STAR WARS ROLEPLAYING GAME

Adventure Name: Florr’s Factory
Era of Play: Old Republic, immediately after Episode II, Attack of the Clones
Difficulty: Moderate
Basic Description: Travel to Geonosis under the guise of hired security agents.

SCENE 1

Opening Scene: You are in a shady, busy cantina in an orbital “City” over the planet Duro. Duro civillians and a few alien spacers occupy the cantina, drinking, talking, and laughing. Various programs play on large screens lining the walls, including podracing, boom ball, and a documentary about the Battle of Naboo. Each player may now describe what he/she is doing.

(Each player talks)

Now let’s see how well your characters are paying attention. (Roll a spot check for all the players, and jot down their numbers. All with a number greater than or equal to ten are told the following)

You notice that a newsflash appears on the podracing and boom ball channels, with a human reporter talking and the subtitle “War Declared” at the bottom of the screen. However, over the din of the crowd it is hard to hear what is being said...

(roll a listen check for all players who passed the spot check. DC=20)

(To the players, if any, who passed the listen check) You were listening intently enough to hear that the Republic has declared war against the Confederacy of Independent Systems, and has already scored a victory at the distant outer rim world of Geonosis with an army of clone troopers.

(To all players...)

Suddenly, you all notice as a Duros at a nearby table yells something in Durese(If any of the party can speak Duros, add the parts in brackets) [yelling about a horrible change of events]. Another Duros at his table appears to try to comfort him, [saying that war is good for business]. The first Duros throws his empty glass in rage, hitting a Trandoshan at a table beyond yours. The Trandoshan angrily gets up with his two comrades, a Human and a Rodian and heads for the table of the Duros.

(Roll an initiative check for the Trandoshan, the Human, the Rodian, the four Duros, and each player. Players may choose to make any actions when their turn comes up.)

(The Trandoshan is armed with a blaster pistol, and his first move is to fire at the Duros who threw the glass unless one of the players blocks his way. The Human and the Rodian are both unarmed and will fight first the Duros, but also the players if they intervene. The four Duros are all unarmed, and one ducks under the table for cover.)

(After the battle...)

(Award each character a Force point and 250 Xp)

The cantina is empty, since all of the diners fled during the fight, although there is one Duros still hiding under a table. All of his comrades have fled and he alone remains. He now gets out from under the table and thanks the players for saving him (in basic).
Duros security personnel finally show up and ask the players what happened.

(the players have a chance to explain, but if they delay the Duros whom they saved will talk to the security personnel in Durese and they will gather the bodies and leave...he says [My friends and I were attacked by a trio of alien thugs. These people saved me.])

With the Duros security satisfied, your new Duros friend tells you that his name is Florr Gihd, and that he was impressed with the way you handled yourselves in combat. He’d like to show you back to his apartment and give you a reward for your bravery.

(If the players agree, go on to scene 2, otherwise, Florr insists. If he is still refused, the players are free to walk around the cantina and even explore the city-station, but nothing interesting will happen and Florr will keep following them around until they agree to go with him.)

SCENE 2

Florr Gihd leads you through the space-station-city until you reach a length of identical doors. Florr opens one of them and leads you all inside.
Florr’s apartment is large and glamorous, with marble floors, walls, and pillars. Old swords, spears, and shields line some walls, while paintings and sculptures decorate any empty spaces. A protocol droid greets Florr upon entry and welcomes each of you. Florr leads you further into the apartment, to another room. He opens the door and you see a cold, metal room, lined with racks of electronics, equipment, and even blasters and other weapons. Florr grabs a datapad, a credit chip, and a blaster rifle.

(Do a sense motive roll on all players with DC 15. Remember the results for later.)

Florr turns to you all as a group. He says: “Your fighting skills impressed me beyond words. I believe that you, my friends, might have an opportunity in my line of work...I happen to have an opening for you as security guards at a certain facility of mine on the planet Geonosis.”

(At this point, players may choose to reply or let him continue talking)

(If the players reject his offer, realizing that he works for the confederacy, go on to the battle scene, if they are interested, or don’t reply, he keeps talking.)

“Certain droid and weapons factories there, run by the Geonosians, are under my control, but I worry over their security and I don’t trust the natives to defend it. Will you accept my offer?” He holds up his credit chip, “I will pay you each 500 credits right now, and 1000 more for every week you work there.”

(If the players refuse, go to the battle scene. If they accept, they are each given 500 credits, given the datapad, and sent on their way.)

