superiors in the briefcase. He protects this briefcase with his life. Bodyguard to Kambri, Ge-Tharton Aloos Human male, middle-aged, greying hair with bright blue eyes. Quite stocky but muscular, wears loose fitting military-type clothes. Friendly but always keeping an eye out for trouble, sometimes obviously. Tries not to leave Kambris side. DEX 4D (Blaster 5D, Dodge 4D+2) KNO 3D
MEC 2D PER 3D (Hide/Sneak 4D) STR 3D (Brawling 4D, Stamina 3D+2) TEC 3D Equipment Blaster Pistol (4D),
Combat knife (STR+2 pips), Padded body sock (+1 pip STR, no penalties) Aloos is something more than he appears although he is a devout supporter of the Rebel Alliance he used to be an operative for the Imperial Security Bureau. After lifting many secrets from the ISB he defected to the Rebel Alliance. Although he has proved himself there are some who still do not trust him. Kambri is not one of them. Aloos knows that Major Maigour hates him but is indifferent to his comments. Major Maigour Human male, mid-fifties, tall and broad, very straight-backed and stoic. Bald but with a small goatee beard. Maigour is a military man through and through and he wears a perfectly cut uniform. DEX 3D KNO 3D (Bureaucracy 4D+2) MEC 2D
PER 3D (Command 5D) STR 2D+2 TEC 2D Equipment Hold-out Blaster (3D),
comlink, sceptre of office (just a short wooden pole which he keeps tucked
under his arm like a drill sergeant) Major Maigour does everything by the book and has a deep dislike of Ge-Tharton Aloos because of his ISB past. He is curt, loud and sometimes quite obnoxious, but what he says is usually the truth of the matter. His dislike of Aloos is made apparent at regular intervals. THE
PLAYER CHARACTERS AND THE SHIP
The scene has been set but the reasons have not been. Why are the player characters and the NPCs on this vessel heading to Daggron V? Well, The Falling Star has done courier jobs for the Rebel Alliance for a long time and the command officers on Daggron V apparently trust the crew. The ship has flown from the heart of Imperial space to the planet with the NPCs for the following reasons: Intelligence Officer Kambri He has spent the last few weeks collecting intelligence data from his agents on several worlds. With is bodyguard Ge-Tharton Aloos, he is now on the final stage of his journey to deliver the information to his superiors at the command base on Daggron V. Major Maigour Was separated from his troops during a ship-boarding action and was picked up by a civilian transport as his air ran out of his spacesuit. He spent a month tracking down a Rebel contact and then got transport on The Falling Star back to a Rebel base. The Player Characters Perhaps they are just on board for a lift to the Rebel base, for some well-deserved R and R. This game may work well after a mission and theyre going back home. If they have their own ship, then perhaps they are using the transport because (a) their ship is not flying at the moment or (b) Rebel Command has asked them to fly undercover. There are a number of reasons as to why they should be on the ship. The most effective reason is to have Kambri ask them to accompany him as bodyguards, leaving any vessels of their own so that a group of ships do not attract attention. Besides, maybe the Rebel base on Daggron V only lets certain ships land there, The Falling Star being one of them. Whatever the reason, the PCs must all be on the ship and there can be no other vessels in the vicinity to make this scenario work. THE
GAME
The story is, basically, a race against time to do two things. These are: 1 Stop The Falling Star
from burning up in the atmosphere of the planet Daggron V as its orbit decays. 2 Find out which one of the
people actually sabotaged the ship to crash and why. The sections of the game will be laid out in intervals of time that will describe what the NPCs are doing and where on the ship they are if the PCs are not interacting with them or asking for their aid. The GM will have a few moments to make sure they are apprised of the updated situation as trying to remember where the NPCs and the state of the vessel may take up valuable time. It may be helpful if the PCs kept notes as to where everyone is at what time, and each had a copy of the map of the vessel. The total real time the scenario takes is one and a half hours, 90 minutes, or less if the PCs manage to save the ship or uncover the saboteur. The game will start and progress as a normal non-timed game, but as soon as the action starts there will be a note when to start the clock. The remainder of the game will then be described in increments of time in minutes. Entries in bold are what the PCs are confronted with and can be read out to them if they see or enquire about it. Entries in italics are what are going on behind the PCs backs and should not be read out to them. THE
CALM BEFORE THE STORM
The PCs and the NPCs all board the vessel at wherever the GM decides, either a random planet or a world the PCs were last on. The journey time from wherever they are to Daggron V will take several hours; so the GM can have them all interact as they wish. Any details about the NPC histories can be divulged at this time. It makes no bearing on the game, as the histories will come out anyway. As the vessel arrives in orbit of Daggron V the NPCs are in the following locations: Captain Lirido Trom is in the cockpit. Co-pilot Brol is in the cockpit. Intelligence Officer Kambri is in the lounge. Bodyguard Ge-Tharton Aloos is in the lounge. Major Maigour is in the
storage room.
