Star Wars D6: Green Vipers Episode II

Episode II - Tests of the Godking

Introduction:

The second instalment of our Green Vipers adventures sees the team begin the Long Shot campaign. This adventure took three sessions to run and made use of the published adventure "Tests of the Godking" which featured in West End Games' "Classic Adventures" book. I own none of the images, all of which were sourced from Google. This is an advert-free, non-for-profit blog.

Pirates of the Void:


Dropping out of hyperspace, the Long Shot receive a message from a Captain Jayhawk who claims to be a member of the Rebellion. Jayhawk tells them they will be boarded and supplies confiscated for the Rebellion - but their YT-1300, the Martinette, is not a known Rebel vessel and its configuration, with boosted sublight engines and heavy shielding, attracts suspicion.

Music Cue: Into the Trap

Both ships exchange fire and a chase ensues... However, unable to outrun the vessel, a stalemate ensues as neither ship's weapons is able to inflict any damage on the other. Although smuggler Jaden Jericho has proven more than capable of preventing the vessel docking with some impressive evasive manoeuvres, he decides to allow the enemy vessel to dock.

Smuggler Jaden Jericho
Music Cue: Imperial Attack

Sword drawn, JiBa climbs the ladders up to the airlock door. He plans to board the enemy vessel as soon as they open the airlock. But the airlock is blown apart and JiBa severely wounded! He lands upon Tarrik Nightburner below - painful for both of them! As JiBa crawls to safety, the prone Tarrik is shot by blasters and incapacitated!
Tough Native JiBa
Despite the hostile fire, the Rebel team set blasters to stun in case the boarding party are working for the Rebellion. A fierce firefight ensues with both sides trading blaster shots. Several of the boarding party are knocked unconscious before Jericho hurtles a stun grenade onto the Martinette, subduing the remaining attackers! 

Captain Jayhawk
The team board the ship, discovering the crew of the Martinette are not Rebels but pirates! JiBa begins lancing the incapacitated pirates with his blade - "they failed in battle and deserve an honourable death" - much to the dismay of fellow Rebels Skye Bodelyn and Kira Rishkar! After an angry exchange with the bemused JiBa, Skye puts herself between JiBa and his next intended victim. Told that he can kill the pirates later, JiBa relents and the the unconscious Captain Jayhawk and her crew are thrown into the brig on the Long Shot. 

Kira cracks open several medpacks to revive and patch up JiBa and Nightburner. Against the wishes of Captain Ixsthmus who wants to contact Nowhere to have other Rebels pick the ship up, Jericho and JiBa take control of the Martinette. Jimi Ackbar performs sensors scans of Masterhome, and they discover that the forest world only has one major city where approximately 20,000 of the so-called "Anointed Ones" live. They take both ships down. As they near the ground, Jericho detaches from the Long Shot and performs several loops, while JiBa fires several shots to display their firepower. Observing from the Long Shot, Captain Ixsthmus is appalled as, at the very least, this goes against the spirit of the  instructions the team were given by Santhou onboard Nowhere: "Remember, we are the good guys. No coercion, no extortion, no threats..." 

Rebels in the Godking's Court

Music Cue: The Little People Work followed by Luke and Leia

With both ships now having touched down, they are approached by the lizard people - the Anointed Ones - who live in the city. They are in awe of their "sky chariots" and, on the rebel's instruction, take them to the castle where the Godking can be found. An honour guard meet them at the castle and take them inside.

The Godking himself is the most unremarkable of his species and seems slightly aloof to his subjects, not to mention unimpressed by the strangers. Nightburner explains the reason for their mission but the Godking is wary of aiding the rebels, and points out that their technology has not aided their cause in defeating this Empire. Indeed, when they inform him that the Empire had the ability to destroy worlds, his reluctance increases. When Nightburner boasts that the Death Star was destroyed thanks to the heroics of Green Squadron, the Godking requests that they talk more over a feast of griff-meat.

The Anointed Ones

JiBa decides he wants to pay a visit to the local weapon-smith but, with the honour-guard of twenty Anointed Ones assigned to accompany them, he cannot sneak away unnoticed by the rest of the group. Concerned as to what damage he might get into, the entire party - excepting smuggler Jaden - accompany him to the store. Unimpressed by the quality of blades at their disposal, JiBa spots that the honour-guard carry a bespoke "Blade of Honour" and learns that they can only attained by defeating a dangerous creature called an "eater".

