TEXT: Slaver's Chains 
  an adventure for Star Wars: The 
  Role-playing Game 
  by James Macduff • Artwork courtesy of Wat End Gama 
  S
  lallef's Chains is an adventure for the Srar 
  Wars RPG. It is designed for a mixed group 
  of beginning and experienced PCs, allow-
  ing new characters to smoothly enter a preexisting 
  campaign. However, with a little adjustment, it 
  can be made to fit just about any campaign, and 
  inexperienced characters arc hardly necessary to 
  run the adventure. 
  The players' stalwart band of rebels must gath-
  er vital information on a nefarious band of outlaw 
  slavers. Executing a dangerous boarding of the 
  slavers' ship while in hyperspace, they inadver-
  tently cause an engine malfunction, sending the 
  vessel careening towards an occupied planet. 
  They must avoid crash-landing, salvage the infor-
  mation they need, and escape, all while being pur-
  sued by both the angry 
  slavers 
  and 
  the 
  local 
  Imperials. 
  New PCs will cake the 
  role of slaves on the Tamra's 
  Fang, a slaver ship destined 
  for the outlaw's headquar· 
  ters. They will have a 
  chance to cast off their 
  chains and perhaps join the 
  Alliance once the rebels 
  board. O lder characters can 
  portray the rebel comman-
  do team, poised to strike at the slaver's operations. 
  Players can use any characters they wish; if pressed 
  for ideas, there are ready-made templates located 
  at the end of the adventure. 
  Slaver's Chains has been designed to allow a cer-
  tain amount of leeway in terms of how it progress-
  es. Parts of the adventure have been deliberately 
  left vague for GMs to fill in wich their own details. 
  The information below should be used as a guide, 
  not a strict fiat. 
  VOLUME V • NUMBER Ill 
  The Situation 
  For the last five years or so, a large band of 
  slavers has been operating out of the Elrood sec-
  tor. They use the rather innocuous name 
  "Consolidations Unlimited," but both their busi-
  ness associates and their victims know how terri-
  ble their profession really is. With an elaborate 
  system of informants and an intimate knowledge 
  of shipping schedules and travel lanes, they have 
  launched devastating attacks on settlements and 
  personnel transports in the region, taking the 
  strongest and fiercest as captives. They have an 
  uncanny ability to know when and where to 
  attack, siring only the targets that produce the 
  greatest amounts of "quality product." As is often 
  the case, the Empire has rumed a blind eye to 
  these pirates, consider-
  ing the elimination of 
  "undesirables" 
  under 
  their chains to be a 
  boon. 
  The Rebel Alliance 
  has recently learned of 
  this nefarious band and 
  vowed to put an end to 
  their activities. Besides 
  the humanitarian con-
  cerns and the desire to 
  eliminate a thoroughly 
  odious busines5, the destruction of Consolidations 
  Unlimited would curry favor for the Rebellion 
  within the sector. Furthermore, it would subtly 
  demonstrate the Empire's incompetence to both 
  legitimate and illegitimate interesu. To this end, 
  they have sent a small group of commandos -
  the 
  player characters -
  to locate their base of opera-
  tions and transmit the coordinates back to head-
  quarters. Once the Alliance lmows where the 
  slavers are, they can launch a full strike against 
  them, destroying their power base -
  and hopeful-
  SCORE-4 
  Tell Oi)ponent "No restrictions next 
  tum." 
  2 5 
  4 63 
  6 17 
  8 33 
  10 3 
  12 3 
  14 9 
  16 1 
  18 37 
  20 29 
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  28 3 
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  Ax Cracked 
  SCORE - 1 
  34 25 
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  46 
  Tll OIJllOl1'f'll: ·0o no OllllOI OOll tilm, Ind ff 
  l'ICIMng 6 dlllllQI points O< morl t'*1 SUbCllCI 
  4 trom al ax lltldcs tor lhe res1 of the game.· 
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  Tell opponent ·0o no Sword or Shield 
  atucics next tum: 
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  50 
  58 4 1 
  60 11 
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  51 
  X-Range, Sl11hlng Spear 
  Tel opponent ·0o only X·Ranot Spar 
  anacics or Brown next tum.· 
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  64 57 
  ly freeing hundreds of slaves who would be more 
  than happy to join the rebellion. 
  The Slavers 
  Consolidations Unlimited was founded by an 
  opportun istic smuggler by the name of Tamta 
  Banc. Taking advantage of the recent chaos 
  caused by the rebellion, Tamta has gathered a 
  small army of equally ruthless scum and promptly 
  begun carving out his own little criminal empire. 
  The slavers have utilized a fiendishly simple 
  modus operandi -
  they lc1dnap friends or relatives 
  of star·port controllers, customs officials, militia 
  captains, and anyone else with information they 
  need, then blackmail them into providing regular 
  data for the organization. In some cases, they sim· 
  ply plant a trarupondcr program in the proper 
  computer system, allowing the slavers access to 
  particular pieces of information. In others, a more 
  permanent relationship is required and the vie· 
  tim's loved one is held captive for months or years 
  on end. In any case, this web of reluctant infor· 
  mants has provided Tamta and his band with 
  everything they need to strilcc quiclcly, talcc what 
  they need, and vanish before any lcind of help 
  arrives. 
