TEXT:  
  Jaws of the Sarlacc 
  Episode x of Star Wars: Dawn of Defiance 
  RODNEY THOMPSON 
  
   
   
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  Jaws of the Sarlacc is the tenth and final adventure in the Dawn of 
  Defiance campaign, which should take heroes from 1st level through 20th 
  level in a continuous storyline designed to give players and Gamemasters 
  a complete Star Wars Roleplaying Game: Saga Edition experience. This 
  adventure sends the heroes to the Deep Core world of Byss, where the 
  Sarlacc Project—the construction of a massive Super Star Destroyer 
  prototype—is underway. The heroes should advance to 20th level by the 
  end of the adventure. Over the course of this adventure, the heroes will 
  have a chance to finally confront and defeat the traitorous Admiral Varth 
  and the vile dark Inquisitor, Valin Draco. Jaws of the Sarlacc is the finale 
  of the story arc that makes up the Dawn of Defiance campaign. After 
  completing the adventure, the heroes will have saved the galaxy from an 
  Imperial superweapon and paved the way for other rebellious elements to 
  strike back at the Galactic Empire. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  What Is 
  Dawn of Defiance? 
  Dawn of Defiance is the name given to a series of 10 linked adventures 
  that Gamemasters can use to create an entire campaign for their players. 
  Set in the months after the events of Revenge of the Sith, the adventures 
  in the Dawn of Defiance campaign are designed to provide players and 
  GMs with the iconic Star Wars Roleplaying Game experience, set against 
  the backdrop of the tyranny of the Galactic Empire. The Dawn of Defiance 
  campaign takes the heroes all the way from 1st level up to 20th level and 
  features an ongoing storyline that progresses over the course of the 
  campaign. Each adventure can also be played individually and should 
  provide the heroes with ample challenges to gain two levels per 
  adventure. Gamemasters should feel free to use the Dawn of Defiance 
  adventures either as an entire campaign or as fillers for their own home 
  campaigns. 
   
  If you are a Gamemaster wishing to run the campaign, read the GM’s 
  Primer, which summarizes the overall plot of the campaign and the 
  events of each adventure. The GM’s Primer is available at the Star Wars 
  Roleplaying Game Web site (www.wizards.com/starwars). The site also 
  features other articles related to the Dawn of Defiance campaign, 
  including the official campaign standards and an FAQ. 
   
  Warning! If you will be playing in a Dawn of 
  Defiance campaign or in a campaign using its 
  adventures, read no further. 
  Bill Slavicsek 
  Director of RPG R&D 
  Christopher Perkins 
   
  Design Manager 
   
  Leland Chee, Frank Parisi 
   
  Lucas Licensing Editors 
   
  Corey Macourek 
   
  Cartography 
   
  Chad Laske 
   
  Production 
   
  Ray Vallese, Gary M. Sarli 
   
  Typesetting 
   
  Ray Vallese 
   
  Editing 
   
  Rodney Thompson 
  Design 
  
   
   
  3 
   
   
  STAR WARS: DAWN OF DEFIANCE 
   
  Episode X 
   
  JAWS OF THE SARLACC 
   
  The galaxy rests on a tipping point as the forces of evil have struck 
  a devastating blow against the Alderaan Resistance. 
   
  Yet all is not lost, and even now the Alderaanian noble Lady Alya Aldrete 
  has summoned allies and great heroes to take part 
  in a daring attack on the Empire. 
   
  As the fate of the Resistance hangs in the balance, a small band of heroes 
  has a chance to strike a blow that will echo through the ages, 
  and show others that even the mighty Empire can be defeated . . . 
   
  Adventure 
  Background 
  The entire Dawn of Defiance campaign has led up to this point. Having 
  finally uncovered the truth about the Sarlacc Project and traveled to the 
  Deep Core in pursuit of their ally, Jedi Master Denia, the heroes are poised 
  to shut down the Empire's plans. Lady Alya Aldrete, an ally they made 
  during a recent visit to Alderaan, has provided them with aid thus far. 
  Now, she is ready to help them make their final push to stop the Empire 
  from completing the construction of their first Super Star Destroyer. 
   
  Sadly, during their trip to Prakith in the ninth adventure, Sword of 
  the Empire, the heroes suffered the loss of one of their staunchest allies, 
  Master Denia. They are now truly their own masters, and others are 
  looking to them as leaders of the fledgling rebellion. Lady Aldrete has 
  summoned the heroes to rendezvous with her, and she will help fill them 
  in on the plan to finally put an end to the Empire's Sarlacc Project. 
  Adventure Summary 
  The heroes are summoned to a rendezvous in the Deep Core, where they 
  meet with Lady Aldrete and discover that she has summoned her entire 
  fleet of smugglers and criminals. Combined with the remnants of the 
  battle group belonging to the Resurgence, these ships form a relatively 
  impressive fleet, which Lady Aldrete and Bail Organa hope to use to stage 
  a daring mission against the Sarlacc Project. After being briefed on the 
  plan, the heroes set course for the planet Byss, the Emperor's secret 
  throne world. 
   
  Once they arrive at Byss, the heroes must infiltrate a Golan Defense 
  Platform and shut down its defense mechanisms. There, they confront 
  Inquisitor Draco for the last time, only to discover that the traitorous 
  Admiral Varth has taken command of the Super Star Destroyer. In a 
  stunning move, he fires up the ship's engines and makes a short 
  hyperspace jump to join the battle. 
   
  The heroes, along with the pilots of Blue Squadron, must brave the 
  battle between the defenders of Byss and Lady Aldrete's fleet, fly into the 
  superstructure of Super Star Destroyer, and blow up its main reactor. That 
  is the only way to destroy the vessel and save what's left of Lady Alya's 
  fleet. 
  Opening Crawl 
  If you wish to have an opening crawl before the adventure, consider using 
  the boxed text below. 
   
  
   
   
  4 
  Part 1: A Bold Plan 
   
  After speaking with Bail Organa at the conclusion of the previous 
  adventure, the heroes are directed to meet up with Lady Alya Aldrete. 
  They find her at a rendezvous point in space, outside a massive gas cloud 
  where she has amassed a small armada of ships. The rendezvous point is 
  only two hours away via hyperspace, still well within the Deep Core 
  Security Zone, and Lady Aldrete's communications officer transmits a 
  hyperspace route for the heroes to follow that will get them there safely. 
  As the heroes approach the rendezvous point, describe the other vessels 
  here as a rag-tag collection of tramp freighters, modified bulk haulers, a 
  few Clone Wars-era capital ships, and an overall motley assortment of 
  vessels that look vastly different from the pristine ships of the Empire. 
   
  Lady Alya invites the heroes to dock on her flagship, a heavily 
  modified Corellian gunship. As the deck crew sets to refueling and 
  restocking their ship (or ships), the heroes are shown to temporary 
  quarters and allowed to refresh themselves. Once suitably rested and 
  cleaned up, they are invited to join Lady Aldrete in the ship's command 
  bridge to discuss the next step. 
  Lady Aldrete's 
  Briefing 
  Lady Aldrete welcomes the heroes into her ship's command bridge, where 
  she and some other rough-looking ship captains are quietly talking next 
  to a holographic display that looks positively chaotic from a distance. The 
  heroes also spot two familiar faces—Captain Adrian Verana and Captain 
  Sirona Okeefe, who seem to be deep in their own conversation. As the 
  heroes approach, they realize that the display shows a single, massive 
  planet around which hundreds, if not thousands, of ships and space 
  stations can be seen in continuous orbit. 
   
  When the heroes step up to the projector, Lady Aldrete ends her 
  conversation and turns to them. Read the following aloud: 
   
   
   
   
  With that, Lady Aldrete begins outlining what little they have of their 
  plan. First, the smuggler fleet will jump into the Beshqek system and 
  engage the Sarlacc Project's defenses. Then, while feigning a retreat, they 
  will draw the defenders away from the Super Star Destroyer and its Golan 
  Defense Platform. The heroes' strike team will then infiltrate the platform, 
  seize control of its weapon complement, and turn the weapons on the 
  Sarlacc Project. Undefended, it shouldn't take long for the Super Star 
  Destroyer to become so much debris drifting into the atmosphere of Byss. 
  The heroes and the smuggler fleet will then retreat and jump to 
  lightspeed, leaving Byss far behind. 
  The Calm Before 
  the Storm 
  Of course, heroes being what they are, they might have some alternative 
  plans they would like to enact. Lady Aldrete's plan is left somewhat vague 
  intentionally, and if the players show some initiative, you should let them 
  fill in the gaps or even rebuild the plan from the ground up. Of course, 
  allowing them to do so will alter the way this adventure plays out, but 
  given the fact that this is the climax of the Dawn of Defiance campaign, 
  feel free to let the players concoct a better plan if they see fit. 
   
  The two most important parts of the plan, and the two events around 
  which this adventure is engineered, are taking control of the Golan 
  Defense Platform and flying into the superstructure of the Super Star 
  Destroyer to take out its main reactor. When the heroes are cooking up 
  their plan, keep in mind that, in general, those two events need to 
  happen, and they must take place in that order. 
   
  Naturally, this adventure cannot cover every eventuality or plan that 
  the heroes might come up with, but the following information should 
  help you determine whether they succeed. 
   
  The Sarlacc Project is a Super Star Destroyer that has not yet 
  reached completion. Many of its systems are still offline, but 
  (unknown to Lady Aldrete and the heroes) its engines, life 
  support, and weapons are online. 
   
  The Super Star Destroyer is defended by a Golan Defense 
  Platform. However, something the heroes do not know is that 
  the platform also acts as a stabilizer by using its incredibly 
  powerful tractor beams. The upshot is that the platform 
  anchors the Super Star Destroyer in place; as long as the 
  tractor beams are active, it cannot move. 
   
  The smuggler fleet is ragged, but well defended and captained 
  by some of the best in the galaxy. Given the fact that the 
  defense forces around Byss are not quite up to what they will 
  be by the time of the Rebel Alliance, the smuggler fleet can 
  survive about 20 minutes of direct fire, plus another 20 
  minutes during the faux retreat. If starfighters take part in the 
  conflict, the fleet can survive for another 10 minutes during 
  both the initial assault and the retreat. 
   
  Even when the main defense forces pursue the smuggler fleet, 
  a small number (mostly starfighters and Skipray blastboats) 
  will stay behind. However, good piloting might allow a ship to 
  avoid notice by more than one patrol. 
   
  Lady Aldrete's smuggler fleet has a number of slicers that can 
  alter a starship's IFF transponders and other transmitters to 
  disguise a small number of ships as Imperial vessels. This won't 
  stand up to closer visual inspection, but it should fool sensors. 
   
  Admiral Varth is commanding the skeleton crew currently 
  operating the Super Star Destroyer. When the smuggler fleet 
  appears, he immediately suspects a trap and begins ordering 
  the crew on the defense platform to begin emergency 
  shutdown procedures of their tractor beams. However, due to 
  the high power being pumped through the beams, shutting 
  "My dear friends," says Lady Aldrete, a look of pity in her eyes. "It is 
  good to see you alive. Bail told me about Master Denia—she will be 
  sorely missed. 
   
  "I'm afraid that we have little time for mourning. Too many lives 
  have already been sacrificed to stop now. While you were traveling 
  to Prakith, I sent out the call for all of my contacts in the Deep Core 
  to come to me, and one of them brought some very timely data. We 
  have not only discovered the location of the Sarlacc Project above 
  the planet Byss, but we have also obtained a full readout of the 
  vessel's defenders, and we know that the Sarlacc Project, while not 
  yet complete, is within weeks of being so. 
   
  "What I have proposed to my captains is a mission to destroy 
  the prototype. We've got enough ships to distract its defenders, but 
  we can't hope to beat them and destroy the ship—just survive. What 
  we need is someone to take control of their defenses and turn them 
  against the prototype. You're our best, and probably only, hope for 
  that." 
  
   
   
  5 
   
  them down is a lengthy process—upward of 30 minutes if all 
  protocols are observed. 
   
  Inquisitor Draco has retreated to Byss, where his time spent in 
  dark meditation has revealed that he will face his final conflict 
  with the heroes. With Admiral Varth's blessing, Draco has 
  placed himself in charge of the defense platform, and he 
  believes that once he defeats the heroes and crushes 
  Alderaan's resistance, he will be given command of the Sarlacc 
  Project and its associated fleet. He has not warned Varth of his 
  visions. Instead, Draco plans to step in and save the day when 
  Varth would have failed, thus removing the Admiral as a rival 
  for control of the Emperor's greatest fleet. 
   
  The Golan platform is manned mostly by droids. Admiral Varth 
  did not trust Humans to operate his prize ship's defenses, 
  although he has allowed a complement of the Emperor's hand-
  picked agents to occupy the station for defense. 
   
  Varth will order the defense fleet to pursue the smugglers, 
  hoping that they will be crushed by his ships. However, 
  Admiral Varth is no fool, and he would not leave the Super 
  Star Destroyer unprotected if it weren't defensible on its own. 
  Varth believes (and rightly so) that the Super Star Destroyer, 
  although incomplete, is still powerful enough to obliterate the 
  smuggler's ships on its own. 
   
