Age of rebellion onslaught of arda pdf download
A previously unseen geographical feature of the battlefield a stand of trees, a valley, a rock formation, etc. The active unit disables an important piece of enemy hardware, destroying a heavy weapon or piece of equipment that provided the enemy forces an advantage in the battle.
Overwhelmed by the ferocity of the acting unit's attack, the enemy unit is close to abandoning its post. The characters involved with the active unit suffer 1 strain. Add to the next Mass Combat check as the acting unit struggles to tell allies from enemies. The acting unit gets bogged down in difficult terrain.
As a result, it upgrades the difficulty of the next Mass Combat check once. The active unit suffers on their next check. A Player Character member of the active unit is grievously hurt in the fighting and suffers one Critical Injury Communications are disrupted, and orders are garbled. Downgrade the ability of the next Mass Combat check once. Two of the AT-STs in the formation run point, lead- of warnings ring out through the base, informing every- ing the advance into the canyon, searching for signs one that Imperial walkers have entered the canyon.
The remaining two scout walkers Every few hundred feet are open-air lookout points serve as a rearguard. The battle should be handled where the Player Characters can see the starfighters of cinematically, but the statistics for the Imperial and Rust and Dust Squadrons engaging the TIE bombers in Rebel forces are included in case the PCs want to get an attempt to chase them out of the vicinity.
Along the directly involved. These soldiers are armed with blaster rifles, grenades, and a small number of anti-infantry batteries to combat the Imperials.
The Arda I Rebels use the existing rock vent system supplemented by their own tunnels in order to tra- verse the canyon walls in relative cover. According to CAVE-IN their map included on page 33 , the cliff face with the demolition charges is on the north face of the west- Once the PCs are about a third of their way towards ern bend of the Gauntlet. It would usually take thirty their destination, another blast rocks the base, show- minutes to reach at a leisurely walking pace, but the ering the hangar with debris.
Player Characters might correctly guess that time is of the essence. If they choose to run, the PCs can cut the A pile of rocks roins down, destroying a nearby time it takes to reach the blast point in half, but they laser cannon and sending Rebels running for cover. Lights are strung up every fifty feet or so, which A number of low moans emanate from the rubble, and soldiers scramble to the area.
We need help! Other Alliance infantry pass the party in the tunnels, rushing to their battlestations as a new set. They sport numerous spines along their backs and have X he PCs must make a choice as to whether keen senses of smell through their forked tongues I they will assist their comrades in digging but are not much smarter than banthas. If Personnel was triggered as a Duty this session, the Player Character who has this Duty should feel compelled to act. If he does not, he and the party loses the ben- efit from the triggered Duty.
If he does choose to stop and help, he should be awarded a Skills: Brawl 2. Perception 3, Survival 3, Vigilance 3. Talents: None. No choice would be meaningful without con- Abilities: Flyer doran'enoks can fly; see page sequences. More information is provided in that Equipment: Claw attack Brawl; Damage 8; Critical 4; section on page 3 5. Range [Engaged]; Knockdown, Pierce 1. If an inspiring PC bat check. He is their findings from Rapid Reconnaissance see page badly wounded and needs immediate medical atten- 28 with the base's command structure, the CM tion.
A Hard Medicine check stabilizes the should add to the Mass Combat check. A second survivor is discovered if the fact that the Rebel forces include Alliance Infantry. PCs generated more than one on the initial check or General Ran Niall's Leadership skill ranks upgrade if they make another Athletics check same difficulty.
Not all of the Imperial He climbs out on his own once the rubble is moved. The results should be spent according to points to deep tunnels under the complex.
These Table 1 - 2 : Spending O,. The bombings have If the Imperials Are Winning: The unstoppable stirred the beasts that had not already awoken from the signal of the mysterious broadcast, and they might of the Empire is brought to bear on the venture up from their warrens through the tunnels, Alliance forces: explosions echo off the canyon attacking the first people they see.
One doran'enok should be more than enough ers each. The Rebels to defend their home, driving back any Imperial are relying on their fortified positions to hold until the forces closing in on the base or weapon instal- walkers to reach the halfway point, when the Player lations. All Rebels add to Discipline checks Characters can spring their trap.
