аЯрЁБс>ўџ ўџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџ§џџџўџџџўџџџ§џџџ§џџџ   !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~€Root EntryџџџџџџџџВZЄ žбЄРOЙ2КР&<Ђ…С€CONTENTSџџџџџџџџ 0CompObjџџџџџџџџџџџџVџџџџџџџџџџџџўџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџr and ways to introduce the new character is outlined in each chapter. A few points don t allow for new characters to be introduced right away and may require them to miss part of the mission. Chapter 1: The Coming *You sit back in your seat in the Verdant Mynock cantina. Your lum tastes good and the music pumped through the speakers is fairly good. In the corner a group of people are watching some sims of pilots practicing for the raid against the Yuuzhan Vong. The people are apparently betting on the out‚ƒ„…†‡ˆ‰Š‹ŒŽ‘’“”•–—˜™š›œžŸ ЁЂЃЄЅІЇЈЉЊЋЌ­ЎЏАБВГДЕЖЗИЙКЛМНОПРСТУФХЦЧШЩЪЫЬЭЮЯабвгдежзийклмнопрстуфхцчшщъыьэюя№ёђѓєѕіїјљњћќ§ўџ     ўџџџўџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџџcome of the sim. After a few minutes the raid alarms go off and a voice booms through the speakers ordering everybody to the battle stations. You and the rest of your group hurry up to your group of defense turrets.* The players are situated in a group of turrets that are stationed in a fairly heavily populated area. Any skips that get through are going to cause lots of damage so their positions are vital and very important in the defense of Dubrillion. Their role isn t significant in the actual battle but if they fail much of the city is going to be destroyed and Lando isn t going to be very happy with them. Their success in this mission determines the position they take in the next encounter. Their 6 defense platforms in their region. Add 1st level warrioCHNKINK 0ј.TEXTTEXT:FDPPFDPPFDPPFDPPFDPPFDPPFDPPFDPPFDPPFDPPFDPPFDPP FDPPFDPP"FDPPFDPP$FDPPFDPP&FDPCFDPC(STSHSTSH*STSHSTSH*2SYIDSYIDP*SGP SGP d*INK INK h*BTEPPLC l*XBTECPLC Ф*FONTFONTм*<NJO Campaign Preventing the Invasion By: Kevin George When running the adventure everything inside the * s is what you read to your players. The writing afterwards tells you what is going on and what your characters are going to do. This section also contains the enemies that the characters will be battling. The range modifiers are figured out taking the numbers provided by chart 11-13 on page 180. Set-Up: The story begins on Dubrillion. The characters should most likely be members of a defense contract that Lando has hired to protect the colony from pirates and the like. The characters are initially going to be fighting most of the time but after a while as they gain levels and become more important they will become more influential and take on diplomatic roles. They will also take on some missions from the head of Rebel intelligence Cracken. There is also a point after the battle of Dantooine where they may head to the Imperial Remnant if they feel so inclined. If they head to the Imperial Remenant they get hired on as semi-spies and Imperial Intelligence sends them to the New Republic to send information back to the remnant. The characters still get recruited by Cracken and go on his missions. After the battle of Ithor which the characters may or may not be involved in depending on the choices they make the remnant will take them back to participate in raids on the Yuuzhan Vong and acting as intermediates between the remnant and the New Republic. The campaign is designed for a group of characters anywhere between 2 and 6 characters although if there are less than 4 characters you should probably have enough NPCs with them to total 4. This campaign takes your players from level 1 to level . If a character dies there are many ways to introduce a new characters in any towers that aren t occupied by player characters. They have an attack bonus of +3. The turrets have the following stats. Vehicle: Golan Defenses Fighter Defense Platform Defense: 22 (+10 armor, +2 size) Hull Points: 100 DR: 10 Weapon: Laser Cannon Fire Arc: Turret Attack Bonus: +6 (+2 size, +4 fire control) Damage: 7D10x2 Range Modifiers: PB -2, S +0, M +2, L +0 Weapon: Concussion Missile Launcher (2 fire-linked)(6 missiles each launcher) Fire Arc: Front Attack Bonus: +8 (+2 size, +6 fire control) Damage: 10D10x2 Range Modifiers: PB +0, S/M/L n/a *You settle into the gunners chair and prepare for the incoming fighters. You can hear the calls from the fighters engaging the skips in space.  There s too many of them!  Calm down.  Ah, I m hit!  Look out ground crew! Here they come! You look into the targeting screen and see a force of 5 skips coming in.* The first wave that the gunners have to face is almost half a squadron of fighters. The gunners have two rounds to deal with the skips. First at long range and then at medium range. After that the skips are in short range and start targeting the buildings. This wave ignores the defense cannons because they aren t sure what to make of them. These skips are intent on destroying the city. These skips target a large tower in their attacks. This tower has 400 Hull Points. Once that is taken down they start targeting smaller buildings near the ground each of these buildings has 200 Hull Points. These buildings all have a defense of 20 and damage reduction of 20. This portion is very similar to the game Missile Command. The defense cannons have to defend against the skips and protect the buildings. The total number of buildings is 10 and if all of these are destroyed the skips stop coming to attack the buildings since there aren t any. Skip ahead to the defending Shield Ship 1 encounter. Coralskipper  Skip (6) See page 184 for complete info. Defense: 24 (+10 armor, +2 size, +2 speed) Shield Points: 50 Hull Points: 100 DR: 5 Attack Bonus: +12 (+2 size, +4 crew, +8 fire control, -2 speed) Damage: 6D10x2 Range Modifiers: PB +0, S -2, M -4, L -6 *After taking out the skips your hands are covered with sweat and your forehead is beaded with sweat. On your sensors you see 12 more skips incoming followed by 3 of the modified TIEs that are Dubrillion s defenders. Before coming into range the TIEs drop 3 of the skips.  TIEs pull out we ve got them.  Acknowledged defense group red. Outward bound. * This encounter is the same as the first one except that there are 9 skips this time. The first 3 skips are in medium range and engage the towers attacking them. Split the attacks evenly between the towers or roll 1D6 to randomly determine the target. The characters will want to take care of these fighters first. After two rounds the other 6 skips start attacking the buildings. If the tower is still standing that is their main target otherwise they just strafe the buildings. Coralskipper  Skip (9) See page 184 for complete info. Defense: 24 (+10 armor, +2 size, +2 speed) Shield Points: 50 Hull Points: 100 DR: 5 Attack Bonus: +12 (+2 size, +4 crew, +8 fire control, -2 speed) Damage: 6D10x2 Range Modifiers: PB +0, S -2, M -4, L -6 *You breathe a sigh of relief thankful that the defense platforms are hardy vehicles. On your screen you see 4 modified TIEs enter your sensor screen. They are followed by 12 skips. Luckily they seem to be oblivious to you.* The characters have 2 rounds to engage them in long range, 4 in medium range, and then another 2 in long range to knock out as many of the skips as they can and help the TIEs. The more skips they take out the better for their bonus at the end of the battle. Coralskipper  Skip (12) See page 184 for complete info. Defense: 24 (+10 armor, +2 size, +2 speed) Shield Points: 50 Hull Points: 100 DR: 5 Attack Bonus: +12 (+2 size, +4 crew, +8 fire control, -2 speed) Damage: 6D10x2 Range Modifiers: PB +0, S -2, M -4, L -6 *  Help! The skips are attacking us. You check the comm signals and notice the call is coming from Shield Ship 1. The ship is located on the edge of your sensor screen and it is being attacked by 6 skips.