Star Wars_ Edge of the Empire Rule Book

(Jeff_L) #1
CARGO BAY, ELEVATOR, AND LOADING RAMPS

The cargo bay is piled high with boxes and crates and
strewn with all manner of detritus. Most of these are
empty or filled with plastic packing and shredded pa-
per. An elevator provides access to shelves near the
roof of the bay. though the boxes stored here are all
empty. A PC who announces that he is giving the bay
a thorough search can make a Hard [4) 4} 4)) Percep-
tion check. If he succeeds, he finds a hidden compart-
ment on the floor. This compartment contains a con-
tainer of glitterstim (100 doses, worth 5,000 credits on
the black market). To either side of the bay are loading
ramps through which the crew can move cargo.


ESCAPE PODS

The escape pods provide enough room for four peo-
ple to sit in relative comfort. Godon Netakka uses the
starboard escape pod as a makeshift cabin.
ENGINEERING SECTION

The tools and devices needed to service the ship's
various engines and systems are neatly stored here.
A ladder from the engineering section allows a gunner
access to the ship's laser cannon turret.

DEFAULT POSITIONS OF CREW

Unless they have been roused, the crew is stationed
as follows: the first mate is in the cockpit, Dobah is in
his cabin, the three human crew are in the common
room sharing caf and a conversation, and Godon Ne-
takka is in the starboard escape pod.

BANDIN DOBAH AND HIS CREW

Bandin Dobah is a stereotypical pirate captain: reckless,
crude, and aggressive. His belligerence soon earned
him the respect of several of his fellows on the Aqual-
ish home world of Ando and he proved a natural gang
leader. Dobah's impressive force of will compensated for
his natural lack of charm. He soon made a number of
enemies for himself on Ando, and so he embarked on a
career as a spacefarer, captaining a roguish crew willing
to undertake all manner of mercenary activity or acts of
piracy in order to keep the credits rolling in.

Age has mellowed Dobah to some degree, though
by any civilized measure he's still a violent brute. He
no longer has the energy to ply the hyperspace routes
of the galaxy in

Skills: Coercion 2, Gunnery 3, Melee 2, Ranged
(Light) 1, Perception 2, Piloting (Space) 1, Vigilance 2.
Talents: None.
Abilities: None.
Equipment: Heavy Club (Melee; Damage 7; Critical
4; Range [Engaged]; Disorient 2), holdout blast-
er (Ranged [Light]; Damage 5; Critical 4;
Range [Short]; Stun setting), padded
armor ( + 2 soak).

search of easy pickings, but he has been able to turn
his resources into effectively managing his network of
smuggling teams around the Kessel Run. He tends to
conduct his business through a series of intermediaries
such as Daro Blunt.
Dobah still rules through intimidation rather than
true leadership qualities, and his crew obeys him more
out of fear than loyalty. His bullying and boorishness
offend all but the most hardened of space pirates,
but while the profits from the black market glitterstim
trade continue to flow, they remain loyal nevertheless.
Bandin's crew consists of three humans and another
Aqualish, the rest of his henchmen serving much the
same role as Daro Blunt by heading the different smug-
gling teams that form his network. They are all individ-
ually fierce though they only fight as long as they are
confident of victory. Once Bandin is killed or disabled,
they try to negotiate for their own lives and freedom.

BANDIN DOBAH—CRIME BOSS [NEMESIS]

Skills: Coercion 4, Knowledge (Underworld) 2, Melee
2, Negotiation 2, Piloting (Space) 3, Ranged Light 2,
Skulduggery 2, Streetwise 2, Vigilance 2.
Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Quick Draw (may
draw or holster a weapon as an incidental).
Abilities: None.
Equipment: Heavy blaster pistol (Ranged (Light);
Damage 7; Critical 3; Range [Medium]; Stun setting),
vibro-ax (Melee; Damage 7; Critical 2; Range [Engage];
Pierce 2, Sunder, Vicious 3), heavy clothing (+ 1 soak).

MATE-SLOW-WITTED TOUGH [RIVAL]
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