BATTLE SCENE

“I’m afraid that if you refuse to work for me, I’ll have to kill you, because now you know too much.” He raises his blaster.

Surprise round: each player who passed the sense motive check before can participate in the surprise round. Then continue regular combat (it shouldn’t be too hard with only one opponent). (Award each player 150 xp after the battle.)

After Florr is killed, players may pick up his blaster, datapad, and credit chip (which has enough credits to give each player 500 credits.) One player may notice the protocol droid as it runs out the door, but they won’t be able to find it afterwards.

NOTE: Players may rest for an hour in Florr’s home, whether they took the job or killed him. They may also steal some of his stuff if they want (he has empty datapads, blaster rifles, and money in the metal room, and primitive weapons and artwork in the main room. If they pass a search check of DC 15, they will find a Geonosian/Basic Translation device in the metal room. All other rooms are locked and electronically sealed.

(Then, after reading the datapad, they may want to report to authorities or continue to Geonosis to foil Florr’s business there.)

THE DATAPAD:

Here is what is said on the datapad:

My droid and weapons facilities on Geonosis are hidden deep within the Geonosian catacombs for security purposes, but I don’t trust the Geonosians who work on my machines. I believe they may be stealing from me. My operation isn’t exactly legal because I manufacture weapons and battledroids for a certain organization which the Republic doesn’t exactly agree with, so don’t go blabbing your mouth off about it.
I was supposed to find security agents during my stay here, so I have a transport ship already awaiting you at docking bay 32. The ship is in berth A-4, and is called the Gambler. Give them the password, “Guhanz” and they will take you to Geonosis and drop you off at my factories.

(end of data entry)

(Player may go to the Authorities on the station, but security will turn around and start firing at the players, because the droid has reported that you killed Florr. The players’ only chance is to get aboard the Gambler, give them the password, and fly off to Geonosis. The Gambler will fire weapons at any security following you once you give them the password. The crew of the Gambler is four Geonosian warriors armed with blaster rifles, and a blue skinned alien female {a Chiss} who will pull out a lightsaber and use force grip on the players if they attempt to take over the ship.)

SCENE 3: Geonosis

(The players have 1 day in hyperspace to rest)

The Gambler drops you off on the desert world of Geonosis, just next to a large, spiraling tower that appears to be made out of some form of sandy yellow duracrete. One crewmember, a Geonosian, from the Gambler gets off with you and guides you into a doorway on the tower. The inside of the tower is dark and cool. You can hear the strange sounds of Geonosian speech echoing throughout the tower above you. Your guide leads you down some crudely fashioned stairs, further and further, until the stairway suddenly ends and you find yourselves in a massive underground factory, with droids and weapons being assembled all around you. Chains and cables hang from the ceiling, while machinery and computer terminals are scattered around in front of you. Conveyor belts are constantly moving unfinished battle-droids down assembly lines. Each of you catches his/her breath staring into the inner workings of the wondrous machine. Your guide babbles something to you in Geonosian

(if any players can speak Geonosian, or if they have the translation device, he says [This is Florr Ghid’s manufacturing plant. It has not yet been detected by the Republic’s ground forces, and should be safe if we do not send these droids into battle or give away our position.])

He guestures to an open doorway to his right as he talks. Through it you can see hundreds of battle droids standing at attention. A protocol droid wobbles up and says,

“Your guide wishes to inform you that this is Florr Ghid’s manufacturing plant, and that we ought to be safe as long as we don’t give away our position to the Republic by sending these droids into battle.”

As the protocol droid finishes speaking, your Guide flies away, back up the stairs, and a hatch closes on the stairway after he passes through, locking you all in.

(Players may talk to the droid. It will eventually guide them to their security room, which includes food, beds, and blaster rifles. A deactivated Destroyer Droid sits in the corner.)

(players may attempt to operate the computer terminal in the security room to access current security vids of the entire compound {Computer use check, DC 15)

The vids show:
1.The entrance to the tower and the Gambler taking off,
2. the inside of the tower on night vision and swarming with armed Geonosian warriors,
3. the security room they are in, and themselves within it,
4. a view of the droid making machinery,
5. a view of the room full of battledroids...the room is massive, and even though there are hundreds of droids in it, it is less than half full. A new battle droid walks into the room every ten seconds.)

(Players may search the room. If they pass DC10, they find a blaster rifle in a cupboard with d% shots left. If they pass DC15, they also find a book on manufacturing, which one player may read to add one rank to his/her Knowledge (technology) and one rank to his/her Knowledge (engineering). If they pass DC20, they will find a small package of spice under one of the beds, valued at 1000 credits.)