* This encounter is slightly more difficult than the last one. Any attack that misses by more than 5 hits Shield Ship 1 and does damage. If Shield Ship 1 is destroyed the remaining skips target the character s towers. If the characters kill all the skips the last one spins and runs into Shield Ship 1 taking it out. After this encounter the characters are done with their part of the battle and don t have to worry about the space fighting. Coralskipper  Skip (6) See page 184 for complete info. Defense: 24 (+10 armor, +2 size, +2 speed) Shield Points: 50 Hull Points: 100 DR: 5 Attack Bonus: +12 (+2 size, +4 crew, +8 fire control, -2 speed) Damage: 6D10x2 Range Modifiers: PB +0, S -2, M -4, L -6 Shield Ship 1 Defense: 20 (+10 armor, +0 size) Shield Points: 200 Hull Points: 150 DR: 5 * You exit your tower and walk over to the rest of your group. As you start walking over you see a view-screen up in the corner showing three TIEs followed by close to 3 dozen skips enter the asteroid field. The TIEs fly in perfect formation avoiding the asteroids and blasting most of the skips that didn t get hit by the asteroids. A few of the skips survive and withdraw but one TIE hits an asteroid and tumbles out of the asteroid field and then disappears into hyperspace. When the two TIEs land Jacen and Jaina Solo get out and the crowd cheers them. A couple of hours later the Millennium Falcon lands and Lando gets out. When you get back to your quarters you see a message for you on your datapad. The message is from Lando Calrissian who is calling a meeting in 2 hours.* The characters can spend the next 2 hours how ever they want but there is nothing important for them to do right now. They can spend some time in the cantinas watching holo-vids of the battle and talking to other people who fought in the battle. Finally they go to the meeting. *  I d like to welcome all of you and thank you for your great work in defending the colony. Those defense groups that had good kill rates and protection rates in their sector are going to get a bonus for their work. First of all is defense group red. As Lando calls your name you stand up and walk to him.* Lando reads the number of kills and their defense percentage. The defense percentage is the number of buildings standing out of the ten they were protecting. The defense group gets 200 credits for each skip they shot down and 500 credits for every ten percent in their defense percentage. If the defense percentage is below 50% they don t gain a bonus for that and Lando doesn t ask for them to stay. If Shield Ship 1 was destroyed by a skip crashing into it Lando gives them another 1000 credits in their bonus. Lando asks them to stay after the meeting is over with to talk with them about a special assignment if they had a defense percentage greater than 50%. If they scored less than 50% skip to Chapter 3: The Return. After this chapter the characters gain 500 xp. Chapter 2: The Offensive If a character was killed or a new character joins here, which is unlikely, you can have a few other characters from other defense groups asked to stay behind. After the first chapter characters may be discouraged from being non-battle classes but remind tell them that after a while they will get a chance to use their other skills. *Lando reads off the stats for the rest of the defense squads and then dismisses the meeting.  I asked you guys to stay behind because I ve got a favor to ask of you. We re planning an assault on the Yuuzhan Vong base and we want you to come with us because you did good with the guns. We have some spots on a gun ship for you to gun and a few open spots on X-wings for you to pilot. We don t know the exact composition of the Yuuzhan Vong defenders so we ve got to be prepared for anything although we do know that they have many skips there. You gunners for the transports will be flying on the Taanab s Pride it s a modified Corellian transport that has been heavily armed and armored. The fighters will launch off the star destroyer and engage any skips directly. The gunners will deal with whatever larger ships there are and then target the skips. We ll be leaving in twenty hours so get some rest and be ready for the fight. * The characters can spend the twenty hours however they want but the best choice would be to take Lando s advice. The casinos and cantinas are open though if that is what the characters want to do. If the characters get drunk and/or stay up all night they should get some sort of penalty to their performance the next day and that should teach them to watch what they do. Of course if the characters get drunk and then go to sleep they should be fine since they got the rest and they ll have a headache for a little bit but it will go away. If any of the characters are flying use the second intro. 1. * You wake up the next morning feeling refreshed but slightly nervous about the battle coming up. You and the rest of your group walk to hanger bay 17 where the Taanab s Pride is located. You walk up the ramp and the captain greets you. He gives you your gunnery station and sends you on your way.  We aren t sure of what we ll encounter so be ready to start firing as soon as we get out of hyperspace. * 2. * You wake up the next morning feeling refreshed but slightly nervous about the battle coming up. You and the rest of the group walk to hangar bay 17 where the Taanab s Pride is located. You walk up the ramp and some of the other guys walk off to hangar bay 30 to take the shuttle up the star destroyer where they will launch from. The captain greets you as you get to the top of the ramp and assigns you your gunnery station.  We aren t sure of what we ll encounter so be ready to start firing as soon as we get out of hyperspace. * The Taanab s Pride Craft: Modified Corellian Engineering Corporation XP-3800 Class: Transport Size: Small (45m long) Crew: 5 (skilled +4) Passengers: 12 Hyperdrive: x2 Maximum Speed: Attack (Optional 6) Defense: 23 (+1 size, +10 armor, +2 speed) Shield Points: 200 Hull Points: 200 DR: 10 Weapon: Turbolaser (6) Fire Arc: 3 right, 3 left Attack Bonus: +3 (+1 size, +4 fire control, -2 speed) Damage: 5D10x4 Range Modifiers: PB +0, S +0, M -2, L -4 Weapon: Quad Laser (2) Fire Arc: Turret Attack Bonus: +5 (+1 size, +6 fire control, -2 speed) Damage: 6D10x2 Range Modifiers: PB +0, S +0, M -2, L -4 Fighter Pilots* You continue on your way past the hangar and say goodbyes to the guys who are going to be gunners on the Taanab s Pride. You walk up to hangar bay 30 and get in the Lambda shuttle that is going to take you up to the star destroyer. The shuttle lifts off and you can see the areas where buildings were leveled and some areas that are still burning. You move farther into space and the shuttle has to weave to avoid the large remains of ships that were destroyed during the attack on Dubrillion. You approach the assembled New Republic fleet which consists of an Imperial Class Star Destroyer and 5 Ranger class assault ships. The shuttle lands in the main docking bay of the star destroyer and the techs are hurriedly checking the X-wings before the fight. You get off the shuttle and a Commander waves you over to the side.  Okay for all you people who just got here. We ll be flying to X-wings into battle against those skips. You ll punch right through the middle and keep flying. Then we ll release the second wave against the skips that are chasing you. The second wave we ll be able to wipe out the skips as they come in from behind. You got it? Okay suit up and get in your fighters. Be ready to unload as soon as we get out of hyperspace but wait for the signal to launch. * The battle follows the same pattern as does the assault in Vector Prime. The first defense is a screen to pull the attackers into the planet so that the dovin basals can pull the ships down into the planet and destroy it. The Yuuzhan Vong have their large ships on the other side of the planet. As the invading force pulls in they engage the ships and overwhelm the Rangers with the plasma fire and take them out. The characters have to fight a rear guard action as they pull out of the system to invade the system. In this battle the characters aren t going to have that much of an affect but they can allow several of the other modified transports to escape and get back to Dubrillion. Most likely your characters will make it back out unless they are part of the fighter force. The fighter force is in more danger and unless they pull close to a transport to provide them defense against the skips they will probably be shot down. It is possible that they could survive but it is unlikely. * You drop out of hyperspace and don t see anything on your screens. Then about 4 squadrons of skips lift off the surface and approach the fleet.  Fighters lift off and employ straight shot approach. Transports they don t appear to be deploying any larger ships so nail the skips before the fighters reach them. Cut off firing while the straight shot is in effect and then engage the skips again when it becomes a furball. A chorus of acknowledgements fly over the comm system and the fleet advances.