TEXT: INTRODUCTION 
  W
  elcome to an introductory adventure for AcE oF 
  REBELLION. This adventure is designed to send a 
  team of beginning Alliance operatives into Imperial­
  occupied space while introducing major game concepts 
  and rules along the way. Before beginning, the Game 
  Master should read the entire adventure. The players 
  should create their characters, requisition equipment, 
  and establish their individual or group Duty. 
  While this adventure introduces game concepts 
  and rules, it does not necessarily introduce the Player 
  Characters to each other. With Alliance agents, it is 
  possible that the Player Characters do not know one 
  another prior to the mission briefing, or they may have 
  worked together on previous missions. The players 
  should decide what relationships the Player Charac­
  ters have, if any, prior to the mission starting. 
  ADVENTURE SUMMARY 
  A
  lliance High Command has recently become aware 
  that a prototype starship from an as-yet-unknown 
  Imperial testing facility is being moved to a more high­
  profile location in order to undergo end stage testing of 
  its unique properties. The information concerning this 
  transfer is extremely delicate, and truthfully the Alli­
  ance came into possession of it largely by blind luck. 
  Unfortunately, the testing is taking place over a very 
  short period of time, so mobilizing the Alliance's top 
  operatives for a strike to retrieve the prototype will be 
  impossible; it falls to a relatively untested team of op-
  eratives to try to retrieve the starship in question. 
  The Player Characters assemble at one of the clos­
  est Alliance bases, one set in Corva Sector, near the 
  border of the Outer Rim Territories. Corva Sector is 
  firmly under Imperial control, but the Empire's re­
  sources there are relatively scarce, allowing the Reb­
  els to sneak in without being noticed and keep a low 
  profile. In fact, the Alliance assets in Corva Sector 
  almost never undertake missions within the sector it­
  self in order to prevent drawing attention and causing 
  an increase in the Imperial presence. As a result, the 
  OPERATION: SHELL GAME 
  ACE OF REBEUJON 
  
  strike against the Imperial facility where the proto­
  type is being tested will have the element of surprise 
  in its favor. Or at least, that's the theory 
  The first stage of the mission is gaining entry into the 
  Imperial facility in question. Alliance command opens 
  the door for the team, providing them with a stolen 
  shuttle and forged credentials, but it falls to the team 
  members themselves to carry off the ruse. Once they 
  gain entry into the facility itself, the plan is much less 
  concrete: the Alliance has no access to the schematics 
  of the station itself and so the group must improvise 
  as they search for the prototype. The myriad activities 
  taking place within a standard Imperial military facility 
  afford the Player Characters numerous opportunities to 
  pursue side objectives and fulfill their individual Duties. 
  The final stage of the mission begins when the Play­
  er Characters finally secure the prototype. The depar­
  ture of the secretive starship will immediately alert the 
  Imperials aboard the space station that the Alliance 
  is attempting to secure the ship They immediately 
  scramble several squadrons of TIE fighters and bring 
  one of the system capital-scale ships in to attempt 
  to recapture the prototype. Fortunately for the team, 
  the Alliance anticipated such a potential outcome 
  and has a squadron of X-wings ready to intervene. 
  What was intended to be a simple getaway rapidly 
  becomes a pitched battle in space between the Rebel 
  Alliance and the Galactic Empire. 
  INVOLVING THE PLAYERS 
  Assembling a party of Player Characters in AcE OF 
  REBELLION is a simple matter: the Alliance desperately 
  needs someone to complete an important mission, 
  and no one else is available; the Player Characters are 
  the Alliance's only hope. It may be that the charac­
  ters are a long-standing mission team, or they may 
  have been assembled specifically for this mission. The 
  players may wish to make this choice beforehand, or 
  the GM may decide that it is necessary for the pur­
  pose of the adventure that it be established one way 
  or another. Regardless, all parties need to be familiar 
  with the idea in the beginning so as to avoid any un­
  fortunate character creation errors that might dimin­
  ish enjoyment of the game. 
  Prior to starting play, the GM should make a Duty 
  check to see if any of the Player Characters' Duty is 
  activated. If so, the GM should try to incorporate it into 
  the adventure. Then the players roll to generate the 
  pool of Destiny Points for the session. 
  EPISODE 1: WELCOME TO TITAN BASE 
  A
  fter ensuring all game preparation is complete, read 
  or paraphrase the opening crawl aloud: 
  The Player Characters begin the game with a ren­
  dezvous with an Alliance transport on a minor world's 
  starport a few hours from their destination: Titan Base. 
  The captain of the transport is a very surly and laconic 
  near-human with no interest whatsoever in having a 
  conversation with the Rebels. Once they take off, he 
  orders everyone off his bridge and does not come out 
  The two-hour trip to Titan Base is an opportunity for 
  OPERATION: SHELL GAME 
  ACE OF REBELLION 
  the characters to meet and converse with one another 
  before their arrival, so that they have a more cohesive 
  group when they arrive at the base. Upon their arrival, 
  read the following text: 
  4s IJOII clisemhorA your senses are assoiled by 
  tl1e typicol conditions of o lwngor boy. T11ere ore 
  : mrkers ond droicls swrrying in every clirection, 
  onot11er ligl1t lreigliter one/ four X-1 'lings A 1 1oman 
  is looking ot o clotopoci os you step do1 1n. Every­
  /!odu l�ercr sl1e o.sks. 'Jm Lt. Slwra. Logistics Of­
  tiler \Cm 1 e QOt o /mefillQ in ten minutes, but ld 
  lwt nu; pw;tl1ol its c;oiuq to Lle ot leost o holf-lwur 
  he/ore tlw /Jross is reodu. In the mecmtime. get 
  <'clllle lcJOd wo/1 o rest or s/101 1 er in tile /Jorrocks. 
  ort\llci!C\ er Jus! c.tcl!l out of tile 1\0LJ. ·· 
  As she says, Lt Shara is just a logistics officer and 
  is responsible for moving things from place to place, 
  but knows little about the reasons why. She can, how­
  ever, provide a wealth of information about Titan Base 
  itself, though she will not, under any circumstances, 
  provide its system location unless she is instructed to 
  do so by a superior. She tends to be highly occupied 
  with her duties, as do most Alliance personnel in the 
  hangar bay, but if asked, she or one of the other atten-
  
