You approach the beacon, and notice a small screen with blinking numbers on it… 10, 9, 8… The troopers have activated a countdown mechanism, and the beacon will launch in a few seconds! Luckily, you have the training to deactivate it. You have to concentrate — and work fast!
To deactivate the Imperial distress beacon: Your skill# +1 is your confront#. Roll the 6-dice to deactivate the beacon.
If your confront# is equal to or more than your roll#, add the difference to your MP total and proceed.
If your confront# is lower than your roll#, subtract the difference from your MP total and repeat this confront until you have deactivated the beacon.
That was close! After you successfully deactivate the beacon, add 20MP to your total for a job well done. Note: If you accidentally shot the beacon before you defeated the stormtroopers, add 10MP to your total. If you are playing on the Advanced Level, add 50MP to your total.
The stormtroopers are now defeated and the beacon is no longer a problem. But your mission isn’t over. There are more troopers out there, and their captain must be captured and brought in for questioning.
One of the neutralized stormtroopers wears an extra comlink on his belt You remove the comlink and hold it up to your ear. You listen for signals from other stormtroopers, but do not hear any. That doesn’t mean that you are safe; other stormtroopers may still be in the jungle.
You adjust the frequency setting on the comlink, and use a special code that will let General Dodonna know it’s safe to broadcast “General Dodonna?” you say. “I ran into trouble. I encountered five stormtroopers and had to neutralize them. But I was able to destroy the Imperial distress beacon!”
“Good work!” General Dodonna replies.
“Tell the others that there might be more stormtroopers in the jungle,” you advise. “I’m moving on to the crash site.”
You go to your speeder bike. You check your gear and ammunition. Your mind is racing. What will happen if you run into more stormtroopers? It was difficult to disable five stormtroopers. Are you prepared to disable twenty more?
If there are more stormtroopers, they will expect an attack from outside forces. At their crash site, they will have set up a strong defense to prevent anyone from reaching their ship. It would be almost impossible to attack their defense and survive.
But if you could sneak inside the crash site, you could combat the enemy where they least expect you. They are paying attention to the areas around the crash site, not inside. There’s just one problem: How will you get inside?
You look at the defeated stormtroopers, then at their nearby landspeeder. You have an idea. It’s a dangerous idea, but it just might work.
First, you attach your speeder bike to the landspeeder. You clamp it tightly to the back of the landspeeder so that it is secure. If you survive, you may need the speeder bike later.
You drag a stormtrooper over to the landspeeder and put him in the backseat
You take another stormtrooper’s armor and put it over your own clothes. You remove his helmet and place it over your head. It’s not easy to see out of the helmet. No wonder stormtroopers are such rotten shots! you think. At least the stormtrooper’s helmet has built-in infrared lenses so you’ll be able to see in the dark.
Climbing into the Imperial landspeeder, you check the controls. The landspeeder has a navicomputer, so you can find the crash site. You turn on the engine and zoom away, towing your speeder bike with you.
Almost two kilometers later — very close to the crash site — you stop the landspeeder and climb out. You take your speeder bike off the back of the landspeeder and hide it under a very big tree. If you have to escape, your speeder bike will help you make a quick getaway.
You get back into the landspeeder, start the engine, and proceed through the jungle. Soon, you see the still-smoking wreckage of the Imperial Carrack cruiser. It has crashed into some trees and sits at an odd angle. The trees and the ship are at the base of an ancient tower.
You slow the landspeeder to a stop. Suddenly, you are surrounded by many stormtroopers. You have difficulty seeing behind you, but guess that there may be about twenty troopers.
Your fingers tighten on the steering wheel at the sight of the Imperial captain. You didn’t think you’d encounter him so soon. The captain steps forward. His face looks like it is made of stone.
“Why have you returned without the others?!” he demands.
“We were attacked by a Rebel assault force, sir!” you reply. “The trooper in the backseat and I were the only two to survive! We raced back to warn you! We must prepare for a Rebel attack!”
The captain looks at the stormtrooper in the backseat “I don’t think,” he observes, “that your comrade survived after all. Were you able to launch the distress beacon before you were attacked?”
“Yes, sir,” you say.
The captain smiles. He thinks that the beacon has been launched and that the Empire will send a rescue team. “Everyone to your positions!” he orders. “Prepare for the Rebel assault!”
Without warning, your Imperial comlink beeps and a voice echoes from it: “This is General Dodonna. You haven’t checked in and we’re beginning to worry…”
You forgot to switch off the frequency!
The captain’s face goes red with anger and he realizes you’re a Rebel. He draws his blaster, but before he can fire, you punch the accelerator and the landspeeder rockets forward.
The captain fires a shot and it hits one of the landspeeder’s thrusters. You lose control, and crash the speeder into the base of the ruins. High, vine-covered walls surround you as you leap out of the speeder and race to what looks like an entrance.
There are four stormtroopers at the entrance to the ruins.
You can choose to evade (avoid) or fight
If you choose to fight, you can choose all at once or one at a time.