* In this part of the battle the gunners have 2 rounds to shoot at the skips in long range and then another 2 rounds to shoot at them in medium range. Then the fighters engage them and both ships are in medium range 1 round, short range 1 round, and point blank range for 1 round. Then the fighters fly past the skips and the second wave hits the Yuuzhan Vong rear. In the first engagement of the fighters there are an equal number of 48 X-wings and however many skips made it through the barrage. Triple the number of skips that your gunners shot down and that is the number of skips that got eliminated in the barrage. In the head to head 3D6 skips are destroyed plus any that your characters in the fighters eliminate and 2D6 x-wings are eliminated. In the back attack 4D6 skips are eliminated. If any skips are remaining after that they are quickly eliminated by the gunners and X-wings. Allow your characters about 5 rounds to deal with those remaining skips to make them feel like they re doing something. Coralskipper  Skip (48) See page 184 for complete info. Defense: 24 (+10 armor, +2 size, +2 speed) Shield Points: 50 Hull Points: 100 DR: 5 Attack Bonus: +12 (+2 size, +4 crew, +8 fire control, -2 speed) Damage: 6D10x2 Range Modifiers: PB +0, S -2, M -4, L -6 *  All right move in on the planet. We ll commence planetary bombardment in 10 seconds.  Sir, look! There s tons of  em!  All gunners target the skips.  Captain, five cruisers are coming up behind us.  How did they get there. Cancel, all gunners target the cruisers we ve got enough firepower to take them out. * The gunners on the Taanab s Pride will be targeting the five cruisers coming at them until the retreat is ordered. At that point they are on their own and must just escape. During the escape they have several key points where they are able to save other transports that are in the fleet. Characters flying the fighters are going to mix it up with the skips and keep them off the larger ships. Once the retreat is ordered they should pair up with a transport and defend each other. Yuuzhan Vong Cruiser (5) Class: Capital Size: Large (237m long) Crew: 20 (skilled +4) Passengers: 200 Hyperdrive: x2 Maximum Speed: Attack Defense: 21 (-1 size, +10 armor, +2 speed) Shield Points: 300 (dovan basal) Hull Points: 200 DR: 20 Weapon: Volcano Cannons (20) Fire Arc: 6 front, 5 left, 5 right, 4 rear Attack Bonus: +9 (-1 size, +4 crew, +6 fire control) Damage: 6D10x4 Range Modifiers: PB -2, S +0, M +0, L -2 Coralskipper  Skip (288) See page 184 for complete info. Defense: 24 (+10 armor, +2 size, +2 speed) Shield Points: 50 Hull Points: 100 DR: 5 Attack Bonus: +12 (+2 size, +4 crew, +8 fire control, -2 speed) Damage: 6D10x2 Range Modifiers: PB +0, S -2, M -4, L -6 In the first round the characters can only target the skips and that is at Medium range. The second third round they can engage the skips and the cruisers and that is at short range. After that all fighting is at point blank range until the sixth round. In the sixth round the Star destroyer is destroyed and breaks apart and most of the Ranger assault cruisers have been destroyed. At this point they call for a retreat and the players must fight their way out. Moving at attack speed it takes that Taanab s Pride 5 rounds to get to the point where they can make the jump to hyperspace. The fighters can get to the same point in 4 rounds moving at Ramming speed. The characters have to fight out of the battle and most likely will take some hits. All through the engagement about 4 skips will be targeting the Taanab s Pride exclusively. Round 1: The characters trade medium range shots with the skips and begin the battle. Round 2: The Yuuzhan Vong cruisers come from behind and start stripping the Ranger class cruisers of their shields and start taking them out. The characters may now engage the cruisers and skips at short range. Round 3: The Yuuzhan Vong cruisers continue the assault on the Ranger cruisers and pound them. The skips start attacking the star destroyer. The skips are in point blank range and the cruisers are at short range. Round 4: All of the Ranger cruisers have been destroyed and the star destroyer is hurting. The cruisers start targeting the smaller transports but not the Taanab s Pride. Ranges are the same as in round 3. Round 5: The star destroyer starts on a ramming course for the planet. The ranges are the same as in round 3. Round 6: The star destroyer blows apart and a retreat is called. the ranges are the same as in round 3. Round 7: The characters start their retreat. In this round the ranges are the same as in round 3. 6 skips start chasing the Taanab s Pride. Round 8: In this round the pilots of the Taanab s Pride try to increase the range between the skips but move closer to the cruisers. The cruisers are now in point blank range. If the pilots succeed the skips are in short range otherwise they are still in point blank range. Round 9: The Taanab s Pride is now past the cruisers but there is a transport they see being pounded by skips. The gunners may target the 3 skips at point blank range and attempt to help the transport. If the gunners help the transport follows them adding 3 turbolasers the same as the Pride s with skilled gunners. If the gunners don t help the three skips finish off the transport and join the 4 skips following the Pride. Round 10: The Pride is still being chased by the skips. The gunners may target the skips at point blank range. Round 11: Round 11 is the same as round 10 but after round 11 is resolved the Pride jumps into hyperspace and makes it back to Dubrillion. XP gain 750 XP Chapter 3: The Defense of Dubrillion If a character was killed in the attack on Yuuzhan Vong base they can introduce a new character easily. They could be a member of the relief efforts or just a refugee. Remind the characters are going to get chances to use non-combat skills soon. In this chapter the Yuuzhan Vong attack Dubrillion again but this time with a larger force and ground troops. Characters will get a chance to use skills like move silently, hide, search, and spot. They will be running commando missions and have special assignments. They will also have to help evacuate people during the retreat. Part 1 *As your ship drops out of hyperspace and descends to the landing pads you wipe the sweat out of your eyes and off your forehead. You get off the ship when it lands and head to a cantina for a few drinks to work off the anxiety,* The characters have a month or so off before the attack on Dubrillion so you may want to insert another adventure here but it doesn t matter, really as long as they get back to Dubrillion. You may want to stop them from leaving by saying that they can t get any transport off the planet. *  Alert! Alert! Yuuzhan Vong forces are attacking the colony. All defense forces report to your posts.  Sith spit, not again! Let s go. Move your asses! You run out of the cantina along with many of the other gunners and head for defense sector two that you are assigned to protect. As you run towards your post you see a lot of the Yuuzhan Vong projectiles slamming into the ground and exploding much of the city.* To get to the defense sector you ll have your character make some balance checks to avoid being knocked over by the force of the explosions. The characters should make about 4 balance checks with a DC of 12 while running to their weapons. They should also have 1 or 2 reflex saves to avoid the projectiles. The characters must succeed a reflex save with DC of 10 to take 4D8 damage and a DC of 13 to take no damage. If they fail they take 6D10 damage. The characters are in improved gunnery stations if they were invited on the strike mission. Otherwise they keep the original ones. Original Vehicle: Golan Defenses Fighter Defense Platform Defense: 22 (+10 armor, +2 size) Hull Points: 100 DR: 10 Weapon: Laser Cannon Fire Arc: Turret Attack Bonus: +6 (+2 size, +4 fire control) Damage: 7D10x2 Range Modifiers: PB -2, S +0, M +2, L +0 Weapon: Concussion Missile Launcher (2 fire-linked)(6 missiles each launcher) Fire Arc: Front Attack Bonus: +8 (+2 size, +6 fire control) Damage: 10D10x2 Range Modifiers: PB +0, S/M/L n/a New Vehicle: Golan Defense Fighter Defense Platform II Defense: 22 (+10 armor, +2 size) Hull Points: 150 DR: 10 Weapon: Laser Cannon Fire Arc: Turret Attack Bonus: +8 (+2 size, +6 fire control) Damage: 7D10x2 Range Modifiers: PB -2, S +0, M +2, L +0 Weapon: Proton Torpedo Launchers (2 fire-linked)(6 missiles each launcher) Fire Arc: Front Attack Bonus: +7 (+2 size, +5 fire control) Damage: 12D10x2 Range Modifiers: PB +0, S/M/L n/a Weapon: Ion Cannon Fire Arc: Rear Attack Bonus: +10 (+2 size, +8 fire control) Damage: Special Range Modifiers: PB -2, S +0, M +2, L +0 *You jump into your defense cannon and strap your head set on.  