Rogue Event 13 – Large Asteroid Field


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?


The edge of this star system is packed with a dense asteroid field, adding three Setback dice (bbb) to all Pilot (space) and Astrogation checks while in this region. Deftly avoiding the hurtling debris, you discover the remains of a starship embedded into an asteroid. The uncaring hand of fate then determines what surprises are in store by having the Galaxy Master roll a Force Die and adjudicating the Encounter based on the descriptions below.


Close scans reveal the engines and missile bay of the wrecked starship to be mostly undamaged. One member of the Crew may salvage the fuel and missiles of the starship with an Average (dd) Mechanics check. After an hour of work, you recover a concussion missile for each two Successes generated and 10 credits in profitable fuel for each Advantage generated. With a Triumph, the missile tubes can be recovered and reconfigured onto your starship, provided it has enough unused Hard Points.


In addition to the effects described under Ο, you happen upon an abandoned mining site. A single mining droid has been left behind and could be re-purposed for your use. One member of the Crew may program the droid with a successful Average (dd) Computers check. After an hour of work, the droid finally breaks down, but not before harvesting a number of crates of valuable rare earth mineral ores equal to the number of Successes generated. Each crate of ore occupies 5 Encumbrance and has a base worth of 100 credits. With a Triumph, the mining droid can be recovered. The droid itself occupies 10 Encumbrance and has a base value of 1,000 credits.

Close scans reveal the starship to be a worthless wreck. While making these scans, you find the asteroid field to be more dangerous than expected and you must react quickly to avoid impact with the rocky debris. Your starship’s pilot must immediately make a Hard Pilot (space) check (ddd), upgraded once (c), and including three Setback (bbb) to account for the dense asteroid field (ddcbbb).
For each Despair, your starship suffers one Vehicle Critical Hit.
For each Failure, your starship suffers 1 Hull Trauma.
For each Threat, your starship suffers 1 System Strain.


In addition to the effects described under •, a trio of space pirates flying Z-95 Headhunters is hiding behind one of the larger asteroids. In the blink of an eye, they fire up their engines and move in to attack you! Begin the combat with the Z-95 Headhunters at a Range Band equal to your starshsip’s Sensor Range and all starships at Speed 0. Roll a Cool check for the space pirates and a Vigilance check for the Crew to determine initiative.


Rogue Event 12 – Disabled Transport


You enter a new star system and long range sensors detect a single vessel of Silhouette 5 at the far end of the system.

Do you move in to investigate?


You find a disabled transport ship, unpowered, floating in a sector of space jam packed full of debris. Blasted hulks, wrecked starfighters, and twisted metal fill the area; as well as a communications beacon. The device transmits a warning to all who come near, cautioning that this derelict vessel is protected by Imperial patrols and should not be approached. The transport has scorch marks along its hull and large sections of its superstructure exposed to the vacuum of space. However, sensors indicate that many key components of the starship are intact, making this a prime candidate for a lucrative, but risky, salvage operation.

Salvage operations are directed by a single member of the Crew, who makes either a Perception, Mechanics, or Knowledge (education) check on the entire Crew’s behalf in an attempt to strip as much valuable material as possible before the inevitable arrival of the authorities. The difficulty to salvage the transport is an Average (dd) check. However, the lingering threat of an impending Imperial patrol adds stress and pressure to the situation, upgrading the check (c) once. Additionally, the wreckage-strewn starship junkyard the transport is in adds two Setback dice (bb) to the Salvage Check as well as any Pilot checks made in the area, for a total Salvage (dcbb) check.


Each Success: The Crew salvages a bushel of viable scrap parts (10 Encumbrance). A bushel of scrap parts can be sold for 500 credits.

Each Advantage: The Imperial patrol starts the Encounter up to one Range Band further away and up to two Speed categories slower.
Each Threat: The Imperial patrol starts the Encounter up to one Range Band closer and up to two Speed categories faster.