   
  One way or another, a large chunk of the ship's hull will be ripped 
  away, exposing the interior superstructure and providing access to the 
  main reactor. Although this can happen in several ways (see Part 3 of the 
  adventure), the heroes might come up with their own plan to gain access 
  to the core. 
  Getting to the 
  Golan 
  Once the heroes have a plan, the mission can begin. Captains Okeefe and 
  Verana are both taking part in the mission. Captain Verana will command 
  Blue Squadron, a collection of starfighters cobbled together from the 
  various smuggler crews, while Captain Okeefe will serve as Verana's 
  wingman and executive officer. Lady Aldrete will lead her ship and the 
  rest of the smuggler fleet into battle. The heroes have a chance to say 
  their goodbyes, then it is time for leaving. 
   
  When the heroes depart, they make the short jump to hyperspace to 
  the planet Byss. Upon arrival, they find everything going according to 
  plan. The smuggler fleet is occupying the ships defending the Sarlacc 
  Project, giving the heroes a clear shot at the Golan Defense Platform. 
  Read or paraphrase the following aloud: 
   
   
   
   
   
  Luckily for the heroes, the plan is working, and only a few small 
  patrols remain near the Super Star Destroyer. Unfortunately, being 
  spotted by one is nearly unavoidable. A small patrol, consisting of a 
  Skipray blastboat and a few elite TIE fighters, is on a course that will 
  intersect with the heroes. If the heroes have taken precautions against 
  being detected, play them out. Otherwise, the patrol spots the heroes' 
  ship and attacks. This close to the Sarlacc Project, the patrols are ordered 
  to fire on non-Imperial vessels without warning. 
   
  If the heroes can sneak by, deceive, or otherwise deflect the attention 
  of the patrol, they should be able to avoid a violent conflict before 
  docking with the Golan. Otherwise, the heroes must defeat the patrol 
  before they can go on with their mission. 
   
  For more information on this encounter, see the "Run on the Golan" 
  tactical encounter on page 10. 
   
   
  Before your eyes hovers the oddly colored planet of Byss, its orange 
  land masses and purple oceans casting the cockpit in an eerie glow. 
  However, drawing your eyes away from the planet is the largest 
  capital ship you have ever seen. The dagger-shaped hull of the Super 
  Star Destroyer, known to you as the Sarlacc Project, looms large 
  against the backdrop of the planet. 
   
  The Golan Defense Platform anchoring the massive ship looks 
  tiny in comparison. All around, you see flashes of light as starships 
  burst into flames and then flicker out, or watch the glowing light of 
  turbolasers streaking between the vessels. The smuggler fleet has 
  distracted the Sarlacc Project's defenders; now is the time to strike. 
  
   
   
  6 
  Part 2: Aboard the Golan 
   
  Once the heroes have dealt with the patrol, they have the opportunity to 
  land on the Golan Defense Platform. Assuming they have taken some 
  steps to disguise their ship's sensor profile and IFF transponders, they can 
  land in the docking bay without challenge thanks to the droid traffic 
  controllers' lack of suspicion. If they took no such responses, the platform 
  might open fire on the heroes' ship, but they can still blast their way into 
  the docking bay in a matter of rounds. 
   
  Once inside, the heroes know they need to seize control of the 
  defense platform to turn its weapons on the Super Star Destroyer. First, 
  however, they must deal with the station's defenders. Their arrival has not 
  gone completely unnoticed, and they will face a challenging series of 
  encounters to reach the central reactor control chamber. 
   
  As the Gamemaster, you might find it tempting to turn the following 
  series of encounters into little more than a linear group of challenges, 
  offering the heroes no choice in the matter. The encounters described 
  below are meant to be used in any order that you see fit (with one 
  exception; see "Security Corridor" on page 7), although they do make 
  some basic assumptions about the order in which most heroes will tackle 
  them. As with the planning of the operation in Part 1, give the heroes a 
  chance to come up with their own methods for reaching the reactor. 
  Then, each time they reach a good point, drop in one of these encounters 
  to challenge them. 
   
  As the heroes progress toward the central reactor chamber, take into 
  account the following basic information about the platform. 
  The Station 
  Interior 
  The Golan Defense Platform orbiting Byss is designed primarily to defend 
  and anchor the Super Star Destroyer at the center of the Sarlacc Project. 
  If you are using the Galaxy at War supplement, the defense platform is 
  considered to be a battlestation with a CL of 20. You can use this to 
  improvise any challenges or hazards the heroes might face along the way. 
   
  The following information about the interior of the station applies 
  regardless of whether you are using Galaxy at War. 
   
  Command Bridge: The primary command bridge for the Golan 
  platform has been shut down in favor of rerouting control to an auxiliary 
  bridge, located near the central reactor core for the whole platform. If the 
  heroes reach the primary command bridge, they find it abandoned. 
   
  Computers: The station's main computer system has a Will Defense of 
  31 and is one of the most sophisticated computers currently used by the 
  Empire. However, since the Empire staffs the station with droids, the 
  central computer isn't always used to its full potential. Computers in 
  auxiliary areas, such as corridors and nonessential locations, have a Will 
  Defense of 26 and can be used to gain access to the station's main 
  computer. 
   
  Docking Bays: The Golan platform has three main docking bays, one 
  of which is used for ships other than starfighters. Each of the other two 
  bays holds a squadron of 12 TIE fighters, which the heroes might have 
  encountered already. Docking Bay 616 is the shuttle docking bay and is 
  the one through which the heroes likely enter and exit. 
   
  Patrols: Standard security protocol for the Golan platform calls for 
  two elite Byss stormtrooper squads per patrol, each commanded by an 
  Imperial officer (see page 280 of the Saga Edition core rulebook). The 
  Imperial officers in these patrols carry code cylinders for auxiliary 
  computer systems (but not the main computer system). 
   
  Security Control Rooms: Each level of the space platform has its own 
  security control room. These control rooms remain in constant contact 
  with the auxiliary command bridge. Each one has security control 
  computers with a Will Defense of 26, is staffed by four Imperial officers, 
  and has an elite Byss stormtrooper squad defending the control room. 
   
  Sensors: The sensors in the station are extremely sophisticated. When 
  properly focused, they can detect everything from the number of beings 
  in a room to the current health of each one. However, such focus is 
  typically unneeded, and the droids controlling many of the station's 
  sensors rarely perform such a sweep. Slicing the station's sensors to make 
  them ignore the heroes requires a DC 31 Use Computer check, made from 
  a security control room. 
   
  Skill DCs: For the purposes of improvising skill checks during this 
  adventure, consider using the following DCs based on the difficulty of the 
  task being performed: Easy, DC 26; Medium, DC 31; Moderate, DC 36; 
  Hard, DC 41. 
  Docking Bay 616 
  The docking bay most likely used by the heroes to enter and leave the 
  platform—Bay 616—is typically used by the Empire to rotate 
  crewmembers on and off the platform via shuttlecraft. When Lady 
  Aldrete's fleet arrived, most of the ships normally kept in this hangar 
  (Skipray blastboats, command shuttles, and so on) either joined the fight 
  or departed for the relative safety of the planet below. It is likely that 
  only one ship (other than the heroes' vessel) occupies this hangar: a 
  Republic Sienar Systems Star Courier used by Inquisitor Valin Draco. 
   
  If the heroes made a grand show of their entrance or took no 
  precautions against being identified by the sensors, they find a 
  welcoming party waiting for them. For more information on this 
  encounter, see the "Docking Bay 616" tactical encounter on page 13. 
  After the heroes deal with the encounter, they can start making their way 
  deeper into the platform. 
   
  If the heroes were cautious and managed to sneak their ship onto the 
  platform, they might instead find the docking bay empty. In this case, 
  they can deal with the "Docking Bay 616" encounter later, when they are 
  attempting to fight their way back to their vessel as the station crumbles 
  around them. 
  Getting to the 
  Reactor 
  The heroes probably don't know that the main command bridge has been 
  shut down and that control has been transferred to an auxiliary bridge 
  near the main reactor. However, this should become clear when they 
  reach the abandoned command bridge, or earlier if they tinker with the 
  station's central computer system. 
   
  The heroes must make their way through dangerous territory to reach 
  the central reactor area. If they have managed to keep their presence on 
  the station a secret, they might have relatively free access to the 
  corridors and turbolifts. However, in the more likely scenario that their 
  presence has attracted some attention, most of the turbolifts leading 
  toward the auxiliary bridge have been shut down as a part of security 
  protocol. This doesn't mean that the heroes can't use the turbolift shafts 
  to travel between levels, and they almost certainly must do so to reach 
  their destination. Unfortunately, even an empty turbolift shaft has 
  
   
   
  7 
   
  defenses, and the heroes must deal with several security droids before 
  they can head toward the core. 
   
  Alternatively, this encounter could occur later in the adventure, after 
  the station is fired upon. In this case, the heroes must deal with the 
  encounter while trying to flee the station after the turbolifts have been 
  shut down. 
   
  For more information on this encounter, see the "Turbolift Shafts" 
  tactical encounter on page 16. 
  Security Corridor 
  One encounter the heroes cannot avoid is the security corridor leading 
  into the auxiliary command bridge and main reactor. The defenses in this 
  corridor are always in place whenever the auxiliary command bridge is 
  active (as it is now). This security corridor is the only way in or out of the 
  auxiliary command bridge, and the heroes have a fight on their hands to 
  reach it. 
   
  For more information on this encounter, see the "Reactor Access 
  Corridor" tactical encounter on page 18. 
  The Final 
  Showdown 
  When the heroes finally reach the auxiliary bridge, they find a familiar 
  face awaiting them. Having seen visions of this encounter in the Force, 
  Inquisitor Draco has allowed to the heroes to reach him, sure that his 
  victory will end their aspirations for inspiring rebellion and earn him a 
  spot near the top of the Empire. When the heroes first arrive at the 
  auxiliary command bridge, read or paraphrase the following aloud: 
   
   
   
   
  Inquisitor Draco has ordered his men to power down the tractor 
  beams connecting the defense platform to the Super Star Destroyer. The 
  heroes have only moments to stop that from happening before the Super 
  Star Destroyer is free to destroy the fleet. 
   
  For more information on this encounter, see the "Last Stand of 
  Inquisitor Draco" tactical encounter on page 21. 
   
   
  Keeping the Tractor 
  Beams Active 
  Once Draco finishes his speech and the encounter begins, the heroes have 
  approximately 10 rounds to bring the tractor beams back up to full 
  strength. There are five stations at which the tractor beams are being 
  deactivated; each station is manned by an Imperial officer. Once the 
  beams are down fully, the Super Star Destroyer will be free to make the 
  short microjump into the middle of the ongoing battle, where it will 
  devastate the enemy fleet. 
   
  To restore the tractor beams, a hero must spend a standard action 
  and make a DC 31 Use Computer check at each of the five consoles. If a 
  successful check is made at each station, the tractor beams power back 
  up to full strength, which will severely damage the Super Star Destroyer 
  when it tries to jump. 
   
  If the heroes fail to restore the tractor beams, the outcome of the 
  adventure is not strongly affected. Their failure merely alters the method 
  by which the Super Star Destroyer is damaged enough for the heroes to 
  fly inside of it in Part 3. 
  Get to the Hangar! 
  When the encounter with Draco is complete, the heroes find themselves 
  confronted with the grimacing visage of Admiral Varth, who has watched 
  the progress of the fight from the safety of the Sarlacc Project's bridge. 
  Read or paraphrase the following aloud: 
   
   
   
   
  With that, the heroes find themselves in a dangerous position they 
  likely never expected. The space platform has been critically damaged by 
  the Sarlacc Project, but it hasn't quite been destroyed. The heroes have 
  mere minutes to make their way to their ship before the defense platform 
  disintegrates with them inside it. Already they can feel the station listing 
  as it begins to fall into Byss' atmosphere. At this point, the heroes are 
  running for their lives, but once they are free of the station, they will 
  realize that there are bigger things at stake, such as the success and 
  survival of their friends. 
   
   
  The auxiliary command bridge is lit by the eerie red light of the main 
  reactor. Standing near the junction between the two chambers is a 
  sinister form of the cybernetically enhanced Inquisitor Draco, an 
  ignited red-bladed lightsaber humming in his hand. Stormtroopers 
  stand at the ready throughout the room, and Imperial technicians 
  seem to be working furiously at control panels throughout the 
  chamber. A pair of black-robed Imperial Shadow Guards stand just 
  behind the Inquisitor, flanking him, lightsaber pikes at the ready. 
   
  "You're too late, my friends, too late," sneers Draco. "Had I 
  known, when our paths crossed so long ago on Almas, that you 
  would become such a thorn in the Empire's side, I would have had 
  the planet razed from orbit. Yet I did not, and here we stand. If you 
  throw down your weapons now, I guarantee you a quick and 
  painless death. As you can see, I have been looking forward to this 
  meeting for some time now." 
   
  A large display screen on one side of room flickers to life, 
  revealing the stern face of Admiral Varth, decked out in his 
  resplendent Imperial admiral's uniform. "Draco, why aren't those 
  tractor beams offline yet? We're losing valuable men out there." 
   