Defense sector 2 ready to rock and roll.  Get ready heavy action coming your way. Looks like a half squad of skips. * Coralskipper  Skip (6) See page 184 for complete info. Defense: 24 (+10 armor, +2 size, +2 speed) Shield Points: 50 Hull Points: 100 DR: 5 Attack Bonus: +12 (+2 size, +4 crew, +8 fire control, -2 speed) Damage: 6D10x2 Range Modifiers: PB +0, S -2, M -4, L -6 Like in the first chapter the characters have to defend their section of the town and take out as many skips as they can. The first wave that the gunners have to face is almost half a squadron of fighters. The gunners have two rounds to deal with the skips. First at long range and then at medium range. Once the skips get in at short range they target the defense cannons but are targeting the buildings at long and medium range. These skip pilots are trained soldiers and experienced unlike the first attackers. This tower has 400 Hull Points. Once that is taken down they start targeting smaller buildings near the ground each of these buildings has 200 Hull Points. These buildings all have a defense of 20 and damage reduction of 20. This portion is very similar to the game Missile Command. The defense cannons have to defend against the skips and protect the buildings. The total number of buildings is 10 and if all of these are destroyed the skips stop coming to attack the buildings since there aren t any. Skip ahead to the defending Shield Ship 1 encounter. If a character s defense cannon is destroyed they aren t killed instead they eject and can prepare for the land fight in scene 2. Coralskipper  Skip (6) See page 184 for complete info. Defense: 24 (+10 armor, +2 size, +2 speed) Shield Points: 50 Hull Points: 100 DR: 5 Attack Bonus: +12 (+2 size, +4 crew, +8 fire control, -2 speed) Damage: 6D10x2 Range Modifiers: PB +0, S -2, M -4, L -6 After this round the Yuuzhan Vong commanders have realized that this section is well defended if some of the cannons survived if not they send in the landing troops to destroy the buildings. If the characters all ejected skip down to scene 2. Otherwise continue normally. *  Look out defense sector 2 you got two squadrons coming in fast and looking for a fight.  We copy control. Get ready to fire guys. * Coralskipper  Skip (24) See page 184 for complete info. Defense: 24 (+10 armor, +2 size, +2 speed) Shield Points: 50 Hull Points: 100 DR: 5 Attack Bonus: +12 (+2 size, +4 crew, +8 fire control, -2 speed) Damage: 6D10x2 Range Modifiers: PB +0, S -2, M -4, L -6 After this encounter the characters should all of had to eject and go to ground. Now the Yuuzhan Vong land their troops and send them in to fight defense forces on the ground. SCENE 2 * Through the smoke and debris you see 3 landing ships that are made up of the same substance as the coralskippers. The ships touch down and the backs open up. A dozen troops get out of each ship and march forward in formation. The defense forces open up on the troops from the opposite side of you and the Yuuzhan Vong turn leaving their flank open to you.* At this point in the fight there are a few casualties on both sides. Since the Yuuzhan Vong have turned to face the defense forces they leave their backs open to the characters. The characters gain a flanking bonus if they attack the Yuuzhan Vong and act as if they had a surprise round. Yuuzhan Vong troops (30) Soldier 1 Defense: 16 DR: 3 Move: 6m Init: +0 VP/WP: 11/12 +2 Punch Melee (1D3+1), +2 Amphistaff Melee (1D6+1), +2 Razorbug Ranged (1D6+2, 5m) Str: 12 Dex: 10 Con: 12 Int: 10 Wis: 8 Cha: 10 Skills: Intimidate +4, Survival +4, Jump +2, Handle Animal +2 Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Exotic Weapon Proficiency (Amphistaff), Simple Weapon Proficiency Equipment: Amphistaff, 4 Razorbugs, Vonduun Crab-Shell Plated Armor, 2 Blorash Jelly Defense Troops (16) Thug 1 Defense: 16 DR: 1 Move: 10m Init: +0 VP/WP 11/12 +2 Blaster Pistol Ranged (3D6 20m), +1 Frag Grenade (4D6/2D6 4m) Str: 11 Dex: 12 Con: 12 Int: 11 Wis: 9 Cha: 10 Skills: Survival +4, Move Silently +2, Hide +2, Intimidate +2 Feats: Simple Weapon Proficiency, Blaster Proficiency, Weapon Focus (Blaster Pistol), Armor Proficiency (Light) Equipment: Blaster Pistol, 2 Frag Grenades, Blast Vest Since the characters have a surprise round before they having a running firefight with the Yuuzhan Vong they should be able to take a few out with the first volley and will most likely win the initiative check and continue going first. After the surprise round read the following. *You notice some collapsed walls and piles of rubble between you and the Yuuzhan Vong. There are also some alleys between buildings near you. The Yuuzhan Vong are turning to face you.* That tells the characters that there is cover so they don t stand there and get shot. After this the characters fall back to the nearest defense station and carry their wounded with them. Wounded characters can get help and the characters can get temporary replacements to help repel the other attackers. The replacements are Defense Troops as listed above. Once the characters reach the aid station and have gotten any replacement troops necessary read the following. *  Good job guys. We need you to go back and help pull the civilians back into the protected zones. Once we get the civilians back here we ll launch our attack and push the invaders out.  You guys will be scouting the defense sector you were just in. Once you get some civilians bring them back here. Our intelligence shows that there are still 20 people missing from that sector and you are their only hope. This isn t a mission about killing the invaders it s about rescuing the civilians. You head out of the defense station and are heading back to your defense sector. You reach the perimeter of your defense sector and a thudbug whirls out of the darkness and hits the ground right in front of you.* The characters are luckily right next to an intersection so they can dive behind the walls which are 5m away from their current position. The Yuuzhan Vong are about 30m ahead and are hiding behind the turns of the building. There are 4 Vong in this group but they are better trained than the first group. Yuuzhan Vong troops (4) Soldier 2 Defense: 16 DR: 3 Move: 6m Init: +0 VP/WP: 18/13 +3 Punch Melee (1D3+1), +4 Amphistaff Melee (1D6+2), +3 Thudbug Ranged (see pg 255) Str: 14 Dex: 10 Con: 13 Int: 10 Wis: 8 Cha: 10 Skills: Intimidate +6, Survival +4, Jump +4, Handle Animal +2 Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Exotic Weapon Proficiency (Amphistaff), Simple Weapon Proficiency, Weapon Focus: Amphistaff Equipment: Amphistaff, 4 Thudbugs, Vonduun Crab-Shell Plated Armor, 2 Blorash Jelly After this attack the characters move into their defense sector that looks like map 1. Map 1 Legend Black = Road Gray = Building Green Square = Yuuzhan Vong Squad Blue Square = Civilians # = Building Name 1. Grand Hotel - Three story building. Has approximately 200 rooms in it. Built during the beginning of Lando s colonization of Dubrillion. One of the most successful companies on Dubrillion besides the mining operation. 2. Lilner s Cantina - A former warehouse that was converted into a large cantina. Has a small gaming section for patrons to play sabacc or other simple games of chance. A popular drinking spot. 3. Orifan Tower - A large tower that stands almost 300m in the air. The base is a casino/resort area and is very elegant. The slender body is a turbolift shaft with small hotel rooms built around. The Orifan Tower has about 50 rooms in the shaft area. The top part of the tower is an observation deck and souvenir area. 4. Houses - Generally a small house about 2 bedrooms, kitchen, living room, and rec room. 5. Canper Casino - A large casino that is fairly cheap and caters to the lower classes. Is almost always full and turns a good profit. Has few high stakes games in it. A good source of information. 6. Apartment Complex - A moderate sized and priced apartment complex in the northern section of defense sector 2. The apartment complex has few open apartments. 7. Shopping Center - A long stretch of small shops. The shops sell everything and anything that the anybody could want or need. 8. Hangar - A hangar complex designed to hold 6 medium size freighters at a time. Generally where ships of foodstuffs and the like come in. 9. Customs Building - A small headquarters for the inspections team. Oversees the Hangar next to it and the two landing bays across the street. 