  dants in the bay can give the Player Characters quick 
  directions to any of the locations described in the fol­
  lowing section; the base isn't that large, after all. 
  TITAN BASE 
  In most respects, Titan Base is a typical Alliance 
  starfighter base, and the Player Characters will be 
  largely familiar with the layout if the GM wishes to in­
  form them of its basic amenities. Each location within 
  the base has its own personnel, and those personnel 
  may have information that is of use to the Player Char­
  acters, either in the fulfillment of the mission they are 
  undertaking or in assisting them with secondary ob­
  jectives that they may discover during its execution. 
  COMMAND CENTER 
  The command center of Titan Base is generally re­
  stricted access for most personnel, and although the 
  security droids stationed outside its door will not 
  stop anyone from entering, they will remind Player 
  Characters that they should only enter the CC if they 
  have the necessary credentials and relevant business. 
  However, since the Player Characters are scheduled 
  to have a meeting within a matter of minutes, no one 
  objects to their presence. 
  The CC is relatively quiet, with half a dozen beings 
  working diligently at their stations supervising com­
  munications, sensor information, and analyzing data. 
  When the characters enter, they will be greeted by 
  Captain Aleene, a female Bothan who identifies her­
  self as second-in-command of Titan Base, although 
  technically that is a rank she shares with the Alliance 
  Intelligence Officer on-site (this is a matter of some 
  political conflict between the two of them, actually) 
  Aleene is aware of the characters' presence and 
  the nature of their mission, but while she is friendly 
  toward them, she will not reveal any information per­
  taining to the mission itself, as she considers such a 
  thing unprofessional for someone in her position. She 
  will answer questions about Titan Base itself and its 
  personnel, however, and can identify any of the other 
  personnel described in these locations as well as the 
  command staff: 
  • 
  Titan Base's commander is a male Mon Calamari 
  named Elemack, who is reserved and competent, 
  but seems to take a great deal of his duties per­
  sonally, particularly if missions fail. He is under a 
  great deal of stress presently due to an overdue 
  Special Operations team, which is what necessi­
  tated the Player Characters be brought in. 
  • 
  The other significant player in Titan Base's com­
  mand structure is Captain Jannis, a male human 
  who serves as the Intelligence Officer. Jannis is an 
  abrupt and dismissive person who forms no attach­
  ments to others, viewing everyone and everything 
  as an asset. He is intensely disliked by base per­
  sonnel but respected for his skill at his job. (Aieene 
  reveals this information as part of her subtle, So­
  than attempts to undermine Jannis's authority) 
  • 
  While she does not reveal mission particulars, 
  Aleene will mention that the characters may be 
  conducting a mission in a delicate location where 
  additional information may be easily at hand. In 
  particular, she emphasizes, during the mission the 
  team should keep their eyes open for sensitive in­
  formation such as sector fleet deployment details 
  and scheduling. Such information would be quite 
  valuable to the Alliance. 
  HANGAR BAY 
  As the sight of their arrival, the goings-on in the base's 
  hangar bay are largely described in the text above. 
  It is easily the largest and busiest part of the base, 
  which is natural given that Titan Base is primarily a 
  starfighter base. Lt. Shara can be found there, as she 
  can be most of the time. 
  Other prominent personnel include Jayce Terril, 
  the commander of the base's X-wing squadron, and 
  Chief Engineer Sorren, a Sullustan who oversees the 
  mechanic crews that maintain the base's contingent 
  of ships. Terril is remarkably reserved and quiet for an 
  X-wing ace, and regards the newcomers with intensity. 
  Sorren is quite bubbly and gregarious (unusually 
  for someone in such a stressful position) and eager to 
  talk to anyone who wishes to strike up a conversation. 
  Although Lt. Shara will brush off any attempt at con­
  versation in order to continue her duties, Terril and 
  Sorren will be able to talk and will impart the following 
  information to anyone interested: 
  • 
  Titan Base is home to an X-wing squadron that 
  primarily conducts missions in adjacent sectors. 
  Nightmare Squadron is known for lightning-fast 
  attacks that decimate Imperial targets and leave 
  little in the way of survivors, hence their some­
  what aggressive name. 
  • 
  Nightmare Squadron is presently being prepared 
  for something Terril refers to as "an ambush dou­
  ble," where the squadron jumps to a dead spot 
  and waits there to make a micro-jump to an ac­
  tual target as part of an ambush. The squadron is 
  scheduled to depart whenever the mission team 
  deploys, and both Terril and Sorren believe that 
  the fighters will play some sort of role in the Play­
  er Characters' mission. 
  • 
  "The Hammer," an Imperial space station of some 
  importance within Corva Sector, is the site of a train­
  ing facility for Imperial pilots, which is one of the 
  reasons that Nightmare Squadron is not normally 
  deployed within the sector. Terril and his pilots are 
  eager to test their skills against the Imperials, how-
  OPERATION: SHELL GAME 
  ACE OF REBEllJON 
  
  ever. Still, if the mission takes the characters to the 
  Hammer, both Terril and Sorren recommend acts 
  of sabotage to ensure that they are not grossly out­
  numbered by TIE fighters upon their escape 
  THE BARRACKS 
  The barracks are very nondescript and cramped in 
  their layout, just as one might expect a military base 
  to be. The troops stationed at Titan Base are orga­
  nized into three duty shifts, and divide their waking 
  hours between security duties and training exercises, 
  as well as filling in with any menial labor that the 
  base's limited droid contingent is inadequate to take 
  care of on their own. 
  The barracks themselves are remarkable only in 
  how bland they are: they consist of simple, uncom­
  fortable cots, footlockers for each enlisted man, and 
  a smattering of furniture such as tables and chairs 
  where the men sometimes play cards or partake in 
  other leisure pursuits. 
  At the time the Player Characters come by, the duty 
  shift has just changed and several soldiers are pres­
  ent, unwinding a bit before they grab some rack time. 
  Five are playing a game of sabacc while another, a 
  male Duros named Krudar, is cleaning his personal 
  blaster while sitting on one of the bunks. The men 
  playing cards are not interested in conversation, and 
  are quite stand-offish toward outsiders. Krudar is a bit 
  more amenable, although he still regards newcomers 
  somewhat indifferently until they prove themselves, 
  which the Player Characters will not have time to do. 
  If a Player Character makes an Easy (+) Leadership 
  check or an Average (+ +l Charm check, Krudar 
  will become a little more talkative, and can give them 
  the following information: 
  • 
  The mission currently being organized is not 
  being assigned to the Alliance troops stationed 
  at the base, and the troops' commander is not 
  happy about it. 
  • 
  Titan Base has a resident team from Special Op­
  erations, but they are presently overdue from a 
  mission and rumor among the enlisted men is that 
  they may have been captured or killed in action. 
  • 
  Scuttlebutt at the base is that the Imperials 
  have some new weapon in testing and the base 
  commander wants it destroyed before it can be 
  brought to bear against the Alliance. 
  WEAPONS RANGE 
  Titan Base is largely subterranean, as is often the 
  case with starfighter bases, having been built into a 
  mesa on an uninhabited planet in one of Corva Sec­
  tor's more remote systems. A large natural cavern lies 
  beneath the base itself, and it is here that the com-
  mander of the ground troops stationed at Titan Base 
  has set up a weapons range and testing ground where 
  she can put her men through their paces and ensure 
  that they are ready when they are called upon by the 
  commander. Most of the troops go through maneu­
  vers in the weapons range daily, driven by the fanatic 
  perfectionism of their commander, a female Twi'lek 
  named Lieutenant B'wek. 
  B'wek is in the weapons range overseeing target 
  practice and is not at all pleased to see the Player 
  Characters; she believes that the mission being orga­
  nized should have been assigned to her and her men, 
  not some newcomers. Getting on B'wek's good side 
  is quite difficult, given her natural prejudices, and 
  requires either a Hard (+ + +l Charm or Leader­
  ship check, or an impressive display of weapons pro­
  ficiency to gain her favor. Player Characters hoping 
  to accomplish the latter will need to make a Hard 
  (+ + +l Ranged (Light) or Ranged (Heavy) check 
  with one of the standard issue weapons at the range. 
  If the characters manage to win over B'wek, she may 
  be willing to give them the following information: 
  • 
  Allegedly, the mission they are undertaking involves 
  a secondary Imperial station known to everyone as 
  "the Hammer," due to its characteristic shape. 
  • 
  B'wek has seen orders indicating that her men 
  may be deployed to serve as secondary search­
  and-rescue forces for the missing Special Opera­
  tions team if they do not appear within the next 
  three days. It is her opinion that they have been 
  captured by the Imperials and are being held 
  somewhere in Corva Sector. 
  MISSION BRIEFING 
  After a little time familiarizing themselves with Titan 
  Base and its personnel, the Player Characters are 
  alerted to the impending briefing by a call through the 
  base intercom which informs all new arrivals to report 
  immediately to the primary briefing room attached to 
  the command center. Several others, including Shara, 
  Jannis, and Terril are present. 
  When the Player Characters enter the briefing 
  room, read or paraphrase the following aloud: 
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  e111<'t:s //)(' WOI/1. "/u!,r· lf0/11 scu/s.j!/r'rN'. "fw '-.r/1/.'-. 
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  1 'I u/ it 1 ·.s "/lr · 1 !!Ill.\< • .., lot 11 II lOIII! 'Ill. "flu.' i.., /i/,1'/u "' '' 
  \01/li'//lillrj 1/011 rill' <II< 1/S/UII/1'1/ /ri /ii'(/11111/ fll/011 
  /iri\1' r 01/u'lliS. II< II\' is !Ill' I ill)(' to r]il c //11'111 toin· ... 
  