  Draco offers you a small smile and says, "In a moment, Admiral, 
  your ship will be free of the station, and I will have disposed of 
  these traitors in plenty of time for you to crush their fleet." 
  Admiral Varth scowls at you through the video screen, the bridge of 
  the Super Star Destroyer visible in the background behind him. "Why 
  couldn't you have been killed when Organa's fleet fell apart? At least 
  you won't live to see me crush your new allies. This makes twice 
  that I've had to wipe out your little insurrection; how many other 
  deaths are on your hands?" 
   
  With that, the admiral turns and speaks to someone offscreen. 
  "I want all available turbolasers to target the anchoring platform 
  and fire when ready. Helm, engage the microjump. Let's end this 
  farcical rebellion." 
   
  The platform rocks under your feet as turbolaser bolts slam into 
  the station. The video display cuts out abruptly, and the computer 
  monitors show a chilling sight—the Super Star Destroyer has jumped 
  to hyperspace, reappearing in the middle of the ongoing battle. 
  
   
   
  8 
  Part 3: Into the Sarlacc 
   
  Once the heroes are back outside the Golan Defense Platform, they 
  receive some disturbing news from Lady Aldrete's ship. The Super Star 
  Destroyer has appeared in the middle of the battle and is devastating the 
  smuggler fleet. Unfortunately, the ship was able to make a precise 
  microjump thanks to an interdiction vessel in the middle of the battle, 
  which yanked the ship out of hyperspace and is also currently preventing 
  the smugglers from making the jump to lightspeed and escaping. The 
  smuggler fleet is being slaughtered by the overwhelming firepower of the 
  Super Star Destroyer. Lady Aldrete has ordered the fleet into a defensive 
  formation, and starfighters have been launched to attack the interdicting 
  vessel, but the situation looks grim. 
   
  However, depending on how the heroes did at the end of Part 2, 
  there might be a chance for survival. If they succeeded at returning the 
  platform's tractor beams to full power, they discover that a huge chunk of 
  the Sarlacc Project's still-under-construction superstructure has been 
  ripped free, exposing the interior of the ship to space. Lady Aldrete's 
  tactical advisors have concocted a reckless plan to pull their starfighters 
  back from the attack on the interdictor and redirect them toward the 
  Super Star Destroyer. Those ships will fly into the ship's superstructure, 
  cruise along the narrow access tunnels, and destroy the main reactor with 
  a well-placed proton torpedo. It's a desperate plan, but the heroes have 
  pulled off incredible missions before, and Lady Aldrete begs them to take 
  command of the starfighter squadron. It is the only hope the fleet has for 
  surviving the battle. Skip to "Blue Squadron," below. 
   
  If the heroes did not stop the tractor beams from powering down, the 
  Super Star Destroyer is not ripped open as it tears free of the Golan 
  platform. Instead, when the heroes arrive at the scene of the battle, read 
  or paraphrase the following aloud: 
   
   
   
   
  The hole opened in the Super Star Destroyer's hull allows the heroes 
  to fly inside, just as in Lady Aldrete's plan described above. In this case, it 
  is Captain Verana who proposes the plan to the heroes. 
  Blue Squadron 
  The remaining starfighters—11 ships in all--rally to the heroes' position 
  and affirm that they are prepared to fly into the Sarlacc Project and take 
  out the ship. Among the pilots are Captains Verana and Okeefe, both of 
  whom have survived the battle thus far. Blue Squadron, as they have been 
  dubbed, is at the heroes' disposal. 
   
  For the purposes of the final three encounters of the adventure, Blue 
  Squadron is considered to be engaging in their own encounters when 
  flying into the superstructure. Basically, the starfighters are flying 
  alongside the heroes and keeping the path clear. However, if it looks like 
  any of the heroes is in real danger of dying (at least before the final 
  encounter), you can have a member of Blue Squadron help. Their entrance 
  can be dramatic, such as chasing a TIE fighter that is disintegrating in 
  flames, or it can be a surprise, such as when Han saves Luke above the 
  first Death Star in A New Hope. 
   
  If any of the heroes have developed a strong attachment to either 
  Captain Verana or Captain Okeefe, this might be a good time to introduce 
  dramatic tension by putting their lives in danger. While the death of 
  either captain might be suitably dramatic and motivate the heroes to 
  complete their mission, neither one has to die. At this point in the 
  campaign, you'll know whether their deaths would serve the story or 
  harm it, but one way or another, the heroes should have to face the 
  reality that some of their most stalwart allies are in real danger. 
  Flying Through the 
  Superstructure 
  When the heroes have rallied Blue Squadron around them, they must 
  enter the ship's superstructure and destroy the main reactor inside. The 
  three encounters below must be completed in the order presented. 
  Because the heroes will be racing toward the center of the Super Star 
  Destroyer as fast as possible, these three encounters could be considered 
  to be one large encounter, but they are offered here separately to make 
  the sequence easier to run. 
  Into the Ship 
  First, the heroes must get inside the Super Star Destroyer. Unfortunately, 
  the Empire has already dispatched repair crews to prevent just such an 
  occurrence, and a small group of TIE fighters is approaching to assist 
  them. Before the heroes can try to fly inside the ship, they must deal with 
  the TIE fighters and blast the repair crews. Only then can they enter the 
  superstructure at its weak point. 
   
  For more information on this encounter, see the "Into the Sarlacc's 
  Maw" tactical encounter on page 24. 
  The Fastest Path 
  Once inside the Super Star Destroyer, reaching the main reactor is no easy 
  task. The tunnels within the superstructure (a necessity of design, making 
  it possible to work on the vessel) do not simply connect point A to point B 
  in a series of straight lines. Instead, the tunnels twist, turn, and curve. 
  When beginning this encounter, reveal the paths available to the heroes 
  only as they take them. This will reinforce the blindness they should 
  experience while flying into the ship without knowing exactly where to 
  go. 
   
  For more information on this encounter, see the "Sarlacc 
  Superstructure" tactical encounter on page 27. 
  The Main Reactor 
  The main reactor chamber is a large, cavernous area where the vacuum of 
  space is used to diffuse the heat generated by the reactor. A deflector 
  A familiar voice crackles over your communications system. "Well, it 
  would come to this, wouldn't it? Trapped by the Empire, with all of 
  these loyal men and women crushed by its might." The voice of Lady 
  Aldrete sounds ragged and weary, and there is a hint of fear behind 
  it. 
   
  "What we do now, we do for the good of the galaxy. Good luck, 
  my friends. See to it that everyone knows that the Empire can be 
  brought low—we merely failed today." 
   
  In your front viewport, you see the thrusters of Lady Aldrete's 
  command ship fire, and the vessel quickly picks up speed. It makes a 
  straight shot for the Super Star Destroyer, shuddering as turbolaser 
  fire splashes against its weakening shields. At the moment of 
  impact, when Lady Aldrete's ship slams into the side of the Sarlacc 
  Project, there is a bright flash of light and a short burst of static 
  over the comm. In seconds, the light from the explosion fades, and 
  her ship is no more. Where the command ship collided with the 
  larger vessel, a huge hole now exposes the interior of the Super Star 
  Destroyer. 
  
   
   
  9 
   
  shield protects the reactor from the outside, so the heroes will have to 
  use proton torpedoes to destroy the reactor. If the heroes are out of 
  torpedoes, there is one alternative: sacrifice. A collision between a ship 
  and the reactor, even a ship as small as a starfighter, is enough to destroy 
  the reactor core and, by extension, the Super Star Destroyer. 
   
  For more information on this encounter, see the "Main Reactor" 
  tactical encounter on page 29. 
  Getting Back Out 
  When the main reactor is destroyed, the Super Star Destroyer does not 
  explode instantaneously. As explosions ripple through the massive vessel, 
  the heroes have only seconds to escape with their lives. The pilot of each 
  ship must succeed on two Pilot checks—the first at DC 26, the second at 
  DC 31—to escape the exploding Sarlacc Project. Failure on either check 
  means the ship fails to make it out of the Super Star Destroyer in time; 
  the ship is destroyed in the explosion, and all aboard are killed. 
   
  If the heroes escape, they are able to race to a safe distance. As they 
  do so, they see that the interdictor has finally been crippled by the 
  smuggler fleet, and ships are jumping to lightspeed. As they make the 
  calculations for the jump, the Sarlacc Project explodes in the background 
  behind them, taking Admiral Varth with it—along with any other ships 
  still inside. 
   
  Depending on how the heroes fared in the previous three encounters, 
  they might be harried by TIE fighters during their escape. Eventually, they 
  should manage to make the jump to lightspeed and reach freedom—and 
  the end of the campaign. 
   
   
   
   
  Concluding the Campaign 
   
  After 10 full adventures, the Dawn of Defiance campaign finally draws to 
  a close. What began with the heroes rescuing a supposed Imperial traitor 
  on Felucia culminates in the destruction of the first prototype Super Star 
  Destroyer, the deaths of a powerful Imperial Inquisitor and the traitorous 
  Admiral Varth, and the Empire suffering its first great defeat at the hands 
  of a resistance. If you've made it this far, congratulations! We hope that 
  you and your players have enjoyed the experience. Below, you will find 
  suggestions for wrapping up the campaign and, perhaps, the seeds of 
  future campaigns. 
  Long-Term 
  Repercussions 
  At first, the heroes might feel as if their efforts have done little good in 
  the grand scheme of things. After all, the Empire will simply rebuild the 
  Super Star Destroyer years later, in the form of the Executor and similar 
  vessels. However, the heroes' actions result in two major positive 
  outcomes. First, other minor rebellions of the galaxy realize that it is 
  possible to resist the Empire with success. In essence, the heroes have 
  bloodied the nose of the Empire for the first time, and other fledgling 
  rebellions (which will eventually grow into the Rebel Alliance) now see 
  that their causes are neither futile nor doomed to failure. Second, after 
  the Sarlacc Project is destroyed, the Empire holds off on rebuilding the 
  massive ship until its control over the galaxy is more firmly established. 
  This gives its foes many years to build up small space fleets that are able 
  to flee from Star Destroyers and other, smaller ships. Thus, the heroes' 
  victory provides much-needed breathing room for other rebellions to 
  build up their space forces, which directly affects the existence of the 
  Rebel Alliance's eventual Navy. 
   
  Any heroes who died during the Dawn of Defiance campaign are 
  remembered as martyrs for the cause of resisting the Empire, regardless 
  of whether that was their intent. Likewise, any major Gamemaster 
  characters who sacrificed themselves are memorialized by future 
  rebellions. 
   
  Heroes who survive the campaign have achieved their destinies and 
  lived to tell about it, a feat few people in the galaxy have managed. At 
  this point, it's likely that your players have some idea of how they want 
  their characters to continue. Take their wishes into account, and work 
  with the players to determine the next step. Jedi heroes might be 
  troublesome for campaigns looking to fit in perfectly with the Rebellion 
  era, so it's probably a good idea for such heroes to effectively leave the 
  civilized galaxy. For example, perhaps those heroes, now Jedi Masters, 
  head into the Unknown Regions in search of allies to help them bring 
  down the Empire, or they might vanish within the Deep Core while on an 
  undercover mission to subvert the Emperor's schemes. Other heroes might 
  show up again in future campaigns as Gamemaster characters, giving you 
  a great way to let them become part of the larger universe. 
   
  As for Bail Organa, after his involvement in the heroes' rise, he 
  becomes an icon around which many rebellious elements rally. However, 
  the Empire does not forget his role in these events, and his involvement is 
  just one more mark against him that results in the eventual destruction 
  of Alderaan. 
   
   
   
   
   
  What If They Fail? 
   
   
  Despite the adventure's assumptions that the heroes succeed in 
  their tasks, the Empire might yet win the day. If the heroes fail to 
  destroy the Sarlacc Project, they likely all die, bringing the 
  campaign to an end. However, their failure can serve as the 
  genesis of a future campaign, in which the Empire has a prototype 
  Super Star Destroyer that it uses to terrorize the galaxy in secret. 
  Admiral Varth isn't ready to reveal the ship's existence publicly—at 
  least, not until the Emperor demands it—and in the meantime, a 
  new generation of heroes hears rumors of a massive ship that 
  leaves only debris in its wake. The new campaign can consist of 
  chasing the Super Star Destroyer's trail across the galaxy and 
  culminate when the heroes lay a trap for the vessel, luring Admiral 
  Varth and his prize into a position from which the ship can be 
  destroyed. 
   