10. Landing Bay - Small landing bays for small transports or fighters. More expensive than the public hangar. Yuuzhan Vong Squadron Yuuzhan Vong troops (4) Soldier 2 Defense: 16 DR: 3 Move: 6m Init: +0 VP/WP: 18/13 +3 Punch Melee (1D3+1), +4 Amphistaff Melee (1D6+2), +3 Thudbug Ranged (see pg 255) Str: 14 Dex: 10 Con: 13 Int: 10 Wis: 8 Cha: 10 Skills: Intimidate +6, Survival +4, Jump +4, Handle Animal +2 Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Exotic Weapon Proficiency (Amphistaff), Simple Weapon Proficiency, Weapon Focus: Amphistaff Equipment: Amphistaff, 4 Thudbugs, Vonduun Crab-Shell Plated Armor, 2 Blorash Jelly Civilians Each Blue Square represents 4 civilians. The characters must rescue 20 of the civilians and take them back to the defense headquarter. The best bet for the characters to successfully achieve this mission is to avoid the Yuuzhan Vong patrols by sneaking around the city and hiding behind corners. If possible it would be a good idea to put a spotter up on a roof with macrobinoculars to scout out the terrain. The spotter can find Yuuzhan Vong patrols and civilian groups. Some of the civilian groups are inside buildings and that makes it harder for the characters although the defense headquarters will have access to any holocams inside of the buildings. After they successfully return 20 captives to the defense headquarters they are sent on a scouting mission to prepare for the counter-assault. * You walk into defense headquarters with the last group of captives and the guard troops move forward to direct the captives where to go. As the captives are taken away Captain Drelzer approaches you. One of the troops with you mutters under his breath,  Oh shit, not again. Captain Drelzer:  Good job guys. Hopefully we have only one more mission for you to do. We need you to act as spotters for an assault team moving into defense sector two and then continuing throughout the city to take out the Yuuzhan Vong invaders. We need you to get the Customs building and get into the control tower. You should be able to see all over your defense sector. The first wave is going to be six airspeeders with heavy lasers. You ll have to direct them where to hit and what to hit it with. Next we ll be bringing in four AT-ST s to hit any heavily defended places. The final phase we ll be a troop assault. The troops we ll be combing the defense sector and taking out all of the Yuuzhan Vong with extreme prejudice. During that time you should feel free to snipe out any Yuuzhan Vong you see and we will be providing you with either an E-web heavy blaster cannon or a concussion missile launcher depending on your preference. Make sure not to draw any attention to yourselves before the troops move in. You got that? * If any of the characters have questions you can answer them with the information provided in Captain Drelzer s speech or in the information provided later on in this part of the campaign. Scouting the Attack * You head out to the customs building to prepare the way for the counter-assault. You have the (E-web or concussion missile launcher) strapped on your back and march off. * Concussion Missile Launcher Cost: 12,000 credits Damage: 10D6/7D6/4D6* Critical: - Range Increment: 100 meters (12 meters) Weight: 50 kg Type: Projectile Size: Large Group: Exotic * The concussion missile launcher deals the first damage on a direct hit. The second damage is done to everybody within 12 meters of the target and the third damage is done to everybody within 24 meters of the target. To get to the control tower the characters must sneak past several groups of Yuuzhan Vong patrols. The characters can t engage the Yuuzhan Vong because the other Vong would know that there is somebody coming and the attackers wouldn t have the element of surprise. Roll 1D6 the characters must succeed that many move silently checks against the Yuuzhan Vong patrols. The characters must make an opposed roll against the Yuuzhan Vong s listen check. To determine the patrol s result roll 1D20+2. If the characters fail the check they must make a reflex save against a DC of 17 to avoid being seen. If the characters fail the reflex save the Yuuzhan Vong see them and attack them. The characters must kill the attacking Vong and hide before the other Yuuzhan Vong get their which is in 10 rounds. Or the characters can sneak up behind them and kill them silently. Yuuzhan Vong Squadron Yuuzhan Vong troops (4) Soldier 2 Defense: 16 DR: 3 Move: 6m Init: +0 VP/WP: 18/13 +3 Punch Melee (1D3+1), +4 Amphistaff Melee (1D6+2), +3 Thudbug Ranged (see pg 255) Str: 14 Dex: 10 Con: 13 Int: 10 Wis: 8 Cha: 10 Skills: Intimidate +6, Survival +4, Jump +4, Handle Animal +2 Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Exotic Weapon Proficiency (Amphistaff), Simple Weapon Proficiency, Weapon Focus: Amphistaff Equipment: Amphistaff, 4 Thudbugs, Vonduun Crab-Shell Plated Armor, 2 Blorash Jelly Once the characters get to the tower they set up the concussion missile launcher or E-web in the front door of the tower to stop any attacks. They should leave about two sentries to work the gun and watch for attackers. The rest go up to the tower and help coordinate the attack. When the airspeeders come in the characters should have about 2 people watching for transports or defense emplacements for the airspeeders to hit. 1 characters is working the comm unit. The 2 watchers roll a spot check and the result determines the successfulness of the attack. The higher result is taken. Roll / Result <15 / Mild Success (M) 16-19 / Success (S) 20-24 / Good success (G) 25+ / Spectacular success (SP) After the airspeeders hit the walkers and other heavy attack vehicles move in to take care of the emplacements that were defended by the guns that the airspeeders destroyed. The result from the previous spot check determines how successful this one is. Mild Success Good Spectacular Roll / Result Roll / Result Roll / Result Roll / Result <16 / M <15 / M <14 / M <13 / M 17-20 / S 16-19 / S 15-18 / S 14-17 / S 21-25 / G 20-24 / G 19-24 / G 18 -23 / G 26+ / SP 25+ / SP 25+ / SP 24+ / SP Next the assault troops move in but before the troops get into the defense sector 5 assault groups move in on the tower. Three assault groups move in from the center together. And one assault group moves in from each side. The sentries must hold off the attackers and the people in the tower have to keep the assault troops primed on what is happening. After 5 rounds the people in the tower can either come and help the sentries or start sniping from the control tower. You should provide several shots for any character who is trying to snipe from the tower but all of the shots should be at very long range and should have some sort of obstruction in the way to make the shot difficult. Yuuzhan Vong Squadron Yuuzhan Vong troops (4) Soldier 2 Defense: 16 DR: 3 Move: 6m Init: +0 VP/WP: 18/13 +3 Punch Melee (1D3+1), +4 Amphistaff Melee (1D6+2), +3 Thudbug Ranged (see pg 255) Str: 14 Dex: 10 Con: 13 Int: 10 Wis: 8 Cha: 10 Skills: Intimidate +6, Survival +4, Jump +4, Handle Animal +2 Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Exotic Weapon Proficiency (Amphistaff), Simple Weapon Proficiency, Weapon Focus: Amphistaff Equipment: Amphistaff, 4 Thudbugs, Vonduun Crab-Shell Plated Armor, 2 Blorash Jelly After the characters have dealt with the attackers they can go back to the defense sector and prepare to ship out with the rest of the refugees or stay and help with the defense of Dubrillion. The characters choices are determined by how good they did on their scouting mission all though you may let your characters stay or leave however you feel fit. Transport (T) Defense (D) Successes / Offer MM / T MSP / T or D GSP / T or D SPSP / D MG / T GG / T SS / T or D MS / T GS / T or D SSP / D If the characters choose to go on the transports and leave Dubrillion they go to Chapter 5. If they choose to defend Dubrillion they go to Chapter 4. After this chapter the characters gain 1000 xp. Chapter 4. Defending Dubrillion In this section of the campaign the characters are defending against the random attacks that the Yuuzhan Vong make to test and stretch the defenders. The initial attacks begin with air strikes and ends with a running light fight and then a battle to leave with the transport. During