The Rebels do not lose any They come perilously close to an AT-AT laser can- laser cannon emplacements and they only lose non barrage at least once and must succeed at an one fighter from Dust and Rust squadrons.
It isn't much farther to the blast zone, pool to reflect the Rebels gaining the upper hand. Rebel soldiers lie limp and bloody, the hoping to drive out any hidden Rebels. They fire unmoving corpse of a doran'enok not too far away. As the walkers advance, Rebel weapon they can find two blaster rifles, three stun grenades, installations along the canyon walls pummel two spare clips, and one medpac.
These batteries have very little impact on the heavy armor of the AT-ATs. The Rebels' fortified positions are beginning to be over- run but they have not yet retreated, adding to the check. Spend the results according to Table 1 - 2 : Spend- ing O. The battle in the skies continues as Dust and Rust Squadrons lose another three fighters each.
All Weapons: Anti-infantry laser cannonthis weapon's Rebels suffer to all Discipline checks until the entire profile uses personal scale, not planetary scale Fire end of the episode. If the Rebels Are Winning: If the Rebels man- age to hold out in spite of the odds, all Rebels may immediately recover 2 strain from the fresh surge of morale. The Crew: One pilot, one gunner. Passenger Capacity: 0. Starboard-mounted concussion grenade launcher The implacable advance of the AT-ATs continues, this weapon's entire profile uses personal scale, not with blaster bolts bouncing harmlessly from their planetary scale.
Fire Arc Forward; Damage 10; Critical armor. Their constant fire along the canyon walls bomb to place before the timer goes off. The party must succeed at an Average canyon will give the Rebels a great deal of advantage Coordination or Discipline check while shuffling to fire at any troops not within the walkers.
The statistics Sabotage! A good shot from a blaster could set off the last chargeone of the PCs must After fighting your way through the tunnels, you make a Daunting Gunnery, Ranged finally reach the point on your map where the Light , or Ranged Heavy check to hit it, caus- charges should be.
A long bridge of red sand- ing it to detonate and bring the bridge down in a stone spans both sides of the canyon, making torrent of tumbling stone. The locked metal With a deafening blast the rock arch explodes cabinet mounted on the tunnel wall must contain and crashes down, destroying three of the AT-ATs the detonator.
It all comes down to this The Rebels concentrate all fire on the crippled walker, hoping The PCs have fought hard to get to this point, but to impact its weakened armor, and after a round much can still go wrong. Blowing red dust from the of shooting, a catastrophic explosion erupts from ongoing battle has jammed the electronic console, where the AT-AT used to be.
It takes an Average Skulduggery or Athletics check to pry the cabinet open. If the Imperial forces have been crippled by the explosives is an Average Mechanics check or blast of the canyon the difficulty drops to.
If the PCs stopped to help the Rebels in phases one or two, they add for each Spend the results according to Table 1 - 2 : Spend- time they deviated from their primary mission objec- ing O. If the PCs massive casualties are being sustained.
The bomber slams into the canyon wall nearby, and Rebels retain the bare minimum of laser cannon the reverberations from its detonating ordnance emplacements and only lose one fighter from Dust shake one of the charges loose. One of the PCs and Rust squadrons.
Now t h a t the Rebels are in their advance toward the Rebel base. The two troopers, or four squads who have survived the Imperial forces press the attack, and the difficulty attack and are now attacking the Alliance forces. Rebels and any PCs using the rock outcroppings The results should be spent according to Table scattered about to provide cover. The sandtroop- 1 - 2 : Spending O. The number of sandtroopers the PCs there are any remaining a t this stage in the battle.
If must fight when they return to base after the the PCs stop to help and succeed a t three Gunnery fourth phase is increased. The number Otherwise, the PCs may opt to rush back to base of sandtroopers the PCs must fight when they through the tunnels. The Rebels sustain no further casualties or set- backs during the evacuation stage. The PCs have two extra rounds to prepare sandtroopers on their heels. Inside, cargo components themselves and maneuver to a defensible spot if the are staged in the main hangar to be evacuated via light Alliance won the Mass Combat check in phase 3.
He has made a name for himself by interrogat- ing Rebel prisoners through torture and other unsanc- The sandtroopers soon reach the Rebel base, surg- ing into the outlying tunnels of the main complex.