Note: You are still dressed as an Imperial stormtrooper. Because these four stormtroopers were inside the ruins when you arrived, they did not hear the message from General Dodonna. They do not know that you are a Rebel. In fact they think you’re a stormtrooper.
To evade (without Power): Add your charm# to your stealth# +5 for your confront#. Roll the 12-dice to evade the four stormtroopers.
If your confront# is equal to or more than your roll#, add the difference to your MP total and proceed into the ruins.
If your confront# is lower than your roll#, subtract the difference from your MP total. Your disguise is now useless and you will have to fight the four stormtroopers (below).
To evade (using Power)*: Choose your Evasion Power. Add your stealth# and Jedi# to your Power’s low-resistance# for your confront# Roll the 6-dice to evade the stormtroopers.
If your confront# is equal to or more than your roll#, add the difference to your MP total and proceed.
If your confront# is lower than your roll#, subtract the difference from your MP total. Your disguise is now useless and you will have to fight the four stormtroopers (below).
*Note: This counts as one of two Power uses you are allowed in this Mission.
To fight (one at a time): Choose your weapon. Add your weaponry# to your weapon’s midrange# for your confront#. Roll the 6-dice to combat the first stormtrooper.
If your confront# is equal to or more than your roll#, add the difference to your MP total and repeat this confront to combat the next stormtrooper.
If your confront# is lower than your roll#, subtract the difference from your MP total and repeat this confront, adding +1 to your old confront# for your new confront#. Repeat this confront until you have neutralized all four stormtroopers.
To fight (all at once): Add your weaponry# to your weapon’s midrange accuracy# +1 for your confront#. Roll the 12-dice to combat the stormtroopers.
If your confront# is equal to or more than your roll#, add the difference to your MP total and proceed to the ruins.
If your confront# is lower than your roll#, subtract the difference from your M
P total and repeat this confront.
You have either evaded the stormtroopers or defeated them. Good job! If you have evaded them, add 20MP to your MP total. If you have fought them, add 10MP to your MP total. If you are playing on an Advanced Level, add 50MP for evasion and 40MP for fighting. You may now proceed into the ruins.
The clomping footsteps of more stormtroopers follow behind you, so you move quickly into the ruins.
You run down a narrow flight of stairs and enter a dark chamber. At the end of the chamber, you see an old doorway, framed in metal. An ancient lock secures the door.
The stormtroopers are coming down the stairs behind you. The stairway is narrow, and they’ll have to come down one at a time. You can choose to fight the stormtroopers or to open the door.
To open the door, you can kick the door open, shoot the lock off, use Power to open the lock, or hotwire the lock. Choose now, then proceed.
Note: If you choose to fight the stormtroopers, you will not know how many you’ll have to fight until you begin the confront. You must decide BEFORE you proceed. You must choose NOW whether you are going to fight all of the stormtroopers or open the door.
To fight the stormtroopers: Choose your weapon. Add your weaponry# to your weapon’s close-range# +1 for your confront#. There are a total of six stormtroopers. You must repeat this confront until you have defeated the sixth stormtrooper. Each time you defeat a stormtrooper, raise your confront# by +1. When you defeat all of the stormtroopers, you may proceed through the door, which has been shot open.
Roll the 12-dice to combat the first stormtrooper.
If your confront# is equal to or more than your roll#, add the difference to your MP total and proceed to combat the next stormtrooper, adding +1 to your confront#.
If your confront# is lower than your roll#, subtract the difference from your MP total and repeat this confront
To kick the door open: Your strength# +2 is your confront#. Roll the 6-dice to kick the door open.
If your confront# is equal to or more than your roll#, add the difference to your MP total and proceed to pass through the doorway.
If your confront# is lower than your roll#, subtract the difference from your MP total and repeat this confront until you have kicked the door open.
To shoot the lock off: Your weaponry# added to your weapon’s low-range# is your confront#. Roll the 6-dice to shoot the lock off.
If your confront# is equal to or more than your roll#, add the difference to your MP total and proceed to pass through the doorway.
If your confront# is lower than your roll#, subtract the difference from your MP total and repeat this confront, adding +1 to your confront# for your new confront#. Using that same confront#, repeat until you have shot the lock off.
To use Power to open the lock*: Choose your Object Movement Power. Add your strength# and Jedi# to your Power’s low-resist# for your confront#. Roll the 6-dice to open the lock.
If your confront# is equal to or more than your roll#, add the difference to your MP total and proceed.
If your confront# is lower than your roll#, subtract the difference from your MP total. Repeat this confront, subtracting 1 from your confront# for your new confront#. (Note: Your new confront# cannot be lower than 2.)
*Note: This counts as one of the two Power uses you are allowed on this Mission.
To hotwire the lock: Your skill# +2 is your confront#. Roll the 6-dice to hotwire the lock.
If your confront# is equal to or more than your roll#, add the difference to your MP total and proceed to pass through the doorway.