the attacks the characters will be operating from an assault vehicle. The vehicle has 2 anti-air batteries, 1 heavy cannon, and 1 anti-personnel cannon. Much of these fights use the rules for vehicle to starship combat that can be found on my site. Hover Assault Tank Craft: Quandir Heavy Assault Tank Class: Ground (Speeder) Cost: Not for Sale Size: Huge (8 meters long) Crew: Special (1 pilot, 4 gunners) Passengers: 6 troops Cargo Capacity: 100 kilograms Ground Speed: 75 m (max speed 200 km/h) Altitude: up to 4 meters Defense: 15 (-2 size, +7 armor) Hull Points: 75 DR: 7 Weapon: Concussion Missile Launchers (4, 2 fire-linked)(2 missiles each launcher) Fire Arc: 1 Right, 1 Left Attack Bonus: +3 (-2 size, +5 fire control) Damage: 10D10x2 Range Modifiers: PB +0, S/M/L n/a Weapon: Heavy Cannon Fire Arc: Front Attack Bonus: +4 (-2 size, +6 fire control) Damage: 5D6x2 Range Modifiers: 100 m Weapon: Repeating Blaster Fire Arc: Turret Attack Bonus: +3 (-2 size, +5 fire control) Damage: 4D8 (20m, 18-20) * A few hours after the assault on the Yuuzhan Vong invaders occurs Lando Calrissian calls all of the defenders left to a meeting in what is left of hangar 56. As you enter the Hangar there are several rows of chairs and a stage with a podium on it. Behind the stage are 5 Heavy Assault Tanks, and several smaller vehicles. You take a seat and after the rest of the defenders sit down Lando gets up to the stage and starts talking.  Thanks to your efforts our settlement still exists. As you know we have evacuated many of the citizens but we still have many left that have no where to go and we don t have the resources to move them. The New Republic has promised to deliver twenty more of the Heavy Assault Tanks behind me and take citizens out on the transports. We ll still have a lot of people left behind. We ll be holding off all the attacks that we can while the New Republic tries to get some transport resources to move out the rest of the citizens.  Those of you with the assault tanks will have the toughest task at first. The assault tanks are our best weapons and will have to be moving to counter all threats. The rest of the defense weapons will be assigned to certain sectors. We don t know what kind of attacks the Yuuzhan Vong are going to use so all defense vehicles will be paired up. An anti-aircraft unit with an anti-personnel unit. The assault tanks will be by themselves since they are both in one unit. This is going to be a tough job but I know you guys are up to it.  Now we are going to assign code names to all of the fighting units, as soon as you get your code name and units get suited up and move out. Defense sector 1 is now Tauntaun and will be using mixed units. Defense Sector 2 is now Wampa and will be using a Heavy Assault Tank. * Scene 1: Defending the City Remind the characters that they are defense sector 2 or Wampa patrol. * You move out of the room and go to the Heavy Assault Tank with Wampa written on it in bright red and a Wampa head on the side. A technician walks up to you and hands you a datapad, then starts talking.  I don t know if you guys are familiar with the Quandir Heavy Assault Tank, but its weapons systems are standard. The two concussion missile launchers are for use against the coralskippers. We re getting rid of the troop space and adding an extra twelve concussion missiles for reloading since we don t know when we ll be able to get to you and re-supply you. You also have five square meter sheets of durasteel to patch your hull if it takes damage. There is also a repair kit in there. When you run out of supplies call us and we ll coordinate a re-supply.  Now you will have the northern section of the settlement as your main patrol sector but you have to respond to all of the defense alarms that are raised in the city as your vehicle is heavily armed and capable of taking out anything the Yuuzhan Vong can throw against us. Right now the policy is to shoot first and ask questions later. If you see anything that looks like a Yuuzhan Vong ship, vehicle, or troop blow it up and call it in. That s the order unless you receive one that says differently. The code word is Bravo-Alpha-Delta-Alpha-Sierra-Sierra. If you receive an order ask for confirmation and that code must be given for it to be legitimate. Any questions? * If the characters have any questions answer them to the best of your ability. If the characters don t have anybody who is good at piloting you can have an NPC take the place of pilot. The characters are in control of most of their own actions but they do have some orders once in a while. At this time if the characters want they can defect to the Yuuzhan Vong side and join the Peace Brigade but that isn t covered in the campaign. The rest of this section will be small sections that consist of several missions that the characters are given to accomplish. Some involve using the Heavy Assault Tank and some don t depending on what they are supposed to do. * You climb into the Heavy Assault Tank and set in the front cockpit area. You all strap on a headset and turn it on. The voice of the technician comes on over the headset.  Can you guys read me?  Good. Okay, head out to the Northern section of the city and wait for further orders. We might be sending you on special missions if we need you to. Just be ready to repulse any Yuuzhan Vong attacks. Good Luck. You start on your way and drive through the small roads on the way to the North side. Parts of the city are bombed out and the buildings that are still standing stick out. Small fires litter the city and the lights flicker throughout the settlement giving it an eerie look. You come up on the North side and see a tent standing up in the middle of the road and a vehicle of some sort is just pulling away. As you come closer something hits your tank with a thud and two Yuuzhan Vong come out of the tent.* In this encounter the characters must destroy the tent and any Yuuzhan Vong that attack them. The tent has a defense of 12, 50 HP, and DR of 2. Every round for 4 rounds a Yuuzhan Vong warrior comes out of the tent. There are also 2 Yuuzhan Vong behind the vehicle that have already hit it with thudbugs. The heavy cannon is best for firing at the tent and the repeating blaster works well against the troops. Some characters might want to get out and fire their own personal weapons. The tank also has two firing slots in the front for characters to use their own weapons from. They have 75% cover. Yuuzhan Vong Station Yuuzhan Vong troops (8) Soldier 2 Defense: 16 DR: 3 Move: 6m Init: +0 VP/WP: 18/13 +3 Punch Melee (1D3+1), +4 Amphistaff Melee (1D6+2), +3 Thudbug Ranged (see pg 255) Str: 14 Dex: 10 Con: 13 Int: 10 Wis: 8 Cha: 10 Skills: Intimidate +6, Survival +4, Jump +4, Handle Animal +2 Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Exotic Weapon Proficiency (Amphistaff), Simple Weapon Proficiency, Weapon Focus: Amphistaff Equipment: Amphistaff, 4 Thudbugs, Vonduun Crab-Shell Plated Armor, 2 Blorash Jelly After this fight the vehicle that just left returns. The characters can start firing on it when it is within 500 meters. If the vehicle makes it within 100 meters it stops moving and drops off 6 Yuuzhan Vong troops, and stands off firing at the tank. Yuuzhan Vong Assault Tank Craft: Coral Tank Class: Ground (Speeder) Cost: Not for Sale Size: Huge (8 meters long) Crew: Special (1 pilot, 1 gunner) Passengers: 6 troops Cargo Capacity: 100 kilograms Ground Speed: 75 m (max speed 200 km/h) Altitude: up to 2 meters Defense: 13 (-2 size, +5 armor) Hull Points: 65 DR: 5 Weapon: Plasma Cannon (2 fire-linked) Fire Arc: Front Attack Bonus: +7 (-2 size, +5 fire control, +4 crew) Damage: 5D10x2 Range Modifiers: 75 m After this a call comes in from control about a strike just a little Northeast of where the characters are. The Yuuzhan Vong strike consists of several coralskippers coming in on a strafing run. If the characters can make the 400 meter distance in 4 turns they are in time to fire at the coralskippers at a short range. The next turn they shoot at point blank range and then the coralskippers move one range increment away every turn. Once they reach long range they turn around and come back. They repeat this pattern until they are all gone. Coralskipper  Skip (6) See page 184 for complete info. Defense: 24 (+10 armor, +2 size, +2 speed) Shield Points: 50 Hull Points: 100 DR: 5 Attack Bonus: +12 (+2 size, +4 crew, +8 fire control, -2 speed) Damage: 6D10x2 Range Modifiers: PB +0, S -2, M -4, L -6 After