Each Triumph: It’s a trap!
But not meant for you. A small starfighter piloted by a member of an anarchist group seeking to topple the peace and stability of the Galactic Empire emerges from hyperspace and distracts the Imperial patrol, granting your Crew a full round of actions before the three Blastboats turn their attention on your freighter.

Each Despair: It’s a trap!
The disabled transport explodes in a fiery flash, shock waves ripping through your own starship and it immediately suffers a Vehicle Critical Hit.


An Imperial patrol jumps into the system nearby while you are salvaging the ship and you intercept their comm chatter,

“…appears we’ve found some trouble. Moving to intercept.”

A wing of three GAT-12H Skipray Blastboats emerges from hyperspace at Medium Range from the Crew’s starship and at Speed 2; modified by the results of the Salvage Check.

Before you can plead your innocence they move in to attack. The Blastboats carry with them the might and terror of the Galactic Imperial Navy, and as such all Crew must immediately make an Average (dd) Fear check upon their arrival. The trio of Blastboats and the Crew then roll Vigilance to determine initiative.

Three Blastboats are an overwhelming force for a Crew of smugglers, as will become evident upon the first volley of missiles. To escape the system, the Crew must succeed on five consecutive Astrogation checks and then the pilot can make the jump into hyperspace. Since the Crew are under attack, the Astrogation checks will be Average (dd) Difficulty, with additional Difficulty Dice added as their vessel becomes damaged. The dense field of wreckage surrounding the transport adds two Setback Dice (bb) to all Pilot and Astrogation checks.


Rogue Event 11 – Trapped on a Moon


You enter a new star system and long range sensors detect five vessels, each of Silhouette 4, at the far end of the system.

Do you move in to investigate?


As your starship drifts closer, you come upon a sensor-obscuring emerald gadolinite nebula.

A unique mercantile environment exists in the nebula whereupon you have a singular opportunity to make some fast cash. Five different colored moons dwell within the nebula. Each moon is occupied by a different species, each of which has a unique transport ship, legitimate business front, and a different illicit trade in forbidden cargo. If you and your Crew can use your powers of deduction to unravel all of the details of each moon and its people, you stand to make a tidy profit. Incorrect deductions, however, will result in poor trades and you might just lose your shirt in the negotiations!

After as much observation and scanning as possible, your sensors provide the following information (the Galaxy Master is encouraged to print and distribute this information):

1. Humans live on the red moon.
2. Rodians fly Corellian YT-1300 freighters, though another species prefers the YT-2400 model.
3. Grains and other foodstuffs are grown on the orange moon, harvested by machines produced on a seperate moon.
4. Bothans in this region are known to produce medicinal supplies.
5. The orange moon has the next widest orbit immediately after the purple moon.
6. Explosives are often smuggled aboard Firespray Patrol Craft.
7. Narcotics can be found in back alleys of the yellow moon.
8. Droids are manufactured on the moon in the center of the nebula.
9. Hutts control the first moon.
10. A species who trade in Wookiee slaves live on a moon adjacent to the species who use Mobquet MB-C1 transports.
11. Narcotics are dealt on a moon next to the moon where the Ghtroc 720 freighter is flown.
12. A legitimate front of selling starship parts conceals a much more profitable business in transporting endangered animals.
13. The Twi’leks of this nebula know how to get a hold of jedi artifacts.
14. Hutts live next to the blue moon.


This encounter is a fun little diversion and mental challenge for the players. Do not allow any further skill checks or other in-game means of revealing additional information. This challenge tests the wits of the players themselves, on not on how well they can build their character or how lucky their dice are. All the information needed to solve this puzzle has been laid out before them.

The answer to this economic ecosystem has been revealed in the chart below. This encounter is a slight variant on the classic Zebra Puzzle, re-skinned to fit within the Star Wars milieu. By using logical deduction and reasoning, a sharp group of players should have no trouble with this encounter.

Correctly deducing this puzzle earns the Crew a quick profit of 500 credits, whereas incorrect answers lead to botched trade deals and a net loss of 100 credits. This encounter is designed as a one-time event and the people of the emerald gadolinite nebula cannot be repeatedly exploited.