  Co n so lidat i o n s 
  Unlimited operates out 
  of Vlccrv 3, a small 
  planetoid hidden deep 
  within 
  a 
  nearly· 
  destroyed system. A 
  nearby gas giant pro-
  vides Viccrv with a 
  barren, but survivable 
  atmosphere, and the 
  increasing profits of the 
  ope.ration have allowed 
  a veritable fomcss to 
  be constructed beneath 
  the surface. Comfort· 
  able living quarters and 
  all manner of amuse· 
  mcnts arc available for 
  Tamta's men, as well as 
  a doclcing platform for 
  attaclc ships, a well· 
  stoclced arsenal, and an 
  entire floor of slave 
  pens designed to hold 
  their product. No one 
  but the slavers and 
  their captives is ever 
  brought here; buys arc 
  conducted at a neutral 
  site and everyone with· 
  in the operation 
  is 
  totally loyal to Tamr.a. 
  Raids arc typically 
  carried out through the 
  use of several huge 
  frigates 
  refitted 
  for 
  slave 
  trading 
  and 
  Slaver's Chains 
  numerous smaller vessels of one lcind or another. 
  They occasionallT attaclc under-defended settle-
  ments, but usual y choose personnel transports 
  carrying large numbers of passengers. They rypi· 
  cally force the ship out of hyperspace, board it, 
  and move directly towards their pre-specified tar· 
  gets (Woolcies and other such creatures arc highly 
  prucd, as arc beau11ful women and underground 
  species such as Ugnaughts). After securing their 
  victims, they disable the ship if possible and 
  retreat before any serious opposition organlics. 
  This process continues again and again, over a 
  period of wcclcs, until the holds arc full. 
  Once captured. potential slaves arc tagged with 
  restraint collars, herded together into pens and 
  shipped to Viccrv. From there, they arc cleaned 
  up, holo·tapcd for sales pitches, and if necessary, 
  broken into accepting their new lifestyle. The 
  slave drivers of C.U. arc very talented, and ensure 
  that there is no permanent damage to their prod· 
  uct during this process. 
  Thus far, no one has been able to get a marlc on 
  Consolidations Unlimited. They strilcc f.ut, move 
  quiclcly, and vanuh before anyone knows what's 
  going on. That, however, is about to change. 
  The Mission 
  As stated earlier, 
  Imperial authorities 
  have been reluctant 
  to do anything about 
  Conso l id at io n s 
  Unlimited. As long 
  as Tamta and com· 
  pany do not lnordi· 
  nately 
  disrupt 
  Imperial shipping or 
  harass 
  "decent" 
  Imperial 
  cmzcns, 
  the local magistrate 
  will happily ignore 
  their depredations. 
  Several wcclcs ago, 
  however, 
  one 
  of 
  C.U.'s blaclcmailcd 
  informants had had 
  enough. He discreet· 
  ly contacted the 
  Alliance and aslced 
  for their help. The 
  rebels agreed. 
  The biggest dlffi· 
  culty the Alliance 
  faces in dealing with 
  Conso l idatio n s 
  Unlimited is getting 
  a decent bead on 
  them. Laclcing the 
  resources to patrol 
  the 
  sector 
  and 
  unwilling to tangle 
  directly with the 
  SHADIS TWENTY-EIGHT 
  
  An Adventure for St.r Wan 
  local Imperials, the rebels need to know exactly 
  where CU. is based before launching their strike. 
  Through their Informant, they have been able to 
  plant a single mole (one of the PCs) onboard a 
  transport slated for attack. A combination bea-
  con/microphone has been planted beneath the 
  mole's skin that will permit a small group of com-
  mandos (the other players) to both monitor his 
  siruarion and follow the slaver's ship. 
  The official plan runs as follows: the mole will 
  allow him.self to be taken Q.y the slavers. Once on· 
  board, he will aJSCSS the situation and attempt to 
  engineer a revolt amongst the other slaves. 
  Whether the revolt succeeds is not the issue; it is 
  merely designed to distract the slavers from the 
  other rebels. At the proper moment, the rebel 
  commandos will board the ship, locate the bridge, 
  record the coordinates to Vicerv from the navi· 
  computer and depart. If they're lucky, the slave 
  revolt will be successful, and they can pilot the 
  now-captured ship back to headquarters. If not, 
  they must depart and leave the rescue operation 
  for later (the mole will have to suffer until the 
  strike force arrives). 
  The Morrt 
  The Mom Is an experimental vessel that the 
  Rebellion has loaned to the players in order to 
  board the slaver ship. It is a three-man crah 
  designed to latch onto another vessel while in 
  hypcrspac~. bore a hole in the hull and allow a 
  commando unit access to the whost ship." 
  Essentially jwt a big engine with a coclcpit 
  artaehed, the Mom combines the hyperspace 
  capacity o( long-range fighters with the hull pen· 
  etration of classic Corcllian boarding skiffs. It is 
  designed to ride behind the host ship in hyper· 
  space, gliding along in the walce of the hypcrdrivc 
  engines. When the time is right, it accelerates 
  alongside of the host, larches to the side and wcs 
  the edge of the cockpit to drill a hole in the hull. 