the characters eliminate the coralskippers a Yuuzhan Vong transport comes in from medium range. If the characters can destroy it in the air they can prevent the Yuuzhan Vong troops from being landed. If the transport lasts 3 rounds it drops off a platoon of Yuuzhan Vong soldiers for the characters and the other defenders to deal with. Yuuzhan Vong Transport Defense: 21 (+10 armor, +1 size) Shield Points: 75 Hull Points: 150 DR: 7 Weapon: Plasma Cannon Fire Arc: Front Attack Bonus: +7 (+1 size, +4 crew, +6 fire control) Damage: 5D10x2 Range Modifiers: PB +0, S -2, M -4, L -6 Yuuzhan Vong Platoon Yuuzhan Vong troops (12) Soldier 2 Defense: 16 DR: 3 Move: 6m Init: +0 VP/WP: 18/13 +3 Punch Melee (1D3+1), +4 Amphistaff Melee (1D6+2), +3 Thudbug Ranged (see pg 255) Str: 14 Dex: 10 Con: 13 Int: 10 Wis: 8 Cha: 10 Skills: Intimidate +6, Survival +4, Jump +4, Handle Animal +2 Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Exotic Weapon Proficiency (Amphistaff), Simple Weapon Proficiency, Weapon Focus: Amphistaff Equipment: Amphistaff, 4 Thudbugs, Vonduun Crab-Shell Plated Armor, 2 Blorash Jelly If the characters are able to stop the transport and the troops they can fall back a short way and regroup. If the characters are losing the battle they can pull back, regroup and attack or you can have some other Heavy Assault Tanks come along to help the characters. Scene 2: Raiding the Base *After your close battle with the Yuuzhan Vong attack force you pull back a little ways to regroup and go over what just happened.  Wampa, do you copy? Repeat, Wampa do you copy? a voice asks over your headset.  This is Wampa what s the code? you reply.  Bravo-Alpha-Delta-Alpha-Sierra-Sierra. This is headquarters. You now have a new assignment. We need you to come back to base to get prepped for this mission and to receive special equipment you ll need for this mission. See you soon. You drive the tank back to base and park in the hangar while a group of technicians hook up a fuel hose. A group of technicians carry a large box into the tank and a smaller group attach what looks like another weapon to the top of the tank. Lando walks up to you.  Hello, guys. You re doing a good job out there and that s why we chose you for this mission. What we need you to do is very dangerous, but it needs to be done. You are the only guys who can do it. We need you to destroy a Yuuzhan Vong outpost not far from the city. If you take that out we believe it will severely cripple their ability to strike us. I don t know how you ll do it but we are giving you several weapons to do the job. Your tank is being outfitted with two new modifications right now. The first is one I think you ll like a grenade launcher on the top to help you take out large groups of troops at once. The other is a sensor jammer. We ve analyzed how the Yuuzhan Vong sensors work from the coralskipper we caught and we think we can jam their radars with this new jammer. It should allow you to jam their radar and sneak up in the tank if that is what you want to do. We will also give you personal arms if you want to sneak in that way. I d recommend sending in a couple of you guys with a bomb and then bringing the tank around to get you out but it s up to you. We re not sure of the size of the outpost so you might be able to take it out with what you have on the tank. The technicians are also modifying the concussion missiles to target buildings and vehicles to make them more useful. * If the characters have any questions you can answer them with the given information. The characters can requisition up to 5,000 credits worth of equipment including weapons to use in the assault. Whatever they ask for they will be able to get provided it is not too rare or hard to get. After that the characters can view Map 2. The characters have only a few options on getting into the compound and then taking it out. They can sneak under the outer fence by swimming in the river underwater but it is still possible that they could be seen. They could also attempt to cut through the fence but they must work quickly as the fence will heal itself as the characters cut it. The last choice is to blow into the compound either at the gate or to blow through the fence and then take the compound out by brute force. It is quickest to do by sneaking a few characters in with thermal bombs but the characters can use the concussion missiles to take out the buildings and using the grenade launcher to take out the large groups of Vong and using the repeating blaster and their own blasters to take out individual troops. The characters have to at least take out the command center but a complete victory requires that they destroy all of the buildings and kill as many of the Vong as they can. Yuuzhan Vong Squad Yuuzhan Vong troops (2) Soldier 2 Defense: 16 DR: 3 Move: 6m Init: +0 VP/WP: 18/13 +3 Punch Melee (1D3+1), +4 Amphistaff Melee (1D6+2), +3 Thudbug Ranged (see pg 255) Str: 14 Dex: 10 Con: 13 Int: 10 Wis: 8 Cha: 10 Skills: Intimidate +6, Survival +4, Jump +4, Handle Animal +2 Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Exotic Weapon Proficiency (Amphistaff), Simple Weapon Proficiency, Weapon Focus: Amphistaff Equipment: Amphistaff, 4 Thudbugs, Vonduun Crab-Shell Plated Armor, 2 Blorash Jelly If the characters hit a building with a concussion missile it is automatically destroyed as the buildings are only temporary structures and aren t very strong. The big cannon needs only 2 hits to destroy a building. If the characters start to get overwhelmed they can pull back and half of the Yuuzhan Vong stay back at the base and the other half attacks them. This allows them to decrease the difficulty for a while and then come back when they are rested and recharged. The characters have 2 hours before reinforcements arrive. If the characters destroy the base the reinforcements pull back and return to the mother ship. After the characters destroy the base they get the following message. *  All troops pull back. Bravo-Alpha-Delta-Alpha-Sierra-Sierra, transports have arrived return to the docking hangar to cover the escape and then leave. You have one hour to get back here and prepare for departure. * On the characters way back they run into several Yuuzhan Vong patrols and a few light tanks that are in their way of escaping to the hangar and then leaving. Determine the number randomly or arbitrarily depending on how the characters have been doing so far. Yuuzhan Vong Patrols 2D6-2 Light Tanks 1D6 Yuuzhan Vong Patrol Yuuzhan Vong troops (4) Soldier 2 Defense: 16 DR: 3 Move: 6m Init: +0 VP/WP: 18/13 +3 Punch Melee (1D3+1), +4 Amphistaff Melee (1D6+2), +3 Thudbug Ranged (see pg 255) Str: 14 Dex: 10 Con: 13 Int: 10 Wis: 8 Cha: 10 Skills: Intimidate +6, Survival +4, Jump +4, Handle Animal +2 Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Exotic Weapon Proficiency (Amphistaff), Simple Weapon Proficiency, Weapon Focus: Amphistaff Equipment: Amphistaff, 4 Thudbugs, Vonduun Crab-Shell Plated Armor, 2 Blorash Jelly Yuuzhan Vong Assault Tank Craft: Coral Tank Class: Ground (Speeder) Cost: Not for Sale Size: Huge (8 meters long) Crew: Special (1 pilot, 1 gunner) Passengers: 6 troops Cargo Capacity: 100 kilograms Ground Speed: 75 m (max speed 200 km/h) Altitude: up to 2 meters Defense: 13 (-2 size, +5 armor) Hull Points: 65 DR: 5 Weapon: Plasma Cannon (2 fire-linked) Fire Arc: Front Attack Bonus: +7 (-2 size, +5 fire control, +4 crew) Damage: 5D10x2 Range Modifiers: 75 m Once the characters get to the hangar they have to wait 15 minutes before they can get in a transport. One character must rig the Heavy Assault Tank to blow since they can t take the tank and it can hurt some Vong. The other characters have to assist the other defenders in holding off an assault of Vong. There are 24 other defenders along with the characters. Yuuzhan Vong Assault Yuuzhan Vong troops (48) Soldier 2 Defense: 16 DR: 3 Move: 6m Init: +0 VP/WP: 18/13 +3 Punch Melee (1D3+1), +4 Amphistaff Melee (1D6+2), +3 Thudbug Ranged (see pg 255) Str: 14 Dex: 10 Con: 13 Int: 10 Wis: 8 Cha: 10 Skills: Intimidate +6, Survival +4, Jump +4, Handle Animal +2 Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Exotic Weapon Proficiency (Amphistaff), Simple Weapon Proficiency, Weapon Focus: Amphistaff Equipment: Amphistaff, 4 Thudbugs, Vonduun Crab-Shell Plated Armor, 2 Blorash Jelly The other defenders kill 2D6 Vong a turn and the Vong kill 1D6 defenders a turn. If the defenders kill the Vong they escape with no problem but if the Vong over run