   
   
   
  
   
   
  10 
   
  Run on the Golan 
  Challenge Level 20 
   
   
  Setup 
  The first encounter of the adventure takes place when the heroes are 
  approaching the Golan Defense Platform that defends (and serves as a 
  space anchor to) the Super Star Destroyer known as the Sarlacc Project. 
  This encounter begins with the heroes approaching the platform, intent 
  on landing in its docking bay. Four ships contest their approach and 
  position themselves between the heroes and the platform. 
  Read-Aloud Text 
  When the encounter begins, read or paraphrase the following aloud: 
   
   
   
  Byss Defense Fleet TIE 
  Fighter (3) 
  Culled from the best starfighter pilots in the galaxy, the pilots of the Byss 
  Defense Fleet's Dark Squadron are among the most deadly and skilled in 
  existence. Although limited by the fragile ships in which they fly, the TIE 
  pilots of Dark Squadron are given the best equipment, access to the most 
  sophisticated training programs, and specialized training in the operation 
  and repair of their TIE fighters. The ships themselves are cared for by 
  engineers from Sienar Fleet Systems, who are responsible for keeping the 
  starfighters in top shape. 
   
   
   
  Byss Defense Fleet TIE Fighter 
  CL 16 
  Medium starfighter 
  Init +17; Senses Perception +20 
  ———————————————————————————— 
  Defense Ref 30 (flat-footed 24), Fort 22; +16 level, +1 dodge 
  hp 60; DR 10; Threshold 32 
  ———————————————————————————— 
  Speed fly 16 squares (max. velocity 1,200 km/h), fly 5 squares (starship 
  scale) 
  Ranged laser cannons +26 (see below) or 
  Ranged laser cannons +24 with Burst Fire (see below) 
  Fighting Space 3×3 or 1 square (starship scale); Cover total (crew) 
  Base Atk +14; Grp +36 
  ———————————————————————————— 
  Abilities Str 34, Dex 20*, Con —, Int 14 
  Skills Initiative +17, Mechanics +15, Perception +20, Pilot +22, Use 
  Computer +15 
  ———————————————————————————— 
  Crew 1; Passengers none 
  Cargo 65 kg; Consumables 2 days; Carried Craft none 
  Availability Unique; Cost not available for sale 
  ———————————————————————————— 
  Assured Attack—Each time the Byss Defense Fleet TIE fighter deals 
  damage to a target, it can reroll the lowest damage die, keeping the 
  second result. 
  Dirty Fighting—Once per encounter, after damaging an opponent, reduce 
  the opponent's damage threshold by 2 for the remainder of the 
  encounter. 
  Point Blank/Prime Shot—The TIE fighter gains +1 to attacks and damage 
  against targets at point blank range (or +2 to attacks if no other ally is 
  closer to the target). 
  Repairs on the Fly—Once per day, as a standard action, the Byss Defense 
  Fleet TIE fighter makes a Mechanics check and regains 1d8 hit points 
  and any persistent conditions are removed. 
  Starship Maneuvers—The Byss Defense Fleet TIE fighter has the following 
  starship maneuvers (see page 24 of Starships of the Galaxy): 
  devastating hit, engine hit, I have you now, overwhelming assault. 
  Vehicle Focus—The Byss Defense Fleet TIE fighter can take 10 on Pilot 
  checks even when not normally able to. 
  Vehicular Combat—Once per round as a reaction, the Byss Defense Fleet 
  TIE fighter can negate a weapon hit by making a successful Pilot check 
  (+22) against a DC equal to the incoming attack roll. 
  Vehicular Surge—Once per day as a swift action, if the TIE fighter is at 30 
  hit points or less, the TIE fighter gains 15 bonus hit points. 
  * This vehicle's Dexterity score has been modified by a mechanic with the 
  Tech Specialist feat. 
   
  Laser cannons (pilot) 
   
  Atk +26 (+24 Burst Fire), Dmg 4d10+12 × 2 (6d10+12 × 2 with Burst 
  Fire), ×3 crit 
   
  These attacks ignore 5 points of DR and treat the target's damage 
  threshold as though it were 5 points lower. 
   
  Byss Defense Fleet TIE Fighter Tactics 
  The Imperial TIE fighter pilots try to disable the heroes' ship through 
  whatever means possible. Their best chance is to get at close range and 
  attack with their lasers, reducing the damage thresholds of the heroes' 
  ships with Dirty Fighting as soon as possible. Any TIE fighter that survives 
  taking a hit from the heroes' ship will use Vehicular Surge or perform 
  quick repairs to try to be able to survive a second hit. 
  Skipray Blastboat 
  The Skipray blastboat was intended to fill the void between smaller 
  snubfighters and larger capital-scale ships. In this regard, the Skipray was 
  a complete success. Although a few Imperial fleet elements were 
  equipped with Skiprays, the bulk of the ships were assigned to planetary 
  defense forces or space stations. When possible, the GAT-12h is deployed 
  in conjunction with TIE fighters or teamed with one or more other 
  This starship looks like every other TIE fighter in the Imperial fleet. 
  However, the ship moves unlike any other TIE fighter you've ever 
  seen. Whoever is piloting this ship is good—better than anyone 
  you've come across before, for certain. 
  The massive Super Star Destroyer looms in the distance, but more 
  pressing matters occupy your attention. An Imperial defense patrol 
  consisting of three TIE fighters and a Skipray blastboat wheels 
  toward you, and it looks like they have every intention of stopping 
  you. Green lasers streak out toward you, confirming their hostile 
  intentions. 
  
   
   
  11 
   
   
  blastboats. When working in tandem, Skiprays team up to disable larger 
  enemy ships before peeling off to deal with the incidental threat posed by 
  starfighters and/or space transports. 
   
   
   
  Skipray Blastboat 
  CL 15 
  Colossal* space transport 
  Init –1; Senses Perception +6 
  ———————————————————————————— 
  Defense Ref 17 (flat-footed 14), Fort 33; +14 armor 
  hp 230; DR 15; SR 100; Threshold 83 
  ———————————————————————————— 
  Speed fly 16 squares (max. velocity 1,200 km/h), fly 4 squares (starship 
  scale) 
  Ranged laser cannons +5 (see below) and 
   
  heavy ion cannons +5** (see below) or 
  Ranged laser cannons +5 (see below) and 
   
  heavy proton torpedoes +5 (see below) or 
  Ranged laser cannons +5 (see below) and 
   
  heavy concussion missiles +5 (see below) 
  Fighting Space 12×12 or 1 square (starship scale); Cover total (crew) 
  Base Atk +2; Grp +45 
  ———————————————————————————— 
  Abilities Str 56, Dex 16, Con —, Int 16 
  Skills Initiative –1, Mechanics +6, Perception +6, Pilot –1, Use Computer 
  +6 
  ———————————————————————————— 
  Crew 4 (skilled); Passengers none 
  Cargo 20 tons; Consumables 1 month; Carried Craft none 
  Payload 4 heavy proton torpedoes, 8 heavy concussion missiles 
  Hyperdrive ×2, limited navicomputer (4-jump memory) 
  Availability Military; Cost 624,000 (250,000 used) 
  ———————————————————————————— 
  Vehicular Combat—Once per round as a reaction, the Skipray blastboat 
  can negate a weapon hit by making a successful Pilot check (–1) 
  against a DC equal to the incoming attack roll. 
  * This ship is treated as a Gargantuan starfighter for the purposes of being 
  targeted by capital ship weapons, dogfighting, and using starship 
  maneuvers. 
  ** Apply a –20 penalty to attacks against targets smaller than Colossal 
  size. 
   
   Laser cannons (gunner) 
   
  Atk +5, Dmg 5d10×2 
   ———————————————————————————— 
   Heavy ion cannons (gunner) 
   
  Atk +5 (–15 against targets smaller than Colossal), Dmg 4d10×5 
   ———————————————————————————— 
   Heavy proton torpedoes (gunner) 
   
  Atk +5, Dmg 10d10 × 2, 4-square splash 
   ———————————————————————————— 
   Heavy concussion missiles (gunner) 
   
  Atk +5, Dmg 9d10 × 2, 4-square splash 
   
  Skipray Blastboat Tactics 
  Since the blastboat has the best weapons of all ships in the patrol, it 
  focuses its fire on any opponents that look to be tougher, be larger, or 
  have more shields than others. For the most part, the blastboat won't 
  waste its time with the ion cannons, preferring to use missiles and 
  torpedoes for their reliability. 
  Conclusion 
  Once the heroes have taken out the patrol, their path to the Golan 
  Defense Platform is clear. However, if they allowed the fight to get too 
  close to the station—say, in an attempt to blow right by the patrol—the 
  droids on the platform will know that the heroes were the targets of an 
  Imperial patrol, which will make it impossible for them to sneak on board. 
   
   
   
  This narrow ship seems to be little more than an oversized 
  starfighter. However, the weapons it carries—easily visible even from 
  a distance—indicate that it is designed to take on space transports 
  and even small capital ships. 
  
   
   
  12 
  Run on the Golan Encounter Map 
   
   
   
   
   
   
   
   
   
   
  
   
   
  13 
   
  Docking Bay 616 
  Challenge Level 20 
   
   
  Setup 
  If the heroes deal with this encounter upon first arriving, the enemies 
  approach from the interior of the docking bay, as though coming from 
  deeper in the station. If the heroes deal with this encounter during their 
  attempted departure, the enemies instead are waiting for them near their 
  ship(s).  
  Read-Aloud Text 
  When the encounter begins, read or paraphrase the following aloud: 
   
   
   
  First-Generation Imperial 
  Sentinel (3) 
  The sentinels are an early experiment of the Emperor and his inner circle 
  of dark side users to develop a class of beings completely subservient to 
  their will. Using hidden cloning facilities on Byss, they corrupt a clone's 
  development physically and through the dark side of the Force, creating a 
  huge, strong, and nearly mindless individual that is also fully obedient. 
  The first generation of Imperial sentinel proves to be far too deadly and 
  dangerous to keep around in the long run, having been reportedly cloned 
  from Force-sensitive individuals. Later generations are far less powerful, 
  but easier to control. 
   
  First-Generation Imperial Sentinel 
  CL 18 
  Large modified Human soldier 7/elite trooper 6/Force adept 5 
  Force 3; Dark Side 6 
  Init +13; Senses Perception +7 
  Languages Basic 
  ———————————————————————————— 
  Defenses Ref 33 (flat-footed 29), Fort 36, Will 30 
  hp 192; DR 3; Threshold 41 
  Immune +5 to Will Defense vs. Use the Force 
  ———————————————————————————— 
  Speed 8 squares 
  Melee vibro-ax +26 (3d10+27) or 
  Melee vibro-ax +24 (4d10+27) with Rapid Strike or 
  Melee vibro-ax +22* (3d10+48) with Powerful Charge or 
  Melee vibro-ax +26 (4d10+35) with Powerful Charge and Rapid Strike 
  Base Atk +16; Grp +28 
  Atk Options Bantha Rush, Battering Attack, Channel Aggression (+5d6), 
  Power Attack, Powerful Charge, Rapid Strike, Trip 
  Special Actions Dark Preservation, Deft Charge, Retaliation Jab, 
  Telekinetic Stability 
  Force Powers Known (Use the Force +12): battle strike 
  Force Techniques Force Power Mastery (battle strike), Improved Sense 
  Surroundings 
  ———————————————————————————— 
  Abilities Str 24, Dex 18, Con 18, Int 6, Wis 6, Cha 6 
  Special Qualities delay damage 
  Talents Attune Weapon, Channel Aggression (+5d6), Dark Preservation, 
  Empower Weapon, Greater Weapon Focus (advanced melee weapons), 
  Greater Weapon Specialization (advanced melee weapons), Power of 
  the Dark Side, Retaliation Jab, Telekinetic Stability, Weapon 
  Specialization (advanced melee weapons) 
  Feats Armor Proficiency (light, medium), Bantha Rush, Battering Attack, 
  Deft Charge, Force Sensitivity, Force Training, Power Attack, Powerful 
  Charge, Rapid Strike, Trip, Weapon Focus (advanced melee weapons), 
  Weapon Proficiency (advanced melee weapons, pistols, rifles, simple 
  weapons) 
  Skills Use the Force +12 
  Possessions vibro-ax 
  ———————————————————————————— 
  Bantha Rush/Battering Attack—A first-generation Imperial sentinel that 
  hits a Huge or smaller target moves it 1 square in any direction as a 
  free action, then knocks the target prone. 
  Dark Preservation—When an effect would normally move the sentinel 
  down the condition track, the sentinel can spend a Force Point to 
  negate that movement. 
  Deft Charge—A first-generation Imperial sentinel can take swift actions, 
  reactions, and free actions after charging but before its turn ends. 
  Retaliation Jab—When an adjacent enemy misses the first-generation 
  Imperial sentinel with a melee attack, the sentinel automatically deals 
  7 points of damage to the attacker if the attacker is within the 
  sentinel's reach. 
  Telekinetic Stability—Whenever the Imperial sentinel would be moved 
  against its will, it can spend a Force Point to negate that movement. 
  * Includes 6 points of Power Attack 
  Imperial Sentinel Tactics 
  The Imperial sentinel is a melee opponent. Each sentinel charges into the 
  midst of the heroes if possible and tries to stay there, using Retaliation 
  Jab to automatically deal damage to heroes who try to make melee 
  attacks. It attempts to use Battering Attack to knock the heroes prone, 
  preventing them from escaping easily and keeping them close by. 
  Elite Byss Stormtrooper 
  Squad (2) 
  Culled from the ranks of the greatest stormtroopers (and a few remaining 
  clone troopers) in the Empire, the elite guard stationed at Byss are among 
  the deadliest soldiers in the Imperial ranks. Although not quite as 
  dangerous as the Royal Guard or their superiors, these elite stormtroopers 
  fight well in groups and are trusted with the defense of the Emperor's 
  secret sanctum. 
  Before you stand some of the largest humanoids you've ever seen. 
  Dressed in robes and carrying massive vibro-axes, these creatures 
  lumber toward you as though they mean to stomp you into the deck 
  plating. Worse, two small clusters of stormtroopers advance on you 
  as well, taking advantage of your momentary distraction to begin 
  taking shots at you. These creatures and the stormtroopers are 
  clearly not interested in parley. 
  