If your confront# is lower than your roll#, subtract the difference from your MP total and repeat this confront, subtracting 1 from your new confront#. (Note: Your new confront# cannot be lower than 2.)
After the door is opened you may proceed inside the next chamber. It’s been quite a run for you. Add 20MP to your MP total (40MP for Advanced Level players).
You slam the door behind you and spot a metal beam on the floor. You lift the beam and brace it against the door so that no one will be able to push the door open from the other side. It wont take a stormtrooper long to blow up the door, but the brace will buy you some time. You must find another way out of the ruins!
“General Dodonna?” you speak into your comlink. But it’s no good. You can’t send a transmission from the inside of this fortress.
You take off your stormtrooper helmet and strap it to your back. You adjust your infrared goggles so you can see in the darkness. When you step forward, something snaps beneath your feet. You look down.
Bones. Bones. And more bones.
The floor of the room is littered with the crumbling remains of skeletons. Some of the skeletons are human, and some are alien. All of the skeletons are broken and scattered, covered by a thick layer of dust. It seems that a furious battle took place here countless years ago.
You pick up part of an ancient shield. What could have caused such a deadly mess?
You search the room to see if there’s another way out. There’s a vent in the floor. It might be an airshaft
There’s another door at the far end of the room. It’s an old door, and very heavy. You open it and reveal an ancient droid.
The droid is tall, lean, and covered with dust. It stands alone inside a large cabinet, with almost no space around it. The droid has three dark optical sensors for its eyes. Each of its three arms ends with a vibro-ax — a weapon that can slice through bones as if they were made of air! You wonder if the droid once guarded the room.
Suddenly, the droid’s eyes blink red. It’s operational! By opening the door, you have activated its defenses. It raises a vibro-ax menacingly and steps forward.
You fire a blast at the droid’s head, but this has no effect on its armor plating. If you fight this droid, you will have to dislocate each of its deadly arms.
You can choose to evade or fight.
Note: If you choose to fight and you defeat the droid, you will gain one vibro-ax.
To evade (without Power): Your stealth# +2 is your confront#. Roll the 6-dice to leap down into the vent.
If your confront# is equal to or more than your roll#, add the difference to your MP total and proceed.
If your confront# is lower than your roll#, subtract the difference from your MP total and repeat this confront until you have successfully evaded the droid.
To evade (using Power)*: Choose your Evasion Power. Add your stealth# and Jedi# to your Power’s mid-resist# for your confront#. Roll the 6-dice to evade the stormtroopers.
If your confront# is equal to or more than your roll#, add the difference to your MP total and proceed.
If your confront# is lower than your roll#, subtract the difference from your MP total and repeat this confront.
*Note: This counts as one of two Power uses you are allowed in this Mission.
To fight: Choose your weapon. Add your weaponry# to your weapon’s midrange# for your confront#. Roll the 6-dice to disable one of the droid’s arms.
If your confront# is equal to or more than your roll#, add the difference to your MP total and proceed to disable the droid’s second arm using the same confront equation.
If your confront# is lower than your roll#, subtract the difference from your MP total. Now double your confront# +1 for your new confront#. Roll the 12-dice to continue to combat the ancient droid.
Once you have disabled all three of the droid’s arms, the droid falls to the floor. It has been drained of energy. You pick up one of its fallen vibro-axes. Now you may climb down into the vent. Add 10MP to your MP total (25MP for Advanced Level players).
Note: If you have disabled the ancient droid, you do not have to roll any dice to enter the vent.
You are in the vent, in an airshaft below the droid room. It’s a low-ceilinged shaft and you have to crawl on your hands and knees. As you move forward, you wonder about the ancient civilization that built this place. You wonder about the purpose of this tower. Was the droid placed in the upp
er chamber to guard or protect something?
You are thinking about all of this when you hear a loud creaking sound. The shaft cannot support your weight. You try to back up, but it’s too late. The floor of the shaft breaks open and you fall into the darkness below.
You land hard on a stone floor. You are lucky: You are still alive, and you have not broken any bones. But you are also deeper within the ancient tower — perhaps even farther from finding your way out.
A loud humming sound fills the air. A strange blue light illuminates the room. You turn off your infrared goggles.
There does not appear to be any way out of this chamber. There are no doors and no vents, except for the broken vent hanging high above your head.
There is a round stone table in the middle of the room. A large, glowing marble floats in the air above it. Wondering if the marble might activate a hidden door, you reach out and touch its surface.
You have activated two secret doors. On either side of you, the walls slide up to the ceiling to reveal two more ancient droids. Their electronic eyes glow red, and they step forward.
There is no way out
You must combat the two droids to proceed.
Note: If you defeated the droid in the previous chamber, you can use the vibro-ax to cut off the heads of these two droids. By cutting off their heads, you will shut down their circuits. If you do not have the vibro-ax, you must choose one of your own weapons to disable the arms of these two droids. Each droid has three arms.
Star Wars Missions 001 - Asault on Yavin Four Page 3