Star Wars D6 - Green Vipers Briefing

Game Notes: We're about to embark upon the Long Shot Campaign from the "Classic Campaigns" supplement; much of the material hereon in is either reworded or fully captured from the information given in that book. I've largely changed details based on my own personal preferences and for the story I want to tell. This entry is to provide my players the background information for the campaign. Special thanks to starwarstimeline.net for hosting the PDFs; I own the campaign book but the ability to pick pieces of text out for my players is a massive help!

Arrival at Nowhere:

Nowhere

Following their success in protecting the Rebel transports during the evacuation of Yavin Base, the team of new recruits land on the battered ship, Nowhere. Commander Shepherd meets them off the ship.

Shepherd: You did well navigating that asteroid field and getting those troop transports to safety. I had several messages from the people on board asking to me to convey their gratitude to you personally. They wouldn't be alive were it not for your actions. It looks like your ships've taken quite a hammering though! As you've probably noticed, we're low on resources ourselves. We're trying to get the Nowhere into some kind of semblance of working order - but we'll try to get your ships repaired too. We've got some great engineers on board but what we lack is parts. Come on, I'll show you around.

Commander Shepherd
Shepherd leads them through the capital ship, explaining the workings of the ship - but there's little that impresses. It has no turbo-lasers or shields, meaning a single TIE could easily tear the vessel apart. It's for this reason that Nowhere keeps moving, following no discernible pattern and never visiting the same place twice. Personnel leaving Nowhere are not told where the ship will be going next. Instead they are given the frequency and coordinates of a communications satellite which they contact to send requests for pickup after a mission is completed. The message passes through a series of satellites before reaching Nowhere - and the same network is used to provide the team with the new coordinates for rendezvous.

Other than the landing bay, several holds have been turned into living quarters, communications centres, and supply warehouses. There is plenty of food, basic gear and medical supplies in the stores, but, other than blaster rifles and ammo packs, there isn't much sign of any heavy weaponry.

Shepherd: This is Captain Hark'r, Nowhere's supply master. You're not gonna try and bribe my new recruits into smuggling you off Nowhere, are you Hark'r?

Hark'r: Sss-chk-chk, of course not Commander Shepherd. I wouldn't dream of such a thing. Your new recruits look like an excellent crew who'll have the Empire shaking in their boots. I expect I'll see a lot more of them in the future.

Captain Hark'r

Shepherd leads the team away, continuing his briefing. He explains that there are various squads which operate out of Nowhere. The squads number in size from four to ten operatives, but they prefer not to reveal exactly how many squads there are operating from the ship - although the patches that squads wear gives an idea; the team are assigned to Green Squadron but have seen operatives wearing patches of red and blue as Shepherd leads them through the twisting corridors of Nowhere. There may be more. He leads them to the command centre where two humans, a male and female, and an alien are discussing a mission, falling silent and deactivating the holographic display as Shepherd and the team enter. All three wear white patches on their sleeves. The female casts a wary eye over the team.

Shepherd: And this is where I say goodbye. I'm handing you over to General Lens Reekeene. Her Roughnecks have been plaguing the Fakir Sector for months...but I'll let her explain more.

Lens: Thank you Commander Shepherd. I'll be overseeing all of your operations here along with my husband Mikka, and our advisor here, Santhou Lazith'chika. We run a tight ship around here so I won't stand for any insubordination. You don't like the orders I give, you quit - and make sure you keep several lightyears away from my Sector.

General Lens Reekeene

Mikka: This is the team that led the troop transports to safety! I don't expect we'll have problems with them. They'll be an excellent addition to the Roughnecks.

Mike Reekeene

Lens: Sure. Good job. Pity your ships are a bit of a mess, they would have come in handy...but we'll do our best to patch them up. Meantime, you'll be serving on the Long Shot. Santhou here will explain the basics you need to know about the Fakir Sector...

The alien steps forward, activating a holographic display of the sector. The team find his appearance, and indeed the way he speaks, slightly sinister.

Santhou: There are several hundred planets in the sector, approximately one hundred and fifty of which have been colonised. We have other business to attend to, so I will keep this short. Doneer'so is a jungle world where the Imperial's sector headquarters are based. It's heavily protected, and it goes without saying that you would be best advised to stay away from this world. Also worth taking a wide-berth of is Sinkar, a frigid, heavy gravity world where the Imperials have placed a garrison outpost. We have been unable to discover the purpose of that garrison so we are keen to hear of any rumours you hear about this on your travels. Finally, the Sarnikken Asteroid Belt is where we purchase some of our precious heavy-metal resources to upgrade this ship. The Empire would love to control the field, but the miners there value their independence almost as much as their precious resources. Be delicate in your dealings with them, they don't take kindly to outside interference, as several Imperial tax collectors have discovered to their cost...

Santhou Lazith'chika

Mikka: Full details of those locations will be forwarded to the Long Shot. Read them over at your leisure.

Lens: I heard you were part of Green Squadron in the Yavin evacuation. The squadron designation works for us, so you can keep it. Ah, here's Captain Ixsthmus and his first mate, Siene Symm. It's his ship you'll be serving on.

The team turn around to see an Ithorian and Sullustan have entered. Ixsthmus, the Ithorian shakes his massive oddly-shaped head.

Ixsthmus: Why can't you bring me some Ithorian recruits, General? Humans are so frivolous and decadent. This line of work demands the most serious minds and their kind lack discipline. I don't want these new recruits putting my ship at risk.

Captain Ixsthmus

Lens: Are you forgetting I'm human too, Captain?

Ixsthmus: You're the exception to the rule.

Siene Symm laughs throughout the exchange before shaking the team's hands.

Siene: Don't mind Ixsthmus, he's humourless but he's not all bad. Pleased to meet you all! Want to check out the Long Shot? Of course, you do!

Siene Symm

Ixsthmus sighs as he and Siene lead the team back to the hangar bay, where the Long Shot, a former pleasure yacht, has landed.

Siene: She's a beaut, isn't she? Don't let appearances fool you though, even though the Roughnecks liberated her from an Imperial Admiral, she's been completely stripped out and repurposed for the rebellion. I've made a few special modifications myself! Have a look around!


The team inspect the ship and are reasonably impressed by the vessel. It'll certainly do until their own ships are back up and running. Now all they need is a mission...

Full details on places of interest:




Fakir Sector Map




The campaign begins soon!



No comments:

Post a Comment

Strontium Dog Miniatures Game - Mutant Army Generals

Mutant Army Generals Strontium Dog Mutant Generals Image (c) Warlord Games Along with the Kreelers, one of the last sets that was released f...