(Players may attempt to activate the Destroyer Droid in the corner for a Repair check of DC 15. If they fail the check, the droid’s middle section falls out of the body and no more attempts may be made. If they succeed, the Destroyer Droid joins their group and obeys their every command. It can be commanded by commlink as well as vocally.)

(Eventually, a Geonosian enters the security room...)

A Geonosian worker enters the security room and screeches something in Geonosian

([Republic troops are coming! We must activate the battle droids!])

and then he runs back out the door.

(players have a chance to do something, including ask the protocol droid what he said or follow him out of the room.)

He goes into the battle droid room and begins typing into a computer. You can see the computer over his shoulder and realize that it is in basic. He is ordering the battle droids to activate and defend the compound from the Republic troops. He hasn’t entered the command yet and the droids stand motionless.

(Players have a chance to do something, including initiate battle with the unarmed Geonosian worker, or letting him continue and letting the battle droids run out of the room, guarding all exits. In either case, the Republic clone troopers arrive after the action is completed{killing the worker or letting the droids do their stuff} and a battle ensues.)

IF:
--(If players killed the Geonosian, each player gets 200 Xp, and the battle droids will not defend the compound, but Geonosians will. The Geonosians know that you killed their worker and will attack you as well as attack the Republic troops. The Republic troops will see that you are being attacked by Geonosians and will realize you are their allies and will not attack you.)

Eight Geonosian workers attack you (unarmed) two more workers attack you (with blaster pistols) and three aristocrats attack you (with blaster pistols). After one Geonosian has been killed by the players, two squads of ten Republic clone troopers show up and attack the Geonosians. If they win, each player earns 200 Xp and a force point, and then go to scene 4.

--(If the players let the droids go, the Geonosians will not attack them, but rather, will lead them into the safety of the catacombs. Republic troops will not know whether you are friend or foe and will shoot at you.)

Twenty Republic troops kick down the door and begin shooting at you. A Geonosian Aristocrat flies to you and yells and flies away slowly

(he yells: [follow me! To the catacombs!])

obviously intending for you to follow him. He leads you past the machinery into a dark hallway, where there is low lighting. It continues deeper into the planet and many, many Geonosians are fleeing down the hall. You can hear the Republic troops fighting the battle droids. The Geonosians beckon for you to follow them as they rush past you.

(Players may follow the Geonosians or turn back. If they turn back, five Republic troops will surprise them and fire at them before they can do anything. If they follow the Geonosians, keep reading)

The corridor leads to another large room. A blast door seals behind you as you enter. The rush is over, and your characters catch their breath, as do thousands of Geonosian workers and aristocrats around them. A single aristocrat flies up to you, and trills something in Geonosian to a worker near you

([Who are these outsiders?])

and the worker shrieks a reply

([They are Florr Ghid’s security warriors, for his factory.])

The aristocrat then lands and walks up to (random character) and says, in basic,
“Hello. I am Gogli the Fourth, overseer of these chambers. We are sealed in and I am afraid you cannot leave the way you came.”

(players may talk with Gogli, but the main idea of his is to say that they cannot leave because the clone troopers vastly outnumber them, and will kill them. He will offer, if asked, to let the team leave through a distant, secret exit, which would leave them in the middle of the desert. He is willing to offer them some supplies {food, and water} and a few Massiffs to ride upon. If players agree to this, continue reading.)

(Otherwise, players have little to do but look around. All doors are locked except one, which is the secret exit in the middle of the desert. They may leave through that exit, but they don’t get supplies or steeds unless they find Gogli (Spot DC17) and ask him for them.)

(After leaving the exit)

You are in the middle of the Geonosian desert. The intense heat and sun glare down on you all, and radiation from the sun of Geonosis seeps down from above.

(All players must make a radiation protection Fortitude saving throw, and must beat 10 to keep moving, but lose 1 vitality point, or by 15 to lose no vitality points. If they don’t beat ten, they become fatigued. Every hour they are outside on Geonosis, they must make another Fortitude saving throw. If they are fatigued and they fail the throw, they become Unconscious. If all players become Unconscious, they are discovered by a contingent of clone troopers and may proceed to Scene 4. If they aren’t unconscious, continue reading.)

Despite the heat and radiation, you can travel far if you try. To the north you see, far in the distance, a spiral tower...the one you entered when you arrived.