Jaden seeks out the closest thing there is to a casino and attempts to join a game of cards. Unfortunately, the Anointed Ones only gamble gold and not Imperial credits - and he fails in his bid to dupe the technologically challenged creatures into believing that a comlink is a communicator to their gods. As the gamblers react angrily, Jaden's guard escort him away before he causes a riot.

Music Cue: The City in the Clouds

At the feast, the group are served roasted bugs and skewered rodents. Tarrik Nightburner feels drowsy while Jimi feels nauseous and Kira feels agonising pain in her stomach! Not wishing to offend their hosts, they manage to mask their discomfort. Tarrik is challenged by the Godking to an arm-wresting contest, but is defeated by the deceptively strong Godking. JiBa boasts that he would not be so easily bested and the Godking accepts the challenge. Unfortunately for JiBa, he too underestimates his opponent and is flipped on to the floor! Kaleban is quietly approached by another Anointed One - Satrank - who informs him that the Godking is weak and that with their help, he can be overthrown. Kaleban does not commit do any course of action, deciding instead to discuss the proposal with the group in a more discreet location later on. The Godking brings the feast to a close by inviting the team to a hunt the following day. They then return to the Long Shot.

Former Mercenary Kaleban Maars
In the morning, Captain Ixthsmus is displeased by their apparent lack of progress - and the disrespectful responses he receives! Washing his hands of them, Kaleban explains to the team the proposal from Satrank. The team discuss assassinating the Godking, but, at the insistence of Jimi, put their plans on hold until they learn more about how the people feel about the Godking.

Music Cue: The Land of the Sandpeople

The Godking leads the group - mounted on riding beasts called Likkas - into the forest and, abandoning them in a clearing where there are cattle-like griffs, he and his group disappear into the tree-line to watch the team at work. They make short work of putting down the docile creatures and JiBa revels in the moment as he slices open the jugular of one of the beasts, drenching him in blood! Delighted with their work, they shout to the Godking that their task is completed. The Godking laughs and explains that the hunt has only just begun...

Music Cue: General Grevious

A fearsome roar emanates from the tree-line and JiBa leaps into the stream, hurriedly trying to wash the griff blood off him! A huge beast, an eater, bursts into the clearing and lunges at him, biting at his head!

Eater
Its monstrous teeth puncture the helm he wears, but somewhat miraculously, he survives the attack. The battle is long and fierce as the group shoot upon the terrifying beast from a variety of positions...and the creature is blasted into submission and, eventually put out of its misery, with Kira delivering the killing blow. The Godking and his party come out from their hiding places and congratulate the party on their achievement, with Kira being gifted with a Blade of Honour!

Outlaw Kira Riskar
After the hunt, Jimi slips off into the city where he learns that the Godking is loved by his people and that their warlike reputation is a misunderstanding; the creatures enjoy mass-brawls but these are largely bloodless affairs which do not cost lives. Returning to the group unseen, he reports his findings and the plan to assassinate the Godking is abandoned.

When they rejoin the Godking, he reveals that he has been testing the group for the past few days - testing their honesty, biology, strength, and skill in combat - and that as they have passed with flying colours, he agrees to supply the Rebels with the vital food supplies. Before any celebrations can be held however, Sienne Symm contacts the team, informing them that a damaged Imperial shuttle is inbound and that they have to make an emergency blast off, and for the team to lie low while the Long Shot gets help.

As the stricken ship touches down mere moments after the Long Shot has blasted off, the Godking and the team watch from a castle balcony, staring in disbelief as thirty Stormtroopers pour off the vessel! Some of the Godking's people rush to greet the newcomers but their cries of excitement turn to screams of terror as the ship's blaster cannon mercilessly blasts through their ranks, dealing out terrible carnage. Grief-stricken, the Godking, turns to the party and tearfully mutters "Looks like we've joined the Rebellion after all."

A Deadly Little War

The Godking is ready to send two hundred of his troops to deal with the intruders, but the team are concerned they are no match for the Empire's might and decide to try to figure out a plan to deal with the Imperial party. They witness fifteen Stormtroopers leave the shuttle, headed off into the woods. They rightly guess that they spotted the YT-1300 they had confiscated from Jayhawk's pirates and are headed out to learn more about the vessel. It is a pivotal moment as the team decide this is their best opportunity to deal with the Imperial party. Asking if there is another way out of the castle, the Godking informs them that the sewers lead to a well not far from where the ship has landed. The party splits into two with Tarrik, Kira, Skye and Kaleban mounting Likkas to stage a diversion, while Jaden, JiBa and Jimi climb up through the well to spring an attack upon the distracted Stormtroopers.