  This rather unusual confession on the part of the 
  base commander is a test of sorts by Elemack to 
  determine if the team has the proper psychological 
  make-up to handle the mission. He will be pleased if 
  they respond with some mild degree of indignation, 
  even more so if they instead make it clear that they 
  will prove they are the right beings for the job. 
  Overt hostility toward the commander or others as a 
  result of this secondary status will only reinforce to the 
  commander that this is a last-ditch effort that may well 
  fail, and he will become less enthused about the chanc­
  es for success. If the characters are particularly abrasive, 
  he may limit the resources he affords them as a result, 
  becoming unwilling to lose additional assets in what he 
  considers a mission with an extremely high risk of failure. 
  Regardless of how the briefing begins, after a few 
  moments, the commander continues with the essen­
  tial information concerning the nature of the mission: 
  THE MISSION PARTICULARS 
  Rather than present a lengthy explanation to be read 
  directly to the players, the mission briefing should be 
  handled as a back and forth exercise between the var­
  ious members of the briefing team and the characters 
  themselves. As the commander has said, questions 
  and comments are welcome throughout the briefing, 
  although in many cases the characters may ask ques­
  tions that will be answered by information that has 
  not yet been imparted. 
  The most relevant facts of the mission are as follows: 
  • 
  Imperial freighter IM-873X, a Star Galleon, has 
  been making precisely scheduled trips to Corva 
  Sector for more than six years. Recently, the ship 
  was delayed by a period of eight days, something 
  that has never happened in the better part of a 
  decade. This anomalous incident caught the at­
  tention of Alliance Intelligence. 
  • 
  Intelligence analysis of the Galleon's fuel capacity 
  and range provided a limited number of ports of 
  call that the ship could have used for refueling. 
  The list of Imperial grade starports was eliminat­
  ed from the list through slicing into records of the 
  Bureau of Ships and Services records. 
  • 
  The stellar cartography data gathered by Intelli­
  gence estimated the Galleon's delay was due to a 
  trip into the Stylar Nebula, a region wherein the 
  Alliance has long suspected a secret Imperial de­
  velopment facility is located. 
  • 
  A single unencrypted communique was inter­
  cepted by Intelligence referring to a prototype 
  for an unknown project called Operation: Shell­
  cracker Contextual clues from the communica­
  tion seemed to indicate it was a small-scale ship 
  designed for use against fleet-scale capital ships. 
  At this point the true nature of the mission has es­
  sentially been revealed, and the characters may have 
  significant questions. Unfortunately, there is very little 
  information available about the prototype itself or its 
  nature. Truthfully, the Alliance only knows that it ex­
  ists, and suspects what its ultimate purpose is. Be­
  yond that, they have nothing but conjecture and hy­
  pothesis, none of which they wish to burden the 
  characters with because doing so will predispose 
  them toward certain outcomes in their mission; com­
  mand prefers its operatives to remain fluid. Jannis will 
  tell them what he can about the mission, but frankly 
  they have almost nothing to go on. It's an exception­
  ally dangerous undertaking with grossly little intelli­
  gence to base their choices on. 
  Obviously, there are a large number of unknown 
  factors in the mission. The good news, if it can be 
  called such, is that once the team is inside the Ham­
  mer, things are much simpler, because there is no sig­
  nificant secondary security cordon inside the station 
  other than the one that will presumably exist around 
  the prototype itself, and by the time the team is ready 
  to breach that, it will be the end of the mission. In­
  evitably, the characters will inquire about the plan of 
  insertion, at which point, the commander will turn the 
  meeting back over to Captain Jannis. 
  
  ·n;e lost report p!oces tile slup relotil ei!J neorbiJ. 
  onli 1:eor enoug/1 to n neutron stor to hme sus­
  twnecl 
  e/ectro::ic 
  So. it the 
  slup :-..ere to oppem ot t11e Hommer one/ request 
  it 1 \Oulclnot /Je unreosono!.1ie. port;culori!J 
  ituou nme cre(1c:nrio!s. ·· 
  The Player Characters are provided with a Lambda­
  class shuttle, a pilot if need be, and forged credentials 
  that will allow them to successfully pass for an Imperial 
  survey crew. This should get them into the Hammer, 
  but from there, they will be responsible for locating 
  the prototype and acquiring (or destroying) it. After 
  that, the escape from the Hammer is up to them, and 
  perhaps the most dangerous portion of the mission. 
  If rules for the Lambda-class shuttle are needed, they 
  can be found on page 1 82 
  Fortunately, 
  as Terril informs them, 
  Nightmare 
  Squad will be nearby to serve as a proper escort if the 
  prototype makes it free of the station's tractor beams 
  (which he mentions the team will need to disable un­
  less they are better pilots than anyone on his squad­
  ron). Before it reaches that point, however, they will 
  not intervene; doing so does not statistically improve 
  the chances of success and risks exposing the exis­
  tence of a starfighter base in the sector. Such a risk is 
  worth it to secure the prototype, but unless it makes 
  it clear of the station, the chances are not worth it. 
  As the Player Characters take on the role of a survey 
  crew, the question of equipment may come up. Impe­
  rial survey officers rarely carry military-grade equip­
  ment beyond standard issue sidearms, so that may 
  significantly hinder the sort of weapons that they may 
  take with them. On the other hand, however, survey 
  corps members do tend to carry large kits with them, 
  containing all sorts of supplies for their wilderness ex­
  plorations and such. This allows the Player Characters 
  to smuggle in an array of different gear, including dis­
  assembled weapons if they are so inclined. 
  In a worst case scenario, Lt. Shara can, if properly 
  plied, scrounge up an old exploration droid that can 
  be used to contain some of the larger, more obvious 
  components of blaster rifles, should the Player Char­
  acters desire to sneak such things into the station rath­
  er than appropriate them once they arrive. In general, 
  however, assume that the Player Characters can carry 
  blaster pistols, but no more than two larger weapons 
  at most, and only then if they specifically take steps to 
  conceal them within other survey equipment. 
  EPISODE II: LAY THE HAMMER DOWN 
  D 
  eployment to the Hammer takes place on the afore­
  mentioned captured Imperial survey vessel, with 
  the charming transponder identification code of The 
  Emperor's Vision. The characters are accompanied at 
  the very least by an old astromech droid, R2-M5. Em­
  five's purpose is to upload a specifically tailored set of 
  data to the ship's navicomputer after the ship emerges 
  in the system where the Hammer is located. This will 
  prevent any Imperial examination of the computer's 
  data revealing the location of Titan Base. 
  The team is instructed to either wipe the droid's 
  memory after it has served its purpose and bring it 
  with them aboard the prototype, or destroy it so that 
  it cannot give away any essential information. How the 
  characters wish to proceed with the droid is up to them. 
  Some types of characters, particularly Command­
  ers, Engineers, and Spies, may wish to gain more in­
  formation about the Hammer before their arrival. If 
  this is the case, they may be able to glean the follow­
  ing sorts of information by making an Average (+ +1 
  Knowledge (Galactic Civil War) check: 
  • 
  *-: The Hammer is positioned in a minor system 
  an hour or two off of the Corva system, for which 
  the sector is named. The station plays a major 
  role in supplying smaller capital ships from the 
  OPERATION: SHELL GAME 
  ACZ OF REBEL.L.ION 
  Corva fleet, and is stationed just far enough out 
  of the way to prevent further congestion of the 
  Corva system In addition to its value for supply, 
  the Hammer is a training facility for pilots The 
  nearby asteroid belts are notoriously stable and 
  allow for certification for high-speed, close-quar­
  ters ship combat. 
  • t): The Hammer is an old, refitted Firestar-class 
  Orbital Defense Station, manufactured during the 
  days of the Old Republic by Rendili StarDrive. It 
  presently serves as a staging point for secondary 
  fleet maneuvers in Corva Sector. As part of its re­
  fitting, the Hammer has a TIE complement of two 
  full squadrons of twelve, for a total of twenty-four 
  standard TIE/In starfighters. 
  • t) t): Despite its origins as an orbital defense sta­
  tion, a sizable portion of the Hammer's armaments 
  have been removed to make room for additional 
  storage and work space. It relies primarily, but not 
  exclusively, on fighter support for defense. 
  • ciJ: A station the size of the Hammer has a crew of 
  approximately 500 naval personnel, plus a large 
  number of droids. With gunners, security forces, 
  and pilots, the total number of crew is increased 
  to approximately 750. 
  