Rogue Event 10 – Ship Carrying Slaves


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?


There is little subterfuge or nuance to be had here. The starship is a Firespray System Patrol Craft with added concussion missile launchers, piloted by a Rodian Slaver using the stat block for a Journeyman Bounty Hunter. The Rodian is a ruthless killer and does not care to talk or negotiate with her prey. Her goal is to destroy the Crew’s starship, tractor any salvageable material to a scrap heap, and capture any survivors to sell into slavery.


The encounter begins immediately with both starships at Extreme Range to each other. Basic scans show the Crew that the Firespray is coming at them as fast as it can at Speed 4. When the ships have closed to Short Range, the Rodian slaver gains a target lock and attacks with her concussion missiles. Thereafter, she pursues the Crew’s starship attacking at Close Range with her vessel’s autoblasters.

If within sensor range, the Firespray can be scanned to reveal its owner as well as 3 additional Rodians and 1 Human locked in the prisoner cells.

After dealing at least 10 Hull Trauma to the Rodian woman’s vessel, her high-pitched voice tweaks across the radio:

“You are a cunning warrior and have defeated me in this great hunt. For that you have earned my respect. I offer you my captured bounties in supplication, as well as my scanned starcharts of this sector.”

If the Crew accepts the offer, the slaver delivers on her word transmitting 3 explored starcharts and delivering her four bounties. The prisoners were a Crew of a merchant transport vessel headed to the Core Worlds who happened to be in the wrong place at the wrong time. They are now filthy and malnourished. If they are treated well, fed, and transported to any Core World, the merchants prove to be valuable allies; transferring 1,000 credits to the Crew and granting a Boost die to all future Negotiation and Streetwise checks made at the star system they were delivered to.

If the Crew does not accept the offer, the Rodian woman fights to the death and the only reward offered to the players is the satisfaction of ridding such scum from the galaxy.


Rogue Event 09 – Alien Research Facility


You enter a new star system and long range sensors detect a single vessel of Silhouette 6 at the far end of the system.

Do you move in to investigate?


Your starship arrives near an EF76 Nebulon-B Escort Frigate. Cursory sensor scans show the vessel’s defensive systems to be unpowered and standing down.

A man wearing cream-colored robes quickly messages you and appears on the holoviewer. The man is an uncommon alien species, the Jiupan, that you do not immediately recognize. He has a large, elongated body with six legs, two pair of arms, and his skin is composed of some sort of golden, silicon-based, rocky substance. His hard exterior shell is marked by cracks and streaks of dark gray, a sign of age.

“Ah! Hello and welcome! I am Doctor Kevamu of the Jiupan medical research facility. You’re the aliens roaming through this sector that everyone’s been talking about! Please, I’ve heard so much about you and I’m curious about your physiology! Would you come aboard our vessel and let us run a few simple tests? We would be happy to compensate you for your time.”

Crew Members can attempt to ascertain details about Doctor Kevamu’s species with a Hard (ddd) Knowledge (xenology) check. The exact details and depth of information is left to the Galaxy Master, although Advantage or Triumph from the check should inform the players that this species and culture is known for their easy temper, high societal value placed in science, but do not have the same fragility of other humanoid species and so are inclined to be more reckless in regards to personal safety and bodily harm.

If the Crew refuses the Doctor’s offer, he shrugs, sighs and responds:

“I see. That is a shame. Perhaps the next aliens we meet will have more respect for the advancement of science.”


Any number of non-droid Crew Members may volunteer for the experimentation. Doctor Kevamu explains that the procedure with be analyzing the volunteer’s spinal cellular structure with a cutting-edge, breakthrough technology utilizing new advancements in the field of nanomechanics. The procedure is promised to only take a few hours and is painless. Furthermore, the Doctor offers a non-negotiable 500 credit compensation to each Crew Member who volunteers for the procedure.

When the Crew arrives on board the medical facility, they are escorted from their starship to a luxurious and spacious waiting room by a half dozen white-robed Jiupan nurses. The ship is very clean, with white walls, bright lights, scores of medical droids, and curious Jiupan onlookers gawking at the Crew Members’ “bizarre” appearance.