Music Cue: The Droid Invasion and the Appearance of Darth Maul

The gates open and the quartet ride into the plains at full pelt, attracting the Imperials' attention as planned. Fearing a massacre, Jimi leaps out of the well and begins opening fire upon the Stormtroopers nearby the ship. Much of the Stormtrooper fire tears up the well around him - and more Stormtroopers rush from the far side of the ship to engage the Rebel threat!

Mon Calamari Jimi Ackbar
Music Cue: The Forest Battle

JiBa and Jaden also spring out from the well and make a charge towards the stricken ship, engaging and wounding several Stormtroopers on their way! Skye's beast is hit and she crashes to the ground, but she deftly rolls to avoid taking too much punishment!

Scout Skye Bodelyn
Kaleban and Kira close in on the ship and blast Stormtroopers from their mounts. Jimi continues to blast at the Stormtroopers, but he is still under heavy fire, with the cover being the only thing saving him! Tarrik whips his mount to send it into a frenzied attack upon three Stormtroopers in the nearest foxhole, goring them badly!


Music Cue: The Return of the Jedi

JiBa's crazed charge leads him inside the shuttle where, after goring a Stormtrooper with his blade, he reaches the blaster cannon and turns it upon the Stormtroopers outside - tearing through their ranks with deadly efficiency! He is attacked by Imperial Agent Marska who swings a vibe-blade at his skull! It deflects off his helm - the second time in a day it has saved him! - and he returns the compliment, dispatching Marska by driving his own sword through her leg and tearing the wound open with a vicious twist of the blade, spraying blood everywhere! Jimi, now backed up by Skye and the marauding Kira and Kaleban, manage to subdue the remaining Stormtroopers on their side of the ship but seconds before JiBa can disintegrate them with the ship's cannon, Jaden is blasted in the chest and passes out. Furious, Jiba and Tarrik outside finish off the last Stormtroopers before the team pour on to the shuttle and the remaining Imperials onboard surrender!

Brash Pilot Tarrik Nightburner


Blade of Honour
The Godking sends his warriors into the forest where, in territory they are familiar with, they are able to ambush the remaining Stormtroopers, finally bringing the threat to the Anointed Ones to a close.

Music Cue: The Throne Room and End Title

The team are then treated to a feast and presented with medals for their valour in defending his people. JiBa asks for a Blade of Honour and is told that one will be made for each of them, but there are none spare, arranging to have them sent with the first food shipment from Masterhome to Nowhere. He apologises for mistrusting them, explaining that humans had came to visit some months previously - and stolen the Saviour Sword. When pressed, he explains that there was a prophecy that the sword would be wielded by someone from the stars who would lead them to salvation. He believes the prophecy was misread and that, instead, the sword was to be stolen by someone from the stars. As the Long Shot returns, Tarrik drags Jayhawk from the brig and asks the Godking if this is the person who stole the Saviour Sword. He says it is and demands to know where the sword is now. Jayhawk fearfully explains that Vangar, her pirate boss on Pilahni has the weapon. The team persuade the Godking that cold-blooded murder is not their way and Jayhawk is returned to the Long Shot. The Godking thanks them all warmly for their help in saving his people from further horror and bids them goodbye. The Rebels patch up the Imperial shuttle and, along with the Long Shot and the Martinette, blast off. Although they are keen to travel to Palahni to retrieve the Saviour Sword, they decide to return first to Nowhere.

To be continued...

Closing Reflections: 

As mentioned at the top of the post, this adventure was played across three sessions and was fairly challenging for the party. I must admit being fairly shocked when I read how many Stormtroopers would be pouring off that shuttle. JiBa in particular was extremely fortunate to make it through alive, being badly wounded in the battle with the pirates, nearly having his head torn off by the Eater, and then running past dozens of Stormtroopers to get on board the Imperial shuttle. Without med-packs, and successful medical skill rolls from his fellow PCs, he would not have made it. Oh, and he and a few of the characters also survived the final battle because of Force Points! It was the perfect time to use them though!

I made a huge mistake during the battle, as I got too tied up in what the Stormtroopers were doing, forgetting to use that ship blaster against the marauding Rebels. Next time I will not make such a glaring error - my players have been warned! Once scale was taken into consideration, the ship's cannon was dealing out a massive 12D of damage. That would have vaporised anyone it hit!