  WELCOMING COMMITTEE 
  As soon as the Player Characters' vessel emerges 
  from hyperspace in the Hammer's system, read: 
  The blue clouds of 17yperspoce clrops mvou. re­
  ploced IJIJ wl7ite stors tflot streuk into l ie11 In tlw 
  ciistunce. o tlamrner-slwped stution lwngs in or­
  bit orounci a Nue-greu plonet. The sflip ·s comm 
  comes to life: .. Attention. uniclentifiecl vessel. Vou 
  are not o scflecluleci orrivol for tills sr;stern .. 'vlmn­
  tain uour presenlwurse onci iclerrtifL; uourself rrrr 
  mediotei!J or foce militcrru censure· 
  This is an opportunity for Player Characters who em­
  phasize interaction skills to take the lead and ensure 
  that the group is not suspected of any oddities. The 
  agreed-upon story concerning damage to the ship's 
  electronic systems has been supported with carefully 
  staged damage inflicted by Intelligence agents, and 
  the credentials that the Player Characters have been 
  provided with will take several hours to be detected 
  as forgeries, either through background checks in a 
  massive Imperial database or through repeated scru­
  tiny of physical documents of one form or another. 
  Regardless, despite the harsh tone of the initial 
  communication, the Imperials have no particular rea­
  son to disbelieve the Player Characters, and as long as 
  the crew keeps their cool and sticks to the story [and 
  avoids any particularly horrendous skill roll results), 
  everything should go relatively smoothly. 
  There will be an uncomfortable few moments of si­
  lence after transmitting the details of the ship's iden­
  tity to the Hammer, after which you may read the fol­
  lowing to the players: 
  The initial stage of the insertion goes easily, as ex­
  pected. Alliance Intelligence tends to do very well with 
  forged credentials, after all, and this is no exception. 
  Now the difficult part of the mission, the one depen­
  dent upon the Player Character themselves, begins. 
  Once the survey vessel enters the station, read or 
  paraphrase the following aloud: 
  Interacting with the hangar logistics officer is a 
  relatively simple procedure. He is not particularly in­
  vested in his duties. As long as the characters present 
  their credentials and succeed at an Easy (+) Charm 
  or Deception check, they can convince him that they 
  are who they claim to be, at least for now. 
  The questions are just a formality, really. Once the 
  characters reach this point, barring any particularly 
  foolish decisions on their part, they have gained ac­
  cess to the Hammer. Since the Hammer is not a stan­
  dard Imperial station, built as it is on an older chassis 
  the customs officer admitting them to the statio� 
  
  will provide the characters with a single datapad that 
  gives them the layout of the station as well as specifi­
  cally delineates the portions of the station to which 
  they have access. 
  THE HAMMER 
  The layout of Hammer is somewhat simplistic, given its 
  older model and limited function. However, there are 
  three levels of security clearance with regard to the 
  Player Characters: Low, Medium, and High Security. 
  Low Security areas do not have regular security details 
  and are accessible to the Player Characters with no re­
  strictions. Medium Security areas can be accessed by 
  the Player Characters, but require them to show their 
  credentials each time, which increases the chances 
  that they might be detected as forgeries. High Security 
  areas are not accessible to the Player Characters for 
  any reason, and if they are discovered in one of those 
  areas they will immediately be placed in detention. 
  T11e officer lwnds back your documents. "Very 
  1vell tl1en." !Je says. his tone remaining disinter­
  ested Tour vessel will be processed as soon as 
  it can be worked into tile duty roster Droid ct-e�>vs 
  will complete a diagnostic within forty-eig!Jt 
  hours. at 1vhich point the actual repairs should be 
  completed shortly thereafter 
  "Vou ore being issued seventy-two lwur level one 
  security posses. \ou 1villlwve access to all com­
  mon areos of the stotion. ond you hove tempo­
  rory quarters ossigned. Any foilure on your part 
  to odl1ere to your security restrictions 1vill result in 
  clisoplinory oction and insuborclinotion charges. 
  Do you understond your restrictions?'' 
  FREIGHT HANGAR BAY [LOW SECURITY) 
  This large bay is where the characters enter the Ham­
  mer, and is where their ship, The Emperor's Vision, 
  remains throughout the entirety of their visit. Given 
  the nature of their mission, it is relatively unlikely that 
  they will be utilizing the survey vessel as a means of 
  escape, but the ship remains without security regard­
  less. Droid maintenance crews will be working on the 
  ship shortly after the Player Characters arrive. It will 
  take approximately forty-eight hours for the droid's 
  findings to be analyzed by an Imperial technician, at 
  which point they will realize that the damage to the 
  survey vessel was deliberately inflicted rather than 
  suffered as a result of an environmental stimulus. Un­
  less they wish to tamper with the maintenance droids 
  for some unknown reason, there is very little that war­
  rants the Player Characters' attention in this hangar. 
  OPERATION: SHELL GAME 
  ACE OF REBELLION 
  STARFIGHTER HANGAR BAY 
  [MEDIUM SECURITY) 
  The secondary hangar on the Hammer has been 
  refitted to serve as a starfighter bay, complete with 
  the unique apparatus necessary to dock standard 
  TIE fighters (the unique and distinctive shape of the 
  fighters requires that they perch atop a tower-like 
  structure for maintenance and recharging). Due to 
  the aggressive rotation for pilot training that takes 
  place at the Hammer, fully half of the TIE fighters are 
  on maneuvers at any given time while the others are 
  recharging and undergoing maintenance. This bay is 
  serviced primarily by Imperial personnel rather than 
  standard issue droids, which makes it more difficult to 
  bypass scrutiny in the bay. 
  SECONDARY OBJECTIVE: TIE SABOTAGE 
  Whether as a result of their own initiative or as a re­
  sult of information given to them by Engineer Sorren 
  or Jayce Terril from Titan Base, the Player Characters 
  may take it upon themselves to sabotage the fighters 
  currently located within the secondary hangar bay in 
  order to ensure that the team's exit from the station 
  will be as painless as possible. 
  This act of sabotage is no mean feat, however, 
  and can prove very difficult for those making the at­
  tempt. The simplest way is to destroy the system that 
  governs the hangar bay door, or the system that re­
  leases the docking clamps that release the fighters. 
  Both of these systems could be corrected, but it will 
  take time, and the alternative is to physically disable 
  the clamps themselves, which would be extraordinari­
  ly time-consuming and virtually impossible to com­
  plete without being detected. The procedure for this 
  particular objective would unfold as follows: 
  • 
  Once in the hangar bay, gaining access to a com­
  puter terminal that would allow such an act of 
  sabotage to take place requires an Average( •• ) 
  Charm or Coercion check. 
  • 
  After gaining access to the computer terminal, 
  establishing an immediate lockdown of either the 
  hangar doors or the docking clamps requires an 
  Average ( •• ) Computers check. Establishing 
  a time delay for one of these effects increases the 
  difficulty to a Hard ( ••• ) Computers check. 
  • 
  If the hangar bay doors are sealed, it will take 
  approximately two minutes for the Imperial per­
  sonnel in the area to override it. If the docking 
  clamps have been damaged instead, it takes five 
  minutes. In either case, this provides an excellent 
  head start for the Player Characters at the time of 
  their escape from the station. 
  