Everything is quiet; the ship has dropped out of hyperspace and is approaching Daggron V. The PCs are where they wish to be make sure the players announce their locations before the action starts THE
SEQUENCE OF EVENTS
Deep in the cargo bay of the vessel the kitbag belonging to Bodyguard Ge-Tharton Aloos splits open and four small seeker-type droids zip out and before anyone can do anything dive in to the ventilation system (the conduits measure 20 centimetres by 20 centimetres). The droids have the following pre-programmed instructions. 1- Remain as hidden as possible. 2- Sabotage systems on the vessel that will cause it to crash. 3- Make sure that the occupants of the vessel go down with the ship. 4 If necessary, defend with lethal force. The droids have the following stats DEX 3D (Dodge 5D, Blaster 4D) PER 3D
(Hide/Sneak 4D) STR 2D TEC 3D (Starship Repair 5D) Equipped with One photoreceptor,
Two manipulator arms, Repulsorlift unit, Hold-out blaster (3D) If, at any time, a droid is damaged and captured, the investigating character will discover two things: 1 The droid is of Imperial design. 2 The activation signal receiver is a local one, so whoever turned them on must have been on the ship. The droids have their own designations for the game 1,2,3 and 4, and just before the game starts they will be doing the following things. 1 Sabotage engines and hyperdrive (location 9) 2 Sabotage communications (location 3) 3 Sabotage life support (location 9) 4 Sabotage escape pods so they cannot launch (location 7) In every respect, a major component will
be taken out which is none-replaceable and impossible to jury-rig. The droids take the
components to the Head (location 4) and hide them in the water cistern. Just before the ship enters final approach to insert the atmosphere of Daggron V (a lush green world), the whole vessel goes dark as if it suffers a catastrophic power failure. For a moment, the artificial gravity fails and then snaps back on as emergency power kicks in. The vessel lurches and everyone is thrown about. Its not serious so theres no need for any damage rolls. Captain Lirido Trom has not been able to comm down to the Rebel base on the planet. The whole ship appears to be out of control and tumbles in orbit of the world. For the first five minutes, there is confusion. Everyone rushes to the cockpit where Captain Lirido Trom gives the following information. 1- The vessel has no power to engines, no control and no manoeuvrability. 2- The communications are out. 3- Sensors are out. 4- According to the computer, the ships orbit is decaying. They have two hours before the ship burns up in the atmosphere of Daggron V. START THE CLOCK 5 MINUTES Captain Lirido Trom and
Co-pilot Brol remain in the cockpit to figure out
what has gone wrong.
Intelligence Officer Kambri and Bodyguard Ge-Tharton Aloos go to check out the escape pods. Major Maigour remains in
the lounge and tries to raise the Rebel base on his own comm, but finds out it is out of
range.
Droid 1 hides in location
4 vent access.
Droid 2 hides in location 6 vent access. Droid 3 hides in location 2 vent access. Droid 4 hides in location 8 vent access. 10 MINUTESMajor Maigour discloses to a PC his dislike of Bodyguard Ge-Tharton Aloos and why. He is getting paranoid. Intelligence Officer Kambri discloses to a PC about the seriousness of his mission to the Rebel Base. Captain Lirido Trom discloses to a PC that shes not bothered about dying. Bodyguard Ge-Tharton Aloos searches the cargo area. Droid 1 hides in location
3 storage cupboards.
Droid 2 hides in location 4 cistern. Droid 3 hides in location 2 vent access. Droid 4 hides in location 8 vent access. 15 MINUTESCo-pilot Brol moves to location 3 to check computers and tells any PC why Captain Lirido Trom is not bothered about dying, because of the loss of her husband. Major Maigour searches the cargo area and finds Bodyguard Ge-Tharton Aloos open bag. Inside are four small cases that seem to have been prised open fro the inside. Intelligence Officer Kambri Captain Lirido Trom remains in the cockpit to figure out what is happening. Bodyguard Ge-Tharton Aloos waits in the lounge. Droid 1 hides in location
3 storage cupboards.
Droid 2 hides in location 4 cistern. Droid 3 moves to any location where repairs are underway or have been jury-rigged, waits until anyone present moves away and then sabotages it again. Droid 4 moves to any location where repairs are underway or have been jury-rigged, waits until anyone present moves away and then sabotages it again. 20 MINUTESCo-pilot Brol returns to cockpit to help the captain. Major Maigour tells of his escapades in the lounge, losing his troops and drifting for weeks. Intelligence Officer Kambri talks with Major Maigour. Captain Lirido Trom stays in the cockpit. Bodyguard Ge-Tharton Aloos remains quiet in the lounge. Droid 1 hides in location
9 vent access.