I was forced to improvise a few times too, as, against what is set in the text, my players decided they would keep the pirates' Martinette and land it in a forest clearing not far from the castle. This worked in their favour as it meant, spotting it while landing, the Imperials dispatched fifteen Stormtroopers to investigate! In addition, the players sought another route out of the castle (there wasn't one) so when I spotted the well, I came up with the idea that the sewers led there and also allowed them to ride the Likkas when it was suggested. I hate to say "no" to my players when they come up with ideas and think it's good GMing to try to accommodate their plans where possible. None of what they were asking seemed unreasonable, so I was happy to roll with their plans, especially since it seemed fun to do so.

I also added a few extra touches to the original text of the published adventure, the Blade of Honour and the Saviour Sword being obvious examples. While Jayhawk had always thieved from the Godking, I decided that she would have passed the Saviour Sword on to her boss, Vangar, who, Star Wars REUP GMs will be familiar with. He is usually found on Prexiar but it made sense to relocate his operations to Pilahni, another world in the Fakir Sector where this campaign is set. I'm trying to find ways to disguise the obvious episodic and unavoidable standalone nature of the published adventures. The idea is to form a coherent narrative which feels as though the PCs are in charge of their adventures even though they are on fairly rigid rails.

One major criticism I have of the published adventure is that the suggested Character Point rewards of 3-6 points for the entire adventure seems extremely harsh; the team dealt with pirates, an incredibly tough Likka and over 20 Stormtroopers in the climactic battle. I personally would give that kind of reward each week, but perhaps I'm overly generous in my player rewards. Everyone has accepted though that we'll stick to the guidelines. One the plus side, this should prevent the team becoming overpowered for a long time to come...

Musical Cues: I know at least one fellow GM liked the mention of musical cues in a previous post, so I've outlined those cues below and will continue to do so in future write ups. It is something I take some time thinking about ahead of sessions, as I want to evoke certain scenes or bring a certain feeling to certain encounters. I know this is stretching things a little, but I do want my players to feel like John Williams has scored the game for them!

Pirate Ship Attack: Into the Trap
Pirate Ship Boarding Party: Imperial Attack

Meeting the Anointed Ones: The Little People Work / Luke and Leia
Meeting the Godking: The City in the Clouds

The Hunt: The Land of the Sandpeople
The Appearance of the Eater: General Grevious

The Imperials Arrive: The Droid Invasion and the Appearance of Darth Maul
The Battle: The Forest Battle / The Return of the Jedi

Rewards and Conclusion: The Throne Room and End Title











  











Star Wars D6 Adventure: Escape From Yavin

Star Wars: Flight from Yavin

Notes: This is an introductory mission for a new party of PCs, intended to be run on the Star Wars D6 system. It begins in the immediate aftermath of the battle of Yavin and leads into the Long Shot Campaign which can be found in the "Classic Campaigns" book published by West End Games. Note that the ship referred to as "Home" in those materials is replaced with a former CIS capital ship called "Nowhere" at the end of the adventure. The adventure was written for my own group of players - Tarrik Nightburner who is mentioned is one of my PCs, the only one not on the freighter called the Centurion. Nightburner fought at the battle of Yavin, where Green Squadron acted as decoys to pull most of the Empire's fleet of TIEs away from Red and Gold Squadron's trench run attack. He was the sole survivor. Also included are a few R2 prompts which relate to soundboards I sourced from the net (but have lost the links for, sorry). The music cues in the text relate to tracks from John Williams' soundtracks for the Original Trilogy. I do not own any of the images, all of which were all sourced from Google images. This site contains no advertising and is not for profit. 

Opening crawl for players.





Music Cue: The Imperial March

Space. A crippled TIE fighter drifts in the distance. The underside of a dark grey gargantuan ship slides into view and passes overhead for what seems like an eternity. Its tractor beams lock on to the stricken craft and bring it in to one of the hangar bays. This is Darth Vader’s personal flagship, the Super Star Destroyer, Executor.

In the hangar bay, Darth Vader emerges from the TIE Advanced Fighter and is met by Admiral Ozzel.

Ozzel: My lord, its is a relief to see you again. When we heard of the destruction of the Death Star, we feared the worst.

Vader: You may dispense with the pleasantries, Admiral. The evacuation of the Rebel base  may not yet be over. Set course for the moon of Yavin IV. I want those rebels. 

Ozzel: Yes, my lord. It will be done.