  With the addition of mass and weight, the hyper· 
  drive will be forced to deal with a new set of fig-
  ures. Safety routines will click into place and the 
  sh ip should drop out of hyperspace just as the 
  Mom's crew begins to board. This has the twin 
  benefits of halting the host's movement, and 
  allowing it to be attacked by larger ships in the 
  area. 
  That's the theory, anyway. The players arc 
  expected to see how well It works when they 
  board the slavers' ship. 
  Stats for the Morrt 
  Type: experimental boarding ship 
  Scale: Starflghtcr 
  Lencthi 15 meters 
  Skill: Stafflghtcr piloting 40 (at least) 
  Crew: 1 plw 2 passengers 
  Carso Cap.city: 50 kilograms 
  Consumables: 1 week 
  VOLUME V • HUMBER Ill 
  Hyperdrivc multiplier: x2 
  Hyperdrive back-up: none 
  Navicomputcr: Yes 
  Maneuverability: 10 
  Space: 10 
  Atmosphere: like a rurkey dropped from a B-52 
  Hull: 40 
  Shields: None 
  Sensors: 
  Passive: 20/00 
  Scan: 40/10 
  Search: 65/I O+ 1 
  Focw: 3/50 
  Weapons: none 
  The Mom's hull is designed to reduce the 
  engine signal, making it very difficult for enemy 
  sensors to detect. It can approach stealthily, leap 
  into hyperspace alongside its host, and glide along 
  smoothly until boarding operations commence. 
  Plot line 
  Capture 
  Play begins with the capture of the Rebel mole. 
  He (she) has been planted aboard the Shining 
  Comtr, a lower class personnel transport en route 
  from Lanthrym to Bodrin. The character has been 
  provided with a universal lockpiclc -
  planted 
  within his jawbone -
  and a two way transponder 
  radio/microphone, imbcddcd in the skull behind 
  his right car. With it, he can communicate with 
  the rest of the commando squad (lurking nearby 
  in the Mom) and allow them to track him 
  through deep space. 
  The Comee is a dingy, clanlcy, unkempt hole of 
  a freighter, designed to pack as many people on as 
  possible. The mole will be assigned a bunlc in a 
  communal living quarters, with four other passcn· 
  gers in the same room. Recreational facilities arc 
  at an absolute minimum on the ship, although the 
  viewing dcclc provides a spectacular view of the 
  surrounding scars. Those not on the viewing deck 
  generally stick: to their quarters. 
  GMs should feel free to role-play any encoun-
  ters on the Comte they sec flt. The crew is for the 
  most part sullen and uncommunicative, con· 
  ccmed more with doing their job than making 
  chit-chat with others. Most of the passengers arc 
  poor migrant laborers, leaving Lanthryrn for 
  greener pasrurcs. They tend to be reserved, yet 
  optimistic sons, hopeful about their prospects for 
  the future. A srnanering of criminals and ne'er· 
  do-wells may have found themselves on board as 
  wel~ and one may try to take the mole for a nde 
  (GM's discretion). 
  At the proper moment, the Comte should sud-
  denly shudder, as if struck, and the engines will 
  grind to a halt. The slaver's flagship, Tanua's Fang 
  has disabled the engines, and its crew of cut· 
  throats is in the midst of boarding the vessel. 
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  1 
  Ttl 01J110Nn1: "Oo X-Rlnge -
  Nm. nl I Oii 
  • ICOl1 PIO'. 00 Ill Piil' 35 nl drain 3 al "'Y 
  llodf Painls. s. ai.xw ShaM.. 
  50 21 
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  64 57 
  
  SCORE3 
  Ten opponent ·oo oni'j GrHn or Yellow 
  next turn.· 
  50 31 
  52 33 
  54 45 
  56 17 
  54 
  58 35 
  60 11 
  62 35 
  &4 3 
  55 
  X·R1nge Escaping 
  Tll opponent: ·0o only X-Ranot -
  tum. Of 
  you 1111Y choosl IO ISClpl; ff you llCll)t. lie 
  glllMI Is O'M Ind I ""4n • 
  50 39 
  52 61 
  54 9 
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  60 59 
  62 55 
  Having no defenses and little incentive to prevent 
  the ta.keover, the crew will stand by as slavers 
  stride down the corridors, blasters m hand. Thrue 
  few passengers who fight bade arc ruthlessly 
  gunned down. Allow the player to conduct any 
  action he wants, but unarmed as he ts, he should· 
  n't prove much of a match for the hardworking 
  employees of Consolidations Unhmtted. Treat 
  any slavers encountered as Imperial Anny Troops 
  from the SWRPG rulebook. 
  The player's passiv1ry (or fighting spirit, 
  whichever he most exudes) will be rewarded by a 
  brief visit from Tamra Banc himself. He will stride 
  Into the character's quancrs, flanked by a pair of 
  guards. 