   
   
  14 
  Elite Byss Stormtrooper Squad 
  CL 13 
  Large Human squad soldier 7/elite trooper 3 
  Force 1; Dark Side 6 
  Init +13; Senses low-light vision; Perception +11 
  Languages Basic 
  ———————————————————————————— 
  Defenses Ref 27 (flat-footed 24), Fort 28, Will 19 
  hp 200; DR 1; Threshold 43 
  Immune +5 to Fortitude/Will Defense vs. Use the Force 
  ———————————————————————————— 
  Speed 6 squares 
  Melee unarmed +16 (1d4+7) 
  Ranged blaster rifle +20 (3d8+5, crit ×3) or 
  Ranged blaster rifle +19/+19 (3d8+5, crit ×3) 
  Ranged frag grenade +17 (4d6+5) 
  Base Atk +10; Grp +18 
  Atk Options Comrades in Arms, Double Attack (blaster rifle), Focused 
  Targeting, Multiattack Proficiency (rifles) 
  ———————————————————————————— 
  Abilities Str 14, Dex 16, Con 14, Int 10, Wis 9, Cha 13 
  Special Qualities delay damage 
  Talents Armored Defense, Comrades in Arms, Focused Targeting, Greater 
  Weapon Focus, Improved Armored Defense, Multiattack Proficiency 
  (rifles) ×2 
  Feats Armor Proficiency (light, medium), Double Attack (rifles), Triple Crit 
  (rifles), Unstoppable Force, Weapon Focus (rifles), Weapon Proficiency 
  (pistols, rifles, simple weapons) 
  Skills Initiative +13, Knowledge (tactics) +10, Perception +11, Treat Injury 
  +9 
  Possessions blaster rifle (+1 equipment), stormtrooper armor, 2 frag 
  grenades, utility belt with medpac 
  ———————————————————————————— 
  Comrades in Arms—Whenever the elite Byss stormtrooper squad is within 
  3 squares of an ally, it gains a +1 circumstance bonus to all melee and 
  ranged attack rolls. 
  Focused Targeting—Whenever the elite Byss stormtrooper squad damages 
  a target with a melee or ranged attack, all allies within 3 squares of 
  the squad gain a +2 bonus to damage rolls against that target until 
  the beginning of its next turn. 
  Squad Traits—The melee attack of a squad is an area attack that affects 
  all squares within reach. The ranged attacks of a squad are considered 
  to have a 1-square splash. Area attacks deal an extra 2 dice of damage 
  against a squad. A squad cannot be grabbed or grappled. 
  Elite Byss Stormtrooper Squad Tactics 
  These stormtrooper squads try to pen in any heroes who attempt to slip 
  away from the sentinels. The two squads stay close to take advantage of 
  Comrades in Arms and Focused Targeting, making them a bit more 
  susceptible to grenades and other area attacks. 
  Conclusion 
  With the enemies dead or otherwise subdued, the heroes have access to 
  the station's interior (or to their ships, if the encounter took place during 
  their escape from the platform). 
   
   
   
   Features of the Area 
   
   
  The hangar in which the encounter takes place is fairly typical. It 
  has a metal floor, a tall ceiling (30 squares high), and enough space 
  for several shuttles to land. Throughout the hangar are a number of 
  crates, as well as ship maintenance and refueling equipment, that 
  can be used as cover. From behind a transparisteel window, control 
  droids observe the hangar; however, they are only traffic control 
  droids and do not sound an alarm unless there is some problem 
  with the ships in the hangar. 
   
   
   
   
  
   
   
  15 
   
  Docking Bay 616 Encounter Map 
   
   
   
   
   
   
   
   
  
   
   
  16 
  Turbolift Shafts 
  Challenge Level 20 
   
   
  Setup 
  This encounter consists of two landings, separated vertically by about 20 
  squares of vertical turbolift shaft. Four shadow security droids descend 
  from the top of the turbolift shaft; when the heroes first enter the shaft, 
  they should see no sign of the droids. 
  Read-Aloud Text 
  When the encounter begins, read or paraphrase the following aloud: 
   
   
   
  Shadow Security Droid 
  (4) 
  One of the Empire's first experiments in a series that will eventually lead 
  to the creation of the shadow droid, the shadow security droid is a small, 
  hovering droid chassis inside which rests a highly specialized droid brain. 
  This droid brain is unique in that it is not programmed like other droids. 
  Instead, the consciousness of a living being has been transplanted 
  through dark side Force techniques into the shadow security droid. These 
  extremely dangerous droids are the first prototypes of what the Empire 
  plans to be a much larger project. 
   
  Shadow Security Droid 
  CL 17 
  Small droid (4th-degree) soldier 7/elite trooper 10 
  Force 2; Dark Side 18 
  Init +18; Senses darkvision; Perception +18 
  Languages Basic, Binary 
  ———————————————————————————— 
  Defenses Ref 35 (flat-footed 31), Fort 34, Will 32 
  hp 128; DR 5; Threshold 34 
  Immune droid immunities, +5 to Fortitude/Will Defense vs. Use the Force 
  ———————————————————————————— 
  Speed 8 squares (flying) 
  Ranged heavy repeating blaster +21 (3d10+12 damage, crit 19-20/×3, 
  devastating 5) with autofire or 
  Ranged heavy repeating blaster +21 (5d10+12 damage, crit 19-20/×3, 
  devastating 5) with Burst Fire or 
  Ranged heavy repeating blaster +18/+18 (3d10+12 damage, crit 19-
  20/×3, devastating 5) with autofire or 
  Ranged heavy repeating blaster +18/+18 (5d10+12 damage, crit 19-
  20/×3, devastating 5) with Burst Fire or 
  Ranged heavy repeating blaster +13/+13/+13 (3d10+12 damage, crit 19-
  20/×3, devastating 5) with autofire or 
  Ranged heavy repeating blaster +13/+13/+13 (5d10+12 damage, crit 19-
  20/×3, devastating 5) with Burst Fire 
  Base Atk +17; Grp +16 
  Atk Options autofire (heavy repeating blaster), Burst Fire (heavy repeating 
  blaster), Improved Suppression Fire 
  Special Actions Indomitable 
  ———————————————————————————— 
  Abilities Str 14, Dex 18, Con —, Int 10, Wis 18, Cha 8 
  Special Qualities dark entechment, delay damage, droid traits 
  Talents Controlled Burst, Devastating Attack (heavy weapons), Extended 
  Critical Range (heavy weapons), Greater Weapon Focus (heavy 
  weapons), Greater Weapon Specialization (heavy weapons), Improved 
  Suppression 
  Fire, 
  Indomitable, 
  Multiattack 
  Proficiency 
  (heavy 
  weapons), Weapon Specialization (heavy weapons) 
  Feats Armor Proficiency (light, medium), Burst Fire, Double Attack (heavy 
  weapons), Improved Defenses, Relentless Attack (heavy weapons), 
  Triple Attack (heavy weapons), Triple Crit (heavy weapons), 
  Unstoppable Force, Weapon Focus (heavy weapons), Weapon 
  Proficiency (heavy weapons, pistols, rifles, simple weapons) 
  Skills Initiative +18, Perception +18, Use Computer +13 
  Systems basic processor, flying locomotion, darkvision, improved sensor 
  package, self-destruct system (5d10) 
  Possessions heavy repeating blaster 
  ———————————————————————————— 
  Dark Entechment—The damage dealt by the droid's self-destruct system is 
  Force damage. Additionally, any creature that takes damage from the 
  droid's self-destruct system takes a –5 penalty to all Use the Force 
  checks until the end of its next turn. 
  Improved Suppression Fire—When targeting an area with an autofire 
  weapon, each enemy in the attack area takes a –2 penalty to attack 
  rolls until the start of the shadow security droid's next turn. 
  Additionally, when the shadow security droid suppresses an enemy 
  using the aid another action, the enemy takes a –5 penalty to attack 
  rolls instead of the normal –2 penalty. 
  Relentless Attack—When the shadow security droid misses a target with a 
  heavy weapon, it gains a +2 competence bonus to its next attack roll 
  against the missed target before the end of its next turn. 
  Shadow Security Droid Tactics 
  These droids show little in the way of sophisticated tactics. Their goal is 
  to find a good place to hover and unleash full attacks at the heroes. Since 
  the droids have a maximum altitude of 6 squares, they bounce between 
  the small outcroppings in the turbolift shaft to avoid the heroes' fire. 
  Conclusion 
  When the heroes have defeated the droids, they can make their way to 
  the other end of the turbolift shaft unhindered. 
   
   
  As you descend through the turbolift shaft, you hear the soft hum of 
  repulsors coming from above. Looking up, you see four droids that 
  look to be black spheres bisected by a narrow disc. A heavy 
  repeating blaster hangs below each central orb, and red diodes 
  sweep the area as though searching for targets. 
  
   
   
  17 
   
  Turbolift Shafts Encounter Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Features of the Area 
   
   
  This particularly dangerous area consists of the turbolift shaft and 
  two large landings. Four smaller outcroppings are spaced out every 4 
  squares; these small outcroppings are intended for service technicians 
  and can be used by heroes descending down the shaft. A ladder leads 
  down the shaft, passing between these platforms, allowing access to 
  each landing. 
   
   
   
   
  
   
   
  18 
  Reactor Access Corridor 
  Challenge Level 20 
   
   
  Setup 
  The access corridor leading to the auxiliary command bridge and main 
  reactor is a one-way corridor designed to keep intruders out. The heroes 
  must enter from the end opposite the blast doors leading into the reactor 
  chamber, and the defenders place themselves in the way where they have 
  cover. The purge trooper remains out of sight, down the side corridor, at 
  the start of combat. 
  Read-Aloud Text 
  When the encounter begins, read or paraphrase the following aloud: 
   
   
   
  Elite Byss Stormtrooper 
  Gunner 
  Elite Byss Stormtrooper Gunner 
  CL 13 
  Medium Human soldier 7/elite trooper 3 
  Force 1; Dark Side 6 
  Init +13; Senses low-light vision; Perception +11 
  Languages Basic 
  ———————————————————————————— 
  Defenses Ref 28 (flat-footed 25), Fort 28, Will 19 
  hp 100; DR 1; Threshold 28 
  Immune +5 to Fortitude/Will Defense vs. Use the Force 
  ———————————————————————————— 
  Speed 6 squares 
  Melee unarmed +12 (1d4+7) 
  Ranged E-Web repeating blaster +19 (3d12+9) or 
  Ranged E-Web repeating blaster +19 (5d12+9) with Burst Fire or 
  Ranged frag grenade +13 (4d6+5) 
  Base Atk +10; Grp +13 
  Atk Options Comrades in Arms, Double Attack (heavy weapons), Focused 
  Targeting, Multiattack Proficiency (rifles) 
  ———————————————————————————— 
  Abilities Str 14, Dex 16, Con 14, Int 10, Wis 9, Cha 13 
  Special Qualities delay damage 
  Talents Armored Defense, Controlled Burst, Devastating Attack (heavy 
  weapons), Focused Targeting, Greater Devastating Attack (heavy 
  weapons), Greater Weapon Focus (heavy weapons), Improved Armored 
  Defense 
  Feats Armor Proficiency (light, medium), Burst Fire, Unstoppable Force, 
  Weapon Focus (heavy weapons), Weapon Proficiency (heavy weapons, 
  pistols, rifles, simple weapons) 
  Skills Initiative +13, Knowledge (tactics) +10, Perception +11, Treat Injury 
  +9 
  Possessions E-Web repeating blaster (+1 equipment), stormtrooper armor, 
  2 frag grenades, utility belt with medpac 
  ———————————————————————————— 
  Focused Targeting—Whenever the elite Byss stormtrooper gunner 
  damages a target with a melee or ranged attack, all allies within 3 
  squares of the gunner gain a +2 bonus to damage rolls against that 
  target until the beginning of his next turn. 
  Heavy Weapon Emplacement—The E-Web repeating blaster emplacement 
  grants the gunner a +5 competence bonus to all attack rolls with the 
  E-Web blaster, and provides improved cover against all attacks from 
  targets on the opposite side of its barriers. 
  Elite Stormtrooper Gunner Tactics 
  The E-Web is the main deterrent that the heroes must deal with, and its 
  gunner keeps the laser fire coming at all times. If only one enemy is easily 
  visible, the gunner uses Burst Fire to maximize the damage dealt. 
  However, the gunner also tries to catch as many of the heroes in area 
  attacks as possible. 
  Elite Byss Stormtrooper 
  (3) 
  Elite Byss Stormtrooper 
  CL 10 
  Medium Human soldier 7/elite trooper 3 
  Force 1; Dark Side 6 
  Init +13; Senses low-light vision; Perception +11 
  Languages Basic 
  ———————————————————————————— 
  Defenses Ref 28 (flat-footed 25), Fort 28, Will 19  
  hp 100; DR 1; Threshold 28 
  Immune +5 to Fortitude/Will Defense vs. Use the Force 
  ———————————————————————————— 
  Speed 6 squares 
  Melee unarmed +12 (1d4+7) 
  Ranged blaster rifle +16 (3d8+5, crit ×3) or 
  Ranged blaster rifle +15/+15 (3d8+5, crit ×3) or 
  Ranged frag grenade +13 (4d6+5) 
  Base Atk +10; Grp +13 
  Atk Options Comrades in Arms, Double Attack (blaster rifle), Focused 
  Targeting, Multiattack Proficiency (rifles) 
  ———————————————————————————— 
  Abilities Str 14, Dex 16, Con 14, Int 10, Wis 9, Cha 13 
  Special Qualities delay damage 
  Talents Armored Defense, Comrades in Arms, Focused Targeting, Greater 
  Weapon Focus, Improved Armored Defense, Multiattack Proficiency 
  (rifles) ×2 
  Feats Armor Proficiency (light, medium), Double Attack (rifles), Triple Crit 
  (rifles), Unstoppable Force, Weapon Focus (rifles), Weapon Proficiency 
  (pistols, rifles, simple weapons) 
  Skills Initiative +13, Knowledge (tactics) +10, Perception +11, Treat Injury 
  +9 
  Possessions blaster rifle (+1 equipment), stormtrooper armor, 2 frag 
  grenades, utility belt with medpac 
  ———————————————————————————— 
  Before you is a long, narrow corridor with bulkheads protruding 
  from each side, providing ample cover to the stormtroopers within. 
  At the far end are massive blast doors; warnings emblazoned on 
  them can only mean that they lead to the main reactor. An E-Web 
  heavy repeating blaster cannon sits in front of the doors, spewing 
  laser fire to deter anyone from entering. 
  
