Star Wars_ Edge of the Empire Rule Book

(Jeff_L) #1

The gang fights ferociously until their leadership
is killed or otherwise taken out of the action. This
leadership consists of Daro and Gut. Once both of
these smugglers become casualties, the rest of the
gang beats a hasty retreat, trying to lose any pursuit
in the maze of alleyways that riddle the spaceport.
If the PCs are silly enough to surrender at any point,
the gang executes one or two of them to avenge any
damage they have suffered themselves before giving
the survivors the warning about their friend the Big
Man and his network.


If Daro dies, the PCs' attention is drawn to the
bulky backpack he wears. Inside they find a med-
pac, two stimpacks, 50 credits, and a bulky piece
of equipment that looks like a large dark iron span-
ner. This is a tool used for fitting restraining bolts to
droids, and any PC trained in Mechanics automati-
cally recognizes it. (If nobody is trained in Mechan-
ics, the GM should select one PC).
Once the PCs have seen off the gang (or once they
have surrendered their weapons and received what-
ever rough justice the gang has seen fit to mete out)
a few local fringers approach the PCs. They treat the
PCs as heroes if they fought off the gang or commiser-
ate with them if they were beaten.
The fringers explain a few facts about the gang, say-
ing that they are suspected of working within a thug-
gish smuggling ring, and probably linked to Bandin
Dobah. If the PCs have not already been there, the
fringers tell them the address of the gang's safe house.


THE GANG'S SAFE HOUSE

The safe house is an old warehouse that has been
briskly refurbished to suit the gang's needs. If can be
opened with one of the keys from Daro's backpack.
It is essentially a single large room with an area by
one wall for relaxation. A number of salvaged couch-
es and hammocks provide some comfort to resting
smugglers. There is also an old fashioned stove and
larder for preparing snacks, as well as a stinking
chemical toilet.

A large reinforced steel cabinet sits in one corner of
the room and can be opened using another of Daro's
keys. The cabinet contains an assortment of various tools
and 235 credits. If they didn't have time to get them, the
gang's additional weapons can also be found here.

The center of the room is piled with all manner of
crates and boxes, though the gang has not taken a
shipment of contraband for some time and they are
empty of anything of value. They could be pressed
into service as cover in case of a firefight, however.
An inactive astromech droid, R4-W9, stands in an-
other corner. He shows some signs of mistreatment.
His chassis is covered in oily handprints and dents. He
has had a large dark iron restraining bolt fitted to his
chassis. Some of the small panels on the front of the
droid have been removed and he has been wired to
a small portable computer. The blinking green screen
on the computer reads "Configuration complete—co-
ordinates compatible."
The droid remains unresponsive while the restrain-
ing bolt is in place. Any PC with the Mechanics or
Computers skill can immediately tell that the restrain-
ing bolt keeps him inactive. The bolt can be removed
using the tool found in Daro's backpack. Alternatively,
a PC could remove it on an Average {4) 4)) Mechan-
ics check or force it off using a tool as a lever. If he
fails the Mechanics check or forces off the bolt, the
droid takes three wounds.
R4-W9 is glad to be freed from the restraining bolt.
Like most astromechs, he communicates in bleeping
machine language, though he carries a holographic
projector that he can use to display relevant images
in order to illustrate any point he wishes to make. R4-
W9's immediate concern is to find out what became of
his companion, J9-B8, and he emits a mournful series
of bloops and moans if told of his friend's death.

He then explains to the PCs that he has been up-
loaded with a set of coordinates corresponding to a
field of large asteroids that lies not far from Formos
and could be reached quickly by a craft with hyper-
space capabilities.

STREET FIGHTING

The streets and alleyways of the Formos Space-
I port are littered with all manner of discarded
crates and packaging, as well as vaporators and
trash compactors. Should any sort of fight break
out, characters are able to make use of such
items for cover, or are able to climb on them to
enjoy a better view of the area.

If a fight breaks out on the streets at any time,
characters are never any further than medium
range from a pile of crates, and no more than

long range from either access to a roof, the cor-
ner of a building, or a trash compactor.
The crates provide basic cover (+1 defense),
while the trash compactor or the corner of a
building provides better cover ( + 2 defense). A
character who stands on top of a trash compac-
tor or gains access to a rooftop is better able
to draw a bead on any enemies. Add • to any
shooting attacks made on characters below.
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