  Tamta Bane: 
  Dexterity 40+1: blaster 60+2, dodge 50, 
  mclcc combat 60, mclec parry 60, running 5d+2 
  Knowledge 30: business (slaving) 70, intimi· 
  dation 60 +2, planetary systems 40, streetwise 
  70, survival 40 
  McchM\ical 30: astrogation 40, apace trans· 
  pons 50, starship piloting 60, starship gunnery 
  40+1 
  Per«ptioo 40: bargain 60+2, command 70, 
  con 70, hide 50, search 50+2, meak 50+1 
  Strength 20+1: brawling 40, climbing/jump-
  ing 30, stamina 40 
  Technical 20+2: first aid 30, st:arshtp repa1r 30 
  Tamta is a seeming anomaly among the slaving 
  community: a jovial, boisterous man who gen· 
  ulnely likes people. The ethical connotations of 
  his job just haven't hit him, and he doesn't let the 
  abject misery of others get in the way of his good 
  time. He enjoys seeing his men made happy and 
  puts his other business associates at case with his 
  boyish charm and easy smile. Even the slaves arc 
  given friendly treatment; he treats his profession 
  like some kind of grand game in which hi.s victims 
  arc the losers (•better luck next time, big guy!"). 
  His jocularity should not be confused with frivo· 
  Slaver's Chains 
  lousness, however, and he will kill those who cr05$ 
  him with the same passion and glee he exudes 
  over the rest of hts life. 
  Tarnta dresses 
  m 
  no-nonsense clothing 
  designed for close combat fighting. He carries 
  twin blasters stuffed into his belt like a pirate and 
  a wrist communicator on his right hand. His blacl: 
  hair is tied back in a pony-tail and his eyes flash 
  with a deep-sec love of h is job. 
  "So, th ts ts the pnze we've heard about," he 
  booms at the mole m a good-natured voice. •Lee's 
  hope you're all you're cracked up to be, my pretty 
  pct." Allow the player to engage in any witty 
  repartee he wishes at this point. When the con· 
  versation has run its course (or as soon as the 
  character docs something threatening), Tamm's 
  guards step forward, subdue him with stunsticl:s 
  (60 nun damage) If necessary, and latch a 
  restraining collar around his neck. 
  As always, the slavers will waste licdc time 
  procuring their other victims. Within twenty-Ave 
  minutes, they will have found who they needed, 
  stunned and collared them, and returned to the 
  Tamta's Fang, which is preparing to go to light· 
  speed. 
  Meanwhile, the commandos on board the 
  Mom will be able to make their move as soon as 
  the slavers launch their attaclc. The pilot must 
  maneuver the Mom into the general vicinity of 
  the Tamui's Fang, then wait for the slaver ship to 
  fire up its hyperspace engines. The piloc: must 
  make a Moderate scarfighter piloting roll to avoid 
  being sported by the slavers; give a bonus for par· 
  ticularly clever ways of getting close (if the char· 
  actcr keeps the Comt1 between them and the 
  slaver ship, for example). 
  Revolt/Boarding 
  The mole will be dragged the Tamra's Fang, 
  and led down to the slave holds along with seven 
  other captives. He will be stunned and shackled to 
  a wall, left there to suffer until the slavers return 
  to Viccrv. 
  In contrast to the 
  Shining Comet, the Fang is 
  a clean, efficient, well· 
  run vessel. (For statistical 
  purposes, treat the Fang 
  as a modified Corcllian 
  frigate as per the rule· 
  book pg. 119. It ftres 
  twelve turbolascr can· 
  nons irtstead of the usual 
  six, and has a crew capac· 
  ity of 50. Up to two-hun· 
  --~~ dred slaves can be held in 
  the storage areas, which 
  have been converted to 
  pens. ln all other aspects, 
  -
  A 
  ;-:::- . 
  of a Corellian frigate.) 
  l==:!~~il~~-=-E~~~~~;~~=~--_J~~~~~:u .. it matches the listed stats 
  ~~...;:. 
  ~-
  SHADIS TWENTY-EIGHT 
  
  An Adventure for Star Wats 
  Tamta expects his men to lcecp their quarters 
  clean, and to conduct themselves as professional· 
  ly as possible -
  the fun of raids should never 
  translate ovc.r to sloppiness. The atmosphere of 
  the Fang reflects this philosophy. The walls and 
  floors glow with a soft white light, the corridors 
  are free of debris, and dirt and dust arc never given 
  a chance to coalesce. 
  The slave pens, however, are another story. 
  Darlc, poorly lit and crowded, a few hours in them 
  Is enough to tum most captives into gibbering 
  wreclc.s. Slaves arc swiftly talccn down to the dual 
  holding floors, where they arc chained to the wall 
  and forced to crowd in with hundred of others. 
  Food is distributed in buclccts and no provisions 
  VOLUME V • NUMBER Ill 
  are made for the captives' hygiene (Tamra finds 
  such conditions a useful way to brealc the slaves' 
  will -
  they are cleaned up and made healthy 
  before being presented to buyers). Pens arc divid· 
  ed into uppe.r and lower sections, with a central 
  catwallc dividing the floor down the middle. The 
  shaclclcs prevent any of the slaves from reaching 
  the catwallc. 
  The slave pens are overseen by Nuubsal the 
  Hutt, a frustrated, pathetic member of his odious 
  species. 
  Nuubsal the Hutt 
  Dexterity 20+2 
  Knowledge 20: intimidation 60, value 30 
  Body Wound 
  53 
  SCORE6 
  Tell opponent ·oo only Green or Yellow 
  next turn.· 
  50 31 
  58 35 
  52 33 
  60 11 
  54 45 
  62 35 
  56 17 
  64 3 
  54 
  Escaping 
  55 
  Tel opponent ·No mirtcdons nu1 tum. or you 
  11111' choose 10 escape; • you escape, in. OllN 
  is-and I win." 