   
   
  19 
   
  Comrades in Arms—Whenever the elite Byss stormtrooper is within 3 
  squares of an ally, he gains a +1 circumstance bonus to all melee and 
  ranged attack rolls. 
  Focused Targeting—Whenever the elite Byss stormtrooper damages a 
  target with a melee or ranged attack, all allies within 3 squares gain a 
  bonus to damage rolls against that target until the beginning of his 
  next turn. 
  Advanced Purge Trooper 
  Purge troopers are extremely powerful battle droids used in limited 
  numbers by the Empire to hunt down and kill the last of the Jedi just 
  after the end of the Clone Wars. Nearly 3 meters tall, with cortosis-fiber-
  enhanced duranium armor plating, a purge trooper resembles a massive 
  stormtrooper with dark blue armor. The purge trooper is resistant to 
  lightsaber attacks and loaded with the most advanced information on 
  Jedi tactics. Equipped with magnetic grappler boots that protect them 
  from being hurled around by Jedi telekinetic powers, purge troopers are 
  programmed to keep Jedi enemies off guard and unable to make full use 
  of their Force powers. 
   
   
   
  Advanced Purge Trooper 
  CL 18 
  Large droid (4th-degree) soldier 7/elite trooper 9/melee duelist 2 
  Force 2; Dark Side 5 
  Init +16; Senses low-light vision; Perception +15 
  Languages Basic, Binary 
  ———————————————————————————— 
  Defenses Ref 33 (flat-footed 29), Fort 40, Will 31 
  hp 161; DR 10*; Threshold 55 
  Immune droid immunities, +5 to defenses against effects that force 
  movement 
  ———————————————————————————— 
  Speed 8 squares 
  Melee purge blade +28 (2d10+22) or 
  Melee purge blade +33 (2d10+22) on attacks of opportunity or 
  Melee purge blade +26 (3d10+22) with Rapid Strike or 
  Melee purge blade +23 (2d10+22) with Staggering Attack –5 or 
  Melee purge blade +23 (2d10+22) with Melee Defense +5 
  Ranged missile launcher +22 (6d6+9, 2-square radius) or 
  Ranged missile launcher +19/+19 (6d6+9, 2-square radius) 
  Base Atk +18; Grp +31 
  Atk Options Bantha Rush, Battering Attack, Devastating Melee Smash, 
  Double Attack (heavy weapons), Melee Defense, Rapid Strike, 
  Staggering Attack, Trip 
  Special Actions Indomitable 
  ———————————————————————————— 
  Abilities Str 26, Dex 14, Con —, Int 13, Wis 13, Cha 8 
  Special Qualities droid traits, master of movement (1/encounter) 
  Talents Advantageous Strike, Devastating Melee Smash, Greater Weapon 
  Focus (advanced melee weapons, heavy weapons), Greater Weapon 
  Specialization (advanced melee weapons), Indomitable, Melee Smash, 
  Multiattack Proficiency (heavy weapons), Weapon Specialization 
  (advanced melee weapons) 
  Feats Armor Proficiency (light, medium), Bantha Rush, Battering Attack, 
  Double Attack (heavy weapons), Improved Bantha Rush, Melee 
  Defense, Rapid Strike, Staggering Attack, Trip, Weapon Focus 
  (advanced melee weapons, heavy weapons), Weapon Proficiency 
  (advanced melee weapons*, heavy weapons*, simple weapons) 
  Skills Climb +22, Initiative +16, Jump +22, Perception +15  
  Systems walking locomotion, basic processor, 2 hand appendage, 2 tool 
  appendages, hardened systems ×3, improved sensor package, magnetic 
  grappler boots, cortosis plating 
  Possessions purge blade (as vibro-ax), missile launcher 
  ———————————————————————————— 
  Improved Bantha Rush/Battering Attack—An advanced purge trooper that 
  hits a Huge or smaller target moves it 5 squares in any direction as a 
  free action, then knocks the target prone. 
  Devastating Melee Smash—Once per encounter, the purge trooper can 
  add +8 to the damage of a melee attack. The purge trooper must 
  decide to use this ability before making the attack roll. 
  Cortosis Plating—A lightsaber does not ignore the advanced purge 
  trooper's DR. 
  Master of Movement—Once per encounter, the purge trooper can either 
  ignore the movement penalty to difficult terrain for one move action, 
  or reroll a single Acrobatics or Jump check, taking the better result. 
  Staggering Attack—The purge trooper takes a –5 penalty to melee attack 
  rolls, and if it deals damage with a melee attack, the target takes a –5 
  penalty to skill checks until the end of the purge trooper's next turn. 
  * Reprogrammed from soldier starting feats 
  Advanced Purge Trooper Tactics 
  This droid's main focus is on any Jedi or Force-using heroes, as well as on 
  melee combatants. The purge trooper tries to use Staggering Attack on 
  any Force-using heroes, reducing their effectiveness, while unleashing full 
  attacks whenever possible. 
  Conclusion 
  With the guardians of the corridor defeated, the heroes still need to gain 
  access to the auxiliary command bridge beyond the blast doors. These 
  doors are sealed from the inside but can be cut through by a lightsaber, 
  opened with a DC 31 Use Computer check, or disabled with a DC 31 
  Mechanics check and opened with a DC 26 Strength check. Opening the 
  doors grants access to the main reactor chamber and the auxiliary 
  command bridge. 
   
   
   Features of the Area 
   
   
  The hallway in which this encounter takes place is engineered to 
  provide the maximum amount of cover to the stormtroopers while 
  allowing the purge trooper to move about freely. Otherwise, the 
  corridor has no outstanding features. 
   
   
   
   
   
   
   
   
  This towering battle droid looks to have adopted many of the 
  Empire's designs for stormtrooper armor. A massive rocket launcher 
  sits on one shoulder, and a superheated blade protrudes from one 
  wrist. 
  
   
   
  20 
  Reactor Access Corridor 
  Encounter Map 
   
   
   
   
   
   
   
  
   
   
  21 
   
  Last Stand of Inquisitor Draco 
  Challenge Level 26 
   
   
  Setup 
  When the encounter begins, Draco and the two Imperial Shadow Guards 
  are at the forefront, with the stormtroopers taking up advantageous 
  positions toward the rear. Five Imperial officers man the tractor beam 
  control stations and continue to work throughout the encounter. 
  Read-Aloud Text 
  When the encounter begins, read or paraphrase the following aloud: 
   
   
   
  Inquisitor Draco 
  Inquisitor Valin Draco 
  CL 20 
  Medium Human Jedi 7/noble 5/Force adept 7/Force disciple 1 
  Force 8; Destiny 3, Dark Side 18; Strong in the Force 
  Init +23; Senses low-light vision; Perception +16 
  Languages Basic, Bocce, Dosh, High Galactic, Honoghran, Huttese 
  ———————————————————————————— 
  Defenses Ref 36 (flat-footed 33), Fort 34 (vs. Force powers 36), Will 40 
  (vs. Force powers 42) 
  hp 137; Threshold 34 (vs. Force powers 36) 
  Immune mind-affecting effects 
  ———————————————————————————— 
  Speed 6 squares 
  Melee lightsaber +20 (2d8+10) or 
  Melee lightsaber +18 (3d8+10) with Rapid Strike or 
  Melee lightsaber +21 (3d8+10) against targets with Force Sensitivity or 
  Melee lightsaber +19 (4d8+10) with Rapid Strike against targets with 
  Force Sensitivity 
  Base Atk +15; Grp +18 
  Atk Options Acrobatic Strike, Channel Aggression, Rapid Strike, Whirlwind 
  Attack 
  Special Actions Attune Weapon, Damage Reduction 10, Dark Presence, 
  Deflect, Demand Surrender, Melee Defense, Power of the Dark Side, 
  Presence, Redirect Shot, Telekinetic Savant 
  Force Powers Known (Use the Force +22): dark rage, farseeing, Force 
  disarm, Force grip, Force lightning (2), Force slam, Force thrust, move 
  object (2), negate energy (2), rebuke (2), surge 
  Force Techniques Force Power Mastery (Force grip, move object), 
  Improved Move Light Object 
  ———————————————————————————— 
  Abilities Str 10, Dex 16, Con 12, Int 13, Wis 18, Cha 18 
  Special Qualities Cybernetic Prosthesis, Indomitable, Prophet 
  Talents Attune Weapon, Channel Aggression, Damage Reduction 10, Dark 
  Presence, Deflect, Demand Surrender, Inquisition, Power of the Dark 
  Side, Presence, Redirect Shot, Telekinetic Savant (2) 
  Feats Acrobatic Strike, Force Sensitivity, Force Training (3), Linguist, Melee 
  Defense, Rapid Strike, Skill Focus (Initiative, Persuasion, Use the Force), 
  Strong in the Force, Weapon Finesse, Weapon Focus (lightsaber), 
  Weapon Proficiency (lightsaber, simple), Whirlwind Attack 
  Skills Acrobatics +18, Initiative +23, Perception +16, Persuasion +24, Use 
  the Force +22 
  Possessions lightsaber (self-built), Inquisitor’s robes, code cylinder, 
  comlink, various personal belongings 
  ———————————————————————————— 
  Cybernetic Prosthesis—Inquisitor Draco has two cybernetic prosthetics, 
  one replacing his left thumb and the other replacing his right eye. His 
  cybernetic eye grants him low-light vision and a +2 equipment bonus 
  to Perception checks. Because of these prosthetics, Draco takes full 
  damage from weapons and attacks that deal ion damage. He also takes 
  a –2 penalty to Use the Force checks due to these replacements. 
  Inquisitor Draco Tactics 
  Inquisitor Draco seeks to isolate any Jedi and deal with them himself. He 
  sees himself as the future of the Empire, and he believes that to fulfill 
  that role, he must exterminate the Jedi by hand, just as the Emperor did. 
  Draco engages any Jedi in a duel, fighting to the death and trusting his 
  Shadow Guards to protect him from other heroes. 
  Elite Shadow Guard 
  The Imperial Shadow Guard is a new fighting force. Clearly based on the 
  Imperial Royal Guard, members of the Shadow Guard are rarely seen in 
  public but are dispatched on special missions as directed by the Emperor 
  himself. The Shadow Guard makes use of a unique weapon called a 
  lightsaber pike (see page 199 of The Force Unleashed Campaign Guide) 
  that has a lightsaber blade at one end. These particular Shadow Guard 
  members have been assigned to Inquisitor Draco, ostensibly to partake in 
  a training mission, for which they are supposedly being trained to become 
  the Emperor's personal bodyguards. 
   
