illustration by Fantasy Flight Games, Cristi Balanescu
DESCRIPTION
You enter a new star system and long range sensors detect a single vessel of Silhouette 4 at the far end of the system.
Do you move in to investigate?
INVESTIGATE
An armed Lambda-class T-4a Long Range Imperial Shuttle comes into view. A holographic image of a Human man wearing a ruffled and torn Imperial officer’s uniform appears on your ship’s communications projector. The man has buzz-cropped hair, piercing dark eyes, and a deep scar crossing his nose and forehead. He speaks to you:
“Attention civilian vessel! This is Lieutenant Drake of Imperial Shuttlecraft Delta-84. We have suffered a catastrophic internal plasma explosion and our captain has been gravely wounded. We seek emergency medical assistance. By Imperial Authority, we ask that you slow your vessel and prepare to receive wounded.”
ENCOUNTER
This entire scene is a carefully orchestrated lie. The Imperial Shuttle was previously, in fact, on a mission to transport a group of highly dangerous criminals to a nearby penal colony. Something went wrong during transit, allowing the prisoners to escape and kill their captors. The freed convicts are now masquerading as Imperial Officers with the intent to commandeer a civilian starship and escape the clutches of the Empire. If all goes well for them, the prisoners will board the Crew’s starship, kill everyone aboard, and quickly escape into hyperspace.
The shuttle is currently holding the bodies of two dead Imperial Officers and ten (10) escaped convicts.
The forward mounted blaster and laser cannons, four total weapons, are using Minion Group rules to determine their attack rolls and have assumed the differences in weaponry are negligible so as to make one attack roll for all forward mounted weapons.
To begin this Encounter, clearly inform the players that something has gone wrong here and that their ship is about to be boarded by a hostile and very dangerous force. The man on the holoscreen is telling them a convincing lie that will be detected one way or another; either early enough to do something about it, or when the invaders forcibly enter their vessel. This is now their chance to show how their characters cut through the web of deceit in a timely fashion using their skill, luck, and wits.
Each player may now describe what possible supporting actions their character can do to help uncover this impending ruse. Once all players have described their actions, one Crew Member is chosen to be the primary actor and will make a Hard (ddd) Discipline check, representing the opposed Deceit of the impostors with two Setback dice (bb) to represent the convincing details, such as their Imperial uniforms, and the crackling, static-filled transmission. Each successful action the supporting Crew makes is an assistance that grants one Boost die (B) to the primary Crew Member’s Discipline check. Examples of supporting Crew actions include:
- A successful Easy (d) Computers check allows a sensor scan to indicate that the shuttle has numerous humanoid life forms aboard.
- A successful Average (dd) Knowledge (Core Worlds) check determines that officers of the rank of Lieutenant rarely oversee such a lowly assignment as a shuttlecraft.
- A successful Average (dd) Knowledge (Outer Rim) check determines that the Empire’s only known dealings in this part of the sector is a nearby penal colony, Zeta IV in the Brintan star system.
- A successful Hard (ddd) Medicine or Mechanics check determines that the kind of internal plasma explosion described would be either instantly fatal or treatable by the shuttle’s own simple medical stores.
Discipline Check
The results of the Discipline check determine the starting conditions of combat. Unless otherwise modified, both ships are at Medium Range to each other and at Speed 2.
Success: Each member of the Crew acts in combat before any of the escaped prisoners.
Failure: Each of the escaped prisoners act in combat before any members of the Crew.
Advantage: The Crew modifies one of the ship’s Speed or the Range between them by one step for each Advantage.
Threat: The prisoners modify one of the ship’s Speed or the Range between them by one step for each Threat. The prisoners would prefer to have their ships as close as possible, as slow as possible, and at the same Speed.
Triumph: The Crew is alerted to danger very early into the discussions and each is able to take an additional Action before combat begins.
Despair: An engine power failure happens at the worst possible time. The encounter starts with the Crew’s starship at Speed 0.
Boarding Action
The pilot of the Imperial Shuttle does everything in his power to board the Crew’s starship. To do so, the pilot must succeed at a successful Average (dd) Pilot (space) check, as an Action, while at Close Range and with equal Speed to the Crew’s starship. The prisoners spend a Turn burning their way through the starship’s hull and then attack.
Aftermath
If the Crew successfully repels the boarding party, they have several options ahead of them. If they claim the Imperial Shuttle as their own, the Crew immediately gains 20 Obligation (Criminal) as the Empire will ruthlessly hunt down their missing property. On the other hand, returning the intact shuttle to Imperial authorities earns the Crew a 1,000 credit reward and reduces any of their Obligations to the Empire by 1 for each living, recaptured prisoner.