Droid 2 hides in location 4 cistern. Droid 3 moves to any location where repairs are underway or have been jury-rigged, waits until anyone present moves away and then sabotages it again. Sabotage time 2 minutes, so in this time it could be discovered. Droid 4 moves to any location where repairs are underway or have been jury-rigged, waits until anyone present moves away and then sabotages it again. Sabotage time 2 minutes, so in this time it could be discovered. 25 MINUTESCo-pilot Brol stays in cockpit. Major Maigour tells a PC, in confidence, of his suspicions of Bodyguard Ge-Tharton Aloos and the ripped kitbag he found, and the four suspicious cases. If he hasnt already, he also tells the PC of the bodyguards ISB past. Intelligence Officer Kambri mentions to a PC, off-hand, that he wonders where Major Maigour been for the past month, and why he was the only survivor of his troop. Captain Lirido Trom stays in the cockpit. Bodyguard Ge-Tharton Aloos remains quiet in the lounge. Droid 1 hides in location
9 vent access, then moves to de-activate the artificial gravity.
Droid 2 hides in location 4 cistern. Droid 3 moves to any location where repairs are underway or have been jury-rigged, waits until anyone present moves away and then sabotages it again. Sabotage time 2 minutes, so in this time it could be discovered. Droid 4 moves to any location where repairs are underway or have been jury-rigged, waits until anyone present moves away and then sabotages it again. Sabotage time 2 minutes, so in this time it could be discovered. 35 MINUTESThe Artificial Gravity fails all characters are now at 1D on actions unless they have some form of Zero-G skill. Tensions start to get high. Co-pilot Brol makes his way to Location 9 to investigate problem. Major Maigour openly tells all about what he found in Bodyguard Ge-Tharton Aloos ripped kitbag, the four suspicious cases. If he hasnt already, he also tells everyone PC of the bodyguards ISB past. Intelligence Officer Kambri becomes suspicious of the Bodyguard when he cant explain the kitbag. Captain Lirido Trom wants to know what was in the boxes, but Bodyguard Ge-Tharton Aloos really does not know. Bodyguard Ge-Tharton Aloos knows nothing about his kitbag and denies the accusation. Droid 1 hides in location
9 vent access.
Droid 2 hides in location 4 cistern. Droid 3 moves to any location where repairs are underway or have been jury-rigged, waits until anyone present moves away and then sabotages it again. Sabotage time 2 minutes, so in this time it could be discovered. Droid 4 moves to any location where repairs are underway or have been jury-rigged, waits until anyone present moves away and then sabotages it again. Sabotage time 2 minutes, so in this time it could be discovered. 50 MINUTESTensions are exceptionally high, making
some of the characters snappy. Co-pilot Brol is shot by Droid 1 in the engine room (location 9). If the droids have not already been discovered, then he tells everyone what he saw. He is wounded but still active. Major Maigour says that they should try and capture the droid. Intelligence Officer Kambri refuses
to get involved and stays in the lounge. He says his mission is too important to
jeopardise his life. Major Maigour accuses him of being a coward. Bodyguard Ge-Tharton Aloos defends Intelligence Officer Kambri and threatens Major Maigour with violence if he steps over the mark. Captain Lirido Trom appears disinterested and stays in the cockpit. Droid 1 hides in location
9 vent access.
Droid 2 hides in location 4 cistern. Droid 3 moves to any location where repairs are underway or have been jury-rigged, waits until anyone present moves away and then sabotages it again. Sabotage time 2 minutes, so in this time it could be discovered. Droid 4 moves to any location where repairs are underway or have been jury-rigged, waits until anyone present moves away and then sabotages it again. Sabotage time 2 minutes, so in this time it could be discovered. 60 MINUTESThe characters actively search for the
droid(s). The droid(s) immediately go on the defensive and will attack if discovered. Co-pilot Brol stays in the cockpit to nurse his wound. Major Maigour heads to cargo (location 8) to search. Intelligence Officer Kambri refuses to get involved and concentrates on trying to get the lifepods working. Bodyguard Ge-Tharton Aloos searches bunk rooms (location 5) Captain Lirido Trom searches gun well (location 6). Droid 1 hides in location
3 vent access.