   
   
  Elite Shadow Guard 
  CL 17 
  Medium Human Jedi 7/melee duelist 5/Force adept 5 
  Force 2; Dark Side 11 
  Init +18; Senses low-light vision; Perception +10 
  Languages Basic 
  ———————————————————————————— 
  Defenses Ref 36 (flat-footed 31; Flurry 31), Fort 31, Will 36 
  hp 142; Threshold 31 
  ———————————————————————————— 
  Speed 6 squares 
  Melee lightsaber pike +25 (3d8+14) or 
  Melee lightsaber pike +27 (3d8+14) with Flurry or 
  Melee lightsaber pike +25 (4d8+14) with Flurry and Rapid Strike or 
  Melee lightsaber pike +22/+22 (3d8+14) with Flurry or 
  This warrior, wearing black armor reminiscent of that worn by the 
  Royal Guard, carries a lightsaber pike tipped with a glowing red 
  blade. 
  The reactor hums loudly and bathes the entire room in red light. 
  Three red lightsaber blades join in the hum, while five Imperial 
  officers continue to work frantically at their control stations. The 
  Imperial officers look frightened for their lives, but they look even 
  more frightened of failing the Inquisitor. 
  
   
   
  22 
  Melee lightsaber pike +17/+17/+17 (3d8+14) with Flurry 
  Base Atk +17; Grp +22 
  Fighting Space 1 square; Reach 1 square (2 squares with lightsaber pike) 
  Atk Options Double Attack (lightsabers), Flurry, Melee Defense, Rapid 
  Strike, Single Weapon Flourish II, Triple Attack (lightsabers) 
  Special Actions Damage Reduction 10, Equilibrium 
  Force Powers Known (Use the Force +15): battle strike, dark rage, surge 
  Force Techniques Force Power Mastery (battle strike, dark rage) 
  ———————————————————————————— 
  Abilities Str 14, Dex 20, Con 14, Int 10, Wis 11, Cha 14 
  Special Qualities master of movement (2/encounter) 
  Talents Attune Weapon, Damage Reduction 10, Empower Weapon, 
  Equilibrium, Force Harmony, Master of Elegance, Psychic Citadel, 
  Single Weapon Flourish I, Single Weapon Flourish II, Weapon 
  Specialization (lightsabers) 
  Feats Double Attack (lightsabers), Flurry, Force Sensitivity, Force Training, 
  Melee Defense, Rapid Strike, Savage Attack (lightsabers), Triple Attack 
  (lightsabers), Weapon Finesse, Weapon Focus (lightsabers), Weapon 
  Proficiency 
  (lightsabers, 
  simple 
  weapons), 
  Withdrawal 
  Strike 
  (lightsabers) 
  Skills Initiative +18, Use the Force +15 
  Possessions lightsaber pike (self-built), Shadow Guard robes 
  ———————————————————————————— 
  Force Harmony—Once per encounter, the Shadow Guard can activate 
  either the Damage Reduction 10 talent or the Equilibrium talent 
  without spending a Force Point. 
  Savage Attack—When the Shadow Guard makes a full attack with a 
  lightsaber pike and hits with the first attack, each subsequent attack 
  made as a part of that full attack deals +1d8 points of damage on a 
  hit. 
  Single Weapon Flourish—The Shadow Guard can make a full attack with 
  the lightsaber pike as a standard action once per turn on his turn. 
  When he does so, he can move up to his speed once as a free action 
  any time during that turn. 
  Withdrawal Strike—Enemies adjacent to the Shadow Guard cannot take 
  the withdraw action. 
  Shadow Guard Tactics 
  These members of the Shadow Guard have been tasked by Draco with 
  occupying the heroes while he personally deals with any Jedi in the 
  group. The Shadow Guards engage any heroes displaying melee prowess 
  first, hoping to neutralize them while the stormtroopers take care of 
  others. 
  Elite Byss Stormtrooper 
  Squad (2) 
  Elite Byss Stormtrooper Squad 
  CL 12 
  Large Human squad soldier 7/elite trooper 3 
  Force 1; Dark Side 6 
  Init +13; Senses low-light vision; Perception +11 
  Languages Basic 
  ———————————————————————————— 
  Defenses Ref 27 (flat-footed 24), Fort 28, Will 19 
  hp 200; DR 1; Threshold 43 
  Immune +5 to Fortitude/Will Defense vs. Use the Force 
  ———————————————————————————— 
  Speed 6 squares 
  Melee unarmed +16 (1d4+7) 
  Ranged blaster rifle +20 (3d8+5, crit ×3) or 
  Ranged blaster rifle +19/+19 (3d8+5, crit ×3) or 
  Ranged frag grenade +17 (4d6+5) 
  Base Atk +10; Grp +18 
  Atk Options Comrades in Arms, Double Attack (blaster rifle), Focused 
  Targeting, Multiattack Proficiency (rifles) 
  ———————————————————————————— 
  Abilities Str 14, Dex 16, Con 14, Int 10, Wis 9, Cha 13 
  Special Qualities delay damage 
  Talents Armored Defense, Comrades in Arms, Focused Targeting, Greater 
  Weapon Focus, Improved Armored Defense, Multiattack Proficiency 
  (rifles) ×2 
  Feats Armor Proficiency (light, medium), Double Attack (rifles), Triple Crit 
  (rifles), Unstoppable Force, Weapon Focus (rifles), Weapon Proficiency 
  (pistols, rifles, simple weapons) 
  Skills Initiative +13, Knowledge (tactics) +10, Perception +11, Treat Injury 
  +9 
  Possessions blaster rifle (+1 equipment), stormtrooper armor, 2 frag 
  grenades, utility belt with medpac 
  ———————————————————————————— 
  Comrades in Arms—Whenever the elite Byss stormtrooper squad is within 
  3 squares of an ally, it gains a +1 circumstance bonus to all melee and 
  ranged attack rolls. 
  Focused Targeting—Whenever the elite Byss stormtrooper squad damages 
  a target with a melee or ranged attack, all allies within 3 squares of 
  the squad gain a +2 bonus to damage rolls against that target until 
  the beginning of its next turn. 
  Squad Traits—The melee attack of a squad is an area attack that affects 
  all squares within reach. The ranged attacks of a squad are considered 
  to have a 1-square splash. Area attacks deal an extra 2 dice of damage 
  against a squad. A squad cannot be grabbed or grappled. 
  Elite Byss Stormtrooper Squad Tactics 
  The stormtroopers have been told to remain to the rear and suppress 
  anyone who tries to interfere with Draco and the Shadow Guard. Thus, 
  they take cover and either make attacks or use suppression fire to 
  penalize the heroes' attacks. 
  Conclusion 
  With Draco and his minions defeated, the heroes have a chance to deal 
  some serious damage to the Sarlacc Project before they leave the Golan 
  platform. Once the station is damaged by turbolaser fire, the main reactor 
  chamber becomes a much more dangerous place, and the heroes will 
  need to flee quickly or face severe radiation hazards. 
   
   
  
   
   
  23 
   
  Last Stand of Inquisitor Draco 
  Encounter Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  24 
   
  Into the Sarlacc's Maw 
  Challenge Level 26 
   
   
  Setup 
  As the heroes approach the opening in the side of the Super Star 
  Destroyer, they are confronted by the first defenders they will encounter. 
  The two groups of spacetroopers begin very close to the opening in the 
  Sarlacc Project, while the three TIE fighters approach from one side, 
  bearing down on the heroes' ships at an angle. 
  Read-Aloud Text 
  When the encounter begins, read or paraphrase the following aloud: 
   
   
   
  Byss Defense Fleet TIE 
  Fighter (3) 
  Byss Defense Fleet TIE Fighter 
  CL 16 
  Medium starfighter 
  Init +17; Senses Perception +20 
  ———————————————————————————— 
  Defense Ref 30 (flat-footed 24), Fort 22; +16 level, +1 dodge 
  hp 60; DR 10; Threshold 32 
  ———————————————————————————— 
  Speed fly 16 squares (max. velocity 1,200 km/h), fly 5 squares (starship 
  scale) 
  Ranged laser cannons +26 (see below) or 
  Ranged laser cannons +24 with Burst Fire (see below) 
  Fighting Space 3×3 or 1 square (starship scale); Cover total (crew) 
  Base Atk +14; Grp +36 
  ———————————————————————————— 
  Abilities Str 34, Dex 20*, Con —, Int 14 
  Skills Initiative +17, Mechanics +15, Perception +20, Pilot +22, Use 
  Computer +15 
  ———————————————————————————— 
  Crew 1; Passengers none 
  Cargo 65 kg; Consumables 2 days; Carried Craft none 
  Availability Unique; Cost not available for sale 
  ———————————————————————————— 
  Assured Attack—Each time the Byss Defense Fleet TIE fighter deals 
  damage to a target, it can reroll the lowest damage die, keeping the 
  second result. 
  Dirty Fighting—Once per encounter, after damaging an opponent, reduce 
  the opponent's damage threshold by 2 for the remainder of the 
  encounter. 
  Point Blank/Prime Shot—The TIE fighter gains +1 to attacks and damage 
  against targets at point blank range (or +2 to attacks if no other ally is 
  closer to the target). 
  Repairs on the Fly—Once per day, as a standard action, the Byss Defense 
  Fleet TIE fighter makes a Mechanics check and regains 1d8 hit points 
  and any persistent conditions are removed. 
  Starship Maneuvers—The Byss Defense Fleet TIE fighter has the following 
  starship maneuvers (see page 24 of Starships of the Galaxy): 
  devastating hit, engine hit, I have you now, overwhelming assault. 
  Vehicle Focus—The Byss Defense Fleet TIE fighter can take 10 on Pilot 
  checks even when not normally able to. 
  Vehicular Combat—Once per round as a reaction, the Byss Defense Fleet 
  TIE fighter can negate a weapon hit by making a successful Pilot check 
  (+22) against a DC equal to the incoming attack roll. 
  Vehicular Surge—Once per day as a swift action, if the TIE fighter is at 30 
  hit points or less, the TIE fighter gains 15 bonus hit points. 
  * This vehicle's Dexterity score has been modified by a mechanic with the 
  Tech Specialist feat. 
   
  Laser cannons (pilot) 
   
  Atk +26 (+24 Burst Fire), Dmg 4d10+12 ×2 (6d10+12 ×2 with Burst 
  Fire), ×3 crit 
   
  These attacks ignore 5 points of DR and treat the target's damage 
  threshold as though it were 5 points lower. 
   
  Byss Defense Fleet TIE Fighter Tactics 
  As with all encounters in the climax of the campaign, the TIE fighters 
  have but one goal: destroy the heroes. The TIE fighters try to close to 
  dogfighting range, hoping to snare the heroes in a dogfight and prevent 
  them from proceeding. Likewise, they try to use Dirty Fighting to reduce 
  the damage threshold of the heroes' ships right off the bat, increasing the 
  chances that the ships will move down the condition track. 
  Advanced Construction 
  Spacetroopers (2) 
  To speed the completion of the Sarlacc Project (and to protect the 
  prototype), the Empire has outfitted a number of spacetrooper squads 
  with advanced tools and weaponry. These spacetroopers are clustered 
  into small squads that stay together for protection, but they otherwise 
  act like another starfighter in the fray. 
   
   
  The gaping wound in the side of the Super Star Destroyer seems to 
  grow larger by the second. At first, the small specks flitting around 
  the opening look like debris, until you realize they are clusters of 
  spacetroopers that have been sent out to repair the damage—and 
  repel your attack! 
  At first, it appears as though three stormtroopers are floating 
  through space, until you realize that they are three spacetroopers 
  clustered together in a tight-knit squad. The jets on their boots fire 
  as they streak toward you, weapons at the ready. 
  
   
   
  25 
   
   
  Spacetrooper Squad 
  CL 15 
  Huge starfighter 
  Init +14; Senses Perception +15 
  ———————————————————————————— 
  Defense Ref 24 (flat-footed 23), Fort 22; +12 level 
  hp 60; DR 5; Threshold 42 
  ———————————————————————————— 
  Speed fly 2 squares (starship scale) 
  Ranged blaster cannon +18 (see below) or 
  Ranged proton torpedoes +18 (see below) 
  Fighting Space 3×3 or 1 square (starship scale); Cover total (crew) 
  Base Atk +12; Grp +34 
  ———————————————————————————— 
  Abilities Str 34, Dex 12, Con —, Int 18 
  Skills Initiative +14, Mechanics +15, Perception +15, Pilot +14, Use 
  Computer +15 
  ———————————————————————————— 
  Crew 1; Passengers none 
  Cargo 20 kg; Consumables 1 day; Carried Craft none 
  Payload 4 proton torpedoes 
  Availability Unique; Cost not available for sale 
  ———————————————————————————— 
  Point Blank Shot—The spacetrooper squad gains a +1 bonus to attacks 
  and damage against targets at Point Blank range. 
  Space Squad—The spacetrooper squad can move through and occupy the 
  same space as another vehicle without causing a collision. 
  Vehicular Combat—Once per round as a reaction, the spacetrooper squad 
  can negate a weapon hit by making a successful Pilot check (+14) 
  against a DC equal to the incoming attack roll. 
   