  50 39 
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  54 9 
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  58 51 
  60 59 
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  64 3 
  
  Tell OPl>Ofltnt ·oo only X·Ra~e nex1 
  tum and you may change weapons.· 
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  58 
  58 49 
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  59 X·R1ng1 Thrusting Sp11r 
  Ten opponent "Do only X·~e 
  Spear 
  at12cks or Brown next tum.· 
  50 53 
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  54 13 
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  64 57 
  Mechanical 20 
  Ptrceprion 30: ~ 
  40, coo 40, penuasion 40 
  Strength ._D: stamina 70 
  Technical 1D+1 
  Nuubsal's d an was on the losing end of an 
  extended intra-Hutt conflk t, and its survivors 
  have been scattered throughout the galaxy. 
  Nuubsal cried his hand at the covert, manipt1la· 
  rive form of crime that his race excels at, but 
  never quite got the hang of it. He's been reduced 
  to actual physical labor, acting as the slave driver 
  for Tamra's band. Needless to say, this has made 
  ham bitter, caustic and hateful to every being he 
  meets. Since he can't challenge Tamta or any of 
  h is other associates for a position of real impor· 
  Lance, he takes out his ITwtrations on the slaves. 
  He can be found waddling up and down the cat· 
  walk, shocking passive captives with a stun stick 
  and following it up with some witty comment. He 
  enjoys pitting the slaves against each other, fore· 
  ing them to fight over food, supplies and prcfcrcn· 
  tial rrcatmcnt (i.e., not getting stunned into 
  unconsciousness). This is the closest the miserable 
  Hutt can get to the vaunted manipulation his race 
  as famous for. 
  Nuubsal always has a contingent of four guards 
  with him, in case of serious difficulties (treat as 
  Imperial Army Troops -
  they arc armed with an 
  assortment of blasters). 
  Once things have settled down a bit and the 
  ship a.s under way, the mole will be free to interact 
  with Nuubsal or with any of his fellow prlsoncn. 
  There arc approximately one hundred slaves here, 
  having been captured on a series of raids stretch· 
  mg back several months. Many of them arc fright· 
  cned and demoralized, but a few have nurtured a 
  healthy hate for their captors. None of them is so 
  far gone that they wouldn't revolt agaira.st their 
  captors if the opportunity presents itself. 
  This is the point where new characters can 
  enter the game. PC slaves should be chained up 
  near the mole and allowed to quietly interact with 
  him. If no characters arc playing slaves, substitute 
  Jarson and Ch'thoqua from the Appendix. In any 
  case, however, a few minutes talk and a pre· 
  scntablc means of unlocking the chains (i.c the 
  lockpick) should be enough to get them on their 
  feet. Depending on how the character handles It, 
  word could spread quickly throughout the entire 
  cell, alerting all of the slaves of a means to free· 
  dom. Or it could be just the players breaking their 
  chains and lurching wildly up at Nuubsal It is up 
  to individual players and GMs to decide exactly 
  how to play the slave revolt. 
  Any talking above a whisper is likely to attract 
  the attention of Nuubsal, who will apply his stun• 
  stick with vicious glee to any tr.insgrcssors. If talk 
  of escape is widespread, he will be stunning a great 
  many captives, which may be the spark that scu 
  everybody off. 
  Slaver's Chains 
  Meanwhile, the other stalwart commandos 
  should be following developments in the slave 
  hold via the transponder. The Mom will have 
  gone into hyperspace quite easily, and should now 
  be wahing quicdy behind the Tamta's Fang (Easy 
  piloting rolls to avoid alerting the slavers to their 
  presence). They should be able to make suggcs· 
  tions to the mole concerning the particulars of 
  the slave pen and revolt, but anything they say or 
  do must be channeled through him. 
  Once they feel the time is right, they can put 
  the Mom into action. It will require a Difficult 
  piloting roll to maneuver the ship out of the 
  Fang's wake without colliding with the engines 
  (Force points should be encouraged here). From 
  the.re, they need to match speeds with the Fang, 
  pick a good spot to attach, and engage the ships 
  boarding program. A series of claws will appear 
  from housings lodged around the cockpit. A sharp 
  burst from the engines will shoot the Mom 
  towards the Fang's hull, where the claws dig in and 
  begin to superheat the surrounding metal. Within 
  seconds, a seal is made, the hull is broken through, 
  and the entire front end of the cockpit opens for· 
  ward like a flower petal, giving the crew access to 
  the ship (exactly where depends on where the 
  piloc: decided to board and the GM's whim -
  a 
  nice corridor somewhere is probably best). As 
  they prepare to board, however, the ship should 
  lurch terribly, and an horrible shudder will cause 
  the surrounding metal to buckle.. Have everyone 
  make a Moderate dodge roll in order to stay on 
  their feet. Those who fail take lD damage. 
  Landing 
  Some of the calculations regarding the Mom's 
  ability to bring a ship out of hyperspace were a 
  wee bit flawed, and the Fang's hypcrdrive has gone 
  belly·up from the stress caused by the connection. 