A tioned means. Balrekk is perfectly at home in the firefight in the main hangar ensues as the Rebels hold Empire, finding its cruel and sadistic ways to his liking. Stragglers from the Alli- ance do their best to slow them down, but the sheer numbers and overwhelming firepower make short work of the defenders. The sandtroopers are led by Captain Balrekk, a veteran of many campaigns and known to many as Balrekk the Butcher.
If the Imperials won the final phase of the Mass Talents: None. Combat check, the sandtroopers should number three Abilities: Balrekk's Butchery as an incidental, the GM times the number of Player Characters and are divided may spend a dark side Destiny Point for Balrekk to gain into minion groups of three.
The additional Rebel soldiers and sandtroopers soak , utility belt, spare clip. Once the fight is won or the PCs retreat from the han- The cargo makes for abundant light and heavy cover.
D uring the Battle of the Gauntlet, the num- ber of rounds it takes to traverse different over a small outcropping of rock, desperately trying to move something embedded there.
The parts of the base becomes important. Below Rebel wears a helmet, obscuring any facial fea- are guidelines for how large each of the rooms tures, and the bulky uniform makes it impossible are from one end to the other: to tell if the Rebel is male or female. The being eventually gives up his or her attempts at moving Main Hangar, Transport Hangar: whatever is embedded in the rock and runs off extreme range.
Armory, Auxiliary Hangar, Habitat Area: long range. They can attempt to pursue the figure, but he or Command and Control, M e s s Hall, she rounds a corner and is lost among the other Reb- Medbay: medium range. Behind a rock outcropping, Generator Room: short range. There are no lights to suggest the device is I ous Rebel cells across the galaxy, and this still operational, and anyone with the Mechanics skill remains one of the biggest threats to the grow- can determine that it was damaged during the battle.
Generating the Internal Security All signs around this unknown technology point to Duty is a great tie-in to the overall adventure. There is little time to investigate plant the clues that a traitor resides among the the device and its surroundings, however, as a loud- Rebels. The C M should begin by having the speaker blares that Imperial walkers and troops are character with this Duty discover an Imperial- now within firing range of the base.
Due to the Alliance's reli-. Once the bulk of the salvageable equipment has been moved towards the transports, the personnel evacua- This Duty should be long-term in the adven- tion must begin in earnest. The Imperial advance con- ture and should carry on into Episode II.
One of the vital evacuation needs is to get As the PCs head towards their own ship or the holo- the senior base command on a transport and moving graphic rock face hiding the tunnel to the transport out to ensure this Rebel cell's survival.
T aking out Imperial installations and equip- ment is a hallmark of the Alliance tactics. However, sometimes, they must destroy their stations for the impending battle. The Player Charac- ters are witness to the following:. If the Sabotage With a thunderous boom, a large hole opens in Duty is generated before the session, tying the the wall of the hangar bay.
Through the smoke, character in question to the job of overloading blaster fire rings out, sending you ducking for the generators is a way to enact it. Sabotag- cover. A nearby group of Rebel soldiers also ing the generators not only keeps the Imperials dives for cover, though one of them is hit.
Mak- from getting their hands on vital data, it will also ing your way toward the fallen soldier, he grasps potentially wipe out a large swath of Imperial your arm, pulling you close. Successfully sabotaging the the self-destruct sequence. The generators in the generators will earn the party 2 Duty each. You must The stubborn fools are refusing to man lost in the war. You're the only ones who can finish this!
Be careful! The base of the generator. With the Imperial sandtroop- faint footfalls of Imperial walkers can now be felt, as ers in the base, the players must hurry. The power vibrations shake loose small rocks and debris from plant is located in the southern tunnels, below Com- the cavern walls. These generators are located deep underground, accessed only through a series of nar- As the PCs approach, the command staff ignore row shafts.
The PCs will have to The Imperial forces separate the PCs and the genera- assert themselves to gain the attention of their supe- tors, so getting there won't be easy. Due to the smoke riors. An Average social skill check with and overall damage to the hangar from the attack, all interrupts their bickering and focuses their attention targets on both sides have light cover.