  IMPERIAL TECHNICIAN [MINION] 
  Skills (group only): Mechanics. 
  Talents: None. 
  Abilities: None. 
  Equipment: Holdout blaster (Ranged [Light]; Damage 
  5; Critical 4; Range [Short); Stun setting). tool kit. 
  Skills (group only): Gunnery, Piloting (Space) 
  Talents: None. 
  Abilities: None. 
  Equipment: Light blaster pistol (Ranged [Light); Damage 
  5; Critical 4; Range [Medium]; Stun setting), flight suit. 
  DETENTION CENTER [HIGH SECURITY) 
  The Hammer has a small detention center that is 
  marked on the datapad with clearly indicated secu­
  rity checkpoints. During the time that the Player Char­
  acters were at Titan Base, several Alliance personnel 
  may have speculated about the possible capture of 
  the base's Special Operations team. These specula­
  tions are correct, the team has in fact been captured, 
  and is being held at the Hammer until such time as 
  they are remanded into the custody of a higher au­
  thority. The only other prisoners presently being held 
  in the detention center are a pair of Imperial troopers, 
  one of whom is being held for insubordination and the 
  other for dereliction of duty. 
  SECONDARY OBJECTIVE: 
  RESCUE ALLIANCE PERSONNEL 
  Whether as a result of a deliberate investigation or by 
  pure happenstance, the Player Characters may take 
  it upon themselves to liberate Titan Base's Special 
  Operations team. They were apprehended elsewhere, 
  but their particular set of "crimes" ties them fairly 
  closely to Corva Sector, and so they were discreetly 
  moved back here to try to determine if there was any 
  formal Alliance presence within the sector. 
  They have been detained within the station for more 
  than two weeks, and all five members of the team are 
  suffering from numerous injuries and repeated tor­
  ture. None of them have surrendered any information 
  yet, but it is only a matter of time; no one can hold 
  out indefinitely, and it should be quite obvious to the 
  Player Characters if they see the prisoners or perhaps 
  see video feed of them that they are on the brink of 
  being broken. 
  Unfortunately, freeing the prisoners is one of the 
  most difficult undertakings the mission team can set 
  their sights upon. To begin with, the detention center, 
  while small, is perhaps the most heavily guarded por­
  tion of the station other than the prototype hangar 
  itself. Further complicating the matter is the disabled 
  state of the prisoners themselves. Three can walk un­
  der their own power, but move quite slowly; the other 
  two cannot move without assistance. The team con­
  sists of the following: 
  • 
  Nattus Breely: A former smuggler and bounty 
  hunter, Breely is frighteningly intense and leads 
  missions through a combination of raw charisma 
  and complete intimidation. He is still mobile, mov­
  ing largely through sheer determination alone. 
  • 
  Wettan Garn: A middle-aged human woman 
  of unassuming appearance, Garn is the team's 
  weapon specialist and is by far the most danger­
  ous member of the team regardless of circum­
  stances. Her repeated attempts to escape have 
  resulted in a number of vicious beatings, leaving 
  her unable to walk under her own power. 
  • 
  Llek Huron: A near-human male, Huron is the 
  team's back-up pilot and droid specialist. He has 
  lost an eye during a particularly unpleasant inter­
  rogation and is probably the member of the team 
  closest to the breaking point. 
  • 
  Yotuu: A Gotal confidence man who serves as 
  the team's procurement specialist, Yotuu has not 
  been treated kindly by the anti-alien Imperials. 
  He is the most grievously wounded member of 
  the team, and is only barely conscious. 
  • 
  Ty Breely: Nattus's young cousin and the team's 
  technical expert. The Imperials at the Hammer 
  suspect (correctly) that the younger Breely may 
  be Force-sensitive, and are holding him for an Im­
  perial Inquisitor scheduled to arrive to collect him 
  in three days time. He is the least damaged of the 
  team because of this. 
  Successfully gaining access to the detention center 
  is a feat in and of itself. There are six armed and ar­
  mored security guards present in this section at all 
  times, and being permitted past the security access 
  point at all requires a Daunting (+ + + tl Charm, 
  Deception, or Leadership check. 
  Assuming the Player Characters gain access to the 
  detention center, they are watched extremely closely 
  by the security forces. They will not be permitted to 
  access the computer station, which is exactly what 
  they need to do if they wish to override the security 
  locks on high-value prisoners such as the Rebel team. 
  This requires an Average (+ tl Computers check. 
  OPERATION: SHELL GAME 
  ACE OF REBELLJON 
  