Wipe to:

The Centurion - a modified YT-1300 - drops out of hyperspace and begins its descent into the atmosphere of the jungle moon of Yavin 4.



Cut to:

Yavin base. As you troop off the Centurion, you see the base is a hive of activity with personnel hurriedly loading up their transports and ships blasting off every other minute. Out of the confusion, a large man strides up to you. A pilot and an R2 unit hurry after him. As he addresses you, he casts a scrutinising gaze across each one of you. He doesn’t look impressed.



Shepherd: I’m Commander Shepherd - and you’re late. We’re a little rushed for time so I don’t have time for a proper briefing. You missed the main excitement. The Death Star has been destroyed, but not before the location of this base was uncovered. It’s a sure bet half the Imperial Fleet are on their way here. The evacuation is well underway but we’ve several more transports requiring escort. Nightburner here will help you but we’ve still got two spare X-Wings that weren’t employed in the attack upon the Death Star, anyone want to pilot one? 



Allow the PCs to volunteer. If anyone asks about why they don’t have enough pilots, Shepherd explains that many of their best pilots were killed in the attack at Scarif base. As soon as they’ve done so… 

A klaxon sounds across the base as something blocks out the sun. Rebels look to the sky and cry out in dismay.

Music Cue: Rebels At Bay

Shepherd: Looks like we’ve run out of time! You’ll be protecting two troop transports. Once they make the jump, you can follow too. Your designation is Green Squadron. Volunteers, get to the hangar and into your X-Wings! The rest of you, back on your freighter - and take my droid R2-G8 with you. He’ll provide your ship’s hyperdrive with the co-ordinates to the rendezvous point. 

[R2 Unconvinced Grumbling & Taking the Comlink] Do as your told R2! They’ll take care of you, won’t you? 



The X-Wings are already programmed for the jump. You’re Green Team. Get to your ships - and may the force be with you!

Allow the PCs to get to their ships and get set for take-off. As they do so, the transports they have to escort take off. Comms flash on each ship’s dashboards. They receive the following communication:

Alliance HQ: Green Squadron this is Alliance HQ. Enemy fighters coming your way. Head for bearing 6-7-3. You’ll have to navigate a small asteroid belt before you can make the jump  to hyperspace, but it should offer you some protection from those fighters. Those transports will be right behind you, use your sensors to clear a path. A few of our flyboys use it for training, they say the larger the asteroid, the easier they are to dodge. Still, the smaller asteroids will do less damage! Good luck. 



Music Cue: The Imperial March

Wipe to:

Lord Vader stands on the bridge of his vessel, staring out the viewport at the forest moon of Yavin IV. Admiral Ozzel briskly approaches him.

Ozzel: Lord Vader, the Rebels are scrambling their transports in several directions to split our forces. One group is headed into a small asteroid field. Sending TIE fighters in to pursue would be a wasted-

Vader: Asteroids do not concern me Admiral, I want those ships destroyed.

Ozzel: As you wish, my lord. [Ozzel turns and barks orders to the command crew] Scan the asteroid field! Find the Rebels and guide our TIE squadrons to them!




The Asteroid Chase: 

Music Cues: Hyperspace & the Asteoird Field. Once TIEs are involved, run Ben’s Death and TIE Fighter Attack

Use the map provided. The team must negotiate the asteroid field and deal with incoming TIE fighters! Assign a squadron of 3 TIE Fighters for each Rebel ship (excluding transports) there is in the field. This is a hard challenge, but, it’s likely that a few of the fighters may be destroyed inside the field.



Scale: Each square on the grid represents movement of 2 Space units. This means that the YT-1300 can move 2 squares in standard movement, while an X-Wing can move 4.

Sensors: These will be vitally important in discovering both asteroids and enemy fighters. Anyone working sensors will know that with so many objects ahead of them, their scopes will be overwhelmed with readings. A very easy Knowledge roll or communication to Alliance HQ will provide them with the information that limiting the number of items they are scanning will provide them with clearer results. It will be extremely difficult to find the smaller asteroids and enemy fighters.

Sensors will pick up the closest asteroid/fighter in their range. Difficulty increases by one level per number of additional of obstacles the person searching is looking for. Check which type of scanning each PC is using. The difficulty of each roll is further adjusted by the size of the nearest object (or furtherest of those a ship can within the range it is searching for if looking for more than one object). Switching to Search will provide the best chances of identifying objects but this will create blind spots because the scanning can only happen in one direction. Once an asteroid has been picked up on Sensors, it is permanently revealed.
Note that asteroids can move at the GM’s discretion to ratchet up the tension further!