  The good news at this point is that the Mom has 
  inclccd opened a hole in the Fang, and the Rebels 
  arc now free to charge through the corridors at 
  their leisure. The bad news is that the connection 
  has done irreparable damage to the hypcrdrivc, 
  the lurch back into reals.pace has caused a nasty 
  explosion, and the ship is now spiraling hopeless· 
  ly out of control. If they haven't already, the shud· 
  dering ship causes the slaves to finally make a bolt 
  for freedom, overpowering their guards and fore· 
  ing their way towards the upper decks. 
  The characters' orders arc to find the bridge 
  and download the coordinates to Vacc.rv from the 
  navicomi>oter. In light of the Fang's malfunction· 
  ing, however, they may want to change their 
  plans. The engineering section is currently leak· 
  ing flaming debris into space, so attempts to gain 
  control of the ship from there arc going to be a bit 
  touchy. If they somehow get through the boiling 
  plasma and avoid getting sucked out into space, 
  they will find the controls here completely useless. 
  Some players may want to go down to assist the 
  slave revolt, others may want to hunt down the 
  slavers before they can escape (the Fang is 
  SHADIS TWENTY-EIGHT 
  
  An Adventure for Star Wats 
  equipped with emergency lifeboats). A few may 
  even want ro find the escape pods or go back to 
  the Mom and get the heck out of Dodge. 
  In any case, the entire crew has been alerted, 
  and with the slave revolt underway, is expecting 
  trouble. The commandos should have a firefight 
  or two on their hands before they get to where 
  they want to go. Rebellious slaves will soon be 
  wandering the halls as well, and might not be par· 
  ticular about who they shoot at. Sympathetic 
  slaves may want to join the rebels in a burst for 
  freedom, and in any case, there should be at least 
  one opportunity to hook up with the mole. 
  Everyone should also make routine dodge chec.ks 
  of varying difficulty to avoid taking light damage 
  as the ship continues to pitch and yaw. 
  The only place to regain control of the vessel is 
  the bridge. The Fang's officers have been running 
  around like headless chickens trying desperately 
  to correct what is rapidly becoming an over· 
  whelming problem. When (if) the players enter, 
  there will be five slavers scattered about the 
  bridge, all operating various controls. They will 
  open fire if the players make hostile acts (again, 
  treat as Imperial Army Troops), but are otherwise 
  too busy trying to keep the Fang from exploding to 
  notice anything else. Tamta Bane is not among 
  them (he's trying to quell the revolt). 
  Luckily, the Fang came out of hyperspace near 
  an inhabited system. Darstell 4 is a fairy pleasant 
  little planet located along a minor· league shipping 
  lane. Its primary continental mass consists mainly 
  of softly rolling hills, and the many settlements 
  dotting its surface have achieved a harmonious 
  balance with the surrounding ecosystem. The 
  local Imperials are able to keep order with a min· 
  imum of mong•arming, and the quiet flux of trav· 
  VOLUME V • NUMBER Ill 
  elers along the trade route does little to ruffle the 
  native's feathers. Things on Darscell are by and 
  large fairly peaceful. 
  That, however, is about to change. Unless 
  exploding in a ball of amazing Lucasfilm" special 
  effects somehow appeals to your players, the best 
  hope is to land the Fang somewhere on the plan· 
  et. It will take three Difficult starship piloung rolls 
  to maneuver the burning Fang into Darstall's 
  atmosphere and engage the landing cycle. The 
  slaver's current pilot has a skill of 30+ 2, but is 
  unwilling to hand the conn over to anyone else -
  he may take some persuading if more competent 
  characters want to take control. 
  Clever players will doubtless want to access the 
  navicomputer and fulfill their mission. Once 
  again, they will need to persuade the slaver there 
  to abandon his post. It takes a Moderate amoga· 
  tion roll to call up the Fang's flight plans and 
  download them onto a storage disk. Once the 
  slaver realizes what the player is trying co do, he 
  will do whatever it takes to stop him. 
  Any number of things could happen during this 
  time to further disrupt player activities. An 
  enraged mob of slaves could break in and attack 
  everyone. T amta Bane could return and decide to 
  kill the players on general principles. The possi· 
  bilitics arc limited only by how nasty the GM 
  feels. 
  The Crash 
  Hopefully, the characters will be able co guide 
  the Tamra's Fang towards Damell and engage the 
  landing cycle, thus preventing the hideous death 
  of all on board. Unfortunately, the ship has picked 
  the worst possible place on the planet to crash -
  the Governor's palace in the heart of the capital 
  X-Range Bloctlng and Altactlng 57 
  Tell opponent •oo only X·Range next 
  tum." 