If the players on the PCs. The Player Characters must then convince make a break for the tunnel, they catch the sandtroop- them of the reasons to evacuate the base. This is a per- ers off-guard, unsure of why the Rebels would head in fect opportunity for any of the players to demonstrate this direction.
A total of seven sandtroopers guard the their roleplaying skills and to recall their experiences corridor two groups of three and one sergeant , mak- in the canyon.
If the GM prefers a straight skill check, ing it a difficult crossing. If Captain Balrekk is still alive, he replaces the sergeant in the encounter. The senior advisor pro- tests greatly that she doesn't need any escorts, but her protests are overruled by Niall, Qurno, and Var Narek. A YT light freighter waits for the senior advisor along with Doctor Morrick and other crucial Skills: Athletics 2, Discipline 2, Leadership 3, Melee staff members.
If any Vigilance 2. PCs think to look, a Hard Perception check Talents: Adversary 1 upgrade difficulty of all combat reveals that Var Narek is out of breath. If questioned checks against this target once. Perception check. If they succeed, they notice ven- Equipment: Heavy blaster rifle Ranged [Heavy]; tilations shafts either visually or on their scanners , Damage 10; Critical 3; Range [Long]; Auto-fire, Cum- which seem like they might lead to the transport han- bersome 3 , vibroknife Melee; Damage 4; Critical 2; gar.
If the PCs have their own ships, they should head Range [Engaged]; Pierce 2, Vicious 1 , two frag gre- to the main hangar or auxiliary hangar depending on nades Ranged [Light]; Damage 8; Critical 4; Range where they landed to board their starship.
Control center, a quick search of the room reveals The PCs have eight rounds to get to the transports the access hatch to the generator. The sandtroopers before the base self-destructs. If they are hurrying, pursue the party, but the PCs can hold them off in it takes four rounds to crawl through the ventilation the main tunnel either by firing at them or sealing off shaft and arrive at the transport hangar.
If they are headed back to the main or auxiliary hangars, it takes the same amount of time, but they The massive machines are deafening and occupy must contend with sandtrooper patrolsone minion fully half of the cave. A metal walkway leads to a large group of four sandtroopers plus one sergeant. An computer panel with multiple screens and countless additional patrol arrives every three rounds if they buttons and knobs. Disabling the failsafes requires three checks. If they succeed, they miraculously any chance of stopping the countdown.
If the PCs fail survive the blast with only 5 wounds to show for it. Conscious or After completing these actions, PCs must race to exit not, they are picked up by Korryn in her YV and the base before it blows.
A causes the usual strain on the char- due sometime in acter making the check, representing him grow- ing nervous about the delicate and dangerous the future.
The Player Characters have the option of boarding this ves- I n a galaxy-spanning conflict, space superi- I ority is crucial to maintaining an advantage over the massive Imperial Navy. An easy way to sel if they have no ship of their own or escaping on their own starships if it was in the main or auxiliary hangar, incorporate Space Superiority Duty is to have they'll have to fight their way through. The leadership Tarn Blackstar, the Imperial ace, be the target beseeches any able-bodied pilots to run escort and of the Player Character.
Blackstar could have defend against the remaining Imperial starfighters. If the Imperials ing down an ace Academy pilot. If the player won all four Mass Combat checks, only one X-wing, accomplishes this Duty, he earns 5 Duty. If the Rebels won any of the Mass Combat checks, the PCs have their pick of ships, including an These are hazardous to fly through, and the Alli- extra A-wing. If the PCs do not commandeer the extra ance attempts to use this to their advantage, fighters, Mercedes Vanadiaz and a few other Rebel though they also add from the terrain.
The Rebel starfighter aces take flight to defend the transport. If one of interceptors 4 ships under the com- the PCs tries to lure a TIE unit from the pack, the mand of Tarn Blackstar, a renowned minion should separate from the group to pursue.
Imperial ace in his TIE hunter. Win Conditions: The PCs can win the aerial com- Above the planet, the remainder of the Imperial bat by defeating Tarn Blackstar or one of his squad- force lies waiting. This includes: rons or by losing them in the canyons at long range. Without a hyperspace capability, the 5; Critical 4; Range [Medium]; Stun setting , flight suit.