(If a player has a commlink, they can pick up comm signals from the Republic troops near the tower and even talk with them. If a player has macrobinoculars they can also see large metallic objects {Republic Landers} near the base of the tower. If a player has a sensor pack, he/she can tell that there are Republic Landers at the base of the tower, and can tell that there are life forms {Republic troops} walking around. With Electrobinoculars, one can see the Republic Landers at the base of the tower, and barely make out Republic Clone troopers walking around.)

To the south, there is a large canyon, and beyond that some mountains. To the East is nothing but flat desert, and to the west you can see three more Geonosian spiral towers

(Macro/Electro binoculars and sensor pack reveal nothing about the towers or the canyon, though the senor pack detects a life form in the east, in the desert.)

(Players may choose a direction to go.

It takes one day of travel to reach the Tower in the North, or five hours on steeds, where they will be seen by the clone troopers and go to scene 4.

It takes one day to reach the canyon, or five hours on steeds, where they will find shelter and be able to stop making fortitude throws, but nothing else.

It takes two days to reach the three towers, or one day on steeds, but they are sealed tightly and apparently abandoned. Some power packs, food/water, and armor lie around from a battle.

If they head east into the desert, they will encounter an Acklay after an hour of traveling and will have to fight it, earning 100 Xp for each player. Ultimately, the only course of action is to head back to the clone troopers and go on to scene 4)

SCENE 4

The Republic Troops, having found you, keep their blasters fixed on each of you, not knowing whether you are friends or foes. A trooper with yellow armor stripes asks you why you are here.

(Players may choose one player to talk to the troopers)

(The trooper will agree that you are on their side unless you tell them otherwise, which would be dumb)

The trooper leads you aboard a Republic Assault Ship (also known as a Republic Lander) and brings you into an office of some sort. A bald, dark skinned man in robes is sitting at a desk, looking at a datapad

(If any of your players are Jedi Guardians or Jedi Consulars, they immediately recognize him as Jedi Master, Mace Windu).

After a pause he looks up at your team. “Who are these people?” He asks the clone trooper. “They say they are on our side, Master Windu. I’ll let them speak for themselves.”

(Player may tell Mace why they are on Geonosis, or may simply assume that they tell Mace the same thing they told the Clone trooper.)

“I see,” Mace says when you are done, “Well, we may have use for you. You see, we have located another heavily defended battle droid factory on the opposite side of the planet. We want to disable the factory, but that would mean sending our troops into the underground Geonosian fortress, and too many fatalaties would occur. You could infiltrate the factory and sabotage it, saving the lives of thousands of our troopers. Will you do this for us? We will pay you well, of course.”

(Players may accept or reject. If they reject, the mission is over, and they are sent back home with whatever they picked up on the mission.)

(If they accept, then it is on to scene 5)

SCENE 5: The Infiltration

Players have two days to rest, and the Republic will treat any serious injuries.

Mace gives you some advice before you exit board the mission shuttle: “Tell them your original story; that you were security guards for Florr Ghid’s factory, and when the factory was attacked you fled and were given transport to a nearby Geonosian colony, and now wanted to help out at this factory.”

An anonymous shuttle drops the team off far away from the target, a large structure carved into a mountain’s foot. You have been given ten explosive charges and a timer to get your job done (it weighs 8 kg per charge and the timer weighs 0.1 kg.) You have two hours of walking ahead of you...better get started.

(If players have massiffs to ride, they only have to travel for one hour.)

When you reach the structure, a Geonosian warrior flies down from above and points a force pike at you. He gurgles something at you in Geonosian.

[Who are you? What do you want?] (If players know what he said they may respond, otherwise...)

Suddenly battledroids run up from behind the Geonosian, aiming their blasters at you. One of them speaks:
“Who are you? What do you want?”

(Players have a chance to reply)

The battle droids and the Geonosian warily lead you toward the structure. Just before entering, the Geonosian screeches a question at you [Can you fight?] a battle droid translates for him: “Can you fight?”

(Players reply...anyone who replies yes is welcomed in, anyone who replies no is left outside, though they may change their answer once they find out they’d be left.)

The Geonosian leads you into the structure, which, inside, is eerily similar to the other tower you were in. The Geonosian continues down a flight of stairs, much longer than the one in Florr Ghid’s factory. It takes you ten minutes just to reach the bottom of the stair case, where the corridor suddenly opens up into a huge chamber, like the one in Florr’s factory, except at least ten times larger.

The machinery makes a Republic Troop Lander look like a small rodent in comparison. Geonosian workers wander in and out of the machinery, operate small computer terminals, and oversee certain mechanical processes. Geonosian Aristocrats fly over your heads in a huge swarm, going to and fro between large command rooms near the ceiling. Battle droids stand ready along every wall.