  50 39 
  52 33 
  54 35 
  56 35 
  58 49 
  60 11 
  62 55 
  64 57 
  58 
  X·Range Cursing 
  59 
  Tell OjlpOntllt "Do X·IWlgi ntJCI tum, Ind• on 
  I SCOll page, yGU fll'Y dil'ICI mt onc:t in lflt 
  lu1ur1 IO 'Do Yllow or Slut" In placle ot ll!Ollltr 
  restridion. • 
  50 31 
  52 33 
  54 13 
  56 57 
  58 49 
  60 11 
  62 35 
  64 57 
  
  Tiii opponent: "Do only X·RlnQe MXI tum and 
  add +2 tt you sCOfe. You may chanoe 
  weapons.· 
  50 39 
  58 51 
  52 61 
  60 59 
  54 57 
  62 55 
  56 57 
  64 57 
  62 
  63 Blocking With Shleld 
  Tell opponent: "Do no Orange next tum: 
  50 7 
  52 35 
  54 9 
  56 17 
  58 51 
  60 35 
  62 55 
  64 3 
  ciry of Symt. Burning like a meteor, it streaks right 
  down on rop of building's central rower, landing 
  Mom-side down in front of Governor Bellows and 
  his tea. The buildmg will crack and large chunks 
  will come rumbling all over everything. Eve.ryone 
  on board will suffer 20 damage for every uruuc· 
  cessful StaFship piloting roll made during the land-
  ing. (Oh yeah, and the Mom will be destroyed 
  beyond repair -
  the Alliance can bill them.) 
  Governor Bellows is not one to take the 
  destruction of his living quarters lying down, and 
  orders his troops to take down anyone they find in 
  the wreckage. fu survivors stagger from the Fang 
  they will be ftred upon or subdued, slavers, slaves 
  and rebels alike. At least twenty Imperial 
  stormrroopers survived the crash and will prompt· 
  ly begin poking through the wreckage, looking for 
  other survivors to kill. Furthermore, a large per· 
  centage of the slavers are alive and kicking, and 
  now now wane some payback. The characters will 
  have co deal with twofold threats of cranky slavers 
  mside the Fang and cranky stormtroopers outside. 
  Fortunately, they have a large number of ram· 
  paging ex-slaves on their side (son of), who arc 
  fleeing the ship and won't be easily deterred by 
  people shooting at them. In all the chaos and con• 
  fusion, a determined band should be able ro effect 
  an escape. fu long as they don't draw inordinate 
  attention ro themselves, they should be able ro 
  slip out of the palace and into the ciry beyond. A 
  large crowd has gathered to watch the destruction 
  and carnage, making escape that much easier. 
  Exact details, agam, are up to the GM. 
  Symt is a fairly high-technology ciry of approx· 
  imarely one million beings. It contains a modest 
  underworld element and a fair amount of crime, 
  although its small size keeps things from getting 
  tremendously out of hand. Streetwise characters 
  should be able to blend in without a considerable 
  amount of difficulcy. Once the fireworks settle 
  down, however, the players will have a new prob-
  lem on their hands. Governor Bellows has ordered 
  a quarancme of che entire system until the "mis· 
  creants" who crashed their ship on him can be 
  apprehended. He lacks the ships to physically pre· 
  vent anyone from leaving, but anyone who does 
  so will find themselves wanted by the Imperial 
  authomies wherever they go. Stormtroopers will 
  begin methodically searching for slavers and 
  slaves alike, throwing anyone they catch into the 
  stockade. 
  The players will have to dodge the troop patrols 
  and find a way off the planet before they end up 
  back m chains. Exactly how the players manage to 
  leave is up co rhe GM. Stealing a ship is a possi· 
  baliry, and there are enough unsavory smugglers 
  about who would be willing to break quarantine 
  and iake chem off-planet if the price is right. 
  Whatever the players come up with, make sure 
  enough pressure is there to keep them on the 
  move. Darstell 1s not the place to be right now, 
  and leaving is in everyone's best interests. 
  Slaver's Chains 
  Furthermore, Tamta Bane managed to escape 
  the wreckage. at the palace and is extremely upset. 
  With his operation in shambles, he will become 
  obsessed with hunting down the characters and 
  making them pay. He could cause quite a few 
  problems to their escape attempts, and eventually 
  force a showdown before they can leave. Or he 
  can go on even further to become a recurring vii· 
  lain for the players. Catching them has become a 
  new game for Tamta, and he wants to make sure 
  he wins this one ... 
  Playe.rs should be awarded between Ave and ten 
  Character Points for the advenrure, depending on 
  how well they performed and how much fun 
  everyone had. 
  Appendix: Ready To Play 
  Characters 
  The Slaves 
  Janon Aodeken: Janon is the sort of cocky, 
  brash, shuttle pilot that infests every starpon in 
  the galaxy. He was taken captive because of his 
  mechanical skills and because he was able to con· 
  vince Tamta not to kill him outright. 
  Unfortunately, h is skills don't work with Nuubsal, 
  and he has quickly found himself at the top of the 
  Hutt's List of People to Harm. He therefore tries 
  very hard to avoid attracting attention, and is 
  content to wait and bide his time for an escape 
  attempt. 
  Dexterity 30+1: blaster 40+1 
  Knowledge 20: language JD 
  Mechanical 30: space transports 40 
  Perception '40: con 50, forge 50, persuade 60 
  Stttngth 20 
  Technial 30+2 
  Ch'thoqua: Ch'thoqua was a Tusken Raider 
  whose tribe was wiped out by Imperials on 
  Tatooine. After performing the traditional 
  mourning rituals, he left the Jundland Wastes for 
  the first time and traveled to Anchorhead, where 
  he caught a shuttle off-world. His intention was to 
  link up with the Alliance and ex.act some revenge, 
  but he was unused to thelcloak and dagger tactics 
  such contact required. He was spotted by an 
  Imperial bureaucrat who pointed him out to 
  Consolidations Unlimited, and quickly found 
  himself in slaver's chains. 