ZAF4s must remain aboard the transports. The following features of this The Hunter is a recently developed TIE unit designed battle apply; to compete with the speed, mobility, and ordnance of the Alliance X-wing, featuring S-foils that close when Terrain: Add to all Imperial checks due to the ship is flying at top speeds as well as a hyperdrive.
Manufacturer: Sienar Fleet Systems. Hyperdrive: Primary: Class 1, Backup: None. Navicomputer: Yes. Ship's Complement: One pilot.
Encumbrance Capacity: 4. Consumables: Two days. Customization Hard Points: 0. Skills group only : Gunnery, Piloting Space. Hyperdrive: None. Navicomputer: None. We must look past these dark times and steel ourselves for the fight ahead.
The Empire will not rest until they have crushed us under their heel, and I will not allow that to happen. Among those heroes is Sensor Range: Close. General Niall. He was one of our best, and his Ship's Complement: One pilot loss will be felt for a long time, but we must con- Encumbrance Capacity: 4.
I leave you all now to your duties Passenger Capacity: 0 and your own remembrances. Many aspects of the attack still weigh heavily on the Linked 1. The item broadcasted some sort of masked signal when As the last of the Rebel forces fly away, the generators scanned.
Was this a homing device of some sort, reach critical mass, destroying the base and a large exposing the location of the base? Any Imperials in a one-kilo- Who was the soldier seen near the device shortly meter radius are vaporized in the powerful explosion.
Is there a traitor in the The PCs watch in relief and horror as the detona- Rebels' midst? Exiting the planet's atmosphere on Who survived the attack on Arda I and how dev- the far side, the ship makes the jump to lightspeed astated is the Alliance command structure? Many of A series of powerful detonations rocks the canyons these questions will forge the course of the narrative as the Rebel base explodes.
The overloading gener- for Episode II, and the GM can use the PCs' priorities ators unleash a wave of destruction that vaporizes to help prepare for subsequent sessions. Star Destroyers and waves of TIE hghters After arriving in the system, Senior Advisor Hase close in on your location with capture or destruc- requests the PCs come aboard the Rebel cruiser, the tion a sure bet unless you jump to lightspeed now. Fury of Alderaan, to meet with her, her held assistant, and Commander Qurno.
If the PCs do not succeed on the first try, two TIE hght- ers begin firing at their ship or squadron. We must now regroup and continue Safely in hyperspace, the PCs must now rendezvous our mission. The Empire will not spend any time with the Rebel cell. After embarking on a series of grieving for its losses and will soon be on our micro-jumps to throw off any pursuit, the Player Char- heels once more.
Their ship The PCs can now voice their concerns about a comms light up as they receive a mournful but resolute possible traitor in the base to the commanders. The transmission from Setenna Hase's transport: commanders listen intently to all the PCs have to offer,. Without his noble sacrifice, more Rebel still in possession of one or both signal-boosting men and women would have certainly lost their lives.
Read or cuss the matter further. The PCs count as being 5 0 paraphrase the following aloud: Duty points higher than they actually are this can stack with a compelling argument. Jagomir will be our new home, though it is far stack with a mysterious device.
This is a humid, swampy, uncivilized world. Luckily, those same qualities make Duty Contribution Rank 0 with less than 5 0 it an ideal location for a hidden base. Qurno responds tem tucked away amid numerous hyperspace anoma- that the Empire could have discovered Arda I by a lies and other hazards, making the trip treacherous to variety of means, and he trusts his comrades.
He say the least. No clear hyperspace routes cross the has no interest in scouring the ranks for a traitor. The trip to Jagomir takes approximately three days from the characters' current location, allowing them Duty Contribution Rank 0 with 5 0 or higher time to rest and recover while en route. If the PCs have total Duty : As newer recruits to the Alliance, a lightspeed-capable ship at their disposal, Rebel the PCs are just starting to show who they are mechanics outfit the ship with a hyperspace relay to and make a name for themselves with their com- securely receive the coordinates from the rest of the manders.
Hase and Qurno remain very resistant fleet. Communications officers use the hyperspace to any thought of a traitor, having worked with the relays to securely send calculations from the Fury of Arda I cell for some time. They admit it is a pos- Alderaan without the coordinates being compromised. As the PCs exit hyperspace above Jagomir, they see a deep-green orb below them. Following the encoded Duty Contribution Rank 1 with less than 5 0 total Duty : The PCs' bravery at Arda I and coordinates given to them, they enter the planet's other past endeavors have made them people atmosphere and make their way to a plot of land that to whom the commanders are starting to listen.