   Blaster cannon (pilot) 
   
  Atk +18, Dmg 3d12+5 ×2 
   ———————————————————————————— 
   Proton torpedo launcher (pilot) 
   
  Atk +18, Dmg 6d10+5 ×2 
   
   
   
  Spacetrooper Squad Tactics 
  The spacetrooper squads are not quite as dangerous as the TIE fighters, 
  but they can be extremely unorthodox in their tactics. The squads try to 
  close with their enemies, moving into their spaces to inflict damage at 
  close range. 
  Conclusion 
  When the heroes have defeated their opponents, or if they manage to slip 
  by the TIE fighters without getting sucked into a dogfight, they can 
  proceed to the next encounter. 
   
   
  Features of the Area 
   
   
  This encounter takes place in space but also has the potential to 
  move partially inside the hull of the Super Star Destroyer. Any ship 
  that tries to enter a space that is a part of the Super Star 
  Destroyer's hull suffers an immediate collision. 
   
   
   
   
   
   
   
   
  
   
   
  26 
  Into the Sarlacc's Maw Encounter Map 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  27 
   
   
  Sarlacc Superstructure 
  Challenge Level 22 
   
   
  Setup 
  When the heroes enter this area, the TIE fighters are close behind, 
  entering the area on their own Initiative counts. Likewise, the weapon 
  emplacements (see the Features of the Area sidebar) should act on their 
  own Initiative (Initiative +14). 
  Read-Aloud Text 
  When the encounter begins, read or paraphrase the following aloud: 
   
   
   
  Byss Defense Fleet TIE 
  Fighter (4) 
  Byss Defense Fleet TIE Fighter 
  CL 16 
  Medium starfighter 
  Init +17; Senses Perception +20 
  ———————————————————————————— 
  Defense Ref 30 (flat-footed 24), Fort 22; +16 level, +1 dodge 
  hp 60; DR 10; Threshold 32 
  ———————————————————————————— 
  Speed fly 16 squares (max. velocity 1,200 km/h), fly 5 squares (starship 
  scale) 
  Ranged laser cannons +26 (see below) or 
  Ranged laser cannons +24 with Burst Fire (see below) 
  Fighting Space 3×3 or 1 square (starship scale); Cover total (crew) 
  Base Atk +14; Grp +36 
  ———————————————————————————— 
  Abilities Str 34, Dex 20*, Con —, Int 14 
  Skills Initiative +17, Mechanics +15, Perception +20, Pilot +22, Use 
  Computer +15 
  ———————————————————————————— 
  Crew 1; Passengers none 
  Cargo 65 kg; Consumables 2 days; Carried Craft none 
  Availability Unique; Cost not available for sale 
  ———————————————————————————— 
  Assured Attack—Each time the Byss Defense Fleet TIE fighter deals 
  damage to a target, it can reroll the lowest damage die, keeping the 
  second result. 
  Dirty Fighting—Once per encounter, after damaging an opponent, reduce 
  the opponent's damage threshold by 2 for the remainder of the 
  encounter. 
  Point Blank/Prime Shot—The TIE fighter gains +1 to attacks and damage 
  against targets at point blank range (or +2 to attacks if no other ally is 
  closer to the target). 
  Repairs on the Fly—Once per day, as a standard action, the Byss Defense 
  Fleet TIE fighter makes a Mechanics check and regains 1d8 hit points 
  and any persistent conditions are removed. 
  Starship Maneuvers—The Byss Defense Fleet TIE fighter has the following 
  starship maneuvers (see page 24 of Starships of the Galaxy): 
  devastating hit, engine hit, I have you now, overwhelming assault. 
  Vehicle Focus—The Byss Defense Fleet TIE fighter can take 10 on Pilot 
  checks even when not normally able to. 
  Vehicular Combat—Once per round as a reaction, the Byss Defense Fleet 
  TIE fighter can negate a weapon hit by making a successful Pilot check 
  (+22) against a DC equal to the incoming attack roll. 
  Vehicular Surge—Once per day as a swift action, if the TIE fighter is at 30 
  hit points or less, the TIE fighter gains 15 bonus hit points. 
  * This vehicle's Dexterity score has been modified by a mechanic with the 
  Tech Specialist feat. 
   
  Laser cannons (pilot) 
   
  Atk +26 (+24 Burst Fire), Dmg 4d10+12 ×2 (6d10+12 ×2 with Burst 
  Fire), ×3 crit 
   
  These attacks ignore 5 points of DR and treat the target's damage 
  threshold as though it were 5 points lower. 
   
  Byss Defense Fleet TIE Fighter Tactics 
  As with all encounters in the climax of the campaign, the TIE fighters 
  have but one goal: destroy the heroes. The TIE fighters try to close to 
  dogfighting range, hoping to snare the heroes in a dogfight and prevent 
  them from proceeding. Likewise, they try to use Dirty Fighting to reduce 
  the damage threshold of the heroes' ships right off the bat, increasing the 
  chances that the ships will move down the condition track. 
  Conclusion 
  When the heroes have defeated their opponents, or if they manage to slip 
  by the TIE fighters without getting sucked into a dogfight, they can 
  proceed to the next encounter. 
   
   
  Streaking through the interior of the vessel, you see the 
  superstructure fly by you on both sides. Laser fire continues to 
  hound your movements, coming from TIE fighters as well as interior 
  defense laser cannons. The twisting passageways ahead of you come 
  up rapidly, giving you only seconds to react. 
  
   
   
  28 
  Sarlacc Superstructure Encounter Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Features of the Area 
   
   
  This encounter takes place entirely inside of the superstructure of the 
  Super Star Destroyer. Any ship that tries to enter a space that is a part 
  of the Super Star Destroyer's hull suffers an immediate collision. 
  Additionally, the interior structure has a number of defensive 
  emplacements for internal security. These weapon emplacements are 
  treated as laser cannons that can fire only at point-blank range, have 
  an attack bonus of +28, and deal 4d10×2 points of damage to a 
  target struck by an attack. 
   
   
   
   
  
   
   
  29 
   
   
  Main Reactor 
  Challenge Level 26 
   
   
  Setup 
  When the heroes enter this area, the TIE fighters are close behind, 
  entering the area on their own Initiative counts. 
  Read-Aloud Text 
  When the encounter begins, read or paraphrase the following aloud: 
   
   
   
  Byss Defense Fleet TIE 
  Fighter (5) 
  Byss Defense Fleet TIE Fighter 
  CL 16 
  Medium starfighter 
  Init +17; Senses Perception +20 
  ———————————————————————————— 
  Defense Ref 30 (flat-footed 24), Fort 22; +16 level, +1 dodge 
  hp 60; DR 10; Threshold 32 
  ———————————————————————————— 
  Speed fly 16 squares (max. velocity 1,200 km/h), fly 5 squares (starship 
  scale) 
  Ranged laser cannons +26 (see below) or 
  Ranged laser cannons +24 with Burst Fire (see below) 
  Fighting Space 3×3 or 1 square (starship scale); Cover total (crew) 
  Base Atk +14; Grp +36 
  ———————————————————————————— 
  Abilities Str 34, Dex 20*, Con —, Int 14 
  Skills Initiative +17, Mechanics +15, Perception +20, Pilot +22, Use 
  Computer +15 
  ———————————————————————————— 
  Crew 1; Passengers none 
  Cargo 65 kg; Consumables 2 days; Carried Craft none 
  Availability Unique; Cost not available for sale 
  ———————————————————————————— 
  Assured Attack—Each time the Byss Defense Fleet TIE fighter deals 
  damage to a target, it can reroll the lowest damage die, keeping the 
  second result. 
  Dirty Fighting—Once per encounter, after damaging an opponent, reduce 
  the opponent's damage threshold by 2 for the remainder of the 
  encounter. 
  Point Blank/Prime Shot—The TIE fighter gains +1 to attacks and damage 
  against targets at point blank range (or +2 to attacks if no other ally is 
  closer to the target). 
  Repairs on the Fly—Once per day, as a standard action, the Byss Defense 
  Fleet TIE fighter makes a Mechanics check and regains 1d8 hit points 
  and any persistent conditions are removed. 
  Starship Maneuvers—The Byss Defense Fleet TIE fighter has the following 
  starship maneuvers (see page 24 of Starships of the Galaxy): 
  devastating hit, engine hit, I have you now, overwhelming assault. 
  Vehicle Focus—The Byss Defense Fleet TIE fighter can take 10 on Pilot 
  checks even when not normally able to. 
  Vehicular Combat—Once per round as a reaction, the Byss Defense Fleet 
  TIE fighter can negate a weapon hit by making a successful Pilot check 
  (+22) against a DC equal to the incoming attack roll. 
  Vehicular Surge—Once per day as a swift action, if the TIE fighter is at 30 
  hit points or less, the TIE fighter gains 15 bonus hit points. 
  * This vehicle's Dexterity score has been modified by a mechanic with the 
  Tech Specialist feat. 
   
  Laser cannons (pilot) 
   
  Atk +26 (+24 Burst Fire), Dmg 4d10+12 ×2 (6d10+12 ×2 with Burst 
  Fire), ×3 crit 
   
  These attacks ignore 5 points of DR and treat the target's damage 
  threshold as though it were 5 points lower. 
   
  Byss Defense Fleet TIE Fighter Tactics 
  As with all encounters in the climax of the campaign, the TIE fighters 
  have but one goal: destroy the heroes. The TIE fighters try to close to 
  dogfighting range, hoping to snare the heroes in a dogfight and prevent 
  them from proceeding. Likewise, they try to use Dirty Fighting to reduce 
  the damage threshold of the heroes' ships right off the bat, increasing the 
  chances that the ships will move down the condition track. 
  Conclusion 
  The heroes can attempt to destroy the main reactor at any time. As soon 
  as they do so, regardless of whether they have defeated all the TIE 
  fighters involved, they must immediately flee the interior of the ship. Any 
  heroes that get caught in a dogfight can attempt to escape the dogfight, 
  but if they fail to do so, they take a –5 penalty to the Pilot checks 
  necessary to flee the exploding vessel 
   
   
   
   Features of the Area 
   
   
  The interior of this chamber is cavernous and free of hazards. The 
  main reactor at the center of the chamber (Reflex Defense 16) can 
  be destroyed only by proton torpedoes or concussion missiles; laser 
  fire of any kind will not penetrate the deflector shields. A starship 
  can sacrifice itself to slam into the reactor, destroying both. 
  Regardless, any amount of damage from a sufficient weapon 
  (torpedo, missile, or starship) is enough to destroy the reactor and 
  trigger the ship's destruction. 
   
   
   
   
  Suddenly, the narrow corridors within the superstructure open wide, 
  revealing a cavernous chamber. At the center of this chamber sits 
  the main reactor, shielded and waiting for you to destroy it. TIE 
  fighters continue to nip at your flanks, and it is now only a matter 
  of who takes down their target first. 
  
   
   
  30 
  Main Reactor Encounter Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  RPGA is a trademark of Wizards of the Coast, Inc. © 2007 
  Wizards of the Coast, Inc. 
  a
  b
  c
  Event Name: _______________________________  Event Code: __________________________ 
  Adventure Title: ______________________________________________   Session Number: ____
  Date of Play: 
   
   
   
  Start Time:  
   
  S E S S i o N  T r A C k i N g
  (This number was given to the senior gM when the event was sanctioned.)
   Month 
  Day 
  Year
   Hour 
  Minute
  A legal rPgA table has no less than four players, and no more than six players.
  give hour in military time standard (p.m. hours 
  = hour +12). Don’t record the exact minute the 
  adventure played. instead list the closest 30-
  minute interval the game was scheduled to start 
  at (30 or 00).
  /
  /
  :
  Player                                                   
                               rPgA 
   
  Name                                                   
                               Number  
   
  1
  2
  3
  4
  5
  6
  DM Name: _____________________
  D u N g E o N M A S T E r
  rPgA Number: May be less than a 10-digit number.
   Jaws of the Sarlacc (Dawn of Defiance, Part 10)
  DM Name: _____________________
      g A M E M A S T E r
  RPGA is a trademark of Wizards of the Coast, Inc. © 2007 
  Wizards of the Coast, Inc. 
  a
  b
  c
  Event Name: _______________________________  Event Code: __________________________ 
  Adventure Title: ______________________________________________   Session Number: ____
  Date of Play: 
   
   
   
  Start Time:  
   
  S E S S i o N  T r A C k i N g
  (This number was given to the senior gM when the event was sanctioned).
   Month 
  Day 
  Year
   Hour 
  Minute
  A legal rPgA table has no less than four players, and no more than six players.
  give hour in military time standard (p.m. hours 
  = hour +12). Don’t record the exact minute the 
  adventure played. instead list the closest 30-
  minute interval the game was scheduled to start 
  at (30 or 00).
  /
  /
  :
  Player                                                 
                              rPgA 
  Name                                                 
                              Number 
  1
  2
  3
  4
  5
  6
  DM Name: _____________________
  D u N g E o N M A S T E r
  rPgA Number: May be less than a 10-digit number.
  DM Name: _____________________
      g A M E M A S T E r
  (For administrative use only.)
  (For administrative use only.)
    Jaws of the Sarlacc (Dawn of Defiance, Part 10)
  
SOURCE: textdata/thevault/Star Wars [multi]/SWD20/Saga/SWD20 (Saga) - Campaign - Dawn of Defiance - Episode 10 - Jaws of the Sarlacc.pdf