The Crew are on board the Imperial transport Century Eagle on a smuggling run to deliver weapons to Rebel Alliance guerrillas headed to Ytha’ak Colony. The heist took a turn for the worse, the Rebel igniting an explosive to disable the ship’s communications systems while in the sensor-obscuring Red Ytterbium Nebula cloud. It has been revealed that this is no mere supply run, but on fact a hostile invasion force full of Imperial Stormtroopers!
Two of these Stormtroopers have walked into the main holding bay where the Crew are seen hovering over the dead bodies are several Imperial military. This looks like a very very bad scene, and the Imperials flee to report back to their superiors. The Stormtroopers give chase, dropping their rifles and running as fast as they can! They run hard, knock over shelves and crates, duck through empty cargo bays, crawl up catwalks, and sneak through narrow access tubes; all through a darkened starship on flickering red emergency lights. The Crew run after them, pushing themselves as much as they can and using their wits to try and outmaneuver their prey.
All players must now roll opposed skill checks, in any order, representing how their character tracks down the sprinting Stormtroopers. Typically, this will be an Athletics check, but could be other checks if the player is very creative in describing a unique way of running through the Century Eagle. One could say that this is a a challenge, using skills. Almost all checks will be opposed by the Stormtroopers own Athletics, adding three Difficulty Dice, as well as one Setback Die for the darkened conditions and a Boost Die to account for the Stormtroopers’ own troubles seeing in the dark. Don’t forget about any Setback Die imposed from the prior Fear Check.
A result of any amount of Success closes the gap between Crew Member and Stormtroopers by one Range Band; a result showing no Success (Failure) increases that distance. Each two Advantage can be spent to grant a Boost Die to the next ally’s check, whereas each Threat incurs a Strain. The benefit of the Boost Die should be narratively described by the player. Triumph positively alters the landscape in a major way, upgrading the next ally’s skill check.
The Crew starts off at the following Range Bands away from the Stormtroopers:
Engaged – Close – Short – Medium – Long – Extreme
Lita: Short Range
HRT-94 & Dex: Medium Range
Ko’Shak & Bril: Long Range
The players will keep this up, going in turns, until they close with the Stormtroopers or let them slip away. If any Crew Member gets to Engaged Range, the enemy is stopped. If, however, any Crew Member gets to Extreme Range from their target, that Crew Member cannot keep up with the chase, is momentarily lost, and regroups with the rest of the Crew during the next scene.