Commander Qurno refuses to believe any traitor talk, but Setenna Hase finds it more credible. Standard experience point rewards for Episode I;. Duty Contribution Rank 1 with 5 0 or higher Finding a mysterious device: 5 XP each total Duty : As the PCs have more than a few Defeating the Viper probe droid: 5 XP operations under their belts and perhaps a few acts of heroism , the commanders take a great Successfully detonating the rock bridge: 5 XP deal of interest in what the PCs have to say; they Setting the generators to overload: 5 XP also give voice to their own deep-seated fears.
Lit- tle things the commanders would normally dismiss In addition to the experience point rewards, the GM start to seem like something more, and both com- should also award the following: manders want to know if somebody close to them Duty: Each player can earn between 5 and 10 has betrayed the Alliance.
They fear upsetting the Duty based on their individual Motivations and base on an unfounded accusation, though, and Duty. Bonus Duty can be awarded for any espe- ask for more proof before going any further.
The fear that a traitor lurks made the journey to the new base, and many com- within the Alliance rattles the PCs, and they must rades fell on Arda I. The Alliance must now regroup investigate in order to protect the new hideout on and rebuild before another disaster befalls them. Only by stopping this trai- of Jagomir to fend off an encroaching threat and find a cache with another mysterious device.
Settling In: A new Rebel base won't build itself, Getting to Jagomir can be a challenge for anyone and the PCs are tasked with exploring the sur- without t h e exact hyperspace coordinates. Jaga's rounding terrain, investigating potential assets, Cluster is home to numerous anomalies and proto- and constructing the base's defenses. The Alli- Walking The Line: The Player Characters' inves- ance relies on this fact to aid in the base's protection tigation of their fellow Rebels strains bonds and and hide it from the Empire's gaze.
When the Reb- tests friendships. All Rebel ships journeyed to a the traitor than he escapes with valuable Alli- rendezvous point, and then one of these three used ance secrets. They must pursue the spy before an encrypted set of navicomputer codes to allow the he can deliver the information to his Imperial ships t o travel to Jagomir.
Hidden deep in Jaga's Cluster, the swamp-covered world is home to thousands of alien species, though it lacks an indigenous sentient population.
Towering mountain ranges divide large a large, covered area for the Alliance's ships, serving swathes of the swampland, while the thirty o r so as a makeshift hangar bay. Rebels have erected addi- landmasses considered continents rest surrounded tional tarps and covers to aid in concealing the ships by deep, dark seas.
The Rebel Alliance has taken up from sight. The atmosphere of Jagomir has proven residence in the heart of a dense swamp bordering a problematic for the Rebels as the heavy, moisture- large mountain range. The Rebels have constructed laden environment wreaks havoc on a number of a makeshift hangar under the dense forest canopy; ships' systems. Alliance engineers keep trying differ- the thick foliage of the swamp provides excellent ent ways to treat the vessels to protect the ships from cover t o conceal the base's structures and the abun- any adverse effects but t o no avail.
Jagomir has a humid, oxygen-rich atmosphere that is breathable but not entirely comfortable. The thick, humid atmosphere can also render vehicles and T o say that Jagomir is a hazardous world would be an understatement. All man- treated for the conditions. From tiny The primary terrain of Jagomir consists of sprawl- insects to gargantuan reptiles, thousands of dif- ing marshes and swamps covering nearly all of the ferent life-forms make their home on Jagomir.
These dense, mist-shrouded environs contain many hazardsfrom sinkholes and unseen In addition to these creatures, the swamps drop-offs to venomous creatures and poisonous are home to countless bacteria and other plants. Nobody should delve into the deep swamp microscopic organisms that can cause viru- without extreme caution.
The Alliance doctors have dealt with a Resolute Base sits in the shadow of a mountain number of sicknesses since the base became range, on some of the only stable land available in operational and endlessly work to keep the the massive swamp. A natural tree canopy provides populace of the base safe. Morale is low, and the Rebels been code-named Resolute Base.