  Successfully completing this task, however, immedi­
  ately alerts any remaining security forces in the center 
  to what is going on, which will result an immediate at­
  tack on the part of the Imperial personnel. 
  If the detention cells are opened successfully, and 
  presumably the security detail is dealt with in one 
  manner or another, the Rebel team is more than 
  ready to depart the area. They are in unfortunate 
  condition, however, with only two of the six able to 
  move under their own power. Even if the team mem­
  bers help one another, there will still be two prisoners 
  who are so wounded that they need Player Characters 
  to help them leave the detention center. 
  Within ten minutes of disabling the security forces 
  in the center, a standard communications check-in will 
  be missed, and a station-wide alert will be sounded. 
  If this happens, ten additional Imperial troopers will 
  be instantly deployed to each High Security location, 
  and Medium Security locations receive an additional 
  five troopers as well. 
  Because of the slow speed with which the Player Char­
  acters and the former prisoners must move through the 
  station, it is inevitable that an alarm will sound within 
  moments of their departing the detention center. This 
  means that, if they wish to seize the prototype from the 
  restricted hangar bay, they will have to fight their way 
  in. If this turns out to be the case, at least they have a 
  few extra hands on deck for the battle. 
  Skills (group only): Ranged (Heavy). 
  Talents: None. 
  Abilities: None. 
  Equipment: Blaster carbine (Ranged [Heavy]; Dam­
  age 9; Critical 3; Range [Medium]; Stun setting), blast 
  vest ( + 1 soak), military comlink. 
  ENGINEERING SECTION 
  [MEDIUM SECURITY] 
  The portion of the station devoted to engineering con­
  cerns is medium security but has a fairly low popula­
  tion of Imperial personnel. Most of the systems found 
  within the area operate independently, and sabotage 
  is not usually a concern since the most vital systems 
  are well shielded within the station's bulkheads, and 
  anyone who wanted to destroy the life support system, 
  for example, would be every bit as at the mercy of the 
  elements as the rest of the station's crew. 
  Due to its status as a Medium Security area, the 
  engineering section is accessible to the Player Charac-
  ters, but only if they present a reasonable purpose for 
  their visit; the security detail is unlikely to admit them 
  without a reason given. An Average (+ +l Charm 
  or Deception check will be sufficient to convince the 
  Imperial troops that they have sufficient business in 
  this section. Once inside, there are patrols that sweep 
  the area every half-hour, but beyond that there is no 
  significant security presence within the region. 
  One of the most significant and important aspects 
  of the engineering section is ready access to the sta­
  tion's computer system in the form of technical sta­
  tions at regular intervals throughout the area. Many 
  of these will be occupied by distracted technicians 
  or be blocked by droids who are accessing the data­
  ports, but a few moments of searching should provide 
  the Player Characters access to a computer station if 
  they require one. 
  SECONDARY OBJECTIVE: 
  DISABLE AFT TRACTOR BEAM ARRAY 
  Either of their own volition or as a result of advice they 
  were given by Sorren or Terril at Titan Base, the Player 
  Characters may very well have a vested interest in dis­
  abling the tractor beams that operate on the station's 
  aft surface. This is the surface that faces the hangar 
  bay exit of the restricted access hangar where the 
  prototype is presently held, and as a result it will be 
  important that the ship not be easily recaptured only 
  moments after departing the hangar bay. Disabling 
  the tractor beams is an essential step in this process. 
  The principle purpose of the tractor beams at the 
  Hammer is to maneuver cargo pods into and out of 
  the various hangar bays, as well as to bring ships into 
  the docking area. Due to the current status of the re­
  stricted hangar bay, the tractor beams on that facing 
  are not being used on a regular basis, and disabling 
  them should go unnoticed. The Player Characters will 
  not necessarily know this, of course, but it does make 
  the objective easier to achieve. 
  Disabling the tractor beams immediately requires an 
  Average (+ +l Computers check to do so electroni­
  cally or Hard (+ + +l Mechanics check to manually 
  disrupt the relay. Attempting to set them to automati­
  cally disable at a later time increases the difficulty of 
  the task to a Hard (+ + +l Computers check. 
  SECONDARY OBJECTIVE: OBTAIN SECTOR 
  FLEET DEPLOYMENT INFORMATION 
  The computer system at the Hammer is part of the 
  sector-wide network that coordinates the activities of 
  the Corva Sector Imperial fleet. The characters may 
  have been informed by Captain Aleene at Titan Base 
  that the sector's fleet movements are incredibly impor­
  tant to the Alliance's activities, or they may take it upon 
  themselves to try to locate any sensitive information 
  that might benefit the Rebels in the station's network. 
  
  Either way, if they attempt to access the most se­
  cure records in the facility, they will come across fleet 
  dispensation records as well as the secrets of Project: 
  Shell-cracker. (Accessible information concerning the 
  latter can be found in the sidebar What Is Project: 
  Shell-cracker, below.) Obtaining information about 
  the fleet (or the prototype) involves a Hard (+ + +l 
  Computers check, the results of which will reveal 
  varying degrees of information: 
  • 
  *-: The exact schedule and manifests of all fleet 
  cargo transports throughout the sector for the 
  next six weeks are retrieved from the network. 
  • 
  t}: The schedule and manifests for all cargo 
  transports and the exact nature of their military 
  escorts for the next three months are retrieved 
  from the network. 
  • 
  tJ t}: The size and composition of all schedule 
  military patrols throughout the entire sector are 
  discovered for a period of three months, including 
  the cargo ship information described above. 
  • �: The details of all military patrols as well as 
  sector-scale capital ships such as Star Destroyers 
  and other vessels are located for the entire sector 
  for a period of six months is retrieved, as well as 
  all other information described above. 
  PRIMARY MISSION OBJECfiVE: 
  RESTRICfED HANGAR BAY 
  (HIGH SECURITY] 
  This tertiary hangar bay is the smallest of those found 
  on the Hammer and is presently being used exclusively 
  for housing the prototype and its attendant crew and 
  support equipment. No other ships or non-essential 
  personnel have access to the hangar at all and there 
  are redundant security checkpoints to ensure that no 
  outsiders gain entry. It is quite literally the most heav­
  ily guarded location on the Hammer and, of course, 
  happens to be the one area where the Player Charac­
  ters have to be in order to fulfill their mission. 
  The corridor that approaches the restricted han­
  gar is covered by a security checkpoint at both ends, 
  separated by the length of the corridor as well as by a 
  blast-grade security door. Gaining access to the hangar 
  itself requires either convincing the security detail to 
  grant the characters passage through the checkpoint 
  or fighting their way through to the hangar itself. The 
  latter is exceptionally difficult to the point of impos­
  sible, but it may be the method that some characters 
  prefer. Both options will be explored in this section. 
  GAINING ACCESS: THE SUBTLE APPROACH 
  Although extremely difficult, the avenue with the 
  greater chance of success is using deception and sub­
  terfuge to gain access to the hanger, simply because 
  if the team attempts to fight their way in, by the time 
  they reach the hanger it is possible that it will have 
  been sealed, making escape much more difficult. 
  The first step in gaining access to the hangar is to 
  defeat the two security checkpoints that bar the way. 
  Each performs completely independent inspection of 
  credentials to ensure that lax procedures on the part 
  of one patrol cannot impair the duties of the others. 
  Each checkpoint represents a Daunting (+ + + +l 
  Charm or Deception check. Each set of guards will 
  require the characters to present the forged creden­
  tials that they were given by Alliance Intelligence, and 
  they will be closely scrutinized both times. 
  WHAT IS PROJECT: SHELL-CRACKER? 
  A
  s suspected by Alliance Intelligence, Proj 
  eeL 
  Shell cracker 
  is 
  a 
  weapons 
  initiative 
  inadvertently inspired by tile Rebellion's vic 
  tory at Vavin 
  The successful deployment of 
  sLJ r figllters 
  against 
  Ia rger, 
  hardened 
  tar·gets 
  caused munitions experts wi1J1in the Imperial 
  Navy to cnvrsion a srmilar cffmt by tile Empire 
  to destroy large scale targets. including both 
  Alliance bases and tlleir larger capital scale ves 
  scls. The proJect combines several weviously 
  mothballed weapons projects into CJ single, unr­
  lied cllort. a sl1ip that can circumvent ray and 
  part iclc sl1ieldrng to deliver· a cJcvastating pay 
  load of hull shattering bombs. 
  Tile t11eory behind the sllip is U1at its complex 
  sllield structure contains a lattice-like web of 
  ionic energy that ser·ves to disrupt U1e energy 
  signatures of other shields. Thus, while a fighter 
  or bomber normally approaching a shielded tar­
  get would impact upon its particle shielding, the 
  Shell-cracker would penetrate this layer of de­
  fense and be able to deposit its payload upon 
  tile tar·get Alpha-stage testing has proven tllat 
  tllis teclmology does work, although it needs a 
  great deal of fine tuning, and the prototype has 
  been delivered to the testing station at the Ham­
  mer· to continue testing . It is cur-rently fitted with 
  the shielding technology, but none of the lligh­
  yield bombs. 
  The above information is all accessible via a suc­
  cessful Average (<) <) <)) Computers check 
  with D Din the encr·ypted data files from tile Re 
  stricted Hangar Bay, and is replicated within the 
  databanks of the prototype itself. 
  