Your Geonosian Guide and the two battle droids guide you to a room not unlike the security room in Florr’s factory, except that it has no security equipment in it and it only locks from the outside...more like a prison than a sleeping quarters. Still, there are beds and food there, and you have a chance to relax. The Geonosian leaves the two battle droids in the room with you and exits, locking the door.

(Players have an hour to rest or attempt other things)

(The droids, when talked to, will not answer. If a player attempts to open the door, the droids will both aim their arm-blasters at the player. They can be fought and defeated without major consequences and each player earns 100 Xp.

After they are destroyed, players may attempt to knock down the door with a strength check. If it beats DC16, the door is knocked down. This can be tried only once by each player.

Players can also try to pick the lock, which requires a Disable Device check that beats DC15.

Players can also blast the lock with a blaster or lightsaber and the door will open.

If they have not opened the door after an hour, the Geonosian returns and lets them out, saying that they have confirmed that you are Florr Ghid’s security personnel. He will tell you that you go on duty in three hours, when the rest of the Geonosians are off duty...a perfect time to plant your explosives and escape.)

(Then players are free to roam the complex...)

The machines are very large. It takes ten minutes to walk from one end of the machine room to the other end. There is a room full of deactivated battle droids across from the players’ quarters, and a room next to the players’ quarters filled with racks of destroyer droids. (players may not activate any of the droids)

(Suggest to players that they may want to scout the factory to find the best places to plant explosives.)

(If they agree to scout the factory, roll a check for each character including demolitions skill modifier and knowledge (engineering) or Profession (engineer) skill modifiers, as well as their intelligence modifier. Player with highest roll represents how well the team found a place to plant the explosives.

If they beat DC10, they decide to just plant explosives randomly around the entire structure, bringing the building down on top of itself.

If they beat DC15, they decide to plant explosives only on the machinery, so that they will have time to escape without worrying about the roof falling on them.

If they beat DC20, they decide that a single explosive charge in the machinery’s fusion generator would trigger a chain reaction, destroying the factory machines and making it look like an accident...however, you’ll have to climb to the top of the fusion generator to plant the explosive.

If they beat DC20, they can choose to execute any of the three choices.
If they beat DC15, they can either bring down the entire structure or just the machine.
If they only beat DC10, all they can do is bring down the structure.
If they didn’t beat DC10, they will have to scout the area again, which takes another hour.
After three hours, their shift begins and they can no longer scout the area.)

(Once their shift begins...)

The factory continues to pump out battle droids, but the area is almost entirely empty of Geonosians. A worker walks around sleepily here and there, but for the most part they’re all resting. The battle droids keep a watchful eye on the machinery, but luckily they lack the rational programming to label you as enemies, now that they’ve been programmed to see you as allies. You have the perfect opportunity to plant your explosives and get out of there. Do you know where you want to plant your explosives?

(Players can either plant them around the structure, on the machinery, or plant one on the fusion generator)

You begin walking towards your chosen detonation site(s). You have to move quietly to keep from being noticed...

(Roll a Move Silently check, DC10. If any character fails, the rest of the team may move on, but that player is noticed and must stay back. If all characters fail, they stay back for five minutes until the threat has apparently left and make the Move Silently check again.)

(1. If the players are placing charges around the structure, they must make a total of 10 move silently checks to place all ten explosive charges. If they are all seen, any charges placed stay placed and they may continue placing charges after five minutes of waiting. If they are seen five or more times, the must fight and kill the Geonosian worker that spots them. Each worker defeated provides 50 Xp to all players that helped defeat it.)

(2. If the players are placing charges on the machinery, they must make a total of 5 move silently checks to place all ten explosive charges, two to a site. If they fail the checks four or more times, they must fight and kill the Geonosian worker that spots them. Each worker defeated provides 50 Xp to all players that helped defeat it.)

(3. If the players are planting a charge in the fusion generator, a single player must pass a Move Silently check of DC10, and must Climb up the fusion generator, with a DC of 10. Then another move silently check of DC 15 is made. If the first move silently check is failed, the player may try again in five minutes. If the second is failed, player must fight and kill a Geonosian Aristocrat, armed with a blaster. Other players can climb up to help fight the Aristocrat. Once defeated, the Aristocrat provides 100 xp to all players that helped defeat it.)