In light of recent are unsure of their future. Now, signs of a new threat events, the command structure knows the fragile come to l i g h t a traitor jeopardizing everything they morale of the soldiers needs all the bolstering it can have worked for.
Command determined the site of humid temperatures await the Player Characters the base following a number of scouting missions t o below on Jagomir. This swamp-covered world is far locate a back-up facility, and even before abandon- from the sectors frequented by the Imperials, mak- ing Arda I, they had initial prep work carried out on ing it an ideal location for a base.
However, its out of Jagomir to prepare it for use if the need arose. The Impe- by the Alliance. Unsure of what the future holds, the rial Army uses these buildings frequently since troops PCs navigate their ship into the atmosphere and can easily install them on a battlefield.
The Alliance toward the makeshift hangar bay that uses the natu- acquired a number of the buildings in a raid on the ral dionaryll tree canopy in lieu of a ceiling. Landing inside the "hangar," the PCs immediately Rebel engineers have adapted the structures into more long-term uses and placed them deep in the get the sense of foreboding and despair clinging to swamps of Jagomir to serve as Resolute Base.
The their fellow Rebels. The loss of the Arda I base is demor- base quickly takes shape, and the Rebels will have it alizing, but the loss of many friends is even worse. The somber mood permeates the air, but it does not keep the dedicated members of the Alliance from The ten pre-fab garrisons are each approximately doing their jobs.
Equipment is unloaded across the 50 meters wide by 7 5 meters long. These structures hangar bay and onto awaiting repulsorsleds, ready for feature a series of walls and roofs that lock together, the move to the main base.
Rebel leaders have divided the base's buildings into five housing units including a mess hall , two medi- cal facilities, two command units, and a repair bay. The Duros makes an attempt at a smile and You've traveled roughly forty minutes to the north speaks to them, saying: when you park your speeder bikes on a dry patch of land; the trees grow too close together to safely pilot it any further.
Fog and trees obscure the sun "Your service and bravery displayed on Arda this far into the swamp, creating a sense of eter- I hasn't gone unnoticed.
One of our scouting nal twilight. Countless insects, birds, and other parties ran afoul of some local denizens earlier creatures buzz, screech, and howl above. The today, and we need to know if these creatures surrounding mist limits visibility, and your hand- pose a greater threat to the base.
Can you speak scanners provide little usable information due to with the scouts in the med bay and find out what the concentration of life-forms ahead. If the PCs agree, they can head towards medbay and The entrance to this area of the swamp consists find Major Yalor to brief them on the mission.
The med- of intertwined dionaryll trees, a gnarled and knobby ical center is bustling with activity. Doctor Morrick and tree, only found on worlds in Jaga's Cluster, that grows her assistants operate on a grievously wounded patient hundreds of meters into the air.
The trees stand thick, in an iso lab, while various medical droids tend to minor and their exposed roots are dense in this part of wounds on others in the main area.
Major Yalor, speak- the swamp, with few openings large enough to walk ing with one of the wounded, looks up as the PCs enter through.
Beyond the first line of trees, the swamp and approaches them. When things go well, you play your part to weaken the oppressive Empire, and individuals throughout the galaxy breathe just a little more freely. Here, staring into the jaws of defeat, your acts of heroism can still make a difference. Just as Luke Skywalker, Han Solo, and Leia Organa were able to snatch victory out of the jaws of defeat in the original Star Wars trilogy, you, too, will have your chances to make your mark in the Galactic Civil War.
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Age of Rebellion: Onslaught at Arda 1 - Adventure. But the real battle is only beginning, as evidence of treachery emerges from the fog of war. Aces and soldiers must keep the Imperials at bay long enough for the commanders and diplomats to scour the base and fellow Rebels for clues. Mysterious devices found around the base may hold the secret of the traitor's identity, if spies and engineers can crack their encryption in time.
Together, the recruits must investigate the traitor on Jagomir and follow the trail all the way to Ord Radama before precious information falls into the hands of the Imperial Intelligence Service. Onslaught at Arda I will put the players' problem solving and roleplaying skills to the test in order to whittle down the number of suspects and uncover the real traitor before he can threaten the Rebels once more.
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