Number of Objects Scanned For: Difficulty 5 +5 per obstacle searched for beyond 1.
Size of Asteroid: Huge: 0, Large +5, Small +10
TIE Fighters: Number remaining in squadron: 1: +10, 2: +5, 3: 0
Example: A Search scan on a YT-1300 provides the user with a bonus 2D to their Sensors skill of 3D, giving them 5D. They decide to look for 2 objects. The closest 2 objects are both asteroids, one Huge and one Small. The base difficulty is 10 (for 2 objects). A roll of 10 will be required to discover the Huge asteroid while 20+ required to find the small asteroid. A roll of 0-9 will find nothing, 10-19 will uncover the huge asteroid, while 20+ will uncover both. Had the closest 2 objects been 2 Small asteroids, a roll of 20+ would be required to find the closest one, while 30+ would be required to find both.



Movement: Moving through the field is extremely difficult, especially if Sensors do not pick up asteroids. The difficulties are as follows - but most can be mitigated by flying at Cautious or Cruising Speeds.

Base Difficulty Roll: 16+ (Difficult)
Flying Across Space with Revealed Asteroid: Huge: 0, Large +5, Small +10 
Flying Across Space with Unrevealed Asteroid: Huge: 5, Large +10, Small +15

See Starship Movement Failures on page 133 for what happens if there is a failure. 

Asteroid Damage: Small Asteroid: 2D, Large Asteroid 4D, Huge Asteroid 6D, modified by the ships’ speed as shown on page 134.

Shields: Starship shields are a reactive skill.

Starship Gunnery: Range for all ships is as follows: 2 Squares: Short, 3-6 Squares: Medium, 7-13: Long

TIE Deployment and Movement: The first TIE squadron will deploy at the opposite end of the board. The second on one flank, moving in to hit the convoy from one side. Any other squadrons will deploy at the far end of the board along with the first squadron. They can move 5 spaces but will move cautiously, 5 squares every 2 turns (or 3 when it becomes too tricky to monitor). 

Key TIE Stats: Straighter Piloting 4D+1 (Manoeuvrability 2D), Starship Gunnery 4D (Fire Control 2D). Hull 2D. Space: 5 squares per 2 turns

TIE Tactics: The TIEs have been tasked with destroying the Troop Transports first. The Transports have a Hull of 8D + 1D shields. TIE laser cannon have damage of 5D so it may take some time to inflict much damage. However, if Rebel ships intervene, single ships will break off from the squadron to deal with attackers in dogfights (breaking off if there is only the one).

Once the PCs exit the opposite end of the play area, they can make the jump to light speed and escape!

Cut to: 

Music Cue: The Imperial March

On the bridge of the Executor, Darth Vader stares out as the Rebel ships vanish out of sight. Admiral Ozzel feels a tug at his throat and falls to the ground…

Captain Piett: Lord Vader, the Emperor commands you to make contact with him.

Ozzel feels Vader’s force choke release and he lies on the deck gasping for breath as Vader walks past him, his cloak billowing in his wake.



Wipe to:

Music Cue: The Princess Appears

A tiny dot of light streaks across a star field. We then cut, looking back at a YT-1300 which is hurtling towards us through hyperspace. We close in on the cockpit and see the smuggler captain and his co-pilot turning out of their chairs. We follow them through to the ship’s corridors to the main hold where they join the rest of the new recruits bound for the rendezvous point, two of whom are playing holochess. 

Allow the PCs an opportunity to role-play out their proper introductions to one another. As soon as they have done so, the hyperdrive signals that their arrival at the rendezvous is imminent.

Wipe to:

Music Cue: Finale start at 1:15, read from 1:18

Your ships drop out of hyperspace in an area of space your sensors indicate is in the Minos Cluster. You see a battered old capital ship, a relic from the Clone Wars by the look of it. Huge sections of the ship, which you know should be twinkling with light, are in darkness. As you close in, you can see activity in the hangar bay where a number of X-Wings and a few A-Wings have landed. Astromech droids buzz across the ship’s hull, their arc-welders flickering in the dark. Several troop transports hang in space around the vessel.

At 1:45


Commander Shepherd’s voice crackles over the comms in greeting. “Glad you rookies could make it! You’re clear for landing. Welcome…to Nowhere.”


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!



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