  Additionally, each separate patrol will require an 
  explanation as to the reason for the team accessing 
  the hangar GMs may, if they so choose, lower the dif­
  ficulty of the Charm or Deception check slightly to re­
  flect their superior duplicity. Alternatively, if the team 
  includes any non-human. non-droid members, this 
  may increase the difficulty by one or more degrees at 
  the GM's discretion. 
  Once the security checkpoints are successfully by­
  passed, the characters gain entry into the hangar it­
  self Unfortunately, this is very much a case of leaving 
  the frying pan and entering the fire. There are addi­
  tional security personnel stationed inside the hangar. 
  although not as many as in the corridor outside. The 
  internal security forces do not actively investigate 
  those entering the hangar, assuming that they have 
  been inspected by the external forces. However, any 
  strange behavior or oddities of any sort within the 
  hangar proper will result in immediate and demon­
  strative action from the security forces. They will not 
  question anyone, but rather immediately place them 
  in custody and escort them to the detention center, 
  then question them there. 
  Ironically, the greater threat to the team once they 
  are inside the restricted hangar is the team of tech­
  nicians currently working on the prototype. This is a 
  small, hand-selected group of well trained individuals 
  who are familiar with one another from working to­
  gether long term. Outsiders will be met with immedi­
  ate suspicion and confusion. Allaying their suspicions 
  is absolutely necessary in order to access the proto­
  type, and is difficult to accomplish. 
  Convincing the technical team that the Player Char­
  acters have legitimate business with the prototype re­
  quires a Daunting (+ + + +l Charm or Deception 
  check. Alternatively, it may be possible for the char­
  acters to convince the technicians that they belong 
  in the hangar bay through a demonstration of their 
  technical acumen, which can be accomplished with a 
  Hard (+ + +l Mechanics check. 
  As if the characters have not had enough difficulty 
  already, once they decide to actually enter the proto­
  type, presumably for their imminent departure, they 
  discover that it has one additional layer of security: a 
  keycard entry system that requires not only a specific 
  card from one of the technical crew, but also a person­
  alized entry code. The keycards can be obtained from 
  any of the naval engineers present in the hangar. but 
  they will not surrender the code unless aggressively 
  coerced through a Hard (+ + +l Coercion check. 
  Attempting to defeat the security system without the 
  proper credentials and code requires a Daunting (+ 
  + + +l Computers check. 
  OPERATION: SHELL GAME 
  ACE OF REBELLION 
  GAINING ACCESS: THE DIRECT APPROACH 
  Some types of Player Characters may prefer a direct 
  frontal assault to gain access to the prototype. If so, 
  ensure that they understand this is an exceptionally 
  difficult. nigh-impossible task, but permit them to 
  make the attempt if they wish. 
  The two security checkpoints in the corridor outside 
  present the first obstacles. Both consist of ten stan­
  dard Imperial security personnel and are separated 
  with by a heavy blast door. In addition to dealing with 
  the security forces. opening the door (which will be 
  sealed as soon as the fighting breaks out) will require 
  either a Daunting (+ + + +l Computers check or a 
  Hard (+ + +l Mechanics check to set demolitions. 
  Inside the hangar bay, there are another half-dozen 
  security personnel as well as a dozen Imperial techni­
  cians (who are armed but who would prefer to avoid 
  combat unless there is no other option) and a number 
  of non-military grade technical droids. 
  IMPERIAL NAVY TROOPER (MINION] 
  Skills (group only): Perception. Ranged (Light). 
  Talents: None. 
  Abilities: None. 
  Equipment: Blaster pistol (Ranged [Light]; Damage 6; 
  Critical 3; Range [Medium]; Stun setting). blast vest 
  and helmet ( + 1 soak) 
  IMPERIAL NAVAL ENGINEER (MINION] 
  Skills (group only): Computers, Mechanics. 
  Talents: None. 
  Abilities: None. 
  Equipment: Light blaster pistol (Ranged [Light]; Dam­
  age 5; Critical 4; Range [Medium]; Stun setting). 
  
  EPISODE Ill: 
  THE BATTLE FOR CORVA SECTOR 
  0 nee the Player Characters gain access to the secure 
  hangar bay where the Shell-cracker prototype is be­
  ing held, the mission begins its endgame; there is no 
  going back, for the likelihood of accessing the hangar 
  on two separate occasions without being detected is 
  extremely unlikely. Presumably, the Player Characters 
  gain access to the prototype itself after employing 
  whatever deception or assault plan suits their needs 
  for the end of Episode II. Once they access the proto­
  type's cockpit, read the following text aloud: 
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  mmwwus !ir;IJ!s un!l c.ustem<o iH'CJtll to pmver up. 
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  spo11cl to uour presewe ull!l c;el !I ;ump stwl on 
  mukinc; !lie .sliifJ remll} for tufw-off T/1(' lxi!lllelv<o 
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  clcmn i11 /lw cockpit. kln>::ons soun!l ·Lnuu!liori;ecl 
  urli\ tit; !1/)()urcl protnllJf.!!'. ·· 1/ie li!JIIerlinc;!t; ut!m 
  1 oic e of If i!' in! erwm reporl\. ·vnc 111 /IJori/ec I urli\ 
  itt; rle/ecled Emerr;eiiUJ !Junr;ur sect! tll pmu·ss · 
  SHELL-CRACKER PROTOTYPE 
  Hull Type/Class: Patrol Boat/Shell-Cracker. 
  Manufacturer: Imperial R&D. 
  Hyperdrive: Primary: Class 1 , Backup: None. 
  Navicomputer: Yes. 
  Sensor Range: Short. 
  Ship's Complement: One pilot, one co-pilot, one gunner 
  Encumbrance Capacity: 40. 
  Passenger Capacity: 6. 
  Consumables: One week. 
  Cost/Rarity: NA. 
  Customization Hard Points: 4. 
  Weapons: Forward-mounted medium laser cannons 
  (Fire Arc Forward; Damage 6; Critical 3; Range [Close]; 
  Linked 1). 
  Dorsal twin light ion cannon turret (Fire Arc All; 
  Damage 5; Critical 4; Range [Close]; ion, Linked 1) 
  Normally, once this klaxon sounds, it is too late. Any 
  ship attempting to exit the hangar at this point would 
  run into a heavy particle shield, causing significant 
  structural damage. Adding to that the fact that a heavy 
  blast door is very slowly closing, and escape from the 
  hanger is impossible. However, due to the unique na­
  ture of the prototype's shield arrays, the particle shield 
  covering the exits into the void is not an issue, giving 
  the Player Characters a handful of precious seconds to 
  get the ship out before the blast doors close, which 
  even the prototype will not be able to overcome. 
  1\s uou 1\!1/cli from lite 
  ro1vs of lir;lils 
  tum lmm uellolr to ween in llw uJrkpil onrl 
  /mops v wn; !!Jrouc;!Jou/ tile I!WiCJrtr lxn;-nlw!IJ 
  of 1/wm f.!Ointinr; to IJOII i11 t!Je 1vincicm• uti/inc; f()f 
  support of one form or orwtfwt: Tlw c;limmeriiiCJ 
  openinc) lliul /e(l(/.c, lo !lie VCISI \Die/ lwt;oncl llw 
  s/olion !Jec;i11s to s!mv!t; sluink ns llw mossive 
  emerr;e!ICIJ /.!los/ cfoors /Jegin to s!irle rlosert 
  Time is of the essence now The blast doors will be 
  closed in six rounds. The ship's warm-up procedure 
  will complete in three rounds, allowing the characters 
  only three rounds to successfully exit the hangar. 
  They may secure additional time by making a suc­
  cessful Average (+ +l Piloting (Space) check. Each 
  t) gained on this roll reduces the amount of time 
  start-up takes to complete by one round, although a 
  f;{J may result in certain systems becoming unavail­
  able for a short period of time. Once the prototype is 
  completely powered up, it will require either an Aver­
  age (+ +1 Piloting (Space) check to clear the doors 
  if more than three rounds remain before they close, or 
  a Hard (+ + +1 Piloting (Space) check if three or 
  fewer rounds remain. 
  