them by killing all of the other defenders the characters must some how get aboard a transport and get away from Dubrillion. If the characters fail to get off the planet they are captured by the Yuuzhan Vong and the campaign can then become an attempt to escape from the Yuuzhan Vong but that is not covered in this area. After getting on the transport the characters have two choices. They can either go to Dantooine with the other refugees or they can go to Coruscant to tell the council what happened and convince them the danger that the Yuuzhan Vong present to peace in the galaxy. If the characters choose to go to Dantooine go to Chapter 5. If they choose to go to Coruscant go to Chapter 6. After this section the characters gain 1,500 XP. Chapter 5: Dantooine Assault When the characters get to Dantooine depends on what they did before coming here. If they came from Chapter 3 they arrive before the Yuuzhan Vong and are used to help set up the settlements and defensive emplacements. If they come from Chapter 4 they conveniently arrive just before the Yuuzhan Vong attack just in time to help defend the refugees. No matter how they get there the characters are given a defensive position and weapons needed to fight the Yuuzhan Vong. If the characters have a BAB of greater than +3 they are given a Sentry rifle which is stronger and has better range than the standard blaster rifle. The Sentry rifle is the type of gun that the Echo Base troopers use in the Battle of Hoth. All characters also receive 2 frag grenades. Sentry Rifle Cost: 2,000 Damage: 3D10 Critical: 20 Range Increment: 75 meters Weight: 8 kg Type: Energy Size: Medium Group: Blaster Rifle The characters have a defensive perimeter that is next within range of 5 other emplacements. All of the emplacements have 4 troops armed with blaster rifles in the emplacements and are firing too. The characters have to deal with large waves of the Yuuzhan Vong reptoid troops. The troops are basically cannon-fodder but they come in such large numbers that the characters can t help but be over-whelmed. The characters will have to use their grenades wisely and fire fast and accurately. This should be a tough fast encounter but not an insurmountable challenge. After about 10 rounds the characters will be ordered to fall back to the transports and get out of there. For 5 rounds they must fight on the run and now they are fighting Yuuzhan Vong warriors. Once the characters get to the transport they blast off and go to Chapter 6. The defenders other than the characters kill 1D6 reptoid troops a round. After the characters repulse the reptoid troops or have to pull back they have to face two Yuuzhan Vong Warriors a turn and must not die. That is their objective after getting away from the reptoids don t die. Yuuzhan Vong Reptoids Reptoid troops (48) Soldier 2 Defense: 13 DR: 1 Move: 6m Init: +0 VP/WP: 14/6 +3 Punch Melee (1D3+1), +4 Amphistaff Melee (1D6+2), +3 Thudbug Ranged (see pg 255) Str: 14 Dex: 10 Con: 13 Int: 10 Wis: 8 Cha: 10 Skills: Intimidate +6, Survival +4, Jump +4, Handle Animal +2 Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Exotic Weapon Proficiency (Amphistaff), Simple Weapon Proficiency, Weapon Focus: Amphistaff Equipment: Amphistaff, Crab-Shell Armor Yuuzhan Vong Warriors Yuuzhan Vong troops (2) Soldier 3 Defense: 17 DR: 3 Move: 6m Init: +0 VP/WP: 21/13 +4 Punch Melee (1D3+1), +5 Amphistaff Melee (1D6+2), +4 Thudbug Ranged (see pg 255) Str: 14 Dex: 10 Con: 13 Int: 10 Wis: 8 Cha: 10 Skills: Intimidate +8, Survival +6, Jump +4, Handle Animal +2 Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Exotic Weapon Proficiency (Amphistaff), Simple Weapon Proficiency, Weapon Focus: Amphistaff Equipment: Amphistaff, 4 Thudbugs, Vonduun Crab-Shell Plated Armor, 2 Blorash Jelly After this encounter the characters gain 1000XP *Your transport pulls off the plan and quickly exits the atmosphere.  We ve got lots of Yuuzhan Vong ships in our exit vector. What do you want us to do commander?  I guess we re trapped. Pull back to the planet.  This is General Kre fey. Head towards us and we ll blow a path out for you.  Thank you general, you ve saved us.  No need to thank me I m just doing my job. We ll be heading for Agamar and we ll take some of the troops with us to Coruscant to give testimonials to the senate. They ll have to believe us now. * Chapter 6. Meeting the Senate Scene 1: Entering Coruscant *Your transport sets down on a docking bay on Coruscant. As you walk off the ship a speeder pulls up to the docking bay and takes you to the senate house. The speeder drops to a lower level and quickly zooms through the traffic and between the buildings. The speeder pulls up to the steps of the senate building and drops you off. You enter through two large blast doors and are greeted by General Kre fey. Kre fey gives you some advice as he leads you to the senate chamber.  I m glad you guys volunteered to do this. The senate is going to be very hostile with you because they refuse to believe that the Yuuzhan Vong are a threat to the New Republic. Stand your ground and repeat what you saw and experienced. You don t have to dress the stories up, they ll be enough as they are. Remember to stay together and focus on the attacks and destructions of Dubrillion and Dantooine. Don t forget about the other planets they have destroyed like Sernipidal. This is our best chance to convince the senate of what needs to be done. Here you are. Good Luck. You enter the senate chambers and an aide comes to you and takes you to a podium.  You ll give your speech from here and all of the senators will be able to see you on their holo-display. Wait until Borsk Fey lya acknowledges you then you may start talking. The aide hurries away leaving you and your friends alone.* If your players are  role-players have them have a discussion and make this seem like a very dramatic scene where they must succeed. Ultimately they will fail this time but they can have other chances to convince the senate. If your characters want to they may make political alliances and try to gain support in the Senate but that isn t covered in this campaign. If your players are  roll-players have them make a few diplomacy checks and maybe make a statement or two. Ultimately they will fail but they will be able to convince a few senators of what they say. *You exit the senate chambers after you finish talking and a man in a paramilitary outfit walks up to you.  General Cracken would like to talk to you. Go to the second meeting chamber on the third floor. He ll be waiting there. You have 15 minutes to go there and meet him. * The characters have 2 choices they go to meet Cracken or they don t. If they don t go they can return to the war with the Vong or try to convince the senate further, neither one of these is covered in the campaign. Or they can meet with Cracken which is the next step in the campaign. Scene 2: Meeting with Cracken * You enter a turbo lift and press the button to go to the third level. The doors open on the third floor and you walk to the second meeting room and Cracken is sitting at the head of a table waiting for you.  I ve been waiting for you. I ve invited you here because I d like you to join New Republic Intelligence. I ve heard reports about your involvement in the defense of Dubrillion and I think you would be perfect for secret agents. What do you say? * If the characters accept they continue on with the campaign but if they refuse you are on your own as the campaign doesn t cover that scenario. *  Great. I ve already got a mission I d like you to take. I have received reports that Imperial forces are working on a special type of AT-ST walker. I know you ve seen the devastation that they Yuuzhan Vong are causing but we can t forget about the Imperials. These new AT-STs have several different upgrades to them. Shields, Improved guns, Heavy lasers, and other deadly upgrades that will allow them to decimate our ground forces if we enter another war with them. What we need you to do is steal the technical read-outs for the upgrades and sabotage the AT-STs some how so they will appear to work but when they are put into use they will fail. I don t care how you do it as long as you get it done. What do you say? * If the characters say yes they go to Chapter 7. If they say no they go to Chapter 8. u.  General Cracken would like to talk to you. Go to the second meeting chamber on the third floor. He ll be waiting there. 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