  Dexterity 30: melec 40 
  Knowledge 30: intimidation 40, survival 40 
  Mechanical 20 
  Perception .+Di hide 50, meak 50 
  Stttn&th '40: brawling 60 
  Technical 20 
  The pair have been in chains for just a few 
  weeks, and have come to trust each other a great 
  deal. Ch'thoqua has even begun thinking of 
  SHADIS TWENTY-EIGHT 
  
  An Adventure for St.v Wan 
  She IS somewhat upscc at rcceiv· 
  mg this assignment, preferring 
  assaults on Imperials rather than 
  a wpR tangle" with comparatively 
  minor criminals. 
  Dexterity 30: blaster 3D+2, 
  I dodge 3D+I 
  Knowledge 40: bureaucracy SD 
  Mechanical 20+ I : astroga· 
  ,. tion 3D+ I, capital ship piloting 
  4D+l 
  Perccptfon 40: command 6D 
  Strength 20 
  Technical 20+2 
  Ne Thruska: "One cannot be 
  betrayed if one has no 'people'." 
  That's the guiding philosophy of 
  Ne Thruska, a Bothan pilot of 
  unparalleled sic.ill. Trained early 
  ~~~)llJL~.,.,_:~l!!l~il::...__L _ _Jr.L..Jll on as a spy, Ne has developed a 
  sense of paranoia that rivals most 
  Jarson as a new, wsurrogate tribe," and will go to 
  great lengths to protect him. Both of them are 
  very anxious to escape. A scriow oppommity to 
  put the harm on their captors would be even more 
  welcome than a shot at hccdom. 
  The Mole 
  Ccrmack RuatiU: Ccrmaclc.'s high-gravity plan· 
  et produced a large number of Endomorphs, and 
  was thw singled out by the Empire as a source of 
  slave labor. His family was pressed Into scrvirude 
  while he was off planet, and he joined the 
  Alliance as soon as he got the news. He hopes to 
  find and rescue them someday, and secs the 
  Rebellion as the best chance of doing that. 
  Ccrmaclc. is a quiet, thoughtful man whose 
  intelligence belies his huge size. He will be cau· 
  tious in his Instigation of the revolt, as he has no 
  wish to die before finding his family. 
  Dexterity 20: blaster 30 
  Knowledge 30+2: languages SD+2, streetwise 
  4D+2 
  Mechanical 20+ 1 
  Perception 30: con SD, hide 4D 
  Strenath -40 
  Technical 30 
  The Commandos 
  Sclnia Trig: Sclnia was a page for Senator Bail 
  Organa and one of the earliest members of the 
  Rebel Alliance. The destruction of her home 
  planet of Alderaan has left her withdrawn and dis· 
  tant, and she now goes about her duties with an 
  almost clinical detachment. J'relc. de Mahdav has 
  opened her up a bit, but she feels that any display 
  of emotion will betray the devastation of her 
  world. She follows orders well and demonstrates 
  considerable field initiative during her missions. 
  VOLUME V • NUMBER Ill 
  in the Alliance. He prefers missions alone, and 
  dislikes t:rusttng htS baclc. to anyone. As such, he 
  usually serves as a scout pilot and rarely comes 
  into contact with any rebels save Sclnia, his C.O. 
  He was chosen to test the Mom mainly for his cal· 
  ents, but also to teach him a little about the mer· 
  its of crust. 
  Dexterity 30+ 11 vehicle blasters 40+ I 
  Knowledge 20: planetary systems 3D 
  Mechanical 40: ascrogation SD, capital ship 
  piloting 6D, starflghter piloting 6D 
  Perception 20+ 1 
  Strength 20+ 1 
  Technical 40 
  j'rek de Mahdav: J'relc. de Mahdav is a student 
  of the Force, a pseudo-Jedi who is just beginning 
  to understand his capabilities. He's a good soldier 
  who understands the concept of mercy, and was 
  sent on this raid to help quell any misunderstand· 
  ings that may develop with the revolting slaves. 
  J'relc. is a very sensitive young man who feels the 
  pain of his comrades acutely. He's cried to bring 
  Sclnia and Ne out of their shells, but so far has 
  achieved only limited success. His greatest ambi· 
  tion is to one day leave the fighting behind him, 
  and study the mysteries of the Force in peace and 
  seclusion. 
  Dexterity 30: mclcc combat SD, melcc parry 4D 
  Knowledge 30: alien languages 4D 
  Mechanical 20 
  Perception 30: command 4D+2 
  Strength 20: stamina 3D+ l 
  Technical 20 
  Force Poinu: 1 
  Special Abilities: concrol l D, se.nsc 1 D, alter 1 D. 
  Seven Force powers of the player's choosing. • 
  Tell Opj)Ollent ·oo only X-Range next 
  tum and add +2 If you score." 
  so 39 
  52 61 
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  56 57 
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  62 
  Blocking With Ax 
  63 
  Tel opponent "Do no Red or Orange 
  lllXt tum.· 
  so 7 
  52 35 
  54 9 
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  62 55 
  64 3 
  
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