Droid 2 hides in location 1 vent access. Droid 3 moves to any location where repairs are underway or have been jury-rigged, waits until anyone present moves away and then sabotages it again. Sabotage time 2 minutes, so in this time it could be discovered. Droid 4 moves to any location where a PC is alone and attacks. If PC is not alone, then it attacks Captain Lirido Trom. AT THIS POINT, WHETHER THROUGH A PCS ACTIONS OR AN NPCS ACTIONS, A DROID MUST BE DAMAGED/CAPTURED FOR INSPECTION. 70 MINUTESTensions are exceptionally high, making
some of the characters snappy. Co-pilot Brol warns everyone that they only have twenty minutes until burn-up. Major Maigour looks a little concerned as the droid is inspected. Intelligence Officer Kambri goes back to trying to fix the lifepods. He seems quite desperate. Bodyguard Ge-Tharton Aloos inspects the droid and says that is an old ISB Hunter/Saboteur device, designed with limited intelligence to infiltrate and disable specific targets. These particular ones are working on a short-range receiver, so whoever controls them is on the vessel. It is possible to program the droid to return to its controllers signal and he does so. Captain Lirido Trom stays in the cockpit. Droid 1 (if active) hides
in location 9 vent access.
Droid 2 (if active) hides in location 4 cistern. Droid 3 (if active) moves to any location where repairs are underway or have been jury-rigged, waits until anyone present moves away and then sabotages it again. Sabotage time 2 minutes, so in this time it could be discovered. Droid 4 (if active) moves to any location where repairs are underway or have been jury-rigged, waits until anyone present moves away and then sabotages it again. Sabotage time 2 minutes, so in this time it could be discovered. 75 MINUTESTensions are exceptionally high, making some of the characters snappy. Bodyguard Ge-Tharton Aloos programs the droid to return to its controllers signal. It immediately zips off to the lifepod where Intelligence Officer Kambri is working on the pod. He has fixed it and, as the characters approach, he is just about to eject. Co-pilot Brol stays in the cockpit. Major Maigour looks a little concerned as the droid is inspected. Intelligence Officer Kambri tries to eject. If the PCs dont try to interfere (disable the launch mechanism, open the pod door to delay launch) he will eject to the planets surface.) Captain Lirido Trom stays in the cockpit. Droids 1,2,3,4 (if active) go to Intelligence Officer Kambri location. They are now no threat. 80 to 90 MINUTES The final few minutes. Co-pilot Brol stays in the cockpit,
but will help if asked. Captain Lirido Trom stays in the
cockpit. Bodyguard Ge-Tharton Aloos will help in any repairs. The droids cannot be programmed to repair what they have damaged. Major Maigour stays out of the way but will help if asked. Hes a little panicked. Intelligence Officer Kambri has either ejected or has been captured. His reasons are detailed in The Aftermath. Droids 1,2,3,4 (if active) - no threat.The pods are still inoperable if the droids didnt see to that then Intelligence Officer Kambri has. Only one pod works and it only takes 3 persons anyone else is a physical and operational impossibility. The passengers will have chance to repair two systems. These are chosen from the following Engines Gravity Comm Life support Sensors Of course, to land the ship they will need engines. They may also need gravity to make their job easier, or they may need to repair comms to get in touch with the Rebel Base to warn them of Intelligence Officer Kambris treachery, if he escaped. Depending on the skills of the PCs, the GM will have to balance their difficulty numbers to repair the systems. Make sure the numbers are tight, to give that feeling of a close shave. Either way, describe the heat build up, the orange flame outside portholes and the cockpit, the worried cries of the others. Time it so that the successful roll (fudge if necessary thats what GMs screens are for!) happens just before the final second ticks of and the buzzer sounds. Milk the tension. THE
AFTERMATH
One of four things has happened at this point. 1 The ship has burnt up and everyone is dead. 2 - Intelligence Officer Kambri has escaped and the ship has been saved. 3 - Intelligence Officer Kambri has been captured and the ship has been saved. 4 - Intelligence Officer Kambri has been captured and his escape pod used to save some of the passengers, but the ship has burnt up and everyone else is dead. Depending on the end situation, this is what happens to the NPCs: Captain Lirido Trom came close to death and her apparent lack of concern nearly killed others. She smiles sincerely for the first time and acknowledges her guilt at not being emotionally able to do more. Co-pilot Brol is told he is released from Captain Lirido Troms employ but elects to stay with her for a little while longer. Intelligence Officer Kambri is arrested and tried for treason. He was trying to fake his own death to take secret files to the Imperials. If he escaped to the surface of Daggron V in a pod, the GM may want to run a game where the PCs hunt him down. Daggron V basic details Terrain type Tropical Jungle
covering Mountains / Length of Day 13 hours / Length of Year 275
days / Sentient species None. Prone to bursts of torrential rain. Bodyguard Ge-Tharton Aloos remains at the Rebel Base for re-assignment, but tells the PCs he will be available if they ever need him. Major Maigour considers
retirement after his actions.
Droid 1, 2, 3 and 4 will self-destruct if anyone tries to use them again. For this game, the PCs should be awarded 6 skill points, plus the following bonuses Save the ship in 0-30 minutes 4 points. Save the ship in 30-60 minutes 2 points. Save the ship in 60-90 minutes 1
point. |