The procedure goes as described, with each Crew Member strapped down onto a cold, sterile table while automatic lasers on reticulated arms scan their body surface. Tiny robots scurry along the patient’s back and a tingling sensation can be felt, as if one’s entire back had fallen asleep.

The procedure, naturally, is inherently flawed and dangerous. Each Crew Member subjected to this procedure rolls a d100 and gains a Critical Injury, modified by the results of an Average (dd) Resilience check. After the procedure, Doctor Kevamu and staff apologize for any harm, but claim no legal responsibility.

Resilience Check

Each Success: Subtract 10 from the net result of the Critical Injury roll. A roll of 0 or lower indicates no lasting effect.
Each Failure: Add 10 from the net result of the Critical Injury roll.

Each Advantage: The results are particularly helpful and the scientists are able to reward you greater. Gain an additional 100 credits.
Each Threat: The results are woefully inadequate and the scientists are unable to reward you as they would like. The base monetary reward is reduced by 100 credits.

Each Triumph: Roll an additional time for the Critical Injury, taking the lowest result.
Each Despair: Roll an additional time for the Critical Injury, taking the highest result.

Rogue Event 08 – Imperial Prison Escort


illustration by Fantasy Flight Games, Cristi Balanescu


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?


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.”


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.


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.


Rogue Event 07 – Mining Crew Buried




You enter a new star system and long range sensors detect a single vessel of Silhouette 5 at the far end of the system.

Do you move in to investigate?


A large ship is floating in space here, close sensor scans showing it to be a Mobquet MB-C1 Medium Transport. Over the communications system, a sultry voice crackles in over the static:

“Hello?! Why, you look like smugglers! Smugglers with big, strong hands and sturdy backs, I hope. How wonderful! We request your aid. We have a mining crew buried on the nearby planetoid and must dig them out. Our scans indicate that the mine is choked with rubble and its uneven surface prevents using any kind of heavy machinery. You simply must go down there and help our poor workers. Please hurry, they haven’t much time left before their respirators run out of power!”


The voice over the communications array belongs to a Twi’lek woman named Seely Var, captain of her vessel. The captain responds very poorly to any overt threats and will attack the Crew if she feels that she could be in danger.

The Mobquet Transport begins the encounter at Long Range to the Crew’s starship. Loose asteroids and other orbital debris are in Close Range around the planetoid, creating a hazardous area of space. Starship flying through the area add Setback to Pilot checks to navigate this hazard.

If the Crew agrees to help, their starship can easily settle down on the planetoid’s surface. There, they find a collapsed mining tunnel and shaft as described by Seely Var. Time is of the essence and each Crew member is limited to only an hour of in-game actions to rescue the miners before they die. The most difficult, but straight forward method of clearing the mine would be to physically lift and move the rocks and rubble, requiring a Daunting (dddd) Athletics check. The Galaxy Master should entertain any plausible plan devised by the Crew with an appropriate Difficulty skill check.

Once the mine is cleared, the Crew find a dozen Humans covered in soot and bruises with their legs shackled together via an energy-based restraint. These miners are weak from their ordeal and fearful of others, but can be convinced to talk with a successful Easy (d) Charm or Leadership check. The miners are slaves, brought here illegally, and forced to work in deadly conditions by the cruel Twi’lek captain. Small cave-ins and deaths are commonplace.

If the Crew succeed on saving the miners and returning them as slaves back to Seely Var, she rewards them with as much unrefined copper ore as their cargo hold can handle. The copper ore can be sold at most civilized planets for a base price of 10 credits per Encumbrance.

If the Crew go to help but are unable to save the miners’ lives, or attempt to free the miners from the bonds of slavery, the Twi’lek captain urgently contacts the Crew, saying:

“What is the meaning of this?! Had you no wish to aid us you might simply have declined, but this… this is an insult!”

Communications abruptly shut off, the massive ship turns to face yours, and you prepare to fight for your life. Roll Vigilance checks to determine initiative.