  At this point it will become very important wheth­
  er or not the Player Characters disabled the tractor 
  beams and the station's secondary TIE/In squadron. 
  If they have, then getting free of the station's grav­
  ity well is a relatively simple matter. If they did not, 
  then things will be much more difficult. The aft tractor 
  beam array will come online almost immediately as 
  the station personnel attempt to secure the proto­
  type before it leaves range. 
  Evading or breaking free of them requires two Av­
  erage (+ +l Piloting (Space) checks to avoid the 
  beams altogether, and a Daunting (+ + + +l Pilot­
  ing (Space) check to escape one of them once they 
  are caught. Fortunately for the PCs, the tractor beams 
  are meant primarily for moving cargo and have lim­
  ited range. Barring any unforeseen problems, the pro­
  totype will be clear of them within four rounds. 
  The second round after the prototype clears the bay, 
  the station will begin deploying two TIE fighters per 
  round, for a maximum of six rounds to deploy the en­
  tire secondary squadron. The pilots are under orders 
  to disable the prototype for recapture if necessary, but 
  if not, it is to be destroyed rather than fall into the 
  hands of the Rebel Alliance. Imperial Navy pilots inter­
  pret this particular order rather liberally, and offer only 
  a handful of half-hearted warning shots before at­
  tempting to destroy the craft outright. This will require 
  evasive action, which may make any attempt to navi­
  gate clear of the system somewhat more complicated. 
  OPERATION: SHELL GAME 
  ACE OF REBELUON 
  BELLIGERENCE AND 
  STRENGTH 
  And now the battle for Corva Sector begins in earnest. 
  The forces in question are described as follows: 
  HAMMER SQUADRON ALPHA 
  The principal squadron attached to the station is an ex­
  perienced unit that has participated in numerous block­
  ades and other actions against planetary governments 
  that did not capitulate quickly enough They have also 
  engaged in sorties against a handful of pirate groups 
  and are eager to test their skill against the Rebellion. 
  Even assuming that the other TIE squadrons were 
  successfully disabled by the Player Characters while 
  they were inside the Hammer, Alpha Squadron was 
  deployed on maneuvers in a nearby asteroid belt and 
  can respond as soon as the general alarm is sounded. 
  This will certainly give Nightmare Squadron some­
  thing to do while the Player Characters are attempting 
  to escape with the prototype. 
  TIE FIGHTER PILOT (MINION] 
  Commonly disparaged by the Alliance as vastly inferior 
  to Rebellion pilots, in truth the pilots produced by the 
  Empire's starfighter training programs are head-and­
  shoulders above any other equivalent force in the gal­
  axy, with the possible exception of the Alliance. In fact, 
  the generally poor reputation TIE pilots have is no fault 
  of their own, but rather a combination of their relatively 
  fragile equipment and their lack of protective auxiliaries 
  (shields being the most notable exclusion). 
  Skills (groups only): Piloting (Space). 
  Talents: None. 
  Abilities: None. 
  Equipment: Light Blaster Pistol (Ranged [Light]; Damage 
  5; Critical 4; Range [Medium]; Stun setting), flightsuit. 
  
  TIE/LN STARFIGHTER 
  The tiny and fragile TIE/In has been the primary space 
  superiority fighter of the Imperial Navy for decades 
  now. Light, fast, and nimble, Sienar Fleet System's TIE/ 
  In is a bare-bones, no-nonsense fighter designed to be 
  deployed in large groups to overwhelm enemy com­
  batants with sheer numbers. 
  Hull Type/Class: Starfighter/TIE Series. 
  Manufacturer: Sienar Fleet Systems. 
  Hyperdrive: None. 
  Navicomputer: None. 
  Sensor Range: Close. 
  Ship's Complement: One pilot 
  Encumbrance Capacity: 4. 
  Passenger Capacity: 0. 
  Consumables: Two days. 
  Cost/Rarity: 50,000 credits [R)/4. 
  Customization Hard Points: 0. 
  Weapons: Forward-mounted medium laser cannons 
  [Fire Arc Forward; Damage 6; Critical 3; Range [Close]; 
  Linked 1 ) . 
  NIGHTMARE SQUADRON 
  This X-wing squadron received its name from its for­
  mation, which involved bringing together some of 
  the best reconnaissance pilots from other squadrons 
  throughout the Outer Rim into one unit designed for 
  lightning strikes. Nightmare Squadron's typical tactics 
  are to hit an enemy installation before anyone knows 
  that they are there, then get back out long before 
  reinforcements arrive to eliminate them. So far, they 
  have an exceptional success rate, and Terril does not 
  intend to change that on this mission. 
  EPILOGUE 
  P
  resumably, the Player Characters will successfully es­
  cape the system where the Hammer is positioned with 
  the prototype, although it is possible that they instead 
  chose to sabotage and destroy it if they deemed it too 
  difficult to extricate from the station. The prototype will 
  be escorted to a pre-arranged destination in a dead sys­
  tem, where a ship of Alliance technicians will examine the 
  ship from every possible angle to ensure it has no tracking 
  devices or other means for the Empire to locate it. If that 
  proves successful, then the ship will disappear, taken into 
  custody by Intelligence, its ultimate fate unknown. 
  ALLIANCE STARFIGHTER PILO T [MINIONS] 
  Skills (group only): Cool, Gunnery, Piloting [Space). 
  Talents: None. 
  Abilities: None. 
  Equipment: Light blaster pistol [Ranged [Light]; Damage 
  5; Critical 4; Range [Medium]; Stun setting), flight suit. 
  T·&SB "X·WING" MULTI·ROLE STARFIGHTER 
  lncom's T-65B X-wing is the Rebel Alliance's primary 
  force projection starfighter. A powerful, capable, easy­
  to-fly starfighter, the X-wing combines speed and hit­
  ting power into a potent package. 
  Hull Type/Class: Starfighter/T-65B X-wing. 
  Manufacturer: lncom Corporation. 
  Hyperdrive: Primary: Class 1, Backup N/A. 
  Navicomputer: None-Astromech Droid Socket. 
  Sensor Range: Close. 
  Ship's Complement: One pilot, one astromech droid. 
  Encumbrance Capacity: 10. 
  Passenger Capacity: 0. 
  Consumables: One week. 
  Cost/Rarity: 120,000 credits/5. 
  Customization Hard Points: 1 . 
  Weapons: 
  S-foil-mounted medium laser cannons 
  [Fire Arc Forward; Damage 6; Critical 3; Range [Close]; 
  Linked 3). 
  Forward-mounted proton torpedo launchers [Fire 
  Arc Forward; Damage 8; Critical 2; Range [Short]; 
  Blast 6, Breach 6, Guided 2, Limited Ammo 6, Linked 
  1, Slow-Firing 1 ). 
  Given the extremely delicate nature of the mission 
  and how little time and materials there were to pre­
  pare for it, the Player Characters will be celebrated by 
  Alliance command for their performance. They may 
  find themselves in line for promotion, a prestigious 
  post to a more prominent sector, or simply a higher 
  profile for subsequent missions in Corva Sector. Re­
  gardless, their performance will result in them gaining 
  the favor of Commander Elemack, even if Intelligence 
  Officer Jannis never seems particularly impressed. 
  OPERATION: SHELL GAME 
  AGE OF REBELUON 
  
SOURCE: textdata/thevault/Star Wars [multi]/FFG/Age of Rebellion/Age of Rebellion - (SWA02b) Operation Shell Game.pdf