Star Wars_ Edge of the Empire Rule Book

(Jeff_L) #1
all the way around the asteroid and surrounding
space. If the PCs wait for the droid to journey to
the far side of the asteroid and then fly into the
tunnels as quickly as possible, they may be able
to bypass it. This maneuver will require the pilot of
the ship to pass a Hard (•••) Piloting (Space)
check. If this test is failed, the droid notices them
and warns Bandin Dobah and Alger.


  • Destroying the Droid: If the PCs are able to de-
    stroy the droid within a single round, it cannot
    send a warning. However, if they take more than
    one round to destroy it, the droid does send an
    alert before fighting back to the best of its ability.

  • Broadcasting the Password file: If the PCs found
    the file named "Pass" on Daro Blunts computer,
    and broadcast it to the sentry droid before it has
    decided that they are hostile, it stands down. The
    droid sends a message to Bandin Dobah alerting
    him to the fact that Daro Blunt has arrived.

  • Jam the Droid: The droid's comlink is not incred-
    ibly powerful and can be jammed with an Average
    [4) ^) Computers check that takes one action. If
    the droid's comlink is jammed, it cannot send out
    an alert, but will fight back against the intruders.
    Any PC with either Piloting (Space) or Computers
    should know this is an option automatically.


DEALING WITH THE Z-TIE

If the PCs broadcast the passcode file or sneak past
the sentry droid, Alger remains landed, and the PCs
avoid fighting the Z-TIE. However, if they attack or jam
the droid, he jumps in his snubfighter and attacks
them. The pressure-shed is at the "top" of the aster-
oid, so he can get to the sentry droid's location in one
full turn no matter where the droid is.
If the PCs take the sentry droid by surprise, either by
sneaking up to it and attacking it or broadcasting the
passcode and then attacking it, the smuggler takes an
additional turn to get into his cockpit and get his fight-
er moving. In any case, at the end of either one or two
of his turns (after moving flat out), he ends up within
medium range of the PCs. Alger is filled with perhaps
more confidence than he should be, and expects that
he and his droid ally can take down the PCs. If possible,
he closes to short range and fires his concussion mis-
sile, then closes to finish the job with lasers.


If, however, the PCs sneak past the smuggler and droid
entirely, they must contend with him when they leave the
asteroid. Presuming they've dealt with Dobah, they are
in a slightly different bargaining position. Alger's snub-
fighter has no hyperdrive. Rather than be stranded in
space, he'll try to bargain with the PCs to hitch a ride
elsewhere, offering the 500 credits he has on hand. If
they spurn him, he attacks out of anger and desperation.

INSIDE THE ASTEROID


The tunnels have been created by gigantic space slugs,
and while they have been abandoned for many years,
the smooth cavern walls are still covered in a slick of
stringy ichor and lumps of black excreta. At junctions
in the tunnel network, the goo coalesces into dangling
sticky stalagmites, and a pilot making his way through
the tunnels should make a Hard {4} 4} 4)) Piloting
(Space) check to avoid daubing the gunk over his ves-
sel. The stuff is mildly corrosive and if it isn't removed
within a few days it causes two points of hull trauma.

POINT A-GODON NETAKKA'S SHIP

In this cavern is a small one-person spacecraft. The
vessel has been abandoned and is in poor shape.
While exploring the asteroid, Godon flew it into some
of the corrosive gunk that coats the tunnels and large
patches of the chassis have been stripped to pitted
and blackened metal. If the PCs take the trouble to
break into the vessel, they find that most of the useful
and portable items have been removed.
If the PCs explore the vessel's small hold, they find
five helium grenades (these weapons have no stats,
but can be used to expose mynocks to helium) in
a plastic box, a pair of glow rods, and a rack of six
Thalassian Security binders.

POINT B-MYNOCK CAVERN

This large cavern is home to a small flock of mynocks
who nestle in rocky crevices in the roof. Unless suitable
precautions are taken, a few of the mynocks detect the
presence of any ship entering their vicinity. If the PCs fly
a ship into the cavern, five mynocks attack. They seek to
latch onto the ship in order to feed from its power cables.
The mynocks start their descent at long range from the
vessel and, unless destroyed in flight, they latch on and
prove virtually impossible to remove from the inside.
The mynocks act as a single group, and once attached
must be cleared off with blasters or helium grenades.
For more information on mynocks, see page 413.

POINT C-BANDIN DOBAH'S VESSEL

Bandin Dobah's ship is a YV-666 Medium Freighter,
the Vagrant. For the time being, it is also his hideout.
The ship has landed in one of the caves, and Bandin
has set up a small pressure curtain on the cave's en-
trance, so he can leave it and enter it easily. Unfortu-
nately for him, his laziness means his ship is some-
what exposed. Power cables run out of the cargo bay
to the cavern's pressure curtain generator and a set
of arc-lights, meaning he can't secure the ship without
severing them (and possibly damaging the ship).

There is enough cabin space to comfortably house
four crew (another crew sleeps in the common room
and Godon Netakka stays in one of the escape pods).

TROUBLE BREWING
EDGE OF THE EMPIRE
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