(Once the charge(s) have been placed and the timer set, players should try to escape from the complex in ten minutes. On the way out they can all try to pass a Move Silently check of DC15, but if one player fails, they are all seen and must fight one Geonosian Aristocrat armed with a blaster, and six battle droids, earning 1 force point for each player and 300 Xp.

Then they are free to run from the compound and use their commlinks to call for pick-up if anyone has a commlink. With no commlinks, they’ll have to wait whatever is left of the ten-minute timer on the charges. If there are more than five minutes remaining, the players will have to fight another Aristocrat and six battle droids, for another 1 force point and 300 Xp, unless they passed their move silently check on the way out. When the explosion goes off...)

The flames leap into the night sky, lighting up the desert as if it were daytime for a few seconds. As you recover from the shock of the explosion, you see a light coming towards you in the sky. As it gets closer, you recognize it as the Republic shuttle which dropped you off. It lands.

(Players may board. Each player is given 400 Xp for completing the mission, an optional +1 Reputation (individuals may refuse recognition), and 1000 credits. They may also sell any additional items they picked up. Any explosive charges left over must be given back {for free} to the Republic. Also, you must give up the Destroyer Droid, if you have it with you.)

End of Mission



GAMEMASTER CHARACTERS FOR THE ABOVE MISSION:

Duros Commoner:
Initiative +1
Defense 11
Speed 10m
Atk -1 melee
Atk +1 ranged
Strength 8
Dexterity 12
Constitution 8
Intelligence 12
Wisdom 10
Charisma 10
Language: Durese and Basic
Wound Points: 8

Trandoshan Commoner:
Initiative -1
Defense 10
Speed 10m
Atk +1 melee
Atk -1 ranged
Str 12
Dex 8
Con 10
Int 10
Wis 10
Cha 10
Language: Dosh and Basic
Wound pts: 10

Rodian Commoner:
Init +1
Defense 11
spd 10m
Atk +0 melee
Atk +1 ranged
Str 10
Dex 12
Con 8
Int 10
Wis 10
Cha 10
Language: Rodese and Basic
Wound pts: 8

Human Commoner:
Init +0
Defense 10
Speed 10m
Atk +0 melee
Atk +0 ranged
Str 10
Dex 10
Con 10
Int 10
Wis 10
Cha 10
Language: Basic
Wound pts: 10

Geonosian Commoner (worker):
Init +0
Defense 12
Spd 10m
Atk +1 melee
Atk +0 ranged
Str 12
Dex10
con 10
Int 8
Wis 10
Cha 8
Language: Geonosian
Wound pts: 10

Geonosian Commoner (Aristocrat):
Init +1
Defense 13
Spd 10m or 16m when flying
Atk +1 melee
Atk +1 ranged
Str 10
Dex 12
Con 8
Int 10
Wis 10
Cha 10
Language: Geonosian and Basic
Wound Pts: 8
All geonosians in the scenario above armed with blasters also have Weapon Group Proficiencies in blaster pistols and rifles.

Battle Droid (High Level):
Init +1
Defense: 10
Spd 10m
Atk +3 melee
Atk +1 ranged
Str 12
Dex 8
Con 9
Int 6
Wis 8
Cha 6
Language: Basic
Wound pts: 9
Also has Weapon Group Proficiencies in blaster pistols, blaster rifles, and simple weapons. Also, each battle droid in the scenario above is armed with a blaster rifle.

Droideka (Destroyer Droid):
Init -1
Defense 15
Spd 4m walking or 25m rolling
Atk +13/+8/+3 melee
Atk +13/+8/+3 ranged
Str 13
Dex 13
Con 15
Int 6
Wis 8
Cha 6
Language: Basic
Wound pts:15 +9 damage reduction for shields
Has light armor and two heavy repeating blasters (permanent). Has weapon group proficiencies in blaster pistols, heavy weapons, and simple weapons. Has Ambidexterity, Armor Proficiency (light), Multishot, Point Blank Shot, Rapid Shot, and Two-Weapon Fighting feats. Cannot climb, swim, or jump.

Acklay:
Init +3
Defense 15 (+8 natural, -1 dex, -2 size)
Spd 12m
Atk +13 melee (2d6+8, 2 claws) or +13 melee (2d4+4 bite)
Atk +6 ranged
Str 27
Dex 8
Con 24
Int 3
Wis 10
Cha 12
Language: none
Wound Pts: 24
Skills:Climb +14, Intimidate +7, Jump +14, Spot +6
Feats: Cleave, Improved Initiative, Power Attack

End of Gamemaster characters for the above mission.


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